That’s my point, those big condition hits? Not instant In fact, large stacks cannot come from instant effects. And if it’s not a big stack? You’re looking at a few hundred DPS from it. If you’re dying to less than 1k DPS, you’re a terrible PvP’er. Is the total amount high? It can be, but the actual DPS isn’t much. This is why people are more concerned with avoiding Maul over Locust Swarm, even though Locust Swarm actually does more total damage (not counting multipliers like Moment of Clarity or Opening Strike).
There are literally three things in the game that work on direct damage, but not conditions: Toughness, Protection, Weakness. Likewise, there are two things that apply to conditions, but not Power damage: cleansing and Resistance. Everything else can protect you equally well from both.
Clearly, you don’t want to listen. This isn’t a case of you just not knowing, it is being blatantly explained to you and you are still ignoring it.
Enjoy being stuck in low leagues.
Name one kittening condition skill with over 1 second cast time besides channels, hell name one with 1. I win most of my games as usual, skill>build.
Lots of ways for it to work. Wall of Reflection is rather wide. Cast it, say, 300 units in front of you and you’ve negated him, since the angle he has to go on is so wide compared to the angle you can move on.
Condition builds, especially burn guardians, are as easy if not easier to counter as Power builds. It just takes a bit of knowledge regarding the big hits. Knowledge that many players lack because they don’t make the association between “hand wave” and “pain.” Instead, they associate “hand wave” with “laughable damage” and “massive condition stacks” with “pain”, although the “massive condition stacks” came from a number of “hand waves.”
Everyone complains about the massive condition stacks without actually thinking about where they came from. Hint: it was from all those hits you took.
And yes, glaphen, you are 100% guilty of this exact train of thought. Big condition hits have their tells. You not only have ways to deal with them before they hit, but you also have cleansing to help you with after. Contrary to popular belief, cleansing is not the primary defense against conditions. Dodges/blocks/blinds are.
Can conditions hit hard if they run their full course? Sure, but this is necessary to kill things with them. That time works against them, though, giving more opportunities for them to be cleansed and more opportunity for their assault to be healed through. You can’t usually heal to survive a Power burst. You can heal to survive a condition burst. And the same thing happens with bursters of both types: they’re out of cooldowns and need to find a way to survive until they’re up again. Condition builds are actually averaging a bit higher on the burst cooldowns than Power builds, FYI. Guardians are a bit of an exception since they basically use the same skills for both build types.
And finally: you will take damage. No matter your defense and cleansing, you will take some damage. You can survive this if you’re smart. Not blowing your cleanses when you see the first two burn ticks is a great place to start.
No see that’s the problem condition build don’t require knowledge they require utilities and traits to counter, physical builds require knowledge to counter. Grenades are ground targeted so you don’t need to go that far to the side to aim them in a way that their 180 AoE will hit. All those instant hits you took from pretty much anything you mean right? Physical builds you need to only watch for big key hits, conditions you die from practically everything. Physical builds may have lower cooldowns but they have far more ways to counter those big hits, conditions are only countered by cleanses that need to apply constantly. You have many ways to not take damage constantly from physical, conditions can only stop damage from condition removal if it even removes all of it.
You’re right, condition builds have always been easier to play than Zerks, Maurauders, etc.
The question is whether or not these “easy” builds are suppose to be viable in competitive and solo play. A lot of players think they shouldn’t be viable.. when it’s a derivative version of Power damage.
Power / Sustains / Conditions
They’re all suppose to work equally. No one said they’re all suppose to be on the same difficulty. (Bunk builds are braindead specs too)
Only brain dead bunker builds are Warriors and Guardians.
Thanks to everyone talking about how OP burn builds are, I decided to try one. It is definitely fun.
A few thoughts:
1. It is way easier to apply condis than it is for someone to remove them.
2. It is insanely easy to play
3. Does higher burst than someone who is specced in zerker or maurader.
4. Being able to run rabid or carrion is really nice since I get either vit or toughness. Cele is good as well.For those of you who haven’t tried, definitely do it. Burn guard, burn engi, burn ranger, or cele ele. All are good. It might be tough in the top end play, but for the other 98% of you, it will work well and is by far the easiest way to play PvP.
1. Duh? Any offense needs to be greater than its associated defenses or else the fight goes nowhere.
2. Against baddies, sure. You get wrecked by someone packing Sigil of Generosity. Yeah, a piece of equipment counters your build.
3. Not true, just easier to land because people don’t know what to dodge. Zerker burst is definitely way higher.
4. That is nice, yes, but also a requirement. Condition builds need more time to kill, so it helps if you can actually delay dying.
Generosity is completely luck based and requires crits in your build. Zerker burst is higher if the guy is AFK yes, conditions require you to be built around specifically stopping them, if conditions need time to kill then revert the change back to the old system in PvP to remove this condition burst, the majority of games do not have shout bunkers to hump so they can have a balanced fight.
Umm, Wall of Reflection has a 900 cast range. You don’t need to be anywhere close to it.
Cast it anywhere near him and he can walk through it, cast it on top of you he can just aim right in front of the wall, cast it in the middle he can walk slightly to the side, only place it would work is in an extremely thin passage but I don’t know of many, especially near points.
Grenades can be reflected before impact just fine.
Tell that to my Magnetic Aura, because it does not reflect it.
That is your fault.
Grenades, as well as mortar are a slow arcing angle. Simply because you have an active reflect doesn’t mean anything. If your not putting your reflect into the path of the grenades before the impact the terrain, that is your fault. Do not expect thing to be so passive in this case, because that will not work for you. You are required to move in a manner that reflects the grenades/mortar before they impact the ground near your feet. If you expect your reflect to just bounce them back with poor positioning, may I remind you that they only have to be close, like the old saying goes.
This is one of the most kittened post I’ve seen, let’s just have him move his Magnetic Aura to the ground in front of him. If walls even reflect grenades any good then the only one that works is Mesmers Feedback, others would be mainly useless since you can throw them in front of it and still hit the other side, would only be good if you are running or happen to have a ranged DPS ally far behind it. Let’s just ignore that they ignore the majority of reflect and are nearly useless on all but one.
If he moved further into the path of the grenades, that is, closer to the engineer, the grenades would bounce back.
Wall of Reflection is also incredibly easy to use to reflect grenades. So are Experimental Turrets. Better believe that the Bulwark Gyro toolbelt will be as well.
Other reflects can work, but you need to move closer and into the path of the grenades. Whirling Axe is the easiest of the personal reflects to use due to it’s larger radius, but any can work.
Grenades with the trait have a massive AoE and flight speed, you don’t even need to be in the circle to hit with them. Bulwark Gyro will not reflect it, it has 180 AoE range centered around Engineer, I supposed that would actually work if you do walk into them though but not if the Engineer is close. Wall of Reflection is extremely thin and not that wide, it’s merely moving over to the side slightly, grenades don’t need to go straight like projectiles. If you mean Whirling Defense it has 150 reflect AoE while grenades have 180 AoE and you can’t move. Advanced Turrets is another side step issue and they can’t move either.
Grenades can be reflected before impact just fine.
Tell that to my Magnetic Aura, because it does not reflect it.
That is your fault.
Grenades, as well as mortar are a slow arcing angle. Simply because you have an active reflect doesn’t mean anything. If your not putting your reflect into the path of the grenades before the impact the terrain, that is your fault. Do not expect thing to be so passive in this case, because that will not work for you. You are required to move in a manner that reflects the grenades/mortar before they impact the ground near your feet. If you expect your reflect to just bounce them back with poor positioning, may I remind you that they only have to be close, like the old saying goes.
This is one of the most kittened post I’ve seen, let’s just have him move his Magnetic Aura to the ground in front of him. If walls even reflect grenades any good then the only one that works is Mesmers Feedback, others would be mainly useless since you can throw them in front of it and still hit the other side, would only be good if you are running or happen to have a ranged DPS ally far behind it. Let’s just ignore that they ignore the majority of reflect and are nearly useless on all but one.
I’m just going to say it. The biggest Anti-Anti-Conditions players here are condition builds :/ The runner up to condition builds are shout bunkers/Necromancers.
Hahaha, good lord, the amount of bitterness towards Skyhammer is apocalyptic in this thread, as though by playing it, the map somehow gravely insults people’s ancestors.
Personally, I enjoy maps with some environmental mayhem. Sure, some classes may have advantages over others in those situations, but whatever. It isn’t like a “normal” map is balanced around every class, either.
I do, however, think build templates are a great idea for people to be able to swap between maps if necessary.
Well if you played solo queue a year ago it pretty much does, couldn’t dodge hammer back then and panels disappeared almost instantly and even if the person was stealthed. Was no vote system so you were forced to take this kitten map randomly.
Man… It’s really sad to see how much of the player base agrees that conditions are “OP.” I’m glad that only a fraction of the players in the game use the forums because I’d hate to see how many more might agree.
The ones that are smart know that conditions don’t need to be nerfed. Drarnor gets it but he’s also apparently too stubborn to realize arguing with you guys is fruitless.
Power damage is like a gun to the head, condition damage is like cancer. You get shot in the head and it’s game over. You get diagnosed with cancer and you go through the five stages of grief; denial, anger, bargaining and depression but you skip the acceptance and instead go back to anger.
Good thing you can dodge bullets in this game.
9k hits aren’t “strong?” But 10k burning over 12 seconds is terribly overpowered.
Logic at its finest, people.
Players can see and dodge Gravedigger. There is no effective way to consistently mitigate the passive triggers, instant ranged skills and autoattack spam which dominates condition play aside from stock up one’s bar and traits on hard counters and then hoping that they buy the player enough time to +forward while pressing buttons until the condition guy dies.
There is nothing skillful about either side of that exchange and it is perpetuated by condition damage being overtuned and improperly implemented on a fundamental level.
10k burning damage would be from a skill (like Purging Flames), not a proc. Totally dodgable.
And you’re right, when you let the condition builds do whatever they want to you, there is no skill on either side. When you treat them exactly as you would Power builds, with heavy-hitting skills you need to avoid, accepting that you will take at least some damage (autos), and keeping your eyes peeled for those heavy-hitters, skill emerges on both sides, with a ton of play and counter-play.
Just because you don’t know what to avoid doesn’t mean something is overpowered. It means you don’t know how to counter it yet.
If a condition build can beat you only from auto-attacking, then you’re bad. Full stop.
Uhh I already listed a ton of burning skills.
The point made by the anti-condi people in this thread is that condi builds can have similar dps as power builds and also that the condi cleanses of most classes (eles are a different kind of beast) are on much higher cooldown than condi applications.
This is rather deceptive, as those damage numbers are assuming no cleansing. Those 8k burn stacks don’t come from a single skill, they had to build up to that point. If you failed to avoid the equivalent attacks from a Soldier’s build, you would also be in dire straits.
Condition builds can kill you, yes. So can Soldier’s builds, with similar efficiency. So why don’t they?
Long and short of it? Because regarding conditions, people don’t bother to learn which attacks to negate. They don’t see a big number up front on these hits under any circumstances, so they never make the association of “this skill=pain.” This subtlety makes them seem vastly stronger than they actually are, as players don’t realize how bad of a situation they are in until they are taking, well, 8k DPS from a single condition. They then blame it on conditions being ridiculous and overpowered when they simply ate hit after hit and it took this long for the full impact of those decisions to be realized.
When you’re dying to massive condition damage per second, you already made your mistakes. What’s going on at this moment isn’t going to help you improve as a player, which makes it much more insidious. Your mistakes were several seconds ago.
Uhh it’s like 5.8k every 10 seconds just from any attack critting on Engineer trait. Purging Flames does 10k just from it being cast on you and every single time someone enters it, If he activates justice with 4 allies around you take like 20k damage if each hit once. Ranger has 2 different fields that do 10k each if you sit in them and each are as big as a point and extremely low cooldowns. Activating Incendiary Ammo and hitting with any 3 hits does 12k damage and you can reset the cooldown if you take Kinetic Battery, off hand pistol .5 second cast does 10k every 15 seconds too, 8k from Fire Bomb every 8 seconds if you sit in it’s field, cast Napalm on a downed guy and you got 14k to him and the people trying to revive. 5k per torch throw on Guardian twice every 10 seconds and 3.5k each just from being around him before each throw.
Also that’s another thing, if you are poisoned and revived, with my 11k health I only revive with like 2.9k, conditions stay on while downed so if you have enough and you can’t even dodge while downed, you will literally get downed again instantly.
Not even one of them has above .75 second cast time or any obvious animations. Tell what physical skill does 5k+ damage without an obvious animation besides Backstab and doesn’t involve elites.
Lava Font, Fire Grab, Path of Scars, Shield of Wrath, and Overcharged Shot all come to mind, and only Lava Font is arguably an obvious animation. Arcane Wave and Arcane Blast can also hit 5k with appropriate damage mods and Might, and those have no telegraph whatsoever.
Lava Font is a field obviously same as the multiple fire fields that have longer duration and a Marauder Elementalist dies instantly with a staff, Fire Grab has an obvious fire hands circle motion in front of him and has a 40 second cooldown, Path of Scars is a projectile that barely does anything unless it hits twice, Shield of Wrath does nothing if you hit him 3 times and Overcharged does not do 5k. Probably anything can do 5k if you stack might, but those conditions are completely might less.
9k hits aren’t “strong?” But 10k burning over 12 seconds is terribly overpowered.
Logic at its finest, people.
Players can see and dodge Gravedigger. There is no effective way to consistently mitigate the passive triggers, instant ranged skills and autoattack spam which dominates condition play aside from stock up one’s bar and traits on hard counters and then hoping that they buy the player enough time to +forward while pressing buttons until the condition guy dies.
There is nothing skillful about either side of that exchange and it is perpetuated by condition damage being overtuned and improperly implemented on a fundamental level.
10k burning damage would be from a skill (like Purging Flames), not a proc. Totally dodgable.
And you’re right, when you let the condition builds do whatever they want to you, there is no skill on either side. When you treat them exactly as you would Power builds, with heavy-hitting skills you need to avoid, accepting that you will take at least some damage (autos), and keeping your eyes peeled for those heavy-hitters, skill emerges on both sides, with a ton of play and counter-play.
Just because you don’t know what to avoid doesn’t mean something is overpowered. It means you don’t know how to counter it yet.
If a condition build can beat you only from auto-attacking, then you’re bad. Full stop.
Uhh I already listed a ton of burning skills.
The point made by the anti-condi people in this thread is that condi builds can have similar dps as power builds and also that the condi cleanses of most classes (eles are a different kind of beast) are on much higher cooldown than condi applications.
This is rather deceptive, as those damage numbers are assuming no cleansing. Those 8k burn stacks don’t come from a single skill, they had to build up to that point. If you failed to avoid the equivalent attacks from a Soldier’s build, you would also be in dire straits.
Condition builds can kill you, yes. So can Soldier’s builds, with similar efficiency. So why don’t they?
Long and short of it? Because regarding conditions, people don’t bother to learn which attacks to negate. They don’t see a big number up front on these hits under any circumstances, so they never make the association of “this skill=pain.” This subtlety makes them seem vastly stronger than they actually are, as players don’t realize how bad of a situation they are in until they are taking, well, 8k DPS from a single condition. They then blame it on conditions being ridiculous and overpowered when they simply ate hit after hit and it took this long for the full impact of those decisions to be realized.
When you’re dying to massive condition damage per second, you already made your mistakes. What’s going on at this moment isn’t going to help you improve as a player, which makes it much more insidious. Your mistakes were several seconds ago.
Uhh it’s like 5.8k every 10 seconds just from any attack critting on Engineer trait. Purging Flames does 10k just from it being cast on you and every single time someone enters it, If he activates justice with 4 allies around you take like 20k damage if each hit once. Ranger has 2 different fields that do 10k each if you sit in them and each are as big as a point and extremely low cooldowns. Activating Incendiary Ammo and hitting with any 3 hits does 12k damage and you can reset the cooldown if you take Kinetic Battery, off hand pistol .5 second cast does 10k every 15 seconds too, 8k from Fire Bomb every 8 seconds if you sit in it’s field, cast Napalm on a downed guy and you got 14k to him and the people trying to revive. 5k per torch throw on Guardian twice every 10 seconds and 3.5k each just from being around him before each throw.
Also that’s another thing, if you are poisoned and revived, with my 11k health I only revive with like 2.9k, conditions stay on while downed so if you have enough and you can’t even dodge while downed, you will literally get downed again instantly.
Not even one of them has above .75 second cast time or any obvious animations. Tell what physical skill does 5k+ damage without an obvious animation besides Backstab and doesn’t involve elites.
It does need a very short cast time with no after-cast, though,
I disagree with you, and so does ArenaNet… Cheers!
It also means when you see the mesmer’s burst coming, and you dodge it, you will successfully counter play it instead of having your dodge suddenly interrupted or prevented.
The counter-play is the long charging time of the mantra skill itself plain and simple.
Easy to achieve actually when accounting to all those hip defensive skills.
They have long duration, enough to get the mantra up.
Your point does nothing to refute my own. You’re still blowing a necessary defensive recharge in order to charge your Mantra of Distraction. This is about as wise as a Celestial Dagger/Dagger Elementalist blowing his or her Lightning Flash to land Churning Earth. If you think that’s also a good idea, then you and I have nothing more to discuss.
Not like you have to blow them specifically for the mantra, it just gives you something important to do during it. Obviously it’s bad for celestial but it’s good for zerkers, they did it all the time in the past but it was always predictable so I dodged it anyways.
(edited by glaphen.5230)
9k hits aren’t “strong?” But 10k burning over 12 seconds is terribly overpowered.
Logic at its finest, people.
6k from standing next to the Necromancer for 15 seconds who gave up 35 damage and healing for his team every hit compared to 6k from being critical hit by any attack every 10 seconds. This is also with Zerker and Air runes, my Engineer comparison is using Rabid with Balth. 1.25 second cast time skill can’t be considered strong to me besides the downed destruction that condition fields can do too.
Because condition builds require one vital and valuable resource that power builds really don’t: time. Condition builds have to buy time to kill you.
Purging Flames can do 10k if it’s not avoided (which is totally possible). But it does that over a long period of time, meaning it’s easier to out-heal and/or retaliate.
Here’s an easy to explain example from the Power side: which is more dangerous, traited Locust Swarm, or Gravedigger? Gravedigger, right? Why is that? Both skills have the same Power coefficient, and so do the same amount of damage. Meanwhile, Locust Swarm is harder to avoid (a single dodge/block/blind will not cut it), buffs the Necro with Swiftness and Life Force, and debuffs you via Cripple.
So why is Gravedigger considered the more dangerous skill?
Uhh I’m pretty sure Gravedigger does 150% more damage than 10 ticks of that and it’s cooldown resets itself while healing you.
I did say traited Locust Swarm, which is 15 ticks. Gravedigger doesn’t heal you, either. Cooldown reset is only if you’re hit below 50%, but I can garuntee you try to avoid it above that threshold as well.
Still the only reason it would be considered strong is because it resets its cooldown on 50% or lower and downed not your own health. Does more than Hundred Blades channel casting it 3 times on downed people. Either way testing it with Zerker and Air runes it only did like 6k damage over 15 seconds to light armor dummy, Engineer does that in an instant and doesn’t have to stalk you to do more.
Because condition builds require one vital and valuable resource that power builds really don’t: time. Condition builds have to buy time to kill you.
Purging Flames can do 10k if it’s not avoided (which is totally possible). But it does that over a long period of time, meaning it’s easier to out-heal and/or retaliate.
Here’s an easy to explain example from the Power side: which is more dangerous, traited Locust Swarm, or Gravedigger? Gravedigger, right? Why is that? Both skills have the same Power coefficient, and so do the same amount of damage. Meanwhile, Locust Swarm is harder to avoid (a single dodge/block/blind will not cut it), buffs the Necro with Swiftness and Life Force, and debuffs you via Cripple.
So why is Gravedigger considered the more dangerous skill?
Uhh I’m pretty sure Gravedigger does 150% more damage than 10 ticks of that and it’s cooldown resets itself while healing you.
The point made by the anti-condi people in this thread is that condi builds can have similar dps as power builds and also that the condi cleanses of most classes (eles are a different kind of beast) are on much higher cooldown than condi applications.
This is rather deceptive, as those damage numbers are assuming no cleansing. Those 8k burn stacks don’t come from a single skill, they had to build up to that point. If you failed to avoid the equivalent attacks from a Soldier’s build, you would also be in dire straits.
Condition builds can kill you, yes. So can Soldier’s builds, with similar efficiency. So why don’t they?
Long and short of it? Because regarding conditions, people don’t bother to learn which attacks to negate. They don’t see a big number up front on these hits under any circumstances, so they never make the association of “this skill=pain.” This subtlety makes them seem vastly stronger than they actually are, as players don’t realize how bad of a situation they are in until they are taking, well, 8k DPS from a single condition. They then blame it on conditions being ridiculous and overpowered when they simply ate hit after hit and it took this long for the full impact of those decisions to be realized.
When you’re dying to massive condition damage per second, you already made your mistakes. What’s going on at this moment isn’t going to help you improve as a player, which makes it much more insidious. Your mistakes were several seconds ago.
Uhh it’s like 5.8k every 10 seconds just from any attack critting on Engineer trait. Purging Flames does 10k just from it being cast on you and every single time someone enters it, If he activates justice with 4 allies around you take like 20k damage if each hit once. Ranger has 2 different fields that do 10k each if you sit in them and each are as big as a point and extremely low cooldowns. Activating Incendiary Ammo and hitting with any 3 hits does 12k damage and you can reset the cooldown if you take Kinetic Battery, off hand pistol .5 second cast does 10k every 15 seconds too, 8k from Fire Bomb every 8 seconds if you sit in it’s field, cast Napalm on a downed guy and you got 14k to him and the people trying to revive. 5k per torch throw on Guardian twice every 10 seconds and 3.5k each just from being around him before each throw.
Also that’s another thing, if you are poisoned and revived, with my 11k health I only revive with like 2.9k, conditions stay on while downed so if you have enough and you can’t even dodge while downed, you will literally get downed again instantly.
(edited by glaphen.5230)
By the same token, that 10% damage is going to happen no matter what. Incendiary Powder doesn’t apply to every hit, while that boost does. Grenades will usually only inflict 2 conditions (one base, one sharpshooter, shrapnel grenade only does one), and that’s assuming they crit. It’s a 61.4% chance that the Shrapnel trait never kicks in for a particular grenade attack. Incendiary Powder can only apply to one attack every 10 seconds, so if you cleanse the burn, they’ve got no more for that period in grenades.
What honestly makes you think that you should be able to cleanse all of the conditions applied by condition builds? Yes, you will have conditions on you when fighting someone that uses them as their primary offense. Why wouldn’t this be the case? It would be broken otherwise.
You would need to do 5k per second for 10% to be 500 total DPS boost as you said, you can dodge big physical skills easily, that 500 DPS burning can only be removed by high cooldown condition cleanses and happens every 10 seconds he’s alive guaranteed. One Flash, Freeze or Poison Grenade does 1 condition, 1 vulnerability, 1 burning per 10 seconds with 50%x3 crit rate without buffs or traits, 1 bleed a 15%x3 and 50% for 33%x3, 1 cripple at 15%x3, forgot about the cripple so half the time it’s 5 and most of the time it’s 4 and rarely will it be 3 or less, can also use crit sigil torment for more. Cleanse the burn and you still have 5 other possible skills that can apply it in a 3 kit build. If you don’t cleanse conditions constantly you die extremely fast, only support shout bunkers really does that any decently.
Is HoT pay to win?
New skills I keep bumping into feel extremely effective and have made certain classes harder to deal with than normal, you can only attain new skills by spending $72 (Australian) so that would essentially make it pay to win right?
Guild Wars 2 is NOT pay to win.
Pay to win would be where the cash shop sells gear and weapons that boost your statistical power well beyond what a player who doesn’t buy from the cash shop can get from just playing the game.
In GW2 gem store items are solely for looks, quality of life and convenience. Anyone spending their hard earned cash has no advantage above those who don’t spend their real life cash.
The expansion is simply an expansion of the core game. New features. New builds. New class. New content.
New builds is P2W.
Shrapnel adds an average of 365 damage/explosion in a condi engineer build. Sharpshooter adds an average of 116 per crit.
Incindary Powder is the strongest at 523.7 DPS, assuming you crit to proc immedietly on each cooldown. In practice, it’s lower.However, none of this at all is out of line compared to damage amplification traits. A single 10% damage boost can easily match Incendiary Powder in a Power build (even in Soldier’s gear) for DPS increase.
Also causing a stack of vulnerability every explosion to hide your damaging conditions even better and increase those conditions damage slightly and those trait conditions are more that you have to cleanse or die. If you did 10k damage in a single attack it would do 1k more with 10% damage boost but has many ways to be avoided, Incendiary Powder is going to happen no matter what and all you can do is cleanse it but they have 4 conditions inflicted on a single grenade and most only cure 3 or less.
Shatter effects also come from the mesmer himself, so to maximize impact, he has to be in melee range as well.
All of those traits proccing at once? Let’s say Sigil of Intelligence is used to guarantee the crit. You are still looking at a .24% chance of that happening. Not 24% chance, .24%. That can happen less than a quarter of one percent of the time.
It’s still only one attack out of 5 in 2.5 seconds. Also did not know they gave the old Mesmer trait self shatter to its base but it’s still 1/4 of their damage with 3 clones. Also the 7 seconds of burning was half the damage, 3 stacks of 15% 21 seconds bleeding was the other half while the crits was only 1k damage.
(edited by glaphen.5230)
Just spent like 20 minutes fighting the Mesmer NPC for it to use it’s heal skill and it didn’t before I realized Thief had dagger storm, grenades ignore reflect. All scepter and staff skills are ranged with no projectile on Necromancer, all grenades are on Engineer, Guardian Purging Flames and Judge’s, Mesmer Confusing Images and Illusionary Counter aren’t and staff Chaos storm and all shatters. Then add in the fact that all of them can trigger conditions on any hit with traits.
Grenades can be reflected before impact just fine. Necros, I specifically called out as being the sole “ranged no-projectile” condi build.
Judge’s Intervention puts the Guardian into melee range, so yes, I count it as melee (Dark Path on Necro actually does the same). Yes, Purging Flames is ranged, but you can easily avoid most of the burning by simply not walking over the edge.
Shatters are totally melee attacks, just not for the Mesmer himself (though to maximize their impact, they are). Chaos Storm is hardly worth considering as a condition attack, since most of the time it doesn’t apply a damaging condition anyway.
And yes, they can apply conditions via certain traits. Those traits are rather low-impact on damaging conditions, though, with the sole exceptions of Weakening Shroud and Radiant Fire. Radiant Fire is a lot less scary if it procs after they swap off of torch.
I get it, you want to face condition builds with impuntiy. That will never happen. It should never happen. Any build, if you go into a fight against it poorly prepared for what it can do, should have a strong chance of bending you over and doing as they please. You can’t have the advantage in every fight. No condition build does.
Grenades have extremely high explosive range with the trait and can hit without even having the enemy in the circle, if Feedback works on it, that would be the only real defense against them, but I don’t feel like testing. Judge’s can be activated from 1,200 range so it’s ranged and Purging gives you 3 if it’s casted on you and you don’t dodge the crappy slight hand raise animation of it. Shatters can be activated at 1,200 range and the Mesmer’s position doesn’t matter only the clones do and poison from Chaos Storm still can happen and interrupt traits can still proc.
Engineers with Firearms and Explosives can inflict 2 stacks of burning for 4 seconds every 10 on crit, 21 seconds of bleed at 15% per grenade and have a 33% chance on crit for 4 seconds of bleeding, if all of those proc on a single grenade skill you just did 13.8k damage with a Rabid Amulet and Balth runes.
Confusion should not do passive damage per second in PvP. That’s the biggest issue at the moment.
Yes I was wondering why I was dying from a PU Mesmer while not doing anything, that used to be the counter to their dumb kitten, ignore them while they do no damage unless in a team fight but now they can easily tick you down unless you have a condition removal and luckily remove the confusion, otherwise you are dead since attacking will kill you instantly.
Death Shroud 2 on Necro is a projectile, yes, but since it’s unblockable, it’s not stopped by anti-projectile skills. Deatlhy Swarm is also a projectile, but isn’t used for offense, since it does no condition damage and scales very, very poorly with Power.
Condition Guardian is primarily melee after Zealot’s Fire (a projectile) has been fired off.
Greanades are projectiles and as such are negated by most anto-projectile skills and mechanics in the game, even if they are aimed near the target instead of on.
Mesmer’s condition output is either through autos and Scepter block (projectiles, Scepter block), shatters (melee) or Confusing Images (long channel, easy to dodge). Chaos Storm gives some pressure, too, but is not a good source of damage due to random nature and low stacks (plus several non-damaging condis).
Condition Warriors all use the same weapons: Sword/Sword (melee) and Longbow (projectiles). They don’t get any condition pressure through utility skills, so they have to run this weapon set.
Trap Rangers bring traps (melee range), Axe 2 (melee range and projectile), torch/dagger (melee or projectile).
So please, tell me more about how nothing works to prevent condition damage because it’s all ranged with no projectiles.
Just spent like 20 minutes fighting the Mesmer NPC for it to use it’s heal skill and it didn’t before I realized Thief had dagger storm, grenades ignore reflect. All scepter and staff skills are ranged with no projectile on Necromancer, all grenades are on Engineer, Guardian Purging Flames and Judge’s, Mesmer Confusing Images and Illusionary Counter aren’t and staff Chaos storm and all shatters. Then add in the fact that all of them can trigger conditions on any hit with traits.
I don’t even count either of those as big condition skills, I mean Grasping Dead is pretty much the same as a weapon swap but with a 5 second cripple, basic attack chain is more deadly. Now compare to staff and tell me the difference between the marks, oh the tiny circle art after it’s placed if it isn’t on top of of someone.
You do realize that Necro Staff does pathetic damage, both in Power and Condition builds, right? In a condition build, the only one that does any decent damage is Mark of Blood for…2k damage on a 4.75 second cooldown. I don’t care how you slice it, that’s pathetic.
No, on Necro, Grasping Dead and Enfeebling Blood are definitely heavy-hitting skills. Now, though, you add on Feast of Corruption as a heavy hitter, dealing up to 4.6k on a 10 second cooldown.
So are you supporting my conditions are OP argument or what, Feast of Corruption is literally the same animation as the basic scepter attack without the splotch at the back that appears when it’s already too late to tell the difference. Enfeebling Blood is a strong skill and yet you can do it every 10 seconds without an animation when you go Death Shroud, which is the obvious to take trait over the scepter one.
There are still particular skills to avoid, and they’re easy to do so with. Weakening Shroud, like Enfeebling Blood, has a delay before it hits. If you’re in melee with a Necro, you should figure out pretty quick if he has the trait, in which case you dodge/block/blind when you see him enter shroud. Or just don’t melee him and you’re fine.
I will admit that some Necro animations are harder reads than others, but Feast of Corruption is still distinct all the way through the cast. The scepter has black-green energy surrounding the head during FoC, but not the autos.
This is true with every condition build: there are a few heavy hitters to look out for. Learn them and use the same active defenses against them that you do Power builds and you may actually not even need a cleanse to beat them (I don’t advocate running without a cleanse, though; Immobilize kills).
On my Charr Necro I only see it while it’s behind it’s head, there is a green aura for a brief moment around the body but you can probably hide that on an Asura with green dye. Also they can just use Doom on you at the very start of it once every other cast if they really want to hit it, and that is one precious dodge that you only regen once per 10 seconds, 15 with the perma weakness of a Necromancer.
So you don’t have blocks or blinds? They also just blew their only defense to land a 4.5k hit (assuming no cleanse). Punish them for it.
And blaming Asura for skill unbalance is stupid. Everyone knows that the race is unbalanced in PvP scenarios because the animations are much harder to read.
I can read any physical animation on an Asura, can’t do the same for conditions because it’s still hard as hell even if they are a Charr for the few skills that actually have an animation difference, S/D Necro, dodge the two skills with small green balls made in front of them even though their more dangerous skills have no animation difference, Burn Guardian dodge their slight hand raise Purging Flames, dodge throw motion torch throw, still die to the instant applicationx20, Engineer dodge poison volley because that’s the only actual animation on the class or instant Static Shot if they are far away, grenades are all exactly the same at point blank and so are bombs till they actually go off. Ranger stay out of the big circles that cover the entire point but if you do that they decap, dodge torch and dagger throw and don’t attack him while he has Fire Aura for half the battle, Mesmer dodge channeled Confusing Images with 2 dodges and dodge if you see him block an attack, dodge into clones every time they start moving towards you.
And the vast majority of those also apply to conditions. Funny thing…
To be clear, the only ones that don’t are Toughness, Weakness, and Protection. Everything else works.
There is only one condition build in the game that is primarily ranged, non-projectile attacks: Necro ( who, ironically, doesn’t see Weakness or Protection as being as significant hindrances as other professions do in Power builds). Every single other condi build is primarily either melee or uses projectiles to deliver a significant portion of their damage.
Uhh what condition build use projectiles?
Shortbow/axe/Torch Ranger (plus any ranged pets, which all do condition damage), Pistol Thief, Pistol/grenades Engineer, Staff/Scepter Mesmer, Longbow Warrior (as well as Impale on sword offhand), Torch Guardian, all variations of ele.
So yeah, literally every condition build in the game aside from Necro is either melee range or projectile reliant for very significant portions of their damage. Or both. Even Revenants don’t change this much, since their only condition weapon is melee.
Came to say I have not died from a direct attack for an entire week. I have been looking at cause of death everytime. It is always a condition.
Overwhelmingly burning like not even a competitionThat is because conditions are all tracked as one entity, regardless of source. If you took a 6k hit that applied a 1k burn, a 3k hit that applied a 3k burn, a 7k hit with 1k burn, 5k with 300 burn, and a 4.5k hit with 2k burn, what did you take the most damage from? Your death recap shows burning at the top, at 7.3k, but the direct damage totaled 19.5k.
Did you ignore the rest of my post? 1 or 2 skills per class is nothing, dagger 4 is a projectile too on Necromancer, so is shroud 2, Guardian has 1 projectile, not counting any multihit attacks that proc justice, Engineer only has pistol 2 and 3, grenades are explosive AoE, Mesmer only has staff and scepter basic attacks that mainly come from clones, Pistol Thief is kitten and isn’t meta and does more power by far, Longbow Warrior isn’t meta, Ranger damage comes more from traps and Shortbow is a kitten weapon compared to S/D, so I guess it has 1 dagger skill, 1 axe and 1 torch skill or Shortbow basic and 1 same as axe skill.
couple things.
Mantras have always been insta cast and people didn’t moan about them a year ago, therefore the insta cast isn’t the issue.
Poor argument.
Coming from a warrior that hates power lock, I’m not going to agree with the op. The mantra has a precast time of 2 and 3/4 seconds just to get access to power lock. in the midst of combat that’s
practically impossible.difficult to achieve.Plus it essentially has their character scream “IM GONNA STUN YOU I GOT IT”
Not really that hard, stealths last 3 seconds and 3 illusion Distortion guarantees a mantra.
I don’t even count either of those as big condition skills, I mean Grasping Dead is pretty much the same as a weapon swap but with a 5 second cripple, basic attack chain is more deadly. Now compare to staff and tell me the difference between the marks, oh the tiny circle art after it’s placed if it isn’t on top of of someone.
You do realize that Necro Staff does pathetic damage, both in Power and Condition builds, right? In a condition build, the only one that does any decent damage is Mark of Blood for…2k damage on a 4.75 second cooldown. I don’t care how you slice it, that’s pathetic.
No, on Necro, Grasping Dead and Enfeebling Blood are definitely heavy-hitting skills. Now, though, you add on Feast of Corruption as a heavy hitter, dealing up to 4.6k on a 10 second cooldown.
So are you supporting my conditions are OP argument or what, Feast of Corruption is literally the same animation as the basic scepter attack without the splotch at the back that appears when it’s already too late to tell the difference. Enfeebling Blood is a strong skill and yet you can do it every 10 seconds without an animation when you go Death Shroud, which is the obvious to take trait over the scepter one.
There are still particular skills to avoid, and they’re easy to do so with. Weakening Shroud, like Enfeebling Blood, has a delay before it hits. If you’re in melee with a Necro, you should figure out pretty quick if he has the trait, in which case you dodge/block/blind when you see him enter shroud. Or just don’t melee him and you’re fine.
I will admit that some Necro animations are harder reads than others, but Feast of Corruption is still distinct all the way through the cast. The scepter has black-green energy surrounding the head during FoC, but not the autos.
This is true with every condition build: there are a few heavy hitters to look out for. Learn them and use the same active defenses against them that you do Power builds and you may actually not even need a cleanse to beat them (I don’t advocate running without a cleanse, though; Immobilize kills).
On my Charr Necro I only see it while it’s behind it’s head, there is a green aura for a brief moment around the body but you can probably hide that on an Asura with green dye. Also they can just use Doom on you at the very start of it once every other cast if they really want to hit it, and that is one precious dodge that you only regen once per 10 seconds, 15 with the perma weakness of a Necromancer.
And the vast majority of those also apply to conditions. Funny thing…
To be clear, the only ones that don’t are Toughness, Weakness, and Protection. Everything else works.
There is only one condition build in the game that is primarily ranged, non-projectile attacks: Necro ( who, ironically, doesn’t see Weakness or Protection as being as significant hindrances as other professions do in Power builds). Every single other condi build is primarily either melee or uses projectiles to deliver a significant portion of their damage.
Uhh what condition build use projectiles? Engineer pistol skill 2 and 3, Torch throwx2 of Guardian, clone basic attack of Mesmer, only real one is Longbow Warrior but that isn’t meta anymore. Yeah they all do work as I said but they require luck to trigger because skill dodging them is pretty bullkitten, invulnerability has you still taking previously taken conditions, same with dodges, leaps and everything else really, only thing may be CC if you use it before they hit you with anything but they have 2 dodges at the very least. Guardian is the only one that needs to go in melee range but it has 2 teleports.
I don’t even count either of those as big condition skills, I mean Grasping Dead is pretty much the same as a weapon swap but with a 5 second cripple, basic attack chain is more deadly. Now compare to staff and tell me the difference between the marks, oh the tiny circle art after it’s placed if it isn’t on top of of someone.
You do realize that Necro Staff does pathetic damage, both in Power and Condition builds, right? In a condition build, the only one that does any decent damage is Mark of Blood for…2k damage on a 4.75 second cooldown. I don’t care how you slice it, that’s pathetic.
No, on Necro, Grasping Dead and Enfeebling Blood are definitely heavy-hitting skills. Now, though, you add on Feast of Corruption as a heavy hitter, dealing up to 4.6k on a 10 second cooldown.
So are you supporting my conditions are OP argument or what, Feast of Corruption is literally the same animation as the basic scepter attack without the splotch at the back that appears when it’s already too late to tell the difference. Enfeebling Blood is a strong skill and yet you can do it every 10 seconds without an animation when you go Death Shroud, which is the obvious to take trait over the scepter one.
As always;
People just hate conditions/want them nerfed because unlike with direct damage, you get to think about your death before it happens. Eviscerate comes down on your head and you’re downed instantly because you didn’t dodge/block, etc. kitten , time to respawn… You eat a Signet Of Spite, Doom and Tainted Shackles from a Necromancer. You have 11 conditions on you and they’re ticking fast, NOOO, PANIC, TRY TO CLEANSE, RUN AWAY WHAT DO I D… Dead. That was cheap, wow, much strong, such OP, very wow.
Could have avoided that burst the same way you could have the Eviscerate but instead you tank it because you know it’s not going to insta-down you so meh, you’ll take that chance and maybe you can get away with cleansing it? Letting people condi nuke you or not bringing cleanses to counter it is the same idea is never dodging hard hitting physical attacks and not bringing blocks/high enough armor to handle it and crying that it’s OP.
All big physical skills have an obvious animation with many ways to prevent it from happening all together, conditions can happen on any attack and bigger ones have extremely basic animations and the only way to stop it is hump a shout bunker 24/7 which you won’t even have in 90% of games. As I posted before.
Things that stop melee physical damage.
Cripple/Chill
Blind
Weakness
Slow
Confusion
Invulnerability
Dodge
Leaps
CC
Protection
Toughness
Things that stop ranged physical damage.
All of the above besides Cripple/Chill unless you are running
Reflect
Line of Sight
Things that stop condition damage.
Lucky dodges or blinds
Condition removal
Resistance
Most condition causing skills aren’t even projectiles but reflect or dodges for the few that are.
There are actually a few instant stuns in the game, Engineer Overcharged Shot, Turret destruction trait, Magnetic Inversion, Elementalist Updraft, Necromancer Doom, Fear of Death and Reaper’s protection traits, Thief Sleight of Hand trait, main hand sword stealth attack, Mesmer Mirror of Anguish trait, what you listed and anything from stealth practically.
Remove overcharge shot its a knockback. A stun is usually better in most cases, because they are locked in place for max burst. I want to add overcharge if not running elixer b or having some kind of stab on you can actually set yourself up for being bursted. Most balanced cc in the game imo considering it can be reflected and cause the engineer too lose the upper hand if missed or bad placement.
Knockbacks are better than stuns, they push people off the point causing decaps, if you are hit on a tiny point by it then he gets a free decap, it’s one of the strongest CCs in the game for conquest mode.
Its even less efficient than focus by a power build since the condi stack restriktion. Hope you never play a carry role in dota haha
What condition stack restriction, all I see on the wiki is 1500 now, surely it’s possible in PvP.
There are actually a few instant stuns in the game, Engineer Overcharged Shot, Turret destruction trait, Magnetic Inversion, Elementalist Updraft, Necromancer Doom, Fear of Death and Reaper’s protection traits, Thief Sleight of Hand trait, main hand sword stealth attack, Mesmer Mirror of Anguish trait, what you listed and anything from stealth practically.
Mantra mesmer ? That’s not a real option, that cleanse only one condi you can cleanse maximum 3 condis that way. Mesmer has MUCH better options to cleanse or even send back conditions, and using blindness-shatter trait is a good way to prevent condi spam to. Better avoiding to get condi than looking for a way to cure it in my opinion.
Mantra can actually remove 12 guaranteed pre battle if you the 5 point minor and the 3 uses trait, with healing and utility cleanse of course.
Run boring as kitten meta support builds. Thanking you now.
“You only need one person to stand on a point to capture it.”
So why ppl still capture it with 3 ppl? Is it so important to have the highest score?
kittens act like score matters but it’s the most pointless stat out of all stats in the game, well I supposed being top of it gives you 5 rank points per game.
why isnt condi damage being balanced
all i see is nothing but full teams of condi builds
condi eles condi necros condi warriors condi mesmers condi engineers
this new meta is broken beyond comparison due to the nature of conditions not being weakened by armor and before someone says well why dont you run some cleanse noobunlike cleanse conditions can be reaplied way quickly and all it takes is to focus one player with your group and move to the next target once said target has over 8 conditions with tons of stacks
it was a horrible mistake to implement the new condition system on pvp in the first place as it was designed to be used against world bosses
This, should especially change confusion to work the same way as it used to for PvP and WvW only, they used to separate changes between all 3 but for some reason these PvE changes came to all 3.
Depends on situation and build of yourself and enemies and allies. High vitality players are far easier to revive through damage is probably the most important thing to know. Rest has far too many variables to explain.
Wow, I didn’t know there was a forums war here :O
I remember Glaphen when he was playing around top 50-25 before the new queue system. He’s actually a very good player. People may doubt his Cleric thief, but it’s actually very strong. It has the damage of about 70% of a Zerker thief, but a sustain of a bunker Guardian.
It took a lot of effort to kill him. Most of the time I saw people having trouble because they didn’t expect a thief running around with shortbow to have that kind of sustain. Also, don’t say that his opponents were bad. We were matched against the top 100 at that time.
Disclaimer: not a friend of Glaphe, and I don’t expect him to know me either.
And yet, he’s struggling against burn guardians while most others here are doing just fine against them. Maybe he shouldn’t believe that he can beat everything, but that appears to be the argument here. What’s next after burn guard?
Whatever else is broken, as I said multiple times Esports is dead and balancing around competitive 5 vs 5 would be fine if the majority of the games weren’t broken random vs randoms and premade vs randoms that don’t have 24/7 access to bunker shout builds and transfer Necromancers brought specifically to balance broken conditions. As I wrote in the other thread where are all the reflect Mesmers to counter the Killshot Warriors.
My friend playes both direct and condition guardian.
At first when he tryed the burn damage he was like “omg that burn deal a insane damage!” and played it a lot.
But doing ranked tournaments he was more and more realizing that sometimes hes condition damage kill himself or his allies why tranfered and that it’s not effective like everyone think.Now after 1-2 months he tried back the direct damage and his reaction was something like “omg it’s so much etter than burn! Look how I kill them quickly!”.
Burn can be good for a “burst” but is easy to dodge/block/evade/blind and really easy to clean, convert or send back. And if a necro send back to one of your allies that isn’t ready your 12-15 stacks of burn, he will die quickly by the damage you grant to your enemy necro, mesmer or everyone with a generosity sigil.
A direct damage Guardian si much more efficent to burst down a enemy why it’s high damage that can not be easy blocked/transfered and can fight so much better why have cooldowns so much short than with a burn build.
Seriously: a Direct damage Guardian is much stronger than a Burn Guardian, expecially in team fights.
Physical can be good for a “burst” but is easy to dodge/block/evade/blind, fixed that for you. If the only reason they are balanced is because of the existence of a few counter builds, it can’t be called balanced. Esports is and always will be dead in GW2, mainly a bunch of randoms vs randoms or premade vs randoms, you have a low chance of anyone playing a boring bunker shout build or transfer Necromancer outside of the tiny amount of premade vs premade that only takes them out of fear of the broken condition damage. You don’t see people playing reflect Mesmer out of fear of the Killshot Warriors.
Skill looks completely useless. Blind on a 1/4 cast compared to complete evasion for 1/2 second for the same cost, no healing for the evade, no immobilize cure, no 400 movement, half the damage, no six second cripple. Only reason I could see it being used is if you see an ally being aimed at with a Killshot and don’t have the axe reflect stolen for some reason.
Proof?
-15 char filler-
WOW YOU ARE A FRAUD!!!
That screenie has been heavily tampered with using editing software. You can’t fool me.
He is lying. Those aren’t his stats. Stop wasting your time with this guy. He appears to be lonely and just want to waste your time giving him attention.
Ok people, compare his statistics to your in-game version and you will notice that his chart is smaller. Also, the background of the numbers are fuzzy. Not only that, isn’kitten weird coincidence that two of his record stats are exactly the same???
I play on 1024×768 resolution on a 1920×1080 monitor so yeah. A year ago there was no unranked, there was only hot join, ranked solo queue and a ranked team queue that you could join solo.
But if that burn guard played a dps guard and you are out of dodges or blocks, it’s the same thing…you have damage coming your way and you have little defense for it.
People just have a prejudice against bursty condis.
Things that stop melee physical damage.
Cripple/Chill
Blind
Weakness
Slow
Confusion
Invulnerability
Dodge
Leaps
CC
Toughness
Things that stop ranged physical damage.
All of the above besides Cripple/Chill unless you are running
Reflect
Line of Sight
Things that stop condition damage.
Lucky dodges or blinds
Condition removal
Resistance
Most condition causing skills aren’t even projectiles but reflect or dodges for the few that are.You realize everything on that list apart from weakness and swapping toughness for vitality stops condition damage right..
Nope because big condition causing skills don’t have obvious animations so you have to luck dodge/blind them. Again vitality doesn’t do kitten to mitigate conditions, it’s just extra burst health protection once a fight that does the exact same for physical, toughness reduces damage done, increasing healing effectiveness. Also I forgot to add Protection to that list at that.
Grasping dead and enfeebling blood don’t have obvious animations? Are you sure? Just because you don’t see big numbers when hit by condition skills doesn’t mean you shouldnt learn to dodge them, too many people behave this way. Play those classes with condi weapon sets and learn the animations, same as any other build.
Fair point on healing effectiveness with toughness vs vitality but condition removal is the mirror of protection, except it trades passive play for the potential to cut off more or less of the potential damage (about 33%) from conditions placed on you depending on your judgement and reflexes.
I don’t even count either of those as big condition skills, I mean Grasping Dead is pretty much the same as a weapon swap but with a 5 second cripple, basic attack chain is more deadly. Now compare to staff and tell me the difference between the marks, oh the tiny circle art after it’s placed if it isn’t on top of of someone.
They really ought to add more specs that play stronger when pumped with condis because necros are having their cakes and eating them too, aka playing condi builds themselves AND countering condi builds at the same time =p
Condition Revenant has a trait transfer, 25% when hit to transfer all in 240 radius every 15 seconds with a healing skill that heals more with more conditions and a skill that transfers conditions to itself from allies and gives resistance, plus trait that grants resistance on any condition forms utility use.
Proof?
-15 char filler-
Color me surprised.
Maybe you’re not as bad as I thought. Your build is still nonviable though, especially in the current meta. And your problem with burn guards is still a L2P issue, there is no way around it. But you’re probably not as bad as I thought you are.
Won the last 3 games now too and I’m done for tonight, conditions are doing way too much damage either way, Esports is dead, has been since day 1, balancing around competitive 5 vs 5 would be fine if conditions weren’t broken as kitten for 99% that don’t hump a shout bunker 24/7, which is only meta because of the ridiculous condition damage.
Proof?
-15 char filler-
@glaphen
cleric thief doesn’t make sense tho.
you have around 12k hp, if you get 7 stacks of burning you die in exactly 3 seconds.
you don’t really need a burn guard either, any decent d/d ele should be able to force you off point as well.i understand you like to play thief as an evasive skirmisher but at least go for vitality/thoughness, healing/thoughness only works against pure power specs and even then i don’t think you would be able to outheal the pressure of a power ranger.
@LucosTheDutch
Over a lot of games the influence of unexpected things like got carried/got dc/horrible team comp ecc. keeps getting smaller and smaller.
When your spec is better but your win rate is worse (over a lot of games) it means you are less valuable to the team. Your win rate is still positive so you are not dragging the team down but you have a smaller impact on games.61% with cleric thief back in the days of disabling shot with 0 aftercast makes sense, i suppose he could just push far, keep it contested 1v1 or 1v2 and just keep doing that all game long. even if his team mates lost mid chances are he could resist on far 1vX long enough for them to respawn. Now disabling shot leaves you vulnerable after the evasion so that strategy wouldn’t work.
I play with friends often and not all of them are good. In the last 2 months my win ratio tanked from 58% to 54% because I started playing with a 5-men team of which 2 players just barely made it past rank 20 to unlock ranked arena.
I don’t mind though, because I had great fun and I love teaching my guildies and slowly see them becoming better.
But yeah, just saying, just because Glaphen used to have a higher win ratio than I currently have doesn’t mean he’s better than me. His gimmicky build and his QQing about burning convinces me that he isn’t.
Well my current unranked record is 56 games 40 wins.
cleric thief doesn’t make sense tho.
you have around 12k hp, you get 7 stacks of burning from outside your sight, you die in exactly 3 seconds.
you don’t really need a burn guard either, any decent d/d ele should be able to force you off point as well.i understand you like to play thief as an evasive skirmisher but at least go for vitality/thoughness, healing/thoughness doesn’t really work when you share lowest base health with eles and guards.
Please don’t tell me who was top 25 of solo queue that my build was wrong. With the Improvisation build I have around 1.2k health per second regen and around 4 seconds of invulnerability through dodges as pure regen per 10 seconds, way more sustain with the 2nd build but less fun.
your build only worked because you could spam shortbow #3 and be invulnerable, now there is an aftercast. This means that you can’t do 3 3 3 3 3 weapon swap roll for initiative 3 3 3 3 3 withdraw dodge dodge 3 3 3 3 3 weapon swap because after the first 3 you get kittened.
Lol why do you think they nerfed it. Still works but now skilled people can try to time it’s .25 of second weak point, but I would have mostly used the dodge to dodge something they were already casting, also if my weapon swap comes up I can cancel the dodge at the aftercast. See I look for animations to dodge, build doesn’t work with bads at the wheel. But yes they have nerfed it hard losing around 2 dodges per 10 seconds and even nerfed Withdraw without a trait, with trait they actually buffed it. They also buffed venoms for one more hit per use, lowered steal cooldown base, made Thieves Guild a deception skill, lowered Pain Response cooldown by 10 seconds, made perma vigor easier, made Hard to Catch possible to take and not kittened. Oh and the biggest thing is they removed that kittenty trait 5 point minor that killed my build Last Refuge which would always cause me to decap if I couldn’t break stealth fast enough. Also gave me stealth revives at increased speed plus damage reduction to both.
(edited by glaphen.5230)