+1,000 to this. I love scepter, but it is so underpowered in PvP and WvW that it is completely unusable.
I think all of the following skills need to be buffed:
Flame Strike Needs a much higher damage coefficient and a faster projectile.
Dragon’s Tooth: Reduce delay to 1s from 2s (as ppl have pointed out, this skill is impossible to hit a stationary target with, let alone a moving one).
Ice Shards: Chill or weakness would make it worth using, still wouldn’t be great.
Shatterstone: Give it a chill/ice field and also buff the damage. This is the worst skill on the scepter, period.
Water Trident: Either cleanse 1-2 condis baseline, along with regen, or make it pulse regen (3 times) so that it cures more than just 1 condi with the Cleansing Water trait, if people remain in the radius.
Stone shards: Reduce cast time to 1s from 1.5s, and make it a 100% physical projectile for each cast (not for each projectile).
Rock Barrier: Increase the total toughness to 400 from 250 —> this would add some survivability to our squishiest main hand weapon.
Hurl: To balance out the increased toughness and create a tradeoff (risk vs. reward) add another 10s onto the cooldown of Rock Barrier if this skill is used.
Dust Devil: Add 2s of weakness to this skill or add a slight knockback (120 or so).
Phoenix and our air attunement skills are the only ones that are any good. This is a lot of buffs, but the scepter needs all of these to even be viable in sPvP now, let alone effective.
All Anet has to do is look at the number of elementalists running scepter right now in PvP, and the win/loss ratio of those players, and I’m sure they will be convinced. Or just have a few staff members try to use the weapon in sPvP/WvW. I guarantee they can’t come up with a viable working build using scepter when playing against anyone with a decent skill level.
These changes would allow the scepter to be used for condi, power or both depending on build. It would become the versatile weapon it was designed to be, yet would still be quite difficult to pull off successfully. I think it would allow for a lot more build diversity overall.
Yeah, I used to love running my cele rifle engi.. it was a pretty straightforward build, Elixir H, B, U, ‘Nades and Mortar, but it seems like it just can’t hang in there long enough in team fights to be useful. It’s still great for decapping a point or getting a quick kill while fighting 1v1, but it goes down too quick in team fights now to be reliable. I still run it for roaming in WvW, and have success with it there, but I miss being able to play my engi competitively in PvP.
Maybe I’ll try pistol/pistol again and see if I can make that work for me, but I think scrapper just outshines vanilla engi now for PvP. Makes me kind of sad.. :/
Its pretty funny that Dragon’s maw is an elite that triggers through evade, block, blind etc and it is on a 75 second cd AND is a continous stun that holds in place but Reaper elite is a 1 off skill that is affected by just about anything you can think of. Meanwhile DH has better mobility, defence, damage and is more flexible than a Reaper.
I think they need to move DH, Rev and chronomancer teams over to warrior and Reaper because whoever is on those 2 teams now don’t seem to know what they are doing.
In all fairness, the reaper elite (“Chilled to the Bone”) has more than double the radius of Dragon’s Maw, which means it covers more than 4 times the area that Maw does.
Chilled to the Bone: radius of 600
Dragon’s Maw: trigger radius: 180, attack radius 240
You can also dodge Dragon’s Maw, I think the issue people have is that they dodge so that they are just outside of the 180 trigger radius, after triggering the trap, but are still within the 240 radius and get pulled back in.
With the reaper shout elite, you can basically use this on the center of a point in PvP and anything that is anywhere near the point will get hit and stunned for 2 seconds. And if reaper shouts and dragonhunter traps are both traited and used properly (let’s say they hit 3 targets), the cooldowns are comparable, along with the boons and conditions they provide/inflict. In addition, reaper has a ton of unblockable attacks: staff marks if traited, wells, spectral wall, etc. Dragonhunter has 2: Test of Faith and Spear of Justice.
The other traps are not unblockable, but I believe that the daze triggered upon activation is, so that you can’t just waltz onto a point using a channeled block and ignore all the damage the traps deal. That being said, aegis will still block everything except for the initial damage on test of faith.
Seems like every single bounty we tried to do tonight was bugged: the target would appear in a random spot, but not be moving at all, and we weren’t able to interact with it. Then it would teleport to a new spot, and the same thing would occur. With brekkabek, his bear was walking along the path just like normal, but he was nowhere to be found for the most part.
Btw I used to use signet of resolve in all game modes (for my tanky shout/support guardian), and still use it in PvE and WvW. But I have switched over to purification for PvP.
That one example aside, I do agree with you that guardian has a huge number of traits and even more utilities that are completely useless.
Anyway Soryuju, +1 to your post, everything you said was spot on. And the OP is correct as well, necro has many viable builds, while guardian is pigeonholed into a few similar versions of trapper DH right now.
As for you nearlight, I can give you my shout/support guard build that I used pre-HoT for PvP, as well as the dragonhunter build I run now. I’m not entirely sure the bunker can hold its own in the current meta, but you’re welcome to try it:
Shout/Bunker Guard
http://gw2skills.net/editor/?vVAQNAR5el0AhWhYvQwUIQQEHxDVNAagCAvEJRWkTxXMGB-TpBBwASuAAAeAAYOCAmLDUd/hNHEAA
Feel free to swap out Wall of Reflection for another shout (Hold the Line) if you don’t need the reflect.
As for my current DH build, I’ve definitely had a lot of success running this. I’m currently working my way through ruby and a lot of my wins are from my dragonhunter. It’s not quite as tanky as the bunker and does require some finesse and good positioning, but it has a lot more sustain than the current DH marauder meta.
Celestial Trapper Build:
http://gw2skills.net/editor/?vVAQNAT5en8cCddiVdCODBkdiFLiCLAqtlUO2v9fPLDKvzD-TpBBABVcBAA4BAgxRAQw9H24gAAWZAA
For this build you want to spend ~75% of your time using the longbow. Functionally, it’s pretty similar to meditrapper, just without the JI shadowstep (that’s why traveler runes are a necessity, plus they help with your boon/condi uptime). Swap to mace/shield when you are getting focused.
Wow, I didn’t know that the +15% endurance doesn’t stack with vigor, that kind of bums me out. Anyway, I’m glad I’m not the only person who’s a fan of the honor spec. When I tell people about this build they usually look at me like I’m crazy.. Until they’re matched up against me, anyway.
(edited by hotcarl.8621)
I agree with most of what you said Soryuju, but I just want to add that I’ve found a celestial trapper build that I’ve had great success with. I run honor instead of valor, which helps with rezzing as well as sustain while fighting on a point.. Basically, I have permanent vigor along with an extra 15% endurance boost which really helps me avoid the big attacks.
The burn damage isn’t insane, but it’s extremely helpful against enemies with protection or immunity to direct damage. I can usually deal between 400k – 700k damage in a match, and the sustain is amazing.
Sorry for the old bump, but I haven’t seen any newer posts addressing this and I want to know what is going on.
It’s an instant cast stun break if traited for it, but appears to have a cast time for the actual shield proportion that can be interrupted. It’s a very clunky setup.
And if the shield is interrupted, the stability/protection you’d get from the traits are cancelled, just like with wings of resolve (and the traited regen/condi clear). Except WoR has a cast time.
Furthermore, if SoC doesn’t have a cast time, why can’t I cast it mid-stomp or mid-rez? If there is a cast time, then Anet needs to update the tooltip to reflect this and make sure that stability is immediately applied when breaking the stun, and not when the shield is cast. Having a stunbreak that applies stability, and yet repeatedly gets interrupted, is so counter-intuitive it makes me cringe…
Lately, I am too wary to even use SoC as a stunbreak out of fear that I will be CC’d right out of it.
Shouts could use some tweaking & a few changes (buffs) that is for sure. (especially given that many other support specs support better while doing better damage)
That being said they are still better then signets, consecrations & spirit weapons.
Purging flames and wall of reflection can be really nice for PvE, WvW, and even some PvP situations, although it is kind of annoying that you have to choose between master of consecrations and unscathed contender.
Also, remember that against certain builds that have multiple ways of cleansing a single condi (like HGH engi or medi guard w/ smite condition), the burning stacks are usually cleared before they can do much damage. Granted, you may still down those ppl in team fights when they are focusing on other players and/or condis that have been applied, but a (power) DH can also do the same. And I think the CC and stability DH offers gives it a slight edge in PvP.
I don’t see many burn guards these days, but that doesn’t mean it’s not still a good build. In fact, it may be even more viable now that people aren’t expecting to go up against them. Personally, I run a cele DH, relying on purging flames and symbol of energy for my burn stacks. The fire field, condi cleanse and reduced incoming condi duration that PF offers makes my cele trapper build extremely versatile and very supportive in team fights.
Plus, I absolutely love dropping test of faith and purging flames at the same time and then just pulling and knocking enemies back and forth thru the flaming ring of swords.
As is we can get a group wide toughness buff from strength in numbers, a personal one on shield is crap.
If it were changed to reduce shield CD’s and cause 4 & 5 to have additional effects then it would be great.
If it caused a taunt on enemies it hits with number 4 that would be great & provide some much needed CC for the class (guardian is the only heavy without a taunt atm.)
It’s debatable what the trait could cause number 5 to add. I have heard suggestions ranging from retaliation, resistance to even stability.
I do really like the idea of a taunt on shield 4 and/or resistance on shield 5… maybe 2 seconds for each? But does meditrapper really need a buff? Do we need another awesome trait in valor, easily one of the most popular specs for guards? Plus, think of all the QQing that would result… “I was taunted and it made me walk right into all the traps!! OMG NERF!!”
IMO, if they buff stalwart defender to actually be decent, it should be moved from valor to honor to balance out the specializations and create more build diversity. Anet could swap it out for honorable staff or invigorated bulwark. I know there’s good synergy between HS and pure of voice, but HS also has good synergy w/ altruistic healing, too. And I think that move would help build diversity so that valor isn’t the obvious choice it is now. Dedicated bunkers are probably taking both of those specs anyway.
I also like shield where it is right now. I use mace/shield with a sigil of intel/energy and shield 4 attack does decent enough damage on crit, and protects allies. It’s a great skill for DH, since we’re normally fighting in the back line. And if you’re front line, simply dodge backward and use shield 4 and you’ll usually hit a few allies/enemies.
Shield 5 also pairs nicely with DH since it’s a knockback through test of faith ring (or purging flames) and keeps enemies at a distance for kiting, especially with the adept trait that cripples on knockback. Shield 5 is also great for rezzes and stomps, even more so when used along with traps and protective reviver (for dat chain CC).
Agreed, the shield trait is total garbage. Really though, I don’t think it matters if they fix or not, I doubt many ppl would use it. Communal defenses and strength in numbers are both so good that it’d be hard to justify taking anything else to boost such a situational weapon.
Basically I spend ~80% of my time using greatsword or longbow, and only swap to mace/shield to get some breathing room, clear a point, or move in for a rez/stomp. Or to knock a thief out of shadow refuge if the opportunity presents itself… so satisfying.
(edited by hotcarl.8621)
I will say I don’t think you need the intelligence sigil on rifle, especially with no scope.
I want to believe rifle engi isn’t dead, though I’ve had more success using hammer of late. But from the way you’ve described it, I think your build is actually pretty solid shion… at first I wasn’t too sure about bomb kit + rifle, but paired with acid bomb on elixir gun I can see why you’re having success with it. I used to run a similar build with rocket boots and E-gun (and pistols) where I would blast onto a point drop my bombs and blowtorch (and sometimes glueshot) and blast out with E-gun or rocket boots (combo-ing with healing turret or regenerating mist for the area heal).
So I can see this build being effective, I may try it out since I’m getting tired of the rifle/nade/mortar and hammer/toolkit/crate builds I’ve been running.
As far as general playstyles, I feel like the rifle is generally a better 1v1 or 2v2 weapon, especially in open areas, while hammer is more useful for staying alive and dealing damage in a team fight, especially at the smaller mid points at khylo and forest.
I agree with pretty much everything that’s been said. I used to prefer rifle for all game modes, as it is a much better offensive weapon than hammer. For PvP, I think that has changed with the bunker meta in play right now. When each team has at least two bunkers/bruisers in team fights (ele, scrapper, druid, chrono), rifle engi just cannot last long enough without being downed.
For WvW roaming and PvE, I still prefer rifle. And for quick n’ dirty 1v1’s or fighting off point in PvP, I think the rifle has it’s uses, but the more I use hammer, the more I appreciate it. Lately, when I switch back to rifle, I am shocked at how quickly I am downed in teamfights, even when using the scrapper elite spec.
It’s also tough to justify taking scrapper spec without using hammer, as I have to give up one of my more offensive specializations (which really make rifle shine): explosives/alchemy/firearms.
P/S Perplexity IMO is still the strongest WvW roaming/1v1 build.
Edit: I still run with the Scrapper trait line.
Edit to the Edit: The reason shield works better than hammer is the interrupts to proc confusion are much easier to time than hammer 5. There are also 2 interrupts on shield as opposed to 1 on hammer. Pretty easy to stack 20+ confusion with tool kit and the runes.
Actually, if you combo the leap finisher from your lightning field, you get another 1-3 interrupts (up to 4 total) just with hammer. It’s a very easy combo to set up. Usually I get at least 2 dazes from my leap skill, sometimes 3. Hammer also gives you a reflect and a block, and does way more dps, as others have noted.
Depends what you mean by “viable”, but, short answer, no.
Hammer has better defensive capabilities and CC while doing a LOT more dps.
Pistol/pistol is really the only weapon set for a condi engi, since 90% of the damage comes from blowtorch (pistol offhand skill).
If engi had another mainhand option, maybe pairing that with offhand pistol could be decent, but as I see it now, shield is dead. I just gave my ascended shield to my chronomancer.
nm I guess it does… but it doesn’t ever seem to proc on the first few attacks anymore. I think the cooldown starts when you enter combat or attack, so that the torment is only applied AFTER 5 seconds.
Anyway, as I said before, I completely agree with you that mesmer seems to be built around conditions, yet puts out relatively weak condi damage compared to other professions. At least half of mesmer weapons are condition-based: scepter, torch, staff and pistol. However, scepter is the only weapon out of those four that deals significant condi damage on its own.
And, half of the specializations have traits that augment condition damage: Dueling, Illusions and Chaos. But again, the majority of our condition damage comes from only one of these: illusions.
Actually I don’t even really need to use f4, I can use any one of my shatters and usually get a stomp off without a problem, since they all blind the target and any enemies in a 240 radius. F4 is usually just my go to in case another enemy tries to CC me while I am stomping.
If they are down I just create a couple clones and use my f4 shatter while I quick-stomp them. If I have to kite or rotate I just blink away, but more importantly, I try not to let them put that many condis on me in the first place by using my dodges and putting condi pressure on them at the same time.
Just want to point out that condi reapers do not exactly “counter” bunker mesmers imo. That would imply that the bunker mes is at a disadvantage in this fight. I think it would be more accurate to say that bunker mesmers have less of an advantage against condi reapers than they do against most classes due to the large number of unblockable attacks.
I run a terrormancer reaper with spectral wall and well of corruption (sometimes corrupt boon instead) and even with those 2 unblockable utilities and unblockable staff marks, I am only able to hit a bunker mesmer with 50% of my attacks while fighting them 1v1 on a side point. And then all they have to do is shatter a couple of times or drop Well of Eternity and most of my condis are gone.
The only way I have been able to take out an enemy bunker mesmer is by playing DH and dropping all my traps on an enemy who is downed before the mesmer can get over there and rez them, which is not easy to do. I’d still say that the bunker mes has the advantage in that matchup, whether in a team fight or 1v1. Bunker mes definitely needs some kind of nerf, outrotating them should not be the only option.
With that being said, I also play an offensive condi shatter build, which is somewhat weak compared to other condi builds I’ve played. So I would be sad to see this get nerfed to the point that it is not even remotely viable.
And I can also dodge while remaining on a point. And with a sigil of energy and the vigor I get from dueling, I have dodges for days. And every time I do, it creates another clone to shatter with.
I run null field and WoE. That simple.
Blindness isn’t the point, it’s the extra confusion you get on shatters from the combination of blinding dissipation and ineptitude. Wow you are really simple, aren’t you?
And I can hold a point just fine without inspiration, but maybe you just suck with mesmer and you don’t know how to manage your dodges.
And how would a bunker mesmer not be superior to condi for holding a point? What you said literally doesn’t make any sense.
I disagree, I am playing it just fine. More importantly, you are an kitten, so go kitten off if you are just going to insult people.
First off let me say I agree with the OP. Staff skills do need a buff, whether it’s 2 stacks of burning or a longer duration, the burning damage from staff AA and chaos storm is almost negligible. I also agree that torch burning skills need a buff, as the weapon is only useful right now for the stealth.
Second, I understand that condi shatter was pretty strong over the past year or so, and I can fathom why Maim the Disillusioned was nerfed, although I think this had more to do with PU to than MtD itself. My issue with the nerf is that a 50% stealth nerf was waaaay over the top, and was simply unnecessary.
There were more options than just 1 stack or 2 stacks of torment. They could’ve reduced the number of stacks, but gave the torment 50% longer duration, so that it would equate to a 25% nerf without cleansing being taken into account. When you consider that higher damage over a shorter duration is ideal, due to condi cleanses, that’d probably be more like a 33% nerf at the end of the day.
Thus, condi mesmer is easily the weakest sPvP mesmer build: bunker mes and power shatter are both far superior.
I still think condi mesmer is viable, but just barely, and it is nowhere near the optimal mesmer build for PvP.
i usually just dodge, but it’s a waste of a dodge for sure. i created this thread because i was on foefire attacking the lord (who was almost dead) and the bug happened (i was also at like 10% health). before i realized what was happening, i was down, and a couple seconds later the other team killed our lord and we lost.
Oh just to clarify: I’m talking about the bug where you just stop moving for no reason, nothing to do with actually being immobilized. It usually happens to me on engi, but sometimes on other professions too. I’ve really only noticed it happening since this summer, but maybe it has been going on for even longer.
What he’s saying is that an unskilled bunker mes can dominate a match and is pretty kitten hard to kill, even for extremely skilled players using a class that has a lot of burst and access to several unblockable skills. A “skilled” bunker mes is simply unkillable by 1 person and borderline unkillable in a 2v1.
and if, by some miracle, or simply through perfect gameplay (and fighting 2v1 with the perfect counter-builds to bunker mes), you do manage to kill a halfway decent bunker mes, the amount of time 2 people had to spend killing them means you will already be losing the match by a large margin.
As far as revenant goes, I agree they aren’t all that difficult to kill, although they are a tad stronger than most of the other professions. My issue is mainly with bunker mesmers and diamond skin tempests. Both classes are theoretically killable, but not when both are fighting on a point at the same time. And focusing the squishier players is not an option because the bunkers will just rez them before they can be stomped or cleaved down (thank you feedback bubble and perma-quickness, giving the bunker mes +60% rez speed, enough to negate a perfectly-timed quickness stomp).
So the only option is to run, and hope you can outrotate them. That shouldn’t be what PvP is about; every profession should have a counter and should be able to be killed in a reasonable amount of time, even if they have limited dps.
The marauder scrapper meta-build is another build that really doesn’t have any hard counters, although scrapper is much harder to play, making skill more of a factor imo.
What’s it been now anet?? Six kittening months??! FIX THE kittenING BUG, THIS IS kittenING RIDICULOUS!!!!
Hmm, ok that’s somewhat helpful. I came relatively close on my terrormancer reaper; spectral wall seemed to be really effective for cornering them on a small point, because I think it functions the same way as line/ring of warding. I was also making use of frost aura every chance I got, and I think that did have an effect, although it’s hard to tell with all that alacrity sometimes.
The real problem I have is fighting them in team fights, because they seem to be borderline unkillable with a tempest or druid fighting alongside them. And if I focus one of the squishier players, they just get a free rez from the mesmer (perma-quickness, well of precog and feedback bubble, plus the 10% increased rez speed).
With 1 or 2 people, is there any profession or combination of professions that can kill a good bunker mesmer in a reasonable amount of time? (By reasonable, let’s say in less than 2 or maybe 3 minutes, at the most).
On my reaper, I can handle most diamond skin tempests and druids pretty easily, but for some reason I can sit there and fight a chrono bunker all day, despite all of my boon corruption, condi transfers, and unblockable skills.
This isn’t a QQ thread, I’m honestly just wondering if anyone has been able to wear down a bunker mes, either in a team fight or 1v1 (or even 2v1)?
I’m still stuck on tier 4 of division 2 (emerald). Almost every time I solo queue, I notice that the player(s) that are in sapphire are really bad, just awful, and the players in my division generally know what they are doing. Has anyone else experienced this?
Why would anet choose to give bad players an easier time moving up in the ranks? Literally makes zero sense.
Yeah I bug on engi the most, but it also happens on other classes on occasion. I usually just dodge, effectively wasting half my endurance, ie. one of the most important mechanics in the game.
The worse you are the faster you climb… I got now top 100 mmr and its SO F HARD to win game, basically i have to tryhard everygame to somehow win cuz my teammats mostly zerk around…
The system is broken. The above statement sums it up pretty well.
Also, why was MMR not reset at the start of league? I’m seeing sapphire players who are absolutely terrible, while I am stuck in tier 4 of emerald for the rest of eternity… So because I have a lot more matches under my belt and a decent W/L ratio, it should be harder to move up in the rankings than it is for people who are worse than me at PvP?!?!
This is why people are currently trying to lose on purpose, because you created a broken system that punishes more skilled players. How is that fair?
gj anet, gfj.
finally got to emerald t2 a little while ago. i was fortunate to get 2 pips for a really tough win to get me there…
yeah im struggling to get out of tier 1 myself… i keep getting two or three pips and then losing them. i’m at three pips now, so hopefully i’ll move up a tier soon enough….
In my 40 or so matches, I haven’t seen a single sapphire in heart of the mists yet. just a ton of amber players with a few emeralds sprinkled in there…
+1 to this. Something just feels broken.
Honestly, facing premades is not that big of a problem. The problem is how often your teammates are total idiots when facing them that is frustrating.
+1
Seriously Anet, I am so tired of being matched up with players who haven’t played PvP in 6 months. There’s usually two people on my team who have absolutely no idea what they are doing.
What chaos armor? I don’t even notice when I have it…
Same thing happened with me, except no one on either team disconnected or left the match until it was over. Can I please have the win that I earned back, and my pip?
Sorry for the long post, I just got a little carried away there. Anyway, I think the game is at a good place right now, for the most part, but I just want to say that it isn’t usually the condis alone that are causing issues for people.
The issues that I am hearing about are conditions being combined with the ridiculous amount of CC which is currently in the game. This is what is preventing people from cleansing the condis and/or evading the attacks. I have learned to adapt to this; I always run a build with lots of stability and condi cleanses, although personally, I still think the CC should be toned down a bit.
However, power-based builds with lots of CC will do the exact same thing, usually in less time. So IMO, we should be talking about the CC, not the condis.
All we need is toughness reducing condi damage.
I disagree, toughness is supposed to reduce direct damage, while vitality and cleanses are the counterplay for conditions. I like the current way stats are handled, as toughness already has an advantage over vitality for most professions due to the synergy between toughness and healing power. In addition, other team members can cleanse conditions for their teammates, so ideally, everyone on a team should be running some sort of group cleanse.
Also, many traits and runes reduce the duration of certain conditions, or all conditions. If conditions are an issue, maybe try runes like: hoelbrak, melandru, resistance, or lyssa (i recommend lyssa only if you have an elite with a low cooldown). Traits such as adaptive armor (scrapper), relentless pursuit (reaper), stop drop and roll (ele), and absolute resolution (guardian) are a few that come to mind, but pretty much every profession has access to some trait that deals with certain conditions, in addition to (or combined with) their skills.
With that being said, necros and engis can be pretty tough to counter with the amount (and variety) of conditions they can apply. A good strategy would be to look at the composition of the team that you are facing, and if you see multiple necros, revs, and/or engis, make sure everyone brings enough condi cleanse and try to use them at the right time. When you see you have a few conditions on you, don’t freak out and use your biggest cleanse right away, pay attention to the number of stacks and the damage they are doing.
In addition, skills that apply conditions can be dodged just like any other attack. While some of them may be unblockable, such as necro staff marks, if you use your dodges properly, even unblockable attacks shouldn’t be an issue. If you are new to the game, or have trouble against condition-based builds, check out the information below, which may help:
Damaging Conditions
Pay attention to where the most damaging conditions are coming from, and the number of stacks of the ones that hurt the most. A soldier rifle engi may put a lot of conditions on you, but they won’t usually hurt you as much as a necro or revenant using a carrion or viper amulet. In addition, the most damaging conditions are usually: burning, torment, poison, confusion, and bleeding, in that order (with reaper chill usually falling somewhere between torment and poison).
“Disabling conditions*
The conditions that tend to negatively affect your own fighting ability tend to be: immobilize, weakness (for power builds), slow, chill, blind, vulnerability and cripple in that order. Immobilize can be devastating, as it prevents dodging, but this is a good time to use a skill that automatically removes it or a channeled block or invulnerability. If that isn’t possible, check how long the immob will last. For marauder, berserker and any other power-based builds, cleansing weakness is a priority, IF it lasts for a significant duration (more than 3-4 seconds) AND you are making full use of your cleanses (ie., don’t use meditation of purity with 3 conditions on you, use traited virtue/wings of resolve instead).
If you do have weakness or blind on you, and your health isn’t close to full, this is a good time to use your healing skill or a defensive skill, or to simply autoattack and dodge for a few seconds so you don’t waste your strongest cooldowns. If you are only blinded (and not weakened) and still want to attack, this is a great time to use a skill that attacks several times over the course of a short period (guardian marks/gs 2, necro axe 2, reaper shroud 2, warrior 100b, engi pistol 2, ranger lb 2, scrapper hammer 4 or 5, etc.). This will only cause your first attack in the chain to miss.
Finally, Mallyx revenants as well as necros running plague signet, curses traitline, staff and/or offhand dagger can all benefit from conditions applied.
Yeah I’ve been dominating today and yesterday.. So far I’ve won 5/5 today in solo Q. Most of those games were against other pugs though.