BM: I want to present you my lovely jingle bear mia
If pet had voices: Mommy, I did it! :3
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just take a bird and name it ’’pillow’’ or ’’chicken’’ or in the case of the moa ‘’stalker smile’’. Moa always scared me because of their actualy creeper expression wich reminds me of a… well you can figure the rest its just like that monk face with the corner smile in gw1 it looks creepy especialy when you think a monk is basicaly an asian priest.
(im carefully watching my words right now because theres stuff one cant say in the forum but you likely can imagine what i think those expression looks like)
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heres mine
Hawk – Hawkward (awkward)
eagle – Desert eagle (refers to the gun)
Cat – Mr bigglesworth
You dont need the trinity as long as damage isnt so strong as to outshine everything else. I played ESO and ill tell you something, It doesnt mather if theres a tank it doesnt mather if theres a healer i can run a 5 glass cannon party and still get thing dones, or i can run it as a classic team for the same results.
Guild wars 2 is likely the most balanced game i ever saw when it cames to breaking down the trinity it just happen some people abuse of one sphere of the dps role that should better off be on equal level with the others. once crit damage is fixed well likely see variable damage type within speed run party and more dot/support/control player in casual teams.
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i will be watching it with popcorns and chips to see how the critical damage issue is aproached.
I dream of a day a meta team would run a conditionmancer a support unit a control unit and 2 physical damage unit, dont you?
Balance and diversity cannot be achieved when a single build is the only viable choice and even when it comes to meta i should be able to run several possible meta wich all are as much effective in their own way rather then a single one.
well i guess this show what Anet thinks of mesmer in the pve game :/
1. truth be told destiny edge didnt had a mesmer unless snaff was one and god know snaff armor where (yes your guessed it) PURPLE wich by the way is mesmer color.
2. two bookah is one to many bookah
you talk like if running multi zerk will still carry the team more then running other builds. Did you envisage that running an actual balanced team might end up behing more viable then running 5 of the same thing. You shouldnt be able or have to carry your team in the first place. Im sure even if you didnt run zerker that pug team wich goes to fractal lvl 40s+ with you wouldnt still be doing quite wll as content was designed to be doable by everyone and relatively easy. You put up excuse as to why youd recruit more ‘’ zerker’’ in your team when you wouldnt need zerker in the first place to clean it.
If anything puting zerker in line is the first step to balancing the scale and making a counter to bunkering is the second step.
if they nerf zerker theil likely allow you to reset your gear stat
Making dungeon harder wont in anyway make zerker not the dps star anymore neither will it make control and support spec any more apreciated… well just end up with slightly weaker critical damage meta running around with support utility and pretending to control the mobs with a single ability.
Anyway when i talk about nerfing berserker i dont talk about killing them but actualy revising weither or not critical damage shouldnt be redone or replaced with a defrent stat ALSO damage oriented wich wouldnt have such devastating scaling issue.
A log what are you talking about? Ah at this point well just run a condition damage a few zerker and maybe a support or a control this aint any new. Likely elite teams will start looking more like the casual ones cept people will stop looking at gear and build and look more at the player skill in general.
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well things like that happen dear… sometime you need to walk on some thorns to come up rose and it happen to be such a thing that nerfing critical damage is a thorn at the balance side as only way to make other build viable is to either nerf it or to UP everything else to a scaling where the game will break because everyone will get 1 shot by a 1k stack per second bleeding effect, Invincible pet wich deals 5k per strike and kill player in kitten or making thoughness so strong that the very fact of 5 man killing a tanking healing signet warrior in wvw will yield legendary weapon as a drop and will be considered a game exploit worth of a title called ‘’i killed chuck noris’’.
Im sure no one wants that but thats prety much all the other solution wich avoid nerfing berserker subjest because if you cant improve the viability of all the other build without ruining everything you might as well just cut at the one build that is way to strong in the current situation. Dont worry just because they fixed berserker doesnt mean they wont fix bunkers and condition damage next so youl have your justice soon or later.
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Chaos glove
Suggested price: 2000 gem
Black glasses (as the combat gear helmet GW 1 asuran style)
Suggested price: 2000 gem
a violent asura obsessed with blowing up thing? dangerous nonetheleast and likely inquest…
Sounds like they will add goblin as a playable race this year (if the invention doesnt explode it doesnt work)
later on they will add a 6th member to the team it will be a bard and his name will be Rick Ashley or Justin Bieber he will go to the lair of primordius and start singing never gunna give you up effectively doing 100000000000000 sonic damage effectively killing primordius and terminating all life in the 100000000000 kilometer of Tyria as we know it.
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we nearly already get burn on every arrow when sunspirit is out + we got torch
SunSpirit is not needed, physícal laws allowing burning on every arrow
by 100%
yea right… cept physical law dictate we cant throw lightning bolt out of a wooden stick neither does physical law can explain why we can shoot fireballs with our hands. Physical law doesnt explain either why when you stomp theres root shooting out of the ground and grabbing everyone.
condi meta wont be that good if they run on armors and they add AP… youl just end up behing glass cannony vs physical and get yourself eaten…. Im more concerned about rampager having none of the weakness that the bunker conditionner would if it came to armor penetration
we nearly already get burn on every arrow when sunspirit is out + we got torch
countering armor builds likely will force anet to indeed look into classes active defence next wich is the next logical step to a balanced game. While the armor is overpowered as it is right now active defence could use some love. Wed then get enought possible variable to work on situational builds wich work very well in some situation and less in others.
The perfect build doesnt exist… or so it should not. Its all a mather of what you run and what you should run to get the stuff done. A strong build should always have a strenght and an actual crippling weakness to compensate.
regardless of formula isnt there a way for them to actualy implement a decent physical damage anti bunker specility?
you obviously don’t know how the armor stat works in GW2. Your idea of armor penetration has merits, but you should REALLY consider how the stat works before rejecting valid criticism in the formulas you propose.
Going from 1000 to 500 armor will double the damage you receive. Going from 10000 to 5000 armor will double the damage you receive too. Going from 3000 to 1500 will double it again.
What you can do is setup armor penetration to reduce only the bonus armor players receive from the toughness stat. Since a player armor is “base + toughness” and pure glass canons don’t have the second component (well, actually everyone has at least 900 toughness if I remember well), your armor penetration will only affect people that gear for defense and have no effect on the others.
Either way the principe is to actualy base armor penetration on reducing a variable amount of the damage reduction the opposite character has based on his total damage reduction. People with less damage reduction takes next to no consequance while iron clad gets to be hit by a truck. I guess it all comes down to how thoughness and armor is designed.
sure that if we base armor penetration on reducing the toughness of the opposite target rather then the armor stat itself we actualy get to have something wich is worthwhile.
Then it all comes down to the large health pool player running stuff like soldier behing an issue because they will likely do the same damage as you and yet have a bigger health bar, however when it comes to anywhere else then pvp zerker will still be top, cept that large health pools will get owned by player with good toughness who heals for their full health bar in an attrition battle so maybe it would look like this
zerker kill armor —- health pool kill zerkers —- armor kill healthpool
Conditionmancer still will be an issue however if they actualy can pull out more damage then zerker does while remaining uber tanky but if they actualy does similar total damage while behing cleansable beating a tanky conditionmancer should be the prety much the same as beating a tanky physical unit, effectively placing a weakness for about every single build.
I might be wrong but i think i included rampager in my actual calculation if it comes down to rampager and berserker dealing the same base damage yet that rampager cant pierce armor and deals condition damage/physical hybrid while zerker pierce armor and does only physical damage.
Likely rampager will be subject to condition cleanse but condition damage is so easy to apply it might cause a problem
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Replace critical damage with armor penetration, simple.
between 500 armor loss and 1500 armor loss who do you think take the most increased damage?
50% of 1000 = 500
50% of 3000 = 1500Both will take double of what they would take without armor penetration.
Damage formula is (Various Damage Multipliers)/Armor, so:
1000 armor: Damage/1000 — Armor Penetration --> Damage/500 = 2 x Damage/1000
3000 armor: Damage/3000 — Armor Penetration --> Damage/1500 = 2 x Damage/3000You will exactly need half of the amount of hits you needed without armor penetration.
If you reduce target armor on x%, you get:
Damage = Stuff / (Armor – Armor*(x/100)) = Stuff / (Armor*(1 – x/100)) =
= ( Stuff / Armor) * (1 / (1 – x/100) ) = ( Stuff / Armor ) * ( 100 / (100 – x) )You multiply damage dealt by [ 100 / (100 – x) ] no matter how much armor the target has.
You have designed a damage multiplier which does exactly the same thing critical damage currently does but which applies to every hit instead of just to crits.
Even better, you have designed a non-linear one that gets stronger the more of it you have.It’s not CritDamage, it’s CritDamage in steroids.
l;ets see it that way um?
how armor work is normaly that for a set number of armor point you have a set number of percentage. While the ele with 1k going to 500 might have lost 5 to 10% of his armor reduction the guy who just lost 1500 might have lost up to 25 to 30% of his damage reduction from what i know, going from 1000 to 500 doesnt in any way double the amount of damage you take. anyway what we comparing here is the ability of a tank (aka knight precision power thougness) and a zerker who likely got about 1200 armor at best
the tank armor is downed to about the same armor level – the zerker is already at that armor level —-- result into equality of stats and making both build viable against one another
in the case of the soldier build wich use vitality, consider the fact the soldier is gunna take more damage then the zerker in the first place because the zerker still has armor penetration.
now on a damage basis when hiting an armored boss
the bunker deals reduced damage
the zerker deals next to full damage and is definitively necesary to take down the boss health quickly
against an unarmored glass cannon boss
The bunker and the zerker deals similar damage with the zerker hiting slightly more but taking more damage wich makes the zerker usefull but not enought of a gain/risk to be worth the use as much as the bunker on that fight
This result into people using variable build and behing good in situationnal time as any build should be and not at all time.
Dont confuse armor reduction with vulnerability Vuln increase damage taken percentage while armor penetration would simply put ‘’ignore armor percentage by deducing from the total foe armor numbers’’ and not increase base damage percentage.
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Well if they had armor penetration as a stat make the crit damage static and reduce precision slighty to make zerker viable against bunkers without ruining the game we could actualy get something around what one could call a balance.
More armor to ignore then what a zerker running penetration would… definitively, especialy if armor penetration stat doesnt just end up to 50% but scale up to 80-90. At this point it all comes down to who dodge the better between the two and who actualy gets his damage in first. On a pve basis zerker will still be king between hybrid bunker (aka knight) and pure damage for most boss wich actualy have some armor level
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cept zerker will obliterate knight because zerker will ignore armor dude… no more issue with those bunkers now we break trought theyr tanking style like if their armor was made of jelly.
how can we actualy use our 2h sword with 1 hand nerf please so we use 2h on sword at all time 8D
joking but i love the HB animation
between having 1500 armor for the tank and 500 armor for the glass cannon who will also do you the same effect you wont see that much of a damage taking defrence save for the fact that the armored guy will actualy be way easyer to beat
between 500 armor loss and 1500 armor loss who do you think take the most increased damage?
50% of 1000 = 500
50% of 3000 = 1500
PS likely you yourself wont be affected by armor penetration if the guy actualy run a bunker so it will likely look more like a 1000 armor versus 1500 armor. You just increased the damage take by a good percentage while the same damage wont be as high against target with low armor wich have less to loose
think of it like health percentage damage, Having a smaller health bar or a higher health bar look like loosing the same health from a percentage point of view but the bigger health bar actualy takes longuer to heal back up then the smaller one so taking 5000 damage on a 11k health bar isnt as catastrophic because you can likely fully heal it in one shot then taking 15000 damage on a 30k health bar where it will require several heal and time to fully regenerate.
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….gota love how people want their build to be a simple and kittened as possible… adding torment would force some of you to do something else then press1 on a sword auto attack
- Critical damage changes
Why a living stream for this?
You will say that you are gonna change how direct damage scale over crit damage in way to reduce the dps differenze between a zerk\sin gear and knight\ptv or other crappy gear.
You will also say that you are going to do this to allow people to play different gear set up in pve.
You want us to bring in party ptv guys.
But that’s a dream, and you’ll wake up soon on a nightmare xD
I think they could actualy reduce zerker effectiveness to put it on par with non zerker by switching crit damage to armor penetration ;/
I felt very inspired and i tought starting a topic about what would happen IF and only if critical damage was turned into an entirely new stat wich would be armor penetration would likely result into. This is a topic about theorycraft on a possible armor penetration stat.
Player wear armors and monster have variable amount of armor level giving player armor penetration stat would balance the game physical damage wise without making those that dont rely on it useless. There is a limit of how much you can downgrade a monster armor level and at one point some class have so little armor it doesnt realy mather if you penetrate it or not.
The armorless elementalist should be taking as much damage or barely less then the plated tank when it comes to armor penetration so likely the stat would be like up to 50% and it would be weaker on target with no armor but stronguer on ennemies with high amount and toughness. Thing is 50% of 1k armor and 50% of 3k armor is a lot of armor loss for the tank but very little for the glass cannon who barely will take more damage then before.
The defrence between critical damage and armor penetration is that you get to actualy murder those tank easyer without actualy making it so you can take on other glass cannon like if they where made of paper (contrary to critical damage wich just burst down everyone regardless of spec and actualy isnt so great against armored target and make lots of people whine about bunker behing OP in pvp because you cant kill them) effectively making glass cannon versus glass cannon fight less of a ‘’lets see who 1 shot backstab the other first’’ game and more of an actual battle and likely increasing the level of skill required to run a tank in pvp and decreasing the difficulty of glass cannon build to actualy be viable without behing a constant ‘’oh god i got one shoted again by another glass cannon’’ fest or a backstab killing spree.
Since bosses also have variable armor level this would make berserker style character effective in some fight and ordinary in others while condition would have prety much static damage behing decent in all fight but be master in none. Then youd have the third type wich is the guy who DOESNT run condition or armor penetration, this guy would be somewhat good in fight wich doesnt include high armor level but would be weak against heavily armored bosses (this guy is generaly the support player or the control player). We get to keep good damage in pve for zerkers, make tank less of a nuisance in pvp and make support and control builds viable damagewise 50% of the time (better then never viable at all).
so in order or damage for classes
1. Tanklike and support damage character have similar damage to zerklike character but will effectively hit like moskito on well armored bosses effectively keeping zerker as THE best damage in game in all situation but giving a shot to class wich dont run on armor penetration for a good part of the game without making the zerk unefective
2. Zerkerlike character will utherly destroy bosses and player with high armor level so no more endless bunkers in pvp, we finaly get to have a rotation between armor damage and condition damage (cond damage is king because it ignores armor but the damage in itself isnt so great yet, issue is cond damage can actualy be ran on tank as well so zerker character gets utherly destroyed)
3. condition user will be somewhat decent in all situation but will never actualy be at a serious advantage in comparison to other spec damagewise.
This way we give a direct counter to tank builds in pvp and wvw give condition damage a place in pve and zerker in party gets to still be top dps without making it so that other spec cannot perform on equal level to it in some fights and be usefull (sure zerker will deal slighty better dps then the damage tank at best on a few encounter but since he can penetrate armor he can actualy deal insane damage to armored boss that both condition user support, control and bunker cannot.
Tbh i wish arena net definitively Kill zerker and put it on the same damage level as condition damage if not less so people so all pretending zerker is the optimal dps build in all situation (at least well get to have 1 or 2 cond user per party). I agree murdering zerker build in pve will likely also murder it in wvw but theres possible way to actualy make it viable with other stat effect. What about replacing critical damage with something totaly defrent wich would work in pvp and pve alike…. aka armor penetration (yes you heard me im talking about the one stat that made warrior unique in guild wars 1 called strenght and gave armor penetration bonus against mob and player alike). You guys say you got issue with bunkers and want more physical dps but your physical dps is already OP as it is… Player wear armors and monster have variable amount of armor level giving player armor penetration stat would balance the game physical damage wise without making those that dont rely on it useless. There is a limit of how much you can downgrade a monster armor level and at one point some class have so little armor it doesnt realy mather if you cleave it or not.
The armorless elementalist should be taking as much damage as the plated tank when it comes to a 100% armor penetration but likely the stat will be more like up to 50% so to make it weaker on target with no armor but stronguer on ennemies with high amount of toughness. Thing is 50% of 1k armor and 50% of 3k armor is a lot of armor loss for the tank but very little for the glass cannon who barely will take more damage then before.
The defrence between critical damage and armor penetration is that you get to actualy murder those tank easyer without actualy making it so you can take on other glass cannon like if they where made of paper effectively making glass cannon versus glass cannon fight less of a ‘’lets see who 1 shot backstab the other first’’ game and more of an actual battle.
Since bosses also have variable armor level this would make berserker style character effective in some fight and ordinary in others while condition would have prety much static damage behing decent in all fight but master in none. Then youd have the third type wich is the guy who DOESNT run condition or armor penetration, this guy would be somewhat good in fight wich doesnt include high armor level but would be weak against heavily armored bosses. Make it fair for everyone
1. Tanklike and support damage character have similar damage to zerklike character but will effectively hit like moskito on well armored bosses
2. Zerkerlike character will be utherly destroy bosses and player with high armor level
3. condition user will be somewhat decent in all situation but will never actualy be at a serious advantage in comparison to other spec damagewise.
This way we give a direct counter to tank builds in pvp and wvw give condition damage a place in pve and give a slotted place and specific role to zerker in party so to limit its actual viability depending on the fight and situation.
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Snake actualy is a good idea but the snake needs to actualy be large enought to be worthwhile. + the fact they so far have no actual snake model in the game save for critter you cant interact with doesnt help but hey lets see.
Considering how arena net hack and slash at the game can you realy expect the change to critical damage not to actualy be dramatic? Tbh as a player who dont rely on crit damage on all build ill likely be eating some pop corn while looking at the patch note on release however i hope theil make it so that zerk remains viable without behing top damage spec either (hey i still play zerk warrior and guardian i just want my other class to run something else).
beside running sword as ranger norjena what can you run? the fact ranger is limited to one weapon and build style is far from ‘’a nice’’ choice. As for condiranger behing bad the spec has quite a wide array of condition (way more then sword warrior) and can run it hybrid way with pet physical damage. Sure you can run condition to as enginer or necro both are better but its kind of obvious that if ranger sword gets to be nerfed im not so sure youl not choose the other option around.
this wont affect me much since i run condition damage… if they where to nerf thief physical ill just run this in dungeon instead and start going pew pew on killing the mobs.
cute…. can you do that much damage in spvp :/
No set in the game actualy run crit dam cond and prec at the same time… closest we have to this is rampager.
akisame ill just tell you this much… playing a nightblade in ESO is far from the same thing as running ranger in Guild Wars 2… I played the Beta and i liked it… ill however keep playing Guild Wars 2 even post launch as ill alternate between the two game.
Dont give up on balance yet people keep working so we get heard.
Well lets see it from a player point of view ive run several thieve build in spvp and in pve so lets recapitulate here
1. dual dagger heartseeker
verdict: unaceptable the build runs on a single skill and the rest on auto attacks (it was eventualy damage nerfed)
2. Dual dagger backstabs
verdict: To glassy to be viable for anything else then 1 shoting someone once in a while and even then thats just not worth it in either spvp (you get killed to often) and pve (no persistant damage)
3. Dual dagger fake perma stealth
verdict: Altrought i call it perma stealth for its ability to stealth for a good 30 second + and overheal damage the build isnt realy good however when it comes to taking down a tank wich just wont die no mather how much damage you deal him. It doesnt fit the damage purpose of pve well either and has to run entirely on utility to maintain invisibility.
4. dual pistol critical burst and venomous chains
verdict: one of the worst build i ever made, the damage is far from satisfying and ,altrought the venoms do keep the target still while you burst it, it just aint enought to take down tanky or non glassy target
5. dual pistol condition damage venomous chain
verdict: while the condition damage help its not enought of a burst to kill players because pistol doesnt deal enought bleed to be condition viable in the first place.
6. dual dagger condition damage death blossom venomous chain
verdict: one of the best thieve build i ever played it heals like crazy from bleeding regeneration can stack up to 25 bleed keep the target still on application and deals a massive damage over time burst within very little time, better yet the 5 venom cause life leech and heals the thief + you only need to teleport with steal to cause stun poison and effectively render the target unable to dodge while you applicate the bleed, the only issue i ever encountered was draw condition necromancer and berserker stance warrior, its likely 100% viable in pve but ill keep it out for until crit damage is fixed.
7: Sword dagger teleport play
verdict: just to much of a mess to run in the first place, while i do apreciate the advantage of shadow return i rather not rely on teleportation to stay alive in battle as a thief onless its used as an offansive weapon (such as with dual dagger venomous chain) Its utherly confusing and prety much feels the same as if i was constantly behing hit by hard to catch.
While i heard perma blind thieves are somewhat good i rather run my mechanics as an assasination spec then as a attrition spec relying on defensive effect.
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whos Gabe Amatangelo?
well at that point i removed offhand axe for horn because of hunter calls somewhat 18 consecutive hits wich can cause a critical on each and fill the pet might bar like crazy. Post patch i still wonder what ill run.
actualy my favorite weapon as ranger wasnt longbow but axe. I always wanted to actualy run a beast master so i ran axe warhorn and cat by preferance on a charr ranger(wouldve ran dual axe if offhand was any worthwhile) in the warcraft 3 beastmaster hero style but hey has to do with what you got. IN the end i got a somewhat very viable but not optimal build wich gets my stuff done the way i want them to be
griffons and hypogryph
if you mean the class is in a very poor shape? yea totaly
1. our best build actualy would be condition based (condition shortbow beastmastery hybrid) but condition wont work well in pve
2. pet damage was badly nerfed (a good 50% from what i heard)
yea ranger needs an actualy fix and im not saying it as a nerf but as a major boost to all their weapon, traits and their pet in general.
thing is wvw is unfortunaly related to pve so you cant basicaly fix the condition damage or the crit damage in pve without also affecting wvw.
just run your thieve as condition build? after this patch ill likely run torment or bleed way venom thieve imo
this would make ranger king/queen of ranged combat AND condition from actualy using shortbow because not only do they proc might on pet from crit but also burn it down with bleed. Its a dangerous hybrid right now and im very concerned about the impact of what would happen should we actualy strenghten rampager that much.
that would be epic…. i was wondering what 30 people in wvw all running MM would result in XD
Well that would actualy be called a faery-dragon or a pseudo-dragon wich in itself isnt actualy a real dragon.
i dont mind a zerk meta in spvp but there should actualy be room for something else out of spvp, Maybe if they raise the critical damage in spvp and weaken it in pve via gear well get to have something that works, it just sound like the most obvious solution to me.
You posted that a nerf to zerk stats will bring more balance because it will be more similar to the spvp set up. Supposedly because that’s fair.
Now you are suggesting that the spvp stat set up is essentially unfair and requires zerk to get a buff in order to balance it out more.
Right…
What about WvW which is directly tied to pve mechanics btw? How does the zerk stat nerf do anything other than further increase the PVT/condi meta dominance there?
If somehow simply nerfing crit dmg makes for a perfectly balanced meta across pve, WvW and spvp, then i’m all for it. If all of a sudden the condi, bunker dominance is broken then great.
Oddly enough I’m not convinced nerfing crit dmg is going to do that, are you?
what we need is critical damage for both pvp and pve to stand between about both
Spvp doesnt give enought critical damage while pve gives to much what about getting something between?
Idm shatter getting nerfed i run phantasm and im not so sure critical damage actualy has an impact. maybe someone should do some test in spvp with dummy to check if gear critical damage actualy affect the phantasm, i think it dont like just all in game pet such as necro summon and ranger pet.
Ghoul just because a skill isnt hard doesnt mean it should be worse then running anything else. You totaly missing the point of what balance means. it means you should be able to run anything with more or better results. If i want to run a MM it shouldnt be so weak as to be near useless. As for minion its not a damage issue and pet should never have their damage nerfed when close to every build in the game already hit 10 time harder, If the issue is one of the build behing to easy then just dont run it if you feel that way because right now lets be honest save for swarming people in pvp phantasm mesmer and minion master necro arent realy reguarded as very viable in pve.
You want one funny joke? right now the auto attack sword ranger meta is better damage wise then running a warrior, so am i screaming for ranger sword to be nerfed? No i aint however i expect the game to offer more option wich wont force me to run such a dumb build, because yes even MINION is smarter then this and unlike what youd like to believe minion is already smarter then most build players run at the moment.
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Let’s make mesmers more OP than we are now by adding this very convenient feature to feedback…
in your very post you just wrote why they SHOULDNT do it
i dont mind a zerk meta in spvp but there should actualy be room for something else out of spvp, Maybe if they raise the critical damage in spvp and weaken it in pve via gear well get to have something that works, it just sound like the most obvious solution to me.
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