Officer of Spartians GR[SPGR]
Gandara EU
Hehe – I can just see a sweet bursty rotation forming….
(while running in) Focus 5, Focus 4, Axe 3, Axe 2, DS5, WoC, WoS, Dagger 1
I see it synergizing with well power builds VERY well. Right now there’s not loss for stepping out of a well, but the new condition has potential to put people in a lose/lose situation.
You just blew my mind man, wells + DS5. Didn’t come to mind before.
Im blown. High hopes.
Am I the only one who thinks that torment will be on a mantra for mesmers and on a venom for thieves?
They say they want more build diversity, I have not seen many(if any) trap/venom thieves + mantra mesmers, while Pistol on mesmer is all over the place already.
This skill will cause nearby enemies to be inflicted with conditions and controlled
This is what scares me the most. If torment is dealing damage while the enemy is moving, any form of CC(daze/chill/cripple/immo/stun) will actually reduce the potential damage(slower movement or no movement at all).
I had made a suggestion in the past (“Ethereal Chains”) where I was suggesting an AoE immobilize for DS5, but I didn’t had in mind the torment, this would screw up things.
Thoughts?
It is pretty good actually, in a high cond dmg build it can hit as x2 burn, and in any cond build you have at least 2 fears(terror,reapers mark, terror on 20s cd).It is a pretty good addition to the condi-burst.
I actually like using terror on my power builds also(I usually go 10 into the curses for +prec), it will deal 588 damage(with 1 condi on the enemy) on a power build(with 100 cond dmg from curse tree), which is not bad at all if you consider the only valuable choice in 10 points of curses, in a power build.
If you have some mights on you it will go even higher,making it a small instant burst ontop of your fear.
I like it.
Our warhorn is actually zero compared to the other 2 proffesions that can use a horn.
Warrior horn:
“Cure chill,cripple,immobilize and give 10s swiftness for you any any ally in 1200 range” 20s cd
“Vigor for you and your allies(10s),weakness for enemies(6s)” 600 radious,blast finisher,20s cd
Ranger horn
4th skill, single target burst,900 range,25s cd
5th skill "grant fury might and swiftness(15s) to you and your allies(600 range) 35s cd
What do we get for the horn? One slow casting daze(2s) on a 30s cd and a slow casting self swiftness skill that adds a bit lifeforce(only useful in certain situations) and a cripple to enemies in melee range. I won’t even mention the “damage” .
Our horn is pretty selfish, and it is still not very good for a selfish weapon(no damage, easily avoided daze on long cd and a bad hunting skill)
Give horn some love.
Looks like once I restarted my PC problem is solved, really strange but it worked.
(edited by natsos.3692)
I does not seem to bug for me, not for bleed, not for any condition.
Can you give a bit more details on how exactly you encountered this?
^They will still get out of stealth after one(2 if lucky) cluster bombs. The mesmer (not situational) will throw the phantasms to you and they will keep hitting you even if the mesmer goes to stealth.
This is exactly why a talk about mesmers is going on right now,because there is no real counter to that rotation.
Mesmer spawns clones, mesmer hides, clones damage you, you have the choice to either kill the clones(if you do that mesmer will spawn them again in almost no time) or you have the choice to wait for the mesmer to be in line of fire, so you can kill him, while you still take damage from his clones.
It has no real counter.
The only situational counter is a very high bursting aoe build that will negate the effects of the clones right when they spawn.
A very good solution to this would be that the recharge time of illusions to start the moment they die, and not the moment they spawn(already suggested by other people)
@Power
Mate , we are basically saying the same thing in the long term.
I never said that 1v1 balance is the only thing that matters, no , of course it is not but if you want to build a pyramid, you start from the base and not the top.
I will go a little general talking here.
The outcome of a team fight is decided by a simple formula which is:
Damage you did/Damage you took.
If you are not a 1.000.000 HP monster then look below.
Damage you did is pretty raw, anything that deals damage or increase the damage done increases this factor,while damage you take is more complicated and in goes the ability to mitigate or completly negate damage.
I focus so much on the spike, because a spike is the biggest amount of damage within the least possible amount of time.
I focus so much on the mesmers because they are the best spikers while avoiding damage like no other proffesion(it is the combo that it matters,not one of the two aspects)
As time passes you are going to take damage, if you can deal a lot damage, while avoiding most of the damage coming to you, then you are going to win a fight.
We have a hole on the basic principals here, and that is how phantasm mesmer works,it is not a matter of 1v1 or 5v5, it is a hole in the basics.
You just can’t leave the computer do all the damage for you while you take no damage, even thieves can’t do that(not as well as mesmers).
Now imagine what would happen if thieves could do 3-5k dmg while not breaking stealth and while dodging/evading
I hope you are still with me.
What I am describing here is the reason why necromancers don’t have and will never get access to vigor and minions that the cooldown timer starts with the minion summoning.
If you had a necro with vigor and minions ready to spawn the moment they died,you would have an OP necro that avoids most of the damage while his minions tear you apart. And in a 5v5 situation this would still be OP.
(edited by natsos.3692)
@Power
All your points are fillers(except 5) to the XvX balance right after 1v1 balance has achieved. 5 is the reason why a team of 5 mesmer can -in theory- beat any other combination, and it proves exactly the point of my above post, that spike>all .
If you can turn a 5v5 battle into 5v3 battle(call it moa, call it spike, call it however you want) within a matter of few seconds,then something is wrong with your basic balance.
Actually:
1)AoE effects is the only possible way to negate the phantasm builds
2)Won’t be fast enough if you get spiked
3)Spike>CC(unless its mass, and it is long)
4)No matter how many people you rez,a good spike will keep bringing them down, with you also, making your rez time go to waste.
5)See above
6)Running away from a fight won’t make you win, when you come back spike will still be there
7)There is no flaw when the AI makes damage for you, while you can dodge/stealth/invu.
All are fillers on the XvX balancing state, 1v1 balance is what matters most.
Is it weird that I read this in your voice?
Rofl , I did the same.
How can you balance a game in 5vs5 if it is not balanced on 1vs1 before..?
I mean, if 1 mesmer can beat any other proffesion/build out there, what would 5 of the same mesmers do against 5 random proffesions?Balance starts from the minimun(1vs1) and ends on the maximum(5vs5). Once you balance proffesions on 1vs1, you have balanced the XvX .
Thats simply not true….. How can u possibly believe that?
It is pretty simple actually, if we take away the parts which you(most of the time) face 1vs1 or 2vs2 on PvP we are left with the aspect of spiking.
If your teams overall spike is bigger than the enemy team, and the overall damage your team takes is lower than the enemy team, then your team will win.
When you start something, you start from the basics, you balance the classes as units(this is not pokemon, water beats fire etc.) and you synergize them on different scenarios of XvX,until you succeed the bigger number of scenarios balanced.
And it is pretty hard to balance 30vs30(wvw) at the same time of 5vAI(dungeons) and 5v5(pvp) if you aim for the specific values each time and not at the very base(1vs1).
The only scenario a 5 phantasm mesmer team could lose, is the scenario facing 5 grenades engies(or 5 more skilled phantasm mesmers).
(edited by natsos.3692)
How can you balance a game in 5vs5 if it is not balanced on 1vs1 before..?
I mean, if 1 mesmer can beat any other proffesion/build out there, what would 5 of the same mesmers do against 5 random proffesions?
Balance starts from the minimun(1vs1) and ends on the maximum(5vs5). Once you balance proffesions on 1vs1, you have balanced the XvX .
Doh people, read the posts..
Hi everyone,
We would like to remind you not to post screenshots or player names who are making use of food buffs in Dragon Ball.
As always, please use the in game report tool to report said players.
Thanks
No names on public, if you want to report, use in-game report.These are the rules.
Lol @people saying “I tested this and it still works”
Of course it works! It has not been patched yet ! You did it for the lolz, like all of us
And come on, be serious, reseting the achievments is fair, banning people for “cheating” a mini game that will not even cause a significant impact on the game is pretty unfair.
^Bans? Game breaking? This is just a mini game! It is going to be fixed in an hour or so, it is not game breaking, don’t be so harsh with people! Moa abusers are the ones that should get banned, they make huge money out of it right as we speak,they control the races and proffit from it !
There are like 10 people on an overflow using Conjured hammers to abuse moas.
There seems to be a bug with Static Field of the Conjured Hammer which dazes allies, they bug the moa and some of them turn back, making us lose in purpose.
Fix this ASAP I already lost too much gold because of these abusers
Pic related:
pic 1
pic 2
(edited by natsos.3692)
Someone is in love.
Remember this isn’t the big patch. They have said that several times. This was just a bug fix patch.
so when are they going to release it?
i thought it would be this one, but it’s not.
maybe next week?
End of the month. On the 30th is my guess.
It is probably going to be close to the ~25th,that’s when most big patches arrive
My 2 cents here.
I believe you can counter Time Warp much easier (in a team fight) than you can counter a Morphed ally(by protecting him).
Time warp has a lot of counters,it is a quickness boon(for the whole team) that will only last a few seconds, a well tuned team will use all the AoE CC it can get, into that time warp and pretty much nullify it’s effect.
One necro with plague form is enough to nullify Time Warp.
While a team can protect someone from Moa, they will lose 10 precious seconds getting damaged from the enemies, you might actually save the Moa, but you might also lose an other teammate or precious heals and support.
Moa is a great 1vs1 skill , but it is just as great in a team fight, making it from 5v5 to 5v4 for 10 whole seconds can mean destruction.
@TheMighty I really believe Plague Form is better than Lich,not because of the -close to half min- blind(that I saw nobody using in streamed tourneys,it can literally cancel a whole team while Your team keeps attacking(which I consider OP)) but because Lich form has no toughness boost.
Your base vitality will be doubled,but your armor will stay as it is, and in order to do great damage ,with lich, you need a glass cannon necro, so your armor is going to be nothing and once you are focused, you are probably dead.
WoP is there to take care of conditions
Anyway, we need stability(just a bit of it) in at least 2 trait lines(or 1 line and 1 utility).
Stability can be anywhere from 2 to 4 seconds and will work just fine without making us pass the balance line.
As ANet said, no mobility for us(no teleports) , no invu, no vigor and no stability, I still can’t figure out how they will improve us without any of these , even if they give us 20 more stun breakers we will still be golfballs.
I understood your builds, both builds are just a bit diffrent, but both builds could work for something else, other than mine.
Your 2nd suggestion might work perfectly if we get boost on our siphons,without it the healing is nowhere near efficient to keep you up on the long fight.
Your first suggestion also has potential, but it misses on the constant damage mitigation. There will be times where you will have “windows” to get bursed down, and if your enemies are more than 1, this window becomes ever wider.
In my build you will go down only when you use all your utilities once, then once your plague, and then your utilities once more.
Go ahead and check all 3 builds, I am still typing because I did try both SWall and SWalk. It is not for bunker.
As for consume conditions, I am still not sure. I think I pref 3 sec of protection every 32s than 1k more heal.
(edited by natsos.3692)
@Iceflame
The build as you describe it would lack condition cleaning(I realize that consume conditions is faster than WoP but WoP will stay there for 6 secons cleaning the bleeds off you), also the point is not maximazing your life force, the point is to have a good synergy between your LF, armor-life, protection, and CC.
What you describe could work better against hybrids/direct damage builds.
The point of my build is to balance any incoming damage and pretty much negate it with various ways.
Your options are not limited when it comes to (e.g.) condition damage enemies. You can choose from things like:
Using well of power and putrid mark to keep the conditions away from you
Blind the enemy and chill them
Pop your SA, get LF and pop your DS as a meatshield
Daze your opponent, locust swarm to fill your LF while dodging for mark of blood and in general do combos like this.
If the enemy is one, you can hold him for ever, if they are 2 , they won’t be bringing you down any time soon.
If they are 3 to 4 you have 20 to 30 seconds to expect your teammates.
It’s all about the synergy.
@Drarnor
You forgot to add protection to your amazing spectral walk.
There is a reason the one is Spectral “Walk” and the other one is called Spectral “Armor”.
Tell me what are you going to do with the swiftness when you are bunkering a point, I wanna see your plan.
I’ll stop getting off topic, this is not a post about SW or SA, but about Stability, which is something we need.
(edited by natsos.3692)
Ok, because you all fell on me, have a look at this build so you can understand what I am talking about. This is my bunker build I actually use on TPvP . It has absolutly 0 damage but it can hold anything until my teammates arrive
I know that the trait works even if you don’t have SA on your bar, how did you thought that..?
Spectral wall in general will give you more protection indeed and it will vuln your opponent. Spectral wall can give ethereal armor to you and your allies(VERY buggy atm and EA only lasts 3s giving you just one boon , I have not managed to stack it more than that with lots of blasts)
SA has some crucial uses on bunker builds. The amount of LF generated when you have 3 people on you,is a full LF bar most of the time. I would take a full bar of LF over SW anytime.
Also it IS your stun breaker and your protection stacking ontop of your wells.
The fact is , SA is a great defensive utility with 3 defensive aspects.
Gives LF, gives protection, breaks stun.
I know that even traited the CD is pathetic and the protection duration is low, but if combined well with other traits/utilities, it can do miracles.
It does need reduced CD,it does need increased durations, but it is far from a total garbage as you guys describe it.
Spectral armor is a must on the bunker necro builds and last but not least, you can use spectral armor and go in DS, you will lose your LF regeneration but you will gain the protection, protection + DS = a very tanky necro even with a glass cannon build..
Spectral armor is fine, it just needs the cooldown lowered, our traits and synergy are the biggest problems.If it’s protection you’re after, you should consider swapping to spectral wall. It’s even a chaos armor combo field (though buggy).
It is not just the protection, I just gave an example with it.
It is a stun breaker,also fills LF and a good protection,3 defensive aspects to one skill, cooldown is the only thing spoiling it.
Spectral wall will not break you out of stun, it will however add vulnerability to the enemies and grant you with a bigger (total) duration of protection.
Also as you said, it can give you ethereal armor, but you need a blast or a leap, leap we have none,blast just one if you take out bone minions and wurm, so it is not efficient enough(if we consider it is only 3s chaos armor)
These are the reasons I prefer to use spectral armor on my bunker build(and sometimes on my glass cannon)
@Chesire I hope you are not serious right now ^^
Spectral armor is what makes the 15 soul reaping trait awesome(it is also activated IN plague/lich forms.)
Spectral armor is the way to go if you don’t use Spectral walk.
Spectral armor is a must on the bunker necro builds and last but not least, you can use spectral armor and go in DS, you will lose your LF regeneration but you will gain the protection, protection + DS = a very tanky necro even with a glass cannon build..
Spectral armor is fine, it just needs the cooldown lowered, our traits and synergy are the biggest problems.
The only way to not be a golfball is :
1)Stability
2)Dodges
3)Invulnerability
ANet said that we will not get any more stability , vigor and of course no Invu, but still that our problem of getting too much “controled” will be fixed, I can’t really see how.
I would like to see a little more stability(maybe a 2-3s from one utility) , and a little bit of vigor(maybe kitten vigor on a kitten cd).
We are supposed to be the winners in the long fights and the more time passes the closer to the death we come.
Thanks for clearing it up Bas, it still looks intresting but I am not sure if my connection will be healthy midweek,on 1v1 it wouldn’t matter but I don’t wanna hang people
I still wanna play tho, and I’m in dilemma. You think you can keep my info and use me if you don’t find any other before the deadline ?
I am not sure I fully understood this, can you explain it to me a bit more?It looks intresting but I want to be sure of what it is before I sign up.
I see 5v5 tournaments, but will the teams created be random? I am a bit confused
I need sleep, it looks like 1v1 now, if that’s the case sign me up.
Name: Natsos
Account Name: Natsos.3692
Rank: 25
(edited by natsos.3692)
When the next patch arrive? June 27th?
After 20th for sure, I hope close to 23-24 ^^
Actually torch could fit well to the necromancer concept, and it could be both an effective condition/direct dmg weapon AND with some defensive use(which currently we don’t have any OHs like this), aoe burn with LF filler etc and more good stuff, but on the other hand , giving too much burn on the necro could turn OP.
Ground targeted Dark Path is a very bad idea, but maybe it could work if it was like warriors “Whirlwind Attack” .
Imagine you have a cone and wherever you aim it, the dark path will get you there.
I am not sure tho, this might be terrible but it looks to me like it has potential.
Also sorry for the double post, but I believe the burning trait will get the place of “Target the Weak” and “Target the Weak” will move up to Spite, makes sense to me ’cause it is a direct damage boost and as necro you have 1-3 conditions on target most of the time even if you are power or cond.
Also why isn’t anybody talking about Weakness? It is a huge change, we are the proffesion with the biggest access to it and it will reduce any direct damage, it is a huge boost to some of our skills.
Yep, it gave me some chills too, I am really curious on what they are going to do with the spectral armor(they also said they are gonna move some stun breakers around) but I use it on almost every build(the 15 trait) and I will hate to lose it.
The good new is, we are probably going to see changes to reanimator,gluttony etc. traits that are close to no use.
I’m glad that actually they finally start Looking at us.
I’ll just leave these here.
http://i1098.photobucket.com/albums/g375/darkdemongr/jon2_zpse183ffa2.png
http://i1098.photobucket.com/albums/g375/darkdemongr/cha_zpsde17f691.png
http://i1098.photobucket.com/albums/g375/darkdemongr/matchless_zps97303632.png
http://i1098.photobucket.com/albums/g375/darkdemongr/khal2_zps81764982.png
I would really like to know also(and I believe many more guilds are like yours and mine) but if I had to make a foresight I would say 6 to 30 days.
This beta is taking long :p
At least they fixed the marks, at last I can see the real size of my marks now and not only chilblains! Feels good.
Adept – Gluttony: C- , most of the time you can hardly notice the amount. Your best chance is BiP (11% from 10%) or when using spectral armor/walk which give a nice bonus as total.
Master – Last Gasp: Solid A. Because of it’s timing. At 50% is when you are going to need it, protection for the rest of the fight and your force pool filled if used right.
Grandmaster – Strength of Undeath: C++ , more than 50% should be a bit lower.
Adept – Fear of Death: C. Duration should be a bit higher.(all our fears in general +1/2s min.)
Adept – Vital Persistence: D. Who cares if it’s 4% or 3%? Make it 1% or take it out of my trait line for a 2s swiftness every half a min.
Adept – Path of Midnight: B+ . Good trait for shroud dancing and fear builds.
Adept – Spectral Mastery: B++. Good for spectral builds(there are some good ones). I always use it on my bunker to reduce the cooldown of SArmor.
Adept – Speed of Shadows: C+. You don’t really need the speed on DS, you have a teleport that chills the target and not so useful in getting aways, ’cause of no vigor or stability.
Adept – Unyielding Blast: B+ indeed, good trait.
Master – Mark of Revival: C+. Cooldown is too long and fear too short but it can save your ally once in a while.
Master – Decaying Swarm: C- 25% is a bit low, but it can help filling your LF Pool and giving you a critical swiftness. Combined well with SA and gluttony.
Master – Master of Terror: Until our fears become actual fears and not 1s rollback this trait gets a C- from me.
Master – Soul Marks: B+ just because you get fill your whole pool with just 2 marks on specific situations.
Grandmaster – Foot in the Grave: C- . Pretty much same as gluttony, you can hardly notice this trait AND it costs 30 points. 3 seconds? It is like casting 2 life blasts and a terror, no thanks.
Grandmaster – Near to Death: B++. This trait can do miracles for shroud dancing, and it WILL save you in certain situations more than Foot in the grave, only reason it doesn’t get A is because of the 30 points.
There are many more traits that I would like to give a slap in the face and quite a few that I would applaud ANet for.
Whenever new weapons will be introduced for necro one will be based on minions, I don’t know if it will summon minions or be a general booning/healing support, but it will be based on minions.
I don’t think CD is really that powerful, epidemic could be deadly, but corrupt boon is only good for corrupting stability, pretty much everything else is not that great, and corrupting the boons of a boon stacking build for a few seconds of X,Y conditions is harmless, usually the boons on these builds can be recovered within a few seconds.
All that I need to make that comparison is that Target the Weak and Exposed Weakness they both give additional direct damage based on conditions on your target. That is literally all I need . Also, you actually put “group depended” in quotation marks without realizing you wanted the term ‘dependent’ as in “clear communication in a written format is highly dependent upon correct spelling and word choice.”
And like I said, the comparison between the two is an entire conversation. I’ll make it clear I have no intention of actually entertaining that conversation here, and note that you just compared the two extensively.
Yeah, thanks for the letter correction , it was 7 in the morning and I know that my grammar in general is not correct also.
I don’t want to make this conversation too but you seriously believe -in any fight- the uptime of 5 unique conditions will be the same with one ? That is not a fair comparison for the thief, it is a burst proffesion and we are not, but our trait is outshined not because of the total damage and the duration of the equal 5 conditions but because of the bad trait placement .
You don’t have to reply, we don’t have to do this conversation in this topic.
@Roe you have a pretty good point there, weakness is pretty useless, I mean, the point is to decrease the damage, and who are the ones with the most damage? Glass cannons, glass cannons get affected the least from vulnerability because they crit pretty much on 50% chance.
So who gets weakened most from weakness? Bunkers . Bunkers don’t have damage, and they don’t need to have damage because that is not their use.
Weakness should be reversed, criticals do 50% dmg, normal hits do normal damage.(or a general X% reduction, the “offensive” protection)
Vulnerability is fine, a bit weak but it has a good purpose, I believe vulnerability should increase damage by 2% per stack and 1% cond dmg, so 25 stacks of vulne is ~25 more damage per bleed. Sounds fine to me.
Also poison is fine as a condition, but also weak, it has weak damage and weak healing reduction ,a 50 or 66% would be much better.
I would like to suggest changing a bit the Daily PvP.
It is not bad as it is,we can get a laurel and some useful stuff for PvP, but I believe it should reward us with a little bit of “progress” as in “Daily” we also get EXP for completing it, not only PvE items.
Wouldn’t be nice to get a fixed amount of Glory when you complete your daily? Something like 1% glory would be fair and a good way to help you increase your rank when you are in higher-rank.
A small percentage of glory is nice because it will not “power level” the small ranks, it will be just fine in the middle ones 20-40 and it will help the higher ranks (50-60+) have an easier time without making it too easy to get maximum rank (since 100 dailies will give you a full rank, this means 1000 days to increase your rank from 70 to 80)
How does it sound ?
^They could, all on healing power/toughness, each time one heals (LFT,DI) and the other 4 use plague , rotation goes on !
/sarcasm off
http://wiki.guildwars2.com/wiki/Siphoned_Power
this is maybe the WORST trait of all classes in the entire game!!! (including future expansions, I mean, I doubt they could design a worse trait)
5sec might when you are low hp, its ridiculous, and its a 25 point trait.
just look at this thief counterpart trait.
http://wiki.guildwars2.com/wiki/Exposed_WeaknessThe necromancer counterpart to the thief trait Exposed Weakness is Target the Weak and the comparison of the two is a conversation in and of itself.
I don’t know of any other traits that trigger continuously when hit under a certain health threshhold: all others seem to have cooldowns, so I can’t come up with good comparisons. And really, I like the idea of Siphoned Power, it just needs a longer duration on the might stacks, in my opinion.
Actually “exposed weakness” can’t really be compared with “target the weak”.
Exposed weakness needs one condition to boost your damage by 10%(so you make 10% more damage nearly the whole fight) and the trait is properly placed in the power trait line .
Target the weak needs at least 5 conditions to be equal with exposed weakness(it is not that easy to have constantly 5 conditions on the enemy, on any proffesion).
Necromancer will probably have 1-2 condition on the enemy for the biggest duration of the fight so it is pretty much a 4 to 6% boost, also our trait is in the condition damage trait line.
This makes the necromancer even more “group depended” for a misplaced trait.(it would be fine if the trait was on 15 points so it could be gained in a power build that is not fully glass cannon).
As for siphoned power, it has a good concept, you can go into DS when under 25%, get hit 10+ times and have some nice stacks of might,but the duration is just 5 seconds..in 5 seconds you are going to make kittens in the best senario, but lets face it, when you are as close to dying as this, you won’t focus on damaging but trying to survive, so you will either start dodging away,healing,teleporting etc. making the trait completly useless the way it works(on necro).
I would definitely love to see it as something like:
When under DS ,hits that take you lower than 25% LF gives you might for 5 sec.
This would actually worth.
Hey mate, I am not a forum warrior
This goes way off-topic but:
You might call me “nerd” , I like theorycrafting and after practicing the theory, but this specific guy comes up on any post and mocks people, he can’t prove a point without making fun of what other people say, go ahead and check his posts, every 5 or so he does the same thing.
Anyway I am done with him , I will keep the ideas and theorycrafting flowing without paying attention to this kind of people.
Discussion is what we need now.
Hah , that’s better.
“This might make us too powerful” can only be used to a point in which we are close or on the “balance line” . If a proffesion is close/or balanced then a change might unbalance it, we are not anywhere near that point yet :P
^Indeed these 2 are intresting, but I really need to say this.
Stop saying “This might make us too powerful!”
We have been nerfed to a point that one or two traits will not make us “too powerful” even if they give 10 seconds of invulnerability every 20 seconds.
Few small changes will not put us out of balance, what ANet is afraid of , is the major and/or many minor changes.
I will paste a paragraph of my post
Chains punishment
We have not yet had a “Rip conditions – Deal Damage” thing in the game so..
Range 600, AoE similar to Life Transfer, instant cast,breaks stun,CD 90s
Ethereal chains from the beyond will grab your foes immobilizing them for 3s.
Every foe within 600 range will get inflicted by Ethereal Punishment.
Ethereal Punishment(New Condition)
Ethereal Punishment will rip 1 condition per second from nearby foes inflicting damage for every unique condition.
Lasts 5 seconds.
Damage formula:
Level * 2 + (0.25 * Power + 0.35 * Condition Damage)
DS5 should be good for both Power and Condition damage builds.
With the above Formula you will pretty much do the same damage if you are on Cond. or Power build.
The level variable is there to make DS5 worthy in the lower levels of PvE/WvW too.
I,as many others, would like to see DS5 as a boost to our mobility and/or survivability and not a new condition, but if it has to be a new condition then the above will solve some of our damage problems(both in power builds and cond)
Since this thread has been bumped I thought I should contribute.
Soul Reaping:
Unyielding blast
Take away piercing effect(since it’s not even a 100% projectile WITH piercing).
Life Blast and Plague Blast applies vulnerability(3s) and gives 0.5% LF for each bounce after your original target(read below)
In order for this to work our,to Life Blast and Plague Blast must be given a bounce effect:
Life blast: Blast a foe bla bla bla , bounces up to two times,hitting the initial target for full damage and decreasing by 30% for each bounce . Bounce radius : 120.
We really need a weapon that hits more than 1 target(don’t tell me about staff, it hardly hits one target..) and since DS has a 4% degen per sec , 1%(max) LF per 1 sec of each life blast will be just a minor increase to our DS duration.
Gluttony:
Each ability that gives you LF has a 10% to double the given amount.
Spite:
Siphoned Power: Deal 5% more damage when you have no life force.
(If you think the above trait is too powerful just check the minor grandmaster traits of ALL the other proffesions.)
Death into Life:
Gain 5% Life Force each time you are disabled(by stun,daze,knockdown,knockback,sink,float,fear or launch). This effect can only trigger once every 10 seconds.
Blood Magic:
Blood to Power
Gain 5 stacks of might for 10 seconds each time you siphon health. This effect can only trigger once every 60 seconds.
If you actually LOOK and compare our traits, to any other proffesion’s traits, you will see that we have SO many traits that are SO cloudy, they lack not only on synergy but on overall efficiency.
Traiting is half a player, and ours are bad.
P.S. I really want to see a developer just COMMENTING on any of these posts, speaking his mind once again after all this information that has been posted, theorycrafting and proven points. A bug fixing patch is comming and they do not even start discussing things with the players..
(edited by natsos.3692)
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