Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
{Thief}
I think the 30 point in air lightning bolt damage is going to be higher then 15 air damage.
The reason I say that is because Anet likes to reward people very well for interrupts. I think the lightning bolts might be halting strike type of damage if you have a mesmer you know that halting strike damage is no joke in a zerk build and can hit 4k on it’s own. http://wiki.guildwars2.com/wiki/Halting_Strike.
This seems like a odd combo but 30 Air, the new buffed Sigil of Air, 15 air eletric discharge, and runes of air. I might just try that and rename my character Zeus
Lets use backstab ok with stone heart no prot
Damage done = (weapon damage) * Power * (skill-specific coefficient) / (target’s Armor)
ascended dagger for 1000 weapon strength.
1000*2100*2.4/2600 = 1939 (rounded up) Thats how much the backstab hits you for in earth with stone heart. You should be able to dagger 5 that or water trident that damage. This is with very little investment in toughness (just full knights armor with weaps gets you 2600 toughness with 30 earth)
a little more realistic(just a quick throw together build)
http://gw2buildcraft.com/calculator/elementalist/?1.0|8.1c.0.8.1c.0.0.0.0|0.0.0.0.0.0.0.0.0|1n.0.1n.0.1c.0.1n.0.1c.0.1n.0.0.0.0.0.0.0|2t.0.2v.0.21k.0.21k.0.31k.0.2v.0|0.0.u000.k00.k00|0.0|0.0.0.0.0|e
(above gives you stone flesh calculated in)
1000*2100*2.4/2998 = 1681 damage from a backstab
if the thief has 90 crit damage
1939*2.4 = 4653.6
1681* 2.4= 4034
If you swap to earth before the backstab lands you just voided his critical damage. less damage means less you need to heal to recover. You could use one heal skill to recover the backstab damage with no crit you need 2 heal skills or to use ether/glyph to recover that damage back if it were to crit
This is a anti hidden killer trait, anti fury, anti critical damage. It’s very strong it requires sacrifice from your comfort zone but this trait is going to be good.
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The justified negative reactions stem from the fact that they are yet again doing something related to traits and not core fundamental issues with professions. I know that I’d rather hear the team saying that they are reorganizing traits among professions and seriously tackling things like stealth, burst, conditions, cc/kb/kd, weapons, …, …., …., to lay the groundwork for major improvements and overhauls. Unfortunately, though, it looks like the same ol’ same ol’.
This is what happens exactly on the forums people think the changes they want are the ones the devs want. That their visions are aligned but Anet is just so stubborn to not do it.
Instead Anet has a vision uses the forums as a medium but that doesn’t translate to a work priority list. People think what they post on the forums for suggestions are going to be taken word for word and the balance team will start doing those changes to the T. It is impossible to get feedback from the forums I just don’t know how they can organize through it all.
jonbrown.045 – Dude!!! Anet Dude!!! My class is messed up it needs options for survivability cause I’m getting bursted dude!!!
Translation is do something I’m not sure so Ill be vague and call it survivability options. Also of note is that even though jonbrown didn’t say it he wants survivability options to work within the confines of his favorite builds don’t try to make new builds in trait lines people don’t usually go in. This is how alot of these GM overreaction threads look like. OMG this is OP cause DUDE warriors are always going 30 strength in the cookie cutter 0/20/30/0/20 build somehow magic will allow them 30 trait points for 100 total!
The guy that might think thieves need a total rework on stealth to have it nerfed might play a necro and think conditions are OK. See how that works. You can flip that vice versa and it would still be the same thing.
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Their plan is that compensation for the damage loss can come from 2 sigils now. Battle is roughly 5% extra damage give or take so battle+air since it’s proc icd is dropping to every 3 seconds. 50% chance to proc on hit every 3 seconds looks very good.
Losing stacks on weapons is going to kind of suck when you unequip but I honestly never go and get stacks that much anymore or I would get stacks but just keep that weapon on.
Why are people saying earth is that bad? I mean every D/D ele goes into earth and every s/d ele likes to start in earth and swap to air for 15 air procs.
Earth also has very good damage traits. It just sounds like alot of people are trying to imagine moving a whole 30 points from their previous build to pick up one of these and just don’t see it working. When these are traits to build around.
D/D’s build around 20+water and 30 arcana
S/D’s and s/f build around 30 air
Why can’t there be a build based around 30 earth?
I don’t understand the logic here. Do 30 Air eles stay in Air? Do 30 water eles stay in water? NO so why are we saying 30 earth is trash because nobody stays in earth? Cleansing water is trash because no ele stays in water and water certainly doesn’t have good damage at all. I don’t even understand how this is a thing because nobody stays in a attunement for long except maybe a staff Ele.
If you D/D the attunement you stay in the longest is Air if a burst is coming in you swap to earth! I would rather reduce a burst by 150% + whatever crit damage they have then have protection up. That is what stone heart will do reduce any incoming damage by a guaranteed 150%+ if that hit was going to crit.
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http://www.reddit.com/r/Guildwars2/comments/210s12/effects_of_ferocity_on_celestial_gear/
With the coming changes to critical damage, celestial will take a huge loss in critical damage. To compensate, all stats on celestial gear will rise 6%. So how will this affect the overall effective power of celestial gear?
Actually, the effective power goes up by 2.82%. Here’s how:
Total points from ascended celestial armor and trinkets:
All stats: 385
Crit damage: 51%
Effective Power: 456.3 = 385 * (1 + 385/2100 * (.5 + .51))
New values (assuming a straight 6% buff)
All stats: 408
Crit damage: 27.2% (408/15 points per crit damage %)
Effective Power: 469.2 = 408 * (1 + 408/2100 * (.5 + .272))
Increase in Effective Power: 1.0282 = 469.2 / 456.3So despite what you may have heard about celestial getting a nerf, the effective power from the gear itself has gone up.
Note: I left weapons out of the calculations as the stats vary by weapon. Also, please let me know if I made any mathematical errors and I will correct them
Not sure how correct this is have to look over it more.
The issue is that these are all grandmaster traits. They require 6/14 of our trait points invested in a certain line. With the gigantic issue of elementalist still locked in having to spec in arcana for attunement swaps, we can’t really afford to putting traits just to get some “nice to haves”. And the new Arcana trait really doesn’t beat E/A considering that it’s passive and relies on the enemy, not to mention elemental attunment already does that job in part.
The majority of players that think they are “locked” into 30 arcana are usually D/D players. Staff and S/x often times don’t go 30 arcana. I run D/D almost exclusively or staff when needed in groups I only go 30 arcana for evasive arcana the attunement cd is just a secondary to me.
When I do run staff or S/x which isn’t often but I don’t go 30 arcana 20 max since S/x has a extra heal on main hand S/x and I usually pair it with /D. Now you can put that with 30 water to remove a additional condition on water trident.
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it has a 5 second cooldown doesn’t matter about your burn duration. A ele always can keep burning uptime higher then classes like necro and engi without even investing.
Remember these are 30 point investments a ele going 30 fire lost something from another line. Don’t look at these traits as if they will be in the builds you already know the 30 fire, 30 earth, arcana and air will mean the builds you are use to seeing lost something.
Not being critically hit is a very large help to ele sustain. You don’t stay in any attunement but if you know that you got basi by a thief you swap and reduce the backstab damage by 150% or more since it wont crit. That is huge I don’t see how you don’t see the counter play there.
You got earthquaked by a warrior you swap if earth is up.
Air seems a bit lackluster but I think we need to see how much damage that air strike does.
Water is support if you don’t support then not for you. I’ll use it when I run staff in GvG’s. I can run a heavy damage build with 30 water but still have healing effectiveness like I am running alot of clerics. he said in total if you stack +47% to your healing very strong for group play while still letting you do damage on staff.
Arcana: I see it being good the only good one is water the others have their uses but would I take them over vigor, more fury, retal, prot? Debatable but I will try all of these traits out to give them some proper testing.
My impressions are WoW
People need to keep in mind that these are 30 point investments!
You can’t run 0/10/0/30/30 D/D and run all of these a 30 fire ele will take a hit to healing or attunement recharge etc…..
With that said (op talk will happen anyway)
Elemental contingency will be very nice combined with elemental attunement.
30 fire is very nice – I seen people in chat saying its a D/D ele trait but S/x can burn on auto attack but synergy with burn on crit trait looks much more attractive now.
The earth trait very very nice trait most earth skills for ele aren’t very damaging but the ability to swap and tank looks good.
Overall my first thoughts are these are pretty good.
Remember these are 30 trait point investments
You will have to change from your old 0/30/0/20/20 or 0/10/0/30/30 etc. Your looking a possible new trait combinations being viable for Ele. At the minimum these new traits are attractive enough to make people try to discover new builds. Remember when fresh air came out people dismissed that trait also.
If you are not planning to change your old build then the only attractive traits for you are the ones in lines you already invest in i.e. 30/30 water and arcana d/d eles will only look at the arcana trait.
These traits do what 30 point traits are suppose to be about which is building around like the new fire trait.
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http://i.imgur.com/bxrTEvW.jpg
Burning speed: Evade
Frozen burst: Now a blast finisher
Signet of restoration: No longer split between pvp and pve/wvw
Armor of Earth: Reduced cd from 90 to 75 sec
Fiery Rush: Aborts when used with teleport
Cleansing water: No longer split between pvp and pve/wvw
Fire: Blinding Ashes: Blind foes for 5 seconds when you burn them – cooldown 5s
Air: Lightning Rod – interrupting an enemy causes them to be stuck by a damaging lightning bolt that leaves them weakened (5s)
Earth: Stone heart – You cannot be critically hit while attuned to earth
Water: Aquatic Benevolence- your healing to other allies (not self) is increased by 25%
Arcane: Elemental Contingency- Gain a boon when you are stuck, based on your current attunement, coodown; 10 seconds. Fire: 3.5s of retaliation; air: 5 seconds of fury; Earth: 2.5s of protection; Water: 3 seconds of vigor
looking at the examples the choices for eles are either to go for a whole rune set like rune of strength or 4+2 so max 20% from rune set. 50% overall boon duration.
Another option is to take 4 of a specific set then 2 overall for 25% or 55% for the boon that you value the most. If this is the case then I would chose protection from earth with monk if that is the route I would want to go.
I think water could be the boon duration rune now. Monk is getting the new mechanic that is going on the sigil the new ele trait and monk rune.
Water looks mirrors the rune of strength so using that example I think water could possibly be the one for 45% to go along with the condition removal getting boosted to 25% chance removal.
“The Sigil of Sanctuary, which had extremely limited usability, has been renamed and re-worked, becoming the Sigil of Benevolence. This new sigil will grant bonus healing to other allies similar to how the elementalist’s new trait, Aquatic Benevolence, will function.”
So, not only do we get a terrible trait. EVERY other class will have the same access to it via a sigil…
Amazing work anet, truly clueless.
this means a healing ele using that trait plus sigil will be the best healer in the game. If that isn’t your thing then ok but still makes ele the best healer beating out the beloved guardian. Those 2 probably stack as most things in this game do. The stack is probably also additive as most defensive buffs do in this game whereas offensive is multiplicative.
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I think another issue is people just don’t know what skills they should and shouldn’t be avoiding. I am not saying everyone should level all classes to 80 but it does help knowing what your facing.
Smart thieves in WvW running lyssa runes save their basilisk until they need it and cleanse when I fight them on my engi or necro bad thieves use it at the beginning. You can tell those that know what they are fighting vs those that just have no clue.
I’m fighting a mesmer he just blurred frenzy whats the mesmer probably going to do after blurred frenzy?
Knowing what your fighting is really important fighting a necro using scepter auto’s is a necro waiting to bait dodges out of you so he can blow you up. Knowledge is power and you need it against power and condition builds.
What is this guy talking about? Oh oh oh I got it Yolo Roaming and Doolz Meta in WvW!!
mesmers – not in PvP meta (s/tPvP)
mesmer – not PvE meta
Favoritism lol.
lol heart of stone. Let me guess. Gain invulnerability for 1.5sec on eath attune?.
Inb4 this is actually what the trait will do.
I have a feeling we’ll get +300 Toughness (like the guardian +300 vit) with Stone Heart, while attuned to Earth
I was thinking that but that is super bunker when you already get +120 attuned to earth. Going 30 points in further would make 300 toughness do nothing really.
My creative juices are thinking maybe a flat damage reduction when struck in melee range? Something along the lines of what flame barrier does but defensive. That is just my quick thinking of a earth trait for survivability, in earth. Longer your in melee range the more the damage reduction goes up(stacks with protection of course). This would cover d/f, d/d, s/d, users pretty well when you are going aggressive and s/f users ranging would be covered when melee closes in on them.
Just my guess anyway we will see tomorrow though what they have come up with. I am willing to bet something will be called OP and claims of Ele being the new FOTM will follow.
I re-read the blog post and that skills seems even more lackluster than I initially thought:
25% healing power increase to all heals to allies. So lets see: when you have 500 healing power (300 from trait – 200 from gear) you will have an effective healing power of 625 for all heals that affect allies.
That does the following
Water blast: 497 – 528 ( +6,23%)
Geyser (total): 2798 – 2891 ( +3,3%)
Healing rain (the regen granted from it): 2304 – 2496 ( +8,3%)
Healing ripple: 1551 – 1614 ( +4.0%)
Soothing mist: 1049 – 1112 ( + 6.0%)
Cleansing wave: 1800 – 1925 ( +6.9%)
Cone of cold: 899 – 939 ( +4.4%)
Water trident: 1946 – 2071 ( + 6.4%)
Water field blast finisher: 1420 – 1445 ( + 1,7%)
Regeneration: 192 – 208 ( +8,5%)So you get something like +5% effective heal on allies. I doubt anyone will ever notice that – especially not yourself, since the ele itself is excluded from that trait effect. Given the very low radius of most spell/trait effects (180/240 radius) your allies would literally have to stand on top of you to get the effect.
I suppose you are much better off taking powerful aura or cleansing water (especially in WvW to get that double cleanse on every tick of healing rain)
Hmm maybe I read it wrong but I was reading it like a strength in numbers or empowered allies trait. Strength in numbers affects the guardian empowered allies doesn’t buff the warrior.
This threads theme is Eles(most players) want selfish traits. It’s in water so if you don’t go 30 water why even be bothered ? I don’t go 30 aiir when I’m d/d but I’m not bothered by fresh air.
Are you guys mad at persisting flames too?
It’s for staff obviously currently d/d benefits from both gm water traits. Staff only gets good use out of 1 of those traits. Heck d/f gets better use out of powerful auras.
I would use this in a GvG because condi’s are nonexistent really in GvG’s.
lol 1 trait and there are 4 grandmaster traits left. There are other changes also if you read the necro one you see they mention some trait changes and the new gm. So it’s not just gm traits.
GM traits are a large part of builds and 30/30 builds are usually some of the strongest builds in the game for all classes also…
https://www.guildwars2.com/en/news/traits-unleashed-forty-new-traits-and-more/
The elementalist is getting a variety of traits, ranging from damage and utility to survivability and support. The one we’ll introduce today is Aquatic Benevolence. This trait contains a new mechanic that will increase all healing to allies by a percentage without affecting the character doing the healing. Aquatic Benevolence has the highest of all outgoing healing effects currently in the game, sitting at a solid 25% healing power bonus when supporting allies.
Probably this announced trait is GM in water. Damage will either be fire or air, utility earth or arcana, or survivability could be earth or arcana. These are huge changes we know what each GM coming for ele revolves around we just need to see what exactly they are. If you don’t like support then the next reveals will be other then support.
probably wasting my time anyway continue with hyperbole and fear mongering.
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Thieves are the one class that can safely get in the back and harass free casters safely. Maybe a Mesmer.
That is what they are good at they are the gear check. The glass rifle warrior in the back would be safe if it wasn’t for thieves that can pressure as he is hiding in the back kills shotting. That same warrior can also be one shotting thieves on the other side.
10/0/30/0/30 is a decent build I run it on my thie and it is good against other thieves and squishies, it does not have anything close to the damage of a 30 critical strikes thief. There is no way you are 3-5k crits on auto(it would be the last attack to do that not the first 2) unless you are hitting someone really glassy.
It is also very limited in options you have to run a precision main stat rune usually lyssa, you also need full zerk or close to it armor. I run it with 14k HP but I only have a base crit of 40% relying heavily on the fury on steal and furious retaliation. When those fury procs aren’t up your dps drops alot you get a short boost from lyssa when you pop basi.
The damage numbers your talking about only happen on the 3rd auto attack and someone squishy.
Account bound WXP is coming I don’t know when.
This was datamined 2 patches ago you can look here
That shaman is a well known dataminer for GW2 and always posts datamined info on reddit a hour or so after a patch hits.
Read (Breakdown) in the title and didn’t get anything but opinion. Thought I was gonna get some hard cold math and comparison. Not agreeing or disagreeing but this is hardly a breakdown but regurgitation.
Agree with Immob stacking being to over the top but chill is fine it is rare. Just because ele and necro have good access to it doesn’t mean it’s not rare. That would be every class having good access to it or deleting 6 classes and everyone only played necro and ele.
I think immob stacking was just reduced to 5 stacks max but the issue there is someone decent can wait to re-immob when a couple stacks wear off. That is actually what happens with out much though.
The old Immob system was much better.
Wow your prediction is a pretty big hit. I doubt it will be that much.
The stat is best on trinkets which they said they wanted to balance out on evenly.
I remember reading someone speculated the change would be 11 ferocity = 1 critical damage. Not sure where they got 11 but it was based around the fact that Anet said they could release a Ferocity main stat gear set and that trait lines give you 300 of whatever stat.
This is what I would do instead (since I have this gear and not your gear):
Fresh Air
That looks solid with stop drop and roll in there. I might have to try this out I know they fixed the trait so that it doesn’t activate and go on cd unless you do remove one of those with a dodge.
Just a few more days away before the massive patch. Woohooo!
unfortunately that’s incorrect. march 18 is the maintenance build, not the big feature patch.
Yea tomorrow isn’t the balance/feature patch. Looking at the information that Allie posted and on reddit etc. It isn’t months away it’s not tomorrow many people are speculating it is next month. The Ready Up schedule from stream has a show 4 weeks in a row starting this friday to announce the big things dealing with this patch my guess is mid next month.
Harbinger you mind giving your personal thoughts on weapon choices for the different roles.
A quick short story about asking recognized players about balance.
NAMCO once decided to ask World best players to give advice on balancing of a sequel of a famous fighting game.
It resulted in being the most unbalanced of the serie, with favourite character of said players being totally OP.(actually thegame was a match of OP characters with the lowest skill level ever).
The solution is small twekas in FREQUENT Patches.
They should work on a system to manage at least number changes with the minimum effort so they can be tweaked biweekly and see how they works….Also considering Emergency balancing like it happen for bugfixes.
It would also means a more dynamic meta and more longevity since the gameplay changes often.
I’m interested to know this story also my guess is Soul Calibur, Tekken is my favorite fighting series but I don’t recall any tekken being wildly unbalanced. Soul Calibur I never was a fan of but I think I remember some rumblings about one of the games not being very balanced. I want to say the issue was Nightmare?
Unfortunately, you’re right, I also know people who find GW2 complex… will I ever see an MMO competitive where it counts to 85% of the skill of the player without that nothing else affects a fight?….
Not if the developers want MMO players. I am a fighting game enthusiast at heart those have always been my first love. GW2 is just about the perfect blend for me in a MMO without it being to much spreadsheet fighting. My favorite fighting games are the Tekken and Virtua Fighter series which are complex compared to say Street Fighter. Street Fighter is a great middle ground game because it is just complex enough and has just enough depth to the characters but it isn’t as deep as Virtua Fighter series. Street Fighter is more popular then Virtua Fighter and Tekken because it strikes that middle ground balance(and it was the original).
How I view GW2 it has just enough depth in the fighting that you can overcome rock v scissors if you are a better player but it isn’t to complex to alienate alot of people.
Any ranged class becomes a joke with focus off hand. You are pretty much immune to their damage 33% of the time out of a minute (swirling winds and magnetic aura, both with 25-30s cd iirc), or 18 seconds out of 60. Pretty massive imo and I don’t think engis equip bomb kit in wvw like they do in spvp too, because that’s their usual counter strat for focus offhand (I don’t wvw that much).
Magnetic aura or wave allows for some very funny plays. Nothing more satisfying than watching a brainless warrior pindown himself.
Actually bombs are used in WvW. Many of the “known” engineer’s like teldo, wolfineer, koroshi use bombs in WvW. It was the build that I described give or take those 20 points moving around. I personally like bombs alot more so then grenades but I only been playing engi for 2 weeks but so far I still prefer bombs over nades for solo roaming. When in a group I’ll swap to nades.
I would say that Nade engi’s don’t like when people are close to them and that might be the case but some engi’s are really good at shotgunning there grenades on top of them.
There is a HGH build but it is rare it has P/P and nades with elixirs. The same thing will apply here with 1 stun breaker but will have 1 stability source. Elixir H, S, probably B. Every utility skill gives a toolbelt skill. The Elixir stealth is on about a 57 second cooldown and elixir S(when engi goes small) is also about 60 seconds. Those 2 skills are connected because they are both elixir S.
If you see a engi popping elixir alot he is stacking might with HGH trait it’s a mistake imo he will have alot of condi damage but is using up valuable defense and offense skills for higher condition damage. The elixirs are on 25+ second cooldowns. If the engi pops the elixir stealth at the beginning of a fight(throws it on the ground and disappears) Pressure heavy as soon as he appears. He will pop the other elixir S(goes small) to regroup after that he is fair game to damage and you should blow him up.
Elixir builds are rare with bombs and usually are used with nades I would say about 90% of the time.
I only been playing Engi for 2 weeks but I do my homework whenever I level a class to 80 and study alot of threads and videos and build guides.
The big difference between a Condi engi and a Necro for example is that the engi condition durations are really short. People think they are long because each grenade applies the condition so if you get hit with 3 nades you get that stack or intensity times 3 with grenadier trait and if your close enough. I have 70% duration on my Engi and the chill nade(the one people hate the most) is 2 grenades 3.5 seconds a piece when you take the grenadier trait(so you can throw them 1500 range) you get 1 extra nade. If I took that trait then it would be 3 nades at 3.8 seconds a piece.
The grenades are deadlier upclose but it isn’t easy hitting nades up close. Bomb engi’s condis are much shorter then a nade engi unless you like fighting inside his fire bomb.
Both nade and bomb engi condi builds main source of damage is burning.
Nade engis can be power also because they have good direct damage on nades(not great but decent at 1k+ on crit with enough crit damage). Why engi is a good class to use celestial gear on like elementalist because it uses everything. It gets more mileage out of the condition damage from celestial then a Ele does but less mileage out of healing power.
Hope this little mini engi info helps out. Not every fight will go as I laid it out but the options for a heavily CC’d engi are really low so the follow ups I wrote about are likely to occur. Knowing how a build works I find really helps to fight it.
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I main Elementalist most people on this forum know. I have been playing Engi for about 2 weeks now it’s alot of fun easily is my second favorite class now.
I can tell you how the normal condition build works and maybe that will help you.
20/10/0/20/10 is the standard base build. 10-20 points can be moved around.
The duration on engineers conditions actually arent very long most of the damage is from burns. Grenade Kit can stack bleeds, bomb engis can’t stack bleeds. Elixir Gun (utility skill) auto attack can stack bleeds but alot of Engi’s prefer rocket boots over Elixir gun.
The thing with both of those kits is that burning is probably the main source of damage. I also have a necro at 80 and the first thing that struck me about Engineer is the lack of reliably stacking bleeds unless you go nades. Burning makes up a large part of a condition engineers damage. So when you have burning on you clear it asap to kill a big chunk of its condition damage.
It isn’t very sturdy and is weak against conditions itself. Usually max 1 stun breaker. If you see a engineer with rocket boots then he almost definitely doesn’t have a stun breaker. If he has a elixir gun then he has 1 stun breaker. Grenades or bombs at max have just 1 stun breaker.
Patience is how you play against the engineer. Bombs or Nades the important attack to avoid is magnet with prybar follow up. Poison volley isn’t as important to avoid static shot is more deadly. Usually poison volley is used to bait the dodge to land static shot if you asked a engi if they had to chose which to land most will tell you static > poison volley.
Keys against Engi:
Just play with patience and let the engi blow his load keep your condition load low remove burning then attack the engi.
With your particular build you need to avoid the opening then blow the engi up asap. A standard D/D build will be able to handle the conditions much better but your build needs to kill it asap. A bomb engi lives and dies off of people being over agressive and fighting in the bomb radius especially the fire bomb and confusion bomb.
You have to determine if it is a nade or bomb engi some run both but that means there defense is really low with no toolkit meaning no magnet, no block, no prybar.
A engineer as soon as they are stun will almost always always swap to toolkit to block without fail if they don’t have a stun breaker. That’s why you want to keep using your cc’s on the engi as much as possible.
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It’s not crap in pvp. One of the best WvW duelist roaming builds is an axe/mace+hammer lockdown+burst variant.
The reason axe doesn’t get used in tpvp is MOBILITY. In spvp it’s not only about damage, but getting around to points quickly, being able to aoe consistently, and CC. The mainhand axe lacks those with the exception of mace offhand which is a longer cd than hammer CC and lacks the aoe spam of longbow.
There is a reason why you see some warrior and thief builds in WvW that are OP in WvW that don’t exist in spvp. And the reason is spvp creates artificial incentives that are skewed toward targeted aoe and map movement. Killing the enemy is hardly the primary or most vital goal.
Warrior doesn’t need mobility in s/tPvP you think Hambow is popular in s/tPvP now because of MOBILITY? Nothing about hammer+bow say’s mobility in the slightest.
Don’t be stupid. The mobility from the weaponset is not needed given you can AoE from range, and hammer burst skill is still more mobility than what you get from mainhand axe on top of it being better aoe.
But on a weapon like the greatsword+longbow variant, which anas tarcis uses, the mobility is a huge aspect of it on top of the aoe potential. Which the mainhand axe doesn’t have.
If you’re running a 1v1 build, the axe+mace/hammer setup is easily the strongest build. It just so happens that spvp is not about 1v1 roaming.
Obviously sPvP isn’t about 1v1 roaming. To base the strength of a weapon set only on that makes no sense when that is just a side meta to WvW. Also you must be on a dead tier if you can get away with 1v1 roaming with Axe/Mace+Hammer.
You stated that axe isn’t used in s/tPvP because of mobility that is not why it isn’t used. It isn’t used because hammer is better you can build tanky and still get access to good damage on hammer. Many warriors dropped axe when they moved the damage toward the end of the auto attack chain. The auto damage is terrible now before it could pressure people to blow dodges to setup evis now it doesn’t provide that kind of pressure. People still run classic axe/shield in WvW but I think Olba is talking strictly about s/tPvP. Anything is viable in WvW if you want it to be like 1v1 roaming with Axe/Mace+Hammer to me sounds like food for gank squads.
Tarnished Coast, not quite the dead tier. Stop talking up your kitten .
The axe autoattack will do the same amount of damage at the end of the chain, and anyone who was blowing dodges on its autoattacks before was an idiot to begin with considering they were opening themselves not only to either eviscerate or the stuns, but to both instead.
Axe/mace+hammer has 3 stuns in it, with monster sustained damage, a healthy amount of snares, and the fact that it forces the opponent to choose between dodging eviscerate or dodging the hammer cc chain or dodging offhand mace’s knockdown makes it one of warriors’ more potent 1v1 sets.
Put it with condi removal, perma swiftness, endure pain+berkstance+fear me, and you will completely dominate most people. Nobody can go toe to toe with you.
Ok sooo can we put the little insults to the side at the beginning of each post? I disagree with you calling me names isn’t going to change my mind lol.
Axe auto attacks damage was spread even across the entire chain before the nerf. They moved the damage to the end of the chain. I have a warrior I don’t main it but I know that for a fact.
Many times before you where better off to not even use eviscerate unless you could guarantee the crit. You know before when berseker power and heightened focus use to be adept?
That is why axe was so good before the auto attack had great upfront damage add in the fact of the stun add in the fact of eviscerate and it made the weapon a monster. With the damage backloaded now it isn’t the monster it was before. That isn’t being a idiot that is facing a weapon that had extremely strong damage on it’s auto attack that applied alot of pressure outright. You could kill people quickly just auto attacking with axe.
You are talking about a dueling build there is no way your roaming with that in Tier 1 on TC no solo roaming for sure. You can use it in groups sure but roaming alone with that means you are getting rolled by gank squads and zergs there is no mobility.
If it is a agreed upon duel to the death sure it works so does hambow, so does PU mesmers, so does any build where the person willingly is going to stay there and fight you to the death in a Duel.
I can’t remember the last time I saw a Axe/Mace+hammer warrior out running around roaming. I just moved to maguuma from TC 5 days ago.
The argument is valid because they aren’t using the mobility to run away, they are using it to be invincible in the smaller battles which do add up in the grander scheme of WVW. It also means everything in sPVP even if they can’t do damage.
You are dead wrong about a mobility warrior not being able to deal damage. As I stated in my original post they can still hit for really good damage and clear conditions.
By your logic anyone elementals who think ride the lightening should be dropped down to 20 seconds period would be right. However thats not going to happen and you need to fact the fact that the Devs will do the same thing to warriors mobility.
I also want to point out that just because someone thinks something is working as originally intended does not mean anet still intends it to work the same way. If this was the case we would never have balance updates, because everything was working as intended at some point.
Compared to what? Any other weapon set will yield a warrior better damage then Sword/Warhorn or Sword/Shield or Sword/anything. Sword damage is not good at all compared to any other main hand that a warrior could use.
Sword doesn’t have good damage at all any class with decent sustain(which is most builds that run small scale) can handle the dps from sword. You just need to watch out for the flurry 100bs swap combo. Careful at 50% health and keep a eye out for final thrust. Im not saying it’s a trash weapon at all but it really offers mobility that is it’s strong point it’s damage isn’t not one of the strong suits of sword unless your running it condi.
On to the mobility piece Burr is saying that if they run away from battle that is fine. This gets people bothered because they want the kill but they effectively won. If its a 6v6 small scale battle and you force 1 warrior to retreat then it is 5v6 and your damage goes toward someone else and someone is bound to get focused by 2 people unless you have someone with tunnel vision chasing the squirrel.
I don’t really want to use the word discipline but I can’t think of anything else. This is a issue that small scale fighters have with warrior mobility but I think this is a ego issue.
You wipe 5 out of 6 people and 1 warrior gets away did you not win?
It’s not crap in pvp. One of the best WvW duelist roaming builds is an axe/mace+hammer lockdown+burst variant.
The reason axe doesn’t get used in tpvp is MOBILITY. In spvp it’s not only about damage, but getting around to points quickly, being able to aoe consistently, and CC. The mainhand axe lacks those with the exception of mace offhand which is a longer cd than hammer CC and lacks the aoe spam of longbow.
There is a reason why you see some warrior and thief builds in WvW that are OP in WvW that don’t exist in spvp. And the reason is spvp creates artificial incentives that are skewed toward targeted aoe and map movement. Killing the enemy is hardly the primary or most vital goal.
Warrior doesn’t need mobility in s/tPvP you think Hambow is popular in s/tPvP now because of MOBILITY? Nothing about hammer+bow say’s mobility in the slightest.
Don’t be stupid. The mobility from the weaponset is not needed given you can AoE from range, and hammer burst skill is still more mobility than what you get from mainhand axe on top of it being better aoe.
But on a weapon like the greatsword+longbow variant, which anas tarcis uses, the mobility is a huge aspect of it on top of the aoe potential. Which the mainhand axe doesn’t have.
If you’re running a 1v1 build, the axe+mace/hammer setup is easily the strongest build. It just so happens that spvp is not about 1v1 roaming.
Obviously sPvP isn’t about 1v1 roaming. To base the strength of a weapon set only on that makes no sense when that is just a side meta to WvW. Also you must be on a dead tier if you can get away with 1v1 roaming with Axe/Mace+Hammer.
You stated that axe isn’t used in s/tPvP because of mobility that is not why it isn’t used. It isn’t used because hammer is better you can build tanky and still get access to good damage on hammer. Many warriors dropped axe when they moved the damage toward the end of the auto attack chain. The auto damage is terrible now before it could pressure people to blow dodges to setup evis now it doesn’t provide that kind of pressure. People still run classic axe/shield in WvW but I think Olba is talking strictly about s/tPvP. Anything is viable in WvW if you want it to be like 1v1 roaming with Axe/Mace+Hammer to me sounds like food for gank squads.
It’s not crap in pvp. One of the best WvW duelist roaming builds is an axe/mace+hammer lockdown+burst variant.
The reason axe doesn’t get used in tpvp is MOBILITY. In spvp it’s not only about damage, but getting around to points quickly, being able to aoe consistently, and CC. The mainhand axe lacks those with the exception of mace offhand which is a longer cd than hammer CC and lacks the aoe spam of longbow.
There is a reason why you see some warrior and thief builds in WvW that are OP in WvW that don’t exist in spvp. And the reason is spvp creates artificial incentives that are skewed toward targeted aoe and map movement. Killing the enemy is hardly the primary or most vital goal.
Warrior doesn’t need mobility in s/tPvP you think Hambow is popular in s/tPvP now because of MOBILITY? Nothing about hammer+bow say’s mobility in the slightest.
Dueling build it’s like someone bringing a hambow warrior to sanctum, a S/P trick thief, P/D perp thief etc etc.
Most roamers know the roaming builds. This build in particular is like alot of the condition builds out there in WvW, except for a necro and possibly a condi engi in that you can totally ignore it.
How is it OP if you can start fighting it for 10 seconds then dismiss it like a Vet Guard Sentry?
What’s more OP?
1)build that is unavoidable that does alot of damage that can kill you quickly
2)build that if you chose to fight it can kill you but you can completely ignore?
Build 1 I would call OP build 2(your build) I would call a annoying, possibly a troll build.
People can spec to stalemate you easily on any class. A 30 water 30 arcana ele can stalemate you with ether renewal. Bads will fight you inside of your fire field. It’s getting nerfed anyway with the change to pindown which is really the only scary thing on bow anyway.
(edited by oZii.2864)
disagree that range attacks are unappealing as many people use range weapons.
Staffs, scepters, focus, bows, rifles, pistols, these are all ranged options and are popular.
The range weapon usually as it should becomes less effective when melee is in your face and then you become pressured. I don’t want everyone running around pew pew 1 spamming like rangers personally that would be lame imo.
The range weapons are used alot so I don’t see where you get the conclusion that ranged attacks are unappealing.
Mesmers’s use GS and Staffs and Pistols and Scepters
Engis use pistols, E-guns and rifles
Warriors are using bows, not so much rifles
Necros are using staffs and scepters and focus
Guards are using staffs, scepters, and focus
Thieves are using bows, and pistol
Rangers are using bows and bowsIf your argument is 1 spam then I guess but I would disagree with that too. Everyone shouldn’t have a awesome 1 spam auto at 900+ range. Range many times = free damage on melee or the use of important cooldowns if you can apply enough pressure before melee gets to you. That is the advantage of range and it’s a pretty big one.
I like how you leave out Elementalist. Because it’s the one class that is truly suffering from the absurd amount of gap closers in the game.
You can’t combat gap closers with gap creators because then it becomes a mobility issue. Anet seriously needs to tone down the amount of gab closers and leaping attacks because it’s gotten unreasonable.
O well, bigger and better games over the horizon.
http://wiki.guildwars2.com/wiki/Category:Game_mechanics (good reading in here to avoid people making things up)
Warrior greatsword skill
(Leap Skill) Rush – Charge and strike your foe
http://wiki.guildwars2.com/wiki/Gap_closer
A gap closer is a mechanic related to control and refers to any skill or effect that decreases the distance between the player and the target. Leaps, teleports, and shadow steps are skill mechanics that can be considered gap closers.
http://wiki.guildwars2.com/wiki/Kiting#Controlling_movement
Kiting allows your character to avoid damage dealt by the enemy while forcing them to chase you, allowing your allies to survive and deal damage and perform other combat roles much more freely.
Leap
http://wiki.guildwars2.com/wiki/Leap
Snip – “Leap skills are used for positioning and thus control in battle.”
Snip – “leap skills can move the player out of the range of an attack similar to dodging”
I don’t understand how gap closers are a problem when you should know the melee character is going to try to get next to you anyway. I dont know what your running maybe staff ele instead of putting the static field on the target you could put it on yourself, same as lava font. That is turning your ranged aoe into area denial and kiting around it. Not a hard concept if your running d/d then your basically melee anyway.
This is just me personally I main elementalist but I have other classes and against melee classes alot of time it is better to put the aoe where you think the melee character will be which is on yourself.
You have a necro? If you do go out find a melee put marks on your feet range with scepter and pressure easy. Most times the melee will eat the marks trying to get to you. Playing staff ele fields on yourself many times is better then trying to hit them they are coming to you anyway cause they are melee.
(edited by oZii.2864)
Yeah, and the bleed on the Rifle is 50% longer with an easier ability to add that with simple traits. The MH Pistol #1 is underpowered, period, and it creates a gameplay problem for the Thief trying to use one. The problem is that they are forced to spam Unload to maintain any semblance of reasonable DPS, which breaks the whole set.
I can’t believe how dense people are on this issue.[/quote]
So now we are onto the condition damage of the weapon? You brought up Pistol 1 for thief vs Rifle 1 for warrior. What is the next variable your going to add in this comparison? Pistol 1 is underpowered period compared to Rifle! Yet in WvW you are more likely to see a Pistol main hand thief more then you will a rifle warrior thief. Thief is probably running condi the warrior wont run condi on the rifle he will use a bow and/or a sword. This is what coglin is saying comparing it in a vacuum. So sword on thief is better then sword on warrior for direct damage but warrior sword is better for conditions.
So if you put your game dev hat on should we put bleeds on thief sword and increase the damage on warrior sword so that they are equal? We don’t need to think about things like stealth or blind access things like that. Just buff sword auto for thief put bleeds on it.
Pistol main hand is better with a dagger in either a direct damage or condi build in a WvW or s/tPvP setting. Pistol looks bad when you put it with off hand pistol. We know off hand pistol is good when you put it with mainhand dagger or mainhand sword.
So to me it looks like the issue is synergy between Pistol main hand + Pistol off hand. Mix with another weapon they do well but together they aren’t so good as a main attacking set.
They are balanced especially using your examples because your list is all ranged weapons. Range shouldn’t be pumping out damage like a sword auto attack. Everyone knows ranged is weaker then melee by design. If it wasn’t players would go range all day long because it has a automatic advantage vs melee in that it can force the use of important defensive abilities OR start doing damage before melee gets close.
Ranged auto attacks should be weaker then Melee that might not have been your point but that is what your list consists of so I can’t help to think that you believe range should have damage comparable to melee or that it should even come close to melee damage.
P/D power is decent damage for example on the auto so P/P auto has to be decent. Unload is channeled tracker and is very strong if you go glass while still maintaining some safety of 900 range. The set as a whole might not be better then the other sets but it has an advantage. In WvW you see a few more thieves running S/D with P/D offset because it lets them still get pressure against engi’s with pistol and necros.
If a necro lays marks at his feet and you are say running S/D, D/P, D/D on a thief and the other guy is running P/D power or P/P the pistol thieves don’t even have to worry bout the marks at his feet at all. Just because of the weapon set they are using currently it might not pump out melee damage but is safer. That is the inherent advantage of range in a example.
That could use a buff I would agree with necro staff auto needs something slight velocity increase would be ok. Mesmer scepter auto needs something the damage on it is actually good for range but its just bad attack speed and it’s like a 3 part channel skill chain.
I’m not saying they should all be exactly equal. I think whether it’s okay that melee weapons tend to hit harder than ranged weapons is debatable. Part of me is okay with it, part of me wants to argue that there are other balancing factors that aren’t considered that cause it to not make sense, like gap-closers, some professions being way more dependent on maintaining distance than others, and melee range giving you much better exposure to buffs and heals.
However, that debate aside, even within the current paradigm of melee>ranged, the weapons are not balanced appropriately. The gap is too large in many cases (80 dps vs 800 dps is absurd), and even within a given type there are odd discrepancies. Warrior Rifle, for example, completely out-damages Thief Pistol despite having longer range and more usable utility. This is due to faulty aftercast calibration. The specs on Bleeding Shot and Vital Shot make them look equivalent – Vital Shot is weaker and faster, but in reality it’s only weaker because the aftercast makes it as slow as Bleeding Shot. This is the kind of stuff I’m talking about. It’s actually a total joke that it hasn’t been identified and corrected already.
The damage range is larger.
Looking in Game right now the damage range on
Exotic:
Pistol: 876 – 1029
Rifle: 986 – 1205
Bleeding shot 155 base damage .4 scaling
Vital shot 134 base damage .4 scaling
Damage done = (Weapon strength) * Power * (skill-specific coefficient) / (target’s Armor)
Why are you trying to compare a 1h pistol to a 2h rifle when the damage formula ingame favors the 2h rifle based on the avg weapon damage and the base damage?
Sure they both bleed on auto attack but and have the same scaling but that’s all they have similar. This is uniform across the game that 2h weapons have higher damage range then 1h weapons not just guns.
Without getting to IRL it’s not as if rifles out damaging pistols is unheard of.
(edited by oZii.2864)
They are balanced especially using your examples because your list is all ranged weapons. Range shouldn’t be pumping out damage like a sword auto attack. Everyone knows ranged is weaker then melee by design. If it wasn’t players would go range all day long because it has a automatic advantage vs melee in that it can force the use of important defensive abilities OR start doing damage before melee gets close.
what’s the point of a ranged weapon if it can’t do damage at range? especially when melee gap closers negate the advantage of ranged damaged almost immediately. sorry, but this argument sounds like “melee characters should ALWAYS trump ranged” and “melee characters should be immune to ranged damaged by default”
IF melee weapons DIDN"T have gap closers, i’d agree with you, but the truth is that gap closers give melee weapons the distinct advantage here, without risk to the melee user. the melee user SHOULD have to burn defensive cooldowns if surprise-attacked by a ranged weapon. it wouldn’t be fair if melee attackers jumped in and used their entire autoattack chain to find they did no damage to a target that was just standing there… so why is it fair that ranged characters can’t damage melee?
Ranged auto attacks should be weaker then Melee that might not have been your point but that is what your list consists of so I can’t help to think that you believe range should have damage comparable to melee or that it should even come close to melee damage.
i understand the mentallity behind the design choice for melee weapons (especially autoattack chain) being stringer than ranged weapon autoattacks. however, right now, ranged damage is still too weak. BECAUSE there is no threat to melee characters that a simple gap closer can’t overcome.
where is the risk / reward in a ranged vs melee fight?
ranged user: great risk, little to no reward
melee user: great reward, little to no risk
that’s not balanced. the scale is heavily weighted in favor of melee, all because of the gap closer.EDIT: Einlanzer also suggested that ranger shortbow (a ranged weapon) is too strong #1 skill…. so appears to not be biased, to me.
So ranged weapons don’t do damage to melee? Or are you arguing that Ranged doesn’t do ENOUGH damage?
Have you ever ran a mesmer scepter in a zerker build? The OP also mentions the mesmer scepter which does have one of the worst auto attacks in the game probably. The damage on the auto is good the velocity isn’t good. It does however do 1k+ in a zerker build. The 900 Ranged channel from confusing images does more direct damage then Mesmer swords Blured frenzy.
Do you want a Warrior’s Bow auto attack to do significant damage cause it’s not like the rest of the weapon’s damage is terrible. The OP mentions a longbow on warrior auto attack. I went and looked at some vids of zerker warrior with bow doing 2k auto attacks cause the auto is 2x Arrows so that’s not enough damage from 1000+ range for you?
How much damage do you want ranged weapons to do? You are talking about making the weapons a threat and most ranged weapons have threat attacks on them just the Auto attacks aren’t all that great on many of them.
The topic is auto attacks but the rest of the weapons skills are usually good! You sound like you want the auto attacks on range to also be good or great even.
So what is your definition of a good strong ranged auto attack then! 2k damage on auto attacks sound good? Maybe your looking for 3k?
Give us something hard and specific then if you know what you want because it sounds like you might not know the damage of some of these weapons are capable at range even if the Auto isn’t doing melee auto numbers. Warrior 3 skill on bow can get over 10k damage and isn’t hard to setup if you can land a bola, pindown, or sword flurry the 3 skill is guaranteed if they don’t block or clear and escape.
(edited by oZii.2864)
If your using Bombs do you guys think Short fuse and or Hair Trigger are must have traits? I seen some people saying that hair trigger isn’t really that important to have but not much on the bomb recharge trait.
They are balanced especially using your examples because your list is all ranged weapons. Range shouldn’t be pumping out damage like a sword auto attack. Everyone knows ranged is weaker then melee by design. If it wasn’t players would go range all day long because it has a automatic advantage vs melee in that it can force the use of important defensive abilities OR start doing damage before melee gets close.
Ranged auto attacks should be weaker then Melee that might not have been your point but that is what your list consists of so I can’t help to think that you believe range should have damage comparable to melee or that it should even come close to melee damage.
P/D power is decent damage for example on the auto so P/P auto has to be decent. Unload is channeled tracker and is very strong if you go glass while still maintaining some safety of 900 range. The set as a whole might not be better then the other sets but it has an advantage. In WvW you see a few more thieves running S/D with P/D offset because it lets them still get pressure against engi’s with pistol and necros.
If a necro lays marks at his feet and you are say running S/D, D/P, D/D on a thief and the other guy is running P/D power or P/P the pistol thieves don’t even have to worry bout the marks at his feet at all. Just because of the weapon set they are using currently it might not pump out melee damage but is safer. That is the inherent advantage of range in a example.
That could use a buff I would agree with necro staff auto needs something slight velocity increase would be ok. Mesmer scepter auto needs something the damage on it is actually good for range but its just bad attack speed and it’s like a 3 part channel skill chain.
disagree that range attacks are unappealing as many people use range weapons.
Staffs, scepters, focus, bows, rifles, pistols, these are all ranged options and are popular.
The range weapon usually as it should becomes less effective when melee is in your face and then you become pressured. I don’t want everyone running around pew pew 1 spamming like rangers personally that would be lame imo.
The range weapons are used alot so I don’t see where you get the conclusion that ranged attacks are unappealing.
Mesmers’s use GS and Staffs and Pistols and Scepters
Engis use pistols, E-guns and rifles
Warriors are using bows, not so much rifles
Necros are using staffs and scepters and focus
Guards are using staffs, scepters, and focus
Thieves are using bows, and pistol
Rangers are using bows and bows
If your argument is 1 spam then I guess but I would disagree with that too. Everyone shouldn’t have a awesome 1 spam auto at 900+ range. Range many times = free damage on melee or the use of important cooldowns if you can apply enough pressure before melee gets to you. That is the advantage of range and it’s a pretty big one.
Warriors are heavy. Heavy should mean slow…
Then that means light means fast.
So a football jock should run slower than a book nerd?
In high school I was a book nerd and I could out run any of the foot ball jocks in a sprint. I was smaller, lighter and more agile. They could beat me in the long game but the sprint, not happening. They trained in foot ball while I read books and trained in Tae Kwon Do.
So yes, all things equal, the big heavy guy will loose to the little guy hands down. And this game is supposed to be no different, that is the idea of balance. Elementalists and thieves should have the highest mobility because of the low armor rating and the lowest hp base in the game while warriors should be the slowest with the highest health pool and armor rating in the game.
Personally I would address this issue by requiring a target for the warrior rush skills much like thief infiltrators strike works and decreasing the range the rush covers.
You shouldn’t be able to stop bleeding unless you have a band-aid? Where is this thread even going omg.
Then you agree they need the nerf then. Because no one is asking to remove distance closers as you call them. We are asking they stop allowing them to be exploited as escape tools, which they were intended to be.
Warriors are supposed to be weak to conditions, particularly chill, immobilize, and cripple. with one trait they can ignore them with their gap closers to escape using gap closers as escapes, which by definition is exploitative.
Where has it been stated that it’s suppose to be their weakness? I know I have seen a dev state that conditions are a intended part of mesmers weakness and that necromancers not having mobility is also intended. Never seen the one about warriors and cripple, chill, immobilize.
http://wiki.guildwars2.com/wiki/Category:Game_mechanics (good reading in here to avoid people making things up)
Warrior greatsword skill
(Leap Skill) Rush – Charge and strike your foe
http://wiki.guildwars2.com/wiki/Gap_closer
A gap closer is a mechanic related to control and refers to any skill or effect that decreases the distance between the player and the target. Leaps, teleports, and shadow steps are skill mechanics that can be considered gap closers.
http://wiki.guildwars2.com/wiki/Kiting#Controlling_movement
Kiting allows your character to avoid damage dealt by the enemy while forcing them to chase you, allowing your allies to survive and deal damage and perform other combat roles much more freely.
Leap
http://wiki.guildwars2.com/wiki/Leap
Snip – “Leap skills are used for positioning and thus control in battle.”
Snip – “leap skills can move the player out of the range of an attack similar to dodging”
Warrior leap skills
Rush
Bullscharge
Savage leap
Whirlwind
Shield Bash
Dash
Working as intended.
(edited by oZii.2864)
Condition removal counters conditions, actually.
Thats kinda like saying using your heal counters raw dmg. For those that claim zerker gives you so much more dmg then pvt in spvp which class are you talking about besides thief and or maybe mesmer. All other classes really just dont dish out much more dmg with zerker gear and become way squishier. Even a thief can just trait for 100% crit chance from stealth and still hit hard with pvt gear.
So what your saying is power builds have been doing it wrong? Instead of wasting points on crit damage everyone should just grab power mainstat and stack precision if you have fury access or a crit chance modifer your good to go.
Dont waste stat points on precision?
This has been a thing for a while because of precision modifers many classes have. Elementalist shoot for 20-30% crit chance get perma fury, its ok if your crit chance is low on mesmer cause of fury on phantasm, hidden killer is self explanatory, unsuspecting foe is self explanatory, deathly perception self explanatory. This isn’t anything new slacking on precision because of those precision modifiers for a direct damage build has been a thing for a while.
It still holds that zerker out damages PvT easily but yea you direct damage builds can also slack on precision for many builds.
(edited by oZii.2864)
Warriors are heavy. Heavy should mean slow…
Heavy should mean slow then light should mean fast? So Ele, Mesmer, and everyones favorite necro should have the best mobility in the game? Ok
After playing around moving the 10 points different places I ended up going 30/0/0/30/10 Looking at the poison uptime numbers I can still keep it up IF all of poison volly hits and static shot is still good at 15 second recharge.
I picked up backpack regenerator which I was’t running so my alchemy is invigorating speed, PI, and backpack regenerator.
So far I like it.
Something you may have overlooked. The 30/10/20/10/0 build i recommended earlier has the heal also reset at 25% which is so awesome with HT. seriously its cray cray. You also get perma vigor instead if just 50% uptime. EG is basically rocket boots, just better. Acid bomb+a 180 turn is rocket boots, plus decent bleed/weakness spam on the auto, a heal field, and fumigate is a lot more poison uptime
20 inventions? What traits in inventions?
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