Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
{Thief}
Killshot can and will hit that hard against any number of targets that have modest toughness:
((1256 * 3.25 * 3500) * 2.5) / 2000 = 17.8k
It does have a monstrously long wind up and it does have to be setup so I don’t think it is OP, but the fact that 25% or more of the population now run with a Warrior is somewhat telling as to how powerful the class as a whole is.
that guy is probably extremely squishy.
Practically no warrior is squishy. They can go full zerk and still have 20k+ HP and easily sit on 2.5k armor.
2.5k armor is squishy very squishy.
Body shot is decent if you have the initiative for it. It is a ok change as I at least think about using it depending on what I am fighting if that was the intent then they succeeded. I seen some other thiefs using it that I have fought also on my other classes. So the skill is getting used by p/d thieves.
Every class can “bunker” just depends on your definition of “bunker” . Every class has access to soldier gear or amulet etc. Every class has access to traits that can help them bunker. Your trade off is that you either can’t kill another bunker or have very long fights against other bunkers.
I agree that with warrior they basically buffed areas of warrior and left the rest alone. Which I feel did open up some build diversity.
Ele was more like it was already in a good place considered Top tier(because players didn’t know how to fight it as well back then) so if they buffed other things instead of nerfing things it would be the same as people see it with warrior or any time necro’s get a buff.
I was in my teamspeak with guild members who many are of the crowd that overreact until they actually test try the changes. They said what! Necro’s I should roll a necro cause they getting more buffs and sustain. “That’s stupid” I have a necro and when I first saw it and read the math that was done on it in the necro forums you realize it does nothing really for the necro himself just party members.
The one with air change as long as people don’t really use it I can see them bumping it up maybe to 2 seconds (make it 3-4 secs). See zerker stance at first nobody used it then they increased it still nobody used it so they bumped it up a bit more.
What is the OP talking about? Then states it’s a design flaw like its fact rofl lets be serious here.
There also isn’t any market manipulation it’s called being smart. One of the best shield skins in the game doesn’t get reintroduced a year later I would most certainly eat my TP fee to re-list my shield at 900g or to buy one of them up at 350g and relist at 800g. It is still a gamble on the seller or reseller. Sure people want those skins but if people list them to high will people buy those or just go for a legendary one instead?
I don’t see a problem with it. Immobilize overlapped before now it is duration if you where going to cleanse you where going to cleanse it now anyway and it being removed hasn’t changed.
Didn’t change anything about how I setup my build. I tried the new conjures just messing around (the earth shield is pretty decent and axe too). I wouldn’t take them over anything I run but they are better than before.
I was hoping to be able to cast FGS while moving I tried 1 with Air(don’t normally have any points in Air) It was ok I can see the boost in combat wish it was 2 secs would make it more attractive.
Yea D/D setups are pretty much the same.
@Devs: Can you reduce the GCD on attunement swaps to .5 secs or completely thanks!
I don’t P/P on my thief much but messed with it yesterday on my condi P/D setup and its not bad. It is still expensive but if you have initiative management traits to help its not to bad. It does fire slow though. So far I have found it best against other thieves. Initially I thought it would be good against mesmers but I think it is decent against them but with clones in the way wasting 4 ini and hitting a clone sucks. Overall I would say its decent change. 2/5.
Tested it earlier messing around yea might stacking is easy with axe. Shield seems pretty good but like you said stun breaker is the problem. I could see shield getting the ability to stun breaker fitting the skill. Problem is if they did give it to shield then it would be the best conjurer and get used so should they add a stun breaker to all the conjures? They need something so they are attractive Stun breaker on cast might help a bit. I would actually think about using the earth shield in its new state if it did have stun breaker ability.
Confirmation on Reanimator no longer having an ICD? If true, minion masters (and heck, the trait in general) just got awesome.
Still has ICD just doesn’t state it, I just killed a bunch of coyote’s in WvW. There are a few ICD skill/traits that don’t have the icd in skill tooltip anymore you can see some people talking about it in the thief forums too.
I think they just forgot to add the tooltip ICD’s to the traits.
Rune of Strength 6 piece bonus
Rune of Rage 6 piece bonus
If these where fixed I havent tested since today’s patch but didnt see it in the notes.
I also noticed that Dhuumfire is now a 2 second burn so its being reduced. Which is strange as with all the condition cleanses that are being added I would have thought they might have left it to see how it performed with the new changes.
He was in the mists that is why it was 2 seconds. Dhuumfire is reduced to 2 seconds in the mists only.
Thanks guys appreciate it
WvW D/D
1800 Power
2849 Armor
38 – 43 critical damage depending on backpiece
17,125-17,325 depending on back piece.
I have 20% chance to crit pre fury. 43 critical damage. I don’t have points in air and run 20 earth.
I was trying to figure out which would be better say over the course of a 30 – 45 second fight.
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So looking at the stream
At 360 Healing Power
Transfusion healed – 3276
Deathly Invigoration healed – 639
For comparison at that 360 healing power currently pre patch.
Deathly Invigoration – 382
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link to the stream/video for those of us who aren’t subscribers?
You must be at work I was about to look for you online and ask you what you thought.
I could have swore I heard Roy say they bumped the scaling but it was kind of at the same time as when Karl was talking.
If it is 1. it could be similar to how healing signet was buffed for warriors. I have to look at the stream again.
These are Dulfy’s notes from the stream
Necromancer
Life force bar now show you exactly how much Life Force you have left so you don’t have to guess anymore.
Transfusion – F4 will heal your allies more. Deathly Invorgation – heals you for a small amount when you leave Death Shroud.
Vampiric changes – Bloodthirst changed – reduced to 20% increase but increased base life steal of many abilities/traits (increased to 80% of what Bloodthrist was)
Change to Vampiric Master – now deal damage to enemies it siphons from. Siphon reduced by 16% at the base level.
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Super speed looks interesting I currently run 20 earth I use to be a big fan of zephyr’s boon more for the fury but I don’t feel I have to have it anymore since I do everything with in 3.5 seconds usually in each attunement. I’ll definitely check the trait out though.
what is this new ground targeting?
When you press the button for your cast the targeting area shows once you release it the skill is activated.
So no more pressing it 2 times to let off your ground targeted skills you press hold move to desired cast area and release.
I think you should get back to work.
I also think that moving it to GM level in the current state of affairs would break up 30/20/0/0/20, but it would do so in the worst possible way. Keep in mind terror was originally an adept level trait.
Moving everything worth having to the GM level is the best way to crush diversity.
Agree with Rennoko, I think terror is good but I don’t think it is GM worthy. I don’t think lingering curses and withering precision are GM worthy. It only affects a few skills most on long cooldowns outside of doom and isn’t guaranteed damage.
Terror is kind of like a trait “do X% damage under Y circumstance” there are many traits that are adept they do that.
They said there is alot more stuff that wasn’t in the preview they did so we will have to see what those look like. I like the unsteady ground change though. I kind of feel there was more they where going to show for ele but got sidetracked with showing the condition damage and ground floater changes and the trait UI changes.
too many people take the kitten/duel thing too seriously.
+1
Arbitrary rules made up by players. Playing to win is fun of course nobody likes to lose but I saw somebody make a claim something should be nerfed because it wasn’t allowed on dueling server rolf. Not saying that is what the OP thinks but agree with symbolic 100%.
I’d imagine buffed shout heals + healing signet would be one tanky mother kitten (unless you get poisoned ofc).
It already is tanky. I think the idea is to make the support it does for the group a bit better.
I felt like ranting topic?
Made wall of text that probably says the same exact things you could find in other QQ threads about thief. Probably the same thing you could read in other QQ threads just replace stealth/invisibility with X.
https://twitter.com/GuildWars2/status/389787055762731009
Karl McLain & Roy Cronacher will be livestreaming a preview of the #GW2 balance changes today at 12:00 PM PDT on http://ow.ly/pNOfA ~RB2
thanks
Roy said that they would be doing a preview on stream for some of the changes before the patch which I am assuming is today but haven’t heard anything about if it is still going to happen.
Awesome thread
Stooperdale hit the nail on the head. If you buff them to much then residual venoms looks really attractive and could then look overpowered.
Traited the venoms look pretty strong devourer will actually become stronger with the change to immobilize stacking duration like it should now it just overlaps. If you spec duration then you definitely can be looking at 12 seconds of immobilize if you take residual(WvW). Then throw in the main hand pistol change with body shot giving 1 sec immobilize on top of it.
Not many people take residual venoms though maybe for novelty.
I do think the base cd could be brought down. Or different venoms have different recharges they don’t have to be uniform. Ice drake venom could be 20 secs with as weak as it is.
The problem is technical but the real question is should the fact that it has it’s wonky hit box justify a shorter cd. My vote is that it should.
- Fire Grab is unreliable hitting because of how they skills hit box is setup. It isn’t the only skill that is like this. Wall of Doom for necromancer warhorn is probably coded the same way because it acts the same way and isn’t reliable to hit either. It is on a 30 sec cd though and is pretty powerful as you can get 4 second daze out of it if you trait and put a sigil of para on it.
I played ele since BWE1, full ascended accessories+r54+champion titles blah blah…all on ele, now I’ve switched to warrior for testing and these are my results :
1) Berseker’s stance > Cleansing wave trait+ EA water dodge+ER+Cleansing wave skill..all used at the same time
2) Warrior =Stability 8s every 40s( stance)+8s every 60s ( dolyak)
Ele= Stability 6s every 90s..that’s it, you can try for 2s stability every 15s if you take useless earth trait3) Overall dmg = Warrior > Ele both using soldier amulet and same traits disposition
Ele needs to go full glass cannon to surpass a warrior in soldier amulet, but then the already low survivability drop to 04) Number of builds and useful traits = Warrior > Ele…by a lot
In the end I put 1/3 of the effort and take 4x the reward while playing warrior compared to my ele…OP or not I don’t care anymore as I wish the situation to remain as it is ( Ty Anet for loving warriors so much..pls nerf eles some more..or you can even delete it as I won’t use it anymore)
Lol you compared immunity to heals? Dodge roll > 100 blades or any attack in the game. Thats pretty much what you just did.
Oddly, I thought that this was already present with most conditions due these patch notes, specifically this:
-Weakness: Changed from 50% fumble on regular attacks to 50% fumble on all attacks. Now only stacks up to 5 times (still stacks duration).
This in combination with testing 100% chill duration with Frost Fan and Arcane Power in combination with Elemental Surge led me to believe that chill has a cap of 5 but still stacks duration. (I could only get to ~34-35 seconds of chill on the practice golems with said combo)
I guess I haven’t seen it asked, so if any devs are paying attention, could we get some information on whether duration conditions have a maximum stacks or maximum allowed duration?
Yea I think burning might not work that way and probably will be brought under the umbrella also. You put enough burning on someone then it doesn’t have the timer on anymore just the burning symbol.
Does anyone know how this is handled with necros and weakness from their fields? Because weakness already stacks up to 5 times, maybe a necro player can give us some insights?
For the record, I found boon stacking to be one of the best new features of Guild Wars 2’s combat system. Not longer did you have usekitten ons or have to worry what stacks with what or what replaces what…so those planned restrictions can be thrown in the bin for all I care. It’s not gonna solve the condition stacking meta anyway.
My guess is it will work like the Retaliation change that happened a while ago as in you won’t even notice it.
If it works the same (which would be a good guess) then you can stack up to 5 times whatever the durations are. As soon as 1 of the 5 wears off you can pick up another stack. You don’t have to wait for all 5 of your stacks to wear off before getting another stack.
Retal was changed some time ago like this and my guess is that they are just going to do the other duration boons the same way. You really shouldn’t notice a difference in your boon up time.
So the same thing with duration conditions also I have a necro also but I can’t say I ever actually noticed not being able to keep weakness up.
With the change for both conditions and boons if you have decent durations to begin with you shouldn’t really notice a difference.
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Nik does have a ele but I disagree that a condi warrior rolls ele in the end it just depends on the players fighting if he thinks condi warrior rolls eles then he has to be fighting bad eles.
If the ele is built to deal with conditions it is either a draw where both get bored or one person leaves. Neither can actually stop each other from leaving if both are specced pretty standard builds. The bow isn’t going to stop the ele besides pindown slowing him down and the ele isn’t going to stop the warrior just because he has regen so both can just leave.
Personally I think condition warrior is a niche novelty build. You can build direct damage to be just as survivable and kill people faster while not sacrificing mobility to run the bow which requires people to stand inside fire afk, and watch you leap at them gaining fire aura so you can flurry with impale mixed in somewhere.
Arenanet needs to man up and accept that conjures are just bad and merge all of them into 1 skill called attunement conjure.
Fire axe, water bow, lightning hammer and earth shield. It is kind of sad that the conjure seem to represent what elementalist attunements were original meant to be, but they are so bad it is not even funny.
I would give a utility slot for this. I think FGS could still sit as a elite but merge all the conjures into 1 utility skill that replaces your attunements is a good idea.
As they are implemented now I think something that could help conjures if they gave them some kind of mechanic when the second conjure is still in the ground.
Have all the conjures apply elemental type effect if the enemy touches them radius 180 that way they have a partial defensive role they could do. Fire axe apply burn 1 second, frost bow chill 1 second, hammer blind 1 second, shield 3 seconds cripple, fgs burning 2 seconds.
That way you could call the conjure down kite around the conjure or stay around it yourself gives it offensive and defensive play. That imo would be a good way to make them more attractive with the way they are implemented currently.
I just watched your video I also have a warrior and I sometimes run the mace/shield + GS build so sometimes it helps to give advice from that perspective.
A fight against a d/d ele the warrior(one that has at least some knowledge on ele) wants to force you to blow your cantrips. That’s pretty much all the warrior wants you to do because then you either disengage or he can lock you down with a skullcrack 100blades combo.
The DPS in the mace build 9/10 is when you are stunned alot of Warriors drop crit rate to around 30% because they have a trait that gives +50% critical chance when you are stunned.
So it would be 30% critical chance + signet of rage’s fury 20% + a stun 50% = 100% chance to crit while you are stunned. With sigil of paralyzation on Mace(sigil getting fixed on the 15th of Oct) full adrenaline will give the warrior a 4 second stun and all crits.
Most warrior put cav or valks gear on or a mix to get high crit damage and rely on the stun and fury from signet of Rage. That is basically how the build works. The stun is also on a 6.75 second cd(cant remember exactly since I only go 20 points into discipline).
When greatsword is out there really isn’t alot of damage to fear as long as you aren’t stunned. It is mostly used to stall/close gap/bait dodges. The real damage is mace/shield.
That is how the build works. From your side like someone said move your critical damage to your trinkets. I wouldn’t run clerics anything.
One of the most important things to do in that fight is to keep burning uptime as much as possible most people don’t pay attention to ele’s burns but when you get your might stacks up and your ticking 500+ per second you are counteracting the healing signet the base heal per second is 392 usually 20-30 points in defense so it is around 400-410 per second that is not counting adrenal health so the burns are really important to keep on the warrior especially since you can’t go toe to with the warrior.
I posted this before a very long time ago and I’m to lazy to look for it again.
Looks like Mel has been updating the calculator since I last looked at it. I figured I hit the bookmark and saw that it has been been getting love steadily.
Like Guanglai said there are alot of things that can do damage like this. Flesh Golem on a walled person will do the same.
The difference with FGS is you can use a port skill to pinpoint the damage but it also requires the target to sit there to eat it.
It uses the same method as Steal+Cloak and Dagger, or any other skill with a cast animation while simultaneously using a instant skill does.
Devs have said cast animation skills + instant cast skill is intended.
I haven’t actually tried the omnomberry ghosts which would increase my crit chance also. Guess I will try these out today.
Just have to find the balance. I don’t play anything but D/D and Staff. I think you sacrifice less if you slot in celestial trinkets to get SOME healing power but unless you want to be all about not dying and also not doing damage then I wouldn’t go full clerics ever.
I run 0/0/20/20/30 with 75% boon duration fury 3.5 secs a swap, stability 3.5 secs swap into earth attunement. The fury was the big thing for me since I don’t have 10 air.
I looked at different setups and my opinion is shoot around 300-400 healing (which is easy to do if you slot celestial trinkets in there or run 30 water) then I run 1 cav ring a cav back and will probably end up at 2 cav rings.
Just my personal view is ele gets alot of sources of healing coming in all at the same time if they choose. So you don’t have to go crazy on healing power like other classes.
If you really really want extra healing power run sigil of life. You get might easy, crit chance isn’t to hard to come by with 10 air I don’t even run 10 air and feel I keep fury up pretty good I never stay in a attunement long anyway. Or if you want extra personal healing run Mango pies for 85 per second. Which is better imo than just adding healing power from food.
I have 1 off hand dagger with life sigil 1 with bloodlust sigil. I can keep 13 stacks of might for a whole fight pretty easily so more often than not I run the life over the bloodlust.
@duran EA cleansing wave is the same as the skill. At least in WvW it is.
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I kind of feel this is an oversight to the trait. Warrior sprint use to be 15% all the time but nobody took it now that it is 25% alot of people take it. Necro’s trait for 25% movement speed with daggers is all the time also but it is bugged for the 10% portion.
Mesmers get +10% per illusion but capped at 25% movement speed but it is in combat also since you have to be in combat to get illusions out anyway.
The necro trait quickening thirst is all the time in and out of combat but ele’s is not if it isn’t a mistake then I feel like it should definitely be out of combat. It would make it more attractive but not sure if it would be more attractive over elemental attunement but it would still be better than it’s current implementation.
im sure these runes will still be viable on a mesmer as we already have access to confusion. the nerf will probably just prevent interruption heavy classes from abusing it. they were intended to buff confusion builds and not give free viable access to confusion to every class.
and no it needs more than 10 seconds icd. if it was only 10 secondons u can still stack em up to 25 with a non confusion class.
I am assuming a confusion class would be ones with the ability to apply it so that would be mesmers, engis, and warriors.
The 4 piece pretty much screams "Here have access to confusion every class.’
How else would you be stacking to 25 with a 10 second icd?
You are so upset about these runes still. It’s like you take it personal. You really think they created these runes just for 3 classes?
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@Nova I think Elementalist have trait trees on par with everyone else. At least the classes I play.
I think you also have to look at each tier of traits. A build might go 30 points into a tree for example but not necessarily grab a grandmaster.
With out question though fire magic is really bad and definitely needs some love.
It would be awesome if you could cast FGS while moving. I don’t think I’d personally ask for any change besides that…
This ^ I am hoping we can cast while moving that is the only change I would make to it also and one I would love.
Maybe seeking super high damaging builds, isn’t the way the the class was intentionally designed. Instead, a more of a blend of offense, support and defense…
That still doesn’t explain why 1/4th of our total traits are +5-10% more damage.ArenaNet, either this is bad game design or you lack creativity.
I don’t think the % damage traits are really the issue I feel like most % damage traits are there so you can get damage without feeling like you have to spec into power or critical damage/chance how I see it for many classes. That is at least how I view the purpose of many of the damage traits.
I think D/D is meant to be more on the side of bunker with a focus more on sustained damage vs burst damage given the long cooldowns on the burst skills on the weapon. S/D is suppose to be burst. Staff I am not sure it has CC all over it and can do damage but it isn’t really damage that catches people by surprise.
Sell now!!
On a serious note just put a reasonable ICD on the 6 piece and it should be good to go.
4 piece bonus is a good one and a good example of how other 4 piece bonuses on many runes should be. The 6 piece is the issue.
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I don’t know why people complain that they can’t kill bunker builds. Did they kill you? No? Then working as intended. Most bunker builds are totally unfeasible to try and kill with a single person, at least not without a prolonged fight. The tradeoff being that they’re not going to kill you either. But its an important spec in competitive play, designed to either hold a point forever or force multiple people to have to commit to killing them.
Very good post! +1.
Most bunker builds you can disengage from. It is possible for bunkers to kill but you have to stay and fight for that to be decided. I can’t think of many bunker builds in this game that you can’t just walk away from. Even a few non bunker builds you can just walk away from.
Like lolcondition warriors as long as you don’t get hit with bow 6 condition warriors want you to stay in side the obvious burning circle and stand there while they leap at you with fire aura and then flurry you anyway. Off hand swords torment can’t stop you from getting way but it can kill you if you don’t constantly wipe it till its gone.
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There are some really clueless people out in WvW. I hop on my necro put all my marks on top of me and idiots still run right into them after watching me put them down.
They do that with Meteor Shower and Ice Spike too. It may be hard to hit moving targets in theory, but in practice it’s relatively easy. ;-)
Yea or put down a ring of fire and someone walks in like “Ok I’ll eat this 5 seconds of burning and then proc it again for fun 10 seconds of burning.” Just don’t hit me with fire grab I would rather eat 5k damage over 10 seconds than all at once.
Searching chill build in google would yield many results for chill builds for necro from around the games release.
why you so aggro? are you the guy posting this golems?
second account from op?MAN READ and understand i posted this to help players not to lose there gold to someone trieing to manipulate the market and everyone with some braincells can see it in AH atm and the timing with this postings here
all other actions is in the hand from arenanet guys
i said nothing others – and you can stop being aggro bout
edit: lol now removed the buyorders^^
I think Patrikan’s point is that they are underpriced which they are. The only people you are trying to inform are people that have no idea how speculation changes an item. You are basically saying to not buy them to people that already know how speculation affects the market of a item. If people actually want to buy them for WvW and not quick flipping then they absolutely should buy them.
You are just a pve hero…no other words to describe you
)) I’ m happy you love this fabolous content they are adding ^^
I haven’t done any of the new Content since Scarlet’s Invasion. I know not every release will appeal to me. I will be doing the halloween stuff but might not do any of the new content in November. You can’t please everyone it has nothing to do with loving the content it just doesn’t appeal to me when a release comes that does I will participate.
I mostly WvW nice try though.
Asuka Shikinami.5462:
People are angry for a reason.
People hate temporary content for a reason.
People hate ascended gear for a reason.
People hate class imbalance for a reason.
People hate server imbalance for a reason.
People hate constant buggy content for a reason.
People hate watching you making the same mistakes over and over for a reason.Why don’t you understand that?
Read this and learn Arenanet
Not everything there is true.
I am not angry at all
I don’t mind the temporary content because I realize not everything will appeal to me
I don’t hate ascended gear because I know the stat increase isn’t significant for the modes I play and I read every thread that comes out that does the math on the subject.
There is more but basically there is nothing to learn from that post because it doesn’t really say anything but generalities but not specifics and it states it in a way that makes it sound like the majority agree.
Yea Caff some of your bullet points are sPvP only all the healing ones are except the number of actions that trigger Signet of Restoration. the rest I believe is across the board.
Boon durations? not familiar with that nerf though.
@Azure the biggest things that hurt the clerics/soldier build
-Player knowledge increased in how to kill it.
-Nerfs because they came pretty much around the time player knowledge increased in how to kill it.
-Buff’s to other classes to specifically deal with this type of build and guardian builds. Which came around the same time as nerfs then back to point 1 again.
I think the biggest factor is players just learned how to fight it, the RTL nerf, and can’t use skills while mist form.
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