oh yeah, makes sense. Thanks for clarifying.
Correct me if i’m wrong, but rapid fire dps will be the same as before. Cooldown does not change, so the dps ( damage per second, remember) will be the same since you’ll have to wait more for rapid fire to be off cd. The rapid fire burst and the lb dps as a whole will increase a bit, though.
Longbow is terrible, as is shortbow. Iirc shortbow auto attack deals more damage than longbow at melee range, but i never bothered to verify that.
Ice bow 5, fgs, kill boss before it corrupt anything. Or just kill it without might stacks and make hardcore guilds killing time same as any casual run. I"ll go with no as well. Mobs interrupting people= bring a guardian, that’s already the case in some encounters. Ennemis leaving melee range, kill it when it’s cc. It’ll just make solo more annoying.
When the name of the game has guild in it and www and pvp are not balanced around 1v1 shouldn’t pve be the same?
Dungeons aren’t balanced for solos, that doesn’t mean you should destroy any hope of soloing. In your exemple of pvp, Anet doesn’t balance around 1v1, but you can still duel for giggles. Same for pve, i want to solo something made for 5 players, because i can. Your idea just delete the idea of support in dungeons, making full dps even more meaningful. Meta builds for now aren’t max dps build, they are group oriented. Why change it?
Ice bow 5, fgs, kill boss before it corrupt anything. Or just kill it without might stacks and make hardcore guilds killing time same as any casual run. I"ll go with no as well. Mobs interrupting people= bring a guardian, that’s already the case in some encounters. Ennemis leaving melee range, kill it when it’s cc. It’ll just make solo more annoying.
https://forum-en.gw2archive.eu/forum/professions/guardian/Guide-DPS-Guardian-for-PVE/first
Healing isn’t useful in pve, but this build is a support guardian build, with excellent condi removal, damage mitifation, and useful stuff. And it deals damage.
Mesmer is useful for some speedruns trick no one wants to do in a casual run, pretty much. Engineer would be better suited imo, but you’ll face pugs not knowing your potential. It’s also a difficult class when it comes to rotations.
Eotm is the most braindead activity in human history and there’s a good percentage of toxic players, but yeah it’s efficient. My last chars were leveled by dungeon swapping and a bit of map exploration, i find it the best for fun/efficiency ratio. Farm dungeons, swap char at the end, get 3/4 of a level, repeat. Doing a path more than once a day give you less xp, so you should do a tour everyday and if you swap every time you’ll be 80 in a bit more than a week. Dungeons where you can easily swap are ac, cm 2, cof 1, and arah. Depending on your computer comp and your party, you can also reroll in other dungeons. Having an xp boost with food and consumables helps.
https://forum-en.gw2archive.eu/forum/professions/balance/Condition-vs-Power-PvE-team-construction/first
Also, a single power mesmer put 25 bleeds, just sayin’
Ive decided to go with berserker dagger/focus and staff build since it looks like everybody’s favorite
Ive read sir dekeyz guide and i somehow cant make my comet hit my firefield
(i tried the camera upward thing and move then hit the comet skill) i still cant aim it properly xD
To ensure it lands, move to one side of your firefield, aim in front of you with the camera upward, and it’ll hit between the middle and the side of the firefield depending on your camera. After a bit you’ll just have fun trickshotting your comets into the smallest fire field possible.
Back! Your suggestion won’t work because of what i keep telling you: Anet won’t split pve/pvp, nor they will split dungeon/open world. I can’t imagine them changing their mind after 2 years because the 1000th post about conditions asked the exact same thing. Wouldn’t mind them to prove me wrong, though.
We’re back on the same misconception: conditions are viable. The design flaw that makes them undesirable in optimised content doesn’t mean it’s not viable. You and I know it lacks something to be totally efficient in group play, but your average condi guardian spending 1k gems/ months to pay his legendary don’t. Yeah, most people, myself included, would be pleased with some new content, or some tweaked mechanics, but we’re not the target of anet’s update for now. Hardcore dungeon runners have enough money to buy everything with gold. I agree with you, ideally whoever is in charge of updating the game should listen to everyone and adress things like that. But i don’t need to be a professional coder to say such a change would be a lot of work. It’s not even about code, it’s about balance. Either you make the condition cap per player and world bosses are getting one shotted by 2500 bleeds, or you change the problem at its roots and give condi players reserved conditions, making hybrid specs a dream. Then people would complain, saying building a balanced build between condis and power is impossible, etc. No matter how you look at those kind of things, there’s no real solution, and that’s why 2 years later we’re still stuck with that. Not that i mind, i find the power supremacy in group totally fine, but that’s only a matter of personal opinion.
No idea about other games. But even if you find something, it’d require to rework the gw2 system entirely. It’s months, maybe years of working. Seeing how fast anet updates their game, you won’t see that before 2100. You can’t rework a combat system fully like that, especially when it doesn’t give you more gem buyers.
Your best friend is corrupt boon, really. Wait for them to use armor of earth, it’ll give them stability, protection, vigor, and regeneration when traited. Then use corrupt boon. Laugh. To pump them out of diamond skin ( i thought people stopped running that, i must have been lucky) use the small damage of flesh golem/ staff/ whatever you’re running and interrupt their heal , warhorn 4 is great for that but you may not have it, so flesh golem charge, still requires some luck and a not that good ele.
Why not post the suggested alternatives? Along with the one being used now. As long as its legal information to view. I’m sure GW2 isn’t the first game to run into this sort of problem.
Non exhaustive list of random things said about conditions:
-up condi damage
- make a new stack for each 25 previous stacks ( like a superbleed or something, that could make a small sense, but it’s undoable due to the non splitting of pve and pvp)
-yours, as just forget the condi cap
-nerf berserker damage ( already done, badly but done, and we all knew/know it’s stupid)
-require condi for some puzzles (yay build diversity)
-make the average mob armor higher ( same as a damage nerf)
-change all the condi system and make only condition based weapons and builds apply damaging condition ( it would be a totally different game for balance, and the effects on pvp specs are non negligeable, but that would be the only one working)
-bring back the trinity and delete berserker/assassin from the game (lol.)
-your suggestion as well, making the cap char bound
That’s all i’m thinking of right now, there’s probably funniest things to remember because people are really desesperate about it, but if we take only the logical suggestions, they are all undoable because of Anet’s policy.
For detailed suggestions about how the game’s engine treat conditions, there’s a post somewhere on the forum or on the wiki about it, can’t link from here though.
For now every condition is calculated separately for each tick, and there’s rules about wich will get priority of application and stuff, kinda boring to explain, but it already slows down the game at 25 cap, so a bigger picture would be even worse. For 2 years people searched for alternatives and none was found. At least, nothing doable. If you get all these negatives answers, it’s because it has been discussed ad nauseam, granted less than the " why can’t i wear ptv in speedruns ?". Even good ideas were never implemented in dungeons. There’s no dungeon team. Hence people doing the same subject everyday is useless.
For traits,I’d say air first for Bolt to the hearth and precision, then 10 in arcana for vigor if you have trouble or 10 in water for another modifier.
As far as skill goes, if you like precision take a lightning hammer ( the conjure thing), it’s a high damaging conjure ( if you want to do dungeons you’ll probably keep using it) and it’s powerful at low level because the auto attack blinds foes. Don’t forget to rotate between all attunements to get the most of your class as well. If you want to level fast, take either signet of fire for increased dps or signet of air for running around in open world ( don’t use it in dungeons), then lightning hammer, and then maybe lightning flash for extra mobility or just experience with the skills a bit. Use fgs for your elite, you’ll learn to use it for damage after if it’s your first char but for now it’ll be a nice mobility boost. If you’re like me and want to use the skills you’ll keep using at 80, go for sig of fire, arcane wave, and lightning hammer. For easier and faster map completion, sig of air, anything you want, and LH. Hope it helped.
Vuln gives you more damage, even it’s not damaging itself, but whatever. My point about server performance still stands. Out of topic, but i’m speaking of dagger aa, not ds aa, wich is less dps on the long run. Seeing how condis are calculated, deleting the cap is impossible. I could search for an hour the exact statement about that, but i’m really too lazy for that. So now mind answering my question, how do you want a server to calculate thousands of bleed ticks ( wich would be in a team construction as you call it) every second? Lag is already annoying, no thanks.
Who’s bad at paying attention? You’re speaking of a non issue. As colesy showed above, condi already does more damage than berserker for many classes in solo. Buffing them in group setting can’t be done without upping them in solo, at least for now. Therefore, you can’t buff it. I’ll quote myself since i’m not paying attention and repeating the same things over and over again.
condis are already good and buffing them in the only place they aren’t would have unwanted consequences.
I’m sorry, but no. The Condi warrior in that example capped at around 6.5k a second while a zerker necromancer caps at 10k auto. And proper warriors in groups do even better then that. And how would my suggestion buff them in solo? Giving people individualized caps doesn’t magically make you apply 300 bleeds. You’re still stuck at 25, it would just mean someone else wouldn’t be effected. Your bizarrely extreme situation is a rarity. Its not indicative of every part of PvE. You can’t even get what I’m suggesting right to argue against it!
A necro will get 10k auto in group, not in solo. And even then, 10k is high, you’ll most likely see 5-7k max. But back on topic: your suggestion would break the game, period. Not speaking of balance, but of server performance. Imagine a tequatl kill, with like 80 players, each having bleeds ticking. Server needs to know which bleeds come from who, for each tick, for thousands of bleeds, accounting might stacks, player specs, etc. So, you just can’t. Also, i’m still laughing at 125 vuln in dungeons. We’re stuck with condis being less effective with more players because the cap won’t move.
Who’s bad at paying attention? You’re speaking of a non issue. As colesy showed above, condi already does more damage than berserker for many classes in solo. Buffing them in group setting can’t be done without upping them in solo, at least for now. Therefore, you can’t buff it. I’ll quote myself since i’m not paying attention and repeating the same things over and over again.
condis are already good and buffing them in the only place they aren’t would have unwanted consequences.
What’s the point then? You’re adressing your issue in a forum. Where people are answering your question and giving you arguments. If you want to be a deaf spambot like the others, just send them tickets or something. I can’t see why you’re going on that forum ( probably the last place to encounter someone from anet except if you use some keywords like gemstore or living story) for ranting. If you don’t care about what anet is saying at least try to see what players are saying, that condis are already good and buffing them in the only place they aren’t would have unwanted consequences.
Tl;dr: you’re not reopening “discussions”, you’re reopening mindless ranting.
Just like stacking toughness works in open world but is selfish in dungeons, stacking a solo stat won’t work in speedruns. You still can use your condi whatever in an “all welcomed” run who doesn’t care about group effort.
Why can’t people be like “You know what, you’re right Lily. There does seem to be a problem with how its balanced for PvE. And this does lead to player discrimination. Perhaps we should discuss this further and help open the conversation to the devs to try and find a solution everyone will be happy with instead of pretending the problem doesn’t exist.” But that’ll never happen. Instead we get “Just play your bad build and quit complaining about it being bad and join bad parties.” Getting frustrated with the number of traits and skills that are wasted potential because condi’s override each other? WHO CARES! Lets have more worthless skills and traits that are only a small step away from being good.
I think you misunderstood me. I totally agree that condis are inferior in group contents because of the stacking cap and all. The discussion was opened countless times, and the only things we know are: devs won’t move the 25 cap, and devs don’t want to split pve and pvp skills. I wouldn’t mind having a few other builds to play in speedruns ( speaking of real speedruns, like world records), but if a condi build deals the same damage as a power based one in group, the difference between the two in solo would be incredible. You also have to take into account that a full berserker/sin meta build has far less survivability than any condi build. Yup, condis shouldn’t get a spot in speedruns, for the reasons above. And yup, that doesn’t prevent you from using it in a pug. It’s not about bad groups or good groups, it’s about solo (=selfish) play and group play. Power base builds support each others via vuln, might, and offensive supports like banners or spotter. Condi are selfish. Maybe that’s a design flaw, not imo but i can see your point, it’s still too late to rework all the game.
That doesn’t mean your argument is dumb and i know better, it means the issue has already been discussed and no solution was found for 2 years, for something that’s not even an issue for most.
https://forum-en.gw2archive.eu/forum/professions/ranger/PvE-GS-build-idea/first#post4290782 It’s 2 posts below. Or you could work on a meta build.
Just like stacking toughness works in open world but is selfish in dungeons, stacking a solo stat won’t work in speedruns. You still can use your condi whatever in an “all welcomed” run who doesn’t care about group effort.
Yeah, just apply them, but you’ll loose your previous runes.
Since i’m too lazy to explain the agony mechanic (blame me!), here you go: http://wiki.guildwars2.com/wiki/Agony_resistance
I’m perfectly aware of condi problems in group setting. And even then, it’s strictly for speedruns, because pugs won’t usually cap 25 bleeds on their own. But people in this thread are talking about something they don’t really know, and think berserker is some magical gear allowing 1000k damage in a sec or something. Condi is powerful in solo, in pvp, in roaming.
I also don’t get your point about AI. Giving mobs cleanse would destroy condi, right? And giving them dodges would make burst dps more important ( kill them before they dodge), and further enforce berserker gear. I still prefer what we have now where everyone plays how he wants but optimal players clear the content faster. The condi weakness is its cap, but Anet already stated they can’t change it. Maybe they’ll in 2 or 3 years because people are really insisting, but for now it won’t happen. So, sorry for you, but there’s no magical solution.
When you conjure any weapon, you have 15 charges, meaning you can use 15 abilities before it runs out. With conjurer, you’ll have 25 charges, so it’s a useful trait for lightning hammer spec, because you’ll have far more auto attacks before having a downtime on your conjure. Check Dekeyz guides on youtube, basically a conjure spec is taking a lot of multipliers and pf+ weak spot for support. If you have any questions you can pm me ^^
You tell us condi is less damage than power.
I deny it.
You ask for proofs.
I, and others, give proofs.
Now you say it’s irrelevant.
condi: https://www.youtube.com/watch?v=oc28AvAAOuE
power:https://www.youtube.com/watch?v=SaoO-6oeSYk
Waiting for maha here since he’s the pro for everything condi related, but here you go.
Oh yeah, since i’m nice, “husks”
(you won gg. Still, on a heavy armored boss, condi wins. )
edit: ninja’d !
(edited by oxtred.7658)
1) a condi warrior deals more damage than a berserker one on a heavy armored target, so yeah, conditions are already outdamaging pure power ( with free toughness on top)
2) The cap issue has been acknowledged by anet, it’s a strict server problem, you can’t keep track of 5×25 bleeds, at least that’s what they said.
3) You can play how you want. Just join any “all welcomed” lfg or start your own. Sure, you won’t be accepted for a speedrun in rabid, how’s that surprising?
4) The only way to make condi more suited for pve without destroying pvp is to split the skills and mechanics, and we’re used to anet not wanting that.
All in all, yeah having condi builds viable in groups would be a change. But they are already so powerful in all other game modes where berserker doesn’t shine, meh. Condi builds already deal too much damage for the amount of toughness it provides, imo. Also, if conditions are calculated for each players, that means125 vuln stacks. lel.
All rounded builds aren’t that great. Guess it works in WwW, never tried it, but it’s not optimal in pve. It’s viable though, just selfish. Just my quick 2 cents.
You’re not sitting in water for self healing, you’re sitting in water if you have piercing shards for a 20% damage modifier. But it’s a personal build, you won’t use that in pug, it’d be better to use your conjures in air with a 6/6/2 build.
Sword aa, despite its flaws, makes the fight dynamic, you jump all over the place, it looks great. Luckily, the dungeon meta involves the 2 funniest weapons for a ranger, greatsword and sword. I love axe offhand for some reasons, can’t really tell you why, but it feels good as well. Pets are still a pain and will die in any aoe heavy fight, no matter how good you are at micro managing, but seeing dem crits with a panther is cool. moar crits= moar fun. If you want some dynamic playstyle, quickening zephyr and lightning reflexes are fast paced action, contributing to that “wow i’m a ninja” feeling. For the strong part, well you probably know that but as a ranger you must bring spotter and frost spirit. Keep in mind that you’ll need some time to get used to sword aa.
tl;dr: the meta build is the strongest, and the funniest imo.
For dungeon sigils get night+force or undead+force, runes scholar for group content and strenght for solo. Maybe your dps is low because you’re not buffed enough. Find a party to keep you at 25 might, watch the vuln, swap sig of stamina for sig of fury, and remember that the only reason to keep a warrior is banner of discipline ( totally exagerated but you get the point, if there’s no other war in the party slot a banner or two)
Obal did a leveling guide 2 weeks ago:
https://www.youtube.com/watch?v=ZBzRhmV16qY&list=UUHYN7WPNOROPyFjT86oOJrQ&index=5
Play meta and use S/P on trash. D/D is better for single target, but you’ll probably be the ice bow/ fgs user anyway.
^ What nearlight said.
For dungeons, they both lack something to be really welcomed in any groups: mesmer is a full utility class with low damage outside of spreadsheets, and necro is a high damage class without utilities. Pugs will most likely take a mesmer, and some dungeon paths actually benefit from a mesmer with some portal tricks, but your personal damage will be low to average. For www, mesmer is still powerful in solo roaming with shatter/ PU cheese specs, and necros are more zerg oriented. They lack mobility and invuln to be effective in small scale.
Venomshare thief sucks, so go with ps warrior.
For pve, necromancer suffers from its lack of support, so you’d be better off traiting for max damage and do your best to use your supportive tools ( weakness mainly, a bit of blinds, boon manipulation and corruption, condi manipulation)
For www, necromancers have a high health pool but since they lack defensive tools outside of DS, as they have no vigor, blocks, or invul, your best bet would be to trait for high ds uptime and regen, at least imo.
“LF 1 condi war, 1 nomad guardian, 2 berserker eles, 1 celestial engi, meta build, ping gear or kick, speedrun”
Wow, such changes. Whatever, it’s pointless. berserker exploits away
Generally, vitality is powerful against condis ( more health> less % taken by condis) and toughness against direct damage. In reality both have their advantages, in my opinion stacking vitality in www if you’re not some kind of condi bunker is useless because you already have 2,5k health with guard stacks, so i’d say go with toughness, but i never ran the maths. Vitality also decreases your healing power ability ( more health> need more heal to regain it). In pve, toughness and vitality are selfish stats, start with knight if you need to and switch back to berserker, if you’re a team oriented player. PvP is really build dependant, having a bit of both helps ( celestial cough)
D/F is the easiest, but ele overall is the hardest class to play in dungeons, even more in pugs. If you’re struggling at first, change some offensive utilites like signet of fire to anything boosting your survivability. To make things clear, you can use any build you want in pve ( play how you want blabla), it’s just that every point in toughness or vitality helps you and is detrimental to your team since the group dps is lower. Basically, berserker/sin with meta traits is a “support” build, and ptv 6water 6arcana is a training wheel to boost your own survivability. That doesn’t apply to WwW and pvp.
My advice is, find a group of friends you can train with, and they don’t mind ressing you a bit when you’re practising, and when you’re more confident get in pugs run. The noob guild provides great services related to teaching, check those in the dungeon subforum. IF you’re eu, i can give you some tips on how to survive as a berserker ele in dungeons. Have fun.
Thief, ele, and classes with a no-ICD vuln on crit trait will cap vuln in a second with fgs. If your pugs use fgs stacking, those are the best relating to vuln. As far as might goes, ele is a good choice but keep in mind that a pug guardian’s role is to put down a light field every time might stacking will happen, you’ll have a hard time fighting against your team to might stack. Also, ele is squishy so the skill ceiling in pugs is higher. PS warrior is obviously good for might stacks but since a lot of pugs take their war for dungeons, you may want to take something else. Engineer as said upper has a crazy vuln stacking and good might stacking ( on a high cd though), and their dps is far from lacking. Other classes won’t give much in term of offensive support in a low dps group, so i agree with Izaya, go with ele or engi.
You’re posting those kind of thread everyday, we already gave you answers and you refuse to listen. Before doing the same thing over and over, take into account what more experienced people say.
Conjures are king in pve. LH for the hard hitting aa+ blast finishers, ice bow for aoe burst and deep freeze, fgs for you know, fgs stuff.
Indeed, everything will do less damage. So the only way to compensate that will be stacking the highest damaging class, and luckily enough eles are also the best offensive buffers even without boon duration, and they have access to projectile defense with focus air 4. Your last point about full berserker denying some bosses abilities makes me wonder about solos : When i solo any boss/dungeon in my full berserker gear, i clearly have to face the mechanics. People didn’t forget what it’s like to fight a boss for forever, they just developed a strat where all that difficulty is put into the shortest time possible: one mistake and you’re dead, no mistakes and it’s dead, to put it simply. What i meant by halving boon duration is, making a gear set mandatory to support ( Power/prec/ Boon duration/ reflect/anything duration) would further lock people into a role. For speedruns, we’ll use the second best damaging set, so anything with power/prec/ and then condi damage if that’s the only thing we can take. No matter how you put it, gw2 dungeons ( speaking mainly of speedruns and records here) will be a dps race. Having a 5 berserker party or a 5 power/prec/ something party will just lower the time by something around 50% ( random number here), and lock a certain comp. Pugs don’t care about max dps comp for now, since it’s mainly for records or fast runs, but if you lower the overall damage, class discrimination will be stronger, imo.
Personal opinion here but i really like the fact that support isn’t tied to your gear in gw2, my guardian boosts the survivability of my team by a lot, and i still contribute to the group damage, i don’t want that to change and be a healbot while the tank uses a taunt skill and gather the mobs so our dps aoe cleave them down. Also, it wouldn’t be fair for berserker users, they have to be extra careful to not be one shotted, they can’t really do a no dodge arah run, it’s only fair to gain time over people stacking personal stats.
Please, i won’t have money to craft my zealot ascended set. Ok, so wor lasts half the time, meaning you need to go full dps before it ends. The meta is still about max damage, dungeons take a bit longer. Now you’re forced to take 3 eles at least to compensate that lack of damage with fgs. Result: lfg will be “ping gear, zealot meta build only”, ele will dominate even more, halving boon duration will make offensive buffer class mandatory, so no necros or anything with less dps than a conjure ele. Yay.
(edited by oxtred.7658)
area retal, blame menno
What maha said, also look at vuln stacks, you’ll want to use axe 2 and mace 4 before HBing for max damage. The glancing you see is a side effect of mobs being level 80+ : just like a level 1 hitting a level 6 mob will have some glancing hits, a level 80 hitting a level 84 boss will have some glancing hits. Glancing hits also comes from weakness, but it’s not a spammed condition in arah. Keep in mind that max speed videos require a lot of pratice (cough rng cough) to do, and most runs are a bit slower than what you’ll see on youtube. Good luck with your solos.
Edit: yup, bloodlust will work on your gs hits, as long as you don’t equip another weapon instead of your axe and you don’t go underwater.
(i tried the camera upward thing and move then hit the comet skill) i still cant aim it properly xD