Well, i was the one telling the “you were probably playing 0/4/4/0/6 terrormancer with foot in the grave” phrase, but guess what, i asked him for a proper 1v1 after he loaded me up with condis while i was watching duels along some other spectators and was writing.
And he denied that, telling me i will only get a 1v1 if i can tell his build…
You started the fight as fast as i hit you, and it’s not my fault that you wasted berserker stanse on the pillar.
It should not be so hard to tell what build i use, im your hardcounter.
p.s I could not interrupt any duel, i dont roam in Obsidian Sanctum or near the windmill.
Its hard to belive that there is something wrong with “conditions” when you hear something like this:
- you re playing my hardcounter, still afraid to loose if you dont get the first hit ?
- you were probably playing 0/4/4/0/6 terrormancer with foot in the grave.
- more like faceroll build.
- as i said i dont want to fight a 1 spaming necro build.
- with the most cheese condi setup
- playing condi necro
- …..g unskilled shi .
- oh, the condi meta.
- ohh i see so staff/scepter dagger isnt condi spam
- not fighting a condi spam
- dhuumfire + stability on deathshroud
- i just told you your trait dude, condispam
- gg perplex
- you play a metabuild lol
- build with wins can all
- perpelxity and probably with dire
- does it feel good to play that ?
- this meta sucks
- you play faceroll build, so it’s not problem for you
notice a pattern here?.. what does a necro get? 30 points into sr ruining any possible decent builds for 3s of stability that also removes its defence if it flashes ds woo….. its basically a glorified stun break (if you are not already being hammer trained) with a duration like that.
Just say that you want stability in your build without losing anything.
FITG remove necro defence ? Nah its l2p issue.
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you also say im asking for a way to negate my weakness… well engie got stability and decent condi cleans if they choose to use it
Im necromancer and i have best acces to stability in the game when build for it.
Its true, close the topic.
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notice a pattern here?.. what does a necro get? 30 points into sr ruining any possible decent builds for 3s of stability that also removes its defence if it flashes ds woo….. its basically a glorified stun break (if you are not already being hammer trained) with a duration like that.
Just stop it.
Nothing is guaranteed. You can miss dark path.
No, it would be similar in potency to the 3-5% offense you get from 80-100 power or 3-5% damage reduction from 80-100 toughness whatever. Though I could see things like mango pies or omnomberry pies being the new go-to food.
Do you count cleans skills ? I dont think so.
- % condi duration food is way more overpowered than + % food.
Whatever ……
They want us to be slow, tanky, and dangerous if left alive long enough right? Then we need to actually be able to cast our kittening skills instead of being ping pong balls of varying sizes.
Shade is not the answer to your problem (long cast time skills).
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Well if they want our casts to be slow I say kitten it #bringbackshade.
They want us to be slow, tanky, and dangerous if left alive long enough right? Then we need to actually be able to cast our kittening skills instead of being ping pong balls of varying sizes.
Shade: Prevent knocked back, knocked down, launched, slowed or stunned while in Death Shroud.
The food should be brought down to +10%/-10% imo.
There is no sense in – % duration food after you nerf the + 40% to +10%.
^so what is your build like after sinking so much into sr to get it? you either get no damage and some small healing or you get some damage.. not great damage -.- and still be useless with no healing and die anyway. it takes away too much for so little.
I have enough dmg to kill most of my enemies and more healing than you think. I don’t sink anything in SR.
locus signet would have a longer duration then fig meaning it actually makes a difference. you can use it with any build just like everyone else can use their stability utility with any build. you would still have your ds for backup you would still be useful.
Yea, say hit to my boon removal skill (passive LS = save 1 removal for necro). Long duration boon dont make any difference if you cant hide it.
p.s I dont have anything against stability on LS
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3s of stability = 1 or 2 life blasts that the enemy will dodge then its over not to mention you wont hit as hard.
3s of stability = 1 or 2 CC that i don’t have to dodge (i can save it for your massive hit). Life is hard, you can’t have your cake and eat it.
it is not always there. you pop ds when someone comes in with a massive hit or tries to spike you then what? they have free range with their cc after that. or you flash ds so you can get the stability during a cc chain but now you have no defence.
DS is not the only defence that i have. However i’m a bit worried how you will survive the 60 sec cd on locus signet with only 1 DS.
not to mention you kill all build diversity because you don’t have many points to spend after it -.-
o0
life force does run out eventually
Whose fault is that ?
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Necro (attrition)
Strengths:
- Full Contact Fights (range: 0-600).
- The ability to bring others to our level (poison, weakness, boons removal skills). It would be nice to have stability on top of the priority list.
- Movement disabling abilities. We need something to counter the “gap closer”skills (better version of dark path, tainted shackles, spectral grasp), chill/cripple is good but more as defense ability.
Weaknesses:
- Long Range Fights. The line between perma regen and “nothing” is very thin when it comes to necro and thats not the only “defense” that we lose in long range fights.
- Lack of escapes and burst ability.
- Not the best defense against high burst builds.
- Offensive and defensive ability in one basket (conditions). Thats why Diamond Skin is so OP against “condi” necromancer.
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Condition builds are overpowered and will continue to be so for one major reason, it only takes 2 stats (Condition damage and Condition duration) to maximize damage output. All other direct damage takes 3 stats, Power, Precision and Ferocity.
Yea you are right, all direct damage.
To further exacerbate, both of the above damage types have the same equipment/build stat weighting but yet Condition duration has this wonderful +40% food and many classes have specific condition duration boosts for specific conditions (i.e. +50% bleed duration, +33% confusion duration, etc.) Power-based builds only have a few (and usually very conditional) Critical Chance increase traits.
Necro
Power: Death Embranse, Furious Demise, Spiteful Marks, Axe Training, Training of the Master, Close to Death, Target the Weak, Deadly Strenght, Blood to Power, Strength of Undeath, Deathly Perception
Condi: Hemophilia, Lingering Curse, Master of Terror (Terror),
If we back up in GW2 history, the real tipping point was when Might stacking gave condition damage increase besides a Power increase. However, two large changes were missed when this change happened. Protection boon still only affects against direct damage and Weakness condition only affects against direct damage.
Vulnerability: condition which increases damage the target takes by 1% for each stack, up to a maximum of 25 times.
Tell me how many pistol autos i’m supposed to dodge.
You dodge auto-attacks ?
+40% crit dmg: guaranteed dmg boost
+40% condi duration: condi cleans (try it in mass pvp and you will see how awesome is to have +% condi duration stats)
Yes, +40% duration food is more reasonable than +40% crit dmg food.
+ 15% condi duration food ? OK, but first remove – % condi duration food from the game.
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necro…… nothing you can make yourself pointless and do barely any damage for 3s of stability that has an impractical activation mechanic tied to a source that isn’t always there and reduces your damage or your survivability. that’s it
Yea because FITG (stability) reduces our survivability or dmg.
Isn’t always there ? Locus Signet 60 sec, DS 10 sec.
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Being able to get more Condition duration out of a food thab an entire trait line? That’s like having +40% critical damage foods available.
It’s not.
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I have tried every class but ranger now and find a necro the easiest class to kill…
build =/= class
I have only 1 issue with Stealth. AoE Stealth.
plz, no more pve in wvw
I guess you never played lineage 2.
+1 from me
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The funny thing is that DS promote “spam condi” game style.
They could choose any point to balance they want. You could try to balance 1v1, 2v2, whatever you wanted. Its the fact that tPvP has everything balanced except for the professions, so the professions are the last key that needs balancing. Every other part of the mode is balanced though, which cannot be said of PvE or WvW.
What about game mode (1) and few maps (small capture points) ? I dont play much tPvP but from what i see on the forum the tPvP favour fast movement/point bunker builds way more than any others.
In WvW you can create “ineffective” tPvP build and still be good at something and it’s not because of food/stats.
Are you kidding me. You cant have 4 sigils on 1 weapon set.
Why not? A warrior could proc 4 sigils in the same amount of time using a 3 point trait…
The classes are not supposed to be the same, and when I say that many classes gain benefits or effects on swap I mean that it’s a general rule.
Because X class can do Y, I should be able to do Y too is not a terribly convincing argument on its own.
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Plenty of classes have effects granted on weapon swap. I fail to see your reasoning.
But can they do this w/o breaking casting skills ? No they cant.
12 sec CD on attunement don’t change the fact that you can swap sigils every 9 sec.
Maybe i have 4 sigils but for sure i cant use them all at the same time.
First of all it’s 13 seconds and secondly you can put two identical sigil sets into both of your weapon sets and have identical effect as an ele who has to put 6 trait points into arcana without the ‘benefits’ of chill.
And ? I still have only 2 sigils on 1 weapon set.
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I dont know, balance ?
Could you describe the ways in which it causes some kind of balance issue? Because from my perspective attunement swapping is about as thoughtful and skillful as GW2 gets. Swapping to get Fury (which doesn’t last long) during a Fire Grab, or switching to Earth for traited stability during Ether Renewal: this one is very clearly intended by design and allows for precision timing. Why in the world would you take this away?
I’m honestly baffled by some of the things that have been said in this now awfully derailed thread.
So tell them to stop using “Attunement swap = weapon swap” as argument.
I know how about this:
Ele get:
1) Reduction on skill cool downs
2) Chill affect us the same as others
3) 2 extra sigil slotsThen we get:
1) Sigils have a 1second increased cool down for ele
That seem fair?
Are you kidding me. You cant have 4 sigils on 1 weapon set.
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12 sec CD on attunement don’t change the fact that you can swap sigils every 9 sec.
Maybe i have 4 sigils but for sure i cant use them all at the same time.
Your point being? The sigils still have the same cool down as they have for every other class. Like i said. Increase the sigil cool down by 1 second for Ele so that its every 10 seconds and then give us the 2 extra slots everyone else (bar engi) get.
There is “little” difference bettwen ability to swap weapon and 2 extra sigils slot. You should now that.
In that case, change Arcane bonus to something else and make all attunement swaps to 10 second base seeing as all other classes have 10 second swaps.
You have 4 attunement.
Also, seeing as Attunement swap = weapon swap, we should be given 2 extra sigil slots because everyone else has them as well (minus Engineer)
Ok, 2 sigils on fire/water and 2 on air/earth.
I can assure you, it will be a nerf not a buff.
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Why is it that for Ele to get something fixed that should never have been introduced to begin with that they have to sacrifice something else. Just curious, what does Thief sacrifice for for getting Chill only affect their movement? What does Ele gain with Chill affecting Skill cool downs, Movement speed and attunement swapping?
Because attunement swapp = weapon swapp ?
The we get into Chill, why should ONE class be more punished by having Chill affect what is pretty much our weapon swap. Just because we can use 2 sigils every 9 seconds, that is assuming you time it EXACTLY right.
Change the “chill” and remove the ability to swap attunement while casting.
I’ve seen a lot of nerf suggestions on these forums, but that is the first one where I think it would honestly kill an entire class.
It’s not my suggestion.
I dont know, balance ?
Tainted Shackles isn’t a channeled ability.
10 POINTS TO GRYFFINDOR!
IMO you should add this to your suggestion.
Remove the ability to switch attunement while casting skill.
What about “changing attunement while channeling skills” ?
Now try to imagine “defensive” condi build. Weakness, blind, chill, cripple, LF regeneration and 2 dodge.
No. Warhorn is a melee sustain and chasing weapon. An ice field pulsing chill plus whatever other skill a Torch has would probably be ranged, or affect much larger areas, but not providing much in the way of sustain.
Ranged or no, you will still put it under your feet.
Cripple/=chill.
Who said that chill=cripple ?
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They can function in absolutely different ways. Focus off-hand is used for single target debuffing, torch could be used for AoE control and denial, for example through an ice field that applied very short durations of chill while you were in it.
So another warhorn.
We also have a chill on Dark Path, does that mean they are the same skill and focus shouldn’t exist?
I mean that we don’t need 2 off-hand weapons with chill.
Hence why every single torch idea that is very popular involves it being an anti-torch, a representation of our ability to corrupt. The torch doesn’t have to be lit, we’re magic, we could just as easily give it a magic “flame” that chills.
Duplicating skills is not the best idea. We have chill on focus.
Maybe ANet could introduce a mechanic that allowed Guardians to maintain Boons on themselves as much as they do now, but reduce the number and/or duration of boons shared with allies.
IMO they should limit most of the boon/condi cleans (AoE) skills to party member only.
Remember, i am talking from a Condition build perspective. In power builds these conditions aren’t really that dangerous but when facing Condition builds when its Range Vs Melee means you are at a disadvantage even before the fight has even begun.
gap closer skills
To me it just promotes auto attack spamming. I just see A LOT of condition builds spamming auto attacks, these are mostly Long Bow rangers, Sword Warriors, Sceptre Necromancers and Pistol Thieves all have a HIGH tendency to just spam Auto attack.
This is especially the case when it comes to range. At least warrior has to put themselves in harms way to get the condition from the sword on the target.
I really hate those Long Bow condi rangers.
1. No it isnt, its increasing the range for no functional reason with the skill still being buggy as kitten.
2. They all dont have a trait to corrupt boons and dont have aoe impact chill
6. I dont get what the kitten you mean here
10 & 11. Immob is already arguably too strong of a effect, disabling half the skills in game by locking off facing and stacking (tho thats mostly because of thief and ranger skills) while torment is not designed as a utility condition, tho i have recommended that cripple reduces max blink range since right now its sadly inferior to chill in almost every way unless the enemy can get super speed).
12. The rule is setup there as a base cast limit, if DS had a 1% requirement, you could do a F1-3-F1 tap after a feast of corruption giving off a free terror from the start up, having a DS power curve which can be sped up with proper weapon usage allows for not only counterplay, but also shows skill progression of the player, tho yeah it could be reduced/removed just making DS degen work properly like out of combat regen (which actually ticks pre 1 point of health on a very fast rate).
14. is worthless because 13. is worthless
The rest just shows you are uninformed. tho tis true that life transfer does not show its proper life force values (as in around 1% on hit or such, easily shown by first trying it on one, then on two, then on 5 targets in the mists, first one resulting with less LF than on start, second with around equal depending on traits, third letting you generate up to 13% more LF than on start, ofc all depending on your timing of DS with degen, you could get better numbers, i just used the safe estimates)., but efficiently resulting in 3% LF pre second on a target.
1. There is more reason to put 1500 rage there than on Arcane Blast. Pull range should be bigger than “gap closer skill” range.
2. But they are still dodgeble same as dark path. I don’t know how you but i dodge projectile not casting animation.
6. Epidemic is the most powerful and un-dodgeable AoE in the game so please dont tell me its ok because they balanced it with debuff (3 stack of Vulnerability).
10. You are ignoran. 1st you say something like that “the whole point of corruption skills is that you are unable to dodge” about epidemic and then you are against immobilize because it would be too strong ? The whole point of immobolize is to stop people from moving and in this game moving means “gap closer skills”, also you can still dodge/cleans.
11. Perma range reduction on blink/leap ? I dont think so.
12-17. Thats 1 idea (smaller LF pool but better LF regeneration and access to DS/DS skills) not few smaller and the 50% reduction on normal dmg wont change anything. Im againts no CD on death shroud after reaching 0%, my bad that i didnt mention about it.
18. Did i say 3% lf per sec/target ? No
Huh, you double tapping f1?
log in and u will see
These flashes starting to “kitten” me off.
Lets go down the list:
1. – Change for the sake of change and not reliability thus dumb
2. – Imbalanced with no cast time
3. – Fine actually
4. – The current version gave counterplay when it was actual EB, but with current numbers, fine
5. – Nope, current version is stronger in context of necro fights and cant be kitten triggered
6. – The whole point of corruption skills is that you are unable to dodge them but they also debuff the owner…
7. – Despite how awesome it would be, better fixing our already existing wifesteal/siphons would be much better
8. – Defeats the point of Tshackles, thus nope
9. – Whatever floats the owners boat honestly, pros and cons for both options.
10 & 11. – plain nope12. – defeats the point of it
13. – that is either a 10% nerf or a 70% nerf depending on if the devs finally admit that they kittened up and just put a 50% damage reduction vs normal damage on DS instead of fixing its scaling way back in the days/hid the true value of 120% hp to DS so that they could keep a straight face despite clear math in game showing otherwise (with both the boss tool and testing on fishheads at taco showing it).
14. – almost across the board no, since our LF generation (except on scepter) would easily be ok and good even in 1vx if they just reverted Swalk to its proper fucntion of 3% on hit.
15, 16, 17 * 18 -all quite dumb and non functional as practical options and life transfer already works that way (as in pre target on hit) only on 600 range.
1. It’s simple math
2. Ride the Lightning, Swoop, Rush etc. No cast time and still pretty easy to dodge.
6. Nice debuff … .
10. Why ?
11. It’s still better than current version (DoT).
12. After the nerf to DS (absorbing dmg) i don’t see any sense in this rule.
14. 14 is there because of 13.
15,16,17. I think otherwise
18. Nop it dont.
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