I think the delay is ok but i think the base weakness duration should be 3 seconds.
it was ok few months ago but not now.
better 1 sigil for 1 attunement.
(edited by pierwola.9602)
what you have proven here is that you can doom the thief away without missing due to blind.
heee ?
Weakening Shroud: Cast Enfeeble when entering death shroud.
Delay: 1,5sec
Causes 1 stack of bleeding for 6 seconds and weakness for 2 seconds to foes in the area around the caster.
Do something with that delay (remove enfeeble animation) between entering death shroud and bleeding/weakness the foes, right now it takes me 1,5 sec to weakness foes and the weakenss duration is 2sec !!!
The duration is too short to have it non stop on the target and because of the delay i can’t even decide which skill i will weaken. Sometimes i die before i see weakness on my opponent (thief).
——
Thief
Cloaked in Shadow: Gaining stealth blinds nearby foes.
delay: 0sec
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I really don’t get why they don’t just scale down DS by a reasonable amount,give us access to more torment on weapons to fit our theme of not escaping,increase Lf Gain on staff 1/scep 3/spectral skills etc.,make base cd of Ds 7 sec,and let us use our utilities in Ds since the hp pool has been lowered and well need to heal and stun break more to survive.
Torment = more DMG and we don’t need it.
—-
Necromancer: Unholy Sanctuary
It’s nice trait when you have 20/30 points in Death Magic and some healing power. Personally i’m w8ing only for Blood Magic (i have 20points there) and Soul Reaping(30points) grandmaster.
no, actually i was thinking 0/20,30,0,20 as a more survivable condi build for example. Or 20,10,0,10,30 for a DS/Power build. Anything, actually. at 30, if you go 30 into SR to get stability, you have one build that is effective, which is 30/10/0/0/30 as a DS build.
Im pretty effective and in dont use 30/10/0/30 build.
Moving it to 20 would allow variety of condition builds and power builds. The only reason anyone with a condi build goes into SPite is to get burning, which I think should be a 30 level curses trait imo. Moving it to curses would lower the duration of burning by 30%, unless someone still went 30 into spite to be a hybrid.
That would be the worst thing every, condi build with terror, burn, stab and 20 free traits points.
Right now we have 1 access to stability… one, and its a grandmaster trait that makes you inefficient in whatever specialty you want to get 3 secs of stability.
and that wont change when you will move it to master. 3sec every 7/10 sec is enough for small scal pvp.
Ok, 3 or 4 seconds on foot in the grave is an interesting question, but won’t do anythign to help build diversity. I really am referring to moving Foot in the Grave to a master level slot, making stability readily available to a variety of builds, without killing the type of build.
by diversity you mean condi(30,20,0,0,20) or life blast build with stability ?
Other classes get 100hps or more on much less stringent conditions. I think of backpack regenerator or adrenal health as examples where both of those are one simple trait.
100hp(base) from life stealing(Vampiric) is way too much, 40 maybe 50 but for sure not 100hp from 1 hit.
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Foot in the Grave (Near to Death)
Plus likes of Warrior, Engineer, Necromancer and even Mesmer have MORE access to conditions than another class has access to removals. At the VERY best they won’t be abler to kill you – of course you have been forced to take EVERYTHING you can to counter conditions so you pretty much cant do anything else.
You dont have to, from what i know (forums) we have condi meta right now.
Anything with perplexity runes.
I use perplexity rune on my necro and for me there is nothing “cheese” in that.
(Spectral Grasp)
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The damage traits for condi builds give you more of the same damage conditions or all new damage conditions. What about “conditions on crit” makes people think those aren’t damage traits?
Other dps classes are going to suck against condition build? Dps classes have to spent point in 3 different stat to do good damage. Condition damage classes just in 1 and they can spent the rest point in defense stat.
What do you think about transferring condi from illusions(im not sure here)/minions/etc ?
Remove Guild supply depot.
- You wanted to break zergs right? Giving guilds a supply pad they can raid doesn’t help.
Not really. Griefers, guild supply is much safer than serv supply depot.
No ability for players to deposit or store supply. This is fine as is.
It would be nice to have something that i can do for my server when im roaming, collecting supplys.
Traps are worthless when your opponents greatly outnumbered you.
- Remove Supply Depot from Resource camps
- Supply Depots: found inresource camps, towers, keeps, stonemist castle and server base(Spawn points).
- Guild Supply Depots: found in server base and Guild towers, keeps.
- Supplies are automatically refilled in towers, keeps and server base by dolyak supply caravans and players.
- Supply Mastery: Improve your ability in gathering, spending, and running supply. lvl 6: Steal supply from defeated enemies.
- Players can store supplies in Supply Depots, as long as they comes from enemies player/doly (players can’t transport supply between Supply Depots).
- Outnumbered: +20% Magic find, +33% Experience, +10% World Experience, Take no Armor damage on death, -30% supply cost on siege
- Supply caravan: Pack Dolyaks that deliver supplies from resource camps to other nearby structures. Each successful delivery adds 35 supply to towers, 70 supply to keeps and 120 supply to server base.
Right now there is nothing that punish “zergs” for stupid frontal attacks, you can fail as many times as you want and you still don’t lose anything (full supply in “safe” towers/keeps). In my opinion this is the pretty nice way to stop, slow down “zergs” and punish them for bad moves.
(edited by pierwola.9602)
Mass PvP (zerg fights)
- Nerf mass condition removal skills by creating two categories:
- ally condition removal (Well of Power,Healing Rain,Null Field, this list should be much shorter than “party removal”.)
- party member condition removal (Absolute Resolution,Save Yourselves,Plague Signet,Cleansing Wave,Cleansing Water,Shake It Off, etc.)
- Do the same with Boons
For me this is the easiest way to nerf condi removal in big fights without touching small scale pvp (spvp).
Conditions
- Remove +/- condition duration food/runes/traits from the game and balance everything around conditions + 30% condition duration (trait) and conditions removal.
- replace condition duration runes/traits with: condi on crit, condi on weapon swap, chill immunity after you cleans it, chance to remove condi when dodge etc.
e.g Superior Rune of Hoelbrak(6) 5sec immunity to chill/immobilize/cripple after you cleans it. ICD 25sec
We are going back and forth between 2s and 3s of weakness. 3s with full condi duration and with Near to Death trait is almost 65% uptime, which sortof scared us on an adept trait that gives AoE weakness. 2s works out to 42% uptime when maxed out which felt a little better. Still open to discussion so thanks,
Jon
I’m scared when i’m thinking about 0,7 sec weakness (-40%food/Rune of Melandru) or Warrior with -40%food/Rune of Melandru/Dogged March (Dark Pact 0.06sec ???). IMO it would be much easier without +/- condition duration runes/sigils/food/traits/weapon. Nerf to dmg condition and buff to defensive condition.
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The main use for spectral walk is jumping off cliffs.
The other use is that it has 2 stun breaks in one skill.
A skill delay would hurt both of these uses.
There’s only 1 stun break (Spectral Walk), i forgot about double tap when jumping from cliffs.
Badge of Honor 2.0 ?
“To begin with, we are introducing a completely new type of reward for participation in the tournament. All players who complete the meta achievement will receive a set number of tournament tickets based on world placement which can be exchanged at a vendor once the tournament has completed for a variety of items. These include two brand-new sets of weapon skins that can’t be found anywhere else in the game, obsidian shards, dragonite ore, ascended accessories, and more. We felt that the rewards from Season 1 just didn’t match players’ expectations for a variety of reasons, and we wanted to remedy that in as many ways as possible.”
https://www.guildwars2.com/en/news/wvw-spring-2014-tournament/
Leave Spectral Walk alone please.
Whats wrong with “target cleans” when pressing Spectral Recall or 1 sec skill deley between Spectral Walk/Spectral Recall ?
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If you spend at least 3 seconds in DS to avoid some attack, it’s equivalent to current NtD in usefulness. If you spend any time MORE than 3 seconds, next DS is on a shorter cooldown. So if you use DS defensively, you’d only benefit more from the current NtD if the damage absorption happened within 3 seconds.
Currently im playing condi (healing,spectral,DS trait) build and i can tell you that staying in DS and face tanking lot of dmg at once is the worst thing that i (you) can do.
This version of NtD would be much more beneficial to builds which use DS in a more active manner compared to flash builds as well, since it allows people who spend time in DS to return to it quicker, but never more than once every 10 seconds.
This version would be better only for power(life blast)builds with good LF regeneration (main hand dagger).
Not remove, reduce to the same -10%. Obviously.
-10% is much much better than +10% when its comes to conditions.Obviously.
20sec recharge time and remove the ally part from active.
im pretty fine with +10% but only when you will remove the – % condi food from the game.
I’m happy that fear doesn’t interrupt (confusion). I use Rune of Perplexity on my necro and i think that it would be way to OP to have 5-8 conf evry 8 sec.
im pretty sure that dhummfire will be in master tier
JonPeters (2months old)
I think the real problems with this trait are:
1) Having to put 30 points into the power line as a condition necro.
2) Requiring crit on a 30 point trait in a line that does nothing to improve crit chance.We talk about a lot of different versions of this trait including moving to master tier, making it on hit instead of on crit, and reworking the numbers to making it more reliable to use and to counter.
(edited by pierwola.9602)
The problem here becomes for Condition builds now having to rely on DeathShroud a lot more, other than staff they don’t really have that much Life Force Regen compared to Power builds and DS is normally reserved for when you get burst attacked now having to go into it every 10 seconds just for the HOPE of getting Burning which could be dodged and such is going to weaken them even more in my opinion.
scepter 3
Feast of Corruption 3% LF per condi, 10sec reus
torment would be much better with bigger difference between normal dmg and dmg while moving and with much shorter duration
stay still for 2-3 sec or “die” from condi dmg
(edited by pierwola.9602)
Suggestion:
Bleed
1-24 stacks : (0.05 * Condition Damage) + 42.5 per stack
25 stacks : (0.05 * Condition Damage) + 42.5 per stack * bleed source (aoe limit)
Confusion
1-24 stacks : 65 + (0.075 * Condition Damage) per stack
25 stacks : 65 + (0.075 * Condition Damage) per stack * confusion source (aoe limit)
Torment
1-24 stacks : (0.0375 * Condition Damage) + 31.875 per stack
25 stacks : (0.0375 * Condition Damage) + 31.875 per stack * torment source (aoe limit)
Burning
hmmm
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For me this is the easiest way to to balance condi “meta” builds in wvw.
Rabid : (big dmg , low survivability)
- condition dmg
- precision
- toughness vitality
Dire : (that was rly bad idea)
- condition dmg
- vitality
- toughness
New Stat : (big survivability, low dmg)
- toughness
- condition dmg
- precision
plague signet/deathly swarm/putrid mark
Yes, you lose the stabiltiy afer 2-10 seconds, but you dont die because you got additional 14-20k hp (actually double that because of the 50% reduction bug if it doesnt overflow).
and after that (ds) u die ?
It’s not an assumption. Whenever ANet posts about DS trigger traits they bring up Near to Death as a balance factor. Every single DS trigger trait was balanced to be average with NTD and ends up subpar without it.
yes most of them was balanced around NTD but with 50% reus, so basically there is not rly good reason to not improve them by 1 sec after NTD nerf
% of uptime is a lot less important than actual continuos uptime for stability, just ask yourself what is better, 3 sec stability every 7 seconds or 20 seconds of stability every 80 seconds? I’d take the 20 seconds even though it’s proportionately less, since with 20 seconds I can do a full skill rotation AND heal by the end of it.
or you can lose it after 2 sec, 3sec every 7 sec is way better
(edited by pierwola.9602)
How about adding another stat: Resistance (reduces condition damage by X percent).
and removing condi cleans skills
(edited by pierwola.9602)
What about hybrid builds ?
or better balance few condi “meta” builds and leave everything else(condi dmg/cleans) as it is now.
I have apothecary Necro and i dont see anything op in 1200 condi dmg and 3-7 condis on my target and my survivability is not so great.
(edited by pierwola.9602)
Furious Demise – Gain fury when entering Death Shroud.
Weakening Shroud – Cast Enfeeble when entering death shroud.
Shrouded Removal – Lose a condition when you enter death shroud.
Foot in the Grave – Gain stability when you enter death shroud.
Spiteful Spirit – Gain retaliation when entering death shroud.
Furious Demise/Shrouded Removal/Spiteful Spirit – small bost should not be such a problem considering that few months ago we had DS on 50% reus
Foot in the Grave – Near to Death is balanced on Foot in the Grave not vice versa
The trait itself is really good, it just limits other traits unnecessarily imo.
Right now it limit only 1 trait.
There is no reason to change TS (stacks) without changing Torment. The idea was to make it more defensive not more offensive.
Torment is a condition that inflicts damage over time and stacks in intensity, but inflicts damage four times per second if the victim is moving
(0.0187 * Condition Damage) + 15,937 per stack per second at level 80
Tainted Shackles : 6 stacks, 4sec
1700 condi dmg: 286 dmg/s , 1145 dmg/s (when moving)
For me it’s better to have something that will stop my enemies for few sec than another “bleed”.
Heavy armor – block
Light armor – teleport
Medium armor – dodge
The difference in dmg between torment and torment while moving is too small and the torment duration is too long to even think about stop moving in most of the case.
Torment is a condition that inflicts damage over time and stacks in intensity, but inflicts damage four times per second if the victim is moving.
old
(0.0375 * Condition Damage) + 31.875 per stack per second at level 80
new
(0.0187 * Condition Damage) + 15,937 per stack per second at level 80
skills:
- more torment stacks
- much shorter duration (3-5sec)
nerf:
Superior Rune of Tormenting (duration)
benefits:
- a lot more ways to conquer Torment (with 3sec block you can decrease dmg by 4) in small scale pvp
- Torment becomes more defensive condition (right now it’s more like another bleed)
- better dmg in zerg fights
(edited by pierwola.9602)
Although I like the idea of limiting the zerker gear a bit with my power ranger I will not be able to kill bunkers any more in WvW.
Seems like I will probably have to join the condition meta even though I don’t like it at all. I think if they change zerker gear it’s also time to nerf bunker capabilities by a bit and weaken condition damage by quite a bit.
With the rune/sigill update I really hope that 2-Hand-Weapons now get two slots for sigils.
Do that and there will be even more condi “meta” builds than right now.
Downed state is OK till the 1st downed, everything that happens after is a meh (rally, hard ress, no auto respawn, Downed penalty)
It still wouldn’t make sense, you could easy reapply the 2 condi’s cleared by the heal skill, and the other wouldn’t be able to remove it again ,unless he has some other skills for condi clear, that most do. But again you can easy reapply the condi’s.
Mending(warrior) 5 condi, 20sec reus
Withdraw(thief) 2 condi + chill,immobilize,cripple, 15sec reus
Hide in Shadow(thief) 2 condi + burn,poison,bleed, 30sec reus
Mantra of Recovery(mesmer) 2condi, 10sec reus
Med Kit(engineer) 2condi, 10sec reus
Cleansing Burst(engineer) 4 condi, 20/15reus
Antitoxin Spray(all) 2condi + poison,torment, confusion, 30sec reus
Add to this traits,runes,sigils and other condi cleans skills and you have pretty nice defense v condi builds.
I think as TyPin said should be good.
The +/- 40% condi duration food should be changed to +/-10% condi duration and let the others stay as they are at +15%.
+40% duration is to much in small scale fights (specially if you wouldn’t have a -40% duration like you suggested). I already now see warriors and guardians (who can condi clear well is most builds, not all builds tho) complaining about fighting necro’s. So your suggested change would make it even worse. This would make classes that don’t have a lot of access to condi clear never to be played again in small scale fights. This would make classes that don’t have a lot of access to condi clear never to be played again in small scale fights.
My suggestion will nerf(-40%) 92% of all conditions and bost(+40%) only 1 so even without Bowl of Saffron-scented Poultry Soup this is nerf to condi builds.
I played necro and I know that the difference between +40% all condi duration and +40% only one condi duration is a big deal. But without the food you can already go to 20-25 stacks easy (other ways of adding condi duration)
Yea because we all play with the same build. Try to do this with Apothecary(healing) build when you have only bleed,poison,chill,cripple,vulnerability and +/- 1200 condi power.
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Why would you be allowed to keep the +40% duration food but others shouldn’t be able to use the -40% condi duration food? Do you want to make condi’s OP in small scale fights?
Bowl of Saffron-scented Poultry Soup : 100% chance to remove a 2 conditions when you use a heal skill
+40% bleed(…) duration food is there because i dont see a reason to nerf condi build with only 1 dmg condition and difference between +40% condition duration and +40% bleed duration is still pretty big when you have full condi necro.
(edited by pierwola.9602)
offensive
Bowl of Garlic Kale Sautee : +40% Condition Duration +40% torment duration
Rare Veggie Pizza : +40% Condition Duration +40% confusion duration
Koi Cake : +40% Condition Duration +40% bleed duration
Bowl of Fire Meat Chili : +15% burn duration +40% burn duration
Chocolate Omnomberry Cake : +15% chill duration +40% chill duration
Fancy Truffle Burger : +15% poison duration +40% poison duration
defensive
Bowl of Saffron-scented Poultry Soup : 100% chance to remove a condition when you use a heal skill 100% chance to remove a 2 conditions when you use a heal skill
Bowl of Lemongrass Poultry Soup : -40% condition duration
Loaf of Saffron Bread : -20% condition duration
2: yeah but i don’t have poison, rangers have a 10sec poison on 10sec cooldown.
So that’s why i keep getting poison.
Sigil of Doom