Warlord Sikari (80 Scrapper)
Warlord Sikari (80 Scrapper)
I hate when people say that… Yes you should be able to kill anyone 1v1… Immortality is a jacked up design. Bunkers purpose isn’t to live forever, its to stall the enemy so allies have time to react and assist. The whole “bunkers at supposed to be immortal 1v1” argument is ridiculous. Being unable to be killed wouldnt even promote skillful game play. It’s a time race, a good bunker would be someone who can hold off enemies the longest, not who can faceroll on a build that makes them immune to everything.
Warlord Sikari (80 Scrapper)
What? Just not rallying unless you actually rez them? That’s simpler than how it is now. Either you get rezed, or you don’t…
Warlord Sikari (80 Scrapper)
Yes, exactly. This would also make pve more team based if they could handle it.
Warlord Sikari (80 Scrapper)
I agree. I get really sick of the enemy team having 3 guys down, but one guy standing has some ridiculous either stealth or stability easy stomp while others just can’t get it and they all jump right back up. Sure, it sounds cool, but that’s not a counter play, its certain people having a lack of mechanics and 1 guy carrying a bunch of people laying on the floor. Picking up your friends for a rally is the counter to a stomp/dps down. Currently rezing an entire team due to 1 stomp is about as lame as if a single stomp would cause everyone around also down on that team to die… :/
Warlord Sikari (80 Scrapper)
You guys are still missing my point, in that it’s perma stability against power builds under 25% who aren’t bursty enough to do 25+% of someones attack in a single swift move. In addition to that it makes setting up neigh impossible because you can’t immobilize, fear or what have you to land it, so they’re free to evade, block, swiftness away (they can snare you but you can’t snare them and many engies have perma swiftness). Defend it all you want, but the problem isn’t just that it counters the condi meta. It’s just all around too powerful.
Warlord Sikari (80 Scrapper)
Oh, this thread again. Quote from another player:
“Hey, there is a heavily specialized build that counters my heavily specialized build, nerf it.”
I play a power build and I hate it… You can’t finish someone off with well timed CCs and burst when they ignore all of your poison/CCs. It isn’t just condition builds. It counters all finishing plays.
Really then why does my mesmer teammate finish off several engis that have this trait? O.o
Well probably because mesmers have some of the best burst in the entire game… Same way they finish anyone off from any amount of HP. No need for CC there…
Warlord Sikari (80 Scrapper)
Oh, this thread again. Quote from another player:
“Hey, there is a heavily specialized build that counters my heavily specialized build, nerf it.”
I play a power build and I hate it… You can’t finish someone off with well timed CCs and burst when they ignore all of your poison/CCs. It isn’t just condition builds. It counters all finishing plays.
Warlord Sikari (80 Scrapper)
It’s not okay because it doesn’t only counter conditions, it’s like a perma Stability under 25% that also immunes immobilize instead of knockdowns. It counters almost everything. The game isn’t supposed to be played at less than 25% hp constantly, and yes its way OP for a single trait…
Except stability doesn’t counter immobilize O.o.
> that ALSO immunes immobilize INSTEAD of knockdowns< I have that covered. Though I’m not sure if AR stops knockdowns, never tested it.
Warlord Sikari (80 Scrapper)
It’s not okay because it doesn’t only counter conditions, it’s like a perma Stability under 25% that also immunes immobilize instead of knockdowns. It counters almost everything. The game isn’t supposed to be played at less than 25% hp constantly, and yes its way OP for a single trait…
Warlord Sikari (80 Scrapper)
I’ve seen plenty of threads to from serious to goofy, but rarely Goofy to serious. O.o Retaliation must be a soft spot for some pvpers. I run mm, I don’t like it because my minions take more damage than they hit for, but its nothing traumatic towards my set up, I guess. I would agree with the % based reflect…. Whole hearted in fact, but at the very least for now they need to cap how many reflects can hit you per second if they don’t want to make it % based.
Warlord Sikari (80 Scrapper)
Condi builds need the Terror damage to work. They shouldn’t have to go into the Power line just to be viable. It also doesn’t make sense to have two Grandmaster traits in the same line that do much the same thing.
They’re not the same. A huge dot on a CC-focused build versus more (and more direct) damage on a crit based build that also covers an additional condi spot making condies harder to sweep off. They both have very different uses.
Regardkitten th traits give comparable condi damage as part of a condi burst. If they were competing for the same Grandmaster slot in someone’s traits, whichever one happened to be tuned higher would be the one everyone would take virtually all the time. It would be like if Close to Death had to compete with a trait that could give you a damage buff on crit for 5 seconds with a 10 second ICD. The precise mechanics are different but you’d effectively be using them for the same thing.
And again, the bigger issue is that it would destroy Terrormancer condi builds, which don’t have the 30 points to spare on Spite.
I’m not sure what you mean by having 30 points to spare for spite considering I said Terror and Dhuum would be 30 points in curses, maybe I’m just not following you?
Warlord Sikari (80 Scrapper)
Condi builds need the Terror damage to work. They shouldn’t have to go into the Power line just to be viable. It also doesn’t make sense to have two Grandmaster traits in the same line that do much the same thing.
They’re not the same. A huge dot on a CC-focused build versus more (and more direct) damage on a crit based build that also covers an additional condi spot making condies harder to sweep off. They both have very different uses.
Warlord Sikari (80 Scrapper)
. 0/30/20/0/20 would still work. Or 0/30/10/0/30 if you want.
And this is exactly my point: they would become mutually exclusive, which imho is a(n unwanted) nerf.
That’s what people want is for them to not be together. Together the condition burst is just too much, especially for a ranged set up.
You are of course aware I was talking about Reaper’s Protection and Foot in the Grave, right?
Personally, I feel like that’s a choice… That’s what they want. I don’t think losing reapers protection (with the 90s CD) is too big of a hit over having near 50% stability uptime, but that’s just me. They do want us to have to think not have every trait we want at our disposal, that’s the fun in finding a good build.
Warlord Sikari (80 Scrapper)
. 0/30/20/0/20 would still work. Or 0/30/10/0/30 if you want.
And this is exactly my point: they would become mutually exclusive, which imho is a(n unwanted) nerf.
That’s what people want is for them to not be together. Together the condition burst is just too much, especially for a ranged set up.
Warlord Sikari (80 Scrapper)
Gunna give Blurred Frenzy to my MM necro.
I’m giving Blurred Frenzy and Distortion to every single one of my characters. Godmode here I come! IDDQD!
I accept your challenge and raise my MM Necro to have Blurred Frenzy, Distortion AND Decoy.
Warlord Sikari (80 Scrapper)
And another post censored just because I used “that” followed by “its”. And they think I’m trying to talk about a female’s chest. lol DRIVES ME INSANE!
Yeah, this was mostly just a concern of Ranged versus Melee in their “design”, I guess I just don’t agree with the dps they can do while in range while a zerker war has to be up in the mess of things.
Side note: you can’t say an ownership version of staff with an s without the ’ because if you say something like staff’s without the apostrophe you get: “Stakitten number 5 ability” because it reads it as f’f’s
Warlord Sikari (80 Scrapper)
Gunna give Blurred Frenzy to my MM necro.
Warlord Sikari (80 Scrapper)
At the same time it’d mostly (but not completely) knock Terror builds back at the level they were before the patch.
They’d still be strong, but not as strong as they are now.We are talking about 20 extra points required in Curses. That’s 20 points removed from elsewhere (Reaper’s Protection and Foot in the Grave?) compared to before patch, how is this “back at level”?
I find moving Dhuumfire to Blood Magic (or any other line) much more reasonable, as it just removes the +30% condi duration gain.
If you do that we’re back to trait placement not making any sense and random traits just thrown everywhere. If they did this they could even buff Terror a little bit, (it could use it anyways after the sigil of paralization nerf). Terror is a pretty specific thing, I’m not so sure it shouldn’t be a grand master just because of how definitive and powerful it really is. Its design and uniqueness alone screams Grand Master. If its too weak then make it a proper grand master, problem solved. You still have 40 points to put in another tree, and you won’t have to worry about spite as much anymore because of the “required” Dhuumfire. 0/30/20/0/20 would still work. Or 0/30/10/0/30 if you want.
Warlord Sikari (80 Scrapper)
So I was just pondering aspects of the game and I was thinking, isn’t melee supposed to be better damage/scaling than long ranged abilities? So then I got to thinking, that’s pretty often true enough, except what about conditions? As far as I can tell a good majority of the better condition weapons like Necro Staff/Scepter, Warrior Longbow(kinda) Mesmers with staff+Scepter, they seem to avoid this penalty because conditions have set-in-stone scaling. Does anyone else feel this way? Like conditions sort of ignore the penalty of being ranged since the conditions still scale the same regardless of weapon type. And I wouldn’t say in most cases that melee weapons are all that much better at applying condies than ranged…
Any input/insight? I’m not trying to cry here, this is a legitimate concern/thought. Looking for some insight.
Warlord Sikari (80 Scrapper)
http://wiki.guildwars2.com/wiki/Precise_Strikes
http://wiki.guildwars2.com/wiki/Barbed_Precision
Compare. Hint: look at the duration
Besides, traits are not suppose to be mirrors of other classes.
Twice the chance to apply with only 1 second less duration. I don’t see the trade off.
After you disregard post 1, read mine.
Warlord Sikari (80 Scrapper)
You sure he wasn’t a warriourous thief? :P
Warlord Sikari (80 Scrapper)
Well traits aren’t really balanced like “theirs does this, in order to be balanced, the other persons has to be the exact same”. Skills passive ability to stack conditions, as well as just other traits and mechanics all factor into balance. Also speed of attacks, if a warrior is faster then he’d potentially have more chances to get those crits to add bleeds. That said, I’m not an expert enough to say either way if its currently “balanced” well enough, but that’s an answer to why it COULD be okay. To be honest I like condi warriors myself, I think they’re alright. Necros condi application needs to go down, the warriors doesn’t need to go up.
Edit: and read above, that will explain your question more clearly.
Warlord Sikari (80 Scrapper)
Okay, I’m getting a little bit ill of the debate over what to do with DOOMfire and Terror. So, since lingering curses and the weakness trait (neither) are really comparable imo or as important, why not just put both under Grand Master Curses, Raise the fire on DOOMFire to like 5 seconds or make the CD lower like 8, and just make them mutually exclusive that way? I’m not really an expert on the matter but it seems like it’d kill a few birds with one stone…
Warlord Sikari (80 Scrapper)
Exactly. Necros have good burst and (still yes, over the top AOE with conditions ONLY, not power), but they don’t have anywhere near the options for roaming/mobility/survivability/evade+cc spamming like thieves. Fear isn’t as spammy as people make it out to be. It’s a decently long CD mark, a DS ability and a wall you need to not stand on.
Warlord Sikari (80 Scrapper)
The wind catcher kittening rules…. It gives you a wind aura! :O
Warlord Sikari (80 Scrapper)
We already have reasons to visit almost every map (world bosses, quests, altoholics leveling alts, cultural armor, dungeons, etc..) they need to start listening to people who played the game for a long time
Holy Necronomicon, Batman!
I need to start checking thread times before posting… I guess -_-
I thought the “Jan/Feb” was a dead giveaway this topic was old.
Lmfao, maybe he thought it was next year :P
Warlord Sikari (80 Scrapper)
OP just got out screen-shotted. o.o
Warlord Sikari (80 Scrapper)
I didn’t say Ranger was superior. The thing that makes rangers so OP is that they have the more ridiculous regen/heal coupled with multiple low CD evades making them sometimes just as hard to take down 1v1 because they’re generally tougher skinned than thieves are. Not to mention you have decently high auto hits with a pet and if you spec for condi damage you’re really not shorted damage that badly for how tanky you can be.
Warlord Sikari (80 Scrapper)
those videos… For shame Anet. :/
Warlord Sikari (80 Scrapper)
evade spells on weapon should cost 20% endurance – problem fixed
next
While I agree, its clunks. Do the evades still trigger of out of endurance? Can you just not use the attack at all? Why have dodge rolls anymore? I think the amount of sheer hidden “evades” on thieves almost every attack needs to just go away. It’s really silly. If they’re so worried about them living, give them a bit more passive survivability, but you also have to consider most thieves are “ninjalovers” who want to destroy people with little confrontation. They play glass, and should be effected negatively defensively for doing so, just like a glass Engi(SD), warrior, ele etc. Almost every glass can be easily killed if focused (by design) except Thieves because of spammable evades, and certain Mesmer Phant builds because Phant Defender = 50% damage reduction on a glass (not my favorite design). So, yes there is some merit to this whole thing.
Warlord Sikari (80 Scrapper)
I find it funny that people are upset about CC that necros can pull off but not what Mace/Shiled+Hammer warriors can do :P Now THAT is funny. (I’ve done it)
Warlord Sikari (80 Scrapper)
While there are weaknesses in his arguments, I have to agree. I wish ALL “evade” skills on abilities were blocks, I don’t like hard counters, and I can’t say that I agree with classes having easy access to vigor should have weapon-slot “evades” since they hard counter everything, and on Ranger Sword/Dagger and Thieves it can feel a bit too spammy, especially considering there is damage tied to the evades. So that’s just my 2 cents. Evades are the single largest mitigation in the game, and it shouldn’t be spammy so they have to use dodges wisely just like everyone else.
(So again, this goes for Rangers, thieves and to a much lesser extent Mesmers.)
Warlord Sikari (80 Scrapper)
Stopped reading when you suggested a massive buff for a possibly already OP protection. lol
Well, I tuned It down against power damage which is where it’s mostly OP now, and made it against all damage since conditions don’t really have much of a boon counter.
Warlord Sikari (80 Scrapper)
1- you can already dodge through marks to blow them without being affected. the problem are the marks laid on your feet.
2- i think a similar, but much more “clean” solution would be having marks have a 0.5s-1s ICD on cast, meaning they can only be triggered one second after being laid. it should also, IMO, affect all traps for equalization’s sake, since marks are essentially traps, and right now no one uses traps as traps, but rather as odd AoEs.
God, please never put a whole second ICD on marks :S You realize there are people who run staff without the trait? Its almost impossible as it already is to hit in pvp without it being traited. That would just be overkill, especially knowing that you can dodge roll through it. Intead; just realize that when a necro is casting a spell with staff, it’s going to be a mark. Marks have a 3/4 second cast time, so start dodging, it won’t hit you.
Warlord Sikari (80 Scrapper)
I talked about initiative affecting chill once. The retort I got was that the initiative used is shared between weapons therefore they would be doubly screwed if Chill affected their weapon skills.
I don’t agree with the Aegis change. I think it’s fine as is since there are multiple ways to apply it as well as multiple ways to block that doesn’t involve Aegis.
The regeneration change you suggest is nice. Similar to my suggestion only that I asked for boost to regen per unique condition applied. I also asked for Weakness to affect conditions, dropping the Malice stat down by 20%.
That’s actually very specifically why I decided that chill should be half the punishment (25% init recharge versus 50% increased CD timing.)
Warlord Sikari (80 Scrapper)
i’m… surprisingly ok with these suggestions. weakness being 100% reliable but not as strong is interesting, better bleed stacks on PvE is good. chill currently not affecting ini regen is something i always joke about when i duel with eles. “why bother? i can teleport instead of walk and my CDs are still just as fast”.
not sure about the aegis change, makes it a bit too strong given how easy some classes have access to it. bunker guards would become immortal.
protection and regen affecting conditions are both things i’m fine with.
I thought about adding a note perhaps look at durations and maybe even ease of application for Aegis in some cases, but I feel like it would help improve the boon itself because as it stands it’s a counter boon to Blind, but really falls behind (In such a way that a single blind can stop an entire aoe but Aegis can only absorb an aoe that hits you and doesn’t effect anyone else) So I felt like it could use a little love, plus this comes with the slightly weaker Protection against power builds.
Warlord Sikari (80 Scrapper)
Hey all, High Warlord Sikari here. I just wanted to offer some ideas on boon/condition changes that I personally feel would benefit classes and the game in general. Though I know this effects both sides, pvp and pve, I mostly only PVP so I wanted to hear from them first.
Boons:
Aegis:
Old – Block next attack.
New – Next hostile attack triggers “Shielded” causing you to block all attacks for the next .5 seconds. (Just so it holds more use, its like a triggered dodge roll, and it stops multi attacks from blocking just a small portion of the damage.)
Protection:
Old – Reduces damage taken by 33%.
New – Reduces damage taken by attacks and conditions by 25%.
Regeneration:
Old – Regenerates x damage per second.
New – Regenerates x damage per second and conditions fall off 20% faster.
Fury:
No Change.
Might:
No Change.
Vigor:
Old – Increases endurance regeneration by 100%.
New – Increases Endurance regeneration by 50%. (Now stacks with traits that increase endurance regen.)
Swiftness:
Old – Increases movement speed by 33%.
New – Increases movement speed by 25%. (Signets increase movement speed by 20%, same with other similar effects.)
Retaliation:
Old – Deals X damage to an opponent each time they hit you.
New – Deals X damage to an opponent when hit. (An enemy can only be hit by a total of 5 retaliations per second from any amount of targets.)
Stability:
No change.
Conditions:
Bleeding:
Old – Inflicts x damage per second. Stacks to 25.
New – Inflicts X damage per second. (Stacks to 100 in PvE, 25 in WvW and (20-25) in sPvP)
Poison:
No change.
Burning:
No change.
Cripple:
Old: Reduces movement speed by 50%.
New: Reduces movement speed by 40%.
Chill:
Old – Decreases movement speed by 66% and increases skill CD by 66%.
New – Decreases movement speed by 50% and increases skill Cooldown by 50%. Thieves’ initiative recharges 25% slower. (Make this a little less potent, but also easier to count, every 2 seconds is a 1 second increase added to a cooldown.
Immobilize:
Old – 100% movement speed reduction.
New – 100% movement speed reduction. (Skills with evade will not trigger an evade that are not stunbreaks.)
Weakness:
Old – Attacks can be glancing blows, dealing 50% less damage and 50% slower endurance regeneration.
New – All direct attacks deal 30% less damage, and endurance regenerates 50% slower. (Less RNG is good, crits still are criticals, just deal less damage.)
Vulnerable:
No change.
Blind:
No change. (See Amnesia)
Fear:
No change.
Confusion:
No change.
Idea for the future: (Just for fun)
Amnesia: (Condition)
Stacks in Intensity. The next (Non auto attack) ability uses is instantly interrupted (regardless of cast time, includes instants) and is unable to be used for x seconds per stack of amnesia.
Warlord Sikari (80 Scrapper)
Dodge rolling into marks trigger them but won’t hit you. This is a l2p issue, sorry to say. If they are loading marks up around them they wasted them if you just dodge roll right over all of them at once.
Warlord Sikari (80 Scrapper)
completely agree with sikari’s post
Thank you. I hope something comes around. Even fully bunker built we die if the minions die, they’re easily cleaved, we have to soak CCs and hope we don’t die, we don’t get much LF because of how many minions we have to pack, our “defense” death shroud eats Blood minion heals, and siphons, and to make matters worse our pets do too much damage so people just play it like a phantasm Mesmer and run around in circles like chickens with their heads chopped off.
We really need defenses, we really need our heals to be reliable and mesh with our “defenses”, we need more reliable/useful pets that have survivability, and we need our minions to be a little less of our dps (20% less damage? I’d be fine with that, but leave putrid explosions damage or it’ll be useless for non MM.) and let us handle that.
Until then we just can’t be what we need to.
Warlord Sikari (80 Scrapper)
If you AFK or leave more than 3 matches in a month now, you don’t get chests from wins anymore! Maybe its that!
JK I lied about that, I’m not sure, I haven’t had this issue ever.
Warlord Sikari (80 Scrapper)
+1 on just about all of this. Will go further into detail later.
Warlord Sikari (80 Scrapper)
Just play 20/0/20/30/0 Bunker MM. :P Its sooo fun.
Warlord Sikari (80 Scrapper)
Exactly, it’s the only form of defense that negates everything from every angel, and sorry to say, if you are allowed to get hit by UNBLOCKABLE abilities in your evade spams, you’re not going to be severely crippled. God forbid the game doesn’t completely hold your hand with mechanics like evade on classes with mass access to it. Warriors have to deal with JUST blocking and they’re not the most resilient things in the world, and they also have a 30 second cooldown on it and can’t deal damage during it, and can’t stealth, teleport around etc. Evades are simply too plentiful and “unblockable” doesn’t mean enough currently.
Warlord Sikari (80 Scrapper)
I just wanted to offer an opinion on something. There’s a number of abilities in the game with “Unblockable” but there really aren’t that many blocks. There are far greater amounts of “evade” on weapon abilities, and I feel like it kind of defeats the purpose of having abilities that go through blocks.
That said, weapon skills with “Evades” (not Utilities, and not dodge rolls) should be changed to Blocks instead. That way having something be unblockable actually feels like it means something rather than it still missing due to the sheer amount of evades in the game versus block.
Again, I do not mean that unblockable abilities land on evading (dodge rolling) targets and I do feel like evades on utilities are fine because they generally have a long enough cooldown.
Warlord Sikari (80 Scrapper)
Oh kitten off…
This thread is the most obvious evidence that so many of you are spoiled, self-entitled, and absolutely clueless…
You pick one at the time, and it’s unlocked forever. Achievement points are infinite, you can get more at least everyday – IN ANY GAME MODE – by just doing dailies. You’ll eventually unlock everything by just playing the game. It’s not going away with the update. It’s not forbidding you from playing other modes to earn more achievement points. It’s literally just freebies for playing…
Christ, even when they give you stuff for free you complain…
Well it is an issue when PvPers get kittened over AGAIN versus PvErs when we already have to work (almost literally) 100x harder and longer to get anything for our time playing. Some of us PvPers were kneejerked in hoping this would be a light at the end of the tunnel for us, so before you get on your high horse and play goody-goody two shoes, think about it. If poor design was never complained about nothing would ever change, and you wouldn’t want to see a world like that.
Just wanted to point out, the reason you’re making over 2 dollars a week is because some “self entitled kittens” complained enough. We pay for our time, especially us PvPers, we deserve to be rewarded just as much as the PvE fans, it wouldn’t be hard to compensate for us.
Warlord Sikari (80 Scrapper)
That would be cool, having it place a 100% absorb shadow-shield on you too. That’d be fun.
Warlord Sikari (80 Scrapper)
That’s actually why I suggested this, even though just to be silly, it would be more beneficial for the overall necro (having a damage transfer, plus some added trickle DPS), but I do agree HP would have to be REALLY buffed up, and to be perfectly honest. I don’t really think ANet is wanting to look into MM that much, they never seem all that interested in them.
Warlord Sikari (80 Scrapper)
Yeah, I actually think this would be cool/fun, I just wasn’t sure exactly how much HP it currently has. I personally (Even as an MM) Don’t even run with him. :/
Warlord Sikari (80 Scrapper)
Its a problem because of every single thing in the bunch, I want the helm, and for 1 character. However, since I PVP, ankitten ot a PvEr, I only have 2.2k AP. 88% of the achievements are in PvE. THAT is why it sucks. Tiering it off only hurts peoples efforts, it doesn’t reward it. :/
Warlord Sikari (80 Scrapper)