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Lightning Rod gets the Impacting Disruption Treatment when?


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I myself playing weaver and can tell you Lightning Rod is balanced. The unbalanced thing is the constant crying behavior when someone dies from something and asks desperately for "fix". Lightning rod does good dmg if you are glass canon build (you kill in 5 sec but you can die in 3).So before complainings please play bunch of time some class and builds so you have understanding rather than misinformation and just doing rage frustrated comments.

Also you want cd? Do you know weaver has 2 dazes with 20sec cd, so the rod is dependent from them. You act like every weaver ability is control ability but it isn't.

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@"Onlyflameone.2136" said:I myself playing weaver and can tell you Lightning Rod is balanced. The unbalanced thing is the constant crying behavior when someone dies from something and asks desperately for "fix". Lightning rod does good dmg if you are glass canon build (you kill in 5 sec but you can die in 3).So before complainings please play bunch of time some class and builds so you have understanding rather than misinformation and just doing rage frustrated comments.

Also you want cd? Do you know weaver has 2 dazes with 20sec cd, so the rod is dependent from them. You act like every weaver ability is control ability but it isn't.

No you just want to be overpowered! You're just a biased. Lighting rod is a boring brainless skilless trait and it has too much power, we need to de-power creep the game, and we need less damage, not more, so it's not okay that LR can do that much damage!

There I saved you some time of the type of responses you should be expecting from these forums. The nature of the beast is going to say you're wrong despite whatever argument you put up. :)

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@Lucentfir.7430 said:

@"Onlyflameone.2136" said:I myself playing weaver and can tell you Lightning Rod is balanced. The unbalanced thing is the constant crying behavior when someone dies from something and asks desperately for "fix". Lightning rod does good dmg if you are glass canon build (you kill in 5 sec but you can die in 3).So before complainings please play bunch of time some class and builds so you have understanding rather than misinformation and just doing rage frustrated comments.

Also you want cd? Do you know weaver has 2 dazes with 20sec cd, so the rod is dependent from them. You act like every weaver ability is control ability but it isn't.

No you just want to be overpowered! You're just a biased. Lighting rod is a boring brainless skilless trait and it has too much power, we need to de-power creep the game, and we need less damage, not more, so it's not okay that LR can do that much damage!

There I saved you some time of the type of responses you should be expecting from these forums. The nature of the beast is going to say you're wrong despite whatever argument you put up. :)

I dont even main ele and i know LR doesnt need a nerf. Right now LR is the only considerably big dmg ele has after they nerfed fresh air builds. Ele does not need more nerfs nor is LR op. Any class with stab will mitigate dmg from LR. For a class to have the lowest hp pool they should be more glass cannon. Ele got nerfed both sustain and dmg, as a mesmer main who knows what it is like to get constant nerfs with no compensation, i can say ele LR does not need a nerf. Most of the CC skills tht proc LR for ele have considerably high CD. If they do decide to nerf LR then put some dmg back to other traits/skills.

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@Lucentfir.7430 said:

@"Onlyflameone.2136" said:I myself playing weaver and can tell you Lightning Rod is balanced. The unbalanced thing is the constant crying behavior when someone dies from something and asks desperately for "fix". Lightning rod does good dmg if you are glass canon build (you kill in 5 sec but you can die in 3).So before complainings please play bunch of time some class and builds so you have understanding rather than misinformation and just doing rage frustrated comments.

Also you want cd? Do you know weaver has 2 dazes with 20sec cd, so the rod is dependent from them. You act like every weaver ability is control ability but it isn't.

No you just want to be overpowered! You're just a biased. Lighting rod is a boring brainless skilless trait and it has too much power, we need to de-power creep the game, and we need less damage, not more, so it's not okay that LR can do that much damage!

There I saved you some time of the type of responses you should be expecting from these forums. The nature of the beast is going to say you're wrong despite whatever argument you put up. :)

I think a majority would agree this is a bunker meta, which means damage needs to be boosted to compensate.

Damage to the right classes, of course. Not just overall general buffs. But nerfing a grandmaster trait that's sole purpose is to provide damage, would be a step in the wrong direction.

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@Stallic.2397 said:I think a majority would agree this is a bunker meta, which means damage needs to be boosted to compensate.Damage to the right classes, of course. Not just overall general buffs. But nerfing a grandmaster trait that's sole purpose is to provide damage, would be a step in the wrong direction.

Instead of buffing damage, Arenanet should shave the sustain of the bunkers.The overall damage is fine, it doesn't need to be increased.

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The only thing I learned in this thread is that dodge can be considered utility instead of defensive... :trollface:

€: And of course, DD is totally not used as a defensive traitline. While everybody traits for up to 30% damage reduction, immunity to movement-impairing conditions and plenty of dodges. Which are utility. Of course.

What the heck.

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@Megametzler.5729 said:The only thing I learned in this thread is that dodge can be considered utility instead of defensive... :trollface:

On DD? Yeah, it kinda is, its mostly there for more movement. Youre a +1 class, you tend to just get out if youre starting to get pressured.

€: And of course, DD is totally not used as a defensive traitline. While everybody traits for up to 30% damage reduction, immunity to movement-impairing conditions and plenty of dodges. Which are utility. Of course.

Correct, it is not. DD was used until SA/DA had more damage. Once that happened, DD was dropped, and we had pure core thief. Then DA was nerfed, DD had more damage again, and it was picked up. But if DA was buffed up to have more damage again, or DD lost all of its damage for more defenses? Every single thief would drop it. Its used as an offensive traitline that gives you some defense incidentally. But everyone picks it for the damage portion of weakening strikes and for havoc mastery.

Again, there is an easy test to devise to see what kind of a traitline it is. If you remove all of defense, or remove all of offense. Which version would still be played? And which would be dropped like a hot potato? The one that would be dropped tells you whats important in the traitline, then one that still would be played tells you what isnt. And spoiler: The one without defense would be played, the one without offense would be dropped.

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@UNOwen.7132 said:

@Megametzler.5729 said:The only thing I learned in this thread is that dodge can be considered utility instead of defensive... :trollface:

On DD? Yeah, it kinda is, its mostly there for more movement. Youre a +1 class, you tend to just get out if youre starting to get pressured.

€: And of course, DD is totally not used as a defensive traitline. While everybody traits for up to 30% damage reduction, immunity to movement-impairing conditions and plenty of dodges. Which are utility. Of course.

Correct, it is not. DD was used until SA/DA had more damage. Once that happened, DD was dropped, and we had pure core thief. Then DA was nerfed, DD had more damage again, and it was picked up. But if DA was buffed up to have more damage again, or DD lost all of its damage for more defenses? Every single thief would drop it. Its used as an offensive traitline that gives you some defense incidentally. But everyone picks it for the damage portion of weakening strikes and for havoc mastery.

Again, there is an easy test to devise to see what kind of a traitline it is. If you remove all of defense, or remove all of offense. Which version would still be played? And which would be dropped like a hot potato? The one that would be dropped tells you whats important in the traitline, then one that still would be played tells you what isnt. And spoiler: The one without defense would be played, the one without offense would be dropped.

No. Just no, to almost everything.

Dash is used to escape regularly. It makes DD uncatchable for many builds. Three dodges and Dash are the main advantages - apart from the, admittedly, heavily powercrept rest of course. 30% damage reduction, weakness spam stands against (up to) 22% damage increase if you dodged before attacking to apply weakness and drain your full energy before engaging. No thief does that. Not at a higher level. DD enables hit and run tactics to perfection by becoming uncatchable.

And now don't tell me that is a utility.

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@Megametzler.5729 said:

@Megametzler.5729 said:The only thing I learned in this thread is that dodge can be considered utility instead of defensive... :trollface:

On DD? Yeah, it kinda is, its mostly there for more movement. Youre a +1 class, you tend to just get out if youre starting to get pressured.

€: And of course, DD is totally not used as a defensive traitline. While everybody traits for up to 30% damage reduction, immunity to movement-impairing conditions and plenty of dodges. Which are utility. Of course.

Correct, it is not. DD was used until SA/DA had more damage. Once that happened, DD was dropped, and we had pure core thief. Then DA was nerfed, DD had more damage again, and it was picked up. But if DA was buffed up to have more damage again, or DD lost all of its damage for more defenses? Every single thief would drop it. Its used as an offensive traitline that gives you some defense incidentally. But everyone picks it for the damage portion of weakening strikes and for havoc mastery.

Again, there is an easy test to devise to see what kind of a traitline it is. If you remove all of defense, or remove all of offense. Which version would still be played? And which would be dropped like a hot potato? The one that would be dropped tells you whats important in the traitline, then one that still would be played tells you what isnt. And spoiler: The one without defense would be played, the one without offense would be dropped.

No. Just no, to almost everything.

Saying no doesn't change reality, it just means you're wrong.

Dash is used to escape regularly. It makes DD uncatchable for many builds. Three dodges and Dash are the main advantages - apart from the, admittedly, heavily powercrept rest of course. 30% damage reduction, weakness spam stands against (up to) 22% damage increase if you dodged before attacking to apply weakness and drain your full energy before engaging. No thief does that. Not at a higher level. DD enables hit and run tactics to perfection by becoming uncatchable.

The dash that, essentially, moves you 150 units away from the enemy if they also dodge is what makes DD uncatchable? Not, yknow, Shortbow 5, the 900 range teleport? You don't really know thief, do you? Also, the three dodges are way overrated. Its, at most, one dodge per fight, and quite often since you use dash for eke out just that tiny bit extra distance during rotation, its not even that. The main advantages are damage, and slightly faster rotation speed. But primarily damage. Its why it was replaced by SA before when SA had more damage, and why it replaced DA when it had more damage than SA.

Also, you use dash to rotate around, of course youre gonna have weakening strikes ready. Also because you want to get as much damage from havoc strikes as possible, so its standard to see a thief go down to 1 bar before they +1. The damage is gonna be there.

And now don't tell me that is a utility.

No, Im just telling you its literally wrong.

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@Megametzler.5729 said:

@UNOwen.7132 said:(...)The dash that, essentially, moves you 150 units away from the enemy if they also dodge is what makes DD uncatchable? (...)

Or maybe the fact, that it makes any movement-impeding conditions useless?

You mean, the movement-impeding conditions you can just ... dodge? You dont need to remove them if you just avoid them. Hell, removing them is worse since it disables endurance regen. It actually makes cripple more effective against dash using thieves, funny enough. And there isnt a whole lot of immob around anyway, its what, Rangers and the one Necro shroud skill you can just teleport out of?

Go on, dash your way through gold no mans land with your utility dodges. :lol:

Yknow, itd probably be easier to admit that you said some nonsense because you're not familiar with how thief works than it is to double down on your mistake.

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@UNOwen.7132 said:

@UNOwen.7132 said:(...)The dash that, essentially, moves you 150 units away from the enemy if they also dodge is what makes DD uncatchable? (...)

Or maybe the fact, that it makes any movement-impeding conditions useless?

You mean, the movement-impeding conditions you can just ... dodge?(...)

But you can't. Because you used all your dodges for utility to travel and for Havoc Specialist. :lol:

This guy...

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@Leonidrex.5649 said:@UNOwen.7132 or maybe if you use dash any melee class cant hit you anymore unless they expand mobility skills.since you have 3 dashes they HAVE to close that 150 gap ( that puts you out of range ) after every dodge, meaning nothing can actually touch you

Which they also can't if I switch to Shortbow 5, and teleport away. Actually, in the dash case, they very much so can hit me still, 150 range is very little to cross. Or even 450. Whirlwind attack, Mirage sword ambush, stuff like that. If I shortbow 5d? Unless youre ranger on a flat plane, youre not catching up. Also, the thief will never have 3 dashes, at most 2, usually 1.

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@Megametzler.5729 said:

@UNOwen.7132 said:(...)The dash that, essentially, moves you 150 units away from the enemy if they also dodge is what makes DD uncatchable? (...)

Or maybe the fact, that it makes any movement-impeding conditions useless?

You mean, the movement-impeding conditions you can just ... dodge?(...)

But you can't. Because you used all your dodges for utility to travel and for Havoc Specialist. :lol:

A, you always leave at least 1 bar, and you get some endurance back from steal and you do have signet. B, we're using your hypothetical of a thief who doesn't know how to play and doesn't use dashes out of combat to rotate around and up his damage.

This guy...

You mean, the guy who, unlike you, has at least a basic, fundamental understanding of thief? Honestly, its getting tiresome how many people talk about thief without even knowing how it works on a baseline. Its a good thing none of yall have started hating on core engineer yet, or Id be losing brain cells en masse.

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