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StickerHappy.8052

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Everything posted by StickerHappy.8052

  1. 12 conditions? You mean to say you AND Your team need to sit there the entire time and eat all AoEs right? Maybe you are talking about pve? Uhmm.. regen easy to access? You need to Apply 13 regens in 20 Seconds In order to beat druidic clarity that Just instantly wipes 13 condis AT ONCE in 20 seconds? The problem is the lack of condition removal. It's either you use WS trait for core or druid. Give me a build without that would solve condi removal in a condi meta while playing plat or higher.. you are basically pigeonholed into those traits
  2. Most of you might know or me or not but Man, was excited to test out the changes but apparently nothing really changed? I head there is a new balance team and hopefully they read this thread. I am mainly a pvp player so these changes might be PvP focused. Sorry about that! Anyway.. What is the ranger's main Problem? (This might be true for all classes) OUR GOOD TRAITS MAKE IT SEEM THAT THEY ARE MANDATORY IN EVERY BUILD. SAME WITH PETS. THATS WHY = 0 BUILD DIVERSITY**What do I mean? Why is it always that Smokescale/Jac/BB are the only viable pets in High lvl competitive PvP?I want to run an X build = It's either: (1) WS Trait required for condi removal (2) I need SoS as well if I am not running SB, etc.I want to run a trapper build = (1) Can't run full traps coz there is no (a) Stun breaker trap (b) only condi removal is HS which is a heal too, © No trap elite so HAVE to get entangle So for the changes? Trapper's Expertise - https://wiki.guildwars2.com/wiki/Trapper%27s_ExpertiseBoons and conditions caused by traps last longer. Traps recharge faster and offensive ones cause cripple. Enemies triggering a trap removes 1 condition from you Cripple (3s): -50% Movement SpeedRecharge Reduced: 20%Duration Increase: 60%Conditions Removed: 1 <--Reason, we need condition removal sources as trappers Healing Spring Change - https://wiki.guildwars2.com/wiki/Healing_Spring. Heals you and your pet. Place a trap that grants regeneration and cures conditions on allies. Now pulses healing to allies on top of the current effectHealth per Second: 490Increase CD to 32 seconds <--Reason: Make it a little bit supporty Like well of Blood Hunter's Tactic Change - https://wiki.guildwars2.com/wiki/Hunter%27s_Tactics. Scrap the previous effect. Change it to: Gain might on weapon swap. <-- Reason is: Whole trait minor is all about weapon swapping3 Might (8s): 60 Condition Damage, 60 Power Reason: At this point WS is MANDATORY for condition removal, at least we could get away with some wiggle room and slot in PM or EB Frost Trap - https://wiki.guildwars2.com/wiki/Frost_TrapTrap. Set a trap that chills foes. Damage (5x): 1,330 (5.0)?Chill per Second (2s): -66% Skill Recharge Rate, -66% Movement SpeedNumber of Targets: 5Duration: 4 secondsTrigger Radius: 180Effect Radius: 240Combo Field: IceUnblockableBreaks stun: 180 radiusChange to: <--Reason: Frost trap is the best candidate since it has the longest CD (comparative to other stun breakers) Fire and Spike Trap would make it too broken with low CD Elite Trap - https://wiki.guildwars.com/wiki/Smoke_TrapWhen Smoke Trap is triggered, nearby foes are Blinded and Dazed for 5...9...10 seconds.Duration: 5 SecondsRadius: 180Number of Targets: 5<---Reason: Elite trap. That's It Emphatic Bond and Poison Master---> As it is now, WS is TOO GOOD NOT TO TAKE ESPECIALLY WITH CONDITION REMOVAL. THERE IS LITERALLY NO REASON TO GET THE OTHER TWO. Again, pigeonholed into WS.Emphatic bond change: - Condition duration are split between you and your pet. Using a Beast skill (F2) Converts 2 Conditions into Boons for allies around you (Cooldown 25 seconds Conditions are not split while your pet is downed.https://wiki.guildwars2.com/wiki/Empathic_BondPersonal Condition Duration: 50%Pet Condition Duration: 50%Conditions Converted to Boons: 2 Poison Master Change: - Upon using a beast ability, your pet's next attack will inflict poison; your poison damage is increased. Take less condition damage If target is inflicted with Poisonhttps://wiki.guildwars2.com/wiki/Poison_MasterDamage Increase: 25%Poison (8s): 536 Damage, -33% Heal EffectivenessCondition Damage Received: -15% Damage Celestial Shadow/Druidic Clarity/Ancient Seeds. MANDATORY TRAITS AGAIN. Instead of Nerfing them, why not buff the other traits?Cultivated Synergy Change - Using a healing skill heals allies around you and your pet and grant them regeneration. You and allies lose a condition when they get Regeneration.Healing: 1,000 (0.2)?Number of Allied Targets: 5Regeneration: 3 SecondsRadius: 300Conditions Removed: 1**https://wiki.guildwars2.com/wiki/Cultivated_SynergyPrimal Echoes Change - Reduces recharge of staff skills. Daze nearby foes when you swap to staff. Remove 2 conditions (AOE) Every weapon swap. ICD = 10 Secondshttp://wiki.guildwars2.com/wiki/Primal_Echoes Daze (1s): Unable to use skills.Number of Targets: 5Recharge Reduced: 20%Radius: 300Combat OnlyConditions Removed: 2 Verdant Etching Change- Glyphs gain reduced recharge and cast Lesser Seed of Life. Make the conditions removed to 2https://wiki.guildwars2.com/wiki/Verdant_Etching Healing: 216 (0.4745)?Blindness (4s): Next outgoing attack misses. Conditions Removed: 2Number of Targets: 5Radius: 180Combo Field: LightRange: 1,200 Natural Stride Change - Reduces the duration of movement-impairing conditions and Control Effects Immobilize: Unable to move.Cripple: -50% Movement SpeedChilled: -66% Skill Recharge Rate, -66% Movement SpeedMovement Speed Increase: 33%Taunt, Knockdown, etc - 33% Duration Lingering Light Change - When you enter celestial avatar form, your next strike will blind your foe and heal you. While in celestial avatar form, your healing of others is significantly increased. When entering avatar form, a meadow blooms at your location, granting Vigor (2s) Regeneration (2) Regeneration, and Protection (2s) to allies within it. <-- Basically copied Rune of the grove number 6 and nerfed it http://wiki.guildwars2.com/wiki/Lingering_Light Grace of the land Change - Grant increased damage to allies within the radius of your celestial avatar abilities. Grants Fury and Retaliation upon entering avatar form._ <Retal synergizes with Glyph of unity https://wiki.guildwars2.com/wiki/Grace_of_the_Land Might (12s): 60 Condition Damage, 60 PowerFury (3s): 20% Critical ChanceRetaliation (3s): Reflect incoming damage back to its source.Number of Allied Targets: 10 LASTLY: ENABLE PET SWAPPING FOR SOULBEAST. THIS IS THE MOST BULLSHIT MECHANIC I HAVE EVER SEEN
  3. The #6 functionality that says get 7% toughness... when you do not have an active pet (meaning when you go into BM) does not work. Ambidexterity sometimes work, sometimes doesn't. In the video it works, but now it affects both sets. Enter the map again you won't get the 125 condition damage. The reduced cd works tho.
  4. If we're going to advocate for spellbreaker nerf, maybe focus on the spellbreaker mechanics instead of advocating changes that hit every warrior build that chooses to use Greatsword. Its overpowered. It gives way too much defense. The ability to escape at your leisure? Check! And some evade frames? Check! This is part of the problem with warrior in general. That they can simply escape and heal up and reset the fight. a 450 range .75 second evade is for escaping and fight resetting? Whirlwind plus Rush is the combo, which is hardly OP compared to Thieves and Mesmers... Well, mesmer and thieves are not as sturdy as warrior too. So can you imagine that putting it all together in 1 class? Resistance? Check. Stability? Check. Immunes? Check. Passive Healing? Check. Mobility? Check. Mesmer/thief = Broken Teleport spots? Check. Broken stealth mechanics? Check. Insane Mobility? Check. Insane Burst capability? Check. Immunes? Check.Even the so called "most balanced" holosmith = huge aoe? check. big damage? check. insane mobility? check. stealth? check. on demand stab? check. auto proc immune? check. tons of cc? check Spellbreaker sure is strong, but people argue in ways i don't understand. No offense but of course you wouldn't understand. You are a warrior main, you will never understand. Also, not of those classes you mentioned can take a 2v1 or a 3v1. Thief does not have immune either. Funny you bring up 3 classes just to match the capability of 1. Only thing that SB/war does not have here is stealth So to what level do you wish to nerf a spellbreaker into?I would honestly just raise the CD of FC. Giving you guys less immune, and resistance procs, so there is actually a period of grace for other classes.
  5. Gonna just objectively point out that he plays the class you are talking about nerfing -and- agreed with you at least on some level.I have fought warriors on other classes, and -yes-, spellbreaker is strong. But that does not warrant a destruction of core war.I do not know what the intent is for balance, but please make sure that when you suggest balance changes you ensure the class is in a state that it can be played. if Anet listens to you, youll cripple a multitude of people for half a year because you didn't want to do your homework. Oh azure, I never pointed out to destroy core warrior. Never did. I am just calling people out that seem to not see there is something wrong that is all.
  6. If we're going to advocate for spellbreaker nerf, maybe focus on the spellbreaker mechanics instead of advocating changes that hit every warrior build that chooses to use Greatsword. Its overpowered. It gives way too much defense. The ability to escape at your leisure? Check! And some evade frames? Check! This is part of the problem with warrior in general. That they can simply escape and heal up and reset the fight. a 450 range .75 second evade is for escaping and fight resetting? Whirlwind plus Rush is the combo, which is hardly OP compared to Thieves and Mesmers... Well, mesmer and thieves are not as sturdy as warrior too. So can you imagine that putting it all together in 1 class? Resistance? Check. Stability? Check. Immunes? Check. Passive Healing? Check. Mobility? Check. Mesmer/thief = Broken Teleport spots? Check. Broken stealth mechanics? Check. Insane Mobility? Check. Insane Burst capability? Check. Immunes? Check.Even the so called "most balanced" holosmith = huge aoe? check. big damage? check. insane mobility? check. stealth? check. on demand stab? check. auto proc immune? check. tons of cc? check Spellbreaker sure is strong, but people argue in ways i don't understand.No offense but of course you wouldn't understand. You are a warrior main, you will never understand. Also, not of those classes you mentioned can take a 2v1 or a 3v1. Thief does not have immune either. Funny you bring up 3 classes just to match the capability of 1. Only thing that SB/war does not have here is stealth
  7. If we're going to advocate for spellbreaker nerf, maybe focus on the spellbreaker mechanics instead of advocating changes that hit every warrior build that chooses to use Greatsword. Its overpowered. It gives way too much defense. The ability to escape at your leisure? Check! And some evade frames? Check! This is part of the problem with warrior in general. That they can simply escape and heal up and reset the fight. a 450 range .75 second evade is for escaping and fight resetting?Uhmm SB meta has GS so. 450 on whirlwhind, 1200 on rush. 450 on dagger and another 130. AND we have superspeed.
  8. If we're going to advocate for spellbreaker nerf, maybe focus on the spellbreaker mechanics instead of advocating changes that hit every warrior build that chooses to use Greatsword. Its overpowered. It gives way too much defense. The ability to escape at your leisure? Check! And some evade frames? Check! This is part of the problem with warrior in general. That they can simply escape and heal up and reset the fight. a 450 range .75 second evade is for escaping and fight resetting? Whirlwind plus Rush is the combo, which is hardly OP compared to Thieves and Mesmers...Well, mesmer and thieves are not as sturdy as warrior too. So can you imagine that putting it all together in 1 class? Resistance? Check. Stability? Check. Immunes? Check. Passive Healing? Check. Mobility? Check.
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