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Posts posted by Sovereign.1093
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Condition damage has no power component :/
Griever etc works for builds that use both power and condi
An easy test is make 2 tunes Duke it out. 1 all dire 1 all Pvt. See which one kills the other fast.
Or even just all dire and all zerk
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How many is queue of maps? Can show?
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Yes, the condi spam is strong and have a few banner wars and you got your insta kill of downs. Just so easy to do it now
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Ok ppl seem to misunderstand. Condi only needs condi damage to kill. And there is effectively no counter stat to it unlike power where If your toughness is high and your vit, you can tank long.
A person running Pvt if hit with condi will go down fast.
Unlike a person running dire will not go down fast from power damage.
It's not about the skill itself etc or the rune or sigils or food. This is about making defense against condi more than just vitality
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@geist.4126 said:And why should we do that? Condi is weaker as Power already.
How is this related to toughness and condition?
@rng.1024 said:We literally can craft a sigil that cleanse 3 condis ever 10 seconds for free - how on earth is conditions an issue?
This is definitely an l2p issue, as anyone who do sPvP will tell you it's easily dealt with here. If you get hit by a 2 people condibomb, you should go down no question about it if you don't have an oh no button. If your issue is with a specific spec, then post it in the profession forum to get pointers and practice fighting against it often. Usually it's either your hard counter or your build needs improvement.
WvW always was a PvE sandbox, we live and die by fractal/raid balance.
How is this related to toughness?
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@Dawdler.8521 said:Sure, if you delete vitality and cleanses from the game.
Please read the post :)
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In the old days we didnt have issues with condi because food was 40% condi duration reduction and runes was 40% condi duration reduction.
Remember the days of safron bread?
Maybe return anti condi gear to these setup again or cap condi. :)
Also condi right now has little to no counter gear wise.
Vitality is fine but, the amount of hp damage you get is literally like receiving a warriors hundred blades on full zerk with max quickness
Also for condi damage a player only needs that condi damage not like power which needs power crit chance and crit daamge. :/
Maybe make toughness result to faster condi duration reduction?
Even power as berzerker stat is even a bit tanky if has boons and prepared well against other power classes. :/
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Mmm sure. We need db buffed. Shorter CD, more damage and wider ae range. And all skills must have knockdown and root effects and unblockable. I mean DB is useless when u got a good guard rotating the blocks. /S
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@Kylden Ar.3724 said:Pretty sad and telling that everyone wants to be T3 except for the tryhards, so far at least.
Can't help it. In t3 there's small groups. In t2 it's either blobs or organized multiple blobs in t1.
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@Talindra.4958 said:don't hv a fav map really.. they are all pretty old and out dated now. we actually need new game maps.. that rotatescan have vertical maps - asura city.. or sylvari city map etc. we have desert.. maybe ice map.. or kaineng map.. these maps rotates weekly
To add. I hope if this happens. Time to move forward. Just remember the mechanics that players want. Less vertical more horizontal
No bloodlust
Camps towers keeps castle move in that direction
Meaning to get castle, helps if you have your keep and to get those helps to have your towers and to have those, helps to have your camps
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T3. T2 and up is too blobby for my timezone.
Also because of the nerf in individual role spects, it's hard to counter too much harassment from numbers.
Makes us end up using cheese builds.
I.e. fb spell burn guard scourge reaper/scourge
Or fb scrap scourge scourge rev
Or scrap spell breaker condi rev soul beasts condi mesmee
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Just have 3 necros
Fb power rev then 3 scourges :3 you'll thank me later
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@SWI.4127 said:Yeah the 5 skill is the most OP and the 3 skill is the most obnoxious with crazy range and still does damage even though it's a CC. Yet they nerfed the 1 and 2 skill which were IMO 2 of the least problematic parts about the banner.
Skill 3, the skill that damages a wall :3
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Eotm :) anytime of the day it had activity. And since we didn't have tournaments it was the next best thing.
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When we had 100 per side in the old days, I missed the time that skill lag was the only issue and it was server side.
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Makes you wonder yes? Since talking about builds and updating those gets deleted huhu
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Set your group as such
Fb scrap spell (these three can be support)Minstrel minstrel clericThen reaper and scourge (dps)You got spike and dps and bubbles and cleanse and heals.
Then 1 herald per 10. For the damage mitigation on facets and your on demand dwarf staff hammer.
Make your reaper scourge and rev run vampirism runes. So they gain 10% hp per kill.
You can rotate the roles as you please and make your own synergy but you got to have fields , stealth, cleanse, and blasts. Boon removal and spikes and corrups are a must.
:3
Or you can just have two healers and make a range group
Fb scrap (healers)Then range with revs scourge and weaver.
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3 healer 2 damage = the common group comp now
I.e.
Fb scrap shout spell zerk rev zerk necroHealer Fb scrap tempest damage zerk spell zerk necro
Healer fb scrap rev damage zerk warrior necro
This is for you 50 man blob. Yes, you can just boon stack and one push the hardest pirate sheep by baiting and then pushing fast and hard with superspeed.
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Hammer war. I miss the old days . It's a sponge now.
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@Turkeyspit.3965 said:I think the first place to start is to remove or reduce the speed increase of revival you see where multiple players hit F, which is really where it gets out of hand.
20 players stacked tight around some rams can revive a player who goes down from AC fire in about 1 second. We got rid of instant Warclaw stomps which countered that tactic, now we need to address the tactic itself.
Normalize the revive speed during combat so it doesn't matter if 1 player or 3 players is involved?
And sorry, but they need to stat split Life Leech. If two players go into downed state at the same time, and only one is a Necro, everybody knows the outcome. Even in PvE I'd say it's a tad OP, but in a competitive mode, compared to what every other profession has? Yeah.
Only 5 person can revive something now.
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Reducing the player cap will be good for having more people on all maps. But for ping lag etc., I don't know. :/
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Mount stomps was downstate with extra steps now it's gone. Mounts are simply now for adding speed to self and allies and that extra hp.
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@Felipe.1807 said:
@"Sovereign.1093" said:Imagine a certain instance where the loot is 3 x etc and good drops and you can pk players.It'll be fun. Raid the instance of ppl killing jormag for exampleThis would never happen, but also believe it wouldnt work the way you are thinking...so basically 3 factions on the map? One PvE players, other pk players and the last one NPCs? PvE players would never run alone, would just be farming simulator for them on steroids thanks to 3 times better loot, one zerg just steam rolling everything on its way, be mobs or pk players...also what would be the ratio of players allowed on the map? 1:1? More "PvE" players then pk ones? Terrible idea that would just lead to a farming zone.No. Two factions. One for and against. I believe the wvw design of 3 way is faulty
Here you have your quests for the dragon and quests against the dragon therefore when you meet the enemy, your bound to fight. :3
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I miss the old one where you only need to tap and raly from a downed player. Should be returned to the old rally wars.
Toughness should be a deterant to conditions
in World vs. World
Posted
Sure a dire stat renegade on bow vs that dd. :3