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May 11 Guild Wars 2 Skills and Balance Update Preview


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Posted (edited)

Fix bug from Mirage-dueling where newly created clone from "Deceptive Evasion" trait attacks nearby target instead of targeted monster that is on higher distance from player. 

Fix bug from Mirage where trait "Self-Deception" creating a clone makes it target closest target instead of targeted monster.

Fix bug from Mirage where trait "Desert Distortion" getting distortion to yourself makes only player to do ambush spell and not clones when "Infinite Horizon" trait is in use. 

- Move "Desert Distortion" trait to major grandmaster as it is a big strategy that comes with such trait, from getting distortion from signets to resetting Signet of illusions with Mimic having 3 times F4-distortion and up to 9 cubes. 

- Move "Dune Cloak" to major master.


 

Edited by Svez Poizon XD.5268
miss writing a trait name and another trait bug
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Update May 6:  The name change for the Revenant trait "Spiritual Reckoning" will not be part of the May 11 update, and we have removed "This trait has been renamed Spiritual Resolution" from the

So... About Legenkittenry Demon Stance's Pain Absorption. Since Resistance only negates 33% of Condi kittenmages, can you at least move the stunbreak of the Stance somewhere else? I don't want to

May I know why you guys decide to nerf Warrior?

Posted (edited)

Kitty's PVE suggestions as PVE off-meta buildcrafter and reasons for doing the changes. Pretty much none of these should affect the mainstream builds but rise more off-meta builds into somewhat valid options as big problem currently has been kinda incoherent coefficients between weapons which has caused great gaps between weapons despite using pretty similar build. These will also include some traits that introduce new builds into the game. (This post is part 1 of 3.)

 

Revenant

Hammer Bolt: Increase power coefficient from 0.95 to 1.0.

Coalescence of Ruin: Increase power coefficient from 1.75 to 1.95.

Herald

Shared Empowerment: Reduce cooldown to 0.5 seconds and might duration to 4 seconds. (Same duration as in WvW/PvP while solving the problem of long might ramp-up). 

 

Thief

Pistol Whip: Increase the cleave's power coefficient from 3.15 to 3.4. (Currently does a lot less damage than auto-attacking while very risky to use due to taking a moment to activate and immobilizing the thief for its duration.)

Stab (Sword skill 3 without off-hand): Increase the power coefficient from 1.05 to 1.2. (Promotes using skills.)

(Malicious) Tactical Strike: Increase the power coefficient from 1.0 to 1.6 or 1.8.(It's currently pretty much useless in PVE and for comparing, dagger's Backstab does 1.2 from front and 2.4 from behind.)

Dancing Dagger: Increase the amount of Torment inflicted by this skill from 1 stack for 6 seconds to 2-3 stacks for 6 seconds. (Currently very unused skill and this change would allow crafting a poison+torment-focused off-meta build.)

Death Blossom: Increase the amount of Bleeding inflicted by this skill from 3 stacks to 6 while reducing the duration from 10 seconds to 5 seconds. (Damage doesn't change but becomes a bit more bursty as long ramp-up time with this skill has been a serious problem for dagger/dagger condi thief.)

Skale Venom: Increase the duration of Torment applied by this skill from 5 seconds to 6 seconds. (Makes it more competitive against Caltrops and Thousand Needles for aforementioned Poison+Torment-builds. Requires statting more general condi duration instead of specializing in Poison and Bleeding.)

Shadow Savior: Increase self-healing coefficient from 0.2 to 0.3 and ally-healing coefficient from 0.4 to 0.6. (This change alone would make heal thief a possible weak'ish off-meta healer option in skilled hands.)

 

Necromancer

Dark Pact: Increase the power coefficient from 1.2 to 1.5. Increase the Bleeding applied to self from 10 seconds to 12 seconds. (It has a long channel and currently main-hand dagger both lacks damage and does higher damage by spamming auto-attack than actually using skills. Bleeding synergises with Life Siphon.)

Spinal Shivers: Increase the power coefficient from 2.625/1.875/1.125/0.5 to 2.75/2.0/1.5/1.0. (To promote using skills instead of auto-attacking. Currently focus on necromancer is only useful for boon stripping and sometimes life force generation if camping axe. Using it for anything else is detrimental currently.)

Enfeebling Blood: Increase the Bleeding inflicted by this skill from 3 stacks to 6 stacks. (Currently it's essentially same as scepter's Grasping Death but with longer cooldown and boon strip. This change would make it potential secondary off-hand for PVE condi necromancer builds.)

Furious Demise: Instead of gaining Fury, grant Fury to 5 allies for 8 seconds within 240 radius when entering Shroud. (This change would instantly make necromancer with proper boon duration a viable might+fury support. Currently it's capable of providing might for 10 but lack of fury or other boons make people consider it useless as boon support. This change might remedy that.)

Scourge

Serpent Siphon: Make each magical sand pile grant Barrier for 5 within 180 radius of the sand pile, each sand pile healing 20% of what they currently do. (As of now, current randomness makes it totally useless for a healer.)

Edited by LadyKitty.6120
Added the disclaimer about not interrupting with META with these suggested changes.
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Posted (edited)

Warrior

Greatsword: Warrior's greatsword is excellent weapon for mobility but some aspects of its gameplay make it a very difficult weapon to master and even more difficult to utilize in difficult areas. It is also weaker than popular super-easy dual axes at the moment and thus could use a minor boost to make it an option for those who like challenge. Here's Kitty's suggestions.

Greatsword Swing: Increase the power coefficient from 0.7 to 0.9. (The attack sequence is extremely slow and 0.7 is weaker than basic attacks of some weapons with 25% faster auto-attack sequence. Longer attack sequence also means a lot higher risk of interrupts.)

Greatsword Slice: Increase power coefficient from 0.95 to 1.0. (Same reason as above.)

Brutal Strike: Increase the power coefficient from 1.25 to 1.4. (Same reason as above.)

Hundred Blades: Increase the power coefficient of final strike from 1.21 to 1.5. (It's an incredible risky skill to use due to long cast and being immobilized through it so using it requires lots of skill which should be rewarded appropriately if finished.)

Hammer: In PVE, hammer warrior builds are currently some of the weakest due to many enemies being invulnerable to control effects that some of hammer's damage skills rely on. It is made even worse by hammer bursts being extremely awkward to use. For numbers, Kitty benched it around 15-16k not long ago and she benches 30-33k on metabuilds.

Hammer Swing and Hammer Bash: Increase power coefficient from 0.9 to 1.0. (2.75s long attack sequence with unusually short range and targets limited to 3 instead of usual 5 and doesn't even have anything extra to compensate. Warrior's hammer is also one of the very weakest weapons in the game currently, doing less than 50% of the damage of builds like power Dragonhunter and such.)

Hammer Smash: Increase power coefficient from 1.2 to 1.5 . (Still weaker than other hammers due to lack of any extra effects but at least some compensation and now it'd at least match autoattack chain of Elementalist's Lightning Hammer without its stat boosts.)

Fierce Blow: In addition to controlled foes, also deals damage to enemies with Defiance Bars. (A HUGE upgrade)

Hammer Shock: Increase power coefficient from 1.0 to 1.5. (Currently hardly above auto-attack.)

Backbreaker: Increase power coefficient from 1.5 to 1.6. (Tiny help for hammer warrior.)

Earthshaker-burst: Increase power coefficient from 1.0 to 1.4 . (Currently hits like wet cloth with long cooldown but has good CC power.)

Rupturing Smash-Primal Burst: Increase power coefficient from 1.5 to 2.0. (Shorter cooldown than normal burst but a lot weaker CC as well.)

Mace: Mace's Primal Burst interestingly applies Confusion and Bleed so it has potential as secondary condi damage weapon. If it got a bit more confusion, it might be a very viable option at high APS scenarios. Off-Hand Mace has very long cooldowns and lacking damage so it's only used for CC atm. Mace-related trait is also in Defense-spec so it typically isn't used in most scenarios outside very niche tanking builds (like Deimos handkiter). Dual maces currently bench about 19k and axe+mace about 21,5k.

Pommel Bash: In addition to Vulnerability and Daze, inflict 4 stacks of confusion for 4 seconds. (Getting dazed kinda leaves you confused, doesn't it? Also kinda allows Grieving Power/Confusion build).

Skull Grinder-Primal Burst: Decrease the amount of Bleeding inflicted from 4 stacks to 3 stacks. Increase the amount of Confusion inflicted from 4 stacks to 5 stacks. (Merges with WvW version and helps with that Confusion build.)

Crushing Blow: Increase power coefficient from 1.5 to 2.2. (Helps a bit at making mace a viable 2nd off-hand for damage.)

Tremor: Increase power coefficient from 0.8 to 1.25 in PVE. Reduce cooldown from 25 seconds to 20 seconds in PVE. (Though it hits twice on large enemies, long cooldown still keeps it rather weak compared to many other similar skills and double hit only works on large hitboxes.)

Impale: Increase the duration of Torment inflicted by this skill from 8 seconds to 10 seconds. (Helps at making the sword a viable option for condi off-hand.) 

Riposte: Increase the Bleeding inflicted by this skill from 8 stacks to 10 stacks. (Riposte requires getting hit to trigger and thus can't be used exactly off-cooldown. Requires skill to be used effectively.)

 

Mesmer

Illusionary Inspiration: Increase the healing coefficient of this trait from 0.3 to 0.5 (Big step towards making Heal Chronomancer a viable alternative to Heal Firebrand as mesmer currently lacks acceptable heal build).

All's Well That Ends Well: Increase healing coefficient from 0.8 to 1.0. (Combined with Illusionary Inspiration makes Heal Chronomancer real. But Chrono would still needs to make decisions on utilities as chronomancer needs to make a lot more sacrifices to provide same things as other healers so it would have slight handicap against competition. Also, mutually exclusive with incoming boon mirage which can't heal adequately.)

Illusionary Counter: Increase the amount of Torment inflicted by this skill from 5 stacks to 6 stacks. (Tiny help for scepter against currently superior axe.)

Mirage

Split Surge: Increase power coefficient from 1.35 to 1.9. (Currently condi-focused axe ambush has 1.0 while taking only 1/3 as long to cast so power mirage's Ambushes need a HUGE boost to make power mirages even into meme builds.)

Mirage Thrust: Increase power efficient from 1.0 to 1.5. (Again, to help at making power mirage a thing. Currently Sword Power Mirage benches about 20k and Core Power Mesmer about 26,5k for comparison.)

 

Elementalist

Lightning Whip: Increase power damage coefficient from 1.26 to 1.4. (If you somehow play power dagger elementalist that uses Air spec, you anyway do lower damage than scepter and Lightning Whip looks EPIC!)

Lightning Leap(Lightning Hammer 2): Increase power coefficient from 1.0 to 1.4. (This would make Lightning Hammer more useful as general weapon unstead of jyst 2 skills).

Magnetic Shield (Earth Shield 4): Reduce cooldown from 25 seconds to 20 seconds. (Coupled with Conjurer-trait would open some PVE boss tanking roles that elementalist hasn't been able to do safely with current cooldowns, like Deimos tank).

Powerful Aura: Increase the target cap to 10. (Allows using certain tactics with less worries about random people getting the auras, like using Magnetic Aura for backup reflecting at some bosses, for ex. Matthiass Gabrel.)

 

To be continuad... 

Edited by LadyKitty.6120
Filling in a LONG text.
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Posted (edited)

*Reserving for last part including elementalist, guardian and engineer*

Ranger
Ancient Seeds: Additionally striking a feared foe roots them (this way it'd work on bosses. Currently the trait is useless against anything that has a breakbar and it'd be great to get those bleeds on condi druid.

Engineer
Experimental Turrets: Increase the target cap of boons provided by turrets from 5 to 10. (This would finally make heal engineer builds capable of providing not-so-important boons for the squad in Herald-like fashion though not as well and with way greater opportunity cost (Either taking Inventions as DPS or losing 100% quickness output or Elixir Gun to provide one boon (probably Fury) for the squad. Kitty's been asking for this for 3 years and this would be a very serious QoL for heal engi and make it a lot more viable option as it still won't be able to provide proper might after this BP).
Fragmentation Shot: Increase the Bleeding duration inflicted by this skill from 6 seconds to 8 seconds. (to be equal with next suggestion...)
Tranquilizer Dart: Increase the Bleeding duration inflicted by this skill from 6 seconds to 8 seconds. (If you fail to swap out of Elixir Gun right away, tiny bit lesser DPS loss...if you use Elixir Gun to begin with.)
Fumigate (Elixir Gun 3): Increase the duration of Poison inflicted by this skill from 2 seconds to 5 seconds. (This might make Elixir Gun worth taking on condi build for memes.)
Acid Bomb (Elixir Gun 4): Make this trait inflict 5 stacks of Torment over the duration of the field left by this skill (5 seconds). (Another skill towards making Elixir Gun a condi weapon option if you have statted general condi duration.)
Flame Jet (Flamethrower 1): Reduce the duration of Burning inflicted by this skill from 4 seconds to 1.5 seconds while making each hit inflict burning on the enemies. (This would allow creating Flamethrower-based Grieving power/condi hybrid Flamethrower build that would hit about 25k dps.)
Smack and Whack (Tool Kit Auto-Chain 1st and 2nd attack): Increase the power coefficient from 0.8 to 1.0 . (This is the slowest auto-attack chain in the game, surpassing even other hammers and finishing the whole chain is often a damage loss and thus this and next suggestion would at least compensate a tiny bit.)
Thwack (Tool Kit Auto-Chain 3rd attack): Increase the power coefficient from 1.75 to 2.25 . (Probably the slowest backloaded single-hit skill in the whole game and only hits one target. If someone somehow lands a hit on target with it, they deserve the damage.)
Rocket Boots: In addition to previous effects, add 3/4 second evade to this skill. (It would compensate for engineer's lack of Blink/Shadowstep which has made filling certain roles quite impossible and Kitty doesn't think it'd be gamebreaking.)
Scrapper
Positive Strike: Increase power coefficient from 0.7 to 0.9 . (Lines up the auto-attack chain's power with other professions that use hammer.)
Kinetic Accelerators (VERY IMPORTANT FOR THIS PATCH):  When you grant superspeed to a target, also grant quickness (3 seconds). (If it was 2 seconds like initially planned, Heal Scrapper couldn't keep up full Quickness reliably without dropping Elixir Gun which is a decent portion of its heal output so it should be 3 seconds of quickness instead. Kitty already mathed most of the support builds.)

Guardian
Can't really say anything yet as Guardian's going through major revamp with Zeal and Mantra revamps.

Edited by LadyKitty.6120
Finished editing all the suggestions.
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Okay, nice and dandy, where are changes for WvW and PvP, which are more important than some PvE golem benchmarks?
Condi builds are still too strong in WvW, why you push so hard for condi builds is beyond me, they should be at most some additional damage, not the major source of it.
What about class abominations like Mirage, Firebrand, Deadeye, Daredevil, Soulbeast, Scrapper, Scourge, Holosmith and many more that are STILL overtuned in certain areas of game?
Where is balance between CC and stunbreak/stab? Where is balance between cleanse and condi application? Where is hard cap on stealth duration?
 

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can guardian get more vitality out of the base-stats? especially now that the glass-cannonability of cfb will be revoked, i feel that more HP to pool from would make it more livable and enjoyable to play. aegis is fine and all, but only 1 attack gets blocked and if the goal is to light a ton of enemies on fire in a close proximity, i feel guardian vitality should be like doubled or close to it.

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Allow Herald "True Nature" to fit 10 allied targets as currently its "Facet of nature" and other facets in PvE.

There is mesmer's "signet of inspiration" which can extend duration of boons on 10 allied targets. Also there is "Sand squall" earth-warhorn tempest's spell which does the same- extends boon duration on 10 allied targets. 

Let Herald to extend boons on 10 allied targets. Class is forgotten in PvE, and this is the least you can do to bring it into meta among all these firebrand spammers and renegades. 

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On 4/30/2021 at 8:06 PM, Fire Attunement.9835 said:
  • Chaotic Persistence: This trait has been reworked. Gain concentration and expertise while regenerating.
  • Chaotic Dampening: This trait has been reworked and renamed Chaotic Potency.
    • Chaotic Potency: Gain condition damage. Gain additional condition damage while wielding a staff. Recharge of staff skills is reduced.

Can someone give the numbers for those changes so i can theorycraft. Thank you

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For PVE:

The upcoming patch on 11th will buff condi pretty much on everything but doesn't touch anything on Soulbeast?

The best soulbeast condi damage builds are estim benched to do 25%-30% less than the renegade, which is a lot.

Even at the moment (before 11th) renegade is better than soulbeast, regarding condi dps.

Keep a note that One Wolf Pack will have its cooldown increased from 60 to 80 sec (in PVE), which is also a nerf.

And the 3% increase of Furious Strength adds so little buff to a full viper condi slb that it won't be noticeable at all.

Imo either Furious Strength or Oppressive Superiority, or both, should increase the condi damage also.

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Posted (edited)

One additional quality of life that could be improved on Mirage - Chaos Vortex cast is sluggish and could do with tightening up, as you are already tightening the cast/aftercast of staff auto.

 

Perhaps even speeding up the animation very slightly.

 

At the moment it's pretty annoying actively casting it yourself (yet another reason why little else than the passive "dodge and let clones cast it" gameplay persisted through past nerfs).

Edited by Curunen.8729
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On 5/7/2021 at 11:56 AM, LadyKitty.6120 said:

Warrior

Greatsword: Warrior's greatsword is excellent weapon for mobility but some aspects of its gameplay make it a very difficult weapon to master and even more difficult to utilize in difficult areas. It is also weaker than popular super-easy dual axes at the moment and thus could use a minor boost to make it an option for those who like challenge. Here's Kitty's suggestions.

Greatsword Swing: Increase the power coefficient from 0.7 to 0.9. (The attack sequence is extremely slow and 0.7 is weaker than basic attacks of some weapons with 25% faster auto-attack sequence. Longer attack sequence also means a lot higher risk of interrupts.)

Greatsword Slice: Increase power coefficient from 0.95 to 1.0. (Same reason as above.)

Brutal Strike: Increase the power coefficient from 1.25 to 1.4. (Same reason as above.)

Hundred Blades: Increase the power coefficient of final strike from 1.21 to 1.5. (It's an incredible risky skill to use due to long cast and being immobilized through it so using it requires lots of skill which should be rewarded appropriately if finished.)

Hammer: In PVE, hammer warrior builds are currently some of the weakest due to many enemies being invulnerable to control effects that some of hammer's damage skills rely on. It is made even worse by hammer bursts being extremely awkward to use. For numbers, Kitty benched it around 15-16k not long ago and she benches 30-33k on metabuilds.

Hammer Swing and Hammer Bash: Increase power coefficient from 0.9 to 1.0. (2.75s long attack sequence with unusually short range and targets limited to 3 instead of usual 5 and doesn't even have anything extra to compensate. Warrior's hammer is also one of the very weakest weapons in the game currently, doing less than 50% of the damage of builds like power Dragonhunter and such.)

Hammer Smash: Increase power coefficient from 1.2 to 1.5 . (Still weaker than other hammers due to lack of any extra effects but at least some compensation and now it'd at least match autoattack chain of Elementalist's Lightning Hammer without its stat boosts.)

Fierce Blow: In addition to controlled foes, also deals damage to enemies with Defiance Bars. (A HUGE upgrade)

Hammer Shock: Increase power coefficient from 1.0 to 1.5. (Currently hardly above auto-attack.)

Backbreaker: Increase power coefficient from 1.5 to 1.6. (Tiny help for hammer warrior.)

Earthshaker-burst: Increase power coefficient from 1.0 to 1.4 . (Currently hits like wet cloth with long cooldown but has good CC power.)

Rupturing Smash-Primal Burst: Increase power coefficient from 1.5 to 2.0. (Shorter cooldown than normal burst but a lot weaker CC as well.)

Mace: Mace's Primal Burst interestingly applies Confusion and Bleed so it has potential as secondary condi damage weapon. If it got a bit more confusion, it might be a very viable option at high APS scenarios. Off-Hand Mace has very long cooldowns and lacking damage so it's only used for CC atm. Mace-related trait is also in Defense-spec so it typically isn't used in most scenarios outside very niche tanking builds (like Deimos handkiter). Dual maces currently bench about 19k and axe+mace about 21,5k.

Pommel Bash: In addition to Vulnerability and Daze, inflict 4 stacks of confusion for 4 seconds. (Getting dazed kinda leaves you confused, doesn't it? Also kinda allows Grieving Power/Confusion build).

Skull Grinder-Primal Burst: Decrease the amount of Bleeding inflicted from 4 stacks to 3 stacks. Increase the amount of Confusion inflicted from 4 stacks to 5 stacks. (Merges with WvW version and helps with that Confusion build.)

Crushing Blow: Increase power coefficient from 1.5 to 2.2. (Helps a bit at making mace a viable 2nd off-hand for damage.)

Tremor: Increase power coefficient from 0.8 to 1.25 in PVE. Reduce cooldown from 25 seconds to 20 seconds in PVE. (Though it hits twice on large enemies, long cooldown still keeps it rather weak compared to many other similar skills and double hit only works on large hitboxes.)

Impale: Increase the duration of Torment inflicted by this skill from 8 seconds to 10 seconds. (Helps at making the sword a viable option for condi off-hand.) 

Riposte: Increase the Bleeding inflicted by this skill from 8 stacks to 10 stacks. (Riposte requires getting hit to trigger and thus can't be used exactly off-cooldown. Requires skill to be used effectively.)

 

Mesmer

Illusionary Inspiration: Increase the healing coefficient of this trait from 0.3 to 0.5 (Big step towards making Heal Chronomancer a viable alternative to Heal Firebrand as mesmer currently lacks acceptable heal build).

All's Well That Ends Well: Increase healing coefficient from 0.8 to 1.0. (Combined with Illusionary Inspiration makes Heal Chronomancer real. But Chrono would still needs to make decisions on utilities as chronomancer needs to make a lot more sacrifices to provide same things as other healers so it would have slight handicap against competition. Also, mutually exclusive with incoming boon mirage which can't heal adequately.)

Illusionary Counter: Increase the amount of Torment inflicted by this skill from 5 stacks to 6 stacks. (Tiny help for scepter against currently superior axe.)

Mirage

Split Surge: Increase power coefficient from 1.35 to 1.9. (Currently condi-focused axe ambush has 1.0 while taking only 1/3 as long to cast so power mirage's Ambushes need a HUGE boost to make power mirages even into meme builds.)

Mirage Thrust: Increase power efficient from 1.0 to 1.5. (Again, to help at making power mirage a thing. Currently Sword Power Mirage benches about 20k and Core Power Mesmer about 26,5k for comparison.)

 

Elementalist

Lightning Whip: Increase power damage coefficient from 1.26 to 1.4. (If you somehow play power dagger elementalist that uses Air spec, you anyway do lower damage than scepter and Lightning Whip looks EPIC!)

Lightning Leap(Lightning Hammer 2): Increase power coefficient from 1.0 to 1.4. (This would make Lightning Hammer more useful as general weapon unstead of jyst 2 skills).

Magnetic Shield (Earth Shield 4): Reduce cooldown from 25 seconds to 20 seconds. (Coupled with Conjurer-trait would open some PVE boss tanking roles that elementalist hasn't been able to do safely with current cooldowns, like Deimos tank).

Powerful Aura: Increase the target cap to 10. (Allows using certain tactics with less worries about random people getting the auras, like using Magnetic Aura for backup reflecting at some bosses, for ex. Matthiass Gabrel.)

 

To be continuad... 

Excellent suggestions. If I were one of Anet supervizors, definately I'd hire you. But I dont think Anet cares your suggestions. 

For my opinion, I liked your Warrior suggestions, especially gs and hammer things. 

For mesmer, whatever they do, power mirage would be dead anyway. That spec needs massive buff which is not on the table. 

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Posted (edited)

The torment change while it is good for PvE I feel it is thematically wrong.  I would rather see it changed to do extra damage while the target is affected with one or more movement impairing conditions.  This would first make those conditions more valuble to have in PvE and secondly help torment to still be effective in PvP.

 

Edit: And after typing this I noticed this similar idea thread...but I don't agree the damage should scale as it makes it needlessly complex.

 

Edited by Syronus.7605
Noticed someone had similar idea.
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So is there a reason the description part of torment that's suppose to say "damage while not moving" says "..." instead?

Or did anet get confused on what they're suppose to do with the condition now ...

Edited by XenesisII.1540
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On 5/1/2021 at 3:01 AM, Nephalem.8921 said:

Condi weaver does already way more kittenmage than power. The nerf to power is bigger than the holo nerf. Cweaver benches 41-42k currently. It could reach 44k after patch. kittengger focus is just not on the benchmark snowcrows list for some reason.

Only the weave self part on cweaver is harder than power. kittengger weaver doesnt have to count autos like power.

 

Power chrono deserved a nerf but it still requires perma slow and it got nerfed by too much. Part of the high kittenmage comes from a bug aswell. TW is a 120sec 6sec quickness now that also applies just 6s slow down from 10. This hurts solo chrono aswell for no reason. At least double the amount of quickness it grants to the chrono or something.

Need to count kittengger earth autos, and that don't even have a chain
Power is just switching betweeen Fire and Air; fresh air a bit more complicated but can bring some more cc

Power chrono still has 39k. Look at poor power soulbeast, now lower than power reaper. But yeah, I don't know why they nerf STM. 

Kittengger just too hard to use in real combat, for most people. Probably why SC don't list that. But I personally enjoy that a lot.

Also Devastation rev (even simpler rotation now!) and Condi scourge (super forgiving rotation, if you call that a rotation at all. also so tanky) is the way to go now -_-. 

 

Don't think this alacritymirage would last long. It is just too OP atm.
 

I just wish they change 180 cd FGS for the love of god.

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On 5/5/2021 at 2:07 PM, ShroomOneUp.6913 said:

"its not fun to play against retaliation"

I bet you forgot that in iron marches you put up a veteran mordrem wolf that has permanent self generating boss ability retaliation that is probably NOT effected by the mere swap to resolution to the player accessible one?

cause that the only time to not have fun against retaliation when you play a class that has no boon rip

AAAAAAAAAAAAAND as expected the modrem wolf STILL has retaliation meaning you STILL do not have fun playing against that one. WELL DONE ANET

WELL  FLIPPIN DONE

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2 hours ago, ShroomOneUp.6913 said:

AAAAAAAAAAAAAND as expected the modrem wolf STILL has retaliation meaning you STILL do not have fun playing against that one. WELL DONE ANET

WELL  FLIPPIN DONE

I concur, rather disappointing and now I'm wondering if that skeletal lich in the labyrinth still has retaliation available.

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Hey so question, what about mobs who used Retaliation before? Fighting the big Chak in HoT, says they reflect damage but now in melee range at least, they just apply the new buff to themselves. Its kinda funny to read "Reflects damage" while all its doing is making it take less condi damage and not reflecting damage. 

 

Edit: upon reading above, I see that some mobs kept it, but I can say that some mobs have not. 

Edited by Gorem.8104
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