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Raffrey.5271

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  1. > @"Fueki.4753" said: > > @"Raffrey.5271" said: > > Now that I think about it, why not try Grieving? Wouldn't condition damage works better than expertise if you want some additional source of damage? > Not all conditions deal damage. > Vulnerability, for example, would not benefit from Condition Damage. > Previous comment: > @"Veprovina.4876" said: > I would LOVE the Power, Expertise, Precision, Ferocity stat combo!!! That would be so great for my build, a crit build on a Mesmer that uses [sharper Images](https://wiki.guildwars2.com/wiki/Sharper_Images) as an additional source of damage. Sharper Images - Illusions inflict bleeding on critical hits. Base value is 5s and 110 damage. Even 100% condition duration will only make it something like 220 damage in 10s, this is assuming the mesmer's condition damage is 0. I think condition damage would be more effective here.
  2. > @"Blood Red Arachnid.2493" said: > If you put the sigil of malice over impacting, it would be 52%. But the issue with having people just hybridize their gear is that the 4-stat sets have more total points than the 3 stat sets. 3,612 as compared to 3,303 total. Every 4-stat piece you swap out for a 3-stat piece ultimately means getting less total points. Because of this, I'd like to have the stat set give most of its points toward offense. Even if I have to make more pieces of this theoretical armor set, it would still give me more points overall. > > My concerns about Anet changing disabling conditions to require this set comes mostly from fractals. Particularly, what happened with the chronomancer. Originally, the chronomancer was capable of maintaining permanent team quickness and alacrity easy. They just had to equip runes of the chronomancer, set up 3 shield phantasms, and then the team would be capped even with a berserker set. But, as the class kept changing, running a chronobuffer kept getting harder and harder. The worst of it was when we had to wear a full commander set and run a rotation dedicated wholly to giving out boons, and even then we had a slim margin of error before the entire team lost momentum and we all died. Heal druid didn't have a much better time, getting their boon application reduced over and over again. Part of the reason why the current comp is healbrand + alacrigade is because Chronobuffer and heal druid were nerfed so much during the previous years. > > Granted, the chances of this kind of nerf happening in PVE is quite a bit lower. In Raids the boss is usually condi-capped anyway, and Anet seems to have backed away from this mentality as of late. However, that isn't going to stop some dev in the future from sitting down as saying "I don't like how easy it is to get perman chill/weakness/slow with this armor set. Lets cut the durations in half to "balance" it and make the debuffer a dedicated role." Whoa, this is something eye-opening! I appreciate it. Conclusion: expertise should stay minor in some combination like this.
  3. > @"Veprovina.4876" said: > I would LOVE the Power, Expertise, Precision, Ferocity stat combo!!! That would be so great for my build, a crit build on a Mesmer that uses [sharper Images](https://wiki.guildwars2.com/wiki/Sharper_Images) as an additional source of damage. Now that I think about it, why not try Grieving? Wouldn't condition damage works better than expertise if you want some additional source of damage?
  4. > @"Blood Red Arachnid.2493" said: > For the debuffer set, I'd prefer Power and Precision be the main stats, with ferocity and expertise being the minor stats. The reason is simple: Diviner's has around 75% of the damage of berserker, while Marauder has 91.7% of the damage of berserker. Sacrificing 1/4th of my damage for greater condi duration isn't a tradeoff that I'm willing to make. But sacrificing 1/11th of my damage IS something I'm willing to trade. Shouldn't be a problem with expertise being major. You can simply mix a few pieces into your berserker gears, to the point you're comfortable with. And if someone wants to, they can go full set to reach as far as 78%. Put it in minor and 42% is the farthest it could reach. > The only problem is, I suspect that if such a set was made, that all of the vulnerability and disabling conditions will have their durations halved to make the set mandatory. I assume you're talking about competitive. Yes this can be very problematic, like power scourge and immob ranger, just to name a few. Could be a nightmare. Maybe make this combination PvE only? edit - wait, wvw gears can't be separated from pve.. now that is some problem... maybe expertise should stay in minor after all?
  5. There was once I wanted to play mirage in wvw, quit in a heartbeat the moment I realize the one dodge thing.
  6. > @"Linken.6345" said: > > @"Raffrey.5271" said: > > > @"Linken.6345" said: > > > So 2 seconds instead of 1 not sure that 7% damage boost make up for what you lose in primary stats. > > > > Leg Specialist - Immobilize a target when you cripple them with a skill. Deal more damage to foes affected with movement-impairing conditions. > > > > Movement-impairing conditions are crippled, chilled and immobilized. Warrior has skills that inflict cripple. > > Yes and I'm saying you get more damage staying pure damage then going specifically into expertise since you will have enough uptime without that anyway. > Of course meta things are effective if used right, too bad I'm not a big fan of meta. We already have Berserker and Viper that are unsurpassable in terms of DPS, but does that mean we only need these 2 stats, one for power and one for condi, no more? Not everyone enjoys that kind of squishy play style. Yeah it's not any better with Expertise Diviner (what I call it, as of right now) since it offers no defense. What I'm looking for is more options to gear a character. More interesting combinations. More possibilities.
  7. > @"Linken.6345" said: > So 2 seconds instead of 1 not sure that 7% damage boost make up for what you lose in primary stats. Leg Specialist - Immobilize a target when you cripple them with a skill. Deal more damage to foes affected with movement-impairing conditions. Movement-impairing conditions are crippled, chilled and immobilized. Warrior has skills that inflict cripple. Again, that's only an example. Think about classes that are capable of inflicting many different conditions, like necro.
  8. > @"Kondor.2904" said: > > @"kharmin.7683" said: > > > @"Veprovina.4876" said: > > > > @"kharmin.7683" said: > > > > > @"Veprovina.4876" said: > > > > > I would LOVE the Power, Expertise, Precision, Ferocity stat combo!!! > > > > Why would anyone choose any other combination? > > > > > > You think it would be too OP? Or the new meta? > > > > Yes (body is too short) > > Why would any power class sacrifice its main stats for the stat it can barely benefit from ? Because we have traits like [this](https://wiki.guildwars2.com/wiki/Leg_Specialist). Of course it won't be an issue if you're doing some group content, there is always people maintaining all these conditions' uptime, but if you're all on your own, wouldn't it be helpful to have longer uptime of a certain condition? I don't think it is necessary to go as far as full gear for the 78% condition duration though, but being able to mix in a few trinkets with this stat would be interesting.
  9. > @"Fueki.4753" said: > **Vitality Precision** _Condition Damage Expertise_ for condition builds that proc conditions on crits. I think condition damage could swap place with either vitality or precision. It would be ideal to keep condition damage in major as it impacts damage output directly. If running same stat full gear, for combinations with 4 attributes, precision in minor already gives 35% crit chance, which should be enough if used only to proc conditions. > **Power Ferocity** _Precision Expertise_ would also be nice for Power builds that use non-damaging conditions. Agree with this. Assuming running full gear, expertise in major can generate more than 78% of condition duration, which can be too much in some case, like, there are traits that increase certain conditions' duration. But since this combination rely on power to deal damage, ferocity major and precision minor is only good for rev or reaper with high innate crit chance.
  10. > @"Frostfang.5109" said: > > @"maddoctor.2738" said: > > > @"Frostfang.5109" said: > > > Healingpower, toughness, vitality - for healers! > > > > Nomad's has **Toughness**, Healing Power, Vitality > > What do you do that requires so much healing/tankiness? > > Ress ppl right in the mess. Definitely Minstrel's. Things would be easier if you boon yourself before you rez someone (stabilities, protections). I assume you're playing some firebrand/druid/engi/tempest if you're playing a healer, concentration would be useful. Also, if things turn really messy, would be better to rez them using utility skills like scrapper F5, toss elixir R, guardian signet of mercy etc. But if open world, I think something like Celestial's would be better; it's important to tag mobs and event credits you know, and Celestial's is tanky enough to stay alive, provide heals and do some damage. It's another case if you are so fabulously altruistic that you don't care about loots and rewards.
  11. > @"Yasai.3549" said: > > @"Raffrey.5271" said: > > Leap of Faith heals _only if_ it hits your target(s). Both Swoop and Leap of Faith can only be used as a gap closer, you can't really expect them to hit, unless you use them point-blank, whereas Rush actually run a long way and deal damage to your foe. > > Are yu actually serious? > So yu mean Rush doesn't actually have to hit to deal damage? > > And since when can Swoop and Leap of Faith only be used as gap closers? > Am I blind when I see Rangers and Guardians with greatswords using these skills to cover ground and as mobility tools? > > OH HAHAH WOW. > > By yur logic : > Leap of Faith and Swoop needs to be target only, because it can be used even without a target despite being a Gapcloser (according to yu) > > Also an additional tidbit : if Rush is cast without a target locked on, it loses its "seeking" property and doesn't even do the Damage swing at the end. Crazy. I know. > ???? Not sure if it was me that sounded too literal at first, or you're taking them too literally. Anyway, gonna steer clear before things start getting unhealthy.
  12. > @"CutesySylveon.8290" said: > > @"Raffrey.5271" said: > > > @"Yasai.3549" said: > > > It's because Rush gives Warrior Increased movespeed for the length of the 1200 range and the skill itself has a seek range of around 200 more to "connect" to their target. > > > Think of it as a homing missile. > > > > > > Is this needed? Not really, but it does help the skill actually land, which is a nice thing to have especially when yur skill runs on cooldowns. > > > > > > Hard to dodge? > > > It's actually extremely easy to dodge because they have an awkward movement cut before their seeking swings the sword. Dodge when their movement abruptly stops and yur entire dodge frame will cover the sword swing. > > > > > > If anything, it's just making them run faster for 1200 range with an attack with a small seek range on their locked target near the end. > > > > > > Is this a big issue? Not at all. > > > Does this give them an extremely unfair advantage? I don't think so. > > > > > > Here's a suggestion for yur next useless thing to complain about : > > > Sigil of Energy giving Mirages and DE an unfair advantage in pvp /s > > > > > > > Is it just me? I think it is unfair because look, ranger and guardian GS leap couldn't hit their target, even when they stand still. And warrior GS rush can run AND hit. > > Both are leap finishers, one heals and blinds while the other has evade frames. If you seriously believe Rush is unfair compared to these, I don't know what to tell you. Leap of Faith heals _only if_ it hits your target(s). Both Swoop and Leap of Faith can only be used as a gap closer, you can't really expect them to hit, unless you use them point-blank, whereas Rush actually run a long way and deal damage to your foe.
  13. > @"Frostfang.5109" said: > Healingpower, toughness, vitality - for healers! Go Minstrel's (**Toughness**, **Healing Power**, _Vitality_, _Concentration_), most healers do more than just heal, they also boon. They don't really need much more than this. (or less)
  14. > @"Only Even.6193" said: > Hi ! For your first combination, depending on the class it could be a good idea to replace Precision with Ferocity, a lot of power specs has %critchance bonuses and fury is straight 20%.. Could be a good pick for Revenant which can double the fury effectiveness to 40%, for exemple. > Not having Ferocity at all on a power build is like doing 2 times less damages, and Crit Chance is easier to grab outside of the gears. > I used to love Toughness but because of its diminishing returns and the fact that Toughness is a No Go for some end game content, it made me avoiding it completely.. I personally think that Toughness overall deserve a rework. > > You can't make a Power variant of Trailblazer because condi only needs 2 stats to be optimal, Condition, Expertise, the rest doesn't matter. > Power variant would be Power, Precision, Ferocity, Toughness, Vitality, but that is 5 differents attributes.... > > When it's not all about DPS, Condi builds has it better since it can combine maximum condi dps while tanking Vitality and Tougness, It is not balanced at all. > I definitely like your second combo, soft CCs deserve some love... (Maybe not in Pvp tho). > As a player that loves to make builds and optimizing setups depending on my needs, I would like to see more available choices.. Now that you mentioned it, we don't have combination with ferocity major. Maybe **Power**, **Ferocity**, _Precision_, _Toughness_ would be great, can mix with Marauder's to manipulate crit cap. Precision because not every class has high innate crit chance like rev and reaper.
  15. Regardless of size. I love skins that are pretty. Some of my favorite skins: [bloodstone Rifle Skin](https://wiki.guildwars2.com/wiki/Bloodstone_Rifle_Skin), [Merciless Mace Skin](https://wiki.guildwars2.com/wiki/Merciless_Mace_Skin), [Cavalier Greatsword Skin](https://wiki.guildwars2.com/wiki/Cavalier_Greatsword_Skin), [Endless Ocean Axe Skin](https://wiki.guildwars2.com/wiki/Endless_Ocean_Axe_Skin), [Devoted Hammer Skin](https://wiki.guildwars2.com/wiki/Devoted_Hammer_Skin), [Glacial Sword Skin](https://wiki.guildwars2.com/wiki/Glacial_Sword_Skin), [Equinox Shield Skin](https://wiki.guildwars2.com/wiki/Equinox_Shield_Skin), [Orchestral Staff Skin](https://wiki.guildwars2.com/wiki/Orchestral_Staff_Skin), [Favor of the Colossus](https://wiki.guildwars2.com/wiki/Favor_of_the_Colossus), [Lord Caudecus's Sword Skin](https://wiki.guildwars2.com/wiki/Lord_Caudecus%27s_Sword_Skin) and many more. Most of them are small~medium so it's anything but large I guess? Honorable mention: [Privateer Scepter Skin](https://wiki.guildwars2.com/wiki/Privateer_Scepter_Skin) was my favorite scepter skin (makes me feel like some witch straight from some fantasy world) before [Aurous Wand Scepter Skin](https://wiki.guildwars2.com/wiki/Aurous_Wand_Scepter_Skin) and [Cerulean Wand Scepter Skin](https://wiki.guildwars2.com/wiki/Cerulean_Wand_Scepter_Skin) become available.
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