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Patchnotes 10.7.2018


Murdock.5274

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> @"Sovereign.1093" said:

> > @"Egorum.9506" said:

> > > @"Sovereign.1093" said:

> > > > @"Egorum.9506" said:

> > > > > @"Sovereign.1093" said:

> > > > > > @"Egorum.9506" said:

> > > > > > > @"morrolan.9608" said:

> > > > > > > > @"Sovereign.1093" said:

> > > > > > > > > @"morrolan.9608" said:

> > > > > > > > > > @"Egorum.9506" said:

> > > > > > > > > > > @"morrolan.9608" said:

> > > > > > > > > > > > @"Egorum.9506" said:

> > > > > > > > > > > > > Thats not an issue for WvW and pvp.

> > > > > > > > > > > >

> > > > > > > > > > > > It's a huge nerf, completely takes condi scourge out of the running. 40% of total damage, gone.

> > > > > > > > > > >

> > > > > > > > > > > The main issue with condi scourge is boon corruption, this won't change that.

> > > > > > > > >

> > > > > > > > > > Why wouldn't it? Power scourge and reaper have almost the same access to boon corrupt, and both are now doing 40% more damage than condi scourge. Watch what happens at reset this week man lol

> > > > > > > > >

> > > > > > > > > So the dhuumfire change could affect 1 scourge but what is the effect on groups running say 20 scourges or more, will it have an appreciable effect and why?

> > > > > > > > >

> > > > > > > >

> > > > > > > > if left alone, 5 scourge 1 ele can wipe 15 to 20 in a choke.

> > > > > > > >

> > > > > > > > pull f1 f2 f5 staff 4 wells and elite. plus meteors

> > > > > > > >

> > > > > > > > if you bomb as one, you will kill many. i dunno why u guys complaining.

> > > > > > > >

> > > > > > > > scourge is still good

> > > > > > >

> > > > > > > This is exactly what I'm saying, the change will have minimal effect on scourges in a group.

> > > > > >

> > > > > > https://en-forum.guildwars2.com/discussion/comment/596346#Comment_596346

> > > > > >

> > > > > > Math on dhummfire. If you're holding a choke with 5 scourge and an ele, the people you're fighting are laughably bad.

> > > > >

> > > > > =) nah they didnt see us. we snuck behind. they stayd at choke.

> > > > >

> > > > > we rely more on f5 and wells than condi

> > > >

> > > > So, power scourge lol. All it takes to kitten that up is 3 heralds turning and pressing 2 from 1200 range

> > >

> > > cele =) well the topic is scourge effect can be replicated

> >

> > Cele is a waste man. What are you using the condition damage for? 2s torment? Whatever you manage to corrupt? Wasted Stat on scourge now.

> >

> > Healing power? 1k healing power gives you 874 more barrier on f2 and 1513 barrier on sand flare. Do you think giving up 1k in stats for 2387 barrier is a good trade off? I sure don't lol

> >

> > You lose too much running cele for it to be viable, you could maybe make the argument that it's worth it with prenerf dhummfire, but then you were better off running grieving/tb anyways

>

> =) we masterd cele then and now. works.for us

 

Enjoy mediocrity man lol

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> @"Egorum.9506" said:

> Cele is a waste man.

 

Well tbf cele gives you also defensive stats which allows you to land damage better in WvW. I mean lets be honest, for shroud skills to deal max damage you need to actually position yourself near the enemy and your strongest skills are spite proc and axe 3 which unfortunately mean that you have to go really close to enemy. Staff deals abysmally low ignorable damage so camping staff is not an option either.

 

> What are you using the condition damage for? 2s torment? Whatever you manage to corrupt? Wasted Stat on scourge now.

You could argue same thing about why you would run grieving or trailblazer condition damage part if the condition damage is that terrible on scourge

 

> Healing power? 1k healing power gives you 874 more barrier on f2 and 1513 barrier on sand flare. Do you think giving up 1k in stats for 2387 barrier is a good trade off? I sure don't lol

 

Yea its true that Healing power and Condition damage are all underwhelming stats in celestial but it adds up. 900 barrier for 5 people = 4500 health. 1500 barrier for 5 people = 7500 health. Also it buffs your overall sustain by adding more barrier to desert shroud and health to flare. Also celestial has 25% more overall stats than 4 stat effects such as grieving, so youre not wasting 1k stats, you're getting them for free.

 

The condition damage doesnt really do much except make your burning sources stronger such as trail of anguish + ghastly breach and add a bit on your overall torment dps.

 

Anyways Cele has vitality which reduces life force costs in general and toughness that makes your barriers and overall existing health pool stronger while making incoming healing more valuable. Try heal 3 equally low health headless chicken grieving scourges as a firebrand, gl with that.

 

My personal opinion would be to run half marauder half cele, just so you're not a glass cannon comparable to one shottable core necro that just rallybots around and can never go 900 range from a group that has proper revs or eles. Full cele is fine too.

 

TLDR; This is not PvE, you need some defensive stats which celestial provides you while keeping your skill damage around 80% of pure power full zerker/grieving necro . Also necro is based on how much boons you can remove, not how much damage you deal. More corrupts = more damage. Healing power also affects barrier you give to allies, not just you.

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> @"Threather.9354" said:

> > @"Egorum.9506" said:

> > Cele is a waste man.

>

> Well tbf cele gives you also defensive stats which allows you to land damage better in WvW. I mean lets be honest, for shroud skills to deal max damage you need to actually position yourself near the enemy and your strongest skills are spite proc and axe 3 which unfortunately mean that you have to go really close to enemy. Staff deals abysmally low ignorable damage so camping staff is not an option either.

>

> > What are you using the condition damage for? 2s torment? Whatever you manage to corrupt? Wasted Stat on scourge now.

> You could argue same thing about why you would run grieving or trailblazer condition damage part if the condition damage is that terrible on scourge

>

> > Healing power? 1k healing power gives you 874 more barrier on f2 and 1513 barrier on sand flare. Do you think giving up 1k in stats for 2387 barrier is a good trade off? I sure don't lol

>

> Yea its true that Healing power and Condition damage are all underwhelming stats in celestial but it adds up. 900 barrier for 5 people = 4500 health. 1500 barrier for 5 people = 7500 health. Also it buffs your overall sustain by adding more barrier to desert shroud and health to flare. Also celestial has 25% more overall stats than 4 stat effects such as grieving, so youre not wasting 1k stats, you're getting them for free.

>

> The condition damage doesnt really do much except make your burning sources stronger such as trail of anguish + ghastly breach and add a bit on your overall torment dps.

>

> Anyways Cele has vitality which reduces life force costs in general and toughness that makes your barriers and overall existing health pool stronger while making incoming healing more valuable. Try heal 3 equally low health headless chicken grieving scourges as a firebrand, gl with that.

>

> My personal opinion would be to run half marauder half cele, just so you're not a glass cannon comparable to one shottable core necro that just rallybots around and can never go 900 range from a group that has proper revs or eles. Full cele is fine too.

>

> TLDR; This is not PvE, you need some defensive stats which celestial provides you while keeping your skill damage around 80% of pure power full zerker/grieving necro . Also necro is based on how much boons you can remove, not how much damage you deal. More corrupts = more damage. Healing power also affects barrier you give to allies, not just you.

 

the go to build used to be grieving/tb, now it's marauder/cavalier. both of which gives you significantly better damage modifiers than cele, both in power and crit damage.

 

12k barrier isn't worth losing 50k damage in the same time span, fights are ultimately about who can kill the other team fastest. more damage also means more downs and rallies, which is better than a little barrier. 1 stack of burning on torch, 1 on ToA, 1 from GB (no one stands in that shit, even if you're close enough to use it), 2s torment per f skill. not a good use of condition damage =/

 

half marauder/half cele gives you what, like 350 condi damage/healing power? so those numbers above are 1/3 as strong. just made the builds, you lose 300 power and 15% crit damage. also, cele has 20% more crit than needed for 100% in shroud, which is wasted crit chance as you should be able to drop all of your big hitters in that 7s window. 20% more crit chance on staff marks isn't doing anything useful =/

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damage now is with the eles. which was why my 5 necros wiped a lot. apparently we had to meteor casters alternating.

 

how you use your toons is depending on your strat. for us we alternate barriers like we do stab

 

stab 1 go barrier 1 go stab 2 barrier 2 etc. it may not seem so big now because but we focus on survival over damage because we face significantly more than our numbers.

 

unless it is the map blob we face, our eu 20plus team is able to hold pretty well. (our coverage sucks yes) our ocx sea, not much (i rage, cus insult ppl at.this time out of frustration)

 

on that note: we are slowly going to the 2 support guard scenario or dire healer guard for the anti ac. Fb and base guard. becoming more.viable for us. we will block ur meteors and burn hehe. =)

 

 

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