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Why Guild Wars 2 Run Power Over Condition In PvP/WvW

Let me know what AI builds are played at the upper levels of PvP. Virtually none, because they really aren’t that hard to defeat. AI builds have a low skill floor, but the skill ceiling is barely any higher because the player has such limited input. Once you figure out how to beat a newbie running AI, you’re 80-95% of the way toward beating a master of running an AI build.

Funnily enough, something similar is true with condition builds. People don’t seem to get that there are condition attacks that you should blind/block/dodge just the same as there are power attacks that you want to buy gw2 gold. Why? Because they don’t see a huge number pop up immediately when they get hit with the skill, so they don’t figure out that it is that skill that is getting them killed.

A lot of people also don’t understand that they don’t need to be totally condition-free to beat condition builds and will use their cleanses when they would be better saved.

This has nothing to do with condition builds being overpowered; they’re actually on the weaker end for PvP. It has to do with lower-skill players not understanding how to properly counterplay against a condition build. I’ve seen engineers take on condition necros with only Healing Turret for a cleanse, yet come out so far on top, the necro may as well have been a Veteran mob. Those engineers (by far in the minority, granted) knew exactly how to counterplay the necro and did so brilliantly.

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Posted by on September 10, 2014 in Guild Wars 2 Gold



Guild Wars 2 Elementalist:D/D Celestial Needs Nerf

anky warriors are getting nerfed. And this is good for the game in that its going to promote diversity in play style rather than a huge chunk of all teams just playing a bunch of tanks and not every team will take a warrior or even 2 warriors. The less powerful tanky builds optional in this game the more diversity we will see in spvp.

D/D celestial ele deserved this nerf just as much as warrior did. D/D cele ele will be the new thing every team has 1 of or even 2 of. It promotes boring passive gameplay while also limiting teams from playing the builds (both by being so powerful of an option you can’t take anything else, and by crushing other builds so hard that you shouldn’t take them) that have fun and active gameplay and it needs to go.

Some possible things to nerf:
Drakes Breath – This ability is an absolutely huge chunk of all the damage a d/d ele does

Lightning Whip – Stow Weapon Lightning whip gives around 600 hp a second with signet of restoration and does the same damage as it would without using stow weapon.

Battle sigil – Celestial amulet gives great survivability with rather poor damage. But once you stack might you get tons of power and condi damage. There are other tanky builds and celestial amulet builds for other classes like rifle engineer that also get pretty toxic and this could help fix that. Just strait up putting it at 2 might stacks(only in spvp if needed) rather than 3 might stacks would do a lot of good. Battle sigil is a big reason most tanky builds are able to buy gw2 gold that they do.

Overall the combination of battle sigil/celestial amulet and strength or hoelbrak runes by a class and spec that can utilize all of the stats well becomes too strong.

Nerfs to some of these 4 things would help bring d/d ele in line.

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Posted by on August 26, 2014 in Guild Wars 2 Skill