But you can mitigate, deflect and dodge the glyphs. I've seen the Reds hitting from 0 (on dodges) to about 500. On an HR, the Deflected hit was like 150 damage or so.
There is still a HUGE amount of unnecessary damage in PvP and even tanky chars can be burned very fast.
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demonmongerMember, NW M9 PlaytestPosts: 3,350Arc User
edited October 2014
Wish we could all just agree not to use glyphs....
[SIGPIC][/SIGPIC]
I hate paying taxes! Why must I pay thousands of dollars in taxes when everything I buy is taxed anyways!
Maybe we should all agree to fight naked (no ****)
Glyphs were broken yes, but they should not be removed like many have suggested, they give a player more power, and everyone can use them, the problem i see is with overload slots
But you can mitigate, deflect and dodge the glyphs. I've seen the Reds hitting from 0 (on dodges) to about 500. On an HR, the Deflected hit was like 150 damage or so.
There is still a HUGE amount of unnecessary damage in PvP and even tanky chars can be burned very fast.
Pretty much. Devs turned pvp into a DPS rush with fights lasting seconds. Should tone down DPS in pvp and make high DPS hits hard to land. It's all easy-cheesy and too bursty now.
CW-SW combo is expecially deadly. Ranged death for any tank. On the other side, threat based gwfs and combat hrs can melt very fast cws and sws. It's all too bursty and fast and cheesy...
Pretty much. Devs turned pvp into a DPS rush with fights lasting seconds. Should tone down DPS in pvp and make high DPS hits hard to land. It's all easy-cheesy and too bursty now.
CW-SW combo is expecially deadly. Ranged death for any tank. On the other side, threat based gwfs and combat hrs can melt very fast cws and sws. It's all too bursty and fast and cheesy...
Yea I thought that this was what the devs were shying away from by introducing tenacity?
I hear "learn to play" all the time, but it seems to me that it should be defined as "my class is balanced, except when others beat it, then THAT class is OP"...
The meh:
- 2 of the same time = Permanent Uptime. Might not be WAI, I wish it was, my build needs 800 ArP.
The Good:
- you can Mitigate them
- you can Deflect them to almost no damage
- you can Dodge them
- you can "Shield' against them with different abilities
- weapon DoTs such as Bile not proccing them
- feats such as Deep Gash not proccing them
The Bad
- the now respect debuffs and ArP...lol
- they work better with (encounter) DoT builds. They will tick with RoE, CoI. This leads to a situation where one class can be good just it can use glyphs better (HR and CW is around here). Sorry GWF.
Where we at now?
- glyphs just as powerful in PvE - nothing changed. I assume PvErs are at max ArP.
- as long as you have some defenses up - dodges, Shield etc. you will do decently against glyphs now. HP still the king defense.
- the moment you're CCed and people can spam their abilities on you, you're dead even faster. If you're prone and cannot Deflect at all, worse.
- debuffs on the target will result in Glyphs ticking for more than they used to. I have hit a 690 dmg Aspect of Fire just because of RoE in a 1vs1 with a TR. Overall dmg is lower.
- burst damage still wayyyyyyyy too much... sometimes. Why sometimes? Because on my CW I try to avoid using Reds (I ain't putting them on unless you have them first). But I cannot kill any tanky char at same level of gear without Reds. CW damage in 1vs1s against let's say a GWF is more than inadequate without Reds. You won't pierce through that DR. So Reds basically allow my CW to be relevant in a 1vs1. As for my HR, I don't care, I still use RG, and won't bother to wear Purified.
from my experience as a tr it works almost the same on low pug lvl.
but there is huge change vs geared people.
and i must say trs are more nerfed with this change then any other class
cw hit harder then before especialy coi sometimes it goes crazy and kills me instant .
never happened before.
dmg against tanks is way lower.
i dont think no one realy lost dmg except trs
but fine what ever next mod they are not in anyway
Comments
But you can mitigate, deflect and dodge the glyphs. I've seen the Reds hitting from 0 (on dodges) to about 500. On an HR, the Deflected hit was like 150 damage or so.
There is still a HUGE amount of unnecessary damage in PvP and even tanky chars can be burned very fast.
Glyphs were broken yes, but they should not be removed like many have suggested, they give a player more power, and everyone can use them, the problem i see is with overload slots
Pretty much. Devs turned pvp into a DPS rush with fights lasting seconds. Should tone down DPS in pvp and make high DPS hits hard to land. It's all easy-cheesy and too bursty now.
CW-SW combo is expecially deadly. Ranged death for any tank. On the other side, threat based gwfs and combat hrs can melt very fast cws and sws. It's all too bursty and fast and cheesy...
Yea I thought that this was what the devs were shying away from by introducing tenacity?
The meh:
- 2 of the same time = Permanent Uptime. Might not be WAI, I wish it was, my build needs 800 ArP.
The Good:
- you can Mitigate them
- you can Deflect them to almost no damage
- you can Dodge them
- you can "Shield' against them with different abilities
- weapon DoTs such as Bile not proccing them
- feats such as Deep Gash not proccing them
The Bad
- the now respect debuffs and ArP...lol
- they work better with (encounter) DoT builds. They will tick with RoE, CoI. This leads to a situation where one class can be good just it can use glyphs better (HR and CW is around here). Sorry GWF.
Where we at now?
- glyphs just as powerful in PvE - nothing changed. I assume PvErs are at max ArP.
- as long as you have some defenses up - dodges, Shield etc. you will do decently against glyphs now. HP still the king defense.
- the moment you're CCed and people can spam their abilities on you, you're dead even faster. If you're prone and cannot Deflect at all, worse.
- debuffs on the target will result in Glyphs ticking for more than they used to. I have hit a 690 dmg Aspect of Fire just because of RoE in a 1vs1 with a TR. Overall dmg is lower.
- burst damage still wayyyyyyyy too much... sometimes. Why sometimes? Because on my CW I try to avoid using Reds (I ain't putting them on unless you have them first). But I cannot kill any tanky char at same level of gear without Reds. CW damage in 1vs1s against let's say a GWF is more than inadequate without Reds. You won't pierce through that DR. So Reds basically allow my CW to be relevant in a 1vs1. As for my HR, I don't care, I still use RG, and won't bother to wear Purified.
but there is huge change vs geared people.
and i must say trs are more nerfed with this change then any other class
cw hit harder then before especialy coi sometimes it goes crazy and kills me instant .
never happened before.
dmg against tanks is way lower.
i dont think no one realy lost dmg except trs
but fine what ever next mod they are not in anyway
No, they were trying to mitigate much of the OP control issues at the time (CW was choking everything and GWF was at its rampant peak)
Sharra Del'Armgo - SW Trapper Hybrid HR
Ogghra Bar'Ghuzumn - MI Scoundrel TR
Vænna Thrymskjöldr - IV Protector GF
Healing Depresion: Die fast.
Tenacity: Die slow.
Last changes: Die ultra fast.
Devs doesn't know what they want.