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GW2 Stress Test Changes: Skills, Traits, Recipes & Achievements

looks like a lot of re-balancing on the damage side of things. I would take these with a grain of salt because they could have stress tests each day for the rest of the time before beta then come back and just wipe these changes away. We won't know anything for sure from AN till the game goes live.

Having said that I don't see any thing big except for the vulnerability condition change. I like that its +1% incoming damage instead of -30 defense. It makes it an even ramp up vs any level difference or armor class. And its easier to tweak.
 
this post is AWESOME. However I feel like th enecro got nerfed a bit.. not to mention they nerfed the crap out of vulnerability condition.
 
Yeah good point T1G, I have read alot of people have been whining about nerfs. all I see is alot of damage numbers decreased leveling out the playing field. whiners need to adapt or perish.
 
this post is AWESOME. However I feel like th enecro got nerfed a bit.. not to mention they nerfed the crap out of vulnerability condition.

Nah. They nerfed Condition-Mancers that primarily relied on spamming the Scepter to stack bleeds. You can still trait/stack runes to get it back to where it was, but you have to spec specifically for it.

A few abilities were nerfed, Corrupt Boon needed it, so that's fine. It sucks they nerfed the damage exploding Bone Minions did by a massive amount. But....

Overall, I see most changes as a buff. Wells finally got fixed, so they are viable again. The Staff got some decent buffage and now is at a minimum on par with the Scepter for stacking bleeds. Spectral Wall got a massive buff as it now causes +10% damage to enemies that walk through it. Corrosive Poison Cloud is now instant cast and applies Weakness, major buff there as the previous cast time was very long. A few Dagger abilities got some nice buffs. Focus got buffed.

I'd also say the Vulnerability didn't get nerfed, it just got applied better. The problem was that -50 defense to a heavy armor class was nothing, while it was something to a light armor wearer. Now it's all normalized into increased damage taken. Each stack is 1% and can go up to 25% I believe.
 
looks like a lot of re-balancing on the damage side of things. I would take these with a grain of salt because they could have stress tests each day for the rest of the time before beta then come back and just wipe these changes away. We won't know anything for sure from AN till the game goes live.

Having said that I don't see any thing big except for the vulnerability condition change. I like that its +1% incoming damage instead of -30 defense. It makes it an even ramp up vs any level difference or armor class. And its easier to tweak.

The "big" nerf from this was to Guardian's healing ability and their Retaliation, both of which took massive hits. But again, they needed it as they were way too strong. Warriors got their damage lowered, everyone knew that was coming. Staff Elementalists got nerfed a bit. Pretty much everyone else got buffed overall to some degree.
 
Dunno. I wanted to be a condition~mancer thats why i was concerned. I honestly planned on running no pets, and probably still will. I was just looking at the skills and template that I had played.. a heavy condition stacking with scepter :p I was running staff swap as well and I dont think I will change that either.


I didnt get to play, but the post seems to say that they replaced the swiftness on focus with regen, but if you mouse over the tooltip it still says swiftness. Can anyone confirm yay or nay swiftness?
 
Definitely regen now, I was using the Focus.

If you still want to run the Scepter bleed build, put 30 points in Curses, take Hemophilia and Lingering Curses, take two Centaur Armor runes, two Affliction armor runes, and two Krait armor runes. That will make your Scepter bleeds last 98% longer, so basically 8 seconds. And bleeds from other methods, 65% longer.
 
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