Condition Reduction Runes
Warskull
They are PvP runes and can be really good in PvP. Not so useful in PvE, since conditions only appear in certain areas.
VanDamselx
Quote:
Originally Posted by Rahja the Thief
Blind and dazed are the really only worthwhile ones, depending on profession obviously.
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Jetdoc
I use Blind on my Warrior occassionally, but the others rarely see any use unless I'm rushing from one place to the next.
Xero Silvam
Quote:
Originally Posted by -Loki-
I'd prefer the other monk didn't suck. By the time daze wears off, even with shorter duration, it's had it's desired effect - your healing has sucked for the last 10-15 seconds. The other monk (or anyone with condition removal) should be getting it off you quick smart, which makes the reduced time pretty pointless.
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Also, when the other monk gets spiked out and you get dazed, they might help aswell. Also, it's great in the arena's. I usually go -40% daze in arena's just cause it's so hard to get rid of the daze with most (viable) options.
strcpy
Quote:
Originally Posted by DreamRunner
How about lacking a good amount of experience in a huge part of the game? Does that sound like a bad thing? Yes it does.
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Quote:
Conditions reduction is something that based on class should bring. Caster = dazed reduction, and melee should bring blind and weakness reduction. You see more dazed such as BHA rangers in TA and maybe RA. |
One shouldn't get rid of useful stuff for PvE because it is less useful in PvP any more than we should get rid of the condition runes because they are mostly worthless in PvE. Plus *both* sides should also consider the less than stellar players and allow things they need - we were all there at one time and if you run off all the new players you will die (see the sorry state of the PvP community to see that in action, no new players == death). PvE at least has the hench and hero to bridge the gap until you are good enough to be accepted, PvP'ers have no real avenue unless they are willing to put up with months of crap and everyone (and everything) trying to make you quit. Though this is also part of why the PUG community is dead.
This type of attitude will ensure that GW PvP will die a miserable death for years to come. Feel free to get angry at me and tell me I'm wrong, I'm sure that the vibrant and growing PvP community will agree with you (you can lead a horse to the water but you can't make it drink).
Tr33zon
I can see the Blind one being useful in Shards of Orr if anything in PvE. That dungeon is so annoying as a Warrior.
And in HA/RA/TA I always use the Clarity rune.
And in HA/RA/TA I always use the Clarity rune.
SotiCoto
Quote:
Originally Posted by DreamRunner
How about lacking a good amount of experience in a huge part of the game? Does that sound like a bad thing? Yes it does.
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Me == Roleplayer
I have no interest in playing playground tag with the jock-kids. If I wanted that, I'd load up Unreal Tournament or Tribes.
PvE and PvP are worlds apart. You might fight concentrated groups of coordinated and tough players with erratic patterns; but I keep my fighting to mass mobs of high-level, low-intelligence beasties.
Quote:
Conditions reduction is something that based on class should bring. Caster = dazed reduction, and melee should bring blind and weakness reduction. You see more dazed such as BHA rangers in TA and maybe RA. |
Amazing, isn't it?
devilru
Quote:
Originally Posted by SotiCoto
Or... y'know... condition REMOVAL.
Amazing, isn't it? |
Amazing, isn't it?
SotiCoto
Quote:
Originally Posted by devilru
Or...y'know...it's hard removing dazed from yourself when you keep getting interrupted?
Amazing, isn't it? |
And oddly enough, 20% shorter Dazed is still 80% of the same incapacitation, and you're still going to be just as ****ed for most of it.
Avarre
So your argument is because dazed is still applied, it's pointless to reduce it by 20% in areas with one monk such as RA/TA, since you'll still be incapacitated for a period of time.
Oh ok.
Oh ok.
bungusmaximus
daze reduction in RA/TA makes perfect sense, don't leave home without.
(and take off monk draw or other condi remove ofc).
(and take off monk draw or other condi remove ofc).
SotiCoto
Quote:
Originally Posted by Avarre
So your argument is because dazed is still applied, it's pointless to reduce it by 20% in areas with one monk such as RA/TA, since you'll still be incapacitated for a period of time.
Oh ok. |
But I'm still comparitively certain there are better runes to be putting in that slot than something which will reduce a fairly rare (and incapacitating) condition by a mere 20%.
No point in arguing if we're only talking about RA / TA though. My experience of PvP is exclusively limited to AB and FA. Your signature about sums it up.
iriyabran
does that rune stack with the soundness of mind inscription?
william1975
i dont use them i see them as a wast only good for identifying and selling.
much prefer the extra health or energy
much prefer the extra health or energy
Kale Ironfist
There is a stack limit, but as far as rune and off-hand inscription go, they do stack. It's probably 50%, the limit.
Minus Sign
Dazed is not so particularly rare in PvE since EotN came out.
I used the reduce dazed rune on my monk's primary armor, and I use that armor in pve and pvp. Players are regualrly calling in vent that they have dazed when I monk and assuming I can magically remove it with dissmiss or mendC...when they have bleeding, weakness and/or deep wound covering it.
There are a lot of condition application skills in this game. There are very few condition removers that excell at removing stacks. All of them have heavy drawbacks (long recycles or transfer of conditions, or only touch range or rely on heavy spirit presence).
It seems a lot of people are offended in this thread...but its the type of offense that makes me giggle. You're pissed off that other players are using these runes to effect; trying to call down the effectiveness of these runes because they won't work in one area or another. Others are, as happens, a little sore that they have been so thoroughly dismissed.
I want to be perfectly clear:
<--PvE player.
<--PvP player.
I use them in both areas. I use them in all areas on all my toons. I use them on my heroes. Every mission, every arena; there is one on my character. Doing otherwise would be folly imo. They are extremely effective for what they do; and what they do is prevent shutdown. 10 hp or 2 energy...isn't effective. I don't need it either; I manage my energy and kite under pressure.
Now that I've said my piece, I hope to urge you all. To the detractors: do not assume that players who use them are "being stubborn" about their gametype. They might know something you don't.
To the defenders: don't get offended because these people have s different view of the game. it should be enough that you know it works. You let them know, let it go. They can try it or not; its their choice, not yours.
GGs
I used the reduce dazed rune on my monk's primary armor, and I use that armor in pve and pvp. Players are regualrly calling in vent that they have dazed when I monk and assuming I can magically remove it with dissmiss or mendC...when they have bleeding, weakness and/or deep wound covering it.
There are a lot of condition application skills in this game. There are very few condition removers that excell at removing stacks. All of them have heavy drawbacks (long recycles or transfer of conditions, or only touch range or rely on heavy spirit presence).
It seems a lot of people are offended in this thread...but its the type of offense that makes me giggle. You're pissed off that other players are using these runes to effect; trying to call down the effectiveness of these runes because they won't work in one area or another. Others are, as happens, a little sore that they have been so thoroughly dismissed.
I want to be perfectly clear:
<--PvE player.
<--PvP player.
I use them in both areas. I use them in all areas on all my toons. I use them on my heroes. Every mission, every arena; there is one on my character. Doing otherwise would be folly imo. They are extremely effective for what they do; and what they do is prevent shutdown. 10 hp or 2 energy...isn't effective. I don't need it either; I manage my energy and kite under pressure.
Now that I've said my piece, I hope to urge you all. To the detractors: do not assume that players who use them are "being stubborn" about their gametype. They might know something you don't.
To the defenders: don't get offended because these people have s different view of the game. it should be enough that you know it works. You let them know, let it go. They can try it or not; its their choice, not yours.
GGs
DreamRunner
Quote:
Originally Posted by strcpy
Yea, those PvP guys suck thinking that they are the only ones that count and rarely ever trying out their ideas outside of their chosen arenas - oh wait, was this a slam on PvE? Seems to me that both sides pretty much ignore the other and want their ideas to be law thinking they are the "correct" ones and the other side is simply stupid. Why people can't think beyond that is a mystery to me, there is no reason for the split if people could be remotely reasonable and stop acting like the other side are idiots.
The stuff you are replying too is with regards to inscriptions, the +15 while enchant is usually the superior one for Dervishes in PvE. With what little enchant stripping there is in PvE many builds will *still* be enchanted near 100% - there is a VERY good reason to use them regardless of what how one feels they are useful in PvP. One shouldn't get rid of useful stuff for PvE because it is less useful in PvP any more than we should get rid of the condition runes because they are mostly worthless in PvE. Plus *both* sides should also consider the less than stellar players and allow things they need - we were all there at one time and if you run off all the new players you will die (see the sorry state of the PvP community to see that in action, no new players == death). PvE at least has the hench and hero to bridge the gap until you are good enough to be accepted, PvP'ers have no real avenue unless they are willing to put up with months of crap and everyone (and everything) trying to make you quit. Though this is also part of why the PUG community is dead. This type of attitude will ensure that GW PvP will die a miserable death for years to come. Feel free to get angry at me and tell me I'm wrong, I'm sure that the vibrant and growing PvP community will agree with you (you can lead a horse to the water but you can't make it drink). |
I'm pretty sure I was commenting on the thread in general. Thats why I gave such a simple sentence. I do wonder why you are pulling crap out of pvp vs pve against me, as it doesn't have much relevance to what I have said. Do I think that casters in PvE should bring dazed reduction? Yes. Should melee bring blind reduction aswell? Yes.
Bryant Again
Quote:
Originally Posted by SotiCoto
That aside, there is also a lot less content to PvP... and even Alliance Battle bores me these days (5 maps compared to over a hundred explorable areas).
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OI-812
Remind me how high you can stack condition reduction %? A character who is completely immune to a pair of conditions, while he/she would have less than optimal killing ability, is a very amusing thought.
SotiCoto
Quote:
Originally Posted by Bryant Again
The content in PvP is not in the areas but in the battles, where each and every fight is unique. That's why people find PvP (and competitive games in general) so replayable and challenging.
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Afterall... to me all the human players look the same and they all run the same builds. At least with my Necro (primary Alliance Battler out of my chars) I know to steer clear of Elementalists and especially Water Elementalists... to avoid Mesmers where possible... and touch-Rangers.... but that Assassins, Warriors and other Rangers are easy prey. They all look exactly the same... always act the same way... and are random and unreliable in form or number.
Generally speaking... someone finds a good build and everyone of the same class copies. Those who don't will generally have essentially non-viable builds... without a shadow of a doubt.
It is like rolling dice (D6s). Which numbers you get are randomised... and there are only 6 results to choose from. Not really fun... imho.
Compare that to the number of different monsters across the three campaigns... the different group designs... the gimmick builds, BOTH good and bad (I've found PvPers either seem to be great or total crap with little inbetween, and while I'm a good observer I tend to be a crap player).... and of course the drops you get from them.
In fact... most of the fun in PvE to me is that you CAN prepare for it... and you will get differente experiences with different builds that you can then learn from. The most planning you can do for PvP is just to try and account for as many general possibilities as possible (balanced build)... which frankly seems horribly boring to me. There is no dedication to character or feeling of immersion...
But... to each their own.
I'd rather watch paint dry than do PvP.... but PvE is great IMHO (at least Normal Mode is; Hard Mode is for farming, IMHO)...
Bryant Again
Quote:
Originally Posted by SotiCoto
It is like rolling dice (D6s). Which numbers you get are randomised... and there are only 6 results to choose from. Not really fun... imho.
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I too enjoy PvE, but I find much more satisfaction in multiplayer games, where I learn something new everyday.
Continuing convo in PMs. Sorry Earth!
SotiCoto
Quote:
Originally Posted by Bryant Again
As opposed to PvE, where the dices are already rolled and you know the results, all the time, 24/7. That's why many find PvE so unsatisfying at a certain point in their GW career: doesn't get anymore challenging, and the battles are not predictable, but known.
I too enjoy PvE, but I find much more satisfaction in multiplayer games, where I learn something new everyday. |
Granted... the entertainment value of any given area is limited... but there are a great many such areas, and different value is added by modifying one's own team.
As opposed to fighting against randomised D6s... where the number of variables is far smaller and it takes much less time to reach the state of "seen it, been there, done that".
Humans lack replayability. That is why surveys work: check the opinions of 10 or 20 randomly selected people... and you have a reasonable framework for just about everyone else.
Bankai
Quote:
Originally Posted by SotiCoto
Different people like different things. I acknowledged that a long time ago. It certainly doesn't leave me understanding how or why though... any more than I understand why dogs like the smell of cow-sh!t or rotten fish.
Afterall... to me all the human players look the same and they all run the same builds. At least with my Necro (primary Alliance Battler out of my chars) I know to steer clear of Elementalists and especially Water Elementalists... to avoid Mesmers where possible... and touch-Rangers.... but that Assassins, Warriors and other Rangers are easy prey. They all look exactly the same... always act the same way... and are random and unreliable in form or number. Generally speaking... someone finds a good build and everyone of the same class copies. Those who don't will generally have essentially non-viable builds... without a shadow of a doubt. It is like rolling dice (D6s). Which numbers you get are randomised... and there are only 6 results to choose from. Not really fun... imho. Compare that to the number of different monsters across the three campaigns... the different group designs... the gimmick builds, BOTH good and bad (I've found PvPers either seem to be great or total crap with little inbetween, and while I'm a good observer I tend to be a crap player).... and of course the drops you get from them. In fact... most of the fun in PvE to me is that you CAN prepare for it... and you will get differente experiences with different builds that you can then learn from. The most planning you can do for PvP is just to try and account for as many general possibilities as possible (balanced build)... which frankly seems horribly boring to me. There is no dedication to character or feeling of immersion... But... to each their own. I'd rather watch paint dry than do PvP.... but PvE is great IMHO (at least Normal Mode is; Hard Mode is for farming, IMHO)... |
Mercury Angel
Quote:
Originally Posted by OI-812
Remind me how high you can stack condition reduction %? A character who is completely immune to a pair of conditions, while he/she would have less than optimal killing ability, is a very amusing thought.
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However, you can get most conditions of around 1-15 seconds to either fail to apply entirely, or end within 1 second with Purifying Veil, Recovery, Featherfoot Grace, Pure was Li Ming, and runes.
Avatar of Melandru is probably better in any situation you'd be able to set that up at, though.
LifeInfusion
Quote:
Originally Posted by Mercury Angel
Poison + Bleeding + Weakness are all a bit underwhelming, though weakness can be nasty. Shaving off a few seconds doesn't matter enough.
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erkun
I use reduce crippling and blindness whenever I play on RA. Chances of getting a monk with decent condition removal skills there are slim.
Ensign
The runes (and shields) are good for fighting high value, short duration conditions. Blind runes are staples for Warriors; Cripple runes staples for any character that expects to be harassed by a Cripshot. Daze reducers are usually worthless, since just about every source of daze seems to last forever for some reason.