May 14, 2007, 01:56 PM // 13:56 | #1 |
Ascalonian Squire
Join Date: May 2007
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Benefits of weakness and cripple etc?
I often pass up the opportunity to use skills that cause cripple, weakness and other conditions similar to this for skills that cause me to do more damage or cause health degeneration....
Reading in the forums a lot I have noticed, depending on the build, people often recommend using these types of conditions - but what do they do? How do they benefit the player? I often play PvE and have no need to cripple an enemy to stop him from running away - but I feel as though I'm not seeing the benefit of these. |
May 14, 2007, 02:05 PM // 14:05 | #2 |
Forge Runner
Join Date: Jul 2006
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Cripple reduces enemy movement by 50%
Weakness reduces the damage of all attacks from target foe by 66% and reduces all his attributes by 1 (can't drop below 0) Blind gives target foe a 90% chance to miss with attacks. Dazed makes enemy spells cast 100% slower and causes them to be easily interrupted (i.e. they're interrupted every time that foe is hit with an attack) Deep Wound causes a 20% health reduction (taken off the bottom) and reduces all healing on target foe by 20% You're right. In PvE you don't need cripple at all. The others can be really useful, but monsters hardly kite anyway, so stopping them is not important. |
May 14, 2007, 02:16 PM // 14:16 | #3 |
Wilds Pathfinder
Join Date: Sep 2005
Location: 7??13'35" E - 50??06'27" N
Guild: Servants of Fortuna [SoF]
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In normal PvE the use for those conditions indeed isn't that great. For example, why bother crippling something that isn't going to run far but rather going to die in a couple of seconds anyway?
But come Hard Mode, things look entirely different. It is very hard to chase down a kiting monk who has a permanent speed buff, for example. Crippling, or snare hexes, normally almost completely ignored in PvE, suddenly become very attractive. Same goes for weakness. Weakness will greatly reduce the damage output of physical damage dealers. In an average PvE encounter warrior mobs simply don't live long enough to inflict a lot of damage, and some half-decent monking will easily deal with that. But in some areas (and again, Hard Mode), weakening warrior mobs can make the difference between "a very hard time surviving" and "tough, but not impossible". Although there are of course other methods to achive the same effect (blinding, wards, protection prayers...). |
May 14, 2007, 02:52 PM // 14:52 | #4 |
Never Too Old
Join Date: Jul 2006
Location: Rhode Island where there are no GW contests
Guild: Order of First
Profession: W/R
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And Cripple can be useful in Normal Mode when you have foes with runaway AI, such as hekets. It can allow you to kill them before they have made you aggro every mob in the area.
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That's me, the old stick-in-the-mud non-fun moderator. (and non-understanding, also) |
May 14, 2007, 03:15 PM // 15:15 | #5 |
Wilds Pathfinder
Join Date: Oct 2005
Location: England
Guild: Blood On The Worlds Hands
Profession: W/
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A lot of builds in here are for use in PVP, and in PVP, conditions are your friend.
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May 14, 2007, 05:18 PM // 17:18 | #6 | ||
Ascalonian Squire
Join Date: May 2007
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May 14, 2007, 05:46 PM // 17:46 | #7 |
Hall Hero
Join Date: Aug 2005
Profession: E/
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If you suffer from weakness and cripple, etc you can scroll over it and see it say what it does like any hex or enchantment on you in the status window.
Anyway, cripple only affects movement speed. Not that useful in normal mode PvE, but very useful in PvP where enemies kite (ie move around while you attack them, thereby greatly reducing the damage you can do to them) and in hard mode where monsters run 50% faster then the players all the time. Deep wound is also AWESOME in pve because many monsters don't have condition removal. However, at the start of the game, its not AS useful because monsters die so fast anyway. Its definately helpful though in later stages of the game when it starts to lower enemies health by around 200 hp. Blind is also very nice in PvE, but only certain builds (like an air elementalist) can keep it up on foes for long periods of time. Weakness is quite useful in PvE, especially against foes that hit for a lot of damage over an aoe (jade brotherhood axe warriors with triple chop/cyclone axe or FoW rangers with barrage for example). With the new -1 to attributes, it can also be useful to impede the enemy monk's healing ability. |
May 15, 2007, 01:36 AM // 01:36 | #8 | |
Krytan Explorer
Join Date: Sep 2006
Location: 1337ville, California
Guild: Generic Name [Tag]
Profession: R/
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May 15, 2007, 01:39 AM // 01:39 | #9 | |
Ascalonian Squire
Join Date: May 2007
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May 15, 2007, 02:09 AM // 02:09 | #10 | |
Krytan Explorer
Join Date: Sep 2006
Location: 1337ville, California
Guild: Generic Name [Tag]
Profession: R/
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May 15, 2007, 05:33 AM // 05:33 | #11 |
Hall Hero
Join Date: Aug 2005
Profession: E/
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Weakness used to only lower physical damage output (thus it was worthless to put in on a caster).
They added the -1 attribute in a skill balance update (as Lotrfish said in Feb 2007). A.net periodically changes the stats of many skills and rarely a whole attribute or condition to rebalance the game. |
May 15, 2007, 05:41 AM // 05:41 | #12 | |
I like yumy food!
Join Date: Jan 2006
Location: Where I can eat yumy food
Guild: Dead Alley [dR]
Profession: Mo/R
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Expecting them to put the condition descriptions in the skill is just ridiculous. Imagine if desperation blow read like this: "If this attack hits, you strike for +10...34 damage, and your target suffers from one of the following conditions: Deep Wound, a condition that reduces the maximum health of the sufferer by 20% (up to 100 health) as well as reducing healing they receive by 20%, (for 20 seconds), Weakness, a condition that reduces the damage of your attacks by 66% and all of your nonzero attributes by 1, (for 20 seconds), Bleeding, meaning they suffer from -3 health degeneration or 6 health per second, (for 25 seconds), or Crippled, meaning they move 50% slower, but their attack speed is not reduced, (for 15 seconds). After making a Desperation Blow, you are knocked down." There's a reason why this game has tutorial areas to teach you the basics. You can't expect them to babysit you the whole game...it's not that hard to know the couple conditions after progressing through the game. Last edited by Div; May 15, 2007 at 05:44 AM // 05:44.. |
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May 15, 2007, 06:12 AM // 06:12 | #13 |
Krytan Explorer
Join Date: Jan 2006
Location: USA
Profession: Mo/Me
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honestly though, a lot of the conditions effects aren't specified exactly in the mouse-over descriptions. it can definitely be confusing to understand these conditions if you don't know exactly how they work. For example, the desc. for Weakness is as follows:
Condition. While suffering from this Condition, you deal less damage with attacks and all of your attributes are reduced by 1 this doesn't say how much less damage you do, whether bonus damage is affected, etc. So, what I mean to say is, while the game does a decent job of giving you a general idea, the specifics come from outside sources As to the point of the OP, weakness and cripple are utility conditions, not damage conditions, unlike the steady degen stuff you usually see around. The problem is mainly with weakness. It doesn't really earn its place amongst the other conditions. In both pve and pvp, weakness is overshadowed by a skill that can actually do damage, rather than something that prevents damage. The advantage of weakness is that it has synergy with other skills. Many necromancer skills deal with weakness, as do many hammer skills. |
May 15, 2007, 02:47 PM // 14:47 | #14 | |||
Lion's Arch Merchant
Join Date: Jun 2006
Guild: Legion of Zeal [Zeal]
Profession: W/
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Since no one mentioned this: weakness reduces only the base damage, not +damage.
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May 15, 2007, 03:07 PM // 15:07 | #15 |
Wilds Pathfinder
Join Date: Nov 2006
Guild: Be Aggressive B E Aggressive [AGRO]
Profession: E/Me
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In HM cripple, dazed, weak, etc helps a lot. It is not to keep them from kiting you so much as to allow your monks, ellys, etc to kite them. They have speed boost so your dunkaro cannot get away from them, but if the are cripple it allows your Dunkaro to stand a chance to kite them. Charge is another skill I find myself using more and more in HM for the same reason, my team can get away from their attackers
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May 15, 2007, 03:12 PM // 15:12 | #16 | |||||
Forge Runner
Join Date: Jul 2006
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May 15, 2007, 03:36 PM // 15:36 | #17 | ||
Lion's Arch Merchant
Join Date: Jun 2006
Guild: Legion of Zeal [Zeal]
Profession: W/
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But anyway, I'm NOT casting weakness on casters nor saying you should cast weakness on casters. I'm saying that if weakness somehow gets applied on an enemy caster or casters, maybe because a hero set to curses had nothing "better to do", it's not complete waste of energy. Last edited by RoadKill97; May 15, 2007 at 07:53 PM // 19:53.. Reason: Tried to make more sense. |
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May 15, 2007, 05:08 PM // 17:08 | #18 | |
Ascalonian Squire
Join Date: May 2007
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I did read the manuals back when I was playing the beta - but never felt I needed to do it again until recently when I have seen a lot of debates about using weekness - all of a sudden I knew there was some benefit that I did not know about.. Now I know though - thanks for all the responses! |
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