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Trait: Dark Armour Q:s

in Necromancer

Posted by: Aelial.6314

Aelial.6314

I think it works.

Still it is no huge impact, since you only get 20 condition damage. Could still be useful, but I think it is better to spread your conditions with epidemic then switch to DS and channel your 4, if you want to use this trait.

I think it is the same problem with Runes of Undead and Plagueform. Really cool on paper but not that strong in reality. You get a huge (and I mean huuuuuuuuge) toughness boost in epidemic, so I thought I would also get a huge condition damage boost from that.

NOPE.

I think plague (or transformations in general) counts as a bundle and you lose your main weapon stats.

Anyway undead is still my most favourite set (bleedcap (!)).

Famous Quotes for the Engineer.

in Engineer

Posted by: Aelial.6314

Aelial.6314

“I’ve seen things you people wouldn’t believe. Guardians on fire off the shoulder of Orion. I watched Mesmers glitter in the dark near the Tannhäuser Gate. All those moments will be nerfed in time, like engineers in a patch. Time to die.”

-soliloquy of an engineer

Sigil that can proc off turrets

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Posted by: Aelial.6314

Aelial.6314

I tried that some time ago in the miss. Statwise nothing has an effect on turrets. Nothing. Afaik turrets cant crit or atleast I have never seen one crit. Could be wrong on that one.

Rifle turret even applies its own bleeds with auto fire. So if you want to run rifle turret you will load up the mob with kittenty bleeds with extremly low condition damage. Which will overwrite a necromancers bleeds at 25 stacks, making him track you and set your pc on fire.

Dye Combos for necros

in Necromancer

Posted by: Aelial.6314

Aelial.6314

Try midnight purple and celestial white on TA armor. Looks pretty good on my female char and fits perfectly with wraith mask.

Flamethrower Build and stats?

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Posted by: Aelial.6314

Aelial.6314

I like your build but I would take self regulating defenses in Alchemy 10. It has great synergy with automated medical response.

Regarding flamethrower builds I would say, great as long as you are fighting on even ground (and I mean literally even). If not, there is one word to describe the flamethrower: MISS!

Is corrupt boon considered bugged or not?

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Posted by: Aelial.6314

Aelial.6314

Fantastic skill…. when it’s working.
It simply CRUSHES boon centric builds and is a major pain for guardians. Also it is quit versatile: enemy uses speed and runes: NOPE crippled! Enemy buffes himself with 500 stacks of might: NOPE weakness!
I love the fact, that it messes with the head of my opponents. They want to achieve something specific with their boons and this skill counters that and causes the exact opposite of what they wanted.

But (and that is a huge but) it is the necro version of engineers flame thrower, regarding the targeting system. So in short: completely unreliable skill, that wins fights if it hits the desired target by accident.

Pistol - CD, Power, or Precision?

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Posted by: Aelial.6314

Aelial.6314

I currrently use Rampagers gear with P/P and a similar build (10 explosives, 30 firearms, 30 alchemy). Really like it so far, but I have no idea which runes to take.

Maybe 2 runes that increase burning duration by 20% (+20% napalm and 10% from explosives) to increase the 2 second burn to a 3 second burn, meaning 1 more tick. That would leave 4 more runes open, maybe runes of air.

Or I could try 6 runes of speed in combination with the speed on crit.

Another way would be to use a sigil that buffs might duration in combination with HGH and a sigil of strength.

Are we sure that sigil of strength stacks with sigil of earth? I.e. they do not reduce their proc chance, like sigil of rage + sigil of earth?

Edit:
“The 6th bonus for the superior rune set (+7% movement speed while using swiftness), is currently bugged and does not function. " NVM.

(edited by Aelial.6314)

Wintersday patch and state of Necromancers

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Posted by: Aelial.6314

Aelial.6314

I for one welcome our Jagged Overlords.

Love the change to reanimator; it now almost has a constant uptime in PvE. The fear change is inkittencredibly great. So is the change to signet of the locust. Overall I am more than happy. Found a nice build. Enjoying my necro and enjoying the event.
DO NOT MENTION THE EVENT!

lifesteal necro

in Necromancer

Posted by: Aelial.6314

Aelial.6314

I honestly think wellomancer is best for an aoe life steal build.

+Great support for your team
+Non damaging wells proc Siphon health from Trait AND Vampirism

-Wells have a semi-long cd
-I still have no Idea how to itemize for that. On one hand healing power scales RIDICULOUSLY WELL with HEALING WELL (hihihihihi), but does not work at all with vampirism and the other small stuff.

Anyway here is an interesting build:

http://gw2skills.net/editor/?fQAQRAod7YjQaZ6Vaia87JApCYP9w7xFP6BxDnMA;TIAAzCrA

Edit: remember wells proc “vampirism”, “steal life on crit” and “wells siphon life” *5 pulses * x enemies

(edited by Aelial.6314)

New update!

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Posted by: Aelial.6314

Aelial.6314

“Detha’s path: Fixed a bug that caused the Ghostly Oozes not to use their basic attack properly, and spend a large amount of time loitering around players instead of attacking them. "

Oh the irony.

My Wells and Life Stealing are HEALING the enemies

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Posted by: Aelial.6314

Aelial.6314

You guys should think more positive.

Finally Mesmer isn’t the only class that can grief allies anymore (portal off a cliff). Now we can gather 10-20 Necros get our healing gear and traited blood wells out and spam heals on the shatterer. Or we could provide Orrian Event NPCs some health care. (That would probably also decrease the time this issue is fixed)

Think of the possibilities.

DS should hit harder

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Posted by: Aelial.6314

Aelial.6314

I am a hybrid necro, thus I am trying to balance some power with a decent load of condition damage. I would greatly appreciate DS1 to be based on the weapon equipped going into Shroud. For example, if a conditionmancer goes into DS, then scepter attack 1 would have some influence over DS1 and apply conditions (poison/bleed). If I go into DS with a staff, axe or dagger equipped, it would also change the DS attack 1; which woudl also include range changes. It would make DS much more interesting and viable for the different builds. Also, if the 1 attack of that weapon added LF, then so be it, you stay in DS longer etc. It would be a good trade -off and not OP (of course that is my opinion).

I love this idea. Would be so cool if DS1 was affected by your current weapon attack. With scepter giving it a condition damage component, maybe staff giving it an aoe or dagger reducing range, adding speed and damage etc.

That would increase the whole flavor of DS by several orders of magnitude.

Death Shroud Life Force Depletion Rate

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Posted by: Aelial.6314

Aelial.6314

AFAIK the decay is 4% HP/ sec and 3% HP/sec when traited.

Another week

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Aelial.6314

I do not see how wanting bugfixes is being “entitled” (worst EA propaganda buzzword of the decade, btw).

Minion AI is kitten. There is really not much to argue about that.
Ever seen your flesh golem pull half of Orr?
Ever seen your flesh golem chill out with his bone minion and bone fiend friends, while you try to run away from a thief who is heartseekering you to death?
Is this really working as intended?
Or take plague signet. Great support tool on paper, however it just copies the conditions on you, making it a really dangerous choice, after the latest “fix” to it.

And then there are things like Jagged Horrors… I dont even want to talk about them. People would LITERALLY prefer not having a trait instead of this trait.

I am sorry to tell you, but fixing this has NOTHING to do with “delicate balance decisions”. It is a simple case of bugfixing. Telling people that they are “entitled” is just being childish and unreasonable.

Reanimator Trait

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Posted by: Aelial.6314

Aelial.6314

The main function of this trait is actually to allow your opponents in PvP to rally.