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Need a fun & effective Necro Levelling Build

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Posted by: Aetatis.5418

Aetatis.5418

power based build with soul reaping (50% crit in shroud (not scaled down on low lvl maps) + vital persistance (cd reduction of shroud skills on base necro = nice!)) is probably one of the best ways to lvl up (just dont kill yourself with 1111 in shroud on reflects).
+ everything you like (spite and blood magic maybe)

a well, spectral grasp, a horn . any heal you like, any 3rd utility, any elite and any main-hand you like + staff on weapon swap for tagging.

minions were mentioned – is nice, but i dont like it, its soooo passive and imo fairly slow (but good vs soloing champs, if you are new to necro).

if you want to continue open world and enjoy just passing by mobs and killing them while you are on the next 5 – go condi full shout reaper with reaper rune. (curses 3-2-2 or 1-2-2; soul reaping 3-2-3; Reaper 1-x-2)

basically any build works for lvling and open world, but i find the first one incredibly easy and more active than minions.

Lich Knight [elite spec concept]

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Posted by: Aetatis.5418

Aetatis.5418

sad part about PVE is… most minions do better DPS (single target) than e.g. well of corruption (what a lot of necros use in their dungeon-builds as a second well). So my Max-DPS-Power Reaper caps its dps with minions (instead of a second well or other utilities). so balancing around minions is pretty hard (i guess). adding more dmg on minions means a huge impact on dps (tbh, necro could use more raw dps…) but too much utility in pvp might kill the pvp-experience for everyone else + it is even more nobrainer than 11111111.

perfomance-wise (server, computer) i’ve got absolutely no idea. i am a user – i call for help, when the screen loads for longer than 30secs…

Healing Engineer Build

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Posted by: Aetatis.5418

Aetatis.5418

actually its more like 1800hp/s. but as i mentioned before (several times – so i dont see the point of someone trying to “teach me”) – its just numbers
actual gameplay… did someone even mention it should be playable?

Issues with character art, weapons, or armor?

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Posted by: Aetatis.5418

Aetatis.5418

Items: Most Glider (e.g. Phoenix Glider)
Race: Human and Sylvari
Gender: Male
Profession: Any

It’s been bugging me for a long while now. Almost every glider on my human and sylvari male characters, tend to “hang” to one side (if you have a look from the front, the glider hangs down to the left -> attachement).
the only glider not featuring this asymmetric behaviour, is the bubble glider (due to its round, wobbling shape it is not as noticeable i guess).

it’s been in the game since gliding got introduced and i was really wondering if i am the only person noticing it or if it gets a little tweak after some years.
it is also already visiblie in the preview.

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Lich Knight [elite spec concept]

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Posted by: Aetatis.5418

Aetatis.5418

diablo 3? maybe?

Healing Engineer Build

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Posted by: Aetatis.5418

Aetatis.5418

you want something that really heals? (in terms of hp/s … nothing else). beware – its super stationary and can do nothing besides the hp/s fact: no dps, no class buffs, not even a burst heal available.

http://gw2skills.net/editor/?vdAQJAqensTBdpiFpCupC0ehFDjiOxf8LXc/ChNIMAuv8D-TlhXAByp87I1f2WJIA7PoiegQfAAiCwvA-w

(dwayna rune could be possibly better, cause of the regeneration provided.)

it looks super weird (in fact, it IS super weird) but the heal is about 1500hp/s on allies.
but again: it doesnt offer anything else. ( 6sec protection and almost constant super speed ).
the combo however is pretty easy. camp mekittenit 1111
stand in your blasted gyros (each blasted gyro is about 4sec = 5-6sec super speed) to gain super speed, super speed (and swiftness and backpack regenerator and regeneration) heals you. in combination with medical dispersion field → heals allies for 20% of that amount (times the multiplier on healing allies + multiplier of health insurance (trait)).
each blast heals another 700 + 20% of the 700 healed on yourself. f1 is another 1.3k heal on allies. 6sec water field on elite (heals again ofc).

however… three more flaws: most of the actual heal only has effect, when you are hit and actually heal yourself (afaik). so it would be possibly better if that engi tanks (raid?).
second: lightning fields all over the place = meh!
three: no projection at all (as mentioned above in “super statonary”)

i doubt it would work in any scenario i can think of. but playing with the numbers and mechanics offered… was fun
after having such fun, its almost sad it doesnt really work – not even a niche ^^

"Safe" stats to go for on my necro

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Posted by: Aetatis.5418

Aetatis.5418

when you bought HoT or PoF… go for the new maps (living story 3 part 1-3 covers all the trinkets. be careful however, ascended items are unique, so only 1 ring/earring of the same type (edit: meaning only one e.g. cirque of arah ) – unless you attune one).
its pretty fast to get atleats the trinkets there just by playing. reward tracks in wvw/pvp help also to collect the currency, once unlocked.
blood ruby trinkets can be changed to any stat any time – but remove the infusions first, before you do it.
so dont bother with what is best, you can get more in a short amount of time

super easy and reasonably fast if you combine gamemodes.
if you play PvE content only (fractals/raids) it will be more of an issue to get more of them (except rings).
with crafted gear – well, its pretty much been covered by the other people replying.

cheers

(edited by Aetatis.5418)

Scourge WvW : Guild Reaper Perspective

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Posted by: Aetatis.5418

Aetatis.5418

I play in the Top WvW fight guild on my server. We care not about Points Per Tick, we go around the map looking for orange swords to engage and fight. We Enjoy Combat. On my Reaper I’m generally top 5 DPS in every fight…

So In summary necro gives up F1 (Stun Break), 3 (20 Percent Dmg Reduction and 3 Stacks of Stability), 2 ( Instant cast, 6 second cooldown, 600 range invulnerable leap), to gain Overpowered Ranged Condi Spam.

You ruin the Necro experience by making it immobile and unable to play with others due to vulnerability. You ruin everyone elses experience by allowing massive condi spam, which is what is already wrong with WvW in the first place, and you add insult to injury here by making every ability on the bar rip boons.

so…
- F1 stunbreak, besides roamers, not everybody uses it. power reaper will often go +50% crit in shroud, and condi will sometimes go dhuumfire… IF they use soul reaping.
btw the F1 stunbreak stays on F5 when playing scourge. its on a 16-20sec CD. which is not too bad, since most stunbreaks have a CD of more than 20sec (utilities)

- since when is the leap on reaper invulnerable? its never been!

- necro really is immobile. the moment necro has roots on him, he is dead. not a single escape (that has been fixed with the recent update to SoS that removes immob on entering shroud, but on any Necro spec this is completely negated by the fact, that any class with immob has just to wait for the necro to go in shroud… nail it and pewpewpew gg. and remember, cd on shroud has been hard capped at 10 sec aswell. no cd reduction anymore). blaming anet for years – shroud doesnt help you in the way they always claim it would/should.
(although there are some scenarios with horn 5, spectral armor, spectral walk or traited signets that allow you to stay in shroud for very long, since each enemy hit – or each hit on you GIVES shroud… very limited use ofc, since shroud skills are kittening dps – not speaking of burst together with e.g. wells).

- in wvw however, scourge just becomes a backliner like any core staff ele. with shades projecting its support and damage. it requires a different playstyle. like core necro, the new spec isnt ball-meta (if that even exists in PoF).
transfusion can also be a big deal then, while dancing around the clash of your melee vs enemy melee, you can portrezz them out.

- the condi dmg of scourge on the other hand. ridicolous in wvw. 15-20 people hit with shades. i can understand the need of many conditions for pve, because they are very short based conditions (6sec max for some WITH expertise…) but in wvw there is a need of a lower cap than 20 people hit… otherwise scourge bombs better than any meteor shower (and that is power based and imo already too strong vs bigger numbers, since its hits 5 (?) targets with each meteor).

Vital Persistence and Rune of the Wurm

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Posted by: Aetatis.5418

Aetatis.5418

obviously. wasted!
k
thx
bye :-/

[Feedback]Path of Fire Elite Specialization Preview - August 18-20

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Posted by: Aetatis.5418

Aetatis.5418

edit to a few words:

many slow animations and casts. (tomes, dagger soulbeast)
felt better than first glimpse on HoT (many tradeoffs on classes and choices, which is good!)
some super overpowered skills (spellbreaker elite, burn firebrand, 1crit deadeye)
too much spam of everything (boons, conditions, clears)

(edited by Aetatis.5418)

What is even point of BIG SHADE ?

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Posted by: Aetatis.5418

Aetatis.5418

3 shades should not work on a single target (mentioned by devs). more than one target, far away from each other, changes everything tho.

Vital Persistence and Rune of the Wurm

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Posted by: Aetatis.5418

Aetatis.5418

After our precious Vital Persistence trait got changed i first screamed like a girl – until the base decay got a buff of 25%.

A second scream (of joy) followed, when i saw, that the trait now gives 180 vitality.
Since i use Superior Rune of the Wurm 6 piece bonus (7% Vitality is converted to ferocity) for my power reaper with almost full valkyrie stats (yet still 100% crit chance on anything with Vuln and Conditions), i was really hyped.
more vitality = more ferocity

until i noticed, that neither Vital Persistence, nor class-buffs like Spotter (+150 precision in combination with Curses: Target the Weak – Gain Condition Damage Based on a Percentage of Precision: 13%) work together.
Also Nourishments do not react to it.
On the other Hand: increased stats from Stack Sigils work together with Foods and Traits/Runes – so i dont see the point why class mechanics do not work.

I haven’t found anything on reddit or the forums (i might have used the wrong terms for the search since english is not my mother tongue) – so i ask: is it programmed that way and not intended to work? or worth a bug report? (which will probably get ignored… i guess).

Scourge. "When entering shroud"

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Aetatis.5418

ye, saw a stream today. its fine – actually its pretty good. although not intentional, since f5 is the pulsing one. but fear + heal + rez seems to be fairly good in wvw (+ lesser well of blood, when traited).

thx

Scourge. "When entering shroud"

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Aetatis.5418

on f4? are you sure? because thats the fear? doest it even pulse then?
on f5 (the big barrier shroud pulsing thingie) it didnt work for me. i tried it for almost hours on mobs and in wvw trains.

edit: i clearly missed that transfuison on f4 (fear). i was so focused on f5 (because thats the pulsing one) that i never saw any effects on the f4. wow xD

(edited by Aetatis.5418)

Fix Doylaks Stance Before the End of the Beta

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Aetatis.5418

its clearly not intentional. when you dont trait it… nobody gets anything. doesnt make sense, does it?

Scourge. "When entering shroud"

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Posted by: Aetatis.5418

Aetatis.5418

Transfusion also didnt make it in the gameplay/skill yet.
i waited so long for this skill to do smth in a support build. but… nope <.<
would have been so amazing awesome to have it on f5 !

Non condi raid builds pls

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Posted by: Aetatis.5418

Aetatis.5418

to clarify earlier stuff. i just clicked the link to the build posted and didnt even recognise close to death. the signets i suggested were only better than spiteful spirit ofc.

however… the last point stated out ( 4) ) with the crit chance of a 100% is true. even without shroud. as long as there are 25 stacks vulnerability on the boss (decimate defense in reaper).
i havent tested it vs souleater yet. but i guess rune of the wurm with valkyrie stats and that nice extra ferocity from vitality could do better than the soul eater trait, because its a flat dmg multiplier increase because of the 100% crit chance through decimate defense.

Please undo the Guardian Staff Nerf

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Aetatis.5418

I am super glad, that the linked thread contains a lot of dudes that agree with me completely.

Like… Your DMG argument is not valid, since the staff does more in zerg like content, due to hitting 5 targets and being half a second cast. Neither mace, nor hammer do that on each hit and they are slow as kitten.
Purely support, mace shield seem to be better, right… Because might stacking can be done with fire fields (tempest overload) and Hammer on the go, without stacking first.
But the combination of heal, cc, DMG mitigation and being best DPS (as long as there are 5 enemies) is a thing only staff can do.

I really don’t mind it. I will not stop playing guard in wvw or mass events because of that. There is still plenty of utility for this class to be perfect to do this content and shine… And be more comparable to other classes and weapons now.

Non condi raid builds pls

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Aetatis.5418

Replace the worst minion with the power signet and use the signet trait in spite (since it works in shroud then) and you have even more power/DPS.
Should be an additional upgrade.
Lose some crit chance also. With grp buffs it will hit 130% … Wasted. Instead her rune of the worm and some Valkyrie for sweet extra crit DMG (not chance).
Should be a gain of atleast another 10% DMG.

But as mentioned earlier, you will need a core group, that allows you to do Raids in that spec.
At that point the community is really frustrating. The Meta hype… Well not gonna repeat it.
Overall power necro needs love in competitive pve content no doubt

(edited by Aetatis.5418)

Non condi raid builds pls

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Posted by: Aetatis.5418

Aetatis.5418

tbh … people are way too much into DnT and Metabattle.
it was back in the dungeon-days. and it is now.
even not perfect grps in raids have fun and can do the content. that min-maxing is, at some point, not fun anymore. gamemode doesnt matter.

there is one build with gs, power, vit, ferocity. that puts 24k dps with old foods (if done super correctly and maxed). its just nothing you want to do in pugs or raids that struggle with the content anyway. sadly tho

its from brazil. the 30k hp build.
https://www.youtube.com/watch?v=P-b5ogp9rdo&feature=youtu.be

Please undo the Guardian Staff Nerf

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Posted by: Aetatis.5418

Aetatis.5418

so, guard staff 1 got nerfed. but all the potential of the other skills (and “new” traits) is completely negated by almost everyone in here.

i have to admit, i am a wvw player – and i play mainly zergs and sieges.
in other gamemodes, this weapon was maybe used for a might stack before the start of a fight OR for some niche-builds that an absolute minority of players played (i feel sorry for you, i used a bomb-engineer with those tinkture-bombs, years ago… to give support to my zerg in wvw, while having amazing bombs. which is most likely the best comparison i can come up with atm).

so comparing staff 1 (- with 600 range – not a projectile – a huge range – a 5 ppl cleave – plus guaranteed proc of that burning – can cast through walls – plus the incredible angle -) to other melee-like weapons… always felt wrong to me. in every zerg aspect, this was a huge advantage, since you tag everything and you can stay far more away and hit, compared to any other melee weapon. (130 – 180 range … okay, engineer flamethrower with 450, that would instantly kill you because each auto would hit 10 times on a couple of players. retaliation hits you for over 9k BAM)
the day i joined wvw, silverwastes, orr, halloween-event… i often used guard, because it guaranteed loot, exp (and survivability). necro was maybe the one class that would still tag from a distance without problems and apply damage without getting reflected or wrecked and tagging something before it was dead
now add all the grp support – atleast in wvw there is not a single class that offers THAT much of support to the grp than the guardian. the support-aspect of this weapon even spiked with the patch.

skill 2 heals more (well… wasnt much anyway) BUT it gives light aura. and light aura reduces incoming condition-dmg by 10%. since there are almost always 1-2 guards in a group… thats massive. uptime of 50% without finishing any fields with some sort of finisher.

skill 3… is good as it is. pulses boons, that heal you with the altruistic trait(remember, mainly talking about wvw and things like orr-mass-events) and does damage at range.

skill 4 got buffed aswell. sure its still not a skill you can use while moving, but it heals now on every pulse. safed my day so many times since the patch. you can even stop casting at the second or first pulse, and still get healing for everyone. (plus 3-5% more heal… okay forget about that).

skill 5 is still the way to stop a zerg or strip stab.

other weapons didnt see much comparison to the staff. 80% of the player-base would sit on staff, because its super easy. there was just no tradeoff for the range.
now staff on guard is just as good as any other cleaving weapon, that is not a projectile. and thats just fair.
and you know what? 300 in melee diving stuff… you still hit more and do more dmg than other classes (dps on guards, on average players was always in the upper 30% …sadly. best support (stab, heal…whatsoever) + one of the best dmg applications with purging bombs and staff 11111111. face it. its not fair

for me the support in wvw is still the main task of guards staff. and that got buffed quite a bit.
(the support on the class got even more buffed, since signets passives can be shared accross grps. -12% dmg reduction. +212 power and such. or more ferocity while having retaliation. you have to make a tradeoff ofc. but that offers build-diversity and is not part of this thread).

i would have liked a 450 range or even 360 as a compromise after all the whining in different threads and undo the 300. but it is 300 now, and the weapons just works fine. in most pve scenarios we are melee anyway and in other zerg-heavy stuff it is still meant to be like “diving” into the red dots, and there the weapon still shines and is still better than most other cleaving weapons (gs 130 range, right? hammer 130 range, right?).

(edited by Aetatis.5418)