Showing Highly Rated Posts By Aireroth.7596:
I use Death Shroud for shroud-dancing (fury + condition removal + enfeebling blood), for the fear and for damage mitigation. You can’t really use it as a “Hurrdurr, I’m invulnerable!” button and it’s not always safe using it. Time it well and it’s a powerful tool. Misuse it and you’re toast. Simple as that.
Axe and Scepter still get blocked. The guy is also talking about Lich in a power build. I don’t think a lot of Necros run scepter in power builds.
Ah, my bad. Mistook the skill.
Carry on.
I personally switched to fast ground targeting and it works really well with modified keybinds (q, e, r for utilities). Clicking on skills with mouse feels clumsy, but that’s strictly my personal opinion. It just takes some practice. If you get the hang of it, it feels more fluid and accuracy won’t suffer.
snip
I agree with you in general. Yes, PvE mobs in general pose a threat if you let the fight drag along. Yes, killing stuff before they kill you is essential.
However, my problem with the current PvE meta, if you will, is the preaching of “You must have X and Y, otherwise you are doomed to fail.”, which in turn generates a lot of new unexperienced warriors who go on about preaching this. Yes, some of them learn and adapt well and are actually beneficial to have in a group. Sadly, one part of this group will end up being a one-trick-pony (currently, CoF 1). I know a couple people who are warriors, since it is the most efficient way to farm it. I avoid these people like the plague when it is my time to do dungeons, because if you take them out of their context, they are just plain bad.
Now, I’m not saying all warriors should be ignored. One of my real life friends, who has been maining a warrior since pre-release, is a really good player, knows the profession and in general knows what the profession can and cannot do. And I have no question with him in the party.
Since I’m starting to derail a bit, I’m just a bit cautious with the “top 3” approach, as it will impact a part of the community and usually in a negative way. Getting kicked from parties due to your choice of profession or your level or running the wrong gear is wrong in my opinion, especially before the run.
My personal approach, which I try to enforce in my guild as well, is that profession chauvinism is not tolerated. If you think someone could perform better, you communicate, hint, give advice. Instead of “Stop running an useless profession!”. I’m not pointing at anyone. I’m just worried about the effect it has on the community and its members.
1. I’m the 1% then. Woo, special snowflake!
2. Already pre-purchased. Glad about it.
Looking forward to it. Quite hyped, to be honest, to explore something new. Probably die or wipe a couple of times but to learn from the mistakes and push on. It’s been a while since I’ve had this feeling, as I’ve gone through most of the content and have forgot about the early days of getting slaughtered, rethinking the strategy and trying again.
Regarding the old AC versus new AC discussions, I personally believe that reducing the massive health pools in favor of more interesting (challenging) mechanics is awesome. Nothing is as tedious as a non-intimidating boss monster, whom, after understanding the patterns, you just have to whittle down, percent by percent. And in this case, it’s all about the raw damage you can dish out. The dodge ability exists for a reason. The combat system relies on staying mobile. However, coming from other games which generally requires you to stand still to cast skills, I can see how this can be intimidating. Adapting to the “new” way of doing things can be scary and inconvenient at first but once you pass the learning curve, it’s actually a lot more fun. Now, if proper rewarding scaling would follow this, it might help ease the “CoF1 disease”. If challenging content is more rewarding, the path of least resistance depends more on personal skill and team coordination. And this is something I would like to get rewarded for.
When you have someone blabbing in your ear constantly and won’t shut up stuff happens. We’re all human and sometimes mistakes are made.
What happened to understanding that fundamental concept?
Fundamental concept is quite a harsh way to put it. And I prefer fluid transactions over “Are you sure you want to do this?” dialog boxes any time. But that’s just me.
Besides, they can’t spoon-feed us with everything. And making a major transaction (such as karma gear, getting a dungeon armor/weapon) always means that you should pay attention. Or at least this is how I roll.
Since I posted my expectations in this thread earlier I think it’s the proper place for some feedback.
I’ve run MWC numerous times now (~6-8), with different professions and team layouts.
Some feedback on what I think of it:
- First attempt was exactly what I was looking for: exploring the unknown, anxious to see what happens next and where the road leads to. Drill sequence was pretty interesting, the mobs on the sides gave some action while “waiting” for the drill to reach the end. Adding gathering nodes inside the dungeon embraced the idea of exploring it a bit more instead of rushing on headfirst (oh that clever ori node…). This only works for the first run of the day, which can either be a good or a bad thing, depending on perspective.
- First “boss” fight against the “Ultimate Murderweapon of Some Inconvenience and No Mobility” was pretty interesting, considering it was a mechanical enemy. This does lead to some problems for condition-based builds, but since the “HP pool” of the core was quite small, it should be manageable. First time around, it felt rather intimidating, with the new “Stressed” icon, locked gates and huge contraptions ready to make quick work of any squishy adventurer. Luckily, the focus was nicely pointed out on top-right corner and transactions between the phases were reasonably timed.
- Rest of the dungeon was rather smooth. New mobs had pretty devastating attacks and getting sneaked up from behind was pretty nasty at first. Nothing too bad, though. And didn’t feel like a drag, as the environment was quite interesting. Hanging cell, for example. Ori node beneath the rock crushers was pretty hilarious, especially as most of the party managed to get caught by surprise.
- Final boss fight: two bosses always makes me cautious, recalling Sorrow’s Embrace. Luckily, we decided to focus on one (Firestorm first time in) and it was quite interesting to see what happened next. I wasn’t aware that you can just jump over the shockwaves at first, leading to some unnecessary damage, but as I was there on my necromancer, shroud-dancing made it quite easy. Still, had to keep an eye on the battlefield and react to it appropriately.
- We did it again right after completing it once as I was curious on how much it would change. It wasn’t as much as I was hoping for but that can easily be explained by it being a story mode dungeon. The mob variety was nice, same with trap sequence change. Also, giving the choice of which final boss to kill first and to deal with the consequences gave more options. After learning how to jump the shockwaves, it got even better, as I didn’t have to worry about my endurance that much anymore. Also, it made jumping an effective part of combat, as it was mainly limited to jumping puzzles only before.
- Reward wise, it’s still RNG and you don’t really get the rewards based on team efficiency. However, I do understand that implementing something of that magnitude would be a quite complex task, so I don’t expect this to happen overnight. On the current state, the drops are rather appealing, as many people managed to make some extra gold off of it.
TL;DR: Jumping as part of combat is awesome, giving a whole new dimension to it. Mob variations help as you need to adapt more and have some “unknown” variable to your runs. Rewards are decent (many people are a lot richer now). All-in-all, a step in the right direction.
- Gain stability for 3 seconds when you enter death shroud. – Seriously does ANYONE on any server in this game use this? Has anyone used this EVER?
Considering you get 3 seconds of stability every 10 seconds, it’s awfully good. I’ve been rolling with full soul reaping tree for a while now and just lately decided to change the grandmaster trait from 50% less cd for death shroud to this, and I have to say that if you learn how to use it properly, it’s a lifesaver.
One specific place I found it very useful in PvE context: Lieutenant in AC explorable. And that’s just one example. It is contextual, but if you have the trait and know when to use it, it’s really handy.
I tend to side with the people who say that dagger is in a pretty good place. The auto-chain hits like a truck, especially when going glass cannon. Melee range might be problematic at some places, but risk vs reward.
Regarding the lack of cleave, I do see that as a problem for power specced necromancers and I am hoping this will be aided in future, by increasing the weapons a necromancer could use.
So, necromancer is the only profession that hasn't received a single change (fix or balancing) from the release
in Necromancer
Posted by: Aireroth.7596
And you know what that might mean? That they are going to bundle up the fixes and ship ‘em out when they’re satisfied with it.
So relax. Necro is totally playable, despite some minor bugs and mishaps.
sorry for being a noob in this instance, never bothered with TA except months ago a few times. when did the tree boss change? when I did it we just ranged him from a safe distance. it was boring but only a few spiders ever came near and could be killed easily, so the whole fight was only a question of time and I just assumed there would be a better way for more coordinated groups but at least every pug was able to range him. I recently wanted to do TA again for fun but after all the threads I’m a bit hesitant without knowing what exactly has changed.
As spoj said, you easily get overwhelmed by spiders. And since ranged damage is generally lower compared to melee, the best bet would be to go full melee and just nuke the tree down before too many spiders spawn.
And you have to do it in one go, as the spiders don’t despawn (from what I’ve read).
I recall seeing a really raw “calculator” on the Internet. It was however seriously lacking different gear types and wasn’t that much of use. So, I’ve used personal notes for gear/stat comparison for now.
EDIT: http://gw2.tsuki.si/ calculator I meant, from https://forum-en.gw2archive.eu/forum/game/players/PVE-Armor-Calculator
(edited by Aireroth.7596)
Recently swapped from 30/10/0/0/30 to 30/25/0/0/15. I prefer the latter, at least with my usual dungeon crew.
Will not go deeper into the build wars, roll with what you feel comfortable with.
Other than that, as mentioned before, powermancer as such is a bit lacking in dungeons as it’s rather selfish, not bringing anything useful for the rest of the party. And it’s pretty difficult for me to say that as I main a necro and really enjoy playing it.
then it wouldnt be strength now would it? o.O
Necromancer’s Strength is condition damage. Lol.
Hum, nope.
And such change would further kill the viability of any other build that isn’t condition-focused.