Showing Posts For Arcs.6497:
wow dude, never noticed this before, ever! ty for the info….
Pretty sure this is a sarcasm, so…
It is indeed kinda annoying, since most target utilities don’t go full cd if they’re out of range, so i guess it’s a bug. Or not? CMIIW
I realize well that we do have staff and lb that have lots of aoe and could pierce. But they are not cleaves, technically. And what we need is a slashing weapon that actually cleaves on their auto attack (not only 1 or two skills, too unreliable).
Please consider as well the time gap between the other unlimited mining pick (bone and molten alliance) to the watchwork. How much ores have you dug up without buying orichalcum pick? Plus the lower price of 200 gems on old mining picks, i’d say fair enough that if Anet decides that this new pick will have a bonus effect. You know, newer items should be better than the past. Or maybe you wish that there would be nothing new in the gem store, and then you can play this game without buying gems for anything again? Guess what, Anet needs their money because they are real humans working to make and mantain this game.
I realized that, but still bought the watchwork (with gold in case readers don’t read my previous post, so definitely Pay to Win isn’t the only option in this game. You can always Play [and gain gold] to Win since gems are purchasable via gold). You know why? Because I play this game in this moment, not in the future where maybe there will be a mining pick that dugs ectoplasms. Not gonna wait too long for possible upcoming new shinies. Face it, molten alliance and bone picks was the best deal when it was on the gemstore. That’s probably the reason why most of you bought it. Now, guess what, a new deal becomes the best option. That shouldn’t be surprising if you are familiar with a similar situation happening in real life right?
If they remove the unlimited part of your mining pick, that’s a real problem. I guess we should all quit this game at that time. But right now, what they’re doing is fair and square. It’s just what business is about. This game economy is a fun thing since it resembles real life economy pretty well.
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Come on guys, grow up. This watchwork mining pick being P2W really annoys me. How is it P2W when you can buy gems with in-game gold? i bought mine for 1000 gems, that takes around 80g. 1 week dungeoning & doing world events would be enough for that.
Just think like this, it’ll be no different if watchwork mining pick is a limited content which can be bought by 100g right? Most of those lazy and rich peoples will buy gems, convert to gold and buy the pick, while some people will go farm gold and get that mining pick by playing in-game content. Fair enough?
Honestly, GW2 Gem Store is a great idea, since you can actually buy those so-called “limited edition” and “giving advantage over other people” things by playing the game (of course, i mean in-game gold), while when you like convenience or perhaps your real life time can make more gold (by buying gems and converting it), you can buy gems with real life money.
Me myself? I never even bought gems with IRL money. But for the record, i’ve bought a lot of gem store thingies, including the mining pick.
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Umm do you mean Rabid build? it have Condition as main, Precision for more of those on-crit effects (like curses adept minor trait for example), while also having Toughness for your tankiness
Axe skill #1 and #2 are like a huge, big claw slashing the enemy. Why can’t it cleave just like swords, greatswords, or even melee axe? I wouldn’t mind for axe to have the same dps as it is currently, because it was ranged and you can move while casting #2, so yeah, comparing the damage to 100b isn’t unfair. But please Dev team, just make it cleave. We need it to cleave because not all of us likes to use staff at massive battles (or being forced to use it).
Besides, I suppose that making axe cleave wouldn’t make it suddenly overpowered.
From your description, i’d say staff is a must, whether you’re soloing or grouping. Putting 20 in death magic would be good, but not mandatory, except if you really want to use staff as your main weapon. Conditions would be the best when coming to staff, but power would also do good if you don’t care about damage so much / like to be in a zerg (conditions wouldn’t be so effective in a zerg except using epidemic, and you’ll be more likely to get credit for kills by speccing to power). You would also like to use wells as your utilities when in zerg, or use spectral skills for solo (they’re fun to use). When using wells, taking 10 in curses is a must, and even when not using wells, 10 in curses is good for the extra cond dmg and enfeeble on DS or other trait choice (Reaper’s Precision is good if you use DS a lot, since it also procs even when you’re on DS)
That said, your base build will be x/10/20/x/x
Put the remaining points wherever you like. Like support? put in blood. Like moar damage? Put in spite. Perhaps want to use DS? 30 in SR. Or just put more in curses, if you like the traits.
And agreed, its always been strange to me that minions had way better attrition scaling than everything else.
Agreed. Blood Magic / Death Magic / Bunker DS builds (without any minion traits & skills) should be able to “attrition” better than MM, since minions deal lots of damage compared to those builds while still giving lots of things that’ll keep you alive longer, even better compared to those builds (like, vampiric/dagger build)
Real deal is, if they’re going to put it in LB, why the ICD? why not remove the ICD, and maybe lower the duration to like 2-2.5 secs. That’ll make LB worthy to be used even as a conditionmancer
So now we know that playing mm from day 1 is bullkitten, or maybe you’re just a kid who doesn’t learn the mechanism and numbers behind a profession skills / traits
… add into the fact that they are nerfing crit damage which does effect minion damage also
umm i thought that minions can’t crit? are you sure you’ve played mm necro since day 1?
edit:
Or maybe it could (never seen my flesh golem crits), but the master’s +crit damage % shouldn’t affect the minion
source : http://wiki.guildwars2.com/wiki/Minion
Minions only inherit the necromancer’s Condition Damage, Condition Duration, and Boon Duration attributes.
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I’m a Necromancer main, and i’m trying to make some analytical and objective views as a necromancer (some subjective views may be spilled out though) :
If Dhuumfire is going to be “changed” (not sure whether i should consider the changes a buff or nerf), you may as well reduce the duration to 2 or 2.5 or keep it at 3 sec but remove the ICD. That would mean around 700-1000 additional damage for every life blast for non-condi builds (which would be quite balanced, not far compared to close to death for DS builds since dhuumfire works from 100% to 0%. For comparison, life blast could potentially hit for like 10k which means CtD would increase life blast damage roughly 1k [+20% when under 50% = roughly10% full time]), and around 1400-2000 for +1600 condition damage builds (talking about full exotic pve set such as rabid, dire, etc), decent enough for condition builds to make use of DS life blast and stays in DS not only for one life blast cast, but actually bombing the target with life blasts, unlike the current situation where life blast isn’t favorable to condition builds. DS and almost all of its skills SHOULD BE favorable to all builds, it’s our PROFESSION MECHANIC after all, and all necros should be able to use DS to it’s fullest, not going to DS, use skill 1, 2, 3, 4, 5; go out of DS. Conditionmancers should be motivated to make use of DS and stay in DS while also having the choice to save life force for emergency life bar, kind of “using life force for more damage or for more defense”. BOOM. DS will be very flexible as our profession mechanic, and all necros around the world would be happier.
Of course, any numbers i gave you were rough estimates and maybe needs to be scaled – that’s your job there but the main idea is, just remove the ridiculous ICD. Try to compare Dhuumfire with Close to Death, like how much will the overall damage be increased in percentage, and you’ll get the idea why most necromancers hate Dhuumfire, only using it because there are no other viable trait when you go 30/30/x/x/x and using condition gears (if only CtD also applies to conditions, i’d bet they’ll take CtD instead). Scared of it being OP for condition builds? well here’s the downside: Dhuumfire is a Grandmaster trait, which means that taking Dhuumfire will lock many other combinations. Consider that when balancing this trait
anet please, do not delete this post
The only skills we have as a necromancer that would benefit significantly from healing power are staff #2 (perma regen benefits a lot from more healing power right?) and well of blood (4.0 total modifier only for the ticks = huge self & party heal!). If traited, life transfer could also benefit from healing power. So, if you don’t use these skills often then i suggest don’t even bother with healing power
I’ve tested it in the mists with steady weapons, life blast damage increased roughly 10% with the trait. This becomes more interesting when i compare the damage of life blast when i use staff, which is actually LOWER than the damage of axe-traited life blast, although the difference is not so significant (around ~283 with axe-traited and ~270 with staff, ~253 with axe-untraited [all tested only with armor equipped and no amulets – hence the low damage])
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