Showing Posts For Blue Jinjo.2603:

Queen bee REPLACED?!??!?!!??!?!

in Bugs: Game, Forum, Website

Posted by: Blue Jinjo.2603

Blue Jinjo.2603

Can confirm. Same thing happened to me.

your soul is mine healing scaling terrible

in Necromancer

Posted by: Blue Jinjo.2603

Blue Jinjo.2603

How about if the healing double scaled? specifically by increasing based on allied players as well as enemies.

This way you can have a max of 10 targets 5 allied players (npc allies would make this too powerful due to minions) and 5 enemies. Meaning in pve you’re guaranteed to get the current “max value” (yourself is included in this calculation). However to keep things balanced the extra cooldown would still be calculated based on how many enemies you hit. This skill would, of course, still not help your allies, it would just take them into consideration for healing yourself.

So, for example, against a single boss in a pve environment (single target, but with your team) you would get bonus healing equal to hitting 6 targets (4 player allies + yourself + the boss) and increased cooldown bonus for hitting one enemy (the boss).

vital persistence change

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Posted by: Blue Jinjo.2603

Blue Jinjo.2603

Well it would suck against bosses with a break bar, sure. But I doubt every single boss in future content will have a break bar. Which means against bosses that allow you to blind it, it becomes a 20% damage increase with the use of smoke wall (thief) or well of darkness. And if Anet does decide to give every trash-mob veteran and their raid-boss master(s) a break bar I think I might just quit the game.

Well, things that are perma blinded are basicly just boring since you never have to dodge, you know?

Maybe for trash mobs. but those die pretty quickly anyways. as for bosses see:
http://wiki.guildwars2.com/wiki/Unshakable
blindness is applied normally but its effect is only 10% as strong as it normally is (the boss still has a 90% chance to hit) so you would still have to dodge their attacks. Thus applying blind would actually be meaningful on said bosses since it gives you a damage increase, despite not fully debuffing the boss.

vital persistence change

in Necromancer

Posted by: Blue Jinjo.2603

Blue Jinjo.2603

Well it would suck against bosses with a break bar, sure. But I doubt every single boss in future content will have a break bar. Which means against bosses that allow you to blind it, it becomes a 20% damage increase with the use of smoke wall (thief) or well of darkness. And if Anet does decide to give every trash-mob veteran and their raid-boss master(s) a break bar I think I might just quit the game.

vital persistence change

in Necromancer

Posted by: Blue Jinjo.2603

Blue Jinjo.2603

If the degen-reduction from vital persistence did become base line heres what I would do:

Move speed of shadows up and merge it with the other half of VP so you now have an all in one trait for death shroud cooldown reduction at the master trait level.

Then add a new adept trait:
Unforgiving assault: Increases damage against blinded foes. (20% increase)

This would be a mirror of the guardian’s unscathed contender trait. And would incentivize necros to use well of darkness.

vital persistence change

in Necromancer

Posted by: Blue Jinjo.2603

Blue Jinjo.2603

Instead of messing with the base degen rate of deathshroud I think they should add another degen-reducing trait. maybe get rid of soul comprehension and replace it with another 50% degen reduction trait. meaning you can trait death and soul reaping to get 1% degeneration (4% base, 2% if just soul reaping or death is traited, 1% if both are traited). this gives flexibility in builds since you can opt to trait death magic instead of soul reaping for built in degen-reduction. or both lines can be taken for a super-tank build.

Fear is not useless in PvE

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Posted by: Blue Jinjo.2603

Blue Jinjo.2603

You’re right, fear is not useless in PvE. Just like ranger longbow 4 is not useless in PvE. However they share similar problems in that the typical (bad) pubbie\zerger will use these control effects off cooldown, often scattering trash mobs (causing the encounter to take longer) and initiating defiance on bosses. The latter of which is doubly worse since you not only initiate defiant stacks (eliminating the possibility of hard CC such as icebow5) but also often reposition the boss to a bad spot.

Scepter Suggestion Pool

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Posted by: Blue Jinjo.2603

Blue Jinjo.2603

I have no idea what to do to scepter 3. It hardly even has an animation anyway. Just overhaul it.

This is exactly why I made my suggestion posted earlier. Skill 3 on scepter really doesnt synergize at all with the rest of the scepter skills OR traits.

By allowing it to rip off conditions and deal their damage immediately it means that you can set up a condi-spike by simply using the auto attack once + scepter2. Or combine your efforts with an ally who can load bleed\poison\torment on a target for you to rip off for them. It also rewards traiting\gearing for condition duration (lingering curse) since the longer a condition is the more total damage it will deal, which you can use scepter3 to cash in on those long duration conditions instantly.

Scepter Suggestion Pool

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Posted by: Blue Jinjo.2603

Blue Jinjo.2603

Here’s my suggestion.

change the bleeding stacks on grasping dead to torment.

change the functionality of feast of corruption to the following:

“Remove 2 (two) stacks of bleeding, poison, and torment from target foe. Deal the condition damage they would have taken to them instantly. Gain (x%) life force for each condition removed.”

Note that this would be considered condition damage, not physical. This way necros would have a form of “condi-burst” like many other condi-classes have at the moment. But instead of simply dumping 999 stacks of burning on a foe, you strategically apply conditions, then rip them off all at once, or at least that’s the idea.

Suggestion: reworking blood magic

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Posted by: Blue Jinjo.2603

Blue Jinjo.2603

Alright now for the explanation. (NOTE: the suggested numbers for vampiric are just that, a suggestion and will need to be tested and balanced.)

To start off I suggest changing the functionality of life siphoning. Instead of its current format where it deals damage and heals independently I recommend making it a 1:1 ratio (eg you deal x damage, you gain x health). Additionally it will no longer scale based on your power\healing power, but instead will scale based on your max health, with the max damage you can do with 1 packet of life siphoning being capped at your own current max hp. Furthermore each unique source of life siphoning (eg: on hit, on crit, minion atk, well damage) will have an internal cool down of 1 second per target, meaning you cannot do rapid amounts of damage to hasten your recovery or your enemies demise. Life siphon’s damage will be determined based on a percent of foes current health (again capped by what your current max health is) or, if traited, based on what their max health is (still capped by your own hp). In pvp the fact that life siphoning will be based on your foes current health (unless traited) means that it will be more effective against higher health targets (warriors\necros\builds that increase vitality) and less effective against low health targets (thieves\eles\glass cannon builds). In pve where enemies will have enormous health bars its important to cap the max amount of damage you can life siphon based on your own hp. This is both to limit the damage you can do to enemies as well as the healing recovered by life siphoning.

beyond the grave: The reason I add this trait is to fix one of the most conflicting mechanics with the necromancer. Currently the necromancer’s death shroud ability, a core mechanic of necromancer, prevents another core mechanic of the game: being able to heal. Since it would be overpowered to allow any source of healing affect you through death shroud this is limited to only what your other allies heal you for as well as the ability to life siphon. Additionally vampiric has been moved up and merged with the other vampiric trait.

blood ritual: with life siphoning gaining a new way of scaling (by increasing your own health) blood thirst is no longer necessary. adding this trait in (combined with changes to unholy martyr) allows necromancers to play a healing\support role which gives necros access to a powerful condition removal and aoe heal (transfusion).

mark of evasion: a 10 second ICD is a bit steep, especially since necros have no source of vigor to dodge frequently anyways. I recommend either lowering this down to 2 seconds, or removing the ICD completely.

vampiric: I covered most of this traits change with the base changes to life siphoning. the reason for merging all the life siphoning traits into 1 is the same reason for merging all the other traits for all the other classes in the game.

vampiric rituals: by adding protection to the end of the well’s duration it incentivises allies to try to hop into the well’s aoe if they missed the protection gained on the initial casting. the life siphoning effect is changed to match vampirics effect.

unholy martyr: This change, in combination with transfusion and blood ritual, is designed to give support necros tools similar to other classes. allowing them to condi-clear easily and give a burst heal at the expense of suffering the conditions they remove themselves.

ravenous appetite: with the addition of blood ritual to boost the effectiveness of transfusion, deathly invigoration is no longer a necessary healing tool to support your allies with. Additionally this trait is meant to “replace” bloodthirst as it makes your life siphoning consistent even when a foes health starts to get low.

Suggestion: reworking blood magic

in Necromancer

Posted by: Blue Jinjo.2603

Blue Jinjo.2603

Alright, I’ll begin by posting my suggested changes for the trait line, then post my reasons for each one.

minor

full of life – no change

beyond the grave – regeneration (boon), life siphoning, and allied sources of healing (eg, not from yourself) are applied to you (your main health bar) through death shroud

blood to power – no change

adept

ritual of life – no change

blood ritual – outgoing healing effectiveness is increased with each condition you have. effectiveness per condition (3%)

mark of evasion – remove internal cool down

master

quickening thirst – no change

vampiric – siphon health whenever you hit and critically hit a foe. minions siphon health and transfer it to you. siphoning has an internal cool down of 1 second per target
- siphoned health on hit 0.8% of foes current hp (max siphon of 1% of your max health)
- siphoned health on critical hit 0.8% of foes current hp (max siphon of 1% of your max health)
- siphoned health on minion hit 0.4% of foes current hp (max siphon of 1% of your max health)

transfusion – no change

grandmaster

vampiric rituals – wells siphon health each time they pulse and grant protection to allies when cast and when they end. reduces recharge of wells.
- siphoned health on hit 1% of foes current hp (max siphon of 1% of your max health)
- protection (3s)
- recharge reduced 20%

unholy martyr – now draws 1 condition from each ally (max 5) when entering death shroud before removing 1 condition at intervals of 3 seconds.

ravenous appetite – your life siphoning is based on foes max hp (still limited by your own max hp)

Super Adventure BOOMbox bugged

in Bugs: Game, Forum, Website

Posted by: Blue Jinjo.2603

Blue Jinjo.2603

Same here.

Im guessing this was another bug introduced with the patch that added camera options. Because I could hear it before, and now I cant.