Showing Posts Upvoted By ButterOfDeath.2873:
http://intothemists.com/guides/5984-minion_monster
I lay no claim to this as im sure somebody somewhere is running this or something similar but its crazy the amount of sustain and the life force generation this build has.
With the trait Necromantic Corruption making Minions take Conditions and also have them deal them out. While they dont dish them out fast it can still build up on you and your minions.
So I asked myself how does one fix this? I checked out Unholy Martyr which removes Conditions from nearby allies every 3 seconds granting you 10% life force for curing it. Along with Minions keeping all conditions off you they steal quite a decent amount of Hp even from quick targets and if you lock someone down Bone Minions can chunk them good ( Along with Dealing good damage due to their high base).
I dont quite understand everything myself as I dont play Necromancer much, Infact i’ve mained Warrior for the past Two Years. With the new patch I decided it was time to start a new path and try something new and thus I have landed here. Any Feedback, Comments or Hate is welcome I’d love to hear what you all have to say.
Vélcro – 80 Necromancer
Long time Player and terrible Guide writer
(edited by Risenn.2170)
+1
Also signet passives please.
Lil Trouble Corro
Asura Necromancer
By seeing the cooldowns of our utility skills, we can then more strategically use Death Shroud, promoting skilled play/counter-play, and it will help balance the necro as a class.
Bump if you agree!
Edit: You really can help by posting a +1. According to ANet support, “Members of the Development Team read the forums daily…[and reading suggestions] helps them gauge the level of interest in a particular idea,” so lets show that our level of interest is high.
(edited by Salamander.2504)
Fear the mesmer who runs up to you with two swords in hand unless they suck. Warriors? Not so much.
That is all I can say here.
“Memories are nice, but that’s all they are.”
I believe it is time to scale kits to ascended level OR have the kits scale to the level of our equipped weapons. I would be very interested to hear why this is not the case already. I know the kits were upscaled at first launch of ascended weapons, then quickly brought down. To leave it like is now means a permanent disadvantage to kit using engies.
I am open to hearing why this might be OP or any other reason to keep our kits limited at exotic level stats so lets try to keep this discussion constructive. Hopefully with all the balance tweaks being done these days, a dev can comment on this issue.
I can’t help but think that many people posting about how shallow GW2 is and how amazing GW1 was, are either:
A. Playing one of the classes of GW2 that are easy (and are likely made to be so)
and/or
B. Played GW1 with either crappy builds, or are just plain wearing nostalgia goggles.
I played GW1 from release. I was in the various beta weekends, and I got a lot out of that game. But really, it was never that difficult. Many classes had -very- little variability in their builds even when you took into account their secondary. Warriors, Rangers, Necromancers, Monks etc… were all very easy to play. And the dungeons were too (heck, many may remember how many people built their character around making auto attack do everything… and how stupidly effective it was. If my warrior didnt have something that upped my swing speed, I was hurting myself a lot). The only difficulty that ever came of the dungeons in GW1 was getting a healer, and not accidentally pulling to many mobs. Not a thing more. This didn’t really change much when hard modes became a thing, aside from making it so you couldn’t just roll your face around the keyboard: had to hyper focus and, at least in my experience, use less, but hyper effective, skills.
Now, speaking on the classes of GW2: I will freely admit some of them are fairly simple in use. Notably, Warrior, Guardian, and to some extent Necromancer and Ranger. But the others, especially Elementalist and Engineer, really shine in the hands of a competent player in comparison to bad one. This is true for PvP and PvE both.
It’s also rather hypocritical to say you’re forced into one build in GW2 while in the same breath praising GW1: where over powered super builds were the name of the game from DAY ONE. Calling GW2 shallow based on hyper focused trait, sigil, and rune usage is the exact same as calling GW1 shallow based on the various fotm builds that plagued GW1 throughout it’s entire life (and really only got worse with time).
To be fair, yes, GW1 did of course have more variability in it’s builds, but it also had severely more skill overlap between classes and even -in- classes to the point where looking at the skills of GW1 is rather misleading when compared to GW2. Go ahead and take a look, see how many skills are pointless. How many pretty much do the exact same as another skill. How many were rather passive in use (ignite arrows for instance).
Does the game need more traits? Yes. More utilities? Of course. No game should ever stop improving and giving options (and the devs said this will be a focus of the game from now on). But to call the game shallow based on making it shallow, while also comparing it to another game that was just as shallow, if not more so, is hypocritical and foolish. I played a Warrior through most of my time in GW1. I cleared the games PvE content, and the most I ever needed in my build aside from a chain of weapon skills that I always mindlessly used in succession, was a tactics skill that was needed for one specific use, depending on the dungeon. Warrior in GW2, despite being no doubt the simplest of classes, is far more involved than my GW1 Warrior was. Same could be said comparing my old Ranger to my new ranger, or even my old assassin to my new thief.
Give GW1 another play if you feel the need. If you have friends, invite them along. Get rid of your PvE only abilities, and try your hand at the games PvE. I imagine it’s going to come out a lot easier than you remember.
(edited by Namica.2951)
Another nerf thief thread.
Moving along.
The devs don’t care about WvW so I’m gonna kill players in PvE!
This! A thousand times, this!
Something no one could disagree with
Please ArenaNet, put this on your list
It won’t alter the balance of the game, nor disrupt anyone’s current playstyle nor the developer’s views about the ranger and the pet mechanic: let players name specific pets PERMANENTLY, so we don’t ever have to rename them unless we want to. As minor as that change may seem, it doesn’t seem to me as something particularly hard to achieve-especially considering that armor sets get to “memorize” their dye patterns, which to me seems like a more complicated programming code(though perhaps I am wrong).
IMHO, the reason most players have their pets named “Juvenile Whatever” is not that they don’t want to name them, BUT that it’s convenient to not name them at all if the name is easily deleted just by choosing another pet. I refuse to move along with “Juvenile Whatever”, though, which personally makes pet switching a chore, which is a shame (not to mention, we may forget specific names we came up for our pets, and possibly have to come up with another.)
Honestly, not just a spiteful/“whiny” complaint, but it does make the game appear lacking in polish, and I say it with all due respect for all of you who work so hard in this game’s development and mechanics. And no offense to anyone on these forums either-I just feel it would be a VERY welcome change that feels like a priority for me, especially since it wouldn’t bother those who don’t care about their pet’s name, and would also make game-life easier for everyone else who does.
Aaand that’s all from me for now. Again, please don’t turn this into a debate about whether Kits fill all needs or not – if you like the suggestions, just click +1. If you don’t, don’t. Super simple.
Feel free, though, to debate whether a particular thing fits; it’s entirely possible I’ve suggested something that wouldn’t work or is entirely ridiculous.
This post will pertain to increased non-Kit weapon choices. I will not go into possible skills, but I may mention reasoning for a particular addition. Again, if you think the devs should look at this, click +1.
Overall why:
- The Engineer only has firearms for offense, with a single Shield as a defensive measure; with so many weapons in the game, it seems a waste to limit a class to three possible land-weapon sets and one underwater weapon. The class with the most similar weapon setup (Elementalist) is not limited in this way (in fact, no other class is); why should the Engineer be?
Weapons suggested:
Hammer (If you don’t see how the Hammer, quintessential symbol of builders, blacksmiths, carpenters and masons might be fitting for the Engineer…well, that’s your problem.)
Axe (A very versatile tool, as well as a weapon, and handy for getting supplies for building with, as well as sharpening stakes for palisades, dismantling structures, etcetera. Not as fitting as the Hammer, but not blatantly non-Engineer like a Focus or Staff might be.)
Torch (I’m having a little difficulty coming up with reasoning for this one, but it seems fitting to me, at least.)
Mace (Not all Hammers must be tremendous – besides which, I hear there’s a Wrench skin somewhere. There’s always a use for a heavy, blunt object in Engineering, aside from that, besides.)
I’m not going to go on and on about what’s overpowered, what isn’t, or anything like that. This thread is not about that, and I would prefer it remain that way.
This thread will be about the following: Giving the Engineer Heavy Armor (and how to transition relatively smoothly) and giving the Engineer more non-Kit weapon choice. Remember: Not every Engineer uses, or wants to use, Kits.
This post will pertain to Medium-Heavy Armor Transition. If you think this idea should be reviewed by the staff, click that little +1 to put it on their radar – apparently that’s how this works, as silly as it is.
1: Move the Engineer to Heavy Armor from Medium. Why:
- If this were to be done, it would allow the Dervish to be added as a Medium-armor class without disrupting the grid.
- There would be a class with high Condition capabilities in each tier of armor.
- Several traits would make more sense, such as the ones that give you bonuses for not dodging or moving.
- The Engineer would become the complete antithesis of the Elementalist – instead of squishy, high-damage wizard with more weapon skills than anyone else, a highly durable, but low-damage, tech-based (to the complete exclusion of magic excluding alchemy) class with more Utility skills available at any one time than anyone else.
How to do it inoffensively: Change all armor soulbound to the character to Heavy Armor, but retain the appearance of the Medium Armor only on the set currently worn by the character. Give a skinbox (via mail) that converts Medium-appearance armor into its appearance’s Heavy Tier/Rarity equivalent appearance (T5 Rare-T5 Rare, T5 Rare stats transmuted with T1 Common skin – T5 Rare stats with T1 Common skin) when used (with no less than two confirmation menus, both of which will make clear that the change is permanent and wholesale).
Offer a complimentary swapping of skill ranks from Leatherworker to Armorsmith. Maybe give a Jug of Karma or some other relatively inconsequential currency, in addition.
Announce it far in advance, bugtest it (I will volunteer as tester, if necessary), and make sure it’s working before implementation. This is so people can get a new set of armor ready for the change, if they so desire, and otherwise prepare themselves.
Only have the retained appearance be visible to others in PvE; this is a balance/deception concern. In PvP, the retained appearance should only be visible to the player, if possible.
Game Director
When you use the roast beef skill, and follow it up with Au Jus utility you get the FRENCH DIP combo.
It’s way overpowered btw and total BS and Anet needs to balance it.
Disclaimer: This is a playful thread. It is intended to stimulate some lighthearted and fun discussion regarding an imaginary class previously mentioned as a joke by Colin Johnson. As such, have some fun with it!
So as I stated in the above disclaimer, this just to stimulate some fun discussion of Colin’s ‘Sandwichmancer’ class.
What are your thoughts on this imaginary profession?
What armor class would it be?
What weapons would it use?
What skills would those weapons have?
What traits/traitlines would it offer?
I’m not sure why it stuck with me, but since I couldn’t sleep the other night, I was playing with some of the options. I can see this as being a light or medium armor class, although I’m leaning more towards medium (complete with an apron as part of the armor).
As for weapons:
Bow (short/long/recurve) – two hands – shoots submarine style sandwiches (we have one that shoots rainbows, so hey why not)
Rifle – two hands – Also shoots submarine style sandwiches
Pistol – off hand – shoots little hors d’oeuvres sandwiches (like at high end parties)
Daggers – either hand – foot long submarine sandwich styled daggers
Nunchuck (new) – main hand – sandwich on each end, connected by a chain of sausage links
Shuriken (new) – either hand – throwing star shaped PB&J…you’ll never look at it the same again
That’s as far as I got before I fell asleep. What can I say? I was tired, but it was fun none the less.
So, your thoughts?
Warning: Troll Alert!
General changes
- Fixed damage inconsistency with Phantasmal Berserker. Phantasmal Berserker will no longer give damage. Inflicted cripple has been replaced with swiftness to compensate.
- Damage done by clones has been increased by 50%. Damage done by the mesmer has been reduced by 50% to compensate.
Weapon skills
Sword:
- Blurred Frenzy – this skill now apply Protection, Stability and Aegis for 1,5 sec.
- Mind Stab – this skill is fixed and now properly remove condition instead of boon.
Torch:
- The Prestige – this skill now properly apply 3 stacks of vulnerability instead of burning, cloaking last 1.5 sec now.
Greatsword:
- Mind stab now removes 2 boons, but has has half the radius and half the damage to compensate.
Staff:
- Removed exploit where iWarlock could do massive damage on targets with a lot of conditions, extra damage has been capped to 3 conditions.
- Staff skills 2 and 3 have had their cooldowns increased to 35 and 40 seconds respectively in order to bring them in line and synergize better with Staff 4 and 5.
- Fixed a bug where staff clones inflicted conditions.
Scepter:
- Ether Blast (second auto-atack shot) – increased casting speed for 2%.
Focus:
- Temporal Curtain – increased damage of this skill for 50%.
- Phantasmal warden now spins in the opposite direction as intended.
Utility skills
- Arcane Thievery – this skill now fixed, range is set to 130
- Changed Feedback to only work if attacking from outside the dome.
- Illusion of Life now also kills downed enemies.
Traits:
- Illusionary Persona now kills you upon shatter, so as to more accurately mimic your clones.
- Master of Misdirection – this trait now grants 100% duration increase of all fear you inflict.
- Critical Infusion is now Dueling XI, and Empowering Mantras is now Dueling V.
- Phantasmal warden now spins in the opposite direction as intended.
This one killed me, amazing post!
Why would you think you could wear two AMULETS after 50+ hours of gameplay?
Er.. you only have one neck (and therefore one amulet slot), why would you be able to equip 2 of them.
The RNG gods smiled upon you. What do you want from us? A “well done bro”?
Man, you must be the life of the party. Tell me, do you also wait around playgrounds, then walk up to children and deflate their balloons with a needle?
7. Blinding Befuddlement-This put the nail in the coffin on confusion builds in general… Anet seemed to overlook how many builds relied on this… not everyone that took this trait was a glam nuker… Some ran scepter torch and signet of midnight so they could try to stack up the blinds/confusion super fast hoping the players would nuke themselves…. But no… they put an ICD on it cutting a confusion mesmers DPS in half also severely hampering their defense… This nerf needs reverted now… The 50% damage reduc in wvw was enough.
8. Signets… When ANET said they were going to improve the passive stats on signets they only did it for one of ours… Signet of Dom… Which people usually take for the active… What about Signet of inspiration (Double the amount of time said boons are applied?) Midnight (This is an actual stat Boon duration it is in our traits… but signet of midnight is still only 10%… why not 20%?)
9. Mantras-Even with the 1/2 second decrease on cast time for mantras they still have no place in tournaments every mantra a Mesmer charges is about 3s they are not in the fight… and that is 3s too long… Cast time needs greatly decreased and the bonuses from activation need looked at… As well as the GM traits… They are still… not worth taking
EDIT: #10 Deceptive evasion- In a previous patch ANET said that clones/pets/summons will no longer aggro on targets that have not agrroed on the master… This is not true for deceptive evasion for mesmers… And is very annoying for us.
That is what I can think of for now my fellow mesmers… I ask you to post more if you can think of it… As for a dev response… I am sure this like many other posts we have made regarding how much damage they are doing to this class are going to fall upon deaf ears.
(edited by jportell.2197)
So since November when I started playing Mesmer I am seeing more and more bugs that get introduced to the class that never seem to get addressed…. These are bugs that hurt the Mesmer in some way and never seem to be high on the priority list. Some of the bugs give us absolutely no use for a weapon anymore… Some are just making things not working as intended and are annoyances.
1. Phantasmal Berserker-I cannot begin to describe how infuriating this is for most mesmers that relied on greatsword to catch thieves/eles/rangers…. hell even necros can reliably out run a Mesmer…. ANETS inability to fix this issue has been game breaking since Feb 26th and we have only received a total of 3 dev responses in that time… Great customer support right? Well the thief hidden killer trait was hotfixed w/in 2 days of a patch as well as engi and necro in this most recent patch… Is our coding that much more complicated? Something needs to happen to make our power weapon do damage… Currently the iWarlock does more damage on a target that has no conditions… I have even seen iMage hit for more damage than phantasmal berserker lately.
Update: I used this skill on a Mob in COF… It spawned and DID NOTHING… Stood there… stared at the mob then died
2. Bouncing Attack Bounce Logic- This most recent patch introduced a bug with bouncing attacks where the character closest to our intended target received the bounce that used to go right to us.. This means that the GS can give clones 12 stacks of might which pretty much puts the nail in the coffin for that weapon… It won’t even go to a friendly player if they are closer or an enemy… This is detremintal because the GS does more damage the further we are… So in order for us to receive the might we have to be closer than our #2 Clone which spawns in melee range and then cut our AA damage to 1/3 or we have to facepalm while our clone gets an absolutely useless 12 stacks of might… Bounce priority needs to be Enemy>Casting Player (ME)>Friendly Player>Enemy… Clones should only get it if absolutely nothing else is in range. I used to be able to stand behind 3 staff clones at 600 range and receive all their winds of chaos bounces… Now they get all mine with or without iElasticity. when we said we illusionary elasticity to work with illusions that isn’t what we meant
3. Useless traits-Any traits that have anything to do with interrupts are absolute garbage. Builds revolving around interrupts don’t bring anything to a team. Apparently interrupt builds were worth something for mesmers in the BWE’s but they were nerfed… The several traits revolving around interrupts (I can think of 5-6) are now just kinda useless. Are we ever going to get something in place of these traits to make compete with the ones we HAVE to take because of lack of better options?
4. iMage Bounce Logic-Currently its enemy>ally>ally… Why? It should be enemy>ally>enemy… This would make the torch more useful and maybe make the iMage worth its obscenely long cooldown when compared to a traited iWarlock (12s for an average of 4-5K depending on conditions)or any other phantasm for that matter.
5. Obstructed- Because people griped and moaned about us spawning phantasms on walls when we still had LOS ANET nerfed summoning phantasms. Now even if the enemy is standing on a ledge like an engi lobbing grenades and Mesmer casts iWarden over half the time they will get the obstructed message… even if they clearly have LOS… Even a pebble or slight change in terrain gives us that a lot.
6. Scepter-This whole weapon needs looked at… If you want it to be condition damage ANET then put confusion back in the auto attack chain…if you want it to be a power weapon then scrap skill 3 all together and put something else there while increasing AA speed.
(edited by jportell.2197)
Thank you for giving 7 other classes to play while necro is being fixed.
Thank you for jagged horror, funny thing which keeps me in combat stance if I somehow manage to kill something and dies before next fight.
Thank you for marks which keep me in combat stance, especially if I dodge to avoid some random trash mob.
Thank you for all the traits which still do not work.
Thank you for fear, the awesome cc which has too short durations to be really useful
Thank you for nerfing all little stability boons we had
Thank you for having gap closers which do not work 90% of time.
Thank you for having DS with not many useful skills at all.
Thank you for nerfing axe
Thank you for nerfing DS
Thank you for nerfing stability, yes I want to say it twice.
Thank you for having tons of AoE with AoE limit of 5 targets
Thank you for having this awesome class with useless conditions. It is very fun to play if you go full power/toughness/vitality with no minions.
Thank you for having complicated self healing which doesn’t scale well if at all with healing power.
Thank you thank you.
(edited by jalmari.3906)
Yeah thank you Anet, you made me quit your game and now I can play other games I never did before =)
There have been some dev’ activity recently but I can’t say “thanks” before I see the next balance uptade.. because even with zero expectation they still manage to disappoint me every month.
It reminds me of the MUD that I put thousands of hours into when I was a teenager…and which is still going actually. It gives me the same feeling that MUD did. Interesting that it took 10+ years for graphical online games to reach the functionality of the better text based games.
Do you really want ANet to take time and resources to develop content for the SAB instead of more traditional game content?
yes
Any one think this would be a good idea? I mean we can use it for off hand why not main hand? I think it would look pretty good shooting illusionary bullets. :P And more ranged options wouldn’t be a bad thing right? seeing as how Greatsword is the only good option (Aside from maybe staff)
I guess it’s just I hate how greatswords look on my character so I just want an option for a not sucky alternative.