Showing Posts For Chad.3825:

Superior Sigil of Blood/Leeching

in Necromancer

Posted by: Chad.3825

Chad.3825

Hey guys, is it a bug that these do not heal through shroud? On the wiki it says that life stealing is the only way to heal through shroud, other than Unholy Sanctuary and Blighter’s Boon, and these sigils are listed under life stealing. Just curious whether it’s a bug or intended.

necro marks and downed state in WvW

in WvW

Posted by: Chad.3825

Chad.3825

Yo OP I’ve never ever had a problem on necro in terms of tagging. Idk what you’re doing but you’re doing it wrong. Besides, I prefer not having marks proc on downed bodies because you can drop the chill one to poison a downed in case someone tries to rez them. I’ve played it for years and it’s by far the best loot I’ve ever gotten on a class in wvw. Arguably better than staff guard because you hit the backline with marks and the frontline with wells and DS4 (assuming vanilla).

And for the record, you don’t have to tag a downed person to get loot. They can be alive and healthy while someone ganks them and you never have to look at them again, so long as you’ve done something to earn credit for the kill.

Official Feedback Thread: WvW Reward Tracks

in WvW

Posted by: Chad.3825

Chad.3825

1) Having reward tracks has been incredible. It feels legitimately rewarding to play WvW for the first time in… well forever. Great change

2) Gaining participation seems pretty well balanced. A bit easy to get maybe, but the sources from which they actually come are smart. I would say building siege or repairing should help, but it’d be hard to prevent people from going AFK

3) However, actually getting rewards feels really, really slow. Assuming max participation, it’ll take just over 9 hours to get any final reward, and compared to PvP’s tracks, this is super slow. If we could cut that in half (allow 200% participation) or even more, it would be great.

4) Really nice rewards, especially because dedicated WvW’ers never had a shot at dungeon armors/weapons/tokens in general.

5)
a) Map specific rewards (Dry Top, Silverwastes, Auric Basin) would be amazing. Best runes in game right now are Durability, and they’re only available with Aurillium, so many players just go there to zerg the meta every now and then. Would be nice to make some progress while we play what we really enjoy. Though I understand it’s not good to pull people away from the new content, I think a lot of us would appreciate it.
b) If there was a reward track that was simply gold-focused, it might help people feel more rewarded, especially if they simply want gold. None of the current tracks help much toward legendary crafting, and style is important in WvW

MMR tanking #picture

in PvP

Posted by: Chad.3825

Chad.3825

My friend and I were emerald last night and queued with two diamonds and a ruby because we’re all 5 friends. We farmed the heck out of people and got both of us up to Sapphire without losing a match. Does that mean we’re all cheating according to you too?

Spiteful Talisman + Chill of Death

in Necromancer

Posted by: Chad.3825

Chad.3825

Does the Spiteful Talisman trait reduce the cooldown of the Spinal Shivers that is casted with Chill of Death?

What to do with extra WvW points?

in WvW

Posted by: Chad.3825

Chad.3825

Well what I meant by this was to reopen the ability to get the Mistforged weapons but also allow an outlet to spend the WvW points on. I understand that people want a bunch of cool stuff, but a lot of it is kind of unnecessary. I would, of course, love to get special armor/weapon skins, but this would just be something quick for them to implement. I dunno, it has room to be expanded on.

In terms of reward tracks, that would be EXTREMELY hard to balance in the game. T1 and T2 see a lot more action than any other tier, so making them get X amount of World Experience would be incredibly unbalanced. If it required World Experience that would further push people to EotM and Karma trains. If they based it off of capping objectives, there would be blobbing, if they based it off defending objectives there would be turtling, even if they based it off a combination what would the incentive to reduce the current blobbing be? I think that would be a huge pain and would take a long time to make work.

I think with converting the points into a currency (maybe even including badges in a larger conversion to reduce their inflation) could be a cool thing that also leaves new items to be added. A potential problem with it is that if the items become REALLY popular you could encourage blobbing. Thanks for the feedback though! I’m glad to see people support this; it would be really awesome if anet actually implemented this!

What to do with extra WvW points?

in WvW

Posted by: Chad.3825

Chad.3825

This is a problem without the new changes even, but now’s a good time to bring it up, because anet might actually look at the WvW forums.

Currently many players have way too many ability points, and there’s no way to spend them. Could we create a system where each point can be turned into one of those old tokens that you got for each WvW season? This would allow players to actually unlock the Mistforged Hero’s skins if they want them, and they wouldn’t have to rely on another season to come around before they can even hope to earn enough points.

In addition, I propose the 10,000 rank cap be removed so players can continue unlocking the ascended gear from the Battle Historian after they’ve spent their 10,000+ tokens. I would also say that the Thimble of Liquid World Experience should be removed as a purchasable item if the change were to happen, that way players cannot boost their WvW rank (even if it is incredibly inefficient).

This wouldn’t break any portion of the game currently, only that it may reduce the value of Laurels, but it would still take 200 ranks to get one ascended piece from the Battle Historian. That is a fairly large number, so maybe it could be reduced to 100-150?

Curious to know what you all think ^^

What Trait you sacrifice for Elite Spec?

in Necromancer

Posted by: Chad.3825

Chad.3825

I’ll give up Curses, 100%. The only reason why many powermancers spec into it are for the wells being ground targetting, but they’re going to be that by default. If I drop that I get to keep the 20% more damage under 50% health (will stack nicely with the other shout that reduces the cd when hitting someone under 50%), Chilling Darkness, Might on Life Blast (will probably also work with the new melee version as well, or something similar), and all of the Soul Reaping traits

Commander Tag Changes Feedback [merged]

in WvW

Posted by: Chad.3825

Chad.3825

If one of the tags is only visible to your guild I’d be very happy Guild only tags would be great for guilds that are scrimming and it wouldn’t attract non-guild members to the guild because they wouldn’t know other than the swords that would pop. The different colors are awesome as is the account wide tags but it’s something that probably should have happened a long time ago :T

WvW Necro Build (Power) 2014

in Necromancer

Posted by: Chad.3825

Chad.3825

For a power build, your power is insanely low. As a necro if you’re caught you’re essentially dead so it’s not really worth the time to invest into anything but a glass cannon. Even if you build tanky enough to be able to get out of a train, you’re trading too much spank for tank. Right now (I believe) the meta is going towards 6/2/0/0/6

Min/Maxed 6/2/0/0/6:
http://gw2skills.net/editor/?fRUQNBIhZakjmWarpxnGOcTgLUQ/mBQLE1FQ9ZkGPLA-T1CEABLqqSK7PkoaBMpMoLlgTqChBPAgmU61m+AAOCAPcKACAgAcz2sNvZgje0je0je0O6Rv5Rv5RLFgeKjA-w

Of course it has full infusions (that’s how you min/max) but even if you remove them it’s still really strong. Expensive… but strong xD. Weapons don’t really matter just as long as you have staff and not running scepter you should be good. I love D/Wh but if you prefer axe, A/F and A/D both work

Above is just what I run but in general, I wouldn’t use Celestial on necro. Healing power is worthless because siphoning barely scales and condi damage isn’t needed when meta guards/wars are running such high -condi duration. Condis won’t do anything :/. If you’re running with your guild, you should have perma swiftness during fights and while running so Trav runes probably won’t be used as often as you want them to. Also Corrosive Poison Cloud isn’t as great as it looks. The weakness goes completely against your build as you’ll do less damage for the duration and the pulse is not per second, it might be every 3 (Not 100% sure).

If my build is too glassy you can change pretty much all or most of the armor to Cava stats but you’ll lose a lot of prec through it so you may have to end up min/maxing again and/or running some assassin’s stuff over zerk.

Just for reference, I run in a skill group (only like 20-25 on per night) on T2 and die probably once or twice a night on my build. Timing dodges (plus energy sigils) and positioning is all the defense you should need.

WvW armor/weapon rank rewards?

in WvW

Posted by: Chad.3825

Chad.3825

I think it’d be kind of cool to be able to unlock a weapon/armor skin every say 100 or 250 ranks. We get it for achievement points so why not WvW ranks? We get our occasional rare/exotic from rank up chests but I can probably count on 2 hands the number I’ve gotten after 800+ WvW ranks so I think it would be nice to have the ability to get other rewards What do you guys think?

Rabid or Dire?

in Necromancer

Posted by: Chad.3825

Chad.3825

Ran a condi necro for a LONG time and I went almost full Rabid. You’ll want the extra crit chance with the trait that gives you a 66% chance to bleed on crit and then also you can attach a sup sigil of earth to your scepter for another 60% chance. You get pretty insane condi damage with it. For runes you can go either Melandru or Undead, depending if you want the extra defense or not. You could go for maybe like your amulet and accessories to be dire but in general you’ll want the extra crit chance You’ve got plenty of health as it is with DS and the natural 18k healthpool. For food I’d go with Koi Cakes because they’re stupidly cheap but there are probably better, more expensive alternatives.

http://gw2skills.net/editor/?fRAQNBLhZakjmaaLqx3G+bTEMIS2qzk5KGdiCBA-TlyCABOoEEgjAAOq/owJAMBli+AsUaI0+DT8AAySZ20HCASBAz0I-w
That’s the build I used to run. If you’re doing small man stuff you’ll probably want Dhuumfire but this is in general a solid build for zergs. You can change out Spectral Wall for a stunbreak if you want but you do like 1.2k damage per fear when the target has a condi on them so you can get some pretty awesome damage with it when throwing it infront of a zerg. Also the reason I have warhorn equipped is just because you have very low swiftness on necro and if the group isn’t coordinated enough, you’ll have a swiftness problem. Dagger would be the best alternative if you don’t have that problem. Full Dire is just stupid defense to the point that you don’t need it :/

Just btw, power necro is a lot better for skill group/zerg fighting solely because there are so many ways to wipe condis with guardians having light fields coming out their ears. If you’re roaming or doing small group stuff condi is really good

Problem in chat window - can't talk?

in Bugs: Game, Forum, Website

Posted by: Chad.3825

Chad.3825

2 Things:

First, you can still talk through /me and mail although you’ll be suppressed and you’ll find a lot of other mutes

Second, sPvP can also trigger the bug- it’s not just the Grove now.

Problem in chat window - can't talk?

in Bugs: Game, Forum, Website

Posted by: Chad.3825

Chad.3825

I’ve noticed a couple people mentioning the Grove is where they couldn’t talk. Same thing for me actually, I could talk for the first 15m or so but now I can’t after I entered the Grove. Some of my characters are parked there and that didn’t trigger anything but the second I used a wp from Cursed Shore to the Grove I couldn’t talk anymore. Thanks anet for responding to this issue so quickly Love the patch

Condi Necros- too op?

in WvW

Posted by: Chad.3825

Chad.3825

Well you’re running the class in the game with more stuns than any other class. If you have stability, can stun, and do decent damage, you’ve beat a Necro. Trust me, the only setup for Necros that MIGHT be considered op is a full Rabid, not Dire, setup because I used to run that and I could get up to 21 stacks of bleed on one target. I could literally take down people without getting hit once and that’s just because I had the warhorn 4, staff 5, DS 3, and a Flesh Golem with Charge. Those are the only interrupts I have and if you have stability, you can stun and slaughter almost any necro. As a necro, the only classes I have trouble with are people playing Warrior and Necro. I have trouble with Warriors because it’s like easy mode in this game so you have good ones and noobs that have no idea what you’re going to get so I usually don’t really bomb them as hard. A Necro vs Necro battle is just a battle of condi transfers.

People really need to stop talking about whether condi necros are op or not because we were nerfed for months, finally got an amazing buff, then people balled their eyes out, full Corruption build were nerfed, and most recently our condi damage was reduced so I’m doing ~300 damage with 3 stacks of bleed instead of ~420.

We’ve been nerfed and buffed and I think if kids stop crying about them because they have bad experiences, it’d be a stable class. It’s already pretty balanced with literally 0 leaps and only 2 teleports, one of which can’t even be used defensively.

My suggestion is change your build because a Warrior especially can beat a Necro easy.

Condi Necros- too op?

in WvW

Posted by: Chad.3825

Chad.3825

I’m a condi necro so I feel like I should make a comment on this. Necros aren’t an op class, especially their conditions. Conditions are very powerful in small man groups and for roaming and I’m not going to deny that’s it’s VERY difficult to defend against them so I’ll tell right now the only way to defend against them is to avoid and interrupt. Necros have only 2 semi-easy ways to access stability and that’s with Well of Power which gives 1.5s (depending on boon duration) of stability and then the trait Foot in the Grave which gives 3. Those are the ONLY ways for them to get it so stuns/knockbacks/dazes etc. are incredibly potent as you probably won’t miss any of them. Even with -condi food and Melandru runes, you’re still going to take stupid damage because you were stupid to let the conditions be applied to you in the first place.

Conditions are next to useless in large zergs simply because there are way too many ways to cleanse them. With guardians having light fields coming out their ears and almost every class having access to whirl finishers, cleansing bolts wipes almost everything.

People need to stop crying about conditions when it’s their own fault that they have them. Condi necros were already nerfed because of kids crying about it. Just because you have up to -65% condi duration doesn’t mean that the DAMAGE is reduced so you can still take all of that damage if a necro is good enough to be able to keep up a consistent bomb. As a necro myself, I can tell you that we have a staff bomb which looks bad with poison, weakness, chill, and bleed but it doesn’t do much damage. If a Necro is really good they can get a bomb like that plus some with DS and scepter skills. The huge bombs can only happen every 35-40s, a medium bomb can happen every 15-20s, and then you just have them stacking. Just remember, DURATION does NOT affect DAMAGE so the Melandru runes+ food won’t nerf the damage.

Collaborative Development: Commander System

in CDI

Posted by: Chad.3825

Chad.3825

GUILD COMMANDER TAGS omg please! Currently my guild doesn’t do the large scale map zerg stuff so we have to give them a “ghetto tag” which is just giving them a target in each party. Unfortunately we cannot see this on the minimap which results in people getting lost. This tag would of course be invisible to everyone outside of the guild and could be bought with influence as well rather than gold. Also, if people outside the guild want to run with the person that has a guild tag up (which they cannot see) then they could have the ability to type something like /follow [Enter Name Here] and then they’d be able to see it. Or you could give the person with a guild tag the ability to add people rather than them joining on to prevent maps form doing that and then avoiding paying the 100g. Also this adding ability could be made something that people of a certain rank in the guild are able to add so people like officers could do it as to not flood the commander with more work. If you change ANYTHING please please please make it guild tags. They’re definitely needed among skill groups.

Another suggestion is to give someone with a tag the ability to talk more in map chat before they’re suppressed for spamming. I know that’s happened a couple of times to other commanders and it’s very frustrating.

Thank you Anet for looking into this, I really hope more people suggest guild tags =D

Collaborative Development- Request for Topics

in CDI

Posted by: Chad.3825

Chad.3825

1. WvW ranks account bound. This makes it really difficult to choose to either rank up my main or use an alt that might be more fun at the time. I don’t believe players should have to choose between having fun and working on a main.

2: More class changes. The thing about this game that makes it so amazing is the depth of character builds. There are already a lot of skills but I feel more options should be added for characters. It’s been a long time since a skill has actually been added

3. PvE and WvW rewards. People that do PvE can get awesome items from things and special tokens from dungeons which allow awesome weapons and armor. I think WvW should have it’s own special kinds of armor and weapons that look just as great. I personally don’t play PvE nearly as much as WvW but I’d love to get special armor from playing WvW.

PLEASE make WvW ranks account bound! I would <3 you for ever