Showing Posts For DonEllz.6312:

Fix Jalis this Balance Patch

in Revenant

Posted by: DonEllz.6312

DonEllz.6312

Jalis is meta for WvW and GvG guilds..

Its Not Apho – Necromancer – Callous Philosophy [LaG] – Anguîsh [Ash]

F-Gyro Stability

in Bugs: Game, Forum, Website

Posted by: DonEllz.6312

DonEllz.6312

Anet please fix this. The stability does no pop at all and has stopped me from safe stomping and ressing so many times that it has literally lost team fights in PvP and WvW
Thanks.

Its Not Apho – Necromancer – Callous Philosophy [LaG] – Anguîsh [Ash]

F-Gyro Stability

in Engineer

Posted by: DonEllz.6312

DonEllz.6312

Anet please fix this. The stability does no pop at all and has stopped me from safe stomping and ressing so many times that it has literally lost team fights.

Thanks.

Its Not Apho – Necromancer – Callous Philosophy [LaG] – Anguîsh [Ash]

New trait - Applied Force

in Engineer

Posted by: DonEllz.6312

DonEllz.6312

It’s a really awesome trait but is it better than adaptive armour? Although it can 100% be a very good trait in a lot of builds ie. HGH and FT builds.

Its Not Apho – Necromancer – Callous Philosophy [LaG] – Anguîsh [Ash]

Rupert The Vulture Raptor

in WvW

Posted by: DonEllz.6312

DonEllz.6312

Dear Arenanet

I am writing this to you to express how deeply upset I am about you removing my dear friend Rupert who flew above Stonemist Castle.

We shared a bond like no other.. He was my eyes and ears when I hid above SM. Rupert was truly loved and he was also my comrade in battle, he was my best friend, we Netflix and chilled, he was family and above all he was bae.. we all miss him especially his brother, Rodney The Vulture Raptor, who is my mini. I cannot express the broken hearts you have made by removing him.

#RipRupert
You will be truly missed <3

Yours Sincerely,
Apho :’(

Its Not Apho – Necromancer – Callous Philosophy [LaG] – Anguîsh [Ash]

(edited by DonEllz.6312)

I miss bay... :(

in WvW

Posted by: DonEllz.6312

DonEllz.6312

I miss bae too! :’(

Its Not Apho – Necromancer – Callous Philosophy [LaG] – Anguîsh [Ash]

Map is not good for roamers/camp flippers

in WvW Desert Borderlands Stress Test

Posted by: DonEllz.6312

DonEllz.6312

One thing I see is with the removal of guard stacks, sentries May become useless to kill. Giving them some sort of significant use may give roamers a reason to travel across the map, for example sentries capped now show enemy players in a radius around the sentry. This now helps commanders a lot, especially in a map that requires lots of travel and different routes to kind of track your enemy.

“Along with this change will come an improvement to sentries. Sentries will greatly slow down enemy dolyak caravans and thus slow down objective upgrades. This will make the payoff for controlling the route between supply camps and objectives and ensuring a successful caravan more important, further enhancing the strategic objectives in WvW.”
https://www.guildwars2.com/en/news/upgrading-world-vs-world-upgrades/

Not sure if that is enough but it is a start.

They already do that though but get rekt by dolyak guard escorts and since objectives auto upgrade in this new borderland it doesn’t make it worth capping imo.

Its Not Apho – Necromancer – Callous Philosophy [LaG] – Anguîsh [Ash]

New Borderland Thoughts

in WvW Desert Borderlands Stress Test

Posted by: DonEllz.6312

DonEllz.6312

Thanks for the copy-pasta, was about to do it myself. Current feed back from reddit seems like most of these ideas are supported, with the exception of the removal of trash mobs; with people preferring the increased respawn time as the solution.

Trash mobs are fine to an extent.. but that giant beetle though..

Its Not Apho – Necromancer – Callous Philosophy [LaG] – Anguîsh [Ash]

New Borderland Thoughts

in WvW Desert Borderlands Stress Test

Posted by: DonEllz.6312

DonEllz.6312

A few final thoughts/sarcastic comments:

Mystic forge has no merchant!

Paraphrasing ‘we will not add new races because it cost our developer team a lot for little gain’. Then they go through and design all the Tengu animations for this map. Really? /s

(tl;dr)
A quick summary of changes we would like:

Remove the spots where small AoE (Lava Font) can fill the entire area (Point 1). It should be about the width of 2 Lava Fonts (720ish) at minimum.

Remove stat advantages from shrine buffs, since this favors groups unfairly.

Removal of most of the ‘trash mobs’ and increase their respawn cooldown.

Change permanent map controlled features (asuran turrets) to be utility debuffs so condition clear is relevant in fights around them and make them have telegraphs.

Streamline the map so fights occur more (Sentries showing enemies on maps, addition of more ‘shortcut spots’ to aid defenders and clear pathing are all ways of doing this).

Add walls on the edge of fatal drops if the drop is a kill drop and the area is designed for large amounts of footfall. (See point 1’s final screenshot for 1 such spot).

Credit and thanks too Lootballs for going through the effort of writing this up. Muchas Love.

For the Reddit Thread which has the picture links and PoV we watched from go to this link:

https://m.reddit.com/r/Guildwars2/comments/3cqm3l/wvw_map_thoughts_from_a_eu_guilded_perspective/

All constructive criticism is accepted and any additional ideas are also welcomed. Thought I’d add this for those not on reddit as much.

Its Not Apho – Necromancer – Callous Philosophy [LaG] – Anguîsh [Ash]

New Borderland Thoughts

in WvW Desert Borderlands Stress Test

Posted by: DonEllz.6312

DonEllz.6312

5. The ‘asuran turrets’ that AoE pulse cripple [Screenshot] should be changed to give a utility debuff (not a boon/condition) that grants -25% speed. This is because fights here mean that condi-clear becomes unreliable and makes them impossible. By making it a utility debuff that is only active within their radius. You still make condition clear relevant and reliable when fighting there and it becomes easier to play with without changing its functionality. It’s a small change that would aid in quality of life.

6. The maps structure promotes rush attacks more than defending. Due to the large open structure of the map it promotes slow defending (it takes a while to get to the objectives with no ‘shortcuts’). The overall pathing of the map allows you to dodge players easily (and fights), which isn’t a good move. You can fix this by including a more streamlined route through the map (like the current borderlands have) where you can clearly see routes around the map. This may be a non-problem because it is the first look at the map, but it still a point we noticed (a lack of orange sword). With the increase in offensive power (Shield Generator can block Arrow Cart fire and supply is a non-issue) defending needs a power increase (note: CC turrets to knock you off bridges are not really a good way of addressing this). The lava teleport tunnels are a good example of this, by allowing defenders to move quickly to defend and the idea of counterplay around them is strong, but I would change them to be active at 2/3 and not 3/3 in my opinion.

7. 4/5 minute “PPT timer” is good (seems to be 4 minutes with about a 1 minute reset period), but I think 7:30 total is more appropriate if the Lord Buff doesn’t change – since the 5 minute buff will overflow with a 4 minute timer. We like that the time is reduced, but 4/5 minutes is too low with the 5 minute guard buff (there are obvious problems with this).

8. The map needs looking over for exploits. If you want I can do it for you, but the fact Chemsorly found an exploit easily shows that there must be a few.

9. Transforms are a love hate relationship. We don’t mind the idea of them, but we want to see them properly balanced. Siege Devours in EotM are too strong for example, Kodan more balanced. We think that the new transforms need a balance (nerf) before the release.

10. The siege appearance change is a step backwards in design. Current siege is floating asuran powered mecha-goodness which has devolved back to wooden junk. Technology going backwards is not a good idea. It is good that it looks different, but a step-backwards in tech for it is not the way. (A reversal of the two looks [Normal and Superior] would be acceptable). Superior Treb can stay though, that thing is beast.

11. The rock walls at the earth keep aren’t a bad choice, but I would (add) a telegraph them much more. Red/White AoE rings for partial warning for example. The entire rock wall setup also changes that entire area against the theme of openfield fair fights – since it’s no longer open field (same problems as point 1). It might be better to change them to “Stony ground” or “Quicksand” giving a movement speed debuff akin to point 5.

12. Sentries could be reimplemented with additional functionality, such as spotting enemy players that run past (even after the guard dies). It would allow for fights to be easier to find and “less dodging” of fights.

Its Not Apho – Necromancer – Callous Philosophy [LaG] – Anguîsh [Ash]

New Borderland Thoughts

in WvW Desert Borderlands Stress Test

Posted by: DonEllz.6312

DonEllz.6312

The problems with the new WvW map from the perspective of me, Lootballs from [Ash] (A ‘hardcore’ WvW guild on EU) with input from [Ash] and [VcY]. Sorry for the perspective changes throughout (I/our). We watched this primarily through Chemsorly’s PoV so bare in mind we only really saw the green colours PoV on buffs.

Some terminology:

FP = Focus Party, meaning Rangers, Thieves and Mesmers and Engineers typically.

Fair Fights – Not meaning equal numbers, but more both sides are on relatively equal footing.

Utility Buff/Debuff – Like Stealth/Reveal that can’t be boon stripped.

When structuring a reply please quote a number to allow easy discussion

My/Our concerns with the map (In no particular order):

1. The ‘jungle section’ is designed around karma training from the way I see it, with no possibility for fights due to the tight nature of the road. [Screenshot] To fix this I propose either a widening of the paths to about 2.5x their current size so you had more side to side movement and had the ability to move out of AoE. Without this the whole thing becomes a massive choke if there is a fight, making FP players useless due to their lack of non-projectile based AoE and low armor rating. When you widen the paths it allows for more horizontal movement so AoE becomes less efficient – as it stands it would be whichever group pushes dies. This then means that the “pirate ship meta” is more prominent. It is important thought that the sides of the bridges remain, to stop CC becoming too strong. This isn’t the only section that could use widening – the area from the trailer with stairs up [Screenshot] could either use a fence/wall along the side or a wider path.

2. The shrine buffs (the ones that trigger on interaction) are bad in our opinion. The problem with ±stat buffs is that it affects bigger groups more than smaller ones. Changing these buffs to only affect NPCs (±10% damage to/from guards) or to siege (±10% damage to/from siege) would be a big step for allowing fair fights. WvW is not about perfect balance, but a guild group should have a chance against a large public group without the larger group steamrolling with massive damage. We would prefer a rework that moves the shrines away from stat bonuses (such as damage) to either supply capacity or magic find/karma/PPT gain (or points per stomp). Personally another buff I would like to see added to them is “Sure footed”, which much like PvE mobs prevents you from being knocked off a cliff. You could also allow the shrines to allow wall/gate regeneration (a passive buff to all walls/gates that gives them small amounts of regen (1% per minute-ish seems about right, maybe have it scale with the number of shrines) which means that the “mega-lazer” has a auto balance and counterplay (since it’s every 3 hours).

3. Remove a large chunk of the ‘random mobs’ as we dubbed them. (I mean they are even in the spawns, where players are invulnerable [Screenshot]) This is Griffons and so on that are around the map for ‘scenery’. The problem with this is in open field fights players can use them to rally. From our point of view this is a bad thing, due to trying to get ‘fair fights’ with guilds then you include ‘random rallying’. The way to fix this is removing a large portion of them, which might not be ideal, or increasing the time they take to respawn to ~5 minutes. There is a large portion of chokes/open field areas smothered in these annoying pointless NPCs (Giant Beetle) that need adjustment. Canyon spiders should also not have immobilize (along with anything else with immob/hard CC). It’s a bad design choice in our opinion to make the random mobs a threat in a PvP zone. Eternal Necropolis is an acceptable level of ‘random mobs’.

4. A large portion of the space is ‘wasted’. The northern corners will be uninvited mostly, due to a lack of objective in them. A solution to this is to just remove them, slightly shrink the maps in the corners, or to make them relevant – akin to what the quaggans used to do or something similar (Like an objective that adds an extra NPC to each dolyak on your team). These spots aren’t really an issue though, I would prefer them to stay then them to be filled with “useless PvE junk”. If you can’t find a legitimate purpose for it, leave it as is. A map big for the sake of being big is just bad.

Its Not Apho – Necromancer – Callous Philosophy [LaG] – Anguîsh [Ash]

Map is not good for roamers/camp flippers

in WvW Desert Borderlands Stress Test

Posted by: DonEllz.6312

DonEllz.6312

One thing I see is with the removal of guard stacks, sentries May become useless to kill. Giving them some sort of significant use may give roamers a reason to travel across the map, for example sentries capped now show enemy players in a radius around the sentry. This now helps commanders a lot, especially in a map that requires lots of travel and different routes to kind of track your enemy.

Its Not Apho – Necromancer – Callous Philosophy [LaG] – Anguîsh [Ash]

Where did you get your PreCurser?

in Guild Wars 2 Discussion

Posted by: DonEllz.6312

DonEllz.6312

I rekt a mesmer from Galleon in scrims and he kindly dropped me a spark as a thank you for completely rekking him… Some say he is still on respawn timer.

Its Not Apho – Necromancer – Callous Philosophy [LaG] – Anguîsh [Ash]

Mark of Evasion

in Necromancer

Posted by: DonEllz.6312

DonEllz.6312

Please make this an incombat thing only. Engi, warr, mesmer, guardian, ele etc all have dodge traits that are incombat only.

I’ve had enough of annoying pve creatures in WvW aggroing on me forcing a dodge only for me to get in combat anyway when I’m trying to get to a commander or raid lead…

Always the Necro…

Its Not Apho – Necromancer – Callous Philosophy [LaG] – Anguîsh [Ash]

Immobilised In Mid Air

in Guild Wars 2 Discussion

Posted by: DonEllz.6312

DonEllz.6312

I would write this in the bug forum but it probably has about 1000 threads and it’s still not fixed.

Title says it all. Needs fix.

Its Not Apho – Necromancer – Callous Philosophy [LaG] – Anguîsh [Ash]

Stealth against PEW PEW Rangers

in PvP

Posted by: DonEllz.6312

DonEllz.6312

The real problem is entangle still hits even when stealthed and not in target. Completely non logical

Its Not Apho – Necromancer – Callous Philosophy [LaG] – Anguîsh [Ash]

Sigils: Earth vs Strength

in Engineer

Posted by: DonEllz.6312

DonEllz.6312

Since Foxtrot said he/she is running HGH one can assume they are running full elixirs meaning battle and geomancy are useless unless Ofcourse they are running atleast 1 kit. Strength I would probably go for but engineers lack of channelled or multiple hit skills (not including grenades) tend to make this sigil abit lacklustre.

Its Not Apho – Necromancer – Callous Philosophy [LaG] – Anguîsh [Ash]

EU WvW profession metas

in WvW

Posted by: DonEllz.6312

DonEllz.6312

Static Discharge engi for the win! By far the funnest build I’ve played on any profession.

Its Not Apho – Necromancer – Callous Philosophy [LaG] – Anguîsh [Ash]

Tumbleweeds in here...

in WvW

Posted by: DonEllz.6312

DonEllz.6312

It’s obviously because they are working crazy kitten amazing new content for wvw and gvg!!!…

Sarcasm aside lack of attention to this forum is insane.. They seem to much prefer auto attacking pve corner stackers.

Its Not Apho – Necromancer – Callous Philosophy [LaG] – Anguîsh [Ash]

[Suggestion] Marks Trigger on Downed Enemies.

in Necromancer

Posted by: DonEllz.6312

DonEllz.6312

This has played on my mind for a while and i have always wondered why they don’t trigger on downed players. It would be a nice QoL change as i can think of many scenarios where it would be great to have, for example placing marks on downed enemy using the look behind keybind quickly if another enemy has joined the fight etc.

Having thought about it, all other classes that use staff have AoE skills that could be placed on a downed foe to keep them from ressing up while you can carry on fighting.

Guardian: Symbol of swiftness.
Elementalist: Lava Font, Ice Spike, Eruption
Mesmer: Chaos Storm

Necromancers only have a few ways to really safe stomp and that’s only by using a big cooldown or more than 1 utility if you use the port stomp, so in an outnumbered fight marks would be a nice way to keep some pressure up if your trying to deal with another enemy who has just turned up.

What do you think?

Its Not Apho – Necromancer – Callous Philosophy [LaG] – Anguîsh [Ash]

Teach me how to solo camps

in WvW

Posted by: DonEllz.6312

DonEllz.6312

Pull into a corner and NECRO BOMB! Assuming your a power necro ofcourse

Its Not Apho – Necromancer – Callous Philosophy [LaG] – Anguîsh [Ash]

List of useless traits.

in Necromancer

Posted by: DonEllz.6312

DonEllz.6312

Grandmaster minor trait in the spite line. Absolutely awful to say the least.

Its Not Apho – Necromancer – Callous Philosophy [LaG] – Anguîsh [Ash]

Please read the NEW Sticky thread above!

in WvW

Posted by: DonEllz.6312

DonEllz.6312

@Mark Katzbach you appear to have clicked on the WvW discussion page by accident or is your pc “working as intended”?. Maybe you can get the WvW dev team to aslo click on this page by mistake aswell! But all jokes aside dead threads are dead threads if you wanna necro, just go roll the class :p

Its Not Apho – Necromancer – Callous Philosophy [LaG] – Anguîsh [Ash]

Is plague form good in pvp?

in Necromancer

Posted by: DonEllz.6312

DonEllz.6312

Its very good! Constant poison and blind/weakness depending on what skill you use. Also gives a safe stomp and pretty much safe res if you spam blind with it. Bunker guards hate poison when its permanent with 3 guys beating down on him/her.

Its Not Apho – Necromancer – Callous Philosophy [LaG] – Anguîsh [Ash]

Solutions to GvG arena and scene

in WvW

Posted by: DonEllz.6312

DonEllz.6312

We need to see some form of change to this! +1 sam for this post… Anet sort it out, give us an answer atleast. Driving a whole player base out of the game is seriously wrong.

Its Not Apho – Necromancer – Callous Philosophy [LaG] – Anguîsh [Ash]

Flamethrower, what buffs would devs give it?

in Engineer

Posted by: DonEllz.6312

DonEllz.6312

I think the blind is awesome on the FT but imo would serve better as the toolbelt skill. The incendiary is lacklustre if you want to main the FT but awesome when you use it quickly before engaging on a condi build :p the number 5 skill should be something more unique instead of just one blind which could be easily implemented into the toolbelt skill. As for juggernaut, its just wrong for a trait to reward an engi to stay in one kit as this contradicts the class mechanics of an engi /:

Its Not Apho – Necromancer – Callous Philosophy [LaG] – Anguîsh [Ash]

HGH - Help

in Engineer

Posted by: DonEllz.6312

DonEllz.6312

EG will certainly give more utility in the form of a cripple and the number 4 skill which will help increase the gap if your having slight trouble. But it doesn’t come with the area control nades or bombs bring, but I tend to play HGH with toolkit for the obvious reasons and it works out quite well

Its Not Apho – Necromancer – Callous Philosophy [LaG] – Anguîsh [Ash]

Static Discharge: Stating the obvious - Again

in Engineer

Posted by: DonEllz.6312

DonEllz.6312

Amen! I do also see it happen more to using the healing turret toolbelt skill more than others but yes… anet fix this since the build is built around it and it’s not exactly great when the main part of the build isn’t actually working.

Its Not Apho – Necromancer – Callous Philosophy [LaG] – Anguîsh [Ash]

ranger lb traits vs warrior rifle trait.

in Profession Balance

Posted by: DonEllz.6312

DonEllz.6312

Not to forget that both Engineer and Guardian shield trait for added toughness and 20% cooldown reduction time are both master traits while warrior has the exact same but in adept..

Its Not Apho – Necromancer – Callous Philosophy [LaG] – Anguîsh [Ash]

Why Initiative does not work!

in Profession Balance

Posted by: DonEllz.6312

DonEllz.6312

So now we’re redesigning the thief entirely, not entirely actually, just 75% of the way.

Feel free to continue to provide feedback, just know that the effort it will take to do this work would be implemented with an expansion at the earliest. Hopefully not ever, as the thief is one of the professions that needs a redesign the least, I’d rather see that time go into Ranger, Elementalist, and Necromancer.

I disagree. Thieves needs the most overhaul. If you look at our current weapon set, we have the least amount of sets to choose from. We don’t have a range weapon with 1200 range. D/D and P/P weapon set needs to be remade. Most of our traits are crap. Our current weapon set encourages mind-numbing skill spamming…the list goes on.

Putting the timer on other profession is pointless since they already have cooldowns.

There are three possible weapon sets for the engineer.

See HERE

You said weapon sets, not class mechanic. The Official weapon set number for engineer is 3.. then kits which are optional.

Its Not Apho – Necromancer – Callous Philosophy [LaG] – Anguîsh [Ash]

put stability on locust signet..

in Profession Balance

Posted by: DonEllz.6312

DonEllz.6312

So, because you lost a 1v2, condition necros are cheesy? Got news for you, anyone has a much tougher time against 2 opponents, regardless of builds.

And yes, most necros roaming do go conditions. Why does this surprise anyone? They don’t have the active defenses on power weapons and they don’t have good long range direct damage capabilities. How often do you see ranged thieves or Guardians roaming? Not very often, because their ranged weapons generally aren’t very good for it.

Well NA obviously haven’t met the thief pistol #1 spamming condi krait rune whatever they are running build.. and i see many guardians roam lol.. it’s not uncommon to see a guardian roaming running a meditation build, even i have one of them :/

Sorry I wasn’t clear, I meant “ranged Guardians”.

And yeah, those thieves are in NA too, they’re just not very popular.

okay ranged guardians maybe not.. but that staff 1 though

Its Not Apho – Necromancer – Callous Philosophy [LaG] – Anguîsh [Ash]

Why Initiative does not work!

in Profession Balance

Posted by: DonEllz.6312

DonEllz.6312

So now we’re redesigning the thief entirely, not entirely actually, just 75% of the way.

Feel free to continue to provide feedback, just know that the effort it will take to do this work would be implemented with an expansion at the earliest. Hopefully not ever, as the thief is one of the professions that needs a redesign the least, I’d rather see that time go into Ranger, Elementalist, and Necromancer.

I disagree. Thieves needs the most overhaul. If you look at our current weapon set, we have the least amount of sets to choose from. We don’t have a range weapon with 1200 range. D/D and P/P weapon set needs to be remade. Most of our traits are crap. Our current weapon set encourages mind-numbing skill spamming…the list goes on.

Putting the timer on other profession is pointless since they already have cooldowns.

There are three possible weapon sets for the engineer.

Its Not Apho – Necromancer – Callous Philosophy [LaG] – Anguîsh [Ash]

put stability on locust signet..

in Profession Balance

Posted by: DonEllz.6312

DonEllz.6312

So, because you lost a 1v2, condition necros are cheesy? Got news for you, anyone has a much tougher time against 2 opponents, regardless of builds.

And yes, most necros roaming do go conditions. Why does this surprise anyone? They don’t have the active defenses on power weapons and they don’t have good long range direct damage capabilities. How often do you see ranged thieves or Guardians roaming? Not very often, because their ranged weapons generally aren’t very good for it.

Well NA obviously haven’t met the thief pistol #1 spamming condi krait rune whatever they are running build.. and i see many guardians roam lol.. it’s not uncommon to see a guardian roaming running a meditation build, even i have one of them :/

Its Not Apho – Necromancer – Callous Philosophy [LaG] – Anguîsh [Ash]

put stability on locust signet..

in Profession Balance

Posted by: DonEllz.6312

DonEllz.6312

Condi necros though just need to get out of the game cos they are so cheesy and do not need stability cos they are too strong

If they’re so strong and cheesy, why do we see so few of them in tournaments? Those guys aren’t playing with some code of “honor”, they will do whatever it takes to win.

I don’t watch the tournaments, i’m coming from a more WvW roaming orientated view. Maybe because the users can’t use Dire in PvP XD lal!

Okay then, why do you not see more of them roaming in WvW? The vast majority of roamers are thieves, mesmers, and warriors. Necro roamers are few and far between, but those that do roam are quite confident in their abilities and frequently skilled enough to make up for the fact they can’t get themselves out of trouble. I’ve roamed both as power and condition necros with good success, not because it’s “cheesy,” but because I’m good enough to win against most opponents. When I get caught in a bad spot (say a small group finds me), I know I’m done for, but I can usually down one or get multiples close to it before I go down.

The fact is, WvW roaming is the place where condition necros are actually good, but they are by no means “cheesy”. They’re just effective and usually manned by people that are experienced with the class.

In EU a necro is 70% of the time going to be condition and today i think i saw about 4-5 groups of 2 condi necros running around which was annoying as hell.. all it took was a couple of fears, 2 spites = GG…. and yes i could have done something about them fears but as I was on my power necro i didnt have the access too stability as it wasn’t traited and when i did use a stunbreak the other necro feared me.. But yes if a class has something strong about then by all means play that build. I main Necro but I will never play condition Necro, nothing against them cos I use a “cheese” build on my engineer admittingly.

Its Not Apho – Necromancer – Callous Philosophy [LaG] – Anguîsh [Ash]

design a broken class

in Profession Balance

Posted by: DonEllz.6312

DonEllz.6312

Stealth, high damage, high mobility, more stealth, shadowsteps, spamable skills for extra cheese and I shall name this new class……

THE MONK!

You forgot one thing!

MOAR STEALTH!

Its Not Apho – Necromancer – Callous Philosophy [LaG] – Anguîsh [Ash]

put stability on locust signet..

in Profession Balance

Posted by: DonEllz.6312

DonEllz.6312

Condi necros though just need to get out of the game cos they are so cheesy and do not need stability cos they are too strong

If they’re so strong and cheesy, why do we see so few of them in tournaments? Those guys aren’t playing with some code of “honor”, they will do whatever it takes to win.

I don’t watch the tournaments, i’m coming from a more WvW roaming orientated view. Maybe because the users can’t use Dire in PvP XD lal!

Its Not Apho – Necromancer – Callous Philosophy [LaG] – Anguîsh [Ash]

Conditions are killing the fun.

in Profession Balance

Posted by: DonEllz.6312

DonEllz.6312

Condition spamming is just as fun as the “perma stealth” thief or CC warrior fun that plague WvW and sPvP. Quite frankly i like spamming conditions on incapable players but i also like fighting condition classes because when i win i know the other player is QQing like crazy

There are many classes with annoying mechanics now.. even full celestial DD eles do insane damage aswell as crazy condi damage due to being able to keep 20-25 stacks of might in the course of a fight. All that needs to be done is find a way to beat them.

Its Not Apho – Necromancer – Callous Philosophy [LaG] – Anguîsh [Ash]

design a broken class

in Profession Balance

Posted by: DonEllz.6312

DonEllz.6312

sounds abit like warrior to be honest.. apart from a few things on that list

Its Not Apho – Necromancer – Callous Philosophy [LaG] – Anguîsh [Ash]

put stability on locust signet..

in Profession Balance

Posted by: DonEllz.6312

DonEllz.6312

The problem is condition necros.. if they have proper access to stability then they will be nearly unstoppable cos they are just insanely strong..

But power necros get rekt by CC.. Deathly Perception in soul reaping line is too good to not take when using power builds. A thief and Mesmer can take DS from 100% to 5% in a matter of seconds after being stunned which means that “2nd Healthpool” isn’t really useful meaning they are only as tanky as anything else but with less escapes, stealth, leaps whatever you wanna call them and one self heal.. which guess what? gets interrupted due to lack of stability and is so obvious too see although it is possibly one of the best heals in the game.

Any player good enough to know when to stun a power necro will probably not have trouble beating them.. Condi necros though just need to get out of the game cos they are so cheesy and do not need stability cos they are too strong

Its Not Apho – Necromancer – Callous Philosophy [LaG] – Anguîsh [Ash]

[Thief] Vital Shot

in Profession Balance

Posted by: DonEllz.6312

DonEllz.6312

Its Not Apho – Necromancer – Callous Philosophy [LaG] – Anguîsh [Ash]

HGH Compared to 3-Kit

in Engineer

Posted by: DonEllz.6312

DonEllz.6312

I use a P/P HGH build for roaming with dire and Balthazar runes and its pretty awesome.. the condi clear is awesome and if you know your coming up to a fight where condis arent a problem just switch to potent elixirs But i don’t think i could ever run without toolkit.

Its Not Apho – Necromancer – Callous Philosophy [LaG] – Anguîsh [Ash]

engi rely on turrets to much ?

in Engineer

Posted by: DonEllz.6312

DonEllz.6312

… im not even sure what to say to this to be honest :/ im pretty speechless

Its Not Apho – Necromancer – Callous Philosophy [LaG] – Anguîsh [Ash]

HGH toss elixir bug?

in Bugs: Game, Forum, Website

Posted by: DonEllz.6312

DonEllz.6312

so just the tooltip on the toss needs to be changed then or change the tooltip in the trait

Its Not Apho – Necromancer – Callous Philosophy [LaG] – Anguîsh [Ash]

HGH toss elixir bug?

in Bugs: Game, Forum, Website

Posted by: DonEllz.6312

DonEllz.6312

When traiting for HGH toss elixir says it should give two stacks on the tooltip but only gives one, is this intended? Happens with all elixirs as far as i know.

Its Not Apho – Necromancer – Callous Philosophy [LaG] – Anguîsh [Ash]

Badges for Tomes of Knowledge?

in WvW

Posted by: DonEllz.6312

DonEllz.6312

It might actually stop upscales from coming to wvw rallybotting everything if they know they can come on there level 80s and buy tomes.. Implement this NOAAWWWW

Its Not Apho – Necromancer – Callous Philosophy [LaG] – Anguîsh [Ash]

Cant join WvW

in WvW

Posted by: DonEllz.6312

DonEllz.6312

It’s alot worse for guilds who need to recruit during seasons, especailly the fact some guilds have GvGs scheduled for wednesday and thursday but people who only just got locked out cant even enter OS.. many PvE players transfer during seasons to get achieves done (which can be done in a week) and cos of the bug being fixed very late they can do there dungeons with no penalty. Whereas people who only play wvw might aswell have been lockedout from the whole game cos im sure as hell not spending any time in them dungeons

Its Not Apho – Necromancer – Callous Philosophy [LaG] – Anguîsh [Ash]

[Build] WvW - Blurred Mes/War Mes

in Mesmer

Posted by: DonEllz.6312

DonEllz.6312

Distortioning so much :P people will think your bugging

Its Not Apho – Necromancer – Callous Philosophy [LaG] – Anguîsh [Ash]

New heal skill

in Engineer

Posted by: DonEllz.6312

DonEllz.6312

It wont be that bad since you can use it at half health.. then as soon as you hit 25% (if traited) the skill will recharge and you can use it again. meaning your getting two heals and one if them is huge. Will make us engineers harder to kill

Its Not Apho – Necromancer – Callous Philosophy [LaG] – Anguîsh [Ash]