Showing Posts For Donedusted.9846:

Removing Waypoint : Now what?

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Posted by: Donedusted.9846

Donedusted.9846

No one seems to care about ruins and the Bloodlust buff these days. So, what about just having one central waypoint in the middle of the ruins…and then removing the bloodlust buff? Instead, whoever owns all five ruins gets the waypoint? This would reduce the zerg by forcing roaming groups to patrol the ruins if they wanted to hang on to it. Small groups would really hold a critical role then.

Edit: seems I missed the point of this post! But I still like the idea. Back to the OP: I think there should be another guard upgrade to bring them up to champion status. Currently the guards are a bit of a joke and can be soloed. Making them powerful enough to have a group think twice before rushing in would really help defence.

(edited by Donedusted.9846)

[Merged] Signet of Vampirism and related changes

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Posted by: Donedusted.9846

Donedusted.9846

I don’t post that often, but wanted to show support with the necro community in trying to get a response from Anet on this skill.

Someone already made the point and I will repeat: if you introduce a new skill that is in every single way worse than existing skills in all possible situations, then that is the same as not getting a skill at all.

When will this be fixed?

New signet in vamp/lifesteal build?

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Posted by: Donedusted.9846

Donedusted.9846

Hi all,

I thought the point of the new healing signet might have been to make vamp/lifesteal builds finally viable by increasing the amount of lifesteals we have to the point where they actually became noticeable and valuable.

Does the fact that the passive now only mitigates damage instead of dealing damage too mean that the vamp/lifesteal build will continue to be unworkable in eg. wvw/pvp? Or could the signet still be strong enough to make lifesteal builds work when all traits are taken?

Edit: grammar

(edited by Donedusted.9846)

What's happening with Skritt and Centaurs?

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Posted by: Donedusted.9846

Donedusted.9846

With the new patch comes new Borderlands. No more lake; instead this area is to be replaced with capture points. I was just wondering if anyone knew what was happening with the Skritt and the Centaur corners in the north west and north east of the maps?
Seems like Anet had an opportunity to use every part of the map for more interesting gameplay but I can’t find a mention anywhere of what has happened to these areas. Are they still just going to be a pve spot? Would be a shame if so imo.

Exclamation point in WvW rank points

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Posted by: Donedusted.9846

Donedusted.9846

I had 125 points saved up and they worked fine when I dumped them all into the Guard line to get the leeching buff

Truth behind june(torment) patch.

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Posted by: Donedusted.9846

Donedusted.9846

I actually had to log in to tell you that I snorted tea through my nose at the last bit. Ha ha!

Targetable wells worthwhile?

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Posted by: Donedusted.9846

Donedusted.9846

You haven’t mentioned if this is for wvw/pve or pvp.

I run a d/wh/staff power build, 30-20-20-0-0. Mix of PVT and Berserker gear. I play pretty exclusively in wvw and find ranged wells to be really useful.

I generally run in a group which ranges from anywhere between 5 – 20 people. When we engage groups of enemies, I stay back on the periphery and lay down marks and wells from a distance whilst melee rush in. I then tend to run into the fray with d/wh and finish off the low health opponents.

I’d give it a go, you might find it fun! Being able to maintain range while the fight is at its peak has been invaluable. Access to fury every DS CD is also fun ^^

[Video] Necromancer's Lower Downed HP

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Posted by: Donedusted.9846

Donedusted.9846

This video is actually great. Thank you. I see that you have 1/3rd the health. This is not happening to my necromancer on live nor am I seeing it on test. Is this only happening when downleveled?
Jon

Hi Jon,

Thanks for the response!

This happens to me all the time in wvw. In fact, my guild wvw commander has become so aware of necro’s low hp in downed state that he asks me to only run tanky/PVT builds in wvw so I minimise my chances of going into downed state, dying almost immediately and rallying the enemy.

It has gotten to the point where I really feel like a liability to my team in wvw. Please fix it!

Thanks again for looking into this!

:)

Necromancer: Patch Notes

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Posted by: Donedusted.9846

Donedusted.9846

So the sum total of our changes was reverting a previous nerf, increasing health of two minions (AI untouched) and increasing the passive on a signet no one uses.

Hmm. Well, something is better than nothing I suppose.

Are people more likely to use Signet of Spite now? I suppose 180 power is not to be sniffed at.

Lifesteal/well/wvw build: feedback?

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Posted by: Donedusted.9846

Donedusted.9846

Hi all,

Normally I run a 30/0/25/15/0 tanky, pvt build with 30k hp, 3k power, 2k toughness and just 4% crit. While it seems like a good way to contribute in wvw (not dying = the best contribution in many large group fights!), lately I have been experimenting with the following build:

http://gw2skills.net/editor/?fQAQNBIhZakRLZvTTTjfPBIp4Zsnewt3iHp44hB-jUzAYMBRKCIZBiwAk9mGbCMIlzg0BmGreBTdqUreDkHAzfoUDA-w

The build focuses on high crit, high health and lifesteal/life siphon traits to help keep health up during group fights of 20+ or more. With Omnomberry Pies, 25 sigil stacks and Maintenance Oil, I can get the following stats:

Power 1978
Crit 61% (81% with Fury)
Toughness 2k
Armor 3k
HP 27k (ish)

Gameplay is centred around staying my distance and supporting melee with wells and marks, then running in with daggers out to finish downed people.

I know lots of people don’t think the Lifesteal/Life siphon traits are worth it, and I remember reading somewhere on the forums that lifesteal is “an insult to the mathematically literate” (which made me lol), but I have found that with such high crit levels combined with the lifesteal sigil, omnomberry pie and well siphon/siphon on hit/siphon on crit/50% better siphoning traits, I can regenerate a good amount of health, especially when I lay wells down on 5+ people. Eg. For every person that a well crits on, I get 37 for the hit, 53 for the crit, and 63 for the well siphon. Add this to the 453 from sigil of blood and 325 from the omnomberry pie every couple of seconds, plus regen, and it all starts adding up very quickly to large amounts of passive healing during longer fights.

The reason I opted for this build was because I wanted targeted wells but also wanted to feel like I could do some decent amounts of damage while remaining tanky at the same time. In short, I wanted to have my cake and eat it too. I believe I have succeeded somewhat but there is always room for improvement!

Questions
1. What gives more support? Protection upon casting wells or 20% mark cooldown?
2. Is there any way I might be able to do a bit more damage by swapping traits/trait points around without changing the core of the build? Eg. should I move 10 points out of Blood and into Death Magic to have 20% cd on marks / extra power from toughness? Or would it be better to move those ten points into Curses for extra damage for every condition and weakness on crit?
3. Am I being dumb for even considering a lifesteal build in the first place?

Looking forward to hearing opinions!

Necromancer downed state bugged?

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Posted by: Donedusted.9846

Donedusted.9846

Wondering if Anet are going to look at this or just ignore it..?

Necro Downed HP: 1/3 of what it should be

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Posted by: Donedusted.9846

Donedusted.9846

Just making sure this stays visible. Anet, please let us know your position on this.

Suggestions "New Condition" DS#5

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Posted by: Donedusted.9846

Donedusted.9846

I would love to see a condition that punishes movement in the same way that confusion punishes action.

I think this would work very well in keeping with the idea that Necros are designed to be 1.) an attrition class and 2.) slow, but terrible to engage with.

I think it could deal damage based off of how much a class moves in distance. For example, normal kiting would deal damage, but huge movements like gap closers or RTL would be devastating in the say fashion that spamming abilities with confusion on leads to a quick death.

I don’t know what to call it, maybe “Death’s chase” or something. But it could really allow Necros to keep people from running as well as give them a way to create distance, all in another way to deal damage.

EDIT: My idea is pretty similar to “Chains” above. Either way, it’s what I want to see the most of the posted ideas.

This is a great concept. Rather than give us more ways to chase players down, punish them for running away from us. It’s the necro equivalent of HS/Backstab! But with a CD, natch.

Suggestions "New Condition" DS#5

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Posted by: Donedusted.9846

Donedusted.9846

Necro doesn’t need more anti-boon, it needs survival and the ability to win a true war of attrition with an ele or thief or mes darting into RTL or stealth/clones, healing to full and returning.

With this in mind, an interesting new condition may be some kind of dot that allows the necro to regain hp when it is in Death Shroud by e.g. healing itself for X% of damage done to the target of the dot. Dispelling the dot would heal the necro for a set, large amount and trigger the dd component. If the condition is not removed, the dd triggers by itself at the end of the dot. There are therefore three scaling parts which make it suitable for all builds and universally useful:

1. condition damage of the dot itself
2. direct damage at the end/upon dispel
3. healing power for the healing component

This would be extremely powerful so would have to be on a long CD. Somewhere between 40-60 seconds?

Suggestions "New Condition" DS#5

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Posted by: Donedusted.9846

Donedusted.9846

Really excited about a new condition; finally DS can (potentially) be more useful!
Some ideas (which may or may not be OP!)

1. Pestilence
A DOT which cripples and deals damage to the target and to all enemies within a certain range, as if you had cast Locust Swarm on someone else.

2. Pray for Death
A DOT that ticks for more damage every tick it continues, that explodes for X + remainder if it is removed, damaging and chilling all enemies around the target

3. Consume Vitality
A DOT deals damage and consumes one boon a second, ticking for X% more damage for each boon it consumes. Cleansing the dot results in a small amount of direct damage plus a daze for 1-2 seconds.

One thing I would love to see is the option to turn one of our wells into an aura e.g. well of corruption turns into aura of corruption, having the same effect as the well but is centred on the target and affects all enemies in the immediate area (same area as the well).

Anyway, just some ideas, hope we get something good!

ATTRITION: A discussion.

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Posted by: Donedusted.9846

Donedusted.9846

I actually think that Anet don’t understand what attrition means.

I’m not a horrible player by any means, but I just spent a bit of time playing against a pistol/dagger thief who consistently won the war of attrition by just autoattacking me when not in stealth and saving his dodges for my dagger 3 / spectral grasp. That’s pretty much all he did.

When I transferred bleeds back onto him , he’d just stealth and then pop back out a few seconds later completely free of conditions .Little by little, my health was going down faster than I could heal or bring him down, and after I had dodged two of his Sneak Attacks and was out of DS, there was pretty much nothing I could do.

This, to me, is the master of attrition. Not Necromancers. Necromancers just have a larger health pool and Death Shroud. For the rest, thieves just do it better.

Blog post on new rank system?

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Posted by: Donedusted.9846

Donedusted.9846

Just adding my two cents.

1. I like to roam in a small group. Why shouldn’t there be a greater pay off for any objectives taken / kills made if I am taking a greater risk by running in a group of 4 instead of 24? This makes no sense and you are just further rewarding zerging.

2. When I see someone with a pvp-related ranking (in any game, not just GW2), it becomes a challenge to kill them because it indicates that they are likely to have a higher level of skill than someone without a ranking. I will often single out this person because it is fun to fight people who are more skilled than yourself. Alternatively, if I see someone with an extremely high ranking title, I might choose to avoid them altogether. The ranking helps me make an important decision regarding the skill level of the person I am up against.

With the new system of awarding kill credits, people will find it much harder to achieve achieve higher rankings when they are running solo / in small groups. They will achieve higher rankings much more efficiently when running with the zerg, where individual skill is downplayed. The ranking therefore bears little or no reflection on individual skill levels, leading to a confusing and inverse system where higher ranking indicates lower individual skill level. How is this something to be proud of?

Arguably, wvw is about group play and not individual skill. However, if this is the case, why implement rankings for individuals and not eg. guilds? This would at least give guilds a reason to run together. As it is, all you are doing is creating a system which simply creates a giant arrow over someone’s head which says “I like to zerg”.

Network Lag [Merged]

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Posted by: Donedusted.9846

Donedusted.9846

Just thought I would add my experience here because it has become bad enough that I have to say something.

I pretty much exclusively play wvw, usually around GMT 18:30 – 21:30 on week nights.

Since the last patch, on T1 EU BL maps, I am consistently getting skill lag, with a delay of 5-7 seconds.

On the weekend in EB, there was a three way battle in SM and my heal wouldn’t work. Not just delay, but the skill didn’t actually do anything at all. I’m just avoiding EB now altogether.

AT the moment, for me, I have a combination of both skill lag and culling. It makes the game unplayable. Please fix it, Anet, I love this game but at the moment it’s just not fun and there is little motivation to log on.

Thanks for your time!

Final Rest - Current Theories

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Posted by: Donedusted.9846

Donedusted.9846

Quick thought which may be another red herring.

The ship that Rotbeard resides on is called Death’s Anthem, “anthem” being a musical reference. A “rest” is a musical term indicating an interval of silence. Final Rest…?

Anyway, early in the morning. Perhaps nothing!

Final Rest - Current Theories

in Guild Wars 2 Discussion

Posted by: Donedusted.9846

Donedusted.9846

Hello all,

I’m slightly tired and have perhaps drunk too much red wine, but I think I may have something which strongly indicates the whereabouts of Final Rest. Either that or it is a giant red herring.

I believe Final Rest is dropped from the chest that spawns when you complete the group event “kill the champion risen megalodon” by the Shipwreck Rock Waypoint at the southern most point of Orr.

The first clue is given quite clearly when you speak to the ghostly crew who have been shipwrecked, right by the waypoint. When speaking to crew member Sjoerd, he says “Orr is no place for the living. Not these days”, to which your reply is “You deserve to REST. May the Spirits of the Wild guide you to your FINAL reward” (my caps). See the attached screenshot.

The second clue is given when you speak to crew member Camelia, who stands by the water and says “I have been doomed to an eternity of constant, sleepless vigil by a monstrous megalodon shark….will you kill it for me?” i.e. will you help end her constant, sleepless vigil and help her to achieve Final Rest? See second attached screenshot.

No one ever does the Megalodon event because frankly it’s underwater and most people (that I know, anyway) avoid underwater combat wherever possible. Not only that but it is in the furthest corner of Orr where people hardly go anyway.

Strongly suggest people start checking this out!

Attachments:

Is corrupt Boon bugged in pvp?

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Posted by: Donedusted.9846

Donedusted.9846

it has a cone-shapped field, similar to warhorn #4. this means, that when u strafe, ur camera looks forward but ur body is actualy facing sideways. if the angle is too big, u miss.
Medium range, face directly towards target, stand still if u can afford it. then it works.

Do you have a source for this?

If this is true, it’s really stupid. Why would a single target ability require a cone-shaped field? Essentially this means it is an aoe that only affects one person…?

How to remain in current tier?

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Posted by: Donedusted.9846

Donedusted.9846

I have been on Seafarer’s Rest since launch and this week’s match up is the most fun and the closest that I believe we have ever had.

PS and JS are just great opponents and we feel very evenly matched. They seem to have equal skill and pretty equal coverage re. time zones i.e. not a huge amount of PvD going on.

Unlike when we were playing in tier 1 against VS, which was pretty miserable for us (nightcapping + zerg + 100% coverage meant we were unable to compete), this tier is for me is worlds apart.

Question: will the new way of scoring mean that if we win by too much, we will move into t1? If so, how would people feel about….losing every now and again? Would that be considered an “exploit” or something? Of course I want to win, but if it means going up against the zerg again, I’d rather lose now and again to make sure the match ups continue to be fun and engaging.

Is corrupt Boon bugged in pvp?

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Posted by: Donedusted.9846

Donedusted.9846

I can confirm that Corrupt Boon misses enough that, for me personally, I don’t feel I can rely on it. As a result, I don’t have it on my skill bar any more.

Above post mentions a projectile component and that seems like it might be correct. There appears to be a slight delay between cast and effect (when it does work) and perhaps this delay is actually the cast time of an “invisible” projectile which could theoretically be blocked by clones/pets/pebbles/blades of grass/errant molecular detritus.

Suggestion: Change Corrupt Boon so it operates in the same way as Epidemic / Tides of Blood? i.e. no LOS required so we can rely on a hit. Until it is reliable, it’s pretty much a useless skill for me.

Empty Wooden Chest Or: Dey Took Er Loot!

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Posted by: Donedusted.9846

Donedusted.9846

I often get empty chests, and I’m not a farmer. I only go to Orr every now and again to mine nodes. When a chest drops, it has gotten to the point where I don’t expect to see anything of value in it.

What is the normal drop rate for trash loot?

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Posted by: Donedusted.9846

Donedusted.9846

Hello,

My main mostly does wvw and sometimes goes to Orr to farm nodes and make a bit of cash that wvw can’t provide me with. Whenever I go to Orr, I notice that I get quite a few grey trash drops (mostly Porous Bones) and that after a certain point, I start to get more and more trash until there is no point being in Orr any more.

I have just started playing my alt who hasn’t stepped out of Divinity’s Reach before. I levelled to about lvl 30 purely through crafting. Now I have decided to go out into the world with my alt, it seems that everything that drops is pure grey trash. I don’t understand anymore what is normal drop rate and what is DR drop rate.

Is my alt being subject to account wide DR? Or is the trash drop rate just normally high?

I don’t understand why my alt would be subject to DR when it has never stepped out of a capital city before.

5% damage sigils... do they stack?

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Posted by: Donedusted.9846

Donedusted.9846

Hello,

I was always under the impression that the 5% damage sigils don’t stack if you use them on both MH and OH.

However, the other day I created a thief for PvP (so I could learn to counter better) and noticed that the default build has D/D with 5% damage sigil on both hands.

Have I been wrong all this time or has no one told Anet that the sigils don’t stack?

I’m hoping I’m wrong!

Necro kills

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Posted by: Donedusted.9846

Donedusted.9846

This is actually our new class mechanic.

WvW 28th Patch Discussion

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Posted by: Donedusted.9846

Donedusted.9846

I’m wondering about the loot bag vs chest change. Is this to help you decide if it’s worth running into back into a zerg to pick up your loot? Seems an odd change!

So....no balance changes whatsoever?

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Posted by: Donedusted.9846

Donedusted.9846

Hmm, I’m really trying to feel positive but every patch I seem to lose a little more hope.

Perhaps there have been some stealth buffs/nerfs for us to discover? Or maybe it’s just wishful thinking…

Game Update Notes - January 28, 2013

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Posted by: Donedusted.9846

Donedusted.9846

Wait a second…I thought this was supposed to be a balance patch? All I see is a few bug fixes.

Guess what changes necro will get with patch

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Posted by: Donedusted.9846

Donedusted.9846

Were not getting anything this patch confirmed on saints stream

Who? Genuine question! How does he know?

Any news on orbs?

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Posted by: Donedusted.9846

Donedusted.9846

Hi all,

Has anyone heard any news on the replacement for the orb mechanic? Can’t seem to find anything! Be great to get an update from a dev if anyone is reading

Dodge roll "randomly" fails [video included]

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Posted by: Donedusted.9846

Donedusted.9846

I will often get this on my necro, I have seen it happen both using scepter and dagger mh.

In PvP this is so frustrating… you go to dodge and then you die.

Any news on when they are going to fix this?

Weird Leech

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Posted by: Donedusted.9846

Donedusted.9846

Check your underwater weapon. I was confused about this too until I noticed that my crappy rare Spear (what’s the point in getting an exotic underwater weapon? But that’s another discussion…) contained a life steal sigil (steal life on next hit upon swap).

If I swap to that weapon in combat underwater just as a mob dies, and then leave the water, the effect stays with me although I haven’t tested to see if it actually steals life on the next hit of my land weapon.

Really disappointed with this...

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Posted by: Donedusted.9846

Donedusted.9846

Hello,

The moment I joined our community TS was the moment I truly started loving WvW.

Find a guild/party, get on TS, work as a group and you’ll have a lot of fun!

Realise not everyone wants to play this way but for some it makes a difference. Give it a try!

So, can I spend my badges yet?

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Posted by: Donedusted.9846

Donedusted.9846

I have been holding back on spending any badges in wvw in case the announcement revealed that there would be e.g. new gear / items to purchase with them. I have been buying siege and p/v/t gear with gold instead, which is really expensive.

After today’s update, which didn’t really reveal anything on this front, do you think people like myself should continue to hold onto their badges and keep hoping that we will have another use for them in the Feb/March updates? Or should we just kitten it and spend them all on p/v/t gear and siege right now?

I have 1250 badges and they are burning a hole in my pocket!

RESULTS: Which profession are you afraid of?

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Posted by: Donedusted.9846

Donedusted.9846

Hello, have made a little pie chart, see first post for link and summary of some results!

Error 42:5:7:878:101 unable to login [merged]

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Posted by: Donedusted.9846

Donedusted.9846

Also have error: 42:6:3:2158

Boo!

List of players helping new players

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Posted by: Donedusted.9846

Donedusted.9846

Just wanted to say a big THANK YOU for this thread.

I know there’s a lot of frustration at the moment, but the positive response here shows what a great community we really have.

Thanks again!

PS – I’m not being sarcastic!

RESULTS: Which profession are you afraid of?

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Posted by: Donedusted.9846

Donedusted.9846

Thanks for replies so far, keep ’em coming!

RESULTS: Which profession are you afraid of?

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Posted by: Donedusted.9846

Donedusted.9846

EDIT2: Have made a small chart showing percentage split of most/least feared professions. I really just did this for fun, just tallied each profession as it was named. It’s not meant to be a statement and nor is it a rigorous scientific exercise from which we can gain any meaningful conclusions, haha, but it’s fun to see Some observations:

MOST FEARED
- Mesmers (25%) and Thieves (22%) were named as ‘Most Feared’ professions, making people quake in their boots when they see them coming
- Engineers (4%), Warriors (3%) and Guardians (3%) appeared least as ‘Most Feared’ profession. You better work on toughening up your image, guys!
- Elementalists and Necromancers are equally feared at 15% each

LEAST FEARED
- Warriors were cited by nearly a third (29%) as the Least Feared. Perhaps they should change the name of Fear Me to something more appropriate!
- Thief was next with 19%. Perhaps not as scary as the forums make them out, then..?
- Only 2% of people named Engineer as least feared
- Necro was in second last place, with only 7% of mentions in the ‘Least Feared’ category.

GENERAL
- Elementalists are most afraid of Mesmers
- Engineers are most afraid of Elementalists
-Rangers are almost as equally Most Feared as Least Feared
- Necros are most afraid of…themselves!

That’s it for now! There are probably 100 mistakes but I hope people like looking at the results and discussing


EDIT1: I didn’t think this thread would get that many replies, but it’s great so far! If I get enough posts then I can really try to make a chart from the results, just for fun. Also, if you have already posted but didn’t actually name a profession but instead described a situation (eg “anything that CCs me too much”) then it would be great if you could edit your post with an actual profession so I have more replies I can use Thanks everyone!

Just a thread to pass the time while we all wait for the Jan/Feb updates!

OK, so you are running solo, with all your CDs ready, ready for anything and anyone when suddenly coming around the corner you see something that makes you break out into a cold sweat…. your nemesis profession! Which profession is it? And which profession are you also least afraid of? And so we can compare, which profession are YOU?

Maybe if we get enough responses I can create a graphic just for fun.

Me: Necro
Most feared: Mesmer
Least feared: Ranger

Attachments:

(edited by Donedusted.9846)

Life Transfer / stealth

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Posted by: Donedusted.9846

Donedusted.9846

Ah, great. Thanks for the response. I have been using it sometimes on top of Shadow Refuge when my marks were on CD but was never sure if I was actually hitting anything.

Re. Dagger 2. Am I right in my statement above that it needs a target before it will hit? I thought so but am just checking.

Life Transfer / stealth

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Posted by: Donedusted.9846

Donedusted.9846

Quick question because I couldn’t find a proper answer anywhere. Hoping someone here might know!

If I use Life Transfer after a thief or mesmer has stealthed, does it still hit them? Or must I get at least one hit on them first while they are still visible?

I know that for a targeted channeled ability (eg. dagger 2) that I must have a target first and that the channel will continue after the target has gone into stealth, but for Life Transfer which doesn’t require a target, I wasn’t sure.

Thanks all!

A

"Balance" = some builds are better at 1v1?

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Posted by: Donedusted.9846

Donedusted.9846

It is notoriously difficult to make builds equal in 1v1. Even if that was attained, it means that they would very likely not be balanced in groups.

The game is based around groups (as all games should be).

That’s just the issue you have to deal with playing in pubs (as with all games).

Do you think that this difficulty has historically come from the healer/tank/dps model that GW2 has moved away from?

I think the removal of tank/healer classes should have made balancing easier but it seems not.

"Balance" = some builds are better at 1v1?

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Posted by: Donedusted.9846

Donedusted.9846

Hello,

Just interested in people’s perspectives on how they see “balance” when it comes down to 1v1s, vs how Arenanet sees 1v1 playing out in the game. I haven’t mentioned specific professions because this conversation affects every profession.

I’m not horrible at PvP and I can generally hold my own. I’m always learning how to counter new builds and I enjoy the learning process. That said, for me personally, there are certain profession builds that I find so hard to beat that sometimes I will just turn around and run the other direction when I see them because I know it’s not worth my time. Call me chicken or tell me to l2p, but really some professions I just know from experience that there is literally no point in engaging. Maybe they are OP, maybe my profession is UP; that’s not the point. The point is that I already can predict the outcome of the battle in advance.

I have played MMOs for many years now, and I have never played an MMO where there hasn’t been very strong (and very weak) 1v1 classes, so it’s not like I am really surprised that I find myself in these situations in GW2. I am a little disappointed, but not surprised.

My question is: has this situation, in which some professions just seem to be superior in 1v1, always been part of the GW2 PvP vision? Is this part of “being balanced”? Should it be? Does anyone think it will change? Or should we just accept that some professions will always be (relatively) stronger than others (eg. require less effort for greater reward), assuming the same level of skill, in a 1v1 scenario?

For me, given that we have no healers or tanks in GW2, I think every profession and build in GW2 should have the same chance at success given the same skill level, and should have the same effort/reward ratio. I may be just being naive though!

PS – For those who are wondering, the answer is yes! I just got stomped by a certain build/profession for the hundredth time and it made me quietly log out, swear under my breath, count to ten, then put up this post!

Advice against p/d thief

in Necromancer

Posted by: Donedusted.9846

Donedusted.9846

This is all really good advice, thanks everyone. Will persevere and hopefully be able to add my own advice at some point

New WvWvW map in February ?

in WvW

Posted by: Donedusted.9846

Donedusted.9846

Hmm, well on the one hand we may be getting a new wvw map and on the other hand there will be “no new regions”.

Does a new wvw map count as a “new region”?

https://forum-en.gw2archive.eu/forum/game/gw2/January-updates-Any-sources/first#post1136181

Advice against p/d thief

in Necromancer

Posted by: Donedusted.9846

Donedusted.9846

Hello,

This question is for wvw only, although i am sure same advice could be used for s/tpvp.

I used to play a conditionmancer and have recently swapped to a 30/0/25/15/0 d/f+staff powermancer using WoS/Spectral Walk/BiP. I’m having a lot of fun!

However, while I can generally hold my own against Backstab thieves, I now find myself having trouble with p/d thieves who load me up with bleeds and then stealth, healing themselves in the process. As I now have fewer condition management tools (no more dagger OH 4), they really seem to be out attritioning (is that a word?!) my attrition build which is based heavily on toughness, vitality and power.

Is there a trick to countering p/d thieves? My tactics so far (obviously will vary with each encounter) have been as follows:

- Dagger 5 / BiP to open at distance
- DS2/DS3 to close gap
- dagger 3 + WoS
- dagger 1 spam
- wait for Shadow Refuge
- Switch to staff and Putrid mark to transfer conditions back
- Spam rest of marks on top (start with 5 to fear out of refuge if possible)/ WoS if it is up / run around autoattacking like a loon
- Consume conditions
- DS 1 then rinse and repeat, with a dagger 5 to chill if I get the opportunity

My problem is that the thief spends so much time in stealth that I find it hard to land anything so I can burst, and my two condition management tools are on CD most of the time. Cast times on dagger/focus are also quite long and obvious, so the thief simply dodges me when I am using these weapons. As a result, I also find it hard to build life force.

Should I eg. switch Spectral Walk for WoP to help against this particular build or is there another way i can fight them? Are there any specific traits which I could pick up that I may have missed? Seems annoying to have to change builds specifically to fight one build of one profession but they seem to be becoming more and more common so I need to adapt accordingly.

Of course, it may be that my approach is correct and I just need to become better at it!

Your thoughts and advice appreciated, months into GW2 and I am still learning every day!

Juggermancer[Final][Blog Link]

in Necromancer

Posted by: Donedusted.9846

Donedusted.9846

pooping BiP+Sig also grants you a few extra seconds of duration, which is a plus because BiP might doesn’t last long at all.

If I ever find myself pooping a signet, I’ll be paying a trip to the proctologist. Ha!

On a serious note, I wanted to thank you Sheobix for all your time and effort spent here.

I used to run conditionmancer, then changed to Feral Shadowmancer for a change and now have started using a variation of the Juggermancer with a little more crit and a little less HP.

I am now absolutely owning face in wvw. Seriously, I feel so powerful now. Where I was a bit more tentative in battle and used to hang back, I now run fearlessly ahead of the pack and start carving people up with my dagger. People absolutely don’t expect it, either, so you have the element of surprise on your side, too. Death Shroud now packs a real punch and is far more useful, too. I use it proactively to close distance and do damage as well as just absorb damage. Since using this build, I have had numerous whispers from fellow necros asking me “what spec are you and how did you kill everyone and still survive 0.0”

I wouldn’t have considered this possible without Sheobix’s posts. Thank you again!

Anyone else who thinks they can “only play conditions” like I used to think: try it! You will be so pleasantly surprised! Suddenly being in melee range takes a little getting used to in terms of playstyle, but it’s so much fun. I feel like an assassin who has made a pact with death itself; a dark thief who has traded stealth for endurance and spike and burst for consistent, unrelenting raw damage. It’s amazing!

Gloves and boots not displaying properly

in Account & Technical Support

Posted by: Donedusted.9846

Donedusted.9846

Hello,

About every 15 minutes the armour on my hands and feet stops displaying properly. The colour disappears from it and plain red and grey textures appear instead. I wear light armour and it doesn’t matter which set I wear. The problem persists with all sets.

I can remedy the situation by unequipping and re-equipping the armour, so it’s no real big deal. It’s just really irritating when you have to stop and do that four times an hour!

Anyone else have a similar issue and found a more permanent way to fix this problem?