Showing Highly Rated Posts By DriV.6203:

Communicating with you

in Guild Wars 2 Discussion

Posted by: DriV.6203

DriV.6203

I don’t think it was done to scare you. I think it’s because it’s a mesmer-specific complaint, with a heavy bias towards PvP balancing, phrased with a very inflammatory tone in a general discussion post about ArenaNet’s communication with its players. It’s better off elsewhere and frankly has nothing constructive in it.

Just my guess though. ¯\(?)/¯ Edit: wtb utf-8

Unfortunately it is not first time they blow it up like that. Do you remember:
Dhuumfire?
Automated response?
Diamont skin?
Healing signet?

Community warned them it will be op (and without counter-play) against certain builds but it was too late as they announce things after they are already implemented…

Those problems would not be in the game if a-net were more open and transparent.

Drivi | Necro Raiders [NR]
Gandara
http://www.necroraiders.net/en/

(edited by DriV.6203)

Thief Skull Fear+3X Heartseeker.

in Necromancer

Posted by: DriV.6203

DriV.6203

CHIPS is right. Necromancer has no reliable way to break from CC efects. Necro do not have any reliable stability other than Elites skills and Foot in the grave trait (3s stability). Having Spectral Walk/armor in www is stupid. Walk is good only for jumping or well bombing and armor is very situational. Bugged plague signet is a joke.

Problem with necro being the easiest target (not only for thieves) is the fact that he has no invincible/block skill. Necro has higest health pool + DS, but that is all! Nothing more. Necro doesnt have many boons too. If enemy team want to spike/burst necro, he will die. That is why invincibility skills are in game to give players time to retreat or survive burst damage.

There is no coincidence that the necromancer is one of the highest priority target in Spvp.

Drivi | Necro Raiders [NR]
Gandara
http://www.necroraiders.net/en/

(edited by DriV.6203)

How does arenanet feel about Axe?

in Necromancer

Posted by: DriV.6203

DriV.6203

I think axe was meant to be primary weapon in power builds, because you cant go always for melee dagger attack. It also increase dmg for your minions and allies, howerer, damage is low and scales quite badly with power.

It will be awesome if anet make 30 spite trait “axe mastery” a 20 spite trait, cuz now everyone always take “close to dead” trait. And what if “Unholy feast” is also a blast finisher!

Those changes will make axe to be a weapon to finally carry.

EDIT: oh, and what about cleave!

Drivi | Necro Raiders [NR]
Gandara
http://www.necroraiders.net/en/

(edited by DriV.6203)

Necromancer Forum Specialist

in Necromancer

Posted by: DriV.6203

DriV.6203

pff, only for fat ’muricans?kittenanet!

Drivi | Necro Raiders [NR]
Gandara
http://www.necroraiders.net/en/

List your preferred Necro changes.

in Necromancer

Posted by: DriV.6203

DriV.6203

Able to be healed in DS will be a good start as almost everything is connected and will be impoved then.

Ofc there are milions other problems with necro but all of them must be adjusted accordingly to other classes not to make necro op for another big nerf.
Necro lack a lot of things(invun, vigor, disengage) and all of those missing things are directly related to Death shroud which is a nice mechanic, but only on the paper…

Drivi | Necro Raiders [NR]
Gandara
http://www.necroraiders.net/en/

Necromancer downed state bugged?

in Necromancer

Posted by: DriV.6203

DriV.6203

There is something fishy about necro’s downstate. Not always, but sometimes I am almost insta-killed in downstate.

Drivi | Necro Raiders [NR]
Gandara
http://www.necroraiders.net/en/

Axe #1 needs to be changed.

in Necromancer

Posted by: DriV.6203

DriV.6203

As I promoted from my last posts I think axe need to have something that will make it unique. For 600 range it should be something worth using…

Attack radius. 90 should be fine for axe #1 and axe #2.

This would make Ghastly claws (axe #2) very nasty, because it could hit up to 3 foes. LF gain should be lowered back to 8 though. This “radius” would make axe to have something like cleave and i guess (and hope) it would not break balance In higgest tier spvp. However, in www, it would be something to use in Zergs other than always staff, Finally.

Unholly Feast should be also a blast finnisher.

It is quite sad to see necro to be ABSOLUTELY useless in team fight (in sence of blast/ projectile finnisher department). Only ONE blast finnisher is available, Putrit Mark. And even this skill needs to be triggered by enemy! Other blasts are just so unreliable and situational. Who will use wurm or bone minions primarily as a blast finnisher??

It is just so nice to have a charr with hammer (guard, warr) and blasting with it. And then go back to necro and do nothing when you are stacking up for attack…

Drivi | Necro Raiders [NR]
Gandara
http://www.necroraiders.net/en/

(edited by DriV.6203)

June 20th what id like to see

in Necromancer

Posted by: DriV.6203

DriV.6203

AXE:
Rending claws #1 damage has been increased by 25%.
Ghostly claws #2 hit counts has been increased from 8 to 10.
Ghostly claws #2 recharge increased from 8 to 10 seconds.
Ghostly claws #2 now give 1% life force for every succesful strike on foe.
Rending claws #1 & Ghostly claws #2 now have 90 radius.
Unholly feast #3 is now a blast finnisher.

DAGGER:
Life siphon #2 hit counts increased from 9 to 10 and lower channeling time from 3½ to 3 seconds.
Dark pact #3 now doesn’t have bloody effect while casting.
Deadly Swarm speed increased by 15%.

STAFF:
Necrotic grasp #1 speed increased by 20%.
Necrotic grasp #1 range fixed to be 1200 as tooltip claims. (was ~1100)
Chillblains #3 has ¼ cast time.
Mark of blood #2, Chillblains #3, Putrid Mark #4, Reaper’s Mark #5 now have 180 radius.
Putrid Mark #4 blast finnisher will trigger immediately when cast on combo field.

SCEPTER:
Blood Curse and Rendering curse bleeding increased from 5 to 6 seconds.

WARHORN:
Wail of Doom #4 recharge lower from 30 to 25 seconds.
Wail of Doom #4 is now a blast finnisher.

Drivi | Necro Raiders [NR]
Gandara
http://www.necroraiders.net/en/

June 20th what id like to see

in Necromancer

Posted by: DriV.6203

DriV.6203

///TRAITS///

SPITE
Axe mastery is now a Master (VII) spite trait.
Signet master has been combined with Signet power trait.
Spiteful Spirit internal cooldown reduced from 15 to 7 seconds.
Reaper’s might increase might duration from 15 to 20 second from Life Blast.
Reaper’s might is now a Master (IX) Spite trait.
Training of the master is now a Adept (VI) Spite trait.

CURSES
Lingering curse has been combined with Hemophillia trait.
Lingering curse moved to 20 Curses (VI).
Terror and Master of Terror combined and moved to 30 (XI) Curses.
Master of terror increased effect from 50 to 100%. This make Terror tick two times now.
Terror does not increase damage if a foe has another condition any more.
Furious demise internal cooldown reduced from 15 to 7 seconds.
Furious demise effect lower from 5 to 4 seconds.
Weakening Shroud internal cooldown reduced from 15 to 7 seconds.
New trait “Parasitic Corruption” is now a 20 (X) trait. You are healed everytime you apply condition.
Focused Ritual is now a Adept (VI) Curses trait.
Master of Corruption is now a Adept (II) Curses trait.

DEAD MAGIC
Staff Mastery has been combined with Spitefull Marks trait.
Greater mark has been combined with Soul Marks trait, but loose their increased Marks radius effect.
Reanimator has been combined with Protection of the Horde and moved from minor trait to Adept (III) Dead magic trait.
Minion Master has been combined with Flesh of the Master.
Minion Master is now a Master (X) Dead magic trait.
Necromatic corruption has been combined with Death Nova.
5 point minor trait is now Shrouded Removal.
10 point minor trait is now Spiteful Vigor.

BLOOD MAGIC
Dagger mastery has been combined with Quickening thirst trait effects.
Dagger mastery has been moved to 20 Blood magic (X).
Transfusion has been combined with Deathly Invigoration. Deathly Invigoration base healing increased from 267 to 1500(1.0). Transfusion base healing increased from 292 to 300(0.14).
Transfusion moved to 20 (IX) Blood Magic.
Vampiric Master recreated. Minions siphon health and transfer it to master, if master has a full health, they siphon health for themselfs.
Vampiric and Vampiric Precision combinated and recreated. It is now called “Taste of Blood”. You Siphon health whenever you hit a foe. If that hit is critical you steal additional health. Base steal from hit is increased from 25 to 30(0.05) and critical steal bonus is increased from 31 to 40(0.08).
Taste of Blood is now a Master(X) trait.
Ritual Mastery has been combined with Vampiric Rituals. Vampiric Rituals health has been decreased from 42 to 20(0.05).

SOUL REAPING
Foot in the Grave internal cooldown reduced from 15 to 7 second.
Spectral Mastery has been combined with Spectral Attunement.
Vital Persistence has been combined with Death Shiver trait.
Vital Persistence moved to Master (X) Soul Reaping.
Near to Dead has been combined with Foot in the Grave trait.
Near to Dead effect has been reduced from 50 to 30%.
Speed of the shadows has been combined with Path of the Midnight and renamed to “Shadow master”
Shadow master moved to Master (IX) Soul Reaping trait.

There are other Blind traits spots that can be used for another new trait ideas. Reason why i combined so many trait is the fact, that they are itself so weak and inferior to other class traits. It is now absolutely necessary to combine some other class traits so they will be more balanced with these. I understand that now a lot of traits seems to be alot OP. It is partly, because a lot of necromancers get uset to those weak a non-synergy traits.

Drivi | Necro Raiders [NR]
Gandara
http://www.necroraiders.net/en/

Is sPvP ever going to be more than Conquest?

in PvP

Posted by: DriV.6203

DriV.6203

After all this time I realy dont understand why Anet doesnt want to be involved in WvW GvG scene and want to create “new” spvp mod.

GvG now itself (solely managed by the community) has more fans and guilds and it is thousand times more competitive than spvp ever has been in the past two years.
Thx to the fact that the more combat skilled team actually win, not the one who can hold points longer, cap faster and outnumber enemy on points…

Still, after all this time, Anet sincerely believe that 5v5 conquest spvp will become e-sport even when the basic million-times repeated flaws will never make it to happen. (ever heard about asura?)

Instead leaving conquest spvp as it is and looking around and asking what the players want (do you ever heard of guild vs guild in game called Guild Wars?), they still want to ressurect spvp and throwing most of their ressources into this…

I am speechless.

Drivi | Necro Raiders [NR]
Gandara
http://www.necroraiders.net/en/

Bug abusing lightning whip

in PvP

Posted by: DriV.6203

DriV.6203

Fix it anet. This is ridiculous. Don’t you care about your game?

Drivi | Necro Raiders [NR]
Gandara
http://www.necroraiders.net/en/