Showing Posts For Georc.2958:

[PvX] Spectral Wall - it should act like one!

in Necromancer

Posted by: Georc.2958

Georc.2958

This is actually a really neat idea. Take my +1.

ANet might've overreacted?

in Guild Wars 2: Heart of Thorns

Posted by: Georc.2958

Georc.2958

literally the entire rest of the game caters to casual players. I also find it funny that you compare it to Orr to prove your point then say “and we all know how that ended up”. you even give examples as to why that was a bad idea. they nerfed it to cater to “casual” players and now the only time people go there is for a mindless farm or once ever for map completion. people don’t go there because it’s engaging content. if they nerf the HoT maps, they’ll likely end up the same.

gw2 has an amazing combat system and there are so few places where you can actually experience it fully (in pve) like you can in HoT. Don’t ask them to take this away from people who do “play for the challenge,” as DoctorDing says bc, guess what, those people would like to enjoy this game too.

off-topic, but one thing I do agree w/ that ding said tho is making hard mode versions of maps. bc then we could theoretically have one or a few megaservers running a “casual-friendly” version of the map and one or few running more challenging versions. would make old content more interesting to play (queensdale tuned for level 80 characters with all utilities/traits unlocked? sounds too to me haha) very unlikely to happen though as it’d probably be a huge undertaking on arenanet’s part with not much payoff for them I think.

Pick your shield now!

in Mesmer

Posted by: Georc.2958

Georc.2958

Gonna go for the golden wing shield myself bc I like how it fits with my mesmer’s look. I used a black lion ticket to buy a tormented shield bc I imagined the price of that skin would go up quite a bit soon w/ all the mesmers clamoring to get it :p it is a really nice skin though and I don’t blame everyone for wanting it.

Sword and Board Re-visited

in Warrior

Posted by: Georc.2958

Georc.2958

The only way I’d see this working w/o being too bad (sword isn’t a particularly good power wep and power builds are pretty much the best in dungeons) would be for you to use a GS build w/ fast hands (so 6/5/0/0/3) and have sword/board for the switch. You’d mainly be using GS til the mob hits <50% HP then switch to sword for Final Thrust or when you need a block or interrupt from your shield, then switch back to GS as soon as your swap is off cool down. You’d pretty much just use the sword/board swap for extra mobility (savage leap), final thrust when for under 50%, and/or shield utility.

If you absolutely want sword/board to be your main set, you’d probably be best off with a condi dmg build w/ probs longbow on the switch. Maybe somebody else could help you find a good condi build (since im on a phone atm and dont feel like checking build sites for one :p)

(edited by Georc.2958)

Question about Hundred blades damage

in Warrior

Posted by: Georc.2958

Georc.2958

I believe what the OP means to say is that the final number that pops up at the end of 100 blades is 1800. In that case, 1800 is the total dmg the skill did over its 3sec (or however long it lasts) cast not just what the final strike did. I believe you can open the combat log to see how much dmg each individual hit of the skill did (in the chat box go to the little gear thing and check the box next to ‘combat’ iirc)

Superior Sigil of Bloodlust

in Thief

Posted by: Georc.2958

Georc.2958

This isn’t a thief specific question so it should’ve probably been posted somewhere else, but the answer to your question is no. You pretty much only get the stacks when you kill something w/ the the weapon w/ the bloodlust sigil. If you only had a bloodlust sigil on an underwater wep, you’d only be able to build stacks while underwater, though you would keep them if you went on land.

Until recently it was possible to build stacks w/ your land weapon (with a stacking sigil on it) and switch that weapon out (to a wep without a stacking sigil) while still keeping the stacks as long as your underwater wep had the same sigil, but that’s been patched.

Edit:
I stand corrected. You lose the stacks if you only have a stacking sigil on your underwater weps and you go on land. You can only keep the stacks (going from underwater to land or vice-versa) if you have a stacking sigil on both your land and underwater weapons.

(edited by Georc.2958)

Which weapons you want on Necro?

in Necromancer

Posted by: Georc.2958

Georc.2958

Scythe 2h Weapon.

Concept: Boon Juggling (Sound familiar?)

Inspired by the Dervish, Necromancer scythe continues its arts by sacrificing boons to deal damage to foes.

Its #4 and #5 skills are used to quickly stack vulnerability while dealing massive damage bursts which make Necromancer useful for speedruns as long as they can mantain might.

Just a note. Cleave attacks hit a max of three targets so I’d adjust your skills to note that fact, otherwise they wouldn’t be cleave attacks at all (which is what melee weapons generally use) but instead AoE skills (like what is used on staff iirc; can’t find max targets necro staff skills hit on the wiki, but i know most AoE skills have a cap of 5 targets). Doing so would also put your skills more in line with what can be expected of a melee DPS dealer, as hitting the extra 2 targets would probably make necro melee DPS outshine that of every other class in the game.

(edited by Georc.2958)

Which weapons you want on Necro?

in Necromancer

Posted by: Georc.2958

Georc.2958

So I posted in this thread earlier saying that I think mainhand sword would be a good choice to add to the necro, but I couldn’t think of the skill set for it at the time. Well, after running Arah last night, the answer came to me. The sword skill set will be based on one of the more powerful necromancers/necromantic minions in GW2: Giganticus Lupicus.

Skill #1 (melee range):
3-step cleave auto attack that will generate life force per hit (% generated will have to be adjusted so as to not outshine dagger AA LF generation too much when hitting 3 targets which is the max amount of targets cleave can hit). 3rd attack will apply poison (to reduce healing of targets and allow the wep to go toe to toe w/ bunkerish specs in pvp) and maybe have a small life siphon as well (not as important as poison).

Skill #2 example name: Riftwalk (900-1200 range):
This is where it starts getting…Lupicusy. Dash similar to Lupi’s shadow walk from phase 2 (also similar to ele skill “ride the lightning”). Has some invuln frames at the start of the skill to allow it to be used as a dodge in pve/pvp and a gap-closer for pvp. Upon reaching destination (end of range or target) skill does dmg and applies cripple to, you know, let the necro do attrition stuff. Should have 20-30 sec cd, but the cd is halved if a target is hit (like “ride the lightning”) to avoid people spamming it to escape. Skill is dodgeable and blockable to promote counter-play.

Skill #3 example name: Parasitic Infection or Blood of the Master (600-900 range):
This one I am really proud of. This skill is based on Lupi’s grub summon from phase 1. Upon cast, skill does target-based AoE blast that does dmg to target and enemies near target and applies a 3-sec debuff to the target. Upon the end of the 3 seconds, the spell ticks for a second blast of target-based AoE dmg (same as first tick) and summons one jagged horror that attacks the target if target hp >50% and 2 jagged horrors if target hp<50%. The initial cast is dodgeable and blockable to prevent entire effect of skill. If target is struck w/ initial blast and has the debuff, the second tick of dmg is dodgeable and blockable which will prevent the summoning of the jagged horrors but not the second tick of dmg (so if enemy is standing near his team mates, they can still get hit by the blast). Additional but not necessary idea: can apply a stack of bleed to the necro to be used w/ necro skills that consume/send/or convert condis for beneficial effects (will fit thematically w/ blood of the master name as well)

Afterword
When coming up w/ this skill set, I wanted to add some things I’ve seen the necro community ask for in the forums (the same things I’ve been wanting as a necro player myself), such as a cleave power weapon, some sort of active defense (#2 skill), and a minion-summoning weapon skill (#3 skill). The numbers would have to be tweaked of course so that dagger is still a necro’s go-to option for single-target dmg, so that they have the same choice to make as Thieves regarding whether they take sword or dagger mainhand. More choices can only every be a good thing IMO.

B/c of the poison, cripple, and jagged horror summon, it would also be a good weapon for tankier minion master specs. I think these skills (#3 in particular) also do a pretty good job of having a unique necro-y take on the sword.

I would love to read what you guys think, as i put a lot of thought into this :p

TLDR;
Add MH sword to necros. Power-based melee cleave wep.
Skill #1: cleave auto attack, builds life force, 3rd skill applies poison
Skill #2: dash skill w/ invuln/evade frames. gap-closer that applies cripple similar to ele skill “ride the lightning” or warrior skill “savage leap”
Skill #3: Ranged skill w/ target-based AoE dmg. Applies 3-sec debuff which, when finished, does target-based AoE dmg again and summon jagged horror to attack target (1 if target >50% hp and 2 if target <50%)

(edited by Georc.2958)

Which weapons you want on Necro?

in Necromancer

Posted by: Georc.2958

Georc.2958

If adding a wep that is already in the game, I’d love to see necros get swords as a power-based cleave wep. Then we’d have a similar choice to make as thieves do of deciding whether you want to take sword for trash mobs/cleave dmg or dagger for bosses/single-target dmg. That and I imagine necromancers would look amazing wielding a sword (stygian blade, anyone?).

If adding a new wep entirely, i think a scythe that would take the place of the necros power/cleave set would be cool. I doubt they’d add that though as it is very necro-specific, and i don’t see other classes being able to take it. B/c of this i’d have to say it’d more realistically be something like a halberd (that warriors and guards could also take).

I’ve no idea what the skills on either wep would be like though besides the melee cleave AA.

The main point being, necros need a power-based cleave weapon imo.

[Suggestion] New Weapons Ideas

in Profession Balance

Posted by: Georc.2958

Georc.2958

I’d add necro+sword to the list. Necros could use a power-based melee cleave wep and swords seem to fit the bill for most other classes that use them (thief, mesmer, ranger, guard i think). That and I would love to use a stygian blade on my necro :p

put stability on locust signet..

in Profession Balance

Posted by: Georc.2958

Georc.2958

I will admit, I am not very knowledgeable on all options available to all other classes, but why do you seem to be so against giving necros a reliable utility skill that will give necros a chance to get out of chain CC for a few sec when seemingly every other class has at least one? Surely you don’t think that giving necro something like Guardian’s “Stand Your Ground” (assuming it only affects yourself and not your teammates like the shout does) will make necros OP? I mean, they still have to give up an otherwise offensive utility to bring it.

put stability on locust signet..

in Profession Balance

Posted by: Georc.2958

Georc.2958

Are you implying then that you are incapable of dodging?
If any other class is missing their active damage mitigation, then they also die. Actually, if any class gets targeted by five warriors using killshot, they will all likely die if the warriors are working together in an organized way.

Actually, why the hell would five warriors ever get together and use killshot to kill someone? It only takes one with a hammer lol.

The fact of the matter is that you’re arguing for something which is unnecessary. Yea, if there were skills which hti for 60k, then fine, I’d agree, but the fact you’re arguing to get a mechanism to be able to survive five warriors using killshot without needing to dodge is absolutely bonkers when every other class has to do just that to mitigate such damage.

The thread is about stability, sure, but your point arguing that Necros need to tank harder because they don’t have it is moot seeing as they can just ignore all of the incoming damage anyways. Giving necros stability or simply more negation than mitigation simply would make them the undisputed best tanks in the game, especially since they can already DPS bomb with conditions in a PvP environment while running dire gear.

It’s why I see no justification behind this issue; what you’re asking for would simply break the class to the point necro would be the only thing played because nothing could take damage better.

Tbh, it seems like you’ve missed the actual important point from Bhawb’s post, which is the second paragraph. No one is saying that the necro should be given a “mechanism to be able to survive five warriors using killshot without needing to dodge.” They are arguing for and on-demand stab utility. Stability will do nothing to increase the necro’s ability to absorb damage, only make it so that the necro actually has a chance to cast its skills while taking damage.

Game Updates: Wardrobe, Transmutation, Outfits

in Guild Wars 2 Discussion

Posted by: Georc.2958

Georc.2958

Wish they’d made the vault more like the pvp locker where armors were grouped by sets instead of by gloves, boots, etc. and then given us the option to separate them that way if we wanted to. It’s kinda of annoying now to look through armors as complete sets since you have to be typing and erasing each set name into the search bar (or going through and searching manually which is also a pain).

I don’t know how difficult it would be to implement a “group by set” option since that’s pretty much how the pvp locker already worked, but I think it’d be a nice QoL improvement.

Another thing is that the hero panel, as it is now, seems a bit clunky. Having to click back then on the equipment, wardrobe, or dye tab doesn’t seem as streamlined as just clicking once to switch from the equipment to the dye tab pre-patch. It’s not a huge problem, but I also don’t think it’d need a huge fix.

(edited by Georc.2958)

Soul Eater - Death Shroud skill 5[suggestion]

in Necromancer

Posted by: Georc.2958

Georc.2958

So, to clarify, the skill you suggest (Soul Eater) would be a debuff that lasts four seconds that amplifies dmg done by the necromancer, and this skill would apply Madness on hit? Or was Soul Eater your first suggested condition and you are scrapping it entirely in favor of Madness?

Let me browse/search by armor type

in Suggestions

Posted by: Georc.2958

Georc.2958

Agreed. This would make it so much easier to find what we are really looking for, especially in the BLTC.

Profession Trait [Build Switch]

in Suggestions

Posted by: Georc.2958

Georc.2958

While we’re on the subject, do you guys think that using the same idea, having a “Armor Build Set” save and switch option is too much? I was considering this and I don’t see how it would give you any advantage or anything (out of combat of course). Just make it that much easier for us to customise and control our characters.

This thread talks about the having the ability to switch gear sets more easily. Go show your support there if you agree with the idea.

https://forum-en.gw2archive.eu/forum/game/suggestions/Make-It-Easy-To-Switch-Armor-Sets/first#post1847517

Make It Easy To Switch Armor Sets

in Suggestions

Posted by: Georc.2958

Georc.2958

I completely agree with this idea. Anything that makes it easier to switch between builds (while out of combat of course) can only be a good thing.

Norn Shape-shifting

in Suggestions

Posted by: Georc.2958

Georc.2958

I think this would conflict with the lore of the shape-shifting skills themselves. The Norn do not transform into just random animals. They take the shape of the four prominent spirits of the wild: bear, raven, snow leopard, and wolf.

I’m not 100% on this, but I believe it is because those are the only spirits of the wild still powerful enough that their blessing can cause the transformation. Also, I’ve never heard mention of a spirit of the shark (though it could possibly exist).

Armor Sets, C'mon Guys

in Suggestions

Posted by: Georc.2958

Georc.2958

I agree with the OP. Anything that makes it easier to switch between builds (while out of combat of course), can only be a good thing.

On a different note, I suggest changing the topic title to something that better reflects what your post is about. Something like “Make it Easier to Switch Between Sets of Gear” or something.

(edited by Georc.2958)

Profession Trait [Build Switch]

in Suggestions

Posted by: Georc.2958

Georc.2958

I didn’t really understand the first part of your two-part clarification (lol).
However, I am all for having the ability to switch between (at least) 2 trait trees. It should cost in-game money to unlock a second tree (kind of like dual-speccing in WoW, which may I add, I was ecstatic about when the feature was added). Then we can switch between the two whenever you wanted, while out of combat of course. To re-trait either one of the trees, we’d talk to our class trainer and pay the silver like we already do.

This would be incredibly convenient for people who like switching between builds often, be it for dungeons or WvW or w/e other reason.

I was thinking of posting a thread about this very same idea, but decided to see if anybody else had first.

[March] Issues with character art, weapons, or armor?

in Bugs: Game, Forum, Website

Posted by: Georc.2958

Georc.2958

Race: Human
Sex: Female
Class: Necromancer

When wearing the crafted “Feathered” armor chest piece and pants, a seam forms on the abdomen of the model. I know mixing and matching armor pieces will sometimes causes problems but these are pieces that were meant to go together. I am currently wearing mixed pieces of armor, but I tried putting on all feathered pieces and the seam still exists.

Attachments:

disable the voice-overs when summoning jagged horrors or when they die

in Suggestions

Posted by: Georc.2958

Georc.2958

Seeing as jagged horrors are being summoned and then die every thirty or so seconds, hearing “servant of mine, walk this land”, then “Nooooooo! I hand-raised that minion!! Q.Q” so often is incredibly annoying. I’m asking that the voice-overs be disabled for these minions (jagged horrors) because of how disposable they were meant to be.

A secondary suggestion (wouldn’t have fit in the title of this thread) would be to disable the “Nooooooo! I hand-raised that minion!! Q.Q” voice-over for any of the minions that are meant to be disposable (eg. bone minions and blood fiend) and save it for the ones that are meant to last (eg. flesh golem, bone fiend, and shadow fiend). It just makes more sense that way.

Tier 3 human female cultural armor Glitch

in Bugs: Game, Forum, Website

Posted by: Georc.2958

Georc.2958

I just experienced this issue on my human female wearing the karma vendor armor from kessex hills. I believe it’s called “Dry Bones” armor (screenshot below).
A less noticeable seam also appears on the back of my character when using the dry bones chest piece and embroidered pants.
I hope they fix this at some point (preferably soon) because it is rather unsightly.
Maybe you should change the name of the thread since this issue is obviously not just happening with the tier 3 cultural armor.

Attachments:

(edited by Georc.2958)

Out of combat weapon switching

in Elementalist

Posted by: Georc.2958

Georc.2958

I agree. They should do this for engineers too. Opening the hero tab every time I want to switch weapons is a pain.