Showing Posts For Ground Stop.9538:
It seems that after putting a lot of work into obtaining WvW ranks, it’s a bit odd that the only people who can actually see those ranks are the enemy.
Would it be possible to have the WvW Ranks that we earn as a title which we can select? “WvW Rank of Server Name” (i.e. “Legend of Sanctum of Rall”) or maybe “Server Name WvW Rank” (i.e. “Sanctum of Rall Legend”)?
What is the most useful utility infusion to pick up for WvW?
Does Gold Find affect the loot bags obtained from killing enemy players?
I find it interesting how the tone of this thread has shifted from conditions being useless because half of the professions get passive condition removal (leading to you doing no damage), to conditions being useless because the conditions are always fully stacked (also leading to you doing no damage). I’m not trying to say anyone is wrong, in fact I find the fact that both sides can be right depending upon the situation to be what really makes the dichotomy interesting.
I wish MM was more viable in sPvP but I don’t think I would ever run it in a match that included a mesmer on the other team. Moa is just way too hard of a counter to MM for it to truly be effective in my mind.
I wouldn’t mind minions despawning upon Moa/Plague/Lich Form if the moves simply reset instead of going on cooldown. Needing to resummon the creatures (without needing to wait for a cooldown) seems like it would be a bit more fair in my opinion.
Remove bleeds entirely from Necro and give us Necrosis stacks instead.
in Necromancer
Posted by: Ground Stop.9538
Yeah that’d be nice for the staff 1, for sure on the axe, and maybe it could be the 5th skill in DS.
I don’t know if they would ever consider adding these kinds of changes for a couple of reasons. The staff 1 will probably never get any condition damage added because it counts as a projectile combo finisher. The axe will probably never get condition damage because its primarily designed as a power weapon (much like how you’ll probably never see the scepter putting out burst damage as its designed for conditions). As for DS, a 5th skill would be cool but I think the norm for profession abilities is 4 abilities at the most.
Still, Necrosis sounds like an awesome name for a condition, haha.
I wouldn’t mind a sword or greatsword to be in melee range, so long as we get some form of gap closer with it. I’m thinking something like a Demon Rift or something where we “traverse through the underworld” in the form of a blink. Kind of like a Nightcrawler from X-Men sort of thing.
I'd rather have reanimator disabled until a fix is ready.
in Necromancer
Posted by: Ground Stop.9538
As a possible solution, I certainly wouldn’t say no to Deadly Strength (Death Magic: 25) being moved in to take Reanimator’s slot, haha.
Just to play devil’s advocate for a moment, there are a number of skills and traits that theoretically have the potential to help you stick to an enemy as long as possible.
Slows/Immobilize:
- Staff 3
- Scepter 2
- Dagger 3
- Focus 5
- Warhorn 5
- Dark Path (DS 2)
- Plague 3
- Bone Fiend
- Flesh Golem
- Spite X
- Curses III
- Soul Reaping VIII
Swiftness/Passively Increased Speed:
- Focus 4
- Warhorn 5
- Spectral Walk
- Signet of the Locust
- Blood Magic X
- Soul Reaping V
- Soul Reaping VIII
Relocating:
- Dark Path (DS 2)
- Spectral Grasp
- Flesh Wurm
Relatively speaking, there are a decent number of things built into the necro already that theoretically should allow us to stick to a target for a long time. I can’t help but wonder if the problem is really that ArenaNet’s concept is at fault or if its actually that we have all the right tools, just that some of them are bugged, broken, or just not working the way people think that they should.
If you find thieves to really be a problem, try working these into your build/playstyle:
- Get some toughness on your gear. You don’t need a lot, but whatever you get will help survive the burst. Toughness makes your already large health pool that much more effective.
- Put at least 15 points into Soul Reaping. This gives you a free spectral armor at 50% hp, which effectively gives you an extra 16.5% hp that the thief has to burst through if I’m not mistaken.
- Always maintain enough life force to activate death shroud. This allows you to have an entire extra hp bar if you react quickly enough. Along the same lines:
- If you’re not used to pressing F1 quickly (many people aren’t as its not used much outside of gaming), consider rebinding it to a key that you find more easily accessible.
- Death shroud isn’t the only key that can save your life. A quick dodge can shut down a thief’s burst entirely.
- Make your first weapon moves count. If you have Scepter/Dagger out, pop your 5 at your feet to weaken the thief (50% less damage output). If you have a staff, use your fear if needed, followed with a combo of 3 and 4 (4 creates AOE weakness within the combo field of 3, same effect as above).
- Consider putting at least 10 points into Death Magic for the Greater Marks (II) trait. (The toughness doesn’t hurt either.)
Sorry if the list is a bit too long, haven’t slept much so I just kept writing far beyond where I originally intended to stop, haha. Hopefully some of you find some of these useful. After a while, you’ll find that glass cannon thieves will have a really hard time of killing you if you’re not alt-tabbed. Enjoy it when you get to that point, that’s when the fights become something that you look forward to (it’s like a surprise party thrown in your honor and all of your favorite conditions are invited, haha).
Edit: One last thing before I forget, use your right-mouse button to keep your back facing away from the thief as much as possible. The bonuses they can get from hitting you in the back are often to significant to overlook and can mean the difference between winning and losing the fight.
(edited by Ground Stop.9538)
As I mentioned before, you can keep 5 different conditions stacked up on an enemy pretty consistently which makes it into a 1/5 chance that the passive is going to hit your bleed stack, and on the off-chance that it does get rid of your bleeds you can usually get the stack back up pretty quickly. As far as removing boons goes, I’d say necros are one of the stronger classes due to having both Corrupt Boon and Well of Corruption which not only remove boons, but convert them into conditions (I could be wrong but I think necro is the only class with the ability to use an enemies boon’s against them like this).
No worries, haha. Was only joking, good sir.
Many people seem to be convinced that a necro’s ability to apply conditions is subpar relative to many other classes. I think its important to remember that other then the scepter’s auto-attack, almost every condition a necro applies is aoe. Throw epidemic on top of that to spread whatever bleeds you applied through scepter and the damage potential of a condition necro is through the roof.
I guess what I’m saying is don’t compare a necros damage on one target to an enemy’s single-target damage on you. Instead, compare your total damage output to that same single-target enemy and I think you’ll be pleasantly surprised.
Although I wouldn’t say no to minion AI’s being improved upon, it’s important to remember that necro minions aren’t designed to be pets, they’re utility skills. It’s a bit absurd to compare them to ranger pets in terms of expectations of control when you consider that difference. As far as profession skills go, the ability to control a ranger’s pet is more comparable to the ability to use skills within death shroud or change attunements as an ele.
TL;DR Comparing pets and minions is like comparing apples and oranges. They’re not meant to be equivalent.
If you’re trying to run from a group, there are a few options but they’re all have pretty similar results. Spectral walk and warhorn 5 for swiftness, blink from wurm at 1200 range. The other side of the equation is slowing down the enemies through the aoe cripple from scepter 2, aoe chill and fear from staff 3 and 5 respectively (try trait II in toughness for improved marks), and cripples from warhorn 5 and plague 3.
Also, if you find yourself running from a zerg in WvW, don’t forget that you can use your Dark Path in DS to jump to random creatures as another form of blink.
“Bad link” is bad and you should feel bad!
Honestly, I find that its 50/50 when going up against a bunker guardian. Either their focused hard on condition removal at which point I’m not going to do much of anything, or they’re not and I’m going to bleed them dry. And to be honest, any class that goes that heavily into condition removal is going to be susceptible to burst damage, so they can still be beaten (just not necessarily by you, haha).
Between a staff and scepter/dagger, a necro can apply 7 out of the 11 potential conditions. If you don’t include fear and blind which are much shorter duration, that’s still 5 different conditions you can keep up on an enemy. Therefore, the odds of bleed being the condition that is removed is only 1/5, or once every 50 sec on average. Add in how quick it is to get that stack up to where we usually have it through scepter 1, 2, and staff 2, its really not that big of a deal even if it is taken off.
TL;DR 1 condition removal per 10 sec really isn’t that big of a deal as a condition necro.
Seriously, no class needs to run around in circles on a node for 20 seconds contesting it and screaming ’cant hit me cant hit me cant hit me cant hit me"
Have to admit, this made me laugh a lot. I actually do shout random things along the lines of “can’t hit me” every time I lead a charge into the heart of an enemy zerg spamming plague’s blind. Makes me happy, haha.
I don’t think a greatsword would be entirely out of the question for Necros. Worked out pretty well for Trahearne, haha.
@Craiger I think its important to remember that a lot of 1v1 is which build wins rather than what class wins. In particular, I think that its asking a lot to have them increase the burst potential on the scepter. The fact is that if you’re running scepter then you’re probably running a condition build. If you go up against someone who’s focused heavily on condition removal than you’re supposed to have a really hard time killing them.
The balancing part is that someone that heavily focused on condition removal is susceptible to power builds. Likewise, someone heavily focused on defending against power builds is going to be an easy target for a condition necro.
(edited by Ground Stop.9538)
Maybe I just use a weird build but does anybody else think that thieves really aren’t that bad to fight? I run condition necro and honestly I kind of enjoy fighting thieves. The only time a thief should really be able to kill you is if they catch you without any life force.
Try putting a bit of toughness into your build if you’re having trouble with them. For condition necros, consider getting a few pieces of gear with toughness (prec/tough/cond gear from karma vendors) and using Superior Runes of the Undead (relatively cheap on the TP) for more toughness, condition damage, plus a nice 6 piece set bonus.
I believe that I only did the first book in Act 1, then completed everything possible by the end of Act II, and continued to keep up finishing everything when possible. Currently have credit for all achieves except for the emissary (4/5).
I think that it would be interesting if you could remove a dead body so that they couldn’t be rezzed. I don’t intend for this to be something that could be performed in the middle of a fight. I just find it bothersome that if a raid is wiped out, that the bodies can remain on the ground inside the keep up until the point where the user gets kicked.
I’d suggest something such as a channel that can only be performed outside of combat, and that takes a long time (10 sec or so), that is instantly reset if the individual channeling takes damage.
I think that you may have misunderstood the point that the OP is trying to make. Its not a matter of whether you’re at max range or not, its that on certain skills (such as mesmer greatsword) the further you are from the target, the more damage it does.
Therefore, its not simply a matter of can I hit them or not, its a matter of could I back up a bit and do even more damage to them..
What about allowing free transfers from high population servers to low population servers, make everything else paid. I know its not an original idea (I believe WoW did this) but it allows people to move out of full servers with the understanding that they’re not going back unless they pay for it. Lots of people will move just so that they can do things such as WvW again without waiting in queue for hours or actually manage to tag mobs and get loot from doing events.
This would allow people to hop off the bandwagon when they realize how full its getting, while stopping new people from getting on.
I’d like to start by explaining that this isn’t a hate post about guardians in spvp. To be honest, I’m a bit new at tournaments and what I’m really hoping is that someone may be able to help explain some strategic counters for when you see 3 or 4 guardians on one team.
One friend suggested a group composition with 3 or 4 thieves, would this be viable or are there better options? What kind of compositions have worked for you in the past when presented with 4 or 5 guardians?
I think that the beginning of the week was a great fight. We (SoR) were put into a big point deficit really early on and we fought hard to get back onto the board. It was a great feeling going through the comeback and not easy by any stretch of the imagination as both servers were putting up a good fight. My only regret is that the determination and tenacity that were shown by all three servers at the start of the week didn’t continue throughout as I think that this could still be an incredibly close fight.
It was a pleasure playing against both servers. If we don’t play you next week then I wish both servers the best of luck in your matchups. If we do play you again, I look forward to the fight (and wish you slightly less luck then us, haha).
If you ever see someone hacking and you need to find out their name, you can right click them and select report. It will show you their account name, even if they’re an enemy.
I’m sorry but I don’t think you’ll ever convince the vast majority of individuals on our server that an attack that started just after an orb was stolen was merely a coincidence in timing. Its just a bit suspicious that right after we lose our orb buff and while people are distracted with the hacker, the 3 or more siege golems that you had waiting for over an hour just happened to attack at the same time.
Why is it not possible to repair the altar of power after its been destroyed?
Its bad enough that the hacking hasn’t been stopped yet to make sure that people can’t destroy it in the first place without actually breaking down the keep gates or walls, but why can’t we repair the altar on a fully upgraded keep that has never lost a door just because a hacker broke in, tore down the altar, and stole the orb?
I’m not sure if everyone feels the same way but I generally find that if something bothers me enough to report it, then it bothers me enough to block it (generally gold spammers).
This post is partially because I’m not sure how other people would feel about this. Would you prefer that accounts were automatically blocked after you reported them or do you like the current style of report and then block?