Showing Posts For Guenselmann.9637:
I opened a ticket prior to your reply and am still in the process of dealing with support, which has been a huge disappointment so far.
At first the GM didn’t even understand my problem because he had no idea what an attuned ring was, so I had to link him/her to the corresponding Wiki entry (couldn’t find it themselves), which is frankly laughable. After that I was eventually sent new rings, but apparently they simply restored my old, buggy rings and I am back to square one for now.
I’ll keep bugging them.
Bump because this has not been fixed. As a returning player this renders all my already infused rings useless.
Sclerite Karka Shell is still hidden after using DS
It’s not fixed if my quick necro/warrior vs. moa test is correct. ANet began investigating on this on 13th May: https://forum-en.gw2archive.eu/forum/professions/necromancer/Video-Necromancer-s-Lower-Downed-HP/2018027
So yeah, they probably need more time for a fix so that their amazing QA can make sure we don’t get even more bugs (cough).
Really like the look of my “death-blossom” themed necro. Props to Nemesis for the color inspiration
PS: This forum software is weird oO
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I am doing Fractals level 30+ and many other dungeons nowadays. I mainly play Nemesis’ condition build with a few minor adjustments and it works really well. The hybrid build works as well, but it is a bit harder to play. I don’t have all the celestial trinkets yet though, so my stats are not maxed yet. I don’t recommend a glass cannon build because the lack of vigor and stability a necro definitely has makes these builds very unforgiving and they can really backfire in unorganised groups.
EDIT: Oh and by the way. You mentioned AC and CM. Those dungeons are actually not the easiest (especially CM). For a dungeon beginner and if you don’t have a guild I would definitely recommend joining a low level fractal group. I find the people there to be much more willing to explain things.
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I agree to what Panhauramix said.
I’m mainly doing fractals and other dungeons to gear up my characters at the moment. When you raise in fractal level, you will notice this bug become more and more gamebreaking. The grawl shaman is a good example. When he spawns his minions and you go down (for whatever reason) you are most likely going to die if your mates don’t revive you immediately or no mob dies quickly.
Why take such a class into your party? I mean, we don’t have anything overpowered to compensate. Fortunately not many people seem to know this bug because you are generally accepted in a group.
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Maybe somebody posted it before, but you don’t have to use an other skill to interrupt the 1 channel and be able to change the target. In my opinion just hitting the escape key (, waiting for the short cooldown) and pressing 1 again when your desired target is selected is much easier.
Can’t be too hard to give a short statement can it?
Bump for great justice
Just tested it: Bug still exists.
My Necro’s downed HP tick for about a third of my warrior’s ticks at roughly the same base HP → Necro has 1/3 downed HP
Not even a single note about HP in downed state? Even if they stealth-fixed that (let’s be optimistic), the ignorance towards the community over such a long time is astonishing.
Other than that, the changes are – no surprise – underwhelming.
This might explain why I always feel that my Warrior (even when full Zerker) is much more durable when downed and attacked by some trash mobs compared to my full rabid Necro with more Toughness and HP.
Thank you for the great investigations!
I will also post the results using Carrion Armor and Berserker Jewelry because someone on Youtube asked whether that is possible. Here are the results:
http://gw2buildcraft.com/calculator/necromancer/?5.5|b.1m.h16.8.1o.h5|7.1g.h16.d.1g.h2|1h.714.1h.714.1h.73.1h.73.1h.a3.1h.a3|2s.0.2s.0.3s.0.2s.0.3s.0.2s.0|u61b.u26b.0.0.a6|0.0|3r.4d.3u.3x.4e|e
Carrion is condition damage, power, vitality. What will happen is that critical chance goes down to 45% and condition damage decreases by 125. You also lose a bit of armor and healing power. On the other hand, power and critical damage increase, which will result in an increase of effective power by ~400.
All in all, the build will have higher burst and lower sustained damage. Considering that condition damage goes down quite a bit and crit chance also decreases (remember that crit chance is important to proc bleeds), I don’t think the trade-off is worth it.
In general the Celestial Trinkets are the best choice if you can use at least 4 of the stats they provide and don’t want to maximize a single stat. I actually think Celestial is a bit too strong. This build profits from all of the stats except of magic find (the small amount of healing power doesn’t make a huge difference as well).
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First of all thank you for the good work. Really helped me find my build, which is the Conditionmancer with some tiny adjustments to better fit it to my playstyle.
I want to comment on the hybrid build, though. It looks really cool and I might try it in the future. While watching the video I thought that those two coral orbs must be replaceable with something better. Since I cannot afford the build at the moment, I simulated it. I suggest skipping to the conclusion if you don’t have a lot of spare gold because the results are not very convincing considering the price. I still want to share my results to save other people some work.
This should be the build you recommend: http://goo.gl/U7k30
I decided to replace the orbs with runes of Divinity: http://goo.gl/a39q8
Considering you spend 20 gold, the result is very underwhelming. Assuming, the simulator and my interpretations are correct, the offensive stats are comparable. You gain some defense, though.
If you are willing to use buff food (Rare Veggie Pizza), all the runes can be Divinity without sacrificing bleeding duration: http://goo.gl/HcqL2
This is the original build using buff food that will produce comparable offensive stats: http://goo.gl/Dntd5
In the end you gain even more survivability. You actually get 10% more bleeding duration, too. Other conditions will also last longer than before because you trade 30% bleeding duration for 40% condition duration. (The bursting part is more reliant on critical hits because power is lower while critical damage is increased. In my opinion, this is not too important.)
Conclusion:
What does all of this mean? For about 70 gold (7x Runes of Divinity; if you aim for perfection, you have to buy one rune for underwater combat, too) you gain 60 armor, 600 HP, 60 Healing Power, 10% Bleeding Duration and 40% condition duration (poison, fear, etc.). At the same time you make yourself reliant on specific buff food because you will notice your bleeds fading much faster without it, significantly impacting your damage.
Replacing only the orbs with two Runes of Divinity has no downsides in terms of dependence on buff food. It is a slight increase of Defense for 20 gold.
As a side note: I think what this comparison really shows is that the hybrid build is adjustable to your own playstyle by using Rare Veggie Pizza because it kind of makes Runes a pick of choice.
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