(edited by JGrave.6748)
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Has anyone got any leads?
I’ve been playing since launch in a small guild with a close group of friends but fielding a group of 5 for dungeons and fractals has been getting increasingly difficult. I’m looking for a guild that can help me form reliable dungeon and fractal groups. What I’m looking for includes:
- Not hardcore - I want fast runs, not super stressful “perfect” runs.
- No testing requirements - This is a game; I don’t need that stress.
- No representation requirement - I’m not opposed to rep’ing your guild when running content, but I otherwise represent my guild most of the time to catch up with RL friends.
- Dungeon (and Fractal possibly) focused - Self explanatory.
I have familiarity with all dungeons and fractals, but I’m not up-to-date on all the meta practices and tricks. A group that is willing to teach runs would be a huge plus.
(edited by JGrave.6748)
We should get dark armor as baseline. At the bare minimum.
Maybe even some stability stacks on channel skill activate hmm.
That could work, too, if they don’t fold it into a trait. The lengthy channels that the Necromancer has don’t feel like they have the appropriate risk : reward play at the moment. Toughness benefits Life Siphon and Life Transfer but Ghastly Claws could grant something more thematic like stability or might.
Dark armor exists. They just reworked it and called it putrid defense.
I’ll ask again as I have before; does the existence of Putrid Defense definitively mean that both effects can’t coexist?
New lingering curse is a terrible trait. Anet frequently balances by using extreme situations and the duration of every condition might as well be halved.
Kill lingering curse with fire and bring back withering precision.
While you’re being a tad hyperbolic, Lingering Curse does look very strong with those numbers. Good thing numbers are what they’re balance testing for, right, right? I would like to see something similar to Withering Precision introduced back into curses because it would give power builds something to look forward to at the grandmaster level… and it would be a good excuse to move Parasitic Contagion out of curses.
I’m not sure that a PvP condi necro could so effortlessly choose Terror when it means that they’d be forfeiting a 100% condi duration boost, something that is hard to come by in pvp as it is.
True, but even then you’d agree that Parasitic Contagion would still not see any play?
If you think you have it bad. Try to decide what grandmaster to take in curses in a power build that wants furious demise, target the weak and banshees wail.
I completely agree that putting the Warhorn trait in curses was a silly idea unless they’re changing the skills to be more oriented towards damaging conditions. However, standard power Necros don’t currently specialize in curses, and it’s even less appealing to do so since stat increases were removed. If it weren’t for Banshee’s Wail power Necros would have no business being in the curses line; Furious Demise and Target the Weak are luxuries.
(edited by JGrave.6748)
Currently, the three prospective grandmaster traits in the curses line are:
Lingering Curse – “While wielding a scepter your condition damage and outgoing condition duration are increased.”
Parasitic Contagion – “A percentage of your condition damage heals you.”
Terror – “Fear deals damage; it deals additional damage if the target is afflicted with another condition.”
I can see why these were all chosen as grandmasters as they “influence the core gameplay” of the character. I would even agree to making Lingering Curse and Terror mutually exclusive because of the way they operate and compound each other. What I don’t understand is why they are now competing with Parasitic Contagion. Currently, since Parasitic Contagion rests in the Spite trait line, you can get both it an Lingering Curse on the same build. Two things:
1. PvP Condition / Fear builds are going to spec into this line specifically for Terror. The choice is easy for them.
2. With scepter being Necromancer’s premier condition weapon, PvE Condition builds are going to grab this line for Lingering Curse.
I am having a hard time imagining an instance when I would ever be able to take Parasitic Contagion over the other two traits, even if it is powerful enough in its new state. Beyond that, from a flavor standpoint, siphoning and healing are Blood Magic traits. Regardless of the fact that it is a condition trait why is it not located in Blood Magic? Taking a further step back, why is the only other condition-related grandmaster slated to be Dhuumfire in Soul Reaping?
I’ve looked at the new traits and I’m trying to map out my new PvE scepter build and I get stuck. Clearly, I take curses, but then what? I would love for Parasitic Contagion to move out of curses to give me the option to take it if I wanted added durability.
They were both adept major death magic traits, so actually yeah we wouldn’t have been able to get both, especially since Putrid Mark was most likely created solely to replace it.
My initial point was that Dark Armor creates compelling game play choices for both the user and opponents. While Putrid Defense be may the stronger option numerically it does not provide any interesting decisions. Maintain poison and gain the benefit, it’s effective but simple. I am not at all arguing about the addition of Putrid Defense or its power level. Again, though, that does not mean that Dark Armor should not reasonably exist in some way, shape, or form in conjunction with other defensive traits like Putrid Defense (particularly because my suggestion would have part of it placed in Blood Magic, not Death Magic). Have some imagination; with feedback, the sky is the limit.
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The trait sucked and they gave us a way to take 10% less damage from poisoned enemies which doesn’t suck. It was replaced with a vastly superior trait.
Does getting Putrid Defense mean that we shouldn’t be allowed to have both?
I would actually like to see more single-skill improvements in these weapon traits. It’ll make it feel like a player who has chosen to specialize in that weapon has clearly mastered its style. Opinions, comments?
Dark Armor is a current Necromancer trait that grants bonus toughness while channeling. It was stated during the most recent live stream that Dark Armor will no longer be present in the new Necromancer specializations because “no one was using it.” Understandably, if no one important is using something that could be a good indicator that the object in question is not useful, but I feel that while Dark Armor did not surpass other options in the same slot it still presented interesting game play.
For reference, Dark Armor impacted the following channeling skills:
Life Siphon = Mainhand dagger #2 that deals damage and steals health
Ghastly Claws = Mainhand axe #2 that deals damage and generates life force
Life Transfer Death shroud #4 that deals damage and generates life force
Life Leech = Downed state #1 that deals damage and steals health
What I currently use the trait for, and feel is the most important use case, is to improve my durability during Life Siphon. Rather than the skill just feeling like an additional heal, with Dark Armor I can now use Life Siphon during more tanking and dueling instances. What I propose is that Dark Armor is somehow wrapped into the new traits to maintain this play style that we would otherwise be losing.
We have been shown that ArenaNet is willing to do similar things. The proposed Ranger axe trait, Honed Axes, reads: “Gain ferocity while wielding an axe in your main hand. Winter’s Bite now has an area of effect. Axe skills recharge faster.” The change indicates that by spec’ing into this axe trait you are improving the axe’s core concept of being a ranged, area-damaging weapon.
My suggestion would be to modify the proposed Necromancer dagger trait, Quickening Thirst, to read: “Increases movement speed while wielding a dagger. Gain additional toughness while channeling Life Siphon. Dagger skills recharge faster when activated above the health threshold.” By making it focus on Life Siphon we could avoid the blanket power increase that the old Dark Armor would provide to dagger builds, via Life Leech and Life Transfer, while still maintaining the unique play style choices it provides.
As always, numbers could be tweaked from the old 400 bonus toughness in order to balance the addition. The primary caveat would be that it could be too much of a durability increase to the PvP Power Necromancer build, but I am confident that balance could be achieved.
One final aside, if this were to be implemented I would have one final suggestion. During the live stream, we were shown that ArenaNet has chosen to roll out some new ideas in that Life Blast while traited with the new Dhuumfire will have a modified particle. This both looks cool and gives enemy and allied players additional information when interacting with the Necromancer. Readability has rarely or never been discussed with reference to Dark Armor and Obsidian Focus but I think it should be. Having the Necromancer wreath themselves in blood, for instance, while channeling Dark Armor-modified Life Siphon would present opponents with useful information. Should I hold my high-damaging abilities because I now know that they will be hitting higher armor values? Should I save interrupts because they will be more impactful when cancelling Life Siphon over other skills?
Guardian
Honor – Adept – This is quite possibly the worst trait tier in the entirety of the new system for any profession. Your choice comes down to a falling damage trait, a mace-specific trait, and a revive trait.
I would like to say that I agree with you 100% on this. I was showing a friend some of the livestream notes after it finished and the Honor line is where he got hung up. He currently runs a Hammer/Staff Shout build and went crazy over the new Pure of Voice and Honorable Staff but felt shafted by the lack of reasonable adept trait. At this point, the only reason I could see them doing this is because that particular build is most common in WvW where traits like Protective Reviver and Protector’s Impact would be useful. That said, there are still no interesting maceless choices for him to take into PvE.
Dark Armor is a current Necromancer trait that grants bonus toughness while channeling. It was stated during the most recent live stream that Dark Armor will no longer be present in the new Necromancer specializations because “no one was using it.” Understandably, if no one important is using something that could be a good indicator that the object in question is not useful, but I feel that while Dark Armor did not surpass other options in the same slot it still presented interesting game play.
For reference, Dark Armor impacted the following channeling skills:
Life Siphon = Mainhand dagger #2 that deals damage and steals health
Ghastly Claws = Mainhand axe #2 that deals damage and generates life force
Life Transfer Death shroud #4 that deals damage and generates life force
Life Leech = Downed state #1 that deals damage and steals health
What I currently use the trait for, and feel is the most important use case, is to improve my durability during Life Siphon. Rather than the skill just feeling like an additional heal, with Dark Armor I can now use Life Siphon during more tanking and dueling instances. What I propose is that Dark Armor is somehow wrapped into the new traits to maintain this play style that we would otherwise be losing.
We have been shown that ArenaNet is willing to do similar things. The proposed Ranger axe trait, Honed Axes, reads: “Gain ferocity while wielding an axe in your main hand. Winter’s Bite now has an area of effect. Axe skills recharge faster.” The change indicates that by spec’ing into this axe trait you are improving the axe’s core concept of being a ranged, area-damaging weapon.
My suggestion would be to modify the proposed Necromancer dagger trait, Quickening Thirst, to read: “Increases movement speed while wielding a dagger. Gain additional toughness while channeling Life Siphon. Dagger skills recharge faster when activated above the health threshold.” By making it focus on Life Siphon we could avoid the blanket power increase that the old Dark Armor would provide to dagger builds, via Life Leech and Life Transfer, while still maintaining the unique play style choices it provides.
As always, numbers could be tweaked from the old 400 bonus toughness in order to balance the addition. The primary caveat would be that it could be too much of a durability increase to the PvP Power Necromancer build, but I am confident that balance could be achieved.
One final aside, if this were to be implemented I would have one final suggestion. During the live stream, we were shown that ArenaNet has chosen to roll out some new ideas in that Life Blast while traited with the new Dhuumfire will have a modified particle. This both looks cool and gives enemy and allied players additional information when interacting with the Necromancer. Readability has rarely or never been discussed with reference to Dark Armor and Obsidian Focus but I think it should be. Having the Necromancer wreath themselves in blood, for instance, while channeling Dark Armor-modified Life Siphon would present opponents with useful information. Should I hold my high-damaging abilities because I now know that they will be hitting higher armor values? Should I save interrupts because they will be more impactful when cancelling Life Siphon over other skills?
(edited by JGrave.6748)
Race: Human vs. Asura (other races untested)
Gender: Male
Class: Medium armor users
Issue: Dye pattern on Seraph-Issue Jacket (obtained via Kessex Hills heart vendors)
The dye patterns for the Seraph-Issue Jacket don’t match across these races, making this armor look arguably way better on humans. Upon closer inspection it seems that the dye swatches don’t match up in placement either.
In a recent balance patch the Quickness was nerfed from 100% increased skill activation speed down to 50%, a change which I feel was very appropriate. Skills that grant Quickness have been given some compensation in other places to make up for this:
Frenzy – Duration increased from 4 to 6 seconds. Self damage amplification reduced to 25% from 50%.
Quickening Zephyr – Duration increased from 4 to 6 seconds. Self healing reduction reduced from 100% to 50%. Gained stun-break properties.
Haste – Duration increased from 4 to 6 seconds. Self endurance gain reduction reduced from 100% to 50%.
Elixer U – Duration increased from 5 to 6 seconds. All other skill buffs propagated to this skill as well.
My concern is that we won’t see any benefits for Quickness sources other than to those skills after the initial nerfs. I wasn’t under the impression that any of the following sources were so far ahead of the four above that they deserved to take a hit without gaining something in return:
Zealot’s Fervor (within Tome of Wrath) – Duration increase?
Time Warp – Change to skill type Glamour? Cooldown reduction?
Superior Sigil of Rage – Duration increase? Cooldown reduction?
Superior Rune of Balthazar – Duration increase? Cooldown reduction?
Superior Rune of Orrian – Duration increase? Cooldown reduction?
Last Chance – Duration increase? Cooldown reduction?
Instinctual Bond – Duration increase?
Zephyr’s Speed – Duration increase?
Critical Haste – Duration increase? Cooldown reduction?
(edited by JGrave.6748)
So, no North American Balthazar temples open currently?
The Flux Matrix (a semi-expensive item) has some pretty nasty clipping issues when on the belt and when in combat. List of pertinent information:
Male
Human
Light Armor
Heritage Greatcoat
Heritage Gloves
Heritage Pants
The Flux Matrix
Poor clipping issues occur on the belt, but that isn’t out of the ordinary for most foci interactions with the light Heritage armor. Focus placement while in combat is very bad in my opinion. It’s around my wrist instead of in my hand which leads it to be completely hidden by the Heritage Greatcoat unless I look up my sleeve. See attached images:
Alright, long story short, I settled on making the Flux Matrix focus as my primary offhand. It set me back 40 Mystic Coins, some amount of money, and 86 skill points. When I equipped it and went to see what it looked like in combat (I won’t bother discussing how poor most foci look when “sheathed”) I was extremely disappointed.
The item is hardly visible with the male light Heritage armor equipped and based on it’s position I’d assume the same is true for most armors. It’s position when wielded is around the wrist instead of something like being grasped in the hand. I’m hoping the lack of these animations is just a bug or a relic of the game being so new, but I fear for the worst when I think of how awful some Guild Wars 1 foci looked when equipped.
I’ve attached the most flattering image of the item I could.
(edited by JGrave.6748)