Showing Posts For JohnCrow.7482:

There's something wrong about this picture.

in WvW

Posted by: JohnCrow.7482

JohnCrow.7482

P.S. Dry those tears FC we’ve been having lots of fun behind windmill.

I think he’s on DR, or Anvil Rock – I’m seein the ‘fake’ BRL tag. lol

The only thing “wrong” in this picture is the party UI – what’s going on with that?

As for the score – you guys are just getting royally handed this weekend smh Anvil rock is at least TRYING to keep their keeps today. It’s a long week ahead – I think the American’s are still having their seasonal sales….and PS4/Xbox just came out. (I’m giving excuses cause I’ve never seen 2 servers get so rolled on this early in the week).

Frequent devil’s advocate.

Lagging in sPvP? Report it here.

in PvP

Posted by: JohnCrow.7482

JohnCrow.7482

Yes. 64.25.38.200: 0

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Gaming weird lag

in Account & Technical Support

Posted by: JohnCrow.7482

JohnCrow.7482

Similar issues here as well. Noticed more so when playin SPVP. Actions are delayed, and it soft locks for about 10 seconds)

it’s now graduating to disconnects though. I’ve disconnected 3 times in the last 30 minutes.

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My dyes have changed?

in Guild Wars 2 Discussion

Posted by: JohnCrow.7482

JohnCrow.7482

Thank you for the update.

My “SwampBlack” doesn’t look as dark and corrupt looking as it did when i originally dyed it (Tier 3 light chest). Somehow it looks “brighter” – more like Acid or Algae.

I noticed it immediately when I got to character select (I think I’ll live).

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Dec. 10th Balance Preview (Necromancer)

in Necromancer

Posted by: JohnCrow.7482

JohnCrow.7482

It’ll be nice in WvW’s larger gameplay, and it’ll be nice for general PvE stuff. My problem with it is it’ll still be useless in PvP, and it’ll still be mostly useless in any small-scale fighting (WvW and PvE boss fights without adds).

Can’t have it all. Can’t get too up in arms over a 5 pt minor trait.

I mostly WvW so, I think this will get some better mileage. Good change, can use some more tweaking. But it’s a start at least (Anet has mentioned many times that they don’t like to make too may changes too fast).

The one thing I’m upset about is the proposed nerf to Weakening Shroud. 25 seconds is too long. I’d rather they keep the cool down ( even lower it to 12-13 seconds) and strip some of the bleeds off of it if the original goal was to decrease the amount of bleeds going out. I use it mostly for the weakness. Personally, not changing it would be prefered.

Frequent devil’s advocate.

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: JohnCrow.7482

JohnCrow.7482

Necromancer:
For the necromancer, we felt that a few traits and skills were too powerful, while others were lacking in efficacy. We brought down some of the raw DPS conditions that necromancer enjoys, while also maintaining their pressure and sustain elements. The necromancer’s mobility will remain where it is currently, as we want the Necromancers to be focused on sustaining themselves through death shroud, siphoning health, and slowing down their opponent’s ability to act.

  • Curses IV – Weakening Shroud. Increase recharge from 15 to 25.

.

TLDR: Don’t do it. This seems counterproductive.

There aren’t a lot of ways for Necro’s to apply Weakness. AoE weakness is a good offensive support, and more importantly increases sustain for the necro.

Increasing the cool down on this trait makes it less attractive.

It’s triggered by entering DS so you don’t have much choice of when and where it targets, it might have been a good time to go into DS – but not a good time to active Enfeebling blood, there is no way to track the cool down of it so you don’t waste it – there are so many cleanses out there. Last I check it already applied 1 less bleed then the dagger counterpart. No need for them to match.

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Soldier vs Cleric > MM

in Necromancer

Posted by: JohnCrow.7482

JohnCrow.7482

Pride of being self sufficient? Pride is unique to each individual. People do not need to share the same virtues.

Cleric vs Soldiers – depends on your play style and your other weapons. Some may not like the idea of hitting like a wet noodle when the minions get wiped out from AoE. Some would say clerics would prevent that, it could delay it.

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"Fixing" coverage imbalances

in WvW

Posted by: JohnCrow.7482

JohnCrow.7482

coverage imbalance can only be force-fixed by lowering the map cap.

It’s an idea….but coverage time doesn’t have much to do with the map cap (Unless you’re suggesting the cap be less then 40). 3 guys in a keep are going to have a hard time guarding towers from a squad of 20-30 – everything on the map but that keep gets flipped. lowering the map cap won’t do much at 4 AM when most of the east coast is enjoying that good sleep.

RvR is hard to get perfect, many have made attempts some good some bad. Not playing 24/7 is the one flaw in the design and it’s not an simple easy fix. The fix needs to balance the fun factor/rewards/incentives and can’t exclude anyone. Cause the day you can’t play a game when you want to…you start doing something else and then someone isn’t making money and people lose jobs and the downwards spiral continues to earthquakes in the Caribbean.

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Collaborative Development: World Population

in CDI

Posted by: JohnCrow.7482

JohnCrow.7482

It almost feels hopeless when your guild of 20 are the only ones on the map and the enemy zerg is 70+ strong. Because of time zones and peoples physical need to sleep and eat real food – this is the nature of the beast and it’s never going to change.

You learned in your early days with SPVP that separation doesn’t pan out. So what can you do?

Increasing the effectiveness of the outnumbered buff would be a good start – some way to even the odds when the deck is stacked against you would be ideal. Maybe new siege weapons – a trap that causes a corrosive contagious disease that spreads from player to play making them weaker and maybe ultimately kill them. Maybe a last man standing buff – when a player has 20+ enemies within an 800 unit radius they detonate.

Something that would make it more fun for both the attacking and defending players. Maybe something to punish players for stacking on top of each other like a nuke. Players are going to go where players are gonna go, devs and incentives won’t change the popular water hole. I trust you can get creative with this idea – I believe in you!

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"Fixing" coverage imbalances

in WvW

Posted by: JohnCrow.7482

JohnCrow.7482

Separation is not going to fix the pop imbalance. It might sound good with the clever wording but the problem is still going to be there. Infact – enemy servers that thrive in a particular time zone would be able to net even more points.

Also – your idea hurts guilds that would otherwise hold a keep for a whole weekend.

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WvW 101: basic TIPS

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Posted by: JohnCrow.7482

JohnCrow.7482

Good write-up. Shame a lot of the people that need this information don’t read forums. Sad reality.

Only 1 small thing I’d add to it – If for whatever reason you’re tired or need to take your hands off the keyboard for a minute. That’s a good time to Fall back to a keep and get a decent camera angle and “scout” maybe build some siege to help defend it. I do this often for smoke breaks for example. You’re just a rally bot waiting to activate if you’re occupied with something else trying to keep up with the zerg.

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What race/races will likely become playable?

in Guild Wars 2 Discussion

Posted by: JohnCrow.7482

JohnCrow.7482

Skritt colony – the more they get together the smarter they get. I want a Skritt Engineer.

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MM necromancers are too passive.

in Necromancer

Posted by: JohnCrow.7482

JohnCrow.7482

Deal with what? You quoted a pretty big section :P

I imagine he meant the last paragraph. (Deal with micromanagement with the minions/Kited minions=Dark pact).

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(edited by JohnCrow.7482)

Necromancer Greatsword. Want?

in Necromancer

Posted by: JohnCrow.7482

JohnCrow.7482

A Rifle…aka “boomstick” or “caster” for those who get the references.

Outlaw Star? May I have a cookie!?

Even so, no. Torches for Torture (Torment!)!

And a hand Sickle…Kusarigama…2 handed AoE with pull and cleave….

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WvW roaming - V.8 Celestial vs. Dire

in Necromancer

Posted by: JohnCrow.7482

JohnCrow.7482

Nice vid – good watch.

Wanted to point out that axe 3 also strips a boon from the targets it hits, but your reasonings are legit.

Also, I find sigils and runes generate more health then the siphons traits per cast. But that may be because the others have cool downs and the traits don’t. More procs per minute – likely more heals (Vampric siphons) over that period of time (if you’re constantly attacking). The lack of cool down is why I think the healing portion isn’t that great, Vampiric Precion and Vampric would be perfect if they did double of what they are doing now (or if the scaled enough to do double of what they are doing now).

Question: Scavenging runes – do the 2 procs share a cool down, would that effect stack for the next 2 attacks? Can’t sign into the game right now to test.

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Necromancer Greatsword. Want?

in Necromancer

Posted by: JohnCrow.7482

JohnCrow.7482

GS would be nice…I like my dagger….should make dark pact AoE from target with AoE torment.

Offhand Torch would be a nice way to bring in some torment. Also, the other ability “Moth’s to the Flame” – pulls people to you. – sounds good?

EDIT: Blunted weapons are anti-undead…don’t think it fits.

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New condition: Toxin!

in Tower of Nightmares

Posted by: JohnCrow.7482

JohnCrow.7482

Toxin could be a new class condition….disease sounds kool. But its likely that you’re going to be fighting Krait – and they are hiding something – so its possible it’s going to be in this area that you’ll be effected by Toxin – and you’d likely have to coordinate these cleanses to get through the dungeon/content. We also don’t know the cool down nor the radius (at least I didn’t see that mentioned).

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Resend changes to lifeleesh traids

in Necromancer

Posted by: JohnCrow.7482

JohnCrow.7482

So as long as you are actively hitting you get the siphoning, but no spike cases of getting like 15 procs per second, which ends up meaning all the other times it feels weak because those rare situations would be too strong if they buffed it.

Or – make those situations more frequent by having vampiric proc off of dot ticks.(Just playing devil’s advocate here, this could escalate quickly.)

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Reanimator Trait suggest.

in Necromancer

Posted by: JohnCrow.7482

JohnCrow.7482

If we had to change it, maybe 30% chance on crit…or 30% chance when you get hit. w/ ICD 5 seconds?

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Please decorate WvW

in WvW

Posted by: JohnCrow.7482

JohnCrow.7482

Is this a troll thread? WvW is barely functioning at the moment, please do not ask them to decorate it.

You don’t get the WvW guys to do it (it’s not exactly their department anyway), you wrangle some other, sucker, art team to get the job done.

That’s what they do

Pretty much – and if they do it right they can even increase performance.

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Best silver server to join?

in WvW

Posted by: JohnCrow.7482

JohnCrow.7482

You act like the rewards are something to look forward to… no one ever thinks people just play this game to kill people…

:) Killing people is reward enough…..wish I could collect ears…

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Master Carver Title

in Blood and Madness

Posted by: JohnCrow.7482

JohnCrow.7482

Kinda sucks….this game lacks decent titles. The “Ultimate *” titles are wack.

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PVP rewards bug?

in PvP

Posted by: JohnCrow.7482

JohnCrow.7482

Sell it….there is is only candy in there and bags of coins (could get lucky and get 1g…but you’re more likely to get 8 silver)

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The root issue of conditions

in PvP

Posted by: JohnCrow.7482

JohnCrow.7482

That post makes no sense at all. Condition — or DOT — DPS is a traditional archetype in every MMO. It adds variety to the game.

This isn’t a traditional MMO – seems more of a action game compared to other MMOs. Reducing the DoT damage significantly, increasing the duration, decreasing the amount of removal seems like a better experience. Considering the fact that a lot of abilities that cause dots have a front end power based component anyways..

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Some highly competent opinion on Balancing

in PvP

Posted by: JohnCrow.7482

JohnCrow.7482

Dang – they sure put a hole in your lilo. lol.

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The root issue of conditions

in PvP

Posted by: JohnCrow.7482

JohnCrow.7482

Wanna here something strong about the root issue of conditions ?
They should not be a primary damage source in first place !

Thats one of the core issues of this game, htey wanted to build a new, more generic trinity: dps, control, support instead of tank, healer, dps.
Fact is that we got control (a lot and spammable), support (used to be almost zero, at least its getting some attention recently), direct DPS, condition DPS.

Its not a trinity anymore, cause there are 2 main source of damage, since conditions doesnt just put pressure, sometimes they kill faster than direct damage.

Conditions can be:
> position control : cripple, chill, immobilize, stun, daze.
> dps control: weaknes, blind.
> dps assist: vulnerability, plus all the cc.
> pressure: poison, confusion, torment

stop.

most of things out of this scheme covers a different role, not conditions’ one.
The game would be a lot easier to balance following this.

Try to check your deaths breakdown, most of the times some conditions will be in top place of the list. Its just wrong, unless the fight really took long, instead, i see that even in a fight of few seconds.

With only pure damage to take into account it would be easier to tone down some classes, like warriors wouldnt need an hard counter to conditions aka berserker stance to be brought back into meta. Condition removals could be almost ‘removed’ from many specs, and could be a particular tool, specific for support builds, (like a water ele could be).

We would have some more defined roles, that any class can cover, but at least it will be more clear: the dpser kills, the bunker is the old tank + some support, the condition applier control targets.

Another fact is that this will never change, cause this means a total rework of their game, since condition damage wouldnt have place (as it should be!).

This makes sense – but going on this same train of thought I can see why the devs made the decision to include different “flavors”. It’s a balancing act of keeping classes inline with each other but making them different. Fire magic was never really a “Necro” thing but they needed to give it to em later on to bring them inline with the other condition heavy professions that did “attrition” better then a necro.

At this stage of the game, we can’t remove burning. Period. (Flamethrower that doesn’t burn!?) and I think the devs know that, and thats why that buffed condition removal accross the board. But i think that was the wrong choice.

What we can do, and I think this will accomplish the same thing that you envisioned, is remove condition damage stat and have them scale with power a little bit (by 0.1 …like siphons and +healing).

Frequent devil’s advocate.

PVP rewards bug?

in PvP

Posted by: JohnCrow.7482

JohnCrow.7482

funny thing is that you can’t even open it in pvp area? lol…

Yeah – that actually killed it right there. Most definitely a ‘trick’.

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PVP rewards bug?

in PvP

Posted by: JohnCrow.7482

JohnCrow.7482

It was kind of funny …been playing for over a year – never got into tPvP….a few days before Halloween started someone gave me the idea of “You can solo Q and get some cool skins/pvp rewards if you win”….So I decieded to try failed miserably – last night I finally won my first tpvp match…and was rewarded with a ToT bag….I was most certainly tricked. smh I love Halloween but im staying in WvW till the Halloween event has ended. I get more ToT bags and loot in general from WvW….rather then practically “NOTHING” in tpvp – that really watered down my first win.

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Earth sigil works but not stack more than 5

in PvP

Posted by: JohnCrow.7482

JohnCrow.7482

sigils with cooldowns have to wait for eachother to recharge before they can trigger

I thought sigil of earth was excluded from this cause it didn’t have a listed cool down like all the others (even sigil of blood mentions that it cannot occur more then once every 2 seconds).

And this is the first time I’ve heard about the 5 stack to 20 second rule…. though I have noticed that I can’t get more then 5 – I had assumed that was because of the duration…How can we have 2 completely different understandings of how this one sigil works….this is starting to kitten me off. Is it a bug that cool down sigils share a cool down? So if sigil of rage is triggered – how long before the other can trigger? 45 seconds? 9 seconds? 7 hours!? They just revamped the tooltips….I had hoped that we’d get a clearer view of how these passives work together…

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Sylvari Racial Design Flaws

in Sylvari

Posted by: JohnCrow.7482

JohnCrow.7482

Take Root has saved my life so many times in WvW. The turrets are just extra icing – I haven’t noticed there damage – but whatever they do is just a bonus to me surviving to fight another day.

The other elites are “meh” – personally I think all temporary summons should do a crap load of damage (and probably last 30 seconds).

The utilizes are….situational – that’s fine. Im sure others (some in this thread) can find a use for them in their build. I think racials are more for flavor.

Healing seed….I like it…but I think it should come with a water field

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Corrosive Poison Cloud is awesome!

in Necromancer

Posted by: JohnCrow.7482

JohnCrow.7482

I like it personally, fits my style a lot. Works well with WoS – though I wish it had either a shorter cool down or more utility to it. No one gets scared when they see it get dropped, it some ways that’s a pro. Likely get more ticks off for that reason aswell as the fact that the visual cue doesn’t scream “danger zone” – very subtle. The effects can be devastating though. Poison is a very potent debuff aswell as weakness.

I like CPC in general and I find it very useful for countering Warriors.

The only thing I hate is the self weakness.

With all of the conditions flying around normally in combat I have a dislike for any type of self inflicted damage.

CPC… dagger (4), or staff (4) blast works for me. As a necro if you are eating the self weakness, poison, bleeds, vuln for any length of time you’re doing it wrong.

The “eat” part works once every 25 seconds, so no you transfer it.

I think you misunderstood him abit, when he said “eating” he meant taking the damage w/o attempting to mitigating it. Not consume conditions (Which should be noted). -Cond durations can fix this concern though.

Armor runes like Sunless and Melandru help here aswell as food that reduce condition durations. Reduces enemy conditions aswell of course, great if your transfers/consume are on cool down. (In WvW, this happens often).

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Where's ours mang?

in Necromancer

Posted by: JohnCrow.7482

JohnCrow.7482

http://wiki.guildwars2.com/wiki/Summon_Flesh_Wurm

Sacrifices!

I think this should work the other way around….Flesh wurm appears were ever you Necrotic Traverse to causing a poison explosion (make the spawning animation take 1 second).

Maybe scrap it – summon a flesh wurm to eat you and take you somewhere else and you explode out of his belly at the target location causing a poison cloud.

EDIT: http://www.youtube.com/watch?v=EO1x632BzSQ

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(edited by JohnCrow.7482)

Remove PvDoors

in WvW

Posted by: JohnCrow.7482

JohnCrow.7482

How about – Double the HP of the doors, increase damage of siege. (maybe 1.5- 1.3)

The doors are sturdier, siege is more useful offense play and defensively. and If you get the door down to 10-15% percent – but your siege got taken out….if you have the numbers it’s a good economic choice to have players group up and rush the door instead of building siege.

I liked someone else’s suggestion of held siege weapons aswell. Likely cost you 1 supply. Throw oil at the door and others can shoot fire arrows at it causing structural weakness (and maybe a weak burning).

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Rate the Necromancer look above you

in Necromancer

Posted by: JohnCrow.7482

JohnCrow.7482

@anathemawhite 7/10 I like the theme – matches the name.


My color scheme and weapon sets are a work in progress – Can’t find a dye that can represent a poisonous plant (and pop out) better then this red ….and I’m too poor for better weapon skins.

Attachments:

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lets put the S back into spvp

in PvP

Posted by: JohnCrow.7482

JohnCrow.7482

Some people need hot join – and its hard to get around the downfalls. I’ve experienced 5 thieves and 5 Mesmers (Thankfully on 2 seperate occasions lol). Terrifying from a distance, you’d avoid a point if you saw the amount of clones generated from 3 Mesmers on 1 point thinking it was the whole enemy team. I dont think clones should be this hard to spot, the more mesmers there are, the more frustrating it gets.

It’s hard to fix a situation like that, you can’t dictate to people how and what to play. It’s likely an overall balance issue, it’s going to take more time and changes for the “meta game to evolve”.

Some people play SPvP for fun, some for competition, and some just for farmin (they want the kool look, right now, and they will roll a thief with 4 friends and join the same games to make sure it happens).

not to mention when ur on the winning team at 400 to 100 just to be randomly booted from ur team… to the losing team right b4 the match ends…a:/

You should still get the winning bonus (and i think that counts as a win on your account still? I dunno, never really cared enough to check).

TL:DR; No quick fix.

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Weapon Sigils Discussion

in Necromancer

Posted by: JohnCrow.7482

JohnCrow.7482

Weapon Sigil’s don’t seem to be as game breaking as I had originally made them out to be. Particularly Sigil of Fire, the extra 1k damage i randomly get doesn’t seem to be making the difference that I had thought it would (Because it’s so random, even with a 30% chance on crit).

Maybe it’s cause alot of the information surrounding them aren’t cut and dry? Example, Im still not sure if the +5% extra damage sigil increases a the critical strike dmg by 5% or just the base (Which on crit would be 7.5% dmg increase? Don’t rage on my poor math lol).

Do you think poor weapon sigil choice can break your build? I think they should make more “fun/Entertaining” weapon sigils and maybe make the cool downs on the sigils visible?

Discuss?

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Why don't DS skills change based on weapon?

in Necromancer

Posted by: JohnCrow.7482

JohnCrow.7482

I think in it’s present form – it covers alot of our weak areas. I run dagger main hand – and I love the fact that DS has a nice range attack for the fact that sometimes i just can’t get into melee range and other times I find the need to kite someone.

Also, it just dawned on me. Alot of post and comments have been made about how the Necromancer needs a main hand power weapon. Looking at our weapon skills – I kind of agree, but thinking about it more I would say Death Shroud is the weapon of choice. And with this new perspective – it further drives home the fact that Necromancers require a build up in just about everything they do(DS 1 spam is best when you have a full bar).

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I deleted skull mask and now i want it back!

in Necromancer

Posted by: JohnCrow.7482

JohnCrow.7482

You guys sure? because when you go to transmute something it always says in big red letters “Warning: Transmuting an item will make it soulbound”.

You’ve got nothing to lose tryin!

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Everything I want to know about Death Shroud

in Necromancer

Posted by: JohnCrow.7482

JohnCrow.7482

you can shroudstomp with ds, just hit f1 and F at the same time.

They stealthfixed that, it no longer works with stomping (even if you try to exit DS right before stomp goes off, the animation will finish but the target won’t die) or reviving.

Oh and also, never try to revive in DS, it gets you glitched and unable to move now (until you die or get knocked back/teleported/etc…)

…POR QUE!? Gonna have to see this myself when i get home.

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why is staff good for DS?

in Necromancer

Posted by: JohnCrow.7482

JohnCrow.7482

From what I can tell death shroud has it’s own weapon power so the staff has nothing to do with it…. It only gets the benefits of the stats on the weapon. If that’s not the case then it’s odd that I deal the same damage with the axe as the staff when in DS.

This is half right – you should think of Death shroud as a seperate weapon set. It’ll make it easier to process.

But there is a trait that gives life force for marks triggered (Which can be triggered by multiple targets – according to what people tell me). if thats what the OP is refering to – then thats why the staff would be good for DS. Personally i prefer a dagger.

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Blood is Power Bugged?

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Posted by: JohnCrow.7482

JohnCrow.7482

Thanks….and I must say thats just bullocks….I really like the sigil of fire (I like to pretend that dagger attack can cleave) – but now I suppose 5% extra crit will have to do. Thats so vanilla though =/

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Blood is Power Bugged?

in Necromancer

Posted by: JohnCrow.7482

JohnCrow.7482

Was doing some testing, and found that if i used blood is power then switched to a weapon set with sigil of battle (+3 stacks of might on weapon swap) I dont end up with 13 stacks of might – just the 10. Is this a bug or does BiP put this sigil on cool down? I’ve tried this like 15 times in the practice area – just hitting BiP maybe a few auto attacks and then swapping – no effect.

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Necros are overpowered

in Necromancer

Posted by: JohnCrow.7482

JohnCrow.7482

I managed to do this as well.

It is amazingly OP.

How to:
- done on a 38 degree incline while standing on all 3 wells at the same time
- deathshroud at 10, then 15, then 20 seconds interval with stability trait
- use axe 3 then weaponswap and put down fear mark (staff 5)
- use the golem elite while spinning 360 degrees with the mouse

Result:
You become Spiderman

You got me good – I was taking you really seriously and taking mental notes…and then your punch line came and i read the last line over and had to ‘lol’

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Spectral Wall

in Necromancer

Posted by: JohnCrow.7482

JohnCrow.7482

I believe its bugged and the actual combo field isn’t where the wall is but at the base of the feet of the necro where he/she had cast it.

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Those having trouble with Necro

in Necromancer

Posted by: JohnCrow.7482

JohnCrow.7482

@Danni – I like the idea of your build (I can’t see the original build, everything is set to 0 for some reason, i think that site is buggy).

I switched to Dagger mh a few weeks ago, it’s been a pretty good run so far, but I still find myself fiddlin with my utilities. I used to love running Spectral Walk, but i found that I would get repeatedly snared in combat reducing the effectiveness of the move as an escape. So i switched to Spectral Armor, pretty much the same thing except i get to live longer in those situations.

In the end all my utilities ended up being spectral, right now I am running Spectral Wall, but I’ve been on the fence about switching it out for Well of Suffering.

It suprising how often people would walk through Spectral wall twice in a fight and stand in front of me with 20 stacks of Vul. It’s also nice when i get to walk through it myself and get a protection boon (so great when I can save my Spectral Armor for stun breaks or if it’s already on cool down but i wanna buffer some damage.). I tried WoS once though, and if i can imobalize or slow someone down in it, I can stack up vul pretty kitten fast and be consistent. The trade off with WoS is a longer cool down (I thought it was 60 seconds but its actually 45 making it only 5 seconds longer. lol). and not much defense my team mates also don’t seem too impressed with Dark Fields compared to spectral.

Have any of you tried adding spectral wall to your Dagger/Power mix?

Also @Danni, would you mind posting your build with gw2skills.net? I’d like to take a closer look at your traits. I have attachment issues with the trait Close to death – i can’t imagine not having it

Frequent devil’s advocate.

Update your Tooltips

in Suggestions

Posted by: JohnCrow.7482

JohnCrow.7482

Review your in-game tooltips please. A lot of the tool tips in traits, abilities, events and quest are either misleading or uninformative. I believe alot of bugs may have been reported in error due to misleading tooltips. You can save yourself and the rest of us alot of time and energy if the text matched the ability.

A few minor examples;

Mesmer Ability: Mirror Blade – “Throw an illusionary sword that bounces between targets, damaging foes and giving might to allies. It creates a clone at its first target.”

That doesn’t tell me the range on the bounce, that doesn’t mention that while damaging my foes it will cause Vulnerability (it does say that under the effects, but then it doesn’t clarify if ea bounce would get 3 vulnerability or would ea target target get 1, i assume 1 only cause I’ve played the game long enough) and the last line sounds like you went threw the mesmer skills after the fact and tact on the clone mechanics. Doesn’t flow nice.

I was checkin out mesmer abilities in the mist, so another one I was lookin at was Temporal Curtain – the Second effect Into the Void “Destroy your temporal, pulling your target into it” ….When i first saw it my first thought “Oh, that sounds kind of like Spectral Grasp, Death Grip” after using it on the test dummies I realized I pulled about 6 dummies towards me. Bug, feature, misleading tooltip? Who really knows!? I know the tool tip said your “Target” not targets or target and friends….In this case I think it ended up working better then advertised. EDIT: Forgot – it says ‘Destroys your temporal’ destroy my temporal what? is it really too much to have the tooltip state that it’s going to destroy your temporal curtain and not some random temporal thing you have out?

Necromancer Trait – Target the Weak – 2% increased damage for each condition on a foe. I’ve heard people state that this trait is bugged…but I think there is alot of misinformation about conditions. 3 stacks of bleed or 10 or 20 stacks of bleed still = 1 condition….

Indepth conditions and boon information aren’t readily available in game. 1 Tab in Hero Panel could put this information in one location. Detailing on mouse over what moves you have that can perform the condition/boon aswell as what they do. You can add the PvP tips in PvP tutorial (i don’t think people do tutorials…)

TLDR: I can’t trust your tool tips, and that peeves me.

Frequent devil’s advocate.

(edited by JohnCrow.7482)

Death Shroud HP Pool (?)

in Necromancer

Posted by: JohnCrow.7482

JohnCrow.7482

I haven’t tested this but, I’ve had suspicion that Death Shroud actually calculated damage as a percentage…instead of straight damage. That would explain why some of your data fluctuates based on your damage test. I can’t say for certain because I’ve never tested.

Frequent devil’s advocate.

"Consume Conditions" a Corruption Skill.

in Necromancer

Posted by: JohnCrow.7482

JohnCrow.7482

Well – i think it’s fine the way it is – but I have to argue the other point just for arguements sake…I think the move is more of a corruption move…kind of like a snake handler that builds up a tolerence to snake venom by consuming a little bit of the venom. You’re consuming the corruption…most of the very corruption that you spew out….spectral is a stretch…

Frequent devil’s advocate.