Showing Posts For Kupinoodle.7194:
So a match history? What kind of information would you want to have in your match history?
- Teammates?
- Team scores?
- Personal score?
- Stats?
- Profession?
- 5-10 previous matches?
- total damage done.
- total condition damage done.
- conditions removed from team mates.
- total healing including regen and soothing mist given to team mates.
I would add total damage received.
Wells are quite poor when a Necro is in a fight that’s not static because usually your enemy stay on it for 2 seconds at most making 3 3 3 4 seconds of your wells useless and you need the hole time of these skills to make it worth the long CD.
Instead of buffing all the numbers, which can cause some balance problems (enemies staying for 5 seconds makes it OP “PvE” and enemies staying little time makes it ok “PvP”), why don’t make that almost their full duration will land in the opponent and then balance around that?
Adding a trait was just a suggestion to solve that kind of problem. It can be turned baseline (which I think makes wells very powerfull) or added in an existing trait (20% well recharge?).
I would like to suggest a new trait called Relocated Well.
After using your well skill it would change to a “Relocate” skill with 1 sec CD that when pressed it would change the current position of your well.
If you have “Focused Ritual” trait you could select a new position to the well, if not it would go to where you are.
This would make the wells more desirable in PvP once you can change their location.
What do you guys think?
There are some lack of synergy between the weapons that we use and Deathshroud.
As we can’t change weapons during it I would love to see Deathshroud having their first and second skills tied with our main-hand weapon.
If you don’t have any plans about doing that, at least make main-hand weapons do the same dmg as off-hand weapons during Deathshroud.
We have 70 points to spend.
Terror MUST traits.
Curses – 20 points (Condition dmg + Critical Chance)
Terror – Fear does dmg – Master Major Trait
Soul Reaper – 20 points (Critical dmg + Life force pool)
Master of Terror – Fear last 50% more – Master Major Trait
It leave us with 30 point to spent in the rest.
To add Burning
Spite – 30 points (Power + Condition Duration)
Dhuumfire – Inflict burn on critical hit, 10 seconds CD – Gransmaster Trait
0 points left
All the 70 points were spent and it leave us with no Greater Marks (Death Magic – Adept Trait), so it leaves our Staff with no AoE and it need us to have future sight to land it.
About the fear CC chain that a Necro can achieve.
Reaper’ Mark – Staff
CD: 40 sec
(Traited 32 sec – 10 Point in Death Magic without Greater Marks – 20 points with Greater Marks)
1s fear (Traited 1.5s)
Doom – Deathshroud
CD: 20 sec
(Traited 17 sec – 10 Point in Soul Reaper, has to choose between this or Reduce Spectral Wall CD)
Fear: 1 s (1.5s traited)
Fear: Fear duration under 600 units 1.5 s (2.25s traited)
Spectral Wall – Utility
CD: 40 sec
(Traited 32 sec – 10 point in Soul Reaper, hast to choose between this or Reduce Doom CD)
Fear: 1 sec (Traited 1.5 sec)
Duration: 5 sec
Total:
With rune of Necromancer (20% fear), trait (50% fear) and full spite (30%): 7 sec chain
With rune of Nightmare (1s fear on hit – 5% chance), trait (50% fear) and full spite (30%): 6,3 sec chain – 1,8 sec proc
If you don´t have condition removal, break stun or can´t evade/dodge you are screwed.
But to bring all that, we need to use Rampage or Rabid amulet and we don’t have a good source of Life force wich turn us in easy kill if focused.
If in 2, 3 weeks we continue to see lot of OP Necro’s in meta, if think they can solve this by revisiting Spectral Wall and reducing Master of Terror trait.
Sorry for my English, it’s not my first language.
Yes! I get so sick of it being ignored, that one stupid boon that honestly should not be in the game at all, ruins an entire build (if you are full terror/condi burst build) and that is not ok. It ignores the CC, fine, that’s what stability is for, but fear in terror builds is also a burst damage condition and stability, in no way, shape, or form, prevents condition damage. This needs fixing.
Or you can corrupt his boon and turn his stability into fear to get an extra condition burst.
This is one of the reasons that Corrupt Boon is a MUST.
Maybe if the dmg still goes, it would increase build diversity?
Well it does sound interesting. We’d be like Kunka form dota lol, or disruptor.
Yes, pretty much like that. =)
It could provide life force on use, like Spectral Grasp or/and knockdown.
The problem with knockdown is that it could be a little bit OP, the Necro would make the call in TS to burn down the prisoned foe because everybody know where he would appear.
It is well known that we, Necromancers, lack the ability to disengage from fights and don’t have the mobility to chase other professions.
It was stated in the last SOTG that Arenanet don’t want us to have high mobility and disengage, but they want us to stay on the fight. However, there is a problem when you can’t flee from a battle and your enemy can whenever he wants.
So, I thought about a skill that instead of letting us chase the target it would make him incapable of fleeing from us.
Spectral Grasp has some problems being a projectile, I thought about something more easy to land like Epidemic and I used Spectral Walk as a base.
Spectral Imprison
Cast time: 1/2
Create a shadowy tether and turns the enemy into a spectral. You may return him to his initial position by using Spectral Transfer.
Range: 1200
Unblockable
Spectral Transfer
Return to the point where Spectral Imprison began.
This could solve some problems like another classes cleaning chill and disengaging.
Sorry for my English, it is not my first language.
Pet scalling with stats rips off the freedom of what the player want to do with their class. The real problem is that there should be a trade off, if your pet does high damage he should die easily.
It would be better to reduce pet HP, make then take less AoE dmg or to have stats adjust on traits. For example:
Beastmastery trait 12
Natural Healing
Your pets have natural health regeneration, but it does 10% less damage.
*The number is just for the example, instead of saying that 10% is a bad/good number stick to the idea.
(edited by Kupinoodle.7194)
I would like to see the option to turn a elite slot into 2 utility slots.
Maybe the problem is I the well.
It changes a condition into a boon, if there isn’t a boon tied to that condition I don’t know what the well will do. If it just remove the condition or nothing happens.
I would be happy if they change the “Clean a condition every 10 seconds” thing to “Clean all the conditions every 15/20 seconds” it would affect all the condition classes equally, not just the ones that apply 2, 3 types of condition and we could stack more bleeds.
This is a Guild Wars 2 Elementalist, not a Dungeons & Dragons Wizard.
Given the massive failure of this games pvp, specially considering its a sequel to GW1, i would not be too proud of that. Doing something different, makes it different, not good.
I think the real problem is Elementalist & Warrior are the only professions that have viable and semi-viable full time melee options, respectively.
Warrior viable melee builds? i take it you dont pvp much?
But it is a different good. The concept is awesome.
You like a class and you can chose a variety of play styles.
The problem is the numbers, not the class concept.The concept of having broken classes such as thief is ‘Awesome!’?
The concept of having OP classes is ‘Awesome’?
Wish I could filter out certain players’ posts.
The concept is right, the NUMBERS ARE NOT FINE. The concept is not turn the thief into “AWESOME!!!” the concept is "A thief can play entering in the battle and escaping easily (glasscanon), or he can play doing more sustained dmg or e can also be difficult to kill (bunker) depends on how the player likes to play. "
CONCEPT is different from REALITY think a little bit instead of saying “OP OP OP OP!!!”
This is a Guild Wars 2 Elementalist, not a Dungeons & Dragons Wizard.
Given the massive failure of this games pvp, specially considering its a sequel to GW1, i would not be too proud of that. Doing something different, makes it different, not good.
I think the real problem is Elementalist & Warrior are the only professions that have viable and semi-viable full time melee options, respectively.
Warrior viable melee builds? i take it you dont pvp much?
But it is a different good. The concept is awesome.
You like a class and you can chose a variety of play styles.
The problem is the numbers, not the class concept.
In exchange you now take less damage straight up from all sources save conditions with Frost Aura, and because of Aura-share can send that to friends to.
In other words, you’re now less damaged by burst if you play D/x eles in exchange for being about to chase/dash everything. Or in other words, D/X eles as a whole are less glass. Meaning only scepter eles are really left out.
The frost aura is from the off-hand D. How is only scepter eles left out?
During the spvp I’ve seen some Engineer and Mesmers using macros. Is it allowed? If it is not, how I can denounce then?