Showing Posts For Larx.3460:

Revenant Utility Skills

in Revenant

Posted by: Larx.3460

Larx.3460

We got weapon swap which is awesome! There needs to be more options for customizing the utilities though. This could be done by adding two unique skills for every legend, or adding a few skills that can be used across all the legends. If they don’t add more customization, I’m worried there will always be utility slots that never get used. More customization is always better.

P/X #2 Immbolize

in Thief

Posted by: Larx.3460

Larx.3460

This could give the thief access to a good control build with cripple, immobilize, daze, chill, and torment

Help with a hybrid P/P build

in Thief

Posted by: Larx.3460

Larx.3460

I’ve been using a hybrid condition/direct damage p/p build for WvW. My gear is currently all rampagers (Precision, Power, condition damage) and I trait for extra dodges, caltrops on dodge, and swiftness on dodge for defense. I use blinding powder, shadow refuge and caltrops to help stack bleeds. It’s really fun to play but It’s incredibly unforgiving. If I get with any burst its pretty much game over. Does anyone ells use a similar build with maybe better results?

Charr Necromancer Armor

in Necromancer

Posted by: Larx.3460

Larx.3460

I’ll try and add a picture later but I use cof hands and shoulders, orian chest and head and nightmare pants.

D/P build help

in Thief

Posted by: Larx.3460

Larx.3460

I recently rolled a theif and found my favorite weapon set to be P/D. The constant stealth mixed with kiting makes pve leveling very easy. It’s also nice to have for WvW roaming. The only problem is when I start doing dungeons I would like to switch to a P/P build for the easy access to blind/pure ranged dps. I was wondering if anyone is using P/D and is not specced for conditions? The traits for an offensive condition build don’t seem to be their so I would rather get power/precision gear to go with a power/crit ranged build.

Raid Leader Icon Proposal

in Suggestions

Posted by: Larx.3460

Larx.3460

I’ve spent enough time in WvW to figure out that zerging is mostly incredibly boring. I would much rather be part of a small raid group that can infiltrate enemy territory, take supply camps, and overall wreck havoc. Unfortunately having just transferred servers I haven’t found a guild yet and getting a small group together isn’t easy.

I propose adding a new icon ,similar to the commander icon, but one that is only functional for setting up small groups. The icon would be static on the map and it would allow people to right click the name and select join group. The grouping would still be your standard gw2 group; five man max, shows where everyone is, etc. This would allow for a much more dynamic battlefield and allow players to play how they want. Note the distinct difference between a commander icon anyone can see on the map and join up with and the raider icon that only shows who is leading raid groups. The icon could be sold for twenty gold (maybe more?), an expensive amount for an experienced player, but reasonable enough for anyone to achieve. It would also be nice for those low population servers if the raid leaders could roll to become a commander for thirty minuets if no other commander were present.

What do you guys think?

What exactly is wrong with Necros?

in Necromancer

Posted by: Larx.3460

Larx.3460

If you like the general mechanics of the way the class plays then you should try it. Their are some perfectly fine, viable builds available for pve, dungeons, wvw, pvp, whatever you want to do. A few things need to be changed and I think most people on here know what they are. Necros are far from broken.

Regeneration Necromancer Build

in Necromancer

Posted by: Larx.3460

Larx.3460

You can keep constant regen on everyone with that build. Just make sure to get the reduced cool down time and protection for the wells.

Is a Necromancer worth while?

in Necromancer

Posted by: Larx.3460

Larx.3460

They aren’t as bad as people make them out to be. We can do a lot just maybe not as well as some other classes. Right now the necro, engineer, and ranger are considered the three weaker classes. If you enjoy it play it and hopefully Arena Net will give us some love soon.

a more tanky necro=healing power stats?

in Necromancer

Posted by: Larx.3460

Larx.3460

I’m running 1k HP at the moment. The number 2 on the staff and 4 on the focus can keep up a pretty much constant regen. I also have the signets of dwayna so I get regen on my healing well that is on a shorter cool down and applies protection. It was a great support build for dungeons and I can outlast pretty much everyone ells. The damage from the dagger isn’t so bad but I’m in the process of scaling back on HP for more precision as I start playing more wvw.

Fix the Necromancer

in Necromancer

Posted by: Larx.3460

Larx.3460

Oooh I know what necro needs! More players that actually enjoy playing the class for what it is!

Seriously…how many more posts like this are there going to be? >_>

I tried all the classes in beta but chose the necro as my main for a reason. It will always be my favorite class but at the moment it needs some help to live up to its full potential. I only complain so Arena Net can get an idea of what to fix.

Can I solo dungeons with my Mesmer main?

in Mesmer

Posted by: Larx.3460

Larx.3460

Just use gw2lfg.com if youre having trouble finding a group. You dont even have to talk to people if you dont want to.

How can the necro fit its design description?

in Necromancer

Posted by: Larx.3460

Larx.3460

>Please don’t change the dagger #2 lol it actually works.

I agree it works. I use it a lot but to be honest I would rather have something more offensive in that spot. The dagger is the weapon you want the gap closer on so they would have to change 2 or 3.

Which legendary?

in Necromancer

Posted by: Larx.3460

Larx.3460

The Eye of Rodgort [&AgFQeQAA] is a great necro themed scepter. It’s not a legendary but it should be.

How can the necro fit its design description?

in Necromancer

Posted by: Larx.3460

Larx.3460

With the impending AOE nerf across all classes I can’t help but worry that the king of AOE, the necro will take a serious hit. For those that doubt our AOE abilities just look at the spamable marks, four wells you can slot, and an AOE blind, cripple, and bleed from plague form. That’s nine useful AOE skills you have access too at one time. Of course our wells are restricted to so we can only lay one at a time, they have a long cool down, and are much better suited for support than damage. The only well that deals a significant amount of damage, well of corruption, is very situational. Even our marks are better for support(2,4,5). Hopefully Arena Net is able to see things our way and looks favorably upon an already week class but in the event they don’t there are a few things I would like to see to help us deal single target damage and perhaps live up to our design philosophy.

First up is our supposed ability to chase down enemies and be hard to escape from. I really can’t think of anyone who would describe the necro in this way. If I’m wielding a dagger thieves can run literal circles around me while I flail wildly at air. It’s almost comical how dumb it looks. The only time I can get in melee range is when the other person wants to be in melee as well. If thieves and mesmers are supposed to be the elusive class we should have more abilities to counter them. Fixing dark path so it’s more reliable would be great. The tracking ability really doesn’t seem to work very well. I would rather have a faster projectile that’s hard to dodge than a semi working tracking projectile. When Jon Peters describes it here ( https://forum-en.gw2archive.eu/forum/professions/necromancer/PHEW/first ) he makes it sound like an advantage so he has more time to cast other thing. I think most of us would prefer to cast it and instantly be there so we can immediately start meleing. I would love it if this functioned like the thieves steel ability. If we are supposed to live up to our design though Arena Net really needs to commit to their philosophy for us and give us another gap closer. I would propose changing the dagger 2 ability to a shadow step to target. Preferably it would have a 600 range with a shortish cool down. This wouldn’t give us any escape ability but would give us better pursuit.

I know there has been mention of giving the portal ability to another class and I would love to see it with the necro. It would fit our design description and theme. Perhaps changing spectral grasp to a skill that casts a portal at your feet, shadow steps to the target and casts a portal at their feet would be awesome. I would of course be happy with a duplicate skill of the Mesmers.

A couple other suggestions that everyone already knows:

• Fix the axe. I don’t know how. I haven’t used it in a long time but it’s awful
• It would be nice to have more access to boons to help with our tankiness. Maybe add longer protection from wells.
• Let life siphon scale with healing power a little bit. This would give us more reason to stack HP and make the vampiric build that a lot of people want to use possible.

TLDR: Please don’t nerf our AOE! Give us reliable gap closers. Necros would be perfect for the portal ability! Fix the axe. Give more access to boons. Let life siphon scale with heal power.
Please fill in with what you think would help us live up to our design description.