Showing Posts For Lucas.9162:

As a best warrior in the world, I am doing..

in PvP

Posted by: Lucas.9162

Lucas.9162

What a sad mindset to let yourself be stuck in. I feel sorry for you and whoever you get teamed with.

What about conditions?

in Necromancer

Posted by: Lucas.9162

Lucas.9162

Bleeding and torment do awesome damage. I would build for torment though, because it seems to be the stronger of the two. Take the sigils of torment as well as the runes, and epidemic. You’ll be able to apply like 10-15 stacks to 5 different mobs (or players, cause I’m playing pvp alot lately) and you’ll just watch everything melt. I get the Top Damage Delt all the time.

Dream stats for nonexisting armor/weapon

in Necromancer

Posted by: Lucas.9162

Lucas.9162

Condition Damage, Precision, Ferocity.

LF: Torment build /PvE/

in Necromancer

Posted by: Lucas.9162

Lucas.9162

I think necros can apply tons of torment if you build it right. Epidemic is a must.

Still no Survival?

in Living World

Posted by: Lucas.9162

Lucas.9162

Yeah it would definitely have to be group content if it were to be added. Hopefully similar to dungeon instances.

Still no Survival?

in Living World

Posted by: Lucas.9162

Lucas.9162

I still can’t believe that after a year this game still does not have any sort of survival mode. Content where 5 players group together and enter something similar to a dungeon instance. Once inside, players would fight wave after wave of increasingly harder enemies, and gain rewards based on how long they were able to live. The waves would be unlimited, and allow short intervals between for players to recover, but they would become more difficult after each one was beaten. Players left standing say, after an hour, would be getting multiple champions thrown at them.

The goal wouldn’t be to win, but simply see how long teams could work together before they were overrun. The enemies wouldn’t have to be anything new either. It could throw nightmare court at you one wave, then Orrian Undead on the next one. You could also implement internal rewards, such as a temporary boost to magic find every 10th wave, or increased gold gain every 5th wave. Parties could also have a certain amount of lives, like say 5, to share between the party. Or maybe no lives at all, and they just fought to the last man.

A mode like this would be a fun challenge if it were endless, and would also encourage many different builds and classes to work together to survive. You would need tankier people to draw aggro, dps to kill, and some support to keep the party alive. Different types of mobs with different types of mechanics would have to be throw in, to ensure that no one build or class would be best in all the waves.

Anet, if you’re not working on something like this, please consider implementing it, as I believe it would be a great addition to an already content rich game. You could also check out some games for examples, such as Gear of War’s Horde mode, Halo’s Firefight, Call of Duty’s Zombie Mode, or Transformers: Fall of Cybertron’s Escalation. I know that these games are shooters, but I see no reason why this couldn’t work in Guild Wars 2, as dungeons already force players into an instance where they have to act as a group to succeed. The layout is already sorta there, but the idea is to make it endless and increasingly difficult.

Underwater Flesh golem

in Necromancer

Posted by: Lucas.9162

Lucas.9162

Yeah, just wondering. Is Flesh Golem’s dying underwater a bug? Even if he’s intended to die, it just looks stupid when he throws up his arms, freezes in place, and waits a few seconds before vanishing. I mean, if they wanted him to die in water, they coulda made it look better than that.

Thank the 6 Gods.

in Tequatl Rising

Posted by: Lucas.9162

Lucas.9162

I’ve been wanting a dragon buff since I first fought the things. I mean hell, the Shatterer can be defeated just by moving around to its side. Jormag takes some time, but eventually falls to auto-attacks, and can be quite boring during the first phase if you simply stand on the cliff.

A lot of people might not want to hear this, but the Dragons should be the hardest events in the game, and the easiest to fail. I should not be able to carry on a conversation with guildies while fighting a beast that covers the screen. They should be buffed up to the point of Balthazar, maybe even harder. Of course, the rewards should be a lot better if they get this hard, but by all means, they shouldn’t be farmable. People just sit and wait for these things to come up, and they don’t have to worry about maybe failing, instead they worry about what part of the window it will spawn at. When people want to clear Balth, they grab all the people they can to try and complete the event. Sometimes multiple guilds will go in and fail. I’m on Kaineng, and last time we beat it, it took a near server-wide movement. That’s about how it should be for the dragons. It should be HARD. This buff is a step in the right direction to make end-game PVE challenging, and I’m glad to hear that they’re planning buffs for the other dragons.

Personally, I can’t wait to fight the friggin’ thing.

Hammer Perma-Stun in Need of Imm. Adjustment

in Warrior

Posted by: Lucas.9162

Lucas.9162

I remember seeing threads like this right before they made my God-like Terrormancer so mortal that it’s hardly used anymore, and those that still run it are inferior to other necro build in terms of survivability and damage.

“Too much stun!” They said.
“Too much damage!” They said.
“No counterplay!” They said.

And again, looked what happened. Get ready for your nerf warriors. It will happen because of the guys like OP.

Risen Priest of Grenth

in Dynamic Events

Posted by: Lucas.9162

Lucas.9162

So this time it was 80 minutes. Looks like he might keep up with this pattern, which right now is 90,80,70,60,70,80. If everything goes as expected, he’ll show back up in 90 mins. I think a spawning pattern might have been introduced as to counter players who were timing the event to keep it clear. Yeah, we almost missed him a few times, but the event doesn’t appear to get any harder after each time he comes back. Anyways, gonna come back one more time to see if he stays the pattern, then I’m probably gonna leave it be. I don’t know if this information is ever gonna be useful to anyone else, but the endless players that have been flooding in all day to get Jonez’s gear says otherwise to me. Also, if you don’t need to keep it cleansed for any other reason than just because, then don’t. The Shades, Champion Risen Spider, Champion Wraith, and the multitude of mobs that spawn make the event MUCH more rewarding the first time around.

Risen Priest of Grenth

in Dynamic Events

Posted by: Lucas.9162

Lucas.9162

So I did some more research on this.

A buddy and I have been killing the Risen Priest of Grenth for the better part of the day to find out more about his spawn time. I think I have it pretty much down.

The first time you cleanse the temple, he returns 90 minutes later to retake it. If you kill him after he comes back, he’ll respawn in 80 minutes. Kill him again and it’s 70 minutes, then 60 after that. We waited around near 50 minutes, expecting him to follow the pattern, but he instead respawned at 70 minutes.

We’re currently waiting for his next respawn as I post this, and I’ve got alarms set for 50 minutes, 60 minutes, and 70 minutes, so we don’t miss him. I’ll update more times as he comes back. Anyways, it’s been a blast fighting the guy and keeping the temple clear for our server.

Also, some things I found out about the event…
After the temple is cleared, an Asura named Xanf will have an event that you can start where he leads you to the back of the temple to set up a machine to keep the Orrian Spectral Weapons out.
The Champion Risen Spider is by far the most dangerous foe in the entire chain. When it rears back, dodge it’s web or it will pull you in to lay eggs, which Veteran Risen Spiders hatch out of. Not sure of the number but I think it spawns around 5 each time.
The Champion Wraith can be interrupted during it’s massive life-siphoning move, despite how many stacks of defiance it has.
When the Priest comes to retake the temple, you don’t have to protect Jonez, nor does he spawn any shades. You do have to kill him within 6 minutes though.
The Priest launches MANY more AoE’s during the retaking event, which I’m guessing makes up for lack of shades.
Lastly, during the retaking event, a cool black flame burns in the back of the room, where the Priest spawns. It doesn’t seem to do anything.

Spiteful Vigor off any heal

in Necromancer

Posted by: Lucas.9162

Lucas.9162

Wow, lol. I just thought I’d struck gold there. Thanks for the reminder!

Spiteful Vigor off any heal

in Necromancer

Posted by: Lucas.9162

Lucas.9162

Correct me if I’m wrong, but with 100% boon duration one could keep up Vigor fairly often, getting 10 seconds from the summon and use of Blood Fiend, couldn’t they? I recognize this would most likely favor a MM build, though.

Risen Priest of Grenth

in Dynamic Events

Posted by: Lucas.9162

Lucas.9162

Thanks!
/15chars

Risen Priest of Grenth

in Dynamic Events

Posted by: Lucas.9162

Lucas.9162

So Kaineng just managed to kill this kitten, and some of us are hoping to keep the temple clear for a few hours. How long is it till he respawns to retake the Temple? I tried timing this a long time ago, but I can’t really remember my results. I’m thinking a little past an hour. Does anyone know for sure?

Minions fix

in Necromancer

Posted by: Lucas.9162

Lucas.9162

“Like anyone can even know that.”

The Voidhunter [v1.1]

in Necromancer

Posted by: Lucas.9162

Lucas.9162

Gonna start out saying that this is a really good build.

Personally though, I can’t imagine running such a condition heavy build without Epidemic. This skill is tried and true for me, and I feel it really increases condition damage significantly. If I was using this build, I swap out one of the signets, then switch between the two as needed.

Also, I’ve never really liked Lingering Curse. I used to run it, then I realized that it only affects Grasping Dead and the Auto-Attack chain, the latter of which I rarely find myself in a position to use. I would probably swap it out for Master of Corruption.

Again, these are just my personal preferences. It’s otherwise a very good build, probably maxing out at about 10k DPS under the best circumstances.

Animations, main source of imbalance

in Warrior

Posted by: Lucas.9162

Lucas.9162

I completely agree about the Asura.

With 1000 hours on my necro though, I don’t like it, but he does make some very good points. I wish he would have used something other than Signet of Spite to show it though, because very few of us ever run that.

As for the mark animations, I had never really thought of that. They did just change Reaper’s Mark (the one with the Fear) to make it look different than the other marks, but from what I’ve heard it can’t really be seen on an Asura anyway. Maybe some type of “Aura” animation around the Staff could be implemented, that was different with each mark.

Ideas to improve the Blood Magic traitline

in Necromancer

Posted by: Lucas.9162

Lucas.9162

I don’t know about Soul Feast. Necros would be OP in situations where LF can be shot up to full, like in Zerg fights and mass mob fights.

Nice counterplay

in Warrior

Posted by: Lucas.9162

Lucas.9162

I main Necro in everything I do. Lately I started seeing more of the stun build that absolutely destroys our class. I was waiting for some good counters to come up, but never expected this. Our little access to Stability means we just get tossed around by this build. I know the warriors made this for us, because they always focus me down first in any team fight.

Nice job though. I won’t look at you as free kills anymore. XD

What is your favorite slot skill?

in Guardian

Posted by: Lucas.9162

Lucas.9162

Signet of Undeath. The skill you guys wish you had. XD

Need some help

in Guardian

Posted by: Lucas.9162

Lucas.9162

Yeah I’ve been getting killed a necros a lot lately. Not really cause the builds are any better, but because there’s a lot more running around. I guess it’s time for me to invest in some sort of counter play.

Can someone give me the Necro killing build?

Please Don't Break Sigil of Paralyzation

in Necromancer

Posted by: Lucas.9162

Lucas.9162

I’m not using Fear correctly if I’m trying to keep the enemy from using skills and moving on their own?

Redefining the glass cannon (updated build)

in Necromancer

Posted by: Lucas.9162

Lucas.9162

kitten Nemesis. You’re costing me another 10 gold with this build…

Thanks for the ideas!

Please Don't Break Sigil of Paralyzation

in Necromancer

Posted by: Lucas.9162

Lucas.9162

I’ve heard that the Devs are planning on “Fixing” Sigil of Paralyzation to where it doesn’t work for Fear. The Terrormancer may be a powerful build right now, but this is NOT how they should go about balancing it.

Fear, by all rights, is a stun. It IS a stun as much as Daze, Sink, Float, Knockdown, Launch, or Pull. It is even classified in the same list as the above effects on the GW2 Wiki. (http://wiki.guildwars2.com/wiki/Control_effect)

Furthermore, it can be gotten out of by use of a Break-STUN. If they change to Sigil to not work with Fear, it won’t be doing what it says it does. It’s supposed to increases the durations of Stuns by 15%. Fear is a stun, but it won’t work with it.

Please find another way to fix the Terrormancer other than breaking the Sigil. Make it only tick once, while keeping it’s duration. Take away some of it’s damage. Heck, take a fear away, just don’t break a useful Sigil to tone us down.

Can't Lyssa-bomb anymore...

in Necromancer

Posted by: Lucas.9162

Lucas.9162

So, I’ll admit, hitting an opponent with Corrupt Boon right after they used an Elite with 6 Runes of Lyssa, was one of the most fun things to do in PVP. It was right up there with hitting off an Epidemic of 15 or more bleeds.
It just felt good.

Now, we can still do it, but it only corrupts 5. I wish that was the problem. For some reason, the Corrupt Boon prioritizes certain boons over others. Apparently Stability, Retaliation, and Vigor are not important boons to Corrupt Boon. No, no, it chooses to leave them on.

I just don’t understand why they had to nerf it in the first place, much less give it a priority, and on top of that, leaving the best ones to corrupt as the lowest on the list. If they made it corrupt random ones it’d be better, or corrupting the ones of the longest duration would be even better…

Signet of Undeath not working!

in Necromancer

Posted by: Lucas.9162

Lucas.9162

Could it be that when a player is bounced off the ground, it doesn’t work? He might have been mid-air the second I cast it.

Signet of Undeath not working!

in Necromancer

Posted by: Lucas.9162

Lucas.9162

This was just brought to my attention. Ran AC quite a few times last night, and rezzed quite a few teammates. So I know this bug is recent.

But anyways, I joined a group in TA that had another Necro. We got to talking about builds, and he mentioned Signet of Undeath not working. (It casts fine, but DOESN’T REZ DOWNED TEAMMATES) I didn’t believe him, as it was working fine last night, so I switched to the skill and had a party member go down, and sure enough, it didn’t rez him. He was clearly in the cast radius, he just didn’t get up.

Please get this fixed as soon as possible, as this is one of our best skills!

Signet of Locust Bug?

in Necromancer

Posted by: Lucas.9162

Lucas.9162

Oh, wow. It’s a lot worse then I expected then. Kinda glad it’s not just use though. For some reason though I only ever seem to get the bug with the situation I described above. I guess I’m lucky.

Signet of Locust Bug?

in Necromancer

Posted by: Lucas.9162

Lucas.9162

So I’ve been getting some insane CD’s on my Signet of Locust, and I think I figured out why. It always seems to happen when Signet of Undeath is on cooldown. When you switch to SoL, it matches whatever the CD of SoU is at the time. This is really annoying in dungeons, especially when you’re relying on SoL to run past mobs. But no, you have to wait 2 minutes on something that you didn’t even use.

If this has already been talked about, then I’m sorry, but is anyone else getting this problem?

Potential leak of 6/25 changes

in Necromancer

Posted by: Lucas.9162

Lucas.9162

Am I the only one seeing the 100% Stability uptime? If Near to Death is being moved to a Master trait, then it would be possible to take it and Foot in the Grave, which gives “3 seconds of Stability every time you enter Death Shroud.” You wouldn’t even need 100% Boon Duration in order to reach 5 seconds (66% actually). A Decent Knight’s or Zerker build could really make use of this.

Perma Stability? I mean, I love the necromancer as much as anyone, but I also love the game as a whole, and balance is the ultimate goal. This kinda sounds OP.

Attrition ideas...

in Necromancer

Posted by: Lucas.9162

Lucas.9162

If they can find a way work back in Shade… Man…
That’d just be wonderful.

Attrition ideas...

in Necromancer

Posted by: Lucas.9162

Lucas.9162

I would imagine it being dangerous to your team, if you were playing with one, considering all the things you don’t have access to when you’re “staying in DS for extended periods of time.” Maybe he means something else though.

Necromancer DPS low?

in Necromancer

Posted by: Lucas.9162

Lucas.9162

You just compared a single auto attack to a fully-stacked-sigil-and-food-buffs-full-skill-rotation-without-interruption-perfect-scenario-with-loads-of-cast-time-dream-hit.

Now tell me who that argument was in favor of.

Would more blinds help ?

in Necromancer

Posted by: Lucas.9162

Lucas.9162

I really don’t know if that’s the way to go. Blind is a nice bonus to Dagger #4, and in Plague it’s really good for prolonged, multitarget fights, but I don’t know if Blinding people is gonna help our class all that much. Unless ya know, we had tons of it. Even then though, summoning bugs to throw in people’s eyes is sort of less worthy of practicing dark arts and communing with the dead.

Blind as a condition might need to reworked as well. It hardly works on most PVE bosses and gets removed so quickly in sPvP and WvW that it’s hardly noticed.

Feedback on current tPvP Minion build

in Necromancer

Posted by: Lucas.9162

Lucas.9162

Yeah, I would never really take Well of Revival unless I was also running Signet of Undeath and Transfusion. At that point though it’d be hard to decide if you really wanted to be a support, or if you really wanted to be MM. Running both together is a great idea for a team, but for me there’s just too many hard decisions to make as far as traits go.

The Evolution of Necromancy

in Necromancer

Posted by: Lucas.9162

Lucas.9162

I was talking more of the Necromancer’s performance rising to the level of being wanted, say, over the performance that another class could give. In a particular area of course, we wouldn’t want to make them the best at everything.

Attrition ideas...

in Necromancer

Posted by: Lucas.9162

Lucas.9162

Seems pretty powerful. If it were still around, that’s something I’d really wanna try.

The Evolution of Necromancy

in Necromancer

Posted by: Lucas.9162

Lucas.9162

I’m at least hoping that the new changes will make me take a step back and redesign some of my builds. At most, I’m hoping we become WANTED in all aspects of the game, and not just because of Epidemic or Signet of Undeath.

Am I setting my hopes to high if I say I want to be able to go to gw2lfg.com and see “GLF1 necro.”?

Feedback on current tPvP Minion build

in Necromancer

Posted by: Lucas.9162

Lucas.9162

Ya know, I really, really, REALLY wish that Blood Fiend had some extra utility to make it better for high-end TPvP. It depresses me when I see Minion Master builds not using this one. Not saying the builds aren’t good or anything, it’s just annoying how they’re better off without one of the main minions. Maybe if it had a small cleanse or did it’s normal heal when it was killed or something, ya know? It’s just… Ugh.

Anyways, really nice. You’ve put a lot of thought into this one. It’d be hard for me to take the WoB revive over the trait where Minions siphon health. I guess the revive would be better for a team though.

The Evolution of Necromancy

in Necromancer

Posted by: Lucas.9162

Lucas.9162

I don’t know, I heard one of the Devs was taking a closer look at our class. I don’t remember his name, but it’s the one that said he fixed Focus #4. Also, a really good TPvP team, which the name of is Paradigm I believe, challenged the Devs to a game. One of the Devs was playing a Necromancer. It’s the little things like this that I hold onto.

Are we pretty safe to bet on seeing this change the 28th?

Attrition ideas...

in Necromancer

Posted by: Lucas.9162

Lucas.9162

I never saw this build. How did it work?

The Evolution of Necromancy

in Necromancer

Posted by: Lucas.9162

Lucas.9162

Hey guys. Finished leveling my 4th Necromancer a couple days ago. This one’s designed purely for CoF runs. XD

I’m really hoping that the changes to the Necromancer will be really good. I’m holding out for this. So far, I’ve only heard about us getting burning, and a DS #5, and maybe a new condition.

Anybody heard anything new?

Bleeding Underwater

in Necromancer

Posted by: Lucas.9162

Lucas.9162

Ah yes. I had it traited, but the range of the Trident was too compelling to take advantage of for me to remember that I had Weakening Shroud. I’ll try getting a little closer to my targets now, thanks!

One thing I did find out though, If you start out the fight surrounded by mobs, you can use Spear #4 to pull some enemies close to you, then switch to Trident for the #1 and fully take advantage of it’s AoE capabilities. And actually now that I think about it, Spear #4 would combo well with Weakening Shroud as well. But you’re right, It’d have to be used as a battle starter, because doing it in the middle of the fight would basically kitten you even worse till you could switch again. Thanks for the advice though, I’ll definitely use it!

Bleeding Underwater

in Necromancer

Posted by: Lucas.9162

Lucas.9162

So, like many of you, I made my necromancer to excel at Bleeding Damage with some other conditions mixed in as a nice by-product. Everyone knows how this build functions on land, but I can’t seem to find the same (or anywhere near) level of effectiveness when fighting underwater. It’s even worse when fighting a single target.

But with a Rabid 0,30,20,20,0 build, a Trident equipped with Superior Sigil of Earth, and Master Tuning Crystals and Rare Veggie Pizza, I can only seem to get up to 7 Bleeds on a target. Maybe a bit more at times, maybe a bit less, but I’d say an average of 7.

Anybody know of anything I could do to increase that?

Necro has to stay in the fight?

in Necromancer

Posted by: Lucas.9162

Lucas.9162

My main problem with Attrition is staying alive outside of the fight. Silly as it seems, it can be a big problem when you’re trying to run through a dungeon.

If you look at most of our “attrition” abilities, most of them require a target to be hit. Life-siphoning has to hit, Condition transfers have to hit, and most of our good but few boons have to hit a target to take affect. I mean, without all that, I feel as though the only thing I have to survive is to hide in DS or use my heal, which is on a 25 sec CD making it inefficient.

If they’re gonna buff our ability to survive, I hope they do it for all aspects of the game.

DS - how long has it been a "true" transform.

in Necromancer

Posted by: Lucas.9162

Lucas.9162

If minions dying when we transform is a bug, do you think they’re gonna try and fix it?

new bleed cap (suggestion)

in Necromancer

Posted by: Lucas.9162

Lucas.9162

Ya know, this is a pretty good idea. As far as it ever getting implemented, I don’t know.

Bleeding caps at 25 stacks simply because the servers have to keep track on all bleeds on every thing at once. I’m not sure if making bleeding into separate stacks would be any easier to deal with.

Bringing up the Necromancer

in Necromancer

Posted by: Lucas.9162

Lucas.9162

Yeah, instead of bringing the other classes down to our level, (if that’s what they’re trying to do) why don’t they just change some of our skills to give us Invulnerability, Quickness, and some form of endurance gain?

Uncontested Temple Of Grenth

in Dynamic Events

Posted by: Lucas.9162

Lucas.9162

Yeah I seem to keep missing these. Please let us know when another one opens in NA.