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Necromancer is lacking, and everyone else

in Profession Balance

Posted by: Lugubras.2365

Lugubras.2365

I think this …
but then if you put that …
and if you do that …

Here is the problem,
things necrors lack:
in combat mobility on par with any other class
burst damage
invulnerabilities
vigor
dodge skills
blocks
sustain through traits
stability
the amount of combos fields and finishers other classes have

Yes, necros have a lot of bad traits, but the real problem is that necros forgo all the mechanics that make other classes what they are. Necros don’t have an identity in this game that makes sense. Right now the class focuses around using conditions for defense, offense, and utility which doesn’t work unless you dedicate to it fully because of how conditions work. No other class is as dependent on conditions in every single build as necros. Even necro power builds are extremely dependent on soft cc conditions, which doesn’t work when the enemy has cleansing. The class needs to get either some serious mobility, and some vigor, or some stability and improved sustain. Currently necros are simply too much of a sitting duck because of their inability to avoid cc.

Point.

Necromancer Scepter

in Necromancer

Posted by: Lugubras.2365

Lugubras.2365

Why wiki sequence / chain Blood Curse, Rending Curse and Putrid Curse notes say that it takes 3.0 sec.?
Using a stopwatch, I found that the chain is performed approximately 2:20 sec and the activation time is 1/2 each curse.
Should be performed in more or in less time?

And why Grasping Dead inflicts only 2 stacks of bleeding in pvp as it deals 3 in WvW or PvE? is too strong 3 stack for PvP?

Game balance in nutshell

in Profession Balance

Posted by: Lugubras.2365

Lugubras.2365

I find it useless to argue with people crying for Engineer nerfs or changes. All they see is “Engineer stomped me, thus Engineer is not fair, please nerf.” Might stacking builds are nothing new, before we just ran 2 of each strength rune. What has changed is the Celestial amulet that has made them more viable and popular. IP is a bad game mechanic and every Engineer agrees with this. Many Engineers would much rather this trait be reworked and to be compensated elsewhere to promote more active play.

To sum it up, some balance changes to the Engineer are welcomed. But these crazy changes such as cd on kits and what not, will never happen no matter how much you complain.

I personally have no problem against engineer now, might stacking included, Elementalist’s another story.
I complained (silently) when it had “Automated Response” that made him Immune to conditions 25% hp or less, which forced me to build power (I do not like hybrids).

To be honest a nerf on CD kit is not crazy, engineer makes a class with the same structure than others. All have CD swap which forces everyone to know when to change weapon or keep in mind when changing as a result of runes (this means more skill, if you change your weapon is not needed you can lose your life, a location or your allies), engineer does what he wants when he wants without thinking “hey I removed the shield and now the ranger and the thief that are coming to me open my kitten . was obliged to issue? re-equip block block block”.
This is a fact not a complaint.

Game balance in nutshell

in Profession Balance

Posted by: Lugubras.2365

Lugubras.2365

You call engineer the most versatile class in the game because that is what they’re designed to be. Jack of all trades, master of none. Even the class description of engineers covers a huge array of things that they can do ranging from support, to control to dps. But the thing is that engineer in order to become truly powerful in one of those categories needs to sacrifice something, in most cases it’s the ability to deal with condition pressure and stability(as some of their best pressure comes from CC).

Sheer number of skills doesn’t make up for a lot of them being fairly single purposed or restricted. Most weapon sets for classes are setup to be multi-purposed and IMO the only kit that lives up to this multi-purposed idea is Tool Kit. Every other kit pretty much focuses in on either condi/power pressure(not sure what you’d call flamethrower as IMO it is kinda meh in most situations). You also go on assuming that all engineers run 3 kits to get 15 extra skills. I personally rarely run with more than two(giving me only five more skills that others) simply because I don’t gain enough utility from a third one to justify it over something else. I mean, you don’t see necromancers being gods of versatility even though they have 15 skills do you?

I’m sure engineers would love to have abilities to counter condi-pressure. But they can’t if they trade some of their utility for more skills. Sure I could make my engineer 3-kit with P/S and be super versatile, but I’d be leaving one glaring weakness. My main form of condition removal is tied to my heal and apart from that I have almost no way to deal with condi burst or even just consistently applied conditions. Whereas in the case of say warriors, they could trait to passively remove condis, then slot one skill to make them immune to the conditions for a while and problem solved.

Engineer is by far a very active class, especially compared to the many passive defenses of warriors. Active play is stronger than passive play(at least it should be) and the balancing should be centered around that. As it stands, there is almost no reason to take any heal other than Healing Signet on a warrior. That is an example of passive play gone wrong. Even engineers best heal has active play components to it regarding picking up your turret, detonating it or using it for water fields. It has an inherently higher skill floor and skill cap and because of that it achieves much more versatility than more passive builds. You can say that warrior should have more active play, but just from my experience on the forums, a lot of people will disagree with you and defend their passive play to the death.

I do not care if the engineer 5-10-15 or 20 skills and / or utility + heal and elite, when I spoke of equal opportunities mean you can swap weapons when you want so that everyone can utilize all the funds as they see fit.
This is the strong point of the engineer, and the fact that it can have more than one skill makes it like you have pointed out jack of all trades.
What I ask is that EVERYONE can swap weapons without CD as the engineer does with the kit, and even if it were possible to engineer would be the jack of all trades because it has more skill, but should only halve CD Elementalist attunements otherwise become more equipped with the engineer.

I agree with you that the engineer does not have many conditions-clear except with specific builds and should have more.
Not only engineer suffers Stability, all classes having no boon removal or can not stall him suffer.
Warriors are junkies Cleansing Ire because in addition to Berserker Stance and Signet of Stamina-conditions are not clear (Mending do not consider it), they should also have greater access to condition-clear.
Necromancer needs to be more balanced as a trait, IA, combos etc.

Passive defenses are horrible, but we have to use all the and we can not otherwise because the game is so structured.

Game balance in nutshell

in Profession Balance

Posted by: Lugubras.2365

Lugubras.2365

At that point you’re essentially just saying that because x class has this, why doesn’t my class have that too. The classes have differences for a reason. For example, elementalists have much longer cds in general on their weapon skills to account for the fact that they have twice as many as most classes. Its just the warriors comparing adrenaline to death shroud again. They’re completely different classes with completely different ways to play them.

I’m not asking distortion of the mesmer, the engineer’s tool belt or a thief steals.
What the engineer, it is a game mechanic that makes it extra versatility in much better than anyone.
I am not speaking individually, not me (necromancer), everyone should have the mechanics that makes it so versatile play.

The Elementalist has long CD related to the power of his abilities, the main hand weapons all have a low CD (max 25sec Shocking Aura, who knows why …).
Staff instead Progressive CD, 2 CD low, 3 medium, and high CD n4-5.
The off hand weapons all have high CD (exclusive of certain skills) precisely because they are powerful skills, no class draws the power of weapons Elementalist skill so it is right that they have a long CD.

“This was the class I want it too”
too much to ask to be versatile half of an engineer?
too much to ask to use the combo field and combo finisher together in own class that almost does not?
is asking too much to take advantage of defenses that despite the style of play all possess?

I do not have to de-power classes (although some things should be changed), off to play and creates bitterness.
Rather than bring the other to new levels of power while maintaining a certain balance.

To me Engi is like playing a Fresh Air Ele, very active and very fun.

Really? I thought it was like playing Warrior, oh wait … warrior does not have 20 skill exchangeable in quick succession ….

Game balance in nutshell

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Posted by: Lugubras.2365

Lugubras.2365

I respect the engineer would suggest the opposite, remove the cooldown to change weapon of each class.
Why only the engineer can benefit from the versatility of being able to use 5 to 20 skills when you want?
It seems to me a fair change as all get more chances to play and new combos possible.
Of course … the Elementalist repeat purchase much power as that is, but if it’s a balanced class (it is not, has the basic skills most powerful utilities) should not be difficult to deal with, or at least it would be like to face an engineer with 3 kits and utility would be the tool belt.

Another alternative would be for me to get my weaponry into the slot of the utility.
To simplify, imagine a warrior equipped with:
Hammer / Greatsword
Healing Signet
Bow (As if it were a kit)
Berseck Stance
Balanced Stance
Signet of Rage
However, this idea can not be considered as the engineer kit would become weapons that do not exist, while the Elementalist skill would have access to 40 or more by putting D / D and utility staff as …

I conclude by saying that it does not seem fair that some classes have more chances to play than others, and that the balance should also faces this problem.

List your preferred Necro changes.

in Necromancer

Posted by: Lugubras.2365

Lugubras.2365

1° ArenaNet read the desired improvements in this post and applies them by using common sense.

2° ArenaNet makes necromancer class with equal opportunities to the other, putting: Defenses direct, Boon, Combo and maybe rework it as they did with the ranger (cast time, CD, Traits).

3° ArenaNet stops to make changes negligible. “Now you can hit 2 targets with a dagger …. but please”.

Any way to heal minions?

in Necromancer

Posted by: Lugubras.2365

Lugubras.2365

Or renewing blast (Soul reaping XIII), and the runes that treat a percentage of care to the Allies for other minion.
I have not tried but it should work.

Trickjumping in Guild Wars 2 (Necromancer)

in Necromancer

Posted by: Lugubras.2365

Lugubras.2365

Nice!
Thanks for that, never stops learning

Necromancer vs Berserker Stance

in Necromancer

Posted by: Lugubras.2365

Lugubras.2365

Hi,
I have not read all the answers then and just tell my.

Childbirth by saying that Berseker Stance is one of the more powerful defenses of the game. Deny the game at all condition build for 8-10 sec.

Frankly speaking the necromancer does not have direct defenses (stealth, aegis, invuln) and can not cope effectively against CC for the lack of stability so if you’re condition, for 8 seconds objective is survive.
Necromancer has a few countermeasures against BS. Each necromancer must use:

- Flesh Wurm, Spectral Walk to gain distance.
- Deathshroud, Spectral Armor, Plague to mitigate the damage.
- Lich to try to kill him in a hurry.
- Wail of Doom, Spectral Grasp, Charge to gain time, admitted that it has not Stability.
- Corrupt Boon, Path of Corruption for remove Stability in order to gain time with CC.
- Running away with increased speed admitted that the warrior is affected by cripple, chill or immobilize. *
- Use a obstacle to waste time at the warrior. (<—-the best i think)

*Escaping from a warrior without it being prevented is impossible he has skill of movement, necromancer does not have.

If you’re outnumbered you’re almost certainly dead, against who knows how to play.

I sometimes fight with a warrior friend to understand how counterplay, and i must say that when active BS it’s like having their hands tied (i play condition).
In hotjoin if i find it in a fight started and has already used BS i kill him almost always (sometimes escapes Signet of Stamina > Whirlwind Attack > Rush), when he finds me in a fight started with BS ready i can only die.

Conclusion. Warriors have a few ways to remove the conditions, and some of them are not even used, not worth it, so anet has seen fit to put the warrior a skill that took away all the problems for the time it takes to fight … would simply die out, or play build to survive.
So in the end all the warriors began Berserker stance and all the necromancers put the skills listed above, thus limiting the use of the usual 6-7 utility.
Well if nothing else, have the correct Automated Response engineer, 25% life or less immune conditions.

Warrior's Ridiculous Mobility

in Profession Balance

Posted by: Lugubras.2365

Lugubras.2365

Unstoppable depends on if you have active Berserker Stance and Stability, otherwise with conditions and / or the cc the slow / stop.
I think the mobility of a warrior is perfect as it is, after all, not all the warriors traveling with GS – Sword/WH – Bull’s Charge.

The thing too much of the warrior is its access to Stability, immunities and Healing Signet.
All classes have a stretch against cc which generally prevents your opponent to take advantage with another cc, that of the warrior DENIES the cc and activate Balance Stance (Stability)… “Binding Blade” “Pull” you lost 1,5 second…
8-10 seconds of immunity to conditions are an eternity, i think it should last as Endure Pain, 4-5 second, i do not understand why this discrimination conditions.
Healing signet say that… OP!!! XD (but will nerf)

“Imagine u wearing maybe 500g light armor and other person wears 40kg heavy armor and who do u think will run fast??”

Imagine one that gets made of lightning and goes fast like a man who goes on foot…
Imagine one that becomes mist but does not pass through the cracks of the gate…
This is a fantasy game (unbalanced) not reality, these examples do not.

Necromancer balance

in Profession Balance

Posted by: Lugubras.2365

Lugubras.2365

The fact that ArenaNet want the necromancer is a class that wears out the opponent is not a valid reason to cut it out of the game mechanics.
All play in their style and they all have skill movement on land.

ArenaNet maybe you do not realize what it means to have skill movement, I have to give some examples?
Necromancer roam on WvW and and sees any class (not another necromancer),
the opponent of the necromancer chooses whether to fight or leave, you can kill him if he chooses to fight but if you choose to leave (low level or equipment, or simply did not want) is gone.
But when you get engaged in a battle and you must retreat (if in bad shape), you can not!
beautiful is not it?

A friend of mine ,warrior, the other day in WvW met a guardian, my friend had two swords and bow, the guardian sword/focus and GS, the warrior had the upper hand in the battle so the guardian decided to leave, so the guardian uses Leap of fait, Judge intervention and Flashing blade the whole monsters on the map, exit from battle and teleport at waipoint. The warrior was a little behind with Savage leap and Bull’s Charge but fled.
Would you explain to me how a necromancer can chase or escape from something like this without having the similar capabilities?
I do not want to be forced to play with Spectral Walk or Flash Wurm, put a utility that allows you to escape better should be a choice not an obligation.

They all have valid defense systems: stability, stealth, teleportation, invulnerability, aegis and blindness.
The necromancer instead of traveling across the plains in plain sight without almost nothing of it.
Raising it Stability I think it is fair.

Another thing that really makes me angry…
Necromancer (condition) find a warrior and he uses Berserker Stance, immune to conditions for 8 seconds!!! WTF!
Why eight seconds? Endure pain makes it immune for 4 second from direct damage, is manageable, why Berserker Stance 8?!?!?
Still does not just make it immune to the detriment of the conditions you can not even crippled, chilled, immobilized or scared you can only use it to keep it at bay (if you have them) Charge and Wail of Doom but he will have Balanced Stance
Wait! keep calm… Corrupt boon Wail of Doom! The warrior, Dolyak signet. Run away… ehm I can not.
Ok beat me.
Do not think that face the tragic, in situations outnumbered the cc come like rain from the sky, and you can not concentrate on the warrior in god mode.

Not Fun To Play or Play Against

in Profession Balance

Posted by: Lugubras.2365

Lugubras.2365

You start well then you made a wrong example, stealth do not ruin the game,
things that ruin it immunities are:
Stability
Berseker Stance
Diamond Skin
Automated Response

The skills that make it invulnerable do not last long and are therefore manageable, but if you meet an engineer with Automated response and you have a condition build, him and who he supports are unbeatable for you.

Necromancer balance

in Profession Balance

Posted by: Lugubras.2365

Lugubras.2365

Hi,
The necromancer does not have weapon skills of movement, all classes have:

Elementalist – Burning retreat, Burning speed, Ride of lightning

Warrior – Wirlwind attack, Rush, Earthshaker

Ranger – Swoop, Hornet sting, Monarch’s leap

Guardian – Leap of faith, Mighty blow, Flashing blade

Thief – Infiltrator’s arrow, Heartseeker, Infiltrator’s strike

Engineer – Overcharged shot, Jump Shot

Mesmer – Phase retreat, Illusionary leap

These are not all, some classes have also other, the necromancer does not have even one. Seen that the necromancer has no ability to move his escape routes are extremely narrow.

The necromancer can use: Cripple, Chill and Fear together Swiftness (who has) for run away, but the enemy with its skill of movement and / or removing the conditions he reach, without considerable who is immune to the conditions.
More simple can use Spectral walk or Flesh wurm (UTILITIES), but Spectral walk leaves the green trail so if the enemy knows where to find the necromancer, (if you saw the beginning of the ability) and joins him in more or less time depending on the class.
Flash wurm is the only skill that allows you to easily run away from a fight but sometimes it bugs and teleport you 2-3 steps to the wurm, practically keep them.

The necromancer must use absolutely things above mentioned if you want HOPE to be able to escape and equally other classes may reach with the weapon skills.

I have not mentioned Dark pact because teleports you into the fray of another enemy… exit from battle for enter on other battle. (wvw excluding)
Plague does not allow to escape, only to take more shots and die a few feet away. XD

Another thing that should be changed necromancer, Stability.
The necromancer virtually no stability, or better, all or nothing.
If you put 30 points on Soul Reaping for Foot in the Grave and have stability when you want it.
Without Foot in the Grave only dodges and break stun can save you.
Ok you tell me “other class has no stability”, but have stealth or other ploy,
necromancer go, fight, finish the skill (does not have infinite break stun), slammed around the map, and die.

The other thing I would he be put, Combo Finisher.
Necromancer have many combo field, Chillblains, all Well and Spectral Wall, but not exploits them because he have only two skill combo finischer, Putrid Mark and Putrid Explosion, this is frustrating… some classes instead base their very own style of play on them (Black Powder > Heartseeker).

I apologize for the English, i use Google translator.

(edited by Lugubras.2365)