Showing Posts For NaughtyOne.6598:
The problem is the queensdale zerg removing any incentive to do group content outside of the zone. almost no one attempts group events in the other zones because there is no incentive or reason to.
I think random timers should be added to all group events (Not just queensdale) perhaps with diminishing returns if its farmed. The idea is to encourage smaller groups to farm across multiple zones to encourage more then 1% of the games content to be played.
It be more enjoyable to new players who otherwise would automatically be forced skip group events. At the same time it would make the content itself more exciting because this change would break apart the zerg into smaller less face-roll groups.
One step a time now.. first we need to get them to attack things when the necromancer does first.
they can stop,drop,roll all they want but if they are just going to stand there all kitten they mine as well just die anyway.
I would like it if DS let you retain your current weapon skills and have it replace your utility skills with the current DS offerings.
Or keep the same limited skill set DS currently offers but give it skills based on your weapons so it can function well with different builds.
Your forgetting how god like that would make guardians.
Customizable Weapon Skill Slots
Love that idea, one of the big things I miss from GW1 was the customization of your characters skills that is lacking with the current system, this would retain the weapon leveling up concept but provide much more customization.
You mean so i will not have to tape down my right mouse button in the center of my screen anymore? Im all for it.
On the bug front, it would have to be on my mesmer with staff when I fly backwords with phase retreat just to get stuck under the ground, in combat with the mob dancing over my head so I can not use a way point was stuck that way for nearly 12mins the other day until someone came around and cleared all the mobs so I could leave combat to teleport out.
Well even if you could have managed your skills better, let’s face it without an almost full DS bar to absorb their burst you are pretty much dead and even if you succeed in put him in a difficult situation they will probably reset the fight and get away alive. The best things is : they can fear you too and longer than you can
Just to be clear we are speaking good Thieves here. Bad ones are pretty easy to kill.I would advise you to break his stun with spectral armor, dodge him, I play double dagger so usually I will lock him with my #3, put my two damage wells under him, as soon as the lock break I will knock him down with the Flesh Golem ability, use the #5 to put some vulnerability on him and use a full #1 cycle and eventually switch to axe for finishing using the #5 if he tries to get away. If you see him coming he will probably jump on you just after his stealth, so whatever weapon you carry you can already precast an AOE centered on yourself most of the time it will hit the target. I like to use the cripple from the axe (#3 )
This is my approach to the thief, I’m far from being a very good PvP player but this had the best results so far. Hope it will help you!
All that work and all the theif has to do is spam heartseeker, seems balanced to me :\
How awesome they where in Guildwars 1
Necromancers make good tankish-condition builds but due to bugs and bad synergy they are hard pressed to do much else with any worthwhile effect.
I like the combat system how it is, only thing I would like is more skill options in weapon slots so a weapon is not limited to its base skills but they can be changed out depending on the type of weapon.
Though the game does not need it at this moment it would be a nice addition to stir up the meta game and add some new flavor as content continues to grow.
It just seems to have poor, or no scaling with +healing making all the necros vamperic skills rather useless.. Even more so sense most of them come from the blood trait set that boost +healing per point that almost none of our skills gain from it.
more zones added with there own story arch/quest and a dungeon
Really though its to early for this just because some people raced through the content as fast as they could does not mean there is no “end game”
as far as we know they could already have a team working on content for future patches/expansions, though I would not expect them to be complete and ready to roll out for some time yet.
For the necromancer trait Spiteful Vigor what effects/Abilities cause it to trigger?
Do skills like Life siphon or other traits such as Vampiric Precision trigger the effect or is it just when the player activates there dedicated heal spell?
There is nothing wrong with the global market, the only thing I would change aside from ease of use interface improvements is to adjust the min selling price to account for the cost of listing the item over selling to a NPC merchant
Though it might be nice to have an option to list an item at its average listed price rather then just lowest, I notice on some items one or two sellers will put up items well below the average, causing others who either do not care or do not notice to price them that low as well. I find this is driving down prices on goods even when the demand his high enough to support it. This could also be exploited by putting items up lower with intent to buy and re-post what others match to at the market avr.