Showing Posts For NecroSummonsMors.7816:
Anet I knew you would do this…is it really this hard splitting traits for elite specialization? Because in my opinion it’s the better way to avoid really bad consequences when balancing since each spec would have it’s own traits.
Now there are really bad things in this patch but also some good:
Vital persistance:
Removing decay reduction it’s ok but you have to at least make it baseline otherwise builds that heavily counts on being in shroud get destroyed. Also being less in shroud make a lot traits that benefit by being in shroud a lot worse(death magic as whole).
So why don’t make 33% decay reduction baseline? Because right now shroud degen too fast and with damage on top a necro in shroud last very few secs and this shouldn’t be it especially since the traits focus on reducing shroud skill cooldown, how am i suppose to use shroud skill if i can’t stay in shroud longer enough?
Speed of Shadows:
I can see the sinergy with foot in the grave and the fact the scourge won’t be in shroud, but removing the reduction recharge is really devasting for 2 reasons: i cannot flash shroud anymore and i can’t flash dash to move more freely, infact with 7 sec cooldown to wait to enter shroud and 6 sec of cd for the dash on reaper it really was a perfect combo. Now waiting 4 sec to dash again to me seems stupid.
But i can also get it that maybe sand shroud on a 14 sec cd could be too much
Signet of Suffering:
If the idea was to completely destroy a signet core necro build well you’ve done it.
Imo signet’s passive effect should stay in shroud by default and the buff to passive effects it’s not that great especially for signet of the locust and signet of the undead.
Terrifying Descent
Should be 2 stacks for 2 secs so if a player is good enough can really make a good use of fear to chain stacks of torment.
Good job on Spiteful Spirit, Spiteful Renewal, Ritual of Life, Life from Death and Vampiric Rituals. (last three traits are a good revamp for blood magic)
Spectral mastery
Seems fine a +1,5 sec duration on Spectral Armor when taking this trait
The duration increase on spectral skills it’s good especially because every build can benefit it even without picking the trait.
Soul Eater
It’s not bad getting a bit of healing and life force, but 0,5% of lf for seconds seems a joke. At least 1% for 1 sec should be usefull. I still have to test this trait a bit more to give a more constructive feedback especially for healing scaling on the healing.
Lich Form: Still have to test, i’ll upate my response
Specatral Grasp
Good idea to make the pull multitarget, but the cooldown is too high even when paired with spectral mastery. I mean 40s for a pull and a bit of life force is too much.
This utility could be improve in 2 ways:
1) the more targets i pull the more life force I get for +X% for each target, keep same cooldown
2) reduce cooldown to 30s and increase life force baseline to 20%
In the end I would ask where are the buffs that would make power reaper competitive with scourge? Because right now except spectral skills and souls eater there’s nothing and in my opinion it’s not enough. From a pure survivability point of view with shroud duration gutted i feel forced to pick Chilling Victory and Blighter’s boon to stay in shroud a bit more, while before I could run reaper onslaught and get a really good dps boost by camping in shroud.
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I like your ideas op.
I would suggest another change but as global to the necromancer or maybe this can be used as trait: the percentage of damage(both condi and power) received should be inversely proportional to the number of players that are attacking you.
This would actually prevent players to focus you down but since it would be active all the time imo it shouldn’t negate over 75% of dmg received. I would last few seconds but can be retriggered multiple times
I know this might sound op but percentage of dmg reduced should be tested so numbers can change
(edited by NecroSummonsMors.7816)
Staff auto attack gives 3% life force per hit. Your marks give between 10-15% life force per target hit. One Mark of Blood dropped in the initial team fight should give you just under half your life force (10% x 4 players), and with staff AA hitting every 3/4 second it should take you less than 20 seconds doing nothing other than AA and dropping marks to be at full force. And then of course every attack and ability while in Shroud generates life force, so as long as you don’t jump into a 1v3+ you should be able to generate it faster than you’re losing it.
Staff auto gives 4% life force but it’s so slow and underpower on power build and totally useless on condition build aside from regenerating lf but doesn’t do actual damage.
Marks give 3% life force only even if you hit multiple targets.
Not every ability regenerate life force only the autoattack on reaper shroud and only on the third attack and it’s 1.5% file force on a chain of 1.5s so 0.5% per second that’s basically just needed to compesate for the natural degeneration of life force.
So please before writing something wrong about a class that you clearly don’t know just take the time to verify what you’re writing.
Life steal can be a great base to begin with since a player can get the healing by life steal only attacking a player…
The idea of reducing cooldown must be taken carefully but I would suggest tie that with combo of multiple skill, to actually incetive a more complex way of playing and not only spam skills. Combo not only as sequence of skills but also from actually using combo fields + X finisher or you can add multiple effects through the trait on combo fields+ finishers
Well I guess we’ve different opinions about amount of skill. In my opinion getting a benefit from an action requires in the first place to do that action an ability or skill whatever you want to call it. I’ll try to make my point clear. Take as example adrenal health from the defence line of the warrior aside from the fact that the amount of healing is high or low which can be discussed, this trait require the ability to actually hit someone or something(enemies) to get the benefit of the trait, if a player just waste his adreline bars he won’t get the healing. So what I want to say is that like in this case mentioned in my opinion it’s better to get a benefit from a trait by actually doing something (like for example hitting a player) than just get it free, this is what I intend for fixing passive gameplay traits.
The idea of the my post is not to prove I know everything about gw2 classes and to be the most credible player but to generate a response in players to actually make them think how to suggest more “active” ways to benefit from the passiveness of traits.
I did not say I know all the classes that’s why I ask for suggestion in the first place, and mention some of the trait just to give an idea. I didn’t choose gluttony in the first place because my point was another but you clearly missed it. But hey if you have suggestion for all the classes why not post them here? Traits are passive by design because you want them by design but don’t think you can improve them?Do you actually like seeing every class auto doing things that require no skill at all? I personally dislike that kind of gameplay but mine is just an opinion. Thanks for your response even if not construtive at all
Hi all, recently I was thinking about how auto-casting a skill or breakstun or whatever by a trait imo it’s dumbest thing ever created for classes and how us player can suggest ways to fix this.
For example I guess you would all agree that if by chance all the classes had a trait like Automated Medical Response of the engi or Defy Pain of warrior or Mirror of Anguish of mesmer or Versed in Stone of revenant or whatever auto-casting skill not only it will make everyone op but it will extend the duration of a fight vs another player.
Fact is that auto-casting a skill by a trait it’s a not a skilled action done by a player.
So why instead of creating this kind of passive gameplay don’t we players propose a way to make these traits enhance the capabilities of defence of each class?
Imo this not only could benefit basically every class but it could actually balance more properly the differences among all classes by giving everyone the possibility, clearly for every class in its own peculiar way, to tie the enhance of defence with a skilled action done by the player.
I try to give you an example of how a trait could benefit the entire gameplay of class and not only a certain specific type of skill. I know this might seem the easiest example but it’s just to give an idea:
Necromancer
Soul Reaping → Last Gasp -> Gain spectral armor when your health fall below 50%
Instead of giving the necro the spectral armor and get it for free basically doing nothing but take damage, we could change the trait (not the skill that will remain as utility) to make the gain of life force higher by X% for all the necro’s skill that grant life force on use. In this way a necro that isn’t using skill that gain him/her life force won’t simply benefit from this trait so not passive gaining of anything.
I hope you guys will suggest more to actually help me create a thread that could list all the bad passive traits and how to rework them in an active way
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Shadow Harbinger → Necro elite specialization for support, power dps and mobility
TRAITS
Minor 1
SHADOW HARBINGER : Gain access to Curse skills, focus main hand and Death Shroud is replaced with Harbinger Shroud and gain acces to Shadow Sinergy
Minor 2
HARBINGER’S REFLEXES: Gain 3s of superspeed and 5s of vigor when struck by a foe. (Cooldown 10s)
Minor 3
SHADOW SUPPORT: Increase outgoing healing based on the number of Shadow Sinergy: 1% for each charge.
Adept 1
BLOOD LUST: Siphon health on autoattack of main hand focus and Harbinger Shroud
Adept 2
CURSED REGENERATION: Gain Shadow Regeneration (utility skill 2) when your health falls below 75%.
Adept 3
NECROTIC ENERGY: Reduce recharge on mainhand focus skill by 20% and heal nearby allies when you swap to focus
Master 1
VAMPIRIC DRAW: Enchance siphoning health based on the number of charges of Shadow Sinergy
Master 2
CURSED SPEED: Reduce recharge on Cursed Skills by 20% and 5s of swiftness when casting a Cursed Skill
Master 3
CLEANSING WAVE: Remove three conditions from allies when you enter in Harbinger Shroud
Grandmaster 1
HARBINGER ENDURANCE: Siphon endurance each time siphon life(algorithm still to be defined) and gain Evasive Harbinger for 4s each time you dodge an attack. Evasive Harbinger make impairing-movement condition ineffective. (a sort of resistance but just for impairing- movement conditions)
Grandmaster 2
FEAST OF CONDITIONS: Convert 2 condition into boons while casting a Cursed Skill. This effect can be triggered only once for skill and has a cooldown of 20s
Grandmaster 3
SHADOW EMPOWERING: Increase healing power by 0.75% for each charge of Shadow Synergy and convert 15% healing power into power. The percentage conversion is double if you’re in Harbinger Shroud.
(edited by NecroSummonsMors.7816)
HARBINGER SHROUD SKILLS
Note: Death Magic Trait “Unholy Sanctuary” lethal blow will be splitted 50% on healing yourself and 50% recharging life force ( need to define an algorithm to covert dmg to life force or healing)
Harbinger Shroud Skill 1
HARBINGER ASSAULTt : Cast a wave of dark energy(life guardian staff wave). Damage your foe. Deal 20% more damage if range is less than 900. If you hit your allies you heal them and gain 1 charge of S.Synergy
Number of Targets: 3 Range:1200 Cast time: instant
Harbinger Shroud Skill 2
FEAST OF SOULS: Evade all attacks for 2,5s and damage nearby foes(5x) and siphon health.
Number of Targets: 5 Radius:600 Cast time: 2s Consume lf: 15% (Short cooldown)
*Curses Trait “Path of Corruption” is applied 1 time on the first hit
Harbinger Shroud Skill 3
NECROMANTIC DEFENCE: Gain 3s of stability(2stack) and 3s of protection on interval.
Boon application each 3s. Duration 9s (High cooldown) Consume 25% life force
Harbinger Shroud Skill 4
BLOOD RITUAL: Block all attacks for 3s, heal yourself and your allies(9x) and grant to yourself and your allies 10s regeneration and remove 3 conditions. This skill can benefit from BloodMagic trait “Transfusion”. Gain a charge of Shadow Sinergy for each ally around you affected by this skill.
Number of Targets: 5 Radius:600 Cast time: 3s Consume life force: 35% (Medium cooldown)
Harbinger Shroud Skill 5
CARNAGE:(ground target like Rupturing Smash- Warrior Hammer Primal Burst): Summon dark crystals from the ground and impale your foes. Damage, stun(2s) them and apply 5s of slow.
Number of Targets: 5 Range: 1200 Radius:600 Cast time: 3s Consume lf: 25% (Medium cooldown)
Harbinger Shroud Elite
SHADOW DIVERGENCE: ( ground target): "Place a field on the ground and summon a dark orb that float over it (consuming 5 charges of Shadow synergy) and give blind (5s), chill(5s) and poison for 10s foes inside the field. You can activate a second time this skill and to get a damage chain. The orb will explode a number of time based on the Shadow synergy charges obtained. Each explosion cost 5 charges (max 3 explosion) and damage foes around you.
Range: 1200 Number of Targets: 5 Cast time: 1s Radius: 600 Consume lf:25%
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FOCUS:
Weapon Skill 1: chain (Crippling Claws-> Deathly Swing -> Necrotic wave)
CRIPPLING CLAWS: Cast Shadow Claws that hit foes and inflict 2s of cripple. Gain 1 charge of Shadow synergy
If you hit your allies you heal them for a bit and gain another charge of Shadow synergy
Number of Targets: 3 Range:1200 Cast time: 1/4 s
DEATHLY SWING: Hit your foes with a wave of dark energy. Gain 5% life force and 1 charge of Shadow synergy
If you hit your allies you heal them for a bit and gain another charge of Shadow synergy
Number of Targets: 3 Range:1200 Cast time: 1/4 s
NECROTIC WAVE: Slash your foes with Necrotic wave. Gain 3% life force for each target
If you hit your allies you heal them for a bit and gain another charge of Shadow synergy
Number of Targets: 3 Range:1200 Cast time: 0.5s
Weapon Skill 2: (Harbinger Path-> Harbinger Mark)
HARBINGER’S PATH: Place Harbinger’s Mark on the ground and teleport away from your target
Cast time: instant
HARBINGER’S MARK: Harbinger’s Mark damage, knockdown foes and place a Vampiric Mark on foes and 5% life force for each foe that you hit. Max 1 Vampiric Mark active.
Gain 5 charges of Shadow synergy
Range: 1200 Number of Targets: 3 Cast time: 0.5s Radius: 240
Weapon Skill 3:( Razor Armor-> Deathly Blade)
RAZOR ARMOR: Summon five blades floating around you for 20 seconds and retaliation for 10sec on the activation of the skill. You can then throw the blades.
DEATHLY BLADE:(ground target): Damage foe make them bleed(1 stack) and poison(1 stack) (long duration for the condis). Gain 3% life force for each blade . Deal more damage if foes are under 50% health. Combo finisher: Projectile
Range: 1200 Number of Targets: 5 Cast time: 0.5s Radius: 200
(edited by NecroSummonsMors.7816)
UTILITIES
VENGEFUL PURIFICATION (healing skill) :
" Cast a dark curse that heal you and then blast the area around you removing two conditions and healing you and your allies. Gain a charge of Shadow Sinergy for each ally you healed." (Low cooldown)
Numer of Targets: 5
Radius of the second heal’s blast: 600
Combo Finisher : Blast
Cast time: 1s
HARBINGER’S WRATH (utility skill 1):
“Grant fury and quickness for 8s to yourself and your allies. Gain a charge of Shadow Sinergy for each ally around you that received your boons” (Medium cooldown)
Cast time: 0.5s
Numer of Targets: 5
Range: 900
SHADOW REGENERATION (utility skill 2):
“Breakstun and grant to yourself and your allies 10 charges of " Shadow Regen". Each time a player with Shadow regeneration hits a foe he siphon life(siphon like revenant’s enchanted daggers). Gain a charge of Shadow Sinergy for each ally around you affected by this skill." (Medium cooldown)
Breakstun
Numer of Targets: 5
Range: 900
Cast time: instant
CURSED STORM:
“Cast a dark storm at the target area. Each pulse damage foes, applies immobilize(1s) and weakness (1s).
3 immobilize pulses and 3 weakness pulses (the skill alternate them). Projectiles that pass through the field heals allies.” (Medium-long cooldown)
Cast time :1s
Pulse: 6
Duration: 6 sec
Numer of Targets: 5
Radius: 360
DARK ARMOR (utility skill 4):
“Envelop yourself in black flames, siphon health and gain life force(3%) for each pulse , 30% of the damage received when dark armor is on is then converted into healing for allies when skill ends. Gain a charge of Shadow Sinergy for each ally around you affected by this skill " (low-medium cooldown)
Cast time : 0.5s
Duration: 10 sec
Pulses: 10
Numer of Targets: 5
Radius of the heal: 600
SHADOW CONVERGENCE (elite skill)(ground target): “Place a field on the ground and summon a white orb that float over it (consuming 5 charges of Shadow synergy) and give protection, resistance and regeneration for 6s to yourself and allies inside the field. You can activate a second time this skill and to get a healing chain. The orb will explode each a number of time based on the Shadow synergy charges obtained. Each explosion cost 5 charges (max 3 explosion). Each explosion heals you and your allies.”
Range: 1200 Number of Targets: 5 Cast time: 1s Radius: 600
(In my opinion an elite skill must be “elite” for something like a special mechanic and not just another pulse skill with a cooldown. So I thought that this skill should not have a cooldown time but instead works consuming Shadow synergy charges for casting it and also for its healing.)
(edited by NecroSummonsMors.7816)
This my idea of support/dps necromancer with mobility. Sorry for the wall of text and I hope you’ll like it. Criticize if you feel you need =)
Description: "Shadow Harbinger is a new elite specialization for necromancer that gives a way to support allies while still dealing damage. Excellent support-duelists Shadow Harbingers can change the tides of a battle by supporting their allies and focusing on killing the weak target around them. They use a main hand focus that gives mobility and long-range damage. The new shroud is the Harbinger Shroud that transform the necromancer into the Shadow harbinger that cast skills at medium distance without using a weapon.
Main hand: focus
New Skill Type: Curse
New Profession Mechanic: Harbinger Shroud and Shadow Synergy (max 20 charges)
Harbinger Shroud doesn’t replace necromancer life pool with a second life bar but instead it gives access to skills like a normal shroud and utilies. The elite skill change effect while in Shroud. Harbinger Shroud give active defence, damage and support skills that consumes life force and have cooldown time. Life force degenerate 30% slower by default. A player can still benefit from the Soul Reaping trait “Vital persistence”
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Anet should had introduced new PvP maps at the launch of Hot and not that single stronghold map and then nothing for months.
Not only the trait system need changes to get more synergy among different lines but also there weapons and utility in every class that sucks and need to be buffed and others that need be toned down
I agree with you Asrat they’re doing it but really slowly. They should have began this kind of work before giving HoT to the gw2 community. In this way half of the work or maybe one third would be already done.
It’s not that i don’t like my current build I just find it boring to have to play 1 effective build per class because the other that u can get don’t stand a chance with your current one or there’s another class with a similar build that performs better.
Yeah i get it… like me you actually try more builds but the majority of players don’t.
For what I’ve seen in ranked arena many runs the meta build and stop and don’t even think about creating one. This behavior imo leads to a way of playing Gw2 classes that it’s unhealthy and blind because not only you don’t want to create your own playstyle but you tend to follow the op build of the moment
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Hi players,
there’s something that recently I can’t get over it and it’s the fact that we shifted from the original mindset of create many builds for each class to have all the roles you want to 1 effective build per class. I mean why should I take a power necro when a revenant with a tank amulet like paladin do more damage? Why should an ele go full dps while every other class can outdps it?Or why a guardian should go support when there’s an ele or druid that performs better…
I think that this kind of mindset is destroying the fun of playing with a class because in this situation the idea that Gw2 is flexible mmo where everyone can do everything goes away. Frankly I would love to play a great support necro or power necro or dps ele or support warrior or condi guard or whatever i like but since there’s this cancerous meta kitten I can’t actually enjoy playing a class like I want it to play because “you always must take that 1 build for a class that it’s op on the moment and that 1 build becomes a fixed role for the class”.
I also think this influence a lot the way devs balance classes… since it’s easier to balance that 1 build for each class instead of “x”.
I want more build diversity among classes. Where’s the original Gw2 concept?Should we abandon it for fixed roles easier to balance?What do you think?
Why Anet didn’t remove class stacking? It’s so stupid to have to lose matches because of bad team composition…
Welcome back! May the life force be with you!
I agree with you. We need ranked back
You guys say that X >Yor Y>X without even take in consideration the builds that players are using so all the list you’ve written are totally nonsense
I agree with Zefrost, I’m a fun of power necro and I’ve to admit that it’s playable only in low tier pvp because you can’t actually burst a player with it without mobility.
A teleport on the 3rd skill of greatsword would be great because it can actually gives to necro the mobility that is required to land a burst. (I can think of really nice combos gs/axe-foc something like ghastly claws- teleport (gs 3)- gravedigger-nightfall- soul spiral- deathcharge to go away then repeat the 3 initial steps + deathcharge again to leave)
I also agree with reducing the cast time of the third auto of gs because we can all see that the auto chain is pretty much useless against a good player
I agree with buffs for build diversity and not power creep things.
Reaper
Deathly Chill: I think that maybe moving this trait can lead to a lack of sinergy infact with Reaper line you have pretty much everything about chill (Chilling Nova, Shivers of Dreads, Chilling Victory and Cold Shoulders)
Base Necro
Death Shroud:
Dark Path: I agree with your suggestion, an instant teleport would be so much usefull or something like Death’s Charge of Reaper
Tainted shackles: Clearly it’s an hybrid type of skill, imo there are two ways of improving it
Condi side: More Torment maybe 5 stack instead of 3 with a little duration reduction
Tactical/Power side:
change this
“Bind nearby enemies with your life force, conditioning them repeatedly. If enemies move out of range of this ability, the bind will break. If the bind is allowed to expire, it immobilizes and damages them.”
into this
“Bind nearby enemies with your life force, conditioning them repeatedly. If enemies move out of range of this ability it immobilizes and damages them.”
Of course a nice cooldown reduction will be needed if the dmg remain the same. Imo from a power side this skill need a big up in dmg like 2x but the cooldown remain the same.
Seriously you nerf a trait because other classes give too much boons? Maybe think of reducing the output of boons for the other classes? STOP THIS BOONS MADNESS ( yeah… Revenant/ele i’m looking at you).
Have you actually tried it in a team fight(PVP)? It’s a really strong trait but not op at all, ppl can just focus you and even if u have three eles/rev/guard buffing you go down anyway, while classes like engi, ele and war can cycle through invulnerability that actually make them immortal.
It was the only grandmaster trait worth of taking to actually have some sustain from allies and because reaper onslaught it’s not that great imo.
Now necros are forced to use spite basically in every build except MM(like we didn’t do it before hot…) because without it blighter boon is useless and the RS degen of life force is too much (imo).
Explain why can’t be done a cap in the number of procs per second of this trait (even in technical terms)? Maybe a full comprehension of the problem can lead to new a ideas…
Gee i belive in you =)
So since necro basic core lacks of Stability and buffs for the party and we all know that quickness is great with the incoming reaper greatsword i suggest an elite well like this :
Well of Wrath
Create a well that lasts for 10 s and pulses 5 times and for each pulse it gives quickness for 2 sec and 2 stack of stability for 2 sec to allies. It also gives slow to enemis inside the well.
Radius : 360
Range : 1200
Number of Targets: 5
Pulses : 5
Duration : 10 s
Cast ime : 1/2 sec
For the cooldown time since this well could be affect by the Vampiric Rituals seems to me pretty fair 60 sec as cooldown that with the trait become 48 s
(edited by NecroSummonsMors.7816)
Well a point it’s pretty clear necros mainly lacks of mobility and stability, since Anet doesn’t want us to be blinky things like mes and thieves and we can’t have warriors or elementalist move abilities, the only thing that it’s important is stability.
I still think that a signet like the one that I’ve proposed could solve many issues of necros but also I can’t deny that a GOOD rework of transformations could also be better.
So what do you want from a complete rework of transformations?
Here’s my opinion:
Plague:
As many others have already suggested Reaper of Grenth could be a great alternative but of course it should be remain a corruption skill with a lower cooldown and it should also give pulsating stability maybe 2 stacks instead of three.
So basically it should work like an “aura” that chill and poison foes while giving stability and let us use our weapon skills and utility and for death shroud just our main skills.
Lich:
This spectral skill could become a set of utility skills while we’re in deathshroud
(Actually this could be open a new way of using deathshroud.)
But i’ve no idea about what these utility skills should do.
As we all know for necros the only two sources of pulsating stability are Plague and Lich Form and we also lack of the ability to survive focus fire.
So what do you think about creating a Signet as elite skill that gives invulreability for few seconds (like elite meditation of the guardian) when actived and as passive ability 1 stack of stability for 2 sec each 3 seconds.
In my opinion a new skill like this could help necro to fit more in the role eating-damage machine and could also fit with the reaper because “Slow heavy damage skill” it’s the path…
For sure i will test more this trait to see if it works as intented. I hope it works because in my opinion it’s a good trait afterall.
Well i thought that like anything else that increase a stat it will be shown on hero panel =/.
Shouldn’t we see it at least in hero panel just to prove that it actually work?
Does anyone notice that the critical chance increase (2%) based on the numer of conditions on a foe doesn’t work?
I support this
Could even go one step further and allow use of utilities in shroud
+1
It would be great !
I agree it’s so frustrating have to sacrifice a trait for unyielding blast.
Nice suggestion
Well condition do not need a massive nerf for sure but it’s quite obvious that condi like burning must be toned down. A good example of this are elementalist, guards and engineers from my point of view it doesn’t have any sense to give them the possibility to stack so much burning that in few sec you can be kill too much easily.
I’ve tried personally engi guard and ele and their burning damage is too much it’s no sense having tick of burning for 5-6k with 3 ticks any character is basically dead.
On the other hand bleed for example need to be buff a little bit compared with burning.
I hope that Anet will do a better job at balancing direct damage and condition, probably the best way to do it it’s make toughness reducing condi damage…
Great work Nemesis as you’ve always done. =)
I hope one day ArenaNet will try just for a sec to work properly on balancing this class because as we can all see their work in the last two years has a pretty bad result …
but hey who cares they’ve just put a new finisher and new hair styles in the gem store and revenant it’s the new necro… T_T
9/10 I really like the mix of armors and the colors but -1 for grenth hood because it’s too common for a necro ^^
Thx for the answer Anmida =)
I don’t know if you looked at my screen but the game says that there’s for me =/ maybe it’s only my problem do you know any solution?
Thx for the answer
Cmon seriously a cap on track ?? In my opinion it’s ridiculous.
Anyway thx for the answer ^^
I hope anyone knows something more =/
Ehm… this is my problem I can’t finish the track for the back of balthazar because the game says that I’ve already reached the cap for the points even if i haven’t finished the track. Can anyone explain me this?