Showing Posts For Nesfarro.1265:
try this one. I personally dont like the valkyre set ideas cus necro has enough hp anyway (20k base + 30k hp in shroud when traited).
Done every map with my build (maybe switch some skills depending on the situation). Also running fractals up to 100 with is without any problem. Dont know much about WvW tho.
its not about the stats, its about the skill balance
works fine for every map on hot, did fractals 100 with it (can even do lvl 90 fractal solo), dont know about wvw but well not my type of gameplay^^
like the others said, axe damage isnt that good but you can still use it like when you need to go ranged and stuff
you can try out this build for quite a lot sustain and survivability on zerk stats
I’d almost prefer it for them to remove Burning as a DoT and rebalance Bleeding with that in mind, or make Burning do the same damage as a Bleed stack but give it a secondary effect (like poison, torment, or confusion) to justify the short duration.
also you cant get burning from a cut so the concepts would be messed up. keep it like it is, but just adjust the balance a bit more since bleed is far behind burn at the moment
Having two pure damage DoTs is kind of redundant.
wouldnt they its reduntant cus one is bursty and one is more long term, but the long time is just too long in the current game.
It’s me.
agent smith I see^^
so make bleeding into another burning but more spammable?
not more spamable, just increase the wind up time a bit
Are we talking about pvp or pve here?
i think it would help both, cus in pvp for example, condition get cleaned quite fast and bleeding isnt able to do its full damage most of the time
Dont forget conditions stack waay above the 25 cap now, imagine how op would bleeding be on world bosses, champions and raid bosses (something that people actually ask for bleeding necros…for a reason no?)
why would it change anything on those bosses? the overall damage on bleed would stay the same if you reduce the duration by the same small amount the damage goes up
Yep, doesn’t make sense to turn easily spammable bleeding into “easily spammable burning”.
if you consider that burning deals like 3 times the damage of bleed and your skills can stack up the same amount of stacks with the skills and sometimes even more stacks of burn than bleed, a 30% shift from duration to damage is fine in my eyes.
I’d say more serious issue with open world PvE for Necros, is the complete lack of mobs utilizing boons that can be stripped or converted into conditions, they’ve been updated with an kitten nal of skills that converts boons into conditions, but boons are strictly limited to raids and PvP modes…
true that.
idk how to put it but i feel like bleeding could need a minor rework. I mean my main is a necro and doing condi builds feels so slow to start with. Nowerdays its more like “have skills that apply burning or go home as condi”. I know burn is for more dmg in a shorter duration but bleed just feels like it needs to be adjusted.
For example on a condi build, blood is power does 2 stacks of bleed for about 55-60 seconds. I mean in 50-75% of the time the enemie will clear it by this time. That reduces the damage by a lot cus you take ages to build up your condis and they get cleansed in a second. For most other short term high damage condi builds it doesnt matters but for necros for example it does hurt our damage.
So basicly my idea was to increase the damage on bleed but reduce its duration since its only for damage and has no side effects anyway. Something like 30-50% less duration but 30-50% more damage? Idk if this would cause too much trouble to the current game so let me hear your thoughts about it.
since the 4/19 patch, the “death nova” trait on death magic no longer spawns minions in the gorseval fight. on sabetha it works tho
and now try to calculate with a warrior or a revenant. they deal more damage with their aa and attack faster than a gs on reaper
as a former necro/reaper player I would say none.
there are so many other skills that are way better than those stupid minions in pve. It just hurts me everytime I see a necro running around with all the minions out.
you basicly split up in condi or zerk gameplay:
as zerk, you prefer to use the 2 damage wells (corruption and suffering)
as condi, its best to go for something like blood is power and epidemic
as for the healing skill, you’d be better off with consume conditions
for the other minions theres almost no use at pve, except for the golem which is fine to use if you feel like it (and the flesh worm in fractals for port)
when you use your skills with the action cam, you attack where your mouse points too, a way to select a target it either to point at it or rightclick at it so it will be locked as a target as long as your dont look too far away
pick up the meat → eat it → wait 5 ticks of damage → set heal on auto use → wait another minute → you are done
thats basicly how you do it. works almost 100% and requieres no healing or mesmer
Well I actually made my Astralaria a week ago or so and the footprints fade so fast, that i can’t enjoy them properly. I just saw it recently compared to some1 elses Twilight and the footprints were smaller and disappered way faster. So I’m just wondering if it what intended to be this way and if yes why^^
the upper part with the explanation was way too big.
i mean the “all ready?” thing and the screen notice was good but why did it need a gigantic explanation text? I’m currently playing on a 15’ Laptop with 1366×768 resolution and it covered like 35-40% of the upper left side.
so a small chat line with a (i)-icon to mouse over would be enough
900 range on axe? thats it? better get back to 600 and work on some damage buff or sth else since range is good as it is…
but I like the idea of blocking projectlies (but well thats what almost every other class already got)
Race: Asura
Gender: Male
Profession: Necromancer
Weapon: looks like every focus (serveral screenshots provided)
It seems like its shifted on one of the axes so its not in the middle of the hand anymore.
Example screenshots: Crimson Lion Focus, Crimonson Antique Artifact, Dwayna’s Focus, Guild Focus, Kind Toad’s Focus and Priory’s Historical Focus.
the 600 range is okay with axe. going further away would lead to a damage reduce and it also helps to remember the 600 range for ds 1 bonus damage
Beside all the other topics being discussed in this forum, I want to see some more life force for underwater necro. I mean we got like 2 skills underwater that gets us life force. One is the autoattack on spear with 3% on every 3rd hit. The other is trident 2 with 5%. Sure both can hit up to 5 targets but the autoattack on spear surely isn’t even close for being enough and once you switch to trident, your dps falls way too low. And when I say low, I mean like 300 base attacks on a full zerk build which is basicly nothing. That leaves you to 2 choice: Being melee which isnt that good on some cases or go range but be useless then. DS is a good help with ranged dmg. So all I’m asking for is just some more life fore gain for underwater.
(edited by Nesfarro.1265)
But warrior is already power base and the elite specs are supposed to change the playstyle somehow so I think its okay that its gonna focus a bit more on conditions.
What about just giving lifeblast another damage tier? Like so
Life Blast
Blast a foe with life force, dealing more damage the closer you are to your target.
Damage: 246 (1.0)
Damage within 600 units: 345 (1.4)
Damage within 300 units: 494 (2.1)
Range: 1,200That would suck. We already gonna have rs for melee and ds is supposed to be ranged so its fine as it is with its range. Just the attackspeed is annoying.
Both the theme and the mechanics are already there, you get bonus damage for being within 600 units when the max range is 1200, its a mechanic meant to reward risk and unnecessary closeness to death and danger, which fits perfectly. This just pushes both the mechanic and the theme further.
You could also get rid of the range bonus and replace it with something else, but frankly, deathshroud lifeblast builds are already really fun to use, a lot more than they were back when deathshrouds bonus damage was based on being topped off. They’re just a little underpowered in PvE, and wonky in PvP because of how difficult it is to gain life force without mob deaths, so obviously the last thing they need is major gameplay changes that don’t even affect life force gain.
Plus, have you even actually tried it or are you just being dismissive? Because my shrouded shotgun build is up near the top of the most fun builds I have ever played in GW2, or most games at all.
Never said that the dmg bonus withing 600 range isnt good but i wouldnt upgrade it further with being closer again. The long cast time for skill 1 makes it harder to dodge without losing dps. It just should stay as it is now and we are getting a melee oriented shroud with rs anyway so ds should stay a bit more ranged.
What about just giving lifeblast another damage tier? Like so
Life Blast
Blast a foe with life force, dealing more damage the closer you are to your target.
Damage: 246 (1.0)
Damage within 600 units: 345 (1.4)
Damage within 300 units: 494 (2.1)
Range: 1,200
That would suck. We already gonna have rs for melee and ds is supposed to be ranged so its fine as it is with its range. Just the attackspeed is annoying.
I know it sounds unrealistic but maybe a release date? xD
I think they should just scrap it being ranged, and turn it into a melee weapon.
Scepter can be the ranged weapon. Because of how condi damage scales now, it can be either a power or condi weapon, depending on how they tweak the numbers.
That is one of the worst ideas i’ve seen. So necro would either be ranged condi or normal melee? That would destroy the variaty of playstyles way too much.
Tho I agree with the other posts that axe 1 needs a damage buff. I mean yes it is ranged and its supposed to be a bit weaker than dagger, but try to remember that dagger can hit up to 2 targets and axt only 1. Also axe is way slower than dagger.
The only thing I prefer at axe are the 2 and 3 skills. Dagger is almost autoattack only for me with axe I use most of them.
i would love to have both shrouds, but i see a problem in some traits like when you turn into death shroud under 10% health
its the same as for ppl who want the pvp skins need to do pvp even if they dont like it.
so just deal with it
Legendary Backpacks, Fractal Updates/More!
in Guild Wars 2: Heart of Thorns
Posted by: Nesfarro.1265
one problem left: what about the needed ar for the higher fractals? its 15ar every 10 lvl for now and with my full ar equip I achieve 85 ar atm. So basicly i am able to do up to lvl 69. We gonna get infused armors then?