Showing Posts For Nothing.8564:

Blood reaper build for ranked games

in Necromancer

Posted by: Nothing.8564

Nothing.8564

Hmm to be honest watching your video the dagger in your build is really inconsequential. Power well builds are great to begin with, I think you’d get more mileage out of axe warhorn.

That match I recorded didnt do the dagger justice, but it does come in handy.

The dagger auto attack is nice LF, and with quickness it can do good dmg.
The quickness from wells then using dagger 2 is crazy healing.
The dagger 3 immob+corrupt is also very nice for locking people in your wells.

With that being said, its not a cornerstone of the build and could be swapped out for axe.

Blood reaper build for ranked games

in Necromancer

Posted by: Nothing.8564

Nothing.8564

Hello Necro community, I wanted to share this build before the game changes on the 22nd. This is a pure melee build, using greatsword & Dagger/Warhorn. I’ve tried to make similar builds to this work in the past with no success in ranked, but this one has been extremely solid. I’m currently rank 28th on the leaderboard, and I started playing this in gold 3 where I placed.

Blood reaper: https://youtu.be/k8guuHqUue4

Here are my other ranked necro builds if a melee reaper valkyrie amulet doesnt sound interesting:

Berserker vanilla lich necro:
https://youtu.be/N2etLZ6l_VY

Massive corrupting fear vanilla necro:
https://youtu.be/b4xrx61UShQ

"instant cast" on marks

in Necromancer

Posted by: Nothing.8564

Nothing.8564

It sounds like you have the interface option “Allow Skill Retargeting” on. This allows the 3/4 second cast time of marks to be placed at the end of the 3/4 second cast instead of at the start.

Scourge PvP mechanics tips and tricks

in Necromancer

Posted by: Nothing.8564

Nothing.8564

This video outlines some of the popular questions about scourge and how it plays out in PvP, as well as how deathshroud traits crossover to this new mechanic.

Please let me know if you have any questions or feedback!

https://youtu.be/LTSjMT5LPtc

So far, scourge is playing extremely well in tPvP, hopefully it will stay that way once players get used to their new elite specs.

3rd elite Spec: The Bone Harvester

in Necromancer

Posted by: Nothing.8564

Nothing.8564

And here I thought there was a crusade to rid this game of AI specs…

The Minion(AI) aspect for these skills is very weak, a simple toned down auto attack. They’re basically just utilities that follow you around similar to gyros from engineers. Its how you actively use them(which destroys them) that makes them fun and interactive.

3rd elite Spec: The Bone Harvester

in Necromancer

Posted by: Nothing.8564

Nothing.8564

The new Elite Specialization Bone Harvester at first glance appears to be a minion-mancer, but these walking scraps of bone are nothing more to him than ammunition to feed the Bone Harvesters true goal, complete chaos and destruction.

Utilities:

Summon Blood Mage
Occasionally siphon life from enemies, granting it to the caster.
Active: Sacrifices blood mage at the targeted location, causing a circle of blood that pulse heals, and removes 1 condition for 5 seconds to those within the radius.

Summon Assassin
Summon an assassin, that occasionally applies poison on hit
Active: Whirl for 2 seconds to targeted location in a frenzy of attacks disintegrating to dust along the way causing those hit to be blinded. Once the 2 second channel is complete, leave a lingering smoke field for 3 seconds that blinds enemies within it.

Summon Scorched Pyromancer:
Summon a Pyromancer that grants the caster and minions 75% chance to apply burning on hit.
Active: Overcharge the pyromancers powers, causing him to leap at the destination in a burning explosion leaving a fire field that causes damage and burning. In addition, leave burning bone fragments that explode when stepped on causing burning and slight damage in the area.

Summon Fallen Protector:
Summon a protector that reduces damage by 10%. If fatal blow is dealt to the caster while the Protector is alive, the protector will negate the damage and become 2,000 barrier for the caster, dying in the process.
Active: Sacrifice the Protector to become a whirling tornado of bone around the caster.
Reduce damage taken by 50% and condition duration by 50% for 15 hits or 10 seconds.
Deals 50 damage twice a second to those around the target.

Summon Fallen Sentry
Summon an Archer that stands guard where he is raised from the ground.
Archer will occasionally fire a volley of arrows at enemies within 1,200 yards.
Active: Fire an arrow at the caster with a spirit chain attached, then pulling the caster back to your location.

Elite: Summon Fallen Berserker
Summon a mighty warrior wielding a hammer. If the caster is hit with a stun or launch ability, the warrior next hit will have a similar effect.
-Activate: The warrior goes into an uncontrollable frenzy, smashing his hammer into the ground 4 times, each time increasing the radius and intensity causing knockback each hit. On the 4 hit the warrior explodes. Each hit is a blast finisher.

Spirit Shroud:
Skill(1) Fires a piercing boomerang in a straight path dealing 300 damage, and 400 damage+1 second of alacrity on return.

Skill(2) Leap to the targeted destination, transferring 2 conditions on self to near by enemies and cause chill.

Skill(3) Whirl in 400 yards in targeted direction, fearing those that are hit.

Skill(4) Create a bone wall surrounding the caster, knocking down enemies that try to enter or leave. Enemies inside the bone wall take damage and 1 stack of bleed per second.

Spirit Shroud Utility skills:
Spirit Shroud allows you to possess your summoned skeletons, giving you complete control of your minion as well as unlocking additional abilities. Possessed minion gains the protection of your shroud until the shroud is depleted. You can only possess 1 minion every 8 seconds while in spirit shroud. Once possession ends, the minion dies.

Possessed Blood Mage: Gain access to elementalist’s staff water skills.

Possessed Scorched Pyromancer: Gain access to elementalists scepter and focus skills.

Possessed Fallen Assassin: Gain access to thief’s dagger/daggger skills.(Uses ammunition instead of initiative)

Possessed Fallen Protector: Gain access to guardians mace and shield skills.

Possessed Fallen Sentry: Gain access to ranger longbow skills

Possessed Fallen Berserker: Gain access to warriors hammer skills

2620 matches 791 as necro, thoughts..

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Posted by: Nothing.8564

Nothing.8564

I honestly love the current state of necromancer in tpvp. We’re the last profession that has any dignity. Our defenses were not super inflated to the point of being ridiculous like all of the others when HoT launched. Yes, this means that we have less options available than others, but I’ve never felt like this prevented necro from being viable.

I have two builds that I run in ranked games.

Beserker amulet necro:
https://youtu.be/N2etLZ6l_VY

Viper amulet necro:
https://youtu.be/b4xrx61UShQ

Both builds are night and day different, but still revolve around the same concept necro has been locked to, good positioning.

Having good positioning is more important than defensive stats or traits. We do not have the dodges/blocks/evades/immunes/invulns/resistance/stealth/ect that other professions do and Next to no movement abilities, this leaves us as being a pinata.

I am slightly concerned with how necro will be for this expansion, if we see a rise in overall damage output in tpvp, us being a pinata might not end well with our current defenses.

1073 ranked games played, 703 ranked games won on necromancer. I’ve played necro in spvp/tpvp way back when paid tournaments were a thing and I even have the Challenger of the Arena title for placed in the top 60 in paid tournaments around launch of the game.

Give us the old Vital Persistence free

in Necromancer

Posted by: Nothing.8564

Nothing.8564

Thank you ANET for listening. As of right now, we have 25% of this trait for free. This is a HUGE step in the right direction and puts my mind at ease for the expansion not trampling over non expansion builds.

Give us the old Vital Persistence free

in Necromancer

Posted by: Nothing.8564

Nothing.8564

The sad thing is, I knew this was going to happen. I recorded this video 15 hours before the patch went live.

https://youtu.be/N2etLZ6l_VY

1) I used to play that build religiously back in the day, and feelings of intense nostalgia washed over as I watched you play it again.

2) I agree, that trait should have been baseline, I thought back when they bumped it to -50% it should have been standard degen rate, as it became a “must have” and definitely had balance issues within that tier of traits. Without it entirely, totally hosed.

Thanks!

Give us the old Vital Persistence free

in Necromancer

Posted by: Nothing.8564

Nothing.8564

The sad thing is, I knew this was going to happen. I recorded this video 15 hours before the patch went live.

https://youtu.be/N2etLZ6l_VY

Give us the old Vital Persistence free

in Necromancer

Posted by: Nothing.8564

Nothing.8564

What is Guild Wars 2’s Necromancer? We are a pinata. This is not a bad thing, because we are a pinata that if left uncheck will bring death and destruction to all in our path.

Why a pinata you ask? We are designed to be hit, we are designed to be thrown around, kicked, interrupted, hit some more, because once you think you’ve got us, we’ll make you work for it all over again with our death shroud HP.

With the proper positioning, proper support from teammates, and knowing our imminent doom is around the corner if we don’t dodge properly, or if we step out of line, we can be a glorious pinata of doom and destruction the likes of which is unrivaled.

As a profession in GW2, we have the least access to stability, vigor/dodge, stun breaks, blocks invulns and evades. On top of that, all 4 of our current heal options have a minimum of 1 second cast time and are very telegraphed meaning skilled players can and will interrupt it.
Despite all of this, we manage, and we do so because of death shroud. When PoF was revealed I was immediately concerned about Necromancer because having a new elite spec that doesn’t use this mechanic in its traditional sense sounds like it can uproot the profession as a whole due to the vast amount of traits we have that tie specifically to the functionality of the death shroud mechanic.

This leads us to Vital Persistence and the reason for this thread.

Death shroud drains 4% a second without this old trait.

This means with a 13,257 death shroud pool, or a 22,744 death shroud pool with a ton of vitality, you’re looking at only 25 seconds of death shroud if you’re untouched because the passive draining that occurs is % based not number based.

25 seconds seems like a lot of time, but keep in mind this is full death shroud, not taking damage. Now death shroud is used in one of two ways, Deal damage, or prevent damage. Not having Vital Persistence is a HUGE hit to both, because now not only do we have to be overly cautious when using death shroud offensively, we now have to rely on death shroud as a defensive mechanic significantly less than before because on top of any damage we’re taking, tax on an additional 4% a second.

This nerf is an overall hit to our performance in all aspects at a time when we need our ability to survive the most. Lets be honest, PoF is designed to be one big damage dealing and killing expansion for pvp, which isnt bad compared to HoTs no damage no death PvP at launch. We do not need our class to be overhauled and its core to be redesigned, but what we do need to is not take away from what little we have.

Giving us the old Vital Persistence for free without having to trait into it would be OP in the games current state, but in PoF I believe it will be more than appropriate to do.
At the very least instead of 4% a second, make it 3%, or make it # based so vitality stacking isnt worthless.

About me:
I have 1337 hours on necro, 1073 ranked games played, 703 ranked games won. I’ve played necro in spvp/tpvp way back when paid tournaments were a thing and I even have the Challenger of the Arena title for placed in the top 60 in paid tournaments around launch of the game.
(yes, 1337 hours exactly, what a crazy coincidence)

This insight is purely about pvp/tpvp, not WvW or PvE as I’m not seasoned in those areas. Feel free to contribute to this post regarding how this would relate to WvW and PvE.

Make EotM great again

in WvW

Posted by: Nothing.8564

Nothing.8564

All except the gliders sound interesting

As a person who loved launching people off with my engineer, I feel having gliders would be a great balance of fun and skill. The reason being, troll knockoff builds are fun, and take skill to line up most of the time, however, gliding to a bottom tier of the map instead of insta-dying makes for fun and clutch plays.

Make EotM great again

in WvW

Posted by: Nothing.8564

Nothing.8564

Honestly this sounds fun. Make it 10 minute matches.
Get rid of that 1% stat boost flag claim though, that’s just going to be a snowball effect and give some people a very unfair advantage.

Don’t change eotm though. Just duplicate the map.

I feel the 1% or maybe .5% stat boost would encourage slaughtering as many people as possible instead of trying to hide till the last minutes. Also, the idea would be if you kill a +5% increase player and pick up their flag, it would only give you 1%, so any snowball that might happen would be if a player legit earned it.

So you want PlayerUnknown Battlegrounds for GW2 basically?

That’s a good comparison yes.

You seem to be confusing WvW with PvP. Of course EOTM isn’t exactly WvW either but PvP it very definitely is not.

It’s true the map could be repurposed but then so could any other map. Why pick that one?

Saying its not WvW or PvP is my point, it’s a third wheel that doesn’t have a purpose. EotM is one of the most beautiful maps, and one where I’d love to spend all day roaming like back when it was popular.

Make EotM great again

in WvW

Posted by: Nothing.8564

Nothing.8564

Edge of the Mist revamp:

Game mode:
• 100 player FFA
• No respawn
• Last man standing wins
• Queue size 2 players
• No capture points/tower walls/npcs
• Spawn at random location on the map

Game Mechanics:
• Gliders enabled/Updrafts placed allowing access from the lower section to higher
• Reveal on hit
• When placed in combat, you drop a flag at your location until you leave combat and pick it up. Leaving the flag’s 2,000 radius results in 5% stat loss per minute until you retrieve your flag. Claiming a dead person’s flag results in a 1% stat boost for the duration of the match.
• Death fog: A fog of death slowly envelops the map forcing players to gravitate towards the middle of the map.

Please add feedback to this post if it interests you or not.

Unrelated:
GW2 is great but I’m super bored, plz add something so I can enjoy PvPing again.

New amulet stats do nothing[PSA]

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Posted by: Nothing.8564

Nothing.8564

This has been posted in the bug forums where it belongs I’d assume, however I figured a public service announcement is needed due to the fact I still have people on my friends list using these amulets with stats that do nothing with the impression they’re working.

With the release of the HoT, HotM received some new Amulets with new stats not yet seen in spvp/tpvp. These stats are expertise(condition duration) and Concentration(boon duration) found on some of the new amulets. These specific stats regardless of which amulet that has them, literally do nothing.

I’ve held off on posting this as bugs happen, but it’s starting to reach a point where a fix is to be expected.

For fellow commenters, please do not state they work without taking two second to accurately test. I’ve had to politely inform some top tier players that they’re playing with dead stats who initially argued at first.

HotM new stats do nothing.

in Bugs: Game, Forum, Website

Posted by: Nothing.8564

Nothing.8564

With the release of the HoT, HotM received some new Amulets with new stats not yet seen in spvp/tpvp. These stats are expertise(condition duration) and Concentration(boon duration) found on some of the new amulets. These specific stats regardless of which amulet that has them, literally do nothing.

I’ve held off on posting this as bugs happen, but it’s starting to reach a point where a fix is to be expected.

For fellow commenters, please do not state they work without taking two second to accurately test. I’ve had to politely inform some top tier players that they’re playing with dead stats who initially argued at first.

The New CDI Topics

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Posted by: Nothing.8564

Nothing.8564

PvP: What would you like to see from a League system?

A few things, like exclusive titles for the character that you’re playing, 150 leader board matches won as elementalist, thief, ect.

Unique finishers for the bracket tier you’re in, Gold finisher, Silver finisher, Diamond finisher ect

Unique weapons/gear (maybe legendary/ Ascended ) for top 2 tiers.

(edited by Nothing.8564)

[VOTE] Who want 2v2, 3v3.

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Posted by: Nothing.8564

Nothing.8564

2v2s are coming via Blu, check out the thread for Fight Club for more details.

(edited by Nothing.8564)

Arena? Let's Give It a Shot.

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Posted by: Nothing.8564

Nothing.8564

Looking forward to 2v2s mang! Glad to see this coming together!

Rewards for leaderboards after reset?

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Posted by: Nothing.8564

Nothing.8564

I like your stipulation of “more than 100 games”, but then again I am biased. I do think there should be some minor reward (such as a title). We played on this leaderboard while reading devs talk about giving recognition/rewards based on LB rank in the future (I can look for the sources), and now it’s being erased/reset. What harm would it do to give us a title?

Yeah, I’d really like to see ‘Seasons’ with their own unique rewards, like many other PvP games have, but I guess i should make it clear, that I’d much prefer to NOT get anything, than to get something, and have the leaderboard ‘AFKers, and exploiters’ get something as well.

Rewards for leaderboards after reset?

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Posted by: Nothing.8564

Nothing.8564

The QP list gave out rewards for top 100 in NA, and in EU, with how broken this system currently is (thanks for fixing it Tuesday), you could still reward top 100 players IF they have more than 100 games played. I think that small requirement would exclude all of the exploiters. Thoughts?

Gold in spvp is already here?

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Posted by: Nothing.8564

Nothing.8564

This is how my guild spends their tokens/glory. While putting the mats in the Mystic forge is time consuming, we generally all make over 50g each time we craft dyes. RNG yes, but you’d have to have very bad luck not to make over 40g.

Gold in spvp is already here?

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Posted by: Nothing.8564

Nothing.8564

I see so many people complaining about no gold in spvp/tpvp, but me and my guildies craft dyes and make a good amount. Here is a video of me opening 250 dyes that I got from salvaging solo queue chests. (If you don’t PvE at all, and are level 1, the Laurels from dailies will give you 10 dyes for 5Ls)

http://youtu.be/-_E2CDlBJ2E

TL:DR, made 107 gold from dyes purely from solo queuing.
I’d take Glory to Exp conversion over Glory to gold any day.

To craft dyes in spvp: 1 Arcane Sliver, 1 Arcane Orb, 10 Arcane powders, 1 Consumable token.

Being [OP] Is Hard, Recruiting. Again.

in Looking for...

Posted by: Nothing.8564

Nothing.8564

OP is starting a new tournament team, PM me in-game Nothing.8564 if you’d like to try out.

NA players, Rank 45+ or at least 300 tournament games on the profession you’re applying with.

We are looking for any profession at this time, 2 slots are left.

We run at 8pm-1am CST.

Being [OP] Is Hard, Recruiting. Again.

in Looking for...

Posted by: Nothing.8564

Nothing.8564

Just myself atm, so days for practice can be decided as we go along. There are a few members of my old team who are considering coming back, but still open slots

Being [OP] Is Hard, Recruiting. Again.

in Looking for...

Posted by: Nothing.8564

Nothing.8564

OP is starting a new tournament team, PM me in-game Nothing.8564 if you’d like to try out.

NA players, Rank 45+ or at least 300 tournament games on the profession you’re applying with.

We are looking for any profession at this time.

We run at 8pm-1am CST.

(edited by Nothing.8564)

First rank 70 NA

in PvP

Posted by: Nothing.8564

Nothing.8564

Congratz to [OP] member Kira Boros, took a ton of time and effort.
He is now taking a break from spvp so I thought I’d share with the community what the finisher looks like.

Spoiler: Phoenix finisher: http://youtu.be/bH_pWrk0eGg

Top Tier Thief LF Top Shelf Team.

in Looking for...

Posted by: Nothing.8564

Nothing.8564

We disbanded.

Steb the team killer. Nah, just peoples RL stuff is more important /sadface. +1 to steb as a thief, -50dkp on his necro

Rune burst engi build.

in PvP

Posted by: Nothing.8564

Nothing.8564

Eh, I didn’t really want to share this build, but the next patch makes it so secret builds will be no more, so here it goes, my tournament build I use on my Condi Engi, Nothingg E.

30/5/0/20/15

30/—II—V—XI
5
0
20/—I—X
15/—VI

Armor runes: 6/6 Superior Rune of Balthazar <—- This is key

Amulet: Rabid/rabid

Double Pistol Weapon runes: Superior Geomancy/ Minor Corruption

Utilitys: Medkit <—- This is key
Exilir R
Grenade kit
Exilir S
Supply Create

Build damage: This build offers INSANE condi application, the strength of this build over others is how much AoE burning, and bleeding you can apply, by simply switching to medkit, you cast an AoE burning that CANT be dodge or blocked, on a 10 second cooldown. Since medkit swap has no cooldown, and still triggers this burning, you get to use it every time its up, making you have almost permanent burning uptime if you cycle your abilitys properly.

Build survivability: With Permanent vigor and swiftness, and two stunbreakers and 3 second invulnerability, and TWO rez elixirs, and full endurance refill from Elixir R, even when focused, I’m normally the last to be stomped in team fights. With the ability to cleanse conditions on use of elixirs, we have really good condi removals.

Build team play: Engi’s have the best condi application, with this build we have even more, with the rune burst we pressure people fighting on nodes, like all other engis. Since we run with Elixir Rs double recharge, we can use it twice in team fights, and it has 1 condi cleanse every pulse. With Toss/use Elixir S, we have stomping power, and regular rezing.

Tips and tricks: You can use the Runeburst while dodging, stunned, falling, knocked down. You can use ‘Toss elixir R’ which rezzes you, twice in one fight, if you drop it before reaching 25% life, it will reset its cooldown, allowing you to self rez twice in a row if you time it right, or even dropping TWO rez elixirs for an instant self rez.

(edited by Nothing.8564)

Custom servers for HotM guilds?

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Posted by: Nothing.8564

Nothing.8564

Only reason I’m posting this is that there was no date given for when the beta period of custom servers will be ending, and I’m shamefully rank 67 on the QP, and not top 50. But food for thought for the devs, there’s maybe 5 active HotM guilds that are guilds and not just teams, we could benefit a lot from them

[OP] forming second and third paids team

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Posted by: Nothing.8564

Nothing.8564

Being OP is hard’ is filling our second paids team, and forming a third, we’re looking for dedicated players on NA servers that speak english. Right now we’re taking any profession.

For any questions or to apply, message me in game, or in these forums.

Looking for a team for future esport events.

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Posted by: Nothing.8564

Nothing.8564

I forgot to add I’m NA player

Looking for a team for future esport events.

in PvP

Posted by: Nothing.8564

Nothing.8564

I guess I’ll keep this short, I have no life, I enjoy earning high rankings in ladder PvP, and I’d like to find a team/guild who’s as serious I am. Reply here or in game, thanks.

(Serious teams only please, I’d like to practice at least a few hours a day before esports kick in.)

If you don’t have a team but are still serious feel free to add me.