Showing Posts For Reflexmonkey.1943:

Death Shroud Degen- Out of Combat

in Profession Balance

Posted by: Reflexmonkey.1943

Reflexmonkey.1943

how exactly do they build up lifeforce from swapping weapon skills out of combat? lol. maybe they should give them skills that can get them in and out of combat easily.

Don't want to exploit but.[nec]

in Profession Balance

Posted by: Reflexmonkey.1943

Reflexmonkey.1943

deathshroud resets to 0 at the 10 second mark, you do that “exploit” you can’t reset your utilities and they’ll be on cool down. however there’s some load in issues where you keep your deathshroud.

Looking for an exclusive tpvp guild

in Looking for...

Posted by: Reflexmonkey.1943

Reflexmonkey.1943

i’m looking for a tpvp group with just a small handful of competitive players that are into joining structured events like tournaments. you can find out if i qualify by reaching me at deadpool xlll or either reflexmonkey. have a good day.

Realistic buffs for the necromancer?

in Necromancer

Posted by: Reflexmonkey.1943

Reflexmonkey.1943

We need DS UI fix, we need some fixes to Charge, and something to allow minions to better for boss fights. And signets could use some love. Beyond that, I think we need minor number tweaking on our skills.

thank you

Realistic buffs for the necromancer?

in Necromancer

Posted by: Reflexmonkey.1943

Reflexmonkey.1943

You might want to familiarize yourself with what arrogance is before you start throwing the word around. I’d also suggest you tone it down, there is no need to be aggressive, regardless of what other people are posting.

The fact is that your suggested fixes are not in line with what really needs to happen with the class, or are just flat out based on erroneous ideas. Then when people posted to argue their side, you freak out and call them trolls.

instead of trying to argue with me why not post your opinions for what needs to happen? exactly.

Realistic buffs for the necromancer?

in Necromancer

Posted by: Reflexmonkey.1943

Reflexmonkey.1943

@bas- THE PROBLEM IS THERE ARE TROLLS OUT THERE. AND YOU AND YOUR IDIOT FRIEND ARE TWO OF THEM. not all these replies are “thought out solutions” judging from your previous comment. i can care less if you agree or disagree but when it’s not constructive discus about the profession and it’s just negative attitude than yeah i tend to get annoyed. here’s what you said. not from your previous statement but this recent one. “Your buffs are overkill. Spectral Skills are the least used utility outside of Signets. Minions, Corruption, and Wells are the most common utilities for a reason.” i’m confused i thought my post wanted to buff spectral skills, signets, corruption and nerf well of suffering’s damage? and wells are not the most played utility in pvp because of their high cooldowns it would be either minions or mixed as of this meta. try playing the game before commenting to more knowledge players bhawb would say. hey wait a minute….. isn’t that your friend? and you don’t think that’s arrogant? but constructive? yeah i see your thought process now… troll

Realistic buffs for the necromancer?

in Necromancer

Posted by: Reflexmonkey.1943

Reflexmonkey.1943

Why would anybody use that skill? I don’t get it.
Is Protection really that good? 6 sec for 90 cooldown worth it?
Or is it good in sPvP for Life Force build up?

I don’t really play sPvP and in PvE I find both Spectral Walk and Plague Signet rather good.
Plague Signet removes both Stuns and Conditions and Spectral Walk’s Swiftness and teleportation are both very handy tools in Dungeons and WvW.

I don’t know, but I’d imagine Plague Signet to be better for stunlocks etc. since it also removes Immobilize and throws it on the opponent?

Personally I’d like to see Spectral Armor give Stability- at least in PvE.
Even 5 sec or so would be nice.
It feels like a waste to use an Elite or a Grandmaster trait whenever you need a bit of Stability for w/e.

However if Spectral Armor really is good and I’m underrating it then perhaps I should try using it more. [/quote]

the reason why people don’t use plague signet over spectral armour is because it doesn’t fit their build when they just want the stun break. specially if you can just transfer the conditions with other skills or consume. it’s more like a support utility.

but who knows right…. a lot of people follow meta and once you see a famous player using it you might see this signet more than spectral armour.

(edited by Reflexmonkey.1943)

Realistic buffs for the necromancer?

in Necromancer

Posted by: Reflexmonkey.1943

Reflexmonkey.1943

I appreciate that you have put thought into making the class better, it really is good to have people who care for the class and honestly want to make it better. That said, I honestly think that when you are releasing things like suggested buffs, that you really, really need to look at yourself and think, “Do I really understand the class, and how it is played in the various game modes, and the highest levels of those modes?”. If you cannot answer a yes, or at least a kind of (where you know how necromancers and their skills work in a single game mode), then you should hold off on posting these things, or you will receive some hard flak from people.

The problem with what you posted, is that it is glaringly obvious you cannot answer yes to the question I listed above. The really generic things you listed, some of those are okay suggestions. The real problems are things like your minion buffs. It seems like you don’t understand the real intention for how some things are to be used. Warhorn is an absolutely amazing weapon for dagger mainhand users, and any bunker. Minion skills are actually very good as is.

So just take some time off from thinking of how to improve the class and posting it, and instead doing what you can to talk to more skilled and knowledgeable people, and then once you have the expertise, you can make posts like this and do well.

yes… i’ll admit i didn’t use the dagger/warhorn as much as i wanted to but like i stated before this was meant for pvp and the necromancer as a profession lacks escape mechanisms in pvp. so why not make the warhorn that tool?

as far as the class goes. i think i have a fair share of playing necro to see what can use some adjustment… just over 1000+ matches just solely as necromancer and have many hours in pvp/wvw so please don’t make assumptions about knowledge i understand some of these “buffs” aren’t meant for wvw or pve but a moderate moved my post to this sub-forum. and they’ve also fixed a lot of issues since i updated this. like auto attack dagger…. you use to have to spam it. but if you actually read my post these aren’t over powered suggestions for pvp there just increasing the versatility. and if you can’t see that sir then we disagree. except for the minions. i agree they do a LOT of damage but that’s why i wanted to reduce their damage and increase their health. but even without the trade there is a lot of good counters i.g when you take out the flesh golem, you’re left at a disadvantage. idk why this has any relevants but i’m drunk have a nice day !

Realistic buffs for the necromancer?

in Necromancer

Posted by: Reflexmonkey.1943

Reflexmonkey.1943

I put some serious time and effort into this. and to think that you’re not even putting thought behind your answers is just frustrating.

Realistic buffs for the necromancer?

in Necromancer

Posted by: Reflexmonkey.1943

Reflexmonkey.1943

If I wanted to do smaller buffs/fixes, it would look something like this.

Class Mechanic
- Death Shroud UI fixed. You can now see what boons and conditions you are affected by.
- Life Force gained when in Death Shroud is equal to the amount gained when something is killed in regular form.

Spectral
- Spectral Armour cooldown reduced to 60 seconds.
- Spectral Grasp pathing tweaked. It’s now less likely to be obscured by smaller elevation changes and targets are more likely to be pulled the full distance.

Corruption
- Corrupt Boon now functions like Epidemic; it checks for LoS/targeting only at the beginning of its cast.
- Corrosive Poison Cloud now ticks every 1.5 seconds as opposed to every 3.
- Epidemic cast time reduced to 2/3rds of a second.

This isn’t touching weapon skills, bigger/more idealistic buffs, traits, or the abilities of other classes.

These are good and realistic changes, although I think that you would see an increase in the CD of Epidemic was brought down.

yeah lets bring down the cooldown on the overplayed spectral armour down even more! haha

Realistic buffs for the necromancer?

in Necromancer

Posted by: Reflexmonkey.1943

Reflexmonkey.1943

I know it’s rude to point out typos, but I lost it at “well of surfing”. The most bodacious utility skill.

The problem with well of suffering is that it does too much damage. and wells in general have high cooldowns for easily dodge-able skills without being “binded” down. that being said you see how am trying to prevent one hit burst builds? try not to be so miserable; you might like it.

Realistic buffs for the necromancer?

in Necromancer

Posted by: Reflexmonkey.1943

Reflexmonkey.1943

keep in mind this post was meant for structured pvp to help increase versatility. not hinder the project just to meta.

Realistic buffs for the necromancer?

in Necromancer

Posted by: Reflexmonkey.1943

Reflexmonkey.1943

Haha, those realistic buffs are crazy. Let me help as to why

1. Necrotic Grasp – How can something be overly aggressive when it’s that slow. Staff is not meant to be an attack weapon it’s a support weapon the auto attack is there to hit something hard if you are dumb enough not to see it. It’s fine, though it’s annoying how slow it is at max range, but it does track your target.

2. Warhorn is fine – The problem here is you use it wrong. Couple Warhorn with Dagger, and you got one of the top damage setups in the game with wells. Putting our daze on a shorter cooldown coupled with the amount of immobilizes, fears, and slows we have. I can guarantee you, we could think of few ways to abuse that.

3. Haha, this would be hilarious overpowered in a multitude of situations, but wouldn’t solve the massive aoe wipe out that you are talking about. They would need close to the same health we have, and that would make them awesomely overpowered. Again this is because your perception of what the class is supposed to do is different than what reality dictates we do.

4. Your bug is not a bug we have channelling times that’s part of the class it won’t change.

5. This was done in beta 1 and there was a few necromancers who would simply point hold entire matches without being able to die.

6. Wells – They have traits that do this already (do you play the class). Plus 30 seconds less on well of suffering and an extended 10 second usage haha. no one would live through just the well. Besides getting someone to stay in it for 5 seconds is tough enough.

7. Signet of the Locust – Serious? that’s just stupid. you never lose the passive you just move faster than standard combat speed. Learn to play the game!

8. Siphon life – hahaa, so overpowered. Unkillable machines

9. Corrupt boon – No Idea why you want this.

10. Spectral Grasp – so you want the chill the pull the life force generation and weakness on one spell on a short cooldown. Why not have it be a blast finisher too, and do a 10k bleed while knocking the guy down?

Apparently realism is let’s make us overpowered so no one can kill us and we can do serious damage all the time.

did you even read the post? 30 seconds less on well of suffering??
sounds like you’re deliberately trying to be arrogant.

(edited by Reflexmonkey.1943)

Realistic buffs for the necromancer?

in Necromancer

Posted by: Reflexmonkey.1943

Reflexmonkey.1943

these are my personal opinions to help improve the necromancers versatility while trying to be on fair grounds.

necrotic grasp- Is overly aggressive, misses A LOT and has lower damage for a two handed weapon.(fix please)

Warhorn- only used for mediocre escapes. the daze isn’t self efficient enough for viability. just a low-end offhand in general. i suggest a -5 cooldown on weil of daze(free banshie weil on the daze), or for locus swarm- movement speed to 35% instead of 33% and cripple to 55% rather the 50% or 200-250 dmg per second. or add 1-2 lifeforce.
(these are pick one options. not make the necromancer op.)

minion utilities- they don’t heal themselves out of combat and have inferior health without flesh of the master. i suggest reducing the damage and increasing the health so it’s up to par with the other utilities or just a minor buff to their vitality. with this in mind jagged horror should have more health or re-place it with a new trait i made called “undead horde”(minions gain 20+ viatiality for each minion you control) including itself.

BUG- a lot of skills fail to work if you use them rapidly after another skill or from a quick turn/role.

traits can use some slight adjustments. blood magic in paticular

deathshroud should have a higher ratio off health or drain a tiny bit less when getting damaged.

spectral wall is very good but when you cast it on yourself or directly at your target it doesn’t apply till you actually pass through it. i’m sure this was intended but can you give me feedback on this. that would be swell…

wells- well of corruption increase duration from 5 to 10seconds. well of power- 20-30 less cooldown. well of surfing- less damage!(you could add 4% vunerability instead of 2%), 5-15seconds less cooldown. well of darkness- adds 1 second cripple per pulse, 10 seconds less cooldown.

corrosive poison cloud- increased radius to 300 or 5 seconds to all conditions.

signet of the locust-does not lose passive. plague signet- increases toughness by 100.(loses on cast) signet of spite- higher base power. signet of locust- gain health regeneration.

siphon… -.- one idea…. cast time 1 1/2, cooldown 15-25. healing 450-650 per pulse. 9 pulse decrease to 5. this should inspire some life steal builds who wanna play certain roles.

Corrupt boon- swap out -33 heal effectiveness with self bleed for 100-200dmg

spectral grasp- add decrease endurance regeneration by 50% for 5 seconds.

Spectal wall- increase duration by 3
.

Necromancer profession- passively gains 1% life force every 3-5 seconds of combat.

Dream : March patch notes

in Necromancer

Posted by: Reflexmonkey.1943

Reflexmonkey.1943

-excessive CDs on various skills, reduced by 15-20% (like warhorn skills, wells, flesh golem, a couple of signets, spectral armor)
-Minion AI improved
-Minion HP and Damage increased by 15%
-DS UI improved so now we can see our boons, hp, conditions, CD’s on utility skills
-Regeneration of HP while in DS
-LF degen removed
-life blast lowered damage on 50% LF removed
-Blood is Power: 2 bleed increased to 4 bleed and 30 secs reduced to 15 secs
-Axe #1 damage increased 10%
-Scepter#1 third attack generates 3% LF

do you know how perfect the ai system is? or how much damage they actually do per second? didn’t think so. their vitality could use minor work. your other opinions would make the necromancer too overpowered.

How to balance GW2

in PvP

Posted by: Reflexmonkey.1943

Reflexmonkey.1943

I tried to keep an open-mind but that “simply” doesn’t make it more balanced.

yet another theory by me :)

in PvP

Posted by: Reflexmonkey.1943

Reflexmonkey.1943

that or the expansion! OH YEAH

yet another theory by me :)

in PvP

Posted by: Reflexmonkey.1943

Reflexmonkey.1943

I’m thinking that this games mechanics are by far the best i’ve ever seen… so of course their going to have issues with mechanics that will be needing consistent maintenance for, but once they get those serious repairs out of the way and the game is at it’s optimal potential then they can actually focus all their attention to the pvp aspect side of the game and make it into the e-sports game it was meant to be! (hopefully) remember life isn’t about being pessimistic. stay positive.

but here’s my question, what can we expect from pvp in the near future?

Is this World of Thiefcraft?

in PvP

Posted by: Reflexmonkey.1943

Reflexmonkey.1943

Which class do you play?

If you don’t already use a thief, try playing the class for a while. You’ll figure out their weaknesses.

If you’re already playing thief, and regularly winning against the odds, respect.

I made a thief to see how much of a versatility advantage they have over the other classes. never played a thief before. and for two hours of hotjoins i died three or four times with probably over 100 kills. and your saying their not op? stfu

Post: "Why I Stopped Having Fun in GW2 PvP"

in PvP

Posted by: Reflexmonkey.1943

Reflexmonkey.1943

nailed it. good job.

reacting too fast?

in PvP

Posted by: Reflexmonkey.1943

Reflexmonkey.1943

also if you have 2+ people on you, you litterally have no reaction time. very important that this doesn’t happen in that small time frame

reacting too fast?

in PvP

Posted by: Reflexmonkey.1943

Reflexmonkey.1943

your skills fail because you’re using them too fast after another ability or a fast turn/role. am i the only one getting this too?

(edited by Reflexmonkey.1943)

Condimancer - What Rune do you use?

in Necromancer

Posted by: Reflexmonkey.1943

Reflexmonkey.1943

i’d say the purple one

The Zerker (max axe damage build)

in Necromancer

Posted by: Reflexmonkey.1943

Reflexmonkey.1943

where do you get tactical armour??

whaaaa

in Necromancer

Posted by: Reflexmonkey.1943

Reflexmonkey.1943

was it not 20seconds?

whaaaa

in Necromancer

Posted by: Reflexmonkey.1943

Reflexmonkey.1943

is it me or are they secretly nerfing us? 25sec consume condition, increase fear cast time, 1 bleed stack grasping dead instead of 2. a way more weaker death shroud. lower condition dmg base stat? we need more escape/defense tools if we can’t survive anymore.

Looking for a team.

in Looking for...

Posted by: Reflexmonkey.1943

Reflexmonkey.1943

<Player Looking For A Team>

In game Name: Deadpool XIII
Region: NA, Canada -5 World Clock est
Main Class: NECRO BABY! i also play the mems and the broken thief.
Practice time: whatevers good for you :P
Experience: years of horrible grinding.
other: i’m pretty awesome. just ask my parents.

My Theory

in PvP

Posted by: Reflexmonkey.1943

Reflexmonkey.1943

Theory:
If i had to guess I’d say you’re coming out with an expansion since i seen some of your team members do dramatic changes in such short periods of time. that’s why your patch to patch updates are slow with mediocre content because your teams are working on the expansion! and the store improvements aren’t the biggest priority. this is just a theory! disclaimer

side topic for some quick fixes:
can we implement some small changes to keep the population from decreasing? green for poison in the combat log etc, leader boards with some form of ranking system from matchmaking and or tournaments(important), visual on durations, combat detailed skills n traits. cc period of time meaning if one team has more coordination and targets better than the other team then yes you should have an advantage but is it fair to that player who doesn’t have a chance to react? i understand if some of these ideas are for the you know what and cannot include them. then i’d understand.

some ideas for the future:
2 new professions. new skills for the race; maybe some in pvp? few more weapons, skills, traits. more items in store. maybe socket-able armour. ik you can already put runes and orbs but what if it was like a 3 socket chest?! :O it’d be also cool to see more areas. some areas could be danger zones where people can fight each other or have guild vs guild there. exclusive one on one combat. arenas. TDM. 5v5 – 15v15 hotjoin variations

this was a a pretty good patch. keep up the good work.

the only thing i wanna complain about is the warrior and thief. i’m not saying nerf but they run around pvp like bosses. that’s it. the only cheap shot.

please no negative feedback, only constructive things we can discus as a community to help improve the game play. thank you.

The thief and its gameplay - Your feedback [Merged]

in Thief

Posted by: Reflexmonkey.1943

Reflexmonkey.1943

thieves are op. period.

balance -.-

in PvP

Posted by: Reflexmonkey.1943

Reflexmonkey.1943

I know the game isn’t designed around 1v1, simply meaning if you specialize in one build you’ll get destroyed by another. but what happens when you have a profession that dominates another profession no matter what build their using? is that part of the 1v1 design? seems rather unbalanced than skill.

(edited by Reflexmonkey.1943)

balance -.-

in PvP

Posted by: Reflexmonkey.1943

Reflexmonkey.1943

not coming back till they nerf thieves burst, regen rangers, shatter mesmers and actually balance classes so their not getting melted with literally no reaction time and with all the cc why even bother? i can understand if you’re glass cannon and you get caught by a 100blades warrior; but that shouldn’t instantly kill you for one mistake. -.- and why restrict professions to one or two viable builds? i know you’re going to fix this but cmon. if you wanna be great you need to be faster, smarter, better! MORE CONTENT and more description of what the skill actually does. thanks bye

my negative perspective of guild wars 2

in Suggestions

Posted by: Reflexmonkey.1943

Reflexmonkey.1943

gathering raw material by myself sounds fun… lol

my negative perspective of guild wars 2

in Suggestions

Posted by: Reflexmonkey.1943

Reflexmonkey.1943

WoW is errelavent. there’s should be a small flat fee and i forgot what the rest of what you said. I responded from bottom to top

guild wars franchise was based on pvp

29 earned gold isn’t realistic for some people especially just to change servers. we’re talking players online at a time. or we could do copies sold. not comparing an 9year old game to a relatively new one is bias. Guild Wars 2 was made Number One by time magazine lol.

tournaments as we speak of today not on pre-release. and I’ve tried MULTIPLE servers to see if que time is different.

i do play. mainly focused on the pvp aspect since that’s the most entertaining thing to me currently.

my negative perspective of guild wars 2

in Suggestions

Posted by: Reflexmonkey.1943

Reflexmonkey.1943

this might seem pessimistic but it’ll try to be constructive about it.

-pvp is dead(hearts of the mists) and the whole theme including wvw is based on capturing points. it’s a very good idea but some options would be nice. like what if you did a guild vs guild? 20, 50, 100 people cap? vs each other with some kind of reward/ranking system or an area where people can attack each other once you pass a certain level where opponents can drop gold. something so the competitive players don’t feel left out.

-endgame is not satisfying enough to make players wanna keep playing once they reach level 80… why not make leveling harder. incorporate some kind of upgrades to make people wanna grind, spend time and money on the game.

-20$ to change worlds now?? wtf just because WoW does that doesn’t mean you should follow…. maybe a small fee but that’s kinda ridiculous. especially based on the numbers you don’t have compared to WoW.

-MORE SKILLS and traits. please n thanks. for every profession! at least 5+ skills is almost mandatory.

-massive decrease of population since release. i even quit 3 days after per-release. the game didn’t seem fit to play like it was a waste of time. i’m sure some of you felt this way. the game just didn’t seem to connect with me. idk what it was; it might have been many things but it just wasn’t entertaining to play. now all i do is pvp… and i can’t even do tournaments past 3am because nobody is qued up for them.

Looking for a pvp/wvw guild

in Guilds

Posted by: Reflexmonkey.1943

Reflexmonkey.1943

currently am in sea of sarrows but i’ll change

I haves errr skype, ventrilo, ts3.

i’m very active and would “perfer” to play with people around eastern time zone -5 wc.
i don’t wanna waste anyone’s time by responding back to me. so if your not in the competitive field than please save yourself the trouble. not trying to be rude. but that’s how i enjoy playing. thanks bye