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Elite Specs Required for Weapon Usage?

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Posted by: Reknarok.7582

Reknarok.7582

i honestly would just like elite specs to be brought down to core spec levels, there’s no need for such overpowered elite specs to be in the game, if your elite specs and new content are fun and engaging enough, people will buy it cause it’s fun. it doesn’t need to be overpowered.

Condi.

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Posted by: Reknarok.7582

Reknarok.7582

i play condi necro for a couple of reasons
1. i enjoy dot based classes
2. condi is the only good build for necro

what annoys me is boon spam, the amount of boons everyone can pump out is insane. how is that any different to condi bombs? it’s not fun to be stomped into the dirt by classes who just become more or less invincible for a few seconds and burst you down, if that takes you off guard you’re just gone with no chance to fight back

do you see where im going with this? the problem isn’t condi or boons, the problem with the sheer amount of both of them in the game. hot brought insane power creep, there’s not much we can do about it

Scourge thoughts

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Posted by: Reknarok.7582

Reknarok.7582

look im not some tosser e-sports guy, i’ve just played a loooooooot of necro. im actually finding it maybe a tiny bit overtuned, y’know, if we had blocks, evades, invulns, immunities, stealth, reflects and if our burst potential weren’t tied to stationary totems

but what would i know, i couldn’t possibly refute that ironclad argument op presented

(edited by Reknarok.7582)

Oh no, VP nerf, wat will we do...?

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Posted by: Reknarok.7582

Reknarok.7582

Using shroud as shield is basic power reaper gameplay. The whole mechanic is designed around it as power reaper has tons of LF generation for a reason so you are able to refill your whole shroudbar in under 10 seconds.

You are doing it wrong if you shroudflash as a power reaper! You are wasting tons of LF gain.

Some math:
Let’s talk about a shroud uptime of 10 seconds (cast time for shroud2 gap closer, shroud5, shroud4 and a few auto chains to get some use out of Blighter’s Boon – that’s it, nothing special, no camping at all!)

Now let’s think about the potencial direct damage (!) shield lost through shroud degen.

marauder gear: 20K shroud:
2% degen = 20% shroud lost = 4K shroud @ 50% dmg mitigation = 8000 HP lost
3% degen = 30% shroud lost = 6K shroud @ 50% dmg mitigation = 12000 HP lost
4% degen = 40% shroud lost = 8K shroud @ 50% dmg mitigation = 16000 HP lost

You can tank 8K more burst damage with a 2% degen compared to 4% and 4K compared to 3%. This is significant and noticeable!

It has nothing to do with shroud camping!

im not saying that using shroud to soak damage is wrong, but from what i was getting from the op was that he was basically entering on CD and then staying in shroud until he completely exhausted it. i don’t shroud flash, i shroud, use what i need and then exit. if what i need is to soak damage then ill stay in longer, and yeah it does suck losing vital persistence, i used it in pretty much every build that involved soul reaping. but i was specifically talking about shroud camping as a build, sorry if you misunderstood me.

what im saying is that, yeah it sucks, but i don’t think it’s as big of a deal as op is making it out to be, that’s all

Oh no, VP nerf, wat will we do...?

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Posted by: Reknarok.7582

Reknarok.7582

hey man, i get that you’re mad about the vital persistence change but in all honesty necro has never been about staying in shroud forever. it’s always been about jumping in for what you need and then jumping out again

sure it’s fun to sit there as long as possible in shroud and kitten around but you’re best off using shroud to its fullest potential. a huge mistake i see a lot of newer necros make is fully exhausting shroud making themselves significantly vulnerable. im not saying that you’re new, but is it not better to try to reduce confusion for new players by limiting a build that essentially encourages you to go against the inherent design of the class itself?

Power Reaper build, ideal base crit chance?

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Posted by: Reknarok.7582

Reknarok.7582

on that build, yeah. but death perception isn’t a very good build tbqh, especially when you can achieve the a better goal with the right set of gear and traits regardless of whether he’s in shroud or not. going his way, he’s well over the crit chance cap while in shroud. how, exactly, is that favorable to him

it kinda seems like he’s sort of beginning with necro pve, which in that case, throw him in the deep end. relying on defensive stats when we have so many mechanics to keep us alive seems a bit counter intuitive to me

besides, nothing wrong with suggesting changes to his build. he even welcomes it. my proposed changes don’t alter the way of playing much at all, will net higher DPS, and provide support and sustain without sacrificing damage output while in or out of shroud. it seems like a win-win scenario to me. plus vampiric rituals, cmon

Viper Reaper WvW Roaming [Video]

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Posted by: Reknarok.7582

Reknarok.7582

ah yeah, working now. ill check them out

I eat Dragonhunters for breakfast...

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Posted by: Reknarok.7582

Reknarok.7582

wow why the hell are you lot so salty? they just wanted to share a video, chill. for real

u lot are acting like ur gods gift to pvp, maybe just lighten up. dont like the video? k, just say so or keep it to urself and move on

Viper Reaper WvW Roaming [Video]

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Reknarok.7582

“video not available”

:\

Can we buff PVE power dmg please?

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Posted by: Reknarok.7582

Reknarok.7582

Power Reaper’s damage is not the problem in sPvP (and in PvE the class does not need blocks at all). The burst damage is insane already. The problem is other classes sustain through blocks/evades/invuln. with ultra short opportunities to land your own damage. In most cases when you lose a fight it is because you were outsustained and could not land your damage and not because your damage was too low.

no it’s because we have near enough 0 mobility coupled with the fact that shroud doesn’t scale and inherent lack of stability. blocks, invulns, and evades all scale with both incoming damage and number of attackers, meaning that the more that’s coming in at you, the more value you’re getting out of those defences. shroud, on the other hand, will not only remain the same amount of damage “blocked” but it’ll lose value with more attackers or higher incoming damage. and the lack of stability means that while we shroud, all the opposing team has to do is control you, burn you, and within moments shroud drops off leaving you with very limited defensive capabilities.

1 on 1, we’re okay. if we play right we can beat just about anything thrown at us. when it gets into larger and larger fights our ability to stay alive diminishes rapidly.

Power Reaper build, ideal base crit chance?

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Posted by: Reknarok.7582

Reknarok.7582

full zerker gear will get you at about 54ish% and you can stack enough vulnerability solo that you can completely forego death perception and instead take dhuumfire or foot in the grave. alternatively, you could switch out soul reaping for blood magic to get that self healing and provide a bit extra group support without losing out on crit chance but you would lose vulnerability stacking from shroud1.

if you’re doing group content, everyone will be stacking so much vulnerability that you will get the 50% crit increase from decimate defences near constantly, so you could ease off on your vulnerability stacking and take things like the focus and chill traits in spite for that bit extra damage

you also don’t need valk gear at all, necro is tanky enough that any stats other than attacking stats are a waste. you taking too much damage? run rise, gonna take fatal? pop shroud.

also if you’re really needing more survivability, trait into blighters boon. you generate enough might from shroud aa and boons from allies that it’s a decent amount of healing in shroud.

tldr; full zerker with decimate defences will have you at around 104% crit chance, don’t take death perception

(edited by Reknarok.7582)

How would you redesign the necromancer?

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Posted by: Reknarok.7582

Reknarok.7582

see, anet seem to have this design philosophy behind necro of a slow, lumbering, unstoppable horror. much like those dreams where you’re chased by something but no matter how fast you run, it always gains on you

i think a new elite spec focused on the exact opposite is where necro should go. if you’ve seen fantastic beasts and where to find them, i want necro to be like that

the druid skills that change depending on form would work perfectly for this. out of shroud, you’re a normal necromancer. trying to bide your time to build enough life force, your skills are defensive in nature, allowing you the breathing room to build. once you do gather enough life force, you become a fast, harsh, unseen horror. im talking teleporting, stealth, fast hard attacks. unleash the true horror, so to say.

with this, remove the health bar replacement. increase health by about 25% or more depending on necessity. increase shroud cooldown to about 30 secs, or 20ish secs traited. a set duration on shroud, utilities useable in shroud, shroud abilities do not consume life force. a kill or down would halt shroud degeneration for approximately 4 odd secs.

make us the vicious killers we want to be. it would turn shroud from being a healthbar to being a strong and incredibly potent elite skill where a single player would think twice about attacking the solo necro

thats what id do, rework us from being slow, lumbering zombie to being a fast, unrelenting eldritch horror

I eat Dragonhunters for breakfast...

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Posted by: Reknarok.7582

Reknarok.7582

nice playing, i sometimes miss old shroud

might have to give this build a shot

Shower thought; Unique buff

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Reknarok.7582

if it were balanced well itd be useless due to the immense cleave damage that can be put out in pvp, if you were to make this not useful taking heavy cleave into consideration, itd become op

no thanks, sorry

Here we are 4-ish years later

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Posted by: Reknarok.7582

Reknarok.7582

the real problem here is power creep

its the fact that theres so much boon stacking, burst damage, and condi cleansing nowadays that it interferes with a necros ability to stay alive through condis like blind, weakness, et cetera. shroud becomes pointless because everyone can just burn through ur life force with little regard, it just staves off death considering our healing is so very limited while in shroud

the pacing of pvp combat pre-hot was more or less perfect. it was steady, easy to read, and skills were used in a reactive nature. nowadays u just mash everything u have and dodge on cd until ur left standing

i come back to the game every now and then to play, have fun for a month or so, but then i feel so crippled simply due to my class choice that i stop playing again

id love to see changes to bring gw2 back to what it was pre-hot, but i doubt thatll ever happen. sad too, cause i loved this game

Possible Epidemic nerf incoming

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Posted by: Reknarok.7582

Reknarok.7582

So tired of nerfs (_ _)’

Epidemic has survived 4 years without being crippled. I hope it continues to do so. It has no passive effect so maybe it will remain as it is.

except for that one huge nerf back around release where they capped aoe to 5 targets

i still remember that day…

Why no love for necro/reaper?

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Reknarok.7582

i almost had an aneurysm at that reply lmao

Shouts vs. zealots defense

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Posted by: Reknarok.7582

Reknarok.7582

no they’re not projectiles, but the skill specifically says that it destroys ranged attacks while casting projectiles

meaning ranged abilities will be blocked while the guardian casts projectiles

so shouts may be classified as a ranged attack. also worth noting that rise and nothing can save you are both unlockable abilities. so regardless of whether or not they’re considered ranged, they should be getting through

(edited by Reknarok.7582)

Why do you love Necromancer?

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Posted by: Reknarok.7582

Reknarok.7582

gravedigger when it connects.

So you don’t love it that often then?

zzzzzzzzzzzzing!

New to Necro

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Reknarok.7582

@mikhael: yes it’s a pve build, it’s what op asked for. they’ve not really said anything about wvw, but im aware that it requires vastly different builds

@kotros: whichever runes you use, you should more often than not use the entire set, vamp runes are relatively decent, cheap, and will increase your sustain

but like i said, rune set use vamp if you want a bit of a cushion while you get used to the class as well as decent damage output
use scholar or strength for raw damage output

sigils use blood and leeching if you want a bit of a cushion while you get used to the class as well as decent damage output
use air and force for raw damage output

Power necro weapon problems

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Posted by: Reknarok.7582

Reknarok.7582

warhorn is awesome for building life force and for the daze, plus as a necro any movement increase is welcome cause we’re about as mobile as an anvil

i always use staff for my second weapon for the utility and range if i can’t get in close

but if you don’t like warhorn as offhand, maybe try just going dagger/focus?

hell even double dagger is okay, while offhand dagger doesn’t generate life force, it’s okay for the condi transfer, blind, and aoe weakness. but i wouldn’t take it for anything other than messing around with questing with a power build

why anet design Gyro can do finish ?

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Posted by: Reknarok.7582

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Power or Condi Engi PVE/Open map etc.

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Posted by: Reknarok.7582

Reknarok.7582

condi is better for high health targets due to condi taking time for its full damage to elapse, but realistically it’s 6 of one and half a dozen of the other for those targets.
power is best for lower health targets cause the burst can bring them down before condi has even had a chance to get through half its damage potential

Race for Engi...which?

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Posted by: Reknarok.7582

Reknarok.7582

charr are awesome, but i just hate how they run on all fours. wish i could choose

asura are literally the best race ever hands down

Anyone else find it funny...

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Reknarok.7582

I wasn’t playing at the time of the patch, but if i understand right it’s still good. instead of chill doing damage, now it applies bleed stacks which means you can stack with other necros.
The bleed stacks will last longer than the chill, but if you really want to have something chilled 100% then it’s still possible.

it’s good in pve cause the damage doesn’t overlap with multiple necros, but in pvp it was a huge nerf. literally was a form of condi burst, now it’s just “oh okay, couple of bleeds”

Viper minionmancer?

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Reknarok.7582

@harnel: oh i know how good minionmancer can be, i ran a 5 minionmancer team with a win rate of like 85%, it was so stupid and baffling how many people didn’t even know how to deal with it. but it takes like 0 skill. we still run it sometimes when we want a laugh, but still think it’s so dumb lol

@ionol: they’re not asking for the viper build, there just asking if there’s a minionmancer version of it

(edited by Reknarok.7582)

Viper minionmancer?

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Reknarok.7582

yeah, like i said there’s not much use for minionmancer apart from basically afk pve mode, or trolling unranked pvp

the reason viper horror works the way it does is because the rise minions will always die within a raid situation and always leave a poison field on the target. the jagged horrors that spawn from kills afflict bleeding which scales with your condition damage, and the horror mark from lich form does the same

they’re just used for cannon fodder, tanking, and condi transfer. not much else

slotting in all of your minions will just make you mindlessly kill stuff in pve by just doing 1 aa

don’t use it in legit game modes, but for questing and such, there’s no better afk mode

Viper minionmancer?

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Reknarok.7582

minionmancer is basically a joke build for if you want to do literally nothing but still kill stuff lol

just keep the viper horror build and all your minions out, it’ll function basically the same way

New to Necro

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Reknarok.7582

i would change the runes, if memory serves well it’s geared more towards burning which we don’t have a lot of

if you want to go full on damage, switch out vamp for scholar or strength. i feel strength is a bit more forgiving but it’s slightly less effective than scholar in terms of raw damage output
then switch the sigils from siphons to sigil of air and force

well actually i chose both soul reaping and blood magic cause it’s for a vanilla build. if you have reaper, then replace soul reaping cause the synergy with blood magic and minions is awesome. and also replace shadow fiend with rise. but again that’s minionmancer, a pure power damage build would look more like spite/blood magic/reaping

personally i prefer soul reaping to blood magic, but it’s up to you, blood magic has better group play as support and a damage boost, but if you’re alone then i feel soul reaping is better due to the trait applying vulnerability on shroud auto attacks, helps a lot with death perception on solo play and reaper shroud is plain fun so i try to stay in it as much as possible

i use the staff for literally every game mode cause the utility is insane
staff 2 gives regen
staff 3 applies poison and chill
staff 4 transfers conditions and acts as a blast finisher i believe, can’t remember
staff 5 applies fear
plus with the trait, they become unlockable and generate substantial life force
nothing beats it

(edited by Reknarok.7582)

Necro lack of survivability is unacceptable

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Posted by: Reknarok.7582

Reknarok.7582

necros are strongest on team fights through disruption, boon corruption, and condition application

however we’re most vulnerable when in a team fight due to the inherent lack of invulnerabilities, blocks, et cetera

this is because shroud is our survivability mechanic and it doesn’t scale, like at all

so the solution is fairly simple

1. remove the passive life force degeneration while in shroud
2. change how damage taken in shroud works so that it scales
3. change it so that a necro only loses a set x amount life force every second while taking power damage. eg.
> necro activates shroud
> 1 sec timer starts
> does necro take damage? if yes, lose x life force. if no, life force remains the same
> 1 sec timer resets
> does necro take damage? if yes, lose x life force. if no, life force remains the same
this way the shroud scales, 1 or 5 players beating on the necro, regardless of power or condi builds, will only chunk off a set amount of life force. this will keep it fair and balanced in the way that condi builds can’t just consistently chunk off life force just due to condi ticks, they have to actually use power damage on the necro which is perfectly doable as literally any class/weapon combination
4. next give a baseline pulsing 1 sec stability to reaper shroud per sec to allow us to utilise our shroud abilities whilst in melee, if necro is being focused then they activate shroud 3 for additional stability as required
5. then allow necros to be healed through shroud, even if it’s at a 50% reduced effectiveness (not including sources of healing necros can already be healed with like life siphon)
6. finally allow necros to use or at the very least, see utilities, whilst in shroud
7. rework the soul reaping trait slightly to reduce life force lost on damage taken

it helps with the power creep in the game, it gives us the survivability we need in team fights but doesn’t give us instant wins in a 1v1 or 2 scenario, it makes up for the inherent lack of other sources of damage mitigation that other classes have access to, and gives us the much needed stability

thoughts?

Watching ranked game

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Posted by: Reknarok.7582

Reknarok.7582

that’d be a nice addition

Death Shroud overhaul

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Reknarok.7582

we all have class specific mechanics, literally copying another class mechanic is a silly idea.

shroud is what we have so that’s what we gotta deal with

first shroud should lose the passive life force degeneration

second, change the shroud mechanic slightly. for every second that power damage would be taken x% of shroud is lost

eg. there is a mini timer from the moment the necro enters shroud, if at any point during the second any power damage is taken, x% of life force is lost no matter how high the damage spike is. at the end of that second, the timer is reset, if any power damage is again taken any point during the next second, you lose another x% life force. if only condition damage is taken, then life force degeneration remains unchanged.

this wouldn’t screw over condi builds, as all condi builds even necro sceptre have a form of power damage on the AA and even every skill. it just means that they would have to continue to attack the necro instead of condi and forget

change the soul reaping trait so that life force lost while taking damage is reduced

this way it scales

(edited by Reknarok.7582)

New to Necro

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Reknarok.7582

probably best going pure zerker gear tbh, necro is the lucky class that has highest survivability while using glass stats purely due to shroud

soak damage? go shroud
disabled and soak? go shroud
cc? go shroud

shroud is the answer for all

remember, using minionmancer you have these available to you

two sources of vampirism from your own attacks
life siphon from your minions, including extra siphon from the blood fiend
condi removal from all of your minions
dagger 2 life siphon
blood fiend sac for burst healing
toughness increase from minions
as well as your shroud

if you need extra survivability, just run some vamp runes and sigils for a bit to help you out, but with minionmancer, i doubt you’ll even need that

edit: this is probably the build i would suggest you run while you get used to necro, im assuming you’re vanilla still cause you said earlier that you haven’t unlocked reaping. once you’re used to it, i would go a spite/soul reaping or blood magic build, replace the tubes/sigils and then go ham. it’s a lot of fun

http://gw2skills.net/editor/?vRAQNBIhZakhGaqxuawtGYvxx0QNfgLoCozwNkpyBoACAA-TxBGABEp8DgnAQZ6DCUdnpUCaz+DJcKAAA-e

(edited by Reknarok.7582)

Why do you love Necromancer?

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Reknarok.7582

ive always played necromancers/warlocks in games, so it felt like a natural transition. i tested it out in the beta and loved it immediately

i do miss the big team fights in wvw though, back when aoe didn’t cap. would find a guardian, corrupt boons, and then epidemic and watch the zerg start to fall apart… beautiful…

but ive always preferred hindering my opponents to gain the upper hand as opposed to strengthening myself, and the ability to corrupt boons just makes it all the sweeter.

sadly, i do feel like a target in pvp, though that’s just like every game with a dark caster isn’kitten so ive become accustomed to that. but it would be nice if at the very least anet would start off necros with a 50% life force pool. then we have at least a bit of survivability when the games start

it does feel held back in the name of “theme”, which no other class appears to suffer from. our survivability comes from conditions rather than boons, blinds, weakness, fear, cripple, et cetera coupled with our shroud. and id be okay with this, but with the current dynamic of the sheer amount of condi clear almost every class can bring not only just for themselves but for their allies as well, it just reduces our survivability drastically and doesn’t really give us much to work with. then you have to think of the power creep and the fact that shroud hasn’t really scaled well with that. so not only has our condition portion of survivability been drastically reduced, but also our shroud portion.

that being said i do still love my necro and can’t really imagine playing anything else for as long as i have, but i would still love to see anet address some of the issues we face

New to Necro

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Reknarok.7582

there’s a few builds to choose from, most centre around conditions.

pvp there’s really only one build, corruptionmancer. it’s just applying pressure through conditions, disrupting through fear and chill effects, controlling the flow of conditions using transfers, and corrupting boons in order to guarantee kills. one instance is using traited shroud 2 to convert stability to fear on a player trying to stomp an ally/ress an enemy

pve you have viper horror which works around poisons, high bleed stacks, and using minions to create poison fields and for tanking. it’s pretty fun

another build is a standard power necro build, spite/blood magic or soul reaping/reaping. it’s good for world content like quests and dungeons where things die quickly

you could also try for a bunker minionmancer, literally nothing in the game is easier. you sit back and let your minions do all the work, it’s pretty funny.

then there’s also a power wvw build running greatsword, apparently it’s good in zergs cause you just spam greatsword 2 for imba damage

personally, i love my necro, don’t wanna use anything else. but kitten do anet make it hard to want to play sometimes

New to Necro

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Reknarok.7582

>metabattle.com
>????
>PROFIT

Make minions great again

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Reknarok.7582

1. moa should not affect minions at all. the fact that it does is a stupid oversight akin to the minion not attacking bug that plagued us for literal years until mesmers had issues and we got a blanket bandaid fix. still can’t even believe that it took them that long to bandaid the minions like that

2. blood fiend sac should have a drastically reduced cast time and potentially also increase healing by a percentage proportional to the blood fiends current health

3. bone minions activated should be changed slightly. have them ignore cripple, chill, and immobilise and both suicide bomb the target selected with a slight delay in explosions so that you can get a blast finisher from the poison field, also should deal more damage

4. bone fiend activated. remove the immobilise on the minion, it’s stupid. remove the travel time and pulse immobilise for the duration. increase duration slightly

5. shadow fiend activated changed completely. instant activation, shadow fiend teleports to necro and grants aoe stealth for 3 secs and creating a smoke field for 5 seconds

6. flesh wurm, instant summon. remove a slew of pathing restrictions and just impose a path restriction on areas that are game breaking in spvp maps

7. flesh golem is actually fine to me, just needs to be useable underwater

i mean these might seem op at a glance but i feel they’re necessary for minions to not be a joke/messing around pve build cause atm they’re just there for damage really with some slight utility use that’s rarely seen.

also im frustrated and sick of anet giving the metaphorical middle finger to our entire class, give us some love cmon

(edited by Reknarok.7582)

Anyone else find it funny...

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Reknarok.7582

i like chilling nova, decimate defences, chilling victory, blighters boon, and deathly chill

but none of them are grandmaster worthy traits, not compared to things like the daredevil dodge grandmasters

literally the only reason i take reaper is for the shroud cause the old shroud is so unbearably slow and rise

cmon anet, can you just stop making us literally everyones punching bags

My Condinecro build

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Reknarok.7582

“I don’t get why you choose carrion stats for a condi build”

um, maybe because it is the META condi stat in pvp?

Except it’s not a pvp build. He’s using runes. clear indication that it’s a pve build.

Not that I have a problem with carrion stats. I do think necro benefits more from rapid stats, since plague sending procs off of crits.

runes are used in pvp…

also op has said it’s good for 1v1 and 1v2

its a pvp build

if it’s pve build you don’t use defensive stats cause shroud is a thing

[Elite Suggestion] Grave Keeper

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Reknarok.7582

i was thinking more along the lines of shroud giving you various minion summon abilities that each serve a different function. obviously give the minions summoned this way a timer but basically it would play a bit like this.

walk into combat with the hammer, generate lf with said hammer. pop into shroud, summon minions. jump out of shroud, empower minions and yourself with the meditations.

its a good opportunity to give necro more of a summoning grave lord feel and playstyle without making it too op. mesh the various traits with things like extending shroud minion durations by x, et cetera. this way, you can cater to all the playstyles without losing focus.

also this way you’d be able to use both the utility minions and the shroud summons but then you wouldn’t be able to empower the minions you do summon. ive always felt that shroud is a good way to give us summoning capabilities without making it too overpowered. you just need to have the summons consume a set amount of lf.

imo, anet need to stop looking at lf as just a second healthbar and start looking at it as a secondary resource. give us the choice of either surviving longer in shroud but having our damage output suffer, or increase our damage output at the cost of a shorter duration in shroud

but then that’s just me

[Elite Suggestion] Grave Keeper

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Posted by: Reknarok.7582

Reknarok.7582

like ive said, i think it looks cool but it feels a bit like it could be refined and maybe focused into something that you could really have fun with. that’s just me though

Maybe i tried to do too many things at once, but i tried to make this elite in such way, that every build would still be possible:
condition build
power build
condition minion-mancer
power minion-mancer

ill show you what i mean if you like? im currently at work but ive got a few ideas bouncing around that i think would work well

[Elite Suggestion] Grave Keeper

in Necromancer

Posted by: Reknarok.7582

Reknarok.7582

looks cool, ive always thought hammer could be awesome for necro.

do like the theme of empowering minions and feel like that could be expanded upon a bit more. it feel like it could just be a bit more fun.

the conal auto attack sounds cool, especially with it increasing area with each strike

the shroud i think could be changed to summoning minions with the meditations changed to abilities that empower yourself and your minions. that way i feel like there’s a healthy balance between bringing back the dead in shroud and then coming out and empowering those that you’ve raised. sure you could go for your standard minions for sheer numbers, but then you lose out on empowering which would keep things relatively in check

like ive said, i think it looks cool but it feels a bit like it could be refined and maybe focused into something that you could really have fun with. that’s just me though

Necros claimed to be able to solo "anything"

in Necromancer

Posted by: Reknarok.7582

Reknarok.7582

Makes some sense. I played a full-on minion set for the last 24 hours. I seem to have stayed alive a lot better (although the levels were only in the 80s, not the 90s).

Does precision apply to condition damage?

The two main reasons for precision on a condi build are Barbed Precision (Curses minor trait) gives a 33% chance to bleed on crit and Superior Earth sigil (60% chance to bleed on crit).

also target the weak, condis give additional crit chance and the precision stat increases condi damage

My Condinecro build

in Necromancer

Posted by: Reknarok.7582

Reknarok.7582

wanderers amulet is better, especially if you’re running dagger oh (tho why idk, no of gen)

Scrappers are nerfed into uselessness

in Engineer

Posted by: Reknarok.7582

Reknarok.7582

lmao im gonna say the same thing here as i did in the pvp thread you made

git gud casul

Should Spirit Watch be less linear?

in PvP

Posted by: Reknarok.7582

Reknarok.7582

not that complex to understand

hold points, the second the orb appears you zerg it regardless of where the enemy team is or what they’re doing, cap orb, resume holding points

Why People are upset

in PvP

Posted by: Reknarok.7582

Reknarok.7582

amber division, cant lose pips or tiers
emerald division, can lose pips cant lose tiers
sapphire-legendary divisions, can lose pips and tiers

I mean, if you want to rework the concept of leagues so it actually means something, get rid of safestops starting from amber.

At this point, amber doesn’t mean anything. It just means people who haven’t played enough games. This could be a bad player, or a new player just starting out. Make it so you can lose pips AND tiers in every single division.

No more players grinding 200+ games just for that 1 lucky streak of 5 wins in a row while losing the other 195. If they’re losing all those games, they drop until they can’t drop anymore.

tbh i agree with you, i just figured that at least in amber new players can sort of get their bearings and really start to enjoy pvp before they start “losing progress”

with an mmr system supplementing, losing wont do them any favours anyway. but i see where youre coming from

Why People are upset

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Posted by: Reknarok.7582

Reknarok.7582

see, an mmr system is okay but open to griefers who will purposely chain lose games to lower their mmr and absolutely destroy lower mmr players, what we need is something more along these lines

division+mmr system
basically, the division system is a good system, but needs tweaking. in comes mmr to supplement it. basically, your overall mmr is what matters most but your division will determine who you play against.

amber division, cant lose pips or tiers
emerald division, can lose pips cant lose tiers
sapphire-legendary divisions, can lose pips and tiers

and no bloody win streaks awarding more or less pips or whatever. 1 win = 1 pip, 1 loss = 1 lost pip. end of story.

amber and emerald we only ever want queueing against amber and emerald division players because they’re going to be the most likely to be a similar skill level

sapphire queues against sapphire and ruby

ruby queues against sapphire, ruby, diamond

diamond queues against ruby, diamond, legendary

legendary queues against diamond, legendary

now what youre gonna want to do is to get all the individual mmr of the players. group 1 and 2. say group 1 is a guild team that play together, right? so you either pair them against another guild team in a similar division with a similar overall mmr OR you pair them with solo or smaller group queue players in a similar division with a similar overall mmr.

what this does is basically the team players who are really good at doing what they do will be paired to play against either another team with a similar division/mmr OR a group of random players who are pretty much god mode somehow. this naturally creates sort of a team queue within the queue system we have now, but is more flexible.

this, i feel, will help keep both solo queue and group play more balanced and fair.

now onto the other part of low division/mmr players playing with another player outside of their division/mmr range. group them up, thats okay. say for instance an amber division player who just started rank play and won a few games will have relatively high mmr but low division and they grouped with a sapphire division player with about mid range mmr. that amber will be queueing into the sapphire division range, but the mmr will help to balance that game. basically, that amber player will have their mmr estimated depending on their win/loss pattern and what they were matched up against and then it will sort of assign them a temporary mmr to be able to queue with that sapphire division player

its not a perfect system, by far. there are many tweaks and things to think about there. but i feel that a system that utilises both mmr and the division system to supplement each other is the best course of action. thoughts? opinions?

Condi bomb=no skill.....

in PvP

Posted by: Reknarok.7582

Reknarok.7582

how, i repeat, HOW?! are there so many people as kittening thick as the op?!

Once upon a time

in PvP

Posted by: Reknarok.7582

Reknarok.7582

are you actually that special? during gw2 development they said they don’t want the traditional mmo format of tank/heals/dps

that goes for all game modes, it doesn’t exclude pvp because there is no separation of pvp and pve. there are no skills or traits that function entirely different depending on the game mode