Showing Posts For Rishnock.6230:
I’m a bit confused on how you got 7k heals on shroud 4. Because I have 7k heals with 1500 healing power and that build has 1000.
According to tooltips:
607×9= 5463
Really where are you getting 7k heals from? On that note, how come an investment of 500 in healing power only offers me a 20% increase in transfusion healing? And if you aren’t fudging your numbers, why do I only get a 0% increase?
Anyone else have comments on healing power scaling?
I’m not complete authority on this, but I don’t think it’s a bug. It’s been like that for as long as I can recall. All signets stop working in shroud. Imagine if signet of undeath worked through shroud: You would recover life force while you’re using it.
I haven’t tried condition reaper yet. Just hopped on a few hours ago and did berserker amulet full direct damage reaper. Granted I was worthless until I got a little lifeforce, after that I was a big benefit to the team.
I was using greatsword and axe/focus. The latter was just for skill 4 and 2 to get some life force from a range. But after I got a pool, speed of shadows trait along with shroud skill 2 lets you charge in and then you do some damage. As soon as you’re out, use the shout that puts weakness on everyone. Like, don’t complain about dying easily when you’ve got an AoE weakness. And greatsword skill 4 has an aoe blind that’s helpful to stay alive. Sometimes I like to use well of darkness as well.
Then greatsword skill 2 helps when they get weak. I’ve found reaper is good for finishing up a fight, especially if you can catch them with low endurance.
I do level 49 and 50 fractals regularly, and I am always useful in some sort. We can debate a lot about the awesomeness of Corrosive Poison Cloud now (against the Golem in the Asuran’s Fractal, the ballistas in Ascalon, etc), the coolness of Transfusion when moving allies away from the hammer of the Archdiviner (in the Dr. Manhattan fractal) and more but belive me:
Spectral Grasp against Mai Trin is the real deal. Everytime I organize with the party to use it, afterwards everyone want a Necromancer for that fractal.
I had no idea that spectral grasp worked against Mai. I assumed she was immune to all crowd control. And I learned something today.
As a side note Bone Fiend is already really strong. 8s of immobilize broken into 2 individual sets of 4s immobilize, and 4 projectile finishers over the total effect.
I had no idea they were projectile finishers…. It’s not written in the tool tip.
One reason I would be on your side is that I don’t like the teleport-downed-allies to come with the healing-on-shroud4. For example, playing melee reaper, I want to heal my allies, but not teleport them to me under full cleave pressure! The teleport only makes sense if you’re at range.
Else I do not think it’s such a good idea to give default healing on all skills. To be fair, necro does not too bad if traited on the healing-allies part. It mostly lacks offensive support.
Your input is greatly appreciated!
Most of the other healing options could potentially be involved in a trait. But the biggest point, I believe, is that there needs to be “Options.” Looking at the focus one, it already gives regeneration. It already is in that “heal allies” spectrum, so why not just add an instant heal to it? See, regeneration stacks time and not intensity. So if they already have regeneration on them, focus doesn’t seem like it would help as much.
Sure they don’t do “too bad,” but I would like them to be able to keep up with the Druid. Much like every offensive specced necro wants to keep up with engineers and the like. The offensive suggestions are being discussed across the board, but I wanted to bring to light the support side of things.
Hello. I just wanted to share my thoughts on my favorite profession and what I think should be done to better organize the profession from a support option standpoint. Currently I think the class’s options for support are limited and going forward something should be done to expand on that.
Let me preface this by bringing up the trait known as “Transfusion” in the blood magic specialization. Now, before this trait was added, I already invested heavily in healing power when I leveled up. Regeneration and well of blood was all I could manage to really take advantage of my healing power. But when this trait was added, everything changed drastically. Suddenly, I could quickly heal 10k health from all my allies around me!! Sure it’s on a cooldown, but all of a sudden I could contribute so much more in a group setting and this really made playing my necromancer enjoyable.
But I want to make a point. The trait “Transfusion” entirely opened up a new world for me. It CREATED a niche that I had wanted to fulfill for a while. As such, if I don’t take that trait in a build, this niche ceases to exist for my profession. The traits should ADD to a niche rather than create one. So my first suggestion is this:
Make the healing factor to allies on shroud skill 4 DEFAULT.
After this is done, you can make the teleportation mechanic of downed allies into a trait. See, that ADDS to the niche of supporting allies. It doesn’t create it. If I want to heal my allies, all I would have to do is invest in healing power on my gear, not entirely limit my build. This creates options within the support niche rather than saying “If you spent 500 gold on all that ascended healing power gear, you HAVE to take ‘Transfusion’ or you wasted your money.”
One motivation for making this post is that with heart of thorns coming, it seems like I’m going to be hit in the face with competition from the Druid spec that I simply won’t be able to compete with. Are you going to tell me to reroll? I love necromancer… Don’t force me to either change my niche or change my profession.
And so here is a list of my suggestions:
-Dagger skill 2 should either by default, or have a trait, to distribute a percentage of the absorbed health to nearby allies.
-Focus skill 4 should have a flat +Heal to allies it hits
-Warhorn skill 5 should cast it’s effect on nearby allies as well, working with the Vampiric Presence trait.
-Maybe make the heal from Vampiric Presence scale off of the necromancer’s healing power.
-Signet of the Locust makes me feel selfish. Like the dagger skill 2 suggestion, there should be a way that I can share my healing with allies.
-One of the Death Magic traits, likely in the place of or in addition to “Beyond the Veil” should alter skill 5 of death shroud such that you tether to allies and redirect half of their damage to you for maybe 5 seconds. Maybe it can also cure a condition. This would add to the necromancer’s bulky damage sponge support niche.
-Signet of Undeath has a cast time that makes is basically useless. This might seem a little radical, but why doesn’t it work on allies who are not just downed, but flat out dead? It’s very archetypal that necromancers raise the dead. If someone goes down its a better option to use Transfusion’s teleport than to cast for 3 seconds to revive them. They would probably die in those 3 seconds. If you think this is over powered, than make it such that it drains all of your life force and splits it among those revived as their health upon resurrection. Or make it an elite skill and give us a new signet skill. As it stands, Signet of Undeath’s active effect is not worth using.
-Spectral Wall is just a little lackluster for its cool down. Because +boon duration is hard to come by, I just don’t feel that I can justify using it for simply 5 seconds of protection. Sure, a little breathing room in pvp, but I think the weakness and projectile protection from poison cloud means I don’t really need that breathing room as a supporter. I would recommend increasing the duration of the protection that it gives.
-Bone Fiend and Shadow Fiend’s active effects are a little bland. I can’t justify ever using them unless I’m literally going for “get as many minions as possible.” The shadow fiend’s blind takes a little too long for the little guy to cast to really use it at an opportune time. Additionally, a reduction of the cool down time for the blind would mean the shadow fiend would be more useful for break bars. As it stands for that purpose, I would rather just use well of darkness. As for the bone fiend, he’s alright I guess. Just like the shadow fiend, his active attack isn’t very colorful. Maybe a projectile finisher on his autoattack and a multiple extra shots on that active that add immobilize duration.
This is mostly what I was able to think of as a start for expanding the necromancer’s options in the world of support.
I like some of these ideas. They are well thought out. I also disagree with some of them.
I agree that a rework of weapons skills would make the profession more fun to play and fix some balance issues that kind of stare at us in the face. No finishers at all save for like staff skill 1 and 4 is completely obnoxious (4 requires an enemy to be there. You can’t help out coordinating with your teammates before the fight.)
The traits that do specific things to weapons are a little mundane. And as it stands, yes: These traits should probably just be default. It would allow for more colorful traits to be added.
The biggest thing I disagree with though, is the role of the focus. Right now it isn’t really clearly defined if it should be offensive or supportive. But I think it should lean towards the support side, with skill 4 giving regeneration as well as an instant heal to allies that it hits.
Also, I think skill 5 on warhorn should also give the effect to your allies. Maybe it’s because I like the support side, but really. Giving yourself swiftness and leaving your teammates behind seems like a selfish skill.
OP I don’t claim to know much about how damage is calculated.
Here are a couple of videos one from the scapper and one from reaper.
Reaper: https://youtu.be/AP859mpHF7o
Scrapper: https://youtu.be/zFAS7jPwPKkI am not seeing what you are seeing, but like I said it is probably just me.
Pretty much. Even the Reaper is behind, and, using greatsword is a total glass cannon (the defensive value of a pull and a blind field I very small).
Do you or the OP have any evidence to support your claims or are two (you and OP) doing your usual routines?
Hi. I just watched the first 7 seconds of those fights and added up the damages I saw and divided it by 7. The engineer one was a bit difficult because there was more numbers flying all over the place, but it looks like I got about 7k damage per second for the reaper and 5k for the engineer. I don’t have time to double check right now, but feel free to check for me. I did 14s-21s on the reaper vid and 37-44 on the engineer vid.
Previous PvE content in GW2 has had some pretty big flaws that prevent it from being “fun” and “engaging.” I wanted to ask a few questions to make sure the development team can keep them in mind so the new raid content isn’t lacking like the old dungeon content was.
1-Are bosses, encounters, and hazards glitchy to the point that the group can exploit them simply by standing in a certain corner and autoattacking? (Like the Aetherblade fractal end with the rotating energy field.)
2-Are hazards so silly and weak that the group can just stand still and stack with standard protection and heals and not have to avoid them? (Like the weapons testing fractal)
3-Are bosses exploitable in a non-glitch fashion such that no one would care to do them “as intended?” (Like how Lupi can be near insta-killed by reflecting his blobs back at him.)
4-Are encounters so glitched that you get to the last boss and have to restart? (Aetherblade path of twilight arbor where the holograms sometimes don’t like to spawn.)
5-Is the raid littered with so much trash that groups are encouraged to run past or stealth through? (Every dungeon ever. If you want the players to run through hazards, the encounter should be decorated to suggest this.)
6-It was mentioned that “You don’t need to wait for your healer to get online.” Does this mean my Necromancer in healing gear won’t have a niche in raids and thus once I get in a group I get kicked out for playing as a Necromancer, like things currently are?
7- Relating to question 6, are we going to have to wait for our guardian or mesmer to come online because, as with question 3, a specific class skill will turn the content from “challenging” to “kitten easy.”
8-Is the content structured such that the support/control/dps model falls through to just dps or go home, like the way things are currently?
9-Are the raids going to be sufficiently rewarding, or are players going to be encouraged to grind them for slim drop rates?
10- Will each raid be incredibly static with the same cut scenes, same npc dialogue, and same route each time? If an artist builds a huge, pretty environment and players have to run the same route through it every time they do the raid, the content becomes routine and less fun. Instead it would be more engaging to have an algorithm calculate a fresh route through the environment with a little variation each time a player runs it.
As a consumer, these are the questions that I ask myself before deciding to buy this new expansion based on the new PvE content. Does anyone else have thoughts or concerns based on the the precedent of poorly designed PvE content in GW2?
Gonna bump this because I had the same problem just now. It’s kind of frustrating.
Quaggan master race. I would throw money at my computer screen if I could play as a quaggan.
It seems you either love them or hate them with no in between.
Hi everyone!
This post is an attempt to bump the old condition cap threads. I haven’t seen any mention of this problem in a while.
So for those that aren’t aware, Guild Wars 2 has heavy limitations on condition builds in PvE, either due to design or hardware problems or a combination of both. The problem that affects me most is the 25 hard bleed cap. In addition to this, but possibly to a lesser extent, burn and poison are also limited to one stack of damage dealing condition. This isn’t a problem anywhere except in large world events like world bosses and some living story content. Myself and others have shown in previous posts that the bleed cap particularly cripples some builds, making them entirely useless if the player wishes to partake in these kinds of PvE content.
Now, my purpose for posting is that I haven’t played Guild Wars 2 in a while since I’ve been far to engrossed in school work for video games. I’d like to know any updates on this persisting problem which has been brought up since this game’s release.
I’d like to know your thoughts. I’m certain that the answer to this problem can’t possibly be “We can’t fix it.” The first step in solving a problem is recognizing it, and I think this has been done countless times. There have been creative accounts on fixing it, and with a good amount of brainstorming there is no reason that this thorn in condition build players’ side should persist.
I was in an organized overflow manning a turret, teq never got above 3 scales, 10 minutes left and he was coming up to the 75% mark. My client crashed.
Now I’m rather upset. Just wanted to share.
Seriosuly Anet, some of these events are going to cause me to rip my hair out. An option to return to the overflow I was on would be nice.
Hi everyone!
So, so far I’ve actually had some fun with fighting Teq. Haven’t gotten him done more then 80%, but it isn’t that big a deal. I’ve been on an overflow for about 5 hours now, enough for 4 fights. The thing is, my home server is Black Gate. I mean, come on. I can’t play on my own server and each of these 4 fights I have to play with different people, meaning that the experience of each group is more or less the same. 5 hours and I’m still on overflow. My own server is full of experienced players who have beaten him multiple times and I’m starting to get bored of losing each time.
It’s not like these overflows aren’t organized. It’s just, when you play with different people each time it’s a different experience.
I guess my main point is that after 5 hours, I should be able to play on my own home server. This is fun and all, but I’d like to down Teq at least once.
I’ve been playing a bleed warrior for a while now. There’s no denying that anet does in fact need to look into the current problems with the condition system and either completely change it or somehow fix it. Focusing on bleeds is just more fun for me, and lately with these events involving huge zergs of people, I’m just not doing any damage.
I think it’s more of a limitation because 50 players hitting a single boss would stack up well over 100 stacks of bleed. Maybe 200. That would kill it outright far faster than the regular damage by all the players.
It’s a gameplay decision. I also don’t agree with it because we should be able to stack as much damage on as we can, but I suppose I understand why they did it.
I don’t believe for a second it’s a “technical” limitation. The smallest of WvW zerg fights have far more conditions flying to far more targets than any 50v1 fight against a world boss. They’re tracking hundreds of stacks of bleeds and other condition in those cases. I hardly think they “technically” can’t handle more than 25 on one mob in PvE.
The point needs to be made that some people seem to not be able to do math properly. Removing the condition cap will not somehow make bleeds do outrageous amounts of damage to a boss relative to normal zerker models.
So, a boss has a stack of 200 bleeds. If each bleed does 150 damage (I can’t do that much, but lets say that we have a group of super geared bleeders), That means
(150) x (200) = 30,000 damage per second.
If I just use an axe with my gear, the damage I do per swing ranges from 800 to 3000 depending on crits and whatnot. But lets just use 800, and I don’t even have berserker gear. In the above quote, we had 50 people. So,
(800) X (50) = 40, 000 dps
From this, you can see how wrong the assumption that the condition cap[Sorry, the forum censored these letters] is somehow in the game for balance.
But, even the numbers above aren’t really accurate. Lets say we have a group of 25 bleeders on one boss and 25 zerkers hitting another. Pretend they are all warriors, because I’m not sure what other classes are capable of really.
Bleeders: 130 damage per bleed with extra dps from direct damage which we will round to 1000. Each person can get an average of 18 stacks on the target.
[(18) x (25) x (130)] + [(1000) x (25)] = 83,500 dps
I don’t know the average dps of a berserker build, but I assume its at least 4000 since I’ve heard people bragging of 15k bursts. According to these numbers, the berserker group would only need to pull about 3300 dps each to keep up with the bleeders.
With the bleed cap currently, well the first group only does a third of the berserker group’s dps.
So from this it is undeniable that the condition cap is not in place for game balance. Something NEEDS to be done about this, whether it be that anet engineers around the bandwidth limitation, gets better hardware to handle the problem, or create an entirely new system that completely eliminates the hardware problem.
I think it was in Temple of Silent storm where someone used a pulling move on my and I took 20,000 damage and did the fall damage animation (so I’m assuming the damage was recognized as fall damage). It was at the spot with the pits that drop into the underground pond. Luckily I didn’t die because I was able to jump down and no one noticed and gave chase.
But yeah, I’m I the only one whom this has happened to?
I hate when people skip content. It isn’t fun and ruins it for me. But if anet wants to fix it they can. I remember in world of warcraft, if a monster gets aggroed in a dungeon it will follow you forever unless you leave the dungeon. If this was implemented in gw2, then skipping would be impossible.
There needs to be a way to keep track of sportsmanship in PvP. If Guild Wars 2 is going to be a big PvP e-sporting game then bad sportsmanship on the battlefield should not be tolerated. I was a swimmer back in high school and if I talked to any of my competitors the way some of these people I play Guild Wars against do I would be disqualified from every race at that meet. Not only that, but it kind of ruins the game when there is that one guy who complains about lag when he gets killed and calls you a noob when he kills you. Allowing poor sportsmanship is disrespectful to the sport.
I was thinking that it would be fun if there was a kind of sandbox-survival event of some kind where you could go and have to hold out against waves of mobs. Waves keep coming indefinitely and get harder as time goes by. Maybe make it a different mode that isn’t a dungeon really, but a co-op 5 player “hold out as long as you can” type thing with different areas and environmental weapons around, maybe with multiple maps.
It is just an idea, but I feel that once you hit level 80 the only thing really to do is pvp or make a legendary. And if I go explore the whole world then it means I won’t be able to have the full experience from playing an alternate character from 1-80.