Showing Posts For Salt.6794:
dagger is decent dammage but mele range only
seems like we have no viable auto attack -
If you find yourself auto-attacking as a Necromancer for direct damage, your doing something wrong. Unlike Thief’s or Warriors, who can basically 1 skill you to death, we have to use every possible source of damage output to keep up with damage.
As a direct damage player my typical rotation is Warhorn 4> Axe 3 > Axe 2 > DS4 > DS3 > DS1 > DS2 > Axe 3 > Axe 2 and using utilities as and when i can find an opening.
I don’t use Axe for Axe 1, period. I use axe because its a moderate ranged weapon that has the hardest hitting shortest channeling skill Necromancers can get(i frequently hit 9k’s with Axe 2) and a AoE cripple that requires no target as-well as gaining 3 to 15 seconds of Retaliation.
How are you two just tossing the dagger aside? Last i checked, warriors and thieves dont burst people down with rifles, longbows, shortbows or pistols. It’s Greatsword and daggers mostly, so why not include daggers for necros? How many times have I bursted down a thief in 2 dagger #1 rotations? probably more than I can count. Dagger/Warhorn hits like a truck and gives you some great control. Yes they’re melee weapons but so are daggers and greatsword.
I roll a full zerker necro and have more suvivabillity than i need (Yes omnom Pie is OP). I win most of my 1v1s and you can still deal some good AoE damage (warhorn #5 + axe #3 + Enfeebling blood on DS + DS #4 and run out. No you wont kill a full group but you can get a good 8k AoE for a rotation.
I am not saying Necro dagger is OP, etc. All im saying is it IS viable even though it still needs some fixes.
I almost stopped reading after you said thieves dont burst anyone down with pistols or shortbow. I do agree that dagger is a bit underrated though. While I havent been playing necro long I’ve had a fair bit of success running d/d on a power well build. The burst can be crazy and unexpected, and the immobilize is great for sitting people in wells.
so all 8 teams play yes? then 4 are kicked out the game (stupid idea for a game were u have to wait for 1-3 hours to play paid) then 2 more kicked out then 1 winner?
so 2 teams get to practice all 3 maps against good teams great but stupid for the other 6 teams.
how about the 8 teams play 4 lose then the 4 winning teams go against eachother in 2 legacy maps. but lets have the 4 losers go against eachother in leagacy also.
then the 2 winning legacy teams play for 1st and second place in kylo like normal but have the 2 losing teams play in kylo for 3rd and 4th place.
then from the losing side the winners of legacy play for 5-6 place and the losers play eachother for 7-8th place in kylo.
lets record in stats what places ppl get from 1-8th place (most ppl will play just for bragging rights)
1st place = 120 gems
2nd place =100 gems
3rd place = 80gems
4th place = 70gems
5th place = 3 tickets 20 gems
6th place = 3 tickets
7th place = 2 tickets 10 gems
8th place = 2 tickets
I’m honestly not sure why it isn’t like this currently. Beautiful idea, SAtaar.
Honestly level your character to 80 first before going into spvp. It’ll make it easier for you since you’ll know what each skill does and how it works k. The beat down your going to get in the mists won’t be half as bad if you do it that way.
Or you can just watch a few videos/streams of your selected profession and practice in hot join until you get it. I’ve done it on a few characters and haven’t had issue. If OP is decent at PvP he/she will be fine.
10/10 would show to future grandchildren to commemorate this momentous occasion.
Is sigil of battle really so much better?
My experience with a well-bombing build was that when it tends to proc is in the opening of an engagement, right as you are starting to CC and well bomb the enemy. If you see it happening and move in, your dagger’s DPS spike is very frightening amidst the well damage.
It might work for that play style. I usually hangout out of reach (hopefully) and drop bombs running a full glass build. I’ve been running air on my dagger thus far but it could be nice for the burst when people decide they don’t want me to drop bombs on them anymore.
Scepter scales horribly with power. It generally gets about 1 point of damage for every 10 power, while staff gets 2-3 points of damage for every 10 power and dagger gets 4-5 points. (Keep in mind this is an average of all abilities. Feast of Corruption scales better.) I’m not sure about axe, but it definitely scales better with power than scepter.
In other words, use staff for a ranged power weapon and dagger for melee.
Not saying scepter scales well with power, I only said it’s a better weapon than axe even in a power focused build. Dagger does scale beautifully with power and does crazy damage running a glass build. Staff is a pretty obvious choice.
xD thats actually the build im running now but i always thought scepter was just for condition builds period so idk i might have to try that weapon i guess
Scepter does a nice amount of damage even without focus on condition damage. More than axe iirc. The cripple on scepter 2 is quite nice as well. However if you’re okay with melee range for life force generation, dagger is pretty neat-o — especially the immobilize.
anyone have a build for this for spvp Staff/ Dagger/warhorn?
I just started playing with necro in sPvP (making my way through all the professions. Necro and mesmer are what I have left) and I’ve been running a Power/crit well build with staff and scepter/dagger.
The build I’m using I found while watching some vids from Tokyomurai:
https://www.youtube.com/watch?v=Lv1WkZSi28Y&list=UULul4pHCtzXigJ8VhNKhJsw&index=2
It’s got some crazy damage and is great on points like keep and clock tower.
Focus on?
lol it’ll be a nice feature that takes little to no effort to implement.
Definitely would be a nice quality of life improvement. Probably not too difficult. Just a nice little conditional to check if a pop-up window of some sort exists and then flash the task bar frame (Of course I’m sure it’ll be more complicated than that).
Here’s a build that’s popular because of Teldo:
http://intothemists.com/calc/?build=-VRw;2cP-9-i6VQFx0;9;4T9-J92475;305-5;0KJ;4PcW5PcW52VBAnother node defender, semi-bunker build. Lots of blinds and knockbacks. Proven to work pretty well.
More or less what I use. I usually go for 20/0/20/20/10 though. Rampagers or Rabid amulet with Rampagers jewel depending on the opposing team comp. This can do some crazy damage especially in 1vX fights while surviving very nicely due to high up-time on protection. I’d say read up on the traits and play around with things.
Yes it’s true. Only way to play pistols on engineer is condition damage.
With a two second bleed on your bread and butter skill that you can stack to about 4-5 before it expires?
I’d rather not.
You might want to use more than just auto-attack. Running P/P you have one non-condition type attack plus whatever attacks your kit(s) bring.
Ele sucks at lower levels. Power through, though (or craft) the levels, and you’ll find how awesome it is at level 80. Ele has a high learning curve, but once you ele-arn (get it? ele + learn hohoho it’s funny) how to play it, it’s very rewarding and fun to play.
I found that after 10 points in arcane using d/d elementalist was near unstoppable compared to other professions I’ve played (warrior, guardian, ranger, engineer).
I’d go for 10 in arcane first for the buffs on attunement swap. It’s all about strafing and dodging while utilizing attunements. Elementalist is probably the strongest profession I’ve played in PvE.
Lol no other classes auto attacks don’t hit for 4k each of even near that which the warriors seem to think is no big deal, but to other classes that’s insane.
Actually on a glass cannon character that’s about what my Guardian’s greatsword auto crits for.
I play this build (d+d/caltrops/healing signet/healing power) on my thief and have a lot of fun with it as a roamer. It can be really great in team fights and for stopping enemy rezzes (have fun rezzing them with that 20+ bleed stack), however against any bunker build it just gets out done. Elementalists and Guardians can both cleanse the bleed off pretty easily. Also dodging on and off your point can help you drop stacks and lose minimal progress on your point. It’s a fun build but I’d say far from over powered. When I fight thieves like this on my Guardian I giggle at how easy they are to kill when they can’t stack bleeds. Also they suck at handling bursts/stuns.
First of all, sorry about my poor English. What i am trying to mention in this post is the importance of dueling in this game. Seems that most people on this forum thought GW2 is a team based game and so duel shouldn’t be on high working priority. However, duel is the core element which makes team based game balance. Dueling arena may not be the top priority but balancing classes based on duel should be.
Lets begin with the current mechanism of tPvP, Basically, most team formed up by 1 bunker + 2 roamer +1 supporter + 1 side node holder (sure there are variety, but this is the basic formation of a team). Normally, besides the team fight started at the very beginning of the middle node or sometimes the side node, tPvP is all about how the roamer/supporter support around the side point and middle point. base on this, which means most of the time, the side node holder and middle node holder needs to duel or even handle couple enemies on their own until their roamer/supporter come. apart from that, almost every team pick their side node holder base on how good they can duel meanwhile with some mobility. No victorious can be gain if a team lose every single duel in the match.
In fact, There are just some classes good at dueling in nature than others at the current meta, this is not about HOW you build your class, it is all about WHAT class you are. And that is also why some class are so popular in tPvP and some doesn’t even show up.
Just an example. How can a basketball team be pro if the player itself is not? Can you imagine Lakers are full of unskilled noobs who cant even dribble properly and still get the championship? That cant be possible because a good team is based on skillful player. TEAMWORK is based on PERSONAL SKILL. A team works well because people inside the team does well personally + communication with each other. Same sense, how can a so called team based game neglect class duel balance as it is the essential part of team fight balance? as the current tPvP meta need good dueler in a team, balancing through class duel is a must in my opinion. Surely the devs can balance the class secretly and test by their own. But a better way to do that should be implant the duel arena without ranking, let player test it out and take their suggestion for class balancing. So, please give us duel arena
What is your thought about it?
I understand you want the game to be balanced in 1v1 as well as in a team situation, but that’s not really feasible while retaining class individuality. To play on your NBA example: every player absolutely needs to be talented and skilled, however they don’t need to have equal talents and skills. They do, however, need to have talents and skills that complement one another and the overall increase the efficacy of the team. Part of the fun and challenge, in my opinion, is playing to your teammates strengths and compensating for their weaknesses.
No, except if he does it in melee when it has the same kitten animation as their #2. Oh and it pulls you out of skills like Death Blossom/Pistol Whip while they take away the initiative. That’s the most kitten thing about it tbh.
You should pay more attention to guardian abilities. It’s true that they’re both spins, however skill 2 shoots out bright blue-purple bolts while skill 5 just throws a small sword at you. I play guardian, thief, and engineer in PvP. I’ve never had an issue dealing with it on my thief or engineer and I’ve had plenty of people dodge it on my guardian. Sucks that you lose the initiative but other classes don’t have the chance to use the ability again (assuming there’s enough initiative) due to cool downs.
And you know that nothing should interrupt dodge? Earlier basilisk venom interrupted dodge and it quickly corrected.
Basilisk venom doesn’t give you a chance to dodge the thief applying it to his next attack now does it?
Dodge the initial blade throw or move out of range of the pull (it’s like 600 IIRC). This isn’t a terribly difficult ability to counter.
If ArenaNet was making any moves to fix the major issues with this game I would be satisfied.
Agreed. There should be some level of transparency; obviously not every inner working, but something akin to what rangers got on their forums (a post from Jon Peters basically saying: “soon”) would honestly do a lot of good. Every class has bugs and issues, and every class wants to know that said issues are on the “to-do list.”
How hard can it be to store in a variable the stats of your main weapon, its level and its rarity. Then apply that to kits whenever you equip them?
It would not be difficult to implement in any programming language. Unless this game was written in a scripting language or something (even then, most of those would allow this) this shouldn’t have made it out of beta in its current state.
God Arenanet I know you have quality programmers this is a 1 hr fix max.
Except that’s not how programming on a large scale works. Fairly certain GW2 is written in C++ (source: http://ch.tbe.taleo.net/CH05/ats/careers/requisition.jsp?org=NCSOFT&cws=1&rid=898). Given that it’s based off an OOP design, it wouldn’t simply be a change of a “variable” but rather a change of multiple classes which could have far reaching effects on other aspects of the game. Do I agree that it shouldn’t have been included from the start? No, but I’d rather seen it done properly and without breaking other aspects of the game.
tl;dr: It’s more complicated and I’d rather them take their time than rush and leave something else FUBAR.
Yes, I’m a C++ programmer myself, and yes it is slightly more work than I made it, but not much.
Putting a variable container into whatever class(es) they use to store current weapon information for use in kits would not be difficult nor would it have far reaching effects on the game unless they really kittened up their OOP approach to design.
I’d guess that kits are considered “pick-up” weapons and it’s possible they just don’t want to give stats/sigils to every pick up weapon in the game. I do have to agree it wouldn’t be a terribly difficult fix to implement. Little, simple fixes would honestly do them a lot more good in calming/appeasing the playerbase than focusing solely on the larger issues (not that the larger problems aren’t important; larger problems just mean larger amounts of work). Here’s hoping it’ll be sometime soon.
How hard can it be to store in a variable the stats of your main weapon, its level and its rarity. Then apply that to kits whenever you equip them?
It would not be difficult to implement in any programming language. Unless this game was written in a scripting language or something (even then, most of those would allow this) this shouldn’t have made it out of beta in its current state.
God Arenanet I know you have quality programmers this is a 1 hr fix max.
Except that’s not how programming on a large scale works. Fairly certain GW2 is written in C++ (source: http://ch.tbe.taleo.net/CH05/ats/careers/requisition.jsp?org=NCSOFT&cws=1&rid=898). Given that it’s based off an OOP design, it wouldn’t simply be a change of a “variable” but rather a change of multiple classes which could have far reaching effects on other aspects of the game. Do I agree that it shouldn’t have been included from the start? No, but I’d rather seen it done properly and without breaking other aspects of the game.
tl;dr: It’s more complicated and I’d rather them take their time than rush and leave something else FUBAR.
i’m not sure what the video actually means….. i mean i saw you walk in with shield stance up, then i saw you activate balanced stance and walk up to a guy, frenzy+endure pain + HB the guy and 2 guys walked INTO your HB then you whirl, leap and rush your way out? um…. i dunno am i missing something cuz this shows more of skill synergy than build advantage, or is that why you put sword/shield + GS potential, cuz you wanted to show off the potential of the weapon set, not much emphasis on the build itself?
Yeah that’s what I was getting at.
@Schwahrheit
The skills work nicely if you want to run into the middle of a zerg and burst some people down, but I’m not sure what it has to do with the actual build. You survived the focus because of Balanced Stance and Endure Pain. Either way the people were too distracted (or lagging) to move out of the way or wandered into the 100b. It’s entertaining but it’s not showing anything new.
@Schwahrheit my favorite part of that video was the boss battle theme from The Legend of Dragoon (greater RPG or greatest RPG?). Other than that it looked like any other GS warrior: Frenzy+100b on people too dumb to move away from a warrior with a GS.
To all the people asking for no pets: it won’t happen. That’s the profession. I’m sorry, but roll something else if you don’t want to have a pet.
That being said, pets and their contribution to the rangers overall damage do need to be addressed and adjusted. I’m not sure to of the accuracy of this claim but I’ve seen the pet claimed to be responsible for 45% of our damage. That is absurdly high. The pet shouldn’t be nearly half our damage as that dramatically raises the skill floor (in situations where the pet is able to be on a target) and lowers the skill ceiling (in all situations). I think something in the range of 20-30% would be much more reasonable, but that’s for the developers and their internal testing to decide. Additionally I think pets should attack on the move. Why not? If their damaged is lowered I can’t see any issue with this. A penalty might be in order to the pets damage while it’s moving, however. PvE AoE damage on pets should also be reduced if the ranger is to be competitive while also maintaining the pet as an integral part of the profession.
Increase ranger damage; decrease ranger pet damage; pets attack while moving; pets take less AoE in PvE.
Another issue is with making spirits more beneficial to the ranger. Perhaps giving the ranger and his pet a buff in addition to what they already grant. I’d love to run a buffing/support ranger (I like to in every class).
Make spirits more appealing and better able to facilitate a support role.
The shouts give me mixed feelings. I see how they’re useful but I don’t think I’d choose any of them aside from “Protect Me!” I’d like to see “Sic ’Em” also grant stability to the pet.
I really enjoy how the weapons work, but I’d like to see an increase in longbow damage (as would a lot of people!). Perhaps stacking buff for remaining in the same place (more crit, more power, ignore a percentage of armor).
I had originally made a few asuran characters to try them out. Then a few charr. Then I half-heartedly made a norn (just to see how they were) and I was pretty interested, but once I saw the cultural armors I was sold.