Showing Posts For Sera.9750:
I’ve found after putting 500 hours+ into my necro and leveling 2 other characters to 80 on the side…that we have some bright spots…but also alot of low ones.
Some areas I feel are not as bad as Once imagined such as minions, and I say this not because I don’t feel their broken; They are. My view changed some once trying different classes and seeing that most every profession has a grouping of skills that are…well..useless and fit into next to no builds and can’t justify their use. I think most of the anger from summons not working is due in part to our class being called a necromancer…if we were called something else…we wouldn’t think as much about it I feel.
As for our skills in general, I think they are nice in theory but Given the state of the class….I sometimes feel We should be a different profession. To go back to what stated above…we SHOULD be called plaguebearer or something along those line…..and honestly…remove minions and their respective traits from our lines and add a set of 4 new utilities and tweak existing skills to better fullfill the new profession role. The utilities could aid in conditions somehow or act as buffs from say a warlock from other games….give us boons while using X weapon,etc.
I would feel a widespread change across the board like that would make so much more sense to better incapsalate the class as a whole into a actual theme and not just this put together profession that tries to be too many things and ends up falling short as a result. If we had a more defined role as a profession that went along with ( Insert new name here ), where we prioritize conditions, curses…voodoo or something..that just fit more of a role we can hang our hats on and give us a more defined role and direction as a whole.
As it stands now…we’re a hybrid class..have to come up with wonky builds to get the most out of us ( tried tons of builds…have had success with some….but just because success is had…doesn’t mean what you have to go thru to achieve it justifies it’s usefulness ), and more often than not we seem to have a clear lack of direction from a design perspective when it comes to what we are….are supposed to be or what we’re trying to achieve.
So I want to be clear….I don’t think the necro is complete rubbish….I’ve had my bright spots…we have some ok set-ups here and there…can be effective in areas…but Feel as a whole we need a remodel of our profession as a whole….advocate changing our name entirely from necromancer…and trying a reproach of what we are through utilities and skills.
Support builds are viable as healing is not a hard mechanic to come by as a necro. Well of blood is one of those skills as it scales well with healing power to tick for a sizable amount. Also, well of blood is a nice addition for condition heavy battles to quick sweep them off teammates.
As for weapon choices…Staff is going to be your first choice 100%….from there your secondary set is kinda up to you. OH dagger is more for a conditionmancer…so I’m not sure if you want to go that route, Maybe more warhorn + something would be more up your alley.
Either or, point is…support is very viable…can get a cheap clerics set…run clerics jewels..support skills and you should be golden to be a useful member of the team;)
Just thought I would ask as I lack experience with the build itself still, and putting pen to paper only gives you a numerical path to look from. I’m not 100% on the rune combination with 2/2 water,and just heard of someone that used it; haven’t personally tested it myself however on the stacking thing.
I’ll give it a roll probably and see how it goes ( full 6 altruism set ), and let you know; have money I can burn fortunately :P
I’m sorry if this has been brought up already, but I was curious your opinion on different rune match-ups. I know you have your set-up of 3 water/3 monk. I was looking at different ones and wondered if changing them slightly would be a worthwhile tradeoff.
Take say 2 major water/2 superior water/ 2 monk for larger boon duration. (+30% duration to +40% going 2/2/2 from runes ). Or the altruism rune set ( full 6 ), would lose boon duration, but gain ( taking into account boon% increase ), 14s might and 7s? ( horrible at math ) fury to make up for some offense per heal. Also gain 15 healing using the full 6 set, just lose 15% boon duration…which comes out to 1s generally on a boon since the game doesn’t round up,lol
All in all, love the build and much appreciation for sharing it; just curious about minor tinkerings you can do with it :P
(edited by Sera.9750)
Yeah that is a unfortunate tradeoff with the pet but full zerker gear and long bow ( 1,500 range ) is fine…do it on my ranger always in WvW. You can get away with it more since its wide open space…open battles generally and your not always alone so being useless within close range doesnt come into play much unless you get out positioned.
Damage wise you will do fine Imo…just remember to get as far back as possible to maximize dps from your longbow since the damage is scaled relevant to your distance; so to see those 3-4k damage spike crits…u need the max range being utilized. also barrage is quite the zoning skill when bumped up as much as it is to help kinda control a zerg some in terms of positioning or area denial.
Pet wise just use whatever i figure since its just complementary really….Cats for dps is a choice…..Red Moa for fury buffs or simply a tank pet as a just in case security blanket with “protect me” or something.
First off, I’m unsure if this has been suggested or not; if so I’m sorry.
The idea I was thinking about is adding more of a “Ranger” esk style unique to us to make us stand out in ranged combat more so than we may be now. The suggestion I would have is to make a set of 4 utilities to synergize with bow skills to give them more versatility and make us special at long range.
The skill sets themselves would be along the lines of say a immolation arrow, frost arrow,etc….The skills would require a bow ( short or long ) to be equipped to be used. The effect of the shot would depend on the bow being used basically.
For example, frost arrow.
With a shortbow it fires off a shot similar to poison arrow in a spray chilling people for say..2 seconds. Longbow would be a single shot that leaves a small aoe area that would freeze others inside it along with the target ( the radius could be small, nothing OP here ). Immolation could be the same for shortbow and longbow similar…small aoe field where the shot lands.
The idea beyond this is to give us a more unique style from range; make us kings of long range but more useful utility to support from range ( like we’re supposed too… ), and IMO….could replace traps….heck…you could keep the same trait effects in all honestly and just replaced them for bow utilities…greater aoe range..shorter CD…longer condition duration, yata yata. Would be a easy switch off really to do that.
Either or….Something different would be nice…that way bow users have a larger arsenal and we become more useful to a party and we have skills we would WANT to use…and not just find ourselves defaulting zepher on every bow build and LR. Plus, we would cry less about fixing bow skills and just add more options for ourselves in forms of utilities.
Opinions?
I think the general consensus is hunters shot is relatively ok, barrage is fine as is ( love it…use it once its off Cd every time.. ), what we mostly agree on is the longbow auto attack needs some love still. For me personally the attack speed is a bit annoying but i think its designed like that on purpose. The shortbow peppers quick smaller damage shots while longbow is slow but powerful shots; a pretty generic tradeoff.
I do think the longbow auto attack could use some help elsewhere though…the range is fine ( hate having to trait for it but w/e.. ), but maybe add effects based on the range your firing from; or add a status effect in general.
I use LB since I do mainly WvW and I use it hands down because its the most distinct advantage a Ranger can have in such wide open places. Using a Heavy Glass DPS build I find myself pinging people off from ranges they can’t even hit me from for 2.5k crits and squishy people 3-4k. and just pelting them and watching chunks of their hp go down. Rather gratifying but also very helpful to my zerg or team or guild for that matter to be able to zone out people using barrage and slowly ping people off.
Now for general PVE….I would maybe lean towards SB as A.I mobs tend to simply run up to you and hug you like your grandma so its hard to get any distance between you and them to even reasonably use your LB. In those cases SB or even our more versatile weapons like s/d or something would be more effective. Dungeons….you can get away with LB more since you got people tanking for you so you can focus on dps and healing springs to support your team.
Overall it depends on the situation, but personally for WvW and specing to have 1,500 Range and a nasty LB crit attack…its definately viable. Just remember positioning is everything…don’t run around solo…don’t charge into groups….find spots you can allow yourself to still get away from and just play smart:)
Well the only reliable way to heal poison w/o having spring is our signet then…bears “shake it off” or waste a GM trait for our blind/poison dodge roll removal. Or use a sigil on a weapon from crit’s.
Well for me I go a pure Power/Precision/Crit build and LB for WvW. I’ve found myself taking a 20/20 for the same area’s then the last 30 i tinkered with.
I tried traps…pretty useless…range is to short to be practical for synergy with bows. Tried spirits…gimmicky….maybe useful if you use shortbows cuz of the attackspeed to get off crits at a quicker rate than say a LB. Again though…utilities end up shot as a result. Your general options then fall to BM or Survival. Bm is ok if u want to build up a tanky pet n use “protect me” or something…but it isnt overly necessary.
So i found going a hard 30 in survival would end up best. focus on vigor and getting bark skin for ur GM trait. Idea is…if you build glass…your not looking to sustain..if you get swamped..your dead so dont worry about wasting points in long term survival. Dodge rolls and bark skin help simply mitigate damage till you can get out to safety or back to your own zerg; Lightning reflex’s helps this greatly.
Howver, if you feel u dont need safety and just want DPS….I’ve personally switched to 30/25/0/15/0. Just dont run around solo for no reason and look to aid groups and you should drop people with a LB within a few shots…more so squishy people…it isnt pretty,lol…
If your looking for more a bunker esk build…your gonna want to go for what other people do which is 0/0/20/20/30 ( the 20/20 u can play with for w/e u feel is best ). You’ll lose DPS but you’ll be alot more tanky and heal better; You’ll want PVT or Preferably Clerics Equipment for that.
I agree on some points and others im 50/50 on.
I run a pure glass Build in WvW and rack in badges pretty EZ as a result. Issues i’ve found though during my raids in WvW is normally in two areas; Close distance and attack speed.
For close range I’ve started switching out to shortbow for more versatility so I don’t find myself gimped. I do however get the idea of having longbow do less damage from closer range….but the drop off seems pretty steep…the damage i do within say 600 range is horrid.
Then the attack speed itself of our normal attacks. They seem to take ages to fire off….granted being Glass…and popping people for 2-4.5k crits is fun…having to wade thru the 500-600 damage shots during our long animations does kinda kill any headway in terms of downing someone.
So for me, a slight boost on our auto attack would be nice.
A slightly quicker channel for our #2 or damage boost…either or.
and maybe tweak the damage scaling in correlation to distance between us and our opponent.
I think part of it has to do with perception of what a leader should be doing. Normally you want your leader to be smart and tactical and wise and be someone you can believe you could follow into battle knowing what they guide you to do will lead to success or put you in a good position to win.
However, being the game that this is….it often means more it seems to see a commander who may or may not even be the brightest or best tactical leader; instead charging face first into a mob of enemies and facerolling them…and ideally not dying in the process.
Which leads to the difference of opinion of what people are looking for in a commander and what their role should be. I say personally any profession can be a commander and your role can be different depending on what class you are.
So say a thief is commander…your role can be assisting in roaming…cutting off supplies…gorilla tactics,etc….a warrior commander can be a frontline assault person…guardian tower/keep defense…..ranger siege assist ( what i do personally being a glass longbow user ), etc.
So I think the role can change depending on the class so you dont feel gimped into a role that doesnt even suit your classes strengths. I mean theirs many facets to WvW so there’s no logical way to imply that all commanders should do is charge into battle headlong and kill people…the other portions of WvW are there…so utilize them and let your class kinda help aid that area your assisting in.
So basically…if your a thief…dont go charging into battle like a moron just cuz your a commander….lead in a way or a group that sticks to your strengths and people that wish to follow you for your role will.
Yeah, i mean me myself; I do spend real money on the game. I got extra cash and my gaming experience is helped by not being hindered by equipment or items I “can’t” have. Now in terms of legendaries being upwards of 2-5k or w/e….that’s insane and I would never spend that much real money or find a way to save that without playing the system.
In a nutshell..that is how most that do have thousands got it is from playing the TP. Which is fine…your good at selling and trading….tho there is some that take advantage of some facets which shouldn’t exist or loop holes…but whos gonna really track that kinda behavior anyhow?
I figure ignore it and make a legendary yourself…give the way I look at it. It takes a wealthy player to even list one on TP…and the only other people with that kinda money is another wealthy player who will already have said legendaries…so who really do they expect to buy them? The consumer they’re advertising to can’t afford them so whats it matter; its the rich trading amoung the rich is all…which is pretty dumb imo.
So enjoy the game for whats its worth and ignore the legendaries listed honestly…just rich people showing off since 95% of the community cant afford them anyhow.
Actually what it is ( happened to me personally ) is there is a limit to the amount you can spend in a month. I forgot the exact amount…like 200-300 ish? The reason is its a built in protective feature if say someone younger took their moms bank card or your card got stolen,etc.
Now if your information is being put in correctly and all that…then the above is probably the case. You can go around it however by simply re-entering your card information every time you wish to make a purchase ( regardless of the amount ), until the monthly limit goes by.
So yeah….long as your entering the card info correctly,etc….then thats your issue.
Have we had a real heart to heart discussion with devs before? Normally when they pop on its to say to settle down or be patient or “we’re working on it”, but i saw that thread on mesmer forums and i did kinda laugh to myself. Why can’t we have a constructive discussion like that once and awhile and like mentioned before…get an idea of how the devs think our class is working; sort out fact from fiction from what they maybe think is working and what actually isn’t.
I truely believe in large part…there is a divide on what is perceived to be working with the class and what isn’t. The view from players is likely night and day compared to the devs in their vision and or opinion of the class.
At the end of the day, it just bothers me to see the same skills broken or useless or untouched or patched when their OBVIOUS issues…its not even a matter of debate but simple X skill does not work/scale/path/etc properly, fix it.
+1 useless and isn’t even helpful for MM; plus all the above…
I agree completely with whats been said. I’ve mained necro since I started this game and the amount of money and time i’ve invested into the profession leave me kinda tied to it.
So I’ve toughed it out and tried a plethora of different builds and strategies and find like mentioned…If im not multi-tasking my kitten off and managing cooldowns…i’m doomed to simply get out dps’s, out lasted by most classes. The issue I find is we dont accell at well….anything. we’re not the best at a single thing i feel like…other classes stack conditions better than we do….other classes survive/bunker better than we do…we’re not the strongest class physically in terms of damage output…..so what DO we hang our hats on exactly?
I find to accell at all with this class I simply have to not look at skills or traits for their effects per say, but simply out Stat my opponents from a combination of eq, trait alignement and skill usage. So i may not be better than X profession in theory…but if I can simply out damage or out last on paper; then it’s w/e…
I just find it dissapointing really….our class as a whole seems to have no true identity….we’re the masters of nothing…we have hands down the most buged/useless/broken skills and/or traits, and a pretty useless profession Mechanic in Death Shroud.
I sometimes Want to cry thinking about why I didn’t invest my time and money in another profession that could accomplish something. Tons of time and gold later…got 4-5 Different EQ sets for builds…none very good…Commander Tag, and more useless junk on a wasted profession. oh joy….
All this patch did for me is give me a speed boost for my D/D build…about it…locust i can care less about…the run speed i didnt give two cents about….i want the healing effect to work/scale properly or just boost it..either or..its a useless signet still until the “Active” effect is fixed…the passives irrelevant.
As for the other changes….underwater ones were meaningless…when do u ever fight underwater? Gluttony…dunno…is w/e….spiteful removal is nice…random buff to a trait no one used anyways,lol…
Overall I was actually disappointed….I knew some things would not be fixed in this patch…like Minion A.I ( they way they spoke on our debug thread..it kinda implied they would look harder into it..but had nothing in the works… ), and DS UI,etc
I did at least expect some more swooping changes across the board at least on our end from basic things….properly scaling traits and skills….little bugs here and there….basic stuff everyone complains about cuz its obvious issues..but seemingly get put to the side for reasons none of us really know…
After this patch I find nothings changed..necro sucks no more than it did thursday…same builds apply..same traits r useless…same skills are bread and butter…same skills are ignored.
Will be sticking to my PVT build using Wells..least until AOE gets nerfed..then i’ll have to figure out what in world this class can even do….literally…no aoe….whats left?
It takes way to much trait commitment to even spec properly in fear and even then….it makes it subpar at best. The damage increase is nice but the trait alignment doesn’t go all to well with a conditionmancer either….
Plus the aformentioned issue of….we dont even have that many fears to begin with…..we have more fears through utility effects than actual skills. Reapers Mark, Reapers Protection, Fear of Death, etc….even then…thats a HARD spec in certain area’s to even maximize the fear potential; which is dependent on situational effects to occur. The issue with that is…the point of the damage increase is to aid in DPS as a additional condition effect modifier…but when the fear effects thru traits are all situational…you can’t “plan” burst damage around being downed or stunned,etc….so ur left with staff and DS…which…just doesnt cut it..
So I’m not sure this addition will do much tbh…not worth the investment….nor time to even make it remotely viable…
We do seem to have the most “useful” racial skills I would say. Grasping vines is more my second choice of the bunch tho, as I like Take Root alot more to spawn a mini siege and be invincible during the channel to boot. The regain seed is ok, hard specialized in a necro healer and it has its uses…only issue is the seed has so little life it dies quickly if under any kinda fire what-so-ever.
I’m not entirely sure if this has been brought up before but I thought it would be a nice addition to add more build diversity to the game in terms of available skills.
Reason I would like to see something like this is because it won’t complicate existing setups in the form of simply adding more signet’s to classes or overlapping spells,etc
The new trait line as well as the skills added should generically add their own usefulness to the race played to distinguish each race further beyond just professions. The trait line itself should ideally only directly effect the racial skills being used also, as to not pad the stats of existing trait lines already existent in the game.
Ideally the two stat modifiers for the trait line could mirror the race being played per say, Charr race line could effect racial skill power and precision ( ONLY in relation to racial skills; has no modified effect on all profession skills ), etc
I’m unsure how many racial skills would have to be added to make a investment in a traitline plausible or ideal but I think it would serve as a neat idea to give the race you pick more meaning beyond a handful of racial skills you can’t directly modify. So when going into say SPvP, u could see more diversity and look at someone beyond their profession and be like, " ah…a char ele…how scary….< 2 mins later> oh crap, a human ele; watch out for ____ ".
You get the idea, just a thought :P
I’m not entirely sure our class is designed for that kinda tanking. I’ve personally only mained a necro since starting this game and after trying a plethora of different builds…find pure tanking is kinda a facade as a class in relation to other classes.
I think on paper our class gives us this illusion that we can tank for days or be a bunker similar to a ele, but its kinda different in respects of the goal. Like the vitality everyone speaks so much about makes you inclined to think we’re tanky…but i think vit is more a complementary stat that is “supposed” to go hand and hand with Death Shroud and not so much intended to make us tanky.
I’ve rocked 2.4k toughness before with around 21k HP and being “tanky” isn’t all its cut out to be as a necro….we can just stall for longer than some classes depending on our build…but that’s about it. We sacrifice so much dps to become a wall that we end up as just that….a wall with little utility or practical use.
At heart our class is more of a hybrid in every respect I think. We can be slightly tanky…but dont specialize in it; we can become a condition nightmare….but don’t pigeon hole yourself into a build that can be countered easily. Realistically speaking we should be more of a versatile class that can do different things or perform different roles in combat.
If you want tanky though….you have a few options.
Wells + Staff for distance, with life siphon on wells n protection when cast u can do ok with mild toughness.
Dagger/Dagger + life drain, not popular or used i’m sure….but high toughness with signet of locust, life siphon, dark armor for every channel, reaper’s protection,etc…is not bad..add in spectral skills for ur utility here.
Last is probably MM + w/e weapon choice is best for you. You’ll get the extra 100 toughness from 5 minions out, on top of say decked out knights set and accessories and maybe staff…should be golden..more a mid-range to distance build tho.
Maximizing survivability is probably most important if your going to be a clothy and fighting up front. WE do have some luxury tho being a necro as we’re beefier than other light armor characters and have a higher innate health pool.
One route I liked using 2 daggers is the minion route. Granted the A.I is horrible but with “Vampiric Master” on top of the healing you get from attacking yourself and life drain skills….you should be able to keep a constant flow of green numbers flowing your way to keep your hp up. That typa build tho suffers as you go against more people as the damage isnt concentrated on one target as much so your constant hp flow is diminished.
Another route would be Wells to lay down as support. Given your going to be in close range you dont necesarely have to get the Well targeting either…so you can save yourself some trait points. Given the Lf gain from Daggers…you could instead trait up in Soul Reaping and invest in Near Death for the pop in/out builds. being in close range…you’ll have wells to drop where you stand…then traited in Death Shroud and Near Death…spec in causing conditions or giving yourself boons poping in Ds and Out around a opponent. Could prove useful:)
Ive tried it with axes before. It’s pretty easy to keep a constant weakness condition up. is a second here and there it wont proc right away and may tick down but for the most part it works often enough. Personally however, I’ve never really thought much about what kinda build you would want to use it for. Ideally it would probably be daggers/axe….but it would work as a condition add on for builds with scepters ( the 33% increased condition duration is not overly needed…it is a tad overrated )
For me I started with the class because I “thought” it would be fun and cool. At first I was ok with it….but noticed issues with the skills I had just being Bleh….then as i got more knowledge about the game…how many glaring bugs we have.
At this point Ive tried a a ton of bulds and equipment set-ups, and roughly feel commited to the class given how much time ive put into it. With working around 10 hours a day…bothering to re-roll a new profession is meh…just wanna make work what I got.
What I will say though is the class isnt as bad as people say…it has its upsides…and i can see where we can be a very much competitive profession. Of course…there is other times where i shake my head and wonder how this class can function properly given how it was constructed.
Power does affect bleed strength. If you ever try using Blood is Power, note the damage you do before; then after. As for percision…its to add a secondary form of damage and or offense so your not simply slapping bleeds on a person on waiting for them to die.
A common issue some come into like noted in WvW; or SPvP. You make yourself a one trick pony and rely on simply trying to bleed people to death but if you can’t outlast a person to simply dot them to death…then your pretty much useless. This build posted is more to give yourself some versatility so your not pigeon holing yourself into one strat in battle and can supplement your offense other ways.
I would mostly agree. I used to buy keys for the Black Lion Chests but stopped once I saw the items I got from them was hardly worth the money I put into it.
Same goes for the outfits…Never really thought about using them. I tried buying the consortium chests when they first came out…wasn’t overly thrilled with what i got so i stopped that as well.
I do admit as well I have no issue putting money into a game I enjoy playing to support it, as it also grants me something in game I can use or equip,etc to further my enjoyment.
I would love for their to be more options on the Gem Store; even if its only aesthetic things like maybe the ability to buy glows for a weapon/ Skins for summonables in game ( for the classes this covers ofc ), Aesthetic armor to wear during combat,etc
I’m sure something can be thought of, but as it stands….aside from inv slot’s, character slots,etc…and occasionally some Gem exchange if I need a slight boost in Gold…I’m hard pressed to spend money on anything else:/
Theres always ways to make the most of a toughness set up I would like to mention. For example, I recently went full Knights set, Toughness based accessories and weapons and I’m floating right around 2.3k toughness and 3k armor. As a light armor character..that’s not to shabby.
To help supplement that, I Go MM for a additional 100 toughness ( Full 5 minion’s ), Vampiric Master Trait to get life from my minions, Fetid consumption to keep conditions off me and finally 6 set Dolyak Runes in my armor.
All that put together and I’m a PAIN to take down.
You notice the difference though honestly. The amount of hits you can take from something, being able to sit in different types of spam and notice little health drop. It’s a far cry from having say 6-8k more HP but no toughness and seeing your bulb drop like a rock in midst of damage; Compared to say 22k Hp and soaking damage like a sponge;)
Well I would doubt unresponsive A.I is really a design decision used in some crude way of balancing things. It likely was something never hashed out in Beta that carried over to the full game release. I would LIKE to assume there is a hang-up of some kind in the coding department of things that’s keeping this from getting fixed.
Otherwise….the issue is pretty dang obvious ( not to mention glaring ) to not be known by now or be worked on to “eventually” get fixed.
I’ll agree tho that MM would be a good build IF this gets resolved. I don’t think it will be as OP as some people think it will ( I wish,lols… ); as we’ll simply see a DPS improvement and maybe more people going MM where they normally didn’t before. Imagine 5-6 necro MM’s full armied in WvW,lmao….
I’ve tried vitality as a main stat before out of the two, and I admit that being able to boast about having 28k+ HP is nice….without defense to supplement it….your still going to see it drop like a rock.
There is perks to high hp as it does affect your life force slightly, but overall..I don’t see a big use to it beyond being a complementary stat to ur arsenal.
I would say go toughness ( for what its worth on a light armor character ) as it’ll go farther in the long run for PVE and PVP Imo. Adding some Vit stat on top of that and you can still hit around 22k HP anyhow…..which is nothing to sneeze at as a light armor character.
1. Been talked to death about; I’m personally In favor of it. I figure if a minion is gonna die in a fight; then so be it…re-summon once the CD is up. However, if they survive from a fight; should they really have to carry over their hp to the next one? Figure the change to add Regain wouldnt hurt anything.
2. Probably A top 3 issue with the class I would say; makes like 40% of the necro useless as minion skills and traits comprise a fair chunk of our slots. If this got fixed to simply have more responsive A.I and simple changes to make minions overall just more usable…it would open up some more options for us.
3. Novel Idea, and I would say I like it. The model icon can stay for the minions per the skill slot but the minion summoned can reflect the race being used. Is just a asthetic option obviously doesn’t hurt anything. Would approve of it, but after NEEDED fixes occur first. Maybe a option more down the road?
My own personal experience was bad as many of you. I DID get to finish the event…but only out of sheer luck rather than by normal means like most other people.
I started my first try, got to the end of the first reinforcement wave…and game froze on me; leaving me to restart.
I Re-log and get put in a diff overflow…get past the 2nd reinforcement wave this time….then crash 5 mins later due to the same issue.
At this point im frustrated beyond belief…log back in..and like most..find myself in a instance where the karka is defeated. Tried relogging numerous times…no luck getting in one that wasn’t done.
At this point I shook my head at the 2 hours wasted but also the disatisfaction from this event as a whole in how it turned out due to issues beyond my own control and no way to be compensated for my efforts in leui of missing out on everything.
I got lucky however, As some guildies were in a instance still doing the event and was able to backdoor my way in. Regardless of this fact, and being thankful for the opportunity to finish the event and get my loot; It should have NEVER come to a solution like that to get there.
I feel the pain of many people, and cant imagine how people feel that didnt luck out like i did and got stuck with nothing to show for their efforts and time due to issues such as this.
It is a shame but i do feel there should be ways in the future to compensate people if issues like this arise or arrange a event as such people have other opportunities to gain the reward(s) sometime after the initial start of the event so people are not left out due to personal reasons or technical issues such as these.
Will see how things go in the future….but by far this was a very iffy event to say the least thats gonna leave a bad taste in alot of peoples mouth going into potential christmas events…
I would lean towards DPS support if anything.
The problem with healing I feel is its rather hard to practically keep your minions hp up in contrast to the damage their likely to take. For example, If they were in AOE range ( Dungeon,WvW,etc.. ), chances are they’ll die long before you can reasonably heal them for.
That being said, Some sort of DPS would maybe be more practical to supplement offensively your minions over trying to keep them alive ( their cooldowns are not too bad, and chances are your gonna spend a lot of time re-summoning them anyways.. ).
I Run conditions, But Crit % and a power build wouldn’t hurt either by any means.
The core traits your minions usually need is just the 30% damage increase and 20% cooldown reduction, The HP buff is optional in most cases as their hp is crap to begin with. So you have some wiggle room to hybrid spec in something to supplement your own offense.
Ive found when I used wells in WvW, I had more synergy in a Zerg I was running with or filled more roles to support. Since going back to Full Condition and Bleeds…I find in 1v1 I do fine…but now lack any real use in a zerg unless I can get a good Epi off or get straglers who stray to far from the main group.
So I would admit I find Wells to be “Better” in terms of usefulness to a group, but I suppose it comes down more to playstyle and how you approach using your build.
I think its kinda a apples to oranges comparison as a hybrid ( as the name implies ) is a hybrid of two existing set-ups ( conditions + something else ).
In this case I would think the argument would be between a sustained Bleeder build with BiP, Lingering curse, Hemophilia,etc….and a more debilitator form not specing in one specific area.
I would agree that a hybrid ( the case above ) would be more suited for PvE; not just for tagging mobs…but simply being more multiversitile. For PvP I would believe a strong build geared in one area would be better…would be silly to be simply marginal on two fronts and accel at nothing in particular.
It’s all subjective opinion however and comes down more to preference. I would just say…when you find something that works in one area..your gonna tend to stick to it as its probably good in X area for a reason.
Deathly Invigoration is the one i wonder about as it would seem like a nice skill to use. I Ran a weird DS build where you use Near Death to pop in and out of DS every 5 seconds to get Boons or Pre-Post Ds Effects. So I thought Near Death + DI for a healing skill Per 5 seconds? I didn’t have healing Equipment though so I couldn’t test it out unfortunately. Would be nice to know if someone checked it out.
As for healing skills in general…It was ok….went full healer as a necro once. Well of blood was insane for healing….but was disappointed at how lackluster it is with Dagger skills:/
yeah, I’ll admit I kinda thought you should get something good for the patients of this whole Halloween event, and it being kinda its final act “Per Say” in fighting the mad king himself. I mean…I liked the fight…Cut Scene was fine…but the chest at the end was kinda bleh…from anyone who does dungeons full time knows..chests are just random messes most the time…so I didn’t have a big expectation there. I expected more a rare item of some souvenir value to remember the event…a Bag doesn’t really quantify that IMO.
I just don’t know…I’m 50/50 on the whole thing to be honest….the reward aspect was just a let down kinda…
Very much doable.
There is some minor annoyances like character model size in the charr and norn…but the puzzle itself is kinda about practice. Run constantly and make your jumps the first time and keep moving. In my opinion the end is far easier…the middle portion is the hardest…so if you get that down..the end after the “Leap of Faith” is alot easier by comparison in my opinion;)
Gl Everyone! :P