Showing Posts For ShakeItOut.6781:
It is no coincidence that the best classes don’t have heals which get interupted:
Warrior – healing signet
Guardian – Shelter
Thief – Withdraw
Ele – SignetI spec for more sustain and so I can survive quite long. But it means 1v1 I just don’t have the damage to beat anything…or almost anything.
Warrior impale is on a 15s cd, its ranged. Has a tiny cast. Cant be cleansed immediately AND does so much damage over the length of the skill. They can just fire it off without thinking. On necro if you waste a mark like this or a fear or a corrupt boon then you might as well just give up because your damage will be woeful.
O and berzerker stance should either be nerfed in duration or should not let them contest the point. If warriors need it to deal with the engi burning spam then just nerfed that burning trait too.
-Shelter can be interrupted, healing signet maybe apply poison..
-If necro is bad in 1v1 situations that doesnt mean its useless class or bad. Its same like with mesmer its really bad and basically useless to do things for solo roam etc but in team fights if u have good supp, teamwork, coordinate ur burst with ur allies than its op and one of the best dps class in the game. Sometimes things that looks like trash on paper can be actually really usefull if u have good teamwork, gw is a team game.
You are right, but the big difference between a mesmer and a necro, who basically share more or less the same problems now in this condi-bunker meta, is that mesmer has little cds, a great mobility and lots of possibilitis to disengage. Of course if team gameplay works, necro is in a better situation, but if you are against a good team (I am talking about a top 20 team more or less) where they are playing 3 warriors, a spirit ranger and a guardian, do you think my dps will be essential and decisive? It’s like your mesmer was against 3 thieves: go defend your mesmer against that…
But it’s useful and strong and this is why all the best necros right now are using it.
This is a sweeping statement, and one that isn’t at all accurate.
Well, if you are talking about the relevance of this skill, consider that every shatter mesmer has to disengage once he got it, same for thieves. It is also the only skill who lets necros kill a bit faster an hambow (and yet the fight is still long and, as Henrietta said, hambow can still have berserker stance a second time). Moreover, if we consider the top 100 players in team q, we have indeed max 10 players who play as main necro: in this group, the builds change a lot; but the skills are indeed almost the same, except few differences like for instance Djoooce who sistematically uses epidemic instead of signet of spite. It’s a general analysis taking for sample a group of 5-10 necros max who are in top 100, even top 50 only.
First and most important change that necro requires is deleting signet of spite from game, then we can talk about other changes.
I can’t even think of a necro build where signet of spite is worth the slot lol
I play necro as main and I use corrupt boon, signet of spite and the wurm in my slots. It’s the most used set up for necros in top 1-100 teamq and soloq and I think it’s relevant to underline the skill difference in pvp because it does matter. The same guys who still complain about the fear damage are probably the same who are farmed by only one necro in 1 vs 2. Signet of spite is far to be funny to play, but it’s definitely the most important skill of necro after corrupt boon. Is this skill ridiculous? Yes. Is this skill not funny to use? IMHO yes. But it’s useful and strong and this is why all the best necros right now are using it.
I generally agree with you, Henrietta: necro should be the master in killing fast bunkers and he does it pretty well actually. The problem is that now the meta is far more bunker than dps so bunkers in opposite team sustain each others. At the end, since necro has no personal sustain at all, necro dies despite his huge dps (I think he has still a big dps, the problem is the massive sustain of lots of specific classes).
I think f1 regeneration should be increased a lot because right now you never fill the bar unless you are farming poor guys who have clearly not the same level as your team. If the fights are balanced with a good average of skill of both teams, the max I reach for instance is 5-6 k life force in average and it sounds pretty stupid to me to have only 5, 6 k when i am able to have 14 k life force.
I even tried to save a lot of f1 to have a full bar but, in doing so, my team looses a huge part of my dps and in any case it doesn’t worth it because fights become long and nobody dies. The more the fight lasts, more risks the necro has to die first and, if necro dies, team fights are lost in 99% of cases.
I think in soloq right now the most viable build for necro is actually the berserk one because there is no organization in killing the target most of the times but it’s impossible to play in a good teamq level.
More sustain and give back some condi nerf should be done definitely.
Saying and repeating that s/d is not the problem without justifying with arguments why perma dodge shouldn’t be nerfed doesn’t help this thread. Besides, we are talking about s/d nerf, not all thief’s spec nerf: the increase in steal cd wouldn’t help at all, imho. Let’s talk, on the other hand, about nerfing the acrobatics line which is, according to lots of people here, the main problem and, second, doing something about double sigil proc.
Though I completely agree that Sizer’s S/D thief build is a cancer to PvP, I don’t believe the weapon set is the problem.
The problems with Sizer’s 20066 S/D thief build:
My main problem with this S/D build is the damage it can put out when it has 0 points in critical strikes. This is ALL due to “Sigil of Air” and “Sigil of Fire” as well as a 20s cooldown on “Steal” allowing the thief to never run out of initiative (Stealing Grants 2 initiative). The build is obviously meant to be a bunker thief so i have no problem with its sustain.
My ideal fix for the situation:
1) Don’t let “Sigil of Air” and “Sigil of Fire” stack or increase the proc cooldown to 8 seconds for both Sigils. Currently these two Sigils ruin nearly every Zerker vs Zerker fight with RNG and carry builds with little damage and high sustain, to suddenly have high damage and high sustain.
2) Increase the cooldown of “Steal” from 20s to 30s ATLEAST. There will be problems with this, I will address them below. or add some counter play so “Steal” can be dodged.
3) Huge damage reduction in “Flanking strike”, as this is an evade not a offensive skill. I suggest a base damage of around 200 rather than the 500 as it is currently. “Larcenous strike” already deals enough damage, it doesn’t need the extra damage of “Flanking strike”. “Larcenous strike” also has telegraphed animations so can be dodged.Problems with increasing “Steal” cooldown:
This will hurt every thief build a lot more than S/D so the other thief builds must be given some sustain changes in order to keep them viable as D/P and S/P thieves need the steal to help with sustaining themselves, however these sustain changes must not be able to be used by S/D thieves as they already have enough sustain.FYI: Any S/D thief that considers these changes to be too harsh, Sizer actually gave me most of the input on them. The main one being the Steal cooldown increase.
Gl with you post Misha, I hope the developers will take it seriously.
Frae
All suggestions seems good to me, except the f1 increase cooldown: as you said, it would hurt d/p and s/p more than s/d itself and I think right now s/p and d/p are quite weak in this bunker meta.
Moreover, I can understand the right for thief to become a bit more bunker, but it’s the combination of bunkering and dps at the same time which is simply ridiculous and the perma dodge phase must be seriously reduced: lots of times I saw several thieves moving badly and doing mistakes and no punishment was possible just because of this miraculous phase. Thief should be the most risky and rewarding class in terms of dps and danger, but s/d breaks every balance.
So we have Terret Engis,Condi spam aoe Engis,PU Mesmer’s,HamBow War ,All sort of bunkers………….Thief’s ……GOD this game is no skill!
I can understand your position, but I think there is a huge difference between the classes and builds played for instance in soloq and the ones played in teamq: there is no pu mesmer at the moment in any team top 50 or less, as well turret engi or celestial engi with rifle has some survivability issues and this is why right now only one team ([asdf]) in top 50 is using this class with this specific new build.
Even if you miss some attacks in stealth, which happens quite often against good thieves because they are used to dodge for instance in shadow refuge, you know that against s/p and d/p they don’t have much endurance left so you can attack again, quite sure they’ll receive the next hits. All of that doesn’t include, of course, s/d. Just only that should make people think.
Hello,
I totally agree with you, guys: I still don’t understand why people got so mad about s/p and don’t realize the real broken spec, i. e. s/d. People got crazy about great burst of s/p without understanding how to actually counter it and leave s/d in peace cause it’s all about little/average burst (big if double sigil procs, it’s true). To justify the perma dodge, I even heard once that perma dodge is less op than stealth of d/p for instance, but we don’t need Einstein to understand that dodge is basically invulnerability while stealth is clearly not. I think sometimes this game relies too much on the “vox populi, vox dei” position to actually see this huge inequity because lots of people still think s/d is totally fair and even skilled and complicated to handle in team fight. The logical problem is, all the people who claim that are playing s/d now and of course they don’t want to see further nerfs coming. This late new build is, moreover, just a freak of nature: everybody understands the power of daze on f1 but wants to stay as bunker as old s/d. Decide: everybody would be glad to have lots of sustain and deal dps at the same time but there is a reason why this shouldn’t be permitted.
I am glad that you, Shad and Misha, finally underlined all that: I hope that the experience of both of you, guys, will make things change.
Hi everyone, I am Alice, ancient necro of Otist Team, the team involved in double disconnection in Niflhel against TCG. Maggy (the thief) and I had a disconnection at the same time simply because we share same internet connection, so basically if one of us crashes, the other one will have exactly the same problem at the same time. We knew the rules, so no point to argue.
A bit sad, because in almost 1 year and a half of pvp, it happenned to us only a couple of times and never in an important match like this one. We were just unlucky because this happened in ToL and not in a normal team q for instance.
The only difference between Tage’s disconnection and ours is that our disconnection required around 40 seconds – 1 minute to relog while Tage came in game quite instant in the first one, so it was quite impossible for us to do a good match like the first one.
I think, but it’s just a thought, that if the same would have happened to TCG at the start of the match, my team would have agree to restart the game in order to do things more properly since we are talking about an important European tournament and not an occasional, meaningless match; but it’s ok anyway.
Cheers,
Alice
Today is another bad day for the PvP community.
1.We are punished to be ranked up, approximatly 3k Hours on Pvp and no reward from you.
2.When a Pve player has 3k hours, he usually got a legendary weapon, etc etc etc… We are level 60+ and we don’t even have a safe exotic in chests, lucky is not for PvP players.
3.Lucky is NOT what we are looking for when we do PvP, we want our skill get rewarded, our time spent on it too, come on is it so hard to understand ?
I’m deeply sad, and hope, like always, you can understand us/me and fix it.
Team Name and [TAG]: Otist Team [To]
Main Contact: Arcadia.2310
EU or NA server: EU (french team)
Complete roster?: ~Yes
The actual meta build of necro (at least in Europe) is not an hybrid, but a full condition one and for all the reasons I talked about before it’s indeed a no-sense nerf.
Hallo, everyone.
I have to say that I am very concerned about the next pvp patch because I presume the real problems will still remain there.
First of all, let’s talk about necromancer and his dhuumfire: do you think having this trait only with 1 of death shroud (which is a projectile, but I’ll talk about this later speaking of warriors) will make necromancer more efficient and capable to control his dps? I like the idea of controlling the proc of burning, but life blast which gives burning every 10 seconds will make necromancer very weak in every 1 versus 1 especially against warriors and every class capable to send back projectiles without talking about the fact that necromancer has lots of counters (sword dagger thieves, warriors, even good scepter focus elementalists) even right now with the actual dhuumfire. I would be glad if the proc of dhuumfire would be available for every skill of death shroud and not only life blast since it’s the skill a condition necromancer normally doesn’t use because it’s more a pure dps skill, not a condition one. This patch will surely include the necromancer’s disappear, encouraging lots of bunker builds we saw in the past like bunker elementalist, capable to bunker a point versus 2 or 3 players.
Warrior has right now two useful builds which don’t have reliable counters: hambow warrior and eviscerate one. This 2 specs are played with soldier amulet, which makes warrior capable to tank and do some consistent damage at the same time. The nerf on hammer helped a little bit, but it’s clearly not sufficient since lots of players have discovered an interesting bug which lets the eviscerate war (axe in main hand and sword in second one) to block projectiles with 5 of sword even after having switched weapon, so you see a warrior with longbow still blocking projectiles, another reasons why this dhuumfire will make necromancer totally useless and even more powerless against warriors of this kind. Fix that, please, because it’s very hard to kill a warrior with every class and I invite you to try to kill a warrior with a necromancer to see how the actual dhuumfire is essential to counter hir powerful healing signet. I know, healing signet will be nerfed a bit but I think it’s not enough yet.
I know many players said necromancer is overpowered and it was true at the beginning when no player had a condtion cleaner and many warriors didn’t even know what berserker stance was, but right now almost every class (except mesmers who remain quite weak against conditions and engineers because they don’t have the same control as a necromancer has) found many ways to counter quite good the condition pressure of necromancer so I don’t see at all a reason to weaken necromancer more.
Here I am, I said pretty much all I had to say, I hope you realize especially the huge mistake you are going to do if you let dhuumfire become so weak and at the end useless because I am sincere, I tried to play necro without dhuumfire but it’ impossible to be a little bit indipendent, you don’t have a sufficient pressure to stand a decent fight and since right now necromancer is chased all over the map by every class like a deamon, I wonder how will it be if necromancer becomes so useless. I mean, right now a good necro is a necro who runs away in sneaky ways like a thief, I hope you saw that.
Cheers
(edited by ShakeItOut.6781)
Okay guys, i think we got our Core team right now,
Thanks to everyone who came to us, and good luck to find a great team on that game it’s not always that easy.
Hey guys, We are now 5 players.
We want serious players for serious aims, We got arena and team speak of course.
Atm we got :
Warri
Necro
enge
guard
Thief
We got a thief but he might not be as present as we wish, so if we recrute one more guy it will be a very strong thief with not only personal skill in 1v1 but who mouves perfectly in toruneys.
If you feel so, go on i’m rdy to talk, answer questions and finally reach what we want
Arcadia.2310 is my account name IG, hope to see you soon !
(edited by ShakeItOut.6781)
I can understand someone gets angry because he paid a lot more to have a similar (maybe less good looking) armor, but all the topics about exclusivity are just childish, imho.
Hello to everyone,
I bought the skin because I think it’s probably the best one for a female character. I play only in PvP, not interested in PvE or WvW and the fact you have to wait lvl 80 to have racial t3 is actually very annoing since the xp in PvP is very, very, long to have. Ok, I won’t have this skin anymore and finally it’s not a big deal, but I am very disappointed about lots of considerations: do you really complain about the fact people could buy the same skin for less money?!? Thinking like that, you buy an armor only to show how rich you are… I think it’s just an egoistic way of thinking. By the way, if you want to show everybody how “rich and exclusive” you are, you can still do that, because the two armors are not exactly the same.
With all due respect, this way of thinking is a real cancer in real life. Can’t you see that?!?
Hello guys, We are actually looking for 2 Europeens members.
We play every night, 20h to 00h, We want chill out people, and skilled of course.
The team for tpvp is composed atm of :
-A guard tank
-Necro fearmaster
-War (hammer/bow) or ele
I really want to insist, on the fact you can play everyday, and with at least 2 or 3 k tourneys behind you.
(edited by ShakeItOut.6781)