(edited by Shanos.2459)
Showing Posts For Shanos.2459:
Like I said in another thread, the nerf to AR makes it so much easier to counter any decap engineer spec – be it turrets or it’s old rifle/flamethrower…
Though I am completely unfair here – I am always the one taking close, and I most of the time when I see an engineer, I switch out to my condi necro and smile as they come… I have not much mobility on my necro, so if anyone wants to die on my point, so be it…
The first thing i do when I join a server on any character is look at how many engies there are on the same team. if theres more than 1 on any team I imedietly exit to another server. Refuse to play with that tosh. they are op and not worth anyones time to play against. thats just how i do it same goes for ele’s.
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Hers the problems and then the solutions.
1. Players stacking every single game.
Teams never get filled out untill about half way through the match and then the losing team is always down 1, so almost every single game its 4v5 against a stacked team and that horibly sux.
To get on the team thats stacking(the team that “Will” win and there no mystery about it if you just watch the joining team process you can tell who will win before the start timer even runs out) you have to spam the join team button for 5 minuts and you “Might” get in cause everyone else is doing the same. Im even tempted to make a macro to max out the packet transfer for that button.
So you get points for losing so Why complain about it?
Well there is a good type of match where you are back n forth and have good fights and the win/lose is close and you feel good either way cause it was fun.
Then there is the bad type of match 99% of the games are this(this is the state of the games Hotjoin pvp) The stacked team just beats the crap outa the other team and they dont even have a chance, which is why at the end of every match 50% of the players leave.(most of the losing team, there not having fun, if they were they would stay and try again) playing on that wining team is also pretty dull cause you dont even need to try in fact you could just afk on a point and still win.
So how do you fix this.
1. No one gets to chose what team there on and there is an auto balance when a team has more players on it than the other team and automatically kicks the last player to join it off if no one joins the other team.
2. A teir system so players can only play against other players of there rank. even you you were to reject #1 this is desperatly needed.
So players cant join and chose the same team as there buddy, well you have structured pvp/wvw for that, with your current system your piting casuals against teams or the players with the Fotm builds Engies/eles/warriors in that order stacking with each other usually at least 3 of the same runing the same basic Builds, ask yourself, Do you really think thats a fair systen to Inflict upon your player base?
I Quit playing for about 4/5 months, came back to see whats up after the last big content patch and am already half way leaving again, cause this stuff Im talking about here is the same persistant problem that I left for in the first place.
I want to play But your system is hurting the games fun element.
I use a similar build on my Necro for Hotjoins, except that I used the Grandmaster Death trait that allows minions to strip boons on hit. With all 6 minions out, that’s a LOT of chances to strip boons, and it’s amazing how much more squishy enemies are without their boons. Mighted-up Warrior? Poof, no more Might. Guardian with Stability trying to stomp? Minions remove the Stability and you Fear them away. Coupled with the minions’ baseline damage and condition spam from myself, enemies usually can’t last very long.
On the downside, there is one hard counter to this build. Moa Morph. :P
Ive tried that too, it doesnt make a difference.
minions deal a tonn of damage and the only real boon you need to worry about is regen cause that slows down the rate at which you kill them.
I guess protection does too but at least with protection once you’ve done the damage you dont need to redo the damage. to counter this boon the axe applies vulnerability.
so with that said poison works against that regen so thats what you need.
also you get your minions on kill with death nova cause they bundles 2 traits together.
what classes would you need to have boon striping againt? (retorical question)
Elemental
we strip there boons but they just get reaplied almost instantly.
its not worth it when I could hit them with frozen/crippled/immobalised, and poisoned.
the fastest way to kill a elemental is to take away his mobility, once you do that thay nearly always go pop, or instantly try to leave the fight which isn’t as easy when your frozen/cripled/immobalised.
Guardian
Fastest way to kill a guardian is to poison him and then cc the cr*p outa him while your minions nibble at his toes.
he will likely try to For Great justice at about half or lower health(if hes shout speced) but by that time its too late for him. you just hit him with a charge and he keels over, usually.
those are the 2 classes in my opinion that you would think about removal on but it hardly seems worth it, its more of a novelty.
You say “requires such an investment in a weak trait line” and tho I think FiG isnt worth it as a Grand Master, imho Soul Reaping is our most balanced and strong Traitline we have. The other issue I have with Minions is I really dont like to be depending on them, they ususally bugs out, die off to fast(cant be helped by Life Transfusion some).
Also both Vampiric Master and Training of the Master has bin nerfed in Feature Pack.. Death Nova is effective specially used with Bone Minions u dont wanna see the other minions die really. I like Powerbuilds however so keep them comming, dont wanna take the easy way out again and go Condi
I was thinking about listing out the traits and giving you my critique on them but that seems like something for another thread, I dont want to derail this so ill ask you a simple quetion.
If you were playing a Fear build and Master of Terror was a 2 point Trait instead of a 4 point, would you still invest 4 points into that line and if so what would you pick that would be better than even just the base atributes given by any other trait line let alone trait?
bhawb. on the shadow fiend I forgot to mention that its also usefull at preventing downed people from using there cc skill, makes the stomp easier.
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Thks for the build info. Gonna try it out. Always wanted to try a MM build ^^
When shall I explode the bonefiends?
Cheers!
Bone minions are good when you get CC’d to allow you to continue dealing damage.
Eles and any one trying to heal will get poisoned slowing that process, once that hapens they die as fast as anyone else.
When a player is downed with someone trying to heal him up it slows that down too.
I highly suggest dropping either bone or shadow fiend for flesh wurm. DPS is right about the same, however the stun break is absolutely necessary for not dying against good opponents, and he enables the ability to roam which is also really important.
Ive tried that and I found it to be a pain but it is viable.
If you decide to go with worm trade it in for the shadow fiend, they serve the same function to prevent stun chains weather you do it with shadow fiend blind or worm stun break.
I prefeer the fiend cause its damage doesnt get left behind when you need to extend a bit off point. It also annoys me to have to mess around with it when you need to move .
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Ive been playing a necro since launch and have tried everything I could think of to make good necro builds.
The reality of it is that Necro builds are extremly restricted due to the fact that we dont have stability. Yes we have a trait for it but it requires such an investment in a weak trait line that its not worth it to take as it gimps the rest of the build for such a short duration and no break stun to go with it.
So where does that leave us?
Of all the builds the one that works best is MM necro.
Its an old build but the effectiveness of it remains even after the new skills that were added it chnges nothing.
So this is the build.
4/0/6/4/0 Dolyak runes/soldiers amulet
Axe/focus Bloodlust/Purity
staff Bloodlust/chilling
Skills:
Consume conditions
bone minions
shadow fiend
bone fiend
flesh golem
Traits:
Spite:
Spitefull spirit – Training of the master
Death:
Minion master – flesh of the master – Death nova
Blood:
Blood thirst – Vampiric Master
99% of the games played with this takes there whole team to come and kill it.
once that happens try to take as many of them with you as you can but even as tough as it is its likely that youll get downed.
The damage out put of this build is stupendus and not lacking in any way.
flesh golem can 1 hit kill dps classes thieves / rangers
shadow fiend haunt is used to break stun chains
and fear/bonefiend rigormortis used as an effective root to push someone off point and hold them there.
Im not gona go into detail on the finer points of how to play it but if you are frustrated/new/want more power on the field then give this a try.
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When I have both Focused Rituals and Spiteful Vigor traits selected I do not gain the Retaliation Boon from Spiteful vigor.
I double checked this by reseting the build and taking only those 2 traits and noda.
when I drop the Focused rituals I get the boon.
There are problems in hotjoin that I see every day and quite frankly Im getting sick of it.
The problems are 2 fold.
1. There is almost always a team stack at the start of every match.
This consists of Regulars to that server or Guildies stacking one team that 99% of the time wins by a land slide.
2. The stacked team always outnumbers the other one.
So if having the bulk of the skilled players on one team isnt enough they also have an extra man that means they can bring the same numbers to a fight and have an extra that back caps etc.
I propose that team selection be changed slightly.
A player selects the team he wants to join and goes into the que and is only placed once another player has qued for the other team.
If a player drops from a team and another player isnt qued to take his place then its autobalanced and the last person to join the oposit team is droped.
This keeps balanced teams at all times.
Would be nice to be able to inflict that debuff that theifs get after they stealth that prevents them from going stealth. put that on staff skill 2 please.
and give us a trait that applys it like fear when we go down. getin right sick of these theifs that are runing pvp 6 or more in every server.
there all the same. 2 hits your dead, stealth your stomped….LAME
Ive Been playing my Guardian a bit in PVP and Ive noticed something that in my opinion needs improvement.
Renewed Focus is essentially “Pally Bubble” which is cool and I like it however, it goes on cd during stuns and knockdowns etc.
Because of this it defeats the purpose of this skill. Its a O-S**t button that cant be used in O-S**t situations.
So I would like to put forth that this skill be usable at ANY time.
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OK not disagreeing just want to add my own footnotes to your statements.
Classes with no access to invulnerability:
Necros in DS take 0 damage from both physical and Condition now.
This means that DS is in fact an invulnerability. …Hold it right there.
See this: http://wiki.guildwars2.com/wiki/Invulnerable
You seem to get the general idea that DS doesn’t measure up to the mitigation that other professions get, but suggesting that it is on par with Invulnerable in any way is silly. Death Shroud does not prevent damage or the application of conditions. If life force was “free” and regenerated naturally the way that endurance does, and prevented conditions from being applied, and Stability was granted permanently when in shroud then you could conceivably construct an argument that it was remotely close, but as it stands now the mechanics of generating Life Force make it more like an adrenaline pool that takes way longer to charge, and instead of burst it provides short term mitigation of damage without breaking stuns, combos, etc. This is particularly useless against sustained damage and DoT’s, and can save you from a maximum of 1 burst per encounter against a well played burster that will always be able to turn a burst combo every 30s or less which is far faster than you can recharge LF.
Surely the Dev team was following the same flawed logic that you were when they designed the class, but it is demonstrated fact at this point that Shroud doesn’t work like invuln at all. Lets stop pretending that our “Extra Health Pool” is anything remotely as useful as Invuln or even what a real “Extra Health Pool” would be just so we don’t hurt anyone’s feelings. It isn’t good enough to replace all of the invulnerable, dodges, vigor, stability, etc. that they designed out of the class because of shroud, and they need to make drastic changes (like the pre-release nerf they pulled) in order to make the profession good enough.
I said it was an invulnerabilty not on par with invulnerability.
If i had a choice between invul or DS Id leave DS by the way side as it is right now.
And Im pretty sure the nerf was cause of the Guardian nerf not for progression.
when they killed the guardian the necro suddenly became to powerfull vs the guardian.
so they nerfed the necro and now were to weak vs the other classes.
OK not disagreeing just want to add my own footnotes to your statements.
Classes with no access to invulnerability:
Necros in DS take 0 damage from both physical and Condition now.
This means that DS is in fact an invulnerability. However the problem is that it does not prevent any CC from effecting you. And even with the highest level of armor you can slap on the necro, when it comes to 1 high burst theif or outnumbered 2/3 to 1. DS evaporates off the necro like we didnt even have it. if DS actually stayed the course of the duration without deminishing from direct damage. DS would be an asset.
As an example of this failinure I was fighting a theif who imedietly stuned me and bursted as soon as I entered DS, I had a full DS bar. by the time the stun wore off DS was over and i didnt even have a chance to use 1 skill.
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There’s a pretty simple solution to this that would make both camps happy.
Just make it so each player has the OPTION of using normalized models for other players. This would work the same way that the “Show Team Colors” option currently does:
If I check the “normalize models” option, then everyone else’s character will always appear to me as a regular-sized human. BUT, each player will still see his own character as he originally designed it. So if you play an Asura, you will always view your character as an Asuran. You can play in all the tournaments, etc., and on your screen your character will look exactly the way you designed him/her. However, on my screen, your character will look like a regular-sized human.
This solution let’s people keep their character customization, but let’s the hypercompetitive players maintain and even playing field. As far as tournaments go, it would be up to the Caster to decide whether to check the “normalize models” option or not.
I’ve seen other people suggest this solution before, and I don’t claim to have originated it. In fact, it’s already been implemeneted with respect to team colors. I could deck my character out completely in pink, but if you have “Show Team Colors” selected, then my character will look either “Red” or “Blue” to you depending on my team. It is only logical to apply this same idea to the character-race problem.
I agree with this guy. somone pay the man.
I was doing pvp hotjoin 8v8, was a lil bit laggy at the time but not terrably bad.
it was hapening every time i got stunned so it wasnt just down to theif or necro.
off hand I specifically remember theif, ranger,warrior. and once with a guardian but that was a team fight so who knows.
-minus 99% CC usage on all classes.
-balance the mesmer and the theif.
-fix necro Dots, 1 instant cast that applys 10 stacks = solved.
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Asura so small gives them a racial advantage in pvp, its un fair. as a result Ive been reroling all my character on my acount to asura just for this reason. i dont even like them but thats an advantage so ill abuse it. standing inside a larger character model so i cant be clicked is win. gg
Today Ive used plague a bunch and something new is hapening that never did before.
I am geting kicked out of plague as soon as i get hit by CC.
I enter plague and after about 5 seconds cc’d then plague just ends on its own.
is this a bug/change/exploit. what is going on with this?
hmm i dont remember a penalty for leaving. did they implement that after TBC cause I quit after TBC
also I hardly ever droped a BG game there wasnt reason too.
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3) Penalize players who quit matches early
This is just a bad idea. In GW1 I played Alot of Random Areana.
Some days I spent more time not playing due to deserter penalty, cause every matchup we didnt have a monk and the oposing team did. and in that game having the monk was a free win.
So after awile of being denied the ability to play I lost interest and only played when I had absolutly nothing better to do.dont punish players like there children standing in the corner for 15 min cause they were bad. If the player wants to leave let them, someone else might join to take there place or auto balance.
.Well, what do you suggest instead?
Ragequitting rarely does good to team based game modes.
You could e.g. get a Mo/W to your team and it first looked “wow, now I finally got some good monk to my team” and then it turns out that the monk is waving his hammer, smiting and attacking the enemies first and dying in <10 seconds. Or W/E spamming flare and using meteor shower. LOL
Oh those days, back then pvp was fun!
Deniara Devious
lol this brings back memories.
but as far as what to do i dont know, I just know that punishing players for wanting to leave a match is bad buisness.
WoW never punished players for leaving a BG and it was all good, never disliked that system. ANet needs to learn a thing or 2 from them.
they should go buy a copy of WoW, level to 19 and go to Warsong Gulch.
Document everything they see and use that here.
better game type, better team system etc etc.
3) Penalize players who quit matches early
This is just a bad idea. In GW1 I played Alot of Random Areana.
Some days I spent more time not playing due to deserter penalty, cause every matchup we didnt have a monk and the oposing team did. and in that game having the monk was a free win.
So after awile of being denied the ability to play I lost interest and only played when I had absolutly nothing better to do.dont punish players like there children standing in the corner for 15 min cause they were bad. If the player wants to leave let them, someone else might join to take there place or auto balance.
but team swaping to imba the teams thats the real problem.
Other ideas then? Because I feel that something needs to be done as players quitting games is a big problem. Perhaps the auto player placement idea will mitigate this somewhat by prioritizing matches that have an uneven number of players so the spot gets filled quickly. I feel like any kind of incentive to stay, like a “short team buff” or something will somehow be abused…
I wouldnt do a buff just let the spot get filled by a joiner or if 2 leave autobalance.
Typically it goes like this.
one team gets a strong start and caps 2 points right away.
imedietly a player swaps teams and now that team outnumbers and easily holds those 2 while caping the third.
next a player or 2 on the lose team imedietly drops and the team thats outnumbered has absolutly no chance to win.
If the player that swaped teams right off the bat wasnt alowed to do that then this chain of events would not happen, as it is right now it hapens 9/10 games.
if the teams couldnt be fudged like this less players would drop as they still have a chance to make a comeback but the dropers happen after the team fudging in the start and leave cause they know there about to get rick roled.
was tempted to link the rickroll video but as funny as that would be Ill keep it serous.
with a necro. 30/10/0/0/30 5 second DS. SoU
Use DS at max range to tank there Knockdowns.
Stay in DS spaming lifeblast gaining might.
as DS ends use fear(+80%) folowed by Ghastly Claws then back into DS on life blast again.
Now heres the hard part. once DS ends you hit them with Corrupt boon > Wail of Doom > Ghastly Claws.
If that dont kill them or chase them off you need to be looking for an exit if your hp aint so good.
3) Penalize players who quit matches early
This is just a bad idea. In GW1 I played Alot of Random Areana.
Some days I spent more time not playing due to deserter penalty, cause every matchup we didnt have a monk and the oposing team did. and in that game having the monk was a free win.
So after awile of being denied the ability to play I lost interest and only played when I had absolutly nothing better to do.
dont punish players like there children standing in the corner for 15 min cause they were bad. If the player wants to leave let them, someone else might join to take there place or auto balance.
but team swaping to imba the teams thats the real problem.
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I play a necro.
my util skills are f2 f3 f4.
I do the same with my thief.
This feature in Hot join is doing more harm than good.
First off because of switching when ever you join a game your always on the losing team.
this is bad for morale and just plain agrovating.
second as soon as one team starts to win ie gets 2 or 3 caps right away players switch then the losing team is outnumbered and can hardly ever make a comback cause numbers always out play skill.
third hot join is basically RA, so swaping teams so you can get with an organised group to stomp is cheap for the players that are just there randomly. it should be in or out thats it no swaping.
and last but not least if swaping goes then auto balancing teams based on player skill is possible so the teams can always be evened out. that would be very nice.
This game would never succeed as an E-Sport.
Its very simple, there is too much knockdown and control.
E-Sport is about player vs player skill, and team skill in a flowing combat enviroment.
every 2 seconds an Ele is knocking you down, there is no skill in this when eles just kd and disrupt you so you cant even play the game cause your skills are constantly on cooldown.
sory to say but GW1 has a better chance at E-Sport cause the combat in that game is flowing.
wars have bulls on a 20 sec timer, kd and disruption are extremely guarded in that game making it skill based. the war needs to have the kd off cd, the team needs to pressure to reduce hp and the spike needs to be co-ordinated cause monk/wars are not easy targets to kill.
GW2 just spam kd till other team is dead and throw up all boons no skill needed.
also Y do you think so many people left after 3 months, they hit level cap and went strait to pvp where they got so overly controled they simply quit.
Im currently working on a DS power build for pvp 20/20/0/0/30 or 30/20/0/0/20.
im working on ironing out the kinks and determining which is better, the extra crit or the extra base 20% below 50%.
My very first run on the test dummies after droping out of ds with 15ish might then blood is power > Ghastly Claws hit the light target dummy for 7500ish at which point my jaw droped, ive never seen necro do nearly that much damage before.
its a combanation of gaining as much might as possible from DS+weapon swaping for might+blood is power+vulnerability.
Dagger Focus seems to be more about control cause the imobalize allows you to insure that your frozen skills wont miss and in doing so you have an easily controled target.
the axe seems to be more about acheiving a higher damage range using ghastly claws and more vulnerability. but it comes with a price that at least in pvp ghastly claws gets interupted alot. no one wants to see the max damage range on that thing.
all together though most of the damage you get in actual combat comes from your Life Blast which hits for 3000 on average but its damage range is all over the place it hits for 4000 one second then 400 the next then 3000…you get the picture.
Im finding that 20/20/0/0/30 is better with a knights or berserkers(remember still testing stuff) for the damage on crits.
Also i am a relaxed player and casting all that suff above^ to hit the max damage range every time is a real pain, feels like work so Ive mostly been using reapers touch in actual combat+might from life blast to get damage and go to blood is power if reapers gets countered cause i hate playing any game where you need to cast spells with the freequency of a spazmatic. anyways the damage it does with just those 2 spells is acceptable i find.
as long as life blast is hiting for 3000 plus.
hope this gives some insight
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I would like to propose a change to Bone minions.
That change would likely require a change to how necro deals with its summons.
The change is to allow necros to summon 5 bone minions for a focused minion hoard.
The way necros summon all the minions to acomplish this now plays , looks, and feels like a circus.
The change would be to make Summon Bone Minion a pasive buff type skill that summons a bone minion every 20 seconds(16 if you trait Minion Master).
So after 100 seconds you would have 5 Bone minions under your control.
The skill would retain the Putrid explosion effect but would explode 2 minion at once then go on a 20 second CD, no new minions would be summoned during that cd.
So after the putrid explosion if you started with 5 minions you would have 3 minions for 20 seconds before a new minion was summoned, then another 20 seconds and so on.
Now to balance this you would likely need to restrict necros to 1 summon skill at a time. So if they bring more than 1 minion skill, every time they summoned a different minion (with the ecception of Summon Blood Fiend) the active minion(or minions if bone fiends) would be destroyed with no trait effects applied like death nova. Basically exactly what happens to minions when you cast Lich Form.
And thats it in a nut shell.
I welcome your comments and feed back.
you forgot pure knockdown builds that dont allow you to get up ever. and with all your skills put on cd even death shroud the necros ability to deal with this sort of stuff well yea drop and find a new game cause it sux big.
we can all thank team switching for this.
Forum Moderator you can go ahead and lock this post.
I didnt create this to start a conversation I created it to inform ANet that mesmers are using a 19000 dps combo.
Latly in the last fue days Ive seen an increase in a mesmer build spvp that is quite frankly mind numbing.
This is whats going on.
they open with a knockdown thats really long, once you get up they have all clones up, then they knock you down again and you get hit with tonns of conditions. now whats concerning is that i have 19000 hit points and they go through it in 1 second.
Where is Anets balance Team?
15. In ONE word, what needs improved most; from your perspective?
-Kill the bots, there the reason everything in the Auctionhouse is worthless.
-I got so bored of the skill system I quit after 1 month. I played GW1 for years and never got bored, I only quit after that warriors endurance fiasco.
In my opinion every skill on the main hand weapon should be changable eccept the auto attack skill 1. So players could change 4 skills on there main hand, those skills would be attached to the weapon type and class. this would make it more like GW1 and keep it simple at the same time.
-nerf the condition/buff skills that drop every cond/buff on you. wheres the skill in this, GW1 had specific cond/buffs asociated with the classes. warrs had tonns of bleed/deep wound and a bit of KD. every class had about 2 majors and 1 minor, this was a good formula, it just feels like spam now.
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