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Dear Arena Net

in Necromancer

Posted by: Shiki.7148

Shiki.7148

Wouldn’t Signet of Undeath be the most unused? Of course I’m just guessing but its effects seem really unappealing.

the prob with that signet is that…. the necro is usualy the one that gets downed 1st lol so he cant realy use it XD

The problem with that signet is that in 90% of other MMO’s a revival effect would be on a skill with 8 s casttime, no cooldown due to having to use up a ressource. If they made some skills cost life force while drastically decreasing cooldowns and you had to balance them with shroud, that would be a great way to do it. Meh.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

All weapons on FB are broken (except axe)

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Posted by: Shiki.7148

Shiki.7148

Uhuh… totally unviable. Just 50+ stacks burn. Scourge does like 9 burst and can sustain 5.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

Your aims before PoF?

in Guild Wars 2 Discussion

Posted by: Shiki.7148

Shiki.7148

Gathering enough Fractal relics and building enough Grandmaster Marks to fully equip my Scourge in ascended, with whatever type of stats are best.

Also, maybe, finally finish the Caladbolg collection for that ascended Scepter.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

Rate New Specializations from 0 to 10

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Posted by: Shiki.7148

Shiki.7148

So, I’ve looked around and indeed found a video where the Firebrand puts over 50 stacks of burn down… What the kitten? Why the hell does Scourge’s Demonic lore have an ICD? In fact, WHY do Scourge’s Punishment skills , AGAIN like release Reaper’s shouts, not apply a stack or 2 torment baseline + another on successful condi rip? The Firebrands Mantras are completely busted, but Scourge’s utilities again start out crippled compared to almost every other class’s utility skills. Like I said, like back when the Shouts didn’t have a base effect and then scaled with targets hit, but only had an effect if you hit something.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

Unidentified gear - Please No, No, No, Nooooo

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Posted by: Shiki.7148

Shiki.7148

Do I get that right? We only get greeen unidentified gear and this may contain everything from green to exotic? It is not rarity specified? Please tell me there are rare and exotic unidentified gear. Otherwise we will miss out a ton of ectos? Aside from that, it is a huuuuuge convenience as it won’t clutter your inventory with a kittenton of useless sigils and runes.

Nope. All green. Salvaged ~23 of them yesterday, 5 rares, rest blue and green. If you want ektos, have fun paying almost 2 silver per item .

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

Unidentified gear - Please No, No, No, Nooooo

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Posted by: Shiki.7148

Shiki.7148

Would be better also that Way, but still,really, i find ridiculous that you can’t determine what you have in your hands.

Edit: Though with your proposal Everybody will salvage Green blue and yellow. I guess it won’t Fit Very Well.

Yeah, but like it is now it is really stupid. Make it loot bags, or free to identify, or even just make rares and exotics unidentified if they really have to keep the ID costs, but get outta here with that lottery BS. Also, It is exactly what happens currently, you salvage any and every blue green and yellow anyways. Which also means the only thing those unidentifyed gear things do is make you waste money, because you can easily keep your inventory relatively empty right now by rightclicking a stack of salvage tools, click “salvage all masterwork or lower” and then click deposit materials + compact. And everyone that has a lv 80 should have a full set of at least 18 slot bags.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

Unidentified gear - Please No, No, No, Nooooo

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Posted by: Shiki.7148

Shiki.7148

Useless then.
It should be at least divided by kind of equipment.
1 stacks for Swords, 1 for foci, 1 for leather armor boots, and so on.

Then will be
18 slots for armor
2 slots for offset ring and necks
14 if i am right for weapons

God. How is it possible that I drop a sword and mystake it for a pari of leggins.

I’d be fine with it if they just made it “unidentified masterwork” “unidentified rare” and “unidentified exotic”. At most 4 stacks, and you can immediatly salvage green and blue stacks and identify the thing that matter.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

Unidentified gear - Please No, No, No, Nooooo

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Posted by: Shiki.7148

Shiki.7148

Can u sella unidentified stuff?
Or salvage it?
If you decide to salvage it, you have a chance to know what it is?

I mean i find an unidentified hide armor chest.
I don’t know his hidden qualities ofc, but I should be able to understand if is made of cloth, Wood or metal… isn’it?

Or would be something like a magic trick and everything could be everything?

It is , literally, just saying “Piece of Unidentified Gear”, and is a Green stacking item. You can immediatly salavage it, but you will only get mats you could get from any type of green/blue gear, no chance of sigils or runes. And if you identify it you could get rares or exotics. So, complete lottery bumkittenery. ID’ing costs ~1.8 silver per item, and no, there is no way of knowing if that gear is green, blue, yellow, orange, cloth, leather, metal, wood, light, medium, heavy, NOTHING.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

(edited by Shiki.7148)

Rate New Specializations from 0 to 10

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Posted by: Shiki.7148

Shiki.7148

So general consensus is renegade is lowest rated, clunky af, and poorly designed.

Good job devs

Firebrand is not far away from him too

Except Firebrand can enjoy their new crazy burning in PVE :P
(Tested, can reach 40+ stacks of burning with Tome F1 + scepter torch if traited correctly)

Well, if they could really do that then Scourge is DoA and I’d have to question why in the kitten Demonic Lore has a 3 second per target ICD. Nvm, I’m questioning that anyway, because most of the Torment a Scourge can dish out is from corrupting via Punishment skills.

Anyway, love the Scourge. Even though the Elite Skill is lazy as kitten and should definitly be changed. And it generates might, which raids have enough of to choke on already.

Holosmith might actually make me level something aside from Necro, Deadeye looks like they nailed the Sniper-theme, Weaver seems too clunky, Mirage is a friggin pain to play against, and I cannot say much about the Spellbreaker. Renegedage seems fun from looking at it I guess.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

Unidentified gear - Please No, No, No, Nooooo

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Posted by: Shiki.7148

Shiki.7148

I got like 6 yellow items from 23 unidentified gear. You basically have to ID the stuff if you don’t want to get kitten. And it really is completely unneccessary, because if they really just wanted to reduce clutter in the inventory, they could have just made everything drop lootbags that contain a piece of gear instead of gear in itself. Or made like Diablo 3 and identifying for free. Which would make them like lootbags.

Or if they have to send us to the NPC, make it free there, or like 5 copper. Almost 2 silver is kitten.

I’ll stick with my opinion after multiple evenings of trying it:

  • It’s not perfect yet (I still get some green and blue item drops which are just there to salvage and process).
  • It would be better if it were split by rarity.
  • However, it is already a really cool change, because it massively reduces the amount of trash loot I get, and instead of having to salvage through a lot of items taking up lots of space, I can salvage a single stack “equipment tokens”, directly.

As someone who always disliked how overly complicated the drop/loot system in GW2 is, this is a wonderful change, even if it doesn’t go as far as I’d personally like it to do.

My idea for an even better version:

  • All gear drops this way.
  • However, split by rarity. So I have one stack of unidentified exotic gear, one of rare, etc.
  • I can either salvage these directly, which gives exactly the components (sans Sigils/Runes!) as salvaging the items would have.
  • Or I can go to a vendor and pay some minor money to turn them into items, say because I know the exotics are worth it, or because I am gambling on skins I don’t have yet.

Eh, I like unidentified gear. It’s certainly better than filling my inventory with green and blue trash gear. It lets me go longer without having to stop and salvage/vendor everything. I also like that I can salvage the unidentified items without being stuck dealing a bunch of trash sigils/runes.

Exactly this. People need to realize that identifying the items will be the exception. The main way to handle unidentified gear is to salvage it directly. Because that’s what it is meant to do, provide a shortcut for the thing we do all the time, clean out our inventory.

No, it is not the EXCEPTION. Because if you want actually good mats, you have to ID. This system is majorly flawed. If the unidentifyed gear was colour-coded, sure. Then it would be the EXCEPTION to id green and blue stuff. But it isn’t. And thus you are pretty much forced to ID if you actually want to get the mats you need.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

(edited by Shiki.7148)

Path of Fire Stress Test September 7

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Posted by: Shiki.7148

Shiki.7148

cant get in- there are NO demo character slots for me or old demo toons. alas i cant participate

Same issue for me – has anyone worked out how to fix? I tried a rebuild and no luck

Did you restart the client?

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

Scourge Math

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Posted by: Shiki.7148

Shiki.7148

Nothing under Tyria sky is easier then playing warrior and stacking might with it. I know because Im lazy and found out how good warrior is being semi afk

You completely ignored every other point I made.
Also, this might not fully replace warrior, I realize now I failed to mention this.

In fights where heavy cc from wildblow or headbutt are needed, or where you simply do not need the defensive utilities a scourge brings, it’s highly probable that a double CPS comp will still exist.
And it’s also very worth mentioning that scourge may only need to replace ONE warrior to give the entire group it’s absurd benefits (condition conversion and barrier) as they can apply these things to 10-15 people quite easily.

It’s also possible that with a scourge negating spike damage every now and then, only a single healer may be needed.
After all, it is quite possible (albeit difficult) to upkeep grace on 10 people.

To be fair, the Fear from Shroud and Opressive Collapse’s knockdown are good at eating Breakbars too. Or, depending on whether or not your raid members force you to play max damage (who am I kidding, they will) you could also add Flesh Golem (yeah I know it is suboptimal, that CC tho). If you run staff, you have another Fear on your #5, a kittenton of abilities can cripple if the boss applies boons to itself… So Scourge has pretty decent CC himself.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

Power scourge

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Posted by: Shiki.7148

Shiki.7148

Maybe in pvp, will never be a thing in PvE.

Yeah, but we might still run dagger in PvE on condi (Scepter Dagger/Dagger Torch) instead of Scepter Torch/Staff (or even Scepter Dagger/Staff).

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

Will scourge be enough to become raid viable?

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Posted by: Shiki.7148

Shiki.7148

Seems like barriers are being dismissed, which seems odd to me. Unlike a healer you get to preemptively mitigate damage that could otherwise result in a death. Rift had a similar mechanic in the Oracle class and it was highly wanted in raids.

I like the idea of blood being reworked it’s always seemed mediocre to me.

Providing some buffs other than might seems great. Making the barriers scale off of precision, power, or condition DMG.

The difference of GW2 to Rift is everyone has a universal heal ability in GW2. Rift is a modified Holy Trinity – in Rift, class can be one of the three or a weaker hybrid between two of the three of tank/dps/healer. My point is that doesn’t really apply in GW2 raids.

The second aspect you need to think about is Barriers are actually weaker than a single class heal in general. They are potentially more plentiful but that isn’t always a good thing since it (Life Force) is a constant resource drain that could be converted to damage instead.

EDIT: Unrelated but on topic
The ONLY way Barrier becomes meaningful in raids is in lieu of healing directly is because of the Poison-33% heal potency reduction mechanic. It needs to be a heavily applied or non-clearable condition mechanic since Poison condition can easily be cleansed too. But that’s a BIG if and will probably be for only one boss fight. Basically, no unique reason to bring Necro still over many other classes.

I still think having a 2 condis to boons every 4 seconds for the entire raid without having to actually spec for it (aka still going full damage) while bringing decent barriers even without healing power, and condition corruption into two of the most damaging conditions is a pretty good reason to take scourge if the dps isn’t too far behind or even on par with another class.

And if someone says “but toher classes bring enough condi cleanse already”, I’ll answer with “With a scourge you might not NEED to bring any other cleanse, opening up those slots on the remaining classes for possibly better options”.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

Will scourge be enough to become raid viable?

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Posted by: Shiki.7148

Shiki.7148

Depends on how much will we need to sacrifice for might generation – we might be able to compete with warriors in that regard.

I’m sorry but that’s deluding yourself here. PS was king even when revenant’s passive might generation was above the top and Elementalists can still easily grant 25 might almost permanently to a party. Warriors are a convenient sources of might that need “low” investment and are already well rounded in all raids strategy because they do not only provide might (they also have empower allies and banners buff).

The point is that you’ll need a warrior with EA to be optimal and since EA is in the same traitline than PS, the best course of action is to use your warrior as might provider as well, while banner’s buff will come as a bonus.

And there you’ll have your scourge that will say : I can provide migth to! But he won’t be able to cope with the net loss of 150 point of power for all your team. He also won’t be able to cope with the loss of banners. And if you try to somehow push it, you’ll end up with a warrior that will take tactic just for EA, wasting personnal damage and usefullness for the sake of leting scourge provide might…

It’s not tryhard or whatever, the might providing role is taken by an unreachable montain of offensive buffs that the necromancer/scourge can’t sake off.

Like Drarnor said, the only place still left for the necromancer/reaper/scourge is a DPS spot. There is lot of competition for thess spots which mean that the scourge will need to hold is own dps wise. That said, there is potential for both condi and power dps in the scourge, what’s left is to see whether or not it’s at a competitive level. One need to be aware that it’s a boon eating spec that might end up starving in PvE and thus have a lower condi dps than expected in raids.

What the necromancer/reaper/scourge is missing is a unique offensive buff or debuff that is not the pitifull vampiric presence. Just this one thing in our core traitline would be enough to make any necromancer’s spec “sexy”.

Well, it really depends on whether raidwide barriers and raidwide “convert 2 conditions into boons every 4 seconds” is needed in possible new raids or not, or would make old raids a lot more consistant to beat. Remember Scourge can give the might, barrier, and condicleanse to more than “just” 5 people. If new raidbosses then also have a lot of boons that need ripping… Well. I still think Scourge should probive quickness or sth. instead of might because might generation is so over-saturated already, but oh well…

Then again, also depends on what conditions raidbosses dish out…if they spam chill and/or slow, that gets converted into resistance and quickness every 4 seconds (and the boons last 3 base), so…

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

Stress test tonight with elite specs!

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Posted by: Shiki.7148

Shiki.7148

They didn’t even fix and reenable the teleport :/

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

Scourge Beta Review and Analysis [Video]

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Posted by: Shiki.7148

Shiki.7148

My only hope is they touch Dhuumfire and how it works on the F-Skills and NOT the actual F-Skills but nerfed or “altered” it will be.

So, you are hoping for dhuumfire to be completely useless for scourge?

You do realize that removing the dhuumfire functionality from F2-F5 means that we have a GRANDMASTER trait that gives 1 burn every 15 seconds, right?

That’s supremely bad.

Dhuumfire isn’t the problem, it’s one of the few things making us PVE viable.

Well I really dont think Dhuumfire is suppose to taick 7x on F5 , do u ?

We see what Anet does but I have a strong feeling that they will nerf Scourge condi output, and not the AoE cause they talked it up as having battlefield control.

And I really really hope they dont adjust the F-skills cd’s so then what is left ? either the Burns or Torment

I’m pretty sure it is supposed to stack 7 times, BECAUSE YOU CAN JUST ESCAPE THE RADIUS UNTIL IT RUNS OUT. Seriously, people take this as if most if not all the other classes wouldn’t have mobility out the wazoo and could get the hell out of dodge (hah) before even 2 ticks landed from shroud… Not like Necro has a lot of good CC. Or movement tools to use himself as the center of the pulse. What happens here is that people are to stupid, stubborn or “lol it’s just a Necro” minded to get OFF a capture point until the shroud ran its course , meanwhile hitting from afar or just keeping cd’s to kill the scourge once the shroud ended. Nope they stand right in the middle of the bloody shade and wonder why their burn ticks.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

What is even point of BIG SHADE ?

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Posted by: Shiki.7148

Shiki.7148

For me, it’ll propably be big shade in PvP and small shades in PvE. Having a shade constantly helps a lot in pvp, the bigger radius on it means you just might catch a pesky ranged opponent with the very edge of the AE, and in the sometimes pretty hectic PvP, managing 3 shades would be annoying as hell. ’Sides, as Hollts just has proven, damage without Demonic Lore is perfectly fine in sPvP. In PvE though? Give me 3 shades that each pulse Dhuumfire, Torment and thanks to Demonic Lore even more burn because of that torment. Then maybe add Blood is Power and Epidemic and we have are going to have a party X)

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

Berserker or Viper

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Posted by: Shiki.7148

Shiki.7148

Ascended gear can be stat swapped in the mystic forge. So just wait. Get more pieces if you can. Once the expansion hits, you can decide what you will need for the spec you want

See here: https://wiki.guildwars2.com/wiki/Anthology_of_Heroes

^this. It is relatively cheap to boot, the most expensive part is the Exotic Insignia you’ll need.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

Scourge thoughts

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Posted by: Shiki.7148

Shiki.7148

Hi,

For those that dont know me let me attach some credibility to my name for a moment. I was on team ASAP Zerg, semi-pro esport team. Long time pvper and necro player. Just wanted to clarify that scourge is indeed too strong. The people defending it have no clue what they are saying. Im guessing they are going to nerf the burn damage. You press buttons and things just die when playing the scourge.

You can’t be too good if you don’t see how a single Deadeye on the enemy team will kitten Scourge up-, down-, and sideways. Ranged power builds just eat Scourges for breakfast and want a second helping, and Condi Daredevils , some Mesmer builds etc. can burst almost as well while having defenses, stealth, blinks, or a combination of those. Scourge is only a tiny wee bit faster than base Necro , if they even bother running the portal in sPvP over other options, don’t have their “second health bar”, and the barriers are decent but decay way too fast to be of any use against classes that can just blink out of the fight on barrier use and after it decays jump back in.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

Chillmancer Constructive Criticism

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Posted by: Shiki.7148

Shiki.7148

Its interesting to see all these posts about how upset people are with the changes to Deathly chill yet I haven’t seen much talk about the changes to chill application over all. On this particular issue I’m sorta in the middle when it comes to this trait on Arena net’s decision. On the one hand I don’t agree with the massive damage nerf that the trait has taken, and I don’t believe that the damage was a real problem with the trait. It wasn’t. However I do agree that the lack of synergy between chillmancers on the same team was a real problem in PvE.

I’ll start with where I agree with Arena net since this point should be made. Chill is the most powerful condition in the game. Chill on its own can determine a match. The fact that it reduces speed and skill recharge allows it to shut down builds without an issue and makes foes a sitting duck. The reaper’s output of chill was absolutely over the top and made fighting one or multiple reapers a serious up hill battle considering that you’d be 1/3rd as effective against them most the time as you otherwise would be. So nerfing the chill duration and the ease at which chill could be applied makes perfect sense. Chill needed to be toned down.

On the other hand we have Deathly chills. The damage on top of the most powerful condition really shined a light on just how good chill really was even to inexperienced players. Although some would say the damage wasn’t that impressive, the damage could be compared to the original Dhuumfire that triggered on critical hit. Although the damage scaling was higher than deathly chill(I think, not too sure about that) the fact that chill is so much easier for the necro to apply and maintain caused a problem on top of the superior control that chill already applied. But the problem that I see isn’t the damage but the duration which I explained above. The game is also much different than it was when Dhuumfire was in its prime.

I’m of the opinion that arena net was right in reducing the chill duration. I feel that that was absolutely the correct move on their part. I also feel that the change to allow you to stack an existing condition rather than fight for a chill spot was a good idea. Where I disagree with arena net is with the damage. Bleed is the weakest condition and also the easiest for the necromancer to apply. Sure it combos well with a few traits, but as it stands the effort to get the bleeds up is potentially not worth the grandmaster spot it holds. Which is why I’d suggest a buff to it in some way. Either making it more bursty through 2 bleeds for half the time or through torment. Which ever. The trait is rather underwhelming.

I’d like to see an update to this trait in the next large patch. Since it was my favorite before hand. But for now I’ll bide my time with it since I still enjoy the chillmancer build.

Mostly agree, however now you need to have 4-5 condi reapers using Deathly chill to surpass the damage of the former deathly chill, and in what (organized) PvE content do you actually see 4 condi-reapers? X)

Now if it was 1 stack of burn, or 3-4 stacks of bleed (I don’t think 2 would cut it, the damage difference is still way too much)… Yeah, that’d be perfect. 1 Stack of bleed is too little though. But I’m sure they’ll fix it…within the next 4 months X)

But yeah, the chill duration nerf is perfectly fine imho.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

Playing necro in any content... 2 asc armors?

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Posted by: Shiki.7148

Shiki.7148

condi reaper > power reaper in fractals, however reaper or minionmancer is so faceroll that rolling either way doesn’t really matter. it’s more important to learn mechanics and how to avoid having your minions be a hindrance.

I recommend condi over power in part because of raids and in part because the toughness scaling in fractals brings them to about even at the top end of dps, and condi clearly wins out when your group sucks, which may be a common occurrence if you decide to do fractals at your leisure.

Yeah Minionmancer (or even Minionreaper) is kinda busted in (lowlevel) fractals… Just recently I ran with a pretty bad team (as in, only a single person beside myself had any clue), and we got the Harpy/Inquest fractal…and Told Tom was a b*tch to fight. After 2 wipes and a few ragequits of teammembers, I just switched to Bloodmagic/Deathmagic/Reaper (still using a carrion set mind you), and I pretty much solo’d the kitten thing. Old Tom can go die in a pit e.e

To be fair, we didn’t have anything with a reflect on our team, but still, that boss is the most obnoxious boss in lower fractals imho. Then I and my premade Ele went and killed the last boss too, as our team didn’t even manage to clear the jumping passage…yeah. The final boss is so much easier than Old Tom it is just stupid X)

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

(edited by Shiki.7148)

Bleed->Burn on Deathly Chill please

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Posted by: Shiki.7148

Shiki.7148

The bleed stack does what (0.06 * Condition Damage) + 22 damage (142 per stack).

Multiply by duration, or at least how long the bleed is expected to persist before being cleared. Burning skills usually have shorter base durations.

That is all.

Necromancer condition damage is based primarily on bleeding. I know poison, Terror, and burning are there but none equal condition damage from a scepter’s bleed stacks due to lower up-time.

Until condition damage dps is possible without nerfing bleed builds, bleed-on-chill at least has synergy.

I would rather it be bleed chilled opponents on crit but we cannot have everything in a dev-nerf, at least not until the dust settles.

There is one massive problem with that though : high damage, low duration almost always beats low damage, high duration. And again, if they want bleed, make it at least 4 stacks. One stack is 1/4th or worse than before, which is just simply way too much of a nerf. And duration doesn’t really matter as you could easily chain chills before to keep it up almost 100% of the time, in which case only the damage matters. Bleed is the worst condition of them all, and despite Necros being adverttised as bleed/poison machines, there are other classes that can stack the same amount faster + burn or other high damage conditions. Sure, Necro bleeds might run longer, but when other condi-classes can reapply there conditions constantly or simply blow up the target before the short condis can even run out, the duration isn’t worth much. Now if Necros had a trait that would boost bleed damage, or add a bonus effect like "if the target suffers from 15 bleedstacks, double the damage (or boost it by 33% or sth.), then, sure. Only they don’t.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

Bleed->Burn on Deathly Chill please

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Posted by: Shiki.7148

Shiki.7148

So now necros will have the easiest access to burns. Torment might be more up the ally of what a necro should apply

Well, maybe, but even Torment would be much worse than what we had before, and if they upped Torment-stacks per chill, they could just make it procc 4 bleedstacks / chill too and be done with it. Burn makes sense if you use the forst-burn angle, as said above, and the damage numbers it does are nearly perfect as a replacement that is weaker if you spend your chill carefully to get the “if foe is chilled” boni, but stronger if you simply unload.

And as for Engis stacking burns like nobodies business : Sure, that is the case. However, Reapers have different advantages depending on the build. You could say it is the difference between a Damage Dealer/Assassin type, and a Bruiser Type. The former does insane damage but explodes if it gets hit, the later does a little less damage but can take way more hits.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

(edited by Shiki.7148)

Bleed->Burn on Deathly Chill please

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Posted by: Shiki.7148

Shiki.7148

Title. Deathly chill @ 2k Condition-damage and Level 80 did (0.255 * Condition Damage) + 202 damage, so 712. The bleed stack does what (0.06 * Condition Damage) + 22 damage (142 per stack).

Burning would do (0.155 * Condition Damage) + 131.5 damage , so 441 per stack.

So in case of Burning, it would be a nerf when only using one chilling ability, but a buff for using 2+ chilling abilities; however, since things like our +10% damage reduction are tied to the enemy being chilled,blowing all your chill-inducing CD’s like that will negatively impact the survivability, making this a trade-off. Then, if the burn is deemed to strong, simply reduce the duration of the burn to balance it out.

It would even make sense, with burning cold being a staple in fantasy (kind of).

That is all.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

Request : picture of new skill tree

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Posted by: Shiki.7148

Shiki.7148

Don’t have any pictures but it costs 400 HP to fully unlock.

250

Uhm… 200 did barely take me half way, so it definitly is not 250 except if they lowered the amount of points needed drastically. I’ll check ingame.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

Request : picture of new skill tree

in Necromancer

Posted by: Shiki.7148

Shiki.7148

Don’t have any pictures but it costs 400 HP to fully unlock.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

Blighter's boon is not a grandmaster trait

in Necromancer

Posted by: Shiki.7148

Shiki.7148

Since when was negligible damage on a non-stacking condition with only like 80% uptime assuming the enemy never cleanses conditions a grandmaster trait?

I wouldn’t think it’s negligible when everyone is going gaga over it, not to mention BB needs spite for it to be usable now.

From what I read though, you might be talking about Dhuumfire.

I think he means Deathly Chill. At least Dhuumfire has the broken damage going for it and can get stacked decently with Reapers srhoud. But yeah, we pretty much have 1 good Grandmaster in that line now… Seems to be an illness most Necro-Traitlines seem to have.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

Fear isn't good enough for breakbars

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Posted by: Shiki.7148

Shiki.7148

Slot Golem. Press charge. Profit.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

Viper stats.

in Necromancer

Posted by: Shiki.7148

Shiki.7148

Apparently…

Marauder: Power, Precision, Ferocity, Vitality.
Crusader: Power, Toughness, Ferocity, Healing Power.
Wanderer: Power, Vitality, Toughness, Concentration.
Minstrel: Toughness, Healing Power, Vitality, Concentration.
Commander: Power, Precision, Toughness, Concentration
Viper’s: Power, Condi, Precision, Expertise
Trailblazer: Toughness, Condi, Vitality, Expertise
Vigilant: Power, Tougness, Concentration, Expertise

Distribution is apparently 108/108/59/59 .

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

Basic minion control just became "imperative"

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Posted by: Shiki.7148

Shiki.7148

Unless something changed with HoT’s release, Thrashers do not heal from minions (or NPCs for that matter). I run a LOT of minion builds with various classes and spend a ton of time in the Silverwastes and have never once had a problem killing Thrashers, at least not solo. Even on my Ranger who DOES have pet control, I happily let my pet eat the damage from the leech field because it doesn’t do enough damage to be a threat to my pet (even less so now) and does nothing to help the Thrasher either. Its basically a free damage period.

The problem is more likely players who don’t know the mechanics. I’ve seen so many players try to facetank that field and heal the thrasher to full health.

Future mechanics are easily avoided the same way. Simply exclude pets and minions from whatever “you need to stop attacking right now” or “get out of range or the boss heals” type attacks.

Not to say that more pet control wouldn’t be nice. But it’d be more of a QoL / PvP / WvW issue.

If so, it is currently bugged, cause the champion thrasher i fought definitly regenerated to full with only my Golem being in his AE.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

All maps so empty? Megaserver broken?

in Guild Wars 2: Heart of Thorns

Posted by: Shiki.7148

Shiki.7148

Emty for 2 reasons imo : 1 Haloween 2 Roaming around Tyria to get HPs as gettng more than just a few in HOT is impossible. Either u lack Mastery or groups or they are imp to find/get. So me, Rev, I exploore the world and is bored and disappponted.

The problem is that it is a vicous cycle : They play Tyria for Hero Points cause HoT maps feel dead, and thus make the maps even more Dead. Also 12 billion new revenants that level normally most likely.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

Having problems in HoT maps

in Elementalist

Posted by: Shiki.7148

Shiki.7148

Running around Full Zerker is most likely the problem. I’m running Reaper (exotic Zerk) and also have trouble despite having RS. My main problem is the sheer amount of CC they dish out, and the vast differences in Mob strength. Like, Spiders? I can easily solo an Elite spider, no problem at all. Veteran Rider? Already a lot more difficult, especially with a Bow-Mordrem backing him up. Veteran Frog?… Yeah, no. Those are a PAIN. Shadostep, cloak, stun, shadowstep away, poison field, cloak… ARGH. And it’s not like they are alone, either.

All in all, I’m having a blast fighting these things X)

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

All maps so empty? Megaserver broken?

in Guild Wars 2: Heart of Thorns

Posted by: Shiki.7148

Shiki.7148

Maybe it is so overloaded you get thrown into whatever serves as “overflow” servers currently. Try finding a group in the goupsearch tool.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

TIP: MM Reaper can solo most HoT Champions

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Posted by: Shiki.7148

Shiki.7148

Yea I just had fun soloing the mad king dungeon. It wasnt hard obviously but it was nice doing it easily since nobody wanted to group for it.

Same, although the only minion i used was Golem, and I was Spite/ Soul Reaping/ half finished reaper line (no grandmaster minor or grandmaster). And with greatsword and RS only. Reaper feels like a Raidboss at times, it is glorious.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

Basic minion control just became "imperative"

in Necromancer

Posted by: Shiki.7148

Shiki.7148

Regardless of my personal opinion (which is that we don’t need this kind of control, the fact they even follow our orders is a huge AI step up from GW1), ANet is extremely unlikely to ever give it to us, because they’ve specifically stated that pet controls are Ranger-exclusive. Yes it will cause minions to have issues in some situations, but I don’t think this is a particularly big issue.

I know they said that. However that was before the changes, and before they though a almost instantly to full regenrating champion was a good idea. And i don’t want the rangers control, if you read my post. All I want is the “kill all my summoned creatures” button pretty much every single summoner class in the history of MMOs has had.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

Basic minion control just became "imperative"

in Necromancer

Posted by: Shiki.7148

Shiki.7148

Hey,

well, we all know that minions just got a nice mechanic change: They only take 95% damage from mob AE. However, with this comes a problem, which currently only is vs a specific mob type…however, I’m pretty sure we will see bosses with similar mechanics in the furute. And this mob type is the vampiric Thrasher. As you propably know if you played Silver Wastes, the Mordrem invasion, or fought the Champion for one of the Hero Point challenges, they cast a PBAOE that damages all its enemies and steals HP, and not a little, but enough to top itself off to full if you don’t GTFO there, and quick.

And here is the problem: Our minions are godkitten stupid. They keep attacking the thrasher no matter what happens. Now they don’t even take any major damage from it even when NOT traited for more hp. And thus we have a mob you literally cannot kill except if you and your party get incredibly lucky and get that thing killed before it casts this thing. Which, in case of the champion, is rather unlikely.

I’m not asking for much here; just a simple “kill all pets” or “pets, retreat to me!” button, simply a way to get the pets away from that lifeleeching AE. And while it currently only is a problem on one enemy type – which can be avoided by dying and resetting the challenge as the champ is random, I can see future enemies and bosses having similöar mechanics… Which would just plain suck.

Thoughts?

Edit : Doesn’t need to be a leeching field, it could be a mechanic like “stop attacking him or he fires a giant laser and may God help us all”, and similar things.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

TIP: MM Reaper can solo most HoT Champions

in Necromancer

Posted by: Shiki.7148

Shiki.7148

The thing about those vampire things is, it blatantly shows we need some freaking type of petcontrol. Like, seriously imagine using a golem in a raid to destroy breakbars…just to have a boss have that type of mechanic and no way to get the golem out of the freaking leeching field. Complete kitten.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

Anyone full reaper yet?

in Necromancer

Posted by: Shiki.7148

Shiki.7148

I quit for today. Like, I must have the worst luck ever because I’ve been runing through kittening Verdant Brink for almost 2 hours without finding a single kittening event. No point trying to get anything done.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

Anyone full reaper yet?

in Necromancer

Posted by: Shiki.7148

Shiki.7148

The whole 400 hero points needed thing is stupid. And yes, there are so many points locked behind 2 or more masteries it is ridiculous.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

Elite Specializations & Hero Point Feedback [Merged]

in Guild Wars 2: Heart of Thorns

Posted by: Shiki.7148

Shiki.7148

It’s not a grind if it’s not repetitive content. So, if you like open world PvE, do the different hero challenges in Maguuma. If WvW is your thing, you can earn hero points there as well. And if you play pvp, you have every spec unlocked anyway.

It is a grind though, as, to be able to unlock the full spec, you need to grind masteries by repetitive content so you can actually reach 60% of the new heropoint locations. Great design…not.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

Elite Specializations & Hero Point Feedback [Merged]

in Guild Wars 2: Heart of Thorns

Posted by: Shiki.7148

Shiki.7148

400 points for a full elite spec.
10 points per skill challenge in Maguuma
40 challenges.
4 maps. 10 challenges per map.

Considering most maps have 7 to 9 hero challenges per map in the base game, this really isn’t going out of your way for anything. If ArenaNet just decided to drop 4 new maps in, that added 40 challenges into the game, nobody would think anything of it. Great, new content, right? But as soon as you connect it to a spec system, it spawns a proverbial storm. Its odd.

In all honesty, im glad this playwall is here, so when somebody sees an elite spec, they know it really is elite. When im dancing around with my giant scythe on Reaper, I want people to know that I had to beat up a lot of plant-people for that title.

Bring on the jungle. My blade awaits.

“4 maps. 10 challenges per map” … Of which around half cannot be reached without grinding mastery, of which again 1/4th can only be reached with the very last tier of gliding mastery, which is 16 million EXP or something I believe. This IS, in fact, a grindfest. Sure if you already have 200 because of central Tyria like me, you can propably get most of those , but every other is either grinding world completion or grinding mastery for a few weeks.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

So how many hero points do you have ?

in Guild Wars 2: Heart of Thorns

Posted by: Shiki.7148

Shiki.7148

I’ve only got 195 even with world completion and being level 80… sigh

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

Huge buff to PvE minionmasters

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Posted by: Shiki.7148

Shiki.7148

So basically they finally gave in and made the minions work like WoW “pets” ? Cool. Now something similar needs to happen in PvP (with lower reduction of course), then they actually might not die in every other firefield.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

Staff with new camera/targeting system

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Posted by: Shiki.7148

Shiki.7148

Almost every other GTAoE skill in the game either has pre-casting effects (Dragon’s Tooth), pulsing effects, or a mix of both. There are very few things in the game which have no travel time, no designating animations, and no after-cast effects, where the ability just immediately hits an area with no way to know where that will be. I’d also argue any that do should have a similar system.

It’s not like it is much different from using the instant cast option we have now and clicking on their feet, it really is just a QoL change for that…

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

I feel like necro got shafted

in Necromancer

Posted by: Shiki.7148

Shiki.7148

  • druids cannot leave astral form and keep the energy they had left: they start from 0
  • druids cannot use this “energy pool” as a secondary life, though of course the amount of healing makes up for it… a lot
  • druids can in principle use any weapon to build astral force, but in practice only one works. Oh wait, necro too
  • druids cannot give much damage while in astral form
  • druids can use their utilities while in astral form (grrrr)
  • druids can receive healing while in astral form (grrrr)

so quite different. But druids and necro could benefit from each other’s mechanics

  • no incoming healing in death shroud is hard (and maybe unfair) for necros
  • not having the possibility to use astral form for 1 or 2 skills only and pop out of it after + having most astra skills with very similar function (i.e. healing) means astral form is spammy as kitten. I had high hopes but it ended up being super boring to play.

I’d say that with the change announced, The avatar is one or 2 step closer to the shroud :

  • Celestial Avatar Form: Entering this form now has a 10s CD. Charging of Astral force by healing has been reduced by 40%. Charging of Astral force by outgoing strikes has been increased by 200%. You now retain half your current astral force if you decide to break form early.

Well wishes,
~Irenio

- Shroud base cool down : 10s -> avatar CD 10s.
- Keep half of the astral force if breaking avatar early.
- almost easier to build astral force than life force…

I’d still say that it’s way to close of a shroud and way to far of the core ranger mechanic for the good of the game.

I think druids having a unique buff that works similar to might is way more of a problem. Up to 15% more damage for power and condi for the team is insane.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

Reaper's Great but Greatsword in SPvP?

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Posted by: Shiki.7148

Shiki.7148

The problem with the “gravedigger in chaos” situation is while, yes, it’s harder to see, we have no way to have stability while casting it (unless an ally buffs us with it) and in the middle of a teamfight you’re very likely to get CCed out of a cast that long.

I dunno, I just can’t think of any weapon/profession combination where the attacks have landed, for me, as infrequently as they have on a GS Necro.

Chilled to the Bone gives you 10s of stab

^This. It can also potentially disrupt the enemy team HARD.

But I agree, the one thing that needs a change is the AA. I wish they would have just used a direct copy of Marjory’s attack chain from that one quest, but as it stands it should be each hit taking 0.5 seconds, and it needs an aftercast reduction. Make it about as slow as a Warrior Hammer, that is still slower than the other GS AA’s but at least workable.

In terms of DPS, I think the GS AA is fine. So they should reduced the cast time on the last hit whilst also reducing the damage.

Yeah the damage would need to eb adjusted. But slower than warrior hammer is just nonsense.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

BWE 3 Reaper Specialization Feedback Thread

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Posted by: Shiki.7148

Shiki.7148

Greatsword : Skills 2-5 are incredibly fun (albeit #5 is still a little bugged); The AA needs some loving though. Make it as fast/slow as Warrior Hammer, and you can keep the “slow but deadly” theme (slower than all other GS) but have it at a usable speed.

Shouts : Shaping up nicely. Basically no complaints there anymore.

RS is amazing; However, AA could need a minor dmg buff, and Executioners Scythe is worse than Gravedigger damagewise, even below 25% HP, so buffing the damage (or add an instant finisher on it like Daredevils elite + a cooldown increase IF it is used to finish X) ) would be nice.

Deaths Charge is still slightly bugged, having a completely wonky amounts of hits on it; sometimes it hits like it should, sometimes just 2-3 times.

And I still think there should be a skill that teleports you to an enemy if they are chilled or crippled to show the movie-monster theme of being slow and never catching up… until the poor victim stumbles, then it is suddenly right next to it.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

Reaper's Great but Greatsword in SPvP?

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Posted by: Shiki.7148

Shiki.7148

The problem with the “gravedigger in chaos” situation is while, yes, it’s harder to see, we have no way to have stability while casting it (unless an ally buffs us with it) and in the middle of a teamfight you’re very likely to get CCed out of a cast that long.

I dunno, I just can’t think of any weapon/profession combination where the attacks have landed, for me, as infrequently as they have on a GS Necro.

Chilled to the Bone gives you 10s of stab

^This. It can also potentially disrupt the enemy team HARD.

But I agree, the one thing that needs a change is the AA. I wish they would have just used a direct copy of Marjory’s attack chain from that one quest, but as it stands it should be each hit taking 0.5 seconds, and it needs an aftercast reduction. Make it about as slow as a Warrior Hammer, that is still slower than the other GS AA’s but at least workable.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

Traps are bad, would you prefer wells?

in Guardian

Posted by: Shiki.7148

Shiki.7148

All traps should be throwable by default anyways, then maybe someome might use them (and no, they would not turn into matrks if you gave them a small travel time like engi bombs and/or the small delay they need to arm themselves). There is pretty much no other way to make them useful in a game such as GW2, especially on a long ranged build.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140