(edited by TimHellen.5903)
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Any plans to support Metal?
Erm. Before all the fancy stuff, I’d rather have basic minion control first. The master can’t even control their pet properly yet.
We won’t ever get full control. That’s Ranger territory.
No need for full control. Even a single passive button is sufficient. Or at least allow us to manually blow them up.
4 – Master of Corruption is changed to: Reduces recharge on corruption skills. Corruption skills no longer inflict conditions on you; instead, sacrifice 10% of your total HP when using a Corruption skill.
Interesting idea. I feel that corruption skills should never self inflict regardless of MoC but I think this is a good alternative since you are a master of corruption and it’ll be ironic if you suck at using them.
Sacrificing 10% of total HP reminds me of something from GW1 when players deliberately made their HP just 1 so you couldn’t die.
5 – Flesh Golem functions underwater.
I wouldn’t mind an aquatic minion. Maybe a octopus, kraken or something.
Erm. Before all the fancy stuff, I’d rather have basic minion control first. The master can’t even control their pet properly yet.
I used to be using viper but I’m changing to trail blazer + rune of the nightmare
Don’t forget it’s also the only class that can kill itself just by using skills! Plague form with MoC anyone? So other classes can inflict better and more conditions while not having to deal with the same kitten like “self inflicted conditions”. Also, even if we were to focus more on boon conversion, good luck with that. Corrupt boon used to do 5 until it got nerfed to 3 and you poison yourself more now.
What about ridiculously long cast times and cool downs? 1.5 second cast to heal yourself? That’s almost 2 seconds; plenty of time for someone to continuously interrupting you by knock backs and knockdowns. And where else you have ever heard of a healing skill that adds more harm to you?
Oh we have fear. But our fear only lasts 1 second with a 45 second cd.
So, we have long cast times, long cool downs, short cc durations poor mobility, extremely easy to interrupt and poor range. Why poor range? We either have melee daggers/gs, 900 scepter or 1200 staff. Staff is just for utility and maybe a bit useful if you use power, in which you’d be running gs already anyway.
And like the OP mentioned, sure we have a few condition transfers but that’s the problem. They’re transfers not cleansers. Which means the enemy just needs to get out of range for that “short” cast time you have and now you’re stuck with 6-8 conditions from your corruption skills. You might as well just stand there and kill yourself. We aren’t even good punching bags and we can’t even commit suicide right.
If we have to build for shroud just to feel a bit useful, then whoever designed the class clearly has no idea what they were doing. So much for build diversity.
(edited by TimHellen.5903)
[Mac] World Map graphics glitch and crashing
in Account & Technical Support
Posted by: TimHellen.5903
I was playing WvW and occasionally I check the world map for things. When I started today as usual, everything was working fine. Closer to the end, I was surprised that upon pressing M, the world map was black. I could still see icons like merchants and waypoints but the areas like the ground was pure black. This continued for sometime; I was hoping the issue was just temporary so I didn’t bother to take a screenshot.
Again, I checked the world map and now it was of a strange combination of colours: yellow, green, purple etc then it went back to being black. Then the whole game crashed and I was sent back to the desktop. The client had an error message, no error code, something like “client couldn’t connect to server due to firewall settings”.
I simply restarted the client and tried to log in, had to key in the password again despite checking the save option but no big deal.
Between the time that everything was working fine and the first time the map was black, was at least a good 2 hours or more.
The passive on the Signet helps you acquire conditions faster for Plague Sending but be warned there are PvE areas where the Signet’s passive can be overwhelming. Snagging yourself Burning stacks every few seconds sounds awesome but rarely works out well in long fights.
It’s for PVP/WVW so it should be fine!
3 condis on you.
The trait has a seperate cd.If it’s separate and independent but same cool down time, doesn’t that mean you can actually have 2 plague signets, one that’s “auto” and one that’s manual?
Yes.
Thank you!
I think before any of the fancy stuff, we should just get a basic minion control toolbar like the rangers. At least a passive button wold be great.
When your conditions meet the threshold (3), your next critical hit will cast Plague Signet on your target.
3 conditions on me or on my target?
Also, if I’m also equipping Plague Signet, if Plague Sending triggers, will Plague Signet start it’s cool down? Or does Plague Sending have it’s own separate cool down?
If it’s separate and independent but same cool down time, doesn’t that mean you can actually have 2 plague signets, one that’s “auto” and one that’s manual?
Lingering curse affacts base duration, which means its added after the rest of your condi duration and does not show up in the character window. Just look at it as a 50% bonus, and still shoot for 100% duration on top of that.
As for run of the undead,
2 trapper/4 nightmare runes
2 trapper/4 runes of the tempest
6 Rune of the thorn
6 rune of the krait
6 runes of the berserker (Best in slot)All good options that will give similar dps with full viper armor
Thanks. Any suggestions for more defensive runes? I feel quite vulnerable if I just max out condition duration with full viper armour and weapons. Is more vitality better or reducing incoming condition durations?
Simply put, a bit more condi damage isn’t as good as additional stacks. If each bleed tick is say 100 damage, increasing it by 50% (more than 50% more condi damage) would not be as good as having an additional stack. That is what condi duration adds.
There is value in stronger condis, but it’s limited. A stronger condi might be better in a PVP setting where the condi’s are being regularly stripped before their duration is up. It’s also better in a burst damage situation. But, when burst damage is all that matters typically power damage will win out, or really it’s just so trivial of content that it doesn’t matter. If a boss lasts more than a few seconds then suddenly you’re in that ’i’d have additional stacks if I had max duration’ situation and duration is better.
Thanks for this. So, yes, when it comes to condition damage, more stacks/more duration is better than more damage/second?
Which rune would you recommend to replace rune of the undead?
And how come Lingering Curse doesn’t seem to affect condition duration? Cos I tried making it all Rabid stats and the condition duration is at 0.00% but with just one Viper (Meteorlogicus), it’s 3.93%.
(edited by TimHellen.5903)
Can someone explain to me in simple terms why Viper is better than Rabid? I probably calculated wrongly but from what I got, it seems that Rabid does more damage per second?
I have a feeling Viper is better in the end because it increases condition duration so I end up having more stacks than had I used Rabid. Am I right?
As of now, I’m using Rabid stats, Sigil of Momentum, Flesh of the master and death nova + Rune of the undead to convert of all that toughness into more condition damage.
(edited by TimHellen.5903)
I’d rather get proper minion/pet management first.
Actually both I’d think are viable. I myself am using Curses, Death Magic and Blood Magic with Epidemic and minions. Pretty good for PVE. I won’t be surprised if you swap Curse for Reaper, it’ll simply be the power counterpart to the condition minion master.
I’m using a full rabid build (armour, weapons and trinkets) + rune of the undead + sigil of momentum.
With this trait build:
http://gw2skills.net/editor/?vRAQNArYWjM0Q3N2UDe1A7NOKGi568eMYIR+F2B-e
I previously used Sigil of Corruption but found that with DOTs, the longer the battle lasts, the better. I mean, if you wanted bursty damage, bloodlust and power would be better anyway.
Just wanted to make a minor point. The fact that we can only either choose a Signet or a major trait (only when equipping a dagger) for the 25% movement speed is quite annoying. I’d rather have a minor trait that gives 25% movement speed + other helpful effects.
It’s a bit frustrating whenever I pick up something like a piece of rubble or supply kit and my moment speed drops to super slow. Yes I can use the Signet for an always on +25% movement speed but that means one utility slot wasted.
Something like the Chronomancer minor trait Time Marches On will be good. This frees up both a utility slot and a major trait slot.
Next, I’m not sure if this entirely true but many of the traits seem to be focused on improving power and/or shroud which I feel isn’t right as it forces players to use a somewhat cookie cutter build.
The reason why I created a necro in the first place was because I didn’t want to use direct damage. I feel punished for liking this play style thanks to how corruption skills constantly inflict more and mores conditions on myself, making skills like Plague useless.
For example, Plague should instead be able to transfer conditions onto enemies around the player instead of self inflicting.
Sceptre 1 converts 1 boon into a condition on the target but I’d much rather it transfer 1 condition. Perhaps it’s underwhelming that Sceptre 1 only stacks poison and bleeding, and 3 stacks of bleeding for every 1 poison.
I think Staff should not longer be used only for utility. It should be made viable as an actual attack weapon like the ele. Druid and Ele Staff 1 do splash damage spreading from the the target to surrounding enemies so we could have something similar. Marks: I’ve always found the idea of setting up marks to be odd, waiting for a target to activate them We should change them to normal AOEs that activate upon casting.
(edited by TimHellen.5903)
Once I’ve maxed out a mastery track, is there supposed to be some kind of alert or notification? Cos there have been quite a few times when I had no idea I already maxed one out and just kept on doing stuff, wasting EXP collected.
If it wasn’t for the occasionally opening of the mastery window, I wouldn’t have known I could put the points in already.
I’m using rabid and conditions as well. I took MoC but only with epidemic. The other 3 slots on the right, I’m using bone minions, the 2 dog ones and the elite minion. I did this for the flesh of the master, corrupters fervor and the trait that minions transfer conditions to their target.
I find it’s decent after they changed the fact that minions only get 95% of damage when not targeted directly.
So it’s Curses, Blood Magic and Death Magic
Hi!
Over the past few months, I’ve read that our Curses line has been nerfed and it’s ironic that other classes can do condition damage better than us. #ele
However, and this is my personal experience thus far (strictly PVE speaking), I have found a good traits build for my play style. This is based on the recent change regarding how damage is applied to minions in relation to you.
“Player-owned minions will now take 95% reduced damage and condition duration from nonplayer attacks that do not specifically target them. When the attack specifically targets the minion, then it will deal full damage and condition duration.”
http://i.imgur.com/ekI1Mg5.png
http://i.imgur.com/RNcBOzu.png
Before the minion damage change, I found myself not being able to deal much damage because before my conditions could do any real damage, I was already dead.
Also, the MoC change didn’t help because skills like Epidemic and Consume Conditions just made me commit suicide faster.
I’m using a full Rabid set which focuses on condition damage as its primary and precision and toughness and its secondary. Coupled with 5 stacks of Flesh of the Master and 10 stacks of Corrupter’s Fervor, I get around 2,080 toughness.
Epidemic inflicts 2 conditions on yourself but that’s okay because you have Deathly Swarm approx. every 10s and 5 minions that can transfer those 2 conditions onto the enemy, also every 10s. If it so happens that all are still on cd, I’d think the damage reduction from Corrupter’s Fervor would help for those 10s together with your high natural vitality.
I really like this synergy due to the so-called “biological interaction” in the sense that I’m banking on the high possibility as to how likely a mob will attack you instead of the minions
It’s okay that they attack you instead of the minions due to the high amount of toughness you have and in turn, if you don’t die, the minions can continue to help transfer conditions to the enemy. If their transfer is on cool down, you have deathly swarm.
I’m still not sure how the minion transfer thing exactly works though. Perhaps more experienced players can help: does the 10s cd affect all 5? Meaning if, for example, you have a condition, will all stupidly try to transfer and only one minion actually ends up transferring, yet the other 4’s cds are still activated?
PS: I’m still deciding on the Blood Magic GM trait and whether BF is better than CC for the one extra point of FotM toughness.
If people stop playing the class, it’ll only prove the team right not to put so much resources into improving the class.
If I’m not wrong, the whole idea of self inflicted conditions was to add an element of a double edged sword as well as give an option to transfer self inflicted conditions to the enemy.
Aside from the CC nerf due to MOC, one thing I’ve come to notice is that unlike before when I used BIP, Epidemic then deathly swarm, with the 3 limit that deathly swarm has, and the additional self inflicted conditions from MOC, I’m always left with 1 condition on myself.