Showing Posts For Trimula.7651:

Why do you zerg?

in WvW

Posted by: Trimula.7651

Trimula.7651

I zerg because I enjoy Army vs Army and all the tactics with mass combat. I wonder is a roaming player is killed by a havoc group will scream, “a zerg just killed me”. If I want to have single combat in a game, I will pick one of the first-shooter game and enjoy to my heart’s content.

Game Updates: Guild World Events, Megaservers, WvW

in Guild Wars 2 Discussion

Posted by: Trimula.7651

Trimula.7651

I don’t think the idea of a megaserver was well thought out. I’m part of a very large guild and this creates a nightmare on guild events.

The New CDI Topics

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Posted by: Trimula.7651

Trimula.7651

I posted this concept on a earlier post. The super random game map with random BL puzzble parts.

What you need to create is a super large center piece map. On every reset day, that super map will undergo a random make over. Around the outside of the super map will be random connection points where a server’s BL will fit into like a puzzle piece. Each server will have random BLs created on reset day that will plug into the super map. Each week can deliver many different terrain(underground component to most maps), and BL combos with many different tower, keeps, and with many lesser/major points of interest. This will provide a near-unlimited map combos, can allow more than 3 servers to engage for the week, maybe create a more balance time zones. No matter what server and time zone you are from, it fun to always to find a completive fight.
This type of design will do away with map hopping for fights-that is killing current WvW.
With all of the additional keeps, towers, supple points, points of controls, it will offer flavor for all play types.
Also add, the further your server can establish a unbroken chain of keeps/tower from your start point into the map, players will be able to WP near a battle. You can’t port into a contested WP, but a contested WP will not break a chain. Players love nothing more than being able to zone in and jump into action fast!
I do not wish to see WvW player base collaspe

The New CDI Topics

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Posted by: Trimula.7651

Trimula.7651

One Word…………….End Game!

Many past games of this type have met their fate of declining playership because they miss the mark of top concerns of the player base. PvE is a beautiful thing to and what motivate players to keep pushing; but at some point, when you have all the best stuff PvE has to offer, players turn to the End Game to use their toys. WvW player base has been growing non-stop since 3 to 4 months after the game opening day. some player focus on end game content earlier then others, but even the slower players start yearning for great end game stuff. The WvW player base feel that the WvW design team has reached a plateau. When you reach a plateau, player concerns for help is coming, it does not, Legends(players) in WvW start leading less, before leaving altoghter, then final collapse.
Designers should be paying very close attention to the voices of mature players that have played in many past games, because on some servers the End Game never showed up at all.

I feel GW2 is a great product, but please focus on material that offers hope for End Game content.

(edited by Trimula.7651)

A way to keep WvW growing and fun

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Posted by: Trimula.7651

Trimula.7651

Contested WP under the cuurent system is dumb, very dumb! A entire keep content, Keep Lord, guards, workers are all scare from one lone enemy attacking a outside guard or hitting the front gate. In real life, why would any Keep Lord order the shut down the WP, makes no sense. They need to come up with a better design.
That why I word it that way, "you will not be able to port into contested WP, but a contested WP will not break the chain of keeps/towers.
The super random center piece map surrounded by puzzble connection points for server BL to fit. This appoarch can offer near-unlimited map combos. Any new map can easily be interdue into the map generator; Center map and BLs will aways be different from week to week. Sorry for being so wordie.

A way to keep WvW growing and fun

in WvW

Posted by: Trimula.7651

Trimula.7651

Letter to the Designers,

What you need to create is a super large center piece map. On every reset day, that super map will undergo a random make over. Around the outside of the super map will be random connection points where a server’s BL will fit into like a puzzle piece. Each server will have random BLs created on reset day that will plug into the super map. Each week can deliver many different terrain(underground component to most maps), and BL combos with many different tower, keeps, and with many lesser/major points of interest. This will provide a near-unlimited map combos, can allow more than 3 servers to engage for the week, maybe create a more balance time zones. No matter what server and time zone you are from, it fun to always to find a completive fight.
This type of design will do away with map hopping for fights-that is killing current WvW.
With all of the additional keeps, towers, supple points, points of controls, it will offer flavor for all play types.
Also add, the further your server can establish a unbroken chain of keeps/tower from your start point into the map, players will be able to WP near a battle. You can’t port into a contested WP, but a contested WP will not break a chain. Players love nothing more than being able to zone in and jump into action fast!
Feel free to add your ideas, and feedback is welcome.

Trimula

Who was EoTM made for?

in WvW

Posted by: Trimula.7651

Trimula.7651

I feel the map will take a little getting use to cover. I think adding in more WP contections will really help in getting from the rear to front of the zone where the action is taking place. They did something like this in DAoC and it was a instant hit; it also gave realms a reason to safe guard their keeps to maintain a unboken line of WPs to get players faster into the action.
I think the upgraded NPC are great, none of that one/two man taking a major point of interest on the map. Make it part of the regular BLs, do away with the overflows, that creates tons of confusion.

Engineer wishlist

in Engineer

Posted by: Trimula.7651

Trimula.7651

repost this from a different thread, wish list

Ultra Assault Kit(elite) – 1, Shoulder mounted Mini Cannon – Short range DD 2, Door Ram-good damage to doors 3, Mortar – indirect damage 4, Proximity Mine Field – Lays out a undetectable mine pattern over a area that explode when enemies cross it 5, upgraded supply crate

Elixir Gun, I feel is pretty good as it stand, maybe just improve on some of the utilities.

Flamethrower, I feel should be our best short range DPS kits, increase the range of Flame Blast

Bomb Kit, just need more damage do to it no range, and limit use

Grenade Kit, should be our most diverse range DPS kit, a shoulder mount wide bore barrel launcher that targets a target with a small AoE explosion

Electrify Hammer kit, replacing most the Tool Kit unities, for those engineer that just need to melee

There should be a F5 key that will be a special tool belt slot determine by F1-F4 layout. Once again, lots of possibilities. I.e. Med kit, Elixir gun, elixir B = F5 Massive Tissue Growth-5 sec of high regen, Flamethrower & rocket launcher = F5 burst Flame missile base on how you arrange you belt skill, will unlock the benefits of the F5 key

Turrets just need help, lots of help! Its not a mobile item, they need more health, damage, and performance. I stop using them after level 30 if not sooner.

I really think the Ultra Assault Kit as a elite skill will add to our flexible in WvW, and the creation of the F5 key will even create even more play styles amoung engineers.

Some of our past skills were outdated and totally inferior at the start; some of those skills are still inferior. Please delete those utilities or combine them into a kit with improvements. CREATE, COMBINE, AND IMPROVE THE KITS…PERIOD. Anything short of that is just lip service.

just some of my thought on how to improve the Jack of All Trades, and revive this very unique class.

December 10th Balance update

in Engineer

Posted by: Trimula.7651

Trimula.7651

Just my opinion on the Engineer,

Like past games, when it takes designers way too long to make improvements, people lose interest in that class, and it gets label “there is another class that does this skill better”. Now, the designers are playing catch-up to save a nearly dead class. The engineer gets out perform in every single group base skill function, engineers were never met to be a top DPS, healing, or tanking class. The designers are finding it hard to navigate the players wants against the class concept-Jack of All Trades. As the Jack of All Trades, engineer are design underperform in those areas that other class excel, but with our ability to adapt to the situation, we can exploit ill thought out changes quickly. Which is why we find in so many updates, the least played class gets the nerf- bat visit so often. The engineer is a very unique class, the designers should focus on the class concept-to adapt. Our weapon/gadget kits alone with turrets should be given bigger ideas, excel in group situations. We are the one class that see science as a equal to magic if not superior.

Example:

Ultra Assault Kit(elite) – 1, Shoulder mounted Mini Cannon – Short range DD 2, Door Ram-good damage to doors 3, Mortar – indirect damage 4, Proximity Mine Field – Lays out a undetectable mine pattern over a area that explode when enemies cross it 5, upgraded supply crate

Elixir Gun, I feel is pretty good as it stand, maybe just improve on some of the utilities.

Flamethrower, I feel should be our best short range DPS kits, increase the range of Flame Blast

Bomb Kit, just need more damage do to it no range, and limit use

Grenade Kit, should be our most diverse range DPS kit, a shoulder mount wide bore barrel launcher that targets a target with a small AoE explosion

Electrify Hammer kit, replacing most the Tool Kit unities, for those engineer that just need to melee

There should be a F5 key that will be a special tool belt slot determine by F1-F4 layout. Once again, lots of possibilities. I.e. Med kit, Elixir gun, elixir B = F5 Massive Tissue Growth-5 sec of high regen, Flamethrower & rocket launcher = F5 burst Flame missile base on how you arrange you belt skill, will unlock the benefits of the F5 key

Turrets just need help, lots of help! Its not a mobile item, they need more health, damage, and performance. I stop using them after level 30 if not sooner.

Some of our past skills were outdated and totally inferior at the start; some of those skills are still inferior. Please delete those utilities or combine them into a kit with improvements.

just some of my thought on how to improve the Jack of All Trades, and revive a very unique class that has come alone.

(edited by Trimula.7651)

Big necro whislist

in Necromancer

Posted by: Trimula.7651

Trimula.7651

continue……

5) Redo the trait lines, in most past fantasy games, necromancers always had some part in Blood Magic-sacrifice life to do X effects. All your corruption skills should be in this line. The necromancer will receive a debuff upon the use of corruption spells that prevents healing for X period of time.
6) Certain abilities within trait line may affect how the signets react when activated. i.e. in Death Magic trait line, The Signet of Spite might produce a point blank 600 radius attack replacing the attack at range or allow minions to perform differently. Malice trait: Signet of Plague applies 5/2 stacks
7) Blood is Power should have been one of the most feared necromancer attack, massive damage plus a hideous bleed effect; just think, it cost the necromancer a portion of his life in which he can’t be heal for X secs
8) I think Wells work as intended, maybe trait for larger radius.
9) Certain weapon skills will perform differently base on signet slotted the most left on utility bar.
I’m not here to whine about how well the other light armor classes perform, or make the necromancer into a unstoppable force. But I really get the feeling that necromancer as a light armor user were thrown together at the last moment, which might explain why our trait line are all over the place in no particular rhythm or reason. The designers keep throwing more buffs at us for a fix, but keep falling short on the concept of the class. We gave up buffs and group support abilities to become the Masters of Attrition. Attack the foe slowly, weakening their will to mobilize, and fight. I think the key to adding a difference to this class will be the use of Signets, and how that signet will affect spells, weapons, and effects on direct/condition damage in conjunction with the Death Battery. This look into the class will open up dozens of more player builds, none of them even performing the same. Please give the necromancer class the same creative energy as you did creating the Mesmer and Elementalist. Those classes do not compete with each other because they were design to fill certain group functions.
Please add your thoughts

(edited by Trimula.7651)

Big necro whislist

in Necromancer

Posted by: Trimula.7651

Trimula.7651

My wishlist-Please just overhaul the class.
I spend about 90% of my time in WvW 3-5 hrs daily during the work week. The designers appear to put great thought in the Mesmer role in PvE and WvW, just spend time running in a zerg and listen to the commanders asking for mesmers-great group support. As for versatilities to jump between attunements, the Elementalist in assistance with Guardians are the life blood that keeps a zerg moving from battle to battle. For all the group support and versatility striped out of Necromancers class so it could become the Master of the Dark Arts! Dark Arts of What? Popping in and out of Death Shroud may look scary to a newbie WvWer, but to a veteran player, they know you have no escape skills, no stability, dots kill slow, and without a full shroud bar, very little up front damage. As much as I enjoy playing the class at times, the whole class needs a full overhaul. If necromancers were to be the Master of the Dark Arts, then they should relish death, pain, terror, fear, plague, and things that go bump in the night on the battlefield. With all the before mention taking place during a battle would be the very death remnants (fuel) that a necromancer will be able to tap into causing both negative/positive effects on the battlefield. Those death remnants will be represented by the shroud bar, death battery, soul harvest bar or whatever name created. It should work similar to a Warrior’s Adrenaline Bar, the fuller the Death Battery, the greater the effect on certain weapon skills, utilities, and abilities. Some of the weapons/utilities can have a tremendous to a very small drain cost to the death battery; whereas, certain weapons/utilities would increase the absorption into the death battery. Signets for all new purposes, will allow the necromancer to draw raw death magic straight onto the battlefield. The following things I will like to see in a class overhaul:
1) get rid of the whole DS concept, it was broke from the start, but keep the shroud bar(DB-Death Battery) as discussed..
2) DB will function like a warrior adrenaline bar. The DB provides the necromancer with options, front lots of damage, then wait as the DB recharge from use of other skills, or provide constant damage of a battle.
3) Spells/weapon utilities will have a very added effect base on the death battery capacity at the time of use. (please be creative designer).
4) Signets should act as anchor that when activated, draws raw death magic onto the battlefield. .
Signet of Plague-passive: +200 condition damage, active: 900 range, applies 3 stacks of Torment to target plus 1 stack of torment applied up to 4 random foes within 600 radius of target.
Signet of Undeath-passive: Allows the DB to recharge at faster amount than normally. Active: range 900 Revive a downed ally and summon that person to your feet, their revive health will be based on a % of your DB
Signet of Spite-passive: +150 power, active: projects a mass of necrotic flesh eating disease.
Signet of Locust-passive: 25% movement, active: pulls raw death magic into the DB at the cost of large amount of life.
Signet of Necromancy-passive: Cleanse one random condition off the necromancer when a player/creature is kill providing XP to the necromancer (CD 10 seconds). Active: 900 range absorbs one random – condition from allies within 400 radius and transfer all the conditions on the necromancer to the target.

Why we are being viewed as "OP."

in Necromancer

Posted by: Trimula.7651

Trimula.7651

Why dod so many players so quickly scream nerf the necro. I play a necro and a engineer in WvW, and both are condition damage builds. I do play my engineer as a bomber at times. I see so many remarks about limited condition removal open to each class; has anyone mention certain races have condition removal, take a look at humans. To my dislike, the game allowed all races to be whatever class they wanted to play. If conditions are killing you, then run more condition removal, or use a make-up kit, that might alllow you to change race? Thieves killed me all the time when I first entered WvW, I added lots of thoughness and hp and I found myself living longer and sometime winning against them. every race and class has strengths/weakiness and those strenghts/weakiness are by design to promote group play. I’m a full condition necro, and I dont mind at all spreading the love on the battlefield. Master of Conditions? My engineer can reach about 2400 CD, and I think rangers can also, I wonder about the title “Master of Conditions”.

6/14 Blackgate/ Jade Quarry/ Sanctum of Rall

in Match-ups

Posted by: Trimula.7651

Trimula.7651

Sure I will like my server to win at the end of the week, but a ton of the battles this week have been epic in each of their own way. Much respect to BG and JQ for bringing great fights. I think we can all agree, to run around a BL looking for someone to fight besides guards really sucks, the real fun of WvW is kill or be kill take no prisoners.
Now that the NBA finals are over, I dont have to leave WvW early.

The Evolution of Necromancy

in Necromancer

Posted by: Trimula.7651

Trimula.7651

As a Necro, my primary focus is WvW.

GW2 should go back to make sure all the classes are performing as intended, but the necro trait line need tons of love, it all over the place. Minor and major traits in the same tree with nothing in common with each other will make you go crazy trying to understand how these work togther. If the vision of this class was to be master of attrition in a battle, then there should be no other class that should come close to what we do in a condition built. Look at all the group untilies/boons we give up making us less useful in dungeons to have what? Pets we cant command/under perform, condition damage that is weak, power attacks that do far less damage compared to other dps classes, and a bunch of self only skills. Just trying to find a decent built, you have to spread your points over many different trait trees, that you end up do nothing other than players giving you a reason not to use you in thier limit 5 man PvE group. Beside from some Orr farming, the only area that a necro has some success is WvW-zerging. No necro is asking to become gods of the battlefield, but if were to be Masters of Attrition, then make us become the master.
1) Please start with fixing the traits and the trees – think outside the box.
2) Totally revamp Signet untilies, ie Signet of Disease passive +300 CD, active target recieve one of each condition range 1200. Signet of Minons-passive pets have a far better performance, active revive target player. these are examples
3) Add some conditions that will be necro only-ie a condition that is self spreading or a condition with a high resistence to condition removal.
4) As the game stands now, rangers are the only true pet class. If we are to become a true pet class, pets need to add more to the necro performance or group booning.

just my 2 cents

6/14 Blackgate/ Jade Quarry/ Sanctum of Rall

in Match-ups

Posted by: Trimula.7651

Trimula.7651

WvW fighting in keeps and open field has been fun, much respect for BG and JQ.

I can’t speak for other servers, but I feel SoR has hands down the best solid core of Commanders that take the field of battle day in, day out. TS is all about business at time just making sure you hear the orders of the commander, and time when it explode with cheers after big intense battle. All players should keep in mind, Commanders that step up to lead, and move those massive zergs across the map are not paid employees of GW2, but are just everyday folks like yourself taking a break from the 9-5 job to have fun, so every attack/defense will not be sucessful, but keep going and pay attention to the commands given.
To all servers, give respect to those blue icons that move across the map. To All of SoR, give a big three cheers to our Commanders that refused to accept the results of the past weekend and forged onward!

Cheer, Cheer………………….Cheer!

[EG]Trimula

[PVE BUILD] TANKY HEALY CONDI ENGI

in Engineer

Posted by: Trimula.7651

Trimula.7651

Gratz on a great post Volcanis!

Like you, I have put in a lot time and gold into finding the right PvE/Dungeon build over the months. These months have gone by with hearing plenty talk about no dps, not a good fit, sure there must be messer/warrior that need to come? I have been playing these type of games for over 20 years, and one thing I know, all groups must have one tanky type, one healer type, and everything else is a support type. My engineer main role now support heal/condition removal. What most elities Tier 1 classes failed to understand most of the time is the hidden DPS factor. As a Engineer, I will never out DPS a equally equip Thief, Warrior, Messer, Ranger, etc. But at the same time, so many of the perfect DPS groups spend so much time running pass mobs or run into trouble if a fight last more than a CDs spent. The hidden DPS factor is where a support class-Engineer allows the DPSers to continue fightering and adding higher DPS instead of dodging constantly because someone is healing/removing conditions. I find it very strange how some players react to how smoothly dungeon runs are and how some challages were a cake walk. Everyone do not need to wear berseker gear for a party to have high DPS. High healing/Cond dmg/high Thoughness allows me to fight right next to the melee toons; My built of 10/20/10/20/10 or 10/20/10/30/0 if running is not required, allows me to throw flasks causing damage/healing/and removing conditions, the EG is the only weapon that I need 90% of the time. If a party member is down, I can drop the super elixir on the melee group to help keep them healed while I get the other person back in action.
I don’t know why so many players feel that groups can only be built but one way and spend all thier time running pass everything in the dungeon because it might cause a WIPE! Warriors without steady healing become MC Hammer dancers-You Can’t Touch This because they never stop dodging

Doc Holidaay-Support Engineer

Your bleed ticks

in Necromancer

Posted by: Trimula.7651

Trimula.7651

I see a wide range of dot ticks in WvW from 128-350, mostly in the high 100s and low 200s. I have seen larger ticks but I have no idea what was causing damage to moving targets in towers. Some guildies have called it burn damage ticking for 500-700 damage, but I have no way of causing damage myself. I was the whole prec/tough/cond built for a very long time and went nowhere in WvW. I went full Carrion gear and increase my power/cond runes. You dont stack bleeds in WvW like the prec built for dungeon crawling. I dumped the whole dungeon mindset and focus totally on cond damage, power, and food. No Prec or duration! My over all performance in WvW shot up when I stopped treating players like mobs in dungeons. Crits dont affect dot ticks, but maybe they help on the intial attack used to determination the ticking damage? I still wish to see high dot damage with so much cond removal out there.

Tomorrow's patch

in Necromancer

Posted by: Trimula.7651

Trimula.7651

I really like the idea of Plague Signet(passive) increasing our condition damage. That does not seem like a difficult thing to adjust.

New idea for Death Shroud

in Necromancer

Posted by: Trimula.7651

Trimula.7651

I understand DS is find as it is for some necros; especially, power base builts. This is just a idea to take a skill and give the necro a unique death/life transfer. To bring a defeated dungeon-mate or server-mate back to life will be inplaceable. I recall the days of EQ where necros were very limit in large raids outside of mana batteries for wizards and healers, and one very simple change happen-necros could summon a corpse from anywhere in the dungeon at his feet, and BAM! Raids went from one necro to 3 or 4 necros. Raid wiping was no longer a raid ender for the day. guilds were allowed to see more game content afterwards. Necros need something, maybe this might be the answer?

necro WvW weapon set

in Necromancer

Posted by: Trimula.7651

Trimula.7651

Unless you are running in a small 2-5 man team as direct damage is king of the outcome. Kravick is correct, the range of the staff will be your bread & butter and Plague Form will save you as much as it will cause AoE damage. No Matter what your main hand swap out will be, warhorn should be in that swap. Range and speed is life in WvW when you have 100’s of players on both sides in mass combat. I pretty much complete my dailies in WvW and have fun doing it. You cant put a price tag on zerging with the right commander, it can be a great outing or a boring outing.

New idea for Death Shroud

in Necromancer

Posted by: Trimula.7651

Trimula.7651

Death Shroud is suppose to be a life battery generate from things dying around the necromancer. Necromancer can tap into this battery of stored life to generate very deadly and high damage attacks. Outside of entering DS for those set skills, just having a full DS battery bar should increase all nercomancer attacks by 10%. One of the main purpose to the battery bar will represent in group play, by allowing the necromancer to rapidly heal a downed teammate from range just fusioning life directly into him at a great drain to the battery. If the person is defeated, the necromancer will need to transfer battery life into the person equalling the defeated person total heath. (i.e. defeated person has 18k heath, that player will be restore to full heath at a cost of 18k drained from the battery). There maybe additional cost to this skill like the necromancer recieving a buff causing him not to enter DS and absorb death energy for 3 mins or place a big CD on the resurrection skill. This new twist on using the DS life battery will give the necromancer many more options and a unique skill to a dungeon groupand WvW. There can many ways designers can maintain game balance by reducing the amount of death energy we absorb per death around us, CDs, or a elite skill. Just food for thought……….always looking for way to give a class I enjoy playing more purpose in group play. Tell me what you think or any other ideas you have.

SoR Recruitment Thread (SEA/EU/NA players)

in WvW

Posted by: Trimula.7651

Trimula.7651

Big three cheers to Rambo

Attention Blackgate and Sanctum of Rall

in WvW

Posted by: Trimula.7651

Trimula.7651

I agree Dramen Maidria, JQ need to be knock off the top. SoR has been taking the battle to JQ non-stop. It is the BL I perfer fighting in atm, but there are times when you have to enter any que that accepts. SoR has a outstanding field of good Commanders, and several exceptional Commanders that try to keep the focus on JQ. No matter how hard we are pushing JQ in prime time, here comes Blackgate striking us in the rear. That happen plenty times this past weekend, we have control of Hills and we are defending off BQ and winning in prime time and there’s BG breaking down the other gate to split our forces. I dont mind intense battle, but a lot of question went up in chat questioning BG’s decision to launch their attack when they could have attack else where splitting JQ forces. I dont have any love lost for JQ and BG, but to simply create a path for JQ to cruise to victory should not be allow by commanders on both sides.

C'mon Devs, give us Necros some gear.

in Necromancer

Posted by: Trimula.7651

Trimula.7651

I really feel some very necro based gear will add a big boost to our performance, because the armor out there now is just to generic to make a difference. If I had to place armor with condition damage and/or condition duration into the mystic forge to get a random piece of necro super condition built armor piece, I will drain the market of the exotic pieces and off to the forge I go. That might be the only answer the programer have to solve the lack luster performence of some classes. The necro is market as one of the top condition classes in GW2, then the designer need to find a away to match the necro concept. All the generic armor out there atm will not change your condition damage no more than any other class desiring a similar built, but we give up huge support skills for no added difference! (we have very limit support to start). Necros focus on being a condition master should be able to reach over 2500 easily. our first hit will feel like a wet noodle, but the lingering effects will be a killer. So what designer, seeing dots tick for 300-500 per sec or higher should be alarming to a target, but with all that condition removal out there, help will be just a button away.

Just my 2 cents

Daoc Vs Gw2

in WvW

Posted by: Trimula.7651

Trimula.7651

I have played plenty games that entail massive battles areas for entertainment. DAoC was by far the best of them hands down. The whole concept was base of RvRvR. It very hard to compare any game after DAoC decline as equal. They created three very separate realms, that had nothing in common with each other; each class in each realm perform different functions and aide to their fellow realmmates. This attempt to create very different realms did create a imbalance and they spent endless years always patching fixing. But make no mistake, Abs did not like Hibs, Hibs did not like Mids, and Mids did not like Abs That alone added another layer of fun and love of realm to the game. What drew me to GW2 was the promotion of DAoC format which other games could not deleiver. WvW is fun but they need to make it mean something outside of a scoreborad. There are not benefits for controling keeps and towers outside of a scoreboard and improve the award system for those players that day after day defend their realm (not just new skins) GW2 has potenial for greatest, but the programer really need to start thinking outside of the box for realm unity. I dont recall the constant fighting among PvEers vs PvPers in DAoC, everyoen came out to the frontier at some point to fight, even if it was only to open DF. As I see it now, I’m being entertained, but for how long. Outside of server Pop. there is no difference in how toons play, Players jump server quickly because there is nothing to loose, a Charr is a Charr is a Charr, a warrior is a warrior, etc. Too many recent games have taken the cookie cutter appoarch to RvRvR. In DAoC, a few years went by before I even attempt to play another realm. DAoC was ahead of its time and was thinking outside the box but just lack the current tech of today. GW2 needs to step up, I’m enjoying the mindless fighting now, but for how long?

(edited by Trimula.7651)

Need gear advice for power necro in WvW

in Necromancer

Posted by: Trimula.7651

Trimula.7651

I’m currently wearing a Power/Vitality/Condition gear placing my Attack around 2900 and Condition dmg about 1700 before food buffs. I have always worn Prec/Tough/Condition build which gave me a higher Condition dmg output but nothing else. Mobs and Players react very different from taking damage. In dungeons, you have plenty of time to build up a stack of bleeds, but thats not the case in WvW, you need raw stopping damage(POWER). You will be lucky to get 3 or bleeds on another player before they cleanse the conitions. In WvW, range is everything for a caster, I’m having more success using P/V/C atm. I might try the P/P/C in a attempt to create more impact damage on first hit and for DS. But the first thing many necros make is to treat players like mobs, biggest mistake!!!!!

New Elite Skill-ROT

in Necromancer

Posted by: Trimula.7651

Trimula.7651

Elite Skill

Rot will attack a target(s) in three stages, Necrotic, Gaping, and Serious wounds. At any point the affected target is healed to full, the Rot effect will stop immediately. Rot will deliver massive necrotic wound attack causing 200 damage per tick for 20 seconds plus any other condition damage and duration bonus (bleed duration will not apply). If the affected target uses a condition removal ability, the Necrotic wound will re-emerge on the target as a Gaping Wound causing 120 damage per tick for 10 seconds (modified by condition damage and duration). If the target of Gaping Wound will use a condition removal ability, Gaping Wound will re-emerge as a Serious Wound causing 80 damage per tick for 5 seconds.

As a player who has always enjoyed these types of games that give large massive battles, I have always favor the Necromancer type classes. I enjoy playing my Necromancer in WvW, and there appear that the class info does not give the necroamancer the attrition type of attacks will make a huge differents in battles.
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