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[6/23 Patch] New Builds!

in Necromancer

Posted by: Tuillin.1687

Tuillin.1687

This is my first attempt at my own build, and I’d love feedback!

My Aim: a less selfish PvE necromancer build, utilizing condition aoe damage and giving might, siphoning heals, and revivy stuff to allies.

The What: Here’s the link to the build with food etc.

The Why:
Traits: I went into Death Magic cause it gives a lot of survivability, a cleanse, and better life force gain. I went into Blood Magic with the most glee, because this trait line gives us a lot of new things which allow for necro support. For instance, Vampiric Presence gives AoE siphoning. Last Rites means nearby downed allies don’t bleed out and you get better at healing the lower your health is (just pop Shroud!). Transfusion in this line literally zaps nearby downed allies to your location and partially revives them (great for PvP too!). You can switch the first trait choice to Quickening Thirst to make up for lack of Signet of the Locust. I went with Curses because CONDITIONS OMG. With what I picked, you get increased bleeds with crits, increased crits per condiiton on enemy, condition damage based on your precision (!) and 150 more condition damage from wielding a scepter!
Gear: I am not 100% on the gear, but I figured for PvE, I shouldn’t need too much tankiness from gear with two life bars and two dodges. I also did not see any proof that siphoning increases with Healing Power or other stats so far. So I chose Verata’s and Sinister.
Skills: Blood Is Power was a staple for condimancer before, and now it gives up to 5 allies 8 stacks of might for 8 seconds. Epidemic takes the conditions from a single enemy target and transfers them to up to 5(?) nearby enemies at the caster’s condition damage numbers, regardless of the origins of the conditions. This effectively gives me the right to spread those burns and confusions I couldn’t generate on my own. Plague Signet and Plague are just more conditiony stuff.

TL;DR Necros can be pretty chill (heh) in a group now.
Please let me know what you think!

Mini Collection management system

in Suggestions

Posted by: Tuillin.1687

Tuillin.1687

Hi! I’ve been playing Guild Wars 2 for 8 months now, and I just realized why I don’t use my minis/buy more. It all comes down to the inconvenience of keeping a mini in your inventory and needing to activate it manually whenever I log in/switch toons/etc.

I propose a Mini Management tab on your Hero page, accessible by an icon below the finisher tab (Labelled number 2. in the attached image). I used a pet collar icon in the image. The tab would open a page of minis separate from your collection page, where the entire mini collection would exclusively be. I think that minis should not necessarily be lumped in with the crafting materials, and with three groups of minis already present, there is plenty of content to justify its own tab.

I also propose (the all-important) Mini Equip slot on the main Hero page (labelled as number 1. in the attached image). It could be here, or on a different tab, but there ought to be an equippable slot where you can drag and drop a mini that you have withdrawn from your mini collection tab or just have in your inventory. This mini, when equipped, is now attached to the toon until unequipped and deposited into the account-bound mini management tab. Minis, while equipped, would always be summoned while the toon is not swimming, and would not unsummon because of a logout, or going through a portal.

-More convenient mini management means that virtually every player will have at least on toon that uses minis, and will encourage mini collection

-More mini collectors will be able to easily show off their prized minis with very little upkeep

-Increased mini sales will increase gem sales, offsetting the initial cost of setting up these tabs and providing increased demand in minis for the future


TLDR, Minis that you can easily equip and manage will be shown off by more players and more players will then collect minis.

Thanks for reading!

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