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[Feedback]Path of Fire Elite Specialization Preview - August 18-20

in Guild Wars 2 Discussion

Posted by: VixusIrine.9013

VixusIrine.9013

Perhaps this is hyperbole coming from me but Renegade is a complete dumpster fire.

There are many buggy skills and traits on the profession. Seven shot’s arrows can simply vanish from friendly or terrain collision. I believe people are saying brutal momentum is bugged too? But the most awful of the bugs personally are the ones related to the Renegade stances. No valid path is a huge concern because it basically locks you out from using your utilities until you’re on even ground. It’s only happened to me once but you can’t summon your warband members in shallow water puddles too. The game treats it as you’re underwater and doesn’t let you use your skills in water puddles, borderline broken in some places.

Shortbow is okay, however it could use some more synergy with the corruption traitline.

The stun break on Breakrazor’s Bastion should be moved elsewhere. Having it on your heal is a really bad idea considering it’s the only stunbreaker on the legend. Healing could use some number tweaking though.

Skill costs in general are way too high. Keep the long cooldowns if you must but reduce the energy costs on Kalla’s utilities as they force you to legend swap almost straight away. Citadel Bombardment needs it cost cut in half. 40 energy for an extremely slow attack that can’t reliably hit it’s target.

All in all, Renegade needs some serious work done to it otherwise if it’s left in it’s current state it’ll just be an extremely niche build for raids and fractals. With that in mind I propose that you change the Renegade stances into actual summons that have their own skills you can active at will. At least that way you can keep yourself mobile while in battle without having to stick to a small AoE.

Renegade: The Good?

in Revenant

Posted by: VixusIrine.9013

VixusIrine.9013

Thematically I love it. It’s pretty great. I like the fact that we have a medium ranged option for condi builds are quite nice now. However the utilities still need tweaking or a rework. How would people feel if anet went the way of Necro minions by having them as actual minions with corresponding skills that can be activated on command? Having a mix between summons and wells feels really weird to me and I don’t like it all that much. They should either go all out and make them proper minions or just make them into AoE’s with fancy effects on them.

Vital Persistence nerf

in Necromancer

Posted by: VixusIrine.9013

VixusIrine.9013

You know, out of all these changes this patch. I’m actually surprised that anet still hasn’t made ANY changes to off-hand dagger yet. Apart from Condition builds in PvE the weapon is woefully kittenty compared to other off-hands like Warhorn. Maybe if they just gave it a 2-4% LF gain on each hit for Deathly Swarm or maybe an extra condition converted on Enfeebling blood you’d see more use for it in PvP. Weird changes this patch.

Parasitic Congation

in Necromancer

Posted by: VixusIrine.9013

VixusIrine.9013

I’m of the opinion that Parasitic Contagion should just be reworked into something different entirely. I understand that having it work with Death Shroud can be pretty crazy if you couple it with unholy sanctuary and Blighter’s Boon, however the fact that it just refuses to work when you’re using Death Shroud is terrible from a design point of view. As far as I know nothing else like that happens with the other classes. It’d be like if a passive trait you chose flat out refused to function the moment you got into celestial form as a Druid. That’s not how you should design a class, you shouldn’t be punished for your using your mechanic.

Either Change it so you get a lower % lifesteal while in shroud or just completely change it into something different that can be used while you’re in and out of shroud.

Our heals are so bad - ideas for changes

in Necromancer

Posted by: VixusIrine.9013

VixusIrine.9013

This one is probably rather personal but I wish they could do something a little more for the Blood Fiend. I like that using thing but I wish I could use it outside of minionmancer builds more often though. It can be killed way too easily in PvP. I was kinda thinking if The Blood Fiend dies it drops blobs of blood onto the ground or something that can be picked up by allies and heals them for a small amount. At least that way you don’t get outright rewarded health for the Blood Fiend dying, but it’ll leave something behind that could help out so it wont be a total waste.

GS Necro In PvP

in Necromancer

Posted by: VixusIrine.9013

VixusIrine.9013

I like the greatsword how it is, but I do think the trait for it is kinda kittenty. The life steal aspect on gravedigger doesn’t really work out that well unless you’re in the thick of a group fight. Maybe having a 10% flat damage bonus on targets that have <50% health would be alot more fitting for the trait.

Why I Left GW2 PvP

in PvP

Posted by: VixusIrine.9013

VixusIrine.9013

It’s probably an unreasonable thing to ask but having more variety in game modes in sPvP would be pretty fantastic. Over the entire course of the game we only got one extra game mode, stronghold. Maybe some CTF or TDM or hell, maybe even Every-man-for-himself deathmatch would be pretty cool. Or by the very least get the underwater maps back as the only one has been years ago never to be seen again.

Death Shroud overhaul

in Necromancer

Posted by: VixusIrine.9013

VixusIrine.9013

Like alot of people said in here I like Death Shroud as a transformation skill. But I really hate the fact that it acts as a second health bar because you never really get prolonged use out of it when you’re getting your head smashed in from PvP so it just ends up being this pseudo taking ability.

My (bad) idea. Keep Death Shroud as a toggable transformation, you can stay in it as long as you like and give the ability a 30-45 second cooldown. Instead of the lifeforce bar acting as a health bar it acts as a power gauge. The more lifeforce you have the stronger your abilities are while you’re in the shroud. Maybe just increase the lifeforce decay by a little more and boom. You’re all good.

What class do you find hard to fight?

in PvP

Posted by: VixusIrine.9013

VixusIrine.9013

I’ve been mostly maining Vanilla Power Necro for a while now. These are my matchups from my own personal experience in pvp:

Dragon Hunters: Pretty easy to deal against, most usually just sit in the capture point spamming traps and bows. I have a really easy time peeling them off at range with my axe and wells. The good ones can provide a challenging fight though otherwise they aren’t too much of a problem.

Heralds: Frustratingly boring to fight against, especially as a power necro as they can block my attacks and endure pain. But they are alot easier to deal with when playing Condi necro providing I keep a good distance away from them.

Daredevils: Fun matchup, I either grind them into dust or they smash me into the ground. It all depends who gets the first attack in. Wells do a good job of keeping them off my back though.

Scrapper: Not too bad to go against, although good ones can pulverize and outlast me in a fight due to the sheer utility that they have. Rather annoying to fight as a power Necro, like the herald. They’re alot easier to deal with if you’re a condi Necro.

Revenant: They can be either really tough or really easy to go against. From my experience they almost ALWAYS go for me first. Scary to go against when in melee distance.

Tempest: I’ve never really had any trouble against them honestly. I can’t say much about them other than that they have some fantastic bursting potential, but as long as I can avoid the initial hits then I’m usually pretty good.

Druid: Stupidly boring to fight against. Crazy Sustain, Crazy range, Annoying pets. I have difficulty against competent ones.

Chronomancers: Unless they’re Condi I don’t have too much trouble from them since I have more than enough AoE to deal with the clones. Moa Form is a huge kitten you though. How it can end Lich Form, Plague Form and kill all your minions and putting them ALL on full Cooldown leaves me pretty salty.

Reapers: Probably the HARDEST to fight 1v1 in my opinion. Reapers are just superior versions of Necromancers. Better skills, better traits, better utility, better shroud. There’s nothing that I can do that they can’t do better. Any competent Reaper can chew me out pretty quickly. It’s a very one-sided fight.

Death Magic IS NOT DEAD!

in Necromancer

Posted by: VixusIrine.9013

VixusIrine.9013

Death Magic is a tough one for me. I do like some of the traits that are going on there but I don’t feel like they’re quite up to scratch for me when factoring it into my power build. Spite is a must for me, I can’t give up Soul reaping because of that extra %5 damage and the 7 second stunbreaker + stability and I like Blood magic too kitten much, Having vampiric Aura + innate lifesteal + extra lifesteal on wells coupled with my axe gives me some crazy good burst when I need it.

How To Make Axe Good

in Necromancer

Posted by: VixusIrine.9013

VixusIrine.9013

I think they really oughta make the Axe trait alot more interesting. A flat damage bonus that only applies to vulnerability is pretty lame.

How would you feel if they added an effect onto the trait where every successful attack with the axe would give you 1 stack of might for 5 seconds? Too much?

Make minions great again

in Necromancer

Posted by: VixusIrine.9013

VixusIrine.9013

I would love to see a boon corrupt added to minions, but I fear that would just further ensconce the awful boon-spam meta out there.

If memory serves me right back before the trait system overhaul the old Necromatic corruption trait gave your minions a 10% chance to remove a boon on hit. I don’t think we’ll ever be getting something like that or a boon corrupt on minions any time soon, I feel Anet wouldn’t like that sadly.

Why Making SPVP P2W?

in PvP

Posted by: VixusIrine.9013

VixusIrine.9013

I’m gonna chime in here with my lame opinion and say that Anet should probably implement two different queues for sPvP. One for core/f2p players and the other for HoT players. They can put two little options for you to tick, so if you wanna queue up on vanilla mode, or if you wanna queue up with the HoT expansion You got your options there.

The way I see it, the game ain’t Pay-2-Win but the expansion has brought in some nasty power creep due to the new skillsets and traits and when new players coming in and having their first go at spvp it’s probably gonna be a pretty sour experience for them. I can’t speak for them, but if I were F2P trying out spvp for the first time only to get destroyed by Trap DH’s or tickled to death by bunker Druids and finding out that they’re behind kitten paywall I’d probably under the impression that it’s P2W because of the power creep that HoT has introduced.

Of course there’s the option of nerfing the elite specs to be more into line with the core classes, but that’s probably gonna tick ALOT of people off. You could buff the core classes to be more in line with the elite specs but that’s just only going to indirectly buff the elite specs as well. I’m under the impression that trying to balance both Vanilla and HoT pvp wise would be some sort of nightmare considering when there’s a few elite spec skills that are just outright superior versions of vanilla skills.

TL:DR, just implement two different queues for spvp. Vanilla and HoT queues for you to choose at your own discretion, that way nobody gets locked into anything. It’ll keep everyone happy and it’ll make balancing alot easier I feel.

I do apologize for the messy post, I’m not the best when it comes to formatting my ideas.

What was mesmer like on release?

in Mesmer

Posted by: VixusIrine.9013

VixusIrine.9013

I missed being able to make unarmed clones. They hardly did any damage and didn’t apply any conditions…but it made for a nice novelty.