(edited by Xander.7260)
Showing Posts For Xander.7260:
I don’t understand how these two things could be connected, but it seems as though Arah gates going contested on the outside bugs out the first boss on the Mursaat path (path 2)
If Arah becomes contested before your group engages her, you are basically stuck and have to reset your dungeon.
Please fix!
When I saw this thread I LOL’d
Huge dagger fan
Would love to see the pets for this “summoner” class be a more permanent fixture on the field if the player chooses to fill one or more utility slots with them. It doesn’t feel very “necromantic” to have a master of the dead whose pets ARE dead 90% of the time.
1) Pet health is abysmal (and I would argue completely unnecessary)
With the cooldown that has been placed on each of the pets, I would expect them to be unkillable. They give a low-to-moderate gain in DPS, are slow moving, and are completely out of our control other than clicking on a target. A player who chooses to sacrifice some of the other powerful skills in the pool in order to have minions should have close to a 100% up-time on those minions. Rangers do. Mesmers do (through very easy weapon based attacks that spawn clones)
2) Extension of the targetting point in #1, this in itself is frustrating because I would love to have pets be able to focus individually on targets, especially targets other than my own, and not drift from one to the next as a clumped up herd begging for AoE. Maybe add a setting/toggle (similar to the fast casting option on AoE’s) that gives a 3rd “function” to each pet utility skill that acts as a pet focus.
Example: Bone Minions – hit skill once to summon, hit again to have them chase your current target, hit again to have them explode on current target. If nothing targetted, come back to master. If target is different, run to that one instead of exploding.
3) Pets should be a distraction, a way to keep the enemy on their toes and make them weigh the options of attacking you or spending time avoiding/controlling your pets. As it is now, no one cares about your pets because they’ll probably just die due to collateral damage from trying to hit the necro. I know this sort of ties into the health issue in #1, but moreover they just aren’t seen as much of a threat with the exception of the golem charge. That’s pretty much the only pet/ability I’ve got that will make another player get their dodge key ready.
4) If pets being immune to damage is asking too much, can we at least have them ALL regen out of combat the way that the flesh golem does? Wouldn’t hurt to also make the regen a lot faster. I think its hilarious that I heal to full about 3x faster than my pet does. This seems like a no-brainer to me. Walking into a fight to have my minion die on the first swing and not be back ’til 2-3 fights later is a little disappointing to say the least.
I like the fact that our class gets multiple minions, and that they can all be up simultaneously. It gives you a great feeling of command as it should. We just need an army that is actually worth leading.
(edited by Xander.7260)
Luck sigil doesn’t do anything for the build, and I have enough toughness to survive a good bit in melee with soldier gear. You should experiment a bit more and assume less about what is going on.
Not to mention I highly doubt you’re sporting more than the standard traited armor/toughness if you indeed have 30k hp as you say… sounds like shaman/cleric/carrion action with full blood line there.
It’s about finding a balance, min/maxing for one particular attribute gets you only so far.
(edited by Xander.7260)
I’d never use a channel in PvP, it’s worthless against anyone who isn’t already spent or about to die anyway. Getting channeled by a player is sorta like being taunted by them lol. “Hey look I’m willing to give up control of my skills for 3-4 seconds while fighting you!” Dagger 1 is much more reliable and will do roughly 10k crit in about a second. You can see the last hit there trailing for nearly 5k on its own in the vid.
I have never seen dagger 2 hit for anywhere near 9k. I haven’t tried with max might and weakness on the enemy though, just with blood is power or life blast grants might. Mine crits for around 4.5k. I couldn’t even imagine having it hit for 9k. Video please?
I’ll believe that when I see it xD
Here you go:
I’ll post a YouTube link when I get home
Wow, how are you getting 9k damage? 30 in spite, 30 in soul reaping, Berserker’s gear?
Mix of soldier/zerker plus Target the Weak
You do mean WHEN hit, right? The passive effect on these is a defensive effect. You have to take damage to gain that LF.
Yep, when hit. You’re going to take the damage anyway, may as well gain life force at the same time.
None of the things you mentioned are comparable to the necromancer’s 3.2k healing on dagger 2, which is on a 12s cooldown.
What are you sacrificing for this heal? 3.2k health return on a 3.5 second channel, in which time you’ve hopefully either immobilized or are able to kite the attacker right? Because that window is enough time for 1-2 swings which completely overtake/offset the heal.
And what are you sacrificing in damage to get such a health return? How much damage are you doing during that channel?
It costs 20 points in Blood Magic and gear with precision on it. Yes, enemies are often chilled, immobilized, or crippled against me. With power and precision gear it can do 4k damage during the channel.
Oh, and lots of fights go on that long. Thieves if they use stealth a lot, guardians, engineers, defensively-traited warriors, and the like.
Yeah that’s a problem to me. My life siphon averages 9k/1.8k hp(stock heal), You’ve effectively dropped your dmg by about 50% for a 1400 hp gain. Even still, it is VERY situational because it depends on a dropped immo to ensure that a) it will not be dodged since that negates 4-5 of the 9 total ticks or b) is not outright interrupted / outranged. I don’t agree with channeled abilities in general in this game. There is too much mobility, as well as reactionary counters, to make something like this viable.
Use Spectral Walk or Spectral Armor as one of your utilities. One of their effects is that you gain 3% life force on hit.
You do mean WHEN hit, right? The passive effect on these is a defensive effect. You have to take damage to gain that LF.
None of the things you mentioned are comparable to the necromancer’s 3.2k healing on dagger 2, which is on a 12s cooldown.
What are you sacrificing for this heal? 3.2k health return on a 3.5 second channel, in which time you’ve hopefully either immobilized or are able to kite the attacker right? Because that window is enough time for 1-2 swings which completely overtake/offset the heal.
And what are you sacrificing in damage to get such a health return? How much damage are you doing during that channel?
Point I’m trying to make is, there are various ways to improve survivability, and daggers seem to have an identity crisis. ANet has somewhat implied a “link” between health return and daggers, the worst possible weapon for staying alive. It’s a high risk, high reward damage weapon (as is all close-range melee). But the main reward comes in the form of very high sustainable dps, which is neutered when reconfigured to heal you instead. Something is wrong if that 12 second cooldown is seen as a benefit of the skill. A fight which goes on long enough to pop 2-3 of those has gone way too long (excluding bosses of course).
Hi, did anyone mention that when you have that Trait Rune “Cast Enfeebling Blood when you enter Death Shroud” you enter DS, see the animation, but the foe never gets the condition?
I noticed that while playing my condition necro
It’s a point blank AoE. It’s basically the equivalent of hitting 5 on your offhand dagger and putting the targetting reticle right over yourself. You need to be standing next to the mobs when you go into DS for it to apply the conditions.
One thing I will say though, is Enfeebling Blood is supposed to apply 2 stacks of bleed (3 if it crits with that Curses trait). The DS version sometimes only applies 1.
Also, not sure if its working as intended, but it seems Epidemic doesn’t spread other conditions besides the ones you “own”.
False. It spreads all conditions, regardless of who applied them.
I see where the OP is coming from. He expects, just like i did, when you pug for a dungeon that is not labeled hard/heroic/what ever you want to call it, you are not supposed to have that much of a hard time beating it. I pug’ed all dungeons in story mode on my warrior, just after release, and after every run i swore i’d never set a foot in a dungeon unless i absolutely have to. it was actually so bad i stopped playing altogether.
making ordinary dungeons so hard that a VOIP program and proper group coordination are crucial to the groups success is just plain bad game design. I expect that stuff when i’m trying to get the best-in-slot items or when i’m looking for a challenge but not in ordinary dungeons i run because i’m bored of the pvp and bugged events.
I guess i was just fooled by the easy going outdoor pve where every class is viable and you almost never encounter an enemy you can’t beat. but even if you do, there are lots of other players around you. but as soon as you enter a dungeon you, and more importantly your group, better know exactly what to do or you will die – a lot.
my last and only hope for the dungeon pve in gw2 lies with the, hopefully soon implemented, looking for group function and some kind of return to the holy trinity(tank, heal, dps).
This mentality is a little frustrating to me. I think people forget that the content in this game is quite different from your run-of-the-mill MMO. In reality, these dungeons are quite easy, but only after you get over the learning curve.
Now, I’m not talking about a learning curve per dungeon run/path. There is a style of play involved which requires practice. But once you’ve got this down, it applies game wide. You won’t find yourself dying 10 times just because you enter brand new content you’ve not seen before.
The game is very fast/reactionary in nature. Almost everything in the game that is trying to hurt you has either a “tell” or a pattern it follows that you learn to anticipate. Once you can anticipate it, you don’t have to rely on any sort of twitch reflex in order to survive.
Good luck to ya.
I think the bigger issue here is the fact that a player can be kicked from the group so close to the end of a run and receive absolutely no credit. There should be some sort of safeguard here to prevent it. I like the kick feature and it has its legit uses, but having 2 people being able to kick you out a minute before the final boss dies just because it’s “funny” is a pretty serious oversight. That’s a lot of time wasted and a huge cause of frustration if it happens to you.