Showing Posts For ZeftheWicked.3076:

Five Years Really?

in Necromancer

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

All our healing skills are badly designed.

They are well designed, just that unlike most other professions they require you to help them do their job, instead of warrior’s “healing signet slotted? Done!”.
Necro has some amazing synergies in his kit and traitlines, healing skills being no exception.

Blood Fiend – position yourself better, use it before Aoe kills it.
Consume conditions – foot in the grave + shroud flash or cc the enemy before you pop it.
Signet of Vampirsm – trait it with signets of suffering. Use Signet of the Locus active or Life Siphon as replacement sources of burst heal.

We get no vigor. Really? Every class gets access to every boon. What did we get instead? We get to be a heavy training golem.

I’m much more baffled with having nearly 0 retalliation on the only class that’s supposed to facetank it’s damage by design.

We get one trait that adds one stack of stability but we can’t use our utilities when we have it. We can’t use it to help heal. Bad design. In fact it doesn’t last long enough to use any skill, even our deathshroud skills. I’ve played enough games to watch every class have stability up at least have of the time.

Shroud Flash. But agreed that for what we are, we are getting very shortchanged in terms of anti-cc, especially the core necro.

We don’t get a block anywhere. Why? Classes burst out so much damage so quickly that I can barely cast shroud 1 before my shroud is gone. Face it, shroud doesn’t work.

I slaughter them burst guardians engies and thieves on my necro. Consider some protection + weakness and necro life gets way better. We do have a lot of corrupts and unblockables so that balances it out.

What i would like to see however is a skill that’s a mix of spectral wall and spectral armor – an aura or armor that fears enemies that try to strike you and gains you life force.

Necro defense wise is a good spot tbh, with exception of anti-cc kit. Here it’s hurting indeed. I’ve been researching defense options on my necromancer recently, quite thorougly and found a few gems in there.

I say this as silver/gold ranked spvp core necro.

That being said, with upcoming super boon hate elite specs (scourge + spellbreaker) the necro will be in dire need of non-boon related damage reductions, as losing protection (which is crucial) will be a very common occurence after 22nd.

(edited by ZeftheWicked.3076)

[PvE] Why should I chose Rev as my main?

in Revenant

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

Recently revs scored a damage comeback (least condi wise). And Renegade will be awesome. Not as a standalone legend, but as a traitline that makes many new builds very possible.

Also condi renegade is gonna be serious damage – till now revs only had one single condi line – corruption, and that’s it. Now they’re getting a 2nd one and a new condi weapon, so already good damage is gonna get really good now.

Tweak my build!

in Revenant

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

That’s because i’m a power necro, not condi one. Also the little gems his elite drops cleanse condies and heal if I recall correctly.

Tweak my build!

in Revenant

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

As a necromancer i found out there’s one thing that destroys thieves completely…well 2 things.

First is weakness. Kills their endurance and stamina regen, changes their OP crits into 50% normal damage fumbles. They hate it. It’s a perfect way to screw them over.

Second (if you’re playing this type of build) is to condi bomb them when they’re outta dodges and then cease all attacks. Thieves’ best condi cleanse is losing a condi when they evade. Don’t feed them free condi cleanses after you’ve dropped your condi bomb on them, and it should end fast.

Also i personally would definitely go retribution if it’s thieves i gotta deal with, but then again in spvp i’m a necro not rev. Also i know how current cancertari gives free wins, so not gonna push for it.

Silver tier ranked matches - 26 lost matches

in PvP

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

There’s a world of difference between having a good build, and actually being good with it. Like having a Ferrari does not automatically make you a race track class driver.

Is this build and profession what you actually enjoy playing as? If yes then work on tweaking it to plug the holes (after so many losses you should know what’s your weakness) and other then that play, play and play some more to get experienced and comfortable with it.

That’s how i got my offmeta core necro build that was between bronze & silver last season to silver – gold this season.

PoF lauch vs league

in PvP

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

Up until now the trend seemed to be very clear – balance patches between league seasons, never in middle of one, unless something really drastic popped up.

But now PoF lands at 22nd smack dab in middle of current league season. So will we be getting stormed by new elites day one, or will there be a ban on new elites in ranked until this season ends?

What legendary to strive for?

in Necromancer

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

Legendary armor obviously. If weapon then dagge. Because it’s the best power weapon you got, if you’re not a reaper and very needed for lf generation, and quite few other professions use it for diffferent purposes.

Dear ArenaNet, let's talk about Death Magic

in Necromancer

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

To reply to some criticism to my post:

  • Blood magic is the last traitline to be selfish. Almost all of our party play is there (Transfusion, Vampiric Presence & Rituals, Unholy Martyr, Life from Death).
  • Putting shroud traits in one line only is extremely bad design. As to why, just look at warrior and his “Defense line or die in seconds” reality. Perfect way to make already boring class reach new levels of boredom and unflexibility.
  • Death magic having passive defenses is good. In shroud you can’t use active ones to help you. Passives or enjoy being cc ragdolled and getting condibombed with no way to retalliate. It’s the quality of these passives that needs work (reaper’s protection is indeed to easy to get around).
  • Blighter’s boon is op like it or not. If you go spite, that thing heals you in shroud better then whole blood magic line put together, especially when target drops below 50% hp. And that’s without having to rely on Healing Power investment.

Other big issue here is how good and sustainy reaper shroud is vs crappy Death Shroud. If core necro DS would get a proper rework to give him more unique sustain, then I wouldn’t have to ask for reaper trait nerfs and core traitline buffs to bring the two bit closer to eachother after pressing F1.

Dear ArenaNet, let's talk about Death Magic

in Necromancer

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

Reasons Bligher’s does need a nerfbat:

  • a-net is very reluctant to boost heals through shroud without nerfing something in return.
  • Blighter’s is not pure heal – it also generates life force. Sanctuary doesn’t.
  • Sanctuary requires actual healing power investment. Bligher’s? Spam more boons!
  • Nerf core trait for sake of one elite – all other elites and core builds suffer due to underpowered core spec!

Sure you want to have your cake and eat it – get better Unholy Sanctuary with no nerfs to bligher’s. But that’s not how it works – to make this omlet you need to break a few eggs!

And also core necro needs some more love – love that reaper’s should get less of, as they have their own reaper traitline already.

Dear ArenaNet, let's talk about Death Magic

in Necromancer

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

Core problem of Death Magic has a name: THE REAPER

Because the two lines overlap so much in what they do (damage reduction + healing through shroud), one was axed. And it wasn’t the reaper.

This was a bad call – core necro ended up being screwed and Death Magic vastly subpar. Talking mostly Blighter’s boon and how op it gets with Spite line, vs Unholy Sanctuary and how it sucks, regardless what you try to synergize it with.

Blighter’s boon needs a nerfbat to it’s healing values, or changing to healing per boon type applied vs current healing per boon stack (so getting 2 stacks of might will trigger one heal, not two).

Unholy Sanctuary should have an initial bust heal (5k health) when triggered via otherwise lethal blow. If it just saved you from death, then here’s 5k health for starters and from there the usual regen until you leave shroud.
Since the auto-shroud on death has build in Icd it’s already pretty balanced.
Also the base health regen value ticking every second could use a boost. This is a grandmaster trait for pete’s sake…

Corrupter’s fervor – very good grandmaster, this is how it’s done. You can have 20% condi damage reduction and 300 tougness 24/7 if you build right. Especially that condi damage reduction is sweet as necro in shroud is very prone to condi bombs and needs passive defenses vs that.

Speaking of which i think one zone that is very underdeveloped, and should be part of necro’s playstyle is condi transfers of allies. Atm it’s more of a curiosity then a real feature of our kit, but that could be one thing death magic could cater to.

There are several features one could introduce in Death Magic to make it worthwhile:

  • a trait to block having condies pulled by you cleansed by teammates. Maybe you want to transfer them to an enemy, feed them to your well of power and use for consume conditions? In such a case you would want to have the final say what to with them, not warrior’s shout or ranger’s signet.
  • a trait to reduce condi damage when pulling conditions to self. Corrupter’s Fervor is a perfect fit, like for example – gain 5 stack when you pull a condition off an ally.
  • a trait that allows more heals to go through shroud. Things like blood fiend, parasitic contagion, regeneration are waiting in line to get some love when you’re shrouded. That is very much Death Magic’s theme.
  • traits with some cc hate. A trait that reduces duration of hard cc on you would be very nice. Like 30% less hard cc duration.
    We all know necro’s aren’t about crazy amounts of stability, but they are the ones to eat every kitten cc there is from enemy team. Something to curb that would be diamonds.
  • trait that raises effectiveness of weakness.
    We have revenants and their trait that reduces effectiveness of weakness on them.
    Why not give necros one that makes it stronger, like let’s say 66% fumble chance and 66% lower endurance regeneration? Necromancer is all about condition manipulation and debilitating foes with conditions. Such super weakness would go along way vs crazy burst professions like thieves and warriors.

*not necessairly in Death Magic, but we could really use a trait to lower fear durations on us, since we’re supposed to be masters of fear, and thieves fearing us 2x with their steal is ridicilous.

(edited by ZeftheWicked.3076)

Is retaliation too strong?

in PvP

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

Still waiting for some solid retalliation sources for necro – you know that one profession that’s supposed to get hit by design…

Eternal Coliseum must be removed from ranked

in PvP

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

Agreed that this map is disgusting and poorly designed. It does not belong in ranked at all. Here are but 3 cardinal sins, each being enough to scrap it imho:

*1. Near instant buffs.* - there’s hardly any channeling time for them and as result 0 opportunities to chase and fight for’em. On top of that classes with shadowsteps and teleports are basically guaranteed to get them free over rest that has to honestly climb for’em.

*2. Access to outside points way to easy from mid*. Guys from mid are free to invade your close using a nice shortcut while guys on the outside have to take the long road around to mid. Unless *AGAIN* you have teleports or shadowsteps...

*3. Another thief map* - Different maps favor different builds and comps my kitten The bigger the map the more mesmers and thieves thrive while necros are stuck in the mud. again.

Exactly how smaller maps favour other classes? I don’t see thieves being kitten in Forest of Nilfhel or Battle of Khylo. If anything i would say on smaller maps we got some fairness as their speed does allow for a decap but not 20s of safety before anyone can actually get to the point to defend it.

I’m pretty fed up of a-net’s "bigger then life"maps where if you’re not sporting jet fighter engines in your ass then you’re doomed to lose or camp 1 node 24/7, cause everyone and their dog will outrun you and outrotate you.

about new [Plaguelands]

in Necromancer

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

I would like to see that skill be a well not corruption.

Shroud reduces damage

in Necromancer

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

I was led to believe it was so in earlier days, but it was gone and life force was deduced on 1:1 ratio when taking damage. Also dunno nothing about any overflows to health pool. I did my tests with shroud on, not breaking past it’s limit.

Shroud reduces damage

in Necromancer

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

I’m talking death and reaper shrouds here.
Point is that as I was testing lifeforce generation methods I noticed damage done to your LF pool by condies and power damage is only 50% it’s value.

You’re eating 1k damage burns? In shroud (death or reaper) it’ll only take 500 point off your life force bar, not 1k.

Therefore shroud is a better tanking mechanic then your base hp as it has build in 50% all damage resist, that I don’t see anyone talking about.

Combined with other damage reduction means this can give necro very potent temporary damage resist window.

Speaking of which, i tested it with necro’s own damage recuction skills, that is Corrupter’s Fervor and Infusing Terror for Reaper. Long story short – condi damage reductions stacks additively for these two, but multiplicatively with shroud’s own. Shroud being the last part of calculation. To put it in example.

Enemy applies burn that normally would hit you for 1k.

If you go shroud, have 10 stacks of corrupter’s fervor and pop Infusing Terror, you will take 300 damage instead of 1k.

1000 * 0.6 (reduced by 40% by corrupter’s fervor + infusing terror) = 600 damage.
Then 600 *0.5 (shroud’s own damage reduction). 300 damage end result.

If you have a large life force pool and bring some life force upkeep skills you can tank a lot more. Still you gotta be careful there, as burning all your defenses to keep shroud up the longest possible will leave your base hp, which does not have any build in damage reductions very vulnerable.

Shroud reduces damage

in Necromancer

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

…and condi damage too. By about 50%.
Heard it was like that in ages past and no one is talking about it, so yeah. Here and now it does reduce both by 50%.

If i’m being captain obvious then soz

(edited by ZeftheWicked.3076)

Need help with necro build

in PvP

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

My preference is for power tank. Condi necro gets exploded in seconds when focused…so basically everytime.

Need help with necro build

in PvP

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

So i’m using my own fun well power tank build on core necro, but it’s reaching it’s limits. Am in gold and getting my ass kicked, always jumped hard (no surprises there).

Since august 8 changes killed corruption on signets i take it meta builds changed completely. Can anyone recommend me a ranked spvp necro build that will work in higher divisions?

Best legendary weapon for ranger

in Ranger

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

If that longbow part is about my choice, then Chuka and Champawat is a shortbow, despite how big it looks.

Best legendary weapon for ranger

in Ranger

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

Mechanically ranger is not in dire need of a legendary. Maybe staff can use multiple stat sets.

Visually, Chuka and Champawat. For every pink unicorn a pony-eating tiger needs to be fired!!

(edited by ZeftheWicked.3076)

Path of Fire Stress Test August 31, 2017

in Guild Wars 2 Discussion

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

We appreciate each and every person who pre-purchases our game. Please note that each person who does that will receive pre-purchase bonuses. I don’t feel it’s reasonable to ask for additional items. I believe (no, I know) the majority of players who are able to join the test will consider this a nice “bonus,” an opportunity to spend a bit of extra time in the game and will not feel entitled to getting additional or extra free items.

Well they get the game stress tested we get another window to demo test crystal oasis, Fair to me.

Core necro lines rework

in Necromancer

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

@Brujeria – actually i never thought about it, but you do make a very good point with lingering curse not belonging to grandmaster tier. It really does not when i think about it.

As for spiteful removal being in spite – it has huge synergy in spite line, just that in this case it’s written between the lines.

Spite provides healing tools for power builds on the go, that don’t care about healing power and blood magic. All that might you generate from minor traits? One blighter’s boon from reaper and now it’s a huge sustain tool asides being might generator.

Signets of suffering? Now also a tool to get some nice free healing outside blood magic – signet of vampirism’s passive becomes stronger and works in shroud, signet of locust drops you a free 180 healing power bonus.

Spite is about supporting non-standard, passive healing. The kind of healing that is to do it’s job while do yours dpsing. And both blood fiend and signet of vampirism are heals that match that style perfectly. But they lack condi cleanse component, another thing that passive healing style build may need.

And that’s where spiteful removal drops in. It provides a small, albeit constant (if you’re in battle) condi cleanse that much like the passive healing is meant to free your from small annoyoances like occasional cripple, chill or burn, forcing you to act only when you’re being seriously focused, be it with power or condi damage.

(edited by ZeftheWicked.3076)

Core necro lines rework

in Necromancer

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

In terms of your proposal what we really need is to replace life blast with plague blast. We’ve been asking for ages for this one. Also would be a very nice buff to core necro since it’s core necro only attack.

Generally a-net dropped the ball hard with elite specs power creep vs core professions. Especially when it comes to necro.

Core necro needs a brand new death shroud, one that synergizes with rest of his kit, unlike this abomination we get today. They reworked lich form, why can’t they rework this?

Asides from that i think every core profession should have it’s most profession mechanic oriented traitline converted into an elite spec, with stronger boosts then before, now that there won’t be a risk of other elite specs getting overbuffed with it.

For necro the obvious candidate would be soul reaping since it’s already stuffed to brim with death shroud specific upgrades.

(edited by ZeftheWicked.3076)

Core necro lines rework

in Necromancer

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

SPITE

Spiteful reneval: Consume conditions to gain health when you are healed by a healing skill.

Conditions removed: 1.
Healing: 280 (0.1 coefficient)
icd: 3s.

Major change here. Not when “using” but when “being healed by”. This is synergy change for signet of vampirism and blood fiend that can heal you passively.
Now when your healing skill heals you (be it passive or active) this trait will activate if not on it’s own cooldown.

CURSES

Terror – additionally to existing effect – when you fear an enemy, gain stability (3s).

DEATH MAGIC

Shrouded removal – lose 2 conditions when entering shroud and every 3s after when in shroud.

Improved plague signet can pull 2 condies every 3s, also death magic needs bit more punch

Flesh of the master – in addition to existing effects: Next incoming hard cc is transfered to your minion instead (30s cooldown).

Reaper’s protection – breaking a stun fears enemies around you for 1 second and grants you protection (3s). 20s cooldown.

So far reaper’s protection doesn’t provide much..protection. This is a change to make it less passive and more usable in extended fights

Deathly Strength – convert 14% of your tougness into power. Stuns, dazes and knockdowns inflicted on you last 30% shorter.

Power necro is in the dumps. I see no need to gut the power gain based on being shrouded or not. Also another bit of anti-cc

SOUL REAPING

Master of Terror – on top of existing effects: Fears applied to you are 50% shorter.

Foot in the Grave – break stun and gain stability (3s) when you enter shroud.
Gain 15% Life force when you breakstun.

Death Perception – when entering shroud and every 6 seconds after while shrouded receive 50% extra critical chance (6s).

Now you can flash shroud or leave it right after this trait’s pulse to get some extra crit for your normal skills. For those who love to camp shroud, it’ll remain the same as before.

Dhuumfire – apply 2 stacks of burning when you auto attack in Death Shroud, one for aa in other shrouds.

Life blast sucks, Dhummfire is dead on core necro because of it. If a-net won’t care to revamp core DS then maybe it’s time to rewamp this

Feel free to comment below:)

(edited by ZeftheWicked.3076)

Ideas to help Power Reaper

in Necromancer

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

Reaper is in a bad state? Have you tried the core necro recently?

Main Hand Dagger Condi

in Necromancer

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

Then you were saying that to me. I’m one of those opposed. Because if they add damaging condi (a real one, not self bleed to feed life siphon’s force), then they will gut something else. And dagger occupies a very needed and practical spot of best weapon for sustain, and swift striking, something necro doesn’t get with every weapon set he chooses.

Main Hand Dagger Condi

in Necromancer

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

Someone said that dagger is no longer power weapon cause of self bleeds on 3.
Those actually make it even more power weapon.

These are used to make #2 skill stronger. Stronger life drain if self bleeding, stronger power damage if enemy bleeds.

This is truly a great move from a-net – making a power necro who was outta loop in terms of condition gameplay, actually care and benefit from manipulating condies on himself ane enemies.

Necro’s own DPS sucks, that is true. But i am seeing and liking what they’ve been doing recently with him on other fronts. How they attached unique gameplay and roles for his weapons (dagger, axe gs).

Axe is now a ranged execute weapon that grows in power the more vulnerable the foe is. Greatsword received sustain option worthy of a reaper (the health regen).
And dagger now encourges paying attention to self condies and those on enemy on a power build for increased damage and life steal.

As Obtena pointed out – LF generation on scourge is a scourge issue, not a dagger issue. Dagger has a very good spot to sit on. Also i use it a lot in spvp and got no complaints, for those saying it’s subpar in spvp setting.

(edited by ZeftheWicked.3076)

Choosing between necro, rang, rev

in Players Helping Players

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

Buy PoF and you’ll get lvl 80 boost. Here’s a short tutorial how it works:

Then you can try them out and farm yourself materials in silverwastes before you make any concrete decision which one to make.

Once you make your choice , you can start leveling relevant crafting professions using the materials and gold you farmed. Nothing lost and you’ll be better prepared.

(edited by ZeftheWicked.3076)

Main Hand Dagger Condi

in Necromancer

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

I doubt a-net would let us keep things as they are if aa was to get such a buff. Dagger’s damage is good but not best because of it’s crazy good lf generation and life leech. Something would get the axe for those torment stacks.

Meanwhile staff is still being as useless as it was and it’s aa is still a pure power projectile on a condi weapon…

Main Hand Dagger Condi

in Necromancer

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

Because there are such things as a power budget and a role. Mind you a-net’s just getting aquainted with the latter.

But in dagger’s case both are very strong and clear. It’s the solid melee “blood power” weapon that delivers tons of health and life force while outputting very respectable (for a necro) power dps.

Also take a longer moment to ponder on why you want the dagger buff.
I’ll go on a limb and guess it’s because scourge lacks any LF without a dagger, but scourges are in need of condi weapons, not power one.

This is a clear case of necro having a huge hole in his weapon selection – no melee condi weapon with decent life force generation.
And how is it that some get two handed weapons (Renegade, Deadeye), spellbreaker gets two, while necro has to settle for a measely offhand?

If anything i’d say they could add scourge specific trait that would help generate life force for condi builds. Well there’s always the staff, but that’s like saying “maybe this pistol can’t fire shots, but you can always bash your enemies to death with it!”.

Main Hand Dagger Condi

in Necromancer

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

Not happening. Dagger is already very strong and with well defined role – swift attacking power weapon with strong sustain (life leech, life force generation, amount of life stealing hits if you went blood magic), and traditional boon corrupt (+ nice immob).

It is mostly for that very high sustain that dagger is not #1 power weapon, and obviously can’t get condi damage. For what it does, it’s already strong enough.

What necro does need is some decent life force generation on condi weapons …one that’s actually tied to condi and not spamming power aa on a condi weapon (staff).
Torch could use some Lf generation.
And necro in general could use a condi melee mainhand. Mace is still free for him, so that’s a nice candidate to begin with.

(edited by ZeftheWicked.3076)

Why was Kallas Fervor changed to selfonly?

in Revenant

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

Making them heal 10 ppl would automatically make them the only healer ingame, leaving eles, ventari revs, guards etc in the dust. So same as now, basically.

Remember the rule is:
“Take as many healers and tanks as you must,
Take as many dps as you can

Healers should be balanced with eachother or, as here in renegade’s planned (but withdrawn) version – not be absolutely unique in their dps support role. Even if the alternative is not another healer, but let’s say dps.

Eager player seeks to return

in Players Helping Players

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

By soon he means a month, bit less actually*

What stat combination do you most desire?

in Necromancer

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

Power + Precision | Vitality + Toughness (paladin stats from spvp)
Power + Toughness | Vitality + Ferocity
Healing Power + Power | Toughness + Ferocity

Deleted

in Looking for...

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

A lot more, thank you.

Remove Energy cost from Renegade F-Skills

in Revenant

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

Just a short reminder here – alacrity does not stack in duration. If you overcast alacrit at start you’ll end up running on empty and without alacrity real fast.

Deleted

in Looking for...

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

  1. you dislike the idea of DPS-meters and think that meta is dumb
  2. or you believe that DPS is more important than people

Talk about contradictions..

Why was Kallas Fervor changed to selfonly?

in Revenant

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

Solution is to make both fervor and GotL mutually exclusive.
Applying stack of one removes the other and vice versa.

Then renegade will become alternative for druid as damage buffing profession, instead of another mandatory profession in raid (chrono+druid+ps warr+ renegade).

(edited by ZeftheWicked.3076)

Will expansion bring better stats on gear?

in Players Helping Players

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

To clarify on Legendary gear – no it’s not just better visuals then ascended. It’s also ability to select any stat combination on the fly as long as you’re not in combat without any costs attached.

Ascended does have stat changing too, but that is completely different story – here you need to gather/craft materials and run with them (and the chosen piece of gear for stat change) to mystic forge. Sometimes costs of such operation can get right down brutal.

If PoF is worth any salt then yes, it will introduce new stat combinations on gear. And quite a few professions (and their elite specs) can take advantage of stat sets that would make close to 0 sense on most.

For example everyone here is talking berserker and viper’s stat sets, but good old necro for one doesn’t need berserker for anything. He can easily get near or even full 100% critical chance without any precision at all, making Valkyrie or Crusader far more viable sets (extra sustain with comparable damage output).

The new elite spec on necro (the scourge) will thrive on condition damage and healingpower. So again viper’s this time around may get to warm the bench and things like Shaman’s, Settler’s, Apothecary or even Seraph’s stat sets might be in.
All of them considered extremely niche so far.

But that’s the beaty of new elite specs – they can make forgotten stat sets on gear suddenly viable and useful for certain new builds and professions.

(edited by ZeftheWicked.3076)

What happens if i dont want to raid?

in Guild Wars 2: Heart of Thorns

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

If ya don’t like it, don’t do it.
Especially now that we can get legendary armor via sPvP or WvW.

Which mount are you most excited for?

in Guild Wars 2: Heart of Thorns

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

Glider.

/15 chars.

Do me a favor and let this one die

in Fractals, Dungeons & Raids

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

I won’t agree with this approach – i want some major shakeups in raid meta. But in a-net’s defense, they did give us option for legendary armors from spvp and WvW, so thankfully we don’t have to deal with this Raid meta cancer anymore to get our armors:3

"Safe" stats to go for on my necro

in Necromancer

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

If you got HoT, forget laurels. Go to bloodstone fen and farm up unbound magic and blood rubies. You’ll can net yourself 2 rings, pendant and backpack, all ascended.

The big thing is you can change your stats on these poppies if you use an item from a vendor there cosing 100 unbound magic (bloodstone capacitor).
Just remember to unequip them before you do – it’ll only reset stats on those in your inventory if i recall right.

Also if you’re concerned about the amount of rubies and unbound magic needed – don’t be. You can get rubies with spvp or wvw reward tracks – bloodstone fen reward track ends with chest where you can select 50 rubies.

Or you can mine bloodstone nodes for a chance to get one, do bloodstone fen dailies to get a few in chests for’em and events there for a few as well.

Unbound magic is very easy to get. Just go to any other LS3 map farm it’s unique resource (like petrified stumps at ember bay, winter berries at bitterfrost frontier and so on) and consume them for major injection of unbound magic.

Renegade rework idea

in Revenant

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

Purpose of this rework

+ Enchancing renegade teamplay (raid viability)
+ Loosening up the raid meta to let other classes in
+ Introduce balanced energy management mecanic for renegade (so he can use those skills instead of just looking at them)

Not covered:
+ fixing all of his issues – in time that may appear here too.

Echanced party play:
Kalla’s fervor can now be shared with allies via grandmaster traits or inspired F2 (explained in next paragraph).
Shared Kalla’s fervor is same as the one Renegade has, but it’ll not stack with Grace of the Land from druid. A fresh stack of any of them will delete one stack of the other.
Renegade himself however will always prioritize keeping Kalla’s Fervor stacks and deleting Gotl when the two are applied to himself.

New mechanic – F5 – Kalla’s inspiration
F5 will allow you to consume 5 Kalla’s fervor stacks to regain 20 energy and inspire your next Citadel Order or Legendary Renegade Stance ability for much stronger effects.
Doing so however will prevent you from generating any new Kalla’s fervor stacks until F5 goes off cooldown (10 seconds).

From this point in i will call skills boosted by F5 inspired

Inspired Citadel Orders skills effects:

F2- Heroic command. Inspire your allies with both Kalla’s fervor and might (5 stacks), but receive only might portion of it for yourself.
duh, you burned your stacks to empower it and can’t gain new ones while F5 is on cooldown

The base version (not inspired) will stay as is – sharing just might, but keeping your KF stacks and refreshing them.

F3 – Citadel Bombardment. Pull additional 5 missiles from the mists, missiles have increased blast radius (180 radius now).

Yeah, i took functionality from grandmaster as itself will receive a different one.

F4. Orders from above. – Gain additional 4s of alacrity on top of base duration and grant protection(5s) to nearby allies on initial cast.

Grandmaster traits – now each provides unique way of sharing Kalla’s fervor with allies and enchances it’s own Citadel Order skill.

Vindication – Gaining Kalla’s fervor grants you might (6s). Share both with your allies. 1s icd on the sharing part of the trait. Citadel bombardment grants fury to you and your nearby alllies (5s fury, 600 radius).

This is the “easy, constant share” option for offensive renegades. You do your thing, and it will pump might and kalla’s fervor stacks to allies.

Lasting Legacy – increase the effectivness of your Kalla’s fervor stacks (+100%).
So 60 ferocity and 4% condi damage per stack.
Kalla’s fervor stacks you inspire last longer (12s).
When sharing Kalla’s fervor with allies (inspired Heroic Command), they too will receive the empowered stacks and double the normal amount of might stacks.

This is your max party dps burst option. In exchange for being forced to use inspired Heroic Orders to share, and losing your own stacks of it, you can pump your allies with 12s of super damage boost.
Reason i replaced upgrade to max stacks with doubling each stacks’ power is sharing with allies. Having two different stack caps for sharing may be troublesome to implement.

Righteous Rebel
While you have maximum stacks of Kalla’s Fervor, receive reduced damage from conditions. Orders from Above lasts longer and affects a larger area.
Alacrity you give inspires one stack of Kalla’s fervor for each second it persists.
Yourself included unless you’re under effects of F5 cooldown

This one is a nudge to healing renegades. While not wholly impossible, a pure dedicated healer will not have high crit chance. At the same time he definitely should be able to share Kalla’s fervor with his teammates as a support. So by tacking it on to alacrity we have a non-offesive way that will get the job done partially for normal builds, and all the way for healers (ventari’s own alacrity).
Rest of the grandmaster is fine as it so left it unchanged.

Legendary Renegade Stance inspired skills:

Breakrazor’s Bastion – The zone is now also a waterfield (5s).
Razorclaw’s Rage – each pulse of his field now additionally applies torment (4s) to allies’ attacks.
Darkrazor’s Daring – The zone is now also a smokefield (6s).
Icerazor’s Ire – his attacks no longer inflict physical damage, but inflict chill rather then cripple on each strike.
Soulcleave’s Summit – for first 5 seconds Life Siphon’s health restored is tripled.

Comments and feedback welcomed

(edited by ZeftheWicked.3076)

GW2 Tank?

in Players Helping Players

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

I’m not that well acquainted with fire brand, but from first glance…he’s not a real tanker. Mantras encourge staying in the backline, as do the tomes. He seems way more focused on burning and boon share then being the frontliner.

I need some help guys, i just dont have fps

in Players Helping Players

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

nice! ty for the info:)

GW2 Tank?

in Players Helping Players

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

The next xpac is not exactly tank-friendly, I would dare say most of them are squishier then HoT counterparts, though traits can always do some turn around on that.

But if i were to point out guys who can get tanky among PoF specs then it would be:

1. soulbeast – hands down a real beast in defense if you spec it for. Access to resistance, 33% less condi damage taken if you’re under effects of protection trait, new skills that act like signet of stone (no power damage taken for their duration), respectable healing, and very strong boon game. Also quite a lot of good stuff for party play. Defo the #1 tank candidate among new specs in this xpac if you ask me.

2. Weaver. All this talk about it being more offensive ele and brawler, but if you look closer you’ll notice he’s been given a different build path as well. One chucked with self barriers, superspeed and losing condies like crazy.

3. Spellbreaker – not your typical tank to be sure. But may be quite a fun one. The core warrior already has good sustain by default.

This guy gets his tank title more via negating enemy’s big blows with his Full Counter, and crippling their dps output by ripping their boons off’em, inflicting some slows and improved projectile hate compared to base warr.

Basically spellbreaker is about timing your full counter right, and then keeping their damage in check by not letting them spread wings, rather then becoming crazy damage reducing juggernaut himself.

4. Mirage + Scourge. These guys are not your first pick for tanks on the surface. Mirage is generally…nobody knows what. But seems to be very focused on blurring through enemy attacks, so that may make him a tank. If chronomancer wasn’t the top dog there already at least….who knows. maybe balance will one day come to mesmer…hopefully…before I die of old age…

Scourge is generally considered a downgrade to necromancer’s tankability. He is to be squishiest of all necro paths (core, reaper, scourge). However, the reason i put him here is because of his stat builds. Scourge will naturally seek high healing power and condi damage for his builds. But thing is …he’s a necro. That means 19+ hp baseline. So among these stats sets most come with toughness in’em. Lot of tougness. More over one boon necromancer was never short on is protection.

High toughness, strong barriers (because of high healing power and high baseline hp pool). Inadvertedly that does make a tank….one that can also dish respectable condi damage as well.

(edited by ZeftheWicked.3076)

raidgroup setup with new elite specs-changes?

in Fractals, Dungeons & Raids

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

+1 to what you said CptAurellion.

The renegade is one such possiblility. If they could share their Kalla’s fervor buff (up to five stacks for others mind you) with their party, at the price of GotL and Kalla’s fervor being mutually exclusive (one destroys the other and vice-versa), we could really loosen up the hinges of this rusty old meta and give many new comps a try.

Got a renegade in party (be it healer, power or condi)? Then you can have your druid do something else then being mandatory healer/support. Pretty sure ranger can still be good condi, and soulbeast a viable tank.

Or if no ranger? No need to wait for ages for druid! Guard, ele, heck even renegade himself can be the healer now:3

(edited by ZeftheWicked.3076)

Do me a favor and let this one die

in Fractals, Dungeons & Raids

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

They need to curb this stone age old meta.
“Play your way” is what makes GW2 epic, but in raids it’s “play chronobunker, druid and ps warr, plus some other guys in dps spots” since the dawn of time.

This is disgusting. I want GW2 where I pick a profession and i can reliably do at least 2 outta 3 roles (support, tank, dps) as long as I’m using a proper build and know what i’m doing with it.

The 3 “gods” are long overdue for nerf bringing down to everyone else’s level.

Why is PS warr getting 600 range on his mights, when almost everyone else has 240?

Why is chrono having strongest upkeep of party quickness AND alacrity AND distortion? Others struggle to be even semi-decent with one of these!

Why is druid given completely unique powerful damage buffs, while everyone else has only might is replaced by ps warr again?

And if it’s cause “he’s got no damage himself!”, then fine! But make it so, that those who do have damage can be a viable replacement if only by grace of their damage.

I do look forward to PoF in this regard. I smell that this time around there will be great potential hidden in synergetic play between PoF specs. More deep and complex then simple “give me might”. We’ll see how it goes, i await it eagerly.

(edited by ZeftheWicked.3076)

Renegade's Design Aimed Inconsistently...?

in Revenant

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

Very good point xarallei about the inconsistencies in range of renegade skills. This is another thing that irks me to no end with just about anything. We all know the gw2 “Holy Trinity”, that is PS warr, Chronobunker and Magi Druid.

Now rather then attempting to give more options they keep it alive and kicking by making just about every other alternative subpar. Like new might generation professions (renegade, scourge) having abysmal 240 range for sharing compared to 600 on PS warr.

Especially on renegade that’s supposed to be ranged spec with shortbow. If he follows that design and actually snipes at range as he’s meant to, then no one is getting his might stacks with pathetic 240 range…