Showing Posts For Zero.3871:

Fix. Necro. CONDIES!

in WvW

Posted by: Zero.3871

Zero.3871

lol, only way to make a high bleed stack with nec is shroud 5 and 4 and this two skills need 5 sec to get casted. so if you stand 5 sec next to the slowliest class in the game without dodging or blocking or leaping way from necro, its a l2p issue.

its more important to nerf all this nub “endless mobility perma dodge 10k backstab every 3 sec and 4k dmg autoattack thiefs” and the “i press 2 buttons for endless invul 12k dmg with every GS /AXE hit warris”.

Safe Stomp

in Necromancer

Posted by: Zero.3871

Zero.3871

maybe you can use sand swell for save stomp like a thief. activate the sand swell to an enemy, start stomp, port back while casting the stomp and port back shortly before the stomp is done.

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

in Guild Wars 2 Discussion

Posted by: Zero.3871

Zero.3871

I tested intensively the scourge:

-barrier decay is too high and comes too fast. should have the same decay like shroud.
-f skills life force costs should decreased a little

-barrier from f5 is good, from heal skill too. other barrier skills should increased. e.g. f3 because most hits break it instantly.

-lifeforce regeneration isnt enough to activate the f skills in a fight more than 2 times. after 2 activations the availability of f skills is too low.

-torch is good
-sand shades need 300 radius because fast moving enemies are hard to hit with its current properties and 10 sec recharge, bcause with the current recharge you can hold a maximum of 2 shades in the fight permanently, but you need all 3 of them.

-skills: dessicate should focus on lf generation, 30% or more on due to lack of life force generation
and serpent siphon need buff to, because no dmg, and really small barrier

trail of anguish would be nicer with 15 sec swiftness to handle your mobility with this skill.

wish you a good day. have fun. see ya in pof.

Edith: would be nice to have some more combo finisher on scourge and blinds (as a second defense mechanic next to barrier)

(edited by Zero.3871)

Scourge Demo Weekend Feedback

in Necromancer

Posted by: Zero.3871

Zero.3871

What the current scourge need:

traits:

-The sand shade need a default radius of minimum of 240 (180 is too small to hit fast moving enemies).

-The grandmastery “sand savant” can only be a joke, GRANDMASTERY that weakend the own skill (because less targets insted of using all 3 little shades). what a trash… you should create a grandmastery that bring stability to scourge.because its a grandmastery, so it should have a greater impact.

-demonic lore with igc, ooookay, but reduce it to 1 sec or something like that…
many of the new classes get heavy condi dmg reducing skills. so 1 stack burning every 3 seconds for a grandmastery? again to less impact for such an important trait.

-feed from corruption is great how it is.

-torch is good, but the 5th skill seems to be a little bit buggy because break the skill if enemy is out of range. usually it should be casted with max range in the direction of enemy.
and plz increase the radius of the skill because its too easy to leave the erea of effect before the stun in coming…

abilities:

-sand swell is really useless, because while you cast the skill you nearly can walk the distance you port than. it just need tooo long to cast for this short range port.

-serpent siphon: i dont understand this skill, because its impact is 0. it makes nothing to enemy and nearly nothing to yourself. long range skill that only bring barrier to you on short range??

-trail of anguish: nice skill, but just 6 seconds swiftness are to less. at the moment it grants 12 sec, but i think its just a bug. perfectly would be 15 sec, than you can use maybe higher boonduration (33% would be enough) to get perma swiftness with this skill. other classes already have good ways for perma speed, but necro only have trash skills like spectral walk to get this, and loose to much dmg output because of using 2 or 3 different skills to get perma swiftness while other classes just need one.

-dessicate is like serpent siphon simply tooo weeak to have good impact to the fight.
for using skills f4 and f5 you loose 8 k of your lifeforce so you need strong lifeforce generating skills like spectral armor. every skill under 50 % LF gen. is uselss. 5 mightstack from this skills isn’t enough to have a reason to use it, and boon corrupt on it is also weak.

general barrier:
-warrior or thiefes can hit you with 10k+ dmg on many skills. mesmer can shatter you with 20k dmg (if you have 3k+ armor) . barriers under 5k are useless.

-decay of barrier should firstly start after 5 sec after the LAST barrier get casted. than you can handle the strong decay…

general scourge:
- scourge will never get a block or invul. but blinds were often very useful in the past, so i hope scourge get more blinds to use it as defensive mechanic
-scourge possibilities to use combofields and finisher are really weak. plz bring us some whirl finishers, that worked good in the past on nec.

and finally i am still hoping for a simple stability skill on core necro. for example on spectral armor. stunbreaker+ stability+protection is a skill that necromancers in general need.

Bug on the new "Speed of Shadows"

in Bugs: Game, Forum, Website

Posted by: Zero.3871

Zero.3871

With the last patch:

“Speed of Shadows: This trait has been reworked, now grants 10 seconds of swiftness, and removes all movement-impairing conditions when you enter a shroud.

But when i tested this skill it seems to me, that it don’t removes all movement-impairing conditions currently when I enter the shroud. Have you the same problem?

Gliding and Territories in WvW

in WvW

Posted by: Zero.3871

Zero.3871

gliding is trash. deactivate this kittening kitten!

Scourge Initial Analysis [Video]

in Necromancer

Posted by: Zero.3871

Zero.3871

scourge will be useless for solo roaming. hope they give us some way to stay at reaper for roaming. PLZ anet, pllllllllzzzzzz. dont kill reaper for roaming.

Is it just me or are we getting shafted hard?

in Necromancer

Posted by: Zero.3871

Zero.3871

i am watching to thee other elite specs again and again and cannot understand why anet dont see by themself, that scourge is trash. as nec since gw2 release, it is exhausting to get punished by anet patch by patch all the years.

every one of the new nec skills are REALLY punishment skills. punishment against every one who is playing nec.

Scourge has no stability & no mobility

in Necromancer

Posted by: Zero.3871

Zero.3871

i think greatest problem is, that most conditions will cast with boon corrupt to enemy. if enemies dont have boons. scourge make no dmg. you will have no stability or blocks,too. you have less blinds than on reaper. sooooo what the hell should protect you as scourge?

the barrier, that have much higher degeneration than old shroud?enemies can easy wait while invis until your barrier is gone. you simply get perma stunned and die without any chance to fight…

new scourge is what every non-necro wished. a baggy to go, like core nec was all the years since release of gw2.

if they nerf reaper, and i see that coming because to “push” scourge, necro will be out of the game…again….

Make 0.5-1 sec cd on shrouds

in Necromancer

Posted by: Zero.3871

Zero.3871

what a troll…you have a l2p issue so fix it by yourself!

Thx Anet

in Thief

Posted by: Zero.3871

Zero.3871

Yeah I just want to say:
Thx to anet for 99 % of roamers in wvw playing thief, because this class is completely OP in mobliliy, perma dodging, DMG output.
Thx for nerfing stability on necromancer, for the 1000th time, so that the necromancer is now the same trash class like the 4 years before hot.
Thx for giving warriors a dmg boost again, because this class just made 10k per f skill cast every 4 sec.
Thx for buffing every patch the same 3 classes while engis, eles, necros, revs etc. are still trash.

Thx for condi meta, thx for blob meta, thx for lags since 5 years on ebg, thx for dont giving an ascended gear vender for wvw since 5 years, thx for creating in 100 hours a legendary armor for pve while wvw ask for a serious skill balance and never will get. hmm… did i forget something?

never mind. Overall thx Anet for 5 wonderful years in this game with all this disappointments I don’t want miss. I am very excited for the next 5 frustrating years without stability on necromancer, with uncatchable thiefes, and completely unbalanced game. CHEERS! ;-)

Recent patch - Nice "balance"

in WvW

Posted by: Zero.3871

Zero.3871

Yeah, and warri (this poor class made no dmg, kappa) get +7% dmg on axe AGAIN. in the last 30000 patches this class EVER get +10%, or +15% dmg on axe.

but its okay, because they nerfed something…. yeah…. okay… they didnt nerfed the warri itself …. but the nekromancers OP perma stability….

what? necromancers stability wasnt OP?! hmm…. never mind. they nerfed something! thats the important point!

Patch Notes Analysis [Video]

in Necromancer

Posted by: Zero.3871

Zero.3871

Nice video!

It feels so bad, if you remember the infusing terror after hot release:

you had 8 stacks of stability for a timeperiod of 11 seconds with 20 sec cooldown.

Now we have 3 stacks for 6 seconds and 25 sec cooldown …
so, since hot release this skill lost 62,5 % of his stacks, nearly 50 % of his duration, and get +25 % cooldown.

Necro don’t deserve that.

Deathly chill

in Necromancer

Posted by: Zero.3871

Zero.3871

lol, mesm can stack 10 confu and torment every 5 sec, dmg you with 3k per sec and more.
Dh and warris can cast easil 8+ stacks of burning ticking with 4k+.
thiefs can perma dodge, while stacking 30+ stacks of bleedig to you while not attackable

and you are crying about a class nearly without stability, without blocks, invuls, invis, mobiliy, dodge skills because of finally making less condi dmg than every other class? hmm…

GW2 needs finally a REAL class balance!

in Guild Wars 2 Discussion

Posted by: Zero.3871

Zero.3871

Yep, Anet ignoring imbalance since 4 years because they don’t care about that.

Every 4 month they give us a joke of balance patch, with 5% dmg increase on skill 1 and 5% less dmg on skill 2 ( and 5000000% dmg increase on any warrior weapon). I don’t know why they need so much time for… nothing? Class mechanics which are failing in different game modes get not reworked since 4+ years.

I read often good critics in class forums for a better class balancing, better class mechanics (what classes need) but i have never seen Anet implements just 1 of this suggestion…

Deathly Chill

in Necromancer

Posted by: Zero.3871

Zero.3871

first time, this pve status would have a positive consequence xD

Deathly Chill

in Necromancer

Posted by: Zero.3871

Zero.3871

Does Deathly Chill work in WvW with the new buff?

Yes, wvw counts as Pve for balances.

Hmm, do you think its a bug and anet will fix it?

February 22, 2017 Changes / Feedback

in Necromancer

Posted by: Zero.3871

Zero.3871

What the hell does GS buff brings us in raoming, if every nub is faster than you as GS necro, and you can never hit any enemy…

next useless balancing…

Your new top 5 priorities for WvW?

in WvW

Posted by: Zero.3871

Zero.3871

1. Reducing Map caps to 50 per fraction
2. Skill balance focus for wvw ( stop condi meta, stop blobb meta)
3. Skill laggs
4. Ascended Gear for wvw gettable IN wvw (dont want to play PvE or PvP to get my equip for wvw)
5. population balancing

Server Linking - Calling For 2nd poll

in WvW

Posted by: Zero.3871

Zero.3871

2nd poll would be great, because at the time of first poll, MANY servers (my server too) didnt had a linking until the moment the poll was started and couldnt analyse the pros and contras.

i think NOW all servers had a better overview about the changings for communities and wvw which comes with server linkings. so i would really agree with a 2nd poll.

5 vs 5 is useless, PLZ 1 vs 1 Mode

in PvP

Posted by: Zero.3871

Zero.3871

Please Anet, create a 1 vs 1 Mode. Its impossible to play in 5 vs 5 teams where the whole team is the whole game running to far and dying.

Player vs Player should be an area where you can test your own skill, and not to suffer teammates uselessness.

They queue for 5 vs 5 is permanently 5+ minutes in 1 vs 1 it would go faster, and if you loose its your own fail and not the result of useless teams…

#make pvp great again!

How come so many DH/Guardians in WvW

in WvW

Posted by: Zero.3871

Zero.3871

equip staff, press 1 1 1 1 1 1 while spinning your mouse around and enjoy loot bags thats why..

guardian is so easy to play and gets most loot bags during a fight why wouldnt people play it, plus the fact that Anet makes stability a MUST for WvW its kinda a must and a easy class to play

i love your humor xD
if you do that, you play the guardian COMPLETLY WRONG and COPMLETLY USELESS and this has nothing to do with guardians buildplays. if you do that you dont get lootbags ,but you become a lootbag for enemies xD.

How come so many DH/Guardians in WvW

in WvW

Posted by: Zero.3871

Zero.3871

Lol this flames against guardians xD.

In gw2 there are so many “OP” classes:
perma-dodge thiefs, condi-pu mesm, 1000+ regeneration per second bersi warrior, undying druid while pet makes OP dmg…

so, stop plz crying against DH. its the same “OP” kitten like every other class have. xD

the reason guard is played so often its just because guardian have the best stability-cast for group of all classes.

This is the worst I've seen WvW in 4 years

in WvW

Posted by: Zero.3871

Zero.3871

I dont see the problem, yes before 2 years the blobs were greater, but why you need big blobs to play wvw?

i would like to see that anet decrease capacity of maps, so each server can bring a maximum of 40 players to the maps. that would stop this newbie blobbers and stop skillaggs in big fights. the players would have to transfer back to smaller server because of qeues, if they want play wvw.

anet DID a lot for wvw in last year, and I hope they will someday understand that they have to increase transfercosts to bigger servers AND their partners to stop the bandwagonners and create a better population balance. than everything would be fine.

Rune of Lynx for other Gamemodes

in Guild Wars 2 Discussion

Posted by: Zero.3871

Zero.3871

Is there any possibility that this rune comes to other Gamemods? I played it in pvp and really love it, because its a powerful alternate to rune of traveler.

New pvp skill rating system broken?

in PvP

Posted by: Zero.3871

Zero.3871

I dont understand the new system, too. I started my first 10 games with 8 wins 2 losses, and get less ranking points than other guys which started 6 wins and 4 losses. i have nearly the same points like some guildies of me who have 5 wins and 8 losses…

why 8 wins and 2 losses is nearly the same like 5 wins and 8 losses in ranking system?

Upcoming Changes to Skills

in PvP

Posted by: Zero.3871

Zero.3871

  • New PvP-only Rune: Rune of the Lynx: +175 power, +100 Condition Damage, +25% Movement Speed
    • We’re looking to add a viable damage-oriented movement speed rune to help professions with minimal access to in-combat movement speed or swiftness. This may impact match pacing, so we’re going to keep a close eye on it.

It would be really nice to see those runes in other Game-Mods too. Because atm only the rune of traveler is viable with +25% movementspeed effect. but its all-stat, so it is not the best option for every build…

Guardians Falling Behind Fast

in Guardian

Posted by: Zero.3871

Zero.3871

I think after all this nerfes atm DH and Core Guard are really balanced, neither OP nor under powered. Core guard is the better supporter (heal/buff) and viable in greater groups.
Dh ist a good dmg dealer in small groups or solo. and have good gap closer with judge intervention, f2 or GS 3 but is slower than many other classes (thief, warri, druid)
you can play burning or power. its all okay. more nerfes would be hard. i think some adjustments would be good on all classes, for example better scaling for healing power+ lower baseheal.
against most skills of DH there are possibilities to counter them.

Remove canons already?

in WvW

Posted by: Zero.3871

Zero.3871

Canons are epic because of the possibility for defenders to defend. before this as a defender against a big blob you could do nothing. the attacking zerg build up shieldgenerators and you can do nothing because shieldgen. bubbled itself and catas/ramms permanently. now you have a chance to defend.

Why can NA discuss new linkings but EU can't?

in WvW

Posted by: Zero.3871

Zero.3871

Linking Abaddon and Dzago is not a good idea and they are now steamrolling to place 1 because of the huge WvW population they always had? Guess what: basiclly every player with common sense told them to not relink them again and what did they do? They did it again. I just wait for the next excuse “well we have 2 large French servers so we needed….”.

oh yeah, next flame by yours, GG THEA. Abaddon+dzago dont have more player than RS or Kodash, but we just playing wvw and dont flame the whole day like you xD.

An we only stay at 1st place atm because FSP dont care about points and just search fights. if they would want to hold 1st place they could easily do against us.

[sugges]Resistance,Superspeed,Quickness

in Necromancer

Posted by: Zero.3871

Zero.3871

I see the 3 Effects resistance,superspeed,quickness and see that necro is the only class which have nothing of it.
I think too, these are very strong Effects and necro should get it too, so here are my adjustments to necro to get this boons:

Specializations:

Death Magic -> Adept: Shrouded Removal
1 sec resistance every 3 seconds.

Blood Magic -> Grandmaster: Unholy Martyr
Condi transfered 1 every 3 sec.
Get 7% LF and 1 sec resistance if condi transfered to you.

Soul Reaping -> Adept: Speed of Shadows
3 sec superspeed if you enter Deathsroud.
30% recharge reduce.

Reaper -> Adept: Relentless Pursuit
increase movementspeed by 33%.
get 1 sec resistance if you get immobilized, chilled or crippled in shroud (inner recharge 5 sec).

Master: Soul Eater
Recharge reduce 20%
Life siphon same like now.
Greatsword -> Gravedigger: While you perform the skill you get superspeed.

Grandmaster: Reapers onslaught
20% chance on hit to get quickness (2 sec) while in shroud.

Skills:

Spectral Armor:
Protection 6 sec
Duration 4 Sec: get every second 4%LF and 1 sec resistance while skill is active.
furthermore 4 % LF if you get hitted by a foe (inner recharge 1 sec)

Spectral walk:
(recharge reduce to 30sec)

duration 5 sec: get every second 1 sec superspeed and 3 sec swiftness while skill is active.
spectral recall same like before.

Whats your meaning about this Effects and its role for Necro?

ANet addressment.

in Necromancer

Posted by: Zero.3871

Zero.3871

There is no explanation. Have you paid attention to the thief at all? ANet at one point during a stream said they didn’t know what they were doing with the profession because none of their employees play/played it.

Changes are made arbitrarily based on anecdotal or metric data from a very few selected formats and purposes (I.E. how often they’re used in raids/fractals).

Sorry to say, you’re stuck with it as it is.

For that thiefs work really good. ->perma dodge, perma stealth while attacking enemies or endless escape skills made thief unkillable. while necro is not usable without a whole team babysitting him.

"Scourge" feature wishlist

in Necromancer

Posted by: Zero.3871

Zero.3871

So we know of a potential elite spec with a “sand shroud” and a torch.
What do you want from Scourge?
I want
-a shroud that allows utility usage
-smoke fields and blast finishers
-a new type of utility that helps us escape pressure
-powerful AoE from torch and shroud
-stability
-something other than bleed as a main source of damage
-condi application on shroud skills that lacked it before
-life force generation from torch
-something crazy and awesome that nobody expects

I think every Necro wish that. So i support your list completely. In another topic I made a suggestion to smokefield+blast, i think it would be really nice.

Just watch on engi/scrapper, i think its a slow class too (because no portskills and less jump skills), but its really good in wvw roaming and pvp because of superspeed and good invis skills.

Necro could viable AND stay in the class mechanic with this things too. most other classes(guard,mesmer, rev,warri,engi,ranger,thief) have some of the new boons or special effects like resistence, superspeed,quickness which are REALLY strong. only ele and nec dont have it.

bleed is the most useless condi because low dmg tick and no side effect. other classes make HIGHER stacks of condi,fire,confu than necro bleeding, thats crazy.AND cast this faster than nec.

Necro is the best in only one thing, debuffing enemies, but this isnt enough. necro should be more than a mobile null field.

Necro changes 18.10

in Necromancer

Posted by: Zero.3871

Zero.3871

Yeah, completely dead power nec get a LITTLE buff. no stability, no speed skills…

But absolutely OP warri get more dmg and more speed on axe, hmm…GG ANET

What the hell even is this class?

in Necromancer

Posted by: Zero.3871

Zero.3871

boon corruption or condi transfers only work if you play condi necro.

Why?

(playing power corruptionmancer for ages now)

if you play necro in wvw its funny to see that EVERY ONE tries to focus you, best thing what you can do… bait enemies into a group of usefull classes of your team^^.

What WvW? Zerg? Solo Roaming? Small Scale Roaming?

Ich play a lot WvW (Rank 1400) and I don’t know what you are talking about.

I play nec in Zerg, roaming, everywhere.
for example
In my opinion (and yes i only play power nec too), many mechanics on nec only work really with condi.

if you change boons on enemy in conditions, this conditions only make dmg if you have skilled condi dmg.
same with condi transfer instead of condi remove. the condis you transfer dmg enemies with your own condi dmg attribute. if you dont have skilled condi dmg , the condis you transfer to enemies dont really give them dmg.
a transfer have the negative effect that you NEED an enemy, if enemy running out of range after spiking you, you cannot transfer (remove) the condis with those skills and you have to take the whole dmg.

for example
a condi class spike condis on you with 1500 condi dmg (attribute). if you transfer it now, the condis go back with your condi dmg value of 0 (as power nec).the positive effect of transfer, that you can use dmg of your foes against them, get lost.
i would prefer the transfered condis keep the condi dmg from enemy who cast it to you. than you could use the transfers as power nec with the same effectiveness like condi necs.

yeah after HoT release i won easy 1 vs 5 fights with my reaper( that was truely OP), but since this time he get nerfed too hard (while many other classes get pushed by anet) atm he is a good counter against the boonshare meta because of his strong debuffs, but on next balancing patch boonshare will killed by anet (maybe), soo… what does the nec than?^^

its just because i have seen no dangerous nec for a long time. spiking his lifepoints down in 2 or 3 seconds is really easy with every other class. but i am excited for the next patch. thats all. whish you a good day.^^

Just another Idea to help necro

in Necromancer

Posted by: Zero.3871

Zero.3871

i like your well changes

What the hell even is this class?

in Necromancer

Posted by: Zero.3871

Zero.3871

Yeah and see the mechanic, boon corruption or condi transfers only work if you play condi necro. a class that cant be played as power, only with condis, and many other classes can spike more condis than nec. if you play necro in wvw its funny to see that EVERY ONE tries to focus you, best thing what you can do… bait enemies into a group of usefull classes of your team^^.

Enough server links: finished

in WvW

Posted by: Zero.3871

Zero.3871

I hope Anet reopen some Tiers in EU. And stop linking very high population servers. just linking medium population servers in pairs and change every relinking the main in this pairs, so every server can represent his name every 2nd linking.that should be enough. this perma mega blobs everywhere and every time is boring. wvw changed to a complete no skill area.

Suggestion: Condi Remove priority

in WvW

Posted by: Zero.3871

Zero.3871

Different situations:

in zergfights often immo kills you

fighting against mesmer confu would be my first priority, against guards it would be burning. like your builds in different fights you adjust your priority. I see often 1 stack vulne get removed and 20 stack burning stay on you, thats… bad^^

it just would be nice to can control this. so you could better handle condis.

Suggestion: Condi Remove priority

in WvW

Posted by: Zero.3871

Zero.3871

I think it would help if player in wvw could set a list of priority which condis has removed first and which at last. On this way classes could work more efficiently with condiremove. that would decrease the power of condis a little bit.

The Necromancer and why it sucks

in Necromancer

Posted by: Zero.3871

Zero.3871

@shoebix,

he means for example that you have condi removes which just transfer condis to enemy if you hit him. if you cannot hit an enemy for example because he dodges permanently you cannot remove condis and tick down on it. so plz read his full post before you start laughing without any reason.

Anyone else find it funny...

in Necromancer

Posted by: Zero.3871

Zero.3871

everyclass ever flame so long until they get pushed. only necs stopped flaming before years because anet did never something for nec and we loose hope, thats the reason nec will be weaker and weaker with every patch.

look at the guys which flame that necro 2 lifebars are sooo OP while playing warri and have 1000+ reg every sec and hitting with 8k+ .
Or playing mesm with 1000 invuln.,blocks,invis and nearly NO COOLDOWNS while hitting you just with f1 6 times with 3000k+ dmg while you have 3000k armor.
Or druid with massive heal, OP pets, 1500 range.
Or….i think you understand^^

DS weapon strenght

in Necromancer

Posted by: Zero.3871

Zero.3871

unholy fervor increase skills only from axe not from DS^^(different skills).

but DS use the weapon strengh … if you use for example sigill of strengh on a weapon you will get might inside DS. that shows that this weapons is active while you are in DS.

Necromancer October Balance Patch Changes

in Necromancer

Posted by: Zero.3871

Zero.3871

I have read many of your suggestions in other topics from other posters^^
it seems you read the same topics like me, its funny to see that most necs want the same for the class, hope anet read some of your suggestions^^

Rework Siege Weapon Timers/Cap

in WvW

Posted by: Zero.3871

Zero.3871

The siege cap needs to be lowered, not increased. But that also goes for the blobs attacking structures. No group should be able to drop 3+ sup flame rams at a gate and be through it in 30 seconds. Cap that kitten Anet, 2 rams per gate max. 2 golems per gate max, each wall section will only take damage from 2 cats+trebs at a time max (ie within an X minute interval, only 2 catapults or trebs can hurt the same wall section) etc…

Siege has a place, but the cap is way too high, both for blobs taking structure and for defending structures (something like 2AC per tower, 5 per keep, 10-15 for SM. They should have to be spread out somewhat, not stacked at the gates like they currently are)

Okay, that could be another option, if attacking blobs has not so many options,the defenders dont need so much weapons. its true, attacking blobs can build 10+ catas for 1 wall but you can only through 3 or 4 acs before cap. so you can maybe attack half of the catas but not all if attackers place the catas on a great area.

My Necromancer rework

in Necromancer

Posted by: Zero.3871

Zero.3871

It seems your adjustments are for PvE. Most problems of Nec is his slow movement and not enough stability in pvp and wvw. i dont see here enough speed and stability in your changes.

your spectral walk is nearly what i wish for it (much superspeed would terminate many problems of nec and would really good work with mechanics of nec), but for example spectral armor isnt really good. necro DONT need invulnerabilities in this way you designed it.

next is, your staff ist designed as an condi DMG weapon. staff atm is not a dmg weapon, it is a tactical weapon . you should try to let weapon mechanics how they are. the problem is, if you designed staff as dmg weapon you have to choose wether power or condi, some players like me would hate a condi staff ^^. because i would loose my max range weapon in my power build. than power nec only has maximum of 900 range attacks…thats not enough.

i think the most potential have the nec in spectral skills, because this skills never get reworked and the spectral skill mechanics are antiquated. here anet could do a lot of good things for nec.

Rework Siege Weapon Timers/Cap

in WvW

Posted by: Zero.3871

Zero.3871

I know many karmatrainers have another opinion. But Anet really have to rework Siege Weapon Timers and Siege Cap. Atm this things support only karmatrain.

I am kittening nerved that I build some ACs and in a big range around this ACs nothing more can be build. There is a big garrison and I cannot build the deffsiege the garrison need.

you should see that enemy have many options to inc an object, on walls, gate…with catas or trebs or ramms, golems… as a defender I have to prepared against all of this options BEFORE enemy attacks, because building up deff siege while for example enemy built 10 superior catas on a wall. wall goes open before I built just 1 ac. no chance for defender. and atm I cannot build the deff to be prepared against all of this incs, so its impossible to deff with small number of players against big enemy blobs.
and enemies have with shield generator soooooooo easy option to counter ALL deff.

in my opinion it should be deff > off. because karmatrain with 50+ people have nothing to do with wvw, thats PvE and should limited in wvw.

second point is, plz increase the siege weapon timer. 1 hour is to small, you have to tap this siege too often on a day, usually all 30 minutes that you have enough time, if you get inced suddenly and have to deff another object, to come back and reset timer. a siege timer with 3 or 4 hours would be really better. atm siege despawned too fast. you often defending 1 object against enemies for more than an hour so it can happen easily that deff despawned while you are defending other objects.

Plz anet, give the defenders a chance…stop karmatrain!

If you could change necro weapon skills

in Necromancer

Posted by: Zero.3871

Zero.3871

I think Mark should reworked like guardian symbols, because marks are an important part of the necro mechanic to push your LF.

Problem is, most weapons on necro just have maximum an 900 range. so nec hasnt really a big range infight + his slow movement, its hard to get pressure on enemy.

staff is the weapon with most range, but its not a dmg weapon…its more a tactical weapon with condi remove, with fear and little chill, poison.

staff should be more supportet to be a weapon which can prepare a good dmg-spike. some of you said it, more vulnerability.

maybe more buffs like fury and might and shorter cds. cooldowns are too high if I compare the effects of staff with other weapons of other classes.

last problem, mark 2 gives you regeneration if you stand inside of mark while activating, but its a range weapon, why there are effects which dont work with the range of this weapon? i think buffs should ever be given to nec if mark is triggered.

My suggestion

staff 1: faster speed of projectile, 4% LF, 3/4 sec casttime.
staff 2: 2 bleeding(10 sec), 5 vulnerability (6 sec), regeneration(5sec) , 6 sec cd
staff 3: chill(5 sec), 3 poison (5sec), 5 vulnerability(6 sec), poison-field (2sec), 12 sec cd
staff 4: 5 might (10sec), current dmg, just 3 condis transfered (only on first target),instant blust (if it is casted, not when it triggered), 16 sec cd
staff 5: fury (8sec), fear (1sec), chill-field (2sec), 30 sec cd

All buffs only will activate on necromancer (not on teammates), wherever the necro stand when mark is triggered.

(edited by Zero.3871)

The Necromancer and why it sucks

in Necromancer

Posted by: Zero.3871

Zero.3871

At the moment i see a lot of topics, why nec failed atm.

And nearly all players say the same:

Nec is too slowly (1), dont having enough stability(2) , deathshroud is not equal too blocks,invulnerability,invis as a mechanic for standing dmg(3).

1 – every other class has portskill or jumpskills which the classes can use instantly. for example thief (shortbow5), mesmer(blink),ele(lighting flash),guard(judge intervention), rev(phase traversal) or jump fast like warri(gs5,sword 2),druid(ancestral grace, gs3), engi(rocket charge, rocket boost). every of this classes can leap 2000+ range with all of their skills they have, and nec?

only nec has over 1 sec cast time on flesh worm (why?).

flesh worm could create like shadowstep from thief. you port instantly to a position and cast on your old position a fleshworm. you can port back to him if you activate skill a second time. cooldown is same like thiefs … 50 sec.

in next step nec could get superspeed by himself with spectral walk. if spectral walk is active he get 1sec superspeed every second until spectral walk ends.so you could push enemy hard because you have a higher speed than most other classes while just walking infight if this skill is acticated.

2 – why nec dont get the old reapershroud3 back? 20 sec basic cd and 8 sec duration. for pvp and roaming this would be enough.
and for wvw zerg anet could change vampiric rituals, that you get 2 stability for 3 seconds and don’t get protection.

3 – all f skills of all other classes get pushed since hot, like berserker of warri or pets of druids, but deathshrouds mechanik is a lifepoint pool. since gw2 release, dmg on all classes increase massively, but shroud from nec never get a lifepoint boost. so the shroud get nerfed indirectly because the lifepoints havent the same worth like before 4 years.

anet should work on the regeneration skills for DS (for example: locust swarm, spectral armor) that they give you shroud-lifepoints without needing hits of enemies, so you get easier and indirectly more lifepoints to DS. that would equalize the effect that lifepoints havent the worth like before years.

Balance changes incoming?

in WvW

Posted by: Zero.3871

Zero.3871

can you post the link to this post? I didnt found it