Showing Posts For chuiu.4985:

Final Rest, how do you get it?

in Crafting

Posted by: chuiu.4985

chuiu.4985

Anyone ever wonder why they left this thread in the crafting forum and didn’t move it to a more appropriate forum like “Players helping Players” or “Items that don’t exist”?

Final Rest, how do you get it?

in Crafting

Posted by: chuiu.4985

chuiu.4985

It does not exist in pve yet

Actually mods said it exists in PvE but found in a LARGE chest, so yeh it exists, you’d know if you read first 2 pages.

Just because they said it does doesn’t mean it does. When the game launched I could name close to 4 dozen tooltips in the game that were flat out wrong. I can still point out a dozen tooltips that are incorrect. On top of that they have given numerous conflicting answers and have come back to stuff they have previously stated was in the game and working and ‘fixed’ it. Hell if you’ve spent any time on these forums at all you should know better than to believe everything you read from the devs. The game is rather large and they don’t appear to spend a lot of time double checking things to make sure they actually work before sending them out.

I’m in the “its not in the game until we see it” crowd. We’ve seen pretty much every single kitten thing in this game except “tribal light armor” and final rest. If it actually dropped form a chest, 4 months into the game, don’t you think SOMEONE would have gotten it by now? Even in places people don’t normally ‘farm’, chests are frequently opened from newer players or players with alts leveling through those areas. If its in a dungeon or area that is commonly farmed we would have seen it the first month the game was out. Even if its droprate is 0.1% someone would have, statistically, gotten it by now.

Its not in PvE.

(edited by chuiu.4985)

So...Gluttony. How should it be fixed?

in Necromancer

Posted by: chuiu.4985

chuiu.4985

I don’t see how it could be a ‘rounding error’. If it was that simple, then Blood is Power would have given 21% life force back before it was changed. But it never did. Its a bug with the trait entirely, not with the rounding.

Still it will be nice to see my skills give me 1.1% or 3.25%, etc. (or however much the new buff will give) Instead of still getting no gain from them at all.

A Necromancer's Worst Nightmare

in Necromancer

Posted by: chuiu.4985

chuiu.4985

Hello Leohart.4610,

next time please explain your issue more detailed next time you create a thread, instead of just posting a screenshot. It might confuse some users.

Greetings

Seeing as this is the Necromancer forums, no not a single person here could possibly be confused by that screenshot. We all understood it after even a small glance.

Necros are overpowered

in Necromancer

Posted by: chuiu.4985

chuiu.4985

I found one build that is rediciliously strong.
So far I’m undefeated, even 2vs1 fights often go into my favor and teammates supported by me will demolish their enemies.
Won’t tell you the build yet, though. Until the patch goes live, I’ll keep it for myself. One hint though: death shroud.

Fixed that for you. It can’t be anything other than death shroud.

Thoughts on Ascended Gear? [Merged threads]

in Guild Wars 2 Discussion

Posted by: chuiu.4985

chuiu.4985

The people are you pandering too, the ‘hardcore’ players. They are players who came from WoW, SWTOR, what have you. These are players who will leave the game to go play a different MMO regardless of what you add to the game. What you are doing right now is alienating your CORE fanbase. The people who have been waiting for this game for years. The people who want to play an MMO to have fun, not to continuously have to work on improving their gear.

Right now I have two level 80s with two sets of exotics each for 4 sets of armor. Before this patch I had planned on having 2 more 80s pretty soon (50 thief, 40 mesmer), and I had planned on getting another set of exotics for my main character because of another build I want to run for WvW. I have a legendary very close to being done (just waiting on Balthazar to not be bugged). Now I learn I have to completely regear my characters over the course of the game. I have to grind out these new rings and whatever you decide to add in the future. The backpieces alone will be hundreds of hours of grinding. And I learn if I want to have anymore 80’s I have to do the same thing all over on all of them. This is unacceptable.

I’ve logged hundreds of hours into this game and I don’t care about ‘character progression’. I just want to be able to play whatever character I want whenever I want with a full set of gear, just like I did for over half a decade in GW1. I have a Mesmer in GW1 that I’ve logged hundreds of hours on. He is using the same set of armor and weapons I obtained in 2005. I never had to change anything because he was perfect the way he was, I was satisfied with that. The only time I ever changed my other characters was to get the new skins for gear that I liked. I was always pretty happy with how hard or easy it was to get these things.

What you’ve introduced is going in the wrong direction. MMO’s do not need higher levels, more gear progression, and long grinds to keep players interested and having fun. You proved that with Guild Wars 1. You proved that with Guild Wars 2. The reason many more people are leaving this game is not due to the lack of gear progression but due to the massive number of bugs currently within the game.

  • WvW culling is out of control. We want to be able to see our enemies and our allies. Not our allies and invisible enemies (or enemies and invisible allies when we die).
  • Spvp lacks variety due to imbalanced builds and the lack of map variety. Everyone runs the same builds because all your maps have the same core function: capture points. Bring more map variety. Bring back the priests. Bring back flags (Capricorn would be great for this). Bring back relics. Introduce a MMO version of TF2’s payload. King of the hill. Anything! I assure you build variety won’t be as much of a problem when you start introducing different mechanics than just ‘capture this point’.
  • And hundreds of bugs plague skills and traits of all professions. I haven’t been able to run the build I want to on my Necromancer for months because the traits for it don’t work and a couple of my skills don’t do what they clearly say in the tooltip.

These are the reasons players are leaving your game. The gear progression junkies will play gear progression games that already exist. You can’t entice them with 1-2 pieces of stronger gear every couple months.

Thoughts on Ascended Gear? [Merged threads]

in Guild Wars 2 Discussion

Posted by: chuiu.4985

chuiu.4985

Beautiful Login Screen

in Suggestions

Posted by: chuiu.4985

chuiu.4985

The best GW1 character select screen was the prophecies one:

http://fireden.net/wp-content/uploads/2012/05/character_selection_screen.jpg

Showed all your characters on one screen. After that they removed them and changed it up to show one character at a time on a pedestal. And it pretty much stayed like this for the rest of the game only changing the background.

http://wiki.guildwars.com/images/5/54/Factions_character_selection_screen.jpg

Just like GW1, they probably wont let us have the super awesome one again.

Axe: what is it's use?

in Necromancer

Posted by: chuiu.4985

chuiu.4985

Buffing #1 damage would make it op? Warriors/Thieves can crit for 4k+ with auto attacks at melee, Guardians can get up to 3k with auto attacks. Buffing 1 on axe makes it crit for 1k damage on auto attack at 600 range, 2k total if the second hit crits. How is that over powered?

Thoughts on Ascended Gear? [Merged threads]

in Guild Wars 2 Discussion

Posted by: chuiu.4985

chuiu.4985

Rare gear is nearly just as good as Exotics, you can do anything in this game in Rare gear with no problems.

This sentence makes me wonder if our friend “knote” is even playing this game. Blue gear nearly as good as exotics? If that isn’t misinformation and nonsense…

Rare = yellow.

Are you playing the same game?

Still not even remotely close. While you can do most content in rare gear, in PvP, the difference between rare and exotic remains significant, for armor, and even more for weapons. Denying that is nonsense.

To show the difference:

http://wiki.guildwars2.com/wiki/Knight#Amount_of_Each_Stat_Per_Armor_Piece_for_Level_80_Items

Also quotes from ArenaNet:

“Fun impacts loot collection. The rarest items in the game are not more powerful than other items, so you don’t need them to be the best. The rarest items have unique looks to help your character feel that sense of accomplishment, but it’s not required to play the game. We don’t need to make mandatory gear treadmills, we make all of it optional, so those who find it fun to chase this prestigious gear can do so, but those who don’t are just as powerful and get to have fun too.”

“It doesn’t suck your life away and force you onto a grinding treadmill; it doesn’t make you spend hours preparing to have fun rather than just having fun; and of course, it doesn’t have a monthly fee.”

If ANET introduces more powerful gear then I’m gone. No questions asked. I played GW1 for 7 years across around 11 characters. I did everything in that game and kept returning because I knew I could play the game again without having to worry about upgrading my gear on all my characters. I could go do PvE or PvP content without having to worry about being weaker than the next guy because he had grinded out a better set of gear/weapons.

I’ve logged >5000 hours into GW1, if things are going the way they look like they are I won’t even reach half that number on GW2.

ok you played GW1 and you dont know anything about infused armors and insignias?
shame on you

Infused armor takes like 10 minutes to do and doesn’t change the stats of the armor at all.

Insignias moved the stats of the armor onto an upgrade component so that you could apply different stats to different sets of armor. The armor I made before they introduced insignias didn’t need to be changed and still retain the same stats because they instantly had the insignias that had the stats the armor originally had slotted in them. In addition to that insignias were extremely easy to obtain, they dropped on armor from all mobs around the game and you could easily get a full set of radiant or survivor insignias before even reaching max level. These were an improvement to the game, they didn’t add a ‘gear grind’ for higher stat armors.

Axe: what is it's use?

in Necromancer

Posted by: chuiu.4985

chuiu.4985

Its to scratch the back of your enemies. That’s why when you auto attack with it, a low dps, bad utility, single target weapon; you hear a ‘scratching’ sound.

It needs:

  • 50% damage increase to auto attack and 2 skill
  • Hit multiple targets with 1 and 2 skill
  • 1 second longer vulnerability

Thoughts on Ascended Gear? [Merged threads]

in Guild Wars 2 Discussion

Posted by: chuiu.4985

chuiu.4985

Rare gear is nearly just as good as Exotics, you can do anything in this game in Rare gear with no problems.

This sentence makes me wonder if our friend “knote” is even playing this game. Blue gear nearly as good as exotics? If that isn’t misinformation and nonsense…

Rare = yellow.

Are you playing the same game?

Still not even remotely close. While you can do most content in rare gear, in PvP, the difference between rare and exotic remains significant, for armor, and even more for weapons. Denying that is nonsense.

To show the difference:

http://wiki.guildwars2.com/wiki/Knight#Amount_of_Each_Stat_Per_Armor_Piece_for_Level_80_Items

Also quotes from ArenaNet:

“Fun impacts loot collection. The rarest items in the game are not more powerful than other items, so you don’t need them to be the best. The rarest items have unique looks to help your character feel that sense of accomplishment, but it’s not required to play the game. We don’t need to make mandatory gear treadmills, we make all of it optional, so those who find it fun to chase this prestigious gear can do so, but those who don’t are just as powerful and get to have fun too.”

“It doesn’t suck your life away and force you onto a grinding treadmill; it doesn’t make you spend hours preparing to have fun rather than just having fun; and of course, it doesn’t have a monthly fee.”

If ANET introduces more powerful gear then I’m gone. No questions asked. I played GW1 for 7 years across around 11 characters. I did everything in that game and kept returning because I knew I could play the game again without having to worry about upgrading my gear on all my characters. I could go do PvE or PvP content without having to worry about being weaker than the next guy because he had grinded out a better set of gear/weapons.

I’ve logged >5000 hours into GW1, if things are going the way they look like they are I won’t even reach half that number on GW2.

Do Asura look cool in any medium armor set?

in Asura

Posted by: chuiu.4985

chuiu.4985

I really like COF, T2 cultural, Krytan skin from gem store, and a few mixed and matched pieces from across the game.

Epidemic on dying enemy

in Necromancer

Posted by: chuiu.4985

chuiu.4985

C-C-C-Confirming what Kardiamond said.

BREAKER!

I hate and love using this skill in WvW. Its like a race to epidemic before your target dies, sometimes I cast it ahead of time and dont get many conditions sent. Sometimes I get perfect timing and send over like every condition in the book for massive dps.

Ritual of Life

in Necromancer

Posted by: chuiu.4985

chuiu.4985

I think its pretty good, you basically get ~2400 healing from it if you can stand in the circle the full duration.

Ritual of Life

in Necromancer

Posted by: chuiu.4985

chuiu.4985

Does not give initial heal, ticks 10 seconds, I think 40s ICD. Also I’m pretty sure it produces a light field to combo with.

30 points in Deathshroud does not give extra 30% increase???

in Necromancer

Posted by: chuiu.4985

chuiu.4985

For survivability Blood would definitely be better. DS would be for a crit/ds build though.

Graveling Scavengers are OP.

in Fractals, Dungeons & Raids

Posted by: chuiu.4985

chuiu.4985

While the scavengers are the only graveling that actually hurts, they aren’t a problem. Their attacks are dodgeable and once knocked down you can also use a stun breaker and roll away from them.

Life Siphon too weak

in Necromancer

Posted by: chuiu.4985

chuiu.4985

It needs to scale with power.

Life stealing = Character Level / 4 + Power * 0.006

That way at level 80 with 916 base power, your life stealing does 25 damage. What it currently does. But at 3000 power you have 38 damage life stealing, which gets bumped up to 57 with the trait. I think that is both fair and balanced.

EDIT: This is for life stealing on hit trait.

(edited by chuiu.4985)

Has anyone ever made a Gift of Entertainment?

in Crafting

Posted by: chuiu.4985

chuiu.4985

So then add that to the list. There exists a Gift of Lightning as well, penatbater. And its more expensive, still, than Gift of Light.

http://wiki.guildwars2.com/wiki/Gift_of_Lightning

Why Soldier set so hard to obtain?

in Crafting

Posted by: chuiu.4985

chuiu.4985

Soldier is actually much easier to obtain than other sets like Rabid or Shaman. Which are actually arguably better than Soldier for certain builds/classes in the game (not everyone is focused on power based attacks). And unlike Rabid and Shamans, it actually HAS a jewelry set you can get for it.

What I really want to see added to crafting are more jewelry sets and a condition damage/vitality/toughness set. Currently ALL jewelry sets contain power as an minor or major stat. None of them are condition damage/survival focused. None of them have rabid/shaman stats. And once again we lack a CD/tough/vit set.

Has anyone ever made a Gift of Entertainment?

in Crafting

Posted by: chuiu.4985

chuiu.4985

I don’t see whats so bad about that list of ingredients? I have to make Vial of Liquid Flame and the materials for that cost a ridiculous amount of gold due to the cost of Destroyer Lodestones. And mine isn’t even the most expensive. The lodestones in Gift of Lightning are actually twice the cost of Destroyer ones. Anything that uses Gift of Lightning is probably the most expensive weapon in the game.

I think flesh wurm should be changed

in Necromancer

Posted by: chuiu.4985

chuiu.4985

Its actually the only minion I like (in reverse of BWE1 where it was the only minion I didn’t like). If I could make one change about it I would take away the poison and make it so you could swap between positions with it every 20s for a stun break/teleport.

When we gonna get back "partial" tokens

in Fractals, Dungeons & Raids

Posted by: chuiu.4985

chuiu.4985

We’re in the process of reworking our loot for dungeons. Expect it soon!

I don’t imagine we’re going to put tokens back in chests, and if we do, it won’t be at the volume they once were. What we saw when that was happening, is that people would just farm the first chest or two in a chain and then leave/re-run it, instead of playing through the whole dungeon.

This was only in Arah, you fixed that by fixing the wall. If you make the token drops progressively larger, ie: 4, 8, 12, it will still encourage players to go further into dungeons.

Where is the Rejuvenating Iron Imbued Inscription Recipe?

in Crafting

Posted by: chuiu.4985

chuiu.4985

The karma vendors that sell the inscription recipes are the same ones who provide the materials for the crafting profession you’re using. Look for the guy with the X profession icon above his head, whatever armor profession you’re using.

Condition/Bleed Duration CAP ?

in Necromancer

Posted by: chuiu.4985

chuiu.4985

I’m pretty sure there is no cap. Condition duration isn’t additive but rather they all increase duration independently. So if you have a condition that is 4 seconds long and you have 4 things that lengthen it by 10%, 10%, 15%, and 33%. Rather than lengthen it by 68%, each percentage would work individually adding .5-.1.25s more condition duration.

Condition/Bleed Duration CAP ?

in Necromancer

Posted by: chuiu.4985

chuiu.4985

I’m about 90% sure that if you eat a pizza before going into the mists, the buff will work on your character there.

Ctrl+C, and Ctrl+V

in PvP

Posted by: chuiu.4985

chuiu.4985

Print and Paste? Dont you mean copy and paste?

And I agree, bring back HoH. And bring back world wide announcements to the game also. It would be cool to see players holding HoH and hearing about big changes in WvW (keeps/stonemist).

Broken DR-System? Or is this intended?

in Fractals, Dungeons & Raids

Posted by: chuiu.4985

chuiu.4985

Yeah I just made a post last night with the same exact problem. We did 5 different paths in 3 dungeons and got 45 on the final run we did. 3 of our members have never done a dungeon before. Let alone the path we got 45 tokens on.

DR needs to apply to a path you’ve run before, not based on how fast you’re doing dungeons. Don’t punish players for being good. Don’t punish players at all.

Trahearne

in Necromancer

Posted by: chuiu.4985

chuiu.4985

If you didn’t know, Trahearne is a Necromancer.

Lets Discuss Trahearne’s necromatic abilities:


Did Trahearne just summon 6 flesh golems in the personal story? O_0
I am his second in command. Logically, I should be able to summon at least 3. T.T


Trahearne wields a great sword, Caladbolg.
Apart from Trahearne wielding his greatswotd, I haven’t seen another not fight-able necromancer in personal story yet.

Anyone else hate that there is not much limelight for the necro in GW2’s current lore?
Zhaitan – undead minions
Necromancer – undead minions (unaffected by Zhaitan’s corruption)
A big chance to write some stories about necromancers wasted.

Zhaitan brings back the dead to life, which is why they sometimes carry their own personalities. Since Necromancers (and all other classes) are forbidden from this practice they can only resurrect recently deceased allies or create undead minions from the corpses of the fallen.

So the big difference here is with one you are using a persons body when you raise them up from the dead. With the other you are simply creating an undead creature from the flesh and bones of that body.

Also there are abilities which allow the transferred ownership of minions, but they cut that mechanic out of GW2 because of the way they did skills. In GW1 the Verata skills could ‘steal’ or ‘take’ ownership of minions from enemies or minions that had no master (kill a player in PvP and they lose ownership of their minions, making them roam free attacking all players).

got dungeon DR after 5 separate paths...

in Fractals, Dungeons & Raids

Posted by: chuiu.4985

chuiu.4985

So we just did 3 paths of AC, 1 path of COE, and one path of SE and everyone in my group got dungeon DR on the run for SE. We each got 45 tokens, 19s, 1400 karma. 3 people in the ground have never done this dungeon before, let alone run it earlier in the day. The other two of us hadn’t run a dungeon for over a day, so none of us could have gotten any DR for this dungeon.

I don’t know whats going on with the current system, but it seems like we shouldn’t be getting DR on a path we’ve never done before. This doesn’t sound right…

I'd rather have reanimator disabled until a fix is ready.

in Necromancer

Posted by: chuiu.4985

chuiu.4985

I feel like the toughness one is on par with the Warrior armor trait (100 toughness when HP >90%) and the Ele earth attunement trait (80 toughness in earth attunement).

If anything Necromancer has it worse off because you will rarely have full DS in Spvp as you will constantly be shifting in and out of it. It should more realistically be in bulks. 1-50 DS gain 50 toughness, 50-100 DS gain 100 toughness.

I agree with Last Gasp, it could make a nice T1 minor trait in toughness line. Then putting the toughness per life force trait and bumping it to 1.5 toughness per % life force.

(edited by chuiu.4985)

I'd rather have reanimator disabled until a fix is ready.

in Necromancer

Posted by: chuiu.4985

chuiu.4985

It does not give a free res. These guys can’t rally you. Also they die in about 11 seconds, not 2 seconds. I would like them to have a bit more survivable, but the real problem is obviously them aggroing. Necro minions are supposed to aggro based on what you attack only, so if this particular minion is not following that rule that is the real problem. We are currently investigating it and will make any changes we think are necessary.

Unless you are going to make it so that they live long enough to see multiple minions out (with a much shorter cooldown of, say, 5 seconds) then I still don’t see the trait being wanted or useful at all.

Better to go with a different minor trait altogether. There is plenty to do with the necromancer. I’ve listed tons of ideas in the past, here a few new ones:

  • Gain toughness based on how much life force you have, 1 point of toughness per percent of life force.
  • Poison someone when they attack you, 30s cooldown.
  • Gain 10% life force every time you take more than 10% of your health in a single hit, 40s cooldown.
  • 5% chance to convert a boon to a condition when an enemy hits you, 30s cooldown.
  • Gain 10s Fury whenever you gain life force, 30s cooldown.

Those ones you listed would be amazing as a minor trait. Too strong though imo.

I agree most of them are too strong, I purposely did that knowing the devs would water them down if they used my ideas. However I truly feel that:

  • Gain toughness based on how much life force you have, 1 point of toughness per percent of life force.
  • 5% chance to convert a boon to a condition when an enemy hits you, 30s cooldown.

Are perfectly reasonable the way they are and I would love to bring those as minor traits.

I'd rather have reanimator disabled until a fix is ready.

in Necromancer

Posted by: chuiu.4985

chuiu.4985

It does not give a free res. These guys can’t rally you. Also they die in about 11 seconds, not 2 seconds. I would like them to have a bit more survivable, but the real problem is obviously them aggroing. Necro minions are supposed to aggro based on what you attack only, so if this particular minion is not following that rule that is the real problem. We are currently investigating it and will make any changes we think are necessary.

Unless you are going to make it so that they live long enough to see multiple minions out (with a much shorter cooldown of, say, 5 seconds) then I still don’t see the trait being wanted or useful at all.

Better to go with a different minor trait altogether. There is plenty to do with the necromancer. I’ve listed tons of ideas in the past, here a few new ones:

  • Gain toughness based on how much life force you have, 1 point of toughness per percent of life force.
  • Poison someone when they attack you, 30s cooldown.
  • Gain 10% life force every time you take more than 10% of your health in a single hit, 40s cooldown.
  • 5% chance to convert a boon to a condition when an enemy hits you, 30s cooldown.
  • Gain 10s Fury whenever you gain life force, 30s cooldown.

PHEW...

in Necromancer

Posted by: chuiu.4985

chuiu.4985

But when it is this slow it makes it very unreliable and misses a great deal more, making it less useful overall. As with deathly swarm, these skills have a lot of problem in regular use because they are so easy to dodge/avoid.

Curses trait #2 - Hemophillia - does not work

in Necromancer

Posted by: chuiu.4985

chuiu.4985

It works it just doesn’t update your tooltips. It also stacks with the scepter 33% trait.

Mad King is bugged

in Bugs: Game, Forum, Website

Posted by: chuiu.4985

chuiu.4985

log out to another character then log back in with the character you want to run with it and it will fix it

Yup, can confirm this works. Been doing it this way for over a month.

Final Rest, how do you get it?

in Crafting

Posted by: chuiu.4985

chuiu.4985

Its been a couple months. No one has it.

My spectral walk doesn't like water anymore.

in Necromancer

Posted by: chuiu.4985

chuiu.4985

Removing boons from a skill when you travel underwater does not affect ANY OTHER skill or profession in the game, why should it do it to necromancer spectral walk?

30 points in Deathshroud does not give extra 30% increase???

in Necromancer

Posted by: chuiu.4985

chuiu.4985

I posted about this a few weeks back in the bug thread, everyone disregarded my evidence and said I was wrong, it wasn’t added as a bug.

https://forum-en.gw2archive.eu/forum/professions/necromancer/Necromancer-bugs-compilation-NB69-NT15-NP7/page/9

My testing:

Found another one. Soul Reaping does not increase Life Force pool. Both tooltip on life force and actual life force don’t change.

Full SR should show that your Life Force bar has 130% when full. After some testing:

0 SR with full LF bar = 26 seconds of DS
10 SR with full LF bar = 26 seconds of DS
30 SR with full LF bar = 26 seconds of DS

And because there’s a trait, I decided to test with Vital Persistence.

10 SR with full LF bar = 34 seconds
30 SR with full LF bar = 34 seconds

Which actually ends up being roughly 31% increase.

Tested again with the fire pit in the mists:

0 SR -> 14 life force lost per fire tick
15 SR -> 14 life force lost per fire tick
30 SR -> 14 life force lost per fire tick

Tested with falling damage:

30 SR -> 37 LF lost for a fall (~8k damage)
15 SR -> 37 LF lost for a fall (~8k damage)
0 SR -> 37 LF lost for a fall (~8k damage)

And again:

0 SR -> 42 LF lost for a fall (~9k damage)
30 SR -> 41 LF lost for a fall (~9k damage)

I’m going to have to go with my previous conclusions here. Soul Reaping does nothing to our life force.

Someone said it does work:

Back from tests! Yes SR seems to increase life force, but the trick is, LF seems sto always hold on as a 100% of your hp value (if you increase it it should be 130%), but how much life force gets removed depends on how much actual hp you would lose in %, not as a special hp bar, probabaly the same reason why falling from hights if you have full ds and full hp from a jump that barely kills you doesnt just eat all DS and part of your hp but plain kills you.

But he completely ignores the fact that the fire pit deals 2 types of damage: the fire pit dot which scales to your health, and the fire condition which scales to your condition damage. So if LF really did give you 30% more you would notice a significant difference between 100% and 130% life force because the damage from the fire condition remains constant no matter how much health you have.

I still maintain that increasing SR by 30% doesn’t do a kitten thing. The only better way to test this would be to go into the mists and test with someone hitting you with a ‘steady’ weapon and as little crit possible for consistent damage.

(edited by chuiu.4985)

Elite Skills Fixed!

in Necromancer

Posted by: chuiu.4985

chuiu.4985

My guild used to have a dozen necromancers. Only like 3 still play their necro.

How to get the scythe skin?

in Necromancer

Posted by: chuiu.4985

chuiu.4985

There’s a thread about how to get the scythe skin staff here:

https://forum-en.gw2archive.eu/forum/game/crafting/Final-Rest-how-the-bloody-hell-do-you-get-it/page/2#post484040

Currently no one has found it.

Please add the "Rabid" Gear Set to crafting.

in Crafting

Posted by: chuiu.4985

chuiu.4985

@AW, its 528 for amulet, 396 for rings, 330 for earring. Total: 1980 badges. They do not sell or come with gems to socket into the trinkets so you will have to find some other crafted jewels to put in there. Or arenanet could add them, but that doesn’t seem likely since they have ignored every single thread people have posted on this subject.

Please add the "Rabid" Gear Set to crafting.

in Crafting

Posted by: chuiu.4985

chuiu.4985

Yeah I would like p/p/v on my Guardian.

One problem with Asura... Tiny weapons!

in Asura

Posted by: chuiu.4985

chuiu.4985

I’ve wanted larger weapons since forever ago. The weapon scaling need to be at least 30% larger for asura right now.

Ears Poking out of helmets

in Asura

Posted by: chuiu.4985

chuiu.4985

I’m actually disappointed they fixed my headgear to hide the ears. Here he is with ears clipping through headgear:

http://i.imgur.com/mhGIV.jpg

And without the ears:

http://i.imgur.com/EALXB.jpg

I feel like the ears added a lot to my characters appearance. Without them the sides of my head feel barren and empty. Now if I want them back I need to hide my headgear.

Instead of fixing the armor to make the ears ‘not clip through’ it should be fixed so that there are slots for the ears to fit through. Why would asura want their ears to be folded up inside a helm in the most uncomfortable position? More pieces of gear need to be like the cultural armor where there is special accommodation for the ears to stick out.

Rune Sets

in Necromancer

Posted by: chuiu.4985

chuiu.4985

I use undead runes on rabid armor (rabid weapons also). Unbuffed my character has 1481 condition damage atm (can get it slightly higher if I use different gems). Buffed my character has 1943 condition damage. My bleeds do 140 damage per second and tick 11 times from scepter. With BiP it goes up to 157, and with full might stacks it goes up to 183, in WvW I’ve had brief situations were it can reach 192.

In PvP or WvW where your bleeds rarely ever fully tick out, its much better to stack damage, especially if you’re using epidemic like you should be because duration doesn’t affect epidemic bleeds it just transfers over remaining durations. There is just too much aoe or self condition removal to say duration is better, its obvious it isn’t.

The only time condition duration is better is if you’re running dungeons with no one else using bleeds.

(edited by chuiu.4985)

Please add the "Rabid" Gear Set to crafting.

in Crafting

Posted by: chuiu.4985

chuiu.4985

AW, you can get that stat set from WvW. We need several other stat sets added to the game for jewelry that we cannot get though any means.

Final Rest, how do you get it?

in Crafting

Posted by: chuiu.4985

chuiu.4985

Just our luck it would be Balthazar chest that drops it.

Any plans to add these features? - Would be a HUGE improvement.

in Black Lion Trading Co

Posted by: chuiu.4985

chuiu.4985

Any plans to add a preview feature to the action house?

Yes.

Any plans to add a “search items useable by my profession option” (On both the Trading Post and on all Merchants?

I would like to see this in the Trading Post. I’ll say “it’s on our radar” and hope you won’t get upset at me for being vague. I can’t speak for merchants, unfortunately.

Even if all you’re doing is making the icons tinted in red if you can’t use them, it would be a great help when sifting through long lists of merchant items to find what you need or want to look at.