Showing Posts For iRonin.6940:

Extremely long zone load times compared to others...

in Account & Technical Support

Posted by: iRonin.6940

iRonin.6940

Two nearly identical computers here at home, with a slight performance edge actually going to my machine which has a bit more RAM. Everywhere I go in game, if I have to “zone” via loading screen, I am guaranteed to be the last person in.

I’ve done enough CoF runs to grind out a full set of gear, and without fail, we zone out to reset the dungeon, zone in… and by the time my screen loads the other people have already made it down to the NPC to start the path selection.

In PVP, by the time I zone in, the match has already started and people are on their way to objectives. Today, I decided to test directly along side my fiancee’s machine in the same pvp matches – same team, etc. I died, went to a loading screen – started my timer. 48 seconds my fiancee finally died, went to a loading screen that lasted 13 seconds, and she was back in the match. I was still on the same loading screen. It took 3:16 to finally load back into the match.

The only other interesting thing to point out is that after a certain point, I can actually “hear” things going on in the background like players activating buffs and zone announcements, but the screen just sits on the load graphic with a spinning wheel for a ridiculous amount of time.

Anyone else having this issue? Once I’m IN the game everything is fine… I just dread zoning

Dealing w/ Mesmer

in Necromancer

Posted by: iRonin.6940

iRonin.6940

I primarily run a conversion/wells build (targetable wells, wells grant 3 prot when dropped, wells siphon life) using Staff, then either Scepter/Dagger or Scepter/Horn. I have 3 key aspects to killing a Mesmer (or at least not losing to them).

1. I run with a flesh golem, the first thing I do is get a charge in on them. The knockdown slows down their illusion projection and they usually have to decide if they’re going to burn the stupid chocobo move on me early to despawn my golem. I use this “charge in” time to stack some staff marks under him, as well as a reaper mark beneath myself.

2. With the marks out, I try to stick with the “real” mesmer and start stacking bleeds/poisons while they crap out their illusions.

3. Then I go apekitten, I drop Grasping Dead and Enfeebling Blood of scepter, then drop wells (Suffering, Corruption, Blood) and Poison Cloud so that all of the illusions are caught up in the AoE damage, and flip into Death Shroud and use Life Transfer to aoe down the rest of their health.

At that point the illusions are almost always smoked and I can get up on the Mesmer to finish them off, or they burn some cooldowns and run away.

The trick with them is patience, and aoe – Line of Sight also helps if you have some terrain to force their illusions to come around the corner to help group them up for the burn down.

Necromancer mechanics that don't work

in Necromancer

Posted by: iRonin.6940

iRonin.6940

The secret to structures is your Flesh Golem… especially if the structure is butted up against a wall. One charge straight into it with a wall blocking its path through causes the structure to take like 10+ hits. I can just about 1 shot any structure with the correct charge angle…..

After that, your best bet is to keep a dagger around for the decent 1 spam combo dps.

(edited by iRonin.6940)

Lets see your Necromancers/Reapers!

in Necromancer

Posted by: iRonin.6940

iRonin.6940

Action shot of mine

V——V

Attachments: