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Dear ArenaNet, let's talk about Death Magic

in Necromancer

Posted by: killfil.3472

killfil.3472

Minions should be updated as well, like the Putrid explosion from the bone minions having the critical hit chance and ferocity of the minion.

Life blast, Dark path.

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Posted by: killfil.3472

killfil.3472

Why so much focus on close range?
I mean, the main damaging ability, lifeblast, has a range of 1200!
And unlike the reaper and the Blighter’s boon trait, we cant sustain long draw out combat in close quarters as well as them (The auto-attack chain of the reaper’s shroud is much faster, and if traited with reaper’s might and blighter’s boon, allows more sustain and aggressivness).
Plus, the core shroud does not have a direct access to stability (except if traited, and even then, that particular stability that the trait gives you is very short and is mostly used as a stunbreak) and I believe we can agree that stability is much needed when you are in melee range of your opponent, considering the amount of crowd control that is now in the game!

Edit: Grammar is hard.

All Necro guild?

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Posted by: killfil.3472

killfil.3472

Sure I’ll sign up

Reaper's Protection

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Posted by: killfil.3472

killfil.3472

I too find it strange that it isn’t even a stunbreak.

Life blast, Dark path.

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Posted by: killfil.3472

killfil.3472

Life blast no longer deals reduced damage at long range, yet our one mobility tool, dark path, is a gap-closer.

Wouldn’t it be logical to change it so that it could be a way to distance ourselves OR close up to our opponent?

My suggestion would be to change it to “chilling apparition”. Teleport to the selected location, applying a small duration of chill to enemies near the departing area, and bleeding to enemies near the selected arriving area. (This way, it can be used as an escape tool, or an offensive one). I suppose the range could be somewhere around 800, and the cooldown around 15 to 20 seconds (balance-wise, I am uncertain of what could be considered balanced).

Feel free to mention your own ideas down below!

LET’S SHOVE THIS POST INTO THE DEV TEAM’S FACE PRONTO!

Death magic, soul comprehension.

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Posted by: killfil.3472

killfil.3472

Basically, any replacement that doesn’t actively harm you is preferable to Soul Comprehension. Saying it’s “somewhat inefficient” is like saying the ocean is somewhat humid.

I’ll be honest… that made me giggle.

Death magic, soul comprehension.

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Posted by: killfil.3472

killfil.3472

I only wish to express my opinion, please do not gut me for this.

I personally believe that this particular minor master trait is somewhat inefficient, and that it could easily be replaced by something that would have a tad bit more synergy with the other traits.

My own suggestion would be to change it to “Putrid presence”. This new minor trait would, instead of increasing by 20% the amount of life force gained from nearby deaths, apply poison to nearby enemies when you enter whatever shroud you have at your disposal and re-apply said poison every 3 seconds for as long as you stay in the shrouded form. Both the duration and number of stacks of poison are debatable, I do not want to create something ridiculously strong or weak.

This new effect would have a good synergy with another trait I have rarely ever seen being used, “putrid defense”, which reduces the damage taken from poisoned foes by 10%, as well as the grand-master trait “Corrupter’s fervor” that increases your toughness and reduces incoming condition damage for every condition you apply up to a maximum of 300T and 20% reduction.

This is merely a suggestion for both my fellow necromancer’s ears and, of course, the development team!

Feel free to state your own ideas!

Bone minion's explosion.

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Posted by: killfil.3472

killfil.3472

Minions are independent of character stat’s. This allows them to do consistent dps whether the player uses a power build, condi build, or anything else.

If your minions are not doing enough damage, don’t use them. That may sound harsh but minions draw aggro in PvE reducing your incoming damage so they cannot out-dps all other Necromancer builds.

I do not mean to change all minion stats. only the ones linked to the Bone minion’s explosion sub-skill.

Bone minion's explosion.

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Posted by: killfil.3472

killfil.3472

The critical hit chance as well as the critical hit damage appears to be that of the minion’s, while the damage is linked to the necromancer’s power.

I would suggest making it so the critical hit chance is that of the necromancer and the critical damage also that of the necro.

Grim Specter from Lich Form.

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Posted by: killfil.3472

killfil.3472

I will be honest. I want that single ability to be the new spectral elite.
I LOVE IT.

Chilling Darkness. Why such a nerf?

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Posted by: killfil.3472

killfil.3472

ummm… but thats how it currently works, wtf

I fear not, I cant affect multuiple models with a single tic

Edit : Holy frack I’m an idiot… FORGET ALL I SAID

Chilling Darkness. Why such a nerf?

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Posted by: killfil.3472

killfil.3472

So to come back to main topic, Would it be Ok if it had a 3 sec ICD but could be triggered on multiple targets on a single tic?

Chilling Darkness. Why such a nerf?

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Posted by: killfil.3472

killfil.3472

Really?? I dont pvp much so I didnt know… but in pvp isnt the trait for chill damage rather weak?

Chilling Darkness. Why such a nerf?

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Posted by: killfil.3472

killfil.3472

Thing is, greatsword is a power weapon… I get that it would certainely have an impact but than again the chances of you using a greatsword when running condie are somewhat slim, am I correct?

Chilling Darkness. Why such a nerf?

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Posted by: killfil.3472

killfil.3472

If you are referring to the time when Chilling Darkness had no internal cooldown, in the current meta, it would be a bit overpowered. A spite/curses/reaper build would mean that every blind you apply would also grant Chilled, 3 vuln and 3 bleeds (in non pvp mode).

Isn’t Well of darkness the only heavy blind application we have though? Death’s charge and Deathly swarm are the only others I can think of…

Edit: I remembered Nightfall was a thing.

(edited by killfil.3472)

Chilling Darkness. Why such a nerf?

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Posted by: killfil.3472

killfil.3472

Tittle says it all…

Bleeds are out of control

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Posted by: killfil.3472

killfil.3472

give the trait an ICD

You cannot be serious!
They already did that treatment with “Chilling darkness” and now it is near non-functional!

Axe #3 and Dagger #3

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Posted by: killfil.3472

killfil.3472

What i meant is we put Dark pact on the axe, a single target immobilise for a single target weapon, and Unholy feast on dagger, an AOE cripple and retaliation for a cleaving melee weapon

Axe #3 and Dagger #3

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Posted by: killfil.3472

killfil.3472

I realise it might seem odd to some, but to me, having an AOE skill on a single target focused weapon (that gives retaliation, which I personally consider to be more useful in melee), and a single target immobilise on a melee weapon that can cleave seems to be rather strange.

I was wondering if there were others who, like me, thought it would make more sense, or if they would simply think it’d be better if the 2 were switched. Basically, unholy feast would be transfère to the dagger, and dark pact, to the axe.

Best regards,

A curious french guy.

Relentless Pursuit change suggestion

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Posted by: killfil.3472

killfil.3472

The Reaper trait “Relentless pursuit” seems much too situational to me, to the point where it can only rarely be useful.

I would suggest changing it so that it applies 4 seconds (or 3, depending which is considered more balanced) of resistance upon entering the Reaper’s shroud.

Anyone else has any good ideas to change it?

Will "missing" skills be implemented?

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Posted by: killfil.3472

killfil.3472

I am sure you have all noticed that most classes seem to be missing a few utilities and elites. By that, I mean such things as an Elite well/signet for necromancers, an Elite shout and banner Heal for warriors, an Elite/Heal consecration and spirit weapon for guardians, and so on.
I was wondering, and I doubt that I am the only one, if those “missing” utilities and elites would eventually be implemented into the game.
I do hope a developer or a member of the development team can answer my question.
Have you, developers, considered implementing those “missing” skills in the next few months? Are there any plans involving that?

Best regards,

A curious kitten .

Scribable Item requirements

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Posted by: killfil.3472

killfil.3472

The item is ridiculously rare for its use. Seriously, there are only around 170 on the black lion market / trading post (at the moment I am writing this). If we were to farm for it, it could take weeks and probably months. And I refuse to believe that for a decoration that small and insignificant, 50 items of that rarity is an appropriate requirement.

Scribable Item requirements

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Posted by: killfil.3472

killfil.3472

I am said member of the guild, and I support this message.

Flame legion wraps

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Posted by: killfil.3472

killfil.3472

The flame legion wraps are bugged when worn by charr. The animations for the hands simply do not play. The fingers stay straight and look silly. I DECLARE SHENANIGANS.

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Staff rework anyone?

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Posted by: killfil.3472

killfil.3472

The set is 4 identical skills and a floaty autoattack. If you want a necro staff (or just any weapon set in general) that is more than 3 seconds of Spirograph Adventures, you need low cooldowns balanced by risk/reward factors. Unfortunately, making necro staff into a legitimately well-designed weapon worth camping as a primary source of damage/field presence would mean removing or completely changing the lamebrain stuff like the Soul Marks trait. However, at the same time, there’s no reason why the weapon couldn’t retain its purpose as a LF battery while being independent from boring traits. I took a shot at it a while ago:


[Necrotic Grasp] (1)
Activation: 1s

  • Send out a necrotic hand which bursts upon impact and strikes multiple foes. Gain life force if this attack hits.
  • Number of targets: 3
  • Damage: (0.75)
  • Life force: 3%
  • Blast radius: 150
  • Range: 1200
    • Elementalist [Fireball] projectile behavior
    • This skill will only grant Life Force once regardless of the number of unique targets struck.

[Mark of Blood] (2)
Activation: 0 / Recharge: 4s

  • Inscribe a pulsing mark that damages and bleeds foes at the target location; heals allies with each pulse.
  • Number of targets: 5
  • Number of allies: 5
  • Pulses|4|: every 1s
  • Damage per pulse: (0.55)
  • Bleeding|2| (6s) per pulse: [dmg]
  • Allied healing per pulse: (0.2)
  • Duration: 4s
  • Combo Field: Dark
  • Radius: 150
  • Range: 1200
    • Elementalist [Lava Font] “activation time”
    • Mark features are now a neon-red color; emits bright, red-colored “well mist”
    • Pulses occur at the end of each second.

[Chilblains] (3)
Activation: ¾s

  • Consume life force and unleash a line of blasts that poison and chill foes across the target area.
  • Life force cost: 8%
  • Number of targets: 5
  • Number of impacts: 5
  • Impact damage: (0.75)
  • Impact chill: 1s
  • Impact poison|2| (4s): [dmg]
  • Blast radius: 120
  • Blast line range: 600
    • Koda’s Hammer [Ice Shock Wave]
    • This skill is now a ground-targeted AoE with a target reticle that matches its rectangle hit-box (600 range length; 120 range width).
    • This skill’s AoE line attack is preceeded by an icy-blue or poison-green version of the [Enfeebling Blood] animation cue complete with that skill’s brief, post-cast delay period.
    • This skill will not activate if the player lacks adequate Life Force to cast it.

[Foul Feast] (4a)
Activation: 1¾s / Recharge: 15s

  • Channel to first cure damaging conditions on yourself and allies in your area; you bleed but also gain Life Force and temporary vitality for each condition that you cure in this way. This skill’s final pulse inflicts damages and transfers bleeding on you to foes in the area.
  • Pulses|3|: every ½s
  • Number of allies: 5
  • Initial 2 pulses conditions cured per ally: 1
  • Self bleeding (6s) per condition cured: [dmg]
  • Life force per condition cured: 1%
  • Foul Feast (3s) per condition cured: 30 Vitality
  • Final pulse damage: (1.75)
  • Final pulse conditions transferred: Bleeding
  • Range: 600
  • Combo Finisher: Blast
    • Condition removal priority: Burning – > Bleeding – > Poison – > Confusion – > Torment

[Reaper’s Mark] (5)
Cast-time: 1 s; Recharge: 25 s

  • Inscribe a pulsing mark in front of you, damaging foes; gain life force for each foe struck. If your Life Force is above the threshold when you activate this skill, the mark’s initial damage fears foes.
  • Number of targets: 5
  • Pulses|4|: every 2s
  • Pulse damage: (0.9)
  • Life Force: 4%
  • Life Force threshold: 50%
  • Threshold fear: 1s
  • Duration: 6 seconds
  • Combo Field: Dark
  • Width: 300
  • Range: 600
    • Revenant [Searing Fissure] style attack.
    • First pulse occurs immediately on successful cast and then once every 2 seconds afterward.
    • Each pulse will only grant the state Life Force amount once regardless of the number of unique targets struck.

… something that can still be good for tagging, but now has more staying power as a versatile utility/damage weapon.

I LOVE THIS.

Staff rework anyone?

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Posted by: killfil.3472

killfil.3472

After making some research, I realised that Seneschal’s keystaff’s skills aren’t suposed to be the ones that appear in this screenshot. I am somewhat confused as to why the abilities just happened to be different right there when I played the mission.

Anyone knows why that hapened?? I am kinda confused.

Staff rework anyone?

in Necromancer

Posted by: killfil.3472

killfil.3472

I do not know if I am the only one who thinks this way, but I do think that the necromancer’s staff skills are… well… boring and all similar. I would suggest reworking it to give it a new start. There are already abilities inside the game that could be applied to the staff to replace all those similar marks.

The screenshot linked to this post shows an ability attached to Seneschal’s Keystaff, the environmental weapon that can be found in the personal story quest “Close the eye” after killing the risen Seneschal Elam.

The animation attached to that particular ability is great and looks like it had a lot of work put into it : with a bit of tweaking, it could easely replace the auto-attack of the staff or one of the marks of the staff. (The other two abilities are Gravedigger, which is the first one to the left, and Grasping Darkness, which is the one to the right : both are exactly the same as the Reaper’s greatswords skills, except for the animation of gravedigger).

I would like to know what you guys think. Would you like the staff to be reworked, and do you have any ideas for skills to replace the marks?

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FPS DROP after Patch

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Posted by: killfil.3472

killfil.3472

For me, since I downloaded the patch, I can’t play! Literally!
When I try to log on one of my characters, my screen starts turning on and off rapidly and switchs between the different applications that I have open (like if I was using Alt+Tab) and I loose control! I am forced to shutdown my computer because I’m afraid my graphic card is gonna get an epileptic seizur!