Showing Posts For kitai.7638:
i feel venoms should be like signets, they give a passive effect while in the utility bar and have an active compnent, aura would of course only work on the active side, like spider venom would have a passive 1 second poison buff but activating it maybe give it a longer duration + bleed or something?
well….. its a nice idea, but if you give this to guards you gotta give it to every class as well and looking at the state of the game at the moment, we need fixes a lot more than we need upgrades so…. give it a couple of years/expansions and you might see this in guild wars 15 or something
do you have 5 points in defence? see that minor trait
i have read that, that was why i went for shout in the first place, but that does not take to account the recent changes…..
yes its this topic again, but this is relevant due to the recent 5 target buff/heal limit. some people may say oh its fine it was needed to prevent the massive abuse in wvw and i understand that but cant they give it a higher limit or give it priority?
so why am i bringing it up now? almost 2 weeks after that…… that… patch…. cuz i just went back to my warrior after playing other classes and when i did for great justice in open world during a champ….. i did not get the buff or the heal!!!! wtf?? i mean i heard there was the distance thing but….is this real? i’m the nearest character to me at anytime and i did not get my own buff/heal, lol something is wrong somewhere…. and it didnt just happen once lol, over the course of playing i noticed myself not getting the fury a few times so…
also i noticed that regen banners have targetting!! they cast regen on ppl that are not full health which is freaking awesome…
now to intro my build, i am running a spinoff of the sonic boon build with gs and sword/warhorn, my traits are 0/25/15/30/0 and my armor/acc are a mix of clerics and knights. runes are 2water/2monk/2sanctuary since my warhorn does the cleansing of conditions.
so my question is simple, has the time come for me to take banners to replace shouts as the source of healing ? i mean i will keep FGJ and SIO but i would bring a banner along instead of OMM so not much change to the boon and cond removal + my major trait is already the warhorn one so no change to cooldowns of shouts.
On the side note, i think something has gone wrong in the reprogramming of warhorn, it does not seem to be affected by the buff limit, i mean i blow it during DEs and i see everyone get the swirly thing under their feet but…. the no.4 skill no longer removes cripple/immo/chill… it converts the bloody things….. i mean i think before the patch it would first remove these 3 then convert whatever conditions into a boon but it dosent do that anymore! i have tested this many times by getting crippled + bleed/poison from either bandits or…. hyleks? the frog things and when i use skill 4 the cripple disappears but the other one stays and i notice i got a super long swiftness buff so…. yeah if someone could confirm this too it would be awesome
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i believe anet wanted a nice moving target for people to practice their skills on, they tried that with the moving golem in HotM but it was too predictable and the test group wanted something more… random and real, hence after much consideration the ranger class was made
This class was given a pet that cannot hit moving targets, the damage of the ranger themselves are sub par and they have just about no skills that can cause a serious threat to any class ( for a while QZ + SB did but they fixed that quick ). Put a bunch of them in WvW and there you go, a bunch of randomly walking targets that other classes can use to test build viability, skill rotations and even practice dodging on, all without the risk of dying to
but seriously, rangers have been getting ignored…. wait actually we are being baited with false hopes and empty promises about getting our bugs/mechanics fixed and skills improved, then they give us projectile finishers for our underwater weapons and ….. cosmetic buffs to skills that….. well they are still not fixed
so i’m not sure which makes me feel worse, the lack of improvements or the promises that weren’t kept…..
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umm….. i think the way that number works is that the skills does 195 damage, ( x5) means split into 5 projectiles….. so if each axe hits for near 40….. its right, and i think it only shows damage done to similar level mobs which are lightly armored so damage is reduced further against vets and champs… i think i’m right but maybe someone can confirm/correct me
as for secondary weapon….. what are you building? staff is a nice alt weapon for most sets for you to back off during champ fights to heal and buff up before going back in, the symbol gives swiftness for moving quicker outside of combat too
actually for pve i think just about any weapon set and any build will work as long as you have a build in mind , the most important thing for best pve levelling i feel is to be overlevelled :P you should not try to follow your own racial zone all the way, you wont even get halfway thru the starter one before the area outlevels you. so jump into that portal to lion arch and go to another starter zone, most likely you will be able to reach lvl 15 in the second starter zone and then you can either go back or travel to other starter zones
thats what i did and after exploring all 5 racial cities + lion arch and completing all starter zones to 100% i was level 30( there was a bit of crafting involved but i think i only got a level or 2 from them) from there you can move on or do your story quest for a bit. this way of levelling may be slower ( i think….) but being overlevelled basically carries you through the zones if you stick to the lvl order shown in the map and by carry i mean you can most likely facetank most if not all veterans and even some champs…… well you still need to dodge a bit but otherwise you can solo some champs ( eg dumb melee ones like champ swamp troll in sylvari zone, champ boar in human zone etc….)
as for general tips, try to take part in every DE you come across, if its a champ and nobody is there, try talking in map chat and give the nearest wp, usually there will be people around who would go if they can, if youre lucky some level 80s may be in the area trying to 100% completion and they will join in which almost guarantees easy and fast exp :P
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so all these…. buff/heal/boon stuff happen around the area centered around our character, thanks
thats good to know, would help with learning to position myself
and since i’m here abusing this thread :P can someone tell me if smite( scepter skill 2) has a limit of how many hits it can do to 1 target cuz i’ve been counting and i dont think it hits even 10 times to a target even if its alone and in the ring the whole time….
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for me, guardians feel different depending on which weapon set they are using
Mace/shield : typical paladin, blunt weapon in one hand to bash heads in, shield on the other to protect those behind you
sword/shield : templar knights, sword of justice to slash away those who would hurt the innocent and shield to protect the innocent.
scepter/focus : cleric, long range support smiting evil and healing/protecting the good
sword/mace + torch : zealot, you dont get anymore zealous if you would set fire to yourself to burn the enemy( unless they implement burning to yourself then thats really zealous :P )
scepter/torch : really pissed off cleric, i mean you gotta be pretty pissed off at something if you will smite it and cleanse it with holy fire at the same time 
hammer or great sword : now these guys truly feel like guardians to me. i mean i can picture them standing in front of whatever church/organisation they come from, ready to defend ( guard) it from whatever mass of whatever that comes
Staff : Gandalf, i mean come on look at staff #5 and tell me you dont see gandalf shouting : YOU SHALL NOT PASS!!!!!!
well…. i’m back with another question, this time regarding empowering might, the trait. I’m currently building a ah/em guardian and i want to use scepter torch + staff so my question is, when they say nearby allies, do they refer to allies near me or near my target?
and how near? same question applies for sigil of water i guess, when it procs does it heal allies near me or near the target that got critted?
only one…. wow… that kinda blows…. thanks for the answer anyway
Q : my question involves the shout, save yourselves. So it draws condtions from everyone and passes em to you while granting almost every boon to everyone right? so i was thinking of what to do next to clear the conditions but i dont want to use 6 runes of lyssa or contemplation of purity. Hence the only option left is to either wait it out and hope the signet of healing and the trait purity will save me now :P or choose purging flames. So my question is how many conditions does purging flames…..purge? and i know it purges em one by one so i wanna know if you stay in there the whole time, will it be enough if i had every condition on me( and i do mean EVERY)?
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actually i think the sweet spot for crit depends on what weapon you are using and how you are playing. If you are using a hammer u would need a higher crit rate since your attack speed is slower and unless you can hit multiple enemies constantly you are gonna need to crit more per hit.
However if you are using weapons that hit multiple times per second such as sword, torch, scepter etc…. these guys can do with a lower crit rate since EM has an internal cooldown of 1 second i think while these weapons hit 2-4 times per second per enemy, hence they dont require as high a crit rate to keep proccing EM every second ( eg. the sword auto attack 3rd phase hits 3 times to a max of 3 enemies, in an ideal situation with at least 3 enemies being in the area thats 9 hits in an instant( i have only tested this and each hit procs crit seperately), only 1 of which needs to crit to generate EM, even 1 enemy will give you 3 hits so to keep up EM you might only need 30-40% or less if you can keep drawing mobs
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thieves think everyone is cake, till they stumble across experienced players who can whoop them with a ranger or a necro :P
Guardians are in a nice place now, kinda like warriors i think, which of these 2 are in a better place i dunno
i’m also starting a new guardian with sword/torch but i’m gonna use staff as the alternate and build a altruistic healing build with 0/20/30/20/0 with empowering might and focus of precision and condition damage cuz i noticed torch 5 triggers virtue of justice twice over its duration, spreading burning to everything in the area
sword 1 is pretty cool with its 2 slash and 3rd cone attack giving a wider field of attack , sword 2 is a nice gap closer with added blind so it works as a kind of interrupt against mobs, sword 3 is nice against mobs that do those multihit ranged attacks + you throw your own sword of light/mistfire (activating virtue of justice once or twice depending on the rotation) whatever those are are it if youre near enuf and torch 4 is nice to activate and wade into a bunch of em before jumping out switching to staff and healing with staff 4 and 5 to keep em away
so thats what my plan for this guard of mine is gonna be, utilities would most likely be shouts for support with maybe a meditation or consecration skill ( signet of judgement is nice for open world pve) depending on the situation. Not quite sure what my elite and healing will be though
playstyle would include alot of kiting, keeping track on what others are doing, and using sword 2 and 3 situationally( is there such a word?) with shouts being the group buff and oh kitten button
with this build i’m hoping to overcome the sheer offensiveness of the weapon set with self healing and constant condition renewal(both passive and active) to keep myself alive to stay in the frontlines where it can shine
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20% shorter shouts will give you more healing from the shouts and more condition removal if you have 6 soldier runes, Quick breathing gives you the option to ignore soldier runes for other runes such as boon duration( up to 40% from runes alone) to allow you to give other forms of support but still retain the same amount of condition removal as having full soldier runes ( or you can have soldier runes too and become an full cleanse warrior :P) and yes, the warhorn synergises more with empower since it converts conditions to boons, giving you boons you wont get from your own skills such as regen from poison and protection from vulnerability( or was it weakness?) etc…..
as for signet of stamina…. its taking up a slot for just yourself, it dosent do anything for your team, if you put in a shout you could at least heal everyone and you already can remove just about all conditions with your warhorn skills and shake it off ( chilled, crippled, and immobilized base for warhorn 4 +1 additional convert, 1 more convert from warhorn 5 and 1 more from SIO) so as long your as you time your skills properly, like not shaking off 1 stack of bleed :P your condi removal without SoS should be enough.
As for gear, thats your choice, more dmg go zerk, more surv go knight, more heal go cleric, seems like you know what each set does so pick the one that fits your playstyle, i used to run shouts but given the recent patch to heal limits i run banners more in W3, but i still trait back to shouts in dungeons but the warhorn is always on me :P ( for your info i run boon duration with 70% total + boon duration so i can keep perma swiftness for my zerk in W3 runs :P)
well does this mean shout heal builds are finally surpassed by regen banners?
I got an issue with this build cuz i was just trying it and the problem i had is the bleed stacks. against a champion with 2 rangers, a necro and i think it was a thief, and they had 25 stacks of bleed perma on the thing!!!! so….. if you would suggest an alternate route which weapon would you choose for this build? and what trait line would you suggest?
OP, when you play warrior do you only use GS? cuz i used GS for quite a while and the gameplay got real boring to me when i tried to play as a dd role, felt too monotonous until i switched to playing with healing shouts and suddenly there was so much i needed to keep track of and it felt awesome
Try messing around with different weapons and builds, warriors may not have any magical weapons ( note : staff and scepter) but we got almost every physical weapon in the game!!!
(we dont have pistols )
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problem with the healing one, we already got a trait that makes all our shouts heal so yeah….. as for the remove condition ones Anet gave us 2 main (semi spammable) ways to aoe remove conditions other than shake it off, 6x soldier runes or pick up the warhorn trait or both for those who want to go that way, so giving us a another shout that heals and remove conditions would be like….. another shake it off( break stun, heal and removes 2 conditions) ?
I agree with the adrenal health one but i wonder if it may become OP when combined with our healing signet?
for a 2 hand shield, skill 5 should definitely be shield stance but it should last longer and block attacks and peeps from getting past you in a certain line aoe, skill 4 should definitely be shield charge :P, grant protection, retaliation,aegis and charges 1200-1500 range towards the target, knocking stuff in the path to one side ( down if they are directly in the path)
as for burst….. how about a leap straight at the the target dealing small aoe of stun, medium aoe of daze and large aoe of cripple? call it….. judgement of aegis or something ( oooh maybe it can give a small aoe of aegis, medium aoe of retaliation and large aoe of protection too :P)
Edit after reviewing, this seems kinda op but its just a suggestion, who cares :P
Still going to need a video, anyone can make it sound like it works on paper. But in actual practice the veterans know its just not possible. Such an insignificant amount of healing will never save you from a group of enemies, especially when every class can hit you for 2-5k+ sometimes 10k+, Much less knock you down. Much less immobilize and AOE/melee you/corrupt boon you while dagger storming. Also the evade on DB is extremely short, not even half the animation. Also, its not like it heals you on every tick of caltrops or bleed, only when it applies, so thats still very little.
wait… are you sure about the caltrops thing? cuz i’m sure i see my health tick every second just from having stuff standing on my caltrops… or did we get a stealth nerf i didnt notice….
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I’m not sure where you read that I want Longbow to be a straight forward, high dmg weapon. I do like it’s “support” features of area denial, and cc. I never said I wanted the 4th and 5th skill to do a bunch of dmg.
Fan of Fire doesn’t need to do a crazy amount of dmg, it’s just really bad as it is now though, and doesn’t really make sense for a long range weapon to have a purely melee ranged ability.
when i posted, your suggestion was not up so all i had was the part where you talked about measly damage from skill #2 :P
so now that i can see your actual suggestions i guess i can see where you are going with this.
Firstly the issue with fan of fire: i guess the problem with longbow is how i think anet wants it to function. Anet gave warriors 2 completely ranged weapons the rifle and the bow. Hence they also made em do 2 completely seperate tasks, rifle for 1v1 encounters, LB for group situations. That would be why i think skill#2 would suk against A long range target, cuz it was specifically designed to discourage just targeting 1 enemy which is supported by the burst skill and skill 3.
As for the burst, well the ticking is wierd but i stand by my post before, it is meant to be used simply for its field, the damage should be a secondary purpose, hence i think thats the reason for the wierd ticking.
For smoldering arrow…. i dunno… its an auto target small splash blind. problem comes along with making a smoke field that auto targets is that a too short duration makes it useless while a longer one makes it op so thats gonna take a bit to think about.
Finally dual shot….. i’m not quite sure how to improve it anymore cuz making it 100% combo finisher without the trait seems…. unfair? and yet without the trait it feels useless so maybe up the % chance to 40-50 so at least an average of 1 arrow per shot gets the finisher?
And finally for your suggestion to give warriors more fields, i’m quite sure we wont get it simply cuz its not our job to set up fields, i think thats the job of the elementalist :P our job is simply to use em, cuz if you look at our weapon choices, almost all the melee ones have at least 2 combo finishers( exception of mace, hammer and warhorn but those are heavy cc/buff so yeah) while our ranged weapons get crazy more, LB gets 4 with trait and the ability to set up its own field while rifle gets 5!!!! thats every skill it has except for the rifle knockback one!!! And dont start on utillity skills that you cast on others, hell even the banners are freaking blast finishers lol :P
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well the problem is your thinking that the longbow is gonna be a straight forward damage weapon, its not…. not really. skills 4 and 5 are for supporting, skills 2 and 3 are aoe and hence better in situations like w3 when zerks meet you can just fire em and hit 10-20 people and the burst is pure support, the burn it does is ok but the true use of it is the 8 second fire field set up for others and yourself to throw out all those finishers.
If you really wanna ranged single target, the rifle outclasses the longbow easily, but if you go to w3/dungeons/DEs where there are a bunch of mobs/players the LB works better except for those builds that go glass cannon rifle crit+ power+ pierce + adren gain + none stop kill shot :P
so yeah LB is more of a ranged support weapon than a damager
the problem is not actually gonna be your build, solo you’ll do fine with just about any build, the problem comes when you are doing group/DE stuff, you wont be the only guy with bleeds and the other classes can stack em faster than you can, which should not be a problem except for the 25 bleed cap, and the fact that in end game DE there are so many glass cannon farming builds which will take down mobs so fast your flurry might not even finish casting and the mob is dead, rendering your bleeds almost useless as the mob wont last long enough.
That being said this is something i noticed in endgame play, through out levelling condition builds are fine and sometimes better since you dun need to stand there and with the warrior’s naturally long bleed ( 8 seconds base for the sword autoattack wtf????) you can do champs ez with your jump in bleed em jump out to recover and with multi mobs you can slice up a whole bunch of em then move on the next bunch and leave the first bunch to bleed to death.
as for pvp, usually condition builds are not as good due to the sheer amount of condition wipe available to classes and for W3, well same logic i think
actually i think what argis refers to is the hidden mechanic in Stronger Bowstrings trait that causes dual shot and fan of fire to become 100% chance projectile finishers.
@plague firstly you need to get the mechanics straight, warhorn when traited lowers its cooldown on both skills to 16 seconds, it also grants it the ability to CONVERT not remove conditions and the 4th skill cures chilled, crippled AND immobilised so using it with the healing shout build would allow you to remove the same number of conditions without using full soldier runes(actually it could remove more if your group got hit by cripple, immo and chill + others :P). This frees up space to do something else, like boon duration for full time vigor +swiftness or something, or you can use it with soldier runes to get even more condition removal . + if you have the empowered trait you get increased dmg from those 2 boons 
@Lysico On topic, i am wondering what are you aiming for? are you really just gonna take warhorn just to run around? cuz if so thats kinda gonna be a waste of trait points and rune slots just to make it useful wouldnt it? if you really just wanna use it for running then just slot in the inventory, when you wanna run for a while swap it in and change your elite to signet of rage and just use both, i think you can achieve full time swiftness with those 2 as long as you spam warhorn once its off cooldown
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well firstly i can see the way you play is quite different from how i think i wanna play, you seem to rely on a whole bunch on jumping in, dishing out a whole can of kitten kicking then going back out using your skills to survive, seems fun but i guess not my style:P
and since you said shouts heal more than 5 ppl i think that would mean it affects everyone in the radius since 5 seems to be the magic number for anet :P 5 ppl buffed, 5 enemies hit by aoe and what not.
as for the elite…. well i dunno, banner feels like it offers too little?? i mean the rez is only for downed players and it only does it at the instant it lands and the buffs…. stability i think only applies on the first pulse while might and fury i can already pump out using FGJ so i dun really like it, as for jugger…. dosent feel supporty to me :P kinda wish we had an elite shout but thats already said in some other threads
What interests me most is your build, i just reached 20 and the mace looks like it would fit in better than the sword in the end. i mean first is that its a power reliant defensive weapon, if in the end i use full clerics thats + pow,tough,heal which would suggest mace would benefit most. 2nd is the trait line affecting mace, defence as you have said and i looked at it and it seems to best work with cleric set too, the major traits add dmg to weakened enemies with the minors adding survivability and toughness to power so this is really starting me wondering
Hence a new question, what about a mace/Warhorn build? i guess the alt weapon is still gonna be LB since having that ranged option has really saved me kitten in DEs when champs get too hot for me to melee. Think the build would be 0/0/30/30/10 or 0/0/25/30/15 cuz i dunno if i want a grandmaster trait in def though defy pain and balanced stance seem really tempting, as for the other major traits it would be the increased dmg to weak + the mace one
edit kitten kicking? wow, censor is turning me into an evil person :P
i’m not sure what the video actually means….. i mean i saw you walk in with shield stance up, then i saw you activate balanced stance and walk up to a guy, frenzy+endure pain + HB the guy and 2 guys walked INTO your HB then you whirl, leap and rush your way out? um…. i dunno am i missing something cuz this shows more of skill synergy than build advantage, or is that why you put sword/shield + GS potential, cuz you wanted to show off the potential of the weapon set, not much emphasis on the build itself?
well first off, thanks for the info about the water rune i guess that makes it not so worth it for healing, as for your suggestion about the last 2 runes, i thought of using the major ones for 1 simple reason, signet of rage
10% extends it by 3 secs which with 70% i get 51 seconds of it with 48 seconds of cool down due to signet mastery
this also works with warhorn where that 70% makes the swiftness last for 17 seconds on a 16 second cooldown hence it gives it a bit of leeway to pump it back up
so while it may not do so well with FGJ it helps out the others much more, maybe you should consider it for yourself too
well that basically clears up all my questions about support warrior, thanks to all of you guys who replied, i think i already have a detailed plan about the way my warrior will look in the end.
but i do have a final mechanics question, how many people does the shout/ warhorn buff? i remember on guardian some shouts buffed only 5 ppl does that apply to warriors too? if so i might pack a banner for W3
from wiki
Sigils that have a chance to trigger on critical hits stack their chance percentages multiplicatively, not additively. For example, two major Sigils of Fire, which each have a 20% chance to trigger on critical hit, will have a 36% chance to trigger, not 40%.
Firstly i have changed to topic title to simply support warrior since the ranged part has proven to be not so viable for someone trying to go the support route so yeah :P
@Argis thanks for the heads up about the water sigil :P as for the other suggestions, maybe i will go with that sigil load out cuz it seems like it makes the most sense so thanks for that too 
But now i noticed something after reading more into the skill details, warhorn #4 cures chill/cripple AND immobilized? wtf that is freaking op lol and if you have the wh trait u cure another condition???? the reason i brought this up is cuz with the 2 wh skills + shake it off i see no reason to use soldier runes anymore lol and was looking around for runes to replace em and i saw the heal runes and i think i found just the thing
so now i just wanna ask about the rune of water, with 6 of em it says you get an aoe heal when u use heal? but it writes small amount and dosent say how much so i wanna ask if anyone knows how small is the heal? cuz if its good that makes a 4th aoe heal for us and i’ll totally go for 6 water runes if not i’ll go 2 water, 2 monk and 2….i guess either major monk/water to get 10 % boon duration for a total of 70% increased boon duration with the 30 tactics
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well…. i’m back from actually playing and…. i expect pure range warrior to pretty much sux without going for power/crit build…. and after trying out various weapons i have come to the same conclusions as what both Zsymon and Argis have pointed out, the warhorn is indeed a powerful enough off-hand to warrant traiting for it instead of shout cd reduction so thanks for this suggestion
As for the suggestion to use longbow as the secondary of choice, i agree with you argis, between the rifle and longbow, with the main weapon being sword/warhorn, it does provide a lot more than the rifle in way of support and combo so i will stick with it, so i guess my final question about this build will simply be sigils, what are some good options for a support warrior? i saw sigil of water but i heard that the healing it provides is… useless, is it?
the answer to most mechanic questions is usually : wiki
http://wiki.guildwars2.com/wiki/Vigorous_Shouts
please note i am not responsible for the accuracy of the wiki :P
update : so now i’m home and have access to the full power of the internet :P and more importantly the wiki and a build editor on a screen where i can actually see the whole thing and i have started a build that makes sense and does what i think i want to do.
So heres what i came up with
Traits 0/30/0/30/10
Arms major trait :+ 50% bleeding duration, Rifle 20% recharge + pierce and crit gains adrenaline
Tactics : longbow increased range, shout cd -20%, shouts heal
Discipline: signet cd-20%
Rationale: Tactics : longbow upgrade to keep it in line with rifle, shout cd and shout heal…. should be self explantory
Arms : mainly to support the rifle
Discipline : signet of rage is the best elite in my opinion even though some may say support should get the standard but after reviewing them standard is too situational for use and the long cooldown basically killed it for me. Rampage was never considered cuz…. i dunno it just dosent fit.
Heal :This also leads me to use healing signet
Elite : SOR
Utility : For Great justice, on my mark, shake it off ( the fear one is situational too so i might switch it in if the situation could use it ( eg. in W3 to replace on my mark for zerk encounters)
Weapons would be main rifle and longbow for throwing out field and disables, sigils i have no idea
Armor in the end would most likely be full cleric with full soldier runes to max healing and condition removal for group situation
so yeah, this is what i came up with, comments/critics are welcome
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@Jam i looked for it in the wiki and the longbow thing is an adept trait in the tactics line so i’m getting it for that
@lamefox yeah i doubt i will get that trait since i want to maximise support as damage is already gotta be pretty bad for this build
@Zsymon i know that warhorn is awesome but the issue i got is its trait location, it clashes with the shout cd reduction, thats y i decided to just go with shouts and go full soldier runes hence they all can remove conditions
but maybe i’ll keep sword/warhorn in my inventory for those periods of running around either in open world or in W3
thanks for all the replies, keep em coming
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So after running around trying various classes i’m back in warrior and i want to make a support shout heal warrior and i got to thinking what weapons are best for such a role.
At first i thought of going with hammer cuz of the sheer amount of cc it can do and it seemed to fit in with the idea of support but i dont feel like being in the frontline would be conducive for a support role as you gotta look out for yourself more and hence lowering your time spent supporting and increasing your time spent surviving.
With more thinking i stumbled across threads suggesting longbow and rifles but not for support and i thought that it might be a good idea, longbows got blind, immobilize and fire field while rifle is able to cripple, vul and bleed and it clicked for me, why not make a rifle/LB shout heal warrior? LB will be out simply to fire off those disables + field while the rifle is the main weapon for applying bleeds and vul with cripple and knockback as safety measures
I dont have a definitive build yet since i’m writing this on my phone but i’m sure i want 30 in tactics for the healing shouts and 20% shout cd reduction hence for my question to the warrior community, is this viable and where should the remaining traits go to? thanks in advance
i have only just started necro and just messing with builds so my opinion is really just an opinion, no test no nothing but the thread title lured me here with the word “build”. and after reading all the posts with builds and numbers and stuff i found myself needing to ask a simple question, why are you guys including scepter in a power build discussion? from all i can tell the scepter skills and trait kinda make it obvious that its a condition rounded weapon right?
Also i noticed many of you guys are simply comparing axe vs scepter with only a few including the 2nd part (power build) in your discussion. i mean i am playing a scepter/focus + dagger conditiomancer so my word has little weight on this issue but i see power builds as focusing around a few weapon sets.
1) staff with all the marks along with traits to up their dmg and range and staff recharge. maybe to go along with placeable wells or something?
2) axe+focus for those who want to kite stuff axe is low-mid ranged and focus stacks vul and gives chill to enhance kiting. builds for this can go many ways from might/chill stacking to well maximisation, i dunno i have seen a few axe users and none of them play the same.
3) dagger/warhorn for those who want to get up close and personal with the mob, dagger offers fast attacks with life steal and disable while warhorn gives another disable and dmg enhancer( + gap closer-like swiftness?) i seen necros with this going in and throwing out wells and stuff with their disables ensuring the enemy stays in there and i really respect the good ones who pull out ds at opportune/ critical moments where they can do the most dmg or save themselves, personally i do not have the instinct for that thats why i play condition
And all of these build revolve around DS and the good use of it
So now we come to scepter….. i dunno…. i play conditiomancer + chills ( inspired by Ascii’s mr freeze build
) and have used it all the way from 1-19 now and i have not seen it as a weapon, all it is to me is a disease throwing stick, the damage it does is not the main thing you know? i mean sure i use focus off hand and kite like how an axe user might play but i simply do not care about my damage. what i’m watching is the conditions on my target and when is the best time to toss out epidemic and i dont even use the scepter 3 skills unless after i DS during a champ battle, and finally DS, lets just say its my OH KITTEN button, if something big hit me and i’m dying i turn it on, throw out skill 4 and gtfo so i dunno if its the wrong way to play for conditiomancer but thats how i play it so yeah, pardon me wall of text, flame me, call a newb/noob i dun mind cuz i am a newb, i admit it and this is just my 2 cents
P/S if someone can tell me what “master the death shroud” as mr peters said means, i would really appreciate it
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i wish it would just do what the wiki said it would just do what wiki said it would do, i mean its wierd that the OFFICIAL wiki is wrong, right?
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Remove bleeds entirely from Necro and give us Necrosis stacks instead.
in Necromancer
Posted by: kitai.7638
original wow had this same problem warlocks fighting for dots/conditions. they fixed it by giving every class there own set of debuffs / dots / conditions that way no one is fighting to put thier debuffs on the targets. i think that would be a good idea instead of having to make new set of conditions. just give every player thier own " Slot" to put debuffs on the target
i like your idea but i think this would make condition builds ridiculous op if everyone who was attacking something could get their own slots. i think its better to scale it down a bit and give every class their own slot. so you wont be fighting against everyone, just with every guy who is your class, so you wont get 5 thiefs, 5 necros, 5 rangers and 5 warriors stuffing 20 sets of 25 stack bleeds on a single world boss,
ah… dam…. thanks for clearing that up…. guess there goes my dream of being a perma locust swarm, would have been awesome if it worked that way…. now its just the mobile version of the those spiky things thiefs throw on the floor, but its nice to know that trait will increase its duration + reduce the recharge so i guess we can maintain locust form about half the time? guess i’ll stack might duration instead of boon. Thanks again for all the replies
yes i know locust is not a boon but
“The damage and crippling effect are continually applied once every second for as long as swiftness is active”
this is in the wiki description for locust swarm so i was hoping someone with a high enough lvl has tested this as my necro is only lvl 15
P.S yes, i know warhorn + dagger owns
so i was looking around at power builds and this caught my eye. now based on the wiki i saw that the locust effect lasts as long as swiftness is up so if you stack boon duration and sigil of speed does that mean it is possible to have perma locust swarm as long as you recast it and kill stuff?
question about your latest build…. no epidemic for instant ice age? i mean i understand the well of darkness but what about the other 2 wells? isnt there better utilities than them?
and given the crit rate of this build + main hand dagger why not slot sigil of ice? wouldnt that add more icing to the cake? (see what i did? :P)
and i was wondering if you could advice me on using the blood magic trait line instead of the soul reaping one, i was wondering about if its better to get dagger mastery, bloodthirst or vampiric precision?
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scepter/dagger + staff condition build is crazy good. i’m only lvl 10 so i have no idea how it goes later but i just had this crazy encounter and this weapon combi + epidemic and corrosive poison cloud completely reaffirmed my belief that necromancer are just freaking awesome. so my encounter was at queensdale at the champion boar. There was just a mesmer and a guardian and me and we were all just lvl 10. The guard was pretty confident about it so he told us go and jumped in. so i did the standard combo with staff throwing all marks that switching to scep/dag and throwing out 2 and 5 then auto attacking. At about 3/4 health a veteran boar appeared and since the guard was busy with the champ i took the initiative to slap it with all my staff marks and it came for me. With some positioning i managed to keep it close to the champ and started spamming my 2 utilities, epidemic was crazy good in this case with the mesmer and guard throwing confusion and burning to match my bleeds and poison and the veteran died pretty fast.
When the champ had about 1/4 bar left, the wasp queen decided to show up, at this point the guardian said, we’re kittened but we fought the kittenhing. The guardian kept the boar busy while the mesmer and i took turns kiting the queen wasp, she would throw illusions at it to keep it busy for a bit and when they were shattered i stepped in with DS on and held her back for a bit. Similarly to the vet boar we lured the 2 champs together so we could hit em both and between the conditions we were stuffing on em the champ boar died soon after and the wasp queen alone was ezmode
so yeah conditomancer is an awesome way to play, alone you can take on vets and maybe champs with the cripple, blind and chill in you weapon skill sets but it really shines in stuff like DE bosses where there are ppl tossing in all those extra conditions that you do not have and you can take advantage of this using epidemic or scep skill 3, this is something i have never done before on any of my other characters and it was felt pretty good for 3 lvl 10s to manage to take down 2 champs that was at our lvl
(edited by kitai.7638)
our healing turret has that cleanse thing dosent it? and you can blow it up when it does that water field thing to heal more too i think.
first,practical wishes
1) i want my turrets to at least shoot stuff they can hit and i can see, if they would prioritize what i am currently shooting that would be awesome
2) i want flamethrower to be….. what it should be
Then are dreams:
1) i want rifle turret to be minigun turret, give it 10 times the rate of fire and 10% of the damage i dun care, i just want many numbers :P (of course if the turrets get affected by our traits then this wish can be thrown out cuz stacking bleeds would be op)
2) can we get a rocket turret that fires homing missles? and if the look can be changed from 3 cardboard tissue rolls tied together on a stick that would be nice too
3) can the healing turret pulse heals instead of just regeneration too please, the heals can be lowered and maybe once every 5 seconds or something
4) and um… deployable turrets… if the area allows could you allow us to plant em on walls or ceilings? :P i mean its fine if their hit box is expanded all the way to the floor but yeah… i just wanna see it :P
5) could pistol skill 4/5 become dual pistol skills? i mean they do something that uses both pistols, like maybe skill 4 becomes double trouble ( mainhand fires poison fumes and off hand fires flame) and skill 5 instead of glue make it tar shot where it fires a glob of tar that does the same thing but 1 second later main hand shoots the thing and it explodes into a field of fire or something :P
6) could equipping the flamethrower come along with a visual effect of a gas mask or something ? you know just for visual pleasure :P
7) i would also love a machinegun or sniper kit ( or both :P) both would be for rifles of course, machine gun auto attack would have like 4 times the fire rate but the spread of pistol #2 skill while sniper kit auto give 500 more range and halfs the auto attack speed for more dmg, as for the other skills…. i’m sure others can offer better suggestions
8) oh and thumper turret, could we get a chance it would summon a wurm per thump? like you know, from dune :P
so yeah the first 2 i would like to see since they are…. bugs? glitches? i dunno simply said they are problems with the skills not doing what they are supposed to do as for the 8 dreams… yeah they are just dreams :P
(edited by kitai.7638)
for the life of me i cannot find the glyph mastery trait which tree does it belong in????