Showing Posts Upvoted By manveruppd.7601:

What is even point of BIG SHADE ?

in Necromancer

Posted by: Lahmia.2193

Lahmia.2193

From personal experience, the 3 shades felt clunky as hell. I’d be more willing to use the 3 shades if they removed the 1/2 cd between uses of Manifest Sand Shade.

Surrender and serve me in life, or die and slave for me in death.

Scourges,beware

in Necromancer

Posted by: insaneseagull.7063

insaneseagull.7063

Hey!

I loved the Scourge so far from what I’ve played. Anyways,this is not why I’m here. I don’t know if this will carry over to the actual launch of PoF but if you jump while channeling one of your F1 sand buddies you’ll cancel the actual summoning and you’ll have used up one of the three. You won’t get it back before you summon whatever you have left and the CD set in.

Also,it seems some kind of movement,jumping or being immobilized will cancel the Scourge’ Punishment Portal. Portal won’t happen and you’ll just stay there. Is it supposed to be like that?

EDIT: The Immobilize canceling the portal might be because the portal initially tries to move you to the other end but if you’re immobilized you’re stuck,thus the portal fails to even show up.
EDIT 2: I guess this is why the skill is now disabled?

Server: Far Shiverpeaks
IGN: Sparkly Darkness/Sinh Verdandi/Got D Boons
Guild: Anime And Manga Club [AMC]

(edited by insaneseagull.7063)

"On Shroud" traits and Scourge?

in Necromancer

Posted by: Yubria.5671

Yubria.5671

They work with Desert Shroud, the last Shroud skill. I think the wording needs to be adjusted on some of the traits because a lot of people (myself included) were confused about that.

Holosmith.. for real? that dmg ?!?

in PvP

Posted by: apharma.3741

apharma.3741

The holo leap is the biggest offender, seen it hit for 7k on people easily with no other damage investment traits. The photon blitz damage isn’t too bad, best I’ve seen is 5k with demolisher amulet and about 3k off the shockwave same amulet, thing is it leaves them vulnerable to everything else that follows up.

Holo leap in my opinion could do with a 40% reduction and 20-30% reduction on corona burst too. The autos aren’t anything stupid from what I saw but could do with a 10-15% reduction just off the tooltip.

While you’re all talking about holosmith being so strong, worldly impact on soul east I’ve seen hit for 15k+ on glass pretty easily so there’s plenty of one shot kills about.

Suggestions about SPvP changes

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Posted by: Soothsayer.9206

Soothsayer.9206

Personally, and I am speaking as someone who has been playing competitive sports for a very long time, this is my window into competition; so this is my take:

The 1st thing is to get cheating/manipulation under control to provide the proper environment for competition. To many people, who did not earn what they have with respect to titles, rewards and all that goes with legitimate winning, are ruining the competitive scene for the rest of us.

2nd, ihmo, winning is it’s own reward and only those who win on a consistent basis should enjoy the “spoils of war.” Losing should be used to learn, motivate, and grow, but if everyone gets a reward, even for losing, then why would you want to compete to win?

3rd, I think that there should be a hard reset at the beginning of each season (many will bemoan but honestly, name any other competitive sport that carries its record into a subsequent season? – prove your mettle! ). Furthermore, only the first 120 games should count for overall rewards. Again, the only frame of reference I have is competitive sports, where you have a fixed season, play off, and championship. Reward the top 10 players by having a tourney or something of that sort.

4th, when you have a solo-duo que, you get what you get. If they are not allowing pre-made teams, then you end up with whatever you end up with. You can’t always get what you want – not even team mates. It’s the pits, but that’s how competition works when you have a “pick-up” team. Sometimes you feel like a nut, sometimes you have them on your team. I really don’t mind as long as they are NOT manipulators/cheaters. Sometimes, the best way to learn is to roll up your sleeves and get to it. There cannot be real community in GW2 unless you have an avenue, and the people who are willing to risk, in order to bring others along. It is an enterprise that if you do not take the time to invest in others, then the overall quality and pool will suffer until you do. It should be considered a long term investment in the life of sPvP community, but most can’t see past their own nose.

Finally, it’s not fair to keep comparing online games one to another. They all have things they do well and weaknesses. All games are a work in progress and that within the perimeters of the scope of their design. I really enjoy GW2, it has a lot to offer especially in competitive modes. Is it perfect or no room for improvement? No, but that doesn’t keep me from finding ways to enjoy what GW2 brings with it – warts and all.

Kyrie eleison…Dies irae, dies illa…Quando judex est venturus

(edited by Soothsayer.9206)

Why are ATs not watchable?

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Posted by: bluri.2653

bluri.2653

(…)

You and Sindrener are being naive. The ASP existed since 2013 or 2014, and I think I can count on one hand how many times it was put to good use.

After HoT when the guild leagues started there were a lot of new teams starting out and competing with each other. There were bigger teams too, I think Abjured took 1st place on NA and Bowscope on EU. What did these shoutcasters do? Nothig.

Even if they started streaming them, you think it’d get more views than Sind or Helseth? Then NA is pretty much dead, knowing how shady that region is I wouldn’t be surprised if some of them were selling info on enemy movement to the highest bidder if it’s in real-time.

It’ll be used once a month for the monthly, best case scenario, but will probably end up being forgotten in 1-2 months.

I’d much rather have the devs work on something that benefits PvP in general like, you know, a 3v3 gamemode. Instead they work on a pointless feature trying to grow a scene that won’t happen. ASP doesn’t bring in new players, new gamemodes do.

You are making it sound like they have to re-invent something that already has existed, I am sure that it doesn’t require many hours to re implement something that has already existed previously – comparing it to developing a new gamemode ROFL.

You are making it sound that just because someone doesn’t get as much viewers as us it is pointless to stream it? It is content either way you put it, and content for other classes than mesmer/thief that people might be interested in. Do you know how many questions I get “Do you know anyone who streams class X?” The only top tier classes that are streamed is thief and mesmer by me and Helseth, who else? So if someone wants to watch something there is no content. Hell even I would apply for ASP to sometimes cast games maybe with helseth instead of having to create a whole tournament just to do it.

Sindrener – Rank55 Dragons/Orange Logo/Team Aggression
http://www.twitch.tv/sindrenerr

Why are ATs not watchable?

in PvP

Posted by: Ben Phongluangtham

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Ben Phongluangtham

Game Designer

Next

The tech needs some adjusting to work, but it’s something we’re working on.

Next season starts 8/22 according to pvp tab

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Posted by: Ben Phongluangtham

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Ben Phongluangtham

Game Designer

We’re hoping to reduce the gaps from what they were in the past. The season schedule is never set in stone though. It’ll change depending on our release schedule.

Game Update Notes - April 1, 2017

in Game Release Notes

Posted by: Mark Katzbach

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Mark Katzbach

Content Marketing Manager

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General:

  • Alacrity now grants 200 to all stats, and speeds up skill recharge by 150%.
  • Fixed a bug that prevented random number generation from being affected by wishful thinking.
  • Random number generation is no longer random. It is now seeded by account name.
  • We have added a Gem Store item that will allow you to change your account name for the low, low price of 2,000 gems. There is no limit on the number of purchases.
  • If you plant Caladbolg in the Grove, you will gain a new Mini Trahearne Backpack. With careful feeding and attention, he will grow up to accompany you on your adventures.
  • Additional beard skins can be unlocked after purchasing Wide Rim Glasses and Shoulder Scarf from the Gem Store.
  • Sylvari now regenerate 1% of their health in sunlight. Requires water.

Elementalist:

  • Fire Attunement now sets the caster on fire until water attunement is cast.

Engineer:

  • A new bomb cannot be placed until all existing bombs have exploded.

Guardian:

  • Reduced longbow skill range to 600. Increased range of projectiles fired by shield skills to 1,200 to compensate.
  • Morality system added for guardians. Failing to remain virtuous will cause you to lose access to your Virtue skills.

Mesmer:

  • Due to time fluctuations, Alacrity can no longer be applied to chronomancers.
  • The following mesmer weapons can now only be wielded in the off hand: sword, scepter, staff, and greatsword.

Necromancer:

  • Minion skills now require corpses. Flesh Golem requires multiple corpses to cast.
  • Fixed a bug that allowed professions other than necromancer to talk to ghost NPCs.

Ranger:

  • Ranger pets now require food. Failing to feed your pet will cause them to leave your kennel.
  • Rangers can now dual-wield short bows.

Revenant:

  • The Legendary Assassin Stance skill Phase Traversal now creates a portal that other players can use to follow you.
  • Fixed a typo: “Facet of X” has been changed to “Faucet of X.” The functionality of this skill has been updated to reflect its fixed name.

Thief:

  • Stealing from NPCs will now aggro town guards if you are seen.
  • Shadowstepping no longer functions in areas with no shadows.

Warrior:

  • Warriors can now triple-wield weapons by slotting a third weapon into their helmet slot.
  • Phalanx Strength now applies Fury, Regeneration, Protection, Aegis, Resistance, Vigor, Swiftness, Quickness, Alacrity, Spotter, Stealth, Super Speed, and Fire Attunement in addition to Might.

Raids
General

  • Infantile mode is now available for all raids. Bosses have 50% reduced health and outgoing damage. Loot from the boss chests consists of two blues and a green.
  • Elementalists now gain a -20% outgoing damage enhancement when setting foot in a raid, until they leave.

Spirit Vale:

  • The Vale Guardian now splits into six colors instead of three.

Salvation Pass:

  • Slothasor is tired of the constant interrupts from his naps and will now enrage, dealing 500% outgoing damage each time he wakes up.

Stronghold of the Faithful:

  • Glenna insists she is not your puppy and will now sometimes refuse to follow players.

Bastion of the Penitent:

  • The Mursaat Overseer now has new chess pieces added to its encounter.
    • Jade knights will instantly stomp any player that is downed.
    • Jade bishops will dash in unpredictable diagonal patterns across the room, claiming all tiles in their path.

Lion’s Arch Aerodrome:

  • The trading-post merchant has been crushed by boxes again. Look for his return when his lawsuit against the Black Lion Trading Company inevitably ends in dismissal.
  • The technician in the Special Forces Training Arena has finished collecting her data and as such does not require adventurers’ aid. She has left the zone and will no longer spawn golems. She was last heard muttering something about DPS meter elitism.

Fractals

PvP

  • Extended our dishonor system to anyone who says “get good” in chat.
  • If a thief kills another thief, they receive 5 minutes of dishonor.

WvW

  • Now when ArenaNet claims an objective, all players inside the objective are invulnerable.
  • World-linked all worlds in NA to Blackgate and every world in EU to Far Shiverpeaks.
  • Killing members of Yak’s Bend will now count toward the Yakslapper title.
  • The tides have risen in the Eternal Battlegrounds. All combat is underwater.
  • The team that controls Stonemist may now send invaders into other worlds’ dungeons and raid instances. Invaders will be represented by a red glow.
  • Epidemic target cap is now unlimited in WvW.
  • Siege adjustments:
    • Removed trebuchets.
    • Removed catapults.
    • Removed shield generators.
    • Removed ballistas.
    • Removed siege golems.
    • Halved damage on flame rams.
    • Doubled damage on arrow carts.

Official Skill Balance Thread: 22 February Update

in Guild Wars 2 Discussion

Posted by: Regina Buenaobra

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Regina Buenaobra

Content Marketing Lead

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Thanks for stopping by to give feedback ask questions!

The formal Q&A / feedback session is over, but as always the team will continue to read your feedback related to the latest update, so feel free to create separate threads with your thoughts.

Content Marketing Lead
Twitter: @ArenaNet, @GuildWars2
In-Game Name: Cm Regina Buenaobra

Official Skill Balance Thread: 22 February Update

in Guild Wars 2 Discussion

Posted by: Karl McLain

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Karl McLain

Game Designer

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Hello and thank you for taking the time to read these messages and respond to the community.

My question is what is Arenanet’s perspective on the skill Epidemic in its current state? I am a passionate WvW player, and Epidemic has been a hotbed issue in our communities for the greater half of the past year. Unlike nearly every other skill in the game, a player is punished if an ally fails to evade or invuln- not the player him/herself! There is no reasonably visible tell for a player to dodge this skill before it hits, and the frustration is compounded by the fact that Epidemic can also be cast on non-player objects and NPCs such as keep lords and siege equipment. Entire metas and gameplay styles have evolved around this single skill and I am concerned that the absence of any changes or reworks of this skill will further push the dwindling WvW player base to its breaking point.

Thank you for reading.

Thanks for posting!

There are some aspects about this skill that we want to fix when we get a chance, such as negative condition duration not affecting transferred conditions (it also doesn’t increase durations, but that wouldn’t be desirable). Some aspects of it are odd and we’ll be looking at certain epidemic targets (such as wvw doors).

The ability (in its design and in-game-play) does what we would like it to, where if conditions stack up you get to condition-bomb everything. With that said, we do want there to be some counter-play available to large groups. In this update, the addition of condition clears when blasting light fields was made in part to help combat Epidemic and area condition spikes.

Cheers,
-Karl

Official Skill Balance Thread: 22 February Update

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Posted by: Ben Phongluangtham

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Ben Phongluangtham

Game Designer

Next

•Disconnecting from a PvP match will now add additional respawn time calculated from maximum possible downed bleed duration for a maximum of 30 seconds. Reconnecting to a PvP match with a respawn time will result in death.

Sorry my english is not the best, but can somebody preferably a dev confirm wheter I am right or wrong at this one and in case correct me if needed.

What I get from it is that if u disconnect is that your respawn time is the equivelant of your character bleeding out+30 seconds maximum? and then if u come back within that timeframe u die?

Yeah, we had an issue where people could disconnect and log back in and if they had a fast drive, could get back into the action faster than intended. This change puts a stop to that.

In PVP how necro fight with every class?

in Necromancer

Posted by: Dirame.8521

Dirame.8521

Fighting Elementalist:
- Pressure them so that they use most of their cleanses at the start

- Strip their boons, especially regeneration and protection

- Always interrupt their Water Overcharge (when they float in a bubble)

- Let them hit you with the immob and bleeds when they are doing their Earth Overcharge (this is the Floaty rock thing) so you can just transfer it back and condi bomb them.

- Keep in mind that they can go invulnerable for a few seconds with obsidian flesh so always get ready to stop spamming when they use that.

Fighting Engies:
Apart from the obvious stuff, here are few things you should know:
- Don’t let them hit you with Electro-Whirl (it’s actually their highest damage attack on hammer)

- Try to continuously corrupt the Engie’s boons (regeneration and swiftness). This will drop their sustain.

- Put condis on them but expect them to cleanse when they are near 50% health

- When they cleanse, you can then put more condi bomb pressure on them.

- They’ll enter Elixir S or stealth when they are feeling the pressure and if they stealth with stealth Gyro, just condi bomb the gyro, or use the gyro as a way to gain deathshroud with your staff Auto.

Fighting Guardians:
- Stay off point. NEVER get close.

- Place the fear mark on yourself so that WHEN they teleport to you, they instantly get feared (this fear mark will work better if you’re using Soul Marks in the Soul Reaping line because then your mark will go through blocks)

- Use your Reaper Shrouds Death’s Charge to block projectiles when you can’t dodge. You can Death’s charge away from the Dragonhunter if you don’t want to get close.

- Save your stability for when they teleport to you with a trap.

- Always be ready to dodge their pull (Spear of Justice). If they hit you with Spear of Justice, instantly enter Reaper Shroud and pop stability, if you don’t have stability, using death’s charge away from them will get you out of range of the pull.

- If they pop stability or convert all your conditions to boons, you can place a well of corruption under them to make them pay for their insolence

Fighting Mesmers:
It’s very difficult to fight mesmers as a Reaper but here are a few tips.

STEP 1: TURN OFF YOUR AUTO-ATTACK. Learn to start pressing your auto-attack yourself. This will make sure you’re not taking unnecessary damage from confusion.

- If they burst you, transfer conditions to their phantasms. It’s alot faster than transfering it to them.

- Be Patient but quick to act. They’ve got so many skills do go invulnerable so you have to really pay attention to your opportunities. There’s a frame before they go into Blurred Frenzy that you can use to your advantage and when they finish blurred frenzy, you have to wait an extra millisecond to hit them because the evade frame lasts a tiny bit longer than the animation.

- And when they decide to block, Fear them if you’re running Soul Marks in Soul Reaping, but if you’re running the meta build then Warhorn is better for getting through blocks.

- Land CC on them and expect them to use Distortion, if they don’t immediately distort, then punish them for that.

- If you go into deathshroud, make sure you have a couple of dodges handy or that you can get yourself away from line of sight because, they will probably immob you and moa you.

- Placing a fear mark on yourself when the Mesmer uses illusionary Leap. This will either make them leap into a feared clone or make them leap into a fear mark.

- Always dodge when their block is about to end. Their block (a pink bubble around the mesmer) lasts for 2seconds and creates a clone if they have perfect line of sight or if you don’t dodge or if they aren’t blinded. So, if you dodge right at the end of it, you will prevent the clone creation. This apparently reduces a lot of their dps.

- Always keep in mind what Signets are active on the mesmer. If the mesmer has 2 signets on their health bar, it means they haven’t used Moa yet and they haven’t used Signet of Illusions yet. Once they’ve used Signet of illusions AND their Continuum split, you can them easily condi bomb them.

I make guides to builds you may not have heard of;
http://www.youtube.com/user/ceimash
http://www.twitch.tv/ceimash

(edited by Dirame.8521)

Necro lack of survivability is unacceptable

in PvP

Posted by: UmbraNoctis.1907

UmbraNoctis.1907

Necro doesn’t force any class out of the meta. It is actually one reason, why engi is played – necro needs it as a babysitter/res-bot to be viable. And yes, necro has decent cleave against downed – which is good, you shouldn’t be able to res everything.

WTB Ranked Qs

in PvP

Posted by: jcbroe.4329

jcbroe.4329

What about Ranked do you enjoy more than Unranked during off-season?

Is it that you prefer climbing a ladder all the time? Or are there other particular reasons.

People generally just give more of a kitten when rank is involved. I just finished a match where we were 200 ahead, and people started DnT (no, not death and taxes, i mean dueling and trashtalking). We ended up narrowing winning by 4 points.

At least you won, and it was a close match, sounds like success to me.

Close match =/= quality match. Even if the matchmaker matches MMR perfectly, it’s only a metric of skill, and not behavior, which only has correlations (a high MMR player can decide to afk, conga line around the map, duel, etc).

Ranked queues create an atmosphere in which people are actively dedicated to playing the objective of the gametype and winning, which is why people are asking for it back right now.

Also, as a person who queued to legendary last season (like so many other people, I’m not special, just sharing my experience), the matches were observably better in player attitude and player game type and mechanical skill as you climbed divisions. Actually, the quality declined in the legendary division, which is assumed to be due to people not taking the game as seriously at that point since they had achieved the major achievements for the season (grinding through legendary multiple times doesn’t have enough reward/prestige associated with it for people to take it seriously).

Jroh | Former SOAC Ranger Podcaster | Platinum Division Top 100 Player
www.twitch.tv/itsJROH For stream, stream schedule, other streamers, builds, etc
https://www.youtube.com/user/JRoeboat

As an ele main; Diamond Skin OP

in PvP

Posted by: Saiyan.1704

Saiyan.1704

Team Conquest is 5v5, not 1v1

  • Why would you 1v1 an ele on point if you play a condition class?
  • Rotate?

It’s the mechanic, not the viability

  • No other trait in the game counters a build-type.
  • No other trait in the game counters a build-type.
  • No other trait in the game counters a build-type.

It’s a terrible, passive, trait mechanic that shouldn’t exist. You can’t justify it.

aka FalseLights
Rank: Top 250 since Season 2
#5 best gerdien in wurld

Bunkers, a consequence of the extreme burst

in PvP

Posted by: Supreme.3164

Supreme.3164

Just a gentle reminder for the devs : do not be misguided and blinded by the apparent truth, have the courage for once to go behind the symptoms , to go to the real causes of the problem. For once dear devs, try to balance the game from an objective point of view rather than simply try to please the angry mob

This guy, month s ago perfectly nailed it :

Vague Memory.2817
Anet trys to balance using self-interested views from the forum rather than being more objective, that is why after a balance patch things just get worse. There are blatant changes that need to be made that focuses PvP on player skill rather than passive or op effects, but they don’t have the courage to make these changes because of the outrage from people who will lose their advantage over others. Anet’s response is to even things out by giving everyone OPness which unbalances things even more.

Ok so no you have problems with bunker mesmer; so ask yourself why mesmers use bunker builds over shatter chrono? The answer is simple : Too much damage flying around and not enough sustain for a shatter build

Dear devs do try to remember how GW2 balance was just after HoT release…there were a lot of power builds like marauder tempest and why all those builds quickly disappeared?…I have two answers : DragonHunter and Power herald, the damage of these two builds is still off the MMO charts ( 12k dmg on a 4s CD + evade and teleport..what?? )

But hey let’s not forget about Reaper and the outrageous chill damage + dmg modifier on chilled enemies..

You have to realize something, dear devs, bunkers exist as a consequence of extreme burst , most professions are cutted out from the dps meta because of overly strong apex predators . To really balance the game, you must, must, must take in consideration both sides of the coin, it;’s that simple

As an ele main; Diamond Skin OP

in PvP

Posted by: Fortus.6175

Fortus.6175

Certainly you can do 1800 damage to us, but lets be honest, with auras healing 1k each, getting back those 1800 isnt too hard.

Binary skills shouldnt be here.

Suggestions could be; apply resistance for 2 seconds (5 secs ICD) when 3 condis are applied.

[GoM] Gate of Madness Server Elementalist|Guardian
Legendary SoloQ

Upcoming Balance Changes: Week of December 14, 2015

in Guild Wars 2 Discussion

Posted by: Gaile Gray

Gaile Gray

ArenaNet Communications Manager

Next

A message from the Balance Team:

As mentioned in our “Road Ahead for 2015” blog, our strategy for adjusting the meta-game in Guild Wars 2 after the release of Heart of Thorns focuses on releasing balance updates on a set cycle – each and every quarter. We began this cadence with the release of HoT in October which undoubtedly changed the way that the game is played across all game modes. In the weeks following the launch of HoT we made a number of tweaks to elite specializations as we began to notice trends that did not align with our design goals.

Today we stand about a month and a half since Heart of Thorns was released, and once again we feel it is necessary to make some adjustments for the overall health of the game. This week we will be making a few changes to address some emergent gameplay that has cropped up across multiple game modes:

General

  • Runes of Durability: Fixed a bug that granted this rune set more boon duration than indicated.
  • Temple of the Silent Storm: Players will no longer be able to interact with Meditations while under the effect of Blur.

Mesmer

  • Echo of Memory: Block duration reduced from 2.25 to 1.5

Revenant

  • Demonic Defiance: This trait now has a 5 second internal cooldown.
  • Radiant Revival: This trait’s functionality has been altered to provide Infused Light for the revenant, instead of the downed target. This trait now grants the revenant 10% bonus revival speed.
  • Coalescence of Ruin: This ability will no longer hit over the maximum number of targets (5). The cascade will additionally cease its progression if it hits the maximum number of targets.

As a note, not all of the changes listed above will be in the first build on December 15, but instead in a hotfix that will happen shortly afterwards.

Balance itself is an iterative process and our work will be ongoing. We’re taking a hard look at the ways players are experiencing content across the game (raids, fractals, open world, PvP, and WvW) and we’ll be making adjustments accordingly.

Our next major balance update will be released at the end of January, and after the new year we plan on sharing the high-level details of those changes, giving you an opportunity to provide feedback to our design team.

Gaile Gray
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet

ESL Final Twitch Views

in PvP

Posted by: Phaeton.9582

Phaeton.9582

Lol at this necro post

Jebro alone sat on 3.6k all the games I saw this evening.

Could be 5 figures next season if things keep growing.. The dream is real!


Phaatonn, London UK

But of Corpse is back?!?!

in Necromancer

Posted by: Bhawb.7408

Bhawb.7408

Blackmoa did, definitely noticeable lol.

But of Corpse – Watch us on YouTube
My PvP Minion Build

Who is running without VP in PvP?

in Necromancer

Posted by: Bhawb.7408

Bhawb.7408

@bhawb, What’s wrong with spectral wall with the spectral traits?

Doesn’t properly increase duration. Every other spectral skill has all its effects increased by 50% (boons on armor/walk, chill duration on grasp), but SWall only has its duration of the wall increased, the protection and fear both stay the same. Of course the skill is generally mediocre, but that fix plus the protection duration refreshing, maybe touching up the fear or wall thickness would make the skill interesting because of the protection synergy with SWall/SA.

But of Corpse – Watch us on YouTube
My PvP Minion Build

First Reaper nerf of the expansion!

in Necromancer

Posted by: Flumek.9043

Flumek.9043

What if Blighters Boon just becomes MIGHT ONLY ?

“When you gain might, gain 1% lifeforce(or XXX if OP). When you gain might in shroud, you are healed for XXX ammount.”

Theme:
“Necro always had offensive defense – like weakness instead of prot. So youre supporting your necro by building offense.”

Reality:
Might is stacking so its not worthless AND it erradicates all other easy short pulsing stuff that flies around. Might is also the only one a necro can make, I mean retal from axe is second spot with 5% MAX case.
“You want to burst heal your necro cz hes a pingpong ball and cant heal him in shroud? Do some might.”
“You want to perma passive sustain with everything? Sry, necs cant have nice things

I always supported idea of blighters boon, not only because its fair linear scaling defense , but if the healing in shroud is a too high value – it was double that of AH healing guard- you can just balance shave the heal from 120 – 80 – 40 – boom 60 perfect spot.

PvP guild [YUM] -apply- (EU) http://muffinspvp.shivtr.com/

First Reaper nerf of the expansion!

in Necromancer

Posted by: StAllerdyce.3941

StAllerdyce.3941

I’m fairly confident that boons will still apply their effects to necromancers even if this trait is not equipped.


The thing I loved about BB up until this change was that it solved a fundamental design flaw with necromancer, which was that it’s a snowball profession: up until you have sufficient life force, you’re basically as harmful as a snowball, and you melt just as easily. Once you’ve built up a sufficient amount, you become an avalanche, and very hard to stop. This is really bad design, as it frustrates both the player, who feels impotent at the start of a fight and needs to hang around the edges being useless, hoping you don’t get jumped because you have no damage mitigation and no escapes, and for the necromancer’s opponents, who blow all their cooldowns to get the necro low only to watch them pop into a full shroud, and they have to do all that damage over again.

BB solved this problem by allowing you to build up life force quickly at the start of a fight, but with yesterday’s change it’s become significantly worse at LF generation, although it’ll still provide decent healing for you while you’re actually IN shroud. This makes it a “win more” trait: if you’ve already got enough LF, equipping this makes you even harder to kill. If you don’t have enough LF, equipping this now does pretty much nothing! Sure you might get a few sigil procs and Strength rune procs off it as well, but Reaper’s Might is still the only consistent boon self-application necros have and it’s gated behind Shroud – meaning BB is a practically a blank trait slot until you’ve built up life force through other means!

I signed in specifically to agree with this. Since so many of Necro’s boons are generated by going into or staying in shroud — and conversely, so few are generated out of shroud — the Life Force gain portion of Blighter’s has been almost completely gutted by this change. The health gain doesn’t make up for it. Are there any intentions to change that half of the trait…?

Stuck with One Gem

in Players Helping Players

Posted by: roachsrealm.9284

roachsrealm.9284

omg, of course.

#morningbeforecoffeenoobmoments.

thank you.

Smitten Mittens (The Gothic Embrace [Goth], Fort Aspenwood)

Stuck with One Gem

in Players Helping Players

Posted by: Zalladi.4652

Zalladi.4652

You can transfer it into gold (or maybe, 2 silver) by clicking the bottom right icon “Custom Exchange/Amount” when on the gold to gem transfer page of the gem store.

Stuck with One Gem

in Players Helping Players

Posted by: roachsrealm.9284

roachsrealm.9284

How can I get rid of it?

ocd trigger: its sitting at ONE, cmon.
value trigger: I have something of value that I cannot use for anything. no one wants my shiny old action figure.
frustration trigger: there is no system set up to deal with this.

I’m afraid of getting stuck in a loop of always having 1 extra gem sitting in my wallet. Can there be a way to get rid of this single gem?

Smitten Mittens (The Gothic Embrace [Goth], Fort Aspenwood)

Update Life blast to Plague blast Why not?

in Necromancer

Posted by: bile.7560

bile.7560

I would really like this to be altered and I am happy to accept a lower damage no. in order to receive it.

As it currently stands, It’s fantastic when it lands, yet often doesn’t due to the high number of classes with access to multiple block/evades and invuln as well as shadow steps ect.

Perhaps this is something you could trial in the beta weekend Robert?

Minions Need One More Thing

in Necromancer

Posted by: striker.3704

striker.3704

No, what Minions need is to not be destroyed by the MM transforming.

Seriously, I am so sick of being completely and utterly shut out of a match if the enemy has a single engineer or Mesmer. They just chase me around all game, moa me, and kitten all over me and there isn’t any counter play to it. I just get straight kittened.

D/S/R necromancer F/A/T elementalist
S/I/F engineer Z/R/D guard

Funday Monday#7 - Summoning all Necromancers

in Necromancer

Posted by: Dirame.8521

Dirame.8521

ESL Funday Monday

On August 31st, we’re summoning all Necromancers from the dark depths of the Underworld to battle each other for the top spot in our Funday Monday cup!
This is the 5th class specific cup so keep your eyes peeled for your favourite class, because we do these quite often or take advantage of the opportunity to really test yourself at the Necromancer!
The top two players of each class will go into our grand final, where they will compete for ultimate victory. Who will prove themselves master?

If you have any ideas that you would like to see in a cup, you can contact us on Twitter, Facebook or the forums!

Region: EU
Date: August 31st
Time: 2PM EDT // 11AM PDT // 20 CEST
Prizes: 2000 gems first place, 800 gems second place. Only if we have more than 16 participants
Spots left: 32
Info/Signups

The rules specific to this cup are:
- Banned Amulets: Celestial, Soldier, Crusader, Cavalier, Knight, Settler, Barbarian, Sentinel, Cleric and Magi

- Necromancers are not allowed to have more than 20% life force at start

- No elites over 120 seconds

- No Dwayna runes

- Map: Forest of Niflhel – Beach area

- RO32 and RO16 are Bo1, Quarters and Semi-Finals are Bo3, Grand-Finals are Bo5

If you have any feedback or questions, be sure to leave a comment!
Hope to see you there!

I make guides to builds you may not have heard of;
http://www.youtube.com/user/ceimash
http://www.twitch.tv/ceimash

(edited by Dirame.8521)