Showing Posts For repeller.7193:

Minions Shouldn't Be Killed.

in Necromancer

Posted by: repeller.7193

repeller.7193

Ranger is the pet class. The dev’s will never allow any other class’ pet equal or better usefulness. Minionmaster builds are supposed to be sub-optimal for most Necromancer play. For PvE farming, minions are there to make up for lower direct damage and burst capability. I have no problems using a pet or two on a conditionmancer variant to speed farming. I have tried minionmaster builds and run into the same limitations but firmly believe Necromancer will always be sub-optimal as a pet class. Look at the trait tree.

It doesn’t need to be as strong; a ranger has so many more options with a single pet, not only is the pet stronger, more useful, they can be swapped out at any point in time, controlled, can get you up, can be built like tanks whereas us necros have 7 pets, one of which a lot of people don’t use (bloodfiend), another of which is immobile (flesh wurm), and the rest doing not only little to no damage but also are extremely agressive and can take about 2 hits before dying. Oh, but wait! They steal life and give it to us! Well, they do but healing power does kitten for necros. I can link you to a reddit forum post showing exactly how bad healing power is for necros, but I assume people have seen it already.

I’m not saying that necros should be as strong as rangers but they should at least be a bit more viable with the MM build. Currently, I do not personally believe they have fixed the AI bug where they’re overly agressive, I was literally just in a fractal where my minions started ganging up on one mob when I was clearly several yards away from an enemy. If they don’t want to fix the AI bug or they cannot? That’s fine, at least do what I have suggested. It’s pointless for them to leave the class unfinished. There are many, many more problems with the MM build.

In 1v1 the enemy will always move around. It take forever for that 3rd attack to happen. And even when it does it often misses. And even if it does hit, the cripple lasts only a few seconds.

And do you know that if your enemy kites away from your Flesh Golem long enough, that cripple combo chain was “forgotten” and never happens? This might be a bug but I had seen this many times.

Its up to you as the MM to use your CC to get your minions on top of the enemy. That is the biggest focus of the counterplay when you are playing as/against an MM, can I stay mobile long enough to keep the minions off me and kill them, or will they lock me down before that. That battle of mobility is a main factor, and as a good MM you should be able to use the large amount of CC I listed to win that battle.

Its really not that hard to lock people down as an MM.

Easier said than done. This is provided that your squishy-as-hell minions are not destroyed in battle. Not only that, I’d in order for me (with my current build) to stop an opponent long enough for my minions to physically get on top of him, I’d need to wait for my golem’s charge or have my dagger equipped. Otherwise they can easily snare me or run. Let’s also not forget that considering how kitten the golem is, there’s a 25% chance he will actually hit the target and not miss. Seriously, is it just me or does my golem miss more than it should? He at times he’s attacking then charges the opposite of the enemy.

minions are not as bad as you think

in Necromancer

Posted by: repeller.7193

repeller.7193

You shouldn’t use the blood fiend, he’s pretty awful considering with the correct traits each and every one of your minions can just recreate the same effect. Minions aren’t terrible by any means, but their response time is slow, cooldowns are a pain, casting is a pain, and their HP is miniscule. As far as damage goes and the utility of CERTAIN minions, they’re kind of okay. There are just some flaws with how they’re designed. I for one would definitely trade damage for much more survivability or lower-no cast times.

https://forum-en.gw2archive.eu/forum/professions/necromancer/Minions-Shouldn-t-Be-Killed/first#post1358387 <- This is my suggestion for minions. Check it out.

Minions Shouldn't Be Killed.

in Necromancer

Posted by: repeller.7193

repeller.7193

Thats really not a bad idea. If they refuse to give our minions any kind of aoe resistance or survivability to not be insta killed by bosses and aoe’s, at least lower the cooldowns dramatically and make them pop back up automatically. Or make the CD start when they are summoned not when they die. Something, ANYTHING.

Also, I take advantage of the fact that they’re weak with that Death Nova (?) skill that leaves a poison cloud when they die. It’s really kitten useful, especially considering how weak it is and how much damage the poison can actually do. Combined with the decent amount of damage that the bone minion explosion can do, along with the uselessness that is the Jagged Minion (the trait one), it is an extremely useful talent.

Minions Shouldn't Be Killed.

in Necromancer

Posted by: repeller.7193

repeller.7193

Thats really not a bad idea. If they refuse to give our minions any kind of aoe resistance or survivability to not be insta killed by bosses and aoe’s, at least lower the cooldowns dramatically and make them pop back up automatically. Or make the CD start when they are summoned not when they die. Something, ANYTHING.

This helps too. Having a cooldown when the minion is summoned could work. I think that it’d be hard to impliment. I can’t exactly explain where I’m getting at LOL but it might be hard for them to impliment that. The way I pictured your idea, it’d have like a hidden cooldown so if I were to cast (I.E. I cast bone minion, 8 seconds later Putrid Explosion skill twice, how would the game know that I had the minion out for 8 seconds and how would it take the cooldown off?).

Regardless, as it stands the MM build is pretty kitten. A lot of things weren’t designed well, hell, I’d say signets were more better thought out than the minion skills.
We deserve better than this. There’s no other class in the game with so many ideas that were just dropped half-way through. We have too many skills that don’t work well together and are forced to mess around with them.

Minions Shouldn't Be Killed.

in Necromancer

Posted by: repeller.7193

repeller.7193

I’ve played the minion build since release and a huge problem about having minions is not only their kitten AI and their ability to somehow steal aggro from myself (we’ll dismiss those for now and assume it gets fixed sometime in the near future), but also the fact that you have to literally keep both of your eyes on that cooldown number to finally reach zero to finally resummon them again (to watch them die).

I can understand the design choice they made with the minions, they’re not really supposed to last very long, but, hear me out on this one, it’s the biggest pain in the kitten to resummon them if they die. All I ask for is one of the two:

I) Make them not die, make them work in the same way ranger pets do in the way that if their health bar reaches zero, they do not die, they simply just follow you until they regain their health (or in this case until the cooldown on the minion is finished.

II) Make the cast times little to none on either the minions’ abilities or the minion itself. The necro’s cast time is a lot longer than that of other characters in the game. The fact that I need to cast my bone fiend twice to get access to an immobilize that works quite literally 50% of the time or the fact that I need to cast the Shadow Fiend twice to get a blind that lasts one hit and is on a 30-some second cooldown is quite annoying.

It’s not a tall order. As it stands, the MM build isn’t exactly 100% viable, but this’ll definitely help out quite a bit.

(edited by repeller.7193)

Make Minionmaster like in Beta

in Necromancer

Posted by: repeller.7193

repeller.7193

Minion Master is a slightly viable build. I’ve been playing it since launch and have made a hybrid CM/MM build that gets by. You need to play it correctly, though, your pets aren’t there to absorb your damage. In PvE, you’re supposed to tank it while your pets try to recover what health you lose. In PvP, it’s extremely useful as most people don’t aim for pets, therefore, many CC skills won’t render you useless (your pets can still hit them if youre being CCed essentially).

For the record, this is my build:
http://www.guildhead.com/skill-calc#mzVm0czM0oNommo0ommG0xG0VsMaqMk8070V7kIM70V7owZ

Necromancer is not equal

in Necromancer

Posted by: repeller.7193

repeller.7193

Basicaly there is that combination of glitched traits/nerfed skills/underpowered on purpose skills/unrefined mechanics that make the necromancer a class that anet should refund the player for using.
For one healing and condition builds go unrewarded without even a honorable mention.
The system doesnt reward any healer and condition dmg isnt fast enough to tag a mob hit by a berserker,who goes off hoarding profit while you get nothing.
Next is the blood trait line,which while it does work anet has the ammount of healing nerfed down to prevent bots from using them for farming.
Condition base durations are horrible enough to see other classes load stacks a lot faster and with larger durations by default.
DS besides beeing a glutch cheapskate solution since it was our downed state originaly,is also too slow and short ranged for what we need it do.
Downed state makes you a victim since all the other classes have stability/stealth options to come and stomp you,and your puny fear cant do anything about it.
And final the lack of a power weapon,all the other classes can dish raw dmg and get rewarded by it.
Necromancers on the other hand have to unload the entire staff skill set just to tag for a kill.
Bottom end is necromancer in its current form is just a brick of hp which every enemy aims for (had a jq on a ballista haveing me locked for 45 mins and shooting at me only) because you are the no threat badge.
You use too many skills trying to do something the rest classes do raw stat numbers and it isnt working

And the list goes on and on and on and on…..

This. 100%. As a necro you’re limited to such a small amount of skills (and subsequently a small amount of builds). Not to say that there aren’t good skills. In my eyes, the Necro is pretty okay in PvP. In other words, they get by and are passable, potentially deadly if played correctly. But, the fact remains that the Necromancer is a unrefined class.

Not only that, but because healing is not scaled well at all for necros, our massive HP is basically useless as if we’re damaged, we have little to no way of recovering from it.

Checkpoint Button Popping in and Out.

in Bugs: Game, Forum, Website

Posted by: repeller.7193

repeller.7193

To make it short and sweet: Something that happens a lot lately in Fractals is the Checkpoint button (that appears when you die) seems to disappear (and MAYBE) reappear quite often. It’s not because the members were out of combat, it just seems to do so.

It’s also not happening to just myself, in fact, in a group I was with, the other members could not tele to the nearest checkpoint at all. I was the only one alive and clearly out of combat (my health was regenerating) for several minutes.

why do people hate magic find?

in Guild Wars 2 Discussion

Posted by: repeller.7193

repeller.7193

It’s a bit unfair for the rest of the group when someone traded a stat for something that only affects himself/herself. That’s just my take on the MF gear. It’s tough to say whether or not it should truly be taken away from the game. It should probably just be rethought of in a different form. Perhaps maybe another consumable (like the one bought with gems) that gives magic find?

[Report] Players Kicking at End of Fractal

in Guild Wars 2 Discussion

Posted by: repeller.7193

repeller.7193

Anet should make kicking allowed when at least 3/5 agree.
As it is now, 2/5 is just not right.

I’m not taking any side here, because I don’t know the whole story, and people usually tend to make their own case as the TRUTH. But it’s funny, that if the kicked players were so “noob” and bad at fractals why did the kickers keep playing with them? And all the way to Maw? You, the kickers, could simply leave earlier or kick earlier!?!?

And if they were bad players, you all still managed to get to final boss anyway! Why kick there?

It sounds like some childish immature kids.

Oh, but didn’t you read his defense? Don’t worry. It’s only Fractal 8. Oh, and someone might be less skilled than desired at running it. The poor guy! However will he get through his game career with such unqualified plebes infesting his loot hose.

Yup, maybe I was bad, but the fact of the matter is it’s a low-level fractal level, you know? The level that less-skilled players go to?

[Report] Players Kicking at End of Fractal

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Posted by: repeller.7193

repeller.7193

Anet should make kicking allowed when at least 3/5 agree.
As it is now, 2/5 is just not right.

I’m not taking any side here, because I don’t know the whole story, and people usually tend to make their own case as the TRUTH. But it’s funny, that if the kicked players were so “noob” and bad at fractals why did the kickers keep playing with them? And all the way to Maw? You, the kickers, could simply leave earlier or kick earlier!?!?

And if they were bad players, you all still managed to get to final boss anyway! Why kick there?

It sounds like some childish immature kids.

I can’t convince you I’m right, I’m sure just by reading it you can probably see who’s story is more believable. Either way, this wasn’t meant to be this dramatic, I just wanted people to avoid this person and his friend in particular.

[Report] Players Kicking at End of Fractal

in Bugs: Game, Forum, Website

Posted by: repeller.7193

repeller.7193

It’s against the rules to assassinate a character’s reputation. It’s best left in private in reports to anet support.

That said. I don’t think I’ll group with people from SoR any time soon.

Didn’t know that, it’s a bit late now considering he’s replied in the thread. Regardless, have fun, it’s an enjoyable read.

[Report] Players Kicking at End of Fractal

in Guild Wars 2 Discussion

Posted by: repeller.7193

repeller.7193

Listening to him trying to defend himself is like listening to a ghetto kid defend his latest stabbing.
“wuteva i do what i want cry more noob”

He’s embarassing himself.

[Report] Players Kicking at End of Fractal

in Guild Wars 2 Discussion

Posted by: repeller.7193

repeller.7193

I think it is more appropriate to put this problem under general discussion, because other players may face the same problem.

https://forum-en.gw2archive.eu/forum/support/bugs/Report-Players-Kicking-at-End-of-Fractal

Thanks.

[Report] Players Kicking at End of Fractal

in Bugs: Game, Forum, Website

Posted by: repeller.7193

repeller.7193

That’s like the worst thing I’ve ever seen happening. It almost tops me getting kicked out of Nr2 because I dared to go to the toilet.

Anyhow:

You should be very ashamed. Just because someone’s not uber pro, they still helped you to run the fractal until the Maw. What kinda person are you to kick them? That comes from someone who’s at fotm 34 and constantly drags people up to at least 20 with 0 AR. I don’t see how that is a problem. Especially if you already made it to the Maw anyhow.

People like that should be banned on the spot.

The thing is; regardless of whether I was good or not, I was given zero warnings and the other 3/5 of the other members were kicked. I wonder who else it would’ve been other than the two pals in the same guild. Anyway, the guy is obviously worried aNet will take action as he scouted the entire forum to find this post which is rather impressive.

Oh, and it’s called the search bar. You told me you made a post, so I searched my name to post my initial response above to straighten it out.

I didn’t know there was a search bar. Either way, I find it disgusting that you’re even defending yourself. If you truly weren’t guilty you wouldn’t even have any intent on straightening anything out.

[Report] Players Kicking at End of Fractal

in Bugs: Game, Forum, Website

Posted by: repeller.7193

repeller.7193

That’s like the worst thing I’ve ever seen happening. It almost tops me getting kicked out of Nr2 because I dared to go to the toilet.

Anyhow:

You should be very ashamed. Just because someone’s not uber pro, they still helped you to run the fractal until the Maw. What kinda person are you to kick them? That comes from someone who’s at fotm 34 and constantly drags people up to at least 20 with 0 AR. I don’t see how that is a problem. Especially if you already made it to the Maw anyhow.

People like that should be banned on the spot.

The thing is; regardless of whether I was good or not, I was given zero warnings and the other 3/5 of the other members were kicked. I wonder who else it would’ve been other than the two pals in the same guild. Anyway, the guy is obviously worried aNet will take action as he scouted the entire forum to find this post which is rather impressive. The worst part is, realistically this guys probably going to get away with it, but I’m hoping if the issue is raised enough, then aNet is going to take action against these idiots.

[Report] Players Kicking at End of Fractal

in Bugs: Game, Forum, Website

Posted by: repeller.7193

repeller.7193

Sorry, I wasn’t exactly so sure on whether or not I should post this on this forum. Anyway, two players kicked the entirety of a group at the end of Fractals (without reason, of course). Coincidentally, I happened to catch their IDs, IGNs of the characters they were playing, their guild and (possibly) their servers.

EDIT: I PMed the guy; he claimed it wasnt him at all regardless of the fact that I was indefinitely the last person to be kicked.

EDIT 2: If someone could please relocate this to the General Discussion forum, that’d be nice. This was posted in the wrong forum.

(edited by repeller.7193)