Showing Highly Rated Posts By ronpierce.2760:

RNG and Grind in GW2 is not that bad

in Guild Wars 2 Discussion

Posted by: ronpierce.2760

ronpierce.2760

Just because some games have even worse designers doesn’t make the rng and grind in gw2 acceptable…. It just means it’s not the worst contender. Also GW2 is aimed for a us/eu audience, the audiences who least enjoy long terrible grinds.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

E-Sport has to stop...

in PvP

Posted by: ronpierce.2760

ronpierce.2760

This whole Anet hosted E-Sports stuff has to go, we were wanting more balance updates than 1 per month (Every other bein but fixes, thus 1 every 2 months). Pax put a halt to big changes and left us in the worst meta the game has seen for longer than it should have been showcased. I’m all for pvp events, but don’t let it take away from development. There is far too much to be looked at currently for taking long development breaks just to have month+ long pvp events.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

[Idea] Sun-God Armor!

in Guild Wars 2 Discussion

Posted by: ronpierce.2760

ronpierce.2760

(The post would read)
This just in!

Marvel in these new armor sets forged by the Sun Gods themselves. These reclaimed artifacts will dazzle allies and enemies alike in their brilliance. Each god-touched piece of perfection radiates in golden glitters of purified magic, of which, only a god can harness it’s power…. it’s might… it’s beauty. Are you prepared to become a Sun God..?

Introducing… Sun Blessed light armor woven entirely from light… Sun Hide medium armor stitched together by the flesh of fallen sun gods… and Living Sun Plate, armor forged from liquid sun to create an impenetrable barrier between the soul of the wearer and the wicked world that surrounds them.

For only 800 gems per piece, you can bask in the glory. Once you’ve obtained all 6 pieces, you obtain the title “Sun God”.

Edit: Updated the original post with the female sets! Enjoy.

Attachments:

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

(edited by ronpierce.2760)

Make Life Blast pierce baseline (3).

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

Hey all, I just wanted to throw this out again, because it’s frustrating to me. Basically to be a power Necromancer and it actually be worth a kitten , Unyielding Blast is essentially mandatory, and it bothers me a lot.

Anyways, quick suggestion, which could be applied even to Reaper:
Make Life Blast Pierce 3 targets. (Hit 3 max)

Make Unyielding Blast: Shroud skill 1 causes 2 vulnerability for 10 seconds, and increases the number of targets that can be hit by 2, to 5.

This could work with the cleave, and piercing, but allow some actual decision here if the vulnerability and extra targets is meaningful to you versus other traits. Currently, there’s almost no wiggle room, which is such an easy issue to solve.

Hopefully I can get some backing on this, because it’s been a huge frustration of mine with any power build on Necromancer, and base Lifeblast since I’ve started this game, practically.

Thanks for listening,
High Warlord Sikari

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

SoV Nerf. ;)

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

Necromancer
•Signet of Vampirism: The active life-siphoning effect of this signet can no longer be applied to inanimate objects, such as WvW gates.

I just wanted to point out, after all our anger and frustrating with SoV being terrible and useless. They found a reason to nerf it. That is all. <3

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Sikari's Push to Revive the MM Necro!

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

Intro (Expect a long read. I love this set up, but it needs love and attention. There’s no TL;DR, this is for the people who care about the future of MM, and for the Devs. Thanks for your time, feel free to be a part of it!)

Hello everyone, it’s High Warlord Sikari, many PvPers have come to know me as a stand-out Minion Master Necromancer. I’m trying my hardest to increase viability to this wonderful potential build, but we need the eyes and ears of ANet. For too long the build has been over shadowed by Power Wells and Conditions as for viability, mostly due to intent of minions not matching viability options. Since June 25th that has been increased in the gap. I’ll lay out the thicket of the minion master, here, and let’s try to get it the attention it deserves! The following will have everything I can detail for the Minion master, including recent changes, effective builds, suggestions/concerns, and anything you personally feel is important.

(About me: Most of my credibility comes from 1v1/SoloQue as well as Live Casted 1v1 Tournament Events. Currently 605 on Leaderboard.)

-Additional note, I keep in contact with JonathanSharp providing him with community feedback as well as other information in regards to the Minion Master as a whole.


Overall Design
The intent of the Guild Wars 2 Necromancer is to use summoned minions to deal harm to enemies, provide additional utilities, but overall be disposable. This means the developers consciously decided that pets should not have 100% up time, and that the class was built around them being a utility, not a major source of their raw DPS in a sustained fight, and that them going under is all part of the plan. Now, that’s all well and good, but there’s a core problem with that logic. The traits don’t support that.

The fact is, a real “Minion Master” build, which is something that by design of the game should be very viable, doesn’t work, and only Hybrids that use things like Flesh Golem as an elite, or Bone minions just for the explosion, which is a pitiful excuse for minions. Needless to say this design is flawed. Our minion traits are so bloated, if we want to run with minions, at the least, about 4-5 major traits need to be sunk into them. Again, this would be fine except when they are down (3 of which are sacrificed when used) we are running around almost traitless.

Further more, our traits weren’t really designed for them to be killed (minus one). With needing to invest so many traits to make them viable, we find that with them dead or if we try to hybrid and use fewer pets, those traits begin to dwindle, especially seen in the blood region. HP siphon from pets, pets taking conditions, Pets ripping boons (death) etc are all useless with few pets or when they’re dead. And if you plan on running Blood the slightest amount of AOE kills our sources of healing, which is what we use to offset the lack of stun breaks, vigor, protection, you name it. So, they want them to be disposable, but that really puts us in a rough spot when asking “why”? Unlike and other build’s pets, they don’t have a duration, and a mass majority of their use requires almost full up time. As for damage, we lose a lot of damage speccing into them as the Necromancer. The damage from minions is less reliable, and lower than Phantasms, and our damage is lowered to off set the traits we had to spend to make them even close to useful.

All that needs to be done is change the mind set a little bit. 3 of our minions are disposable by nature. Why not get into the mind set that some of the Minion Master’s minions are meant to be sacrificed, while others are not, then we’re not so forced into a hole where many of our pets are being blown to bits as soon as they look at an enemy or zerg. I’ll explain what steps need to be taken below, and hopefully my vision of a better tomorrow for Minion masters will start to make sense, and we can bring the one man army build to some sort of viability.


High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

(edited by ronpierce.2760)

RNG and Grind in GW2 is not that bad

in Guild Wars 2 Discussion

Posted by: ronpierce.2760

ronpierce.2760

Also, WoW was designed with grinding in mind. People know to expect it every few months. However their grinds, while more, are shorter. Thus they become more GRATIFYING (and why WOW was criticized for spoiling the mmo community with all of its “instant gratification”). The thing is, many small grinds are okay because you feel rewarded. In gw2 you can’t even “grind” for half the stuff you want. You end up grinding gold to buy it all because the drops are very unreliable, hence no gratification until the very end of a looooong road for just 1 reward (say, a legendary). And for most, it’s just not worth it. Grinds need some satisfaction to justify continuing your grind. And to be frank, grinding ascended/legendaries in gw2 is both boring and unsatisfying.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Flamekissed: Before and After

in Guild Wars 2 Discussion

Posted by: ronpierce.2760

ronpierce.2760

Hopefully we can now move on with original and high quality armor releases~

This just in!

Marvel in these new armor sets forged by the sun god’s themselves. These reclaimed artifacts will dazzle allies and enemies alike in their brilliance. Each god-touched piece of perfection radiates in golden glitters of purified magic, of which, only a god can harness it’s power…. it’s might… it’s beauty. Are you prepared to become a Sun God..?

Introducing… Sun Blessed light armor woven entirely from light… Sun Hide medium armor stitched together by the flesh of fallen sun gods… and Living Sun Plate, armor forged from liquid sun to create an impenetrable barrier between the soul of the wearer and the wicked world that surrounds them.

For only 800 gems per piece, you can bask in the glory. Once you’ve obtained all 6 pieces, you obtain the title “Sun God”.

Attachments:

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

(edited by ronpierce.2760)

E-Sport has to stop...

in PvP

Posted by: ronpierce.2760

ronpierce.2760

H’erp uh… D’erp… Like… Durrr…

No, common sense says if a game isn’t in a good place for e-sports, and needs a lot of help balancing, you don’t push it into something it isn’t ready for and hold balancing off. Like I said, dev hosted pvp events are fine, but don’t throw fixing the game to the curb just to do so.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Flamekissed: Before and After

in Guild Wars 2 Discussion

Posted by: ronpierce.2760

ronpierce.2760

QQers made them change it.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Remove downed state from PvP.

in PvP

Posted by: ronpierce.2760

ronpierce.2760

Exactly what Deejay said. Downed state is an enabler for:

- Being Carried
- Playing super glassy builds and not caring enough about your own life.
- Punishing good players from fighting multiple lesser skilled enemies due to an artificial wall that isn’t fun.
- Promotes team imbalances and other general post-death imbalances.
- Besides, regardless there’s nothing “interesting” or team-playish about picking people up off the floor. The fun is supposed to be in the combat, not rubbing a guy’s leg because they’re bad and Numbers > Skill and coordination.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

CDI Topic: Rewards in PvP

in CDI

Posted by: ronpierce.2760

ronpierce.2760

Should we break open our boxes or leave them closed for now? That’s what I want to know.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

More Torment Please

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

I still want Brain Freeze trait somewhere accessible that makes chilling an enemy inflict confusion or torment :P

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

This week's spec teaser is up: Thief

in Guild Wars 2: Heart of Thorns

Posted by: ronpierce.2760

ronpierce.2760

Still could be rifle.

Attachments:

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

June 11th Patch Notes - Necromancer

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

Moa/Transforms still kill every MM pet, too. Which is fun and exciting for the game.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

RNG and Grind in GW2 is not that bad

in Guild Wars 2 Discussion

Posted by: ronpierce.2760

ronpierce.2760

All this game IS is kittening economics. There’s no real game to it because nothing is really obtainable without sinking tons of time and money into it. And that’s… pretty much it.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Sikari's Push to Revive the MM Necro!

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

Things We Need:

Minions
- Disposable minions need a much shorter cast time in combat. The 1.5 second cast time is brutal with the amount of CC, and interrupt. It feels to me that the reason they have such a long cast time is because they’re minions without a duration. But that conflicts with what they want for disposable minions. If Bone Fiend, Shadow Fiend and Flesh Golem became tankier in combat and noted as the “Combat Minions” that are not disposable, it would make sense to leave their cast time alone, or even raise it to 1 3/4.

- Make the three non-disposable minions have more toughness and slightly more HP so that they can stand in a fight for longer than a few seconds before being demolished.
-Perhaps bring down Flesh Golem’s damage slightly to make it more fitting as a long lasting pet.

- Fix Shadow Fiend’s HP flat out, and make their activation ability more fluent.

- Provide some Anti-Conditions and Some healing to minions so that they don’t die so often in standard AOE. Currently anything in a fight over 1 person, or a single player with a strong enough AOE build, you’ll be minionless (and in turn, traitless) a good majority of the fight, struggling with long cast times and a lack of defense and lowered personal offence, all in a bunch.

- Flesh Golem should also cleave on attack. This would provide a little more AOE to the build and take minions a little further out of the “single target ONLY” range, especially if the damage is lowered, it would be incredibly useful to the build as a whole.

Traits
-The overall healing of Vampiric Master is fine, assuming a full set of pets. Half the syphoning done by the 3 disposable pets, and make the longer lasting pets siphon for 50% more so that we don’t end up feeling trait less AS frequent.

- Greater marks also puts a damper on Minion Masters. One of the only ways to play a viable MM with a staff, but Greater Marks is far too mandatory to play without. Not a single Necromancer in the world would be less than pleased if it became either baseline or an early adept, as well as liven up other death minors. I propose:
Death Traits
-“5 point changed to “Spreading Corruption: Increases the area effect of weapon abilities.” (So greater marks goes away, unblockable goes to 20% staff cd reduction. Dagger 5 and Scepter ground target aoes get a little bonus to radius, but not as much as staff marks).
-15 pt. “Deadly Strength” keep it the same, but lower it since it’d be more useful to most builds.
-25 pt. “Reanimator: Increases Toughness by 25 per active minion. When a minion dies, summon a Jagged Horror in its place.” Doesn’t summon Jagged Horrors for dead Jagged Horrors (This works here since both Grand Masters are minion based, it at least makes a little more sense)."

-Change Flesh of the Master from “Increases Minion HP by 50%.” to “Increases Minion HP by 50%, and 50% of the direct healing done to the Master heals all active minions.” (This is siphons, Heal abilities, and regen.) This helps against AOE, makes traits synergize, and provides some clever thinking on Heal uses to protect useful minions.

- I also feel like minion DPS is a little too high, especially with better up time, so Training of the Master would be a good place to fit this next part. Changing it from +30% increased pet damage to “Increases Minion damage by 20%, and minions remove 1 condition from themselves every 5 seconds.” would take some of the damage away from the minion masters, but help them survive in the thicket longer so that they CAN do the damage, lower the 1v1 threat, but increase team play viability.

Weapons (Stuff that indirectly effects us.)
- Currently, I feel like focus 5 (Spinal Shivers) is far too long. Necromancer does best when in an enemie’s face with a majority of our weapons that allow an off-hand. This means we have too many chances for it to simply fail due to fighting in melee, such as them walking through us as we begin to cast it, or if they do so as it ends, or it gets interrupted, which is easy for a long cast. Plus the major focus of it is to remove boons. Casting for 1.25 seconds to remove 3 boons is too much. It just needs to be faster.

- Dagger 5 I don’t use but I feel like it’s collective cast time+animation time is a bit too steep.

- Warhorn 4 as an interrupt triggers a bit too slowly, especially for the cool down. .5 second cast makes it a not very skillful ability when trying to interrupt an enemy heal, it ends up being down to luck.

Death Shroud
- Death Shroud NEEDS to accept heals when in use. Our “Defense Mechanism” blocks 3 of our traits (Vampiric, Vampiric Master and thus, Bloodthirst.) It ruins regen building, it eats Leeching effects, and most of all, it sucks up Blood Fiend’s healing. Talk about terrible class synergy.
-Simply put, we should also be able to stomp and Rez in Death Shroud without and questions asked. No need for exploitive tricks.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

(edited by ronpierce.2760)

To-date Good, Bad, and ugly of Anet

in Guild Wars 2 Discussion

Posted by: ronpierce.2760

ronpierce.2760

trinity doesnt entertain me, so not giving into the vocal minority that wants a trinity is actually good in my eyes, not ugly

I wouldn’t say its a vocal minority. It’s the vocal experienced who know/understands ideas that they aren’t able to physically see (aka able to use their brain). This game would have done better with a trinity than the hack and slash dps singularity that the game is now. They didn’t have to follow the typical trinity. They had their own trinity laid out for them but they abandoned it. Instead of tank healer dps they had:
DPS – Damage dealing, control/interripts.
Enfeebling/Utility – Conditions, conditional control, utility debuffs.
Support – Boons, aoe healing, etc.

They had this, and it would have been amazing if they made these roles matter, and have “hardmodes” that required each role to be filled to be executed. Instead they took the lazy way out because admittedly it’s not easy to make sure every roles feels their use. Making all dps the best route is DEFINITELY easier.

What did they do? Meh you can do it all! NP! Need “support”? Here stack yourself up to 25 might yourself, so people who actually dedicate themselves as support are useless. Everyone has conditions tied to their attacks, so most dps can bring all the utility needed to win fights. Just dps dps dps, the rest is covered lazily.

PvP? Burst condi damage/power damage or play a build that is completely useless but really good at night dying when rolling around inside of a circle. Afterall you don’t have to kill anyone in pvp, just have better knockbacks and not die.

Good game design, fanboys.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

I Hated Necromancers with a Passion

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

You’ve opened that gate, though. You can’t go back to Engineer. You’re one of us now….
One of us…
One of us….

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

[Merged] Cultural Human T3 Not Exclusive

in Guild Wars 2 Discussion

Posted by: ronpierce.2760

ronpierce.2760

I don’t want the new skin, I want to keep my cultural T3 I bought one year ago already :o

(well not me but I’m sure plenty would be saying that).

The solution is simple. Simple but it won’t please everybody because it’s not possible. You got group A that say : “we don’t want that armor skin in the game” and you got group B that says “we want to use that armor skin”.

There is NO way to please both groups. All ANet can do is please one or the other. Group A arguments (cultural armor should remain race exclusive and not available for 1/3 the price on gem shop) fits better with ANet vision for their game so they please group A and take the armor from group B. It sucks but that’s the best they can do to fix their mistake.

Now, if ANet suddenly reversed their position AGAIN, they would be clowns.

Actually favoring one side and screwing the other is not the best option. The best option would have always been finding a middle ground. Let people who bought it keep it. Rework and re-release a new set for everyone to buy. People who bought it would have been happy/relieved, people who hate it would only have to deal with a small handful of people who have it, and the only people who could really be TOO upset are the people who acted too slowly on buying it, but it would be the most globally fair.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Stop asking for burn nerfs...

in PvP

Posted by: ronpierce.2760

ronpierce.2760

Burns do like 4-5 times the damage of other conditions… Meaning with how condition removal works and how frequently they are washed away, burning significantly overshadows the rest. Burn needs a damage nerf (and to compensate, some added duration) and other conditions, especially Bleeding and Poison need to be brought up a bit. Burns being the “burstier” condition should be closer to 1:2 burns to bleeds, rather than 1:4. That gap and niche has been taken much too far.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Mercenary Amulet Needs Removed IMO

in PvP

Posted by: ronpierce.2760

ronpierce.2760

Or a rev on your team is just giving your perma fury?
Or you are using combo fields to give yourself fury?
Or any other class on your team is using combo fields to give you fury?

Fury alone is 20%, 24% base crit. 1050 Power, 1050 condi dmg and 24% crit with a 150% crit damage absolutely does not deal similar damage to Viper’s which has higher crit (in ADDITION to Fury) and a direct damage increase from condition duration.

The reason Viper’s isn’t necessarily a go-to has very little to do with the similarity in raw DPS between Viper’s and Mercenary’s. It’s the nature of Condition removals which makes condition duration less valuable of a stat in general.

Take that and couple it with the fact that without a little toughness most condition builds get completely melted unless they are Mesmers, and you have your answer…

Mercenary isn’t over powered, it’s just the most practical way to play condition builds right now, and even then, they’re arguably not the strongest builds in the meta, so what’s the problem?

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

RNG and Grind in GW2 is not that bad

in Guild Wars 2 Discussion

Posted by: ronpierce.2760

ronpierce.2760

Just because some games have even worse designers doesn’t make the rng and grind in gw2 acceptable…. It just means it’s not the worst contender. Also GW2 is aimed for a us/eu audience, the audiences who least enjoy long terrible grinds.

Name one MMORPG that has better RNG and grind?

That isn’t hard. Guild Wars 1.

Explain why to you that it has better RNG and grind.

No, don’t explain it, because you will take all this time to explain it and they’ll use a 1 sentence come back to discredit you with 0 back-up or just tell you its an opinion. We’ve been over this already and they’ll just kitten you off. Save yourself the time.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

GW2PvPTV 2v2 Tournaments! Starting 11/23

in PvP

Posted by: ronpierce.2760

ronpierce.2760

I say let us Petting Zoo play… Things to know about the team:
- No stability between either character.
- Only 1 stun break between both players, which causes sacrificing a minion to do.
- Huge weakness to AoE. (And CC)
- “Trickable” Ai when using ground leverage.

Please let us play.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Suggestion: "Keep Target when they Stealth"

in PvP

Posted by: ronpierce.2760

ronpierce.2760

I’ve been hearing (still) a lot of issues with Mesmers, and to a far lesser stance thieves (who don’t particularly bother me at all). So I had an idea that would make it so you don’t have to change the core mechanics of either class or even nerf them, but people can fight them without the clunkiness.

Simply add a way to “hold target” while they’re invisible. This DOESN’T mean stealth is useless and you can’t see/attack them as per normal, everything would function the same, however now stealth would do what it’s intended to do (hide) without the frustration of having to spend much more time reselecting which ruins auto attack functionality, and makes AI clunky for pet classes. So in essence your screen will still have them targeted, but you can’t interact with them as you’d see in today’s gameplay, but when they re-appear they’d already be targeted if you had them targeted before they vanished.

Thoughts? Stealth would still be hiding and unable to use focus-attacks, it’d still be confusing, just a lot less frustrating and I think people would accept both classes a LOT more as just a class with a mechanic versus cheesy classes that rely on clunky mechanics to win.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

(edited by ronpierce.2760)

Give us better rewards or the Asura gets it!

in PvP

Posted by: ronpierce.2760

ronpierce.2760

Please just let us buy things with glory with increasing costs for better items…

You’ve been warned. o.o

Attachments:

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Blocking stealth attacks should apply reveal.

in PvP

Posted by: ronpierce.2760

ronpierce.2760

Block and evade, this should include dodging from it.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Sikari's Push to Revive the MM Necro!

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

Current Bugs: (Critical bugs will be Highlighted)
- Moa Morph is still killing all minion’s and putting them on a full cooldown, in which time we are defenseless even beyond the Moa.
- Stakitten seems to be currently going on full cooldown if interrupted (by fear, not 100% on others. I’m not sure if this is intended.)
- Rigor Mortis (Bone Fiend Active) missing very frequently, and I can’t figure out why.
- Death Shroud exit locks utilities for 1-2 seconds.


Current Effective Builds: (Feel free to submit via reply or forum message.)
Vampiric Minion Master
http://tinyurl.com/qexqz9j

Quick Summon Vampire
http://tinyurl.com/nq2hlcb

Condition Minion Master
http://tinyurl.com/pakdng5


Patch Notes/Changes for Minion masters June 25, 2013:
• Necrotic Bite: Increased the life force gain from 4 to 6.
• Corrupt Boon: Reduced the maximum amount of boons converted to 5.
• Wail of Doom: Added an unblockable skill fact.
• Unholy Feast: This ability now removes 1 boon from each target hit.
• Rigor Mortis: This ability is now instant.
• Consume Conditions: This skill now consumes torment.
• Chillblains: This ability now has the appropriate cast time when traited with greater marks.
• Putrid Mark: This ability will now transfer blind to enemies it strikes, instead of missing.
• Deathly Swarm: Increased the projectile velocity by 30%.
• Bone Fiend and Shadow Fiend now regenerate outside of combat.
• Death Shroud:
o New ability #5 – Tainted Shackles: This skill tethers all enemies within a 600 range, constantly dealing torment to them over time. At the end of the cast, Dark Binding immobilizes all affected enemies still within the radius.
o Life Blast: This skill now scales based on range instead of amount of life force. At more than 600 units, this skill’s low value has been increased by 43%; at less than 600 units, this skill uses the old high value. Range has been increased to 1200.
o Doom: This skill now scales based on range. If more than 600 units, it will apply 1 second of fear; If less than 600 units, it will apply 1.5 seconds of fear. This ability now lists the damage it deals to enemy targets.
o Life Blast (Underwater): Decreased the cast time and reduced the aftercast.
• Ghastly Claws: Increased the life force gain from 8 to 10.
• Feast of Corruption: Increased the life force gain from 2/condition to 3/condition.
• Necrotic Grasp: Increased the life force gain from 3 to 4.
• Shadow Fiend Haunt: Increased the blind duration to 5 seconds.
• Dark Path: Fixed an issue where the chill duration did not match the tooltip.
• Reaper’s Touch: Fixed an issue so that it now applies the vulnerability before the damage. Updated the tooltip to state the correct amount of vulnerability.
_Blood Magic _
• Vampiric: This trait now scales up 6 additional points with power for its damage and healing for its healing per attack.
Death Magic
• Death Nova: Minions now deal damage when Death Nova is triggered.
• New Grandmaster trait—Deathly Perception: Players have a 50% greater critical chance while in Death Shroud.

(Much of this equates to a side-step and very little focuses on the issues we’re having most to be viable.)


Additional Information:
Anything that you feel should be added to the main post, just let me know, including severity if it sever in effect. I appreciate any feedback, support and additions in helping bring back the Minion Master.


High Warlord Sikari – Minion Master Enthusiast.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

(edited by ronpierce.2760)

Is Ranger the best 1 v 1 class?

in Ranger

Posted by: ronpierce.2760

ronpierce.2760

It’s not LB that makes them the best 1v1ers, its WS+NM+BM.

If anything you could do either LB+Melee set or Gs+Sword/Dagger, all 3 configurations are pretty potent. The traits let you use highly offensive stats and remain fairly safe (wouldn’t say “tanky”, but enough mitigation to keep yourself sturdy with TU).

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

[UI] OVERRIDE target is out of range

in Profession Balance

Posted by: ronpierce.2760

ronpierce.2760

Seems like a way out of using skills effectively and intelligently.

No, it’s a way to avoid losing distance simply because it’s too hard to find that fine-line in a fast moving environment. This would do nothing but clear up clunkiness.

Also, it would actually add some risk/reward. Your reward is obvious but the risk is casting spells you’re still not in range for. It has some give/take.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Healing in Death Shroud just became dire...

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

Original Post
Today they released information on the Ventari legend of Revenant, and it’s accompanied traits and utilities. As is apparent in the build, and the developer confirming himself, healing will slowly become an active and true form of support to be embraced. This is not limited to Revenant of course, Shoutbanner warriors, Engineer’s new medical kit and healing blast finishers, and so forth, all exist to extend this combat medic role. Personally, I adore this idea, I couldn’t be more excited.

However…

This means, more than any other time in the history of Guild Wars 2, needing to be healed by allies in Death and Reaper’s shroud will become a huge importance. With no change working with a Necromancer will become nothing short of a headache for both the Necromancer and the support players and spark unnecessary frustration between allies, especially when communication is limited.

Without stifling developer creativity, I would only suggest instead of reducing life force gains, instead, reduce the amount of total Life Force and reduce our overall Death Shroud sustain, so as to not complicate our mechanic and making Life Force more scarce, which can also be a frustrating experience.

I beg of the developers at this point. Please find a way to make this work so that Necromancers and Healing Support builds (that will be coming in waves) do not butt heads and create a poor environment and design for team game play.


Added Suggestion
After talking with some other necromancers, some of us agree a fun and “Necromancer-like” way to handle it would be to add a new unique mechanic to Shrouds (Death and Reaper’s) that absorbs all healing taken when in Death Shroud (Other than Siphons, Blighter’s Boon and Unholy Sanctuary, which remain unique Shroud healers) that absorbs all healing received in Shroud form, and releases it over time when you exit Shroud.

Death shroud would simply need to add the new text.
Death Shroud: Assume a spectral form and gain new skills, turning your life force into health. Healing received will be absorbed and healed over time among leaving Death shroud.

When receiving healing in death shroud a Shrouded Absorption icon would appear on your buff bar with no duration. When leaving the Shroud, it would count down and heal the full amount of healing you would have otherwise received over the next 10 seconds. (10% per second)

To align with shroud cooldowns, if Speed of Shadows is taken, it also reduces the time it takes to recover with Shrouded Absorption to 7 seconds to match the new Shroud cooldown.

What this would do is allow us to be healed in Shrouds while retaining some amount of counter-play and anticipation. This route would also maintain the uniqueness of death shroud healing abilities.

For Safety measures and preventing exploitation, I suggest this number have a hard cap of maximum Life Force or HP.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

(edited by ronpierce.2760)

WTS Official Ruling: Disqualification of Majestic Capricorns

in PvP

Posted by: ronpierce.2760

ronpierce.2760

This is the drama you were talking about in that conference? I like it.

popcorns up

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Proposed Changes for Engineer Turrets

in PvP

Posted by: ronpierce.2760

ronpierce.2760

Well, not that anyone cares, but this is basically along the same lines or handling MM and Guardian Spirits, they took the easy way out and deleted them. Such a shame. At this point turrets may as well be removed from the game, along with any other summon that is essentially useless across the board. Not sure why they ask for “feedback”. I’ve spent hours making several page write ups on how to make certain AI builds acceptable contenders without being overly frustrating to fight OR play, but it seems they always get ignored.

If you want a “Good job, we can pvp again!” You got it, good job. But this isn’t a design victory at all.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Transgender people & GW2

in Guild Wars 2 Discussion

Posted by: ronpierce.2760

ronpierce.2760

https://forum-en.gw2archive.eu/forum/game/gw2/TY-Anet-for-Transgender-NPC/first

Why are you remaking this thread? Is it specifically to push the main character thing…? Because please, no.

Edit:
Also https://forum-en.gw2archive.eu/forum/game/gw2/Time-for-Transgender-NPCs/first#post5123822

You seem pretty fixated on this idea… o.O

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Minion Master Revision (by Sikari & Bhawb)

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

- Warning, I am attempting to reduce clutter, so I will spoiler sections. I apologize for mobile phones.-

Intro:
(Expect a long read. Minion Master is a personal passion for me, as far as GW2 goes and I do my best to see it gets the recognition it deserves, and also to provide constructive discussion around the build. This write up is primarily for developers, but also avid Minion Master Players. Thanks for taking part!)

Hello everyone. My name is High Warlord Sikari, and I’m writing my third Minion Master centric write up in 2 years. I’ve worked with and discussed with various Devs within ANet over the years to try to find that sweet spot for my favorite, and the most interesting build in the game (imo!). This time I’ve had collaboration with another well-known Minion Master, Bhawb. I’m here to discuss my current feelings about the Minion Master, where it is, where it could and should go in the future, and cover as many grounds as possible for aspiring Minion masters as well as motivating Developers to not forget us!

(Credibility: Some personal information, as High Warlord Sikari, I have won various 1v1/2v2 tournaments. Have peaked at #5 for a time in the leaderboards a while ago, but generally I’d find myself to be between 50 and 200, even during MMs weak points, before losing interest in tPvP for a while. I have played Minion Master since the beginning and stuck with it through thick and thin.)
__________________________________________________________________

Minion Master Overview:


Minion Masters are an interesting sector in Guild Wars 2, and more specifically, I feel it is a vastly misunderstood build. Where many combatants tend to focus on maximizing their personal damage output and leaning on more “passive” or secondary defenses (such as boons and evades), the Minion master has more passive damage flow but requires heightened abilities to hold an enemy in place and avoid critical abilities to ensure the minions are able to function at their maximum potential. Because of this passive damage aspect, Masters have received a lot of lash-back from the community as an easy or “brainless” build. That just simply isn’t true. To understand the MM you have to first acknowledge that we have the lowest access to critical defensive boons such as protection, vigor, aegis, and typically have no CC breaks. Instead our focus is simply shifted from aggressive play to attention to controlling the field for victory and survival. Indeed, it takes a new point of view to see the uniqueness behind playing a Minion Master.

That said, the overall objectives for a minion master is just that, focusing on controlling the battlefield, working with our minions to allow them to do their jobs, and above all, be aware of the direct dangers to the master. These elements are what give minion masters such a fun and unique play style, but this can always be improved. From here, I’ll discuss the current issues that we’re facing as a build, and some changes suggested to remedy these issues.


High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

(edited by ronpierce.2760)

HoT Price Feedback + Base game included [merged]

in Guild Wars 2: Heart of Thorns

Posted by: ronpierce.2760

ronpierce.2760

This just in, more people have opinions!

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Can we re-fix Wings, please?

in Guild Wars 2 Discussion

Posted by: ronpierce.2760

ronpierce.2760

Hey all, it seemed to work once, maybe again if we can mention it soon enough (and if enough people agree). But could we dial back the “floatiness” of wings? They started off a cardboard, stiff but they felt like heavy wings, which frankly I prefered, but a little life was much welcomed.

But now they’re like flowing hairs, they float behind you in a very weird and ugly manner when moving and turning just looks silly. They certainly don’t look like wings anymore, as you could never flap these things against the wind, they’re basically paper.

I’ve attached some images that show what I’m referring to.
http://imgur.com/a/mQxgY

Just a bit stiffer, with maybe some flexibility to the lower feathers would have been nice, looks a bit silly now.

Anyone else agree, or am I crazy?

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Lots of Reveals.......

in PvP

Posted by: ronpierce.2760

ronpierce.2760

Stealth isn’t the Thief mechanic. It just has unique ways of utilizing it as a perk to a build type. Stealth is no more a Thief mechanic than Necromancers are a Pet class. Steal is your global class mechanic, something you have no matter how you build.

Also, when you evade, you slow endurance generation. When you evade, you kill Life Force generation. Any AOE kills clones. Chill kills the Elementalist “mechanic”.

Stop the pity party and just stop relying on hiding so much, or play something else. You have ridiculous mobility, utilize it. Even if thief might have it rough in close quarters, they have advantages over any other class, and there’s no reason stealth alone can’t have counters. They could bump up standard thief defenses, but requiring no hard-hitting counter to stealth is just silly.

Also, there’s still very little reveal that you will actually see in PvP, the most you will see it is on Herald Revenants. If they swap to dragon and you see a big kitten dragon head with blue eyes, dodge roll. You won’t get revealed. Good luck!

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Minion Necros

in PvP

Posted by: ronpierce.2760

ronpierce.2760

there must be a reason why you are all defending this build. lol

i say necros need to be nerfed to the ground not just the MM build. it makes the whole GW2 game experience frustrating and unenjoyable.

We defend it because we play in high-tier and no one wants a build to be undeservingly nerfed because low-tier has issues with it. Its one of the few builds (in high end, not low) that requires thought/skill to play well that isn’t “evade evade burst buttons” or “stun stun stun burst”. Like I’ve said, having less AI doesn’t make builds more thoughtful, most of them come down to 2-3 abilities that just hit really kitten hard or CC very effectively, or are spam all your moves to win builds, this isn’t more skillful, there’s just less targets to deal with. MM requires not only personal positioning, but watching minions closely so you’re not blowing up your bone minions when they’re not around anything, or watching when your blood minion or flesh wurm are low HP to use their death-effects and not letting their death be non-beneficial. I can promise you having to watch these things actually DOES take more skill than pressing a few buttons in sequence for many of the other “best builds” out there, people just have a nasty grudge against AI, but don’t realize that nothing in this game is particularly hard. The biggest problem is that players get OVERWHELMED easily, and that’s why people lose and/or get frustrated. If their combo is no longer effective because they have to watch for something else, they assume its broken and over powered. Micro management is harder than anything else in this game, hands down. Pressing buttons and dodging isn’t hard, some builds are just more effective than others, that’s all there is to it.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Liked the ready up, name still doesn't fit.

in Guardian

Posted by: ronpierce.2760

ronpierce.2760

People are getting way too hung up on this whole name business… Isn’t what it does a lot more important than what it’s called? To be honest, they could’ve called it the Whippersnapper and I still would’ve liked it, simply because they value (for me, at least) lies in the mechanics ten million times more than the name. Didn’t see people complain as much it became known that Ranger’s would be Druid, which I think sounds way more generic and boring than Dragon Hunter. xD

Feel of something matters a hell of a lot. its the same way visuals, cosmetics, names, general concepts ALL matter. It’s a lot of what makes people drawn to something. And frankly, the play draws me in but the name leaves a bitter taste.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

does "casual community" ruin pvp balance?

in PvP

Posted by: ronpierce.2760

ronpierce.2760

Casuals, not so much. There really aren’t a lot of “casuals” who spend a lot of time on forums. It’s generally a vocal majority of low-tier players who play more than an average mount that don’t increase in skill fast enough that spend the most time complaining about various things. So casuals, no, but yes, vocal low tier players absolutely can negatively affect balance.

Beyond low skill, people with poor perception can kill build diversity, such as the massive AI hate that’s going around. Before AI it was Conditions, before that it was Burst, so on and so forth. People can’t decipher different roles and don’t fully understand the mechanisms, strengths and weaknesses of other builds and label them as “brainless and easy” if they lose to it, and you end up with knee-jerk balance reactions and instead of a balanced build you often end up with an extinct build.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

[Suggestion]:Return best burn to Ele/Tempest

in Guild Wars 2: Heart of Thorns

Posted by: ronpierce.2760

ronpierce.2760

Show me the money trolls. Screenshot it and post it. I’ll eat my hat.

Uh, do any amount of research for yourself? Ele is literally the top of the food chain. Go to metabattle.com if you can’t figure it out for yourself.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Reveal on missed BS

in PvP

Posted by: ronpierce.2760

ronpierce.2760

Best change ingame. >:)

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Elementalist: "A Model Class." (3/8)

in Profession Balance

Posted by: ronpierce.2760

ronpierce.2760

That’s a lot to change for something almost perfect. o.O

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

[Idea] Sun-God Armor!

in Guild Wars 2 Discussion

Posted by: ronpierce.2760

ronpierce.2760

wait a minute, sun rhymes with fun
and charr are notorious for having fun.. i think you should seriously consider the gravity of distributing such an armor, it would seriously downgrade the uniqueness of the charr race and such an item would need to be recalled..

Our sources say that the fun will be significantly enough different from any race-specific amounts of fun to justify it as its own unique entity. Once people buy it, however we will probably change our minds and give you Maim-God armor, instead which of course rhymes with Lame, so everyone will be satisfied in the end. You have our word.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

No News as of Yet

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

Well, well, well… I’d feel like I got reaped off for purchasing HoT. Might have to Necro some old suggestion threads. Personally, I just think this Dev corruption is getting out of hand. I mean the class is clearly shrouded with bias. They took any burst of life from this class and in our time of needing to heal they just left us vulnerable.

I think it’s safe to say we’re doomed.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

New Necromancer Shout Confirmed!

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

I made a concept for necromancer just the other day in the pvp section:

Necromancer Elite: Joker
Jokers gain access to the Great sword. The Joker’s unique class mechanic is that it has a split auto attack functionality. You must press 1, then 2, then 3 for its auto attack. For example:
1. Slash. 2. Another Slash. 3.) Slash more, gain 2% life force.
In addition to the Great sword, necromancer also unlocks brand new shout abilities, with classics such as:
“Wait up!” which gives all enemies within 600 range a 5 second cripple!
“I’m Going into Death Shroud, Don’t heal yet!” which tells allies that you’re about to enter death shroud, so supporting you will be useless. This will play a major role in team fights.
And their elite shout:
“I GIVE!”, likely one of the most interesting abilties we’ve added to the game. This ability causes you to instantly enter downed stat triggering all “on downed” traits such as death nova and gives you access to your downed state “1” combo for additional damage. Think high risk, high reward!
I’m stoked.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Remove Tomes from PvP Tracks for 80s

in PvP

Posted by: ronpierce.2760

ronpierce.2760

Please….

I have no use for tomes of knowledge even right now, and they will have even less of a use post Hero Point Update.

Will there be a way to disable these as rewards? or make them so level 80 characters do not get these as rewards? or something….

I was sitting on 3 stacks of Tomes, all characters at 80, and 1 of each character. So I literally would not be able to use them post-update, hopefully this is being thought of?

Or maybe even “Trade in 80 Tomes of Knowledge for 1 Free Character Slot!”

Tomes? Because you don’t need to level anymore, remove them??? Thats a really selfish suggestion. Easy fix: Make them vendor for 10 silver, so when you get them you make some return for them.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Healing in Death Shroud just became dire...

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

I wanted to bump this thread as there’s no reason to re-make it. My biggest fears are really set in motion with the Raid announcement, this is pretty much what I had in the back of my mind the whole time. This mechanic will really put a damper on the usefulness of having a necromancer in a team if they cannot always be saved due to flashing DS to try to save themselves, negating large team heals…

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

1v1 2v2 Deathmatch Arena

in PvP

Posted by: ronpierce.2760

ronpierce.2760

Copied from what I posted in another thread with a similar topic:
What they need to do is lose hotjoin and make:
Ranked TPvP Require rank 15. 50 glory for a loss, 250 for a win.
Unranked TPvP (this is where you go if you’re a nublet) 0 glory for a loss, 150 for a win.
2v2 Arena
1v1 Arena (Because solo play should always be an option, and it’d be highly popular since every class has 1v1 builds.)

Outcome: The pvp crowd is more together, and there are more options/modes, not 3 copies of the same thing (hotjoin, solo q, team que)

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)