Showing Highly Rated Posts By Softspoken.2410:

July 23rd patch notes: hidden buffs edition

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

As someone whos never played necro before, could someone explain in simple terms why these patch notes are so bad?

I an genuinely curious, because to an outsider they dont look too bad (but like I said, I dont really know how necro builds work).

A couple major things, especially relating to death shroud-

First off, skills (1 on each weapon) can generate life force (LF). When a necro goes into death shroud (DS), the profession mechanic, damage taken reduces their life force instead of their health. When they run out of LF, they’re pushed out of DS into regular mode.

Now the changes -
Damage overflowing from LF to health:
Necromancers have generally poor access to ‘temporary invulnerability’ skills / effects. There is no mist form, obsidian flesh, vigor (for more dodges), skills with long evasion windows, or skills that block the next X attacks or attacks for X seconds. Hell, they don’t even have a projectile invulnerability skill anywhere, which I believe is an exception among all professions.
To cope with this, necromancers tended to use LF as that temporary invulnerability. Burning your entire LF bar (whether it be 50%, 30%, or a fortunate 10%) to block a one-shot wasn’t just a good response to big single-hit skills, it was practically the only response. Again, dodges / evades are available to Necromancers, as they are to every class, but there is no way to really invest in dodging / evading or any skill to take for brief windows of invulnerability.
Now however, using your hastily acquired 15% LF to tank a thief’s backstab isn’t a block / dodge roll, it’s just a bit of extra health to take the edge off.
So there’s been some complaints about how that was removed.

Secondly: Spectral Armor / Walk internal cooldowns.
Previously, both of these effects gave 3% LF every time you were hit, and briefly were allowed to persist through DS. This made them excellent for soaking damage in chaotic XvX situations where there was a lot of minor chip damage flying around. Instead of getting worn down, a necro could coast through on the generated LF while sticking to DS.
With the internal cooldown / LF per hit changes, the focus is put back to 1v1. The skills won’t scale nearly as well against multiple opponents as they used to, though spectral armor will probably still feel very workable against single opponents. There’s a non-trivial contingent that holds necromancers can’t handle 1vX situations, so having an ability that fit that niche removed stings.

That’s how I see it anyways. Personally I’m going to wait a few days and see how it plays out: the ‘bug fix’ for how much damage a necromancer could soak with Death Shroud is actually far more significant than I originally anticipated. If I’m correct in my observations and theories, post-patch DS can tank about 66% more damage than pre-patch DS. Which means that generating life force has become a significantly better way to soak damage than it was previously.

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(edited by Softspoken.2410)

New DS#5 - Tainted Shackles - Torment

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Posted by: Softspoken.2410

Softspoken.2410

Coincidentally, Morgana also has a skill called dark binding. It’s a slow moving projectile that hits for fairly high damage and also immobilizes the target for a very long duration. Sort of like if you charged a life blast with dark pact, somehow.

My tinfoil hat theory is that the version of DS5 people are reposting is the underwater variant.

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Unyielding Blast, Pierce to Splash

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

Little confused about the whole “pierce” mechanic in this game.

Do I have to target the furthest enemy to have max pierce or if I target the nearest enemy will it pierce for the whole 1200 range?

No matter who you target, it’ll go for 1200 range. However, I find it very difficult to line up shots that fire through a primary target into a secondary one behind it. Some height disparities between players / mobs can also lead to shots firing into the air or ground as well, especially if you and your target are quite near each other. So the way I personally take advantage is like this:

It’s actually quite rewarding targeting the furthest enemy, lining all of them up and blasting them to oblivion. In PvE or PvP. It may be a bit more difficult to pull off than some AoE explosion thingie, but it’s all about practice and placement.

Always target the more distant enemy, then move such that other ones are standing between the two of you. This also reduces the vertical angle of shots, so more of them fire along the ground and through enemy hitboxes, rather than off into the air or ground.

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If we get burning on top of terror.

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

Yes thats a great idea! Lets give the necromancer burning. Screw flavor of the profession and the past abilities that made the necromancer great! Ha ha ha… The guild wars 1 necromancer is rolling in her grave…

Great Trait name!

Rolling in their Graves
Applies burning after you kill your foe

kittenmit Daecollo you’re not allowed to write posts that make me laugh

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Doom bug?

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

This apparently only happens when I’m on staff. Testing this further, this doesn’t occur to me when I’m on scepter, dagger or axe.

I wonder if it’s related to the way that staff marks go on full cooldown if interrupted while casting?

Edit: I think I found it. Staff + Fast-cast ground targeting and I can reproduce it every time. I highly encourage anyone interested to switch their fast-cast setting and see if it changes when the bug occurs.

Edit2: This is almost certainly caused by the way that staff inappropriately puts skills on recharge when interrupted. It’s just bizarre that it’s transferring the ‘go on recharge’ part to Doom, but it may be some glitch involving Doom’s instant cast nature.

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(edited by Softspoken.2410)

Chronomancer concerns

in Mesmer

Posted by: Softspoken.2410

Softspoken.2410

What I really concern about is the conjunction of alacrity and F5 skills, which turn out to have way shorter CD than I originally anticipated. (60 secs only) Just imagine that mesmer is able to cast quickness twice, grant group stability for 10 secs twice, use alacrity twice, feedback twic, null field twice. It seems to be abit too OP when combine with all the other buffs.

(…) I really think Anet should take consideration into the CD of f5.

I’m 90% sure that Robert Gee explicitly noted that they have already increased the CD of F5 from 60 seconds. Like, even beyond the “none of these numbers are final”.

So while I agree a 60 seconds F5 would be pretty nuts, the developers are way ahead of us on this one.

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Traits Part 2

in Guild Wars 2 Discussion

Posted by: Softspoken.2410

Softspoken.2410

Well, I’m excited. They’re changing the unlock system and making it use a more general currency. This removes the “Waiting 45 minutes for X event to proc so I can get this trait” problem.

It also puts the focus back on Skill Point Challenges (Now Hero Point Challenges?), which I always thought were a neat way to give a player small, unique trials. Even if the trial was “beat up this enemy”, that enemy tended to have an unusual skillset.

Elite skills will now all have a category. Does this mean Time Warp will be a Manipulation? Lich Form will be a Spectral? Plague will be a Well? Rampage as One will be a Shout? Introducing trait synergy to elites can have some really interesting effects, since so many of the old elites were only available on an “as-is” basis.

Adepts are getting buffed. This is only possible because they’re hard limiting people to three lines now, but adepts becoming more impactful is a big plus to me. In the example shown (Water Magic) the adepts were 2 strict upgrades from old adepts (with fairly significant boosts, really) and one as-is master level trait. 2 of the master level traits were old master levels + a matching adept. (The other was Cleansing Wave, which is super good already). And the grandmasters were as they are now.
This could be different than advertised if currently hidden information like cooldowns & recharges turn out to be awful, but the increased functionality of these skills is a really good sign. And in water, all we lost was “Arcane Abatement” and “Shard of Ice”.

My only worries are surrounding exactly how many skill points you need to unlock a particular line, and if it’s feasible to get them unlocked quickly if you’re focusing on it. But that sort of information can’t really be given just yet, as it’s fairly easily tweaked and adjusted right up until release.

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HoT will get rid of death shroud

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

Really, really hoping to see some skills in the specialization that consume LF for either significant offense abilities or defensive abilities like blocks or projectile destruction that a Necromancer currently doesn’t have access to.

I don’t need them to remove DS, but consuming life force in new ways is a design area rich with potential that’s been completely unexplored.

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What is the point of fear?

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

Or to better phrase that, why is so much in the game immune to fear, especially in dungeons? I can’t even count the number of times I run into enemies that are immune to this key necromancer ability. None of the other professions seem to have this issue of enemies being immune to their unique abilities. Why are so many of the dungeons designed against fear?

Fear is pretty weak to begin with. It doesn’t last even nearly as long as that annoying costume brawl fear (if it would, I might use it more often). And I’ve even seen common bandit riflemen (in Caudecus Manor explorable) simply shrug as I tried to fear them away. That’s just absurd.

Do the devs hate fear?

I just hope you’re not including creatures with Unshakeable / Defiant as immune to fear is all.

I think some of those riflemen in CM are literally immobile. You can’t pull them or make them move from whatever spot they start in. Usually the ones in the most annoying spots are like this. (Long hallways filled with traps.) I don’t know if they can still act through the fear duration or not though.

Devs hate abilities that break events, like being able to pull / push mobs over cliffs. In my mind, Fear has to be equated with a short-duration push at the very least (chain-fearing with extended duration for 5 seconds of running is sort of an edge-case) so if the mob is immune to knockback / stun, I can see why it’s immune to fear.

Edit: The veteran jade colossus, like many earth elementals, has stability. I think that Grawl Shaman does too, actually (That golden silhouette buff icon)

I do have one concern: does the debuff still pop up on the condition bar and tick through? I’m just worried that the damage from Terror is getting blocked here as well, but I know that on enemies with defiant stacks the fear condition still shows up on the bar.

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(edited by Softspoken.2410)

Diamond Skin is bad, and you should feel bad

in Elementalist

Posted by: Softspoken.2410

Softspoken.2410

Bumping. Nobody cares that this GM trait isn’t worth it?

Yes, but the topic is pretty much settled.

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Bleed that lasts less than 1 second.

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

Also, another interesting thing we figured out that I posted elsewhere is that Melandru runes reduce BASE duration, not extended duration. It has been posted in error all over the forums, but + condition duration cancels out – condition duration exactly. Tested using BIP and melandru runes in SPVP.

Holy kitten.

The extent to which I’ve seen this stated as being the other way around is insane.

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Necromancer Change Wish List

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

hahah omg i love this thread

Glad someone is liking it I expected more support but that would do the players became in game necros they got used to the downed state and they prohibited us from necro-ing threads. At this point it’s a conspiracy or they are just lazy.

I was kind of enjoying it, then it became largely dominated by one poster who was more interested in taking cheap shots than closely examining problems and giving creative or well thought-out solutions.

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Consume Conditions

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

A nerf would mean the healing of the skill would suck. They didnt nerf anything about that. It still works just as intended. And speced with Corruption its on a 20sec cooldown. Your all literally gonna complain about a 4s condition that doesnt hurt you unless someone or something is attacking you. I actually enjoy the extra condis. Just Putrid Mark it all away or Shroud it all away. Its really a simple task. I mean come on.

To be fair, “someone or something is attacking you” is a fairly common occurrence in Guild Wars 2. So.

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WvW no longer required for world completion

in Guild Wars 2 Discussion

Posted by: Softspoken.2410

Softspoken.2410

And it removes one source of new blood to WvW. There are some map completers who found out they really enjoyed WvW after reluctantly going in the first time for map completion.

I’ve seen this expressed a couple times, and I really disagree. WvW should not be reliant on inflows of players who are trying to finish off world completion. (be it for a legendary item or something else) Recruitment should be happening at earlier stages of a player’s experience with GW2, and not as the unpleasant surprise that the current experience can be. (“Guess where the last 4% of your world completion is? A completely different game mode that subjects you to getting ganked if you go out on your own!”)

I understand that WvW, like any game mode, needs an influx of players trying it out for the first time. But I think that its current role in world completion is a poor example of that, since it only recruits characters who have significant investment and interest in a different game mode. And even then, it doesn’t really require them to participate in WvW proper, but to just run to a list of locations currently held by their server and wait for other spots to flip.

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Fix Staff 4 or Stop with The Stealth Nerfs

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

I won’t lie: I don’t mind the change to 3 conditions per target. It puts greater reward on using the skill on multiple targets than before.

However, the loss of allied condition transfer is positively infuriating.

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Time Wells

in Mesmer

Posted by: Softspoken.2410

Softspoken.2410

Odd. There’s actually a miniboss in the game already associated with gravity wells. Nokk, in path one of Sorrow’s Embrace. His version involves putting someone into Knockdown for something like 10 or 15 seconds? I can’t remember if you can even stunbreak out of it.

Granted, that doesn’t mean they have to make the new Chronomancer skill match it, but I’d bet it involves a pulsing stun (Not daze, which means it’s stunbreak or take the full well duration) and then… Well I don’t know what would happen on trigger. A pulse of damage seems too vanilla, and I’d imagine a long duration knockdown is just too much of the same? Heavy control seems fitting for a Chronomancer though.

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Gem Taxes 'Tea in the Bay'

in Guild Wars 2 Discussion

Posted by: Softspoken.2410

Softspoken.2410

Can’t help but feel like a reference to the Boston Tea Party is ill-advised here.

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Trait Idea: Mind Funeral

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

Posting in a Daecollo suggestion thread

(I’ve already lost)

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The Walk of Shame

in Guild Wars 2 Discussion

Posted by: Softspoken.2410

Softspoken.2410

I’m going to preface this by putting it in the context of the Golem Mk II event.

(…)

Within the first 30 seconds of the event, all I see on the minimap is a platform full of skulls and cross-bones. The platform is essentially a graveyard. I find a lot of these people will not resurrect themselves at the nearby waypoint. Instead they’ll expect others (I see it happen daily) to resurrect them and put their own lives at risk. It’s dangerous and selfish.

For a fight like Golem Mk II, I’ve stuck around on the ground not because I expect to be revived, but because I’m trying to pick up the mechanics of the fight without someone teaching me. I enjoy that process of discovery and trial and error, and hanging around for a minute to see what’s happening to other people helps me piece together how the fight works.

Plus, it’s not like you can make Golem Mk II fail, or like there’s much of a time investment leading up to it.

Edit: Maybe I should just start typing “Do Not Resuscitate” in /say or something so that people don’t feel bad about ignoring me.

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easter eggs and references?

in Guild Wars 2 Discussion

Posted by: Softspoken.2410

Softspoken.2410

There’s a pair of Asura at the labs of Goldenlight Hallow (Timberline Falls, Fisher’s Eye Bridges) that are worried about their impatient customers. The conversation goes something like

“Sir, the buyers are getting restless about their orders. What should I tell them?”
“Tell them the prototypes have entered Alpha Testing. No! Wait! Tell them we’ll send out the product ‘when it’s ready!’”

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Dream Patch Notes - Present For You, Anet

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

I did all of the work for you, Anet. Now, all you have to do is the coding.

This is such a rage-inducing sentence I can’t bring myself to care about the rest of the thread.

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WvW Players and Traits in HoT

in Guild Wars 2: Heart of Thorns

Posted by: Softspoken.2410

Softspoken.2410

I’d agree more with the notion that PvE and WvW were considered a combined entity if they didn’t have different communities, styles of gameplay, daily categories, subforums, and if WvW didn’t take pains to let you start and progress a character to 80 and still be relevant while doing so. I mean, WvW even has its own experience tracks and levelling that represent progression in that specific mode.

Getting the points from PvE wouldn’t be the most arduous chore, admittedly. It isn’t too difficult to gather about 50 skill points in PvE for 100% unlocks. (Based on current hearsay). Really I think it would be appropriate for WvW to be capable of providing those hero points itself, possibly through something as simple as increasing the amount of skill challenges in the maps, or for taking part in something big like capturing Stonemist Castle.

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Minion Masters Are Useless?

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

From what I have heard:

PvE (Open world) – Yes, you’re fine.
PvE (Dungeons) – Some fights will kill off all your minions ruthlessly, and there’s not much to be done about it. In others you’ll have some good fodder / extra damage though. Once you know what fights are coming, you’ll be able to switch out a few of your minions for specific skills that fit the fight.
PvP – You’re exceptionally powerful in a 1v1 situation, but opponents with strong AoE damage can still neutralize you. I can’t advise much here, since I’m still foggy on the roles in sPvP, let alone how necromancers fit into them.

One thing to note about PvE is that while minions are OK for levelling, they get much more powerful after you put a couple of traits (Training of the Master, Flesh of the Master) into them.

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Pyromancer

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

Engineer not having Signets is odd.
Signets are just magic rings afaik. Sigils and Runes have magic too.
Eh, go figure. Warriors have plenty of them despite being about physical force.

For the record, I’m pretty sure Engineers don’t have signet skills because they have the tool belt. In GW2 game play, a signet is a passive effect that you have to sacrifice for the active: tool belt skills would either have to work differently for that one category of skills, or they would basically be able to use some form of the active without ever using the passive.

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Patch notes - Necro - 5/28/13

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

Overall I’m disappointed. I do like the bugs that got fixed, but this was pretty underwhelming. Unless there’s a few fixes that weren’t noted in the patch notes (and based on what I’m seeing on the forum, there aren’t) it’s a case of fixing some bugs, which is nice, but some of the most oldest examples of bugs (Spiteful Talisman) are still kicking around.

Edit: And with news that now Staff Mastery conflicts with Greater Marks, I’m not even sure about THAT fix.

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(edited by Softspoken.2410)

Best weapons / build to level?

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

Honestly? Just try it and see. I feel like people are way too afraid to experiment and find things for themselves.

That said, if you must have a recommendation…
Go dagger mainhand with focus / horn offhand, then take a staff as your secondary set. Unlock well of suffering and consume conditions first. Signet of the locust's passive is good for movement while levelling, and acts as a minor heal if you start getting surrounded and won't be able to run anyways. Most of the time your goal will be to rush things down with your dagger, but you have the staff option so you can fight from a safe distance when necessary.

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Looking to make a light armor class.

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

How Srsbusiness do you take your dungeon running / fractals? If your group is running full berserker successfully in speed runs, a necromancer will lag behind because they don’t have the sheer DPS to be taken for that alone, or the ability to boost their party’s damage in any particularly strong / unique way. If you tend to take your dungeon runs a bit slower anyways and battles will take a few minutes, necromancer is a pretty solid choice.

One of the strengths of a necromancer is that they can easily apply debilitating conditions (chill, weakness) to entire crowds of enemies which can make fights a lot safer. Death Shroud can also which currently can let you soak a lot of damage throughout a fight if you can keep generating life force: the higher effective health and the bonus pseudo-healing has frequently kept me as a safe point to revive allies who were a bit more vulnerable.

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Pets after being downed

in Ranger

Posted by: Softspoken.2410

Softspoken.2410

Ranger pets can’t be controlled after you are downed which can get very annoying. My pet attacks the last target i was hitting after i’m downed, so my pet has to travel a good distance before they come back to heal me. It would save me many times if i could call my pet to me before my heal ability is off CD so i can more effectively use that ability. Otherwise, it can get pretty useless if my pet is chasing a target ways away, when i want it beside me once my ability is back up. It would be better if the pets menu bar would stay up, because ranger’s are not that good when they’re downed.

Inaccurate.

You can still use the keybinds to control your pet, including switching them out. F3 suddenly has a purpose in life.

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Profession lacks coherency of design

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

I think you’re confusing viable with mediocre. I’d rather use a single weapon that was extremely good instead of having my choices of kinda ok.

Could you please explain how this doesn’t create the “You have to use X weapon or you’re playing your class wrong” problem?

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Chronomancer concerns

in Mesmer

Posted by: Softspoken.2410

Softspoken.2410

I think they’re very aware of how powerful reducing cooldowns can be, since cooldowns are basically the only limiting factor for combat skills. (There’s a few others like initiative, or adrenaline to a lesser extent, but cooldowns largely dwarf them) So we’re likely to see heavy damage tradeoffs by taking an Alacrity-heavy route through the Chronomancer specialization.

I think they can keep it in the range between useless and mandatory.

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Spectral grasp outclassed?

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

Because different classes, different skill?

Also, into the void doesn’t have nearly the pull distance that spectral grasp does, nor does it guarantee the direction of a pull. I find the skills to be useful in different circumstances: one is for dragging a mob directly to you, one is for interrupting a crowd and throwing off their position.

Edit: Oh nevermind you’re just taking the opportunity to poop on spectral grasp. Then I’m done here.

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Why necromancers don't quite cut it (by Zzod)

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

I don’t get it , why staff should be an “All marks” weapon?
Name one other weapon that works this way, have you seen an “All Illusions” mesmer weapon? Have you seen an “All Stealth” thief weapon? Nop, because they don’t make sense! The build diversity starts from weapon skills !

While I don’t really mind that the staff is all about the marks, I’d like to note that this change probably caused my major problem with the staff: there’s four distinct spread-out traits for it. In reality there’s only one trait that spells out ‘staff’ (Staff Mastery, for 20% reduction) and all the others reference marks. So my bet is that those traits were made & placed while marks were a general weapon skill that you tended to have one or two of on any given weapon set, then kept exactly as is and where they were even when marks were changed to all be on one weapon and nowhere else.

So on this note, I’d like to see those traits changed to explicitly reference staff and be merged together into 2, maybe 3 traits.

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I know You all love AC and CoF, but...

in Fractals, Dungeons & Raids

Posted by: Softspoken.2410

Softspoken.2410

After having done SE a lot, I’ve started to really like it.
Path 1 is a pretty great ‘different’ encounter, what with the periodic waves and trying to rush up through them. I feel like the Nokk fight is missing something though: the knockback into the lava feels terrible, the 6+ second stun feels oddly impotent, and the singularities are annoying but ignorable? I don’t know, it’s just not quite right.
Tazza feels a bit like this too. I feel like her ‘Summons an illusion of a party member’ gimmick could be turned up a notch in power, to make it feel more impactful and keep the fight from getting monotonous.

Path 3 is a great ‘bust down the door’ thing where you just get to beat stuff up. Both the dredge bosses have a gimmick that requires a bit of (readily available) counterplay, but isn’t an instant wipe if you mess up once. It culminates in the Destroyer Giant fight which isn’t too tough, and I wish less groups would cheese it via sniping points that prevent retaliation.

Path 2 feels bad though. It’s long. Really long. So long that I simulated its length with the following wall of text.


There’s 4 mini-bosses right off the bat, and after clearing them you’re treated to one of the event in the dungeon. One NPC will try and slowly walk from one end of the room you just cleared to the other, and back. During this, enemy wave spawns are sporadic and can overlap drastically, swamping you in 8 silver/veteran dredge. I’m of the opinion that this event should just be cut from the run. It’s not an escort, it’s just waves of unskippable trash mobs that can come in greater numbers than any other mandatory spot in the dungeon. All this to get a giant rock to put in a bucket to unlock a door. It’s not even a special rock.

The giant mining suit fight (Taskmaster) is fun, and avoiding the patrols afterwards isn’t bad either. It’s a fairly obvious “Get caught, you die” thing, but it’s not hard to avoid, so it works. Collecting the ore is… Boring-ish, but not terrible. Just a little long. In an already long path.

Then you need to go through the giant room to the boss. You can clear the mortars or skip them, clear veteran patrols or leave them… This room probably isn’t terrible, but by this point every group I’ve run this with is feeling the fatigue. This room could be completely empty and just have a Shukov in the ruins of his former empire, and it would be acceptable. Of course, just before Shukov comes what is the second-worst thing in this entire dungeon.

5 Veteran Mining suits. That will all immediately summon more (admittedly non-veteran) dredge, and if not killed very quickly summon more and more and more and more. This is an unexpectedly difficult fight that feels cheap because the summon animation is pretty hard to interrupt effectively, and the amount of trash that pops up quickly becomes overwhelming. Plus, if all you’re doing is clearing the 10 trash dredge that they summoned, you’re not making headway on the 5 suits doing the summoning.

And then you go immediately into a boss fight. An amazing, excellent boss fight, but after all you just went through you still have another boss you need to deal with, no break in between. I love the fight against War Minister Shukov’s golems. I think it’s an interesting gimmick (Kill both within ~10 seconds of each other, only one is vulnerable at a time), though I’d like to see the “heal on fail” penalty reduced in some way, since I think it’s overly crushing to a group (Only heal to 50%? Lower the overall health of the golems?) but I love this fight. If only it didn’t have so much crap before it.

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"Skilled Play" and HoT thoughts

in PvP

Posted by: Softspoken.2410

Softspoken.2410

If I understand correctly, what you’re describing here are builds / playstyles that rely on hitting a lot of different keys rapidly, which demand a lot of manual dexterity. I can agree that this type of build shouldn’t be the sole goal of “skilled play”, which in my opinion should revolve more around making interesting/difficult decisions quickly. Honestly, the new Chronoshift mechanic for Mesmers seems like this, since players need to decide when it’s valuable to use it / trigger it / destroy it / let it live.

Unfortunately, I think Mesmer will only be second to the Elementalist when it comes to the “too many key presses” problem. The profession is based on having a lot of quick-casting abilities that are used in very narrow windows for timing. As the class gets more complicated, it’s likely to be an inevitable side effect. Still, I hope ArenaNet can design skills and abilities that don’t require rapid fire keyboarding.

As an aside, clone death mesmer had to go. It punished good play by opponents (Destroying summoned resources) and conflicted with the class design, by providing shatter-like effects without actually using a shatter skill & cooldown.

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RU AMA Inititial thoughts: Critical Strikes

in Thief

Posted by: Softspoken.2410

Softspoken.2410

Invigorating Precision – The design of this trait is not happy for a thief. You don’t want to take hits. This trait’s design is low potency all the time and fits a warrior better as they can trade blows. A thief plays hit and run, so allow this trait to play more like mug so you can turn a fight around on someone. Give it an ICD and maybe make it static heal on crit plus a percentage the critical damage inflicted retuned as well, seems more build defining this way.

Invigorating Precision heals based on outgoing crits, aka crits that you do to other people.

Yup, I would never use it at the current potency because it won’t trigger for enough healing reliably, and Thief doesn’t have the sustain to stand in fights to make the most of it, you don’t want to trade hits because of the lack of sustain and that 1500 health you might gain from dealing 10000 critical damage isn’t worth it as a grandmaster trait. You’d be better off taking Practiced Tolerance in my opinion.

I think it’d be more interesting to make this trait’s healing spike with an ICD creating vulnerability Windows and allowing you to turn a fight around or combo this heal off other Heals to get high health bonus effects like Scholar runes.

That’s just my opinion though.

Ah. When you referenced not wanting to take hits, I thought you had the traits functionality reversed, since the trait actually doesn’t encourage you to take damage any more than mug does.

I can understand wanting to make the trait more pivotal, so that its effects are concentrated in one powerful moment rather than spread out over an entire fight, but I think you’re underestimating the amount of healing you should get out of this trait in a fight when used on an appropriate build. In a build with a good crit chance and some ferocity, crits compose something like 2/3rds of all your damage. (50% crit rate, 200% bonus damage on crits hits this). At which point you’re basically gaining 10% of your damage output as healing. In a 1v1, that’s similar to a 10% boost in damage, since you’re causing that swing in your relative life totals, and that’s comparable to a 20% boost that’s only available 50% of the time.

To compare it to Practiced Tolerance: You’d need around 2140 precision to get 1500 extra health from that trait. At which point you have a crit rate of 60%, I think? So barring other tricks to manipulate your crit rate for important skills and the availability of fury and assuming zero ferocity, you’d only need to deal around 11,000 damage before crits to heal 1500 health across a fight. (11000 * 0.6 crit chance * 1.5 crit multiplier * 0.15 heal from crits).

Again, the major drawback of this trait is how its spread out across a fight. You can overheal with it, you can’t spike your health back up if someone does some burst damage to you, but all in all, it provides substantial healing that’s rather easy to access throughout a fight.

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Removal Of WvW Map Completion In Patch

in WvW

Posted by: Softspoken.2410

Softspoken.2410

Suggestion Anet: Make some really nice looking WvW map completion exclusive armor/weapon skin vendors!

With the current legendaries being pushed a little further away from WvW and into the exclusively PvE territory, I agree that there should be some more high-tier rewards that are exclusive to WvW. I’m not sure how you would gate this (Not just through Badges of Honor, that’s for sure) but it doesn’t seem like there’s a gear/equipment way to show off supreme WvW skill and dedication.

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Beta only allows rangers to have 1 pet?

in Guild Wars 2: Heart of Thorns

Posted by: Softspoken.2410

Softspoken.2410

No seriously, it’s pretty questionable to let players create rangers if they cannot have pet swap available to them. Without pet swap, your pet will die, and there’s basically nothing you can do about it short of leaving combat completely for ~15 seconds, which isn’t plausible in most of the defense events. And once your pet is gone, that’s a significant chunk of your character missing.

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with upcoming trait changes...

in Thief

Posted by: Softspoken.2410

Softspoken.2410

I wonder if Last Refuge will get changed? There’s been some serious complaint about it, after all. Its original design is pretty solid, but that originates from before revealed. Once revealed entered the game, the way the trait played changed pretty drastically and gave us the “Last Refuge keeps killing me” threads of today.

Other than that, Improvisation might be up for alteration. Like Auesis said, it’s RNG akittens finest. It can do nothing, or you could get to use an entire set of venoms again, including your elite.

Hopefully we’ll see Ricochet altered. I just can’t quite like it, personally.

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best possible burning condi build

in Guardian

Posted by: Softspoken.2410

Softspoken.2410

For the thread starter:

Something to consider for a casual-tier build is sigils that grant further condition application. Cheap entry level sigils include: Geomancy (AoE bleed on swap), Doom (Single target poison on swap), Earth (Chance to bleed on crit) or Blight (Chance to poison AoE on crit, weirdly long cooldown though).

These can give you a few more ways to apply conditions and a wider variety than just Burning. You’ll probably want to pair one with a Sigil of Corruption for the extra condition damage, but those are some cheap ways to tinker with your build.

That said, I’d highly advise going hybrid stats while you’re starting out. (The Rampager combo of Precision/Condition Damage/Power, especially) The Power stat will serve you very well in PvE.

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Signet of Malice: Buff/Nerf

in Thief

Posted by: Softspoken.2410

Softspoken.2410

Problem is, even high hit rate attacks have several weaknesses, and the thing is, HHR attacks like Pistol Whip would heal about the same, because you would still get 2 procs from the attacks, same with Unload.

So its kind of a nerf, except not really because its healing for about the same.

Then why do it at all? It just makes the skill unnecessarily confusing / restricted and destroys the ‘hit as quickly and frequently as possible’ goal.

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So Anet's vision for necro is pure dps?

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

I maintain that while the specialization could have given that option, it would be better for the class as a whole to have impactful support options in their core trait lines, such as Blood Magic.

Edit: As Eggs said, we also don’t know all the skills yet. But even if the shouts turn out to have no allied support options, I’m okay with this specialization. I’d prefer the support solution to come from the core specializations, not one that’s only available at level 80.

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The Necro's Dysfunctional Trait Attributes

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

(…) the immediate thing that stands out to me is Critical Strikes, and the fact that Precision and Critical Damage and grouped together… Perfect Synergy.

Warriors, and Rangers also have this grouping. Oh… and Mesmers. Wait… Guardians too… And Elementalists… And Engineers.

So… All other classes have Precision and Crit Damage grouped together except for Necro.

This is one of the biggest reasons the Necro is so hard to build for.

All other classes can easily fill out their second trait line for high critical rates and damage…except for the Necro.
(…)

I realize my suggestion might actually be overly optimized and require a ton of balancing… but it just bugs me to no end knowing EVERY OTHER class has Precision and Crit grouped together except Necro.

Engineers, Warriors, and Guardians also have precision paired with condition damage. Their critical damage (prowess) is also paired with their profession-specific stat, with the exception of Guardians, who have it paired with toughness.

So half of the professions have the precision / prowess pair, and half do not.

That said, I’m going to look through and try to give this proper feedback, I just had to get that out of the way first.

Edit: I see where you’re going with the proposed swaps, but I don’t think it will happen. By and large, trait lines force hybridization, rather than encouraging a player to funnel every stat possible into one spot. This is partly due to the pairings, but further reinforced by the way you max out a line at 30 points.

Not to mention that you’ve got two secondary stats paired together, as well as two primaries. (The profession specific stat boost is considered a primary for the purposes of trait line pairs. I’m not sure why this is a constant across the game, but I think the idea is that a primary is more or less useful on everyone, but a secondary is more niche in its very nature. That sounds kind of weak though; I’d love to hear a better explanation.)

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(edited by Softspoken.2410)

I Found Something I *Don't* Like About Necros

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

Question: does Axe Training give its damage boost to your Death Shroud skills if you’re holding an axe? You are still technically wielding an axe, after all.

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Elementalists need an animation update

in Elementalist

Posted by: Softspoken.2410

Softspoken.2410

It cracks me up that in a video specifically complaining about animations, they can’t see the difference between ring of fire and ring of earth.

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Chronomancer concerns

in Mesmer

Posted by: Softspoken.2410

Softspoken.2410

I think the skills that Alacrity will be most useful for, are the skills that you plan on using as soon as they come off of cooldown. Blurred Frenzy, for a damage rotation. Any skill* that you’re willing to let sit on your bar unused for 5-10 seconds doesn’t gain value from Alacrity.

*Signets are a good exception I guess, since you get the passive benefits back sooner.

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Your perfect party setup?

in Fractals, Dungeons & Raids

Posted by: Softspoken.2410

Softspoken.2410

Soldier > Sentinel.

You can’t do damage if you’re dead.

If you’re fully equipped in Sentinel gear, you can’t do damage at all.

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Vampiric Aura

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

For the record: I use the signet in PvE dungeon running, because I barely need a heal as it is in most dungeon runs and technically it’s additional damage for the group.

But as for what I actually came in here to say: if Vampiric Aura becomes a full thing, I’m really, really hoping it can be added to the combo interactions with Dark combo fields. Going from 3s duration blinds to an aura that adds damage & healing would be a potent upgrade, and make Dark Fields & wells be way less feel-bad in terms of covering up other fields.

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RU AMA Inititial thoughts: Critical Strikes

in Thief

Posted by: Softspoken.2410

Softspoken.2410

Invigorating Precision – The design of this trait is not happy for a thief. You don’t want to take hits. This trait’s design is low potency all the time and fits a warrior better as they can trade blows. A thief plays hit and run, so allow this trait to play more like mug so you can turn a fight around on someone. Give it an ICD and maybe make it static heal on crit plus a percentage the critical damage inflicted retuned as well, seems more build defining this way.

Invigorating Precision heals based on outgoing crits, aka crits that you do to other people.

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So were we supposed to beta test something?

in Guild Wars 2: Heart of Thorns

Posted by: Softspoken.2410

Softspoken.2410

Personally? I couldn’t allocate the first point in the Exalted Knowledge mastery line. (Yes, I had selected it as the active line and filled the bar) The “Are you sure you want to spend this point” dialogue came up, but choosing “accept” did nothing.

Small, obviously, but it’s something I ran into.

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Speed of Shadows worthless?

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

I’m seriously not seeing it in my tests: I move noticeably faster in DS than without, even while in combat. Are you making sure to do these tests without Signet of the Locust or swiftness active?

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