If you want to be able to run away from zergs, you shouldn’t play a Necro. Necros do a lot of things. Running from zergs isn’t one of them.
I have to agree with this, but then my mentality is that if i’m going down i’m kitten sure i’m taking some of them with me.
If you want to be able to run away from zergs, you shouldn’t play a Necro. Necros do a lot of things. Running from zergs isn’t one of them.
“He’s like a man with a fork in a world of soup.”
Giving guardians better lifesteal than necromancers was a pretty good joke.
Necros are immortal. They just pay $2 silver and way point.
The Order of Dii[Dii]-SBI→Kaineng→TC→JQ
Necro Encyclopedia-http://www.youtube.com/watch?v=BrAjJ1N6hxs
Dear bartmoss.5107,
You seem confused, so here’s a hint: Guild Wars 2 is supposed to be a game with a broad audience in mind, not just you.
Stop complaining when you don’t like a very specific part of the game.
Instead, please spend your energy enjoying the parts of the game that do appeal to you.
Thanks.
We’re actually not a self-centred class. We have many mechanics that are unique pertaining to ally/enemy condition management and spam blinds, but you have to build for it by going Wells. The only problem has been PVE content has lacked any serious use of condition/boon mechanics until recently.
The basic breakdown of gear is this:
Powermancer Necro: Zerker, Knights/Zerker or Soldier/Zerker and like minded variations, or pure Soldier. Be warned that although Zerker was “the” stats for the first few months of the game, a lot of content is becoming more difficult for zerker builds compared to tougher more defensive/heavy builds. Experienced Zerker players shouldn’t have too many problems though.
Condimancer Necro: Dire, Rabid or Dire/Rabid mix.
Support/Wellomancer: Clerics, Apothecary, Soldiers and/or Valkyrie.
MM: Any of the above works. Some gear synergizes better with minions than others for different reasons.
Hybrid: Rampagers, Celestial etc.
ultra short answer: Yes
Longer answer. The continuation off the story in highlights is actually ready to roll out. At the moment there are no concrete plans to do so. The reason is that they are considering two ways of releasing it.
a: like a traditional expansion where we need to buy an expansion pack, combined with new zones, eaxtra character slots/bankslots and stuff like that.
b: For free as part off the living story.´The last has the preference but has two major issues. The first is the question wether or not the cashshop in the long term will give enough revenue to make it profitable (anet is not a non-profit organisation). The second is if the living story can be evolved to a point that it is possible to do so.
So there are plans to continue the story, but the way to present it is a matter of consideration.
Arise, opressed of Tyria!
Total honesty here: This is coming from a Thief main whose Necro is only level 20. I cannot understand your class at the moment or the depths to which it was nerfed. But I can say that my class has been getting significantly nerfed since launch, and I think it’s for the same reason:
There are just some poor design elements in certain classes in this game.
GW2 combat seems built for Warriors, Guardians, and Mesmers. Those classes are obviously well designed and, because of that, they’re fun. At the moment, half the game’s classes aren’t functioning well and the other half are absolutely facerolling. Luckily, the game’s PVE content is so easy that almost any party can succeed. Unfortunately, the “You can run 5 Thieves in endgame content if you want!” promise from launch is just not true due to the design challenges of making a Trinity-less game.
However…
I don’t think these are game-crippling challenges.
These are mostly numbers adjustments that need to happen. This is buffing some things, nerfing others. Toning down Warriors’ scaling with might in PVE, scaling up Healing Power, etc. They can be done with comparatively little development time.
I know. The rub seems to be that the devs are pushing all the wrong buttons.
And indeed, in some ways, they might be running for the fire extinguisher during a flood. I, along with everyone who plays this game —- and the devs themselves —- want better balancing and design to be done. There’s been a lot of bad so far, but a lot more good, IMHO. As funny as it was, being able to 100-0 any class in SPVP as a Thief was not good for the game, and I’m glad it’s gone. All I’m saying is that there are a lot of good things happening in this game, and that we should just keep giving feedback and make balance better.
These conspiracy theories are just silly. There is no major game company in the world that buffs and nerfs in order to make money… because that’s a horrible way to make money. It wouldn’t work.
I don’t know.
If there’s anything I learned from being a 6-year Feral Druid in WoW, it’s that you don’t base your entire outlook on a game or perspective of “fun” on the dev’s ability to balance classes properly. MMO’s have hundreds of stats, spells, passive effects, and etc. That is just too many variables to create a really balanced experience, since inasmuch as classes differ, they are imbalanced. There is a reason MOBA’s only give each champion 4-5 abilities. IMHO, no MMO will ever be MLG-ready on a balance level. But I’ve come to accept it. I still play my Thief sometimes, but I’ve also got an Elementalist and a Mesmer up-and-coming.
I tried gluing myself to one class/spec and saying “No, I’m going to MAKE this as good as the other classes!” It ended up being a huge waste, because the devs just couldn’t get Feral right. I’m not gonna do that again. I guess I don’t know why I typed all this. I hope that we can learn to find fun in the game anyway. Otherwise, we should leave. Right?
I just got through this part and it was really sad.. Tybalt was by far my favourite character that i got to encounter but somehow, i just knew he was going to die. I just wish it wasn’t so soon. There are so many more quests i want to do with Tybalt! :’(
I never even got to buy him an apple cider
(edited by Xale.1095)
Here’s a toast for my favorite engineer in the citadel.
Flame, it does not have to be 8 path to each story part, it needs a LOT more
Not sure how many have played Dragon age (wont matter 1 or 2). Maybe even hell Mass Effect, or actually even Gw1.
—And thank you for the good feedback, i hope the devs keep on eye on this topic, and atleast mention something, sometime.
While I agree with you guys, I understand that expecting Guild Wars 2 to have a BioWare (I’ve played them all. ME1~3 and DA:O+DA 2) quality of story is TOTALLY DELUDED. This game has so much more to take care of, not just the single-player story. PvP, for one~
A complex branch like Dragon Age: Origins is impossible for Guild Wars 2, Dragon Age 2 would be something to look up to. It has a much clearer “2-sides” to it.
Or even Mass Effect 2 & 3, both of which had at least 2 very differentiated outcome at every turn (including the highly controversial ending of ME3, by the way~)
Currently, my choices in the story seem to have short-term effects at best, which make those choices unimportant. Endings are the same. Dead-or-Alive of major characters are the same. Not personal.
Originally, I really didn’t expect Guild Wars 2 to have branching storylines. I would be totally accepting if all races are given a linear storyline to follow, because this is a MMO, not a BioWare RPG.
But hey ANet, it was you who claimed this to be a personal story, in which my choices would shape the world around me. So, come on, keep your promises, and make it count
Champion Slayer | sPvP Rank 90
Dragonbrand
I think the point that a lot of the Trahearne supporters are trying to hit on is how we think we should be the grand hero in all of this, and we should be crowned King of Tyria. I may not speak for everyone else but im glad im not, im happy to be another cog in the wheel of the machine that saves the world. I never cared for MMOs that makes it out that you’re the only person ever that can do what the other tens of thousands of players are doing, that just dumb.
This is one of the most easily counterable arguments in the world.
Your argument is that I can’t be the hero of a story which from my perspective I am the only one acting in because other player’s who are the only actors in their stories , which is the same story I am now reenacting without their presence, before me. I already showed why your logic doesn’t work.
While it is true that if this story were real there is only 1 dragon that could be slain, however from there is a problem. Each person who does the quest slays the dragon and from that player’s perspective they are the only one who not only slays that dragon but is the only person who could have possibly slain that dragon, all the other people who are taking on the same quest and all the dragons laying devastation to the land are outside the perception and interaction of the player and effectively do not exist for the player. The only thing that matters is how the single player interacts with the game world, and not how the 10,000 other people interact with the game world.
When the player is given the quest, when they perform and complete the quest the player is told that this is the only dragon laying waste to the land, that they are the only person who can slay the dragon and save the land, etc. It doesn’t matter that the same NPC gives the same quest to each of the 10k players, what matters is how the quest itself is structured and how it makes the player feel. Also relevant is what the player sees and experiences when performing this quest. In the MMOs of the past, it wasn’t feasible to make seperate instanced zones for players to play out the quest in so every person who wished to finish that quest would have to get inline to wait their turn to kill that specific dragon when it respawned. Where was no doubt in the player’s mind that not only was their involvement in the world unnecessary but also that the threat itself wasn’t really a big deal since there was this huge mob of people who were already in place to stop any threat the moment it appeared. But that wasn’t by design, those quest creators didn’t make quests for the purpose of making the player feel unnecessary or unimportant. Any feelings of that type that the player had were against the wishes of the quest designer and caused solely by technical limitations that prevented the quest designer from being able to fully realize the quest and storyline that they wanted the player to experience.
Only now that MMO designers are able to create individual instances for players to experience a quest by themselves are quest designers able to implement the quest as they meant it to be experienced. That is the quest designer really does want the player to feel like the hero, like the only person who could possibly slay the dragon and save the land from this dragon which is definitely laying waste to the countryside because there aren’t a mob of people waiting to kill it the instant it spawns. And they are able to do this by giving the player a personal instance where they are the only actor. We have seen these sorts of quests in WoW (beginning with WotLK and much more heavily in Cataclysm), in KOTOR where according to the writers the player really is the hero of the story and is the only hero of the story which in the case of the Jedi character is supposed to make the player feel like their character is Luke Skywalker or Anakin, and even in GW 2. If you follow the actual storyline of the GW2 quest, you will see that the player really is meant to feel like the hero, is meant to perceive themselves as the hero and that this was all the intention of the various quest designers.
Heh, amusing convo, but the guy who made the suggestion is actually correct. Here’s some tips on getting the shockwave achievement:
1. Try and get everybody to stand on the same side of the Wurm, preferably in a narrow line. This increases the chances of all shockwaves coming in the same direction. Players who already have the achievement should stand further back so the Wurm doesn’t spit poison right at her feet (makes it easier for the guys in front to survive).
2. If you need the achievement, stand right in front of the Wurm, then start jumping when you see her raise her head for the slam. This will give you at least 1 shockwave credit each time. I got all 5 of mine in a single event this way.
It’s a veteran because it fell out of a kitten ed exploding tower, if that doesn’t shave a few levels off I have no idea what will.
Eleshod|80 Thief|Tarnished Coast
Malsavias|80 Necromancer| Tarnished Coast
Reading through this has confirm my non acceptance of necros in arah runs….
Which is really sad, because more necros want that armor than any other dungeon armor.
This is a huge thread (for me!) and I’ve read 1/3 of it but don’t have time to continue. I just wanted to add my two cents. Each LS installment is a different puzzle, a different scenerio, requiring different measures to finish. Some ‘solutions’ are maybe what the devs envisioned but that is the beauty of a human player base improvising and iterating and finding the optimal path. For big events, you need lots of people. For smaller events, you need creativity. But so far, from my recollection, each event got me thinking about exploring different builds or doing it with a different toon. And that’s what’s refreshing in this game – it’s constantly changing.
Lol, the ratio of “good job” threads to “this sucks” threads is really unfair. :p Credit should be given where credit is due, so I have to say that this was a really nice update: interesting LS NPCs, great cutscene, changes to the world – consequences visible all over Kessex, but without the area being stuck in the nasty green hue as in previous weeks.
With this update and the LW2013 post announcing end of Scarlet “story” and the upcoming big feature, I wil probs continue playing in 2014.
[DV] – megaboss community
I realized I often only come to the forum to point out the stuff in the game that I dislike, so I thought I should point out parts of The Nightmare is Over that I thought were really cool above and beyond what I normally expect from the game.
So thanks for a really impressive cinematic after the story instance. It looked great and felt epic. I also appreciate how elements of the Nightmare Within got preserved beyond the 4 week time frame of the release such as the Tri-key chest and Dee’s shop. I like the direction the Living Story is taking in its balance between temporary story content and permanent rewards. And of course, it’s always nice to get more banter from Marjory and Kasmeer.
Tengu and Cantha. They had a strong presence in Cantha, and they’re the only minor race that already has a capital city, which I presume every race is going to have.
New Heavy Profession
Lets even out the numbers!
Do you even lift, bro?
Classes from GW1 included:
Warrior, Ranger, Mesmer, Elementalist and Necromancer were all in the original release of GW1. The 6th original class was Monk, a cloth armor healing-focused spellcaster. A lot of Monk tricks wound up in Guardians, and their removal as a class was the most deliberate sign of ANet distancing itself from the “Holy Trinity” of Tank/DPS/Healer. They’re thus extremely unlikely to come back
Four expansion classes were added. Assassin heavily influenced GW2’s Thief. The Ritualist (a spirit summoning shaman type) play style was largely rolled into Turret-heavy Engineers, and to a much lesser extent into Spirit Rangers. Paragons were javelin-wielding tactical commanders who saw a lot of their tricks split between Warriors and Guardians. Finally, Dervishes were scythe-wielding devotees of the Human Gods, probably the GW1 class with the least overlap to GW2, but extremely unlikely because of that religious background.
Personally, I think the addition of a 9th Class (Heavy Armor) and a 6th Race would be perfect. Then I could make three characters of each race for all three story paths, split them between all three armor types, and have two total members of every class as a result. I have no idea what the actual class would be though… Warrior is already very versatile conceptually, so most of my ideas for a 3rd Heavy Armor class wind up being “like this kind of Light Armor guy, but in plate armor with a greatsword”.
Charged crystals in gifts => people complain. https://forum-en.gw2archive.eu/forum/livingworld/wintersday2013/Charged-Quartz-in-Presents-Disappointed
Crystals in gifts => people complain (this thread).
What is going wrong with you people?
They already have plans to remove the difference between PvE and PvP clothes, allowing you to wear your PvE gear in PvP and vice versa.
It’s just a list. Do it one part at a time, it really isn’t that complicated.
Personally I enjoy building it up one part at a time and seeing my progress as I get closer to the next piece.
legendary weapons are just Ugly skins for bragging rights..
But, but… I think they are purdy… well some of them.
I hope it is less just from the perspective of gearing alts. I think it is entirely reasonable to expect to be able to gear out two or three characters for less than a legendary.
not to mention a LEG is 1 item , ascended armor is 6 items
legendary weapons are just Ugly skins for bragging rights..
*look i spent over 2000gold *
Tbh minion always were meant to attack target at random (starting with the one you hit) The whole point of having a lot of minion is the confusion and havoc it causes by attacking everything at once forcing the mobs to attack minions and disregard players (so was the concept of the aura of the lich minion master doing the tanking for everyone in GW 1). The problem is in GW1 we had like 12 bone minion or more (with all 3 hero behing minion master and spamming aura of the lich death nova + yourself also behing a minion master or spirit spammer you can have like 20+ this made the game prety much of a huge petting zoo especialy with signet of spirit behing used both as a weapon and a meat shield) while here we can only have 7 at best wich is hardly as overwelming as what we had back then. Maybe if they revised reanimator so to make the minion spawned that way appear every 5 second or actualy have no cooldown it would actualy make the minion build into the epic stuff we had in GW 1 while keeping PVP relatively clean of Minion master armies (player dont die as often as pve mobs do so less stuff to use reanimation on)
That meat shield concept has ALWAYS been the trademark of minion master necro and as such it is somewhat normal for pets to die or for MM to do less dps then a real damage spec as their real purpose is to keep the bosses and mobs busy hiting the wrong target. In some way they do this job better then mesmers right now but since their long pet cooldown mesmer has the advantage of behing able to keep poping illusion while the necro is forced into handling his pets to keep them alive. This is totaly against the ‘’fodder builder’’ concept minion master always been the paragon of. If they actualy did MM right we would see a rise in the defensive support necro spec we havent seen since Guild Wars 1 and Necro would finaly be recognised as other stuff then the little guy spamming his condition and curse crap in the corner with his scepter because right now thats prety much what everyone vilify us as, heck the support role could even be cimented as an officialy important roll in dungeon party on the same lvl as glass dps.
The death trait line wasnt choosen as the toughtness line because its meant for the necromancer to tank it was because tanking and dying for the party is the jobs of the sacrificiable pets he can summon at will.
The true purpose of minion and youl call me crazy for saying this as a lot of people who play pets thinks the total reverse is actualy to die defending their masters the best they can and as such minion death is a part of the natural order of things in a MM build so expect your minion to die and quite often, of course you hope they last a while and pull their share.
BM: I want to present you my lovely jingle bear mia
If pet had voices: Mommy, I did it! :3
(edited by kyubi.3620)
…you guys at ANet are ever going to fix the disease that affects minions, making them clueless as to what their master is attacking much/most of the time?
Getting close to a year and a half after launch, bunches of major updates…and yet…nothing? My minions remain brain dead—even more than expected for things that are actually supposed to be dead.
I don’t recall reading anything from a dev that explains what’s so hard about:
I attack mob -> minions attack same mob.
Works for Ranger pets.
Works in reverse for mobs and whatever THEY summon (hello toxic hallucinations, for example).
To be blunt: What the hell’s the problem with minions which are essentially in the same boat?
Now, for those Necros that like minions and havent’ figured this out, I have a trick I employ to make mine move their kitten to attack an initial target:
Get near your target, but not near enough that your attack can hit it or within the mob’s aggro range. Then start attacking the target with your #1 skill (so you can repeat without any/significant cooldown). Your minions (usually after some brief durping; certain minions will durp more than others) will begin running off to attack the target, after which you can join in.
This works 100% of the time for me (with scepter and axe, and presumably would work with daggers; staff’s long range #1 skill grasping hand is generally not usable here), but obviously limits certain opening tactics you might want to use. Even so, better than them standing around gossiping while you do all the work without the help of those utility skills they’ve displaced.
Hope that trick serves to help out some of you annoyed MMs while we await the end of the univ…the patch that actually fixes this silly situation.
So I was messing around in the new patch, testing the new sig and something I often ignored occurred to me. Jagged Horrors… These little buggers where mostly an afterthought, but I noticed I was indeed getting a few more then usual thanks to the patch. In a 2 minute even fight I had 3 to 4 of the little buggers chasing me around at constant.
Then it dawned on me, just how much of a buff this was to MM’s.
Not only does each new jagged give me a 20+ toughness increase, but when the little buggers expire they also proc death nova ((30 point death magic trait)) This now means instead of having 1, maybe 2 ticking time bombs chasing me about. I now have 3 to 4, that not only increase my survivabilty by a half decent amount… 80 extra toughness is a good increase. But each one is going to pop for 3k and poison.
Did I mention they life siphon as well?
I hadn’t actually been able to decide the usefulness of this till I actually got into the patch, and honestly, i’m surprised and more then a bit happy.
Eleshod|80 Thief|Tarnished Coast
Malsavias|80 Necromancer| Tarnished Coast