Showing Posts Upvoted By Morbridae.8607:

Necro hitting constant 8k+ life blasts

in Necromancer

Posted by: Nagato no Kami.4980

Nagato no Kami.4980

Add me to the list of the skeptical. If you take 9000 damage from a Lifeblast while running 2000 toughness then a glass cannon thief would instagib you back into WvW queue with Backstab.

Dec. 10th Balance Preview (Necromancer)

in Necromancer

Posted by: Rance.4570

Rance.4570

as a powermancer that finds the thought of condi to be lame

I would like to see a cleave on Dagger
Do something with our casting animations so slow
For the love of god please do something with the Golem dying in water
Fix obstructs on spectral grasp
I don’t know if it me or not but Corrupt boon for some reason makes me sad
It would be cool if DS auto removed condi’s
Fix obstruct on DS 3 or 2 I forget which off the top of my head
Remove Sig of Spite
Give my access to more reliable Fury or might or Stab

On-i.tumblr.com follow me on tumblr
Stomp or be stomped that is the code of the necro

Should be Longest->Medium->Short

in Fractured

Posted by: DaShi.1368

DaShi.1368

They won’t do this because then Dredge and Grawl will never be played.

Should be Longest->Medium->Short

in Fractured

Posted by: Luculus.9860

Luculus.9860

/signed

It’s the obvious way round to do it.

Luc Commodo [Lux] – Engineer, Guardian, Mesmer, Warrior & Necro
[EU] Gandara

Should be Longest->Medium->Short

in Fractured

Posted by: Risingashes.8694

Risingashes.8694

People are tired by the third fractal, and putting the longest one at the end is just frustrating. Instead we should be getting the longest over with first, and then have things move from trash clearing to puzzle solving.

Why aren't fractal weapons ascended now?

in Fractured

Posted by: AKGeo.6048

AKGeo.6048

fractal weapons have NEVER been ascended

Thanks, I think everyone knew that. He was asking why they didn’t make fractal weapons ascended with this update.

Why aren't fractal weapons ascended now?

in Fractured

Posted by: lordkrall.7241

lordkrall.7241

They aren’t weapons.
They are skins.

Krall Bloodsword – Mesmer
Krall Peterson – Warrior
Piken Square

Add gasmask skin to achievement skins tab

in The Nightmare Within

Posted by: Zaxares.5419

Zaxares.5419

After some more thought, what I’d like to see is a PvE wardrobe that works as follows:

1. Skins which are earned via AP’s or the completion of meta achievements go into one tab. These skins can be withdrawn from the wardrobe as many times as you want for free, similar to the way Zenith skins work now. (For convenience, put the HoM reward skins in here too.)

2. All other PvE skins must be unlocked by putting an existing copy of it into the PvE wardrobe. Both weapons and armors can be unlocked in the wardrobe this way. Once unlocked, you can generate additional one-time use copies of the skin by paying either Transmutation Stones (creates a version that works for any item up to level 79), or Transmutation Crystals (can be used for all levels). These skin copies are account bound, so they can’t be sold.

This allows players to gradually build up a wardrobe of skins they like to use, and don’t have to waste inventory/bank space holding multiple sets of armor or weapons. At the same time, ANet also gets to keep its lucrative transmutation market, since you still need Stones/Crystals to generate additional skin copies.

Reason why you hate dhuumfire ?

in Necromancer

Posted by: Bhawb.7408

Bhawb.7408

Just so people really understand the context:

Pre-Dhuumfire Necromancers were only picked up in PvP teams if they were amazing players. Even some really, really amazing players had a very hard time playing Necro (Symbolic had to change to ranger, people who didn’t change just had a hard time finding teams). This was for a few reasons.

First off, all of our meaningful damage is done via Bleeding. Yes Terror and Poison add in a little DPS, but you don’t truly die because of those, its the bleeding that does it. Pre-patch, it was trivial to keep yourself fully cleansed and the bleed stacks would basically never stack up to a dangerous amount.

Second, we were very easy to focus down. If you had a Necro on your team, it was essentially guaranteed you had one player on the team whose job it was to make sure that Necro didn’t die. And even with this protection, we were generally outclassed by Engineers.

Engineers didn’t need to hide their conditions, they used Burning. A very high DPS condition that they could readily re-apply, along with tons of might stacking, and direct damage for “free”. Not only this, but they could fend for themselves. Even when Necros were run, they were often done so with an Engi that could “feed” them burning.

The Dhuumfire patch, though, changed a lot. Buff to scepter 1, Burning, Torment, better defensive tools, and teams were generally running less condi-removal spam than before. This meant our Bleeds now had 2-3 more cover conditions (poison got a massive boost in uptime due to scepter 1 buff), and thus were far harder to remove. All of a sudden, our Scepter 1 spam alone could put down heavy pressure on targets, not to mention our AoE bleed bursts that were very hard to deal with.

We went from Zero to Hero in a way. Dhuumfire was needed if we were going to be taken seriously pre-patch. But they put in way too much in that one patch.

I don’t hate Dhuumfire. I dislike that they have implemented it in the way they have.

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

Reason why you hate dhuumfire ?

in Necromancer

Posted by: Dalanor.5387

Dalanor.5387

Unwanted, proc based skill which ended up by nerfing nearly everything about necro (survival, sustain, damage etc).

+1: Hating it because devs refuse to remove it from the game.

Hallucinations

in The Nightmare Within

Posted by: uberman.2619

uberman.2619

Yeah, I have no friends amongst NPCs.

When you reach the top of the tower, the corpses of your guildies should be hanging from the walls. Checking the roster shows all their locations as ‘Tower of Nightmares.’ I’d be freaking out, maaannnnnn.

The best thing of this update!

in Fractured

Posted by: MithranArkanere.8957

MithranArkanere.8957

Not all things make it to the release notes.

Here are the undocumented changes for this update ones found so far, noted by wiki collaborators:

  • Added “Show Rarity” option to the Inventory window which shows a border around the item based upon it’s rarity. (Activate it in the gear icon in the inventory where show/hide bags is, also works for bank icons)
  • Essence of Luck now plays a tone and displays a numerical amount (eg: 100 Luck) over your character when consumed.
  • When your account Magic Find goes up a percent, a notification appears over your minimap saying, “+#% Magic Find”.
  • The 6/6 bonus on Runes of Perplexity now have a 8 second cooldown.

Remember, kids: Always check the wiki update notes !

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Flame* armor (w/ constructive crit.)

in Fractured

Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

My thoughts on the three new gemstore armor sets Flamekissed, Flamewalker and Flamewrath:

The good

  • Love the names. They made me super-excited to see the new armor sets in the PvP locker.
  • The price is ok. After the price for the unlimited gathering tools went up and the toxic skins were more expensive, I expected worse.

The not so good

  • Fire… again? What’s with the fire fetish, ANet? That’s like the fourth or fifth set of burning gloves…
  • Disappointed that it’s not new skins, but existing skins with added particle effects
  • Disappointed that the armor sets have no relation to the living story update (unlike the toxic, aetherblade and belated Rox/Braham skins).
    I am even more disappointed when awesome new skins are created and no story goes with them (viper set, magitech set…)
  • Using cultural armor was a poor choice for two reasons.
    One, Some people are understandably cranky that their already bought 100+ gold armor set is now in the gem store with added particle effects for less than half of what they spent (including transmutation crystals).
    And two, now the entire debate of making cultural armor sets available for all races will start again. So the concept of cultural armor is going out of the window, … when can I have heavy human T3 for my norn?

Room for improvement

  • This entire armor set, despite being old skins, would sell like hot cakes if the particle effect could be died. Most people I know in game are really really over fire/lava by now, but it would be easy to dye this into ice, mist, shadow, green necro magic, pink mesmer magic, or to go with their fractal weapons, dreamthistle weapons, etc. etc. etc…. I guess I just don’t understand why you wouldn’t make that happen. Players would shower you in money.
  • New gem store armor with particle effects could have been reskins of the PvP-only armor sets that players have been asking for for so long. (Soulmyr.8094)
  • New gem store armor with particle effects could have been reskins using of some of the popular NPC town clothes sets that players have been asking for for so long. (Celestina.2894)
  • Reskins of prestige armor such as cultural T3 could have been released (bit by bit) through mystic forge or crafting upgrades of existing (already bought) cultural armor pieces. (PopeUrban.2578)
    A gem store component used in the crafting/MF to enhance an existing piece of cultural armor to include particle effects would have been ok.
  • If you must put cultural armor in the gem store, do it for all sets. (Creativewild.6319)
  • While we don’t expect you to fix charr tail compatibility for every single existing armor set, we would ask you to take better care of this and other clipping issues for gem store sets (due to their price, and because only 1-3 new sets are made available at a time). (LadyRhonwyn.2501)

Edited to include valuable feedback from commenters
Cultural armor criticism is no longer valid, but the other points still stand!

For reference:
The light armor is based on human cultural T3
The medium armor is based on WvW / Invader’s
The heavy armor is based on the Pitfighter set

(edited by Pixelpumpkin.4608)

Who is the easy target ?

in Necromancer

Posted by: aspirine.6852

aspirine.6852

I have to agree that a necro is the easiest target for my necro. It all depends on the players of course but one thing is sure, a necro cannot get away from me and I cannot get away from him/her. In the end one of us will die, and I cannot say the same for any other class.
All other classes can reset the fight and run like hell from me and while I could kill them, they are gone so no kill for me.

Floor 3 - soloing is impossibru

in The Nightmare Within

Posted by: Halcyon.7352

Halcyon.7352

Done it alone as a ranger, elementalist and engineer.

Part of the problem is indeed the scaling – a large party moving through an event not bothering to kill will leave behind upscaled mobs that are quite a bit harder to get past.

Another factor is other people clearing mobs, particularly around air purifiers. It’s significantly easier for me to traverse it solo if other people have already cleared.

If you’re having trouble I highly suggest you find a party, or guest to a realm that hasn’t had a huge upscaled event spawn everything.

Fortunately, Floor 3 probably has the easiest progress block event, provided there aren’t a ton of corpses nearby, or people leaving for whatever reason upscaling it.

Tarnished Coast Engineer and… general alt-o-holic.

For the toast!

I found a hidden gem inside the tri-chest

in The Nightmare Within

Posted by: Lonewolf Kai.3682

Lonewolf Kai.3682

I leisurely made my way up the tower after having collected several key sets over the last day or two for the tri-color chest, smelling the roses, chatting with the local residents, and enjoying the sights, etc.

As I capped the top, I decided to spend my keys to try and get that Mini Toxic Hybrid that has been alluding me thusfar. Having scanned the summary sides of the UI for the Mini after opening, and not finding it much to my disappointment, I then opened my inventory to open the various seed packs that I got. I double clicked on a few, half paying attention, when I doubled clicked on one that asked how I wanted to apply the skin (either normal or for PvP). What the heck? A skin? This thing came from the chest, but what is it?! Looks like a seed spore.

It actually turns out to be a Toxic Seed back item! I had no idea they even put that in there. What a pleasant surprise, a hidden gem that wasn’t announced!

Anyways, thanks for reading this colorful …. indeed, TRI -colorful … post.

“Be like water” – Bruce Lee

(edited by Lonewolf Kai.3682)

Compensation for getting reset to level 30?

in Fractured

Posted by: IceVyper.6810

IceVyper.6810

I currently have 2 level 50 characters getting affected by the new fractal changes. They are not only set back 20 levels, but also leveling the second one is completely meaningless now that the fractal level is account bound.

I wonder if there are any plans to reward players for the lost levels, like for example a double daily chest until they catch up to their previous level? And maybe an ascended weapon chest with selectable stats per additional character leveled over 30?

NOW THAT A DAY HAS PASSED and I have read many reactions, I am editing the original post because I feel the need to explain why we keep on discussing a compensation and why we want it in the first place. It seems that many of the non affected players do not understand our reasons, so hopefully the text below will help them do so.

Firstly I must say that I am looking forward to the new changes and for playing the new levels with my friends. I am not going to voice opinions on the new difficulty until we actually try it. The reason why we keep this topic alive is because Anet presented all the new changes, but to this moment nothing was said about a possible compensation for players that had achieved a lot more than the average. Not a single developper has commented on the issue, which angers people and fuels their disappointment.

Another issue is that the non affected player base seems to gather us under the same bunch of “greedy elitist players that want rewards for exploiting the game”. The truth is that there are 3 groups of players affected negatively by the changes and all of them have a valid reason to be angry.

1) The ones that stopped at 50

It is a known fact that if you want tangible rewards you should do anything else but fractals. Yet they are the only place to get fractal skins and the higher the personal reward level – the higher the chance. Hence, many of us made sure to reach level 48 – the highest doable level with the current agony cap. The incentive was even bigger since here is the highest chance to get ascended boxes as well. Getting from lvl 30 to 50 is a hard task, especially if you are trying to do so without a dedicated team. It is also costly, as it requires infused backpieces, ascended weapons or a legendary.

2) The ones that made it to 80

Some people did not stop at 50, and wanted to challenge themselves even more, search for the limit and find it at lvl 80. Up until now, the highest measure of skill in this game has been being able to solo Lupi or do fractals lvl 80. The most hardcore guilds use this as a requirement for recruitment. Sadly, what everyone who has never tried those levels focuses on is: they were not supposed to do it, they were exploiting. What they do not seem to see is that beating the agony at some final boss is the least important thing. At those levels the challenge lies in surving mobs that one shot you, with no room for error. Having to perfectly dodge every agony shot from the boss because no amount of AR can save you. Even the easiest fractal takes a lot of time and effort, so saying that being able to play lvl 80 is not an accomplishment is completely disrespectful to those players.

None of them did so for monetary rewards, they did so for personal challenge, for glory and because it is fun. Now that this is being taken away, they feel cheated. Not only because they have to level back from 30, this is easily done. But because there is no guarantee that this hard content will be accessible again. They do not want 5 gold per resetted level. What would make them happy will be a one time special skin, a title or maybe a unique mini, unobtainable in any other way. They just want something to show for their accomplishment.

3) The people with multiple characters on high levels

Lastly we have the players that chose to put themselves a second, or a third time, through the hard road of fractal leveling because they wanted to master another class. Not only a very time consuming task, but also challenging and costly. A second character had to be equipped with ascended trinkets and weapons and you had to know how to play it to be accepted in the lvl 48 groups. Getting double or tripple daily chests was never the reason behind this. It was the desire for variety, for self improvement and to able to play different party set ups. Having 2 or 3 characters able to do lvl 50 is a measure of deducation and skill. With the introduction of acount wide fractal level, this people’s achievement and hard work is taken away. Now everyone can do what took them months to accomplish. How can they be compensated? Maybe with an ascended chest with useful for them stats, or with another unique item.

I leave those suggestions for the developpers and hope that they will take some time to consider them. In the end it is a way to show appreciation for their most dedicated players who spend hours pushing the limits and keeping the game alive.

(edited by IceVyper.6810)

Are Necros as bad off as the forums suggest?

in Necromancer

Posted by: Drawing Guy.3701

Drawing Guy.3701

My personal opinion of Necromancer:

PvE: Condi builds face the same issue as all other classes do: slow build up. This means that it’s very weak on trash as it is slower than Power. Bosses then face the issue of shortened conditions, but I’m able to self-stack to 25 bleeds. Rabid gear + Earth + Torment sigils means that each scepter swing can potentially slap on 3 bleeds + torment + burning. Add in Torment ticks and some respectable vuln stacking, and you are likely the strongest DPS on the target. Of course this all goes down the toilet the second condition removal mechanics or more condition users come into play… which leads on to the other option of Power. Necro can do respectable damage through power – but you face the fact that unsupported you do about 50% of the damage of an Elementalist. Once that support comes in, you pass Warrior, but are still short of Ele. Unfortunately in any build, you are coming into the party as the least supportive class in the game (you’re best being traiting blinds to chill and working towards a perma-chill)… so why take someone that has to work for their DPS and doesn’t help the party vs someone that has easy-mode DPS and helps the party? Luckily, all told, it doesn’t matter – PvE is easy; knowing the mechanics of your target is 90% of the ability to beat them and you could complete any PvE content naked (discounting weapons ofc), no trait points spent, on any class if you felt like it.

PvP: Necros are solid here – the PvP scale is within your bound of abilities and support isn’t quite as important as you’re not fighting targets with millions of HP. Conditions are currently the strongest spec mainly due to Dhuumfire. Locust is also laughingly beautiful for point holding. Just face the fact that you’re going to be top target because you have so few survival skills (most of those being conditions that they can cleanse) – just an HP sponge that WILL die if they target you. Though at least in PvP you can actually use Worm/Walk as escapes due to the static fight locations if you’re willing to sacrifice your killing power for running away (and subsequently put yourself out of the fight for half the game and be useless to your team if you plan on only entering fights when those long cooldown skills are able to be set up).

WvW: Necros are absolutely beautiful in WvW zergs – Just run Wells and staff and tag to your heart’s content. In roam fights of 6 or less, you’re still pretty solid since as long as you’re not fighting anti-condition builds, Weakness + Blinds + Chills + DS should keep you going. I’ve even won a fair share of 1vX’s. Unfortunately you face a cold fact: Necro is the only class with no scalable survival skills – no blocks, evades, invulns, etc – and what came close (spectral and non-rolling DS damage) has been stripped away. Add in the lack of real escapes that work in a moving WvW situation, and you might as well lay down and die if a group looks at you and you’re in combat mode.

TL;DR – Are Necro’s unplayable? Absolutely not – they have great AoE in both Condition and Power respects, and that can be used anywhere. And while meta can show what class may have the edge over another, Necro is still within the skill > build range as all classes are. Play what you want and have fun – I for one have all 8 classes

Warrior, Mesmer, Guardian only fractal groups

in Fractured

Posted by: Xae Isareth.1364

Xae Isareth.1364

Every time anything new has been released, I have always seen far more teams who don’t give a hoot what profession you are than ones what specify.

No classes will be “omitted”. The majority of teams won’t care. You always have those few who scream in all caps that they only want ZERKER WARS and everybody must be GEARCHECKED, but they really aren’t the majority. Not even close. PvE in this game is far, far more open than most.

This post somehow reminded me of back in the days of RuneScape, when everyone required end-game gear to get into a party for an end-game boss, but the end-game gear was dropped only by that boss.

Lost the will

in Living World

Posted by: Blockhead Magee.3092

Blockhead Magee.3092

There is a reason why I still play GW1.

More places to go and, now, no Scarlet stupidity.

SBI

Please stop with the gemstore armor

in Living World

Posted by: Thalador.4218

Thalador.4218

Putting certain skins in the gem-store is perfectly understandable.

Putting ALL skins in the gem-store is just disgusting.

Scarlet’s Alliance Wars (a.k.a. “Guild Wars 2”)
A fantasy of sci-fi cyborg implants grafted into the desiccated flesh of Guild Wars’ corpse.

Jump from the Exterior Achievement

in Tower of Nightmares

Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

Achievement 1:
Diving goggles on the corner of the platform in front of the entrance to the boss chamber

Achievement 2:
After beating the hybrid boss, don’t leave the instance through the “door button” – go through a “back door” portal instead, it will take you to the outside of the tower. The other pair of diving goggles are at the end of a plank there.

Observing players in the tower

in The Nightmare Within

Posted by: Black Regent.5897

Black Regent.5897

An observation regarding the tower and complaints about its difficulty: people are still REALLY bad at the basics of the game and don’t seem to pay much attention to what’s going on around them. The tower is really good at exposing those two issues and punishing offenders accordingly.

I have run bottom to top numerous times in a desperate – and so far futile – bid to get the apparently mythical “green key” (notably even getting multiple keys on level two of only the blue and pink varieties…) and I’ve seen a couple of things over and over and over since the start of this event.

1. People pay no attention to the mines or the rings they create. Repeatedly I’ve seen groups run through the first and third floor mine fields with large numbers of individuals making absolutely no attempt to roll out of the blasts. I even see people who were downed by those blasts later run right next to mines and trigger them even when they could easily run wide around them

2. People repeatedly get hit with the warlock’s Life Blast volley because in Champ fights they just focus fire and ignore everything else. They stand there and watch it coming and don’t even blink, then wonder why they go down as if they just magically lost all their health with no warning

3. Not only do people frequently not bother to try and break cocoons, when cocooned themselves, they often just stand there waiting for others to break them out. Since the damage done by hitting 1 when cocooned is considerable, it makes it very difficult for everyone else to break people out if they don’t participate in the process themselves

4. People STILL, even after Southsun, pay absolutely no attention to stacking confuse and just continue to slap away at buttons even as they do thousands of points of damage to themselves in the process

5. People don’t understand how revives workittenep seeing people stopping an attack on an enemy with low HP that would rez a downed player on death to manually rez the person, even standing in AoE rings to do it so that they then go down as well. Obviously this is somewhat short-circuited by the annoying PvP-kill that was introduced for certain enemies, but many enemies in the tower don’t require that and killing them would still be a superior option to stopping an assault to rez a downed player

6. People will just mindlessly follow a blue hat no matter what even though that means nothing more than that they spent a hefty chunk of gold. On my last run we were running with a Commander who had absolutely NO idea where he was going and people kept following him anyway. I finally gave up and started running ahead to pop champ events so people would follow the map waypoints instead

I agree that there are some design issues with the tower. Notably the problem of having a large group that just runs through an area creating spawns they don’t kill that makes it extremely hard for a smaller group that follows behind to get through. However, it’s sort of hard for me to take complaints about difficulty seriously when I continually see a considerable chunk of the player base simply not exploiting basic controls available to them or applying a basic level of critical thought to their surroundings.

Part of what makes a game a game is that you are given a set of rules by which you operate in order to achieve some goal or best some opponent. If you’re not going to use those tools given to you, you can’t really complain that it’s too hard because you haven’t really tried to play it in the first place.

Are Necros as bad off as the forums suggest?

in Necromancer

Posted by: Kraag Deadsoul.2789

Kraag Deadsoul.2789

It’s less “end of the world necro’s suck” and more that we are not being given the opportunity to live up to the awesome potential this class possesses in conjunction with being constantly ping-ponged around. With that latter statement, I mean it both literally and thematically.

From the literal perspective, we have poor mobility and no block, evade, or invulnerability; so we get focused and CC-d to such an extent that we are ping-ponged around in fights.

Thematically, we’re ping-ponged around by the devs who don’t seem to have a clear vision of what they want the necro to be in this game outside of condimancer. It’s like the necro of GW2 is undergoing an identity crisis.

I play necro exclusively. I love the class. Sadly, I’m coming to the conclusion that I love the class more for what it was in GW1 and not for what it has become in GW2. A case of failed expectations, I guess.

Can necros be competitive and viable? Sure, if you don’t mind playing to a pretty high skill cap; being frustrated by unjustified, out-of-left field, “WhereTF did that come from?!?!” nerfs; buffs to things that didn’t need buffing; and suffering through a complete disconnect between what the class could be versus the direction it’s currently being taken. That’s a lot of hoops to jump through for so little reward.

Warrior, by contrast, will get you invited to all the cool parties and be rofltstomp easy by comparison. Your choice.

So many souls, so little time. ~ Kraag Deadsoul

This tower concept should be expanded upon.

in The Nightmare Within

Posted by: Shiren.9532

Shiren.9532

This is by far my favourite open world content and one of the more enjoyable placed in GW2 period. I’m fine with the tower leaving but I’d love for the tower climb platform to return in a more robust and permanent form in the future.

  • While zerging was still the easiest method, I had many times where I would be split into either solo exploration or small group co-operation. This is why I play MMOs – to play with other people. Unlike champion zergs or Scarlet events I felt like combat was interesting in the tower beyond auto-attack.
  • The champions used diverse combat mechanics. Rather than just being a giant damage sponge the champions in the tower felt like dungeon bosses. Attacks to dodge and learn, people to res and different tactics for them.
  • It encouraged partying. Even if it wasn’t a formal party, progressing with a handful of people was very rewarding. I often found myself in a two man unofficial party until we resed someone or solo runners caught up to us. Often we ended up creating a small group of players working together. Rarely does open world PvE feel like this any more. I felt like a hero when I came along someone downed and resed them and together we worked together to get to the next floor.
  • Exploring was fun. The environments aren’t as diverse as they could be, but climbing the platforms, finding your way through the maze, discovering chests and taking on the different bosses, all these things were fun. I’d love to see that expanded later on in another form. A tower climb open world dungeon has so much potential.
  • Elite mobs are so much more fun than generic champions because defiant is bad. The removal of defiant but still having powerful enemies means that CC skills are useful. Watching for a powerful charge attack (like the double dagger stab from the krait) and pulling, pushing, stunning etc was a lot more interesting that DPS the HP sponge or wasting CC on a weak mob that you may as well kill instead of control.
  • Scaling worked well. Small groups were capable of taking on a boss and as more people bottlenecked it usually got easier, but it wasn’t just annihilated. Small party gameplay felt more co-operative than dungeons.

I still have some issues with the content.

  • Solo runners can ruin your day. If you have two people (or you are solo) taking on several mobs, you are forced to run if a solo runner with a massive aggro tail drags mobs onto you. Because the AI just switches target, runners will often ruin the experience for everyone else.
  • It can suffer from population issues. It sucks to play in if you go for 20 minutes at a time without seeing an ally come through. As the content dies down, I can see this becoming more of a problem. I like accessible content and this can easily become inaccessible if not enough people are coming through.
  • The rewards are lame. I spent a lot of time in there and I have almost no rewards to show from it. I feel like I am using similair effort and skill to dungeon runes and a lot more effort and skill than champion farms but I have very little to show for it. I think tuning it into a champion farm would ruin it (zerging is incredibly boring) but at the same time I think the rewards are poorly balanced for this content. Even the content specific rewards (the mini, the recipes, the back pack) all feel unatainable because of the intense grind or the incredibly low RNG. If I want any of these I’m better of farming dungeons or champions for gold than spending time in the tower.

I think this was the best open world content we’ve seen so far.

"Antitoxin Spray" = "Consume Conditions"

in Necromancer

Posted by: Umut.5471

Umut.5471

Every new condition cleanse option is a nerf for wvw necros, we have to learn to live with that.
Conditions can’t stay longer than 1-3s on enemy in wvw due to massive area cleanses. And we have to play as condition necro because it’s the only viable and ranged build for necros. But it’s constantly losing efficiency due to more cleanse options with every patch.(plus buffs to cleanses of other classes)
We have to stay ranged because of the lack of stability. We have only melee power weapons yet we don’t have the stability to get in melee range in wvw. We are golf balls to be played with hammers in zergs. These contradictions are just ridiculous. Necro needs power based ranged+aoe weapons and more stability asap to get rid of inefficient condition builds. They are only thinking about pve and spvp, yet there’s no class efficiency balance in wvw.

"Antitoxin Spray" = "Consume Conditions"

in Necromancer

Posted by: Noble.3647

Noble.3647

Anyone else irked by the fact that EVERYONE now has access to “Antitoxin Spray” which is tantamount to the Necro’s “Consume Conditions” (though Antitoxin Spray is an AoE & a FULL 1/4 of a Second FASTER!!!)? [I mean BONUS Healing for Each conditions removed??!! Really?!?!?]) Consume Conditions was our special heal – now its not special … and it has a Slower activation time. -_-

EVERYONE now gets a heal that reduces the effectiveness of Necro weapons, while Necros cannot even get DECENT STABILITY?? EVERY OTHER Job gets access to several seconds of stability, AND access to heal while stable. Necros don’t.

Just wondering if else thinks this is completely unfair?

How would you design the Necromancer ?

in Necromancer

Posted by: Merlin Dyfed Avalon.5046

Merlin Dyfed Avalon.5046

http://wiki.guildwars.com/wiki/Necromancer

^This is a necromancer..

http://wiki.guildwars2.com/wiki/Necromancer

^This is a very weak substitute.

54 infractions and counting because a moderator doesn’t understand a joke when he/she sees it.
E.A.D.

How would you design the Necromancer ?

in Necromancer

Posted by: NEEK.1057

NEEK.1057

short post, but a “feel” of the dark magic of the necromancer makes me love curses and self inflicting blood magic. GW1 is definitely my top 3 favourite necro. However GW2 has a childish, non (evil?) feel to it.

EDIT: 9/10.5 says one of my most badly worded post