Showing Posts Upvoted By Morbridae.8607:

The Traditional Necromancer player

in Necromancer

Posted by: Kraag Deadsoul.2789

Kraag Deadsoul.2789

+1 to original post. There was so much depth and breadth to the GW1 necromancer; arguably one of the most versatile professions in that game.

Here in GW2 it’s largely been reduced to “go conditions or go home”. Some will counter with, “But we have builds X, Y, and Z.” When compared to GW1, though, and with how some of the GW2 alternate builds are sub-optimal relative to conditionmancer, it’s really no contest. Not only did GW1 necros have a greater variety of builds, they were viable builds, as well.

I understand their desire to simplify the buff/debuff system. However, it’s evident that they constrained themselves to too small a box. They stated they weren’t going to include enchantments in the game; yet witness guardian Virtues. There’d be no hexes; yet witness Tainted Shackles. The precedent is already there. They just need to be willing to expand upon that and not keep themselves so narrowly restricted to the mantra of “everything must be either a boon or a condition”. This would greatly benefit necros specifically given how so much of what we did in GW1 was enchantment, hex, or orders based.

I personally feel Arena Net is being a bit too cautious with the necromancer. For example. Take a look at Life stealing traits and skills. The damage and healing of these skills and traits are split between 2 attributes. Healing power and power. This to me is a sign of extreme caution. Which I mentioned above about how life stealing was causing problems in the first game. However, GW2 is indeed a different beast entirely and they can afford to try a similar direction with a twist in GW2. But instead arena net decided to take a page out of every other RPG ever made. Which is a real shame because of all the RPGs I’ve played, GW1 was the only one I could honestly say life stealing was fun to use.

Life stealing in GW1 was done right. It was skill-based, requiring careful timing, energy management, and – most importantly – health management (since hitpoints could be used as a resource by necros in GW1). Necros could also be built as high risk/high reward edge play where – if you weren’t careful – you could kill yourself with your own health sacrifices. To demonstrate just how versatile the profession was, there were even builds where killing yourself through health sacrifice actually benefitted you. Now how much more necromancer-y can you get than that?!?!?

In GW2? Reduced to – as someone in a previous post had stated – a binary system of “hit with X to siphon Y.” Yaaaaaawn. Boring!

There are certainly legitimate concerns regarding life siphoners becoming unkillable. However, that’s a function of unintended consequences from poorly designed mechanics that are not thoroughly tested before release. No profession should be unkillable simply through following a pre-scripted skill rotation or due to exploitable synergies of skills that lead to de facto god mode/invulnerability. A player that is hard to kill due to skillful play rather than broken mechanics is completely unrelated and should be celebrated rather than nerfed.

That doesn’t mean all the fun and skill has to be drained out of life siphoning builds. Of course, despite having simplified the game, achieving “fun” life siphoning in GW2 is – paradoxically – more difficult than in GW1. In GW1, health sacrifice and energy were resources available to a necro. With the lack of same in GW2 in conjunction with the elimination of enchantments and hexes, there’s very little left for an opponent to counter a life siphoner.

In GW1, for example, there was a hex called Insidious Parasite which stole health from the hexed foe and transferred it to the necro whenever the foe struck with an attack. Remove the hex, remove one source of the necro’s life siphoning. In GW2 – oops! – no hexes; one method of counter-play axed.

Another example is a self-enchantment called Vampiric Spirit. This provided the necro with health regen over time. Strip the enchantment, remove a source of healing for the necro. In GW2 – oops! – no enchantments; another method of counter-play eliminated.

The necro could use a skill named Blood Renewal in which they would sacrifice 15% of their health now for a very large self-heal 7 seconds from now. If you were observant, you could catch a necro performing their health sacrifice and spike them down quickly before Blood Renewal healed them for ~50% of their total health. In GW2 – oops! – no health sacrifices; yet another form of counter-play put on the chopping block.

Necros in GW1 had a fair amount of skills with high energy costs. Use energy denial on them and builds which used those skills could be shut down quite effectively. Of course, there’s no energy in GW2. This is the one mechanic I’m glad to see go the way of the dinosaur, though, and don’t bemoan the loss of energy micro-management.

(continued)

So many souls, so little time. ~ Kraag Deadsoul

The Traditional Necromancer player

in Necromancer

Posted by: Lily.1935

Lily.1935

There are a number of things ANet needs to consider. They need to balance out a few things. This isn’t GW1, and while its based off the same universe and franchise, it does have new mechanics and goals, which will invalidate some old mechanics, and open new ones up. The other big one is simply that they have to somehow cater to both the old fans of the original Necromancer, but also cater to newer players (and lets face it there will be more new players than old, if this game wants to be successful).

I am very aware that GW2 is a different game and can’t transfer everything I loved. I Specifically mentioned Spiteful Spirit as one of those things that wouldn’t translate well. I’m not saying they couldn’t do it with that skill, they could. Easily in fact. But the major problem is its too similar to Confusion and the only way to implement it would be through a condition which would cause problems. Putting Spiteful spirit on 2 targets in the first game was a build all itself. Putting it on everyone with epidemic? There is no way to balance that. So yeah. I understand.

On another note that you didn’t touch on is that I also tried to mention the caution that arena net takes with the profession because of the necro’s history in GW1. As much as the community likes to tell the Old players that “GW2 isn’t GW1” the Devs seem to be as guilty of this as we are and need to be reminded of this. The balancing problems the GW1 necromancer had are a non-issue in GW2 and I honestly think the Devs have forgotten that. They have different problems, sure. Removing the energy system entirely created its own challenges.

I personally feel Arena Net is being a bit too cautious with the necromancer. For example. Take a look at Life stealing traits and skills. The damage and healing of these skills and traits are split between 2 attributes. Healing power and power. This to me is a sign of extreme caution. Which I mentioned above about how life stealing was causing problems in the first game. However, GW2 is indeed a different beast entirely and they can afford to try a similar direction with a twist in GW2. But instead arena net decided to take a page out of every other RPG ever made. Which is a real shame because of all the RPGs I’ve played, GW1 was the only one I could honestly say life stealing was fun to use.

You also mentioned that Awaken the blood couldn’t be translated to GW2 and I have to disagree with you there. Because it was. GW2’s Blood is Power Effectively does about the same thing minus the double sacrifice life cause. There effect on the player is effectively the same. Although Awaken the blood helped healing skills too, this minor difference isn’t really enough to say that it wasn’t translated over to GW2.

There is new territory that I would like Arena net to try that couldn’t be done in gw1. I would like Arena Net to involve death shroud into the necromancer’s abilities far more then they do. Not a Single skill outside of death shroud cares about death shroud and only a few traits have an effect on you outside of death shroud because of how full your bar is. Compare this to other professions like the elementalist or warrior who have skills that care a great deal about there special mechanic. I personally feel that DS should be a resource and not just that thing you enter to not die or pop a few skills.

But thank you for posting. I hope we can talk more about this in the future.

(edited by Lily.1935)

The Traditional Necromancer player

in Necromancer

Posted by: Lily.1935

Lily.1935

One thing I find extremely unsettling and interesting about the necromancer community for Guild Wars 2 is just how divided we are in terms of what we expect and want form the profession and the Devs.

On one hand we have the new players who came over from other games who have played a similar class type who want the necromancer to be more like those classes.

Then we have the veterans from Guild Wars one. These players are people who have a different expectation for the profession then the new players most of the time. They want the necromancer to be closer to the GW1 counterpart. In most cases though, the Veteran players are not as happy with the GW2 necromancer as they would like to be. Myself included.

Now I’m not going to say one side is right and one side is wrong. Both sides need to be satisfied to promote a long lasting relationship with the game. This is true with any profession people come to love, but I’m just focusing on necromancer.

I want to Focus on the Old Necromancer because I personally feel that the New players are really missing out on something the GW1 necro provided that the GW2 necro hasn’t been able to simulate. I think that Arena Net is very aware of this fact and are indeed looking for ways to improve the experience for both the new and old players. Though I personally feel that they are struggling with this on multiple fronts.

Much of the problems that happened with the necro in GW1 where related to energy and secondary professions. Early in the game the necromancer could summon an unlimited number of minions. Soon that was reduced to a cap of about 10 or 13. Necromancer would also gain energy off of deaths. This would mean that they could let there minions die and gain all there energy back. This was soon nerfed to trigger 3 times every 15 seconds. Which was still a lot. Then there where problems with life stealing skills. Now this is a strange one because this wasn’t actually the necro’s fault directly. It was the mesmer’s fast casting ability and the ranger’s Expertise that reduced the casting cost of touch skills. The reason I bring this part up is because I feel that much of arena net’s fears of the necro stems from these problems specifically.

However the necromancer had some really cool abilities that haven’t been nerfed to this day in the first game that really make them stand out in GW1 and even stand out when compared to similar classes in other games. And this is what I feel people are really missing out on. Necromancer where a support class in the first game. But not at all in the same way they are in GW2. They used debuffs on the foe, sure. However their debuffs rewarded allies for attacking your target rather then just weakening them. They had a tone of skills that literally did nothing unless an ally was hitting your target. They also had buffs for allies that where fairly different then the ones they get in GW2. They could give allies a bonus life stealing effect when they attacked, extra health or just damage increase. Many of these skills had been used throughout the lifespan of the first game and changed the dynamic of how parties where formed.

Guild Wars 2 does provide some things that the necromancer did from the first game. The necromancer was really good at stacking conditions. But strangely, this was a very small part of what it meant to be a necro in the first game. The Necro also did have direct damage as well, but this was far FAR weaker then it is in GW2. They also did have some melee capabilities with touch skills.

However its the things that Arena Net as forgotten about that really disappoints the Veteran players. We miss out spiteful spirit, Mark of Pain, Disease, expendable minions, and our orders. And I don’t personally feel that its a stretch to adapt some of these concepts into Guild Wars 2. Spiteful spirit might not be an option but we could certainly have a re-imagined condition for Disease and barbs. Minions could defiantly use a trait that makes Jagged horrors when one of your primary minions die to increase the longevity of their build. The Orders could easily be included through corruptions or giving the necromancer access to a new buff that makes allies attack steal health.

Arena Net has been taking steps to help satisfy the old players. Torment was a big addition that was defiantly implemented because of the first game. So Please arena net, keep digging into our past to improve our profession. You have a good start and I believe that the new players will love it even more then we did back in GW1.

Life steal necro - Viable?

in Necromancer

Posted by: Bweaty.9187

Bweaty.9187

Nar it’s less than 0.1% your max life per second.
In the recent ‘big patch’ it actually got nurfed overall. While Vampiric got a slight boost, Bloodthirst got nurfed from 50% to 20%. Also Vampiric Master got a big nurf on heals.
They did add, healing power scaled them, which sounded awsome, but it’s “0.004”… so all gear in healing power, can at best add 1-3 extra heals per hit, and is def not worth ditching another stat for.

The one change it did help, is they now all scale the damage off your power. So if your using a MM spec, you should get another ~75 damage per hit, per minion, that ignores armor and mitigation.

Elite mobs in open world now

in Tower of Nightmares

Posted by: Vargamonth.2047

Vargamonth.2047

It makes total sense to me.
They allow events to correctly scale when there’s a lot of people around without spawning champions that would encourage zerging.

Disappointed with Halloween

in Blood and Madness

Posted by: BoogerSammich.7189

BoogerSammich.7189

I never use the mini’s that get auto-cleared into the bank and always need to manually be told to spawn.

Just an FYI, invisible bags and lockboxes will “hide” your minis from the “deposit all collectibles” function. I have one on every toon I use a mini on for that reason alone.

Completely off topic, but when are we going to get a minis slot added to hero panel?
Once that happens, I imagine many people (myself included) would be much more interested in using minis.

Nightmare before Christmas.

in Blood and Madness

Posted by: Icealen.3802

Icealen.3802

Halloween this year was fine, and I’m sure Christmas will be too. Even though I wasn’t able to earn much of anything except achieves (and we all know everyone earns those), I did thoroughly enjoy the labyrinth zerg fest and had fun just playing the Halloween content.

As for candy corn on the TP, I refuse to “buy” my way to an item. If I can’t earn/find it on my own, I’ll simply go without and move on. No big deal.

I hope they bring back choir bells.

Why is this being released Oct. 29?!

in Tower of Nightmares

Posted by: Tanith.5264

Tanith.5264

Listen to the teaser dialogue again.

The tower is a “monument to fear”.

So far the only “fear” I’ve seen is the fear that Scarlet is somehow going to be involved, but we’ll find out in about a day’s time.

Tanith Fencewalker, Tanni Mindbender, Thyra Wrathbringer, Lovecraft Thrall
Guardians of the Vault [GotV] and Guíld of Dívíne Soldíers [GoDS]
Gate of Madness server

Attrition and 'outplaying' damage

in Necromancer

Posted by: Sororita.3465

Sororita.3465

Solution is to have groupmates that heal and peel for you.

Basically we need other classes to plays our effectively!

Commander Starlight Honeybuns[BUNS]
Timelord to Lillium Honeybuns, IoJ
Forever together, or not at all.

Please remove "Here Be Dragons" from Dailies

in Living World

Posted by: DarcShriek.5829

DarcShriek.5829

I say let’s remove the requirement to log in and reward people every day for just, you know, having an account.

Now that I’ve thought about a bit, my above reward system seems too harsh and punishes those that don’t play GW2. I propose that Anet reward everyone that ever has been, and ever could be. Full rewards for everyone, even those that don’t play.

Please remove "Here Be Dragons" from Dailies

in Living World

Posted by: PopeUrban.2578

PopeUrban.2578

This sort of thing is WHY dailies were changed to “just pick five from this list”

So that there is a selection of general and specific things. The Teq daily isn’t any more onerous than several of the WvW dailies. Who ever indicated that all dailies should be soloable? What’s important is that at least five are, so you can get your daily box. Group event completion comes to mind. Despite the fact that certain builds can solo certain group events, they aren’t now and weren’t ever designed to be done alone.

The people saying “do another one” are absolutely right. The ability to “do another one” is absolutely what justifies LS dailies, WvW dailies, activity dailies, and other such niche categories, and is exactly why they exist, and why the pool is now bigger than the requirement.

It sounds like the root of your issue is with the teq fight, not the daily. I think you’re pointing your feedback in the wrong direction.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Please remove "Here Be Dragons" from Dailies

in Living World

Posted by: Mastruq.2463

Mastruq.2463

I don’t believe “you can do other ones” is a good reason for this one to exist. It needs to justify itself. Any daily that is just off the table for lots of players just shouldn’t be a daily. I’m not saying they should remove Teq entirely or anything, just remove the “fight him today” thing from the daily achievements list so that it can be replaced by something achievable on a daily basis.

Every fractal, WvW and activity daily is a “point I am missing”. I suggest we remove them all from the daily because they dont suit my interest and are a waste of time to me but I must have that achievement point.

Maybe add a feature where you can “opt out” of a daily or monthly part but still get the achievement point? After all that is what it’s all about.

Now on the more serious side, the fact that there is a list of other options is the best reason for this daily entry to exist – I wish they would add more specific entries or split the “any meta boss” one into several regional ones like “a meta in shiverpeaks” etc like they do for veterans.

I was pretty happy when I think two days ago I got several daily steps done just from killing Tequatl. If its not for you, skip it, if you cannot skip it, learn to deal with that on your own terms instead of trying to cut stuff away from the game that other people might like.

Female Lich Form?

in Necromancer

Posted by: Celestina.2894

Celestina.2894

+1, keep it topless ._.

I like the way you think.

Female Lich Form?

in Necromancer

Posted by: Bawi.9541

Bawi.9541

+1, keep it topless ._.

Ele / Guardian

The crossing (and other Halloween weapons)

in Blood and Madness

Posted by: Tenebrous.2451

Tenebrous.2451

Yup.

The Crossing was the only staff skin that I went – OMG I need this. I want this. I will make this. And now I can’t get it.

So I am basically miserable. Not that I think Anet cares. They’re too busy making their not-grindy game.

Calm down man, you can just buy the staff on the trading post and not bother with the recipe. It costs 200gp. That’s NOTHING. 200gp is not some huge unattainable amount of gold. Its like a week of farming at frostgorge 2 or 3 hours a day. Its a month of playing the game normally. If the idea of working up 200gp is miserable to you, you should count yourself lucky that 200gp is ALL your favorite skin costs.

I guess we are playing differnt games. I have never made 200g in a month playing normally. I guess your normal and mine are differnt.

Anyhow I was looking forward to the gift of Spiders this year and will probably not get it. Becaused of the increased cost. I simply can not afford it.

Thursday Tenebrous – Necro * Sunday Tenebrous – Hunter
Tenebrous Fivetree – Guardian
Zelots of Shiverpeaks (ZoS) – Northern Shiverpeaks

Bloody Prince's armor

in Blood and Madness

Posted by: Riot Inducer.8964

Riot Inducer.8964

So, the costume is in the store now. And I have previewed it on my necro, and it makes me very sad. This costume pretty much encapsulates everything that was awesome about necro armor in GW1: lots of leather and straps, check; creepy facial scars/paint, check; wicked looking spikes, check. It’s everything I want in a new armor skin for my necro….and I can’t wear it in combat.

It’s like some kind of sick joke, on the most necro-y holiday of them all I get taunted by the perfect necro armor that isn’t, and the Mad King gives me a mesmer mask ARMOR skin just to rub it in.

Bloody Prince's armor

in Blood and Madness

Posted by: Shanna.4762

Shanna.4762

not an armor skin?! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!UGH!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! I don’t want anything I cant also wear in combat

Bloody Prince's armor

in Blood and Madness

Posted by: Player Character.9467

Player Character.9467

This screen shot actually shows the Bloody Prince Thorn costume and not an armor skin, so it is not usable in combat.

See, even ANet knows how much time we spend sitting around doing nothing in LA.

Being Flammed by actually playing the game?

in Blood and Madness

Posted by: DarcShriek.5829

DarcShriek.5829

Well blame Anet for infinite AP reward from this minigame.

No blame the players for their bad behavior. It’s time you held players responsible for their behavior rather than blame Anet.

OP, report the players for harassing you. They will hopefully receive a temp ban.

Being Flammed by actually playing the game?

in Blood and Madness

Posted by: Keru.4289

Keru.4289

Alright, i was playing lunatic inquisition and some people (that i wont say the names here) starting complaining and “ordering” the survivors to die to complete the event faster so they could farm the rewards, and after standing up against that and refusing to die, i got flammed and called selfish etc etc etc, about how i refuse to help the majority…. I mean, seriously, im playing the game for FUN, i can’t even play a Holiday event anymore without being cursed upon because im actually playing the game? people who think everything is a Farmplace and curse at people who want to have fun, Anet fix these “farmable” events or whatever, make it a daily so people who want to have fun on Lunatic Inquisition actually dont get flammed for “following the instructions”

Disappointed with Halloween

in Blood and Madness

Posted by: Korossive.7085

Korossive.7085

I was excited for Halloween. I waited for it, and found it an isle from the endless bore of another Scarlet this Scarlet that (I mentally skipped the whole aether-Scarlet shallow plot thing). Halloween arrives! It’s a special occasion, theme, fun – real stuff coming our way.

Here’s what I found:

  • The festive LA is nice, and no complaints here. While I much less than like Zomorros, the cooking pot is a good touch. But then again its nothing for my character or account, just an atmosphere thing that’ll go away…
  • The maze is nice. I joined and enjoyed the atmosphere, the mobs and bosses. That was the first 10 minutes I joined the train. Did Corn boss, did Skeleton boss, did Corn boss, did Skeleton boss, did Corn boss, did Skeleton boss again. Ok. Nice. I get it.
  • Mad inquisition is nice. To win you have to have played when it just came out and nobody knew of the south west corner to hide in. It’s gone now and the game of running isn’t fun. I didn’t return to it after the first day (Oct-15) though.
  • The short story instance was nice, it gave a 10 minute opening. I liked it and wanted more. But there is no more, its just those 10 minutes. For more you’d need to ride the train until corn-mini pet. The mini is just a key, as I never use the mini’s that get auto-cleared into the bank and always need to manually be told to spawn.
  • Achievements were added I see. Hmm, anything substantial I can have fun with or close-50-doors-train-ride is what’s in store? Nope, it is just to further the achiv counter by closing 50 doors. Ok. What else is here?
  • The costumes are great! This is what I’m talking about! Permanent stuff! I am SO definitely utterly unarguably buying them and taking the witch hat for my female mesmer! I love Halloween!

Wait. I can’t. It’s town clothes.

…o_O

-Purchase cancelled-

I felt empty and a bit let down. LA makeover and opening instance dialog were nice atmosphere, but not much more.

And then it came!

-DRUMROLL-

The Spider’s Shortbow of Awesomeness!

Yes! I wants it! It’s permanent! Its original! – Let’s do this one!

Since the new longbow is a cheap reduced copy of yesteryear’s epic Spider’s Shortbow of Awesomeness, the staff is meh, the shield is nice … but its a … shield, the long sword is 2nd best, I thought I’d go for it and enjoy my gametime towards this very nice invested shortbow.

Then I read what’s needed. And this is how it felt like:

1 Corn mining node = A few corns
250 Corns = 1 Corn Stack
4 Corn Stacks = 1 Corn Cob
100 Corn Cobs = 1 Corn Plantation
100 Corn Plantations = 1 Corn Countrypart
100 Corn Countryparts = 1 Corn Country
100 Corn Countries = 1 Corn Hemesphere
100 Corn Hemespheres = 1 Corn Globe

Now for teeth or fangs or w/e they call it part:

1 Lucky drop = 1 Plastic Fangs
250 Plastic Fangs = 1 Plastic Fangs Stack
4 Plastic Fangs Stacks = 1 High Quality Plastic Fangs
100 High Quality Plastic Fangs = 1 Exotic Fangs
100 Exotic Fangs = 1 Ascended Fangs
100 Ascended Fangs = 1 Legendary Fangs
100 Legendary Fangs = 1 Best Krytan Fangs

I imagined the devs debating the Spider’s Shortbow of Awesomeness:
- “Let’s get players to grind. -AHEM- Play. Why don’t we require them to get for us … I don’t know … what’s a fun number here?”
- “Say: 10 Corn Globes + 10 Best Krytan Fangs ok? Trains will run forever!”
- “Yes. Seems balanced. But still something is missing.”
- “Missing?”
- “Listen, I got it! We’ll make this reward the mere recipe! Not even the item itself!”
- “Dude. Deal. But for the item itself, can we please do something with lots of Orichalcum?”

My personal reaction to this: If I mined the corn nodes or did CoF until I could buy the bow outright (less fun) then I should be done by late April. If the price doesn’t rise.
F the bow.

Seen LA decor. Been on maze-train-repeats. Didn’t “close 50 doors”. Gave up shortbow. Don’t use minis. Won’t buy town clothes. Don’t wana grind.

Is Halloween over for me? now back to Scarlet did this, Scarlet did that? Where did fun and greatness go to? :-(

May I please have an ArenaNet reply that my post was read?

(edited by Korossive.7085)

What if the Tower is a jumping puzzle..

in Tower of Nightmares

Posted by: wookiee.4631

wookiee.4631

Maybe on the outside it’s a Jumping Puzzle, but on the inside it’s a dungeon or new area. Maybe? Maybe not?

Guild: Northern Wolf Clan [WOLF]

Why Scarlet is amazing.

in Tower of Nightmares

Posted by: RustyRhino.9854

RustyRhino.9854

Well at least there is someone else out there that has read the short story Anet released. I agree she is an amazing villain! Most of those who don’t are just uninformed (which tbh is the fault of Anet because of how they keep these stories in a separate place from the actual game). Thanks for the rehash for all the people out there that want to say “Scarlet is the Joker……hahaha hurp hurp.” Although I don’t think that this part of the living story has anything to do with scarlet (besides the glow in the obelisk that suggests something like asuran tech is holdin it together), I think its going to be a great story!

(edited by RustyRhino.9854)

Why Scarlet is amazing.

in Tower of Nightmares

Posted by: Ashadow.6874

Ashadow.6874

Scarlet is the best enemy we could possibly have at the moment, aside from maybe the Elder Dragons.

Seriously, she rejected her place in Pale Tree’s dream, decided that only SHE would decide where or what her path was. She studied for eight years in the Grove, with Sylvari engineers and realized she wanted more.

So she went to Hoelbrak to study under the Norn smiths, to learn the art of metal working so she could build her creations. She became Beigarth’s pupil and apprentice, his forge tender. Learning the art of metal working. But she realized it wasn’t enough.

So she moved on, and began to study under a gladium of the Iron Legion. She wanted to know more, and more. She learned all his secrets, everything she could. But it still wasn’t enough.

She went to Rata Sum, and she wasn’t just accepted in automatically, she wasn’t some instant genius. So they tested her, and she impressed them, time and time again. The Asuran colleges begrudingly allowed her to continue studying. Because she was dedicated. They were fascinated with her and they were intrigued by her ability to learn. She STRUGGLED at synergetics, but refused to give up. Headmaster Omadd took her under his wing, because he saw something in her. He introduced her to the eternal alchemy. The Arcane Council even rejected her thesis, though it was 100% backed by Omadd.

Afterward, she joined the Inquest to learn from them. But she was eventually thrown out by the Arcane Council, when she broke into the city’s archives with a fellow classmate who abandoned her. But still she perservered. Because she wanted to know more.

After she was thrown out, she learned alchemy from the Hyleks, so she could stay close to Rata Sum.

Headmaster Omadd, seeing her potential even tracked her down and offered her a chance to the see more of the Eternal Alchemy, to know as much as possible.

Inside Omadd’s machine, the Pale Tree reaching out to her tried to convince her not to stray from the path. But Scarlet was too interested in seeing the way things worked, the way everything was put together and the design of the world around her.

So much knowledge, she learned so much everywhere she went and from everyone she studied.

Some want Scarlet to just “up and die” and be done with. But they probably don’t even know her story.

Scarlet is here to stay for quite a while, and I’m entirely interested in seeing what she is going to do next. She saw something in Omadd’s machine no doubt, she saw what was coming and even if she isn’t a Dragon Minion, Scarlet is not going to disappoint.

https://www.guildwars2.com/en/news/short-story-what-scarlet-saw/

I loved Scarlet already when I saw her in game, but reading the backstory of hers is simply wonderful.

She wasn’t just some “instant genius who excelled at the Asuran colleges and was suddenly a genius.” She worked hard, she persevered, she pressed for every grain of knowledge she could. Scarlet is dedicated, and dangerous.

And I really hope Anet continue to develop her and don’t let her die by the wayside. Scarlet is a Villain in the making. Right now she’s still a bit of a nuisance, but she could be a real Villain in the making. There is no telling what she saw in Omadd’s machine, or the extent of what she has learned.

Even the Pale Tree tried to convince Scarlet to stop, even the Pale Tree is worried about what she knows, and what she is doing.

#SAB 2014 plx

#OccupySAB2014

(edited by Ashadow.6874)

Thoughts on spectral walk and flesh wurm?

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Posted by: striker.3704

striker.3704

The wurm is more or less the minion master’s form of a stun break/get out of jail card. You set it down and either the enemy rushes it (making them easy pray for you) or they ignore it and take the 1k damage every couple of seconds on top of knowing you can stun break+teleport at any moment. I consider it to be a purely PvP skill.

D/S/R necromancer F/A/T elementalist
S/I/F engineer Z/R/D guard

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Posted by: Bawi.9541

Bawi.9541

I love spectral walk, it’s one of my default utility skills. Amazing for exploration, one of the better movement skills necro has access to, breaks stun, looks amazing, teleports you out if you (planned to) overextend.

I hate the wurm. I saw an old video of it being heavily abused to teleport around, tried it out ingame, it didn’t work. I tried it for dps, liked the dps, hated the awkward behavior of not despawning out of teleport range. I think I’m disappointed with how little fun it actually was to use.

Ele / Guardian

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Posted by: Bhawb.7408

Bhawb.7408

And if you need fast long-range teleport? Ele and mesmer can do this, necro can’t. You reach cast point faster, then it ends.

Then you shouldn’t be playing Necro.

inb4 another “necros need more mobility” thread, the last one died literally last night.

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

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Posted by: martyrius.8957

martyrius.8957

dont play dumb.

80 necro main. 80 mesmer. 80 guardian. 80 thief. 45 elementalist i’m just too lazy.

necro and mobility

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Posted by: Bhawb.7408

Bhawb.7408

Necromancers don’t have mobility because we aren’t supposed to have mobility. Its like asking why a tank can’t fly, because its a tank. If you want to fly, hop in an airplane.

The class is supposed to be an in-fighter. Sharp has constantly used fighting terms to describe the necromancer, so I’ll go to those. We are supposed to be an in-fighter. A successful in-fighter has a number of ways to come out on top, one of them is simply out-manlying his opponent. What I mean is he gets in their face, and he starts swinging. He swings hard, fast, and doesn’t relent. This type of fighting style ends up getting you bruised and battered often, but it is a highly aggressive style, and generally relies on just overwhelming your opponents.

To translate it to us. Necromancers are pure-aggression. Almost everything we do has the main focus of being used aggressively, and then some of them have a side-use of non-aggressive play. We win by out-trading our opponent, in our case we debilitate them through conditions, and enhance ourselves through a few limited buffs and things like siphons. As we continue trading with our opponent, this comparatively makes them weaker, each hit from us not only hurts them, but makes us stronger. Every hit from them is made less useful by weakness, every chance to escape is limited by cripples and chills, their attempts to heal are poisoned. And in this way we stay in their face, continuously applying a stream of pressure until they crumble.

Obviously the above can be debated as to how it actually works but that is the goal. We get in your face, we make you weaker in comparison to ourselves, and we slowly beat the hell out of you.

Now back to fighting terms. In-fighters, for their actual fighting style, don’t need or want mobility to run from a fight. They want mobility to get in close, and that is it, but they never truly “disengage” at all. You get in, you stick to their face, and you never relent. All this talk about mobility is literally the opposite of an in-fighter; an out-fighter.

This is someone who dances at the very outside of your range. They weave in for a split second, quickly let out a combo or two, and then weave right back out, disallowing you any chance to reply. They use mobility as their key weapon to accomplish their goal.

TL;DR, ANet isn’t afraid of giving us mobility to make us OP. They won’t give us mobility because it is 100% opposite and contrary to the kind of gameplay style they want us to have. Does this suck sometimes? Hell yes, but that is besides the point.

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

necro and mobility

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Posted by: Afya.5842

Afya.5842

lol I thought OP was replying himself.