Showing Posts Upvoted By Morbridae.8607:

Tier 4 is too hard for my guild group...

in Cutthroat Politics

Posted by: broin.3856

broin.3856

For once, Anet didnt give the access of one content to the whole player base, For once we have difficulty, for once being skilled give you an advantage.

Please, do not start to complain, please just don’t, casuals have got content enough, do not take it from us, or this game will be ruined by casuals (or actually is).

Really… i play 16 hours a day lol, every day im hardly casual.

The event does not have any logical approach or system in place apart from tying to stealth to de agro making class specific roles here OP or UP.

I like a challange but 100+ games and still unable to do it with my guild is too far, so i guess you are one of those ex wow players who down the hardest boss in 15 minuets ect but not all have your l33t skill bro.

I was with Speed last night,we completed all 4 tiers on our first attempt using complex game mechanics such as LOS, dodging and running around like morons.I must say we had tons of fun and I can’t wait for more content like this!

You dumping 16 hours of your life(which is kinda unhealthy,you might want to get out more IMO) and still failing at events where slight amount of cooperation is required only proves that you are indeed a casual.If you are unable to refine your methods you will be stuck in this average category doing average ’chievements and never ascend to the ranks of those who can faceroll this stuff and have fun.

Lastly,yes we’re ex wow players,I’m not really sure why you attempt to use it as an insult?Could it be that it was too hardcore for you?

Tier 4 is too hard for my guild group...

in Cutthroat Politics

Posted by: SpeedFiend.4521

SpeedFiend.4521

Like the title says, this is ridiculous. We must have tried this over 100 times now, please nerf this even if just on the last day so we can get it.

I like a challenge but this is way too over the top from the amount of mobs and their HP.

Looks pretty doable to me from where I’m dead at.

Grats at being one of the 1% that can do it, now go show ur kitten pic

Has it occured to you that just because an achievement is in-game you’re not entitled to get it automatically? Cause the definition of an achievment is something you’ve achieved.

Tier 4 is too hard for my guild group...

in Cutthroat Politics

Posted by: Demeth.5816

Demeth.5816

For once, Anet didnt give the access of one content to the whole player base, For once we have difficulty, for once being skilled give you an advantage.

Please, do not start to complain, please just don’t, casuals have got content enough, do not take it from us, or this game will be ruined by casuals (or actually is).

Female Norn Idle Animation

in Norn

Posted by: ilr.9675

ilr.9675

I’d like to know why I’m costantly brushing hair I don’t have out of my face.
(mine has the Mohawk…. what??)

Server Match up is terrible

in WvW

Posted by: Prysin.8542

Prysin.8542

Fix is simple, limit the amount of players per map from each server. Those on larger servers will just have to wait in que, or move to a lower pop server. They could also add more maps to accommodate the lower players per map. It won’t work perfectly but I think it would help, it would also help on the lag.

there is a third, and MUCH cooler option. have champion strength NPC’s randomly take towers.

Imagine if you have, say, one of jormags servants suddenly taking over Hills. Random timer, so it can’t be made “preparations for it”. Only warning you get is a 5 minute notice in the form of “World event notice”. Then suddenly, BANG a sea-snake charges bay or a mega ogre something takes hills…

You’d need a zerg to stop em. And they’d defend the towers fiercy, if they managed to get em.

Say you lose hills to a NPC. The walls would have patrols on them with veteran strength NPC’s. You’d have to siege it, and the enemies would be no less challenging then fighting a small zerg.

Lv 80 Guard, Ranger, Ele, Thief, warr, engi
Currently @ some T1 server in EU

Server Match up is terrible

in WvW

Posted by: Hule.8794

Hule.8794

So many guilds quit and more will.

But where you want to go? I like the concept of 3-way fights.
ESO is in very very closed beta. DaoC? No sorry not again. And thats it. No other games I know and i cant find any.
Oh forgot TSW with Fusang. Even worse than GW2

Server Match up is terrible

in WvW

Posted by: Kimbald.2697

Kimbald.2697

I would love to get a official answer about what they think of these terrible match ups. Of they are going to do something about it or even if they are aware this is a issue.

Please let us know.

Um. They have given an official answer. Here on the forums, and in the news blog.
https://www.guildwars2.com/en/news/big-changes-coming-to-wvw-matchups/

“World vs. World is a lot about tactics, and when you fight the same worlds with the same tactics you never really get to learn anything new and adapt your strategy. This is your chance for your world to rally together, recruit more people, and try to overthrow a server above you. Like most of you, we love a good underdog story and now you’ll be able to write your own in WvW. At the end of the day, this is going to create new fresh matchups, let you see the tactics from different teams, bring some variety to the Eternal Battlegrounds, and help us to establish a more accurate new World vs. World order.”

With that said, I LOVE what they’re doing, and I hope the complainers don’t make them abandon this experiment so soon. I DO NOT want to go back to the way it was before. It was just awful!!

The moment strategy becomes more important in WvW than numbers, than they can try this new match up for me.
But as long as numbers and zergs, and coverage are the determining factors for succes, I think their goals for the new system can never be met.

Strategy only helps if the numbers differences are moderate. Once a server severely outmans you, no ammount of strategy is going to give you a chance to win.

The new match up system required a new look at WvW mechanics.
They implemented the one while ignoring the other.

That’s the underlying core of the complaints.

Wiggely, wobbely and other wombaty wabbity creatures…

Each update further seperates WvW...

in WvW

Posted by: insanemaniac.2456

insanemaniac.2456

It would have been so easy for them with this living story too…

Achievement: Kill 20 Kiel Supporters in WvW while supporting Evon Gnashblade
Achievenemt: Kill 20 Gnashblade Supporters in WvW while supporting Ellen Kiel

hire him anet

JQ: Rikkity
head here to discuss wvw without fear of infractions

Each update further seperates WvW...

in WvW

Posted by: Ommu.1649

Ommu.1649

It would have been so easy for them with this living story too…

Achievement: Kill 20 Kiel Supporters in WvW while supporting Evon Gnashblade
Achievenemt: Kill 20 Gnashblade Supporters in WvW while supporting Ellen Kiel

The inevitable solution to Blob and Lag

in WvW

Posted by: zerospin.8604

zerospin.8604

When you look at the situation in WvW and the most critical issues – blobbing and lag – then look again at the WvW maps, something that was in-your-face since the start becomes clear.

At some point in the future, ANet will do the inevitable, and only reasonable fix for both of the problems.

1. They will finally agree that the maps they made are small, too small for the number of people on them.
2. They will finally agree that they can’t do anything about the blobbing because that is the best way to get most of the rewards.
3. They will finally agree they can’t spend millions on new server hardware to fix the skill lag.

What they will do then is pretty clear.

A. They will introduce Layers to all 4 WvW maps.
B. They will cut down the total number of people per map to about 60-90, about 20-30 per server, per map. That’s about the correct number for the tiny maps we got.
C. The excess people will be put in other layers. So there will be EB#1, EB#2, EB#3…
D. Lag will disappear, blobs will disappear, queues will disappear, defending will be more realistic, no 100-golem rush problems.. and so on.

That is the meta, everything will lead to this eventually, it’s inevitable. ANet could as well do it ASAP and focus on solving the new issues (scoring across layers, guilds wanting to stay together in 1 layer) the new mechanics will bring.

PS. Did I mention that layers are the solution for GvG matches?

(edited by zerospin.8604)

Necros in WvW?

in WvW

Posted by: KlausKNT.9302

KlausKNT.9302

I still see only few Necros in wvsw, but i see toons of Guardians on wvsw.
Thar really means not necro are on the top but guardians.
Necro mobility, defence abilitys, escape options are so poor in wvsw that more “experienced” players rerol necro to guards, mesmers, thiefs, rangers, and eles ofc. becose they are mutch beter in wvsw. Necro just die to fast in “bad fights” and noone like to play a class where is no options to real escape, and yu need to take almost all the hits on your chest. Necro is only good in zergs , and when defend towers, keeps when fight near doors. Necro is my main (play him almost from the begining, muth more than 1k hours, 90% on wvsw) but i make a mesmer- to have muth more options to pursuit/escape enemys.
Pliss tell me that i just dont know the class, cannot play necro and i tell a heresy here

(edited by KlausKNT.9302)

July 23rd patch notes: hidden buffs edition

in Necromancer

Posted by: Mad Queen Malafide.7512

Mad Queen Malafide.7512

Boss fight is hard, people are struggling, you are struggling. boss does a massive hit (20k or more, most likely in the 50k range) everyone pops their invulnerabilities or blocks. You hit DS. butwait, you already hit DS earlier for a similar hit when you were low on HP, but since it’s a single target, building sufficient LF is hard and you get 1 shot. Everyone rushes to rez you…and subsequently get 1 shot too because it takes longer to rez in combat that it takes a single engine cessna to cross the pacific.

Every PVE necro has been in this situation since the recent changes to DS. This is exactly my problem. Forget about Dhuumfire, they need to address THIS issue.

“Madness is just another way to view reality”
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)

July 23rd patch notes: hidden buffs edition

in Necromancer

Posted by: Merlin Dyfed Avalon.5046

Merlin Dyfed Avalon.5046

Someone just approached me asking why did I think the DS changes were nerfs and not buffs (meaning the direct dmg reduction vs the overflow issue). I want to thank this person for pointing this out to me because up till now I was ranting more than explaining (mostly due to people being too thickheaded to make valid arguments). So let’s consider the scenarios:
Now you can take a few more direct hits (which one might equate to better focused fire prevention) and they would be right of course, focused fire of smaller hits could be more easily soaked if each hit was reduced.
However, now you also have overflow to your actual HP pool, which, in the end, is what will down you, not losing all your LF and being forced out of DS. but this shouldn’t be a problem right? You can negate more of the damage because you take less.
Few problems with this:
First off, everyone is accustomed to just waiting out the necro’s DS. Not much the necro can do in DS will make them nervous about them being in that form other than them not actually touching the real health pool. So how do players combat this? Usually by CC. The necro has no options to negate CC while in DS, nor any option to heal. All the other classes know this by now. They also know now that the end damage we recieve in DS overflows. So guess what will happe?
Just in case you haven’t guessed it yet: they will CC us, let our own natural DS degen us out (possibly while just auto attacking or throwing a few aoe’s down while continuing to CC) and right before our DS runs out, they burst. Guess what happens? Yep you got it right. All of it dumps over to our HP pool, and if yuo hit your DS on low HP, you’re dead.

Another scenario;
You’re low on HP, you know they haven’t burst you yet so you’re holding out, waiting to use your only defensive option to negate that burst. They go in for the burst, you DS guess what? DS fails you because you didn’t have enough LF, you get 1 shot- instantly. Or you had full DS, they were bad players, they 1 shot your DS with their burst anyway, and now you’re still left with no defense your only defense mechanic against burst failed you and we’re right back to the very original problem with necro, because at that point, they’ll most likely CC you or stealth on you. See where I’m going here?

Moving on to PvE:

Boss fight is hard, people are struggling, you are struggling. boss does a massive hit (20k or more, most likely in the 50k range) everyone pops their invulnerabilities or blocks. You hit DS. butwait, you already hit DS earlier for a similar hit when you were low on HP, but since it’s a single target, building sufficient LF is hard and you get 1 shot. Everyone rushes to rez you…and subsequently get 1 shot too because it takes longer to rez in combat that it takes a single engine cessna to cross the pacific.

See the pattern here? I outlined it as clear as I possibly can. If people still don’t understand it by now, there’s no way to make them.

^ This.

In other words, if you see a warrior stunning you, stun break and run away from the warrior as you CC him away. if people start to focus you down, switch to staff, use 5# and move back to take a breath. Adapt to the new changes, which if played right, you can become very strong.

^ not this.
I have been adapting since day one, i now own all sets of armor thinkable on my necro.
tried most viable builds in spvp and honestly people only accept me in tourneys because they know i can play.

I can can say with certainty that what you just said is hogwash.
Use your #5 fear the people on your tail away, so after i feared them away and i may have gained 600 range with that what stops them from " stepping" to me immediately?
or catch me a few seconds later when my fears are on cd? (why use a staff now anyway? only use i see for a staff now is at the skyhammer platform^^)
So I used my stunbreaker (1 utility or DS) I used my fear #5 or DS. I burn trough my healing since the warrior had 1 second to do serious damage diminishing my DS and or taking down my HP.

I am down 1 utility, 1 heal, 1 stunbreaker.. all on a minimum CD of 20 dseconds.
just to get away and breath a few seconds?
If i was a thief/ele/mesmer/ranger/warrior and even guardian.
I would have used 1 skill. to break/heal and cleanse and 1 to kite a fair distance.

I play right and i notice that on my lvl 1 wiki ranger i am way more powerfull just by autoattacking i can negate way more damage and conditions, laugh at bursts and literally stand still in my healing spring and #1 necro’s down in no time while i have my pet hiding around the corner taking all my damage.

let’s not mention all the cleansing going around even adding the so called new necro condition to other professions?

I can go on but you get the picture.

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

(edited by Merlin Dyfed Avalon.5046)

July 23rd patch notes: hidden buffs edition

in Necromancer

Posted by: Nay of the Ether.8913

Nay of the Ether.8913

Someone just approached me asking why did I think the DS changes were nerfs and not buffs (meaning the direct dmg reduction vs the overflow issue). I want to thank this person for pointing this out to me because up till now I was ranting more than explaining (mostly due to people being too thickheaded to make valid arguments). So let’s consider the scenarios:
Now you can take a few more direct hits (which one might equate to better focused fire prevention) and they would be right of course, focused fire of smaller hits could be more easily soaked if each hit was reduced.
However, now you also have overflow to your actual HP pool, which, in the end, is what will down you, not losing all your LF and being forced out of DS. but this shouldn’t be a problem right? You can negate more of the damage because you take less.
Few problems with this:
First off, everyone is accustomed to just waiting out the necro’s DS. Not much the necro can do in DS will make them nervous about them being in that form other than them not actually touching the real health pool. So how do players combat this? Usually by CC. The necro has no options to negate CC while in DS, nor any option to heal. All the other classes know this by now. They also know now that the end damage we recieve in DS overflows. So guess what will happe?
Just in case you haven’t guessed it yet: they will CC us, let our own natural DS degen us out (possibly while just auto attacking or throwing a few aoe’s down while continuing to CC) and right before our DS runs out, they burst. Guess what happens? Yep you got it right. All of it dumps over to our HP pool, and if yuo hit your DS on low HP, you’re dead.

Another scenario;
You’re low on HP, you know they haven’t burst you yet so you’re holding out, waiting to use your only defensive option to negate that burst. They go in for the burst, you DS guess what? DS fails you because you didn’t have enough LF, you get 1 shot- instantly. Or you had full DS, they were bad players, they 1 shot your DS with their burst anyway, and now you’re still left with no defense your only defense mechanic against burst failed you and we’re right back to the very original problem with necro, because at that point, they’ll most likely CC you or stealth on you. See where I’m going here?

Moving on to PvE:

Boss fight is hard, people are struggling, you are struggling. boss does a massive hit (20k or more, most likely in the 50k range) everyone pops their invulnerabilities or blocks. You hit DS. butwait, you already hit DS earlier for a similar hit when you were low on HP, but since it’s a single target, building sufficient LF is hard and you get 1 shot. Everyone rushes to rez you…and subsequently get 1 shot too because it takes longer to rez in combat that it takes a single engine cessna to cross the pacific.

See the pattern here? I outlined it as clear as I possibly can. If people still don’t understand it by now, there’s no way to make them.

http://almunns.wix.com/elitedeathsociety
~Surrender fiend and you will get an easy death
~I could promise you the same…but it would be a lie…

(edited by Nay of the Ether.8913)

July 23rd patch notes: hidden buffs edition

in Necromancer

Posted by: Nay of the Ether.8913

Nay of the Ether.8913

What other class gets an extra health bar?
What other class has their main form of CC benefit from Condition Duration?
What other class has their main form of CC deal damage on its own?

Different classes are different, just because someone else has it that doesn’t mean you deserve it too.

Also, Death Shroud absorbing overflow damage was an unintended mechanic.

- Technically not being a block/evade/invuln doesn’t change this.
- Being a helpful tool doesn’t change this.
- Having Death Shroud get nerfed doesn’t change this.

I’m sorry I tried to resist but I had to answer this one, it just made me mad enough to risk mod’s wrath.
1. While not an extra hp bar, every other class does get an invulnerability skill, which usually lasts minimum 3-5 seconds, which a full DS would last through under focused fire, or a heavy hitter dumb enough to blow cd’s on a DS and so, you could equate DS to a block or invuln if you’re that hard up to grasp straws (and overlooking the fact it still has to be charged up with life force and not on-demand based off a set cooldown)
2. Uhh…pretty much any class using CC….do you even understand what you just said?
3. None. Only necro deals damage off a single CC when traited , therefore you have to sacrifice other traits to use said effect, and thus, it does not do damage on it’s own

Now to address your errant baseless comment:

  • By your logic, just because ele has condition cleanses, cc, massive condition applications, and combo fields- not to mentions self-finishers, means every other class should not have access to those. Well, congratulations you just made this game Ele Wars 2.
  • Show me, in even a hinted version of it, where a single dev, on the entire GW2 team, ever once said DS was not meant to soak overflow. And unless you are a dev, you cannot make that claim. moving on.
  • Actually there’s nothing to move on to, the rest of your argument is just playing off your one baseless assumption that you are an undercover developer with inside information on the inner workings of the GW2 engine.

Have a nice day.

http://almunns.wix.com/elitedeathsociety
~Surrender fiend and you will get an easy death
~I could promise you the same…but it would be a lie…

(edited by Nay of the Ether.8913)

July 23rd patch notes: hidden buffs edition

in Necromancer

Posted by: War Mourner.5168

War Mourner.5168

Jesus Christ look at what you’re saying Somoe
>Just because one class gets a mechanic that doesn’t mean all classes need it.

Then Drarnor says
>Just one class? Try every class. And they all get at least 3 such skills. Necros get none.

we’re the only one with a CC that does damage, no one else should have it PURELY because we do. No one is arguing that.

what we’re saying is that all 7 other class have methods to negate ALL damage for short periods of time, necromancers do not. This in no way contradicts what you say, seriously, what are you arguing about.

Most people have no problem with saying we do massive amount of damage (mainly because of the current codi meta, where we can throw back conditions, aoe our own, then epidemic everywhere), but the people here are arguing that our defences have serious flaws in certain PvE content, and under focused fire in PvP.

Edit: Also in a semi related note, anti condi meta warrior builds are hilarious against necromancers, I’ll be sad if I don’t see a few in the tourny.

(edited by War Mourner.5168)

Aren't we worse off now?

in Necromancer

Posted by: Enundr.9305

Enundr.9305

1. Introduce Dhuumfire.
2. It’s OP, so nerf terror.
3. It’s still OP, so nerf Deathshroud.
4. Hmm it’s still a bit OP, let’s nerf Dhuumfire.
5. ?

pretty much , all for a skill/trait NO NECRO WANTED……kitten revert everything done to necros to pre Dhuumfire , we were better off there then we are now (as far as a pve point of view goes , cause quite literally these patches have just s*** on the pve aspect of necros)

Aren't we worse off now?

in Necromancer

Posted by: sheelzi.5803

sheelzi.5803

1. Introduce Dhuumfire.
2. It’s OP, so nerf terror.
3. It’s still OP, so nerf Deathshroud.
4. Hmm it’s still a bit OP, let’s nerf Dhuumfire.
5. ?

Cyrsly – Necromancer – Whiteside Ridge

Aren't we worse off now?

in Necromancer

Posted by: Kraag Deadsoul.2789

Kraag Deadsoul.2789

My responses in bold:

However I was thinking about everything else:
- Putrid Mark nerfed to remove only 3 condis
Hopefully just a bug which will be fixed sometime before the next ice age.

- Corrupt boon nerfed to affect only 5 boons
I, personally, find it to be so unreliable to pull off consistent hits that affecting only 5 boons is the least of this skill’s worries. However, since necros are supposed to be the masters of condition manipulation (so they tell me), I fail to see the logic behind this nerf.

- Signet of Undeath cast time nerfed
Ridiculously long cast time; allies are probably defeated or rezzed by other allies by the time the signet is done casting. Might have a niche in a known encounter (e.g. a dungeon) but I, personally, wouldn’t equip it.

- terror damage nerfed
I can’t speak with authority on this as I’m not a conditionmancer and don’t use this trait. However, I could certainly see conditionmancers being justifiably upset over this one. Especially since it was nerfed because of being combined with Dhuumfire; the condition few necros wanted and has lead to more problems than it’s solved. Terror, by all accounts, was never the issue and was used without complaint long before Dhuumfire was introduced.

- Dhuum duration nerfed
I tested it on release and found it…lacking. I can see how a conditionmancer could make better use of it than I, though. From reading the posts of those with more familiarity with it and the apparent OP-ness of Terror+Dhuumfire, the nerf is probably justified. It seems to have indirectly caused more problems than it’s worth by leading to a lynch mob mentality among the other classes calling for even more nerfs to our profession.

- Greater marks moved up to the master tier (essentially a nerf)
I’m sorry to have lost the unblockability of my marks. With the increase in size of the default marks, though, and the ability to reallocate those 10 trait points elsewhere, I’m indifferent on this one.

The trade-off is that we got:

- Slightly bigger area marks
As mentioned above, a balanced buff/nerf in my eyes. I like having larger marks by default and I’m not missing the unblockability all that much. As a result of reallocating the 10 trait points I’d previously invested in Death Magic, it’s led to experimenting with new builds; which I think is a good thing.

- Spectral wall
I like it. As I primarily play WvWvW, I find it’s very effective. Yes, it’s easy to walk around or dodge through IF an opponent can see it. In the chaos and kitten-storm of particle effects that typifies large-scale encounters in WvWvW, it’s easy to hide it and catch unwary players. If some dodge through or walk around, I actually consider that a bonus. Now, instead of a cohesive group, the enemy zerg is fractured as some make it through the wall and some don’t. Much easier to pick them off that way

- More Life force
This was a bug that was fixed rather than a working mechanic that was improved. So though welcome, I don’t give the devs extra credit for fixing something that was broken and which took them 11 months to get around to correcting.

- better life force generation
Any extra LF generation is a good thing.

- an extra 0.5 seconds duration on Doom (DS fear)
Any extra fear is a good thing.

Please point out if I’ve missed anything major in either list.

The big one is the overflow of damage from DS to our normal health pool. I’ve collectively posted a book’s worth of text why this is so game-breaking from a primarily PvE necro perspective. I won’t repeat it all here as it can be read in the relevant threads and I don’t want to derail this one.

However, for me personally, it’s severe enough of an issue I’d give up all the buffs we received in this patch in exchange for reverting DS back the way it functioned prior to the patch. That’s how bad it is in my eyes.

Now, the question that I wish to ask our fine community is: do the buffs compensate the nerfs?

If we take the Dhuumfire fiasco and DS overflow damage out of the equation, I’d say its a reasonable balance of buffs and nerfs for any necro other than a conditionmancer. I imagine conditionmancers may not be too happy with the patch overall, though. However, we can’t separate out the Dhuumfire and DS overflow issues except in our minds; they are part of the patch.

As such, I consider the patch was an attempt to move in the right direction but was then negatively overshadowed by these…I don’t know what to call them that won’t just turn into a string of kittens…these “the-devs-brains-saw-it-was-5PM-on-a-Friday-and-decided-to-leak-out-the-devs-ears-grab-the-keys-yell-”TGIF!-Catch-ya-at-the-bar-when-you’re-done-here"-and-exited-the-building-while-the-devs-remained-behind-to-brainlessly-F-up-the-necro-class." I just don’t know how else to put it any more politely.,

So many souls, so little time. ~ Kraag Deadsoul

Dark Path a cruel joke

in Necromancer

Posted by: Merlin Dyfed Avalon.5046

Merlin Dyfed Avalon.5046

It is..

-I cast it, the person within range sees it coming, and sidesteps..
-Enemy is running away, i cast it… and the enemy OUTRUNS it.. turns around and /laughs
-I cast it on a enemy, oh look blocked!? enemy scratches head and does a /dance
-I cast it, the animation takes forever, in the meanwhile the thief i casted it on shadowstepped to me and back 3-4 times and has time to writes me an anecdote on how he is going to kill me (true story)
-I cast it, I watch the animation projectile fly out the enemy and dissolve because DS ran out and I am insta gibbed since.. ah.. you know.
-Ah an engie, i am sure i can cast it on him jump to him and fear him away from his turrets.. wrong since i need to switch targets between his turrets 30 times before i get to target him , ah finally i targetted him.. i cast, he sees the animation and runs behind his turret. i now sucessfully stepped to his turrets while the engie dodges away..

cruel a-net.. very very cruel.

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

Looking at making a necro....

in Necromancer

Posted by: Ynot.8397

Ynot.8397

Sylvari or norn. The sylvari can give you the immob from grasping vines which can be devastating if you land it at the right time. Norn can give you that leopard elite that will let you run away like a champ. Asura is alright just for pain inverter. It is a nice source of confusion for some epidemic action.

Ferguson’s Crossing→ SoS→ DR→ EBay

Greater Marks

in Necromancer

Posted by: Xiao Haishou.3691

Xiao Haishou.3691

I personally have been running Greater Marks since the betas and I can’t deal with the smaller marks. Also, not having “unblockable” takes ages when I’m fighting a simple Ascalonian Fighter in Plains of Ashford because I can’t do anything through their blocks and I have to wait like 5 sec for them to stop.

Greater Marks

in Necromancer

Posted by: joshisanonymous.5270

joshisanonymous.5270

At first I thought, “Ok, 180 is still a decent size and I could probably live without my marks being unblockable,” then I started playing without Greater Marks and realized this tradeoff is pretty much terrible. 180 is really not much larger than before, making it very difficult to hit other players or to build up a zone of control. I even gave it a few days of play to see if I could adjust—and maybe I’m just a terrible player—but I’m still unable to make good use of marks without Greater Marks. Even simple uses like blocking a path or fearing a thief out of their Shadow Refuge are only somewhat effective/reliable. I get the feeling this was supposed to be a neutral change that potentially opened up more builds for people who wanted nothing else in the Death Magic line but it’s not working out that way at all for me. Are others feeling just fine with just the 180 radius marks?

Greater Marks

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Posted by: HatSimulator.9362

HatSimulator.9362

You heard it here Anet, put minion traits in the BM line

Gates of Madness [DUI]
Main Warrior | Every other class at 80
I only play WvW

Greater Marks

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Posted by: flow.6043

flow.6043

The old marks were 120, the traited are 240, 180 is half way between them, so they are indeed much larger, they are in fact 50% larger.

120 → 180 radius: +125% surface area
120 → 240: +300%
180 → 240: +78%

Necromancer Might gaining-tank

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Posted by: yski.7642

yski.7642

This might go against what the build is designed around, but have you considered dropping points somewhere to get Deathly Perception (30 in soul reaping)? That way you would actually get crits while in DS, which would be a massive damage boost especially with so many wells.

Basically, drop wells, enter DS and suddenly your wells have a decent chance to crit. I messed around with a carion build in hot joins a while ago and found out those high hitting life blasts can be handy.

I suppose it really comes down to how much survivability you really need. Where are you planning to use the build?

Learn the ways of the mighty Deathleaf: http://www.youtube.com/user/YskiTheBanshee

PvE: The Strive to be Useful

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Posted by: Andele.1306

Andele.1306

2 things i really want for pve – swarm/hive mind and wall
Swarm: ability to actually use minions/damage by proxy whos damage is actually influenced by your management skills, not the fact that you are or are not in range of a boss while a skill is on cooldown
Wall: Plain being able to tank/control a enemy (or group of enemies) to do specific patterns instead of others (e.g. forcing the lovers in AC story to try and drop their high damage skills instead of consistent dps or making alpha use jormag instead of mordremoth or crystals)

When life gives you lemon, ask if its from a anime or manga.

Necro inquisition

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Posted by: Imperatora.7654

Imperatora.7654

just wanted to give a little “inside” info.

I’m a game developer, I make MMOs for a living (no, I will not tell you where I work as discussing that could get me fired until the game is publicly announced).

“Whining” never gets things nerfed, math does. Now, a lot of people going off about something on the forums WILL get that thing looked at, but without math to back it up it will not be touched. I can’t speak to what aNet does, but at my company everything like a trait has a stat budget that we try to use to keep things level. Things like range, trigger conditions, effect, stackability etc all build up to give a “trait” a score.

If the score is too high, it gets adjusted.

that said, there ARE ways to improve your chances of having your balance requests heard and acted on:

1) Math. Saying “X is op/up!” is next to worthless feedback. Saying “X is op/up by this amount and here is the math proving it:” is far better

2) Include a test case. “X class did Y damage! NERF!” again, useless. Listing the exact conditions (buffs/debuffs, gear, full stats if possible, abilities) that the dev can use to recreate exactly what you saw is VASTLY more likely to get things addressed

3) Videos/screenshots are nice, but do not replace #1 or #2.

Necro inquisition

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Posted by: Glenn.3417

Glenn.3417

Guess they broke one of the anet commandments; Thou shalt not complain about our golden child.

Champion Phantom – Legionnaire – Genius – Magus