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New Armor Preview!

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Posted by: Safer Saviour.9685

Safer Saviour.9685

Light armour male is just… and afterthought. It’s so similar to sets we have already and it’s got far less love and detail than Kasmeer’s set. Sad.

Achievement Entitlement

in Guild Wars 2 Discussion

Posted by: Evans.6347

Evans.6347

…Go do XXX content, get a “You completed XXX, congratulations!” …

my girlfriend never says: congratulations when we complete xxx content

Sounds to me like you’re getting bronze, maybe even silver, but haven’t quite reached gold on that event yet.

Joy to the world, ignorance is bliss

Achievement Entitlement

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Posted by: Coarr.3286

Coarr.3286

…Go do XXX content, get a “You completed XXX, congratulations!” …

my girlfriend never says: congratulations when we complete xxx content

[care] Coarr Ix – Ranger
Kodash
Stomp some Piken!

The agony of Charr armor. (Long read)

in Charr

Posted by: Serval.6458

Serval.6458

When they screw up the way charr cultural armour works on charr I think it’s safe to say getting anet to pay attention to the issue is a lost cause.

T1 and 2 heavy shoulder pieces are bigger than my character’s head and float far above the shoulders, the t3 heavy helm will have large teeth and some face’s muzzle fur stick through it. The cumulative intelligence of the people responsible for t3 light leggings for charr forgot that they have tails, which says a lot.

It doesn’t even seem like an issue of rushing to make armour before launch, as the single set (aetherblade) they’ve released since then has tail clipping on every piece (but it’s less noticable on the heavy one because there is less there.)

The agony of Charr armor. (Long read)

in Charr

Posted by: Darmikau.9413

Darmikau.9413

( For better formatting, you can find the Reddit thread here:
http://www.reddit.com/r/Guildwars2/comments/1isd48/i_want_to_share_the_agony_of_charr_armor_and_how/ )

The short version can be found as this image: (http://i.imgur.com/EchgKFS.jpg ).The longer version goes something like this:

It’s no secret that when it comes to armor, Charr get the shortest end of the stick. If you’re human you’re at the top, followed by the other three humanoid races, likely with Asura coming in last. Pulling in far behind them are Charr. As far as my knowledge goes, issues with the armor of other races exist, but are comparably few. With Charr armor, stretching, clipping, poor texturing, and a lack of consideration are not the exception; they’re the rule. If you think tail clipping is the extent of the Charr’s issues, you have no idea how deep the rabbit hole goes. It’s been this way since launch and it’s not looking to get any better. If anything, it’s getting worse. It’s become a running joke among the Charr community about what levels stretching and clipping will reach next, and if you aren’t a Charr player yourself, here are the reasons why:

Anatomy and Culture:

Reason number one is that Charr culture and anatomy sit in a context far removed from the other races. We are a race that stand hunched, with large necks and horns, big ears and obvious tails, plus all the other various beastly features such as a muzzle, claws, and the like. Additionally, the Charr are a culture much unlike the other races. The Charr revere technology, not magic, and anything that alludes to magic is almost considered insulting within Charr society. Soldiers are the norm; and if you’re not a soldier you wear simple rags and outfits because you are of lesser use to the Legions. None of this, from anatomy to culture, is considered in Charr armor. The great irony, in fact, is that for a race so determined to be individualized from the other races, and for a race who are the direct antithesis to humans, the Charr receive nothing in the form of armor or town clothes except those which are first modeled for humans both in anatomy and context, and then grafted – stretched and mangled – to fit the Charr form. A simple scan through the gem shop confirms this. Sweaters, riding boots, vests and blossomed shirts, hoodies (for a race with horns). These are all human fashions, and while they don’t perfectly translate to the other races, they translate even less to Charr, who systematically oppose human culture. Of course, it’s not just town clothes.

Almost every armor model in the game is designed with humans and humanoids in mind first. In fact, with the exception of the cultural armors, there are, I believe, two outfits designed with Charr in mind: Vigil, and the Cook’s Outfit. If you’re asking about Citadel of Flame, we’ll get back to that. There’s a reason why I pick these two as examples: they generally conform to Charr anatomy. The Cook’s Outfit features a muzzle cage which shows that it was designed specifically with muzzles in mind. Similarly, Vigil armor features large turtlenecks and shoulderguards indicative of the Charr. Heavy Vigil also features what I presume to be a rear flap for the tail, one that was never actually modeled properly and left to clip (you can see it here: http://i.imgur.com/fl0EXGx.jpg ).

The only other reason I presume Vigil was designed with Charr in mind is because the founder was a Charr, and it seems reasonable to assume that Anet designed heavy Charr Vigil armor with Almorra Soulkeeper’s physique in mind. Even so, it still presents the typical stretching issues (and you can see it in the above image, particularly about the belt on the hip, and on the backs of the calves), and all three armor tiers have tail clipping.

The agony of Charr armor. (Long read)

in Charr

Posted by: Darmikau.9413

Darmikau.9413

Back to the issue at hand; there’s a concept illustration I like to use that shows how Charr armor should look. You can find that [here](http://i.imgur.com/1FvEUtn.jpg). Notice several things about how the armor considers anatomy in its design. Full face masks protect the entire head, including the muzzle (there are currently only three full face helms in game, and they’re all cultural. We’ll get back to that as well). Armor extends along the entire length of the neck, protecting it. Space for horns is considered. These are the kinds of things that are essential to good looking, believable armor that are lost when you take the armor of a humanoid race and stretch it to fit a beastly race. Other examples of good Charr armor in concept are abound. Here’s a small gallery: http://imgur.com/a/N4yEr with a few more images as examples. Googling ‘Charr Concept Art’ will yield you even more results. All are prime examples on conforming to anatomy and culture, and considers a race where even magical spellcasters wear minimalist robes or light plate armor instead of cloth gowns, and where soldiers take consideration of their form in crafting armor. What hurts me most is to know that Anet is certainly not unaware of these things. Their artists certainly are: ( http://i.imgur.com/vzmGF30.jpg ), yet maybe bits and pieces of two or three of those designs at most made it into the game.

Now, here’s the thing. As much as I would love to see anatomy and culture considered in the production of Charr armor, I understand that Anet is building a game for five races, and that Charr do not exist in a vacuum. Does this necessarily excuse creating all armor for humans first and them exporting it to other races? No, but it’s at least more understandable. It would take a lot of resources to design armor which would only fit the anatomy and culture of one race specifically, and thus Anet chooses to take the path that will appeal to the greatest number of people. That’s good. However, here’s the thing. The issues don’t stop there. What’s been argued above is not something that can be easily fixed, at least not without relocating a lot of time and resources. The second issue, however, brings to light just how little Anet cares even without consideration for the above.

Undue lack of care and general apathy or indifference:

I’m going to go out on a limb and say that, as a Charr player, I feel like Anet simply does not care about me or my race. Is there any truth to this? Only what truth I feel there is to it, but with perhaps a few more examples you’ll begin to see why. The fact of the matter is, even foregoing the above, Anet still puts in a shameful amount of effort when it comes to dealing with what armor they do give the Charr.

Have you ever noticed how many Charr Warrior and Guardians wear full tier 3 cultural, or some armor with a combination of tier 3 pieces? There’s a reason for that. It looks good. It looks really good. It exemplifies everything I said above about conforming to Charr anatomy and culture. The unfortunate truth, however, is that not only does it look really good, everything else looks really bad. There’s a reason why. Rytlock wears tier 3. Almost everything positive you can say about tier 3 heavy cultural can be chalked up to the fact that Rytlock had to have something to wear, and needed to look good doing it. The other Charr cultural armors? Some present tail clipping, and other issues that could have easily been avoided. In fact, it seems the only time Anet specifically cares about making sure Charr armor has a high level of quality to it is when it’s being crafted for an important figure. Why do you think I mentioned Almorra Soulkeeper and Vigil armor?

The agony of Charr armor. (Long read)

in Charr

Posted by: Darmikau.9413

Darmikau.9413

If the armors are not being purposed for a significant character, they will almost invariably be modeled for humans, exported to Charr, and come with all the features thereof. Stretching. Clipping. Removal of horns. It’s almost impossible to find any armor or any combination of Charr armors without these things. And that’s where the laziness comes in. Anet has shown no signs of improving these things, and continues to release stretched models, clipping, and other designs that clearly show undue lack of care for the Charr. Remember how I excluded Citadel of Flame armor from the list of armors designed for Charr? That’s because it wasn’t. Ironically, it’s one the Charr’s worst armor sets. Consider the first argument, and you realize that no Charr would ever be caught dead wearing anything relating them to the Flame Legion. Consider the second, and you realize just how foolish and lazy the design is. This is a set of armor designed by a Legion of Charr, for a Legion of Charr, and yet it comes with some of the most obvious stretching and clipping issues in the game. The outfits don’t even have slots for a tail, and they were designed for Charr. It’s indicative of how little Anet cares to treat the Charr and their armor with due consideration, and another example of how the designs and implementation of our armor falls dead last on their list of priorities.

So, where does the Radiant Helm fit into all of this?

Here’s what my Charr looks like without the helmet on:
( http://i.imgur.com/BYyey7N.jpg )

And here’s what he looks like with it on:
( http://i.imgur.com/grFY2N5.jpg )

Absent: Horns, ears, mane, dignity.

On a general level, I wasn’t going to get the Radiant Helm anyway. Sans that fact I’m short a few achievement points, it’s too bright for my tastes. Of course, this isn’t about that. This is such an extreme level of laziness and lack of care that I can’t even be mad, I’m simply impressed. This is a helmet that I’m guessing a very small proportion of the population has even dedicated enough time into the game to receive yet. It’s supposed to be prestigious. On Charr, it’s anything but. I have absolutely no doubt that whoever was tasked with modelling this helm simply took the helm for the humans, and placed it right on the Charr’s head without even a thought that, culture and anatomy argument aside, it might be both ugly and uncaring to not even make an attempt to preserve the ears and horns of the character. Of course, I don’t blame the modeler – this has been the precedent since the beginning. And that’s what this is about.

So the helm looks awful, just don’t wear it, right? Of course, and that’s the plan. But here’s the problem: this sets a whole new precedent for laziness when it comes to modelling armor and putting even a trace amount of care into crafting a quality product. That’s what this is all about. As I said, it’s no secret that Charr get the short end of the armor stick, but this takes it to such a high degree that I can’t help but worry for the future of Charr armor. This isn’t an isolated incident being extrapolated by a slippery slope argument – it’s a continuing decline in quality that is the basis for why I and many other Charr players feel that Anet simply does not care.

And that’s why I made this post. I have my completed Armor set for my guardian, and have had it for months without incentive or good reason to change. Many other Charr players probably care less than me about how their armor looks, and I wish I could have that level of indifference. I’m making this post because I think the Radiant Helm represents an unacceptable decline in quality that crosses a line Anet should have stayed well above, and someone had to say something. In the grand scheme of things, is it a big deal? Not really. There’s a whole game with lots of other issues to worry about. However, this is an issue that’s very close to a race and a community that I very much enjoy, and to see things like this completely frustrates me. It’s my hope that there’s at least one person at Anet who it frustrates as well, who might be able to have a say. Not for the helmet, but for the future of Charr armor, the quality of the armor of other races, and the quality of armor for races to come. The Charr community already has no hope for good looking armor unless we get new cultural sets, and I can’t imagine the same is untrue for any potential future races if they happen – Tengu, Quaggan, Skritt, what have you. For their benefit as well, someone needs to start caring.

tl;dr – Disconnected Developer. Discontent Charr.

Cursor = Needle in the haystack

in PvP

Posted by: Jamais vu.5284

Jamais vu.5284

We just need an option to make it more visible. It frequently gets lost in the effects. It’s especially bad if you have smartcasting activated.
And yes, this is PvP.

New Armor Preview!

in Guild Wars 2 Discussion

Posted by: KeresLee.5192

KeresLee.5192

That light female armor is the closest to my favorite (that is not yet avail in the game).

Wheeeeennnnn??!!

Attachments:

Double tap dodging?

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Posted by: Dog.1472

Dog.1472

I turned this off 5 minutes after doing my first JP and never went back.

“Please, you can look down on people without having to be physically above them.
As an asura, I do this all the time.”

Im sitting at 5008 AP

in Guild Wars 2 Discussion

Posted by: Dog.1472

Dog.1472

What is the point of this thread? What is the discussion?

This isn’t your blog.

“Please, you can look down on people without having to be physically above them.
As an asura, I do this all the time.”

Would you like some cake?

in Necromancer

Posted by: Kraag Deadsoul.2789

Kraag Deadsoul.2789

Parent: Would you like some cake?

Child: Oh, yes please. I’d like that very much

Parent: What flavor would you like?

Child: Vanilla, please

Parent: Alrightly. Be back in a jiffy.

Cut, Cut, Cut

Parent: Aaaaaand here’s your cake!

Child: Ummm…this is chocolate. I had asked for vani…

Parent: YOU WANTED CAKE AND I GAVE YOU CAKE, YOU LITTLE INGRATE! DO YOU HAVE ANY IDEA HOW HARD I WORK MY FINGERS TO THE BONE JUST SO YOU CAN HAVE SOME CAKE?!?! I SAY EAT IT A WHILE AND THEN SEE YOU HOW FEEL!!!

Child: But I no longer have a fork to eat it wi…

Parent: OHHHH, SO MR. ROCKEFELLER HERE NEEDS A FOOOOOORK TO EAT HIS CAKE, TOO!!! WHAT, EATING IT WITH YOUR FINGERS IS TOO GOOD FOR YOU, MR. HIGH-AND-MIGHTY…MR. MANNERS?!?!

Child: Well, I guess I can…it’s just a bit messy and going to be kind of difficult now to do anythi…

Parent: TOO DIFFICULT?!?! NOW IT’S TOO DIFFICULT FOR YOU?!?! FINE, JUST FOR THAT, I’LL SHOW YOU DIFFICULT…

Cut, Cut

Parent: THERE! NOW YOU ONLY HAVE HALF AS MUCH CAKE AS YOU DID BEFORE! THAT SHOULD MAKE IT MUUUUUUUUUUUUCH LESS DIFFICULT FOR YOU, MY PRECIOUS WIDDLE SNOWFLAKE!!!

Child: :*(

Moral: The cake really is a lie.

So many souls, so little time. ~ Kraag Deadsoul

(edited by Kraag Deadsoul.2789)

Constructive necromancer thoughts.

in PvP

Posted by: Blood Red Arachnid.2493

Blood Red Arachnid.2493

Ok, here’s the deal. I’m hearing different things from everyone I talk to.

1. Necro DS is too much and should be brought down
2. Necro damage is too much and should be brought down
3. Necro survivability is bad

Let me care to explain the differences in opinion: circumstance

Death Shroud can be quite nice in the right circumstances. DS literally doubles the Hit Points of the Necromancer (which is already high to begin with), and with further life force generation it increases their HP more and more. In small engagements, this is ridiculous. I don’t have a video of this, but I have an example:

In WvW I regularly have full Life Force because it is a lot easier to get there. Once while looking at the map and opening TS3, I heard my toon being attacked. It turned out that a mesmer had snuck up behind me and was attacking me. So I quickly changed windows, exited the map, and entered into combat. Sorry to say, this mesmer stood absolutely no chance. Their stealth did nothing against my marks + life transfer + tainted shackles, they couldn’t escape due to dark path, my bone minions and flesh golem bashed on that poor mesmer like they were fodder, and after I began to terror burst it was over.

The fact is that this player didn’t stand a chance: I had so much more HP that in an even fight I would’ve stomped them into the ground with barely a scratch.

But this is the ultimate two flaws of Death Shroud: it is inconvenient, and it is finite. You have to build specifically for Life Force generation, with many builds not capable of doing so. In lacking builds, this results in DS being a non-factor in their defense. I don’t have a lot of Life Force generation on my condition builds because I opt for things like Reaper’s Protection and Spiteful Spirit. The second issue is that the finite nature of DS puts a hard limit toward its damage mitigation.

When compared to blocks, dodges, and invulnerability the finite nature of DS is both good and bad. In 1 vs. 1 scenarios, great life force generation or a full bar gives a ton of survivability, because the scale of damage you are mitigating per second is quite small. One player can only dish out so much damage in that 2 second duration that most blocks take up. However, blocks and dodges don’t have a cap on the amount of damage they can mitigate. If you block at the right time, you can avoid a nuclear holocaust This makes blocks and dodges superior in large engagements, consisting of 3 or more players on any one side. Here, the damage and control quickly escalates, and when focused those block and dodges mitigate more damage than your whole HP bar. Death Shroud… does not do this. It is a limited source of damage absorption that grows slowly, so it is quickly eaten up by enemy DPS while offering no direct immunity from any of their attacks. The conditions they apply are still there, the control that hits you still lingers, the damage is taken away from DS, never to return.

In these multiple engagements is where we get complaints that Necros are too vulnerable. Weakness and protection can reduce some of the damage done, but the damage isn’t truly stopped, and those can be stripped away or cleansed quickly. The necro can’t escape, which is another way to mitigate focus fire, and players know this. I can’t count how many times in sPVP or WvW I’ve rounded a corner only to see 4 guys that proceed to kill me quickly, despite Weakening Shroud + Spectral armor at the same time. The necromancer is completely helpless in these circumstances. It is for this reason that in tPVP they always focus on the Necromancer first. Not because they are the most dangerous class, but because they are the easiest class to kill, instantly balancing the fight in the favor of whomever killed the Necro.

The lack of healing on all builds not completely dedicated to vampirism doesn’t help, either. This adds to the finite nature of Necromancer survivability.

As for a fix for this problem, I’m not sure. By default I would say to just give necromancers the tools they are missing and be done with it, but you guys said you don’t want to do that. Instead, we are left with a class where we have to keep ramping up their damage or their durability so they can survive team engagements, but this makes them ever more overpowered in small engagements.

I don’t have opinions. I only have facts I can’t adequately prove.

Constructive necromancer thoughts.

in PvP

Posted by: Dredlord.8076

Dredlord.8076

there is so much misinformation about necros in this thread from the nerf callers it is ridiculous…

the OP is not being objective in the slightest, perhaps he could add to his first post all the drawbacks and weaknesses to the build he is crying about?

Why wouldn’t he post this in the necro forums if it wasn’t just another nerf thread because people aren’t used to losing to necros?

How well does he know the class after playing one for only a couple days?

It is sad to see the devs are watching this thread in particular as part of their decision making process for class balance. It would be like Obama watching Fox news to gather information for all his decisions.

Constructive necromancer thoughts.

in PvP

Posted by: Bas.7406

Bas.7406

I’m clueless

You’re not worth responding to at this point anybody who doesn’t see how broken Necros are is batkitten crazy.

Your points are invalid. We are not broken because of range, because you suffer more damage the closer you get to us. We are broken because we push too much damage to fast, and if we can snowball to full DS with CD’s you have no shot. Please adjust your comments to reality.

Constructive necromancer thoughts.

in PvP

Posted by: Blood Red Arachnid.2493

Blood Red Arachnid.2493

Because of this, engineers are really good at applying bleeds in an AoE. Their skills do more direct damage, apply more long term bleeds, and fly further. The disadvantage being that grenades are much harder to use. So, how is it that the Necromancer gets so much AoE focus? Well, that comes down to their ace move: Epidemic.

Something I didn’t include in this was the Necro auto attack, which fires off 2 × 5 bleeds every 1.25 seconds or so, and factoring barbed precision this is 9 bleed ticks per second. This is really good on a single target basis, but in AoE it isn’t that good at all, since the AoEs can hit up to 5 targets, making them 5 times better. However, in 1 vs. 1 the scepter is undoubtedly king for the Necromancer, since in long term it applies more bleeding and poison to boot. It is here that necromancers get access to something that engineers don’t: condition burst.

Engineer conditions are gradual by design. They’re good at AoE bleeds, but it takes awhile to truly build them up, and many times the RNG is not kind them. Engineers have readily available access to confusion, but not a lot of it, firing it off in short bursts as counter play more than as a source of damage. The main damage source for condition engineers comes from their incredible access to burning, and this doesn’t stack in intensity, so they can’t layer it up for greater damage.

Necromancers have the option to do two things. First, they have the option to layer up every condition they have at once. This takes a rather long combo to pull off (Grasping dead + enfeebling blood + weakening shroud + Dark Path + Mark of Blood + Putrid Mark + Signet of Spite OR Blood is Power) and that can be neutralized by good cleansing and dodge/blocks rather quickly. The second thing in their arsenal is Epidemic, which is the only technique in the game that acts as a force multiplier instead of an addition. Epidemic multiplies the damage done on one target to another, regardless of where the source of those conditions come from. Despite the fact that it is situational and unwieldy, Epidemic is arguably one of the strongest moves in the game, from both an offensive and defensive perspective.

This gives necromancers true killing power as far as a condition build goes. With the deadliest stun in game via Terror, they can lock down and burst down a single target, and with an elaborate chain + epidemic they can burst all conditions into a massive AoE.

This seems like it might be overpowered, but it really isn’t. In order to layer up massive terror, you opponent has to first be hit by it, not break out of it, and not have stability. A player with knowledge of positioning can stun break out of the combo then move out of optimal terror position, rendering the combo meaningless. When all is said and done, in both WvW and in sPVP I’ve only managed to use a full 7 second (not 100% duration) terror burst once, since most players are smart enough to know when it is coming, and to get out of the way / counter play when it does come.

With condition bursts, the fact remains that it takes forever for those conditions to actually inflict damage, even if you layer them up all at once. Counter-control and escapes completely mess up the combo, since you have to blow nearly every relevant cooldown to have meaningful condition burst, and if they happen to pack a total condition cleanse on themselves, then everything can be for not. Epidemic as a force multiplier only works against groups, so the necro always suffers from the threat of being focused down and controlled, and then with increased group cleansing there is always the threat that Epidemic will simply miss or be neutralized instantly.

I say this a lot, and I’m going to keep saying it: A condition necro is ultimately not in control of the fight. Their defense, their offense, both are in the opponents court. We just lay down our skills and see what happens, lacking a lot of the depth that other classes have in engagement.

I don’t have opinions. I only have facts I can’t adequately prove.

Constructive necromancer thoughts.

in PvP

Posted by: Blood Red Arachnid.2493

Blood Red Arachnid.2493

To be honest, I only read about to the 3rd page, because after that it sounded a bunch like “waaah waah whaaah” and “Neayyeameaemaea” to me. So, I’ll address some of the relevant points:

On engineers and bleeding: Since I also play an engineer a lot, I have experience with this. The ability for Engineers to inflict bleeding in an AoE is readily seen by comparing their AoE bleed capabilities. For this, I will assume that the engineer is using grenadier, but ignoring condition duration.

Shrapnel Grenade: 3 bleeds, 12 second duration, recharge every 5 seconds (4 when traited). This comes to 3 × 12 / 5 = 7.2 bleed ticks per second, and 9 bleed ticks per second with the recharge increase.

Mark of Blood: 3 Bleeds, 8 seconds, duration, recharges every 6 seconds (4.75 when traited). This comes to 3 × 8 / 6 = 4 bleed ticks per second, and 5.1 bleed ticks per second with the recharge increase.

Grasping Dead: 3 bleeds, 7 second duration, recharges 10 seconds. Comes to 2.1 bleed ticks per second.

Enfeebling Blood: 2 bleeds, 10 second duration, 25 second recharge (20 when traited). Comes to 1 bleed tick per second when traited with recharge, and 0.8 bleeds per second when not traited.

If we are to ignore the cooldown on weapon swaps, the engineer has the Necromancer beat in long term damage if the necro combines all 3 AoE skills with youthful abandon. This is when things become much more complicated: we have to factor in procs.

Engineers get several procs that go along with grenades. Ignoring Incendiary Powder because engineers get many sources of burning outside of grenades, we have 2 procs that concern us:

Shrapnel: 15% chance, 12 seconds of bleed, occurs with every explosion.
Sharpshooter: 30% chance for 3 second bleed on critical hit.

Engineer grenades hit 3 times, and each of these has a chance to proc on use. It is also worth mentioning that the Sigil of Earth is much more likely to proc in these circumstances against a single target. For simplicity, I’ll just use a 25% crit rate for both classes, assuming that these are builds that have the relevant traits, but don’t bother building up too much precision. You may use different numbers if you like.

So, this means that each grenade, we get 12 × 0.15 = 1.8 bleed ticks per attack, coming to an additional 4.8 bleed ticks per attack factoring in all of the grenades. With Sharpshooter we have 0.3 × 0.25 × 3 = 0.225 bleed ticks per attack and on 3 grenades this comes to 0.675 bleed ticks per attack in total.

Necromancers themselves have a similar trait: barbed precision. This gives a 66% chance to inflict a 2 second bleed, and with a 25% crit rate this comes to 0.33 bleed ticks per attack. Since necromancers don’t get multiple attacks, this is only added to each of the bleed durations above.

Now, bleed ticks per attack and bleed ticks per second are not the same thing. If you attack more quickly than once a second, it goes up. If you attack slower than once a second, it goes down. So, for arguments sake, I will assume that the attacks are used approximately 0.75 seconds apart, increasing each of those bleed ticks per attack up by 33%. So, in total:

Engineers: 5.5 × 1.33 = 7.315 bleed ticks per second with grenades, and 16.315 bleed ticks per second with shrapnel grenade

Necromancer: 5.5 Bleed ticks per second with Mark of Blood, 2.5 with grasping dead, 1.4 with Enfeebling Blood.

EDIT: fixed a math error.

I don’t have opinions. I only have facts I can’t adequately prove.

(edited by Blood Red Arachnid.2493)

Constructive necromancer thoughts.

in PvP

Posted by: Bhawb.7408

Bhawb.7408

TL;DR people in the sPvP forums isn’t capable of looking at things outside the meta. Is spectral armor + DS incredibly strong? Yes, in fact it is almost as strong as these crazy other things that every single other class gets called evades, invulnerabilities, dodges (and vigor), blocks, etc. We don’t have a single one of those, except one dodge every ten seconds. We get a single defensive measure; Death Shroud. It is a single, deplete-able HP bar that we have to fill up in combat.

What happens if we have no DS? We die. What happens when we get CCed? We blow our single stun break, or die. What happens when we get focused? We pray that we have enough DS to absorb it all, or that screaming “HOLY CRAP TEAM HELP ME” in teamspeak is enough to get your team to peel for you. Because guess what; we have no ways to avoid damage, we have no ways to get out of combat, our ways to deal with CC suck. Currently the way to play Necromancer revolves around trying to do so much damage that they aren’t able to go offensive on you OR praying to God that your large HP bar is enough to absorb burst after burst after burst, because guess what, you aren’t avoiding a single sliver of that damage.

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

Constructive necromancer thoughts.

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Posted by: Glenn.3417

Glenn.3417

Spectrals are worthless?! What planet do you live on lol you get a single skill that can eat an entire Ele burst in DS from 1/2 to barely more than 1/4. Without dodging. That is unbelievably strong.

Skills that can “at an entire Ele burst”

Warrior endure pain; check
Guardian renewed focus; check
Mesmer distortion; check
Ele mist form; check
Thief teleports+stealth; check
Engi elixir s; check
Ranger signet of stone; check

And those are just the ones that popped right in my mind, there are even more.

Stop uttering nonsense and trying to bring down a class cause you can’t play yourself.

Champion Phantom – Legionnaire – Genius – Magus

Constructive necromancer thoughts.

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Posted by: Blood Red Arachnid.2493

Blood Red Arachnid.2493

I’ve avoided discussing the PVE scene because of, ultimately, that’s on the sidelines for my personal goals, but since it is brought up a lot I might as well talk about it.

Doing PVE with a necro has always been a mixed bag. This is mostly because, even if I ask beforehand in a dungeon group if someone else is running a condi build, they never respond. I have to find out later that the thief is spamming death blossom, because saying “I am” in party chat is apparently too difficult to do. Maybe they’re just afraid that they’ll get kicked for saying yes by elitists, but don’t realize we can detect a condition build from a mile away.

The overlapping of burning is an extremely big problem here. In any group, if there is a guardian, elementalist, or engineer you might as well not have Dhuumfire. Warriors, Mesmers, and Rangers also apply burning when specced for it, making it so Dhuumfire is only a safe bet when paired with thieves, and maybe warriors since they rarely run their burns.

You’ll only want to run a condition build in a premade, but when done right it is pretty good. Enemies in PVE have a lot of HP, and the damage multiplication from Epidemic can be immense in the right circumstances. Lay down 13 AoE bleeds, fire epidemic, then everything in the room is at the cap. When fighting against multiple champions and bosses, this makes taking care of all of them at once really easy. With spectral wall, you can inflict terror on a group of enemies 2 to 3 times, doing quite a bit of damage and control. Combine that with AoE weakness as well as group condition transfers and regen, and the Necro can come out on top with their conditions.

I don’t have a plan to improve condi necros in PVE because, for the most part, thy are fine. I would like to see 2 things done:

#1: Terror does full damage through defiant.
#2: Dhuumfire causes either 4/5 stacks of confusion or 4/5 stacks of torment instead of burning. Rename it something else.

And I’ll be good. For the most part, the flaws with conditionmancers are flaws with conditions in general.

For most of PVE, though, I run a much different set. Knight armor w/ ruby orbs, ruby trinkets, berserker weapons, 30/0/10/0/30 build. The good ole powermancer. There’s only a few complaints I can have with the class, and the biggest complaint is that I can’t run full zerker without becoming incredibly squishy. So, I have to run either knight trinkts or knight armor so I can survive more of a hit.

The damage isn’t too bad, but it isn’t too good, either. PVE is ruled by AoEs, and necromancers don’t have a cleave. If necros want AoE power, there’s only 3 things they can do:

1)Use a staff for it’s piercing auto attack and Putrid Mark
2)Use Wells and Bone Minions
3)Pick up Unyielding Blast.

I went with the latter. Unyielding Blast and Reapers Might lets me do piercing attacks from a distance, and they hit for around 5K each, so by hitting 3 or so enemies it does 15K per auto attack. That isn’t too bad, but unfortunately ikittens my defense with my offense, requiring me to sacrifice Death Shroud in order to do respectable damage.

The biggest problem being that, as a powermancer in PVE, you have to sacrifice a lot of utility in order to do AoE damage. We get 3 utility skills, and giving 2 of them over for AoE damage via wells means that we get one trick to let us “contribute” to our team, and with long cooldowns that is an exaggeration. It is for this reason that power mancers are stuck with running 10 in Death Magic: So they can take Ritual of Protection and go “See? I contribute! I give everyone really short protection!”.

This is two places where a conditionmancer really beats out a powermancer in PVE. They do more damage in an AoE, and they come with a whole lot more support utility by default. If conditions weren’t so messed up in PVE, the conditionmancer would be the norm.

To remedy this issue, I’ll have to take some other people’s suggestions and improve on the power weapons themselves:

Axe #1 Should cleave. Give it a small AoE and a 3 target cap.
Axe #3 Should be a blast finisher.
Dagger #2 should do 50% more damage and heal for 50% more.
Warhorn #5 should do double the damage.

Again: a lot of these ideas are not my ideas. While these sound powerful, in the grand scale of PVP these do very little. It is only in PVE that these are significant changes.

I don’t have opinions. I only have facts I can’t adequately prove.

Constructive necromancer thoughts.

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Posted by: Zenith.7301

Zenith.7301

It’s hilarious how Caffynated described necro berserker power builds as “great built in survivability for glass”.

Pretty much discredits the rest. Try running a power necro for any amount of time before you ever feel like saying stuff like this again.

As a glass necro you died to burst builds faster than anything but a glass ranger.

Power dagger necros are in a horrendous state. A melee class with no teleports, no actual burst that needed to go into a teamfight melee range but had no disengages.

Are you kidding me? Power necros were fine? This is just aggravating.

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Posted by: sas.6483

sas.6483

Hey all, just wanted to let you know that we’re watching this thread closely.

Really appreciate the constructive feedback, particularly yours, Phantaram. You seem to be analyzing from a very objective and unbiased point of view, which is very helpful.

This is not confidence inspiring. I am not sure why it is that somebody with six hours of necro experience who produces a troll video is labeled as “objective and unbiased.”

Ok, here’s the deal. I’m hearing different things from everyone I talk to.

1. Necro DS is too much and should be brought down
2. Necro damage is too much and should be brought down
3. Necro survivability is bad

Which is it? At this point, I want to see streams and videos of matches.

Why do you want to see more streams and videos of cherry picked “data” that is basically going to just show you whatever the person who videos it wants you to see?

Here is what I think a fair assessment of what is going on with the class is:

1) You probably botched up with the addition of Dhuumfire. You then compounded that mistake by nerfing terror instead of Dhuumfire or swapping the the 30% condition duration in the spite tree with something else. The reason that’s so is because you made 30/20/-/-/- required for anybody that wants to play condition damage. The natural place for the remaining 20 points is soul reaping for some additional survivability.

2) The latest changes to siphoning and death shroud were probably overall good, if your vision of the class is a meat shield for attrition fighting. The bleed over of life force into health was a bad choice, because it means that we can’t absorb any kind of burst damage if life force is low, and we need that possibility because we have no other defense in that case. Irrespective of that nerf, I think that necro players are of the opinion that we do not actually fight attrition fights as well as a variety of other classes, even if we are specced to do so. We have reasons to think this beyond just “I think my class should be able to go 1v3 and win.”

3) Right now, there are too many asinine proposed “fixes” to the necro class to count, and you guys are spasming through a bunch of ham handed buffs and nerfs. Further, you are giving lots of necro players the impression that all of your balancing is being done on the word of tourney players with alterior motives. This is really not great. What you need to do is actually sit down and take a look at the math for yourselves on what the possible damage inputs and outputs are for a few builds, think up a couple of possible fixes or adjustments, and then actually talk to necro players about them.

- Dr Ebola

Constructive necromancer thoughts.

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Posted by: Blood Red Arachnid.2493

Blood Red Arachnid.2493

I feel like (for the most part) those who main necro want dhuumfire gone (because they know what we are capable of without it) and those who mainly fight necros want DS brought down (theyve faced burst before, but don’t realize how situational/squishy DS really is).

The supposed nerfs aimed at bringing necro in line for PvP, however, have started conflicts in balance between PvP/PvE players.

And then there are those that think condi necro should be a quasi-melee class…

Hopefully Arenanet has a better sense of what they want done with the necro than the community does because if not…I don’t even want to imagine it.

We never needed extra damage, we had a strong control/teamfight niche with (even if it was limited) some diversity. Now the undisputedly apex build is 30/20/0/0/20, for me simply the effect on class diversity, and the communities sanity is enough evidence that burning was a bad idea. It literally has no counterplay. Coming from a previously “UP” necro I’d rather return to that time when we could play well and get good results in return. Anyone who tries to argue that a skilless RNG ability is a good direction for this game can forget competitive play.

Yes the engi has it, but it doesn’t have any of our access to control or boonstripping. Also, it is only supplementary to the burning they have interesting ways to use. Too much is too much, the recent changes to DS, LF, weakness, blind (sorta? people act like we have so many applications of this when in reality we have a single weapon/utility/elite), and torment were plenty. Honestly if anyone should have had this much added at once it should have been warrior or any of the countless other unplayed condi classes (thief/mesmer/guard/ele/etc.)

To be honest, I’m not a fan of Dhuumfire. I don’t find it to be overpowered due to how frequently it goes wrong, but it does seem like it is a big bandaid to a problem that should’ve been solved other ways.

I was against giving Necromancers burning long before they got burning. If they needed more condition damage, then they should’ve received better access to poison, bleeds, and confusion. If they needed more raw power, then they should’ve just buffed the base damage of those attacks. It is a simple solution, but a relatively effective on.

I would’ve preferred confusion instead of burning. For one there’s play involved, since confusion is based on action instead of a straight DPS. Second, confusion is rarely used so it won’t be overwritten by other classes. It provides depth while providing either offense or defense through enemy inaction. It works great on an engineer for both purposes, so it would make sense that it would also work well on a necromancer.

I find the whole thing inelegant, and if Dhuumfire was removed I wouldn’t be sad about it. My concern is whether necromancers would loose too much by losing it. Without that burning proc, Necros do lose a lot of power in a 1 vs 1 situation, since the bleeds are slow to accumulate, and the auto attack chain is often interrupted before poison is applied.

I don’t have opinions. I only have facts I can’t adequately prove.

Constructive necromancer thoughts.

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Posted by: Glenn.3417

Glenn.3417

I felt like necro was mostly OK before this patch. They were the strongest class in game by a small margin, but they had some strong counters. Their lack of mobility was made up for with their great built in survivability even in a glass cannon spec. They could melt you if you didn’t focus fire them, but they couldn’t handle being trained or chain CC’d.

Now, they have just as much damage (terror nerf isn’t even equivalent to 1 stack of bleeding) but we’re juggernauts in death shroud with life force coming out of our ears.

The one major drawback to dhuumfire + terror specs was their poor life force generation. It kept them in check by limiting their ability to use death shroud for attack and defense. The buff to base mark size freed up the points needed to get soul marks (and of course the bonus spectral armor) and coupled with the increased life force generation from spectrals, dhuumfire glass cannons now have an abundance of life force. Couple that with the bug fix to DS ability to soak damage, and it has more than doubled the survivability of a “glass” cannon that was already fairly stout to begin with.

I think this is a pretty accurate analyzation of what has happened between the last 2 patches. +1 Caffynated!

Buffing necromancer damage to what it was may not have been the right decision because it didn’t affect necromancer playstyle much just made them viable through sheer damage. Now with 20 in soul reaping + spectral armor buff + the new deathshroud necromancers playstyle is exactly where it should be but now they have the high damage that got implemented before.

So I think what happens when we nerf the damage a bit is that we have necromancers with a proper playstyle but is moved more toward balance.

Thanks for the kind words Allie! Glad you have provided these forums with some transparency and love lately <3

No offence mate, but if you’re only going to comment one ppl who agree with your choice of nerfing the necro and ignoring comments about the actual veteran necro players it couldn’t be more obvious of how biased you are.

If you’d actually played necro for longer than 6 hours you’d know that even with the spectral changes necro is no where as op as you claim it to be.
I also saw the video where (I think it was you) showed how your necro friend can eat your ele burst, no necro starts a fight with over 50% ds. So if you’d do that in a realistic setting, that burst would simply flow over in his hp, pretty fast and leaving him with much needed def skills on cd.

Champion Phantom – Legionnaire – Genius – Magus

(edited by Glenn.3417)

Constructive necromancer thoughts.

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Posted by: Blood Red Arachnid.2493

Blood Red Arachnid.2493

I was talking to you, and I stand by that there is no point talking about pvp in terms of numbers, especially in terms of bleed pressure when neither profession is reliant on it. Bleed might account for more damage than any one other source during an encounter by virtue of being atached to auto-attack, but my output comes from other sources, bleed is merely the most common filler.

I’m rank 48/84.59% win ratio and highest ladder rank being 59[albeit a currently retired one]. Never have me or my team wanted bleed pressure from any source, not from engi, or necro.

…No point of talking about numbers in PVP? What do you think governs the system of PVP? It is about how high your numbers are, at what rate those numbers come (divided by activation and animation time), how reliable those numbers are (procs and chances to hit), how available those numbers are (recharge time), and how those numbers defend against other numbers (vitality, toughness, protection, cleanses, invulnerability frequency, etc). It is these very numbers that Arenanet changes to balance classes, and since we have seen unquestionably the effect that these numbers have on the metagame, then it means that the numbers are a foundation of the game.

I’m going to stop you here, since your case for reasoning is that objectivity, mathematics, and logic have no place in discussion where they are fundamental. Get rid of those and you are left with nothing but unverifiable hearsay, incomplete anecdotes, and paranoia drudged up on the same level that the boogeyman is around every corner and is going to get you no matter how strong or well armed you are. This train of thought will devolve into nothing but a “But no, I can counter their counter by doing this counter on their other counter”, which will never produce anything meaningful.

I don’t have opinions. I only have facts I can’t adequately prove.

Constructive necromancer thoughts.

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Posted by: Mammoth.1975

Mammoth.1975

I feel like (for the most part) those who main necro want dhuumfire gone (because they know what we are capable of without it) and those who mainly fight necros want DS brought down (theyve faced burst before, but don’t realize how situational/squishy DS really is).

I want people to adjust their comps to deal with a meta change instead of running to the forums to complain. Where do I fit?

If you’re not playing to win, don’t complain when you lose.

Constructive necromancer thoughts.

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Posted by: Luke.4562

Luke.4562

Lack of mobility? Lack of mobility? Spectral walk, spectral grasp, DS 2, focus 5, Signet of Spite, Golem Charge, ….

Really I dream every night of me riding my Flesh Golem ordering a charge to my other minions and all together rush victorious into the enemies..

Sorry to the OP, but by the moment “we” are heavily offtopic, I couldn’t hold this one.

ALPHA, BETA, several months, … 1 Year later…“When it’s ready”[cit.]

(edited by Luke.4562)

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Posted by: KarlaGrey.5903

KarlaGrey.5903

I would like to request anyone still arguing against necromancers outside dhuumfire read the above series of posts first.
The guy poured his heart and soul into those highly informative and argumentative posts, and you’d do THE LEAST to read them, and +1 them. If you cannot muster that bit of attention to read through what is admittedly a wall of (extremely high quality) text, then I advise you refrain from posting your own ideas without at least providing back-up arguments of such or similar calibre (this goes especially for the troll idea of lowering necro range).
Moreover, the quoted posts above, without doubt, ought becoming the main subject on one of the (or preferably, several) future devs’ meetings.

RIP ‘gf left me coz of ladderboard’ Total views: 71,688 Total posts: 363

(edited by KarlaGrey.5903)

sPvP forum to dictate the future of Necros

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Posted by: TheAgedGnome.7520

TheAgedGnome.7520

I think more to the point is that they were suddenly overwhelmed by a rush of people saying a single thing, and it took the other side a while to even realize there was a problem (I don’t think anybody was thinking these changes were going to be considered OP) and respond in kind. The latest quote from Allie Murdock shows that they are hearing the other sides now, and frankly I think they will realize that the idea that Necros are too strong defensively is ridiculous.

And…now its 17 hours after Allie asked for post-patch video proof of necros being OP, there have been four more pages of comments with no real video evidence.

Stealth nerfs are the perfect fertilizer for mistrust.
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