Showing Posts Upvoted By RashanDale.3609:

Changing WvW Match Reset Times

in WvW

Posted by: DevonCarver.5370

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DevonCarver.5370

WvW Coordinator

Greetings WvW players!

As part of our ongoing effort to improve the game experience with changes big and small, we’ve decided to change the time of the WvW match resets. The current time is 00:00 UTC on Saturdays, which is mighty inconvenient for our European friends who want to get in on the action of the newest match right away. We’ve decided that moving the reset time back by 2 hours to 22:00 UTC on Friday night to try and find a more happy medium for NA and EU servers. This will go into effect beginning this week and will be the new time going forward. Hopefully this makes it easier for you all to jump right in at the start of a new matchup.

Cheers!

Devon Carver

(edited by Moderator)

What class maps best to which race?

in Guild Wars 2 Discussion

Posted by: Fyrebrand.4859

Fyrebrand.4859

I’m just thankful ArenaNet didn’t answer this question for us.

What class maps best to which race?

in Guild Wars 2 Discussion

Posted by: Mwerevu.4013

Mwerevu.4013

Charr. Charr for everything.

Except mesmer. The salads can have that I guess.

*Your* Wish List For Next Patch?

in Guild Wars 2 Discussion

Posted by: Conncept.7638

Conncept.7638

Engineers now have a ‘kit slot’, where the second weapon slot is for most classes. They may place any kit here excepting the medical kit.

Engineers can now use hammers.

Necro Wells have had their CDs slightly lowered. The Necro staff 1 attack has increased missile speed. Power scaling on the Axe has been slightly increased.

Power scaling has been improved on Life Blast, it scales much further up at full life force, and down more at low life force. The missile speed on Dark Path has been greatly increased.

Cantrips now have slightly higher CDs (my main is an ele, and we really need this to bring our bunker builds in line before ANet does something really stupid to our dagger skills like what they did with RTL)

Dragon’s tooth is ground targeted, both flamestrike and stoneshards have slightly higher condition durations.

Static Field is now much larger, and lightning strikes periodically within the area. CD slightly increased. Ice spike is now a blast finisher.

Greater and lesser elementals can now attack while moving.

Ranger pets now have an active dodge skill.

Scaling on the ranger sword and dagger has been improved.

More ranger pets have been added.


Each race now has necro minions, engi turrets, and guardian weapons unique to their race.

The Norn Spirit forms can now attack while moving

The asura Golem skills and Power Suit can attack while moving.

NEW CULTURAL ARMORS FOR EVERYONE! YAY!


No more condition stacks limits

Tornado and Plague form now have a buff called intangible, which mitigates some damage from melee and a great amount of damage from ranged weapon attacks.

In fact, let’s just make a blanket declaration that all spammable skills can now be used while moving, because a basic attack that requires you to stand still is always going to be useless against one that allows you to move.

(edited by Conncept.7638)

Quaggan Slayer 2000

in Suggestions

Posted by: gimmethegepgun.1284

gimmethegepgun.1284

I’d be amused, but only if the Quaggans rage out on you, once the first 1-3 of ‘em are killed off. Remember, Quaggan will foo your day up
Although, do you really want to help out the Krait? For all we know, the objects they venerate could be linked to Tyria’s equivalent of Cthulhu, or something.

“The krait are worshiping Cthulhu! Cool!
Er, I mean ‘interesting…’”

Quaggan Slayer 2000

in Suggestions

Posted by: Cole Eyre.8471

Cole Eyre.8471

There are three types of GW2 players: those who love the quaggan, those who hate them, and those who will never read this suggestion.

Support suggested I post this here: Quaggan Slayer 2000

There’s no doubt that the Quaggan have been a marketing success for GW2 however, they’re also a polarizing agent that segments the player community to some degree. Due to this, i would like to suggest building “Quaggan Slayer 2000” to placate the blood-thirst that many players feel when they see a Quaggan. Since Quaggan are perpetual victims, such a mini-game wouldn’t present continuity issues.

In Quaggan Slayer 2000, players are tasked with running through an area and slaying or capturing as many easily defeated quaggan as possible. Quaggan that are captured would be tradable to krait npc’s. The krait would use these quaggan as a food supply and give players tokens similar to the SAB tokens. Players could trade those tokens for armor and weapons that are very obviously fashioned from quaggan pelts and body parts.

So how about it guys and gals? Show your support for some unspeakable violence against Quaggan in a mini-game (or something) called Quaggan Slayer 2000! Let’s get some cool armor skins that look like poorly sewn Quaggan pelts or maybe a Quaggan head shield!

defending gets no reward

in WvW

Posted by: Draygo.9473

Draygo.9473

you can get multiple defense awards during an assault. Attackers only get one assault award.

Delarme
Apathy Inc [Ai]

Can we PLEASE rotate the colours more?

in WvW

Posted by: DevonCarver.5370

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DevonCarver.5370

WvW Coordinator

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Interestingly enough we just were discussing this with Habib, master of all things WvW and I think we will do this soon, if it is as easy to do as we hope. It will just make things a little more interesting.

The Kids Are Loving WvW

in WvW

Posted by: DevonCarver.5370

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DevonCarver.5370

WvW Coordinator

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Why is it that my precursor hasn’t dropped yet? Is it because of the time I TPed ArenaNet headquarters for not fixing culling in beta?

Let me check our secret list of people we don’t drop precursors for…

Yep, that’s why. Also, if you look really closely you’ll notice you slowly lose copper every day. Don’t mess with the HQ.

The Kids Are Loving WvW

in WvW

Posted by: Adaneshade.2409

Adaneshade.2409

I let my kids – ages 6 and 8 – role up characters on my account. I have a great time watching them huddle around the computer playing GW2, especially when they jump into WvW. “Get the yak!” “Follow the commander!” and other lines are priceless coming from the 6-year old. The best part is when they go to bed and I clean up their inventory (they don’t know what to sell vs merchant) and find several badges collected from their fun.

Using children as slaves for badges?

Reported.

:)

Actually knew of a guy in DAoC who had his account perma-banned. He was making his kids level his crafting as punishment for bad behavior lol….. That’s about what crafting in that game was….cruel and unusual punishment.

~Shadowkat

Clarification needed please (Dolyak points)

in WvW

Posted by: DevonCarver.5370

DevonCarver.5370

WvW Coordinator

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I don’t have access to the exact numbers at home, but I do know that the points do not change based on the number of people that receive credit.

UPDATE: JK everyone, I misread this post and have now contributed to the confusion. I thought the OP was asking about World XP. The points rewarded to the score for Dolyak kills are indeed variable depending on the number of players involved.

(edited by DevonCarver.5370)

WvW Duo Cap Thief Challenge

in WvW

Posted by: Cottage Pie.6215

Cottage Pie.6215

Not playing Thief is surely more worthy of acclaim.

Taua Roqa – Desolation since day minus 3

~~~My Elite PvP Video: http://www.youtube.com/watch?v=04xOsNW7zTA

Missed connections --WvW

in WvW

Posted by: loneknight.8425

loneknight.8425

(humming to ‘Every Breath You Take’ by The Police)

Every Lord you take
Every camp you raid
Every guy you tagged
Every siege you trashed
I’ll be stalking you

Every single day
Much to my dismay
No silver to pay
Repair costs a pain
I’ll be cursing you

O I can’t see
You in stealth when flee
How my poor back aches with every stab I take

Every wound you give
Certain death I’ll face
Laughing like a loon
Dancing on my toon
I’ll be kitten you

When you stealth you’ll be gone without a trace
Moment later you’ll be all over my face
I dodge around but it’s you I can’t escape
I feel so cold when I’m strucked down on my face
I keep crying someone, rez me please~ T.T

(Irony – I’m a roamer too :p)

The thief who did dat – Crystal Desert

Missed connections --WvW

in WvW

Posted by: Jayne.9251

Jayne.9251

You were wearing red, I was wearing pink. We encountered each other near the steps to the castle. While I appreciate how intensely it appeared you wanted to meet me, I found you a little grabby. I’m sorry I had to smack you like that, but you wouldn’t take no for an answer. Next time, maybe play a little hard to get?

L’enfer, c’est les autres

ATTRITION: A discussion.

in Necromancer

Posted by: Empiren.6401

Empiren.6401

Those abilities “putting the ball out of our court” is assuming a few things:
1) That them running away is more beneficial to them than it is to us
2) That they can even run away
3) That not attacking us is their best option
.

1. Usually not the case.
2. Not hard to pull off vs a necro honestly.
3. Most people would just attack anyway. DS isn’t very threatening and is so commonly used as a sponge/“defense” mechanic that there isn’t really any downside to attacking people while in it. You’ll take minimal damage from a DS necro and you get to hit him when he comes out, making up for that damage done to you.

If people have the luxury(which they often do, they just don’t care), they could always cc the DS necro and run away till after DS and then kill the necro.

ATTRITION: A discussion.

in Necromancer

Posted by: CHIPS.6018

CHIPS.6018

No, the big point is that ultimately they are an ineffective waste of space, even when used at the same time. The problem being you’re always taking damage “sometime”. The point is that gaining lifeforce is vastly inferior to evasion and blocking and controls as a defensive mechanic. Given the option to take damage and gain LF or not take damage, the latter will beat out the former. Every single time.

I also never said dagger. The weapon skills in general will outpace spectral skills when fighting against bunkers, and sure you can use those spectral skills to get a burst gain in LF, but you most likely don’t need a burst gain in life force when fighting against a bunker. You’re better off putting something else in those utilities. And the biggest problem with SW and SA is that, as utilities, they accomplish very little. SW is a stun breaker that grants swiftness, making it the most useless stun breaker a necro has. You can’t use it to grant yourself swiftness before the fight because then you’ve lost your stun breaker for the fight. SA is useful as a stun breaker because it grants protection, but is never around to do it. This makes the life force gain of SA at best a tertiary perk.

And that is a big problem with traits and utilities: whenever you pick one you must pick it over another one. If you put your traits into life draining and spectral abilities and choose utilities and weapons to life drain and gain LF, then in the end you aren’t doing much of anything at all. First because SW and SA are horrible as far as utilities go and are horrible with gaining LF, second because life draining heals for paltry amounts when it does work and most of the time it doesn’t work. LIfe siphon is weak because it takes 3.5 seconds to heal away 1.5 seconds worth of damage, and does about a third of the auto attacks damage in that time.

Again, the comparison between regen and vampiric traits isn’t that they are exclusive, but that it is far better to invest into something else and just use regen for healing, for investing in both requires requires a lot of resources to do not much more than just using regeneration.

Look, I’ve been down that road. I’ve tried running multiple spectral skills for stunbreakers, and I’ve tried using life siphoning skills to heal, and I’ve tried doing them both at the same time. It doesn’t work because, in the end, all you end up doing is chasing around an enemy trying to use the dagger’s auto attack while you get controlled and beaten down by another class who either fights at further range, simply has more damage per survivability, uses burst damage to bypass all that nonsense,, or has enough controls that those do-nothing stun breakers get used up then end up on cool down. You don’t have any combos that can do massive amounts of damage because your utilities are all used up for spectral skills, and your weapons clash because you’re running dagger and staff or something like that, or you use the scepter and staff and make Deathshroud utterly useless as anything but a sponge where you absorb hits and do nothing back in return and then not regenerate life force because the scepter sucks at it

One problem I do notice with the likes of DS, SA and SW is that once you turn them on the ball is no longer at your court.

For example you turn on DS. The enemy have the option to back away and simply wait for it to run out. Why? Because your LF drains itself when you are in DS. The enemy doesn’t have to attack you at all.

You turn on SA or SW. The enemy once again have the option to back away and simply wait for it to run out. Why? Because your SA and SW is on such a long cool down it aren’t sustainable. The enemy will gladly wait a few seconds to speed up killing you.

So with DS, SA and SW the ball is no longer in your court. You are no longer in control of your own survival. This I think is a huge problem. You are relying on your enemy being “dumb” and keep fighting you head on during those 8 seconds. If a “smart” enemy backs away and come back after your SA or SW runs out you are screwed. We are talking about a 90 sec and a 60 sec cool down here.

In WvW, I think we necros are blessed by the fact that the enemy are not used to fighting us. They have no idea that they should back off when the necro turns on SW, for example.

And that’s on top of our problems facing high blast and high mobility classes that I mention earlier.

Chipsy Chips(Necromancer) & Char Ashnoble(Thief)
The Order of Dii[Dii]-SBI→Kaineng→TC→JQ
Necro Encyclopedia-http://www.youtube.com/watch?v=BrAjJ1N6hxs

ATTRITION: A discussion.

in Necromancer

Posted by: Blood Red Arachnid.2493

Blood Red Arachnid.2493

No, the big point is that ultimately they are an ineffective waste of space, even when used at the same time. The problem being you’re always taking damage “sometime”. The point is that gaining lifeforce is vastly inferior to evasion and blocking and controls as a defensive mechanic. Given the option to take damage and gain LF or not take damage, the latter will beat out the former. Every single time.

I also never said dagger. The weapon skills in general will outpace spectral skills when fighting against bunkers, and sure you can use those spectral skills to get a burst gain in LF, but you most likely don’t need a burst gain in life force when fighting against a bunker. You’re better off putting something else in those utilities. And the biggest problem with SW and SA is that, as utilities, they accomplish very little. SW is a stun breaker that grants swiftness, making it the most useless stun breaker a necro has. You can’t use it to grant yourself swiftness before the fight because then you’ve lost your stun breaker for the fight. SA is useful as a stun breaker because it grants protection, but is never around to do it. This makes the life force gain of SA at best a tertiary perk.

And that is a big problem with traits and utilities: whenever you pick one you must pick it over another one. If you put your traits into life draining and spectral abilities and choose utilities and weapons to life drain and gain LF, then in the end you aren’t doing much of anything at all. First because SW and SA are horrible as far as utilities go and are horrible with gaining LF, second because life draining heals for paltry amounts when it does work and most of the time it doesn’t work. LIfe siphon is weak because it takes 3.5 seconds to heal away 1.5 seconds worth of damage, and does about a third of the auto attacks damage in that time.

Again, the comparison between regen and vampiric traits isn’t that they are exclusive, but that it is far better to invest into something else and just use regen for healing, for investing in both requires requires a lot of resources to do not much more than just using regeneration.

Look, I’ve been down that road. I’ve tried running multiple spectral skills for stunbreakers, and I’ve tried using life siphoning skills to heal, and I’ve tried doing them both at the same time. It doesn’t work because, in the end, all you end up doing is chasing around an enemy trying to use the dagger’s auto attack while you get controlled and beaten down by another class who either fights at further range, simply has more damage per survivability, uses burst damage to bypass all that nonsense,, or has enough controls that those do-nothing stun breakers get used up then end up on cool down. You don’t have any combos that can do massive amounts of damage because your utilities are all used up for spectral skills, and your weapons clash because you’re running dagger and staff or something like that, or you use the scepter and staff and make Deathshroud utterly useless as anything but a sponge where you absorb hits and do nothing back in return and then not regenerate life force because the scepter sucks at it

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

(edited by Blood Red Arachnid.2493)

ATTRITION: A discussion.

in Necromancer

Posted by: Blood Red Arachnid.2493

Blood Red Arachnid.2493

The biggest problem with spectral skills gaining lifeforce is that they are on very long recharges and are only situational at best. Their mechanic is that you have to take damage in order to gain lifeforce, which makes them at best a moot point. Remember: you are still taking hits to get lifeforce, which is used defensively. Because of this they are far inferior to a skill that simply blocks or evades damage: you don’t need to take damage to block damage.

The situations that they are used for are themselves not superbly effective. The fun thing about bunker builds is that many classes can fight a bunker build and stay alive for a long time, since bunker builds don’t do a lot of damage. This makes spectral walk and armor fulfill the role of “I can take less damage against enemies that don’t do very much damage”, which is the exact wrong place where you would need such a thing, and also the wrong situation where you would bother charging up lifeforce anyway. Considering that, with a 90 and 60 second recharge respectively, even with recharge reducing traits these skills aren’t up enough to make significant use of themselves. Given such long term fights, the life force regeneration from weapons far outpace what spectral skills will give. So instead you would have to use spectral skills for other reasons and just tack on the extra life force gain as a plus. And those other reasons are stun breakers, with one granting swiftness (not very useful in a stun breaker) and the other granting projection. Granted, Spectral Armor is excellent when you use it as a stun breaker, but on such a long recharge you never get to use it as a stun breaker. In sPVP I would go through two fights and die before that 72 second recharge finished.

I myself could never find any use for life siphoning abilities. I spent a week testing them, and I never noticed an appreciable difference in survivability. I think this boils down to a couple of factors:
#1: In order for life siphoning to be “good” you have to invest in many traits to do it. This takes away from other traits that offer, theoretically, a higher contribution to survivability than 37 life per hit.
#2: It was unreliable. Vampiric Mastery requires successful minion attacks, which doesn’t work too well because minions spend most of their time either on the other side of the map, chasing a moving target in futility, not attacking, or dead. Plus it is then necessary to invest in traits that improve minions to the point where they would drain reliably instead of attacking twice then dying.
2b. Vampiric Precision was also unreliable because it meant that you needed to invest a lot in precision to get healing, which for defensive purposes probably would’ve been better invested in toughness. Without fury or crit rate increasing abilities, Vampiric Precision only worked half the time.
2c. Enemies just walk out of wells, making Vampiric rituals nigh useless.
#3. Even though healing was improved by attacking groups of enemies, this in turn lead to groups of enemies attacking you.
#4: Necromancer’s spend a large portion of their time feared, immobilized, dazed, stunned, knocked down, or attacking distortion, evading techniques, or blocking techniques. Yes, without active defense or control the healing from their offense dwindled to nothing.
#5: The regeneration boon is far easier to apply, less constricting, and healed for more.

The biggest issue with all of the life stealing and LF regen through spectrals is that enemies that do damage aren’t some rarity that exist in localized niches. Builds that “do damage” are the norm in the game. I’m not saying that glass cannons are more common than bunkers (which factors in, actually), but that a standard all-around build will end up doing quite a bit of damage, whether through bursts or just from sustained damage. So all in all, necros have problems under many circumstances when using life stealing:

*Classes with potent controlling abilities.
*Classes with good defensive, evasive, and blocking abilities.
*Classes with burst damage.
*Classes with high damage
*Classes with good distance.

So basically any class that isn’t another necro. I don’t think that health stealing is really a salvageable mechanic with the way it is now.

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

ATTRITION: A discussion.

in Necromancer

Posted by: CHIPS.6018

CHIPS.6018

So in short, DS is a one trick pony used once a fight that doesn’t really do much other than an AoE attack. This might be worth it if all of those missing controls, blocks, reflects, evades, condition cures, stability, and good stun breakers would amount to something useful in their place, but it doesn’t. Necros have slow and weak weapon skills alongside of utilities that are at best situational and at worst downright harmful, with the only two utilities that stand out enough to be considered good being Epidemic and Well of Darkness.

The saddest part is, almost all of this applies to PVE as well as PVP. Though cripples and chills are more useful in PVE. IMO Arenanet should abandon the idea of an attrition class with no active defenses. It is contradictory, and “This class is meant to take 100 blades to the face” is not a selling point.

EDIT: Completely forgot about weakness. Now weakness is probably the best thing a necro has for a defensive condition, except for the fact that high critical hit builds go right through it, condition curing removes the benefit completely, and it is unreliable in PVE because you never know if an enemy has a high crit chance or a low one.

I do agree that Necro lacks active defence and damage avoidance. I agree that they should be added. But I disagree that DS is “totally” useless as a survival mechanism.

The survival of the necro is based on a combination of these 4 things:

Health
Healing (life siphon)
Life force
Life force regen.

The original idea of skills like Spectral Armor and Spectral Walk is that they “replaced” our need for active defences and damage avoidance. We are supposed to get hit “many” times in a fight, and get 3% LF per hit.

Healing (life siphon) and LF regen was supposed to “replace” our need for active defences and damage avoidance. Those regens are supposed to be so high that we can literally “face tank” everything for a decent amount of time.

That’s why necro have such a great time fighting bunker builds. Bunker builds need to hit the necro many times to kill him/er. And from those hits we regenerate a lot of LF though SA and SW. And in a prolonged fights our life siphon and LF regen have a lot of time to help our survival rage.

The problem comes when we face high blast+high mobility (& stealth) classes. These guys often hit us for 4k-8k damage in one single hit. SA and SW cannot help us because we only get back 3% LF from that crazy high damage hit. Our life siphon and LF regen are very weak against high mobility classes because they keep disengaging, meaning we have a hard time hitting them for the needed extra survival.

So it isn’t the idea of “health+healing+LF+LF regen” for defense that is bad. It is the “disproportion” of those that we get when we faces high blast+high mobility classes that is the problem. The “time it takes before we die” and “window of opportunity to get back health and LF” are both often too short for us to survive properly.

It would be great if Anet can find a way to scale “health+healing+LF+LF regen” with the damage intake and output. For example, SA and SW should get back LF proportionally with the damage we take, instead of a flat 3% per hit. Life Siphon and LF should scale with the damage and condition damage we deal, instead of a flat % per hit.

If not, we would need some kind of active defence and damage avoidance. Or maybe even an overhaul.

Chipsy Chips(Necromancer) & Char Ashnoble(Thief)
The Order of Dii[Dii]-SBI→Kaineng→TC→JQ
Necro Encyclopedia-http://www.youtube.com/watch?v=BrAjJ1N6hxs

(edited by CHIPS.6018)

ATTRITION: A discussion.

in Necromancer

Posted by: Blood Red Arachnid.2493

Blood Red Arachnid.2493

So in short, DS is a one trick pony used once a fight that doesn’t really do much other than an AoE attack. This might be worth it if all of those missing controls, blocks, reflects, evades, condition cures, stability, and good stun breakers would amount to something useful in their place, but it doesn’t. Necros have slow and weak weapon skills alongside of utilities that are at best situational and at worst downright harmful, with the only two utilities that stand out enough to be considered good being Epidemic and Well of Darkness.

The saddest part is, almost all of this applies to PVE as well as PVP. Though cripples and chills are more useful in PVE. IMO Arenanet should abandon the idea of an attrition class with no active defenses. It is contradictory, and “This class is meant to take 100 blades to the face” is not a selling point.

EDIT: Completely forgot about weakness. Now weakness is probably the best thing a necro has for a defensive condition, except for the fact that high critical hit builds go right through it, condition curing removes the benefit completely, and it is unreliable in PVE because you never know if an enemy has a high crit chance or a low one.

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

ATTRITION: A discussion.

in Necromancer

Posted by: Blood Red Arachnid.2493

Blood Red Arachnid.2493

I think the biggest problems with necro’s and attrition is the fact that passive defense and higher HP bars are the worst defensive mechanics in the game, period. They barely count for defense at all. I spent awhile talking about why investing in toughness and vitality amounts to only a paltry increase in survivability, so now I’ll talk about active defenses.

I’ve played 6 classes in sPVP, with only the ranger and warrior escaping my interest. And my final thoughts on the necromancer are so simply explained in one sentence:

“Boy do I get knocked down a lot…”

And it took me awhile to figure out why, but basically it is because necromancers have no active defenses. What are active defenses? Well, these are skills and abilities that you use in order to block or evade attacks, well as as control or disable your opponent. Because these require the player to actively use particular skills or traits that prevent damage, I call them active defenses.

Active defenses are important because they function without statistical fortitude and also have limitless potential when used correctly. If you think of the most damaging attack chain or skill that any class has, always know that a blocking skill or evade skill will stop it. So when a warrior goes to use 100 blades, tapping Roll for Initiative prevents 100% of the damage. Another side effect of the control effects are that they prevent your opponents defenses as well. When that warrior uses bull’s charge, this prevents the enemy not only from attacking, but also from defending as well. So all in all, blocking and evade make for a powerful defense while disabling control effects make both a good defense and offense.

Necros have none of that. Instead, their active defenses lie in using cripple and chill, which are horrible active defenses because the only thing they prevent is a melee enemy who refuses to use condition curing or teleports or leaps. They aren’t even that good at those, since most cripples are short range and half the chills just close the distance between the two. Necros have few blinds, with one being Deathly Swarm, which is slower than a hippo on Valium, and then probably the only good defense utility in Well of Darkness. They have fear, most of which are awkward skills on long recharges that apply the control for a single second on long cooldown. Of course, whenever a thief steals from you, they get a free 3 second fear that makes you perfect backstab and heartseeker fodder.

Necros are light on other controls. They have only two sources of immobilize: a short range one from a melee weapon that can’t be used for combos, and then another short range one from the loldamage bone fiend that doesn’t work half the time since minions spend half the time lollygagging across the map. They have one delayed daze in the warhorn, which doesn’t do anything else worthwhile otherwise (swiftness that does minor damage and draws aggro, slowing the player down again), and a knockback with the flesh golem’s charged attack.

Necros are also light on condition removal. There’s one in a heal, and then almost all other condition removal requires you to transfer conditions to a target. Which means you have to hit the target. Which means that if you can’t hit the target, you’re helpless against conditions. So either you use the staff and it’s strafeable auto attack, or you use plague signet which does damage to you as an intended function. Well of Power does get mention, although it works slowly and is on a long recharge. Necros have no form of vigor to grant additional dodges, no form of endurance regeneration, pitiful and expensive stability that is nigh unuseable, and horrible stun breakers to boot. Heck, I went back to running the buggy minion master build in sPVP because then I could have a stun breaker that was available more than once a minute.

The one thing that we do have is Death Shroud. Problem: it is only available once each fight, and otherwise DS doesn’t do anything but annoy your opponent. You can use it in the beginning of the fight to try and regain more lifeforce to use it again, but this ruins your panic button and doesn’t accomplish much while doing so. So instead you have DS as a panic button that most classes have the ability to plow right through with their offensive power, and your weapon choice determines how well you can regain life force. Unfortunately the best necro weapon, the scepter, regains life force so slowly that it is insulting. There are no adequate traits to regain life force, either.

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

(edited by Blood Red Arachnid.2493)

My sylvari's eyes look strange (bug)

in Sylvari

Posted by: SunRain.8972

SunRain.8972

i think your Wyld Hunt is to make the Pale Tree laugh.

“From the place where we are right
Flowers will never grow
In the spring.” – Yehuda Amichai

Improvements for necro staff skills

in Necromancer

Posted by: Draehl.2681

Draehl.2681

1) Increase Necrotic Grasp projectile speed. Cast-time is fine.

2) Increase power ratios on #2, #3, #5.

That’s all. Nothing else required.

Improvements for necro staff skills

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Posted by: NeuroMuse.1763

NeuroMuse.1763

1) Increase Necrotic Grasp projectile speed. Cast-time is fine.

2) Increase power ratios on #2, #3, #5.

That’s all. Nothing else required.

This exactly.

Necrotic Grasp, Spectral Grasp, & Death Shroud’s Dark Path Projectile speeds can actually be outrun by the caster i can cast it and start running and pass up the projectile on all 3 it’s pathetic. They really need that speed increase across the board.

Epic Face-Palm Moments!!!

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Posted by: AmIAnnoyingNow.2903

AmIAnnoyingNow.2903

1) Commander was checking map with autorun on with a zerg of 50 following. Ran straight into a legendary defender and the whole zerg followed him in to it and wiped.

2) Commander place 4 rams, got the gate to 40% before we realized the wall was already down (Somebody on TC forgot to kill our catas from the last siege.)

3) Was sieging a keep, when a defending zerg was running up behind us through the outer gate. Commander had us stack, pop boons, then proceeds to try to run through the enemy gate portal for an ambush. Didn’t work very well.

4) Somewhat new mesmer called on to portalbomb into hills lord room, panics and drops exit in the middle of the chokepoint on ALL of the AoE spam. Entire zerg wipes.

5) Cliffs – 34, me – 0. Nuff said. My little asura is always falling through cracks and off cliffs when I’m trying to sweep.

6) Those lovely moments when pugs try to siege their own towers.

(edited by AmIAnnoyingNow.2903)

Get rid of all Nourishments in WvW

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Posted by: fishergrip.4082

fishergrip.4082

The main thing that’s annoying about foods is how expensive they are. I think having foods and stones/oils is fine but I’l like to able to equip something in a food slot that is permanent so yo don’t have to constantly buy and consume stuff.

The only real issue is that certain foods are overpowered and should be toned down. Omom pie was a well-known offender and has since, justifiably, been nerfed. I think most people probably agree that +40% condition duration is overpowered. That’s the equivalent of 400 stat points in a trait tree, +40 crit damage etc. It should be 20% at the most. Foods that just give raw stats like 100 power, prec etc are fine. They give people more flexibility with gear.

Maid Of The Coast

Get rid of all Nourishments in WvW

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Posted by: scooby treat.8420

scooby treat.8420

I don’t think most of you understand what I am saying. I use food buffs at all times and WvW is all I do. The nourishment buffs you gain from using both a food lets say pizza and a maintenance oil is huge especially if you run a high tough/vit build. You gain so much in fact that a full tank build can hit close to a glass cannon but take hits because they are all tough/vit. This has NOTHING to do with runes or armor or sigils.

The point to going more power is to do more damage but you will take more damage. however with food buffs giving you the power you lose from going tough or vit what is the point? You now have a tank that can do as much as the person who went more power so they could hit harder.

So I now run higher tough/vit and stack with my food buff to make me that much stronger. I hear many people posting in this thread about choices yet there is only one clear choice that is the best in the end. Higher tough/vit and food buff to give you BACK the power/cond/prec you lose from going that route. In the end your choices become more limited because of the food buffs that many are screaming gives you more options.

Tough/vit nourishments FTW

-FC- Cookie Snatchers [MINE]
Manyme usee -80 mesmer current main
80 War, Ele, Guar, Rang, thief. 55 engi 16 necro