Showing Posts Upvoted By Svarty.8019:

Nightfall - Combo field change

in Necromancer

Posted by: Drakril.4058

Drakril.4058

its more of a QOL for pvp GS#4/R#2 = stealth. Allow necro’s a proper disengage.

Nightfall - Combo field change

in Necromancer

Posted by: DTATL.9641

DTATL.9641

Realistically, how can a skill named “Nightfall” have any combo field type but Dark?

Not that I disagree but that logic doesn’t apply to to other skills such as well of blood which realistically should be a waterfield rather than a lightfield. Could we please maybe fix that?

Changes wvw needs - let's be constructive

in WvW

Posted by: gebrechen.5643

gebrechen.5643

There is a lot of ideas on the forums for changes wvw needs (and some that it doesn’t need) and I think we should get a bit more constructive if we want to be heard.

Many, me included, don’t believe Anet will ever hear the wvw players, but we can at least try and see for ourselves. So, let’s do this.

Everyone feel free to add some points you think are necessary to make wvw a better game mode

General changes:
- the algorithm Anet uses to determine which server is full and what servers get links
- a transfer lock after recent transfers
- loyalty bonus for staying on servers

Changes on the mechanics:
- lower siege cap
- lines of sight

Quality of Life changes:
- templates to load for switching gear and builds

Balancing for wvw:
- stealth rework in wvw or reworked revealed buff
- deathly chill internal cd?
- condition apply from mesmer rework
- defender runes, perplexity runes rework

Any other ideas? Feel free to post them, I’ll add everything to the list and feel free to discuss it – in a friendly manner

Some people die on epidemic, other have skill.
- great warlord Waha of Sea 2981bc

(edited by gebrechen.5643)

Why is the Necro so bad

in Necromancer

Posted by: Iridi.8473

Iridi.8473

I think a good starter fix for the lifeforce problem would be to make it recharge on x% per second outside of combat until it reached something like 50-75%. That way you can counter classes who keeps disengage a bit to wear your life force down.

OOC isnt good enough though, especially in PvP. For example: vs a thief, he can just unload on you, drop you out of DS, get you to 50% and run away with condis on you. You’re still in combat. You’re dead.

The issue isnt necessarily life force generation/regeneration. Its (1) the utility we have to survive in shroud… which doesnt exist and (2) the utility we have to survive outside of shroud… which doesnt exist.

The number of times i’ve been interrupted trying to use my only healing skill is countless. Meanwhile I watch warriors/guards/engis/rangers walk around basically dead and heal up because they can use invuln skills and heal during that phase. They can even burst heal if you put conditions on them while they are invuln. Its actually a joke. Those classes vs each other is fine, but throw in the necro and it becomes a joke. You actually cannot compete with any of them.

Necromancer is the worst class hands down. Wake up Anet.

most headspinning condi burst post update?

in WvW

Posted by: DeceiverX.8361

DeceiverX.8361

Mesmer also deals damage while stealthed, Ori. Clone and Phantasm attacks do not reveal stealthed mesmers, and scepter clones apply torment on AA. In the frames where it decides to try and drop a bomb, it can just Distort during its bomb for invulnerability while hitting Chronophantasma to keep the clones up. Core isn’t as bad as ghost thief in terms of being able to attack with relative impunity, but it does provide much more damage potential than ghost thief.

In general, stealth-chaining and dealing damage while being immune to damage really need to be cut back on. Gameplay is very passive and all about defenses at this point.

(edited by DeceiverX.8361)

most headspinning condi burst post update?

in WvW

Posted by: Garfried.7295

Garfried.7295

BLAST
LIGHT FIELDS
https://www.youtube.com/watch?v=Yj9WbKSfbao
BLAST THEM

most headspinning condi burst post update?

in WvW

Posted by: Justine.6351

Justine.6351

It’s kind of hilarious that they buffed reaper, thieves and Mesmer condi builds but abitrarily nerfed ranger’s sharpened edges by 50%.

Why is the Necro so bad

in Necromancer

Posted by: Iridi.8473

Iridi.8473

What is the theme of Necromancer? Weaken enemys.

What should a Necromancer bring the group? Boon remove and weaken enemys with vulnerability so the full dps classes deal more dmg. Necros got a high surviavability so the dont need the highest dps. But increase others dps with 25 stacks vulnerability fits to their playstyle and makes them a must have if the other classes get less access to vulnerability.

Necromancers 25 stacks vulnerability like ps are needed for 25 stacks might. Simple change with high impact.

Unfortunately, your “theme” means nothing in pvp. 25 stacks of vulnerability? Gone with 1 skill. And guess what, you’ll die before you can put those stacks back on since you’re on cooldowns.

Necros have high survivability? In what world? 0 stability. 0 invulnerability. 0 damage mitigation. 0 blocks. 0 evades (other than energy). What, since we have a second health bar which we need to build up? Yea, go see how quickly a guard will burn you down with your 2 health bars.

Necromancer is the worst class hands down. Wake up Anet.

Observation,conclusion of current necro

in Necromancer

Posted by: felincyriac.5981

felincyriac.5981

these balance patch buffs aren’t really cutting it, maybe the next expansion…

Observation,conclusion of current necro

in Necromancer

Posted by: Foefaller.1082

Foefaller.1082

It’s always my “favorite” factoid that Necromancers are the only class in GW2 that doesn’t have a block. Closest thing they have is Corrosive Poison Cloud blocking projectiles, but but there are good reasons why you don’t see that in spvp that often.

Some active defense that doesn’t involve landing CC like fear or blind would be a great start, heck I’d be OK with a source of vigor beyond removing bleeding with Well of Power.

Observation,conclusion of current necro

in Necromancer

Posted by: Zintrothen.1056

Zintrothen.1056

We fail at making good juggernaughts not just because Reaper only gives 10% damage reduction from chilled foes, but because damage is so insanely high and easy to dish out. It’s why professions with frequent blocks/evades/immunities are the most powerful in recent metas. They’re the ones that can spec for high damage while also avoiding the high damage.

Observation,conclusion of current necro

in Necromancer

Posted by: Tadsoul.6951

Tadsoul.6951

Observation
The current theme of the necromancer is remove boons and use epidemic. While the necromancer is naturally tanky they do not make good juggernaughts. They aren’t very slippery and hard to follow. Their damage is lack luster and support is only about weakening the enemy.

Cause
-limited mobility
-limited boons
-limited evasion
-limited healing
-limited stealth
-lower damage

Related observation
The reaper was suppose to be like a juggernaught trying to hit as many people as possible. The necromancer was to be focus on attriation.

Scope of goal
To be a juggernaught on the battle field you need to have good battle presence. To have good battle presence you need durability, the ability to escape kill zones and have a large area of effect.

Investigation
battle presence
durability
-Health
-toughness
-immunities
Health and toughness are based on gear. As a class we have good health but poor healing. The biggest problem is our lack of immunities.

kill zone escape (KZE)
-reaction
-mobility
-stealth
-immunities
We have very weak KZE our stunbreaks do not remove us from harm except wurm(require set up). Our condition clears can be easily interupted or blocked, take a long time or plague signet. Now if we do have mobility, it takes us the longest to escape, we can’t stealth either and don’t have immunities.

area of effect
-damage
-utility
-support
while our damage is limited, it is still good for a juggernaught. We lack any meaniful team support but still have good area of effect from our corruptions

Summarry
The main reason we fail at being a good juggernaught is a poor KZE and poor immunities.

Solution
There are many solutions and many steps to be taken.
shrouded removal Gain resistance and lose a condition when entering shroud. Lose a condition every few seconds you remain in shroud.
resistance: 2 seconds
Conditions removed: 1
interval: 3 seconds

Foot in the grave Gain stability and break stun when you enter shroud. Gain stability every few seconds while remaining in shroud
Stability: 3 seconds
interval: 8 seconds
Break stun

Conclusion
These two changes address our biggest issues our reaction time in a KZE and immunities. The resistance and stability will ensure we can escape the kill zone as quick as possible. In addition the added stability will ensure we end in less killzones and increase our durability. Having better durability and KZE will improve our ability to be a juggernaught.

I give up

in Necromancer

Posted by: Axl.8924

Axl.8924

I tried rated but its stupid i keep being pulled towards the enemy rooted crippled repeatedly by pulse attacks and i can’t escape.

Its more fun to play with fecal matter than this bull.

You get constantly snared rooted can’t escape and killed in 3 seconds and thats all it is, a graveyard simulator for necro.

When you actually do damage, its instantly taken off cause friggin rangers/warriors are op and everyone has quick access to brainlessly zerging you down.

Matchup Threads

in WvW

Posted by: ilmau.9781

ilmau.9781

Is it possible to get a clarification about what exactly is considered a “matchup thread” ?

Beacouse to be honest i see that many threads are being closed as matchup threads while they are not. Also i feel like this “matchup thread” thing is used to close unconfortable discussions.

Thank you.

[Hell] Kresh Bloodghast
Seafarer’s Rest Alliance Leader – www.pevepe.net/gw2

If u have 2 links, shouldnt be in t1

in WvW

Posted by: Choppy.4183

Choppy.4183

Why? If you still think of wvw rankings as some sort of leaderboard with the best at the top, then you haven’t been paying attention to the game for a long time.

I’m Biff Rangoon, and I approved this message.
Ehmry Bay | Omg Brb Icecream Truck (ICEE)

Combos - is this a joke?

in PvP

Posted by: Shaogin.2679

Shaogin.2679

To me reaper shroud is one of the skill set with the most synergy for combos….

Say wha…..? Have you ever played an Engineer? I mean sure, Reaper Shroud probably seems like a combo master compared to everything else about the Necro. But Reaper doesn’t utilize combos anywhere near as much as some of the other professions. :-P

Doc Von Doom – Asuran Necromancer
Gate of Madness
Contribute to the Wiki MetaBattle Builds

Make Reapers great again

in WvW

Posted by: EremiteAngel.9765

EremiteAngel.9765

Going to have to respectfully disagree. Aside from a marauder warrior, my reaper 100-0’s any squishy-built character in the game with two buttons in a very, very short period of time. Soul Spiral alone normally goes well into the 12-15k range.

Mobility can be fixed in traits and utilities. Play outside the meta and it’s reasonable enough. You’re not gonna catch a runaway Daredevil, but I will say it’s kind of the point. You can definitely 1v1 it and win without too many issues if you build to duel and roam to account for these shortcomings, however.

I think the biggest issues reaper has right now is the fact that GS isn’t quite where it needs to be as a PvP weapon due to its high cooldowns for its powerful-but-mandatory utility, and that the stability uptime is perhaps a little bit too low.

Could you share your general roaming reaper build kind sir. Because I am having terrible trouble fighting anyone who knows how to kite decently. Especially Druids.

Scourge Demo Weekend Roaming Video:
https://www.youtube.com/watch?v=qsby6rYkxS8

Five, Four, Three, Relink, Imbalance, Go!

in WvW

Posted by: Montana.8032

Montana.8032

Anet needs to wake up, or they’re going to have an even MORE dead WvW. It’s honestly just pathetic at this point. Stop using kitten bandaids for problems and come up with some major solutions for a change.

Mitsuru | [TF] Tactical Fury | Sea of Sorrows
http://tf-guild.com/

(edited by Montana.8032)

I don't understand the EU links

in WvW

Posted by: Dawdler.8521

Dawdler.8521

I don’t understand why fsp and piken square got a link and seafarer’s rest and deso didn’t?
Both piken and fsp are strong enough as is and were t1 (piken admittedly with link, but fsp without link). I know I don’t have access to wvw data or anything, maybe sfr/deso showed higher activity in the last weeks? but it seems like the links make very little sense.

Here is why:
https://forum-en.gw2archive.eu/forum/game/wuv/World-Linking-8-26-2016/page/4

Our goal with World Linking is good matches. This doesn’t necessarily mean that worlds in tier 4 are intended to be competitive with worlds in tier 1, but ideally every world in tier 4 should be competitive with the other worlds in tier 4 and likewise every world in tier 1 should be competitive with the other worlds in tier 1.

Which basicly means you are stuck in your tier because Anet will artificially keep you and the 2 other servers there.

Its pretty much the complete opposite of the original intent of WvW tiers. Anet are treating us like babies that cant handle defeat.

I don't understand the EU links

in WvW

Posted by: DevilishLyx.2340

DevilishLyx.2340

Transferring servers generate a big of moolah for anet. WvW players are the only ones who need to transfer servers now. PvE players have it easy. Loot literally scattered on the floor you trip over it! Gold flooding into your wallet! Whilst with WvW we need “balance” to make sure we dont get too much gold, whilst at the same time guild upgrades drain players of their gold and resources. Not forgetting enemy players with multiple accounts wasting away the tactivators which we spent so much of our gold and resources on, so we need to spend even more to take account of such acts of sabotage!
So there’s your answer, keep the WvW players unhappy that they feel that it’s the server that is the problem and force them to continue to skip from one server to another.

You have failed to fix WvW Anet.

in WvW

Posted by: Willkilliam.5012

Willkilliam.5012

Remember that post that had a list of problems in WvW that you would “pay attention to”? Well literally the only fix that has been noticed was the Waypoint problem, but……. you have after four years have yet to resolve skill lag. Server balancing has failed because T1 is just mag and BG and lets not forget how you opened BlackGate multiple times. Sooo at this point what are you doing? What are your plans for WvW? Because im starting to think you really dont care enough and dont care to admit it

Necro WvW Experience...

in WvW

Posted by: Hexalot.8194

Hexalot.8194

After the over the top buffs to power Necro, I tried running it in a zerg last night after a long hiatus. The thing hit like a truck no doubt but the same old problems remain. Namely getting focused by everyone and their dog with little or no means of avoiding damage (or even escaping) other than to hope my life force can sponge it all.

Yeah, I know I’m rusty playing the class, but I guess I’ve just gotten accustomed to all the survival perks you get playing other classes, so go figure…

(edited by Hexalot.8194)

Deathly Chill

in Necromancer

Posted by: Crinn.7864

Crinn.7864

Its actually for the best. If you remember the first iteration of Dhuumfire, you know what I mean.

You do realize condi necro was already offensively underpowered before the patch right? We have the longest ramp time in PvP with the lowest burst once ramped.

Our soul purpose was to kill support eles, and engis, but now Ele and to a lesser extent engi has better cleansing in this patch in addition to other misc buffs.

But hey we should obviously been left in the dirt just because of a two week balance screwup that was literally years ago.

Condi Necro is dead, and unfortunately being a Lich isn’t viable either.

Sanity is for the weak minded.
YouTube

Thief Balance Patch - Your opinion ?

in Thief

Posted by: Straegen.2938

Straegen.2938

For WvW, they made the Ghost Thief stronger and SoA went from a great skill to a really great skill. Everything else stays pretty much the same which is not good news.

Sarcasm For Hire [SFH]
“Youre lips are movin and youre complaining about something thats wingeing.”

February 22, 2017 Changes / Feedback

in Necromancer

Posted by: Flumek.9043

Flumek.9043

PVE dps increase.
Very good, hopefully enough to make us a healthy choice for the dps spot.

PVE group support.
Still nothing. So were selfish only dps, that does medium tier dps.

PVP dps increase.
Ill take it, but its minor. Damage was never lacking, its always ladning your skills and enemy defenses that are problems.

PVP " RELIABLITY " changes.
NOTHING.

  • We have 2 pulls – both dont work. DH has 2 pulls – both work 100% when they should. Ok 1 is now actually dodgeable
  • HEALING. No passive healing allowing 1v2 kiting. Still interuptable. Healing well still not unnfered from math test fail and no blast to combo it.
  • No get out jail cards , basic mobility , were still glass and we get 100-0 even in 1v1
  • Free kill at start with 0 lifeforce , extreme min/max difference
  • RELIABILITY aka FORTUNE TELLING : you still praise RNG that your skills land, that enemy is bad, that no random blind comes up…

Its decent patch, PVE poeple will love it, I just dont want my actions in high PVP to be outside of my control and my combos being filled with unintended counterplay.

PvP guild [YUM] -apply- (EU) http://muffinspvp.shivtr.com/

(edited by Flumek.9043)

February 22, 2017 Changes / Feedback

in Necromancer

Posted by: Rickster.8752

Rickster.8752

PVE dps increase.
Very good, hopefully enough to make us a healthy choice for the dps spot.

PVE group support.
Still nothing. So were selfish only dps, that does medium tier dps.

PVP dps increase.
Ill take it, but its minor. Damage was never lacking, its always ladning your skills and enemy defenses that are problems.

PVP " RELIABLITY " changes.
NOTHING.

  • We have 2 pulls – both dont work. DH has 2 pulls – both work 100% when they should. Ok 1 is now actually dodgeable
  • HEALING. No passive healing allowing 1v2 kiting. Still interuptable. Healing well still not unnfered from math test fail and no blast to combo it.
  • No get out jail cards , basic mobility , were still glass and we get 100-0 even in 1v1
  • Free kill at start with 0 lifeforce , extreme min/max difference
  • RELIABILITY aka FORTUNE TELLING : you still praise RNG that your skills land, that enemy is bad, that no random blind comes up…

Its decent patch, PVE poeple will love it, I just dont want my actions in high PVP to be outside of my control and my combos being filled with unintended counterplay.

In pvp this patch was a huge nerf to necromancer. It got nothing to fix its issues

Official winner of solo queue MMR leaderboards – EU

Back after a break... WTH happened?

in WvW

Posted by: Fat Disgrace.4275

Fat Disgrace.4275

Everyone bandwagoned from lower teirs to higher up because 500 gems is cheap

Fat Disgrace (banned) Man Flu Survivor – war/The Cabbage -Thief (gunners hold / [TaG])

gw1 – healing signet/frenzy/charge

Back after a break... WTH happened?

in WvW

Posted by: Offair.2563

Offair.2563

HoT happend. That’s all i can say to answer your question.

Big Babou, Ranger for life.
Madness Rises [Rise] – Banners Hold.
Don’t argue with idiots, they pull you down their level and own you with experience.

Back after a break... WTH happened?

in WvW

Posted by: Namer.9750

Namer.9750

WvW, with 0 attention from ANet, was always pointless. However, with YB and SBI in the same tier, there are tons of good guilds to scrim and hella good fights to be had. Enjoy it before relinkings mess things up again.

2017 plans

in Guild Wars 2 Discussion

Posted by: Randulf.7614

Randulf.7614

I just recently bought the game hoping there will be more expansions of something but I haven’t read anything of the such. I’m very curious.

They have stated they are working on a expac if that helps.

I would also like to see a rough roadmap, but it’s not going to happen. WHich is a shame, because it can be difficult for players to continuously invest themselves in an evolving game like an MMO when they have no idea what is ahead. I’ve just picked up Lotro again entirely because of their new year roadmap which shows a lot of exciting things ahead. That’s the sort of thing that brings back lapsed players.