Showing Posts Upvoted By manveruppd.7601:

Rally! - dodgeball rules

in PvP

Posted by: Angriff.1935

Angriff.1935

I’ve felt for a long time that team fights in sPvP have been far too volatile. Things happen too quickly and momentum shifts are extremely common.

I think that one of the biggest culprits in this has always been the rally mechanic. More specifically that who ever has damaged an opponent that is finished, is rallied. This causes team fights that might be evenly matched suddenly swing in favor of one team because one of the teams happened to finish someone first.

My proposal is this:

1 finished enemy = 1 friendly rally

- The priority for who is rallied could be decided as whoever has been in downed state longest is rallied first.

- Since the downed player no longer needs to damage the opponent to be rallied, there needs to be a range in order to be rallied(earshot)


This will make team fights much less volatile, but will leave small fights (1v1, 2v2) relatively unchanged. It also makes team fights a little less confusing, because opposing players will no longer rally seemingly out of nowhere because someone across the map was finished.

The way it works right now its as if you knock half the enemy team out but they catch one of your balls, they just got their whole team back. Which would be a really stupid game of dodgeball.

Rally! - dodgeball rules

in PvP

Posted by: Justin ODell.9517

Previous

Justin ODell.9517

PvP Server Programmer

I really like this idea! Just sent an email to the team about it.

Server Programmer (sPvP)
Isle of Janthir: Flux, Latch, Aegir

should terror be a grandmaster trait?

in Necromancer

Posted by: Rennoko.5731

Rennoko.5731

I think it should be restored to pre-nerf status (after the 50% buff and before the last damage nerf), and they should remove burning from the Spite tree.

Spvp QoL, Monetization, Barrier of entry

in PvP

Posted by: Kline.9561

Kline.9561

12. Improving the penalty on leavers, 4v5 matches suck. they really do and they waste everyone elses time.
the devs need to set it up to where quiters are sanctioned and penilized for a first time leave.

they need to be sent into a timed penalty state that sets them into a low priority que and keeps them from gaining rewards and MMR after matches. this penalty will stack in duration form repeated offenses

13. A Report System. as easy as right clicking on a players name and reporting them for different offensive subjects. this a I common system found in most MOBA games. repeated reports for bad behavior will cause a punishment to the reported player.

-offensive language gets you a time ban from using the chat system while in matches
-throwing the game on purpose will throw you in low priority, or just a time ban from being able to que.

14. 4v5. if a match starts with not a full roster on both teams, the missing players are given a 5 minuet window of time to reconnect.
if the players do not reconnect with in that time frame the match ends with no affect to there MMR and they are automatically re-qued with hi-priority.

And before says my build doesn’t work, when Ele’s get nerfed it will be -Schwahrheit

(edited by Kline.9561)

Spvp QoL, Monetization, Barrier of entry

in PvP

Posted by: Kline.9561

Kline.9561

I originally made this post in the MLG Denial thread but recently felt that it need to be its own thread

Kline.9561, a lot of the tips/suggestions you make in your post are things that are big focuses for us. The good news is that some of that work is spread out over several different teams, so while it might take a while to develop, we have a lot of great features coming to help with barrier to entry, etc.

As for monetization, that’s a bit more difficult considering we already give a lot of the things that can be monetized away as we don’t want to have a huge barrier to entry in PvP. If you have suggestions for stuff like that, feel free to share!

okay here’s a list of things that you can monetize on for spvP.

1. Video Channels. this is a huge one, teaching players about skills classes and game modes through visual observation is a great way to teach players, all about SPVP. games like League of Legends and dota 2 have quick 5 second videos directly in there video game, straight from YouTube, these quick video showcase the abilities of every hero in their game.

so make a youtube channel completely dedicated 2 SPVP that new players can directly connect to from in game. that showcases the strength and weaknesses of each class. as well as helpful tips on how to play the game.

2. Formatting Hot Join. to prepare new players for competitive formats such as tournaments. meaning that it’s time to set hot join maps at 5 vs 5 games, so as to not confuse and frustrate new players coming into tournaments from hot joins. 16 player matches are wildly different from 10 player matches, and if the community wants 16 player matches that is what custome arena is for.

3. Setting Team Que at Higher Incentives and priorities than solo queue and hot joins. this will help form teams and a stronger community, making people coordinate together to achieve goals.

4. Templates. I personally believe that this is an option that should be sold in the cash shop. this could generate great revenue for both SPVP and PvE. attach templates to the PvP lockers to keep players from switching build mid game or before it starts.

5. Ziashen Keys. simply put make it happen.

6. Glory Boosters. when you change the reward system make glory actually worth something. there’s not enough glory dumps in the game to justify spending any of it. So make glory boosters something people want to buy on the cash shop. rather than passing them out so freely.

7. this of late is a pretty controversial topic. but try attaching a Guild verses Guild Mode into Custom Arenas to give the community more incentive to buy custom arenas.

8. Start Selling Tickets so that players can watch tournament games in game. and compendiums that support their favorite teams.

9. Another way of helping new players is to give Short Cut Scenes of how to play spvp gamemodes when they first enter SPVP. or have the living story team make a short Interactive event, that has a players entering spvp for the first time playing a match with npc’s.

10. make rewards give the player a Feeling of Satisfactory and Accomplishment. presenting a cool reward or item after a match with flashy presentation. is a good way to start. encouraging the player to achieve more rewards.

11. Streams, and replay. new players learning from top tier players, via watching streams and replays. this is an amazing tool to help every player improve their game. coming up with an in game system, that allows players to pull up old replays and save them to their computer. or watch live games. this doesn’t need to be a system tied into hot joints, it needs to be its own thing. there needs to be an NPC in the mist that pulls up all the information players need, to watch live games and replays.(give an option for players to save a replay after a match ends, so they can learn from their mistakes or the enemy team).

I will continue to add to this post when I think of new ideas or concepts
I greatly encourage the community to add to the list with there own ideas on how to make spvp a bigger priority for Anet as a company.

also I understand the current state of the game and the resentment a lot of players feel towards it.
but please do not derail or entice Arguments and refrain from Hyperbole because it does not help the devs or healthy discussion.

thank you.

And before says my build doesn’t work, when Ele’s get nerfed it will be -Schwahrheit

(edited by Kline.9561)

Need more traits like Persisting Flames

in PvP

Posted by: Dirame.8521

Dirame.8521

I was just thinking about how the devs could improve active play within the trait system and a thought popped into my head; Why don’t we have more traits that push us towards using finishers and fields? Then I remembered Persisting flames (and to lesser extent, Cloaked in Shadow) and wonder why we don’t have more of those.

For instance, Rangers could have a trait that removes 3 conditions from them every time they successfully perform a leap finisher in a field which would replace their Empathic Bond making the Ranger more active. Or Engineers could have a trait that causes them to blind and bleed a target when they successfully perform a blast finisher in a field(with a short cooldown of course and it could replace the kinda mediocre Shrapnel).
Or a Warrior could get a trait called “Kicking up dust” which allows them to blind targets around them every time they successfully perform a blast finisher. Or a trait called “Leaping finish” that gives them 10% extra damage every time they successfully perform a leap finisher through a field.

There are definitely quite a few things that could be done with this and the potential just gets me excited at the build possibilities. I think it will definitely kick up build diversity by a TON (given that they are not overpowered) and it would be cool to see traits along these lines replace the underused or under-performing traits.

Tell me what you guys think and share whatever cool ideas you have along these lines.

I make guides to builds you may not have heard of;
http://www.youtube.com/user/ceimash
http://www.twitch.tv/ceimash

(edited by Dirame.8521)

Some ANET interfered with our GvG

in WvW

Posted by: Chris Whiteside.6102

Previous

Chris Whiteside.6102

Studio Design Director

Next

Hi All,

I wanted to comment about the incident that happened recently in-game, surrounding some negative community interaction from a member of the ArenaNet staff.

Simply put a big mistake was made by one of our employees, for which he is both very upset and sorry. He allowed his personal feelings to affect his interactions in-game whilst representing ArenaNet, and this is absolutely unacceptable.

Like all players, we are human, and all have our opinions on the game. However these opinions should never disrupt other player’s enjoyment of the things they love. On top of this we have worked very hard to create a community that is respectful to one another, and for this behavior to have occurred while a developer is representing ArenaNet is doubly saddening.

We all cherish the opportunity to play with the community, and we absolutely rely on you all for in game feedback, and personally I hope that this incident does not hamper what has so far been an amazing relationship and opportunity for us all.

I would therefore like to sincerely apologize for this behavior on behalf of our staff member. We are taking steps to address the incident and for his part, he is very sorry for behaving in the manner in which he did.

Regarding Guild game play, please understand it is extremely important to us, and an area we are paying a great deal of attention to, so please do be patient with the developers who work tirelessly on making WvW the very best it can be, they have a great deal of respect for you all, and value your collaboration in pushing this pioneering mode forward. Also please note this member of staff is not on the WvW team.

Finally, World vs. World is a free-for-all battle. Our expectation of staff is that they should be playing, and enjoying the game like everyone else, and not being disruptive or disrespectful to others.

And in this spirit I hope we can move forward, and continue, what has up to this point, been a great community/developer relationship. One that I know our team massively values and loves.

Thank you all for your time and i hope you have a lovely weekend,

ChrisW

Some ANET interfered with our GvG

in WvW

Posted by: AggieTechGuy.4901

AggieTechGuy.4901

Well kitten, I wasn’t with [CORE] that night to stake this guy :\

But really, this is one of the saddest / funniest things I’ve seen for the GvG community, because either:

1) This ANet guy had no idea what GvG was, and was thinking that we were just taking turns killing each other.

2) This ANet guy knows what GvG is, and dislikes it enough to consider a GvG a violation of “his” game mode.

Either way, this guy throwing his eKitten around seems to be a loose interpretation of:

“While participating in Plaver-vs-Player (PvP) gameplay, you will not participate in any form of match manipulation. Match manipulation is defined as any action taken to fix or manipulate the outcome of a match or alter or manipulate the rankings or ratings of the ladder. This also includes disrupting other people’s game experience by not actively participating in matches in good faith, a.k.a leeching.”

-GW2 Code of Conduct

Commander Logain Redwood – Isle of Janthir
Guildmaster of [CORE] Company of the Red Elite

Some ANET interfered with our GvG

in WvW

Posted by: Radioactive.1248

Radioactive.1248

Sorry that this “name and shames”. I tried to edit but I’m woefully bad at doing so. Anyways, here is some screenshot of an ANET employee kind of being a jerk to us who were GvGing. Hopefully I don’t get infracted, but I imagine it’s coming.

Enjoy,
http://imgur.com/a/mhYp4

For anyone who calls “taken out of context”, I have a full 45 minute video to give you the entire backdrop of the situation.

Star Player
[KEK]

(edited by Radioactive.1248)

So.. Still no reliable source for stability

in Necromancer

Posted by: Bhawb.7408

Bhawb.7408

Necros are not great as they are now. One singular build-type is fine, if not a little strong due to other class’ lack of cleanses, the rest are okay, but still need fine tuning to be as good.

But CC/stability isn’t the problem there. CC and focus fire in general will always be the weakness of an attrition class, but what we need is more realistic (and skill-based) ways of surviving focus fire.

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

So.. Still no reliable source for stability

in Necromancer

Posted by: Andele.1306

Andele.1306

How is that a problem? Stability doesn’t last forever and I bet at least 1 person has a boon removal. I have yet had a problem stability in team fights. Only time it’s a issue is when I want to fear while downed. But guess what? I made them pop their stability on my down. I believe stability has the shortest boon duration.

P.S. I like your signature quote. lol

Because Fear doesnt go trough stability n defiant (since it wasnt cc, but a control effect on a condition) like it used to, guess what we got longer cooldowns than other professions and you dont “make them pop stability” they use it, cc you (you SB they cc again) and you die, thats the thing, so unless you got a defensive mechanism in something that cannot be cced (e.g. weapon swap aoe chill) or you cannot be cced at all (invul) or can blink away (kinda possible but both require prep time that you more often than not dont have) the necro is free meat.
Also its ok to have a weakness (ours is actually low/weak mobility), its not ok to have a instant loss effect because the devs are too afraid to return parts of a strong old build that people didnt even bother to counter since they just patched it out post the 2 days it was used.

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

So.. Still no reliable source for stability

in Necromancer

Posted by: Andele.1306

Andele.1306

There’s not like condition removals and blinds…. if you die from a warrior CC, you are doing something wrong. The only way a warrior could 100-1 you is if you were running a berz build with 0 life force.

Personally i dont have a problem with cc warriors (or warriors in general) since i run hydro sigils and constantly keep DS2, S3 and try to keep WH5 up when the enemy aint chilled (pvp and pve), but vs any build with 2+ hard cc and a cc warrior you cannot even think of running, while every other profession has a easy get out of jail card in such a situation. Thats the problem.

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

So.. Still no reliable source for stability

in Necromancer

Posted by: knbBlackTemplar.3059

knbBlackTemplar.3059

Foot in the Grave, that’s all I’m saying

Only if DS become stun-breaker with this trait..

80’s: Sylvari Necromancer (Main). Human: Thief, Warrior (PvP Main), Engineer. Charr Guardian

Plague Signet Worthless - Anyone Use it?

in Necromancer

Posted by: Thedenofsin.7340

Thedenofsin.7340

I’ve played around with Plague Signet a bit in zergs and it seems pretty worthless overall. It pulses a bit slowly and doesn’t seem to really draw enough conditions to be beneficial to the team. If anything, it seems to do more harm than good, as you need to wait a while to get enough conditions drawn before you can unload them.

I’d like to offer a suggestion to make this more useful. I’d suggest changing Plague Signet’s passive effect to something like: increase boon duration by 20%, or increases critical strike chance by 3% or the like. For the active, I’d make it draw “x” conditions per player around you, up to a total of “y” (e.g. 3 per player, up to 20 conditions). Activating the signet again within “Z” (5?) seconds transfers the conditions.

Minion Replacer: Creepy Dolls. (NECRO-IDEA)

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

This does not change anything but Aesthetics.

Jagged Horror
- is now a spikey green and cute little doll with a sewed open smiley face and red eyes…

Summon Bone Fiend
- is now a blue cute little doll with a tiny bow and arrow and a open smiley face with red eyes…

Summon Blood Fiend
- Is now a cute little red doll with a tiny grimoire and a delectable frown, she also has red eyes…

Summon Bone Minions
- Is now a cute green doll with scissors, part of their dress is torn up and they have longer hair then their sister dolls…

Summon Shadow Fiend
- Is now a shadowy doll with red eyes and a pair of red glowing scissors.

Summon Flesh Golem
- Is now a giant teddy bear that is ripped in several places, with a button eye missing and handing down and a giant smiley face ripped and sewn on its mouth.

Summon Flesh Wurm
- Now summons a doll house that its roof opens, revealing a mouth that spits. Inside the mouth you see flesh and bones.

Sounds
- Creepy Gigglings.
- Creepy Laughing.
- Creepy Voices: “Come play wif us…”
- Creepy Voices: “Die and join us…” + giggling.
- Go nuts!

Hero {} Roleplayer {} Friend {} Professional Princess Saver
https://twitter.com/TalathionEQ2

(edited by Daecollo.9578)

The Ele is the Ideal Balancing Point

in PvP

Posted by: ResJudicator.7916

ResJudicator.7916

The discussion in this thread has caused me to think that the overall power level of the Ele (specifically S/D) is where all the other classes should be brought to.

The reason for this is that the S/D ele’s damage revolves around two key principles:

(1) The S/D ele has low spammable damage. Air1 combined with lightning bolt spam (from Air2 and air-attune) does meaningful damage, but it is not enough to kill someone in any reasonable amount of time.

(2) The S/D ele has powerful burst combos that are telegraphed, risky, and have long cooldowns. Yes, hurl -> earthquake -> lightning flash -> air burst + arcane burst -> updraft -> fire rotation hurts. A lot. But all the initiation skills (earthquake, lightning flash, updraft) have 40+ second cooldowns. The burst skills are telegraphed and leave room for the opponent to stunbreak/bubble. And the burst requires the S/D ele to leave his comfort zone and get right on top of the enemy.

The net result is that you generally don’t expect the S/D ele to win a fight unless he nails his burst combo. In other words, the ele can’t win through spamming low-risk “passive” damage. This means there is room for the opponent to counterplay (by avoiding the ele’s burst), and creates an interesting back-and-forth dynamic in fights. Positioning, timing, and endurance-management become more meaningful.

The problem with the current powerhouse trinity (war/necro/thief), along with many of the other popular builds (spirit ranger, phanta mesmer for duels), is that they function along the complete opposite lines. When you watch these classes fight, you expect them to win even if they never land their burst. Sure, a necro can completely destroy someone with a perfectly executed fear chain, but he can still down someone quickly just by rotating through his low-CD condi skills. And a CC warrior’s F1 skills are on such a low CD that they’re essentially spammable. (Compare warrior’s earthshaker at 8s CD, to ele’s earthquake at 40s CD). Heck, the S/D thief doesn’t even have bursts, he wholly relies on a steady stream of high-damage autoattacks. Duel-specced phanta mesmers don’t burst, either. They summon phantasms and run around to obstruct LOS. Etc. The problem with fighting all of these classes is that they leave little room for counterplay. Dodging either has no meaningful impact (ex: you dodge an S/D thief’s larcenous strike, he autoattacks you just as hard), or it buys you a negligible amount of breathing room (dodge one skullcrack, eat another).

I think combat would be a lot more interesting if these other classes were adjusted (this means buffed and nerfed) to follow the ele’s model of “low passive damage, high burst damage.” For example, warrior F1 skills could be buffed but their CDs increased. So landing an F1 skill would have a major impact on the battle, but it would be riskier to execute due to the CD. Phantasms could have their attack cooldowns refreshed whenever the mesmer interrupts a target, but their base attack cooldowns would be increased to diminish their passive power. Etc. Adjusting these classes this way would open up more room for counterplay and, ultimately, create more room for team-based strategies, too.

Otherwise, if we stick with the current model, we end up seeing very little room for counterplay. Dodging/bubbling/blocking does almost nothing against an S/D thief. You’ll avoid some of his autoattacks, but then he’ll just keep on swinging. What’s the point of playing a high-risk, high-reward build, when you can play a low-risk, high-reward one? There really doesn’t seem to be any — as evidenced by the fact that many of the top teams’ players have swapped to these low-risk, high-reward builds.

(edited by ResJudicator.7916)

What new spells do U want in the big update

in Necromancer

Posted by: Banjal.7328

Banjal.7328

There is only one skill we need and should have and that is Spiteful Spirit.

I guess in 200 years we forgot how to use it.

What new spells do U want in the big update

in Necromancer

Posted by: Hanibull.5124

Hanibull.5124

I do not support Anet adding new spells to the game until they fix the numerous bugs in the present abilities.

What new spells do U want in the big update

in Necromancer

Posted by: Bhawb.7408

Bhawb.7408

The other could be just Fear… over and over, again. (^_^)

Plague 5: Clown Plague, particle effects of spewing out balloon animals, red noses, assorted clown-related items, and causes 1s of fear every second.

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

What new spells do U want in the big update

in Necromancer

Posted by: Bweaty.9187

Bweaty.9187

Something to stop players running from us… Like, a new condition that no other class has, that hurts them more when they run.
Actually give it to Mes & Thief as well, and make sure Thief can apply more stacks. Just so it’s harder to chase down the super mobile class’s…
Oh wait…
How about more attrition by adding burning passive on crit proc…

Sarcasm aside. Some sort of ‘avoid damage’ like Block/Vigor/Invul so were not behind other class’s in 30sec+ fights, preferably something ‘active’ so it’s skill not luck to play.

I’d love them to fix our bugs, work on fixing blood magic & minion. Also with the new ‘can be 1shot thru death shroud & our life bar’ it’d be very nice to get ‘some’ heals to our life while in death shroud. Even 30% of others heals, would stop others ‘wasting’ heals on a necro.

WvW guide part I: the PvP conditionmancer

in Necromancer

Posted by: Nemesis.8593

Nemesis.8593

Good day everyone,

I’ve been meaning to post this video here for a some time now, just never got around to it. I know many people have asked me for an updated version of the “terrormancer” as you call it. So without further ado…

Guild Wars 2 – World vs World guide part I: the PvP conditionmancer

Do not be alarmed by the size of the video, in the first few moments of it you will encounter a table of content/menu designed for an easy and comfortable viewing experience.
Who ever wishes to get the quick information from it can simply browse through the categories… and those who wish to understand all there is to know about the PvP conditionmancer can sit back and enjoy…

In this video i took a different approach to build creation… I’ve went way out of my way in order to create a guide in which you learn how to make your own WvW builds, based on certain principles that can be observed in the PvP and WvW environments.
Of course i also added my own version of the WvW build (the updated terrormancer) as a conclusion/result of simply satisfying all the conditions that needed to be satisfied in order for you to truly “own” in a WvW environment.

FINAL STATS:

48% Critical Strike Chance
1734 Condition Damage
50% Condition Duration / 65% Bleeding Duration
100% Fear duration
2784 Armor
19,658 Health
30%+ LifeForce Pool
————
+ the capability to fight multiple opponents at the same time
+ the ability to sustain burst-stacking bleeds in AoE
+ the ability to survive focus fire

This new way of doing things, while it is a great effort… has brought me a “burst” of positive feedback in the day since i uploaded the video… so i really hope you guys enjoy as well.
If i missed anything or if you have any questions feel free to comment here, on in the comment section on youtube.

PS: I’ve already discussed these facts with some people in the comment section, i know i have let some things out, i know i have oversimplified some aspects of WvW…
As i stated… this is more of a base to start on, a correct approach to WvW and WvW build crafting, a good starting point…
Part II of this guide is on it’s way… and part III will contain all the advance tactics aimed at those people who have already mastered the first two parts.

I hope you enjoy

Nemesis Youtube channel - necromancer & mesmer tutorials, PvP and more…

Nemesis live-stream channel - focusing mainly on Guild Wars 2, League of Legends and Dota II.

[Guide] Mastering the D/D ele 7/15/13

in Elementalist

Posted by: daphoenix.4283

daphoenix.4283

Armor and Weapons:

Update: 2/9/13

I currently run for WvWvW and PvE:

Most of the armor can be bought off auction house or crafted, except the superior monk runes and ascended gear.

Armor/Accessories

Weapons:
-Daggers:

  • 2 Knights Daggers (power, precision, toughness)
  • 1x Superior rune of battle (3stacks of might/attunement swap — attunement swap=weapon swap), 1x superior rune bloodlust (+10 power per kill)
  • Optional 3rd knights dagger when you have 25 stacks of bloodlust
  • 1x superior rune of force (5% damage)
    • Alternate daggers used can be PVT, clerics, and berserker stats

-Staff/Trident

  • 1 Staff (power, precision, critical damage)
  • 1x superior rune of battle
  • 1 Trident (power, precision, critical damage)
  • 1x superior rune of battle
    • Alternate staff/ trident stats : PVT, clerics, knights

-Scepter/Focus

  • Use the same stats as above with D/D and rune setup

Boon duration runes:

  • 2x Superior rune of water, 2x Superior rune of monk (from AC dungeon), 2x Major rune of water

Alternatives if you don’t have ascended gear:

  • Knights accessories (power, precision toughness) w/ valkyrie jewels (power, vitality, crit damage)
  • Clerics accessories (power, toughness, healing power) w/ valkyrie jewels (power, vitality, crit damage)

Alternate armor sets for different conditions:

  • Berserker armor (power, precision, critical damage) w/ ruby jewels (2% critical damage, 20 power, 14 precision)
    -> Use this set against heavily armor specced enemies, and combine it with arcane wave, arcane blast, and mistform utility skills. Also works great for staff elementalist too
  • PVT armor (power, vitality, toughness)
    Obtained from Ascalonian Catacombs dungeon (AC). Very useful for users starting off with D/D, since you don’t need to spend money on auction house to get it. Plus it comes with the superior monk runes you need, and you can find them by killing mobs as well. The extra vitality is very useful for high level fractals and WvWvW
  • Clerics Armor (Power, healing power, toughness)
    Bought off auction house. Works great for harder situations where you need to constantly heal yourself often. This can be in dungeons, various difficult areas in PvE, etc.

Skill setup
For most PvE situations I use:

  • Heal: Ether Renewal
  • Utility 1: Lightning flash
  • Utility 2: Cleansing fire
  • Utility 3: Mistform
  • Elite: Fiery Great Sword / Glyph of Elementals
    (Also I change the water trait 11 to water trait 12 so I can provide auras to allies)
    • I also use glyph of storms under earth attunement for constant blinds, Arcane shield for rezzing in harder zones, conjure icebow (for any structures). Arcane blast (for any water fields with staff). I usually always take mistform

For WvWvW I use:

  • Heal: Ether Renewal / Signet of Restoration
  • Utility 1: Lightning flash
  • Utility 2: Cleansing fire / armor of earth
  • Utility 3: Mistform
  • Elite: Tornado, Racial elite skill, Fiery Great Sword
    • Other good choices: Conjure shield (for its 4th ability to yank people off tower walls. Conjure icebow (4th ability to destroy siege weapons). Conjure hammer (3rd ability to knock people off from wall cliffs).

For sPvP/tPvP I use:

  • Heal: Ether renewal / Glyph of elemental harmony
  • Utility 1: Lightning flash
  • Utility 2: Conjure Weapon (all except lava axe)
  • Utility 3: Armor of earth
  • Elite: Usually tornado, sometimes glyph of elementals (depends on team setup)
    • Mistform / Lightning flash is usually always taken as well. Arcane wave+Arcane blast are good choices as well, to do burst damage. Also note that arcane blast (20second CD spell) is one of the only ways to counter the “blow out” condition from updraft / similar skills.

For all underwater combat

  • Heal: Glyph of elemental harmony (b/c its 1/2 second cast underwater)
  • Utility 1: Signet of air (25% MS passive)
  • Utility 2: Arcane wave (Stack it with Earth5 for cloak)
  • Utility 3: Mist form
  • Elite: default whirlpool
Excala, Expert Elementalist
Fort Aspenwood [EXC]
http://www.youtube.com/user/daphoenix555?feature=mhee

(edited by daphoenix.4283)

Simple but high impact gameplay fixes

in PvP

Posted by: Tyler Chapman.1832

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Tyler Chapman.1832

PvP and Balance QA Embed

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Good feedback here, I especially like the “AI Clutter/gameplay too easy” section. We want to do a lot of this stuff to improve the quality of life for our players.

This is a great example of how to document feedback for us to read. It is noteworthy to mention that feedback is also much more likely to be read when not filled with hyperbole and sarcasm.

I personally have used a few of these talking points when delivering feedback to the Skills and Balance Team, not all but a few. Just remember when writing lengthy topics to establish a TL;DR at the end. We have talked about doing a lot of this stuff you wrote about so that should at least be good to hear.
Nice write-up Julius. Threads like these +1.

-Powerr

in-game alias: Powerr
Skills and Balance/PvP Team Principal QA
Former active member of Team PZ

(edited by Tyler Chapman.1832)

Necro bug list.

in Bugs: Game, Forum, Website

Posted by: Bweaty.9187

Bweaty.9187

—————————————-
The Bugs
—————————————-

Putrid Mark – Removes ‘some’ condi, and not off allies. (Really want this fixed as it was our MAIN thing necro’s did for the group)

Foot in the Grave – Only works ‘sometimes’. (Example: Twisted Invasions, Can press Breaks Stun + DS & still be chain CC’ed 5 times in a row)

Litch Form – Auto-Attack Auto-Turns-Off. (Merlin Dyfed Avalon.5046 pointed out, a default auto attack on all transforms would rock, even Moa)

Leaving a Transform – no heals/until buttons for 1sec + lag.

Golem – Die’s when wet. (Can we at least get 3 sec fizz spell CD, instead of full 1min CD for walking thru a puddle)

Projectiles – Can’t hit our feet/brake us out of roots. Doesn’t hit objects in WvW.

Poison – Doesn’t reduce some heals.(Andele.1306 explained it best with: "some healing effects (including swap sigil siphons) dont get reduced by poison sometimes, rare bug but i think it has to do with the fact that the game sees health gain, siphoning and healing as 3 different things, siphs being in the middle of the road (for example vampiric gets reduced by poison in the rata sum fractal, but the swap sigil proc doesn’t when i use it on my ele in pvp). ")

Fear – Doesn’t interrupt. (May have actually been fixed.)

Weapon Swap in DS – (Also DS feels tied to Staff as it’s got highest weap dam/DS dam)

—————————————-
Not simple bug’s, but frustrating/want fixed.
—————————————-

Can’t Res/Stomp/etc while Transformed (DS/Litch/etc) Can we at least get it in PvE. (Again really doesn’t help with group play. F’in necro wont even res me, or die’s strait after doing so meaning I gota res them back)

DS fix, left us far behind in fights over 30sec. Vigor or some sort of extra dodge now we can’t ‘block’ with DS. (This is really going to hurt us when LFG comes in)
As we can now be 1shot thru DS & our life pool, can we try ‘some’ heals while in DS. 33% in PvE? (No heals, makes using DS as defense in a group bad as we miss out on support heals, def frustrates others near me who wasted heals on the necro)

Combo finisher on weap that isn’t a staff. (Something in DS? Fixing minions so they weren’t dead when the kitty hits the fan may help with this, but personally would love some on weaps, even offhands only.)

A underwater elite skill, that’s not condi.

Vamp that isn’t ~0.01% our max life per hit… (Pointless in DS, Ele sig of Rest – 202 per hit vs 25 Vamp)(A personal idea is, also let our vamp heal others, giving us more group love & make us feel like we take life away and give it to others, master of death vibe ya know)

Meele Cleave.

AoE fear while Downed. (Were arguably easiest to stop stomping, easiest to stomp, def a total joke if it’s not 1v1)

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Minions
—————————————-

Reset the CD’s on Res. Other games even resummon them for you. (Not rally but full res)

A simple ‘come back’ button would do wonders. Not just to get them not to stand in fire, but players use ‘invis walls’ on tPvP maps to make them run around doing nothing. It would give us some feeling of ‘master/boss’

The biggest problem tho, is they don’t ‘scale’. 1v1 vs a normal monster, super awesome. Vs 1 Veteran they do enough to not be pointless. Vs a Champ they regularly wont get 1 attack in before dieing. Same vs AoE.
Meaning world events to dungeons, they really not viable.

Lots of other games, have a ‘reduced AoE damage’ and a ‘max damage taken per hit’. This would fix that problem. It doesn’t even need to be added into PvP.

So ugly they don’t fit in your pretty GW game. I don’t mean they are too gruesome, I mean… just… Ok what IS the golem, a whale boy’s bits stuck on a huge mutant chicken? I personally do like your shade. Very GW2 feeling blob.

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Mini-Pets (Ok not necro but still)
—————————————-

Can we have our mini-pet stay out until un-summoned. Other games do it, and they don’t even have to search through bags to summon it. I have a friend that use’s that as a excuse not to play this game till it get’s at least that. I also would collect mini-pets if they weren’t a frustration.

Fix It - Latest bugs we want fixed.

in Necromancer

Posted by: Bweaty.9187

Bweaty.9187

Added the bug thread.

https://forum-en.gw2archive.eu/forum/support/bugs/Necro-bug-list/first#post2799269

Please +1, add your own comments/bugs I missed/frustrations.

Let’s keep the ‘pressure on’ till we get our loved necro up to par with the other class’s. :-)

Fix It - Latest bugs we want fixed.

in Necromancer

Posted by: Bweaty.9187

Bweaty.9187

Going to start hitting up the Dev Bugs forum soon.
Sick & Lame in the brain at the best of times, so please add what I missed!


The Bugs
—————————————-

Putrid Mark – Removes ‘some’ condi, and not off allies.

Foot in the Grave – Only works ‘sometimes’. (Example: Twisted Invasions, Can press Breaks Stun + DS & still be chain CC’ed 5 times in a row)

Litch Form – Auto-Attack Auto-Turns-Off.

Leaving a Transform – no heals/until buttons for 1sec + lag.

Poison – Doesn’t reduce heals.

Fear – Doesn’t interrupt.


Not simple bug’s, but frustrating/want fixed.
—————————————-

Can’t Res/Stomp/etc while Transformed (DS/Litch/etc) Can we at least get it in PvE.

Vigor or some sort of extra dodge now we can’t ‘block’ with DS in long dungy boss fights.

Projectiles that can hit our feet/brake us out of roots. That can hit objects in WvW.

Combo finisher on weap that isn’t a staff.

A underwater elite skill, that’s not condi.

Minions that don’t die to splash damage/when wet.

Vamp that isn’t ~0.01% our max life per hit… (And pointless in DS)

Meele Cleave.

Patch Notes - Necro 9-3-13

in Necromancer

Posted by: HiSaZuL.2843

HiSaZuL.2843

Well, I think you’ve proved my point satisfactorily now. Have fun whining.

Your obvious lack of self respect and opinion that deviates from the mob mentality that feeds this… “game” is the only fun thing around here.
Have fun playing in a game where anything and everything happens on a whim of a mob. With utter lack of any kind of logical progression or thought out plan.
- WE WANT TO DIVERSIFY!
- HERE IS FIRE.
- NOW WE NERF ANYTHING THAT IS NOT FIRE. SO YOU ARE REQUIRED BY LAW OF GOD OF THE UNIVERSE TO SPEC INTO THIS kitten NOBODY ASKED FOR.
If this is anets idea of being logical and objective. Then have fun continuing to support this shoddy product. I hope their kitten tastes good for the amount of kissing you seem to provide is mind boggling.

Patch Notes - Necro 9-3-13

in Necromancer

Posted by: Kraag Deadsoul.2789

Kraag Deadsoul.2789

[snip]…

As for the question regarding Chill of Death, the trait triggers if you strike a target that’s at 25% or less. Meaning if you strike a target that’s at 26% health and bring it below 25%, you’ll need to attack it again in order to get the trait to trigger.

Cheers,
-Karl

First of all, thank you very much for responding. Dev posts in the necro forum are always welcome.

Setting aside the possibility that Chill of Death is not bugged and working as intended (which I’m still not convinced is the case), then – at a minimum – the trait’s text description and your explanation of how it’s expected to function are not in sync with one another.

You state:

“…the trait triggers if you strike a target that’s at 25% or less.”

This implies the target must:

1) Be at 25% health or less.

2) Must be struck by the necro when condition #1 has been satisified.

When those two conditions are met, Chill of Death processes.

However, the trait’s description reads:

“Cast Spinal Shivers on an enemy when they hit 25% health. This effect can trigger only once every 20 seconds.”

It’s implied the target must have been hit at some point by the necro since they are “…an enemy…”. However, there’s nothing in that text description as written that makes Chill of Death’s processing dependent on being hit by the necro when the enemy is at 25% health or less.

The only dependency is that the enemy’s health hit 25%; it says nothing about having to be hit by the necro at that point. In other words, taken at face value, this trait should process any time an enemy who has been tagged by the necro at some point during the current battle is reduced to 25% health regardless of how they got there (and subject to the trait’s internal cool down of 20 seconds, of course).

Some examples:

Necro A applies some DoT conditions to an enemy. That enemy’s health degens until it reaches 25%. BOOM! Chill of Death processes; even if the necro doesn’t hit the enemy with an attack at that point.

Necro B slashes away at an enemy with a dagger. The enemy’s health reaches 25%. BOOM! Chill of Death processes immediately; it doesn’t wait for the necro to hit with yet another attack after the enemy’s health has reached 25%.

Perhaps this isn’t how you intend the trait to work. Maybe this is due to an intentional design decision or maybe it’s a technical limitation (e.g. the code requires the necro to land an attack to trigger a trait). If this is the case, then the trait’s text description and how it actually functions are not aligned with one another.

I understand the various reasons for keeping trait descriptions brief. However, in this effort to abbreviate, it has led to the descriptions failing to capture how the traits actually function.

If it’s the case that you want Chill of Death to process when the enemy is at or below 25% health and must be hit by the necro at that point, then an alternative description may have read:

“When an enemy is at or below 25% health, Cast Spinal Shivers on them with your next attack. This effect can trigger only once every 20 seconds.”

So many souls, so little time. ~ Kraag Deadsoul

Zombify Twitter and stream

in Necromancer

Posted by: Infect.2738

Infect.2738

Hey everyone.
Just got back from playing at PAX/GW2 bash and i can’t begin to tell you how amazing it was. With that being said, i finally gave in and got a twitter and i am in the process of setting my stream up now. Come check me out and support me

Twitter- @ZombifyGW2
Stream- Check back here in a few for my personal one.
Twitch.tv/guildwars2pvptv

Cheers!
Zombify

Zombify – 2013 PAX NA and 2014 NA All-Star Necro
Stream- http://www.twitch.tv/thezombify
Twitter- @ZombifyGW2

Final solution for league and transfers

in WvW

Posted by: DevonCarver.5370

DevonCarver.5370

WvW Coordinator

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Oh it’s gets better, so this “league” is actually a glorified achievement. I can’t wait to see what lovely objectives there will be on the checklist. Kill the grub 100 times, kill the centaurs 100 times etc etc.

We’ve actually just recently added the tech to add an achievement for complaining on the forums.