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[Video] Condition Necromancer WvW Montage

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Abimes.9726

Urukami , personaly nightmare are still my fav runes overall , krait helps vs classes where scepter is needed to hold presure (war , guard , etc.. ).

Well played !
Those guys were realy doing bad stuff exept war at the end . (using Wall of reflect when necro juts switched to scepter , Using big bomb after the oil bomb and many more…)

(edited by Abimes.9726)

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Abimes.9726

I Personaly feel the changes above are all right i’m just curious if by moving chill of death (and thus remove the pvp synergy between chill of death + air/fire and close to death.) they could give chill of death somthing more (5 might stacks , move speed when enemy is below 50% HP, other ideas…) ?

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Abimes.9726

Hi folks ,

I think these things should be looked at :

Basic DS/RS

  • Self healing goes through DS/RS
  • Give acces to utilities in DS/RS
  • Life force regen/degen to x% out of combat

Built in

  • Make Soul marks Baseline. (Scales on hit. Give it a maximum % life force gained per mark. )
  • Life blast pierce. (+ Increase life blast attack speed and decrease the damage to compensate)
  • No ICD on entring death sroud skills.

Traits
CURSE :

  • Terror and Master of terror don’t compete with Lingering curse and Vital persitence.
    (Lingering curse >>> Terror) & ( Spectral mastery/Vital persistence >>> Terror master.)
  • Lingering Curse Condition duration (100%) will make necro verry challenging to balance in the future. Decreasing it to (35 – 50 % ?) and giving additional utility to scepter will be better. (Feast of corruption now corrupt (1-2) boons).
  • Curse should have one Power based GM trait.

BLOOD MAGIC :

  • They are changing it , should be focused on necro sustain and abbility to support a team.

DEATH MAGIC :

  • Some Traits have to be reworked to give necro more active defences.

List of non effective traits with the specialisation changes.
(The ideas can be good but what the trait brings is weak compared to other alternatives.)

  • Unyielding blast
  • Terror master
  • Deathly invigoration
  • Bloodthirth
  • Mark of evasion (ICD is the trouble.)
  • Unholy martyr
  • Deathly strengt
  • Unholy sanctuary
  • Having 2 minion Grand Master traits in DM
  • Reaper’s préscision

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Abimes.9726

I think Increase life blast attack speed , make pierce base line and decrease the damage to compensate (not only in raw dps but also counting dodges and blinds—> If it hits 2x faster you dodge one you’ll still get hit once more than with the regular speed.) Could be a great improvement overal not only for vampiric (but it would help vampiric in core builds.)

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Abimes.9726

“I teleport” was ironic if you didn’t get it ^^ .
I made my point i see no need to discuss it forever. (Btw reaper is inspired by slow things like pyramid head, etc…)

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Ron I think the purpose of necromancer here is to have realy low mobility teleport on 30 sec CD against 5 —> telleport every 19 sec that’s insane “in combat” mobility .

Necromancer lacking mobility isn’t a big deal , what it needs is realy the active defences against focused fire and some form of sustain. (kitting have to be rewarded against the reaper … asking for 19 sec CD teleports is like wanting the butter , the milk and the milker.)

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@Getzzzonked
A shout that teleport ? Just ask for a wurm rework then xD … No seriously shout teleporting make no sence … “I Teleport”.

Necrocopter reflect in front of necromancer is something that have been asked a lot and it make sence. ( Unlike “I teleport”)

@ xGalaxy
it’s probably your navigator , It works fine on my macbook , my laptop and my desktop ( Safari , mozilla)

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@Sigmoid

Unyielding blast is still weak on the regular DS , And honestly i think with a mele setupt speed of shadow will be mandatory.

Siphon are verry weak right now 20% increase is just bad , to me that’s the kind of thing that should be built in into the vampiric precision.

Unholy martyr doesn’t help your team at all , and 10% life force to drain conditions is realy low especialy if you drain 6- 10 stacks of something (now many conditions will stack and become verry dangerous). If it came along with resistence and was doing a bit more for the team it could be nice.

Unholy sanctuary is just one of those things they’v added cause they din’t wan’t us to heal in DS. Can be good to sustain but it’s passive as hell and they changed signet of life on warri because it was so passive , i don’t see why they would give necro such a thing. So Basicaly yes , it can be good (depends on how it scales with healing) but is it realy the healthiest thing out there ? —> self healing in DS is the way to go.

14% In death shroud It’s not huge. 141 power out of death shroud and 282 in death shroud (PVP Soldier Gear.) … (more or less 50 damage increase per hit on staff 1 ( it’s the damage of 1 bleed stack with no condi damage) ) That’s realy not that much. And that aside we don’t realy lack damage , but active defences.

(edited by Abimes.9726)

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Abimes.9726

Hi folks ,

I think these things should be looked at :

Basic DS/RS

  • Self healing goes through DS/RS
  • Give acces to utilities in DS/RS
  • Life force regen/degen to x% out of combat

Built in

  • Make Soul marks Baseline. (Scales on hit. Give it a maximum % life force gained per mark. )
  • Life blast pierce.
  • No ICD on entring death sroud skills.

Traits
CURSE :

  • Terror and Master of terror don’t compete with Lingering curse and Vital persitence.
    (Lingering curse >>> Terror) & ( Spectral mastery/Vital persistence >>> Terror master.)
  • Lingering Curse Condition duration (100%) will make necro verry challenging to balance in the future. Decreasing it to (35 – 50 % ?) and giving additional utility to scepter will be better. (Feast of corruption now corrupt (1-2) boons).
  • Curse should have one Power based GM trait.

BLOOD MAGIC :

  • They are changing it , should be focused on necro sustain and abbility to support a team.

DEATH MAGIC :

  • Some Traits have to be reworked to give necro more active defences.

List of non effective traits with the specialisation changes.
(The ideas can be good but what the trait brings is weak compared to other alternatives.)

  • Unyielding blast
  • Terror master
  • Deathly invigoration
  • Bloodthirth
  • Mark of evasion (ICD is the trouble.)
  • Unholy martyr
  • Deathly strengt
  • Unholy sanctuary
  • Having 2 minion Grand Master traits in DM
  • Reaper’s préscision
  • Spite full Spirit (compared to Close to death it feels weak but it’s a good trait.)

(edited by Abimes.9726)

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Abimes.9726

Hi folks ,

Specialisation traits are fine (good job donne there Anet).

Great Sword and Reaper Shroud are both good.
(Projectile block on Reaper Shroud 2 in front of you would be nice , Great sword skills have to work whyle moving exept 4 th skill.)

Shouts are good , but some could get a change
I think base Heal should be looked at.
The chilling one could still stunt break. (but it’s ok if it doesn’t have it.)
Rise seem pretty weak for the high CD.

Blood magic syphoning througs DS is good (but should work with at least all self healings (It’s totaly cuting down Parasitic contagion , Mark of blood , etc). )

Skills activating whyle in DS shouldn’t have ICD + Allowing to use utilities whyle in DS is mandatory (why shouln’t you stunt break into your Death Shroud phase ?). Globaly buffing our defence trait lines to get scaling defences is still something we need. Lingering Curse 100% duration is to much , i’d rather see an easyer acces to terror (master) to improve condition builds effectiveness than having that enormous condition duration boost.

To conclude There are a lot of things whe can do with the reaper spec. But don’t forget other builds have to work either , and to do so base traits have to be looked at. (What fun would there be if from 2 nearly viable builds (“terror mancer” and Power necro) we now have to take Soul Reaping + Reaper for all our builds.)

Necromancer Up comming changes

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@ Pulsicle :

we arent jabbering , we realy have disscused this thread , i have like 80 pm or so and it took nearly a weak to put this up.

It never was designed to be THE TRAIT PAGE , but more a line to folow.

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I think removing the ICD on siphoned is better , because you actively have to stack it up (make a burst grant more Power than just spaming Lifeblast.). 10 stacks in pvp is a lot basicaly with strenght runes and 1 might sigil you possibly could get 16 might just with that minor trait.

I’ll change that it feels ok for me. (numbers can always be looked at after )

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@ Malchior :

These are already in Death Shroud fixing :

Death Shroud Improvements

° Make Heal pass trought DS.
° Allow Using Utulities whyle in Death Shroud.
° Use F1 whyle stomping / Res doesn’t interupt stomps
° Make Lifeforce regen / degen to a certain % of Lifeforce out of combat.

Please Give your feed back , before Necromancer rappot is sent to devs, Ty

(edited by Abimes.9726)

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Abimes.9726

I know healing throug DS should have been base since realease, but i don’t know if they actualy can do it (coding limitations.) and starting with self heals looks better than nothing to me. (we asked for healing through DS since nearly realease.). I also have a lot of necros telling me having the full heal through DS could possibly be to strong. (If they can beta test it on the servers that would be nice.)

I’m not sure i understood the thing about terror above. globaly you’d see terror merge with terror master take it’s place in SR or behing moved into GM minor curse ?

Isn’t it better to put Terror/ Terror Master ( Fear does damage and longuer fears 25%(we get 30% from lingering curse)). into master over the reaper’s precision and put Reaper P into Gm minor with the 2% condi/precision thing ? (I think Terror probably is to strong to be a minor trait.)

(edited by Abimes.9726)

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Abimes.9726

@ Flow
The healing throug blood magic have been changed a bit.

(It could become total , but i think that should be given step by step to see how it actualy affect necro survability , to start with “Make Self Heal, regeneration and Siphoned heals (blood magic/signets) pass trought DS” is safer i think.)

I agree Puting all healing factors into BM could be build limiting , I still find Unholy Sanctuary having a better place into BM (especialy with the changes). I’ll try to find a solution for the Parasitic contagion. ( I was thinkig of putting a sustain line into death GM)

I don’t Think the Terror Trait fits into the SR lines to be honest , Terror Build rely on the decreased CD of Doom from path of midnight and if you put terror into SR it will just benefit to much from lingering curse (especialy if it remains 100% with 30% it could be fine (like with the actual dhumfire build.)). ==> I’ll think about it.

Ty btw i just saw they have put ICD on weakening Shroud.

(edited by Abimes.9726)

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Abimes.9726

@Vizarlorde : That have been made base line in my list , and yeah i’m pretty sure it’s the way to go with blood magic.

Base Line

° Make regeneration and Siphoned heals (blood magic/signets) pass trought DS.

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Abimes.9726

Hi folks,

I think this summs it up : http://www.twitch.tv/choxie808/v/4355929

We don’t have anything new , some traits remain pure poop. We have to deal with à lot of difficult choices, (Having to do a choice between path of midnight and terror master ? Realy ?!). And globaly most of necro issues remain unsolved.

There are a few good changes , but overal … it won’t change much.

Ty for feedback bhawb , Ty spoj. Ty For Ideas Around the Forums. Ty for all the support.
(I Will Edit This Thread Each time I see constructive answers and good ideas.)

Some sugestions :

Death Shroud Improvements

° Make Heal pass trought DS.
° Allow Using Utulities whyle in Death Shroud.
° Use F1 whyle stomping / Res doesn’t interupt stomps
° Make Lifeforce regen / degen to a certain % of Lifeforce out of combat.

Baseline

° Make Soul marks Baseline. (reduce regen on it make it scale.)
° Make Life Blast Pierce and be a projectile finisher 100%

Soul Reaping

° Merge Terror master into Terror.
° Unyielding Blast : Life Blast and Plague Blast cause vulnerability. + 100% vulnerability Duration
° NEW Adept “Death invigoration” : Entring Death Shroud Regen Partialy your endurence.
° Move Unholy Martyr From Death Magic to Soul Reaping Master Tier:
Ad when it takes a condition you briefly get résistence. (the new anti condition buff)
° Give FitG 2-3 stability stacks.

Blood Magic

° Merge Transfusion and Deathly invigoration make it Master tier.
° Merge Bloothirtst intoVampiric precision make it Adept tier.
° Move Unholy sanctuary from Death to Blood magic GM.
“Regenerate health whyle in death Shroud , Each time death shroud Drains (natural degen of DS) it heals Nearby allies for a % of Life Force lost.”
° NEW Master “Vigorous blood” : Dodges cost less endurence.
(Allow necro to dodge more without behing forced to take energy sigils.)
° NEW “Blood transfer” : life transfer , transfer one conditions to opponnen per pulse.

Death Magic
° Minor Beyond the Veil : Whenever you leave Death Shroud you, Allies and your minions gain protection.
° Put death Nova into Master trait.
° Merge Staff mastery and Greater Marks.
° Reaper protection : Add give protection 10 sec ( still 60 CD) And fear wen downed (Remove that from terror/terror Master.)
° Grand Master trait Deathly strenght : Gain 10% power based on your toughness. Power gain doubles while in Death Shroud. Crippling foes Give regen for each foe you cripple.
° NEW Grand Master “Weakening Contagion” : Dodging inflicts weakness
(2 seconds) weakness have increased chances to flume (100%)

Curse

° No ICD on weakning Shroud.
° Merge Reaper’s precision into Furious Demise.
° Merge Terror Master into Terror move it into Master tier.
(Change fear duration from 50% to 30% (you get + 30% from LC).)
° Lingering curse : While wielding a scepter your condition damage +150 and outgoing condition duration is increased by 30%. Feast of corruption Corrupt 2 boons.
° NEW Grand Master “Chilled Death” : Chilled Foes will freeze once chill expires dealing damage based on the time they where chilled (Sacling with power).

Spite
° Minor Siphoned Power: No internal cooldown, reduce the might gain to 1 Might.
° Bitter chill : Chilling a foe inflicts vulnerability and increased chill duration.
° Work out Axe and signets to make them more attractive.(not via traits)
° Spitefull Spirits : Cripple nearby foes and remove a boon. Gain retaliation for each foe you strike. Make it blast finisher and no ICD.

Abimes.

Once I feel It’s OK , i’ll make à File To show the entire trait lines and make it clear for every one

(edited by Abimes.9726)

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Dreamin : For what i heard signets will be reworked.

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Abimes.9726

OK Vydahr , Good night.

Yeah give some ideas , i definatly could use some … Try to make them easy to implement (things that could work witrh the actual system) , Avoid Boons and vigor , invulns, etc…

=)

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@Machior , I won’t ad these like that on the go , i have to think about it and see what would be the consequences of doing it that way. But ty for feed back , i’ll definatly think about it.

I realy try to respect every body’s ideas … but i’m Sure piercing have to be traited (like on all other classes.) , i could merge unyielding blast it into deathly perception (i have donne it before then undone it , because it could possibly be OP but i can rethink about it.)

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Abimes.9726

This is the answer of gate our friendly Forum Specialist :

I’m looking into the thread right now and I’ll give it a full read probably sometime this Friday. One thing to keep in mind though is the importance of theme. The devs will not just give necros blocks, blasts or reflects like everyone wants simply because it makes absolutely no sense for a necromancer to be doing that. If you want proper sustain for necromancers, it must be done in a necromancer-y way. For example:

“NEW Grand master Death Molt : Changing wepons, coat you with a death mantle Bloking 2 incoming attacks for 2 seconds.(ICD 15 sec)”

This probably won’t fly. Traits working with protection, minions, weakness or cripple might though for Death Magic. In blood magic, they’ll probably go for traits that work around life siphon, healing, leeching (like vampirism runes) or straight up bleeding.

A lot of the changes definitely make sense though (like merging staff traits). Many of them I got in the first pass at getting feedback.

Big up to gate reading our threads and pm’s , Thanks.

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Rising : Terror actualy Should defines the necro , but actualy it’s just a no choice option to be honest. Our condi presure behing nerfed after dhumfire , we mainly take it as that extra Dps. Core mechs involve somethings that make the class feel unique. Like interupts on Mes doing extra presure if you succesfully interupt , like bloking / burning on guardians , etc .

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@ Anchu do you realise 5 sec AOE fear means 12.5 sec with lingering + terror ftm ? If your proposal is nice on paper and you are right about non-flat responding defences. I realy think they should be activated actively and not by damage tresh holds / as damage respon. (It’s way to easy to counter, if you know what you are doing in pvp.)

@ Float , I’m not agains’t a degen out of combat it’s a good idea ,and the 10% is to( I miss read you.) . I just said necro lack LF regen and it can’t have to be passive . I’m going to ad that to my thread I definatly think it’s the way to go with necro. We will see what people think of it

(edited by Abimes.9726)

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@Flow i think every one will agree necro should regen his lifeforce by playing agressively . ( the 10% could be OK) but passive regen is just not fitting necro theme. The Problem for necro is not how much life force he have , it’s about life force regen not scaling well in team fight (soul mark baseline could help) and aslo the lack of active defences ( Protection , Reactive Blinds , some way to get endurence, and not behing able to get any form of sustain whyle in death shroud.) I tryed To solve these with other community memebers without Overbuffing things and aslo trying to avoid vigor , invulns and reflects. (It’s not finished Yet , but i think it goes in the good direction.)

Feel free to tell what you think about these , ty.

https://forum-en.gw2archive.eu/forum/professions/necromancer/Necromancer-Up-comming-changes/first#post5038582

(edited by Abimes.9726)

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Abimes.9726

Hey,Lem, what’s up ?
Ty for the support . =)

@ Flow you are right in one way the tread started latter , and there are way more ideas on the other one, but more inst’ better.
For ex: i saw countless sugestions to have more minions wich won’t help necro nowhere … nor in pvp , nor wvw nor anywhere else. I can understand ppl like passive builds and find it cool to walk around with an army around them , but what will those ideas give to general balance ?. Also a lotof ideas about Some passive lifeforce regen (they tend to remove that passive regen mechanic : look at war signet remake.) or some things about vigor etc wich devs obviously don’t wan’t at all on the class (saldy).

My point here is just to get the best out of what i see and can be added into the game I couldn’t have made that directly after the ready UP cause i din’t have enougth ideas to chose and work with.

I’m Open minded tho and i’ll try to changes things if people ask for it and if it make a sence or is possible.

And I know there are a lot of verry good ideas and it’s actualy hard to chose some (I try to not use my ideas.) … i try to pick the : " good and easy to implement" ones . Also this is not a definitive model , it’s just one orientation trait page devs could get inspired with, In no way this project is designe to Be the trait page.

http://www.tentonhammer.com/feature/guild-wars-2-are-necromancers-really-so-bad
Abimes

(edited by Abimes.9726)

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Abimes.9726

I’m happy with what we have done so far. Ty for in game pm , and private exchanges on the forums and all the ideas.

Feel free to give your ideas , advice , critics , etc …

There are still traits to be determined.

1 In master blood magic.
1 In master Curse.
2 In Death GM.

One idea would make 1 grand master death be : make weakness fumble 100% (verry strong especialy with the + 10 % damage resist… probably OP .).

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Abimes.9726

Yeah Spite full spirit was suposed to apply chill and vuln but i guess with no ICD it’s way to strong. I removed the blind. (We need a balanced class , not a power house ^^)

I agree with the VP/BT thing you said , i just wanted to see what ppl whould think of it. I’ll see what i can do with it. (Blood Magic is such a problematic trait line ^^) I’ll swap it with TF/DI

I just think we should allow Necro to Or get regen and lifedrains from Blood lines whyle in death shroud Or give it a base ratio with overal healings. But signets and blood fiend i don’t see it comme and honestly consume will be superior anyway i think.

I think i figured out an idea for UM and US … and as i have more space in death magic i’ll simply move staff back there.

(edited by Abimes.9726)

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Abimes.9726

Vydahr that’s what we are looking for, in blood magic having better traits to support your self and allie , playing more defencive builds.

(edited by Abimes.9726)

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Abimes.9726

+1 for necretaal

I think Terror Should remain a core option for necromancer , but giving it a buff when played with skill (like the Idea of CD reduction and merging TerrorM into the trait.)

Parasitic Is nice But 15% is weak in spvp and wvw … just because of the cleanses and the fact it doesn’t work with DS. It can be a decent option in difficult aeras in pve (but seen how easy pve is ftm, i’m not sure you need it). I Think it reamains a strong trait for pve if they increase difficulty with HOT.

I dislike Unholy martyr to be honest … I’d like to see Necro healing behing core or at least UM should allow to have in dead shroud healing. the 10% activation is bad it’s like the mist for from vampiric runes sometimes it just kills you by interupting a key action( Fear (to place a safe heal) ==> (bleed/ poison /vuln/criple on you) Heal ==> interupts heal … get downed.)

Some one gave me the idea of merging UM & US , that would be something decent i think into dead magic. (regen compensate the degen of conditions.)

Spite full spirit is realy nice with a blast on it (and maybe a blind) no ICD (blind give us the active def we lack.) but we lack Blast fields. (wells Auras could be a solution for that EX:make blood well a water field.)

I think like spoj said necro Should have core mechs on Chill.

Defencive skills based on Blinds and our LF. ( zerker stance etc are boring i know.)
==> Regen part of your endurence Bar when you enter dead shroud (no Vigor). Death invigoration ==> nice no ?

I actualy have plenty of ideas for defencive traits that make sence.

But our Main problem i think for ideas is blood magic.
Our Main problem actualy is surviving 1vX

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Abimes.9726

@ Vydahr . I’m not sure draining 1 condition every 3 seconds will make any synergy with the condition tranfer on minions at all to be honest. I think the trait is more of a way to get life force. But i understand what you mean. We Also could try to make something that work better with your Minions in blood magic via a new trait. (think about it ^^)

@DarkFQ I wanted to put it into Sould Reaping Master to replace Terror Master i merged into Terror Curse GM. But I agree Merging it with US Could be a nice change (But numbers will change then, i think we don’t wan’t necro to be a power house nor the unkillable spec.)

Still stuck With :
1 Lacking Master trait into blood magic
1 lacking Blood Magic Grand Master trait.
1 lacking Master trait into Death magic
1 lacking Grand master trait into death magic
1 Lacking Master trait in Curse

(edited by Abimes.9726)

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Abimes.9726

I’ll close the thread if people show more intrest into, why i din’t mention their names than the project in it self. It’s not the objective Here.

The goal is asking the community to improve the trait lines and compile them into one working global trait page.

Cheers Abimes. Have fun.

(edited by Abimes.9726)

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Abimes.9726

@ Jayce : The problem is Necro doesn’t need more condition overload , or damage … what necro realy lacks behing an attrition class , is someway to sustain through team fights and focused fire. (Even if damage can be looked at i don’t think the mechanic you propose fits in dead magic (our defencive trait)).

I’v also proposed disease as a new condition (with others) to Anet gw2 staff , but if they introduce it i think it’s more likely with the Elite spec.

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Abimes.9726

Btw can you give ideas for the TBD traits ? (would be sweet)

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Abimes.9726

By good i just mean ppl who know what they talk about , and I mentioned those because they are active on forums , or in competitive or on streams or something else. (Probably wasn’t smart to do a list.)

No offence :p , you’r probably better than me anyway :p … but feel free to give sugestions and say what you think about it … If you wan’t i can make an exaustive list of all necromancers in the game but that won’t help the trait changes :p and it will take me AGES ^^ .

(edited by Abimes.9726)

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Abimes.9726

Hi Guys ,

Nice ideas . I realy like the Vamp Share into blood magic. Spoj idea About Chilling Mechanics into power based builds. And Having benefits If using terror when you interupt with Fear.

I incorporated some of the ideas into my Post : " Necromancer upcoming (Up comming xD) changes." I hope you’ll enjoy it.

Btw I wanted to do à Trait preview ( A Beta Trait line with people ideas) for devs on my topic , but if some one with better English skills wan’t to do it i’ll gladly help.

See you guys , ty for keeping the ideas comming. Feel free to give some feedback on “my” page.

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Posted by: Abimes.9726

Abimes.9726

Necromancer Up comming changes

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Posted by: Abimes.9726

Abimes.9726

Hi folks,

I think this summs it up : http://www.twitch.tv/choxie808/v/4355929

We don’t have anything new , some traits remain pure poop. We have to deal with à lot of difficult choices, (Having to do a choice between path of midnight and terror master ? Realy ?!). And globaly most of necro issues remain unsolved.

There are a few good changes , but overal … it won’t change much.

Ty for feedback bhawb , Ty spoj. Ty For Ideas Around the Forums. Ty for all the support.
(I Will Edit This Thread Each time I see constructive answers and good ideas.)

Some sugestions :

Death Shroud Improvements

° Make Heal pass trought DS.
° Allow Using Utulities whyle in Death Shroud.
° Use F1 whyle stomping / Res doesn’t interupt stomps
° Make Lifeforce regen / degen to a certain % of Lifeforce out of combat.

Baseline

° Make Soul marks Baseline. (reduce regen on it make it scale.)
° Make Life Blast Pierce and be a projectile finisher 100%

Soul Reaping

° Merge Terror master into Terror.
° Unyielding Blast : Life Blast and Plague Blast cause vulnerability. + 100% vulnerability Duration
° NEW Adept “Death invigoration” : Entring Death Shroud Regen Partialy your endurence.
° Move Unholy Martyr From Death Magic to Soul Reaping Master Tier:
Ad when it takes a condition you briefly get résistence. (the new anti condition buff)
° Give FitG 2-3 stability stacks.

Blood Magic

° Merge Transfusion and Deathly invigoration make it Master tier.
° Merge Bloothirtst intoVampiric precision make it Adept tier.
° Move Unholy sanctuary from Death to Blood magic GM.
“Regenerate health whyle in death Shroud , Each time death shroud Drains (natural degen of DS) it heals Nearby allies for a % of Life Force lost.”
° NEW Master “Vigorous blood” : Dodges cost less endurence.
(Allow necro to dodge more without behing forced to take energy sigils.)
° NEW “Blood transfer” : life transfer , transfer one conditions to opponnen per pulse.

Death Magic
° Minor Beyond the Veil : Whenever you leave Death Shroud you, Allies and your minions gain protection.
° Put death Nova into Master trait.
° Merge Staff mastery and Greater Marks.
° Reaper protection : Add give protection 10 sec ( still 60 CD) And fear wen downed (Remove that from terror/terror Master.)
° Grand Master trait Deathly strenght : Gain 10% power based on your toughness. Power gain doubles while in Death Shroud. Crippling foes Give regen for each foe you cripple.
° NEW Grand Master “Weakening Contagion” : Dodging inflicts weakness
(2 seconds) weakness have increased chances to flume (100%)

Curse

° No ICD on weakning Shroud.
° Merge Reaper’s precision into Furious Demise.
° Merge Terror Master into Terror move it into Master tier.
(Change fear duration from 50% to 30% (you get + 30% from LC).)
° Lingering curse : While wielding a scepter your condition damage +150 and outgoing condition duration is increased by 30%. Feast of corruption Corrupt 2 boons.
° NEW Grand Master “Chilled Death” : Chilled Foes will freeze once chill expires dealing damage based on the time they where chilled (Sacling with power).

Spite
° Minor Siphoned Power: No internal cooldown, reduce the might gain to 1 Might.
° Bitter chill : Chilling a foe inflicts vulnerability and increased chill duration.
° Work out Axe and signets to make them more attractive.(not via traits)
° Spitefull Spirits : Cripple nearby foes and remove a boon. Gain retaliation for each foe you strike. Make it blast finisher and no ICD.

Abimes.

Once I feel It’s OK , i’ll make à File To show the entire trait lines and make it clear for every one

(edited by Abimes.9726)

Matchmaking is Awfull

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Posted by: Abimes.9726

Abimes.9726

Matchmaking is probably one of the worse i have seen , it goes from games where you win 500 – 50 to games where you lose 500 – 50 (matches are far from funny).

Somme matches are fun , and balanced … but these matches are minority.

Most Matches your team have trouble to deal with 3 turret engies , when such a match should be easy to win due to the lack of mobility and the reduced usefullness of turret engi in team fights. And matches where you win agains’t a 3 man top team premades (prob cause one of the “pugs” is not doing his job).

Ps : (I have no trouble with turret engies , but honestly they bring to much on the table for the amout of skill you need for the build.)

Abimes , just an average player , playing only soloQ.

Nerf Autoattacks. SAY NO TO RNG !

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Posted by: Abimes.9726

Abimes.9726

+1 (x 10^32)
I pointed this out few balance patches ago, i mean the passive overdamaging stuff.

To answer Sizer : I’d go for a total remove of passive procs and rework the damage in active skills (if it have to be in thief auto let it be).

(i think runes / sigils should be things you get a little bonnus from doing certain kind of actions (heal , stomp ,stealth , interupt , …) , but in no way determinate the way a class is played and absolutely not with passive things.)

Second thing (i know it’s not the subject here) i’d like to see more things thans just damage … the game seems balanced about damage (exept bunker) about 80% of skill as damage bound to it.

(But there are no mechanics like black out & Esurge messmer , Presuring with ranger poison and interupts , necro sending back deep wounds and saving your backliners & sustaining trought liffe siphon , Prot monks preventing burst with Protective spirit , etc … where each class had a real identity and a defined role to play . ( there is still some spirit of protecting , debuffing , etc , but it’s a bonus to the damage output not realy a thing played on it self.))

CDI- Guilds- Logistics and QOL

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Posted by: Abimes.9726

Abimes.9726

Proposal Overview:

Guild Halls , Alliances / Guild chat share.

Goal of Proposal :

Guild Hall will help players to join their respective group for Guild Events , Also Adding guild bank , and all other guild Associated NPCs + Basic NPCs (bank , merchants,…) , those NPCs are a big QoL improvement allowing you to sell/store/take stuff , before the event starts . ( + —> gvg ? )

Alliances / Guild chat shared : allow you to talk to guild mates, unrepresented guild mates , unrepresented guilds and to Alliance mates (guilds grouped into an alliance (separated from unrepresented guilds).)

Alliances 2 : Allow little guilds to do bigger events ( Aka jungle worms , etc…), Allow Big guilds to help little ones , allow big guilds becoming bigger and make even more stuff.

Proposal Functionality

Guild Hall : A place in the mist you can access from everywhere (exept dungeons / fractals/ etc … ) and when you leave it you go back at the place you where at.
+ Unlocking stuff (merchants / chests / decorative stuff / having home instance in it.)

Alliance : new chat channel , new window for alliances management (add guilds / remove guilds / promote guilds / etc …) in guild window (rename guild Menu “Alliances & guilds”)

Associated Risks :

Guild Hall : People leaving cities to camp in their guild hall (that’s why you don’t wan’t to put all merchants there.).

Alliances : To Many people in the same alliance just rolling over all the game content (there should be a Guild and player Limit).

NB : + not allowing guild masters to leave their guild , but put an option where they have to delete the guild it self (+ confirmation message) or leave command to some one Else (Just QoL change where you don’t kick your self from your own guild.) .

(edited by Abimes.9726)

warrior got a very poor mechanic!

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Posted by: Abimes.9726

Abimes.9726

This is a troll :p

War in pvp is over many classes , a soldier Axe/sword + bow might stacking (aka ROM’s build) is doing insane damage / pressure and is nearly unkillable.

And since when does war have no control ? Never Heard about hambow builds ?
Access to multiple AOE interrupts , Cripple , Immobilization .

If you lose most of your 1v1 ask yourself if you are playing right , instead of asking to buff a over the top class.

(edited by Abimes.9726)

Strength of rune is a necessity...

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Posted by: Abimes.9726

Abimes.9726

@ Styles:
Condis needs a nerf

Condis in Spvp ain’t played anymore (at least not focused on as they where at the dhumfire patch) cause there is to much condition removal … and you wan’t to nerf them even more … ask to remove them from the game it would be the same.

It’s not because you have hard times with something , it’s op … often it’s because you and your team are doing mistakes or have bad compositions.

Strength of rune is a necessity...

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Posted by: Abimes.9726

Abimes.9726

@Julie Yann
My guild went up against a team with 4 Necros yesterday, 2 of which where MM. They totally wrecked us. They got a hold of 2 points and there was nothing we could do to get them off.

Reading this i can tell you ain’t playing high tier pvp.
Necro is more or less ok in team fights , but bring no mobility it’s very easy to out rotate them , they have trouble with CC and focused pressuring (extra: in down state they are the easiest class to stomp , with engi and war).

+ MM build ain’t really viable in TeamQ cause of minions,in team fights, suffers in Aoe / not following target / IA problems / etc…

+MM builds are punished vs most roamers 1v1 any S/D thief will shut you down , Evicerate might war will do the same , engi will probably décap the point very fast and go away (he won’t spend 150 sec to kill you when he can decap a point in less than 40 sec) , Condi necros playing a good build (with epidemic) will just cleanse minions very quickly and probably epidemic on minions to pressure you a lot And Ele can be a pain to…

The only thing about IA based builds ( MM , PU , Phantasm , etc) is they require not much skill to be played right … but can be outplayed by any decent pvp player.

So there was a problem with your team cause their team was easy to deal with :
1 : no mobility
2 : bad point Holding
3 : no sustainable focus with the 2 minions builds

Nb : Hambow or Evicerate war + D/P , pistol wip or S/D + Condi necro should be able to melt any necro build very quickly even some high LF regen builds , ofc the focus have to be synced + 2 guards will ensure you having all the tools to make a safe stomp on the necros on each points you hold … you’r comp was way better , than a 4 nec comp.

(edited by Abimes.9726)

Strength of rune is a necessity...

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Posted by: Abimes.9726

Abimes.9726

Given how ridiculous condition spam build is, strength rune is vital to combat condition builds and give power builds a fighting chance.

Are you serious ? O.o (Are we playing the same game?)

How is strength making power builds more or less viable vs conditions … conditions right now are less in meta than ever cause of the ease they get dispelled by condition removal (Most classes have heavy access to condition removal now + ele, shout guard and ranger source in team fight making the condi pressure drop low) not at all by might stacking brainless mechanics.

The problem you have vs conditions is not because of the classes you fight but due to a lack of skill … most condition builds have hard counters right now .

[PVP] Corrupt boon and Might

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Posted by: Abimes.9726

Abimes.9726

Let boon corrupting like it is now , weakness is way better for us than some extra bleeds.
If necro needs a boost i think you’v to look somewhere else than in his damage , check the state of necro from djooce , if you wan’t to discus about necro changes.

[PvP] The state of Necromancers in PvP

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Posted by: Abimes.9726

Abimes.9726

@ HeadCrowned :

Not sure the problem is the number of Stunt breaks / stab access … it’s more about how you’d get away from the focus or how to Sustain it without losing all the pressure you put on the enemy team. ( the low access to boon for necro , would make stability easy to remove …(maybe that would be ok , even removed fast but i doubt) or you have to sync it well with your guardian/ele so he can cover your stab.)

Someone have news on the new update (date , balance fix , etc ?) ?

(edited by Abimes.9726)

[SPVP] Balance , Competitive GW2

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Posted by: Abimes.9726

Abimes.9726

@Coglin
Could you develop what you think should be changed ? (I don’t blame you to not agree with my feelings … at the end every body have to make its own idea.)

I don’t neither know if the solutions i’m proposing would work , it have to be tested, i just figure how we could improve the game.

(edited by Abimes.9726)

[SPVP] Balance , Competitive GW2

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Posted by: Abimes.9726

Abimes.9726

I disagree with 80% of what is said here.

Making everything do less and homogenise and stagnate playstyles would make the game too restricting for people wanting to do special things with their class. Yes, there are unbalanced skills and stat combo’s but the suggestions in this thread really make me hope Anet never does any of this.

i don’t see how bringing down things that are to powerful now , will restrict ppl playing other things , it’s actually the opposite if you don’t change the top tier things it make no sense to try to play less viable stuff. Just look what’s played most in therms of gear ( Strenght runes / might stacking mechs / zerker stuff ; Condiduration stacking and rabbid stuff ; cleric stuff, if there are exceptions, overall that’s the most common gear you’ll see right now)

Once again don’t get me wrong , nor the ppl who agree with this thread , we don’t wan’t everything nerfed to the floor , just adjustments.

if you could develop your ideas that would help discus about it ,i’m sure you got plenty interesting things to say , and some points i mentioned might not work as well as i think.

(edited by Abimes.9726)

[SPVP] Balance , Competitive GW2

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Posted by: Abimes.9726

Abimes.9726

Here i’m After a good night !

4) “Not sure I understand the complaint here. In the above paragraph, you appear to be complaining about folks beefing up thier direct damage by what ever means they can, yet here you complain about conditions. Players will have to do damage one of the two ways. Yet you complain about both in one post.”

They still can do damage , it’s not because it gets reduced a bit it won’t be worth playing it … my complain about condition is more about the way they work , not really about the damage . They get dispelled very fast , and reststacked very fast … conditions to me have to be a pressuring damage output (like poison ,bleed and disease in gw1) , doing fair amount of damage over time ,and not being bursty then getting removed very fast.

4,b) By the way, define “spamy”? Explain how condition skills are more or less “spamy” then direct damage skills?

Direct damage burst have to be timed right or it get canceled , conditions , if you look at it (like i said they do to much damage at low lvl pvp and lose their use in high end pvp) you get tons of Aoe short CD skills reapplying a bunch of defensive and offensive conditions at the same time , there are 12 conditions out there , and it’s not rare to have 6-7 of them at the same time in lower pvp games.

I’m just saying allowing pressure types of conditions do their job and not getting cleansed every 5 sec , and making the more damaging conditions being less accessible so they have to get real timing (still allowing condition burst) , Same for defensive conditions ftm their use is covering the damage type conditions and i think they shouldn’t be use for that purpose but for what they are made for, place defensive moves. ( this isn’t true in 100% of cases , playing necro i know how much soft cc can help us staying alive, but i still have to use them to cover stuff if i don’t wan’t my pressuring getting denied by condi cleanse a few secs latter)

Condition nerf comes along with condition cleanse nerf , and these changes have to be part of a whole rebalance , isolating it and comparing it to something which haven’t been rebalanced may cause some inefficiency , i’m aware of that problem.

5) “Are you suggesting Anet or the game design is in some way responsible for rude comments and insulting behavior from players?”

Not at all , i’m saying the frustration of the randomness of some passive and un dogeable things during a battle is… but players rude behavior is something players have to work on not the devs … sorry if that was suggesting something else, ty for making me notice it.

6) “As far as may 2012, there were tons of threads complaining at the time. Whose version of balance do we listen too? There are many people posting here, and they all want a voice to be herd. The issue is, really, why would they listen to one over another?”

It just was a suggestion, not saying it’s better than someone else suggestions nor what i’m saying is the absolute truth , but if people are constantly talking about global balance it’s probably because since the beginning there is a problem with the game. I’m not expecting every body to go along with what i’m saying neither , there are probably counter parts to what i’m proposing i’m aware of that… i’m just trying to point out some problems and try to give alternative solutions.

Cheers Abimes !

(edited by Abimes.9726)