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Legendary Howler Bug [merged]

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Akrasia.5469

Anet, when are we getting a howler fix?

Yeah keep bumping this. And the threads in the bug section. If this topic stays at the top long enough maybe we have a shot to get it fixed.

its just a feature not a bug^^

It’s because of a bug they got rid of Howler’s cooler features but they never brought them back or compensated with something equally cool

Whats the least played class / race combo.

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Akrasia.5469

It’s funny because I have a Sylvari Necro as my main. My old main GW1 character was a necro with green hair. when they announced the Sylvari race it was like fate.

I also have a Charr Mesmer. I like opposites. I had an Asura Warrior but deleted him for an Asura Ranger. Have a Norn ele. Had a Norn Thief but made a human Thief so he could look like Naruto.

BTW Sylvari make the best necros. Their elite is the only source of invulnerability for necros and if you thing a regular necro is tanky try a sylvari.

Legendary Howler Bug [merged]

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Just wanted to add my voice to it. I recently made the weapon and I was honestly left with a very bad taste in my mouth. It doesn’t feel Legendary. Merely a fancier Black Lion weapon skin with swapable stats. The footprints are barely noticeable, if they are even triggered which is not all the time unlike other legendaries.
A for effort
I would suggest to anyone making this weapon to hold back until it gets the modifications it deserves. It currently is not worth all the sweat and time I invested into it.

I’m in the same boat as you. I just completed it a couple weeks ago and was super excited to be in the Legendary club.. then after the initial excitement disappointment set in. After some research to find what happened to all the cool effects I read about on the wiki, I find that they totally ruined this “Legendary weapon” UGGG.

Please keep this thread on top.

Not enough concern given to male characters

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Akrasia.5469

How come there are no skimpy Charr or Asura female outfits

Legendary Howler Bug [merged]

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Akrasia.5469

The biggest thing kittening people off about it is that they don’t even acknowledge it. A post on the forums that they know about it and will fix it when they can would suffice.

some ppl got problems with the dreamer to and howler < the weapons ( legendary ) should be something special but they dont care idk why

I don’t understand it myself. I mean its a HUGE part of the game. LOT’S of people play the game as much as they do mainly to craft their Legendary. Some players even spend money for gems to purchase things to help them grind for mats or even convert gold to buy mats for crafting. Then when you kitten on them by screwing up the look of the Legendary you make them not want to play anymore. It’s sad the ANET doesn’t understand what makes their players happy. The only thing keeping so many players is lack of a subscription fee. I’m not saying the game is crap but the Devs are so out of touch it’s not funny. Like the saying goes “it’s the little things that matter”.

(edited by Akrasia.5469)

Legendary Howler Bug [merged]

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Akrasia.5469

Anet, when are we getting a howler fix?

Yeah keep bumping this. And the threads in the bug section. If this topic stays at the top long enough maybe we have a shot to get it fixed.

Legendary Howler Bug [merged]

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Akrasia.5469

The biggest thing kittening people off about it is that they don’t even acknowledge it. A post on the forums that they know about it and will fix it when they can would suffice.

Rodgort and Frostfang Legendary bug

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Akrasia.5469

At least most of the cool effects are not gone like Howler. The nighttime effect doesn’t work at all anymore, the howl sound effect is covered by the main horn sound and way too low, the mist doesn’t appear all the time, the wolf image is covered by the original skill animations and an the foot prints hardly ever show and only 2 steps at a time when they do..

PLEASE ANET FIX THIS.

Legendary Howler Bug [merged]

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I guess they’re are not…..

Legendary Howler Bug [merged]

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Akrasia.5469

I’m fed up. Screw Anet and the Howler. It’s been almost a year now. If they are too stubborn to understand that there are players who likes this warhorn, well, I’m out of here. I’ll just make the classic ascended one and keep my money and everything I have been saving during three years. If at least they’d communicate with us, answering to this topic at least ONCE to tell us that they are trying to fix it… But they don’t even do it! What’s the point?

Yeah even to say “We know there’s a problem but we’re busy with HoT so as soon as that’s done we’ll look into it” would make us all satisfied for a while. Ignoring the problem and the players is adding fuel to the fire.

Legendary Howler Bug [merged]

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Akrasia.5469

Can we start a campaign that reaches out past the people who have either made Howler or intend to make Howler? Everyone ask your guild mates to file bugs related to this and ask them to post on the board. If everyone got 10% of their guildies to reply this the devs would be overwhelmed with messages and possibly have to take action even its its just to say kitten. At least that would be a response.

I also started a thread in the Bugs forum and replied to the Sticky bug thread about items. Please go there and reply and post as well. Maybe they can ignore this 1 thread but if its in an essential section for them (where bugs are reported) they will have to see it even more than here.
https://forum-en.gw2archive.eu/forum/support/bugs

Legendary Howler Bug [merged]

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Akrasia.5469

Howler effects missing. No night time effects and the sound is not noticeable as its covered by the horn sound.. As a side note, though its not a bug per say, when playing necro the wolf effects are covered up by the necro horn effects so hardly notiecable.

I wonder if they are ever going to fix Howler? It’s one of the most talked about items and it seems they don’t give a crap about players.

Players reading this please make bug reports asking the devs to fix a problem they created. Their graphics and effects have nothing better to do than to make sounds worse (warhorn recently) and “fix” thing that were not broken like necro axe1 animation which everyone agrees looks horrible now. They spend time on that but can’t spend a little time fixing the effects on one of the Legendary weapons. Do you know how much time and resources people have spent to make this and you kitten all over them with a big middle finger up.

Issues with character art, weapons, or armor?

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Akrasia.5469

I wonder if they are ever going to fix Howler? It’s one of the most talked about items and it seems they don’t give a crap about players

Issues with character art, weapons, or armor?

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Akrasia.5469

Howler effects missing. No night time effects and the sound is not noticeable as its covered by the horn sound.. As a side note, though its not a bug per say, when playing necro the wolf effects are covered up by the necro horn effects so hardly notiecable.

Legendary Howler Bug [merged]

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Akrasia.5469

I just found out about the howler sound… wth is Anets problem with this legendary??? it sounds absolutely stupid now.. why are they taking the legendary out of our legendary?

They aren’t, really. They’re just trying for a new type of legendary: Legendarily Awful. The next step will be to rename the horn to Farter, make the aura a sort of brown cloud, and make the footfalls look like little cowpies. Every nine-year-old in the game will love it!

I almost wish they would make it like a large fart, brown cloud and cowpie footfalls.. At least it would be noticeable but right not I can hardly make out the effects at all. My necro skills cover up the wolf and the howl is way too low. The footprints only show up half the time.

Legendary Howler Bug [merged]

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Akrasia.5469

Glad to see this post still going! Keep it up guys! Bump Change the Howler, bring back our nighttime effect!

As its a Legendary it needs more than just the night effect. The mist, which I really made Howler for should be at least on the level of the Foefire weapons. The howl should be very noticeable and the kitten footprints need to last longer. How about liquid wolf paw foot prints that don’t dissipate after 3 steps. Sometimes the foot prints don’t show up at all.

Legendary Howler Bug [merged]

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Akrasia.5469

Finished my Howler recently and very disappointing. Just found out the moon effect is gone, the mist is only when the weapon is drawn and even then unremarkable, the water effects are only on initial draw or switching weapons and the footprints disappear way too soon. 3 years to make a Legendary and no one even can see its effects. What makes it even worse is playing a necro the basic effects over shadow the wolf effect you can hardly see it.

ANET PLEASE FIX. This is a slap in the face to dedicated players.

Howler a bit weak and disappointing

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I spent 3 years making a Legendary and based upon pics I thought Howler would be awesome, especially on my Necro. But the footprints are hardly noticable, the water effects are only when you unsheathe or switch your weapon (and only for a second), the mist effect (which is the thing I wanted most) is only present when weapons are drawn (and are not outstanding), and the howl is barely noticeable. Legendary weapons are supposed to let everyone notice you but I can run by with Howler and no one will even know I have a Legendary.

I like the skin better than most warhorns but I’m disappointed with the reward compared to all the work put in to making this. I’ve seen far more noticeable effects on non Legendaries.

Warhorn Audio Feedback [merged]

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Can we get Howler to howl more prominently. I spent 3 years making a legendary and its effects are hardly noticable.

Reaper and lack of gap closing

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Well, something has to give. GS 5 is unreliable and too long of a cooldown. And GS4 isn’t good enough to keep anyone near you. I’d love for Gs3 to become a leap but I doubt they will do it.

Since GS5 will never ever ever be reliable why not make it a teleport and an aoe child or cripple and then keep gs4 and gs3 the way they are?

How about GS5 teleport the enemy to us. Yes we are not a mobile class but if enemies in a target area are teleported instead of pulled it would be a much more reliable skill. Just give it a1 second delay (for animation) from activation to teleport. Just no projectile. Make it like a mark.

Yeah they might not be changing the functionality right away but it would be better and we should keep speaking about it.

Axe skill 1

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^ Um, that’s cool, but I think the subject of this thread is the animation of the auto-attack, not its function and usefulness. It looks terrible and is so underwhelming compared to how the old animation looked.

No it’s about everything wrong with Axe skill1. Just on top of the crappy functionality it no had a terrible animation as well. Its like a slap in the face.

Axe skill 1

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I use Axe outside of PvP where I play Celestial or MM depending on my mood

I run a wellomancer D/W and A/F. I sometimes switch to A/F to stack on some vun with Focus 4 and a quick LF boost with Ghastly claws then back to Dagger. Sometimes I jump into DS until my weapon swap cooldown finished then back to Dagger. BUT AXE 1 is so bad I never use it. I sometime use axe3 and focus 5 but it’s kinda sad that the primary attack on a weapon is so useless.

My suggestions to improve axe 1 is to add another stack of vulnerability so in 2 slashes you’d add 3 stacks and increase the duration to 10sec instead of 7. Possibly make it a 3 combo attack that adds vuln and weakness on the 3rd attack. Also increase the range to 750. I’d be ok with the crappy damage if it did its job of reducing the effectiveness of the enemy.

(edited by Akrasia.5469)

Necromancer is Now Meta in Spvp

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Akrasia.5469

What do you think of Nemesis’s latest build?
https://www.youtube.com/watch?v=Es1-hqsKcdg

One person commented that he stole half the build from Celestial Sigil but the concept was started pre patch is seems to be a much different type of build. It’s another counter type build and I have a feeling with the success of CS builds that more counter necro builds are going become the standard. We seem to have the tools to counter whatever top build becomes the standard though we probably won’t become the top build any time soon if ever.

The Dhuumfire thread

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The goal of Dhuumfire is obviously to allow DS to be powerful EVEN on a condition build. DS 2, 3, 5 already apply some condi. 4 recharges DS, so it is still somewhat useful on a condi build. So dhuumfire has to apply on DS 1. I think just having it apply 2 stacks burn on a 1s ICD would be a good start. Life blast is meant to be scary, and is currently not in condi build.

Life blast should have a condition by default. without dhuumfire.

whats the point of the ICD? DS1 shoots way slower than 1 second anyway. The ICD would need to be per-target, otherwise it would be a pointless restriction against unyielding blast. is it just against plague blast?

A baseline condition is not a bad idea what do you have in mind?

The goal is to balance with plague blast and Reaper’s shroud.

We should not care about Reaper at all right now they can/should modifiy it’s shroud after dhummfire is made useful on necro’s shroud. This remind of Chilling Darkness nerf…if that’s how they are doing it they are messing up big time also I’m pretty sure they stopped caring about underwater combat for a while now or they have something in reserve that will be released in 3 or 6 years.

I agree a baseline condition on LB would solve a lot of the the problems with the skill and leaves Dhuumfire open to a complete overhaul so it’s not required to make LB friendly to condi builds. Maybe revert Dhuumfire to it’s original critical based setup or just have Dhuumfire proc every x% of hits say 20% of hit so every 5th hit of any kind procs a stack of burning. Give Dhuumfire necros a fiery aura each time it procs for style.

More Torment Please

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Torment would be nice, but it isn’t what is holding Condi necro back.

This

And Torment is rather meh condition anywhere outside of PvP.
PvE mobs don’t move and that means less damage than Bleeding. Even if they start moving after mysterious AI updates in xpac, I don’t believe they will be moving constantly.

Adding kitten ton of Torment is meh for PvE, but OP for PvP.
It’s situational condition.

I wouldn’t mind adding it to Grasping Dead, but first we have to balance the “FPS PVP meta”, where you have to have instant damage and instant CC in order to be “viable” DPS.

PvP mobs don’t move?
You’re one of the proponents of the boring dungeon stack tactic huh?. “Everyone stand in one spot and drop all your circles till everything is dead”. This is why GW2 PvE is dying. Hopefully HoT fulfills it promise of more challenging PvE. I’m hoping that none of the content can be won simply by standing in a corner.

And how is it op for PvP? We don’t have a lot of ways to deal with all the mobility of the other classes. Torment would help even that playing field. OP? More like balancing. And also fitting for our theme.

(edited by Akrasia.5469)

More Torment Please

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Maybe the problem with necros, especially Condimancers is that we have the wrong conditions to suit our class. Imagine we swapped much of our bleed stacking for torment stacking? It’s a condition that would do massive damage to kiters and thus help with our lack of mobility.

1. Staff #1 could get a few seconds of torment. nothing too big, just 2 or 3 seconds and see how it turns out.

2. Scepter #2 could be converted to torment.

3.Life blast should get a stack of torment (or bleeding) by default. longer duration or two stacks when closer than 600.

Akrasia

Also I’ve suggested before that Dhuumfire should have a stack of torment added to it for each hit.

I dont like the idea of putting two different conditions into this trait. either buff the burning or convert it to torment entirely.

Also, a trait that lets torment deal extra damage when movement-skills are used would be great.

The 2 different conditions are to make life more difficult for condition removal. It is powerful but not op. It does do more psychological damage to a player who panics when they get his with multiple conditions. If the torment is a short duration then it does some damage(not a whole lot), more to kiters and scares the kitten out of someone with low condi removal.

I like staff having torment. Staff 1 Torment would be awesome though 2 or 4 would be good too.

The Dhuumfire thread

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My fix idea for Dhuumfire is to make it add a stack of Torment with each hit. Also it should add 2 stacks while your LF is over a threshold say 2 stacks over 50%. Torment should be in theme with necros and 2 damaging conditions on a skill would rock.

make life blast a double/triple hit skill :D

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and is prolly easier to give a skill new projectile than to modify a trait
i modded games and giving a new projectile to skills is much easier than altering a mechanic

I don’t think lowering the cast time and damage is a new mechanic. Half the attack speed will send out 2 blasts in the same time. Though the extra projectile might work better as you are free to start activating another skill as the 2nd projectile is fired instead of just auto attacking.

More Torment Please

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Maybe the problem with necros, especially Condimancers is that we have the wrong conditions to suit our class. Imagine we swapped much of our bleed stacking for torment stacking? It’s a condition that would do massive damage to kiters and thus help with our lack of mobility.

Also I’ve suggested before that Dhuumfire should have a stack of torment added to it for each hit.

Anything anti kiting should be in our toolbag.

Suggestion: Weapon swap in Shroud

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Allow necromancers to swap weapons while in Shroud.
Make necromancers able to change shrouds when they swap from GS to other weapons and vice versa.
Have separate cooldowns for shroud skills.

This would make it op so won’t happend but is a nice idea if any change would be made make it f1 ds and f2 rs share same cooldown and life force only get rs if trait

How would this be OP? All weapon skills work like this. I could see devs saying it’s not in theme with slow poke Necros but not OP I do like your idea for f1 & f2 as an alternative. It would be kinda like Eles with attunement or engineers with kits. The only thing about the f keys is that long term if they come out with another shroud would we get f3 and so on? or since we could only trait 1 specialization it would be f1 and f2 so not a problem?

well think as this using gs pop rs then hit 2 or 3 times and pop the stability skill change weps and change to ds and blast fear +ds 4 regen your lf and blast them away for me sound kinda op and I main a necro. Yes should be f1 normal ds and f2 rs or any other specialization sounds fair
I wish they do this Sigh a man can dream

I get what you’re saying. How about the cool downs remain when you switch your shroud. (either via weapon or f-keys) So you could switch skills but if you use DS4 for example and switch then RS4 would be on cool down. Then it would be mostly balanced already. Using F1 F2 and cooldowns would make it half a step above a QoL and give us some much needed versatility. I know we’re probably (a million to 1) not getting it because specializations are supposed to change the class not add to it but it would be nice and could fit.

Have corruptions give resistance

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The only corruption that was buffed enough to justify its conditions is BiP IMHO.

CC has become troublesome to use as the main benefit of the skill was wiping away all conditions when used with MoC now it puts 2 really nasty conditions on you which defeats the reason for the skill. I’ve switched to a more wellomancer since the patch and what they did to CC really helped make up my mind.

If they made all corruptions boost allies (Like BiP did) then they’d be worth it. CC should either remove conditions or heal allies, Corrosive Poison should provide Fury, Corrupt boons should transfer boons to allies, Epidemic should grant resistance to allies and Plague form should grant random boons to allies every pulse.

Then corruption Necros would be much more sought after in groups.

Suggestion: Weapon swap in Shroud

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Allow necromancers to swap weapons while in Shroud.
Make necromancers able to change shrouds when they swap from GS to other weapons and vice versa.
Have separate cooldowns for shroud skills.

This would make it op so won’t happend but is a nice idea if any change would be made make it f1 ds and f2 rs share same cooldown and life force only get rs if trait

How would this be OP? All weapon skills work like this. I could see devs saying it’s not in theme with slow poke Necros but not OP I do like your idea for f1 & f2 as an alternative. It would be kinda like Eles with attunement or engineers with kits. The only thing about the f keys is that long term if they come out with another shroud would we get f3 and so on? or since we could only trait 1 specialization it would be f1 and f2 so not a problem?

Necro is designed to be a burst class.

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The real problem is that DS skills never flowed well together (some are good for condi some power and basically you have half a skill bar for your build) and LF was a useless resource until you pop DS. The exception is Strength of Undeath which buffs you when you LF pool is high. More traits should be linked to LF and give us options so we can play either burst or attrition.
Examples off the top of my head (note ideas not refined so don’t hate) would be
- a trait that lets you dodge an extra time using LF instead of endurance with say a cooldown of 5 seconds.
- a trait that give you LF every time you use you heal skill
- a trait that makes you do more damage in DS at the cost quicker LF loss
- Having Dumbfire do a stack of fire for every 33% of LF you have so 3 stacks above 66% 2stacks above 33% and 1 stack below 33%
- a trait that provides a greater LF pool for each minion you control and minions give you LF.

Letting our LF pool affect more of our builds and getting traits that let us diversify is the ideal. Right now DS and LF make are a burst system trying to be attrition. But why be one or the other exclusively. Wasn’t this game designed around diversity?

Necro is designed to be a burst class.

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Alright, let’s stop arguing about if DS is or is not an attrition mechanic and instead suggest changes to make it into a good one. Just a few of the already listed suggestions:

Cut the total DS pool by 2/3 or maybe like half (6-10k)
Increase LF gen on weapon and traits by 300%.
DS cd starts when you enter.
Allow all healing in shroud.
Allow using utilities in shroud.
Give necros some stab, some vigor, fix walk and wurm, maybe rework DS 2 and 4 into a damaging skill and a port (port on 4 skill). Fix well of darkness being poo.
Get rid of all the massive cast time skills.

IDK what you think about DS now, but this ^ would work 100 times better in competitive play, while also making necros less OP against noobs.

Those are good suggestions. The thing I’d like to see the most and could make DS EITHER more bursty or attrition is for there to be uses for LF beyond a second life bar. DS 5 is the only skill that uses your LF. If the skills were linked to the amount of LF you have and you spent LF to energize your attacks you can build up and be much more bursty. Or trait DS so that your attacks do 25% less damage in DS but all 5 attacks recover LF, making you more tanky.

These are just thoughts for the direction of DS LF and eventually RS. We should have traits to make the whole DS mechanic either bursty or attrition to suit our play style. As it is now its a 1 trick pony that most necros are not satisfied with. My main problem with Necro is that we don’t have enough diversity. Condi mostly sucks, MM AI is stupid and other than wells and sigs we don’t have much. Most experienced necros play the same 1 or 2 builds in every part of the game PvP, WvW, PvE with minor adjustments. Why bacause we don’t have lots of vesitility. Power, Condi, or MM.. Condi is under powered and MMs stupid… so pick. After HoT looks like it will be Power Condi MM or Reaper.

Trait diversity for DS is the most needed thing. And something better than Dumb-fire

Reintroducing Hex spell skills?

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We already have mechanics like this but I wish the devs would read up on all the gw1 hexes to get inspirations. They do a bit like siphones now are like blood bond but some of the best hexes activated when things other classed could do activated. Like damages them when they block etc. Would love a hex that damages all teleporters in an area. It could be more of a well or mark that did massive damage to anyone leaving the circle so all the kiters would be affective. Or better yet an AOE hex that teleported anyone traveling more than 600 away from you back to you.

Get rid of Condi damage.

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I’m all for removing stats entirely and making the system closer to GW1 one, but that’s just me.

GW1 had IMHO close to the perfect skill system. It reminded me of collectors card game like magic the gathering where the skills were the spells and the stats we the mana. I loved the system and it was super versatile. It was probably harder for the devs to keep balance with so many skills but it was an awesome system.

Is reaper the problem? OP necros?

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IMO the reason they won’t allow Necro to be OP from a damage perspective is because all the high DPS involves 1111111111. Dagger, DS, Lich, all use autospam for their DPS, so to let Necros out DPS other classes while we simply press 1 would be embarrasing for the company.

The problem is, balancing a class that is mostly forced to be bottom DPS is proving to be tricky… queue large second health bar and condi transfers. I don’t think there is much of an excuse for lack of stability though.

Stability, invulnerability, cc, mobility, damage. We’re not getting mobility EVER as has been said time after time and we already do decent damage (we never made the top but were never on the bottom). But give us good stability, a good way to stop/slow down kiters and give us the ability to survive focus fire and we may jump to the top of the ladder. Even if Necros were top for 3 months we’d always be looked at as a class that has been able to compete and may not be useless after all. I really don’t think we’re useless but that’s close to the way others see us in high level parts of the game.

make life blast a double/triple hit skill :D

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I think it would be better if it bounced like Reapers Touch (Focus 4) though we’d probably only get this traited. Here’s how the skill could look.

Blast a foe with life force that bounces between foes, dealing more damage the closer you are to your target.
Damage: 246 (1.0)?
Damage within 600 units.: 345 (1.4)?
Number of Bounces: 3
Range: 1,200

This combined with Dhuumfire would be effective and would work well for power and vamps as well. Make it a trait and add vulnerability his might be a good replacement for Unyielding Blast, bounce instead of pierce. It would add a lot of versatility to the skill. Multi hits in 1v1 and not having to line up foes in group fights.

(edited by Akrasia.5469)

Plague as Well

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I actually like the idea of Plague as a Well but it would have to change. Thematically you could say you are using your body to channel a well around yourself. Here are the things to consider:

- Would need a cast time, like all Wells. No more stomping mid-cast.
- Traitable to have lower cooldown
- Traitable to heal on every hit
- Traitable to spam Protection in radius.
- No longer transform, so Moa shouldn’t end it

I think it could be pretty easy to work in. Lower duration, reduce Stability, and there you have a pretty decent and useful Elite. In large groups you can heal yourself and do moderate damage, reduce the effectiveness of Rampage, and give team support with protection.

Give it a cast time of 1-2 seconds and invulnerability while casting and you have a winner.

smh at necro forums

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Posted by: Akrasia.5469

Akrasia.5469

I personally think necro’s are fine. I love playing my necro, I spent a lot of time creating a very effective condition build that does a whole heap of damage. What I have a problem with is being kicked out of groups because ‘NO NECROS EVER’. By people who don’t play the class, and are just ‘programmed’ to hate the class.

IMO, any dungeon/fractal goes 10 times smoother when you have a well played necro. It won’t be as fast kitten zerker warriors or 5 zerker guardians, but that doesn’t mean I deserve to be kicked out of groups when I play my class pretty effectively.

This is what I’ve been saying for the last few days. Necros biggest problem isn’t a broken mechanic (it is a small part of the problem though). The biggest problem is everyone’s (including the devs) perception of the class. Necros are perceived to be a tanky class but we have no skills to back that up. Necros are perceived to be damage dealers and hitmen so to speak but without mobility and good cc we can’t lock down the majority of our opponents, smart ones disengage as we are strong 1v1 vs someone who stands there to trade blows. And worst of all Necros are perceived to be low tier in most things (sPvP, high lvl dungeons, fractals) Maybe rightly so, maybe not, but that perception needs to change or we’ll be complaining forever.

Why no Invulnerability?

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Posted by: Akrasia.5469

Akrasia.5469

I think invulnerability would cause a lot of problems. You can already get incredible tanky. I run a power build wth lots of knights gear and corruptors favor, hell i can already survive a lot.

The problem as was said before we’re tanky 1v1 not against focus fire so at best Necros are duelists not tanks (someone else said bruisers) though we don’t excel at anything. We’re ok with a lot of things (except mobility) but not great at anything except condition management and thats reactive not proactive and useless in a lot of situations. As I said on a couple different threads, Necro’s problem is perception. Because of our 2nd lifebar we are perceived to be tanks. But we don’t have the skills to back that up. Just a lifebar that goes down and down.

If you wanna see how strong a necro with invuln is, play a Sylvari necro with the Take Root elite.

Doesn’t help in PvP which is the base for balance in the game. My main char is a Sylvari Necro and I would love to bring Take Root into PvP games but can’t.

MM build still viable?

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Posted by: Akrasia.5469

Akrasia.5469

And can 1 shot fire guardians.. unless they nerfed that.

smh at necro forums

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Posted by: Akrasia.5469

Akrasia.5469

Here is the thing, for casual play a bit of WvW and low level fractals at best Necro is great. In fact at low levels Necro is probably one of the top classes to be. When players start playing at a higher level (ranked sPvP, high level fractals, dungeon speed runs etc) Necro is one of the worst classes, or at least one of the most shunned. The tools most groups want at high levels necros lack greatly. I’m not a top tier player but I can see why necros are constantly complaining.

The biggest problem I see is we never had the top spot in 3 years. So now whenever a necro is around the first reaction is “we can’t have a necro on the team”. I’ve been kicked off a pug team for simply being a necro before play even started.

As I said before in low level casual play necros have nothing to complain about. Thats 85-90% of the player base but in the places that highlight the classes (sPvP, High level dungeons) we fall short. If not for WvW we’d be useless in competitive play.

Is reaper the problem? OP necros?

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Posted by: Akrasia.5469

Akrasia.5469

You’re literally asking devs to make your profession OP so you won’t suck that hard. Sad day.

It’s half joking half serious. Like any other competitive game that’s in the hands of constant developers the cool powerful builds constantly change through nerfs and buffs. What usually happens it that a rotation develops where the cool class/build becomes obsolete and what used to be the bottom of the list becomes the top. So far in 3 years Necro has never been the class to be. Each other class has had their day on the top of the ladder but ours. Even when we get a buff and there’s a buzz that we’re viable we quickly get nerfed before we can shine. So yes we need to be put on top of the list for a little while so we’re not intantly dismissed because as of now the top players in the game probably don’t even consider trying to make a build with a necro based on rep alone. When a big patch like J23 comes around they will look to see if anything has changed then they will keep ignoring the class until the day Necros get buffed enough to get really noticed. Everyone know’s we’re the step kids of GW2 and it’s going to take something big to change that perception.

Is reaper the problem? OP necros?

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Posted by: Akrasia.5469

Akrasia.5469

Is necro stuck in limbo until the Reaper comes out. I feel like all our problems of balance seems to stem from the devs being afraid that slight adjustments to us now will make the Reaper way OP. Maybe when HoT is released we can finally have some good balance without worried devs nerfing us.

One more thing (to the devs if they are reading this). What’s wrong with an OP necro., just for a month or 2? I mean we haven’t been the top class ever since day 1. We’ve been on the bottom for a while and to change peoples perceptions of us we’d need to be OP for a while til people get used to us actually being one the team. Kitten balance for a short while and just give us what we need to be part of the GW community.

The Dhuumfire thread

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Posted by: Akrasia.5469

Akrasia.5469

What about this….

Dhuumfire, whenever you apply chill, you burn foes. (2 stacks). DS 1 now applies 1 stack of burn and extends existing condition duration by 1 second.

OP. I like it but the idea is OP. The amount of chill spamming coming with Reaper would be insanely powerful

Good idea? Bad idea?

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Posted by: Akrasia.5469

Akrasia.5469

Dark path could work how GS3 on warrior and FGS works where it’s a line from us that we aim and then use the skill. Change it so that we are the projectile that moves across the ground. This would mean that they can keep the rest of the skill the same.

A bit more thematic then a teleport – a rushing of darkness chasing down the prey.

The thing they have to do for dark path is just make it inescapable. Make it a homing missile that never misses and keeps hunting the target even if they port or dodge it. NO HIDING BEHIND ROCKS OR TREES. No matter how slow it is eventually it will hit and often with a surprise.. though it will be a slight learning curve for necros using it but I think it will be awesome like that.

Why no Invulnerability?

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Posted by: Akrasia.5469

Akrasia.5469

2-4 seconds of invul would not benefit me in most fights. Stab on DS 4 would be infinitely more useful.

Either or would be fine.. I mean are we tanks? Are we cannons? What are we?
We have about 75% of the tools to make us useful in any particular role(except mobility) but since there is always a class that does the role better we are not in the running for any job. We are called tanks over an over again so give us invuln or better stability and stop nerfing our heals.

Get rid of Condi damage.

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Posted by: Akrasia.5469

Akrasia.5469

It’s a comparative thing. It’s not that necro condi damage is terrible, its that compared to other classes why have a condi necro in the group?. We stack damaging conditions worse than a lot of other classses and are really only useful for redirecting conditions and turning boons into conditions. In PvE that’s almost useless and its reactive playing in PvP, WvW. Now if we can stack chills, vuln, weakness, fear etc and cause all that to do damage we’d have a unique play style that could acctually be useful if the numbers are right. We’d could be the top support units controlling the field with a spam of conditions, not just trying to get the most ticks of damage.

A simple buff to our Elites.

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Posted by: Akrasia.5469

Akrasia.5469

We already make people run. Necros only need to escape when outnumbered badly.

But that seems to be what people want from necros. “Necros are the Tanks” is what everyone says but we can’t properly tank. We can last a bit but not really tank. Also we should be unstoppable stun breaks at the very least should be our thing. With no mobility things that slow us down hurt more to us than other classes.