Yeah, I was really frustrated at the time, too, but it really was entirely too powerful of a skill before the nerf.
Ok, nerf it to the average of 2.5 pre 10 seconds or plain make it only do a full cleanse of the necro and then remove up to the amount of condis removed from the necro be removed from allies in the mark.
The only place where it had actual power people talk about (aka you having 4 allies and a enemy who procs the mark all in a 180 radius) is in wvwvw zerg clumps where it doesnt matter since nothing on the professions should be balanced on a siege game mode.
Then can I have Death Shroud piercing trait?
‘Cause it’s hella annoying fighting through 2-3 health bars in a fight while I’m melting to every condition in the game.
Yes, its called DAMAGE oh and every single second of the game you cc the necro (which is fairly easy having no reliable stability like stand your ground) .
Basically, anyone saying necros ever have a problem with conditions has zero clue about the profession. Conditions have always been something necros have been very, very resiliant to. Now, helping allies with their conditions? That’s a different story. Ever since the Putrid Mark nerf, there hasn’t been much in the way of ally cleansing that’s any good.
the reason for why they wanted to nerf putrid mark was because blah blah blah blah the one good thing about necros have blah blah blah blah nerf nerf nerf . and so anet devs all got together and said what were we thinking ? we have to take away something necros used that made them important ! lets do it ! no reason
I suspect the real reason for the putrid mark nerf was because a 5-man total cleanse on a 25 second cooldown is overpowered, especially since it’s not just a cleanse.
Plus, there was the weird functionality of when you had three sides getting caught in the mark where it would transfer conditions from side B to side C and vice-versa. I would prefer the mark still had ally-cleansing ability, but the nerf was actually pretty well justified. The biggest problem with the nerf is that they never replaced the support it gave elsewhere.
Chance is its that they didnt know how to fix the second.
Since a 20 second cooldown cleanse for which 4/5 people need to melee their enemy is not something even remotely far off with what you can do. Everything from Shouts over Elixirs to plain using your profession mechanic (aka water attunement) has equal effects taken in the values of risk and reliability.
67k from 2 stacks of Bleed in 1 min.
how is that possible? That requires like 10000 condition damage.
it’s total damage after 1min.
Bleeding conditions and some other show total damage dealt during it’s full duration.
Easy to achieve with 2 000 Condition Damage.
If target doesn’t cleanse himself from conditions, then I even rarely can stack 12~15 stacks of Bleed, since any target melt down before I reach such stack amount.
Even if you managed to get 5000 condition damage (aka around double the current max viable setup, 2000 more than max troll full condi) a single bleed stack wont do more than 300 dps, thus 2 wont do more than 600, thus no you are missing like 5000~6800 condition damage for that to be even halfway possible/to do that on a crippled worthless build.
(edited by Moderator)
I like how Bleed condition is lightly looked at if it comes to necromancer.
And I think that there are other conditions which should be main conditions than bleed.
67k from 2 stacks of Bleed in 1 min.It makes condimancer to simply spam scepter auto attack on target. Will melt quite fast.
1.) Doth one needeth to remind thou: http://wiki.guildwars2.com/wiki/Condition#Skills_that_remove_conditions And https://dviw3bl0enbyw.cloudfront.net/uploads/forum_attachment/file/154119/Toxic_backstab_period.jpg
2.) That 67k total you gave is a mere 1k dps, i get 4 to,es more by afk throwing untraited nades in the vague direction of a cap point.
As a lot of other people mentioned ICDs on siphons are very bad. EQ and WoW quite actively proved it, the hit requirement more than makes up for the damage.
Tho i do remember someone making a suggestion of limiting siphon potential to how much actual dps you can push out (so like stronger damage but average healing on soldier, high healing and “high”/150 on hit damage for nomads, weak/close to no/current damage with high healing on zerker). Or plain % based.
Tainted Shackles (even tho a better fitting thematic would be “lesser evil principle” choice between getting a long immob or a lot of torment), Spectral Recall, Plague Blast, Path of Corruption, Terror, Chilling Darkness, Death Perception and Unyielding Blast.
Unholy Martyr would be on the list too (since it is in concept a good thing), but its numbers are kitten.
the only things that need to be looked at are celestial d/d ele, celestial/turret engie (as well as incendiary powder), and PU phantasm mesmers (2/6/6/0/0 & 4/4/6/0/0).
almost everything else is pretty well balanced at the moment (IN SPVP) there’s certain builds that could use some very minor tweaks that improve the amount of counterplay available, builds like terrormancer and mediguard; but again, the only things that need rebalancing urgently are the builds i first mentioned.
What traits are those builds using that your suggesting are problematic? The traits are kind of key for the conversation.
What is problematic with the “terrormancer” and “mediguard” exactly?
Nightmare runes and limited camera, 2 things which have nothing to do with the professions; sadly most people are too… skritt to get it.
All projectile skills with a trajectory can hit targets beyond their listed range, especially if the shooter has a higher ground.
Wrong.
Thief
-Pistol: paper range 900, max hit range 905
-Short bow: paper 900, max hit range 970Warrior
-Rifle:paper range 1200, max hit range 1205
Engineer
-Pistol:paper range 900,max hit range 905
-Rifle:paper range 1000, max hit range 1005
Guardian:
-Scepter:paper range 1200, max hit range 1205
This bug is only on Bow weapons like Thief shord bow,Ranger Long and short bow and maybe on Staff weapons(Ele,Necro)
Staff skills fizzle past max just a tiny bit over max range (like a step when it turns red), ofc fire ele has aoe on the end of it, but works like that mon most skills.
Ngrasp from necros used to go way past (like 1400, 1700 from a 45 angle like in jade fractal), but got nerfed like over half a year ago.
Nightmare runes annoying thus nerf necro.
Dont have cleanse when fighting engie thus op.
Guardian, the profession built on heal/block to augment low hp, on medi build, arguably the 3rd biggest pre cast combo build, thus actively easy to avoid with a block or stealth, too much healing for its damage.
Logic.
Anyone getting upset about languages needs to understand that…
the guy speaking that other language isn’t speaking to you.
the client filter and block function are there for you to use.
many people cannot speak any other language than their own.
and last, complaining in map chat about people using any other language will get you blocked and reported.Anet have said repeatedly that no language is mandatory on any server.
This is accurate. I don’t know that someone would actively report another player for saying “Use [language] in chat!” but they might. And depending on the aggression of the statement, that rude player might be given an infraction, it’s true. I suggest that if you feel strongly about not seeing another language, simply make your personal choice (as above) and move on, without making anyone else feel bad and without stirring the pot.
On the other hand, I’m not sure I’d call this linguistic or cultural discrimination so much as I’d call it the behavior of someone who is not being very pleasant or reasonable.
Actually, with the option to pick a language option in chat, you gave everyone all the rights to filter other people, which is good (very good in fact if you ever played any MOBA)… its kinda a thing which goes with giving people options and freedom of (thus also from, aka /ignore) speech.
Q @Bhawb.7408 – wouldnt that then be… balanced? I mean i deny ele spikes with my toolkit 5. Without 3 other utilities and/or traits. Also they could just re-nerf spectral armor and walk to their 3% pre hit without limit but not in DS and not stacking phase.
Not saying it isn’t balanced, its just fine as is. What I’m saying is if you added in permanent stability on top of that (something that was suggested before), you’d have a build that can’t really be dealt with. You can’t CC it to get it off points, you can’t burst it down, it just sits in your face and laughs. Not to say that the build would be good necessarily, but it has significant issues in that you can’t actually counterplay anything about the build.
Or they could fix DS to be 120% of HP (150 with 30SR) but not reduce physical damage by 50% thus not stack with protection making LF heal/gain in DS weaker.
This doesn’t change anything for direct damage, just makes LF much better against condi. If you have 10k LF but all direct damage is reduced in half, a 10k hit against you is 5k, or 3350 with protection up, which is 50% or 33.5% of your LF. If you have 20k LF the 10k hit hits you for 10k or 6.7k with protection up, which is 50% or 33.5% of your LF. Since all LF gain is % based, its exactly the same.
Yes and my point was, thats exactly what warriors do with less investment, kinda what i do with engie with equal investment and kinda sorta what guard/ele and mesmers can do with full on builds, but on a reliable/no resource requirement basis.
BTW 50HP which has 83% damage reduction only takes 17 damage from a 100 damage hit, a 100 hp with only 33% damage reduction takes 67 from a 100 hit; thats 66% of max hp remaining vs 23% of max hp remaining difference (that is assuming prot and DS reduction stack and aint one after eachother, seeing how signet and armor booster work).
skill sets are not designed as combos….and never have been, they are organized via cooldowns (Lowest <-> Highest)
But… they have identical cooldowns…
Q @Bhawb.7408 – wouldnt that then be… balanced? I mean i deny ele spikes with my toolkit 5. Without 3 other utilities and/or traits. Also they could just re-nerf spectral armor and walk to their 3% pre hit without limit but not in DS and not stacking phase.
Or DK said just making it mai trin thus % reduction in cc.
Or they could fix DS to be 120% of HP (150 with 30SR) but not reduce physical damage by 50% thus not stack with protection making LF heal/gain in DS weaker.
The issue with long-term CC immunity while in DS is that Spectral Builds have a very easy time staying in DS for a long time already, meaning you would have a tanky build that passively is immune to CC for a long period of time, and your only way to stop that is by attacking them, which will also fuel keeping them in DS (via SA/SW), and you can’t really just wait it out. Before the recent fix to DS expiring on its own, this would have been even more problematic.
I’d rather see it have a Dogged March style effect while in DS. You still get a bit of stability when you jump in, and as long as you stay in it is fairly difficult to use soft CC to control you.
Dont spectrals have like… a 20/128s uptime? And a ICD on hit thus a thief or ele bursting down wouldnt make a difference?
Seriously no idea and would love to see a current video of it…
What if it instead became pulsing Stability while in Death Shroud? Say 3 seconds every 3 seconds? I’d like that, really.
Another guy used to suggest to give the the 7 stack Mai/Massive mob treatment to Foot in the grave of immune to the actual negative effects of cc, but not immune to it being a interrupt. pull or push (without the knockdown). Seems better since it wouldnt hard counter cc builds since even with boon rip only mesmers could reliably rip the stability each time if you let them AA.
How come that Hammer Shock isnt 2 and Fierce Blow the 3 skill? Ofc its not a problem since keybinds exist, but it just seems to make kinda more sense in that way (same as Swords Savage Leap on 2 and FT on 3, cripple/range first then harder hit).
http://wiki.guildwars2.com/wiki/Shadow%27s_Embrace – higher uptime, equal trait cost.
how is it incorrect? tell me one thing in PvE that is challenging for a group
That is called moving the goalpost.
why? its exactly what raids are for and what i was talking about.
Even so there are options for challenge for groups in PvE.
tell me where the options are please.
Well technically Triple Wurm used to be difficult for “groups”… but that was because of Bugs, RNG and pre ferocity being mostly the same in lower level zones as on 80…
Personally id love to see a Tower Knight, a Kalameet, a Smough and Ornstein/real Twin Emperors not the kittenty trainers in AC, Razorscale (or Deconstructor since most people didnt like the cute drake) or Vezax (or plain a copy paste of Ulduar as a whole), id even take the bombs from Geddon, BUT in a setup which properly allows for different setups (e.g. you could just murder a ice boss with zerker but end up having to deal with chill and ice block phases, or you could use a block/sustain tank kiting said boss trough fields of lava which you summon by healing iron furances or reflecting said bosses ice shard attacks into a gong which drops rocks on said boss making him take 50% more condi damage for 5 seconds).
Tho (again personally) a bigger part of the “lacking” challenge in pve seems to just be with sustain, heal and tank builds being plain unviable and/or worthless.
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also highest HP among all classes (besides warriors)
i don’t see why walk and wurm can’t be considered a port, i use those all the time in matches, yes it is precast but so are some other blinks
necro has heals and once again i still consider it a second HP bar combined with very high HP pull blocks would be overkills…. also don’t forget multiple forms of fear which can also work as defense
same thing with evades, evades are there for classes that otherwise don’t have high CC, high surivival stats etc. otherwise
lack of reflect maybe arguable but i feel like anet wants to keep those limited to few classes, come to worse you can always run MM necro and just let your pets body block everything
once again why would necro with high survival stats need to rely on dodges? if necros were allowed to have high uptime on dodges and evades they would have to have base HP of a theif or guard which is twice lower than what necro has btw… and would have to say good bye to DS
some classes rely on devades/stealth for survival, some classes rely on blocks, in necro case it is high initial stats that allow them to take quite beating before they even get low, combined with DS…
the lack of moblity is covered by constant cripple, chill, immob and fear application
the lack of actual straight heals is covered by life steal, once again DS and multiple ways of condi removali play necro (in fact it was second character i lvd up) and i agree lack of moblity can be annoying sometimes (especially if you played thief before) but on the other hand i can fight on points in pvp, have good controll over enemy thanks to condis and bring a lot of utility for zerg in wvw…. i am rather puzzled that someone would complain about necro survival when i can surf through enemy zerg along with guards and warriors w/o any problems
once again, classes like engis and celestial/might stacking hybrids need to see a nerf, necros are fine (besides nightmare rune abuse)
as far as elites go, i find plague is really usefull in wvw, lich form or flesh golem are actually quite awesome in pvp…. i feel like necros have maybe not the best elite choice (once again, engis i look at you) but they are actually pretty good imo and necros actually have choices!!! unlike some other classes that are forced into 1 elite because everything else sucks
Hp doesnt mean jack kitten if you can just never get hit or reset on demand (which is allowed by mobility or stealth thus every other profession has options for it).
Every profession has heals.
No, they would actually still need to get buffed even if they got evade moves, thief has stealth, immunity to chill and cripple and a average 3 combat ports/ blinks pre 10 seconds. Not that im suggesting it since it would go against the initial and sale based promotion of necromancers as the “facetank and steal back the hp” class.
Warriors – block, mobility, vigor, evade moves (your argument is invalid in terms of stats).
Condis get cleansed, hard cc can only be stun broken or stability stopped, not a argument. But it does bring up lacking stability for a non evasion profession (in contrast to mesmers or thieves which have more than enough evades and blocks on under 10s cooldowns to be functionally only skill capped in terms of cc mitigation.
Elites were never mentioned in the post, they are above average (not best, but no bad one except for some bugs, but stuff like plague bugging and not applying its type if stripped and then launched till you get hit again or lich auto attack not being remembered are as said bugs and minor). Tho in all fairness, new guard tomes, all engie elites and all mesmer elites are far stronger on average use (compare/contrast, being immune to 5 people too stupid to get out of 600 range and plain chopping off 80% HP from 5 people on 1400 range while ccing them with mortar, which is by far the weakest engie elite).
P.S. Its not skill which is keeping you alive in WvWvW, its the GWE part of GWEN.
^ putrid mark which can only cleanse 3 conditions limit of 5 targets
Not sure if you mean it with the comment, but Putrid Mark no longer cleanses allies since its massive nerfing.
so necro atm:
3rd best boon removal
discuss
Who removes boons better than Necros?
Mesmer and Thief on a reliable pre second basis, engie can technically “burst” off condis/over a few seconds for total boon removed/second, but over a longer fight (on second corrupt boon into 3rd dark path) it goes into the favor of necros.
necros also have 2 HP bars and extremely high survival (compared to other classes)
Oh yes a HP bar which bleeds out in trade for: 0 leaps, 0 blinks/ports (and no, swalk and wurm are not mobility they are pre cast), 0 blocks, 0 evade attacks, 0 reflect, 0 projectile destruction, no on demand vigor or trait based endurance and 0 invul skills.
Your argument fails.
Worst mobility? yes but you got the wurm and walk
worst support? i guess but thats not our job
worst survivability? nah man zerker thief/mes/ele way squishier
worst damage? nah man lich form/life blast or 100fears is plenty dmg
3rd best boon removal? LOL
Corrupt boon + path of corruption + axe#3 + chill of death + well of corruption
No class comes even close to us when it comes to boon removal
Wurm and Swalk aint mobility, they are pre set teleports, by that logic mesmer portal and thief shadow trap are op mobility.
Nope, evade, evade, block, vigor, invuls, reflects
Necros are tied 3rd highest dps with charriors in terms of self capable strength, but that means jack kitten since zerk gear by itself means a ton of damage.
Mesmer aa>Thief larcenous>Necro CB +DP or A/F + WoC =>Engie lixirs.
When the collective forum remove their hands from each other’s dongers then I won’t have to be the only one applying logic instead of acting like ANet has some personal grudge against them. Also as someone else said, I always try to present the side of the story that everyone else is neglecting, regardless of what my personal opinion is. I’m actually very critical of ANet when its fitting if you listen to the podcast.
Noone listens to it and no, circlejerking (net not literal definition) is exactly what you have to do when a bunch of halfwits are trying to ruin something good (and bully them into submission).
If they want kittening constructive critique they should show up and filter out good ideas with functional back and fourth discuission, or ask actual necros with like over 10k+ ap/2k+ hours played (aka not me).
I think this may be bigger than you think it is man. Trying to force us into using US and ntd.
Its forcing you to use DS as it was intended to be used. It might be a bigger nerf than I’m thinking, but it should have been obvious that it wasn’t meant to work like this.
Reverse, the obvious unintended functionality is it triggering the CD again despite “exit DS” not having a cooldown while “DS”/entry has one. Same as the weapon swap thing, it seems like someone just kittened up the code and was too lazy to fix it.
There are plenty of bugs the developers are aware of and don’t do anything about.
Ineptitude thus getting the boot or ignorance and lacking qa thus the entire company being sued for selling a not fit for purpose product or plain playing misinformation/lack of knowledge thus avoiding most of the responsibility.
I dont think that the devs would ever admit to the first 2 because of the negative effects it would have.
I guess it makes sense in regards to cooldown consistency, but still: really unnecessary nerf.
How about, oh you know, making it actually just show the on entry cooldown, exit just exiting the shroud not resetting it. Hell if they wanted to nerf it just add like 4~5s to the cooldown, would end up with same 10s cd on exit for most builds without nerfing defensive use of it.
Because its balanced that the skill which on entry has a 10 second cooldown only applies it on it ending. /a-net logic
While i agree pure damage team composition gets things done faster and that shouldnt change, the whole team shouldnt be handicaped either the moment a guy who runs a more defensive oriented build jumps in.
Except it doesnt work that way, only braindead + their sheep meta it as such.
For example, for a afk easy mai trin you get: Warrior/Mesmer+1 person with a few soldier pieces and full condi cleanse dedication with decent regen/health+3 full glass dps with only 1 defensive skill.
Mes or War block all ranged shots; soldier guy tank-kites her in circles letting her hit a few times/start her flurry animations etc; rest dps from behind. Gratz you got a 0 downed 0 danger run which probably lasts just as long as a 5 man idiot rush on mai with 25 might and spotter banner, since they will get cleaved and downed without exploits no matter how skilled since she has 3 hard dps bottlenecks.
BTW stats buffers and artifical skill boosts/making up for kitten solo build power with aoe buffs isnt support, its the core thing dps does, in EVERY MMO.
Slam their staff onto the floor instead of moving their hands horizontally and doing a short hand wave then into a circular motion forward are the animations for “dodge this”. Also entering DS = get stability and dodge big black-blue glowy claw.
Meanwhile, only 2/5 skills even scale remotely well with Power (Putrid Mark scaling very well).
Putrid mark scales very well compared to other staff skills, kitten comparable to other two handed weapon skills and utterly terrible compared to its cooldown and removed support.
That one scepter ability scales off conditions on the target.
Play a class with properly designed weapons and you’ll notice Necro staff IS a Hybrid weapon.
For example every single Mesmer staff ability either does condition damage or scales from it. Ditto Mesmer Sceptre. Torch? 100% Condition. Pistol? 100% Power.
Mesmer Greatsword? All power, no condition. Mesmer Sword? All power, no condition.
Ranger Greatsword: 100% Power
Ranger Longbow: 100% Power
Ranger Shortbow: 100% ConditionI can keep going if you want…
Staff is a Hybrid weapon, and that is a problem for the class.
Staff is not a hybrid weapon, just a utility weapon, just as warrior warhorn offhand.
Also by your logic (saying shortbow is 100% condi, despite having only 2.5 condi skills, compared to necros guaranteed 3, traitable 4) staff is a pure condi weapon.
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Ty again for doing this, but again @anyone who does such stuff since last time i asked wasnt replied to: How is the progress on more options like FoV, better zoom distance (aka boss distance), optimization/dumping some processing on the graphics card (its a sin that a game with a awesome style, but medium rez textures sinks to lower FPS than maxed out Crysis 3), etc
I think you missed the point, 3 would extinguish the flame, 5 would increase its duration (thus taking suspension of disbelief, 3 just knockback, 5 increases the duration by 2s).
Also as said there are options for cone shaped fields, wall just makes no sense past lazy coding.
Ironically, this means the Leap finisher on Foul Current actually can do something. Since the skill doesn’t actually hit anything, the only combo field we have that it does anything with is Well of Blood’s light field. Which until now was incompatible.
Foul Current actually default self combos for weakness application (aka using it for well drop into current is weaker).
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Spectral, MM and Condi all work, Spectral is pretty much how skilled vs how stupid the enemy is/if he doesnt know the animation of grasp, MM is who gets to who faster, Condi (well terror) is about timing fear and putrid mark to stop the rangers combos.
I see the problem more in the generally time of stealth and reveal.
Stealth is just too short to make it more than a simple spamskill and reveal is too short for the others to give them enough time to attack them, before they are stealth again. (The same for Mesmer)
Inclusive that their whole design around this mechanic make them really weak without it.Stealth should be more an utility and not replace their whole deffense.
Except it isnt, evades are (not to mention the fact that thief is the only profession which gets 4 (6 with energy) dodges instead of 2 (3) for 15 points which are in a quite strong dps (well initiative, but translates into the same thing) line AND are the only profession which has a guaranteed teleport and/or evade on every set which isnt double pistols (which need a soft rework either way, being bipolar kinda like older warrior rifle).
it doesnt matter if it has a weapon scaling, in fact that would increase the dmg form my calculations cause i calculated the modifier while wielding an exotic weapon, so if you would wield an ascended weapon the dmg would be higher. for calculations it make sabsolutely no difference if you calculate scaling of the average weapon dmg*modifer or use that term as one modifier, you only lose out on max possible and lowest possible dmg, but for average dps calcualtions you end up with the same result in both cases.
And i quote “A skill has a power modifier, (aka its power scaling), lich itself has the base value of a staff of the rarity of your weapon”
That is not how scaling works.
A skill has a power modifier, (aka its power scaling), lich itself has the base value of a staff of the rarity of your weapon ([&AgFgVwAA]), lich used to have like a 0.9 power pre second output with a high base damage (comapred to daggers medium + 1.4 power pre second with higher base last hit), now its increased (can be caluclated on pvp golems with Damage Delt = Weapon strength * Power * Skill coefficient / Armor), tho for anyone using external/delayed damage its a nerf since a combined well bomb did well over 15 x power over 5 seconds.
Actually the only change on terror damage was a nerf (thank you dumbfire):
https://forum-en.gw2archive.eu/forum/info/updates/Game-Update-Notes-July-23rd-2013
“Terror: Reduced the damage by 17%. Fixed a bug so this trait now checks for the torment condition as well.”What i like about necromancers patches : QoL, we got ton of that (way to gain LF, reduced CD on spectals, interacting while in DS, buff to warhorn trait…)
Buff to WH trait would actually be the best buff we had from my PoV.
Actually terror had a lot of changes (http://wiki.guildwars2.com/index.php?title=Terror&action=history) from 1.5 level + 0.15 condi damage over 4.5 level + 0.25 condi damage to its current 0.4 level + 0.25 condi damage.
No idea if its up to date tho.
Necros didn’t get hit by this patch, I have no idea why people act like that. None of the nerfs we got actually mattered to PvP, and while the buffs were extremely minor, they helped a tiny bit. But overall, Necromancers stayed the same, while some of the most dominant builds that threatened us were hit hard. That’s not all that bad.
Necros didn’t get hit hard, but the hits they got (except for lich nerf, gosh was that needed) were just silly. Our well of blood was nerfed to raise our sustain? Also not everyone plays PvP. You can’t just balance for that. WvW and PvE are a thing.
Lich duration nerf wasnt needed, power upscale from transforms was however across the board thing.
5 doesn’t increase burning because smoke actually would choke the air and cause fires to die faster, it’s the heat that causes burning, and smoke itself isn’t hot at all. (Ever had someone who was smoking blow in your face before? Gross, but not hot.)
Fair enough on the rest, but that smoke aint in a vacuum thus it would behave more like https://www.youtube.com/watch?v=cPJLw7Xkmzk or… any post explosion fire spread ever.
Why does 3 increase duration of burning despite physics not working like that and it kinda being weird on a CC skill?
Why is 4 a wall and not a cone like Smiter’s Boon,
Why doesnt 5 give the burn increase like it should being smoke which can transfer flames easily?
Also why is Incendiary Ammo 3 attacks pre 60 instead of 1/20 giving it more synergy and consistency but less “surprise long burn”?
Thanks for any explanations.
Yes i agree the healing effect is pretty bad, but i recognize giving necros warrior type regen will be just a tad bit overpowered. However, something just occured to me, how about conditional healing while in ds. For example, while hp is below 20% heal 300hp/sec, 200 below 50% then 100 above 50%. Again, this is just a random example.
I personally think the class as a whole can do fine without much healing in ds but i guess if the healing was better it will allow build diversity.
Or just allowing necro DS to let self heals work on the real hp bar?
The range of all long bow attacks (with eagle eye trait) should be reduced to 1500 (like it reads).
Actually, all projectiles continue traveling past their stated maximum range, depending on your elevation in relation to the target. I’ve tested it before, even my elementalist’s fireball will travel further than the stated 1,200 range if I’m standing on slightly higher ground. You can still hit a character outside your effective range by spamming the auto attack because of this, the ability just won’t go off on it’s own anymore.
Personally I like this little fact. It makes it feel a bit more realistic, since your projectile shouldn’t just disappear after a certain range. However, if you nerf the longbow by taking this detail away shouldn’t every projectile weapon suffer a similar fate?
No they dont, all necro and most ele projectiles got nerfed to just fade off past their intended range very early on (and staffs skills+Lich with 2nd fractal update).
Unholy Sanctuary’s new mechanic is pretty much exactly what a Grandmaster trait should be- A big, build-defining trait that fundamentally changes how a key aspect of your class works.
Buffing the regen wouldn’t be unappreciated, and buffing some of the other traits that seem like they’d synergise would be great. You’d think Deathly Invigoration would be a natural tie-in with this trait, but the amount of health it actually returns is quite pitiful, unfortunately.
You can see the potential there. There’s a build waiting just under the surface for other changes which would make it an incredibly meaty build- things just need to be fiddled with for it to become a real contender.
Isnt the only good feature of US (the on almost death block) something that was nerfed away from necro and now just returned but worse?
i don’t think you understand what Competive balance is..rf<Reflect that in its self is competivive balance , No one build do everything.
the situation in which no one business of a group of competing businesses has an unfair advantage over the others , in this case both groups will have a Rf ranger and a Reflect in both groups its up to those group to use the Reflect Smartly. they are balanced/.
1v1, tell a necro to reflect
3v3, tell me how a thief should block/stability when dogpiled
5v5, tell a mesmer to do ranged aoe
5v5 each side has each profession once, still tell me how a necro would reflect projectiles
Builds having weaknesses is fine, a profession/class/whatever not being even able to counter another build because it doesnt have the option to get the tools/apppropriate replacements everyone else has is not, that is by definition imbalance (side 1 clearly being worth and able to do more than side 2).
Was noted on reddit and bug forums already.
Well the idea is that there will always be imperfections and flaws with each release. QA can only minimize the problem, but rarely clear them out completely. In this case, I noticed a gaping flaw in relation to the Personal Story
There will be, and thats expected, but from what can be seen in GW2s history, it looks like the QA team doesnt even play trough the changes they make or dont work together with the team which implements the changes, either way a flaw in management.