Showing Posts For Arvid.3829:

Necro staff is the worst.

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Posted by: Arvid.3829

Arvid.3829

Our staff does have the second longest range in the game (after Longbow traited for range increase), though. It says 1200, but in actuality it’s about 1420 on the auto-attack plus the mark radius can go beyond that 1200 nicely.

If I saw you extended the range out for staff 1 necro past 1200 I would report you for exploiting. The range is 1200.

With the added on AOE range of the 2-5 attacks the ranges exceeds 1200. It goes to about 1420. The auto attack does not exceed 1200 though.

I believe it does. I can hit things my warrior’s rifle auto cannot, standing in the same spot.

It can hit further than 1200, but it will not auto-attack unless you are in 1200 range from your target.

Similarly, Dark Path (DS2) can hit further than it’s 900 range, but will not track your target if it was casted out of range and it will only port you 900.

This seems to be a property that is shared with other projectiles (but not all), as you can read here. (For the record, I’m ‘Ki’ there :P)

Crit build, Survivor (PvE/WvW)[Update 2]

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Arvid.3829

I’ve only skimmed through it, but a first question that comes to mind:
Any particular reason why you’re not putting more points in Soul Reaping? If you’re focussing on crits, the extra +crit dmg alone seems to be worthwhile going down this line, let alone all the other benefits. (Stat economy wise, this also seems to be one of the better ways to get +crit dmg).

Foot in the Grave - What's the point?

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Posted by: Arvid.3829

Arvid.3829

:D

Seriously though, Foot in the Grave is very solid, but not cheap.

In my opinion, this about sums up the necro’s problem: we can do a lot of things fairly well, but nothing we do feels borderline game breaking. Or in other words, most classes seem to have something that feels a bit like cheating the normal game ‘rules’ (Mesmer’s portal and D/D ele’s perma-boons are to things that come to mind), but necro just stays neatly within the borders (or I haven’t found yet what we do). Foot In the Grave in BWE’s (perma-stability while in DS) could have been something like that, Fear going through Defiant felt like that in PvE, but all those holes have been patched up…

Again though, Foot in the Grave is still solid in it’s current iteration. (Except that it costs you 30 trait point, which is a high price to pay if you weren’t planning to go down that line.)

Foot in the Grave - What's the point?

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Arvid.3829

You’re exactly right.. Fits’s extreme utility is exactly why 1% of builds have it. Your all-piercing eye has seen through the many clouds of deception and reached the truth that apparently shines only for you.

Manticore Five used Random Number Generation!
It’s super effective!
Mammoth’s All-Piercing Eye fell!

Power builds, lets talk Sigils

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Posted by: Arvid.3829

Arvid.3829

I’m in a similar boat as you, not really sure I nailed my sigils right yet. But for what it’s worth:

  • Sigil of Blood in Staff: some extra damage (a bit lower than fire/air), but the extra health seems more useful for boss fights
  • Sigil of Accuracy in Dagger: my +crit dmg is over +50% (so over 100%) so this is more damage than Sigil of Force (if I’m not mistaken) and it helps with on crit effects
  • Sigil of Luck in Warhorn for general PvE
  • For harder PvE (or when the luck stacks have capped) I’m not sure yet… I’m going with Sigil of Fire atm. I’ve considered Sigil of Strength as well, but it’s just too costly atm

Let's debug minion AI

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Arvid.3829

… they still do not focus YOUR target.
Also might be an issue with the weapon,since i see some better reactions with the staff than the dagger.
Switched to dagger earlier today just for variety,and minions were standing around hitting random targets even while i was still hitting and using skills on my target.

Sorry, but I have to disagree here: attack your target is something the minions actually do fairly well in my opinion (apart from fleshy maybe). Are you sure you were hitting your target?

What I mean is: they will attack the target you have selected (the one that has it’s info at the top of your screen) the moment you start using targeted spells, and literally that. You don’t have to hit that target to make it work, but what you hit is also not necessarily what you have targeted (if your target is out of reach, the game will make your abilities hit something else if anything is in reach, but that doesn’t necessarily change your target). Especially with dagger, this situation can happen fairly frequently. You could actually use that behaviour to have your minions attack a different target than what you are hitting.

Also I’m truly sorry that adding, what I thought was useful information, to this constructive thread seems to have derailed it to ‘another one of those necro threads’.

Stop discussing Minion AI/pathing .....

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Posted by: Arvid.3829

Arvid.3829

Posted in the topic titled Let’s debug minion AI

This is a great thread. Keep it up and we will use it t help figure out all of the issues.

Thanks,

Jon

Need I say more?

Let's debug minion AI

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Posted by: Arvid.3829

Arvid.3829

I’m necroing (no pun intended :P) this thread because it’s important.

I just did some testing at the minotaurs in Diessa Plateau and it was very clear that the Flesh Golem (and only the Flesh Golem) has an aggro radius of his own. This property will initiate combat for him (and again, only for him) based on proximity to a mob, irrespective of any actions done by either the player or the mob.

As per

It does not give a free res. These guys can’t rally you. Also they die in about 11 seconds, not 2 seconds. I would like them to have a bit more survivable, but the real problem is obviously them aggroing. Necro minions are supposed to aggro based on what you attack only, so if this particular minion is not following that rule that is the real problem. We are currently investigating it and will make any changes we think are necessary.

I reckon this is the first point that should be addressed, as it clearly contradicts what Jon said, and possibly interferes with his normal target selection (and thus might explain why he seems to have more issues than other minions, as stated above by some people).

If possible, I’ll try to make a small video later this week, to illustrate my point

(edited by Arvid.3829)

(PvE) Defiant Change Ruins Necro vs. Bosses

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Posted by: Arvid.3829

Arvid.3829

And again, the issue is not that this is a gamebreaking change. The issue is that they took away a unique aspect of the class while most classes (including us) are lacking just that.

Doing away with the trinity and all that is cool, but at the same time it introduced the issue that classes lacking roles: basically we’re all just doing damage and trying to keep ourselves alive. This also means that (when you think about it) we are all just doing our thing next to one another, but there is no real teamwork involved. I think this is one of the bigger issues in the game atm, or at least this would make the game even better if it was addressed in some way.

One of the ways in which this could be addressed is in giving every class some aspect in which they can ‘cheat’ the normal game mechanics, something along the line of ‘no one is supposed to face tank bosses, but if you’re a guardian you can actually do fairly well doing just that’. Fear ignoring defiant felt like this for a lot of us, at least I always had a feeling of ‘if something goes wrong (one of our front liners goes down, the boss starts healing, etc.) I can quickly bypass the normal CC-protection and jump to my teams recue’. As such, this change felt like a big slap in the face, because instead of making us more unique/giving us roles they just made us more normal.
On the other hand, I can understand to some point that with this ‘fix’ everyone is now forced to deal with defiant stacks and thus everyone will be forced to play more team oriented (as in: you take away all stacks of defiant and then don’t CC anymore until it actually matters; this will undoubtedly be a big joy in your average PUG…).

To also approach this from a different angle, I’d actually like to make a comparison to mesmer’s portal: this is a skill that brings a unique feature to the mesmer (with no other ability coming even close to the same functionality), as such it feels a bit like cheating game mechanics as well. Only, this skill was (is) so much out of line (from a WvW perspective) that it warranted a change. So they did change it: it now teleports at most 20 people… Wait, isn’t that still a small army? Isn’t there a rule that aoe affects at most 5 targets? Isn’t portal basically an aoe teleport? (Hell you can probably teleport a second mesmer, set up a second portal and teleport 39 people, rinse and repeat…)

So why then does portal, that was forming an issue, undergo a change that still grossly violates the normal game rules, while fear, which wasn’t considered OP at all, gets changed to do just that? I believe the different approach to these 2 clearly indicates why the majority of the necros here is so kitten of with this change.

Agony resistance and Death shroud

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Posted by: Arvid.3829

Arvid.3829

3) Condition damage is doubled in DS (although last time I checked, the damage numbers did not reflect this), so agony is possibly subject to this as well?

(PvE) Defiant Change Ruins Necro vs. Bosses

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Posted by: Arvid.3829

Arvid.3829

So, just so I get this straight:

…as someone who solely runs PVE…
Edit: by PVE is mean dungeons, yes that’s all I do, I don’t sPVP, I find WvW too zergy, I spend most of this time in this game running dungeons I know what works I know what doesn’t work

You solely run PVE, also you know what works and know what doesn’t.

I don’t see how a small defiance change unravels the whole experience

You didn’t use fear to interrupt Unshakable mobs. (Although it did work…)

The whole concept of fearing is simply masking bad positioning/dodging on account of you or your fellow teammates

Sheobix, Knote (and possibly their whole teams) need to l2p?

Oh wait its not vital, this whole argument is kittened

No, it’s not vital; 90% of the game is not vital. Yet, having something in your arsenal that can forgive some of the mistakes made by you or you team is very useful. So the argument is actually about the fact that this gave our class a unique role (and one that wasn’t even directly tied in to the Trinity). If you’ve accidentally seen the latest GuildCast-episodes, you’ll know that that’s actually a pretty huge deal and it just being taken away from you like this is a pretty huge reason to complain.

And as an added bonus;

If you feel so passionately about how sucky we are, please reroll – tired of these repetitive posts

These guys have pretty much always been the exact opposite of that so far, so gg on raging on the right people.

PS. I know this is pretty much what Manticore Five said, I was just to slow

(PvE) Defiant Change Ruins Necro vs. Bosses

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Posted by: Arvid.3829

Arvid.3829

I like to think that I have a pretty optimistic view on the necro. Yet, in this case, all I can think is: this just blows… and hard at that.

Flesh golem changed recently, no regen?

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Posted by: Arvid.3829

Arvid.3829

He was regenerating with me yesterday, so I would venture a guess and say you’re just imagining things (Maybe you didn’t wait long enough between fight? He doesn’t share his ‘out of combat’ timer with you.)

what runes ?

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Arvid.3829

Neither, use MK for birds on golem charge

Do the ravens activate on golem charge, or only on golem summon?

With what stat(s) does Vampiric scales?

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Arvid.3829

In my opinion, it’s your WvW bonuses

Necro skills, balance and opinions

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Arvid.3829

Spectal Wall should be used in any MM build with either Bone Minions or Putrid Mark. Laugh at those throwing AoE onto your minions when they all have Chaos Armor.

Last time I tried (which was a while ago…), I found it pretty hard to get Bone Minions and/or Putrid Mark to combo with Spectral Wall (can’t remember if it was both or which one in particular). Is there some ‘trick’ you use to pull it off?

New type of Transmutation Stone

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Posted by: Arvid.3829

Arvid.3829

Might have been suggested before: I think it would be nice if there would be a type of transmutation stone that retains both items, but just switches looks/stats around. Especially with the introduction of ascended gear, which is so much less dicardable than exotics, having this new type of transmutation stone will eventually become a borderline must imo.

Hypothetical case: you have a full set of ascended armor with T3 racial armor transmuted onto it (for reference: 1 ascended back-item seems to currently cost between 20g and 70g, depending on which one you want). Now, for whatever reason (balancing that induces shifts in power, personal playstyle change, etc.), you find yourself in need of new set of armor that you obviously want that T3 look on… You are now presented with the cool choice of destroying an ascended armor set or buying a new set of T3, 100g+ (extra!) in either case just to have a look (that you already had) with new stats…

Similar issues present themselves when you transmute the Mad King backpiece look on an ascended backpiece, just to find out that Wintersday or whatever gives you an even cooler backpiece look (I know I would gladly pay a bit of silver, if it meant not destroying those unique looking items). Or even when the level cap gets raised someday (as was hinted at in the AMA I think) and we all need to get new level appropriate gear.

Bone fiend projectile finisher

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Arvid.3829

I just noticed that the Bone Fiend’s attacks are projectile finishers… Thought I’d share that, since it doesn’t seem to be documented anywhere (except for this one post).

On necros being "broken"

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Arvid.3829

bone minions still have a 3 second delay on blast finisher combos

I’m pretty sure they actually give 2 blast finishers: one on activation and one a second (or two) later when the animation finishes. I use this all the time with Well of Suffering to give me somewhat of a merger between Well of Suffering and Well of Darkness: the damage and vulnerability of Well of Suffering with 4 area blinds (not to mention, the damage from Putrid Explosion isn’t shabby either) gives you a very solid combo.

Actually no, for some odd reason your character also gets a blast finisher from himself. Then the delayed blast finisher comes from the minion.

So it’s actually yes then? You’re probably right about the source of the blast, I’m normally in melee range when I use this combo (and I don’t even have room for Focused Rituals), so I don’t really see the difference. I would dare say that it’s even better, as it gives you the opportunity to blast your Well of Blood, Healing Spring and similar fields that generally end up somewhat away from your enemy. I’m just praying they don’t remove it.

On necros being "broken"

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Posted by: Arvid.3829

Arvid.3829

bone minions still have a 3 second delay on blast finisher combos

I’m pretty sure they actually give 2 blast finishers: one on activation and one a second (or two) later when the animation finishes. I use this all the time with Well of Suffering to give me somewhat of a merger between Well of Suffering and Well of Darkness: the damage and vulnerability of Well of Suffering with 4 area blinds (not to mention, the damage from Putrid Explosion isn’t shabby either) gives you a very solid combo.

Is rune of divenity any good for necro

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Arvid.3829

A much more efficient way to boost your stats and crit damage is by slotting jewels of your choice into all pieces of your armor. (if you didn’t know that you could use jewels instead of runes)

And how would that be more efficient?

A jewel adds 55 stat points (more for Ruby and Beryl, but ok) while a rune of divinity adds 70 points +2% crit. So what am I missing here? Only if you’re looking to max your crit% do I see why you would prefer jewels.

Deathly invigoration

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Arvid.3829

Transfusion: Deathly Invigoration doesn’t even come close for that purpose (except maybe if you could masterfully do it every 10 seconds, and even then…)

Deathly invigoration

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Arvid.3829

Transfusion works on yourself, but you need to be in DS to use it and DS makes you immune to healing…

But if you’re channelling it and DS stops (because you’re at 0% Life Force) the skill will just continue and heal you. If you can time that right, you can actually heal for quiet a bit.

PvE Flesh Golem Aggro radius.

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Arvid.3829

You must be new to the forum then, it’s actually one of the most complained “working as intended” problems.

Yeah I don’t lurk the forums a lot.

If that’s “working as intended” then AN either completely sucks or just hates necros. You’d figure with all of the class’ other problems they’d at least let us have ONE skill that won’t kill us.

Afaik, no dev ever said that this was “working as intended”.

There was one post though where Jon Peters basically said that Jagged Horrors (like other minions) should only target what you target and not aggro on their own. And if they didn’t, this should be looked into. Since we all know that ALL minions don’t follow this behaviour, I guess it’s safe to assume that they will work on this. (Apparently, a lot of people expected this to be in the last post already, but to be honest, with their whole iterative process thing, I can see how they didn’t have time to fit it in anymore.)

Necro Sucks -Proof

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Arvid.3829

I know what I am doing

You sure dooo

The Karkas skill activate which they usually do first is a barrage of what seems to be icicles that deal pretty mean damage, just dodge that… I’ve had no issues what-so-ever and i was killing them in full rare magic find gear.

:D

He’s talking about the Veteran Karka, whom imo are actually easier than the Young Karka, but hey… (I always seem to aggro a few of those Young Karka and if you fail to dodge a few of their barrages, the damage quickly adds up).

WTB condtition damage/vitality/toughness

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Arvid.3829

So that’s what they were. I noticed a link to GW2guru over on reddit, but the links there were messed up (scepters and such linking to swords and hammers).

You try and sort through this

WTB condtition damage/vitality/toughness

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Arvid.3829

There is also Apothercary’s gear now (healing power/toughness/condition damage)… seems somewhat similar.

39% Stealth Damage Buff to Necromancers

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Arvid.3829

This sounds too good to be true (so it probably is ).

Anyway, I looked at Fiesbert’s thread (Fiesbert, I mentioned your thread: 3 hours well spent I’d say ) about autoattack DPS and he allready uses your boosted values (even though his thread dates from 29/09 and his last edit was 01/10), so I don’t really have a clue what is going on here… If I’d have to venture a guess though: I seem to vaguely remember that one of the patches included a change to the tooltips so they would now reflect your stats instead of just showing the base damage? If the values you use predates this patch, then maybe that explains it?

Discussion of 11/15 Necromancer Changes

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Arvid.3829

Is it weird that putting 30% into +Plus Life Force trait sets max life force to 87%, not 70%? That’s not how I envisioned it working when I heard about how we could tell when it was working.

I would assume something died when you tested this. I was somewhat alarmed because 87% is indeed not what it should be. So I did the test myself and it was 77% for me, which is what it should be (100/130=0,769). That’s how the math works: 100 is not a 30% increase of 70, but a 30% increase of 76,9.

Discussion of 11/15 Necromancer Changes

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Arvid.3829

Necrotic Grasp (Staff 1) Is hitting alot further than 1200 range.

It did this pre-patch aswell.

Gluttony was never broken, it’s always been such a small increase no one notices it.
Test it in the mists, count the number of Necrotic Grasp attacks it takes to fill LF pool with and without gluttony, gluttony will decrease from 33 to 32 attacks.

This is indeed how it SHOULD work: honestly people, who really believes an adept trait would turn our staff 1 into 8% LF/hit? That would make it a better trait than any of our grandmaster ones…

EXCEPT, I tested this before and now after the patch and I can not reproduce what you say Kiriakulos: every hit gives me 3%, never 4 (and never 6 either).

Discussion of 11/15 Necromancer Changes

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Arvid.3829

Blood Fiend’s heal is scaled with WvW buffs. It doesn’t heal for 600+.

Yeah, our sever has a 7% increase to healing atm, which explains the difference I saw.

Discussion of 11/15 Necromancer Changes

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Arvid.3829

Now when you cast Dark Path you can’t leave death shroud during it’s cast time or it cancels the skill. Well, I guess that was kind of a bug. But funny as a Dev used that tactic in a post not too long ago

Leaving DS always canceled spells you were still casting. Leaving DS never cancelled spells in flight. Very different things, there.

Nothing broke there, you’re being paranoid. It still works fine, you’re just leaving death shroud too early.

Yeah, noticed this too. Made me smile.
The only thing Anet are good at is trolling their necro playerbase, well maybe two things actually.. being clueless about their own game as well.

You too.

I can second that, this still works.

lot of text lill change i can tell you one thing tho.. bloodfiend healing is pretty good now 574 that doesnt scale with healing for every time he attacks thats not bad thats not bad at all

also dark path seems faster the hand.. could be my imagination and wishful thinking tho. but since they made the staf animation faster.. it wouldnt suprise me this would be a lucky fix too and it got 33% faster.

I believe they made Spectral Grasp faster, not Necrotic Grasp?
Also, mine heals for 614, so it must scale with something or there some other effect in play?

Discussion of 11/15 Necromancer Changes

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Arvid.3829

I didn’t really expect to get nerfed… now we have one blast, no leaps, no whirls and no 100% projectiles? Am I missing something?

We have 3 blast finishers (Putrid Mark, Putrid Explosion and Necrotic Traversal). I don’t know about Necrotic Traversal, but both Putrid Mark and Putrid Explosion are (for the moment) double finishers (they apply there effect twice, Putrid Mark instantly and Putrid Explosion with a short delay inbetween). Since you summon 2 bone minions, you effectively have 4 blast finishes(?) (from that skill alone) on a 21-22 second cooldown.

Everbody knew full well that it was at least very odd for Mark of Evasion to be a blast finisher, so this doesn’t exactly come as a surprise…

Discussion of 11/15 Necromancer Changes

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Arvid.3829

From what I’ve read so far, I like it. I don’t see how you could QQ about this, but then I have faith some people will find a way… (Ah, there are still some certainties in life.)

What is workaround for minions not attacking?

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Arvid.3829

If they just added a heal skill or re-summon outside combat with no CD, I’d be happy a happy camper.

I have recently discovered (recently because I’ve only recently started using minions) that Well of Blood heals your minions and is, generally, rather more useful (not to mention reliable) than the Blood Fiend.

Wells are more bugged than Windows Vista… Blood one not only heals you and your minions, also heals the mobs. Look: http://www.youtube.com/watch?v=H92jXPlA0mU

That isn’t a bug with wells in general but with Vampiric Rituals.

Upcoming patch: 5 pages of changes

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Arvid.3829

^^ This.

Honestly though, how do you get from “5 pages of changes” to “we’re going to nothing again”… WTB some logic?

30 points in Deathshroud does not give extra 30% increase???

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Arvid.3829

It would be way too OP if it were additive, even if it were a grandmaster trait and it’s an adept trait… But even multiplicative, I don’t think it works. Easy way to test it: go to the Mists, deplete all your Life Force and start using Necrotic Grasp on one of the golems. If it adds 3.15% instead of 3%, you should see yourself gain 4% at some point (depending on how the rounding happens, that should be either after 4 or 7 attacks). Last time I checked, I never saw this happening.

Share your little tricks

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Arvid.3829

In addition it’s very easy to fear people on top of keep down to ground level with you.

Wow, I never tried that, how do you position yourself when doing that? I normally use Spectral Grasp for this, but it’s easy to miss.

Worth Starting a Necro?

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Arvid.3829

Like others I absolutely love my necro, and I also think our Jack of All Trades-level is very high.

After reading PinCushion’s first sentence, I have to say that I’m completely at the other end of the spectrum. I’ve played necro since BWE1 and I must admit I’ve had my tough moments where the class just seemed off. So after hitting 80 and making the mistake of using a crafting booster on my necro, while not having enough low lvl mats to continue, I was actually somewhat happy that I could try out a different class. So I rolled a guardian and played it till lvl 35ish. But oh boy, those last 10 lvls were hell, there were times I was literally falling asleep behind my PC, every encounter was the same: you do your greatsword rotation and you win… if you don’t, you can probably try to switch weapons but 9/10 it means you’re in over your head and you can’t do it (maybe I was just playing it wrong, but that was how it felt). After that, I was sooo happy that I could log into my necro again that now, weeks later, I haven’t felt any need to play anything else. Encountering situation where my normal rotation doesn’t cut it is actually where the game starts for my necro (as opposed to where it ended on my guardian) and on top of that, she actually feels tankier…

Opening splendid chests while my golem tanks the champion, soloing certain group events, reviving a guy after killing 10+ mobs that just pwned his kitten because he overaggroed… these are just some of the situations where I’m like “oh yeah, I’m a necro, baby”.

PS. My time as a guardian wasn’t all bad: being without Leap of Faith made me appreciate Dark Path a lot more and it has now become an integral part of my playstyle :P.

Share your little tricks

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Arvid.3829

In DS form, use your burst then cast your #2 in ennemy direction. As soon as you cast it, dispel DS and run to him with dagger. The #2 projectil will continu to travel and hit, and port you to the ennemy. With dagger out, you will port and attack rigth away.

It simple, but it’s really useful in pvp when people keep moving and its hard to lend daggers attacks.

In extension to this: the port does not interrupt your casts, so if you can time it well, you can start your attacks/spells early.

Share your little tricks

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Arvid.3829

Somewhat related to this (and I only used it in PVE, but I assume it works in other places as well): as you probably know, when a mob stealths, you can still hit it but it’s rather hard to tell if you are, as you won’t see any damage numbers and your chains will stay in phase 1. On the other hand, if you have the vampiric trait (and you’re not at 100% health),you will still see it’s green numbers pop up. So I just pull out my daggers and slash away until I see green numbers.

Toughness vs. Vitality for Necros

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Arvid.3829

20% of your max Health

120%

Naaa they stated that the increase was not the 1% intended.

No… we (or at least I) claim it has no effect, because I can’t find ANY increase.

You should really read through the rest of that thread. If your tests were done using a combination of condition damage + direct damage then your numbers are off.

Conditions and direct damage appear to affect life force differently, and every test I’ve done where condition damage and direct damage are isolated show soul reaping having absolutely no affect on effective hp in death shroud.

On top of that, I tried to explain to him at the bottom of my post here that he doesn’t take into account the range on his values and that this range is so large that he really can’t draw the conclusions that he did from them.

TL;DR He basically found that 1 point in soul reaping increases your DS-HP by something in between -0.17% (yes that’s a minus sign) and 0.67%. Notice how 0% is part of this range…

Staff & Axe Are NOT Main Weapons

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Arvid.3829

I do wish it scaled with condition as it does with power

Can you explain why you think staff scales better with power? I run a power build, but ended up buying a Rampager’s staff for the extra condition damage over Berserker’s because my minor testing showed that I’d do more damage that way… Was I wrong?

using other weapons beside staff when you use those two are indications of how dumb people are not knowing the staff basic dmg

You mean the difference in weapon strength right? Or am I missing something here?

How to Hit Like a Truck

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Posted by: Arvid.3829

Arvid.3829

…(possibly, we really have to get the health of death shroud figured out)…

https://forum-en.gw2archive.eu/forum/professions/necromancer/Death-Shroud-HP-Pool/578566

What more do you want us to test? (Also, Soul Reaping doesn’t increase DS atm, confirmed by several people earlier in that thread and here)

Ya I know what the combo finisher and the lack of a cast, however what bothered me the most with them is they’re not always ‘there’ next to the target for the splosion.

The explosions have the same range as wells do, so if you’re in melee range already (dagger) chances are pretty high that they are even close enough from the moment you summon them.

Necromancer bugs compilation. (discontinued)

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Posted by: Arvid.3829

Arvid.3829

Not at all Arvid. I noticed already that the “You become Mist” doesnt work everytime Im at 20% HP.
Here is what happen too : When I use DS, sometimes all my skills disappear and I cant do anything for several sec. After that (25% of LF have gone away) I can use my DS skills again.
As an example, I go into DS, I active my Life Transfer immediatly, then the ‘lock’ appeared for no reason as a consequence the Life Transfer ended prematuraly and is in CD when the skills reappear. Its just an example, you can replace with any DS skill if you wish.
My tought was that the 2th or 4th ‘power’ of the Rune of Vampirism trigger while Im in DS form making the bug real… Just a tought as I play a Tank Necro in Dungeon and are hit a lot by monsters.

That is exactly what I mean, except that imo it is the 6th power that activates: I assume that “You become Mist” is the same as Elementalist’s Mist Form (or very similar) and in Mist Form you become invulnerable for 3 seconds, but you do not have access to your skills. So basically, in Death Shroud the game handles all these % health based triggers very badly (they do not use your real health, but instead think your health is 0 or something). What happens then is you enter DS, you do something that prompts the game to check your health (this is indeed not limited to taking damage, as the bug I quoted says!), the game sees 0 health so it triggers Mist Form and your skills get locked out for 3 seconds (probably cancelling anything you were doing in the process).

If you want to quickly test what I claim: remove one of your armor pieces, if it’s not related to the 6th rune, then you will also see what you describe when you only wear 5 runes right?

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Posted by: Arvid.3829

Arvid.3829

I bought the 6 Runes of Vampirism and now when I DS sometime I have a locked down of all my skill bar for several seconds (reseting the 4 Life Transfer while being used).

I play a tank Necro with 10(II)/0/30(III-X-XI)/30(V-VII-XI)/0 (I think it is when the Rune trigger the 2 th or 4th ‘power’ while i’m in DS form).

This thing never happenned before I bought the Runes.

You mean this?

(NB0002) Rune of Vampirism “You become mist” will trigger after entering DS and receive foe damage. (Ignores %HP trigger)

Necromancer Status Quo October 2012

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Arvid.3829

I’m in the same both as kKagari here: while I can appreciate the nicely written overview, I also think that some of the things you bring up are more personal rather than community concerns (and then I also don’t believe the community concerns to be 100% accurate either, but that’s another issue).

Feel free to add examples you feel isn’t a community concern.

This would be the most obvious one, imo.

  • Warhorn
    • Warhorn feels underwhelming compared to other offhand weapons.

I honestly don’t know where you got this from? I see plenty of necromancers running around with warhorns (both in-game and on this forum) and have hardly seen any complaints about it (well, you see complaints about everything, but some stuff frequently recurs and other stuff doesn’t). Then again, maybe I’m just reading (a lot of) the wrong topics?

Imo, there are definitely bugs that need fixing, minion AI could use improvements, axe is weird as its use seems unapparent (improving its damage is just one way to address this) and a lot of traits just feel underwhelming (although they might not necessarily be). But more importantly, it’s about time for the community to snap out of it imo… It’s entirely possible to make due, and even make a build that fits your playstyle, with the tools we have (and I’m sure a lot of people do just that), but at the same time our forum is full of all this coulda-shoulda-woulda stuff that is completely useless at this point, except for making people feel bad about their class. In-game (and I have to admit: I’ve never liked pvp very much, so I only play pve and some wvw) I never feel weak or underwhelming and there are plenty of opportunities where I feel unique as a class and that I can do stuff that others can’t. But every time I visit these forums, I go away depressed about my class…

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Posted by: Arvid.3829

Arvid.3829

  • (NB0126) Dark Armor: Doesn’t work for “Life Leech” and “Bandage”

I was going to make a ‘working as intended’ argument, based on the fact that very little traits seem to work in Downed State (mainly because they can’t apply to it); then I read “Attributes gained from traits now apply to the downed state.” (October 7th update), so yeah…

  • (NB0127) Death into Life: Doesn’t work with Dark Armor: While Channeling, Power is not increased by 20 when toughness is increased by 400.

You mean Deadly Strength. I can’t test it atm, but if it doesn’t I can see this being working as intended: these types of traits might just not take these temporary boosts into account. Similarly, one could test what the effect of sigil of Bloodlust or Lich form are on Death into Life.

Also, if you haven’t already, please take a look at the soul reaping bug(s) brought up earlier on this page (by XXVI Red and Vadren).

PHEW...

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Arvid.3829

I got to say I LOVE all these posts by the devs, especially hearing about the design philosophy and how they use certain skills. I also pretty much agree with everything they said, so I don’t get what some of you are talking about…

That aside, we recently did a lot of testing and found that putting points into Soul Reaping does not increase your Life Force Pool (one of the more serious bugs imo) and that condition damage is doubled in Death Shroud. It would be nice if you could also shed some light on this (working as intended?).

4% less life force with staff vs axe & warhorn

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Arvid.3829

No you’re incorrect, Duleshna. This looks like a bug or something. LF is displayed as a percentage. No matter what your HP pool is, the percentage should be the same since you get LF in percentages (attack X grants you x% of LF).

Actually, Duleshna is correct. DS is very much akin to a second health pool (120% of your normal HP is our current best guess) and while it is displayed as a percentage, gained as percentage and the natural degradation is percentage based, things like damage taken are not (that is recalculated to % for display purposes but this % will depend on your vitality). As such, changing your vitality changes your total LF pool, but not your current LF e.g. if you gain 20% more vitality your LF will go from 100% to 100/120=83% LF.