Actually this is how all events should be from the get go, as preparation for dungeons, and teaching of basic game mechanics like dodging (in freaking half seconds).
Atm, if you play some dungeons, the world just gets incredible boring. If you play events and all that stuff on the other hand, you are getting wrecked in the face when you then try to do some dungeons again.
Theres just a WAY to huge gap in the difficulty of open world and dungeons.
So either ramp up one, tune one down, or do both a little bit.
So, I’m lvl 80 and I’ve been going for the carrion set (cond, power, vit), but now I’m thinking that maybe I should have be getting some precision and toughness as well (from the whispering karma set, for example).
My traits are currently 25/0/15/0/30. I put points on shadow arts so my heal gets me 2 extra initiative, but I’m probably going to move those 15 points to acrobatics.
Another question, the last critical strikes trait gives a 100% chance to crit while in stealth. Does that mean that a Shadow Refuge + Dagger Storm combo would also have a 100% crit chance? Because that would be reeeeally OP.
On an unrelated note, has anyone tried a venom build? With 30/0/30/10/0 and using 4 venoms you could really turn battles around. Imagine using basilisk on WvW and everyone next to you gets 1 free stun. Not to mention pretty much everyone would get poison, chill and immobilize whenever you used each of those venoms. To me it seems that the utility this build provides for a whole group would vastly overcompensate the fact that you would deal less damage (since you can’t get cond or precision from traits).
Stealth breaks on attack, so the first attack out of stealth crits for 100 %, meaning the first projectile sent out by dagger strom would crit for 100 %.
Stealth has a CD of 3 secs before you can restealth, so dagger storming in shadow refuge would be kind of pointles as you don’t get back into stealth.
Venom Aura is limited to 5 players (or AI like pets or called Thieves), like everything else. It’s a very nice support build (with healing Venoms etc), but besides giving out these Venoms, you won’t do all that much on your own.
HS definitely needs an increase in initiative cost. Right now thieves have the best elites (hi 8k damage while invuln to damage and unable to be cc’d, or thieves guild that can take someone from full to half health practically instantly) the best mobility and survivability due to said mobility. Anet didn’t want a perma stealth, but the way it is now stealth also lasts too long for the small initiative costs (due to gaining initiative back when stealthed) CnD definitely does not need a reduction. It needs an increase. Thieves have the highest damage potential with scaling damage attacks, great cc, great gap closers, the best get aways, IMO the best elite skills. As I see it thieves need a rebalancing so that a good thief is a good thief, not just someone who can spam 2 skills and be successful. There is a reason why just about every tourney team has a thief or 2 on it, they offer more than other classes. Thieves should have to choose with their initiative costs either high burst or high survivability. Not be able to have both.
Well, that just sounds like someone is butthurt.
I don’t see how Thieves don’t have to choose between dmg or survive ability. Actually, i think they have to do so more than any other class.
If HS would be further nerfed, it could just be removed as well, since it’s already only worth the initiative if the target is below 25 % health.
Also i don’t see why a single target melee finisher burst skill shouldn’t actually burst, and if a Thief outplays you so incredible well, that he still has tons of initiative left when you are at least below 50 % health (so basically you get auto attacked down by Thieves?), then he should do nothing more but enjoying his well deserved kill with some Heartseekers in your face.
On the other hand, you could just dodge them, but after reading your post i think you are probably not capable of such a thing.
THE best elite skills is also pretty interesting. So in a important teamfight, you would prefer a Basilisk Venom over a Tornado? Ok.
You know there are different situations. A Thief catching a single person with low defense is the point where the Thief shines.
And if you let the Thief shine, just like any other class (except the bugged Necro), then they will.
If you can’t back off when a Thief daggerstorms, then you are probably that kind of person who also runs repeatedly into a tornado, enjoys the view in a 100 blades, or simply loves to walk trough Lich form Marks.
No? Then why the hell play so bad when facing a Thief?
Because if you die to a Thief pressing only 2 buttons, then the only possible answer is bad play (i guess you just panic when facing a Thief, which always leads to terrible play).
But please, keep telling people that the Thief is OP, since Thiefes lately got free kills for me (playing Thief as well), since they actually really only press 2 buttons, because thats what they read in the forums, and after i enjoyed watching them wasting their whole initiative on a HS spam i dodged, i can simply autoattack them down.
But probably my Thief is just more OP than their Thief is, who knows.
Backstab Thief is absolutely fine as it is.
The first thing we need, and what would already fix alot of problems, is giving mobs the ability to realize they are standing in a AoE, and moving out of it.
20 mobs just sitting in 5 Metorshowers at what not, attacking with a silly bow auto attack until they die just isn’t fun, not even if you are one of the Elementalists casting it.
It should be about playing well with situational awarenes, not staying still and cast AoE > all.
Playing a single target melee dps just doesn’t makes any sense in events right now.
Spreading out the mobs (because they want to avoid AoE) would help ALOT, and even give a use to single target and condition dps, since mobs aren’t clutching and nuked down in a second anymore.
If i remember correctly, mobs were dodging AoE’s in GW 1 (i could be wrong here), which sure is annoying at the first look when you are a AoE caster, but eveyrthing else is incredible boring.
If you want enemies to be in AoE’s, you at least should have to work for it (knocking them into them, CC’ing them in them, kiting them into them), and not being a auto win.
I agree on the idea of double effect wells, while i think 8 seconds and a pulse every second (combined with the double effects) would be to strong.
Also, Ritual of Protection is a pretty good trait, why you would want to remove it out of the game is beyond my understanding.
Your new trait on the other hand is utterly aweful.
With that trait, the enemy would have to stay longer in the Wells for the full effect, but also would suffer less pulses if doing so and also suffering most likely less pulses if leaving early.
Why would someone ever trait that? It’s like making a curse line trait that cuts your condition dmg by 1/3, makes them only tick every 2 seconds, but increases the con duration by 1 second.
/E:
funny, with all the problem necro have, you trying to fix the one wich isnt broken…
wells works exactly as they should.
While this is completely true.
Wells are the least problem of the Necro, and pretty much the only thing of the whole proffesion which is worthwhile using.
It depends on if it’s one “terrain block”, or multiple ones, since shadowsteps can’t cross the nearly invisible transitions of the terrain.
If you play with your camera enough, you can “glitch out” one layer of terrain blocks, leaving a crater landscape. That are basically the invisible walls you hit when shadow stepping.
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While a few of them aren’t super bad, none of them seems to be worth the effort for me.
Oh.. my.. that would be awesome.
It took me 3 days to get a group for the level 60 Dungeon story mode (1 week looking, 3 days actively searching for one, Server Status “Full”), and after i did it, i know why nobody wants to do it.
We needed nearly 3 hours to complete the story mode, and i lost about 10-20 silver doing so.
And i don’t even consider myself a bad player.
Sure, we weren’t all that coordinated as a random group, and we had some people playing/dodging… not so well, but it’s the Story Mode!
I went in there just to get the story, the lore of the game, not for a hardcore vent supported dungeon master run with a group of people i play together since years.
Besides that, i also like the skin of the level 78 dungeon armor for example. Do i now have to get TS, a headset and a pro dungeon team to get that armor skin, because i happen to like it?
Seems kind of over the top, i think a group of organized strangers using chat should be enough to beat a dungeon, for everything else, make a hardmode with higher rewards.
/E:
I tried the explo mode for the dungeon with the armor i desire, but my whole group was naked before we saw even one chest, and we really tried and were excited about it, and overcoming the challenge.
But it was just to much.
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Hey, maybe I just need more practice and I’m overreacting. I’d rather be wrong in this case than right, so I’ll have to keep trying
Don’t back of that quickly.
Yes, the Thief is indeed pretty much the most mobily class in the game, but your complaint about shadow steps is more than legit.
Shadow steps are coded in a very, very weird way.
The terrain in GW 2 seems to be made out of “blocks” or “tiles”, while it’s not always clear where one ends, and another starts.
And while you can normally walk over them, run over them with swiftness, leap over them, jump over them and so on, shadow steps are stuck when you try to cross these transitions of terrain blocks, which tends to be rather annoying (not even mentioning clear terrain gaps).
When you shadow step, every gap or transition is like a wall, breaking the shadow step, and while not being able to move over gaps may have been a (somewhat crappy) design or balance decision, being stuck at tarrain transitions flat out sucks.
You have “limited experience” with thief? Well that’s pretty obvious if you think they aren’t mobile.
Thief has tons of ways to move around the battlefield.
Good that you read more than the title.
While the title is just not true, the problem you are describing very much is.
Shadowstepping through AoE’s (like these stun force fields bosses in the crucible have for example) also applies the effect of the AoE, which means, when i shadowstep somewhere, crossing a AoE, I’m still affected by the AoE as i would have just walked through it.
While shadowsteps are meant as a teleport through the shadows, in reality they seem to be more of a very fast movement increase, only looking like a teleport.
You can’t actually shadowstep over gaps and you can’t shadowstep through/out of AoE’s, which leaves the shadowstep as a costly super swiftness buff, not teleporting, but rapidly moving your character, while also only available if you could have just walked to the destination of the spell.
Kind of needs a “fix”, which means the whole mechanic is flawed.
Have you not figured out how to use one of the best unrestricted teleport abilities in the game?
Thats exactly not what it is.
Also, would shadowstepping (etc) acros gaps, up ledges, etc kinda ruin the point of the jumping puzzles?
How would this ruin jumping puzzles? For who?
In the betas (i mention that because i don’t know if thats still possible) i met a random Mesmer player in a jumping puzzle, and before every tricky jump, he layed down a portal, so if we would fall down, we just could teleport up again.
Was that ruining the jumping puzzle, or did we exploit something?
No, it was just immense fun using that game mechanic in a creative way, and i will remember the fun we had with it at least for a very long time.
Who gets hurt by thiefes jumping over gaps in jumping puzzles? Or better, who profits from Thiefs not being able to do that?
Yes? Nobody?
And now don’t tell me it would be unfair for other classes. Every class has advantages and disadvantages. It’s not unfair that the Guardian can push people around like crazy, while my Thief can’t do that.
It’s just an awesome mechanic the Guardian has, while the Thief doesn’t.
And if you don’t want to use shadow steps to do puzzles (if they would be working) while playing as Thief.. just don’t do it.
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Thats actually the only thing about the Thief i really, really hate. Freaking everything one shots me in dungeons.
A random hit from somewhere, and I’m flat on mykitten while pretty much all other professions (except Elementalist, who is focused on range on the other hand) loose 1/3 – 1/2 of their health, and quickly heal up again.
I don’t really consider melee as an option in dungeons for Thief atm, except in some rare situations with only 1 enemy, where you should be able to see attacks coming for dodges.
But if there are 3-5 enemies who will oneshot you, it’s kind of difficult to stay alive while contributing to the team.
I fail to see the problem with necro to be honest, The build I am currently using in structured and in WvW….actually in PvE too. I can beat any class hands down, even those pesky guardians everyone cries about, hell most times I can take on 2. No joke either.
Why don’t you share your wisdom with us poor theorycrafters then?
I get that not everyone likes playing condition builds and that’s fine, there’s no reason why you can’t hop on another class and come back when you feel like it.
And while condition Necro is the most effective and only (semi-) viable option of the Necromancer, other classes like Ranger or Warrior are twice as effective condition Classes, while also having other options.
So even if you love conditions, Necro really isn’t the way to go, but still more than for everything else.
Could the Necromancer use adjustments? No one is denying that. But they still are playable, just not in all areas perhaps players want to utilize it in.
I don’t see any reason why someone would pick a Necromancer in serious PvP, and i already hear storys about Necromancer Players being denied for dungeon runs, because they “would slow down the group”.
I don’t see how that isn’t that a urgent problem.
So when 1/3 of a professions playerbase quits the game, waiting for fixes, another third rerolling on other classes, and the last third still playing the class, but feeling handicapped the whole time and not really having fun, then i don’t think “still playable” is enough.
After years of “when it’s ready”, it’s kind of disappointing when the class you were planning to play all that time is bugged like hell and weaker than everything else across the board.
and then Scepter 3 for spike damage.
And what do you spike with that 300-500 dmg?
Atm casting FoC rather than just autoattacking is a dps lost, which is kind of ridiculous for a single target damage ability.
That was the downed mechanic of the Necromancer befor he got dumbed down completely.
Further it’s not like the Necro is packed with awesome effects, so you could think “well, let’s make that a monster spell then”.
More than half of the Necro’s spell effects look like place holders, and/or are identical with x other skills.
And while all Marks and Wells look identical, monsters get different spell effects before they finish the Necromancer.
I really don’t know who has slept there at Anet, but let’s hope he wakes up soon, and fixes it.
The skill needs to be changed anyway, since atm using it is a lost of DPS (and the skill does only dmg besides giving some life force), since autoattacking does more damage than casting FoC.
So why not change the animation with it.
I don’t get it anyway, why even Necro mobs have better spell effects than the playable profession itself.
Minion AI needs a improvement. I really tried to utilize skills like Flesh Golem (ELITE!), but he prefers to enjoy the view while I’m fighting, so i guess thats not optimal.
Also i might add, even if he would work, how can you compare a Flesh Golem to a Tornado etc.? The only useful things about minions right now are their skills, like the knock down on the Golem, but thats it (if he doesn’t get stuck/charges into the wrong direction).
A slow melee fighter with low damage who dies quickly just to stray fire isn’t a elite skill, nor is knocking people down in a line on a huge CD.
Also, a personal request here, please Anet, if you read that, add the minions of the original GW.
Some of them are even the same. Why don’t you take the Flesh Golem from GW 1 when he simply looks so much better? Or why not keep the ranged minion from GW 1 instead of the devourer? Why would i as Necro model my minion after a devourer? He’s not bad desinged, and actually would be ok as additional minion, but why not get the iconic Bone Fiend first? Why not the simple and iconic Bone Horror as melee minion? And what happened to Shambling Horrors (turning into Jagged Horrors on death)?
Necromancers really seem to got worse in the last 250 years.
Not only did they forgot how curses worked, but also how to make awesome looking and powerful minions.
Now they reanimate rats and rabbits. Really? Who do they want to scare and fight, little girls, or monsters, warriors, and last but not least, dragons?
Oh well, my passion for the GW 1 Necro gets out of my hands.
But i think you get the point,
there are many little buffs and tweaks to make for the Necromancer.
But i don’t think a big overhaul is realistic, or even necessary.
Heads up Necros. Let Anet hear our voices, making the Necromancer enjoyable, or let’s haunt their dreams.
No, seriously Anet, i will send my Bone Rats into your office!
Crap, they bleeded out before they could leave my house..
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So, what would i do different?
Actually i think the Necromancer doesn’t need a “remake” by any means.
The first thing, of course, would be bugfixes. No other profession has that much traits that don’t work properly, and that needs fixing before everything else.
The second step to make the Necromancer “feel” better wouldn’t even include making him more powerful.
What the Necromancer needs first is updated animations, spell effects and all that good stuff.
Many complains about the Necro being weak are psychological, because he simply doesn’t feel powerful.
Marks are boring and feel rather bad to use. Not because they are weak, but mostly because you just dish out 4 identical symbols on the ground (and they kind of feel like placeholders), which pop in some small, barely seen, effect on the ground when triggered, and thats it.
Wells are boring, they also all look the same. You can’t tell what a Necro is doing. Is it a healing Well you should walk in? Does it damage enemies? It’s just the same boring thing on all Wells (it’s a nice effect for the Well of Blood, but that everything else is the same feels boring and weak to use).
Autoattacks are another problem. While other professions feel “meaty” when they hit, the Necro just waves his arms around like a maniac and nothing happens but some green or red clouds popping in and out, or a little backsmoke baby hand thing is flying off (yes, i know little blacksmoke baby hand thing isn’t “a thing”) etc.. It simply doesn’t feel meaty, not powerful, and the attacks have no impact at all.
Slicing an enemy up with daggers as a Thief, or dropping a dragons tooth, crushing your enemy as Elementalist and so on just feels better, even if it would be less powerful than waving arms around, it FEELS more powerful, and thats actually quite important.
The last step would be the tweaking, maybe even a little bit buffing.
I think the core is alright, and no Traits need to be switched around, or Trait lines even be changed completely.
But there are many things that need to be tweaked or buffed.
Examples that come to mind are things like “Reanimator”, the first minor Trait in Death Magic.
This Trait is so weak and the VO so annoying, that people start dodging the Death Magic trait line completely because of it, when the character comments every 30 seconds (the CD), that a minion was created, to say 2 seconds later that a minion just died. Besides that, it does absolutely nothing, nada, nichts.
That such a trait made it into the final game is ridiculous after years of “When it’s ready”. Needs a complete change, or straight up buff + tweak (character getting a benefit aka buff when the minion dies, more HP for the minion or automatic Death Nova of the bone minions when dieing, and, additional, remove of the VO for jagged horror creation/death).
“Life Siphoning” needs to be buffed where ever it occurs aka “Vampiric”, which heals for 1-20 HP on hit (while mobs hit you for ~1k, bosses/PvP opponents for 10k+. We don’t want to outheal dmg, but thats ridiculous), or things like “Vampiric Precision” and “Vampiric Rituals” etc.
Things like “Hemophilia” (increased bleed duration) and “Lingering Curse” (increased condition duration from scepter) need to stack.
Traits like “Terror” (Fear does dmg) need serious tweaks/buffs, since they are completely useless right now. That they are Major Traits doesn’t really help.
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Seems way to much biased to support your specific playstyle, and buffing up skills you like to be ridiculous good. Same for switiching traits and the attributes you get for trait lines.
Also the traits have a lore behind them. So Conditions are basically the curses of the Necro in GW 2, since actual curses from GW are gone. So it doesn’t really makes sense to move Condition damage away from curses, and since precision is basically crit chance, and the common use of crits to apply conditions, the line is fine. Besides that, sperating them would nerf the Necro, except if you would put Con dmg and Con duration together into the curse line.
That blood magic is about health and healing is also pretty easy to understand and intuitive, and so on.
You definitely put some work and thought in it, and some changes would make sense, but over all (and if it wouldn’t be so chaotic to read, and would actually give a sense of whats going on with the changes), i wouldn’t sign it.
p.s.: You really like Lich Form, don’t you?
/E:
And most of the changes are upfront to powerful.
That you want to greatly buff / completely change many things that really just need small tweaks, kind of shows that you don’t see the full potential of the most things the Necro has (or of mechanics / buffs in general).
Your Lich Form for example would just roll over 3 people without any problem, which is ridiculous. Over all, if all changes would be applied, it honestly would mess up the Necro completely, while making him on the other hand out right OP due to many clear overbuffs.
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If that doesn’t scream brutal and sick magic type, I don’t know what does.
Get into GW 1 and you know what dark magic can look like
If you plan on playing PvE, i wouldn’t recommend rerolling on a Thief.
I got my Thief to 80 a few days after headstart, and I’m actually rerolling on a Necro since then.
While the Necro has really SO many issues right now, we can at least hope for buffs/fixes. Thief in PvE (dungeons and so on) is so incredible weak and limited, that even Necros shine compared to that, while they won’t buff the Thief, since he absolutely rocks PvP, since stealth and blind are reliable defensive skills there, and the role of the fast map roamer who picks of weak targets is just not needed in PvE.
If you want to play mainly PvP (sPvP, WvW) instead, go for the Thief, it’s so much fun.
But i don’t think the reason you are sick of your Necro is, that you are “burned out” on that type of playstyle/profession, but more that the Necro actually isn’t that type playstyle/profession right now.
He doesn’t feel like the dark, minion summoning mage. The animations are complete lackluster and actually really hard to spot in fights, so there isn’t really a feel of powerful dark spells.
You just wave your hands around, and nothing really happens.
Same for marks, wells and so on. There isn’t even a way for allies to tell if you put a healing well, or a Well of Suffering, or whatever down, since they all have the same look, just like many other spells of the necro feel like placeholders.
The minions for the most part look ridiculous, and you more feel like laughing if you see someone running around with them than anything else – not exactly what a scary dark mage wants, isn’t it!?
But if you like the theme of the Necro (how it’s supposed to be, not how it is right now), then you won’t find that on other classes, i tried it. So i would suggest sticking to the Necro, and hope for improvements.
While we miss the Necro theme while playing the Necro (yep…), we will miss it even more when playing other classes.
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It should be healing.
The problem is that the heal and scaling of these Traits is so ridiculous low (1-20 HP on hit), that you probably would need tons of healing power to increase them just by a little bit.
That theses traits are bugged with the staff is known, nothing to do about that, all we can do is hope for a soon fix for all the problems of the Necromancer, and we are talking about a lot here.
ATM the power, animations and mechanics of the Necro are lackluster, and the only thing that keeps us Necro players playing is probably the Theme of the class, or, since it doesn’t even has that either, the hope that ANet will change him.
If i look at the 7 years old GW 1, and nearly want to rather play that, to actually play a themed Necro with cool spell effects, awesome minions and mechanics, then something is wrong.
Sorry for the “rant”, but i guess that answers your question too.
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The “trash” mobs are part of the dungeon. This is Guild Wars 2, not whatever other game you’re coming from. The design of the dungeon is that normal enemies are meant to be a challenge, not something placed to artificially make you waste time so you pay for another month.
Spamming autoattack for 5 minutes on a trash mob while afk is no challenge. Just as random onehits aren’t a challenge.
One is boring, the other cheap.
yes yes, I know you go to the karma vendor, but what Warhammer did right with the public quests was have an instant loot reward for the top 3 ppl that participated
No, No. Absolutely not.
From the calculations i have seen, and to put it very bluntly:
Toughness is best for long sustained low damage, which doesn’t include conditions.
While vitality is best for soaking up burst damage and conditions.
Make of that what you will, but if you are trying to build a defensive survivor build, it will always be best to have lots of toughness and vitality, not just only pumping all your stats into one.
Actually it’s quite the opposite.
Thoughness is your anti burst stat, and Vitality is your anti sustained/condition dmg stat.
But Toughness really seems to be a tick to weak atm, so a big health pool boosts the survive ability alot more than Toughness (which is also completely ignored by conditions).
What we need is a way to build multiple specs and a fast and easy way to switch to that build. If we had that option I think dungeons would be far smoother because many would create specific builds that are more suited to the style of play.
The problem is that many people are just shoving everything in their main damage traits thinking that killing faster is better. That’s probably fine for general leveling, but for dungeons you need more utility, more support, more defensive abilities/stats.
I rerolled from my Thief to a Necro because of that problem.
It’s impossible for a solo play Thief to run a dungeon and i honestly dont want to reset my Traits every time i think about doing one, just to reset them back afterwards, not even thinking about the costs of porting + reset every time.
As Necro, and with pretty much every other class, i can at least make builds that are viable in every situation.
But playing a Venom Aura Thief when roaming around alone would just be silly, while being the only real useful build in dungeons for that profession.
I wish they would let us reset traits at no cost at all time (out of combat), just like we can switch out skills/weapons.
It’s just a silly small gold sink that does more damage than good.
Names are game wide, since you can transfer servers.
There is no “one guy heals the whole party” thing, but every profession can do it’s part keeping everybody alive.
If you heal and support your party as Thief with healing Vemons or stealth flields, as Necro with wells, Guardian with walls and heals, Engeneer with healing turrets….
every professions has so many ways in keeping the group alive, and in dungeons everybody actually has to use them.
Also don’t forget that a good daze, blind, cripple, freeze etc. can just be as good as a healing spell, if not even way better. Preventing damage is more effective than trying to heal damage thats already done away.
If you enjoyed the Monk on protection, then every class is something for you.
I support the idea of showing both weapon sets on a character because of the reasons you just said.
Awesome from a RPG perspective, and also more insight for PvP.
The Elementalist, Necromancer, Engeneer, Thief, Warrior, Guardian, Mesmer and Ranger.
You will find the heal on default 6.
I just remember reading somewhere that supposedly devs said they admit there was problem with necro and they were looking into it or something along those lines but i couldnt find the source of it so i was wondering if people knew more.
In that case you know more than I do, but i hope it’s true.
Actually different skill effects for different skills would be a start for the Necro.
ATM teammates don’t even know if they should stay/run into my Well with low health, since it could be just a Well of Darkness for example, which would have no effect for them at all (besides may be pulling enemies into the Well with them, causing them to get blinded).
No, the game is out and the core (including the classes) is finished.
There may be expansions further down the road, including new weapons, but thats probably quite some time in the future, and won’t affect the current weapons in a major way, if at all.
/E:
But again, i think there is always hope, and even more so with ArenaNet, a company that still listens to their customes from time to time.
So if we ask enough, we may get some improvements out of them.
I would love to see different and way more fancy Well effects for example. And while all the same Wells and Marks may have a use in PvP, since the enemy doesn’t know what he’s running in, it’s really incredible boring to look at as Necromancer, and you get the “Work in Progress” feel, just like you said.
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DoT’s can’t crit. I guess thats answers more than your question.
They are not horrible if you improve them with traits, but then your character is lacking on the other hand.
Atm, i just wouldn’t bother using them after roughly level 40.
They take up all the utility slots, while not providing all that much utility, and take away powerful trait slots, just to make them not horrible. Also it’s rather boring to do nothing really, and let the minions just do their thing, which is more often than not nothing since their AI can be classified as brain dead (no undead pun intended).
While i didn’t really liked the need of corpses and constant healing of minions in GW 1, it added an active component to the Minion Master, while the different skill system also allowed to really go for it, and not still being stuck with weapon skills not supporting the role you want to play like in GW 2.
Atm it’s not really fun to go for the few minions + staff, casting 2 from time to time so they don’t die after each mob, since you then can’t do anything without the minions since neither your weapon skills are traited, nor do you have utilities (since thats the minions).
I would have liked a whole different mechanic for the necro, which would be a mix of the engeneer and the mesmer i guess, instead of the death shroud, which is a little bit off.
So you could basically select a kit with your F1-x skills, switching away from a weapon to a minion/well/etc kit, while still having utilities, which would have really cool possibilities (minion horde, minions + wells etc.).
But well, it is how it is, and atm i wouldn’t recommend using them.
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I don’t see major changes for a profession coming, even less so 2 weeks after release.
But while i agree with you on the problems with the Necro, i still came back to him, even after i already leveled another character to 80, because i missed the theme of the class.
It’s not so bad after all, and theres still hope for future improvements on the lackluster skills and skill effects for the Necro.
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Some may figure out that Thief and Warrior could be melee professions capable of bursting out dmg.
Well, the Necro is pretty much the master of conditions, because thats pretty much all he does (given the few average direct dmg builds).
For pure condition dmg, I’m not sure, but in condition handling, it’s the Necro all the way.
I would guess on Mesmer and Necro.
I’m close to my second 80, and what “carried” me the most was probably participating in dynamic events and crafting, but basically just playing the game (doing story, exploring the world etc.).
I guess it’s just a matter of played time, since i had a nice free time after release, i played from dusk till dawn.
You guys must not have played GW1 if you think what’s needed here is insane farming.
I played GW 1 nearly since it’s release for 7 years, and there was only one armor (Obsidian) which needed as much effort as every armor in GW 2 does.
Getting prestige armors wasn’t all that difficult at all, and never required me to run a specific content (dungeons) for ever to get it.
I could play what i wanted to play, with the character i wanted to, and get pretty much every armor i wanted to have, for the character i wanted to have it on fairly easy.
The one armor, Obsidian, was one thing beyond that, for people that really, really wanted to show off. And not basically every armor skin in the game.
What Shaidyn said… What would be the point of purchasing Guild Wars 2 as an MMO if you could just receive all the best items within a short period of time…
Because they aren’t “the best items”, but more or less just skins, which are personal preference.
If somebody likes the HoM armor the most, he can have it at level 1 until forever (given he has it unlocked), so after your logic, the game is already over for him because he has the “best” armor (the skin he likes the most) right away.
If you like a certain dungeon set the most on the other hand (or the cultural Tier 3), you are completely screwed.
They aren’t more powerful than other armors, in fact, you even have to transmutate them on more powerful gear if you want the best stats, thus making them skins, and the effort you have to put into receiving them is ridiculous, if you happen to be unfortunate enough to like that armor skin, instead of a starting armor for example.
/E:
Believe it or not, there are people out there who want their characters to look awesome, and then play the game with them.
And not playing a specific part of the game forever until they are sick of the game, and then getting the character look they wanted, or playing the game first, and when everything else is finished, grinding the hell till they have the look they actually wanted to play the game with, which is already played to death by then.
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because you can easily get a HELL of a lot more karma on your 80.
Then log your lower level toon and by the best of everything right away?
Yeah, no. Silly tbh.
And whats the problem with that?
Karma stuff is Soulbound, so it’s actually less a problem than gold.
You can farm gold on your 80, and then just buy everything for your twink, too.
E:/
And, since as i said Karma items are souldbound, it would actually be perfect as “account currency”.
Actually GW 2 just might be your game then.
There is no “Endgame”, there is “the game”. The Game doesn’t change on a specific level, and the goal isn’t to reach max level and then do a specific activity, but just having fun trough out the whole game.
If you enjoy exploring the world, different professions and storys, then Guild Wars 2 is pretty perfect for you.
Please Anet, change the game, i don’t like it.
What the hell did i just read.
To sad that they are already kind of useless in PvE (dungeons)… what does zero dmg because it’s dead instantly? Right, the thief.