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Druids! Skills/utilities you'd like to see

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Posted by: Atherakhia.4086

Atherakhia.4086

How nuts are we allowed to get?

The auto attack is you summon a ‘spirit wolf’ at your feet that runs at super speed toward a target for 3 seconds with a .75 second cast time. This way you can have multiple wolves out at once. These wolves just attack for a low amount of damage and cause 1 second of bleed per hit. The idea being that if you use the staff at max range, you’ll only ever hit the target with 1 wolf once. But if you use it at minimum range, you could have up to 3 wolves on the target chomping away.

A staff skill that casts a single target root that does some upfront damage, immobilizes for 4 seconds, and applies a 6 stack of bleed for 8 seconds.

A staff skill that spawns 3 seedlings at about 600 units away from the druid at random locations. These seedlings slowly drift toward the Druid for 8 seconds before they die. If they touch an enemy they stick to them and cripple them. If they touch the druid they sprout immobilizing anyone they were on for 2seconds and explode dealing some damage and cause bleeding. If the seedlings touch you, they are blast finishers.

A staff skill that allows you to grow up to 5 little trees with 5k health each. They have a very small ae that pulses causing 1 bleed a second. A new signet or utility skill can be used to detonate these little trees.

An elite skill that immobilizes you and makes you immune to damage for 4 seconds. During this 4 seconds a giant tree grows around you. After 4 seconds it becomes a large area water field for 8 seconds. At any point the Druid can activate the tree, causing it to fall down in whichever direction the Druid is facing launching up to 5 foes away from it and becoming a temporary impassable object with 10k health. If the Druid doesn’t knock it over, after 8 seconds the tree disappears into a lot of leaves that slowly fall to the ground. These leaves cripple all enemies and give allies regen.

(edited by Atherakhia.4086)

Death shroud- are you happy with it?

in Necromancer

Posted by: Atherakhia.4086

Atherakhia.4086

WTB better Torment access as Necro.

Seriously….

it's a shame that we still only have one single skill for it.

at least one more trait and one more skill should be there.

Change the one trait to apply torment when you blind instead of chill. Introduce another trait to apply the chill when you vuln a target.

Axe is instantly relavant.
A well is useful to condi builds.
Better condis with dagger offhand.

wvw gears(rabid dire)

in Necromancer

Posted by: Atherakhia.4086

Atherakhia.4086

I run Dire armor and the dire+rabid trinkets. The crit is really only helping with the bleed application and you’ll have about 30% chance to crit in WvW with food which is plenty imo.

But really the difference is 2k health or 10% chance to crit iirc? It’s up to you.

Stats and Traits for wvw Zerg

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Posted by: Atherakhia.4086

Atherakhia.4086

Yes when you commander says go full dps your rotation would start by dropping two wells and immediately going into the shroud.

Edit: Forgot to mention you want the trait axe training over chill of death as the 10% damage bonus will also count towards death shroud skills (if you transformed from axe wielding).

Staff does 10% more damage than axe does base so you’re really not benefiting from that unless you use Air+Fire and don’t use the same thing on your staff.

Also, depending on if you run foot in the grave or death perception, you may want to consider running Cruelty for the extra ferocity over bloodlust.

(edited by Atherakhia.4086)

Death Knights?

in Necromancer

Posted by: Atherakhia.4086

Atherakhia.4086

Reaper sounds good to me.

a new condi would improve balance

in PvP

Posted by: Atherakhia.4086

Atherakhia.4086

Shame this game doesn’t use Shadowbane’s system for conditions and boons.

In Shadowbane all conditions and boons were put in a series of tiers and boons had priority over conditions. In order to remove a condi, you needed to remove any boons that were before it. In some cases the condi you wanted was a high value condi so was on a different tier. So you may need to remove a lot of your boons and conditions before you got to it.

Slickshoes 4-5 seconds KD superiority.

in PvP

Posted by: Atherakhia.4086

Atherakhia.4086

Engis have little to no stability pending on build. PvP is all about CC and you can destroy an engi by using tons of CC. SO why not prevent the engi from getting anywhere near you?

Tips from me.

They have a leap, a pull, several stuns, cripple, chills. If we want to use your strat of playing keep away then remove those as well.

Let's Speculate: Role of Druid?

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Posted by: Atherakhia.4086

Atherakhia.4086

What if Rangers lose the pet in favor of the aspect and Druids are the ones with pets! dun dun duuunnnnnn1!?!?!?!?!?!?!??!

Ready Up - Episode 27, Recap & Follow-Up

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Posted by: Atherakhia.4086

Atherakhia.4086

I can’t watch the video at work, but I still have the same question I’ve had since the announcement.

What about the class mechanic is going to change with specialization? We saw in the trailer the Druid still had the pet so is it limited in some fashion?

How are specializations ‘traited’? Is another trait line introduced if you specialize? Does the druid line replace a pre-existing line? Both of these would kind of leave you with a Ranger + Staff. I’m curious how they’ll seperate the Ranger and Druid.

Most important of all though… any other specialization names you care to share?

Let's Speculate: Role of Druid?

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Posted by: Atherakhia.4086

Atherakhia.4086

I’m honestly a bit worried. I personally feel the Ranger’s problems with group utility and support should have been resolved before taking the Druid into consideration.

This way the class as a whole could stand on its own and the Druid specialization could add something entirely different to the class. I’m worried we’ll see Rangers in PvE because the class overall does well there but nothing but Druids in PvP and organized WvW groups.

But with my typical cynicism out of the way, I think it’ll be largely a utility/CC type of weapon that provides good healing and boon support to allies.

Nervous About Specializations

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Posted by: Atherakhia.4086

Atherakhia.4086

As I’ve said in other threads, I haven’t been playing a Necro very long. Perhaps 2 months now with only about half that time with it as my sole main. So my opinions on some of this may be a bit naive so I’ll get that out of the way right now.

Well lets talk about WvW and PvP for a moment. In WvW the Necromancer is clearly part of the meta. But what is it really providing to the meta? If Wells did nothing but damage, would Necromancers still be in the meta? Yes. What if wells did nothing but damage but were given to another class? Would we still have Necromancers in the meta? Probably not. And with PvP, despite the Necromancer getting rave reviews about its overall strength, what is the least represented class in PvP? The Necromancer. How many were in the last qualifier? I believe it was just Nos?

This, in my opinion (and possibly a naïve one at that), isn’t the sign of a healthy class. Honestly speaking, it looks like a lot of the problems the class has in PvE are relevant in WvW and PvP as well. Would improving group utility, providing a slight boost to mobility, or improving sustained damage for the class remove another from the meta in WvW? Nope. What about in PvP? At most it would remove the need for a second or third Ele or Engi, but it wouldn’t remove either from the meta.

Like I said, I’m new and naïve, but I honestly don’t feel like the class is at the point where all its problems can be resolved with number crunching and cooldown adjustments. I’m not saying that’s your opinion too or anything. I’m just saying that a lot of the PvE issues are relevant to the WvW and PvP issues as well.

Will we get the planned GvG CDI

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Atherakhia.4086

Probably not. Up in smoke just like the class CDIs. You’d think now would be the perfect time too as GvG isn’t some complex system that requires years of effort to implement and you’d kind of expect the developers would want to know the general state their classes are in from the player’s perspective.

But /shrug. They’ll just wing it I guess.

Necro dungeon issue

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Posted by: Atherakhia.4086

Atherakhia.4086

The problem is the game has been out for long enough now where sufficient research has been done and people’s opinions can be impacted by ‘theory’.

People will simply know by word of mouth the X class is bad and will boot them from their group despite having no first-hand knowledge of the problem.

It’s not just Necros either. I’ve been in parties where as soon as the Ranger zoned in and they noticed he had a bow in his hand, he was removed from the group. I’ve also done all PvE content in this game with a group of 5 rangers.

Fact still remains that each class should be able to provide something meaningful to the group. Especially with PvE raids soon becoming a thing.

Nervous About Specializations

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Posted by: Atherakhia.4086

Atherakhia.4086

I agree that it’s easy to complain about something we know nothing about. And I agree with you that it’s possible that Thieves will find no joy in using their rifle. I find it considerably less likely to the scenario I painted, but it’s possible.

Still, it’s important to air these issues and discuss them because that’s how things change. In theory anyway. Necromancer issues in PvE aren’t exactly new and they’ve gone unheard for 2 years now.

Hopefully the game has a long and thurough beta test phase.

When is the ranger going to be nerfed down?

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Posted by: Atherakhia.4086

Atherakhia.4086

One issue with Lick Wounds that does need to be fixed is how some skills don’t interrupt it properly. Fear for example. If you fear a pet, once fear ends it simply comes back to the Ranger and continues to heal. Fear is an interrupt, it should cancel Lick Wounds.

But that said, some of the complaints about the Ranger may be legitimate. Perhaps the damage on RF is too high. Perhaps the cooldown on PBS is too short. Perhaps not. What we do know is despite the supposed power of these skills, it’s still not enough to make the class relavent. Either other classes overshadow the Ranger and need to be nerfed, or the Ranger is too weak and needs to be buffed. But either way, the Ranger isn’t contributing anything to PvP or WvW currently.

It’s hard to justify nerfing a class that currently has no reason to exist. If you want to discuss how overpowered the class is, you better be prepared to discuss why no one wants the class on their team and how to improve the class to make it relvant with your suggested nerfs.

Nervous About Specializations

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Posted by: Atherakhia.4086

Atherakhia.4086

I raised this exact point in the CDI thread for Rangers. I was worried then just like I am now where ANet will introduce new weapons to the class, but where other classes that are doing great will get new weapons to add fun and exciting diversity to their class, the Ranger would be stuck with a weapon designed solely to fill the deficiencies the class currently faces.

The same argument can be made for Necromancers. I really hope ANet will do something to bring all of the weaker classes up to par before the expansion hits so they all can look forward to new and diverse ways to play as opposed to nothing more than a lazy attempt to fix the shortcomings of the class that should have been resolved 2 years ago.

Stealth and Projectiles

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Posted by: Atherakhia.4086

Atherakhia.4086

And dont forget to suggest that stealth should break if you hit someone during invul/evade/block

And you should be revealed when you take damage. Can’t forget that one.

What's some new Skills you want in HoT

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Atherakhia.4086

I’d like a ‘kill shot’ style move. An elite skill where you become stationairy and drain your life force at say 3-5k a second. After you release the button you’ll shoot a bolt of dark energy at your foe equal to a portion of the amount of life force you drained. Or better yet we make get in touch with our inner weeaboo and we can ‘sheath’ our greatsword, stand there holding it screaming ‘RAAAAAAaaaaahhhhh’ as we drain life force and suddenly release it in a wide iado style attack arc and say some cool Japanese saying for like ‘giant green slash of doom attack’!

A mobility skill would also be nice. Something like Bull’s Charge where we lunge forward 900-1200 units, leave a trail or poison behind us, and blasted the trail at the end doing an AE weakness and also stunning your target.

Necromancer Specialization Speculation.

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Posted by: Atherakhia.4086

Atherakhia.4086

Wonder how many people are going to stay original necro… or if there will be an option to switch back if it ends up sucking?

I’m hoping it’s as easy as retraiting to unspecialize to be honest. I really hope it’s not some elaborate set of hoops you have to leap through to do it.

So 8 months till the next balance patch?

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Posted by: Atherakhia.4086

Atherakhia.4086

One would hope there will be an enormous patch months before HOT comes out so they can bring all of the classes up to par and be ready to best compliment their specializations.

We have Rangers that are borderline worthless in PvP. Necromancers that are borderline worthless in PvE. Half the classes absent from the WvW meta. 3 truly powerful roaming options in WvW with the rest trailing behind significantly.

We’re a long ways off from HOT being a successful launch. Hopefully we’ll see an improvement in transparency and communication this year?

Death shroud- are you happy with it?

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Posted by: Atherakhia.4086

Atherakhia.4086

The only big problem I have with Death Shroud is that it fights with your own mechanics. All healing that the Necromancer does should act through DS. If this means some stuff needs to be balanced then fine. I’d also like more life force generation that scales up when you hit multiple opponents, to let it scale AoE a bit.

Siphons going through would be great. What about finishers that heal? Would it be overpowered if those healed Necros too?

Greatsword: will be Melee or ranged ?

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Atherakhia.4086

I honestly don’t know what I want it to be. I know I don’t want 2 melee weapons for the class. In my dream scenario, they’d increase axe to 900, increase dagger to 600, and make GS the melee weapon.

In my wildest dream scenario, they’ll give us the same types of attacks Rangers get…

#1: 3 hit chain with a 1 second chill on the third hit.
#2: A strong AE burst skill that also causes bleed and is a blast finisher.
#3: A mobility skill where we get black smokey wings, leap at the target, and leave a trail or poison behind us.
#4: A move to block projectiles or counter attack an opponent.
#5: An interrupt that applies 3 stacks of bleed unless used from the back in which case it would apply 3 stacks of torment.

I honestly wish Ranger GS stood on its own better because I really love that weapon. Back when Shortbow was a good power weapon and had 1200 range I was in heaven.

Death shroud- are you happy with it?

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Posted by: Atherakhia.4086

Atherakhia.4086

I too think Death Shroud is one of the best class mechanics in the game. I honestly like how reliant the class is on it and it’s the reason I prefer playing power spec over condi. Death Shroud doesn’t have a large enough role for condi builds. You kind of just go in it to absorb hits and let your condis work. It’s boring!

But that said, I do have some general complaints. For starters, I really wish life blast pierced by default. Or if this is too much, why not make it a beam attack? Things like blinds and blocks have an enormous impact on life blast because of the incredibly long cast time. Dealing with body blocks from other players, minions, and pets is excessive imo. Like staff, DS relies on soooooo many traits having a couple freebies would be nice.

Another major problem I have is with Dark Path. The projectile is so incredibly slow that using it on a fleeing target almost always results in a out of range alert. It’s also very easy to dodge unless the opponent is point blank and in your face. I really wish this skill was changed to a leap (that removed immobilize) and simply caused AE chill if you hit a target. I’d even settle for some silly Ride the Lightning restrictions!

The last major gripe I have is stability. Foot in the Grave is hardly an option. If a build can afford to go this deep into the tree, it’s not doing it for stability. Given the lack of mobility the class has, you’d kind of expect the Necromancer to at least be sturdy. I really do wish you got 1 or 2 seconds of stability just for entering Deathshroud by default.

But yea, those are my gripes and they may be rooted in my ‘newness’ with the class. I’d honestly be very disappointed if the new ‘Greatsword’ specialization removes deathshroud from the class.

Ranked Arena needs to have a limit...

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Posted by: Atherakhia.4086

Atherakhia.4086

This all ties into the general issue of PvP being too detatched from the rest of the game. The only exposure anyone gets to PvP from the rest of the game is an obscure button on their UI with too many scary options to choose before you hit go. When actually playing PvP, it’s entirely different than every other aspect of the game.

Ranger in WvW after balance patch

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Posted by: Atherakhia.4086

Atherakhia.4086

Ranger so op. After day playing i play ranger more effective than i play ele after 3k hours. I don’t even remember any skills. I just use elite, signet, barrage, rapid fire and i get lot’s of bags.

You must be a pretty garbage ele then.

Well this just tell how op class ranger is. I play ele much much better than i play ranger and still ranger is superior.

then you are indeed a garbage ele. that or you had some beginners luck with that ranger.

that being said, the grass always seems greener when you swap to something you usually dont use, i had the same feeling when i tried to main warrior after 1900 hours on ranger. Seemed to be so much more effective, until i counted the kills on a good ranger game vs a good warrior game. Lets just say, i was 35 kills over warrior with my ranger.

I think what he’s trying to say is that to make 75% the damage of a ranger on the ele you have to pull off a perfect 10-skill combo chain while dodging like a monkey, and it’s still going to take twice more time to do the damage.

The longbow damage is too much, no other reason is needed to nerf it.
It can do 20k damage to a single target within the duration of a necro fear, from 1500+ range (depending on terrain) and that is game breaking.

The only question is why would they buff it in the first place? Nobody was complaining before, now it’s has become just an annoyance to the game. Root duration is also too long for a class with that high dps.

How should they nerf it? Simple: Invert the mechanic, make it do less damage the further away you are.

Or just burning speed into a fire grab?

The Ranger needed burst damage. Ever seen a power ranger go up against a shout Warrior? The Warrior AFK’d through the damage the Ranger did.

Now is it too high, that’s up for debate. The only thing we know is that Rangers didn’t make it into the meta for PvP or WvW with this change so while it may have been too much, it clearly wasn’t enough to make a difference.

Want to reduce the damage by 25%? Start coming up with improvements elsewhere to compensate the class.

Death Knights?

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Posted by: Atherakhia.4086

Atherakhia.4086

Wouldn’t they use plate? Or was a death knight in GW1 in cloth?

Necromancer Specialization Speculation.

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Atherakhia.4086

Yeah, I doubt we’re losing death shroud.

I agree. More likely they’d give Deathshroud a new set of skills. From the trailer we saw the Druid still had a pet.

a new condi would improve balance

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Posted by: Atherakhia.4086

Atherakhia.4086

Seems reasonable to me. But the game may be better served simply spreading around the boon removal so more classes were capable of it instead of putting so much power into the hands of a few classes effectively making them mandatory additions to a team.

But as for your idea, it’s easiest to see Necromancers getting it because most of their boon removal is on telegraphed skills with long cooldowns.

WvW players, go back to your sub forum please

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Posted by: Atherakhia.4086

Atherakhia.4086

PvP is balanced around 5v5? Some could argue it’s hardly balanced at all. The vast majority of posts on this very forum are talking about 3 classes, 1 amulet, 2 runes, and 3 sigils.

Smaller guilds couldn’t try the game mode? If a guild is only 5 players, why can’t they GvG in a custom arena? Why can’t they use conquest or courtyard?

But muh GW1z!? This is Guild Wars 2…

Fewer Teams? Introduce something people want to play and people will play it. There are fewer teams in PvP because the entire game, meta, conquest, etc is old and stale and everyone’s bored with it.

So there are your arguments in a nutshell…

Now perhaps what should have happened here was GvG not be mentioned by ANet at all. Perhaps they should have played up the MOBA/Gods angle to stronghold instead of trying to tie it into a game mode they have ignored/refused to support for 2.5 years and that the players have turned into something of their own creation like a proper sandbox mmo should do.

I agree with many of the issues you bring up, but the issues you’re trying to use as proof for why 10v10 (8v8, 5+v5+) won’t work don’t even work in 5v5 in the current game mode!

ANet needs to find a way to make PvP not feel like an isolated game mode completely seperate from the rest of GW2 and they need to find a way to at least acknowledge their WvW playerbase exists.

In the meantime, why don’t we retract GvG from anything at all to do with Stronghold and wait till actual details about any of this are released?

Can't leave if I hate the map people voted

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Posted by: Atherakhia.4086

Atherakhia.4086

Do what I do…

Run out there, pop liche and kill one person so you’re on the scoreboard then /afk in spawn until the match is over.

Eventually this behavior will become so abhorrent people will complain about it on the forums and ANet will realize that they either a.) can’t mix gamemodes into a single queue or b.) need to provide players a way to quickly swap between specs/classes since many classes don’t/can’t work with the same spec in conquest and deathmatch.

Expansion WvW Content

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Atherakhia.4086

My concern with the ‘maybe something but who knows’ is I’m on one of the servers that is in complete upheval right now. One week we’re in one tier where we do well at our prime time, but by the time I wake up we’re 10-20k behind and that gap increases as the week goes on.

Then the following weekly reset we’re thrown into another tier where we completely dominate the other 2 servers even if they do work together. This isn’t fun for them or us.

So we go 1 week where we try our best and still lose because of coverage and tag teaming issues. We then go 1 week (if we’re lucky it’s only 1 week) where we have no competition whatsoever.

This has caused a large number of people to leave and now we’re considering the same. It would be nice to know if ANYTHING has been learned, taken into consideration, or being done on any of this or if we should just go on presuming ANet honestly couldn’t care less about WvW whatsoever.

Stronghold will fail.

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Posted by: Atherakhia.4086

Atherakhia.4086

That’s a problem with the game overall though. Even watching 5v5 is too much to commentate on and only specific fights involving 1v1 or 2v2 are ever shown at one time.

It is a problem made worse in “GvG” with 30 or 40 players on screen (half of them stacked in a ball).

There are also numerous other problems with “GvG”, such as many of the games mechanics are pretty much broken in it, because they were designed around tPvP, such as the ridiculous boon spamming/AOE healing/AOE condi clear in the melee ball, which renders damaging conditions pretty useless, makes a joke of hard CC when you have stability up 70% of the time covered by 4+ boons, etc.

Same thing for animations, sometimes when I play WvW I play on axe warrior, you know how many people (including from said “GvG” guilds) dodge my eviscerate when I am near/in the melee ball, none, because they can’t see the animation, a key part of this game is dumbed down to “avoid the wells”, etc in “GvG”, dumbed down in fact describes “GvG” pretty well, a game mode where on my warrior or guard, I don;t even need to think about my positioning, my “driver” does it for me.

But beyond all that, there is the balance which is beyond terrible, you really think they are going to make a game mode when 25% of the classes do not exist in it (rangers/engy) and another 25% are barely represented (mes/thief).

Things don’t seem that different when you look at the tournaments either. 4 or 5 classes make up the overwhelming majority of classes while the remaining 4 classes make up 10% of the overall players?

This all said, I’m in agreement with much of what you all are bringing up. I’m just not seeing 5v5 conquest being that much better off with such poor balance, poor telegraphs, and poor simulcasting.

I think what players want is for the Stronghold mode, whatever it is, to not be at all associated with GvG at all and for ANet to show even an ounce of effort into the WvW gamemode they pretend to support and give players something they’ve been asking for, for about 2 years now. Instead of more of nothing that they’ve received since launch.

Stronghold will fail.

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Posted by: Atherakhia.4086

Atherakhia.4086

GvG in GW 1 was 8v8 with normalized gear/stats, and my gut tells me that is what ANET is going for with Stronghold.

Weren’t groups in GW1 just 4 players though? So it was effectively 2 groups? So 10v10?

Complaining about Rangers...

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Posted by: Atherakhia.4086

Atherakhia.4086

Ranger v Ranger is like those old west films where the 2 people walk 10 paces, turn and fire. Or the Ranger specs condi and completely obliterates the poor power Ranger.

Honestly, the only class that can really complain about Rangers is the Necro imo. Every other class has reflects, stealth, similar range, gap closers, invulns, etc.

Expansion WvW Content

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Posted by: Atherakhia.4086

Atherakhia.4086

I realize the PAX event wasn’t the time to bring it up, but the population and coverage issues need to be discussed and solved before the expansion hits imo.

The playerbase as it is right now simply can’t support the number of servers the game has. Even with the expansion bringing back a lot of players, few servers saw nightly queues outside of Tier2 and Tier3 and below have been a disaster for about a year now.

Are they considering merging some of the servers?
Are they considering changing WvW to follow the ‘worldserver’ approach to map cloning?
Are they considering anything?

We’ve had several CDIs on this very topic and absolutely nothing has been followed up on or replied to.

Stronghold will fail.

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Atherakhia.4086

Nope cuz it is not appropriate to esporzz, 15vs15 will never be taken seriously, even 8vs8 is hardly understandable for ppl who don’t play gw2 / beginners.

That’s a problem with the game overall though. Even watching 5v5 is too much to commentate on and only specific fights involving 1v1 or 2v2 are ever shown at one time.

Stronghold will fail.

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Posted by: Atherakhia.4086

Atherakhia.4086

5 man guilds don’t need a GvG environment because they already have access to custom arenas to fight in.

10v10 is at least moving in the right direction and many GvGs occur at this player limit. As long as there are official ‘rounds’ to ensure matches are reset and stacks are lost, this could work. Though a lot people don’t enjoy the PvP environment because it’s such a huge disconnect from the rest of the game.

15v15 would be nice if offered though. It would be great if this new GvG map was large enough to accomodate 15v15 even if the only way to do a real 15v15 was using the custom arena map system as opposed to the official GvG game mode.

Stronghold will fail.

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Posted by: Atherakhia.4086

Atherakhia.4086

It isn’t just the max gear, I really think that that a large number of the supporters of more mass combat really are saying that they want a change to have a numbers advantage as well as a change for gear advantage.

There is no numbers advantage in a GvG. WvW also allows for much more fine tuning of stats than PvP does. This is why many would prefer GvG be available outside of PvP.

GvGs also tend to be larger than 10v10 on occasion. Most of ours have been 15v15 for example. I’ve even done a few 20v20.

GS Playstyle and Necromancers...

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Posted by: Atherakhia.4086

Atherakhia.4086

You can’t judge an individual’s performance without a damage meter but you can certainly figure out what the optimal DPS is for a specific spec. DNT has gone through the trouble providing this for every class. Now sometimes doing mediocre damage is fine if your class brings enough to the group to offset your poor damage. The problem is the Necro has low damage and provides no utility to the group.

Something as simple as making Target the Weak a group buff would probably get the class invited.

GS Playstyle and Necromancers...

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Posted by: Atherakhia.4086

Atherakhia.4086

“Bring the player not the class” only works if the classes are balanced. It won’t matter how complicated a boss fight is when one class does half the damage of another, there’s no reason to bring it.

GS Playstyle and Necromancers...

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Posted by: Atherakhia.4086

Atherakhia.4086

Even if boon stripping were a thing, it wouldn’t get Necromancers invites because Mesmer does it better since they have it on their auto attack. So unless an NPC buffed like 10 boons once every minute, and removing those 10 boons was absolutely vital, AND this was something EVERY boss did and not just some niche encounter, it really wouldn’t change much.

Preparing your GS skin!

in Necromancer

Posted by: Atherakhia.4086

Atherakhia.4086

Cobalt with Glint’s Gaze probably for me. I have Belinda’s greatsword already for my Ranger and I’ve kind of grown bored with it.

GS Playstyle and Necromancers...

in Necromancer

Posted by: Atherakhia.4086

Atherakhia.4086

Coming from a Ranger, the greatsword is the most fun for me. The problem with it has always been its poor damage and lack of snare.

For a necromancer we’re really jumping to conclusions. It could be a melee weapon, though that seems redundant with dagger. It could be ranged since the class is lacking a 900-1200 range power option. It could be a hybrid weapon since the staff doesn’t really fill the hybrid role too well.

We still don’t know if specializing the Necro will remove the other weapon options entirely or simply give GS on top (which makes this feel like less of a specialization and more of a mandatory fix).

We don’t know if they’ll improve the class before launch to better fill a PvE role or if ANet is just going to be lazy and make the GS fix all the PvE problems the class has (which is my concern with the Ranger’s staff since the class has about as much to offer the group as a Necro does).

We literally have nothing to go off but the class is getting a greatsword.

Questions you want Answered

in Guild Wars 2: Heart of Thorns

Posted by: Atherakhia.4086

Atherakhia.4086

The main thing I want to know is how many specializations there are per class.

If it’s just one, why would a player not want to specialize?

Can a Druid only use a staff for example so a Ranger can’t use a staff but can use 2x of any of the other weapons whereas a Druid can’t use any of the weapons but a single staff?

How many specializations per class?

in Guild Wars 2: Heart of Thorns

Posted by: Atherakhia.4086

Atherakhia.4086

From the wording in the presentation it would appear there’s only one specialization per class.

If this is the case, wouldn’t every Ranger be a Druid?

Is there a reason a class wouldn’t want to specialize?

Does it lock out the other weapon options so you can only use the staff?

Will the staff offer a wide variety of gameplay types or will you effectively make the Druid a power OR a condi player?

Are these really specializations at this point or more like hero classes with a much more narrow play type to make PvE content much easier to build?

January 27th Necromancer balance changes

in Necromancer

Posted by: Atherakhia.4086

Atherakhia.4086

Is it odd that Invigorating Precision for thieves is getting buffed from 8 to 15 percent scaling with critical damage, whilst Parasitic Contagion remains exceptionally low?

#riot

Similar argument could be asked about Unholy Sanctuary. Why does it heal for about 1/3rd of what Shadow Rejuvination heals for.

The State of Obsidian Sanctum

in WvW

Posted by: Atherakhia.4086

Atherakhia.4086

Because investing time into something that will have a noticeable and direct impact on the game AND provide something new and refreshing is worth the time and effort.

Doing the same for a jumping puzzle most can’t be bothered with is a waste.

The only time I ever saw anyone at any of the WvW jumping puzzles was when they were part of the daily/monthly/tournament achievements. Beyond that they’ve each been ghost towns and I’m at OS quite a bit for GvGs.

ANets got to have metrics to determine how often these chests are openned. If they came back with a number even close to triple digits on a day-to-day basis I’d be shocked.

[Suggestion] a Necro, that raises the dead

in Necromancer

Posted by: Atherakhia.4086

Atherakhia.4086

Coming from a Ranger, I’m not too keen on introducing even more AI into this class. But that said, the only ‘minion’ I really like are the bone minions. They’re mostly useless little fodder who’s only funciton is to go in and die.

If we were to get additional minions, I’d honestly wouldn’t want much more than a signet that spawned a ‘skeleton’ every 10 seconds with a limit of 5 skeletons. They did nothing but stumble around you like locust swarm does. Activating the signet would cause them to charge at an enemy and explode after 5 seconds whether they got there or not.

PvP is dead, imo

in PvP

Posted by: Atherakhia.4086

Atherakhia.4086

PvP isn’t dead. The game is.

PvP has always been a very small fraction of the overall playerbase. When the playerbase shrinks, so to does the PvP community.

What caused the game to die? Poor balance, poor matchmaking, a never-changing meta, nothing new to experience, no reason to do anything, etc etc etc.

It’s not all doom and gloom though. Tomorrow we will get an important announcement that could revitalize this game so long as they fix some of the things on the list I mentioned.

Lets cross our fingers for important stuff being discussed tomorrow.

The State of Obsidian Sanctum

in WvW

Posted by: Atherakhia.4086

Atherakhia.4086

I’m 100% behind bertrand and like 5% behind the OP. The only reason no one goes to the puzzle is because of the loot. Rarely are people griefed at the puzzles because they’re so far out of the way from normal WvW few waste their time checking on them. Even if they had a similar design to EotM to try and get more people on a single map, they’d still be just as empty because of no reason to do the puzzle.

People in MMOs do things once for fun, a second time to see if anything changed, and a third time for sentimental value. Any other time beyond this is done for loot.

Now as to the changes brought up in the OP? I don’t care. Changing OS to act more like EotM will open up further GvG oppurtunities so that’s positive. All the rest isn’t going to have an impact unless the loot is improved so it’s a complete waste of time.

Honestly, we’re better removing OS from WvW entirely and just making it some underground map. Throw in some random NPCs and call it a day.

Replace it with some random PvE zone that is ‘cloned’ and has all the normal worldserver rules like a PvE zone does. The only difference being anyone who isn’t in your guild is flagged as an enemy.