80 Ranger (3), 80 Warrior (3), 80 Thief (3)
80 Ele (2), 80 Engi (3), 80 Rev (2)
All gliders should be backpacks. I would buy more of them if they were.
Each backpack should have a glider combo and vice versa.
Hey there, figured I’d be in a position to contribute to this discussion.
[…] Staff/Staff with sigils of endurance
Runes are adventurer for 100% daredevil stamina heal with channeled vigor. […]Truth be told, I wasn’t using Adventurer at the time. I was on a test run with Runes of the Earth to find out whether or not I truly need the extra endurance; same goes for the daredevil heal which is usually too risky to take in fights involving multiple competent enemies since random/targeted rupts can pretty much kill you instantly.
Here’s a video (along with UTTERLY terrible music added in a feeble attempt at replacing the original file’s audio with something even more cringeworthy, you HAVE been warned) of how this usually goes (and ends): https://youtu.be/vlIXP81Hx9Y?t=1m15s
Also, the OP might want to remove any references to account names from his post, else this thread will soon be deleted.
OMG, that’s absolutely hysterical… pmsl. LOLOL
Moar evades plz.
Warriors have trash mobility with poor disengage.
LOL, 10/10.
I’ve used Divx Author for a while – pretty decent. You should be able to DL a trial version.
Wouldn’t be surprised to learn this whole mechanism was broken… based on experience.
Buy a good mouse and re-bind the keys you cannot click easily. Make such a difference.
Also, being able to lead squad without a tag.
Or making the commander tag visible only to members in the squad.
These builds are everywhere in WvW – they are multiplying like bacteria.
Doesnt matter how strong it is, if u dont get to use it.
Same way focus doesnt see any gameplay
Same way gs doesnt see any gameplay either
Everything is very spammy,so having so long cast times is a big problem, specially vs mesmer and thievsThe point that is it wont have its cast-time reduced to below 1s because of how strong it is…and you do get to use it. Look at pretty much all the meta builds gone by a large % of them all use CC because its that strong. Its currently 3/5 for builds for pvp and 5/6 for WvW that use CC as the heal.
The only way CC will every has a cast time below 1s is if they lowered the number of conditions removed and reduced how much it heals.
Focus and GS also do see play in certain buids. I personally play with focus myself, i even use the trait as spinal shivers and CoD benefit from it, and i know others have had success using GS in certain builds up in high divisions ( high plat )
Also the shout heal, again, is fine. It doesnt need to heal more since it heals pretty much the same as everything else in its bracket of 20s cooldowns, if not more.
That’s a pointless comparison.
Other classes have additional defensive mechanisms, necros only have their hp, so it only makes sense that our healing values should be a lot higher.Not really since it gives LF and potentially a lot of it. You cant just count the raw heal and say “others are higher” or what you have said without actually considering the LF , our main defensive mechanic , gained. When thats considered it “heals” pretty much for more than everything in its bracket.
You know how you beat necros? Sustain the fight because their sustain is so bad. As in, necro healing is so bad.
CC is a bad heal. It gives vuln kitten . It used to be ok before the huge nerf of 5s more cd and 5 stacks of vuln.
I never though a Necro’s lack of sustain in PvP was because of their primary heal skill.
I thought it was because they have little-to-no way of blocking/evading/reflecting/protecting/stabing/etc’ing through their opponent’s biggest shots and CCs. You have two dodges, your Shroud HP, RS 3 for stab, Rise for as long as the minions last, maaaybe a Flesh Wurm summoned in a corner somewhere as an escape and RS 2’s missile blocker if you time it perfectly, and that’s pretty much it. Compared to a class that has good pvp sustain, like a warrior or guardian, who often have, among other things, multiple blocks, secondary heals, abilities that let them completely ignore damage and/or conditions for several seconds, stability up the wazzoo, and often a source of protection or two with much better uptime than Spectral armor.
The heals look bad, because the heals are all Necros have to keep them going, and they alone are almost never enough when facing another player. Maybe someday Anet will realize this and add some more damage negators (rather than mitigators) in the Necromancer’s kitten nal (like when they made Corrosive Poison Cloud block missiles) You know with HoT*, Necromancer is the only class without an honest-to-god block? Not even a one-and-done like Mesmer scepter and OH sword. Shroud is suppose to be the Necro’s way to sustain between heals, and every time I hear a dev say that I almost question if they ever tried playing PvP as a Necro.
Still, I would love to see a buff to Well of Blood, and I wouldn’t argue against making CC easier to use (blind as the base condi instead of vuln?) and Vamp Signet’s passive more useful. I live by Blood Fiend (literally in some cases) in PvE ever since they finally made them ignored by nearly all mobs and invul to most of their AoEs however.
*technically, this has been true since day one, since Thief’s uw spear has a block, but Daredevil was when they got one they could use on land.
I don’t understand why CC needs a condition applied to the user – it’s so kittening stupid… such a bad change. Bad game design. It was bad when it was changed and it’s still bad now.
DS1 is still quality – I’ve 2 shot thieves in WvW with it before. Would take less damage for faster cast, ie underwater DS1.
DS3 is awesome.
DS4 & 5 both have their place, but could use some improvements.
DS2 is terrible – it’s so slow. It fits the Slowcromancer theme i suppose.
Yeah, we already tried chill based spec – which was nerfed into oblivion – why would we do that again?
Also, we already have lifesteals and they are terrible.
^^^ Guardian / Engi pulls – they pull you into 100 metres into the air and you die from falling damage… happened twice to me in the last 2 weeks. Always on my Necro.
What about legendary sigil, where you can maintain the sigil, but change the sigil type, eg change from force, to sigil of fire like changing stats on a legendary…mnmmm?
Simple – add a direct damage component to their traps and caltrops.
LOL, they finally implemented auto-target the Necro feature.
Ctrl-N.
Also, Consume Conditions has a 5 hour cast time, so prepare to be interrupted. :P
For those asking about it: We’ll be keeping tabs on a few of the buff (+nerf) splits and will take them into other parts of the game in future updates, as is seen fitting.
Thanks for your continued feedback!-Karl
While you’re here:
Are there also skill changes for warrior, necromancer and ranger coming next week as well? The skill balance preview didn’t include them so i assume they won’t be receiving changes on this specific patch?
I’m always here.
This update featured very directed changes with PvP specifically being the target, to herald in the new season and shake things up a bit. It’s not a full balance update and not all professions are being covered at this time.
Does this update substitute for a full balance update? No. We’ll still be doing game-wide balance updates in the future, in which case you’ll probably see a full spectrum of changes.-Karl
Necro not being number 1 target every match would be a nice change.
Agree with the OP. 100%.
I really dislike the HOT maps and the verticality…. all the fun things and cool skins are locked behind masteries, which i will never complete.
At the very least, can we please have a “Right Click” → “Consume All” function?
I would get RSI / Carpel Tunnel if i had to click through all the stacks i have – i have literally thousands of tomes.
Anyway we could make our tools that gather unbound magic permanent – like buying them of the Black Lion Store? That, or buying an upgrade off the Black Lion Store that would change them to permanent/endless.
How about a standard game-wide upgrade to all permanent/endless tools that would make them gather unbound magic – would this be unreasonable?
They are better than all the other permanent tools i have spent money on. I now have the permanent tools i bought (Tens of thousands of Gems worth) sitting in the bank and have just unloaded a heap of karma to get the ones that gather unbound magic.
I can’t beleave what i see , basicaly people call for a nerf on a class that can’t roam due to no active defences/ low mobility.
The only reasonable spot for a necro in spvp and wvw is teamfights and they want to kill it’s team fight potential.
Therefore epidemic is totaly fine , necro is supposed to be a teamfight beast (since it can’t do anaything else decently) and epidemic as already been nerfed compared to vanilla GW2 wich used to spread all conditions on every target (no limit) around it without lign of sight at infinite range. (now limited to max 5 targets with 1200 range and you can los it) The only recent buff it got was the unclocable effect.
Now lets talk about epidemic counters:
lign of sight, interupts, invulnerabilities (for ex in a well designed team mes can share distortion), Shout guard (existed pre hot and main reason why condi couln’t be used effectively in large fights), auramancer (basicaly the new shout guard), skills like :Engi E-gun 3&5 null field,…. , anet introduced resitence , HOT introduced large Aoe pulsing cleanses (purge giro, well of eternity,….) and finaly necro counters necro with plague signet and well of power.The only reason to complain about epidemic is if you are a random zerg and you are facing a coordinated epidemic bomb team and you lose or your team can’t time their aoe cleanse before the enemy team reach critical condistacks that will blow you up ( and that’s totaly fine skill should out play spam).
Yeah, agree with most of this.
When you’re camping veteran harpy, it finally spawns and you get ganked by 2 thieves…. the rage man, the rage is so real.
Lol @ Necro… talk about red-headed step child.
I am not talking about power necro as this is not viable anyway.
You just said you were talking about PowerNecro – here is the quote;
“Ye necro currently using power.”
I’d pay for that.
Better get mastery points in pottery and potter myself a clay model
It’s a great heal if you can get it off, but when you’re playing against competent opponents, it’s very difficult due to the long cast time.
The extra condition added to it was totally unnecessary.
Remove the ability to use on siege and keep lords…. other than that the skill is fine.
It’s situational at best, has a long cast time with an extremely unique animation.. can get obstructed by a blade of grass.
The pay-off for landing one is great, and so it should be.
But hang on…
Necromancer
We feel that necromancers have been faring quite well gamewide, providing play and counterplay in many spots over the last few months.
But according to A-net we’re performing well across the game. I don’t see any buffs in future patches.
New skins? They any good?
Might do the dangle-berries track if they are nice.
Until they remove the seasonal item or make it a fourth slot i won’t be buying any more…. and i used to buy 50 keys each time i got my fortnightly pay.
Only if they make infusion affects applicable via transmutation charges.
I have nightfury and use the skin on 3 characters. Would love for Ghostly Infusion, Queen Bee and Chak Egg Sac to be transmutable.
Edit – just read the second part of Lahmia’s post – awesome idea.
Had some good fights against Mag in OCX last night… fights around YB keep and such. Good times.
Remove the tomes and revive orbs.
Bring back the boosters – these are actually of use.
Bring back the gathering nodes.
Make the TOT bags +1.
Come on A-net
Interesting. So your team would win against TCG?
Or Denial E-Sports as they are known now. But yeah, I highly doubt this guy and his team would win a 5v5 versus the currently reigning World Champions. Or even Car Crashed for that matter.
Helseth could probably 1 v 5 his whole team.
Foot in the Grave baseline would be quiet OP. But making Vital persistence less mandatory is a good idea.
Possibly, they could always start with VP and see how it goes.
They could return the stability nerfs that were made to RS3, also add some stability to standard Deathshroud… just some ideas.
Cool video
15 characters
It is fine, love spamming people through the door.
Relax and just play Rev
Make Vital Persistence and Foot in the Grave baseline… I think that would free up other trait-line options and would no longer make Soul Reaping mandatory.
Make FITG or Vital Persistence baseline…. even having both baseline would not be over the top.
Reduce cool downs of well of power/darkness to 20 seconds each. Even then they
would not be taken over other options.
Improve alternative healing options – un-nerf well of blood. Lower cast time on Consume Conditions to 3/4 seconds and remove the self condition application.
Drastically increase greatsword auto-attack speed, even if damage takes a hit – or as mentioned, make reaper’s onslaught work on greatsword.
Add missing elites…
Fix current elites – plague is rubbish aside from tanking potential. Remove the self condition application.
Make Death Magic worth taking…
Lower cast times/after-cast on Dagger 4, Dagger 5, Focus 4, Focus 5, Dagger 2…. soooo sloowwwww. It feels like i’m playing the class on a tranquilliser.
Some or all of these would go a long way to making the class on par with others.
Could go on but it’s pointless.
Problem is a lot of classes can do too much of everything.
Yes, some classes have it all and some have a lot of drawbacks or weaknesses.
Some classes have too many drawbacks/weaknesses to fit a “theme”.
They need to normalise this across all professions. Not to say they should have the same drawbacks, but there needs to be a re-alignment of sorts.
Yessss, enable us to use a 4th utility in the elite spot!!!
Necro, lol.
Switched to Rev as main – does everything better.
Necro has a better downstate though.
Agreed, not a smart move… Arrow Carts are bad enough
Because everything they did amounts only to nerfs and some bug fixes with a major nerf to underpowered builds…
#NecroBalance
Was hoping for some stability buffs… mayb stab to DS3 (regular shroud) to make it more competitive with RS. Will still be playing Rev over Necro – nothing here is going to change that.
They’re nice for necros to generate life force or druids astral force. It’s also nice aesthetically to think we’re fighting over land people live on. Why would we be fighting over a desolate place?
Pretty much this.
i haven’t started season 3 episode one yet… nor have I completed HoT…. but I see the glowing figures every now and then. I just go with the fact they are angels from fallen heroes who no longer log into the game, cheering me on.
Lmao
Honestly, i would just like to be able to see my utility cooldowns in shroud – that would be a huge QOL improvement.
The purpose of WvW is to Mine Salt and Gather Tears.
This.
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