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4/5 HoD/NSP/SF

in WvW

Posted by: Azgarn.2145

Azgarn.2145

HoD and NSP fighting together against SF. And then check emotes. All class guys.

I like how your thief pet is crying for help. Even your npcs are trying to QQ. Just kidding, I would cry also.

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[IB]
“For a few to be immortal, many must die.”

4/5 HoD/NSP/SF

in WvW

Posted by: Azgarn.2145

Azgarn.2145

Once some of us noticed you and mentioned we had found “Banjo’s evil twin” in map chat/mumble, you kinda became a server bounty mission of sorts to kill the impostor. If it felt like we were focusing on you more than the rest of your group, it just meant you were incredibly popular with all us SFers.

Haha that really does explain a lot. I kept thinking to myself that I was taking a ton of damage that day and everyone seemed to have a raging clue for me. I thought I was just having a fail day. That is cool tho, I like when stuff like that happens and I don’t mind dying for an amusing cause But what if Banjo is the evil twin and Im the good guy O_o Double Imposter! Who knew a huge purple afro would draw so much attention…

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[IB]
“For a few to be immortal, many must die.”

4/5 HoD/NSP/SF

in WvW

Posted by: Azgarn.2145

Azgarn.2145

Shoutout to my twinsies.
I waved….and you whack me with a sword =|

Oh hi :P Sorry I’m a bit late to replying to this. Don’t visit the forums due to the rather disgusting nature of the people that have been posted here of late. I pretty sure I remember you waving (though I hadn’t noticed why yet) but we were trying to fight a lot of you there at speldan and I didn’t have time to stop and be formal and polite Was pretty awesome tho that you chilled out with me when you guys made me take a dirt nap. Thanks for the chuckle. Hope to see you again purple afro brother.

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“For a few to be immortal, many must die.”

Trait dealing with Banners

in Warrior

Posted by: Azgarn.2145

Azgarn.2145

This thread was an amusing read.

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“For a few to be immortal, many must die.”

Guild Wars "2" Zerg Friendly

in WvW

Posted by: Azgarn.2145

Azgarn.2145

Smaller groups of player will either learn how to deal with it, or cry more for their lack of skill and teamwork. If your small group aren’t skilled enough to kill zergs, then don’t kill zergs.

It is already proven that small groups can destroy large zergs already. Watch videos of 5 man groups killing 30+ zergs.

Its nice that everything you say is general statements with no proof of logic or example scenarios. All you can say is “get better noob”. Clearly you don’t want to debate or discuss about these issues, but just try to counter and mock what people are saying to be a kitten.

Yes 5 people can kill smaller zergs and im sure there are videos of it. But the quality of the zerg is probably rock bottom. But you run into a zerg that has a few competent people among the masses that can exploit what a small group has to do to fight a zerg (like stomping downed players), its probably game over for the small group.

Coll Ôhmsford
[IB]
“For a few to be immortal, many must die.”

Guild Wars "2" Zerg Friendly

in WvW

Posted by: Azgarn.2145

Azgarn.2145

#2/#3: These issues coincide with each other and they are known as the downed state and revive mechanic (in combat). The downed state is still to strong when it comes to being outnumbered in fights. The damage and health of people in the downed state needs to be reduced as they deal too much damage and can tank for too long considering they are meant to be downed .The revive mechanic needs to some major work. The fact multiple people can resurrect someone faster then you can channel downed is a problem.

Example: Fighting in a 3v1 if the 3 people know how to resurrect you will never be able to defeat these odds due the fact they can resurrect someone quicker then you can down them.

Completely against this. Big L2P issue.

If you don’t want players to be resurrected. Prevent their resurrection in the first place. Stomp them before they get resurrected. Use Invulnerability/stability to stomp them. Knock back the resurrecters. Etc etc.

Are you really making the argument rez/rally doessent benefit the side with the numbers?

The benefit is equal to all parties as are the results of the mechanic. If you don’t down your opponent faster than they down you, you risk rallying more of your opponents. This can happen with any amount of people in an engagement.

In fact, I would go as far to say that a very skilled, small group that can tag more opponents have the ability to rally off their opponents deaths more effectively than a smaller group. A smaller group (vs a larger group) has a larger pool of enemies to target and have the possibility to rally off of. A larger group has a limited amount of players to rally off of.

Either way, you have to kill faster than your opponent or you lose.

I feel like the downed state is a very large disadvantage to smaller groups. 1 person rezzing can revived a downed player faster than one can finish a downed player. So trying to stomp someone downed in the middle of 20 of his friends is going to be impossible unless you also have 20 friends pounding the rez clump with aoe/cc. But lets say your 5 man group runs into 20 and you down one. One person throws up stability/invulnerability to stomp and the other 4 try to aoe/cc the rez clump (if all 4 of your friends aren’t getting focused at all and dont have to spend time playing defensively). If 3 people are rezzing the downed guy would be up very quickly, maybe before the aoe/cc gets to be 100% useful. Even then if the other players in the larger group are near, your aoe might hit them instead of rezzers. Also the larger group can spam aoes on the downed ally as well to protect him and melt anyone stomping that doesnt have invulernability.

Then from the other side of it, if a zerg downs someone in a smaller group… they dont even blink at the idea cuz the mass aoe damage makes you think your downed state didnt even happen. No reason to finish people when standard aoe of 20-30+ people will finish the job 10x faster.

Do you suggest you run quickness/stability/invul utilities and always save them just for stomping downed players? That really hinders your abilities outside of finishing people.
Its like the downed state was a scapegoat for the zergbabies that huddle in masses for protection and don’t know how to take some heat or focus fire. Your health goes away but don’t worry your not dead yet, your friends can still save your kitten

Lets keep downed state for PVE, but remove it from WvW. If anything, all its gonna do is give smaller groups a slightly higher chance of being successful. Not going to impair a zergs ability to kill people, just help smaller, organized groups. So much is already leaning towards zerging so lets just give this one thing to the non-zergers.

Coll Ôhmsford
[IB]
“For a few to be immortal, many must die.”

Necromancer Survivability?

in Necromancer

Posted by: Azgarn.2145

Azgarn.2145

Am I the only one who know how the skills of necromancer works? First Necromancer have 4 break stun skills like any other cast : two spectral skill, one signet and the wurm minion. if you trait for it spectral skills last 20% longer and recharge 20% faster. There is many way to remove conditions (healin skill, dagger 4th skill, signet – the one that break stun, staff 4th skill and you can use also runes or Sigils for it, Lich form 5th skill)
DS is the most usefull. You ppl just don’t know how to use it. If you in great danger press f1 then fear maybe life transfer then go out, try to collect some more life force than again go in so you dont lose your HP. the last trait line give a 4.5 second rechage for it (number 12) and the spectral skills can fill you up with life force really fast. The axe skill don’t give you vigor but retaliation.

Ok I was wrong about the stun breakers. Never even looked at the wurm skill since I hate the necro minions. Even with 4 possible stun breakers you’d be forced into traiting certain ways to even be benefited by them. Most obviously traiting into spectral skills. Even with quick life force regen from spectral skills, if a even just a few good players are on your kitten and really want you to die and know how to avoid your fears/slows you don’t stand a chance. That DS health bar will only give you a few extra seconds. A player can time a stun/daze for when a necro starts the DS leech and ruin that plan.

The necro is good at surviving certain fights and even surviving lots of random unfocused AoE, but when focused by players that are competent I don’t see them surviving that long. If we are just talking about going against the typical WvW raidbaby zergbots that don’t know how to exploit profession’s weaknesses then just ignore me. If you want to talk about well rounded survivability going up against any situation, necros aren’t as great as you propose. Maybe they would be if leeching was more potent, and had another source of stability.

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“For a few to be immortal, many must die.”

(edited by Azgarn.2145)

Necromancer Survivability?

in Necromancer

Posted by: Azgarn.2145

Azgarn.2145

Necros have only 2 stun breakers and mobility like a one legged elephant. Only lasting stability comes from elite transformations that scream “Cripple and range me to death”. Spectral walk gives good swiftness duration but you can only use the return for 8 seconds and doesnt cure cripple/chill. Also DS isn’t as helpful as intended considering the the limited skillset and we currently still cant see boons/conditions while in DS. And necros have no way of getting vigor except maybe one skill with an axe.

Eles have amazing self heals, condition removal, mobility, vigor, stability, and invulnerability skills. With the right build you can get away from nearly anything.

Mesmers also have good survivability. Stealth, clones, all boons, distortion, teleporting, plus many more tricksy ways of fighting in a jam and surviving to tell the tale.

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[IB]
“For a few to be immortal, many must die.”

Trahearne: Necromancer with a GS

in Necromancer

Posted by: Azgarn.2145

Azgarn.2145

I actually love the idea of a two handed axe for power build necro. Could easily fit the play style and theme of necros while adding in a gap closing leap skill of some sort and finally give us a cleaving attack. Could be a lot of awesome right there.

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[IB]
“For a few to be immortal, many must die.”

Necro Ideas

in Necromancer

Posted by: Azgarn.2145

Azgarn.2145

There may already be a thread for necro ideas but im making my own. And im starting with the problems. Yes you’ve all heard them before So feel free to skip to the Ideas part.

So to start off, I love the necro. I enjoy the concept of what the profession COULD do. Most of what I’m talking about in this thread is related to how the class stacks up in pvp. I think we can all agree the class needs some lovin. It always seems to me that other professions do everything we can do but better and faster, and most importantly with a large variety of other tools at their disposal.

Giving our conditions to foes and turning their boons into conditions. Thats the only unique ability we have (and epidemic). Please enlighten me on what else we can say we are good at. Power builds are nearly futile looking at the burst ability of warriors, rangers, thieves, and eles that are light years ahead of necros. (yes please tell me how necros arent suppose to be bursters. If not then at least make our suriviability worth it in power builds.) Eles and Rangers can spam bleeds and condition damage faster than necros in most situations while doing better straight dps and having way better survivability.

Why do necros only get two stun breakers thats on 72s (spectral armor which doesnt give stability like the ele’s armor of earth) and 42s cds when traited? And those utilities are very build specific, just like everything with the necro (even tho traits are scattered chaotically throughout our traitlines) . That makes it difficult to make a dynamic build that is ready for various situations.

We also have a severe lack of boons. Fury, stability, and retaliation are all dependent on activating DS. Even then they are very short duration. Protection is dependent on wells. Edit: we get 3s of retaliation from #3 axe skill.. Pretty sure we don’t have any access to vigor. Eles get these buffs just for switching attunements.

Minions… not even worth saying.

DS good at times but the extra health is more like a layer of butter for your enemies to chop through since you have 4 skills that don’t do a lot for your survival if any good player wants you do die.

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OK, Ideas time.

1. Get that increased health siphon percentage I heard we were suppose to get a few patches ago. Receiving more health return rate in builds with dagger and axe with siphoning would make a world of difference.

2. Add boons to when you come out of DS. Since you can’t see what boons and conditions you have during DS (I know they said they are working on that), its not very helpful to have boons that you can’t take advantage of. With the limited skillset of DS and short duration of the boons you get entering DS, I feel it would make a significant change to add the boons when you come out of DS as well.

3. Add vigor… somewhere. When you crit, when you apply protection, when you evade, when your pets crit, when you take 10% of your health in a single blow. Lots of ways to add in vigor.

4. Necros should be the condition and bleed masters. I thought about saying we need to be able to stack bleeds faster, but with the 25 stack cap its kinda pointless. Instead I think it would be interesting if we had our own unique stacking bleed condition that is applied on skill use of staff and scepter and maybe crits of all weapons. Lets call it…
“Decaying Flesh” (I don’t think thats already in use). And this bleed cannot be removed. So its not really a condition, but an effect like the bleeds that Jormag’s Claw gives. For professions like guardians and eles conditions are all too easy to remove and therefor makes a condition necro useless. Don’t make this bleed 5000 damage per tick or anything but perhaps as strong as a normal bleed and stackable to 10. Also add this as a reflect ability while in DS. People that touch you recieve “Decaying Flesh”.

5. Pump up the damage on axe auto attack.

6. Add stability to Spectral Armor and maybe a corruption skill for variety.

7. Reduce cast time of focus and warhorn skills. Lets face it, they are unbearably slow.

8. Increase fear durations. Necromancers should have the best fears right? But the thief steal fear is longer, the warrior fear is longer, and the ranger pet fears are at least as long. Whats with that?

9. Re-organize the minor and major traits so its possible to have a correlated build with traits. As was said in another thread, the opportunity costs in necro traits is far to high. I don’t want to be forced into 3 trait lines just for well bonuses. Or have a jagged horror cuz I want Staff traits.

10. Improve Well of Darkness somehow. Its a great skill, but thieves have a smaller diameter skill with offhand pistol that they can use way more often and is just as good. Add another effect to it other than the 1s chill on blind trait.

Thats really all I can think of right now. Lets have some positive, constructive feedback. Sorry about the length of the post

Coll Ôhmsford
[IB]
“For a few to be immortal, many must die.”