Showing Posts For Azraeel.1238:

Explanation for Death Shroud nerf?

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Posted by: Azraeel.1238

Azraeel.1238

Necros can’t suicide-jump off cliffs anymore. That’s about the only real DS-nerf here.

On the other hand, they fixed a bug that apparently was letting Necros take more damage from direct attacks while in DS. So I’d say the survivability is now INCREASED. Not even talking about the faster generation of life force through spectral skills and axe 2.

Spoken like someone who has never played a necro… go back to ele or guard, leave the skilled players alone…

Actually, Necro is one of the classes I play quite frequently. I didn’t touch my lvl 30 Ele or my lvl uhm… 14 (I think) Guardian for at least two months.

Edit: Talking about skilled; it appears to me that you’re not one of the “skilled players” if you don’t see the facts. Even if you should have to face-tank a big attack of a boss for some weird reason, it will actually do less damage as before, because they fixed the bug that did make you take more direct damage while you are in DS.

Going into DS before a big incomming hit (backstab/mighty blow/evisc/boss’ OHKO) would make you effectively ‘dodge’ it, even if you had only 5% pool. Now you will eat all the dmg as it overflows out of DS. That’s why he called on you being not-skilled. This is not only a jump-off-cliffs nerf, it’s a definately survivability nerf since we didn’t get any evade/invul/escape tool replacement. Check wiki for Evade/Invul/Block/, guess who’s missing at the party.

You need at least 10% life force to get into DS.

I find it heavily unlikely that everyone complaining about this actually used a sliver of life force to soak up a big hit. The way people are crying it sounds like some people could absorb every backstab and always generate 10% life force on a whim to block everything.

Most if the time it’s probably soaking 1k damage, and hardly ever these huge hits.

That’s because you are thinking in PvP style, think using PvE, and you will see a HUGE difference.

80 Necromancer (Main) | 80 Thief | 80 Guardian | 80 Warrior
Engineer and Elementalist in progress…

July 23rd patch notes: hidden buffs edition

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Posted by: Azraeel.1238

Azraeel.1238

If you really are necromancers, show some dignity. Some minor nerf here and there, but buffs also. Could have been worse.

The only nerf that seriously kitten ed me off is the damage overflowing into our health if exceeds our DS. I mean if they want to do it this way, then they should give us the ability to heal while in DS. All other professions can heal normally while using their mechanics, they can even rez others and stomp. While we on the other hand, we can’t rez, we can’t stomp, we can’t heal, and now we can’t block attacks with it. This is total BS. If they wanted to fix fall damage, then they should have done it with ONLY fall damage, not break the whole thing for that. You have no idea how many times this saved my behind in PvE…

80 Necromancer (Main) | 80 Thief | 80 Guardian | 80 Warrior
Engineer and Elementalist in progress…

July 23rd patch notes: hidden buffs edition

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Posted by: Azraeel.1238

Azraeel.1238

Biggest piece of crap patch ive ever seen!!!!!!
Screw you Anet!

80 Necromancer (Main) | 80 Thief | 80 Guardian | 80 Warrior
Engineer and Elementalist in progress…

GW2 sPvP

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Posted by: Azraeel.1238

Azraeel.1238

What Sorrow said.

I understand there may be different strategies done in tPvP, however at the end of the day you would still strive to hold points. You don’t see different game designs in different instances, such as the points I mentioned in the opening post.

I even asked a guildie who does a lot of sPvP as how he can bear through it, and he said he only likes killing people. I bet many who grind sPvP, do it for the killing, and not for the fun of acquiring objectives. As it is repetitive and boring imo.

80 Necromancer (Main) | 80 Thief | 80 Guardian | 80 Warrior
Engineer and Elementalist in progress…

GW2 sPvP

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Posted by: Azraeel.1238

Azraeel.1238

Hey Everyone,

I’m not a PvP fanatic, however I had my good share of instanced PvP, even maxed my rank in many of the previous MMOs I’ve played before. I loved the different flavors each instance brought to the players:
1 – You need to take a ball to the opponents goal to score.
2 – Holding grounds and gathering of resources.
3 – Destroying the opponent’s facilities/lord
4 – Holding an artifact and trying to last as long as you can.

Out of all of these, GW2 seems to only focus on one aspect, holding grounds. I know there are some ways to gather points in different instances, such as killing the lord, catapults, orb. But still, it feels the exact same thing!!! Hold your points, seize theirs… You don’t even need to plan out anything at the start, just go in and kill left and right. For example, in SWTOR, if you didn’t plan out before the match starts, even with pugs, your team might lose in less than 5 min.

I’m still rank 7 in GW2, and I can’t get myself to play more than 2 or 3 consecutive matches. I already have 7200 AP from PvE, and want to get the rest, however that sPvP is so kitten boring it feels like a grind.

GW2 isn’t the first MMO, and there are tons of MMOs before it, why didn’t they at least research which instances were most fun to play in previous releases, and implemented them here? No need to reinvent the wheel…

I don’t understand how can you guys go through it. Anything I’m missing?

80 Necromancer (Main) | 80 Thief | 80 Guardian | 80 Warrior
Engineer and Elementalist in progress…

Do wells stack?

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Posted by: Azraeel.1238

Azraeel.1238

I have over 800 hours on my Necromancer, and even before the patch, it was well known that if you stand on our wells, you won’t last no matter how tank-ish you were. Wells damage wasn’t directly buffed. But since everyone thought of Necromancers as a weak class pre-patch, they laughed and said “It can be easily dodged”. The increase use of Necromancers in WvW started sometime ago before the patch, are you going to tell me that Necromancers were OP before the patch? As a powermancer myself, the buffs we got were extremely needed. Unlike other classes, we barely bring anything to the party, this is why you will never see a group composed of nothing but Necromancers destroying other groups. Each and every class brings something useful not found in other classes, trying to shove a class into being useless is stupid.

You don’t care if they nerf your elementalist? Imagine if they kept your damage, but took away your mobility and survivability, what do you think of such a step? Oh look, an elementalist, lets go kill it first…. Necromancers aren’t as tank-ish as you may think, taking away our damage would make us? Useless… So think ahead before you conclude something!

80 Necromancer (Main) | 80 Thief | 80 Guardian | 80 Warrior
Engineer and Elementalist in progress…

Why we are being viewed as "OP."

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Posted by: Azraeel.1238

Azraeel.1238

The Necromancer really needs a nerf. I think it will be done. But when ? No one can today beat a condition necro.
A.net has maybe now to react about this issue!…

No one can beat a condition Necro? lol …

80 Necromancer (Main) | 80 Thief | 80 Guardian | 80 Warrior
Engineer and Elementalist in progress…

Warrior Build PvE.

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Posted by: Azraeel.1238

Azraeel.1238

I’m not an expert on warriors, but don’t you think you spread your points a little too thin? I personally run 30/20/0/0/20 GS build.
Strength: III, IX, XI
Arms: V, X
Discipline: I, VII

But you use shield, and I never bothered with that in PvE. So can’t help more, sorry xD.

80 Necromancer (Main) | 80 Thief | 80 Guardian | 80 Warrior
Engineer and Elementalist in progress…

Do wells stack?

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Posted by: Azraeel.1238

Azraeel.1238

This is a WvW thread, the meta was already including necros alot more pre-patch. Post patch there is really little reason to run much more than Warriors, Necromancers, and Guardians. You keep a few ele’s and mesmer’s around for the utility.

Basically the tanky meta of zergs was strong before and the large buff to necro strengthened it significantly. Necro’s are not the only one’s who need a look at to provide more variety, just the biggest thing atm. Guardians are right behind them in the “need to be looked at in WvW” department.

Reason Necro is on my list above guardian is that Necro’s are innately tanky played well, wheras Guardians need to spec for it. Likewise Necro’s have become a core part of the zerg damage due to the high baseline damage of wells and the ability to easily keep opponents in it with the Guardian Warding skills and/or immobilizes.

I’ve been on the fence for a bit, but I finally saw some groups using the combination to it’s potential and like a few of the metas before this the realistic counter is to use the same thing.

You know nothing, John Snow! I mean Ralathar. Have you tried a necromancer yourself? If not, then stand down and stop making yourself look bad. Necromancers are tank-ish without being specced into? Really? If a necromancer can last few seconds in Death Shroud thanks to Skill #4, once that over, with the lowest burst damage can throw the Necromancer out of DS, and without any points in SR, refilling life force would be painful. Unlike most of the other classes, we lack mobility. Have you played ping pong yourself? Well, imagine yourself being the ball.

We even have to sacrifice stun breaks (Which suck with their long cooldowns) just to have better AOE. Mind I say what other classes bring to the party other than right out damage? In my opinion, Elementalists are more important to have in group than Necromancers, they can support AND do damage with MORE mobility. Same for Guardians. Mesmers not only do they have good utilities, they have amazing AOE fields with clones that makes zergs harder to fight. So Necromancers are far from being the best in WvW.

Do not argue with what I just said because they are simple facts, not personal opinion.

80 Necromancer (Main) | 80 Thief | 80 Guardian | 80 Warrior
Engineer and Elementalist in progress…

Power Necro Build?

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Posted by: Azraeel.1238

Azraeel.1238

That’s because there is no “best build”. Do you enjoy playing Axe? Dagger? Staff? Focus? Warhorn? Minions?

Some people would take Golem as elite, others Lich, some people would go 30/10/0/0/30, others 30/0/10/0/30, 30/0/10/20/10, 30/0/20/0/20, or 30/20/0/0/20… etc… You can even have different builds in same trait allocations. Which is better is hard to say, which one would you enjoy? Up to you!

80 Necromancer (Main) | 80 Thief | 80 Guardian | 80 Warrior
Engineer and Elementalist in progress…

Why we are being viewed as "OP."

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Posted by: Azraeel.1238

Azraeel.1238

I’ve been recently doing high end TPvP with rank 50s… trust me, we are far from OP. I would go so far as to say we still don’t have a place in TPvP…

Here is where i’ll get the L2P shenanigans…

Let me break it down for you, evade block evade block stealth block block block evade evade 6 second CC focus fire 1 shot + evade block evade block block evade evade… wait… wait… there’s engineer condition immune immune immune immune.

Teams that went pro managed to form team composition and prepare a sequence of attacks in which they are close to invulnerable for 5-10 second interval until they CC lock 1 individual down for 5-10 seconds while bursting him… then they break combat running away with no chance of following…

Then they repeat sequence…
Of course they mesmer portal on top of you, must never forget that.

edit: fast moving combat pew pew with max CC and max stability is what wins at the moment. Necromancer is not fast moving, doesn’t have max stability… and pew pew is laughable.

I thought I’d see more necromancers in spvp, and surprisingly, I still see more thieves, elementalists, guardians, and mesmers.

80 Necromancer (Main) | 80 Thief | 80 Guardian | 80 Warrior
Engineer and Elementalist in progress…

what's wrong with using shortbow in a zerg?

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Posted by: Azraeel.1238

Azraeel.1238

I usually start with Dagger storm, then switch to shortbow, and spam the heck out of cluster bomb.

80 Necromancer (Main) | 80 Thief | 80 Guardian | 80 Warrior
Engineer and Elementalist in progress…

Builds for Dungeons?

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Posted by: Azraeel.1238

Azraeel.1238

Basically This

I left the armor for you to choose, you can either go Knight for increased survivability, very good if you want to do dungeons, or you can go full Glass Cannon, but you might have trouble while running tough dungeons. You can as well mix and match to keep your toughness between 1250 and 1400.

The rotation is pretty simple, you open with Reaper’s Touch (Focus #4), put down well of suffering and corruption, then Ghastly Claws (Axe #2), Unholy feast (Axe #3), then Death Shroud, for AOE (DS5, DS4, autoattack) for Single ( DS5, autoattack).

You can either leave right after two autoattacks, or you can keep going at it. By the time you leave Death Shroud your axe should be ready.

Things to keep in mind: when your Life force is greater than 50%, you do 5% more damage.
Your skills in death shroud almost always crit.
Your death shroud autoattack hits like a truck and stacks might.
Focus #5 only use that to strip boons from enemy.

I usually don’t include staff in my rotation, I only use staff in case it gets risky to go melee.

Good luck!

80 Necromancer (Main) | 80 Thief | 80 Guardian | 80 Warrior
Engineer and Elementalist in progress…

The ultimate necromancer damage hybrid v2.0

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Posted by: Azraeel.1238

Azraeel.1238

Interesting, well done mate

Looks like a fun build, and I love the damage sustain this build has. The numbers on your critical damage aren’t as high as the ones done by my powermancer, but the condition damage makes up for the difference with a higher up-time.

80 Necromancer (Main) | 80 Thief | 80 Guardian | 80 Warrior
Engineer and Elementalist in progress…

Builds for Dungeons?

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Posted by: Azraeel.1238

Azraeel.1238

I personally use 30/10/0/0/30 everywhere I go, and you will be useful through stacking vulnerability and weakness. However, if you want to go staff, many would suggest 30/0/10/0/30 Axe/focus, staff I presume, mainly for increased size of marks.

80 Necromancer (Main) | 80 Thief | 80 Guardian | 80 Warrior
Engineer and Elementalist in progress…

Why we are being viewed as "OP."

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Posted by: Azraeel.1238

Azraeel.1238

I play my necromancer and I don’t think it is balanced. It is not the buff that is the problem. Minion damage does not scale off of power. This allows necros to play mm burst while stacking burning, poison, bleeding, and more conditions. It was also a bad idea to put the new Dhuumfire trait in the same trait line while minion damage is increased by 30%. In other-words, a leaching mm condition hybrid allows sustain, direct damage, and condition damage. I like my necro but it seems that they should do something about this combination.

What is that necro running? 30/30/30 ? -_- … Other than the fact that Minion AI sucks, to have effective minions, you need at least 30 in Death Magic, and to have burning, you need at least 30 in spite. Even with full condition damage gear, you will still not do as much as a full conditionmaster, and you wont even be close to a powermancer in direct damage.

80 Necromancer (Main) | 80 Thief | 80 Guardian | 80 Warrior
Engineer and Elementalist in progress…

Exploits... oh fun!

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Posted by: Azraeel.1238

Azraeel.1238

One time i was trying the CnD on a keep’s wall, and the wall collapsed. So now I can CnD my way into the keep lord, then one shot it with HS. Awesome!

80 Necromancer (Main) | 80 Thief | 80 Guardian | 80 Warrior
Engineer and Elementalist in progress…

Why is Dhuumfire OP?

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Posted by: Azraeel.1238

Azraeel.1238

I highly doubt pure power builds would go 30 into curses for burning, you are losing 30% critical damage, more DS pool, shorter DS cooldown, 100% crit in DS, 5% increased damage with LF more than 50%…. I think those are extremely important for damage in power builds.

Very good points.
The 100% crits in DS especially.

I sure wasn’t thinking straight with that comment.

A hybrid build could still go into curses and grab it, for what it’s worth. If that was a change they made I would definitely dust off the rampager gear.

True, but if you look closely, we were talking about Pure power builds :P

80 Necromancer (Main) | 80 Thief | 80 Guardian | 80 Warrior
Engineer and Elementalist in progress…

What legendary are you making?

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Posted by: Azraeel.1238

Azraeel.1238

I’m personally going after Incinerator, and I will have to change my blue-ish look into a red-ish / orange-ish look. Making a hellish look. Although Frostfang would fit better my current look, but I’m already more than halfway there for Incinerator, so not going to change >.< .

I thought the same, until i got my incinerator. I actually dyed myself orange ish, but it didnt look good at all… The fire arm is the same colour as the armor, therefor the effects kind of dissapear and the fire looks like the armor, making the armor looking all buggy and stuff…

I prefer to have a “grayblue-ish” looks. It works well with the arm

But then again, if it is more than 2 people around (Almost all the time) the fire arm will bug out and it wont show the effect… Been like this since release and Anet wont bother fixing it

I currently have the dark gray/blue-ish look, looks very good with the shatter wings, but if that makes Inci look better than going orange-ish, then all for the better! :P

80 Necromancer (Main) | 80 Thief | 80 Guardian | 80 Warrior
Engineer and Elementalist in progress…

Why we are being viewed as "OP."

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Posted by: Azraeel.1238

Azraeel.1238

Necros are OP. They are even as OP as mesmers, rangers, engineers, thieves, guardians, warriors and elementalists!!
People immediately judge “OP” after facing something they can’t beat. Some people don’t even bother to stop and ask the question: “How do I beat that thing?”. But instead this is what you hear: “Oh that thing is so OP!”
Warrior stun locks them, they are OP.
Ranger perma regens and evades them like crazy, they are OP.
Memsers pop out too many phantasms for them to handle, they are OP.
They can’t kill a guardian, guardian is OP.
Thief spams invisibility and manages to steal kill a forest creature, oh oh oh! thieves are so OP!
Necromancers burst them with conditions… Necromancers are OP!
They fight a mirror of their own build and they lose… Oh that guy’s build is so OP! (this one is just a joke).

I personally have had moments of frustration during which I’ve called out something as OP but you know, one’s judgement can be clouded in such moments.

Many of the necromancer’s weak points are still intact. Necromancers are just now able to pull off what they were always supposed to pull off.

That said, I am not gonna claim that there isn’t anything out of balance with necromancers (nor any other class for that matter) nor outright judge anything as OP.

Well Said!

80 Necromancer (Main) | 80 Thief | 80 Guardian | 80 Warrior
Engineer and Elementalist in progress…

"New" Terror = balance ? (suggestion)

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Posted by: Azraeel.1238

Azraeel.1238

Good day everyone…

So everyone knows the number of complaints about necromancer recently…

Basically the problem is that Bleeding + Burning + Torment + Fear traited with Terror = too much damage…

This qualifies better for ‘too much damage’.

It even puts the old bs to shame.

But … but … Necros do too much damage!

80 Necromancer (Main) | 80 Thief | 80 Guardian | 80 Warrior
Engineer and Elementalist in progress…

What legendary are you making?

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Posted by: Azraeel.1238

Azraeel.1238

I’m personally going after Incinerator, and I will have to change my blue-ish look into a red-ish / orange-ish look. Making a hellish look. Although Frostfang would fit better my current look, but I’m already more than halfway there for Incinerator, so not going to change >.< .

80 Necromancer (Main) | 80 Thief | 80 Guardian | 80 Warrior
Engineer and Elementalist in progress…

The Mighty Altroll's Mighty Metas

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Posted by: Azraeel.1238

Azraeel.1238

Stop discussing irrelevant matters and get the match(es) going, fksake.
Or else, I’ll meta your sorry a§§ all the way to the Moon for giving us a false drama teasers.
Honestly, the 1 month old kittens we got at home are more manly than this. Grow a pair.

Edit: At above, wad kind of reply is dat supposed to be? It doesn’t even qualify for an excuse of an excuse.
Hello Kitten Online —>

At Mods, it appears this thread has served its purpose, for it has been established everyone is a load of scaredy-kittens. You may put the thread to its eternal rest now.

What a waste of time&bandwidth.

Hahaha… why are you so upset ? I was curious what people have to say, and i see you….

lol, I agree, why the sudden snap?

80 Necromancer (Main) | 80 Thief | 80 Guardian | 80 Warrior
Engineer and Elementalist in progress…

Why is Dhuumfire OP?

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Posted by: Azraeel.1238

Azraeel.1238

I respect Nemesis’ passion for making videos but I think that people overrate him.
His builds aren’t some sort of completely new super powerful things everybody just magically missed.
He’s certainly good, though, and a good source of information for new players.

So far I haven’t used any build he came up with, mainly because I like to come up with my own, but my reference was in case you wanted to see a video of Scepter and Axe gameplay.

edit:

I would put both Dhuumfire and Terror as grandmaster trait in curse.

This could definitely be a very interesting solution as well.
Hybrids could get both Dhuumfire and Close to Death, meanwhile Terror builds couldn’t get Dhuumfire.

I think it might be too powerful for Pure Power builds, as Burning with 0 Condition damage still has a surprising amount of base damage…
But it’d certainly be interesting to see.

I highly doubt pure power builds would go 30 into curses for burning, you are losing 30% critical damage, more DS pool, shorter DS cooldown, 100% crit in DS, 5% increased damage with LF more than 50%…. I think those are extremely important for damage in power builds.

80 Necromancer (Main) | 80 Thief | 80 Guardian | 80 Warrior
Engineer and Elementalist in progress…

Why we are being viewed as "OP."

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Posted by: Azraeel.1238

Azraeel.1238

@hackks.3687

Dude, this isn’t a matter of “can” or “can’t”, the necro can do all of the above, better and faster, if you want a condition-based engineer you may as well switch to necro because it does the same thing but better.

You can’t compare a class that has to go through all the skillbar, throwing everything around and doing miracles while you get outdamaged by a single auto#1.

Are you seriously comparing engi pistol’s #1 to necro’s #1? the simple fact that pistol’s base bleed is 2s makes it sub-par and impossible to stack, what do you want to cover a 3s confusion?

If you want to play engi in a serious pvp perspective you either run condi-grenades and elixirs or power-rifle with heavy CC (with bombs).

@Blaine Tog.8304

You can cast all the CC you want but the sole AoE CC you have is BoB (bombs require traiting).

Fight a 2v1 or a 3v1 in tpvp, win and THEN come back here, honestly you can complain all you want but you can’t fight 3 people with bombs while kiting and keep track of everything, a necro can fight everything and keep track of 4-5 players at once without having to kite at all.

You’re trolling.

Not all of the classes have the same difficulty. On my powermancer I have to use focus 4, Well of Suffering, then axe 2, then F1 and DS5, while autoattacking, then DS4. All that just to get close to a warrior using GS2 -_-. As for mesmers, you need to be a pianist to pull out a shatter combo.

What is kitten ing me off out of all of this is the fact that once Necromancers got good at something, people started complaining. Now, all of a sudden Scepter 1 is OP? Where the heck did you come up with this? Engineers and Elementalists have an arsenal of skills to use compared to Necromancers, with increased mobility.You say necromancers have fear? Well, Engineers and Elementalists have knockdowns. The only thing Necromancers are good at, is holding their ground for a while, but even that gets exponentially tough as the number of opponents increase (unless they are mindless drones). I haven’t even seen a good 1v3 so far. Not even that linked video before.

So I seriously hope arenanet doesn’t change a thing, just to let people actually learn how to fight Necromancers. Here is a hint…. ping pong ball.

80 Necromancer (Main) | 80 Thief | 80 Guardian | 80 Warrior
Engineer and Elementalist in progress…

Stomp while in Deathshroud

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Posted by: Azraeel.1238

Azraeel.1238

I wish they would make it so that we can properly DS stomp. Many people use weird exploits in stomping, such as the one where you teleport/shadowstep/etc.. far, and then come back right before it ends.

80 Necromancer (Main) | 80 Thief | 80 Guardian | 80 Warrior
Engineer and Elementalist in progress…

Why we are being viewed as "OP."

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Posted by: Azraeel.1238

Azraeel.1238

^ all of this is true.

I don’t know about this.

For starters, mesmers GS is a ranged weapon, and not a projectile.

Second of all, all of what you are complaining about, had been there for AGES. Stop lying to yourself, the real issue here is Dhuumfire. Necromancers have always had the ability to spam conditions, what gave them the burst ability is Terror + dhuumfire. Considering that people didn’t nag pre-patch when Terror was Adept, and sigil used to work on fear, then we can conclude it isn’t the culprit.

In fact, I bet if they remove Dhuumfire, more than half of the people will stop complaining.

80 Necromancer (Main) | 80 Thief | 80 Guardian | 80 Warrior
Engineer and Elementalist in progress…

Why is Dhuumfire OP?

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Posted by: Azraeel.1238

Azraeel.1238

@Azraeel.1238

You are wrong about moving Dhuumfire into other traitlines, it’s the fact that picking dhuum means picking +30% condition duration that makes it extremely strong in condition builds, moving it to the same line of terror would make it impossible to pick +33% condition duration OR the spectral duration trait (which are extremely useful), and would thus result into a nerf while keeping the meaning of the traitline (conditions) and not killing other builds.

I know mate, I didn’t suggest Dhuumfire to be moved somewhere else :P. I was just replying to someone who did.

80 Necromancer (Main) | 80 Thief | 80 Guardian | 80 Warrior
Engineer and Elementalist in progress…

"New" Terror = balance ? (suggestion)

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Posted by: Azraeel.1238

Azraeel.1238

This is what I’m saying, if they want to work on our survivability, maybe they should work on the Death Magic and Blood Magic trait lines, along side DS, and not on offensive trait lines. Our bunkers lack because the defensive trait lines are quite bad compared to other classes.

I am fine with your trait modifications, as it doesn’t affect my powermancer 30/10/0/030 build in any way.

80 Necromancer (Main) | 80 Thief | 80 Guardian | 80 Warrior
Engineer and Elementalist in progress…

Survey: Sanctum Sprint Short Cut is legit?

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Posted by: Azraeel.1238

Azraeel.1238

No wonder I keep getting top Checkpoint…. Doing it the legitimate way :P

80 Necromancer (Main) | 80 Thief | 80 Guardian | 80 Warrior
Engineer and Elementalist in progress…

Adnul needs another nerf it's just not fun.

in Bazaar of the Four Winds

Posted by: Azraeel.1238

Azraeel.1238

After so many tries, I figured out the secret to winning is starting with a belch instead of a bluff. Oh and take the one that reduces damage for drinking 3 drinks.

80 Necromancer (Main) | 80 Thief | 80 Guardian | 80 Warrior
Engineer and Elementalist in progress…

Exploits... oh fun!

in Thief

Posted by: Azraeel.1238

Azraeel.1238

Chuck Norris plays a thief!

80 Necromancer (Main) | 80 Thief | 80 Guardian | 80 Warrior
Engineer and Elementalist in progress…

"New" Terror = balance ? (suggestion)

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Posted by: Azraeel.1238

Azraeel.1238

You want to have an attrition gameplay, without putting any points in defensive traits? I find this to be a bit too much. I mean, it is logical if you go full damage, to have less survivability, what you want is to go full damage, and have more survivability. Imagine the staff #5 on several people? Or the wall? Each enemy with a ticking fear is healing you back.

I like this suggestion however:

I agree – Terror was never the problem.

Reducing the Dhuumfire burn from 4 sec to 3.125 (3 1/8) sec results in an effective reduction from 5.2 sec (4 * 1.3) to 4.063 sec (3.125 * 1.3), due to the 30% cond dur from Spite. This would be a 22% decrease in the damage from Dhuumfire.

This seems like a simple and effective way to lessen the effect of Dhuumfire+Terror without altering either feature significantly.

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Posted by: Azraeel.1238

Azraeel.1238

^ I would very much like to see videos of terrormancers 1v3+ in WvW.

I didn’t see a 1v3 in my 5 mins of watching this 18 min video, but there’s some crazy stuff this necro pulls off. Close to 5 mins there’s a 1v4 this necro does for a while in front of a camp (but his buddy later arrives, after he’s downed 3 of them). Good enough?

He barely was alone in almost all of the fights, and most of them had his friend “tank” where he stood in the back throwing off conditions. I’m not bashing the necro, he is very good at what he does. I’ve seen this video before, and even the guy said he was able to pull it off thanks to his friend.

I’ve seen a video of a berserker Guardian downing a whole zerg by just one combo, it was funny actually. I’ve seen another video of a thief that downed an 80 player from CnD + backstab alone, doing amazing damage.

My point is that going full damage, should yield high numbers, but that sacrifices survivability of course.

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Why is Dhuumfire OP?

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Posted by: Azraeel.1238

Azraeel.1238

No, it is just Dhuumfire that needs to go.
Necromancer already had access to high-damaging condition (Terror) and Dhuumfire surely doesn’t help Power/Hybrid build because they won’t never, never take Dhuumfire over Close to Death.

I’d probably use it.
I’d use it for sure if it got buffed sufficiently.

As a powermancer, I personally would never take dhuumfire, ever. I tried it once, and it felt slow compared to Close to Death.

The hybrids have a somewhat disappointing amount of Condition stacking.
Dhuumfire helps with that a lot.
Hybrids still need more help, though.
Right now Power is better in PvE and Condi is better in PvP.

Hybrids aren’t meant to have as much condition stacking/damage as full conditionmasters. Moreover, I think if you use Scepter/dagger, and Axe/focus, you should have enough conditions + damage. But you lose a source of fear + Rapid condition stacking from staff. I believe Nemesis used this combo quite well.

I expect Arenanet to further make this combo harder to achieve.
Maybe they’ll move Terror to GM, or even mess around with Greater Marks.
Or perhaps Dhuumfire gets moved deep into Blood Magic.
Whatever the case I don’t think that they want Terror Necros to have access to Dhuumfire.
They want them to be two separate things different builds use, or maybe a build using them both requires a very heavy sacrifice in something else.

Moving Terror to GM is the silliest thing ever, it is not worth of being a grandmaster trait. Plus, you can still go 30/30 and take dhuum and terror. Now if they moved Dhuum into blood, you just gave Terrormancers more survivability and damage :P. Arenanet doesnt “want them to be two separate things”, this is what you want. As far as I see it, having dhuum in Spite or curses both make sense, first for condition duration, second for condition damage, but to have dhuum somewhere else is futile.

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Posted by: Azraeel.1238

Azraeel.1238

^ I would very much like to see videos of terrormancers 1v3+ in WvW.

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Why is Dhuumfire OP?

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Posted by: Azraeel.1238

Azraeel.1238

Spectral Wall is avoidable by any non-braindead player, as any other line skills.

You don’t need to have people voluntarily walk into it.
You can Fear people with Doom and/or Reaper’s Mark and then place it on their way.

.5 second extra from Doom, 1 second extra from Spectral Wall.
When both are compounded by 50% extra condition duration it’s actually a quite noticeable buff just by itself.

Necro can apply Bleed, Blind, Burning, Chilled, Cripple, Fear, Poison, Torment and Weakness extremely fast.

Most condition removal skills remove 1 or 2 conditions at a time, so this insane load of condis slapped on someone is very deadly.
It forces people to bring heavy condition removal just to deal with Necros specifically, despite it weakening their builds overall.

Then once they use their condi cleanses and have them on cooldown you just throw in more conditions, Doom, Reaper’s Mark, Spectral Wall to stack Fear duration and they just die.

True, but few points to keep in mind, one is that most of those conditions you mentioned haven’t changed from before, only fire and torment were added. Second, the person who is fighting the necromancer, won’t be standing still cleansing, he would be fighting back, and 30/30/10 is kind of squishy. Third point is that you need heavy condition cleansing against a conditionmaster, not all kinds of necromancers.

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Why is Dhuumfire OP?

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Posted by: Azraeel.1238

Azraeel.1238

So, let’s take a look on the patch changes:
- Terror moved to Master tier
- Dhuumfire added
- Torment added
- Spectral Wall now fears your opponent
- Doom now fears for 1.5s

Those are pretty much the changes which affect the current Necro FotM build.
One, two or three of them are too much.

As you can see, Terror damage was untouched. The only thing which can increase the Terror damage is that half a second on Doom, which doesn’t really matter that much since it was counterbalanced by the Sigil of Paralyzation change.

Spectral Wall is avoidable by any non-braindead player, as any other line skills.

Dhuumfire isn’t the problem, as people are pointing out here.

Torment are only 3 stacks, whose damage is equivalent to 5 bleeds at best.

So, the “real” buff to fear/terror is the .3 duration coming from Doom at close range.
That’s the incredibly powerful and gamebreaking buff that made Terror so OP.

Really?

Thank you, that’s exactly what I was about to say! Then you see those people who say Fear + Fire is the issue, which means the player needs to go full spite/curses barely having any survivability and barely any LF regeneration.

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Why we are being viewed as "OP."

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Posted by: Azraeel.1238

Azraeel.1238

I was on my D/D thief against 3 enemies, one of them was a Terrormancer. I walked right into his wall once, managed to down only one enemy out of the three, and then was killed by the necro. Man, Necromancers are OP.

[/sarcasm]

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Axe #1 needs to be changed.

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Posted by: Azraeel.1238

Azraeel.1238

From 600 to 900 is little gain for me, however, what I would like to see is a cleave on Axe, dagger is supposed to be single target weapon, so it is fine, however the animation on Axe makes it easy to make it cleave. A huge slash going across the screen, how can that not cleave? As for damage, if they increase the axe autoattack damage by like 10%, you will do a maximum of 1500, which is fine considering the highest autoattack I’ve seen was around 1200.

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Posted by: Azraeel.1238

Azraeel.1238

seriously though, what class can remove enough conditions to negate a lot of necro’s damage? I mean like full on complete counter to necro’s conditions.

a necro.

Although in this case it’s not about negating damage, but doing even more damage by transfering later than your opponent.

And to everyone who said people just have to use more cleanses and need a few weeks to adept:
There’s just so much you can do, which for some classes just isn’t enough.
People won’t get an epiphany next week and go like “oh, look at that! there are some cleanses that I never noticed before… better use them now to deal with necros”.

TL-DR: Necros are only a threat inside of Scepter range. The profession has extremely low damage output at long range and bad mobility. Kite to win.

Easier said than done.
With a chill on marks you can close in on your opponent rather easily. Then there’s the golem’s cripple and knockdown, and of course Dark Path.
And let’s not forget that most other classes are more effective at close range as well.

“Kite to win” really applies more to necro than to any other class, and considering that you’ll also proc burning with marks, your ranged damage isn’t that bad at all.

If I hadn’t played the class myself, reading what you wrote, I would think that Necromancers never ever ever ever die. Like they can 1 on 1 anyone anytime anywhere with a flick of a button. Terror have always been there, enfeebling blood have always been there, two source of fear have always been there (Spectral wall is your own fault). The only thing that changed, weakness and fire. If by your logic those two are game breaking then condition warrior must be fearsome -_-. They got access to bleeds, fear, weakness, and fire.

Moreover, 30/30/x… is a squishy build, if you get focused first you are dead meat. You don’t even regenerate LF as fast as power builds. Most of the nagging is 1 on 1, where mesmers and thieves are still kings of the hill.

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Posted by: Azraeel.1238

Azraeel.1238

People aren’t accustomed to long fights.

To beat a Necro you have to run us out of 2 health bars while taking substantial condition damage. This is going to involve ducking out of the fight to cleanse several times. The good news is that Necro has pretty awful mobility. The bad news is that our Condi Damage output is incredibly high, and if you get hit by fears at the wrong time you lose.

I play a Necro in WvW a good bit, but I play my staff Ele more. I got schooled by Necros in WvW before I figured out that I was taking loads of damage from Spectral Wall + Fear Damage, because I was a dummy and ran into it multiple times. Also, I was failing to run away from Necros because I would assume I had more time to hold out for cleansing…then get triple feared and drop dead.

Now, I range them. If I can stay close to max range all they can do is attempt to drop marks (which are easily dodged) and throw a bad auto-attack. They run out of LF eventually, and can’t really get away unless they flee to a keep or their group mates. Necros are incredibly vulnerable to ranged damage now. Closing to melee is crazy, since I’ll just be loaded with condis and feared to death.

If I played a Warrior vs a Necro I’d probably just swap to Rifle and kite him. As long as I can dodge the Dark Path and most of the marks there’s not a lot Necros can do about it.

That wasn’t true pre-patch. Pre-patch you could melee a Necro down faster than the conditions could kill you. Now you can’t. That’s not OP at all. It’s just different.

TL-DR: Necros are only a threat inside of Scepter range. The profession has extremely low damage output at long range and bad mobility. Kite to win.

Very good observation!

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500 AP for GW1 Hall of Monuments Intended?

in Guild Wars 2 Discussion

Posted by: Azraeel.1238

Azraeel.1238

lol, I love how all those that are defending this, already played GW1, and benefited from the extra AP.

Again, you didn’t achieve any of the given “500 AP” in GUILD WARS 2. If they wanted to reward you more than just titles and skins, they should have came up with something other than AP.

Oh and I bet many, who never played GW1, paid more real life money in GW2 than those who did.

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500 AP for GW1 Hall of Monuments Intended?

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Posted by: Azraeel.1238

Azraeel.1238

The achievements leaderboard is not and will not ever be competitive. Why? Because it is a time based achievement which heavily favors those who started playing the game earlier. You think someone who starts gw2 today has a chance? No.

Anyone who didn’t start playing gw2 on day one is late to the party. Similarly, anyone who didn’t play gw1 is also late to the party.

There is nothing competitive about the Achievements. Don’t delude yourself into thinking otherwise.

At least those people can effectively say, they have been playing GUILD WARS 2, and not some other game.

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500 AP for GW1 Hall of Monuments Intended?

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Posted by: Azraeel.1238

Azraeel.1238

Just when complaints on this forum couldn’t get any dumber, they do

Your signature says it all!

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500 AP for GW1 Hall of Monuments Intended?

in Guild Wars 2 Discussion

Posted by: Azraeel.1238

Azraeel.1238

What do achievement points represent?

They represent how much you’ve accomplished while playing Guild Wars 2. Adding achievement points from another game, even if you spent 1,000,000 hours invested in it, is wrong. They should reward your effort through cosmetic means, which they already did, but to give you achievement points making you look as if you achieved more in Guild Wars 2, where in fact you didn’t, is just dumb.

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Thanks for the free achievement points

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Posted by: Azraeel.1238

Azraeel.1238

From GW2’s inception, GW1 was meant to have a carry over presence in both lore and tangible rewards.

The measly 2 AP points per tier was a joke. A token tip of the hat, if you will. This increase is more representative of their worth. Don’t come in here and QQ about achievement rebalances. If it bothers you that much, go get your dues in GW1.

Thanks Anet for standing up, and recognizing our GW1 efforts with an appropriate AP reward.

…next on the AP rebalance should be a reworking of WvW. I’d also like to see an increase for equipping legendary weapons. 5 points per, isn’t appropriate.

Get our dues in GW1? This isn’t an expansion pack, it is a totally new release. Of course the lore carries on, duh, however the achievement points represents how much of the in game content you finished. It shouldn’t be affected by some other release. Makes no sense! If they sent you a chest or a direct reward, whatever, no one cares, but adding achievement points to look as if you achieved more in GW2, this is totally wrong.

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Engineer and Elementalist in progress…

Thanks for the free achievement points

in Bazaar of the Four Winds

Posted by: Azraeel.1238

Azraeel.1238

It kind of makes me sad that a few of my friends I compete with for fun have leapfrogged me due to things they did in an entirely different game that I’ve never played

Not taking anything away from your GW1 achievements, but presumably you got rewarded for those already in GW1. Not sure why they should carry over at all, but 500 points seems massive for a whole different game, especially given that after hundreds and hundreds of hours in WvW I have a total of around 70 achievement points to show for it :p

Exactly!!! Thank you!

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Thanks for the free achievement points

in Bazaar of the Four Winds

Posted by: Azraeel.1238

Azraeel.1238

Actually it isn’t fair for those who haven’t played GW1. They are both totally different games, and shouldn’t be interrelated at all. Guild Wars 1 is still there, go play it if you want a “sense of achievement”. This isn’t an expansion pack!

I mean I would understand adding cosmetic gifts at the start for those who played GW1 as an incentive to start GW2, but you haven’t actually achieved anything in GW2 yet, and acquiring those points for playing another game doesn’t make sense.

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Thief dungeon balance needed.

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Posted by: Azraeel.1238

Azraeel.1238

I run dungeons the same D/D build i use in WvW, except i switch the fall damage trait for might on dodge. I don’t find myself useless at all. It is true i don’t throw out protection and regeneration buffs on allies, but if they ever get downed, I can easily resurrect them. Even if they were in the middle of a huge number of enemies. Moreover, with a thief, mob skipping is much easier. Both of these “services” can’t be done while playing a warrior.

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