Showing Posts For Azraeel.1238:

Thieves stop whining

in Thief

Posted by: Azraeel.1238

Azraeel.1238

I just love hypocrites, before the patch, there were at least 6 posts stating that thieves are OP. Now most of those same dumb kitten people are in the Necromancer’s forums crying about Spectral Wall fear, which can be easily dodged.

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

So, It's Been Released: Thoughts on BotFW?

in Bazaar of the Four Winds

Posted by: Azraeel.1238

Azraeel.1238

My only thought, delay it further!!! This is way too soon!

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

Unresolved Power Necro issues

in Necromancer

Posted by: Azraeel.1238

Azraeel.1238

Totally agree.

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

Aetherblade Retreat: Extend its time

in Sky Pirates of Tyria

Posted by: Azraeel.1238

Azraeel.1238

I don’t mind the dungeon being difficult and all, I just really hope Arenanet extends the duration of the dungeon even after the whole sky pirates theme ends.

Without having any time between the two events (Dragonbash and Sky Pirates), I need more time to work on the dungeon achievements. Just yesterday I spent 3 hours trying to get the lazer achievement, only 1 person out of the 5 was able to get it, not because he was extremely skillful, but because I was playing scapegoat.

Cheers!

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

Best build for WvW/PvE?

in Necromancer

Posted by: Azraeel.1238

Azraeel.1238

I personally run 30/10/0/0/30 Axe/Focus offset Dagger/Warhorn or Staff depending on the situation. I love it in both PvE and WvW. It is however a power build, not condition.

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

That spectral wall with "fear".

in Necromancer

Posted by: Azraeel.1238

Azraeel.1238

Oh please whine more, your tears fuel the spectral wall -_-…

People are still not used to this skill, just like everyone knows when you see a well, dodge out of it, or when you see a phantasm, destroy it quickly, or when you get immobilized by a mesmer, gtfo before you get melted by shatter build, or when you see a thief stealth, keep autoattacking while changing directions and moving…. They need to learn that seeing that wall means avoiding it by all means.

EDIT TO ADD: Also don’t forget that fear is a condition, any aoe condition removal skills will deem that useless. “Shake it off” and Traited guardian shouts are just one of many.

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

(edited by Azraeel.1238)

The Incoming 'Fix'

in Necromancer

Posted by: Azraeel.1238

Azraeel.1238

True that Axe flails in front of you, but it is too “small” to hit 3 :P

Probably lower the DS damage.. I heard people hitting for 9-10k. Thats like 10k DPS right there, and dont forget fear and burning aswell. If something needs fixing thats it. I do not want to play necro if its look upon as freaking OP

Don’t play a necro then, and nobody wants suggestions from someone who never tried them. So have a nice trip out of our forums.

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

The Incoming 'Fix'

in Necromancer

Posted by: Azraeel.1238

Azraeel.1238

Well, it is impossible to make #2 cleave, unless your axe would magically split into 3 and attack their targets :P. Lets stick to autoattack for now

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

Are necros op now?

in Necromancer

Posted by: Azraeel.1238

Azraeel.1238

It is only dangerous because people still fail at countering it. You only have two tries to get that person to hit the wall, else your whole combo is a waste. Those who run into it willingly are dumbkittens.

I’ll have to agree with him. Spectral wall change is not the problem. The problem is the insane amount of damage a terrormancer with BURN (30/30/10/0/0) not (0/30/10/0/30)
can put up. ArenaNet will either have to remove Burn and remplace it with torment, or cut terror damage by half.

So basically, someone going full glass cannon shouldn’t do “insane amount of damage”? 30/30/10… is a glass cannon build, at least the 30/x/x/x/30 build has DS to rely on a bit.

I highly doubt we will even see posts such as, “How can I defeat terrormancer?” Cause it is very obvious…

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

The Incoming 'Fix'

in Necromancer

Posted by: Azraeel.1238

Azraeel.1238

Staff hits multiple targets if lined up… that’s all you have to work with and it will probably stick to that. (not counting traited LB)

They could make axe hit 3 targets in a 45 degree 600 range cone but the damage would probably get nerfed to compensate, AOE vulnerability with that dps at range is probably over the top.

What damage man? The axe autoattack damage already sucks. I do around 1200 critical in power build. But I do agree with the 3 targets suggestion.

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

I mostly see QQ topics...

in Thief

Posted by: Azraeel.1238

Azraeel.1238

I took a break from the thief forums to go defend my main class, Necromancers. All those who QQ are a bunch of whiners, and nothing pleases them.

Take Necromancers for instance, they always been underrated and lacking greatly in almost all of the contents. Now that they got buffed, many claim they are OP…. Disregarding the fact that their survivability and mobility still lacking greatly.

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

The Incoming 'Fix'

in Necromancer

Posted by: Azraeel.1238

Azraeel.1238

The best fix would be for our Axe to do a cleave damage.

100% agree. Its a bit ridiculous that our melee weapons are only single target when so much of the game is fighting multiple targets…and every other class’ melee weapons hit multiple targets.

Axe has 600 Range. It’s not even close to melee.
Dagger’s auto-attack is melee so I guess it could get cleave, but I’m doubting it.
…but if we ever get a Sword, GS or Hammer in the future I’d bet that it has cleave.

On topic:
Yeah I wouldn’t be terribly surprised if they changed that.
Melandru runes and Sigil of paralyzation are both causing some problems to Fear.

Dagger will never have a cleave, because it can crit up to 4k using nothing but autoattack. Plus the animation of the dagger looks set for a single target. Where as Axe has a wider range with a huge slash going across… makes more sense.

Warriors axe auto attack hits that hard.

True, just not as fast.

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

The Incoming 'Fix'

in Necromancer

Posted by: Azraeel.1238

Azraeel.1238

The best fix would be for our Axe to do a cleave damage.

100% agree. Its a bit ridiculous that our melee weapons are only single target when so much of the game is fighting multiple targets…and every other class’ melee weapons hit multiple targets.

Axe has 600 Range. It’s not even close to melee.
Dagger’s auto-attack is melee so I guess it could get cleave, but I’m doubting it.
…but if we ever get a Sword, GS or Hammer in the future I’d bet that it has cleave.

On topic:
Yeah I wouldn’t be terribly surprised if they changed that.
Melandru runes and Sigil of paralyzation are both causing some problems to Fear.

Dagger will never have a cleave, because it can crit up to 4k using nothing but autoattack. Plus the animation of the dagger looks set for a single target. Where as Axe has a wider range with a huge slash going across… makes more sense.

As I said I doubt the Dagger will get cleave.
Thieves have cleave with Dagger auto-attack, but their’s deals less damage.

Axe makes even less sense.
Cleaving is a property that only exists on melee weapons.
If the Axe got to hit multiple targets it’d be called AoE and be subject to 5 target limit on a circle, rather than 3 targets directly in front of the user.

Oh man, you got so many things wrong in there:

1- Thief’s dagger does not cleave, it is single target.
2- Warriors use Axe, and they hit almost all around, not just 3 in front of them.
3- If you think of the Necromancer’s Axe effect/animation, it is sending out claws that deals damage to the enemy. Although you are doing it from distance, your claws are in melee.

So i still think it makes more sense with the Axe.

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

The Incoming 'Fix'

in Necromancer

Posted by: Azraeel.1238

Azraeel.1238

The best fix would be for our Axe to do a cleave damage.

100% agree. Its a bit ridiculous that our melee weapons are only single target when so much of the game is fighting multiple targets…and every other class’ melee weapons hit multiple targets.

Axe has 600 Range. It’s not even close to melee.
Dagger’s auto-attack is melee so I guess it could get cleave, but I’m doubting it.
…but if we ever get a Sword, GS or Hammer in the future I’d bet that it has cleave.

On topic:
Yeah I wouldn’t be terribly surprised if they changed that.
Melandru runes and Sigil of paralyzation are both causing some problems to Fear.

Dagger will never have a cleave, because it can crit up to 4k using nothing but autoattack. Plus the animation of the dagger looks set for a single target. Where as Axe has a wider range with a huge slash going across… makes more sense.

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

Reasons DS/power got buffed out of its mind

in Necromancer

Posted by: Azraeel.1238

Azraeel.1238

All of what you said works like charm if and only if you aren’t getting hit. DS4 is the only skill that actually is effective to keep your LF up during while getting attacked. The 33% change to gain 1% LF it feels lacking a lot.

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

Are necros op now?

in Necromancer

Posted by: Azraeel.1238

Azraeel.1238

It is only dangerous because people still fail at countering it. You only have two tries to get that person to hit the wall, else your whole combo is a waste. Those who run into it willingly are dumbkittens.

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

The Incoming 'Fix'

in Necromancer

Posted by: Azraeel.1238

Azraeel.1238

The best fix would be for our Axe to do a cleave damage.

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

Are necros op now?

in Necromancer

Posted by: Azraeel.1238

Azraeel.1238

Are you kitten serious? Let us not forget about PvE okay?
All I hear is sPvP and WvW, but we needed those buffs for PVE AS WELL!!

I can still land 10k BS and 6k with health <25% on dungeon bosses on my thief.
I can still do 8k all around with whirlwind and 2k-3k AOE autoattack on my Axe Axe warrior.
When it comes to my Necromancer, although the damage is mostly single, but at least now I can feel like I’m doing a bit more damage with Death Claw and Life Blast. We needed that kitten buff so much.

1- Fear: It can be easily cleansed, and after those 3 fear sources used, you need a bit of time to be able to use them again. Guardian shouts (if traited) and Warrior Shake it off can easily counter that fear for all the group.

2- Survivability: Hybrid and ConditionFire builds got barely any survivability. Death Shroud will not save your kitten especially if you get focused.

3- Damage: Even with all the buffs, a group of warriors will still finish a dungeon faster than a group of Necromancers.

4- Mobility: You will still need to fight till you either kill your opponent or die trying.

5- Underwater OP? Who the hell even cares about Underwater? Necromancers have always been “OP” underwater because of minions and DS. Nobody nagged before about it. Why now?

6- Combo: Using a combination of skills to make the most out of your damage is found in all of the other classes. Thieves, mesmers, Guardians… all excel in it. So if you manage to use your spectral wall + fear and it succeeds on your opponent, that’s like succeeding in Steal+CnD+ BS on someone, or Immobilize and Shatter your clones on Mesmer.

7- Spectral Wall: Easily countered with stability and Breakstuns, and as someone else have confirmed, stability gets removed last, so good luck trying to take it off.

Stop trying to sound like Necromancer is the best class out there, we are good now, but not even close to being OP.

To all those who claim to main a Necromancer and think they are OP, either enjoy your “OP class” and shut up, or gtfo

Tired of all this “OP this OP that” crap!

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

Patch notes - 16.07 (traits suggestions)

in Necromancer

Posted by: Azraeel.1238

Azraeel.1238

Let me guess, you run a minion/DS build (x/x/30/x/30) with Staff as main hand and so you rely on DS for more damage?

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

Are necros op now?

in Necromancer

Posted by: Azraeel.1238

Azraeel.1238

I’ve plaid MAYBE 2 hours of necro in total TOPS. I was able to 1v3 with ease (WvW Vs. non-upscaled). Far easier than any of my 80’s.

Looool. No.
I don’t believe a single word of this, unless those 3 were afk.
2 hours experience total? 1v3 with ease?? If only…

I’m sorry, but if that’s a true story then your opponents were total noobs. If they were skilled then a 2000 hour necro pro couldn’t have survived.

I’m sorry I’m not a baddie like most in WvW?

I’m not saying you are bad. It’s just not possible to win alone against 3 people as a necro, and certainly not “with ease”.

Uhhh…. not sure if serious… 1v3 is possible with any class… saw my pal do it before the buff. He agrees that it’s a bit much as it is right now. Do keep in mind that most WvW-ers ARE bad though… ques the video of a lone thief/mes/eng/whatever taking on 5+ people lol.

I don’t know what build you are using, but if you were using Wells, and they stood in it for too long, then you shouldn’t even boast about it. I’ve met in WvW (Pre-Patch) many classes that thought they can go toe to toe with my Necromancer with direct attacks, they stood in my wells for 3 seconds, and that’s all it took to down them. Basically, 1v3 is impossible if the ones you fought are even just half-good, because you don’t have anywhere to go but to eat whatever damage is done towards you. You won’t last even if you stacked 1500+ toughness. One backstab from a thief should push you into deathshroud, which if focused, won’t last more than 2 seconds, and there you go, a dead necro. This is totally disregarding the fact that they might daze/stun you.

Necromancers have always had the ability to eat a few more punches to the face with Death Shroud, but you will still get burned down if you get focused, and you will still won’t be able to run away. The only difference now is that you pack a punch to retaliate, and this is nowhere close to OP.

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

The Mighty Altroll's Mighty Metas

in Necromancer

Posted by: Azraeel.1238

Azraeel.1238

Most of these builds aren’t new, came here trying to find something new and interesting.

However I have one comment on this build since it is close to what I run:

High Priest (Massive AoE burster)
30/0/10/0/30
II, VIII, XII, VI, II, VIII, XII
6 Runes of Divinity
Berserker’s Amulet
Axe (Sigil of Air) Focus (Sigil of Force)
Dagger (Sigil of Air (Or purity)) Warhorn (Sigil of Energy)
Consume Conditions, Well of Suffering, Well of Corruption, Well of Power, Lich form

As a massive AOE burster, wouldn’t it be better to put 10 points in curses and take weakening shroud instead? That’s few stacks of bleeds + direct damage + weakness on all those around. I understand you will lose the condition removal on DS, but you will put a lot more pressure on enemies.

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

After Half year-Returned-Opinion

in Necromancer

Posted by: Azraeel.1238

Azraeel.1238

Yeah, many do agree with what you said, maybe except for a few points. For the melee part, I just love the way we use our dagger and axe, wish the autoattack cleaved though. The staff animation where it turns into a scythe and throws a black hand is awesome as well. The way a focus shows a scythe before throwing Reaper’s Touch is decent.

I wish the minions looked more like Risen than those silly abominations, but that would go against the Lore as Zhaitan would have had the ability to control them.

Another thing that bothers me is that classes don’t have specific armor, I cringe whenever i see a mesmer or an elementalist running around in Arah light armor. That armor perfectly fits Necromancers.

But don’t let these get you down, you will still feel the power of a necromancers whenever you use Lich Form, plague form, Death Shroud, Marks from Staff, Wells, epidemic, and Minions.

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

Are necros op now?

in Necromancer

Posted by: Azraeel.1238

Azraeel.1238

Conditions just aren’t supposed to be so bursty. The combination is too much, mostly because Terror is too accessible and probably a little too effective at the moment.

Because of access to torment and how we can force movement with fear, we would still be the top condition damage even without Terror. I don’t think a slight nerf to it would be the end of the world.

tbh i think it should apply like 2 stacks of torment instead of burning.. necros didn’t need burning imo

I’d say three stacks, but this makes perfect sense. I have no idea why the developers didn’t do that instead.

Think of it this way, just the fact that you can have a hybrid build, this means condition builds CAN be bursty. If you have a condition build, and you want dhuumfire, then you must have 30 in spite, and at least 25 in curses (Target the weak), this leaves 10-15 points to place wherever you see fit. Let us say Soul Reaping for little more DS and crit damage. You now technically have placed points in the power/precision-condition/critical damage trait lines which can work for both condition and power builds.

Cheers!

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

Are necros op now?

in Necromancer

Posted by: Azraeel.1238

Azraeel.1238

So let me get this right, just because now you can burst damage using Terror + Dhuumfire, they are OP now? Since when attacks need to be nerfed just because they can be chained? All of the classes have certain burst rotation that sync well together for optimal damage. I hate this stupid overuse of the word OP.

In any case, I’m running a pure power build and I doubt I’ll use that Dhuumfire over the 20% increased damage. If you want to couple it with terror, then you won’t be able to have 30 in Soul Reaping.

We can have a long debate whether dhuumfire + terror outDPSs 20% extra damage <50% health + 5% extra damage with LF greater than 50% + 50% extra crit in DS.

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

Power Builds

in Necromancer

Posted by: Azraeel.1238

Azraeel.1238

Makes sense! Will look into it

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

DS Power Build Help

in Necromancer

Posted by: Azraeel.1238

Azraeel.1238

buildcraft.com didn’t update their website yet.

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

Power Builds

in Necromancer

Posted by: Azraeel.1238

Azraeel.1238

Interesting, I guess ill go with 30/10/0/0/30 for now. I need at least 10 in precision to hit 50% crit chance. What do you choose in it? Weakening Cloud? or Grounding Wells?

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

Power Builds

in Necromancer

Posted by: Azraeel.1238

Azraeel.1238

Now with the changes, I am debating on whether I should or shouldn’t change my build .

Some of the builds I’m thinking of trying out:

Axe/Focus 30/10/0/0/30.

OR

30/0/0/20/20 for more survivability and less Well cooldown.

I prefer the close to death over dhuumfire. Any other suggestions?

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

Patch notes - Necro - 6/25/13

in Necromancer

Posted by: Azraeel.1238

Azraeel.1238

No greater marks merging or making them baseline T_T. Doom is amazing though but need a new build to make it work heh.

Poison on scepter is very nice.

I told you they will limit the spectral walls ability. They reduced the duration and increased the cooldown

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

Potential leak of 6/25 changes

in Necromancer

Posted by: Azraeel.1238

Azraeel.1238

Well, I don’t do much sPvP because I don’t like it, however I can see why you are making a big fuss out of it. It makes it harder for your opponent to capture a point. However, most of the other classes already got ways to annoy you if you lack stability. Guardians using a hammer (Knockdowns), Shield (5# skill), staff (Wall preventing anyone from passing). Warriors can equip so many CC abilities (Stomp, kick, Charge…etc). Rangers can knockback. Engineers tons of knockbacks+turrets. Elementalists, Knockback with Air + Earth attunements. Mesmers daze, stun, and AOE fields. Thief, blind spec, however they never meant to be bunkers anyways.

Necromancers currently only have the Fear from DS and the Staff skill 5#. An extra CC won’t be OP in my opinion. We never know, they even might give it certain limitations like they did to Near to Death (30% instead of 50%).

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

Final(?) 25/6 trait changes available

in Necromancer

Posted by: Azraeel.1238

Azraeel.1238

So far the only buff in my spec (30/15/0/0/25) is the Near to Death. I doubt I’ll use the fire over 20% extra damage. I will have to replace Decaying Swarm with Near to Death. That’s about it…

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

Potential leak of 6/25 changes

in Necromancer

Posted by: Azraeel.1238

Azraeel.1238

Azraeel you don’t seem to be looking at the bigger picture.

It’s gonna have a 16 second duration? On top of the fear it’s an ethereal combo field, it’s an unlimited source of protection for the whole team during those 16 seconds(as in if your protection gets stolen or cleansed or converted you just touch the wall again). You’d be able to kite people around even if it gets dodged, you could also fear people into it. It would be a supreme utility. It would be very effective for the whole team and the level of annoyance for your opponent would be extremely high. Being chased? Just go to a choke point, put a wall and juke people with it. They dodged through it? Go back through the wall, dodged again? Cross the wall again. Seriously it would be a melee’s worst nightmare.

Your “everything you have to trait the wall” insight is puzzling, you only need 20 into curses and 10 into soul reaping to fully trait the wall, then you just take spectral walk + spectral wall. A lot of condi builds tend to have 20 into curses and 10 into SR so it wouldn’t be a problem even if you’d have to sacrifice something for a supreme wall like that.

Edit: Grammar and omg, I’ve made a your/you’re mistake…..

You just forgot, that fear is easily countered by stability, the only melee that doesn’t have an easy access to stability is thief, and i doubt this will hinder them much.

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

Potential leak of 6/25 changes

in Necromancer

Posted by: Azraeel.1238

Azraeel.1238

And all I see is a QQ here, and a QQ there… QQ QQ QQ everywhere… You do the QQ QQ and you QQ around, that is what’s all about!

Oh, and Iceflame, even if they made the spectral wall like that, I would still take wells over it. For starters, if you want fear to do damage, you need to trait it, and I would prefer traiting DS over it. Second of all, if it can be dodged, then it will only work if you bomb them. Third of all, cleansing condition removes fear, but it doesn’t make people stand from being knocked down (which the guardian wall does).

How is there not to be QQ in a state like this? I just feel like a fear duration+terror build is fairly powerful and if you can fit a fully traited wall which would fear people every time they pass through that would be very strong in itself and in conjunction with terror would be super amazing. I also thought burning with bleeds on top of terror would melt a lot of faces but lately I get reminded of the way this game works currently with all those invis/evades/invuln/clones and other stuff. If we take that into account then we have a long way to go before we are actually OP, heh. Stuff gets nerfed even if it’s not OP when people whine enough about it anyway. A wall like this would definitely get a lot of attention.

Put everything you have to trait the wall, just to end up getting dodged in the end. Yeah, sounds OP.

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

Potential leak of 6/25 changes

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Posted by: Azraeel.1238

Azraeel.1238

And all I see is a QQ here, and a QQ there… QQ QQ QQ everywhere… You do the QQ QQ and you QQ around, that is what’s all about!

Oh, and Iceflame, even if they made the spectral wall like that, I would still take wells over it. For starters, if you want fear to do damage, you need to trait it, and I would prefer traiting DS over it. Second of all, if it can be dodged, then it will only work if you bomb them. Third of all, cleansing condition removes fear, but it doesn’t make people stand from being knocked down (which the guardian wall does).

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

Potential leak of 6/25 changes

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Posted by: Azraeel.1238

Azraeel.1238

To all those that are complaining about minions, two of them now regenerate health out of combat, which I think is a great idea. Arenanet never meant for minions to last forever like Ranger’s pet, otherwise it would have gave them more toughness and a skill bar of their own.

To all those who think that the spectral wall is too good to be true, you obviously forgot the “Line of Warding” skill for Guardians… I don’t know why you thought one is OP while the other is normal…

To all those who are complaining that the burning is in Spite tree. Well, first of all spite has condition duration, doesn’t play perfectly well with pure power builds, and second of all, if it was in the condition trait line, everyone would have cried that it is OP. It works well with hybrids, and can work with burst power builds, we will just have to wait and see.

Lastly, these aren’t the final patch notes, so stop whining and wait.

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

Potential leak of 6/25 changes

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Posted by: Azraeel.1238

Azraeel.1238

You guys complain way too much!!!!!

If this is true, they gave you almost everything they promised. More damage, More mobility, and staying in fight longer. You didn’t get ways to escape, but they never promised that!

Where do you get more mobility and staying in the fight longer?

What Anet really “promised” was a way to increase attrition without more access to boons.
All I see is more damage, which only makes us overpowered in duels but doesn’t help at all when focused by more than one player.

So I still call BS on that leak.

You can last longer because your weapons fill up your Life Force way faster than before, and with placing Near to Death as a master trait, you now have an easy access to Death Shroud every 5 seconds. With this, if you go all the way to 30 points, you can use stability more often giving you the mobility we lack.

Reducing the cooldowns on most of the utilities will give you more damage and more mobility. Along with DS5, I think that’s good enough to put pressure on enemies.

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

Necromancer DPS low?

in Necromancer

Posted by: Azraeel.1238

Azraeel.1238

I chose a mob that has enough HP to test extended duration on an extended fight. It favors DOT yes, because you allow the dots to build up to full efficiency. Like I said, I will video both, but I am very certain that conditions will not pan out effectively against a low HP target.

Against regular mobs and vets – Burst is more effective, I don’t think that is up for discussion, but the closest simulation to a boss level mob that is easy enough to get to would be that champion I mentioned.

I am not tilting the scales in favor of the necro, just in favor of a longer fight. All these claims of 9000 sustained DPS, blah blah blah should hold up on bigger HP mobs just the same as smaller HP mobs right? Thats the claim isn’t it.

The problem are not the onehit stomps or sth, but the Grubs. You can’t kill them fast enought.

How much mobs that spawn multiple ranged adds – thats the only problem here – do you have to fight by yourself in dungeons?

You can spam your damage rotation against almost every boss in this game. If you can solo a single champ in orr has nothing to do with viability in dungeons.

I can kill the adds fast enough; and that AOE condition spread is what I bring to a group. It stacks on top of whatever else my party has, including warriors. But only if my bleeds arent getting overridden by someone else (the big problem with conditions right now).

You wanted to do Lupicus earlier? That is clearly a dungeon boss designed for a group, the only difference being this particular mob you cannot easily kill with a warrior and 100 blades in zerker gear.

I make no argument that a stacked 3 warrior 1 guardian 1 mesmer group isn’t the most bad kitten dungeon destroying alignment in the game. Necro brings few buffs, and conditions get nothing from group vulnerability.

By the way… this would be an example where 100% zerker and 100% melee isn’t the way to go, since you haven’t found any cases where that is so. Hopefully the developers will one day decide to make at least SOME of the content require diversity.

As promised – both videos attached: Champ and Vet

- Vet (30 seconds)
http://www.youtube.com/watch?v=BvKNtiV1Iw8 – Champ (5 mins 28 seconds)

I am open to any other champ suggestions you have in the open world that you would prefer. I am sure you can find one that will tilt the scales towards standing still and 100bladesing.

The content is the problem, not the class. Creating dugeons and party compositions that discourage conditions/innovation. Punishing condition users by continuing to ignore the cap and having a system that pushes off longer/more damaging conditions for weaker/shorter duration ones.

Zerker should have been an option, with drawbacks, not the end all be all to every dungeon everywhere. And on that we agree. The vast majority of content is best destroyed by full zerker warriors.

Few things to comment here. I always kill that giant on my power necromancer. I use well of suffering twice, once at the start, and once right at the end. Considering I don’t have wells traited, so I presume the time I kill that giant is ~50 seconds. However, there are two things to take into consideration here:
1- You are using minions, you aren’t wasting any time moving around, dodging his knockdowns, or healing up.
2- In a fight where more than one player is around, your condition build will lose its effectiveness because the maximum number of bleeds is 25. On my power build I can stack up to 8 bleeds instantly.

That’s all there is to it!

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

Potential leak of 6/25 changes

in Necromancer

Posted by: Azraeel.1238

Azraeel.1238

You guys complain way too much!!!!!

If this is true, they gave you almost everything they promised. More damage, More mobility, and staying in fight longer. You didn’t get ways to escape, but they never promised that!

In fact, they did give us a slightly better way to escape melee damage with Dark Binding (DS #5)

I agree to some extent; it looks more like a tool to be used during a fight rather than an escape tool.

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

Potential leak of 6/25 changes

in Necromancer

Posted by: Azraeel.1238

Azraeel.1238

You guys complain way too much!!!!!

If this is true, they gave you almost everything they promised. More damage, More mobility, and staying in fight longer. You didn’t get ways to escape, but they never promised that!

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

Convince me!

in Necromancer

Posted by: Azraeel.1238

Azraeel.1238

In AOE situations, whether you run conditions or power, if you know what you are doing, you will be able to pull out more damage than a thief.

Having a warhorn off hand, you can activate locust swarm as you run into a crowd, place down the well of suffering on top of them, go into death shroud gaining (retaliation, fury, cast Enfeebling blood), and use skill 4 in DS. With little AOE from allies, they will be hitting the ground fast. After that you can switch to your staff, and if traited, you can cast huge marks damaging, snaring, and bleeding them, or you can keep auto-attacking with your dagger (high damage single target).

Condition builds on the other hand are way easier, select one player with tons of boons, use the utility to turn all their boons into conditions, then use epidemic. Enjoy the show!

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

Against Imbaneers!

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Posted by: Azraeel.1238

Azraeel.1238

I’m not an expert in tourneys as I never done them before, but logically if your problem is an Engineer with 25% health left, go lich form perhaps and finish him off?

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

Necromancer DPS low?

in Necromancer

Posted by: Azraeel.1238

Azraeel.1238

My power build is like this:
30/15/0/0/25

Spite:

Spiteful Spirit Gain retaliation for 3 seconds when entering Death Shroud
Middle trait use whatever you prefer
Close to Death Increases damage by 20% to enemies below 50% health

Curses:

Weakening Shroud Cast Enfeebling Blood when entering death shroud

Soul Reaping:

Vital Persistence Life force drains 25% slower while in death shroud
Decaying Swarm At 25% health, you become surrounded by a locust swarm

Flick Death shroud on and off for fury, Retaliation, and Enfeebling blood.

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

Shadow Walks

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Posted by: Azraeel.1238

Azraeel.1238

To fix Necromancer’s Mobility, I would very much like to see a skill that has the same animation as Lupicus phase 2 Shadow Walk skill.

Shadow Walks – transforms into intangible (but not invulnerable) mass of corruption and charges a player, dealing heavy damage in a moderately large area when it reaches targeted player. The boss can evade some of the attacks used against it while performing this ability.

There are few applications for this:
1 – Add a breaks stun to it, and make it a new utility for necromancers.
2 – Make it single target damage, add immobilize upon reaching the target, and replace our dagger #3 skill Dark Pact.
3 – Change it from heavy damage to moderate damage, add breaks stun, and apply several conditions upon impact. New Utility. (Conditionbuild friendly).

What are your thoughts on this? I personally want this to be a dagger main hand ability because the weapon is melee and lacks mobility.

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

Building a better D/D thief.

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Posted by: Azraeel.1238

Azraeel.1238

Ok, lets examine scenarios.

You pop out of stealth, hit someone a bit and go back in, with my set you take 1000 damage, 990 with your set. With my set you push out 10k damage, and with yours you push out 9000 damage. While we’re back in stealth/fighting all of our HP is regened while using either set. Which set did better?

Scenario 2, you pop out of stealth and get zerged the crap down for 20500 EHP worth of damage then restealth. My set can deal with this and still leave you with 2k HP so you can run away/heal/hide in stealth to try and regen HP/etc. With your set, youre downed and get stomped. Which set did better?

Next scenario, you pop out of stealth, and fight someone to try and down them until you get to 3k HP, then go back to hiding in stealth. With your set you can do 20k damage with this, and with mine you could do 26k or more, which has a higher chance to down the guy?

Next scenario, youre fighting some super well played bunker whose heal keeps coming off cooldown right as you finally manage to do enough damage to almost down him. Keeping in mind my set lets you fight longer and does more damage, which set would perform better?

Now lets say youre fighting some guys and using perma stealth to hide from them, but theyre all bad and glass cannons, but they manage to do 3k~ damage to you each time you pop out of stealth, then you go back to hiding in stealth to regen it all. Which set does better?

The last example is the only time your set would do better. When you hide in stealth and are not fighting, but take a bunch of damage every time you come out, then hide in stealth to regen it all back. But that only applies if you regen more EHP during that time than my set would give you. I dont know why youre having such a hard time understanding this simple thing.

Look at the video I posted for instance on page 1. It follows the first scenario almost to a T. I only take as much damage as I regen, do you really think your set would be more useful there? Well, I actually take less than I can regen…

I’m not sure if you took into consideration the fact that he is healing every second, while you aren’t. But in any case, talking theory is totally different than the real deal. The scenarios you suggested are faulty to some extent, why so? Think of it this way, let us assume that the same person is playing in both sets. The person has a habit of using “Hide in Shadows” every time his health goes to 50%, does it matter if his health was 15k or 14k? Moreover, his toughness is more than yours, assuming you got zerged by mostly melee players, he should sustain more damage than you. Do you see what I’m trying to say here?

There are so many factors, that is just hard to take into consideration such scenarios.

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

When is the final day (achievements)

in Dragon Bash

Posted by: Azraeel.1238

Azraeel.1238

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

Finally good writing!

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Posted by: Azraeel.1238

Azraeel.1238

The cut-scene where logan meets the detective was one of the best ever!

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

thief dmg.. realy..

in Thief

Posted by: Azraeel.1238

Azraeel.1238

@eldain stenlund.4306, are you seriously arguing that? You sound like a little girl that is jealous because she doesn’t know how to make her dolly as beautiful as her friend’s doll.

You want to talk logic? Let’s do this!!
1- A slash to the neck, should instantly kill you by beheading you!
2- Fighting necromancers should barely last as they suck your life force away.
3- No such thing as respawn. Once you are dead, game over.
4- Women carrying big swords and fighting just as good as buffed up men? Yeah right…
5- Asura as a guardian or warrior tank? lol….

And the list could go on and on…

This is a game, and if a thief has 30 in SA (toughness) and you have none, his armor is better than yours. Think of it as mental training, where he learns to endure pain better. Satisfied?
Now how can a dagger pierce your armor? Other than the fact that daggers are not your average knives, every set of armor has weak points, otherwise you won’t be able to move your joints. Every assassin learns to target weak points instead of going berserk “I HULK I SMASH”…

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

Infiltrator's Strike lost all its skill.

in Thief

Posted by: Azraeel.1238

Azraeel.1238

The funny thing is, they left the necromancer’s version AS IS, its still infinite range teleport back.. and they are getting a huge sustain buff soon.

Hahahahaahha Man, you must be the first one to complain about Necromancers.
1 – It isn’t infinite range, it is as far as you can run before the timer runs out, and trust me, that timer barely lasts.
2 – It doesn’t always send you back to the same place. The further you are, the less likely to return to the same place.
3 – It has 60 seconds cooldown, of course it can be traited, but still a long darn cooldown for a breakstun.

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

Thief Backstab [ Picture ]

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Posted by: Azraeel.1238

Azraeel.1238

@ eldain stenlund.4306 and Hostility.4961

You know why this isn’t such a viable build? Especially 1vX.

1 – Those who do that much damage, don’t have stealth traited, nor dodge. Their vitality is quite low and their toughness is composed of toilet paper.
2 – If they play D/D, they will have a hard time landing a CnD against any good player.
3 – I presume it will be safer to play D/P to be able to sneak towards their opponents easier. But then they won’t have CnD.
4 – Stealth doesn’t mean they are invincible to CC/conditions/AOE/autoattack. They don’t have any counter for any of the above.
5 – 4 seconds revealed will be your longest 4 seconds in the whole world when you are attacking more than one player!!! Heck sometimes even with more mobility+survivability it will be hard enough to live through the 4 seconds revealed, depends on the situation of course.
6 – You need to hit from the back to achieve such damage, or it will be way WAY less.
7 – Forget about zergs.
8 – Don’t even think about dungeons.

So yeah, even if such build exists, I would never play it on my thief. This will limit my thief capabilities to 1v1.

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

Infiltrator's Strike lost all its skill.

in Thief

Posted by: Azraeel.1238

Azraeel.1238

Honestly, they should restore the skills to how they were, but add revealed to them and make them longer range, so mobility thieves have a place. Currently stealth thieves reign all. Who complained about IS anyways over stealth/backstab?

Those who think the Shadow’s Return part of that skill is OP…. Trust me, people complain about everything!!

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