Showing Posts For Bacon.1835:

Lich form help

in Necromancer

Posted by: Bacon.1835

Bacon.1835

Make sure you always have the high ground when you lich. If anyone can close the gap on you when you pop that spell you’ve pretty much handed in the towel. Try to gauge when your opponent has used his gap closers and dodges.

Thoughts on the new "Rise!"

in Necromancer

Posted by: Bacon.1835

Bacon.1835

Actually, if you make Dark Bond an instant buff on spawn, you may kill the horrors before they even reach their target. Eh, too much to weigh in on and too many unknowns.

The shout spawns the minion on their target.

Thoughts on the new "Rise!"

in Necromancer

Posted by: Bacon.1835

Bacon.1835

To quote Robert:

  • Rise!”: This skill is now unblockable and instant cast. Damage increased. Now creates a shambling horror for each foe hit which lose health every second. These minions place Dark Bond on their master when they hit with attacks which causes 50% of the damage from attacks on the master to be redirected to the minion.

Not sure what a shambling horror looks like but it’s already an improvement on the previous version. The spell has very nice synergy with Death Nova with minions taking increased damage further expediting subsequent explosions. These minions also fit the thematic of Death Magic (i.e. tanky) quite nicely.

Couple of things I’d change:

  • Remove the need for minions to attack to apply the dark bond. Have it apply instantly when they are summoned.
  • Allow the damage redirection to affect party members.
  • Fix minion AI

Thoughts?

Reaper Changes for Next BWE

in Necromancer

Posted by: Bacon.1835

Bacon.1835

  • Gravedigger: This attack now has 100% recharge when it hits a foe below 50% health. Increased damage by 50%. Increased recharge from 5s to 8s.

This is amazing.

Well of power stability

in Necromancer

Posted by: Bacon.1835

Bacon.1835

The stability is there so you aren’t immediately cc’d after using the spell. It’s to stop chain cc.

Does staff do more damage than sword?

in Revenant

Posted by: Bacon.1835

Bacon.1835

I’m not the best when it comes to calculating after casts and whatnot, but what is the damage difference between the staff auto attack and the sword? They seem pretty similar.

Necromancer is Now Meta in Spvp

in Necromancer

Posted by: Bacon.1835

Bacon.1835

The reason for this is cele signet necro is a counter to D/D ele. Strips welfare boons and counters their rotation.

Against other professions? Pretty average.

Politely Calling Robert Gee Out:

in Necromancer

Posted by: Bacon.1835

Bacon.1835

Robert is busy working on the warrior elite, he’s also doing necro buffs to axe and scepter, and hes balancing the chrono and reaper. I admit the chronomancer is basically complete, but still he’s a busy man

What’s your source to indicate that we can expect axe and scepter buffs?

https://forum-en.gw2archive.eu/forum/professions/necromancer/Could-Robert-Gee-be-more-transparent-with-us/first#post5351757

Cheers for that. Hopefully now I can put my frostfang to good use!

Politely Calling Robert Gee Out:

in Necromancer

Posted by: Bacon.1835

Bacon.1835

Robert is busy working on the warrior elite, he’s also doing necro buffs to axe and scepter, and hes balancing the chrono and reaper. I admit the chronomancer is basically complete, but still he’s a busy man

What’s your source to indicate that we can expect axe and scepter buffs?

Revenant Trait Discussion and Feedback

in Revenant

Posted by: Bacon.1835

Bacon.1835

Trash traits:

Retribution

  • Retaliatory Evasion
  • Empowering Vengeance

Salvation

  • Steadfast Rejuvenation
  • Tranquil Balance
  • Hardened Foundation
  • Invoking Harmony
  • Tranquil Benediction
  • Natural Abundance
  • Selfless Amplification

Invocation

  • Invigorating Flow

The majority of traits that operate around healing power are either plagued by terrible scaling or unnecessary internal cooldowns. I understand that ventari is supposed to feel thematically like some sort of spring of healing to allies but at the moment the scaling on ALL healing spells is simply so lackluster you could go full zerker and not even notice a difference.

In regards to Retribution, so many traits operate around retaliation yet the revenants access to this boon is largely lacking. Traits like Retaliatory Evasion are oxymoronic and all grandmaster traits would be considered adept tier on any other class. In short, there is no compelling reason to take this trait line over any other (including salvation).

Devestation, Corruption and Invocation are really the only trait trees worth taking.

Dragonslayer theorycrafting

in Guardian

Posted by: Bacon.1835

Bacon.1835

With the beta test coming up this friday I thought I’d get an idea of what people are planning to try out and why.

Personally I’d like to try out supplementing radiance in the current pve zerker build with dragonslayer for some better damage modifiers and go from there. Whilst in PvP how could I not say no to Trapper runes.

Thoughts?

Best PvE necro build?

in Necromancer

Posted by: Bacon.1835

Bacon.1835

Full healing power Transfusion jesus necro

Aura traits

in Necromancer

Posted by: Bacon.1835

Bacon.1835

Should we be limited to only 1?

Best condition classes

in PvP

Posted by: Bacon.1835

Bacon.1835

Necro is quite strong at the moment thanks to other condition classes. Plague signet is your frand

Ele, Burning and after Meta is not bad

in PvP

Posted by: Bacon.1835

Bacon.1835

I’d be happy with conditions being nerfed if they are then allowed to benefit from damage modifiers like close to death. This would help out in PvP but preserve some of the new sinister builds we are seeing in PvE

Most hated spec?

in PvP

Posted by: Bacon.1835

Bacon.1835

I’m just not a fan of D/D ele’s. So much damage for such little amulet investment. That and their seesaw health bar.

Engineer Tool Kit: Magnet

in Bugs: Game, Forum, Website

Posted by: Bacon.1835

Bacon.1835

Only reason I use it is to force a dodge roll or rip some stability. I know that it isn’t going to actually do anything but people always seem to dodge it for some reason…

Aura traits

in Necromancer

Posted by: Bacon.1835

Bacon.1835

Since revenants are getting access to a 150 ferocity aura trait much like warriors and rangers, I thought it’d be nice if necro’s could trait into a 150 condition damage aura. Perhaps work it into lingering curse? With sinister builds becoming more popular it might go a long way to improving the necro’s viability in group play.

Thoughts?

Bullkitten builds.

in PvP

Posted by: Bacon.1835

Bacon.1835

5- 5k crit litch necro.

People actually let that slow moving hand touch them?

Did ArenaNet troll us?

in Necromancer

Posted by: Bacon.1835

Bacon.1835

Anet’s reasoning behind this change is that damaging conditions can be transferred to a target duration and all. It would be a DPS loss to condi necromancers if they made self inflicted damaging conditions not scale with their condi duration.

Non-damaging conditons however (vulnerability, weakness, blindness etc.) no longer get bonus duration which is more of a QoL change.

It was a good patch for corruption spells imo.

Signet of Undeath idea

in Necromancer

Posted by: Bacon.1835

Bacon.1835

It’s current passive is fine. The active however could use some work.

The simplest solution is simply to reduce the cast time and allow us to move while casting it. But a more concrete fix would be a rework.

can blind prevent plague signet?

in Necromancer

Posted by: Bacon.1835

Bacon.1835

Nope, it transfers blind

Reaper's Touch Suggestion

in Necromancer

Posted by: Bacon.1835

Bacon.1835

I’d be for it converting boons into vuln

rise shout suggestion

in Necromancer

Posted by: Bacon.1835

Bacon.1835

I’m for blood fiends. That pet seems to know who and when to attack.

The only thing I dislike about Necros

in Necromancer

Posted by: Bacon.1835

Bacon.1835

wow there my fellow necro
rein yourself in
pve is not really important
what is important is wvw and to a smaller extent, pvp.

i think we are in a good spot everywhere.
except minions. the looks i can still accept but the AI needs to be the same as ranger pets.

i cant understand why they cant use the ranger pet AI on our necro minions.

unless it is because necro minions are dead and dont have intelligence then well…okay…fine…

This is subjective.

I very much enjoy PvE. I like PvP. I couldn’t care less about WvW.

WvW is a brain dead game mode where anyone can run any build and still succeed if they are in a large enough group. It’s a karma train with a readily dying playerbase that offers no foreseeable rewards besides bragging rights on a fictitious ladder.

Now I expect people to disagree with me but it doesn’t mean that necro should do well in 1/3 game modes.

Build with rabid stat

in Necromancer

Posted by: Bacon.1835

Bacon.1835

Rabid is a good stat choice for wvw. Crit and condi dmg is what necro’s thrive off.

As for a build: Spite, Curses, Blood Magic. Take signet mastery and load your bar with signets.

Idea for life force as a second health bar

in Necromancer

Posted by: Bacon.1835

Bacon.1835

I’m fine with starting a match with some life force. But any other change is unnecessary.

My Chill is broken!

in Necromancer

Posted by: Bacon.1835

Bacon.1835

Just a quick note here, but adding that 5 second ICD on Chilling Darkness was effectively a 96% efficacy nerf. I am pretty sure no trait, skill, or piece of gear in the game has ever been nerfed that hard.

Show me the math on this

Are turret engi's good?

in Engineer

Posted by: Bacon.1835

Bacon.1835

I remember when it was * shiver *

ooze spawn trigger? [thaumanova fractal]

in Fractals, Dungeons & Raids

Posted by: Bacon.1835

Bacon.1835

Ring of warding is your frand

Now I understand Chill of Darkness

in Necromancer

Posted by: Bacon.1835

Bacon.1835

If Anet simply said something along the lines of “we think chilling darkess is too strong in WvW right now” or “chilling darkness is currently too strong with bitter chill” I would be somewhat content (though still unhappy).

The problem is this nerf literally came out of nowhere. It was never a problem before, no one asked for it to be nerfed and no one expected it. It also doesn’t help that there have been no red posts to help justify the change.

I really just want some degree of interaction between the dev’s and the necro community to help understand why they nerf and buff spells on what seems like a whim. TALK TO US

4/9 revealed, no repetition of elite weap

in Guild Wars 2: Heart of Thorns

Posted by: Bacon.1835

Bacon.1835

So just to recap…

Mesmer – Shield
Guardian – Longbow
Necro – Greatsword
Elementalist – Warhorn
Ranger – Staff
Engineer – Hammer
Thief – Staff
Revenant – Shield

I know its 4/9 confirmed but we can make the very educated assumption that its actually 8/9.

Someone also mentioned something about the warrior getting a torch and that it cosmetically looked very warrior-ish?

Necro not looking good for PvE in HoT

in Guild Wars 2: Heart of Thorns

Posted by: Bacon.1835

Bacon.1835

i don’t hold out much hope because the fundamental flaws that exist today have persisted for 3 years with no end in sight.

This is pretty much my opinion

What if Putrid Explosion was ground targeted?

in Necromancer

Posted by: Bacon.1835

Bacon.1835

How amazing would it be if we could ground target where to blow our bone minions up?

[Suggestion] Breakbar for Reaper

in Necromancer

Posted by: Bacon.1835

Bacon.1835

If we get the breakbar when we shift into deathshroud I think it would be a perfect fit. Not sure how this would fit in trait wise with the reaper at the moment as all those traits are fantastic.

Revenant- The Anti Guard

in Guardian

Posted by: Bacon.1835

Bacon.1835

Wow. You mean there will finally be a profession that has less mobility than a Guardian? So, it will be Guardians > Revenants > Trees?

Guardian already has plenty of access to swiftness and shadowsteps. Necro factually has the least mobility of all professions.

Let’s Talk About Spirit Weapons.

in Guardian

Posted by: Bacon.1835

Bacon.1835

Let’s just clear the air here and recognize that we don’t use spirit weapons for their auto attacks. I’ts the active that serves any real purpose for using them. I’d say that instead of summoning a weapon and then commanding them to do a spell we would simply create the spell that is enacted out by a weapon. Removes a second button press and a global cooldown. Any more than that and your pretending to be a necro (which suffers from the same, if not worse minion AI).

A "Fix" for Mallyx.

in Revenant

Posted by: Bacon.1835

Bacon.1835

I like the idea of a personal buff (or debuff) that runs off incoming conditions. Perhaps you could simplify it down and make it a stacking personal debuff that stacks the longer you stay in demon form?

I’d also like to point out that necro has a trait which transfers conditions from allies to themselves when they are in death shroud. Perhaps revenant needs that trait for embrace the darkness?

Tempest shouts take a dump on Reaper shouts.

in Necromancer

Posted by: Bacon.1835

Bacon.1835

I feel thematically long wind up spells with lasting effects is what the reaper is about. I’m happy with having the cast times as long as the payoff is sufficient. At the moment, Reaper shouts aren’t justified for their cast time and cooldowns. It’s just that simple.

Lich OP - Part 2

in Necromancer

Posted by: Bacon.1835

Bacon.1835

All necro elites are so lackluster…

If only I could use my charzooka

Burn Guard actually less powerful after 6/23

in PvP

Posted by: Bacon.1835

Bacon.1835

The title and OP of this thread is factually incorrect.

Warrior PvE buff

in Warrior

Posted by: Bacon.1835

Bacon.1835

Well aren’t you an entitled little snowflake.

Condition Concerns

in Revenant

Posted by: Bacon.1835

Bacon.1835

I’v been doing some napkin math lately in regards to some PvE condition builds for the revenant and have come to a few disappointing conclusions. I absolutely love Mallyx stance both thematically and visually however I believe some number tweaking is in order to fully bring him into viability. Below I have simulated a most ideal PvE condition build for the revenant to theorycraft how well its dps could manage.

Gear to be used:

  • Full Ascended Sinister Gear
  • Versatile Malign Infusion
  • Superior Rune of Torment
  • Toxic Focusing Crystal
  • Bowl of Garlic Kale Saute
  • Banner of Strength

Under the above conditions I can expect:

  • Condition Damage of 2154
  • Bonus Condition Duration of 50%
  • Bonus Torment Duration of 167% (1.5 × 1.78)

Just to clear the air before anyone asks, specific condition durations such as torment, bleeding and burning will stack multiplicatively when it concerns two different modifiers (i.e. Condition Duration and Burning Duration).

Going from each notable weapon skill I have worked out the maximum maintainable condi stacks. Please keep in mind I have not considered the after cast of each spell so these numbers are expected to be slightly lower in reality:

Mace Auto

  • 17.09 Torment stacks = 1928/3857 DPS
  • 3.6 Poison stacks = 586 DPS

Searing Fissure

  • 5 Burning stacks = 2327

Temporal Rift

  • 4.27 Torment stacks = 482/964 DPS

Unyielding Anguish is slightly complicated to calculate as it both displaces enemies outside of its AoE and is only limited by its energy cost. I could assume in perfect scenario we would manage the spell so that we would constantly have the field rolling with little downtime. However, I have had little practice with the spell and as such will treat it as a utility spell rather than a rotational one.

With the revenants current kit, Embrace the Darknesss is also quite complicated to theorycraft. From what I understand, the principle behind this elite is simply to deal out self inflicted conditions in an AoE. However, considering how pathetic our self inflicted conditions are I would never consider using this spell for its actual mechanics. Drawing attention to the most recent patch notes:


  • Embrace the Darkness: Reduced the pulsing interval from 3 seconds to 1 second. Decreased the self-torment duration from 3 seconds to 1 second per pulse.
  • Empowering Misery: Reduced the casting time from 1.25 seconds to 0.75 seconds. The self-applied weakness no longer uses your condition duration.
  • Pain Absorption: Reduced the casting time from 1 second to 0.5 seconds. The self-applied blindness no longer uses your condition duration, and its duration has been reduced from 8 seconds to 6 seconds.
  • Unyielding Anguish: The self-applied cripple will no longer use your condition duration, and its duration has been reduced from 5 seconds to 3 seconds.
  • Banish Enchantment: The self-applied vulnerability will no longer use your condition duration.

If our self inflicted conditions were to benefit from our condition duration, transferring them via Embrace the Darkness would be all the more attractive. However this in itself is counter-productive due to the duration cap transfer of 3 seconds. Additionally, pulsing 1 stack of torment every 1 seconds is pretty negligible in all situations not just PvE. The 15% stat boost provided by this form would serve better when activating large cooldown spells such as searing fissure and temporal rift.

Given the above, I would say that the revenants current kit is full of meh.
Why does the mace auto apply poison? Why is there a trait to increase poison duration when this is the only spell that applies it? Why is it so hard to get the condition threshold on utility spells by yourself? These are questions to which I don’t think there are answers.

In it’s current form, compared to all other current condition builds, mallyx greatly under performs.

Possible Soultions could include:

  • Simply increasing the condition duration and stacks on all mace/axe spells.
  • Replacing the poison on mace auto with burning to match searing fissure.
  • Introduce a “master of corruption”-like trait to reduce utility cooldowns at the expense of more self inflicted conditions.
  • Allow self inflicted conditions to benefit from condition duration.
  • Removing the condition duration transfer cap from Embrace the Darkness.
  • Allow Embarce the Darkness to pulse random debilitating conditions in addition to torment.

Anyway that’s my 2c.

Clarification on chill changes

in Guild Wars 2 Discussion

Posted by: Bacon.1835

Bacon.1835

Like most boons and conditions, those that only have 1 effect regardless of stacks will only stack in duration.

Chill used to stack to 9 ( I think) instances of duration, in which any more would not add more duration to it.

For example, 4s + 5s + 1s + 2s + 2s = 14s of chill out of 5 stacks maximum.

Most people who care about this are angry because after the 5th chill stack the rest you apply are ignored.

This clears up a lot of my confusion on the matter. Much appreciated.

Now if I could get a reason for the change I would be very satisfied.

"Fixed" Monk Outfit - Updated July 28th

in Guild Wars 2 Discussion

Posted by: Bacon.1835

Bacon.1835

I play a charr and this thread is absolutely disgraceful for so many reasons.

Clarification on chill changes

in Guild Wars 2 Discussion

Posted by: Bacon.1835

Bacon.1835

So in the patch notes I saw this…

BALANCE, BUG-FIXING, POLISH
General

  • Chill condition now stacks to a maximum of 5.

Now I don’t care to know how this nerfs/buffs any particular class, nor do I care about the changes to chilling darkness (for the purposes of this thread). What I care to know is what this change actually means.

Stack to a maximum of 5….. what? seconds? apllications? stacks?

From in-game testing it’s obvious that it isn’t a stacking condition and neither is there a 5 second cap as I’m easily able to combo Spinal Shiver’s and Chilblains for over 5 seconds of chill. What exactly is this “maximum of 5” referring to?

Secondly, what prompted this change? Nobody saw this as an issue and it was never addressed in previous Red Posts. It was just a sudden, unexpected and unwarranted change.

Cheers

[6/23 Patch] New Builds!

in Necromancer

Posted by: Bacon.1835

Bacon.1835

Pre-June 23rd, I (somewhat) regularly updated a PvE build on Gw2guru for the necromancer that focused of squeezing out damage with siphons. I’ve recently updated the build in question and I reckon it’s substantially better than most necro builds for dungeons.

I’d love some criticism

Vampiric Aura

in Necromancer

Posted by: Bacon.1835

Bacon.1835

It was mentioned in the Reaper livestream that necros will be getting a new aura effect in the blood tree called vampiric aura. According to Dulfy’s notes:

a new aura that can be placed on allies that also cause them to siphon health and also increase your own life siphon

I just like to suggest for QoL purposes that this aura replace the current active on Signet of Vampirism. Seems like a good idea.

[Report] PvP Forum Specialist Report

in Necromancer

Posted by: Bacon.1835

Bacon.1835

Lets not start talking about mesmers. We’re getting off track.

Back on track…. I’d love corrosive poison cloud to be useful.

[Report] PvP Forum Specialist Report

in Necromancer

Posted by: Bacon.1835

Bacon.1835

Oh I forget to add that the new weakening shroud now has a 25s increased cooldown compared what is currently live. Despite adding an additional stack of bleeding to the spell, it clearly doesn’t warrant this type of change (sigh). Trait’s like weakening shroud should only be limited by the cooldown of Death Shroud.

This is really pushing the envelope…