The only issue with the 5/15 minors is that they are a bit strange to have in the tree.
If you are just intending to PvE power is the way to go, direct your attention to spoj’s guide in the stickies section at the top of this forum.
If its fairly simple for them to redo (the minion thing is literally just changing the colors), I wouldn’t be surprised. Just don’t expect us to get skeleton minions.
Note that so far they managed to make the game chinese friendly with just some art changes, so its not like it should influence much.
Why don’t you host SotG anymore?
I’d assume he’s busy with actual work, and this ready up is kind of like an official ANet one.
Also, it is literally impossible to talk to ANet unless you are a known PvPer or one of the very few youtubers, and even then I’m fairly sure they have to get in contact with you first. Not sure why they suddenly instituted radio silence but it happened a while ago.
Don’t mess with current weapons. Add new ones. Search the f- Oh, yeah… Right.
You can search the forums… on google.
May i ask for a link to a gallery of the censored icons, since all i can find is chinese gw2 fanart and kinda badly censored beta icons (doom just having black horns, arah headpiece being not skully and Nbite being fudged up teeth), google should stop being a kitten .
Not sure about a gallery, however imagine you gave a kid a black crayon and told him to get rid of all the scary skulls. Its pretty much like someone just smudged some black over the faces of anything with a skull.
I know, I really wish we could get something soon, but I think a lot of solutions that would fix things in the short run could hurt us in the long run, and I’m not quite sure how I feel about that.
I wish they would start releasing like 1 weapon per profession per month or two, along with a new utility skill every so often, because while new game content happens very often, the comparable “evolution” speed of the combat system compared to GW1 is glacial. By this time GW1 had 2-3 campaigns, and by just over 2 years after release it had its full 3 campaigns and expansion.
I agree with Targuil. It was already a very strong skill without any traiting, allowing you to easily close gaps in PvE as well as sometimes applicable as a pseudo dodge, in WvW it is one of the best chase mechanics as it homes, is unblockable, and chills, and sPvP it allows you to quickly get on a point, get close to someone, and condi burst. It has a lot of versatility and it makes a big difference in my gameplay almost every game.
And now they gave it the ability to be an unblockable, homing, 900 range teleporting condi burst that converts two boons on a 15 (13 traited) CD.
It is definitely annoying to get trained down, which is why I generally use Flesh Wurm as my stun break. But that’s just trying to play around an issue we shouldn’t have.
I agree we need stability, but this will bring very big nerfs to this skill, stability has a fairly large “power budget” in a skill. Just give us a new skill that fills this function, without muddling other skill uses.
PSA: any warning about hacking, especially from China/Eastern Europe, should be taken seriously. That tends to be the center of things like this, and its how gold sellers get a lot of their gold. This is why its important to try to keep as many separations as possible between defensive measures (main email should have its own different password, keep game emails on a secondary email).
I hope he can get it resolved, his position should make it fairly easy to prove who he is and hopefully they can get a rollback. Maybe not quickly, but they can do it.
Ya, they basically just did a quick little smudging here and there.
I believe it can.
Warrior balanced stance provides 8 seconds stability and swiftness. Hold the line provides stability and retaliation. It is not unheard of for stability related skills to also have major other benefits that coincide.
Except Spectral Armor doesn’t ONLY provide protection. It provides protection and LF, while being able to be used in DS effectively negating any burst for the duration. Stability would never be added on top of that, it’d be strictly better than armor of earth in every way.
Its because certain things aren’t allowed in china, such as skulls. So they needed to change things like that that would have gotten them in trouble.
If you only want weapons, then doing sPvP is slightly faster. If you want literally anything else, doing the dungeon is better.
Try this. Go into game, and get rid of DS. Oh, you can’t? That’s because DS is every bit as core to being a Necromancer as anything else (if not more so). You can’t have a build that doesn’t use DS, even the builds with the worst DS synergy still need DS.
That said, we need stability, and SA is not the place for it. If you give it stability, it won’t give protection, and protection is absolutely necessary for it to function as an anti burst mechanic – the only true one we have mind you. SA into DS nullifies even the most stupid bursts, and will keep you alive at least for most of the duration even through focus. It just isn’t worth getting rid of our single best defensive utility just because we have bad stability.
Give us stability via more traits and more accessible ones. Give stability via new traits. But don’t ruin something that is already perfect.
It only grants stability to cover the fact that it is a stunbreak with a cast time.
10/10, classic post. Felt like some were more inspired, but still great.
Spectral Armor is our single best defensive utility, it can’t be buffed with stability without taking away the protection, and that’s just not worth it.
The range of axe is fine, the damage/utility is not.
There have been a lot of suggestions to how to fix it. I think it needs a far stronger 2 skill that isn’t channeled, and a chain to the 1 skill that incorporates a very weak version of the current 2 skill.
I can guarantee if I had to hotjoin to rank 20 I would have exited the mists and happily never returned. It is insanely boring, doesn’t make you learn anything, and would be a stupid grind.
Rank 10 is reasonable. You’ve exposed them to PvP for a while, let them play around a bit, and frankly by rank 10 they’re either going to have taken to learning PvP, or they haven’t and never will.
The X toughness = Y HP has to do with with maximizing your defensive stats. The more HP you have, the more your armor effectively increases your survivability, and vice versa the more armor you have the more effective each point in HP is.
However this is just from the standpoint of very basic math based on assumptions that aren’t true on Necro due to how we actually play. For necromancers it is literally exactly equal over a long fight. Armor and HP both have an equal effect, since higher vitality gives you higher % LF gains, and armor gives the same thing by making the actual LF a % better. In the end it comes down to basically preference. My preference highly tends towards vitality because on necro it has none of the general drawbacks you normally have, and all of the benefits that toughness lacks.
ANet? Nerf Warriors? Next you’ll tell me its the ilerminaty.
They don’t need to actually introduce Annihilation itself. They could essentially “create” it by allowing custom arena owners to turn off respawns, and set the point value such that a full wipe of one team = win the game.
Yes. Make a build with any combination of power stats, take Lich Form, boom, done.
You really don’t need to make a build around it, it does ungodly damage on its own.
There is no way that Necromancers will be able to cover every single build archetype with 4 weapons, ever. Staff would be an absolutely god awful melee weapon, not to mention you’d be completely screwing over a bunch of build types just because you want cleave.
They simply don’t have enough in the game as it is now to last. 40 skills + 4 weapons cannot last an MMO very long, frankly its already boring me heavily.
Changing staff 1 is an awful choice.
If we want a cleaving damage weapon, just give us sword/greatsword.
Like Axiom said, it takes 5% of all the damage you are dealing with conditions and heals you for that amount. It counts any conditions that are considered yours.
If that is what they are worried about they could make it that when you leave the mist you end up back at Vigil. I may be wrong but I don’t see why anyone would have huge issues with that. I suppose if someone is PvEing and gets the urge to drop everything to PvP right then they would now have to pay a WP and run back to they were after but that is a very minor issue. Although the Mists might end up a hub for PvE’ers anyway but I don’t know how many would really bother with that. I don’t think many players actually take to much notice of WP costs and would bother waiting thru an additional loading screen to avoid them.
Yep. Or like others have mentioned add a WP cost associated with going to the mists. I’m sure there are ways to fix it, both with and without making it more convenient than it is now.
Against bad players sure. I’ve never lost a 1v1 to an MM, however, regardless of my build, because it takes more than smashing your face to be good. They have to land putrid explosion (which is really easy to stop unless you have single target damage only), they have to constantly CC you with abilities that have very long windups or very long CDs, there is a lot that goes into it if you want to get better than 90% ranked.
Is it still easy to do comparatively well in the beginning? Sure, its an easy spec to get in to, so is condi necro. But if there was no skill involved there would be no difference between a first time MM and a veteran of the spec, which just isn’t the case.
Again, just give us new weapons. Literally all of our problems as far as “we can’t do this because we don’t have the skillset” could be fixed with weapons. Wouldn’t fix all of our problems, but it would fix a lot.
First off, its complete BS. Why? Hammer Guardians. I was messing around on Guardian yesterday and just a small point investment into symbols (increases duration+size) makes it very easy to not only give myself 100% protection uptime, but anyone standing on point with me. Technically speaking I could give my entire party of 5 100% protection uptime just with an auto attack (although you wouldn’t want to in PvP because cleave).
Necromancers have technically decent access to protection, but it isn’t that high in uptimes, it is a burst thing.
The armor = health isn’t valid for necromancers. In general, Necromancers have very low self healing, with only regen and their healing skill being the extent of it (sometimes dagger 2, but you prefer to not use it in a damage build). Which means that over a long fight armor doesn’t actually help you out that much. However, vitality on a necro not only mitigates conditions and is better in a very fast fight, but due to LF generation it tends to scale better over a long fight as well.
Then you also have necro builds which aren’t part of the “normal”, and have ungodly healing and as such toughness does a lot more work. However unless you are that build I’d always suggest vitality over toughness if you have to pick one or the other (not to mention Carrion is far more adaptable imo).
What lead you to think I only play PvE? That I made an argument you disagree with?
The reality is that sPvP hasn’t gotten a bank yet because it’d invalidate things they’ve already put in the game, ones that are gem-store related. ANet simply hasn’t, yet, wanted to turn the mists into a one-stop shop for PvErs. If they change their mind I really couldn’t care less, it makes things incredibly convenient for me.
PvE is significantly faster to grind, and arguably the same skill level needed (little to none).
If you don’t have a team to queue with… just play soloQ. The progression is insanely fast and its less team-competitive, meaning you will have a much larger individual impact on the team than if you were up against a coordinated team.
If they put a bank in sPvP, you port into sPvP, deposit your crap, leave the mists, and then you are exactly where you were. This is not the case right now, you either use WvW or sPvP as an intermediate step to get you to Vigil Keep (or one of the 5 home cities through Vigil Keep), and then you can port to whatever is closest to where you started off.
For example, you’re farming CoF like crazy. You have a full inventory. As it is now, you could port to Vigil Keep (or anywhere with a bank, doesn’t matter), OR you go into either WvW or sPvP, use the free portal to Vigil Keep, then take the WP back to where you were. Unless there is a bug I’m unaware of (very possible), this is the only way to reach a bank, and it involves paying at least one WP fee (two if you don’t use WvW or sPvP), and then walking a certain distance from whichever WP you chose to where you want to be.
If a bank was in HotM however, you’d port to the mists, deposit your crap, and simply leave, being by far the fastest and cheapest method.
(edited by Bhawb.7408)
Some people like staff I guess. I hate it.
It deals less damage than any other weapon, the utility can be fully covered by death nova bone minions and off hands. The only bonus it has is its 1200 auto attack range, and that matters on exactly one map, Foefire. I haven’t used staff in an MM build (except on foefire) in months.
Eagle Runes, Zerker amulet, 6/5/0/0/3, force sigil, 50% HP target, activate signet of spite and blood is power, as long as scepter 3 crits it deals that much damage. Its 7 conditions on the target, 13 stacks of might, I think 2.3k power, 190% (ish?) crit damage.
Scepter doesn’t actually deal bad direct damage. Every auto attack hits about as hard as axe does. Nothing compared to dagger, but then again pretty much nothing is.
I hit 4.8k on my scepter 3 in sPvP with a build I threw together in like 20 seconds and using just three skills in a row. Basically instantly drop a golem from half to dead if you get lucky on crits. With the exact same build I only hit marginally higher with my axe 2.
If you want an actual hybrid build though you want scepter and axe. You’re also going to want at least 25 in curses, and probably some good sources of might. But it is still a very high damage build. Axe on its own just isn’t a great weapon to stay in for long. You’re going to want to swap weapons a lot, use their “power” hits along with timing your might/condi bursts. But you really need both.
(edited by Bhawb.7408)
Yes, we desperately need new weapons. The issue is that we have no good support weapons right now of any kind (staff is awful), no cleave weapon, etc. (we lack a lot of necessary weapon archetypes). And frankly weapons are the best way to introduce new playstyles.
You can port to WvW, then take the portal to LA (or now Vigil Keep or w/e), yes. However once you do this, you still have to WP back to near wherever you were, then walk the rest of the distance. sPvP however allows you to return to exactly where you were without cost and is much faster (two loading screens total, instead of 3+ walking distance), so it would still be much, much more convenient.
I’d still like them to change it in some way, but that is their given reason and it is still somewhat valid.
MM’s make me ashamed to be a Necromancer. Every time I run in to one in PvP I feel like asking them why they didn’t roll a Mesmer.
Because mesmer and MM only have superficial similarities. They function differently, with different focuses. The best thing you can say is that they are both good 1v1 and have things they summon.
Simple, don’t max out staff then. You don’t need a single staff trait to make it a really good weapon.
Mesmer is definitely not the best profession.
The reason that this doesn’t exist in PvP is because it’d completely invalidate certain system in PvE. Completely full inventory? Just take your free port to HotM, deposit your crap, take your free port directly back to where you were in PvE, and continue on your merry way.
Btw, they’ve said basically what I said above before as a reason. I’m not sure if they have changed their mind or rethought their position since then.
Greater Marks is an amazing trait, if nothing more than just the ability to give you nearly an entire skill bar of unblockable skills, and especially when you can then cancel out a Guardian’s shelter heal (as well as force anyone out of a blocking skill very quickly), which not just stops the blocking, but stops the heal as well, leaving them in an awful situation.
Spiteful marks is awful, sure. But the other staff traits have very valid uses.
From the sound of it you both don’t understand Necromancy in guild wars, and also don’t like it. Maybe don’t play Necro then?
Epidemic does not actually spread conditions literally. It acts just like a condition transfer, from the targeted enemy to up to 5 nearby enemies (but without the cleansing), and just like with condition transfer the mechanics work out such that you apply the condition, just without it being modified by duration increase.
It wasn’t, if you look at old traits that never made it into the game, it just happened to have that synergy later on. They used to toy with skills having actual health costs associated with them, and there were traits to alleviate that, but it was canned ages ago.
There is no such thing as too little or too much toughness. On Necro toughness and vitality have very comparable scaling over even extended battles (with slight variance due to things like what type of damage are you facing, how much healing, etc.). In a perfect situation you’d have the ability to actively change what you need depending on what you are facing (by having two sets), but otherwise just pick your personal preference.
I’d suggest you take however much of either or both that you need to just stay alive, and then full yoloswag#420blazeit damage for the rest.