it can be summed up like this:
if each person does 1000 DD per second, and there are 20 people, the group is doing 20,000 DPS
if 20 bleed users stack 10 bleeds each on the boss and 10 bleeds do 1000 condition damage per second, the group SHOULD be doing 20,000 DPS
what is happening is that we’re getting capped at 25 bleeds, so the result ends up like:
20 bleed users, each bleed does 100 damage per second, the bleed cap is 25, the total DPS is 2500, only 2.5 condition users are actually doing damage
every DD user is another 1000 DPS, every bleed user past 3 is dead weight
people saying “oh this is OP in PVP” if you get a 25 stack of bleeds, you’re screwed.
whether you have 25 bleeds or 250 bleeds, you’re dead (the only difference is that you have about two seconds of frantic “oh god where is my cleanse button”, because assuming a single bleed does 100 damage per second, 25 will kill you in 4 seconds, 250 will kill you in one). so this will NOT affect PvP in the slightest.
unless you want to argue that 1000 CD is inerently better than 1000 DD (remembering that 1000 DD is instant, and CD can be cleansed), there is NO reason that there should be a bleed cap
how about convert condition damages to direct damages when fighting champions / dragons?
everyone’s happy yes?
give them champions / dragons a new buff
“immune to bleeding / burning / poison damage. all bleeding / burning / poison damage converted into direct damage”if like this, everyone will be happy yes?
No.
for conditionmancers, a major part of our AoE is epidemic, which spreads all condidions to mobs near the target, no conditions, no AoE in fights with adds, like the risen giant in orr. when it thows maggots, I drop an epidemic on the giant and it catches all of them, they have so little health that the bleeds, burns and poisons on the giant is enough to make them die within 2 seconds without more outside influence, leaving me and the rest of the ranged classes to focus on the giant, and the melee classes worry about one less thing whilst trying to avoid the stomps.
in addition, our talents and abilities have “+x% damage/life force per condition on foe” and lots of our traits are things like “increases duration of conditions added by sceptre by 33%” or “increases bleed duration by 20%” meaning that making it DD would be a nerf to those abilities,one of our grandmaster curse ones in particular “increased damage by 2% per condition on your foe”, removing bleeds, burns, confuse, and poisons is an entire 8% less damage, and add in the fact that most champions are immune to CC, that removes stuns, dazes, and fears, so that’s antother 6% damage we can’t get anyway
(ele’s also have the +5% damage to burning foes" trait as well)
Rather than flat out giving eles a weapon swap, which would add another 20 skills onto their already long list, what about changing weapon conjures to function as a weapon swap as I suggested in this thread?
https://forum-en.gw2archive.eu/forum/game/suggestions/Elementalist-Weapon-Conjures
This would give eles the versatility of a weapon swap, but only add 5 skills, while at the same time providing more use for the somewhat dubiously useful weapon conjure skills.
or, you could read the tread and realize we’re talking about OUT OF COMBAT weapon swapping, it will have no functional difference between openining your bags and looking for the weapons, it would just save us five seconds before and after every DE, and open up the additional 2 inventory spaces other classes get to enjoy
Let Soldier, Shaman, Rabid prefix armor to be crafted please.
in Suggestions
Posted by: Calcifire.1864
oh yes, +ALL the 1’s
oh this video again…
yes, our class is UP compared to thieves, we get it, now stop rubbing it in our faces that we chose a class that is more complex than rebinding all of your keys to heartseeker and smashing your face into the keyboard.
It seems to me that the OP and others want the Bosses to adapt to their play style rather than the players to adapt to the situation. It would be like saying take away Burn Immunity from XX boss because I like to use fire skills. I think they need to adapt to the situation instead.
By design most group events are fast moving fast kill scenarios with the Boss appearing at the end. High DPS is the only way to get a Gold consistently. Most of the pre-boss mob go down in a second or less. Even Veterans and Captains go down in a few seconds a big stack of DOTs would do no good on those.
I was often getting only Silver in some of the Centaur raid events until I switched to a high power high precision somewhat Glass Cannon build on my Ranger. Now I’m almost always Gold Medalled in any event. I even carry a set of +Vit/Health/toughness gear around when I want to become less squishy.
I really don’t think this needs to be changed. Those events are optional so those players should just go somewhere else where their condition based build has advantages over DPS builds.
Adapting your playstyle to the boss’ means something like how with the Fire Elemental you need to get inside the room and not hang back like you normally would. It does NOT mean that the boss should, by its very nature, utterly invalidate 1 of the 2 methods of dealing damage in the game, especially when certain classes (namely necromancer) largely can only deal that type of damage.
Also, considering conditions are all ABOUT DPS, since they only have DoTs, they should honestly be BETTER against enemies that take a long time to take down, compared to how direct damage is better for disposing of weaker enemies, namely groups, more quickly, since it doesn’t have to wait on the DoTs. Except it’s broken now, where condition builds get screwed in both situations
Adapting playstyle can mean different things using different weapons and skills and in some cases even changing build.
And I guess I meant high DD DPS.
I haven’t played my Necro for a while but I’m pretty sure it does have DD weapon skills.
Besides, it isn’t as if a Condition build can’t survive a boss fight, it is just that they don’t get a Gold. If that is such a big deal then rebuild for the fight.
if you’ve been out of the loop regarding necros lately, let mee give you the fast version:
our traits are a mess, the class is bugged to hell and back, the minions AI is more artificial stupidity than intelligence, our DD skills are horrendously UP, and it ends with the only viable build being conditions (hence why most necros now use S/D)
there is no rebuild, only zuu….conditions
ExTribble, read it again and learn what Out of Combat means
Umm… what? I know what it means. Was I unclear in my post? O.o
gah, sorry, wrong person, that’ll teach me to be a sarcastic git when it’s late :P
I was supposed to be directing that at incisorr :P
It seems to me that the OP and others want the Bosses to adapt to their play style rather than the players to adapt to the situation. It would be like saying take away Burn Immunity from XX boss because I like to use fire skills. I think they need to adapt to the situation instead.
and let’s assume that the only viable spec for elementalists and guardians was burning damage based, because that’s the problem that we have here, necros CAN’T ajust their playstyle because bleeds and to a FAR lesser extent, poison, are all they have.
minion AI is awful to the point that it’s a coin toss whether they’ll even attack or not, and their health is so low that if the boss so much as farts, all minions get instagibbed and DD is out because the power spec is utterkitten bleeds are really the only option for necros right now.
as an aside, imagine if ANet changed fight mechanics so that only the first 25 players to hit with a DD attack worked, everyone else just hit for 0, because that’s what is happening at the moment for bleeds, in fact, it’s worse, since in that analogy, you have 25 players doing damage, 3 players can hit the bleed cap, so even in that example, DD STILL beats bleeds
NinjaKnight, this would be a purely quality of life change, it’s not as if it could affect PvP or even PvE to a significant extent since you’d need to be OoC.
not only that, but elemenalists and enineers have, in effect, 2 less inventory slots compared to other characters.
I usually use S/D, but for group events I like to go staff.
at the moment, there is nothing stopping me from opening my inventory and just equipping the staff, but other classes can do it with a single button press, and then I need to make sure I don’t salvage or sell my dagger, since going from a MH/OH to a 2H dumps the OH into the first available spot in your bags.
in the case of engineers i’d actually argue for an IN combat weapon switch, the “kits act as weapons” only applies if you use kits, if you’re focused on turrets or elixirs, you are being punished for using something you don’t use
Skylord, you’re missing the point, he’s asking for an out of combat weapon switch so we wouldn’t lose our other stuff in our bags, and won’t have to rummage around for the offhand everytime we feel like using a different weapon.
it will have no effect on DPS in either PvE or PvP (except maybe making them slightly harder to sneak up on because we won’t have our heads in our bags)
incisorr, read it again and learn what Out of Combat means
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And get all the booms before entering combat….yep…ok
and other classes can’t by switching weapons?
Well, that’s about it. Dragon is a single mob and without limit damage will skyrocket.
I also believe that you shouldn’t receive reward if you’re throwing bleeds on enemy, which is at bleed cap already. Why are you doing this? It is obvious that you’re not helping the fight, not doing any damage, then why?
If you want to participate, there is a plenty of possibilities, including destruction of walls and spawned mobs. You will be rewarded properly for this kind of contribution.
necros throw bleeds at enemies because between the bugged pets and mess that is their traits, they have no viable spec other than conditions.
in a boss fight with no adds, they’re stuck, and conditions don’t work against non-mobs
+1 for the daily restarts, it’s messing up levelling really bad, if I can enter a zone at the appropriate level, 100% it, and still only go up 3-4 levels because there are no working DE’s, something is SERIOUSLY wrong
indeed it is, if they don’t snare, knock down, pull, immobilize or do any form of CC whatsoever
and that’s assuming you don’t get instantly knocked out of it by AoE
yeah, I try and stay out of DS as much as possible, we lose our utility skills, our elite, our healing, our ability to monitor boons and conditions, our ability to see our health and endurance, and there’s that godawful green rubbish at the edge of the screen.
not only that, the only useful abilities are drain (where you either need to spec into or have 50 enemies to be able to drain enough life to make up for how much you lose during the drain) and the regular autoattack, which stops being useful at about half lifeforce. (hell, going into DS is a DPS LOSS, since you can’t apply bleeds or conditions except one chill)
what’s the problem exactly?
you have an awesome blue magical energy shield, it looks bada.ss :P
(seriously? THAT’S kittenable? sort out your forum software ANet, it sucks)
I’d personally remove the CD, time limit and use limit of elemental weapons, make fiery GS into an arcane GS (keeping the use and time limit), and replace the elemental weapon skills with a glyph of elemental weapon and make it switch form depending on attunement.
bam, all of our range switching woes solved, medium for fire, melee for air, long for water and defensive/tanking for earth, it would allow attunements to act as he weapon kits everyone seems to think they are
We have a customizable profanity filter in game, so why not on this website too? It’s annoying to read “kitten” in place of words. Some things that are censored aren’t even really bad language (such as that movie Aaliyah starred in, Queen of thekitten).
indeed, dam-n, and gim-ped are minor at best, if someone is able to be offended by those words they probably shouldn’t be playing at all, because they’re likely 10 years old
(I mean come on, it’s an MMO, g.imped isn’t anything to do with BDSM in that context)
(also lol that g.imped isa banned word, but BDSM isn’t)
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really?
you feel bad about attacking the wolves?
the things with a stupidly large aggro radius and the ability to summon more of them from nowhere and come in MINIMUM groups of 2?
or the hyenas which can teleport to you and then cripple you?
or even the deer, which on taking sympathy to and saving it from a wolf, became overcome by bloodlust, stood on it’s hind legs and punched me to death?
no, I have no sympathy towards the IRL animals in this game whatsoever, because they’re the ones which have the mechanics which annoy me the most.
(by which I mean, I actively dislike the animals in the game, not the IRL ones, although if a deer attempted to kick me to death IRL I guarentee I’d have a thing against deer from then on)
it’s just a game, and there is nothing forcing you to kill the animals except self defense for hostile ones
I wonder, do you complain about other games that have IRL enemies? do you get upset that Final Fantasy has killable wolves?
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the thing is, giving our abilities the damage as a DoT is a balance thing, DD in PvP is unavoidable, you can’t just “remove” the damage unless you heal yourself.
DoTs on the other hand CAN be removed, and that’s how we’re balanced, we get more damage in PvE where enemies don’t remove conditions as much, but in PvP we do less damage against competent players, and more damage against ones who don’t know when to remove conditions
when people complain “I can’t do as much damage because people remove my DoTs” that’s the POINT, you’re doing damage roughly equal to other classes without the DoTs, so when the enemy doesn’t remove them, you get a nice bit of bonus damage for their stupidity
In return for only stacking in duration, burning does more damage than a stack of bleeding. So while you can stack bleeding in intensity, you need to have more stacks of it and ends up being more like a traditional DoT. Burning does decent damage in my opinion.
I’m not complaining about burning as a whole – I think it is fine. It’s just that way too many of the skill have it as an effect (often it is the only damage not just a bonus) and for something which does only stack duration this isn’t a good thing.
How is that NOT a good thing?
Explain that to me. Adding more Burning duration = adding more Burning damage. That’s all there is to it, and there’s nothing bad about that.
I guess the point is that if a mob only lasts for, say, 30 seconds, it doesn’t matter if you have 31 seconds or a years worth of burning on it
one thing that is interesting is that burning and poison have the potential to literally become death sentences if you stack them enough for the total damage to be greater than the mobs health, for example, if a mob had 1000 health and burning hit for 100 damage per second, 10 seconds of burning have doomed that mob (and made any more burning pointless)
It can matter if that mob has condition removal. Some do. If you know they don’t, and think there’s a different target that now needs to have a “full” stack of Burning (i.e. you think the Burning alone will kill that mob) then hey, this means multi-dotting is smart and rewarding!
hooray! multidotting is a reward and not a requirement to do non-bad DPS
(huh, it seems like the word that starts with G and ends in Imped is kittenable)
I suggested something similar in the elementalist weapon switch suggestion thread:
an interesting idea could be to make our summon fiery GS elite into a regular utility skill, and replace it with a “Glyph of Elemental Weapon” with unlimited duration and uses, which changes form based on what attunement you are
I think having forced synergy between skills is bad. That requires you to “waste” a utility slot.
so you’d rather waste three utility slots for less functionality? (you can’t have all four elemental weapons unless you use firey GS instead of axe)
my suggestion is an elite that will replace your weapon with one that changes it’s type based on your attunement, so in fire it will be a GS, water it will be a bow, air it will be a hammer, and earth it will be a shield.
if you want to keep firey GS, use the Glyph of Elemental Weapon and attune to fire
the other elemental weapons can stay the same, weaker, limited uses, and makes an environmental weapon for allies to use.
this will allow our attunements to let us switch range since we don’t have a weapon switch
at the moment, our elites are: an elemental, tornado form, and firey GS.
considering that attunements are our main class feature and we give up weapon switching for them, surely our elites should all reflect that?
at the moment our elemental is the only one that is different depending on attunement.
plus, your use of the word “waste” confuses me, you don’t NEED to use it, if fiery GS was required by all elementalists, you’d have a point, but it isn’t, so “wasting” the utility slot would be entirely your own choice, in which case it’s hardly a waste
(edited by Calcifire.1864)
In return for only stacking in duration, burning does more damage than a stack of bleeding. So while you can stack bleeding in intensity, you need to have more stacks of it and ends up being more like a traditional DoT. Burning does decent damage in my opinion.
I’m not complaining about burning as a whole – I think it is fine. It’s just that way too many of the skill have it as an effect (often it is the only damage not just a bonus) and for something which does only stack duration this isn’t a good thing.
How is that NOT a good thing?
Explain that to me. Adding more Burning duration = adding more Burning damage. That’s all there is to it, and there’s nothing bad about that.
I guess the point is that if a mob only lasts for, say, 30 seconds, it doesn’t matter if you have 31 seconds or a years worth of burning on it
one thing that is interesting is that burning and poison have the potential to literally become death sentences if you stack them enough for the total damage to be greater than the mobs health, for example, if a mob had 1000 health and burning hit for 100 damage per second, 10 seconds of burning have doomed that mob (and made any more burning pointless)
I suggested something similar in the elementalist weapon switch suggestion thread:
an interesting idea could be to make our summon fiery GS elite into a regular utility skill, and replace it with a “Glyph of Elemental Weapon” with unlimited duration and uses, which changes form based on what attunement you are
it’s actually REALLY good for S/D, You rush forward, do an arcane wave for some combo finishers, maybe use the sceptre 2 and 3 skills, then updraft away to get back to mid range and switch to a new attunement (it fits air really well, those brief moments where you strike like a bolt from the blue, and then in an instant, you’re gone, leaving your target on the ground and blinded and you look like you haven’t moved)
plus, for D/D builds it’s a free dodge, nobody says you need to use it immediately after RtL
I feel like a vanguard from mass effect :P
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agreed, I’d LOVE a weapon switch, even if it was just OoC, but honestly, in combat wouldn’t be as OP as people seem to think
someone will say something along the lines of “but you get attunements instead” to which I will say “ok, then point me to the melee attunement for staves”
other classes abilities are significantly different based on their weapons, my alts are mesmer and necro, and the weapon switches for them offer FARmore variety than elemental attunements, mesmer I use a GS for range, then when an enemy gets close, I switch to Sw/P and melee them. necro I use a staff when I want to AoE, but if I’m up against a single enemy I go to S/D to start stacking conditions, their weapons play SIGNIFICANTLY differently to attunement switching.
as an elementalist I can do only one thing with different flavors, either burns and splash damage, healing, control, or bleeds. no matter the attunement, you can only be long, mid, or melee, not long and mid.
not only that, but more than once I’ve sold my dagger without realizing since switching from S/D to staff switches the position of the scepter, but dumps the dagger in the first available slot.
I’d also say engineers can benefit from this as well, the restriction on weapon switching only makes sense for kit users, for turret and elixir users there isn’t any reason to not have a weapon switch
(if not, an interesting idea could be to make our summon fiery GS elite into a regular utility skill, and replace it with a “Glyph of Elemental Weapon” with unlimited duration and uses, which changes form based on what attunement you are)
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I noticed the rytlock = grunt as well :P
for more voice acting fun, you know at the start of iron marches, there is the event to save some cubs from the necromancer Bria?
the Priory guy who helps is the Greybeard Arngeir from Skyrim :P
Nothing is more annoying than to go into Mist form and get pelted with DoTs killing me and then a chill to slow me and I can’t do anything about it except watch myself waste a CD that is now going to get me killed. Invulnerable should mean invulnerable….
it’s even worse if you manage to escape just for a necromancer to spectral grasp you back
hey ANet, ever heard of the saying “Like trying to catch smoke with your bare hands”?
it’s because GASSES CAN’T BE GRABBED
Eclipses and Calcifire won’t be happy untill we get for 2nd skill 2 second cooldown AoE 900 radius instant death -.-" (~50000 DMG ^^)
Learn to play ?
what I’d be happy with is a 0 damage blast of air that does nothing but interrupt enemies in melee range
what I’m saying is that breaking wind would be more useful than what we’ve got right now
learn to play works as an argument if you can improve, but the ONLY thing we can do with our 2 skill is either root an enemy that doesn’t care about being rooted because unless you died to a condition or AoE, will be ranged, or standing next to you.
Instant death ~ 0 seconds CD interrupt …
Yep , same page ^^
aaaand reported, nothing but a troll.
even the thickest person I’ve ever met couldn’t accidentally mix up “no damage, no effects other than stopping the instadeath stomp” with “lolol instakill everyone everywhere lolol”
if you’re happy with the skill that is literally less useful than a fart, fine, leave the thread, you’re in the minority here, you have nothing to bring. all I can imagine is that you’re another class who doesn’t want to lose their free kill
(edited by Calcifire.1864)
Eclipses and Calcifire won’t be happy untill we get for 2nd skill 2 second cooldown AoE 900 radius instant death -.-" (~50000 DMG ^^)
Learn to play ?
what I’d be happy with is a 0 damage blast of air that does nothing but interrupt enemies in melee range
what I’m saying is that breaking wind would be more useful than what we’ve got right now
oh wait, you told me to L2P, well that shoots down all of my points doesn’t it?
HEY EVERYONE! MAKING WELL THOUGHT OUT ARGUMENTS ISN’T NEEDED ANYMORE! JUST TELL THEM THAT THEY ARE BAD AT SOMETHING AND YOU INSTANTLY WIN THE ARGUMENT
sorry, but reductio ad absurdum doesn’t work in this case, learn to play works as an argument if you can improve, but the ONLY thing we can do with our 2 skill is either root an enemy that doesn’t care about being rooted because unless you died to a condition or AoE, will be ranged, or standing next to you.
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One of these things should die alone ^^
XD
I have to admit that our downed skills …. bite the big one….
BUT ….it’s due to our Burning dmg that lasts even after we die :
- unlike other professions, our burning can last for 5-10 seconds after we die and THATS what kills our enemies, with the help of Lighting and earth ….+
- Mist refunds you to 50% downed HP …tehnicaly a HP reset
- our Earth grip is a real LIFE SAVER for our allies in Dungeons, it’s the longest lasting snare in-game and has COOL animation
I admit, our skills could use a buff, especially 1st, but, for MY personal oppinion, I like how they work ^^
the problem is, mist DOESN’T refund 50%, it brings you back to life, makes you immune to DD, then downs you, and that down adds 1 to the downed penalty, so if you’ve been downed before, you’re only at 25% health, even if you survive, you get a bigger downed penalty
lets compare to the warrior’s self rez ability shall we?
Ele: immunity to DD, conditions still affect us, return to downed with 50%/25% health depending on down penalty, all skills locked out
Warr: instant res, if they kill an enemy they rally, full access to all skills, if they don’t kill an enemy in the generous amount of time they get, they are defeated
how likely is it that an elementalist, even with the 5 seconds of no incoming or outgoing direct damage, will kill an enemy before dying?
how likely is it that a warrior with all of their skills will be able to kill an enemy within 15 seconds? (and even if not, 15 seconds is enough time to get to a place where you can be rezzed)
immobilize is HUGELY situational, the only time it is of any use whatsoever is if:
you are fighting ONE enemy AND that enemy is melee only AND it is not next to you AND it doesn’t have a snare breaking ability AND it is sufficiently weakened enough to be killed by the immobilize’s damage component (or you have an ally nearby who can rez you in those precious seconds)
if a single one of those aren’t true, you’re kittened right in the K-hole
in PvP every class has either a snare break or ranged attack, and in WvW the chances of you only facing one enemy are remote at best
so, this is what my characters 1, 2 and 3 abilities are:
Mesmer:
1. decent damage confusion causing attack
2. random direction teleport with invis to break targetting that leaves a clone that causes confusion
3. summon a phantasm that does pretty good damage, and benefits from traits
Necro:
1. life drain that is powerful enough to double time in downed without succumbing to “bleeding out” damage (note this is just base healing, I’m not specced into healing power or self heal increases at all, if it benefits from those perks and stats, it may even be better than the 4 healif you’re not being targetted (and it isn’t interrupted by being hit))
2. fear, nice and simple, causes an interrupt
3. AoE poison attack
Elementalist:
1. Lightning shock, no additional effects
2. single target immobilization, doesn’t interrupt or break targetting, takes time to start the immobilize effect, effect must be maintained to keep working.
3. vapor form, doesn’t drop targetting, counts as being downed on end of effect, doesn’t stop conditions, doesn’t stop CC, doesn’t stop environmental damage like falling (who knew mist can break its legs?) requires time to cooldown before use
one of these things is not like the others…
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same on Blacktide, I’ve made a full list of ones I discovered today at:
https://forum-en.gw2archive.eu/forum/support/bugs/Multiple-heart-and-event-quest-bugs-across-many-zones/first#post60782
Think you must be massively over-exaggerating things as the result of 1-2 frustrations…I’m at 75% world completion and so far I’ve only encountered one bug that prevented me from completing a piece of content (Mad Mardine’s Catapult to the vista in Moorwatch Tower in Diessa Plateau).
If you’re running into bugs preventing content, please describe each of them, individually, in detail along with methods for reproducing the bugs.
here are the bugs I’ve run into TODAY (not over the week, IN ONE DAY) on Blacktide:
Fields of Ruin:
Heart quest in ebonhawke mine: Lazy miners cannot be motivated
Royal messenger refuses to move
steal antidote quest only allows a maximum of 11 antidotes per person, none respawn
the sentinels refuse to break the crystal containing the boss in lake tenebron
the bonfire progress bar to signal to a branded griffon is stuck at 99%
quest to rescue sylvari and dogs from ogre camp in SE, sylvari refuses to move
Blazeridge Steppes:
World event: assault on beheim kraal chieftan doesn’t spawn making quest impossible
gather lodestones for brew quest has elementals spawning in midair
escort ogres carrying water quest, ogres refuse to move
waypoint north east of lowland burns waypoint is constantly contested, but no events are occuring there
Iron Marches:
Heart quest where you help warhounds: dogs bark at nothing, seperatists do not spawn, hidden caches do not spawn (workaround: hitting certain trees enough with a melee weapon eg: a msemer using a 1H sword, will kill one seperatist, and knock the other out of the tree to be killed)
Heart quest to save loggers souls from shadow fiends: ghost spiders do not spawn, all loggers are dead and do not respawn, shadow fiends do not spawn
save cubs from the necromancer event, necromancer doesn’t leave house and is invulnerable
escort veterans against seperatist hideout, veterans refuse to move
flame legion boss in ruins on SW of map refuses to spawn
world event to protect siege devourer devourer not spawned, escort refuses to leave camp
MOST of these are chained quests, so because of these being bugged, it also affects countless other quests that are waiting for these to end (eg, the escort the veterans quest cycles between itself and seperatists invading the village).
ArenaNet: would it be too hard to put in some code that automatically fails a quest if it isn’t completed within, say, two hours? that way, people who took part recieve a reward, and the quests will reset themselves.
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I would also like to see the bone minion explosion skills changed to the minion running to your target and exploding instead of just exploding when you can’t locate it in a big battle. This may be a bug, because i remember seeing the necro class video before beta and the necro pointed to the target and the minions ran to it and exploded (this makes more sense).
Agree! I would like to see “minion running to your target and exploding instead of just exploding” feature too. I am ranger and my spirits often sadden me: it quite hard to navigate their movement, possible but still hard.
Speaking of Necro pets – i think they are fine. What else can you expect from mindless abomination? =)
Anyway OP you can forget about pet bar – it is only Ranger privilege.
the thing is, if you listen to some of the male charr dialogue, it implies that the minions are controlled directly “Come to me my puppet”
in which case, it would make MORE sense to give necros the pet bar than rangers, your pets are still alive and can think for themselves, we’re making fleshy remote controlled things. (or maybe at least for the flesh golem, it is our elite after all)
as for necro pets being fine, when one of your elite skills refuses to work half of the time, and when it does work, it pulls half of the map and ends up killing you, you’ve got an obviously broken skill.
it’s happening in blacktide too today
