Showing Posts For Caveth.3268:

Video of Abaddon, Vote Evon

in Cutthroat Politics

Posted by: Caveth.3268

Caveth.3268

That video is nothing like the real kormir from gw1. It does somewhat tell the story correctly, but kormir was actually a very likable character.

sPvP-Why is it Unpopular?

in PvP

Posted by: Caveth.3268

Caveth.3268

I hate the idea of going into battle with crap-looking equipment—I’ve spent 1000 hours grooming in PvE, only to not have it in PvP? No thanks. I’d rather WvW, and I do.

That said, the achievement reward chests that I have recently received sparked some interest, but the number of items and kinds of items I’ve received aren’t what I have in PvE and they’re not the ones I want.

That’s the exact way I feel about spvp. My characters look so embarrasingly bad there I just try to avoid it… Even with the new spvp items I’m getting from the chests, they aren’t what I want my characters to look like in the end.

SPvP also rewards nothing that can be used outside of SPvP, so it feels completely useless in terms of rewards. I might actually play it if I could use my PvE armor and also get real rewards for it that aren’t just more spvp skins.

Edit: Oh, and stealth. Stealth destroys any balance. There is no real counter to it and with the way it stacks in duration it is just broken…

(edited by Caveth.3268)

8 months and zero optimization

in Guild Wars 2 Discussion

Posted by: Caveth.3268

Caveth.3268

I do hope Arenanet does announce something on this some point soon – though I’m losing hope on that issue since they haven’t commented on this thread yet…

8 months and zero optimization

in Guild Wars 2 Discussion

Posted by: Caveth.3268

Caveth.3268

Is there really nothing that arenanet has to announce on this yet?

8 months and zero optimization

in Guild Wars 2 Discussion

Posted by: Caveth.3268

Caveth.3268

Because there isn´t and never will be.
The Devs are hard at work on Open World culling, so they told us ages ago.

I just gave up and got Intel hardware, now I actually can enjoy LA and WvW.

It wouldn’t surprise me at all if arenanet gave up on optimizations… they haven’t fixed a lot of bugs in the game either.

8 months and zero optimization

in Guild Wars 2 Discussion

Posted by: Caveth.3268

Caveth.3268

I know this thread is old – but it’s still very relevant. Is there any news of any optimizations for Guild Wars 2 coming any time soon?

I’ve been searching all over for information on optimizations and things like direct x 11 support for gw2, but I can’t find anything.

Stolen Kite Baskets not giving rewards?

in Bazaar of the Four Winds

Posted by: Caveth.3268

Caveth.3268

Yeah, I wasn’t able to loot those baskets either. I got the achievements for finding them, but couldn’t loot any of them. I hope they fix the bug.

Zephyr Sanctum Model low quality

in Bazaar of the Four Winds

Posted by: Caveth.3268

Caveth.3268

Yea, the cinematic is REALLY low quality. Why don’t they just make the model zephyr sanctum place a camera inside of the zone itself instead of this ugly and blurry cinematic…

Orr Restoration: Good for a LW Update

in Living World

Posted by: Caveth.3268

Caveth.3268

Why not? Orr is dead still after defeating Zhaitan… the Risen still attack the coast on various maps… how can that be if Zhaitan is dead? Wouldn’t Zhaitan’s magic cease to be when he died? Wait how can Zhaitan be dead if he was already dead? How can one of the most dangerous beings be killed the way he was killed? To be honest it would be easier for Anet to raise Zhaitan from the dead and make him like all the other dragons… invisible! I agree that Orr should be rebuilt and the Risen should go away but like other things in the game, Anet did not flesh out the whole story and painted themselves into a corner. That’s why Orr will get no love anytime in the near future and Anet will lead players away from the area with the living story. It is kind of sad really.

In Guild Wars 1, after the evil fallen god Abaddon was defeated, his magic still existed. A god’s magic cannot be destroyed, only transfered. Kormir had to take over the power to stabalize it and take control of it.

The same is likely true for Zhaitan – his magic likely still exists, even though he is dead. He may be an elder dragon and not a god, but it’s very likely pretty much the same thing.

Celestial!

in Bazaar of the Four Winds

Posted by: Caveth.3268

Caveth.3268

Yea, making a Canthan influenced event lead to the ability to craft Celestial armor seems to be a cool decision. Cantha in gw1 had a lot of “Celestial” things, like the mission to become Closer to the Stars and defeat many Celestial beings.

I do hope we can return to Cantha in the game one day as well – it is such a beautiful place. The Jade Sea, the forests, the city… so much beauty and such a shame that it isn’t already in the game.

the kiel and magnus conversation

in Sky Pirates of Tyria

Posted by: Caveth.3268

Caveth.3268

I took screenshots of the conversation and put them into one image. I’ll attach them to this post.

Attachments:

Can't use Marjory's Journal

in Dragon Bash

Posted by: Caveth.3268

Caveth.3268

Oh it still works in Divinity’s Reach? I’ll go test to see if it works there for me too.

Edit: Hm, you’re right. It works in Divinity’s Reach still. However, I can’t skip the cinematic if for any reason I need to get out of it. So… that’s still a problem.

(edited by Caveth.3268)

Terrain tilting while walking, running

in Bugs: Game, Forum, Website

Posted by: Caveth.3268

Caveth.3268

This has happened to me randomly since Guild Wars 2’s release. It also happens to other players and even npc’s and monsters out in the open world.

Can't use Marjory's Journal

in Dragon Bash

Posted by: Caveth.3268

Caveth.3268

Mine says the same thing. It worked when I first got it a week or two ago, but it stopped now.

Rune of Vampirism

in Bugs: Game, Forum, Website

Posted by: Caveth.3268

Caveth.3268

All Runes need a revamp tbh.

Rune of Vampirism should add a lifetap similar to Omnomberry Pie.

I do think the random 5% chance needs to be more consistent (so do many other random things in this game – you shouldn’t win/lose because of a random chance), but making them like Omnomberry Pie would mean they’d have to nerf the amount of healing from these runes by a large amount to even make them remotely balanced.

The only thing I really care about though is them getting the runes fixed so these terrible bugs don’t happen with them anymore.

Rune of Vampirism

in Bugs: Game, Forum, Website

Posted by: Caveth.3268

Caveth.3268

I really do hope they fix this soon. This bug has been annoying me for MONTHS now – and I haven’t any hope of them ever getting fixed. :/

Rune of Vampirism

in Bugs: Game, Forum, Website

Posted by: Caveth.3268

Caveth.3268

I sent in a support ticket about this a few months ago. I found a TON of bugs on this rune set – yet arenanet hasn’t done anything about any of them.

First of all, the invulnerability doesn’t always work: the mist form just doesn’t make you invulnerable sometimes – instead, you’re just flopping around as a useless and weakened mist that can’t do a thing and then swiftly dies.

The on-heal effect stops working if you die; you have to unequip the armor and reequip it to make it work again.

The duration of the mist varies – very random durations; I’ve had the mist form last as little as 1/4th second to sometimes more than 5 seconds.

Sometimes the mist just doesn’t happen at all – I will be hit 5 or 6 times when I’m clearly under 10% health and the mist form will just never work.

Far more than any other occurence, the mist form will not happen until I’m already downed; when that happens, I cannot move my character and am just sitting still; most of the time, the mist form doesn’t even make me invulnerable when this happens.

Not sure if this one still happens – but, when a necromancer would reach 50% life force while in death shroud, the runes will proc and turn you into mist; I haven’t had this one happen recently, but unsure if it still happens or not.

Recently, I saw an ally used an area of effect heal on me; the area of effect heal counted as a “hit” on me and caused the 5% chance passive to appear (5% chance on hit – your next hit steals health) – as if I’d been hit by an enemy to make that happen….

This entire rune set is horrendously broken and needs some fixing really badly.

Edit: These are from my own experiences in WvW and PvE areas; I’m unsure of how they work in sPvP – the bugs may not exist there at all.

(edited by Caveth.3268)

Sylvari Changes Color?

in Dragon Bash

Posted by: Caveth.3268

Caveth.3268

She definitely completely changed models when she came to lion’s arch – or it’s someone else entirely. It’s a good thing I take screenshots of everything I do in this game! She specifically said “this isn’t my color at all.” Maybe it’s a reference to Sylvari being able to change colors under some situations? Not sure if that’s possible or not.

Attachments:

Issues with Consortium Harvesting Sickle

in Last Stand at Southsun

Posted by: Caveth.3268

Caveth.3268

Yeah, this is really annoying me. I found that I can switch weapons to stop the animation, but that’s not a solution for an elementalist or anyone who can’t switch weapons for whatever reason. We should be able to walk away and do whatever to interrupt the animation – there is literally no reason for this.

Having an annoying time on Southsun Cove

in Last Stand at Southsun

Posted by: Caveth.3268

Caveth.3268

-veteran karkas’ rolling attack hits objects and continues rolling in place, applying knockdown and damage for the duration. Stability and/or invulnerability is pretty much necessitated here (maybe a very tanky necro could DS through it?) or you are at best downed, at worst killed, depending on how durable you were and how long it had left on the roll.

The rolling veteren karka can eat all the way through my death shroud and my entire health bar in just a second or two. I had 25000 health and my full death shroud and it downed me instantly with its roll. The Karka are the most ridiculous enemy I’ve ever seen in this game. I can understand them knocking you down and dealing a lot of damage – but the amount they can do is just ridiculous.

I remember back in November during the Lagged… er Lost Shores event and the Karka were in Lion’s Arch… They were invisible from culling and instagibbed so many people. Even without the skill lag and culled Karka, it would have been horrendous to deal with – as is evidenced by this new event in Southsun Cove.

Something in new Southsun kills FPS

in Last Stand at Southsun

Posted by: Caveth.3268

Caveth.3268

i have the same issua in CoF entrance and certain lava spots. have the same issua in CoE at the giant holographic image at entrance. outside the secret lab in metrca that needs that power crystal to open. and the shaman world boss area in iron marches, and the human vs charr fractal. these exact locations cause issues.

everywhere else in the world is 60 fps on max with vsync on

i also found whats causing the issue.

animations set to high casuses a 50% loss in fps and stuttering, same as medium.
setting it to low boom 60 fps no stuttering or issue in said locations.

i7 2700k @4.5ghz HT turned off (no differance on or off)
16GB corsair vengence ram @1600
MSI GTX 670
gigabyte mobo

so to recap in certain areas on the nvidia 600 cards there is an issue with animations on high in few locations,
when set to low very playable and also i dont see much diffrance between high and low. the openworld is fine mostly (2 locations)

however no issue for me in southsn regarding lava.

Ah yes, I had forgotten about the CoF entrance. I have the exact same problem – it’s usually when I look up to where Gaheron Baelfire was standing at the start of story mode – far up in the center at the top of the map. If I look at that area, my game loses a ton of fps (like 50-75%). Normally, I’m at 60fps in the area and have no problems – but looking right there, I get the some of the worst lag imaginable.

There’s also an area near the entrance to Queensdale, just outside of Divinity’s Reach – a nearby cave with pirates or bandits in it… When I go near it (only sometimes – it seems random), my fps drops to 1-2 all the way down from 60. I’m not sure what in the world causes this – but it makes no sense to me at all.

Something in new Southsun kills FPS

in Last Stand at Southsun

Posted by: Caveth.3268

Caveth.3268

I have the same problem in some parts of Southsun Cove; I’ve noticed it a ton in the area near the geysers jumping puzzle – an area where some red mist is at. This red mist seems to cause horrendous lag – that or something near it. I think they made the texture for the mist effects a bit too high resolution and spammed a bit too many of them in one place…

In general, this game is very badly optimized and needs a lot of work done before it runs even as well as games that have better graphics than it…

Mesmers in Obsidian Sanctum Entrance

in WvW

Posted by: Caveth.3268

Caveth.3268

Arenanet really does need to do something about camping at the entrance of the jumping puzzle; I haven’t gone in there since it became its own map, but I do remember before that…

Sometimes I would be downed/dead on the ground before my computer even finished loading the map – this is because mesmers instantly pull me down while my game is still loading the area… I don’t even see anything but a loading screen and then my downed character.

They really need to add an invulnerability to the players up at the entrance (like all other spawns in WvW) if they haven’t yet.

The exotic backpack won't move.

in Last Stand at Southsun

Posted by: Caveth.3268

Caveth.3268

Yea, mine is completely stiff. It does nothing at all – just sits there like a plastic thing shoved on my character’s back instead of the tentacles it looked like in the preview.

I really hope this gets fixed.

Recent patch killed mesmer WvW

in WvW

Posted by: Caveth.3268

Caveth.3268

Hello

It seems what ever updates happened in the latest patch has killed mesmer… I notice a huge damage decrease, having a very hard time doing any decent shatter damage now. Confusion nerf wasn’t really needed, could have just allowed blink/stealth/heals to not be affected by confusion instead. Not fair when other classes warriors/necros can do 20k+ aoe DMG in seconds, thieves can do 20-30k+ dmg single target then disappear in seconds. Yet mesmers get the nerf. What’s next? Mesmer will be limited to two illusions? Guess it is time to roll another class.

Mesmers also have Portals (the only class with this in the game), an AoE pull/wall speed buff/(A Reflect – if Traited) on their focus, an AoE push on greatsword, an invulnerability on sword, self-stealth, wall stealth (no target limit, the only one that has no limit in the game), an AoE stealth elite, Time Warp elite (the only AoE quickness ability), and Moa Form elite (the only enemy transformation ability).

They have the absolutely best utility and survivability (blink/stealth/invulnerability/reflect/etc. help a lot in survival) in the game – they don’t really deserve to be on par with other classes in damage – or they would simply have everything with no down sides.

i really dont think u understand the mesmers at all sry! you cant have all those things together.each build has its pros and cons check our traitline and check our weapons.

I have a level 80 mesmer; I take my self stealth, blink, and portal for survival/utility and the elite stealth ability. I’ve never had problems killing enemies and surviving with my nearly glass cannon build with power/precision/critical damage (greatsword/sword+focus).

Recent patch killed mesmer WvW

in WvW

Posted by: Caveth.3268

Caveth.3268

Hello

It seems what ever updates happened in the latest patch has killed mesmer… I notice a huge damage decrease, having a very hard time doing any decent shatter damage now. Confusion nerf wasn’t really needed, could have just allowed blink/stealth/heals to not be affected by confusion instead. Not fair when other classes warriors/necros can do 20k+ aoe DMG in seconds, thieves can do 20-30k+ dmg single target then disappear in seconds. Yet mesmers get the nerf. What’s next? Mesmer will be limited to two illusions? Guess it is time to roll another class.

Mesmers also have Portals (the only class with this in the game), an AoE pull/wall speed buff/(A Reflect – if Traited) on their focus, an AoE push on greatsword, an invulnerability on sword, self-stealth, wall stealth (no target limit, the only one that has no limit in the game), an AoE stealth elite, Time Warp elite (the only AoE quickness ability), and Moa Form elite (the only enemy transformation ability).

They have the absolutely best utility and survivability (blink/stealth/invulnerability/reflect/etc. help a lot in survival) in the game – they don’t really deserve to be on par with other classes in damage – or they would simply have everything with no down sides.

Sentinel Gear for Necro

in Necromancer

Posted by: Caveth.3268

Caveth.3268

Yeah, invader’s gear is soldier’s stats, not Sentinel stats.

Soldiers/Invader is: Power/Toughness+Vitality

Sentinel is: Vitality/Power+Toughness

Soldiers gives more Power, Sentinel gives more Vitality

So sick of the lack of stability

in Necromancer

Posted by: Caveth.3268

Caveth.3268

http://wiki.guildwars2.com/wiki/List_of_historical_traits#Necromancer_traits – go here, press ctrl + f and then type in Shade, Soul Vision and Necrotic Dagger then weep black tears for the devs to feast on.

If I had access to the trait that makes my daggers ranged, I would be so happy. And the death shroud one sounds amazing.

It would make sense for necromancers to be invulnerable to crowd control while in death shroud by default, though.. I mean, they have no disengages so at least they could give us a way to try and run without getting crowd controlled fifty times with no dashes to get away with.

Would you pay 15 $ a month ?

in Guild Wars 2 Discussion

Posted by: Caveth.3268

Caveth.3268

No, they don’t add enough new content for me to pay extra for it. Plus, they seem intent on removing anything they add like SAB and the upcoming dungeon that will go away after the next month is over. And also the bugs are still horrendous in this game and the game’s graphics are still not optimized to run anywhere nearly as well as any other modern game.

The game is fun, but there are definitely too many reasons to not pay a subscription fee.

change SAB location next time

in Super Adventure Box

Posted by: Caveth.3268

Caveth.3268

If they decided to hide the super adventure box, the forums would be flooded with even more messages of people asking where it is… It’s best to keep it right by the portal to/from lion’s arch.

So sick of the lack of stability

in Necromancer

Posted by: Caveth.3268

Caveth.3268

Yeah glad I’m not the only one, I run DS-Stability all the time and it does seem to fail on a lot of stuff. I’ve gotten killed through vamp rune mist form too…

Yeah, the runes of vampirism are horrendously bugged:

1. When your armor is damaged, you have to unequip every single piece of the armor or the 4th bonus (next attack steals health after you heal) will not trigger.
2. The mist form seems to have random duration – sometimes .5 seconds, sometimes 3 seconds, sometimes 1 second and sometimes they just don’t work.
3. Sometimes the mist form won’t trigger until you’re downed – and when it triggers while you’re downed, you can’t move.
4. Sometimes the mist form doesn’t even make you invulnerable and enemies can still pound on you and kill you, while you’re left completely helpless.


I sent in a support ticket to arenanet at the start of last month and they responded by saying (a generic response):

“Thanks a lot for taking the time to bring this to our attention.

We do not have any ETA for reported in-game issued, but you can always keep an eye on the news forums as that is where we post the patch notes every patch, https://forum-en.gw2archive.eu/forum/info/news.

Also, please be aware that the Development Team may not be able to individually respond to each and every reported issues. However, you are welcome to discuss the issue further on Official Guild Wars 2 Forums. Here is a link to the Guild Wars 2 Game Bugs sub-forum: https://forum-en.gw2archive.eu/forum/support/bugs.

Thanks,
Guild Wars Support Team
http://support.guildwars2.com/"

(edited by Caveth.3268)

So sick of the lack of stability

in Necromancer

Posted by: Caveth.3268

Caveth.3268

The necromancer is lacking a lot of things… No way to disengage, no mobility, no stealth, no invulnerability, very little stability (only on an elite transformation and a grandmaster trait), an awful teleport that basically needs to be summoned before you go into battle or it’s useless… Also necros only have 2 terrible stun breakers, and they both have long cooldowns (90 seconds, 60 seconds).

By the way, elementalists are getting a lot of nerfs next patch… A lot. Arenanet clearly only favors thieves and mesmers – you know, the classes that can stealth and teleport all over while having useful utility and amazing damage in addition to that…

(edited by Caveth.3268)

Skill lags in WvWvW

in WvW

Posted by: Caveth.3268

Caveth.3268

So.. you want culling back, then…?

What does fixing skill lag have to do with culling?

Here is a quote from Habib (Arenanet employee):

I should clarify here again that the culling fix will have minimal impact on skill lag. Skill lag happens because the server too busy to process everything that’s happening (e.g. it’s at 100% CPU). The removal of culling addresses issues experienced by the client but those changes don’t really impact the skill lag situation. They are fundamentally different problems that will need different solutions.

https://forum-en.gw2archive.eu/forum/pvp/wuvwuv/Decrease-lag#post1662663

Water Weapons should be for land use.

in Necromancer

Posted by: Caveth.3268

Caveth.3268

On any class except for the necromancer and mesmer I avoid water, because weapons are usually boring… But Necromancer is by far the funnest thing I’ve ever played when I’m underwater – the trident and the spear… the amount of power that I feel when using them both is just amazing.

The spear is exactly what I want on a weapon above water for the necromancer; it works perfectly for my power build. So much damage! And as for the trident… I’d prefer that weapon a million times over the terribly designed and BORING staff that we have right now… The trident has a nice dash (the only one on a necromancer whatsoever), a knockdown (sink), a giant AoE explosion, an AoE weakness and a long ranged AoE attack… It’s so much cooler and funner than the staff.

Periscopes ranged knock back spam = NOT FUN

in Flame and Frost

Posted by: Caveth.3268

Caveth.3268

Stability exist…

Necromancers only have stability on terrible elite skills. And they nerfed the staff so I can’t attack the things from a long range anymore.

Staff Autoattack

in Necromancer

Posted by: Caveth.3268

Caveth.3268

It does give the larger radius, but the green circle showing placement is the smaller size, which can be confusing.

My understanding is the mark radius is just the trigger, the blast itself was consistent regardless emanating from the center of the mark. Fair chance I’m wrong.

The marks are still bigger and trigger on at that larger range, but the targeting indicators (the green circles you have when targeting an ability) shows up as the size of the smaller marks rather than the greater marks size – even though the greater marks still work correctly, the targeting is clearly broken.

The only excuse I can think of for this is maybe they are remaking the staff (perhaps to have less marks – so that we don’t basically get forced into having greater marks/staff to be viable as a necromancer). Still, that’s just hopeful optimism, and probably incorrect.

Staff Autoattack

in Necromancer

Posted by: Caveth.3268

Caveth.3268

On the topic of staff #1, i could have sworn that the sound has changed.

Yea, they made the sound a lot quieter and a lot less annoying… Some Arenanet warrior player probably heard it from 2000 range away while it hit them and they decided to fix the sound effect…

I suppose fixing that sound is the only experience Arenanet had with playing a necro; while fixing it, they probably tested it in game once to make the the sound fix worked…

While playing, they probably realized the autoattack went further than the tooltip stated. Since you know most Arenanet would have never touched the necro otherwise, this was likely the first time anyone at Arenanet become aware of it and they fixed it (unlike 50 million other more important bugs, like the probably very easy to fix Area of Effect indicators on Greater Marks targeting…).

Staff Autoattack

in Necromancer

Posted by: Caveth.3268

Caveth.3268

It was probably something on the top of Anet’s priority-things-to-fix list.

Next month’s patch notes:
*Fixed a bug where necromancer was a class

Staff Autoattack

in Necromancer

Posted by: Caveth.3268

Caveth.3268

It seems the range has been brought down; it used to go past the 1200 range stated in the tooltip.

I thought the tooltip was written in error, not the actual range… Is this intended?

Agony resistance and the necromancer

in Players Helping Players

Posted by: Caveth.3268

Caveth.3268

As Archangelus noted, AR does apply in Death Shroud; it may appear that you’re taking more damage because your Life Force pool in Death Shroud is roughly half of your actual health.

In regards to the concerns about pets and AR, we are working on implementing this in a future update.

But on the recent interview with Arenanet employees (state of the game, on March 14th), they said that death shroud is more of a transformation.. so shouldn’t we be taking agony damage based on how much health we have in death shroud, and not how much we have out of death shroud? This is how other transformations work, so why not death shroud? It seems that Arenanet just has random rules for everything in death shroud – it’s one messed up transformation…

facetanking shroud/well necro

in Necromancer

Posted by: Caveth.3268

Caveth.3268

You do have agony resistance in death shroud, it’s just that for some odd reason the agony deals double damage while in that form.

Can you disable the effects

in WvW

Posted by: Caveth.3268

Caveth.3268

It also breaks transformations (like plague form on the necromancer), getting me killed when I should have easily survived.

Edit: Actually, tested this out today and it looks like plague form no longer has the problem of breaking when I level up. I hadn’t seen it happen in a long time, so I guess it was fixed at some point.

(edited by Caveth.3268)

Bags and WvW Experience

in WvW

Posted by: Caveth.3268

Caveth.3268

With recent drop rate increment of WvW bags is just getting annoying. Well, having more loot is ok but when you do a open field pvp or any zerg pvp, the bags are everywhere. You have to spam hot-key or ignore bags and hope to stay alive. Well this is not fun anymore for me. There should be a solution for this situation.

I’ve been having this problem as well. I had to keep retracing my steps through the giant battles – nearly getting killed just to pick up the bags. On reset night this is especially bad, because of the lag that makes it nearly impossible to even activate an ability in the middle of a fight (including heal abilities); some bags don’t even spawn for me until seconds after I’ve killed an enemy, making it so I have to run back into the middle of a huge zerg fight and nearly get killed just for a loot bag…

There is……auto loot in your inventory when you kill something, no need to pick it up.

Autoloot doesn’t even autoloot.. you still have to run over the bags and press a key to pick them up. This is very annoying in the situation I just described, where I have to stand in the middle of a huge fight, nearly dying just to pick up a bag that takes forever to spawn.

Siege Weapons Vanishing When Outmanned

in WvW

Posted by: Caveth.3268

Caveth.3268

I agree with your post.

I also question why does the top server in a matchup get breakout events? I thought the concept of the breakout event was to help the underdog(s) get a little boost.

You’re thinking of breakout events way too logically; when a server is pushed off the map and have no towers or anything, the people on that server likely aren’t having fun and therefore may quit playing the game.

Logically thinking, it makes sense to help the smaller server stay on the map and not the winning server; however, ignore the logic and think about the individuals who can’t go out and have fun because the losing server is camping their spawn area… that’s just not fun or great gameplay at all. It’s a good thing to have breakout events for every server, regardless of how far ahead they are.

In WvW the "real" attrition class (P/D thief)

in Necromancer

Posted by: Caveth.3268

Caveth.3268

I have to say that of all of my characters, necromancers are quite clearly the most useless of all the classes in this game for WvW. My thief most definitely fits your description; he is able to go in and out of battle on a whim because of his shadowstep teleport, his heartseeker dashes away, his many stealths… I can leave battle and come right back to a battle with full health and do so over and over while my enemy is still stuck in battle with someone else and unable to heal.

The thief is truly the attrition class of this game that fits the vision the developers wanted for necromancers; a class that will win prolonged battles – but that is really a thief. Wells on necros do not help whatsoever with attrition in WvW; they have horrendously long cooldowns and people can just walk out of them with ease. In fact, I can do attrition fights with my mesmer almost as easily as I can with my thief (using a portal to go back and heal from out of battle, then go back into the fight before the portal closes)… Necromancers are the furthest from an ‘attrition’ class that you can get…

(edited by Caveth.3268)

Utility Bug with Death Shroud

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Posted by: Caveth.3268

Caveth.3268

I hope they change it back.. it’s pretty annoying the way it currently is. Necros weren’t exactly that amazing before, so they warranted no nerfs like this…

Utility Bug with Death Shroud

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Posted by: Caveth.3268

Caveth.3268

Ever since the January patch was released, every time I exit Death Shroud I get a problem where I can’t use my heal/utility/elite skills for about 1-1.5 seconds after.

Is anyone else having this problem? If so, was this intentional? If not, then what the heck is going on?

Staff must have on Necro?

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Posted by: Caveth.3268

Caveth.3268

Unfortunately, the necromancer needs the staff at this point; it’s just too powerful to not take. It’s a terribly designed weapon; 4 circles and necrotic grasp. It didn’t have much creativity put into it at all. It’s the most boring weapon I’ve played on any class so far.

So, how are necromancers doing atm?

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Posted by: Caveth.3268

Caveth.3268

@the above mobility complaints.

1. There are three high evasion classes – Thief, Ranger, Mesmer. Comparing any other class to them in terms of ability to evade an attack is ridiculous. No other class has as much access to as many different abilities to evade damage or abilities as theses three.

2. There are two high mobility classes – Thief and Elemenatlist – The Mesmer is not mobile it’s an evasion class. It’s only method of escape is to evade, evade, and confuse you until you give up. The ranger does not have high mobility, it also has high evasion. It cannot escape a fight well it can prevent fights. Comparing the mobility of any other class to these two is ridiculous because both classes most have the mobility in order to survive.

3. There are three defensive focus classes (defensive meaning they are built around the design to survive hits (not evade them) and outlast) – Engineers, Guardians, and Necromancers. The problem with defensive classes is they can never have the mobility of the high mobility classes or they will be impossible to kill this is balance.

4. The Warrior is the only class that can spec into any of the above skills, but it’s also why they severely lose value in the other areas once they spec into them.

If you have trouble catching guardians and engineers in a fight, the problem is not with the Necro. The problem is with you. Every class has problems catching Elementalists and Thieves because that’s their class design. It’s called balance the tradeoff for that mobility is the ease at which they die when caught (bunker ele’s not with standing, but bunker ele’s do no damage).

Forget comparing us to other classes, learn to balance around your class. Ele’s, Theives and rangers are the top WvWvW classes for a simple reason. Mobility and the ability to avoid fights in a zerg world are awesome. Rangers have the best range. Engineers and Necromancers are defensive classes so they will see the least amount of play because a majority of game players run around with Kill! Kill! Kill! playing in their head.

When you compare escape mechanisms, you have to compare us to similar classes. The engineer outside of those who spec for it have almost no ability to avoid or escape a fight. They have to specifically spec into Elixirs. I have an 80 engineer and have played WvWvW with him, trust me it’s not very easy. Guardians outside of stability have zero ability to survive a zerg or avoid a fight once spotted. Again they have to have stability because they are very boon dependent and they don’t have access to a second life bar.

Learn to think about us in terms of attrition and defensive, and you will find that the class is not frustrating but very well balanced.

First of all, saying that rangers have no mobility is absolutely false; use a greatsword on your ranger, and Swoop has a 12 second cooldown and almost instantly dashes you 1100 range; it works the same way Ride the Lightning (on d/d elementalist) does, but on a lower cooldown. I have no problems whatsoever with escaping and evading enemies with this weapon.

When it comes to warriors, they can use their greatsword with 2 amazing abilities to run when they’re in danger; their spin and their 5 ability, which causes them to run incredibly fast in the direction they choose. Plus, they have other abilities that can dash/invulnerable(indure pain)/stability/block for them as well on their utility/elites.

If necros have such immobility, no way to avoid damage, low damage, and low utility – necros are simply underpowered. Necros have less than every other class in the game. Engineers can spec for amazing damage and even stealth; sure, they aren’t the greatest either and need work as well, but definitely not as bad as the necromancer.

As for your final statement “Learn to think about us in terms of attrition and defensive, and you will find that the class is not frustrating but very well balanced.” There is no attrition when a zerg comes and kills you in 1 second regardless of how much health/tougness/abilities/dodges you use to escape. Even in plague form with blind going, a zerg could easily kill any necromancer in 1 second or less. Clearly you must be on a low tier server where the zergs have no idea what they’re doing, because ever since I joined blackgate with my guild in tier 2/tier 1 matchings, the zergs are fierce and instagib any supposedly ‘high health’ or ‘tanky’ necromancer. Never once have I seen a necromancer escape a zerg, yet I have seen most other classes escape with ease (with the exception of engineers who don’t spec for stealth).

So, how are necromancers doing atm?

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Posted by: Caveth.3268

Caveth.3268

If you’re using the wurm as an escape, you summoned it somewhere safe some time ago. Spectral Walk is great for jukes, even without any cliffs.

And yeah, Specrtal Grasp is good, usually better than Dark Path (I’d rather make them come to me than go to them most of the time), but Dark Path is more reliable in 1v1 situations due to its homing and fewer terrain problems. It can also be used for escapes on a mob or a straggler. I haven’t been counting how many times they have saved me, but the escapes a necro does have are very good, they just require thinking more.

Necromancer escapes aren’t ‘very good’ by any standards. Clearly you haven’t played any of the other classes to see just how easy it is to escape as the other classes in the game compared to this horrendous class – and to see the amount of power loaded into the other classes compared to necromancer.