Showing Posts For Cecilia.5179:

New broken AA dps

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Posted by: Cecilia.5179

Cecilia.5179

6k dps?? So anything under 18k hp dies in 3 seconds to 111111? Sounds more like sustained burst than sustain damage….

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Smite Condition bugged

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Posted by: Cecilia.5179

Cecilia.5179

Is anybody excited about the buff to smite conditions after it is bug fixed?

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The corruption shotgun

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Posted by: Cecilia.5179

Cecilia.5179

Dark Pact: This skill now also converts up to 2 boons into conditions along with its innate effects.
Weakening Shroud: The effect triggered off of this trait now converts up to 1 boon into a condition.

And add the good old path of corruption trait to that and you get 5 boon converted (1 of which is in a aoe), then follow it up with a instant cast 2 sec long fear.

Core necromancer shroud might actually end up better for condition builds that want to burst.

Dark pact is on main hand dagger, so it will never see use on a condition necromancer. I think you also mistook it for Dark Path

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The corruption shotgun

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Posted by: Cecilia.5179

Cecilia.5179

There was no point for Spiteful Spirit, and there still isn’t, because signet of corruption is flat out better.

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Rip rtl..

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Posted by: Cecilia.5179

Cecilia.5179

They fixed this because the Ranger staff skill was being used in the air after the Ranger great sword 3 in order to break into towers and keeps

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Necro 26 Jan patch notes

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Posted by: Cecilia.5179

Cecilia.5179

From what I see here, I think the goal of the patch was to permeate the class with boon removal. Honestly, I think these changes are positive, because corruption is strongest on condition necromancer. However, Axe definitely needs a total rework next patch and Spiteful Spirit really isn’t that great still. Dark Pact boon corruption will help classic Terrormancer, who cant run path of corruption and terror (edit: whoops dark pact is not dark path). Unfortunately, Vital Persistence is still too good with Fear of Death (more fears), so Terrormancer isn’t quite back yet. With one or two more patches, base necro may regain some viability.

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(edited by Cecilia.5179)

[vid] greatest wvw condi ele build world

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Posted by: Cecilia.5179

Cecilia.5179

Quick video based on fights I’ve had these past couple weeks. Not really the best of match-ups with servers, but it’s the best I could do.

I will keep making them in future and feedback is appreciated, thanks.
https://www.youtube.com/watch?v=BYGAFzorKJA

The lack of stability or mistform really shows in those 1vX fights, where would throw you around like a ragdoll as soon as you started stomping.

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Just for fun: condi traits

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Posted by: Cecilia.5179

Cecilia.5179

+1 These are all strong changes. I love the idea of Serrated Stones adding Torment.

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Necro changes will kill revenants viability

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Posted by: Cecilia.5179

Cecilia.5179

People realize that the scepter corruption is at the end of a slow, 3s auto chain that is loud and not at all hard to see, right? Obviously, the Necromancer is going to corrupt boons regardless of what you do, but that isn’t the end of the world.
Personally, I think the rev deserves some viable cleanse scattered about its traits. There’s a difference between a class being weak to a playstyle and being helpless against it. It seems like bad balance to me.

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Phantaram on how ele is gonna be dead weight

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Posted by: Cecilia.5179

Cecilia.5179

He cant know that at all. Pure speculation and very narrow minded imo. Anet have tested and have metrics. I trust them

Anet’s testing has a long history of not working in practice like they wanted it to on paper Honestly, I think the top tier PvPers should be invited to test out new stuff every once in a while, since those are usually the ones that make the innovative stuff the devs would never forsee.

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Lingering Curse- Boon corrupt

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Posted by: Cecilia.5179

Cecilia.5179

On the grandmaster trait? Although I’d love to see Lingering Curses get an additional effect, I’d much rather see Curses get reorganized. The Fear traits need to be centralized here, i.e Fear on fall becomes Fear on stun and Fear on down as well, under the name Reaper’s Protection (Downed traits and fall traits are fillers otherwise). Terror should be merged with the old Mater of Terror, buffed, and moved to grandmaster. Bam. Terrormancer returns.

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Disapointing balance preview

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Posted by: Cecilia.5179

Cecilia.5179

I almost never used signets with Spite, if you think Curses trait is best for condi reaper, just you have to think! One clue, Shroud 2 skill converts boons into condis, omg, if you would see that…! Very few ppl using it, I can 1vs1 even a mesmer now and he cryes! ha I usually now 2vs1 in ranked to, and I’m diamond!
And if you come with that that Spite is better with signets, buhahaha, I’ve tried in unranked arena, and you are joking me! Shroud 2 skill with that trait line is insane, you kitten your self if you do it right! Just figure it out! If you do it right you will be in love! ( There is a big trick how to use blind very often too.. blind causes chill every 5 sec, chill dmg is like fire dmg, f insane)

Path of Corruption would be much better if RS 2 didn’t spin in front of the foe for its full duration before activating. Besides, Spite isn’t just good for the boon corruption. It gives Reapers vulnerability on chill and large amounts of might, as well as an additional chill when the enemy reaches 50%.
I used to use Curses, and while it certainly isn’t bad, it just doesn’t bring anywhere near as much to the table as Spite (especially where minor traits are concerned).

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Disapointing balance preview

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Posted by: Cecilia.5179

Cecilia.5179

The Necromancer changes are ok, imo. The game has a ton of boons in it, and Necromancers needed more options in viable boon corruption to escape the spite/sr/reaper meta.
Corrupt boon had become a relic of a time when it could crush boon heavy builds in one blow. The change makes it viable as a one slot boon hate option, but it does a noticeable amount of damage to yourself each time. It also makes corruptions slightly better as a trait line (stunbreak corruption please?).
The Scepter buff isn’t quite as terrifying as it looks. By spamming autoattack on Scepter, you are doing relatively low damage at a slow rate. It isn’t the kind of change I would’ve made, because it helps Spite Reaper too, but I’m not really worried that it’ll be too strong.
imo, Axe shouldn’t be boon hate centered. Boon corruption is much stronger on a condi damage, and Axe needs a new set of tools from the ones it has if it ever hopes to be threatening at range.

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[vid] greatest wvw condi ele build world

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Posted by: Cecilia.5179

Cecilia.5179

Do you have a video?
Also, is tempest really that great? Is it actually necessary for condi ele?

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Do NOT nerf Enegy sigil

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Posted by: Cecilia.5179

Cecilia.5179

I going to have to agree here. I don’t think this nerf was necessary.

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This is the big Diamond Skin rework?

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Posted by: Cecilia.5179

Cecilia.5179

I don’t care that we’re nerfing Diamond skin (by a lot, mind you), I don’t care that the new effects are completely not thematic with the earth trait line, but why the hell does diamond skin still need to be tied to a health threshold?

There were so many good ideas about how DS could be reworked before the balance preview annoucement like the following:

Gain resistance on attunement swap,
Gain longer duration resistance on swapping to earth,
Pulse resistance when (activating/channeling certain skills)

Of course, none of those were listened to, instead we get told that DS will be about removing conditions. But this? This new diamond skin didn’t make the trait any less situational, any less terribly designed, in fact it might even be worse.

Why do we have a trait that literally becomes nonexistent as soon as our health is dropped below a certain health threshold? This new DS pushes users towards full sustain bunkers even more than the old one.

Why can’t we just have a proper, active trait (with reasonable effects) that is in play all the time?

It’s a good thing that there are 17 other grandmaster traits… Seriously though, Diamond Skin isn’t a mandatory thing, and classes like necro that apply condi’s at the rate you cleanse them will have to hit you as hard as they can just to drop you to 75%. Of course, I think ele warrants buffs elsewhere with the removal of celestial.

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Do you feel Deathly Chill is balanced?

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Posted by: Cecilia.5179

Cecilia.5179

Considering that almost every class has a trait that severely weakens chill, no.

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scepter auto gets boon corrupt

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Posted by: Cecilia.5179

Cecilia.5179

This change really makes the nice corrupt boon change kind of sad. However, a traited Corrupt Boon basically means NO BOONS!

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Profession Balance Goals - Necromancer

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Posted by: Cecilia.5179

Cecilia.5179

Barbed Precision going up to 66% chance on crit again would be a good change.

I think it’s fine where it’s at. Having 100% Crit chance with one of the fastest AA chains in the game already makes for some really nice bleed stacks. It would be insanely broken if it was 66%.

He’s thinking from a pvp perspective, where you are either rabid, wanderer, or carrion. Two of those are garbage with dagger, and the one that isn’t garbage with dagger is carrion, which has no precision. For PvE, this would be strong, but Ranger shortbow stacks bleeds that deal more damage faster, so I wouldn’t think that this is an issue.

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Balance Goals for the Winter 2016 Update

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Posted by: Cecilia.5179

Cecilia.5179

In general seems quite good in general, still worried about Necromancer that was already good, now is getting better. … Hopefully the maybes become a fact.

I wouldn’t worry too much. The Necromancer buffs aren’t aimed towards making the current meta build better, but bringing other builds and trait lines back into a comparable state. So, more diversity, same power.

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Profession Balance Goals - Necromancer

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Posted by: Cecilia.5179

Cecilia.5179

Buffing base DS should help Necromancer a lot. However, I think a buff to Curses is also necessary. A Curses line on par with Spite would double diversity on Condition Reapers.
Buffs to Death Magic and Base Death shroud might also help out base necromancer quite a bit (Stability in Death Magic?).

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Balance Goals for the Winter 2016 Update

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Posted by: Cecilia.5179

Cecilia.5179

Aside from skill adjustments, another way we can adjust balance in PvP is by looking at the runes/sigils/amulets that are available for use through the customization panel.

Well, currently the most popular spvp amulets are:
- marauder (power, precision, vitality, ferocity)
- celestial (all stats)
- viper (power, condi, precision, expertise)

In WvWvW soldier stats (PVT) have been dominant in zerging situations since 2012. In WvWvW roaming several condition combinations, like dire+perplexity, have been very prevalent, but they have never been allowed in spvp. In pve viper and berserker are the most sought after stats now. Celestial requires might stacking to give enough DPS, nerf might stacking and celestial is fine.

I would want Arenanet go back to their earlier system, where each amulet can embed a gem which can different set of ability scores attached to it, thus you can create a combinations e.g. berserker amulet with soldier gem, which would lead to similar results like marauder. I know this makes balancing more difficult, but allows greater flexibility. I use also combination of runes in WvWvW (e.g. 4 runes from set X and 2 from set Y), which is not possible in spvp.

Here are my suggestions to fine tune overused runes and sigils:

Superior Rune of Durability
- gives too much tankiness to otherwise fragile builds
- remove protection from 4th rune

Superior Rune of the Hoelbrak
- reduce might duration to 10% (from 30%), the -20% condition duration is extremely strong itself, making Melandru runes almost redudant

Superior Rune of the Strength
- reduce might duration to 30% (from 45%)

Superior Rune of the Krait
- remove torment and poison from 6th rune effect (activating elite)

Superior Rune of the Perplexity (missing from pvp, but extremely common and abused in WvWvW roaming)
- change 4th effect, next attack causes 3 stacks of confusion for 5 seconds, when using a heal skill, cooldown 30 s
- change 6th effect, gives only 3 stacks of confusion for 5 seconds when interrupting

Superior Sigil of Fire
- cannot trigger same time with other crit proc sigils, like sigil of air
- combined with sigil of air allows fairly durable builds hit extremely hard on crits

Superior Sigil of Air
- cannot trigger same time with other crit proc sigils, like sigil of fire

Superior Sigil of Doom
- give 4 second of poison (instead of 6)
- allows too long lasting poison

Superior Sigil of Energy
- give back 33% of endurance (instead of 50%)
- allows extra dodge on too low cooldown

Superior Sigil of Geomancy
- give 2 stacks of bleeding for 8 s (instead of 3 stacks for 10 s)
- current version allows too large AoE condition spam for very little

Superior Sigil of Intelligence
- gain fury on weapon swap for 5 s (cooldown 10), the current version allows 100% crit chance with zero investment to precision, which allows tanky builds to hit too hard

Some other sigils and runes, which are currently too weak, should be buffed slightly.

Examples of underused runes: Rune of the Citadel (drop bomb is kinda superficial, replace with something fitting to name of the rune, like -15% condi duration), Rune of the Speed (traveler and pack runes are better), Rune of the Rage (fury alone too weak). Rune of the Lyssa has been subject to multiple nerfs and it is rarely used. Give it minor buffs e.g. 2nd rune will give +10 % condition duration instead of current +5 %.

Examples of underused sigils: sigil of nullification (increase to 100% chance),
sigil of incapacitation (increase to 100% chance)

I could go on and I probably forgot many.

Durability really is too strong right now.

Hoelbrak is really strong right now in comparison to Melandru, but +10% might duration is a joke when you can get that from other runes for all boons.

I’m not sure if Strength needs priority in nerfing. It is very strong, but it isn’t breaking the game, just bunkers.

Krait rune doesn’t need a nerf like that. It would make it totally useless.

Perplexity is pretty scary. I’m sure WvWers would rejoice if these were toned down.

Fire and Air trigger on separate hits iirc. They do add quite a punch to otherwise weak weapons, however.

Nerfing Sigil of Doom hurts any condition build that doesn’t have poison. It also makes bunkery builds stronger. Wrong move imo.

I don’t feel like Sigil of Energy warrants a nerf. The one extra dodge it gives requires a high skill level to make full use of.

Geomancy really isn’t that insane. I’m not sure it warrants a nerf.

Intelligence is only 3 hits. Changing it to Fury on swap changes the audience to bursty builds that can put it a lot of damage in 5 seconds. Also, eles would love to have even more fury to reduce the need for precision. I think a fury on swap sigil would be cool, but it may be too much.

I could spend all day naming bad runes and sigils.

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(Balance blog) Ele. Sceptre needs DAMAGE

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Posted by: Cecilia.5179

Cecilia.5179

Fine. Get rid of the instant-cast stuff first.

Why? That has not been viable in PvP for months.

If the damage is bumped up, it becomes extremely hard to deal with, because it cannot be evaded except by prediction.

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Why is JQ full when is outmaned on all bls?

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Posted by: Cecilia.5179

Cecilia.5179

How is it that JQ/BG stayed in T1 this long if they didn’t care about PPT? Close to three years or more, as two of the top tier WvW servers, and yet are being beat by a server that’s been in T1 for what, a few months? Like what tricks/tactics did you both use to get there and stay there as long as you have, if not PPT’ing and only “Fighting”….

The gap between us and T2 has allowed us to not care about PPT. People on my server complain about YB playing for PPT and not fighting lol

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Condi Elementalist build

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Posted by: Cecilia.5179

Cecilia.5179

It is doable, but your pool of conditions to use is pretty small
You have:
Bleed
Burn
Cripple
Immobilize
Chill
Weakness
Vulnerability

Bleeds are generally exclusive to earth and burns are exclusive to fire

I slapped this together, using the gear from a Necromancer Build I was looking at. Don’t take it too seriously, but this is what you can do with condis on ele
http://gw2skills.net/editor/?vFAQJAoYhcMovhlNwtB8RMYAYRAIT2DnUwKoHUnhiYYA-TFSHABEq+DAPAg7UCKwJAI39HCS5xRKxcTPQmhBA3d3dNiY3VIgFrBA-w

I’m not sure how to make it extremely heal heavy and high condi damage at the same time. Somebody might be able to help. Keep in mind that you’ll have to use Celestial, because Apothecary doesn’t boost Vitality, and every Ele needs Vitality.

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New ES based on self-harm

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Posted by: Cecilia.5179

Cecilia.5179

Corruption Skills could always be intensified (more benefit, more harm). I see no reason to add more self harm skills when our current self harm skills are just normal skills with normal cooldowns and ugly drawbacks.
I made a thread about this a while ago.

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(edited by Cecilia.5179)

Profession Balance Goals - Necromancer

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Posted by: Cecilia.5179

Cecilia.5179

I’m also hoping they make some changes towards our baseline Shroud decrease.

Soul Reaping probably wouldn’t be as mandatory if the Vital Persistence degen was baseline. However the cooldown reduction on shroud skills is pretty important too… That would make a nice minor trait. It’s kind of boring as a major trait tbh, but it is “vital” to Necromancer.

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Can we talk about the noises Glint makes?

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Posted by: Cecilia.5179

Cecilia.5179

I just hate the line where she groans for no particular reason…

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Balance Goals for the Winter 2016 Update

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Posted by: Cecilia.5179

Cecilia.5179

1) reaper chill nerf…

This can’t be overstated enough. I’m a reaper main and I’ve been using the Deathly Chill trait, and it desperately needs a nerf. Chill is so easy to apply, it can be applied for very long durations, and the damage is equivalent is instantly stacking 5-6 bleeds, while at the same time reducing runspeed and increasing CD’s.

That’d be fine. Might also help base-necro gain back some of its condition players~ but either way, I’d say something would have to be given to Necro. They’re already not in a super-shining place as is, even if the Chill damage is a bit much.

There’s not really enough to justify condi reaper beyond chill, and condi necro is trash until Curses is made useful again. Realistically, the chills that cannot be avoided are the ones on sigils and runes, which may be the source of your distress, as Grenth Rune + Sigil of Ice = unavoidable chill for days.

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Profession Balance Goals - Necromancer

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Posted by: Cecilia.5179

Cecilia.5179

… I’m mainly interested in what they will do with base shroud. What would they need to add to base shroud to finally encourage most of us to cast off the elite spec? …

My wishlist:

  • Life Blast changed to work like Fireball.
  • Dark Path becoming ground targeted RtL or something along the line.
  • Some additional effect for Doom.

By the way… I don’t see why Parasitic Contagion shouldn’t (partly) work in Shroud.

Yes, and some conditions on Life Transfer. Maybe that transfer affect or something of equal value for condi Necro too.

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RIP WvW

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Posted by: Cecilia.5179

Cecilia.5179

NA T1 servers are alive and growing. If you want fun and action come on down!

That 90 man ebg queue while outmanned on every bl was kind of sad though.

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WvW guild chat- "population balance"

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Posted by: Cecilia.5179

Cecilia.5179

Population Balance = Small severs get mashed together and renamed
At least, that’s what I’m sure they’re taking from this.
Discuss

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Condi WvW roam build: All I do is Win

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Posted by: Cecilia.5179

Cecilia.5179

This would be interesting simply because nobody takes base necro seriously anymore.

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[Build] Condi Dire Chrono (WvW/Roaming)

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Posted by: Cecilia.5179

Cecilia.5179

Question, is this a good build for learning Mesmer? I’m just lol at anything other than Necro and Ele

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Dulfy note: ...working on the next expansion

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Posted by: Cecilia.5179

Cecilia.5179

I have faith in them still. I’m hopeful that these changes will move in the right direction since they are more focused on smaller quick steps instead of big, slow steps. If this is the Tengu expansion, I will roll on the floor out of sheer bliss.

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That Veteran Tengu Archer in Garrison

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Posted by: Cecilia.5179

Cecilia.5179

Don’t mind the Tengu, he’s a tourist and he doesn’t understand WvW culture yet.

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Which weapon you want next?

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Posted by: Cecilia.5179

Cecilia.5179

I think a mid range (900) weapon is ideal, because Revenants lack mid range options.
However, Axe and Sword offhands are mostly melee, so it would have to be a two handed weapon to work nicely. I think Shortbow would be a unique choice as it can only be used by two classes.

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Cooldown Reduction on Spectral Wall?

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Posted by: Cecilia.5179

Cecilia.5179

Spectral Wall has about as much usefulness as Line of Warding, but on a longer cooldown. It would be much better if it gave us Life Force when foes hit it/had a shorter cooldown.

It already gives us 4% life force whenever a foe hits it. How much does it need?

That should be considered a benefit of the trait. This is relevant because it means giving up Vital Persistence, which isn’t worth it currently. As stated, the wall has a good effect. Despite that, I still think it needs a cd reduction or something else to be relevant in the current meta.

Why should it be part of the trait when it’s part of the baseline skill?

It does in fact give 4% default, but that seems to be a bug. It isn’t listed in game or on the wiki. I’d still like to see it at a 35-40 second base cd even if they acknowledge this is intentional. A non-stunbreak defensive skill needs to really pull its weight in pvp to be worth it.

4% is also pretty pitiful. That’s the same amount as one staff autoattack.

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Necro buffs for diversity, not power creep

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Posted by: Cecilia.5179

Cecilia.5179

I think I might be the only one who thinks diversity is an overrated and unnecessary concept. I’d take balance any day, and trying to fit a bunch more builds into “viability” for a class, when two classes are considered (whether it’s 100% true, that’s an exercise for the reader) to be garbage in competitive sPvP, seems like a tall and inviable order.

If every class had 1 build that fit in competition, that would be a good start.

I can see where you’re coming from. It is definitely important for every class to have at least one viable role in each game mode, but it gets really boring when that role can only be filled by a single build that is copy-pasted endlessly.
Take condition Reaper as an example. Most Reapers use Spite/Soul Reaping/Reaper. However, even though Curses is currently inferior in many ways to Spite, running it over Spite can help you surprise foes that expect the copy paste build. Of course, this would be infinitely more true if Curses was strong enough to legitimately compete with Spite. It’s also just more fun in general to see two different kind of condition Reapers that both can demand different gear and playstyle than seeing every condi Reaper running the same spec.

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Account Actions and 6 month suspensions

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Posted by: Cecilia.5179

Cecilia.5179

… Dhuum? Please?
/puppy eyes

Why not just make the toon an enemy to all? Wouldn’t that be an interesting way to get banned?

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Healing well + Rune of the Chronomancer

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Posted by: Cecilia.5179

Cecilia.5179

You could use the quickness to actually hit with the Greatsword? That could have nice applications.

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Why is JQ full when is outmaned on all bls?

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Posted by: Cecilia.5179

Cecilia.5179

When other players stopped caring, they turned into these emotionally undead things that wander around the maps looking for death. Either their own or another’s…

Is that why there’s always a mob in front of the Blue ebg keep O.O

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Can we knock 30s off arcane shield CD?

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Posted by: Cecilia.5179

Cecilia.5179

Ele has so many forgettable utilities
Outside of cantrips and shouts, ele utilities tend to suck.
Especially Arcane and Glyphs. I haven’t seen anybody use and Arcane utility in months, and I haven’t seen any glyph outside the elite either.
Since the Ice bow nerf, conjures have also pretty much disappeared outside of fgs in wvw.
I support buffs to any of these utilities.

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fear no major changes in next patch

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Posted by: Cecilia.5179

Cecilia.5179

I literally never see Revenants that aren’t heralds. As class mechanic trait line, Invocation doesn’t make the cut. Look at Arcana and Soul Reaping. Those are what good class mechanic trait lines look like. Retribution does a nice job but has a few bad traits. Jalis fails at being defensive. Ventari fails at being suppotive. Salvation doesn’t bring a lot to the table without Ventari, and Ventari is bad so… Salvation is not good enough right now.

Aside from the Adept tier, Herald is a fairly good traitline. Glint, Shiro, and Mallyx are all in fairly good condtition. Devastation and Corruption are also in good shape.

It’s quite clear to me which traitlines need work and which legends need work.

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Nerfing Deathly Chill and Buffing Terror

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Posted by: Cecilia.5179

Cecilia.5179

Path of Corruption should really be a minor trait for how little it does. Terror could be built like a grandmaster, but it is hugely lacking as it is right now. Because RS 2 spins in an enemy’s face for a long time before proccing, I would always choose Master of Corruption for the 20s cd Consume Conditions. Personally, I think it would be really cool if Corrupt Boon was a stun break, because then there wouldn’t be as much of a cost in using it over traited Plague Signet. But I’m getting off track. I don’t think Terror should be reduced to a minor, it should be revived as a playstyle, and by that I mean giving it an entire row of traits like Chill in Reaper.

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Necro buffs for diversity, not power creep

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Posted by: Cecilia.5179

Cecilia.5179

We have traits that benefit us for staying in shroud and traits that benefit us for flashing shroud.
shroud flashing builds or play style doesnt really work so i suggest a trait to make them work
Shrouded attunement
while your shroud is recharging 50% of incoming damage is redirect towards your lifeforce.

I wonder if a necromancer with this trait will ever be able to enter death shroud? I would prefer a flashing trait that gives us some defense back like :
shrouded resistance: when entering shroud your life force bar can’t decrease for 2 seconds, increase the cooldown off exit shroud skills by 2 seconds.

I think the idea of the trait would be that you’d never stay in shroud for more than just the on entering procs and maybe the fear, but in exchange, you gain a huge resistance to damage while in non shroud form, which is a place where Necros currently lack any defense.

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Make the mini pet as fast as the char

in Guild Wars 2 Discussion

Posted by: Cecilia.5179

Cecilia.5179

It’s already hilarious when a thief tries to sneak up on you with a mini equipped. No need to make the mini show exactly where the thief is too.

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(edited by Cecilia.5179)

List of things ingame NOT worth buying

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Posted by: Cecilia.5179

Cecilia.5179

The siege Merchant is worth buying from towers in a pinch, but paper siege in general is pretty bad, which brings me to the next point.
The Heroics Notary is somewhat worth buying from, although a superior treb costing 2 wvw ranks is pretty outrageous. Personally, I have plenty badges of honor to spend, but I have very little gold to spend, and wvw is not profitable.

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So why the HoT WvW Beta ppl didnt complain?

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Posted by: Cecilia.5179

Cecilia.5179

It hurts me to read that the only change the devs considered was adjusting the timers, which likely takes less than an hour to implement.

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PvE BS in WvW? Scribing....

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Posted by: Cecilia.5179

Cecilia.5179

The WvW guards need to be competent, because they make for really good rally bots when they suck (looking at you, quartermaster). However, the banners are a little too super weapony

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