Showing Posts For DTATL.9641:

A Suggestion to make axe better for PvP

in Necromancer

Posted by: DTATL.9641

DTATL.9641

While axe may not be the best dmg-wise(typical necro problem), all I want is to make skill 2 actually follow foes like ranger longbow 2. One dodge/sidestep and the whole thing misses which is pretty terrible.

Asking a favor from Anet

in Necromancer

Posted by: DTATL.9641

DTATL.9641

While a new animation would be preferred I’ll take the male animation over female any day. At least that one looks like it’s swinging an axe and not swatting flies. Just give that animation to females. That way there’s less that Anet has to do and it would be ok. Not good but something I can live with.

Necro changes 18.10

in Necromancer

Posted by: DTATL.9641

DTATL.9641

The Lich nerf was kinda expected though. Anet has never liked AI based builds, and for good reason. It is disappointing though that we didn’t get anything to counter it because even with the jagged horrors our condi dmg wasn’t that amazing unless they were constantly healed. And without horrors well it’s like they patched away rangers pet and expected them to still be fine.(unless it’s pvp where our condi output aint as bad but just slow. And the massive amounts of cleanses is the problem)

Reasons to vote yes at the poll by Helseth

in PvP

Posted by: DTATL.9641

DTATL.9641

Why the hell do you all want to make a TEAM BASED GAME become a NO TEAM BASED GAME?
That totally make no sense!!!

Make Ranked accessible ONLY TO FULL TEAMS, Improve LFG system for sPvP, find a pvp guild and be happy!

That will also decrease by a Lot the queue time why there will be no need for match making why you’ll already be in a team.

I get what you are saying and I agree to a point. Pvp is teambased yes but it’s kinda clear that most people don’t want/can’t team up for different reasons as Josh Davies stated:

An overwhelming majority of players already play as solo/duo in leagues

So should Anet force teams on the “overwhelming majority” because they want it to be teambased or should they make it into what the “overwhelming majority” wants to play. It’s not as simple as “they should do this or that”. But he did also say :

but that doesn’t mean we’re not thinking about the groups and the guilds. That said, unranked arena will continue to accommodate roster sizes of up to 5. Guild missions will still be able to be completed in unranked arena. Assuming the post-season 5 permanence poll passes, we’ll evaluate the need for another environment where teams can compete (based on your feedback).

The thing that this changes is to make the game the way most people that play it what they want it to be. Does not that make sense?

Reasons to vote yes at the poll by Helseth

in PvP

Posted by: DTATL.9641

DTATL.9641

No, this will not solve all problems in pvp but it will make things more fair. And if you have a separate queue that’s supposed to be competitive(ranked) it needs to be as fair as you can make it otherwise it’s not competitive. Being able to make teams with different classes and builds that synergize and have the ability to communicate more efficiently gives you an advantage.
Is this the biggest problem with pvp right now? I wouldn’t say so, but by not having a fair competitive mode is hurting the enjoyment of pvp and the how gw2 is seen as a competitive game. So there is absolutely value to what Helseth says. The fairness must come first at the expense of ranked teamqueue, otherwise the ranked queue is pointless and we can get rid of it. If we could have a both would be the perfect scenario but that probably won’t happen unless the teamscence gets bigger. Teamqueues would probably be quite long.

That would be a great argument if classes were balanced.

When we had solo que, the best players got to number 1 using legit builds and there were turret engys every where but they were never in the top 100.

There was balance because there was multiple builds you could play.

How can you say this is fair when X-Y-Z have not been addressed? Class stacking, profession balance and styles of play. They keep introducing 4 stat amulets, how about they actually do it and get rid of some of the terrible amulets. Also bring pack some of the older runes that they took out.

Right now PvP is poop and they are simply dunking it into chocolate and now people are saying ohhh now it will be a little better. Until you bite into it and then Anet will say sorry we wont do any balance patching till next quarter, enjoy the delicous desert we have left you with.

I said it wasn’t the biggest problem in pvp but it is a problem how big or tiny it may be.
But the point I see you making is because this ain’t the problem you think is the worst it ain’t a problem that needs fixing. I never said ranked would be fair after this fix, only that it would make it more fair. And Anet needs to make it as fair as possible. Sure I would love to see other things being fixed first but any change to make it MORE fair is a good change.

Reasons to vote yes at the poll by Helseth

in PvP

Posted by: DTATL.9641

DTATL.9641

No, this will not solve all problems in pvp but it will make things more fair. And if you have a separate queue that’s supposed to be competitive(ranked) it needs to be as fair as you can make it otherwise it’s not competitive. Being able to make teams with different classes and builds that synergize and have the ability to communicate more efficiently gives you an advantage.
Is this the biggest problem with pvp right now? I wouldn’t say so, but by not having a fair competitive mode is hurting the enjoyment of pvp and the how gw2 is seen as a competitive game. So there is absolutely value to what Helseth says. The fairness must come first at the expense of ranked teamqueue, otherwise the ranked queue is pointless and we can get rid of it. If we could have a both would be the perfect scenario but that probably won’t happen unless the teamscence gets bigger. Teamqueues would probably be quite long.

(edited by DTATL.9641)

How do you feel about Axe

in Necromancer

Posted by: DTATL.9641

DTATL.9641

I kinda like the axe we got aside from a few things.

The dmg while decent could be buffed slightly because as the only real ranged power weapon it doesn’t do that great. Even if it doesn’t have a projectile. I wouldn’t mind getting rid of the vuln for added dmg but we would lose a bit of flavour.

Adding straight up dmg on a weapontrait is boring/bad as you kitten yourself by not taking it. I’m all for traits giving utility that might boost dmg like reduced cooldowns or interesting effects. Like might on skill, lifesteal or something but straight up 10% dmg is boring and bad. And yes you must have vuln on the target but you will always have that so the vuln requirement is never a factor unless you open with skill 2.

The most important one. Please for the love of Grenth get rid of the fly swatter animation.

Let's Talk About Pulls!........

in Guild Wars 2: Heart of Thorns

Posted by: DTATL.9641

DTATL.9641

…why does every necro get access to a second HP bar for simply being a necro?
…why does every mesmer get free dazes, iframes, and confusion sources for simply being a mesmer?
…why does every ranger get a free npc minions for simply being a ranger?
…why does every thief get a free shadowstep for simply being a thief?
…why does every revenant get a free in-combat utilities swap for simply being a rev?
…why does every warrior get a free 6th weapon skill for simply being a warrior?
…why does every engineer get a extra 5 utility skills for simply being a engineer?

GW2 uses asynchronous class design. This is how these things work.

while you are not wrong with asynchronous design none of those things are “free”.
Also necro never had a second lifebar. It might look similar to one but sure doesn’t act or work like one.

Death Shroud overhaul

in Necromancer

Posted by: DTATL.9641

DTATL.9641

Well, if you want shroud to scale, just make some skills/traits that regulate the life force drops. For instance a trait could be:
When entering shroud your life force doesn’t drop for 2 seconds.

This means for 2 seconds you have damage immunity in shroud.

You can scale in other ways: a trait that prevents losing more then a fixed amount of life force in a second, skills that force a minimum duration of shroud regardless of life force,… . just some creativity.

that doesn’t change anything. we’ll last 2 more seconds before die. This is a core problem to how shroud works and a few traits wont fix that or become mandatory in every build for pvp which leads to less diversity. The problem with shroud not scaling is that you can’t balance it properly. It’s either too good or too bad depending on the situation. And as you have to balance it for all situations without trivialising some of it you can’t do it. Not without hitting hard in other areas. Like our stab and dmg.
If it’s scaled too high it basically becomes crazy invuln but if it’s to low it won’t really do anything. This makes it less fun to play and less fun to play against. Scalable always works without trivialising or becoming useless.

There are multiple ways to fix this that varies heavily that may change a ton of things or close to nothing. I prefer it went in the direction of what Reh said. But an easier way would probably be to reduce the amount of dmg shroud takes based on how many that are attacking you which wouldn’t really change the mechanic of shroud. That would fix some of the problems.

Death Shroud overhaul

in Necromancer

Posted by: DTATL.9641

DTATL.9641

I dont like your changes. I actually like the fact that our shroud is a transformation. Only because Anet implemented it badly (which in my opinion has alot to do with the fact that shroud was our down state at one point) doesnt mean having a transformation as f-skill is bad.

Honestly it also wouldnt be hard to fix the problems shroud has. In the past there where a lot of good suggestions about it.

.

Shroud is great thematically but needs some serious fixing to open up the class again.

Maybe if shroud gave the dmg reduc but no second life bar, allowed use of heals and utils, life force as more of a shroud timer, shroud dmg bonus, necro getting some skills useful for gap closing/disengage/dmg negation/decent heal/better stun breaks/more boon availability.

Something needs to be done though. Necro is currently too simplistic and lacks a lot of the tools that other classes have as far as controlling engagements and dealing with focus. Even decent ranged dmg (staff?)

I’ve been thinking along these lines too. While it certainly would change a lot of things I think it would be better for the game and easier for Anet to balance. The main problem with shroud is it’s lack of scaling. No other class can be beaten out of their defences. I mean we could go the other way and change blocks and invuls to only block/ignore a certain amount of dmg. to make the block spam and invuls less powerful but…. it would be better,easier and less complicated to change shroud.

Anyone else find it funny...

in Necromancer

Posted by: DTATL.9641

DTATL.9641

If they had added one more bleed stack, Deathly Chill would not be so bad, obviously.

While more bleeds would be nice and bring it closer to what it was. A big part of the nerf was that it’s bleeds. Bleeds is basically our main dmg condition and if they cleanse the bleeds most of our dmg is gone. They have said that they didn’t want the other condis because they don’t only deal dmg but I guess they forgot about burning. I would much rather have the same dmg in short burst of burning than the bleeds(and burning can work thematically as frostburn is a thing).I know this doesn’t mean much in pve but it make all the difference in pvp.

Anyone else find it funny...

in Necromancer

Posted by: DTATL.9641

DTATL.9641

useless? not really. It’s still a pretty decent condi trait. Grandmaster worthy? nope.
Reaper doesn’t have any grandmaster traits. it has 6 master traits. The only one that’s worthy of being grandmaster would be Decimate Defences. But really, the only reason we take reaper is for reapershroud.

Power Build SPvP, Antimeta Build?

in Necromancer

Posted by: DTATL.9641

DTATL.9641

Most crappy build you can make can be useful and has been since the 2nd season. That’s because everyone relies so much on the class to carry them rather than skill and get so used to the metabuilds that when they encounter something else they can’t deal with it. So the reason these builds work is because no one expects them. As soon as you actually face someone that knows what they are doing you become useless.

I ran a stupid Valkyriebuild in emerald-saphire last season. It stopped working halfway through saphire as the build was quite crap(a ton of fun though). Then it was back to the builds that was actually good.

Design The Two "Missing" Elites!

in Necromancer

Posted by: DTATL.9641

DTATL.9641

To keep the theme Anet wants I came up with these:

Signet of procrastination
Passive – All skills are delayed by 2 sec
active – put all your skills on cooldown

Well well
- Spawns a bunch of tiny wells of darkness that is slightly annoying to deal with but doesn’t threaten anyone.

On a more serious note.

Signet of Corruption
Passive – Deal damage when you corrupt a boon
Active – For 10 seconds you gain 1 stack of stability(about 5sec) for each boon you corrupt.

I wont come up with a well elite because we’ve had one since launch but it has some identity issues. It thinks it’s a corruption for some reason.

Improving Necro

in Necromancer

Posted by: DTATL.9641

DTATL.9641

While necro is slow and our teleports are a bit sucky, mobility aint what we need. Sure mobility would be nice but it wouldn’t solve much. The other classes has so much more mobility that getting a leap, teleport,superspeed wouldn’t do much. What we need is defence in some way that’s actually scaleable. If you teleport away they will just teleport after you right away and kill you.

why doesn't necro have an invul or immun

in Necromancer

Posted by: DTATL.9641

DTATL.9641

The Shroud is a excuse for ANet to don’t give to the Necromancer any single defensive skill.

This and the rest of what you say is so true. The reason necro doesn’t get anything is because we are tanky, which we really are. We are tanky in the way that we can take a lot more dmg to the face then other classes. But what Anet can’t seem to understand is that being able to facetank raw dmg doesn’t make you survive.
The other classes survive so much longer because they can easily mitigate/ignore/outheal the dmg they receive. Most of the defences on other classes scale as well while shroud just doesn’t. It’s always the same amount in a fight, which is why focus the necro is a thing in teamfights.
Sure shroud reduce dmg with 50% but only up to as much LF we have. You can hit us out of what is basically our main defence but you can’t hit someone out of protection/block/invul/evade.
Protection will always reduce dmg by a set percentage during it’s duration, a block will always block the full dmg of an attack and invuls/evade will ignore the full dmg of an attack.

Playing a Necromancer in sPVP be like...

in Necromancer

Posted by: DTATL.9641

DTATL.9641

Necro needs a shroud/skill revamp to allow for scaling defense before it will be in line with other classes. I’ll keep my fingers crossed for an elite spec that will change things. If not, or until then, I’ll stick with playing my non-optimal, but fun class.

I totally agree with this as I’ve said so in other threads. Because our defence is static it’s hard to balance. If it’s too high it’s too good at 1v1, if it’s too low we get destroyed instantly in teamfights. Necro being tanky is why we don’t have nice things. And sure necro is tanky, but hardly anything in this game is about being tanky. It’s mostly about avoiding or mitigating dmg. This is why I feel like the devs didn’t know their own game well enough when necro was designed. Which is clear looking at a lot of statements they made around launch.

I really like this class and I’ll stay on this ship even if it sinks.

Necro negativity - do the devs care?

in Necromancer

Posted by: DTATL.9641

DTATL.9641

The problems with necro is and has always been our shroud. As it doesn’t scale it’s hard to balance.

Replace “shroud” with “our class mechanic” and this is true for every profession. Just how the game is.

And? I never claimed that it wasn’t. I just pointed out what for me is the reason behind why necro never got the things the “necro community” asked for. Reaper got some of it and now that’s been nerfed because it was too strong, maybe not in the way we wanted but still nerfed. All I was trying to say that because of how shroud works we can’t have the things we’re been asking for. So if we want to have those things we have to give up something in return. Which in my opinion would be better for the class. And just because this is “how the game is”, it shouldn’t stop us from trying to make it better, even if it’s pointless in the end.

Necro negativity - do the devs care?

in Necromancer

Posted by: DTATL.9641

DTATL.9641

I don’t think Necros are all that bad. If you read all the profession forums, they all act like their class is a disaster and that every other class is better.

Necros ain’t that bad clearly as we have meta builds in all gamemodes atm. That said, the class still has problems and especially core necro. This is not unique to necro but there is still a reason why necro was on auto kick for quite a while.

Sure that was a bit overblown by people that didn’t check the facts as necro was far from as terrible from what most people thought. But the reasons for it were still valid. We are good at things that up until now was useless like the corruption of boons, while also being bad/mediocre at the things that mattered.

Don’t forget that there was a time where it they nerfed necro for what no reason every other patch even when we were at the bottom. Which also kind of turned into a meme. It’s hard to forget all those “Ele is to strong, nerf necro” jokes
Edit: format

Necro negativity - do the devs care?

in Necromancer

Posted by: DTATL.9641

DTATL.9641

The problems with necro is and has always been our shroud. As it doesn’t scale it’s hard to balance. In pvp this is quite clear. They can’t have us too tanky in a 1v1 as that would make us low tier pvp gods(as 2 people that don’t know how to dodge fight each other the one that can facetank the most wins) but at the same time if it’s too weak we’ll melt instantly in teamfights as we don’t have many other defences. And as we have seen this tankyness scale terribly with the skill of players.

Because of this they can’t have us do too much dmg(yes I totally blame pvp for this). I love shroud but it’s clear Anet can’t balance necro because of it. It really seems like they designed necro before they designed the rest of the game as we have bad support halfdecent dmg in a team based game where support and/or dmg is the most important. While we do have some good condi-dmg now I feel it’s more of an oversight from the devs with the horrors from lichform.

I think it’s time to rework shroud a bit if we ever want to have nice things. Shroud right now takes 50% of incoming dmg and the rest disappears into the mist. If shroud let the remaining 50% dmg go to our health maybe then we could have active defences, support, heal through shroud and possibly even utilities in shroud. Maybe other percentages would be needed but that’s not the point. As I said I really like shroud but I think it’s time to redesign it to actually fit the game it’s supposed to be in.

Axe is still bad

in Necromancer

Posted by: DTATL.9641

DTATL.9641

Let’s not forget that Unholy fervor is terribly designed. A weapon trait should offer utility not straight up dmg. While reduced CD on weapon traits can be a boost in dmg you might not always need it if that weapon is used as a secondary you don’t use too long before swapping back. Not taking Unholy fervor just shoots you in the foot if you use axe as the vuln will 99% of the cases be there anyway. The focus trait is better. It rewards you for actively keeping boons off foes. The fact that it’s a adept trait so the difference is really minor doesn’t change the fact it’s better designed.

Show Win % in Season Statistics

in PvP

Posted by: DTATL.9641

DTATL.9641

It’s not what you want but gw2efficiency shows you the win-rate of your account, win-rate in ranked/unranked/custom, win-rates of different classes as well as the total amount of pvp games played on each class. Doesn’t show winrate in the current league though.
Would be nice to have that ingame but hey it’s at least something.

A Few Suggestions (Sikari)

in Necromancer

Posted by: DTATL.9641

DTATL.9641

I do think these would be quite good changes. Especially the soul reaping ones. However I do think it’s time to rework deathshroud in some way. It’s clear we can’t have nice things as we are inherently tanky and strong in 1v1’s. I would be a shame as I like the way it works now but it’s hard to trust Anet to know what to do as they’ve kinda failed for 3 years. I’ve been trying to think of a way to do this but not sure if I got a good idea yet. The best I’ve had so far is:

Make Shroud not soak up all the dmg we take but maybe 50% of it while the rest goes on our actual health. If this means we could get more quality of life (like more stab, blocks, invuls and even heal through shroud) Anet might be able to actually balance this class.

There’s probably a better slolution then this but I do believe the tankyness of shroud is what Anet can’t balance around even if it’s quite easy to play around. Necro being tanky is only a problem in low tier pvp.

4/19 Balance Patch

in Necromancer

Posted by: DTATL.9641

DTATL.9641

If they’re using Deathly Chill, it’s because there is literally no other option for a Reaper Grandmaster. Not because it is any good.

This is the problem with reaper. Now it feels like we have 6 major traits and the closest to be GM worthy is Decimate Defenses.

CAP condi dmg!!!

in PvP

Posted by: DTATL.9641

DTATL.9641

Is it?
The argument about might is valid, but that argument only works for condi classes that have direct control over their might generation.
To apply a condi you have to land the attack. If you don’t land the attack the condi isn’t there. No different than power.

In general no there is no difference but with buffing through might there is. It gives condibuilds more leeway which might be fine but I would rather have it be like power-dmg. While you might not have full control over the might you have, there is enough to make sure you boost it for when you want it, like a necro going out if shroud(this varies depending on the build and class yes but is still a thing)

Except Dire amulets don’t exist in sPvP. All amulets have at least 2 offensive stats, and no amulet condi or power has a defensive stat as major.

You’re also ignoring the fact that the majority of condi builds utilize on-crit traits. Not to mention that condi builds don’t deal pure condi. Meta condi builds for instance are doing 30-40% of their total damage in power damage.

You’re right in saying that condi builds tend to run tanky, but they are sacrificing significant amouts of damage to do so.

Check your end-of-match damage taken statistics. If yours are anything like mine your condi damage taken will probably be under a quarter of your power damage taken for most matches even ones against condi heavy teams.

Precision is already somewhat useful for condi builds because almost every condi focused specialization tree in the game has on-crit apply x condi traits. Oh and those on-crit condi sigils.

You are not wrong to say that. Condi clearly does less dmg as it only scales with 2 stats which is fair balancing. But what I missed to say is that full glass condi(and I mean full condi with no power) should be comparable with full glass power. To do that without being OP it would need another stat which I suggest would be precision. Sure right now precision is used by condi for on-crit effects but it’s not as impactful as it is for power builds. And I do think precision should do more for condibuilds. Obviously this would have to be balanced around those on-crit effects aswell so it wouldn’t be crazy.

Your change would make precision mandatory for condi builds, which would completely gut every single condi build except reapers because the only amulets with precision and condi are glass cannon amulets.
And of all the condi builds reapers are probably the only ones that could afford to run glass cannon in this meta.

As with all changes to combat-systems numbers would have to be changed to make sure things don’t utterly suck or goes out of control. These are still the changes I would like to make to condition-dmg to make it more interesting. I hope it’s more clear what I wanted to say this time. I know from experience I suck at explain things as I tend to forget parts.

CAP condi dmg!!!

in PvP

Posted by: DTATL.9641

DTATL.9641

Just going to put my opinion out there.
I believe there are 2 things that makes condi easier then power.
1: missing an condi attack is not as punishing as a power attack. To make the most out of your power dmg you want to buff it up with might and if you miss you loose all the dmg. With condi you can make sure you land it and then buff you up with might. This makes it less skillful. They should only be reacting to the amount of condi dmg you had while you made the attack.

2: Having only 2 real stats to go for in a condibuild (condi dmg and duration) compared to 3 for power ones makes it easier to make it tanky aswell.

I personally would like to see condi dmg reduced a good amount and make conditions being able to crit in some way to bring them back up to their full dmg. This would precision more useful for condibuilds and weakness would counter them. While I don’t deem it necessary it would probably be easier to balance if condi dmg was affected by both dmg modifiers and regular dmg reduction.

I usually play on both power and condi builds and it’s easy to feel that condi builds doesn’t punish you as much for failing. That said I don’t believe it’s as crazy some people seems to believe.

Best Greatsword for Reaper?

in Necromancer

Posted by: DTATL.9641

DTATL.9641

Claymore of the Sunless works great with my necro

Favorite race for necro

in Necromancer

Posted by: DTATL.9641

DTATL.9641

It’s hard to choose, I prefer human because of Grenth and I’ve always looked at necro as a human class(even if that’s not true). Norn has some nice cultural armor for necro and good elite transform for wvw. Sylvari can get some really nice glow and skincolour fitting a necro and their take root elite can be nice for gimmicky lifesteal builds.

Bring some Plague Love our way?

in Necromancer

Posted by: DTATL.9641

DTATL.9641

I would like to see one of 3 different examples.
1: Plague is now counts as a well. making it more of a defensive elite.
2. Make it work like Ventaris Tablet and with some buffs to the effects as it can only have one effect.
3. what’s already mentioned in this thread. Making it work like Reaper of Grenth.

Something that might be fun, give plague a 10% chance to make the target vomit. which could work as an interrupt or something. As it pulses 20 times in an aoe 10% chance is high enough.

Deaths charge missing

in Necromancer

Posted by: DTATL.9641

DTATL.9641

I’ve accepted that it misses. I just treat it like a gap closer on a low cd. While it would be nice to actually land the dmg I still thinks it does enough to be good without it. It’s essentially just a movement skill with some utility stuck to it.
And about Path of Corruption not working great because of that, well I’ve almost forgot that curses exists.
If we are lucky something of the things mentioned here might be fixed with the upcoming patch.

[PvX] Spectral Wall - it should act like one!

in Necromancer

Posted by: DTATL.9641

DTATL.9641

Or it could just work like Druid staff 5 but give us LF instead

Tooth of frostfang t3 collection question

in Players Helping Players

Posted by: DTATL.9641

DTATL.9641

You get it at a waterfall right below the “glass” part of “Driftglass Springs” if you look at the map.

Why did they make Maguma so hard?

in Guild Wars 2: Heart of Thorns

Posted by: DTATL.9641

DTATL.9641

As far as my gear goes its listed below i am a ranger class with a tanky pet also

Armor
all of these have superior rune of the ranger these are rare equipment not exotic rare for the moment till I can afford exotic
Longbow
Assassin’s Pearl Stinger of Accuracy with superior of accuracy and superior sigil or night
Rings/Amulets
Berserker’s Ring,Berserker’s Ring,Berserker’s Amulet,Cavalier’s Field Guide,Cavalier’s Field Guide Rare rings and amulets not Exotic
I can run dungeons, fractals, PvE world bosses, WvW hold my own and enjoy the aspect of the game soon as I go to maguma I get mobbed and killed.
Here is an example ok walking along got attacked by a mushroom started to kill him then 3 more came then a vet mushroom, dodged back and was met with mordrem and also Beatles no matter how good you are or anything there is no way you can solo them
Its not as much about the combat my post is not directed towards that its more directed towards how hard the mobs are for the little xp you get its not worth the grind and its not nice to have to grind trough masteries to get to your next story its not a enjoyable experience at all with how difficult it is.
I know those who find the Maguma easy are those who either have full zerk gear and ascended weapons trinkets etc etc with very high stats, or those who saved their tomes boosted to level 80 got tons and tons of points to train specs then had allot left over to train there elite spec to full dragon hunter etc etc which added allot of abilities other players still grinding don’t have.
I think they need to include more events that are not as challenging for those who can’t afford the huge elite gear and to walk trough maguma like gods.

Ok. 1: you run around in rare zerker gear. Exotics are very cheap right now and you should have at least that. Don’t blame this on ascended gear when that ain’t much of an upgrade from exotics. Rare to exotics is a bigger upgrade and it’s not wrong for the game to assume you have at least that in endgame zones.

2. We have no clue to what build you run. Your build might be bad for a full glass ranger. We also don’t know if you have a secondary weapon or what pet you use.

3. Learn what your enemies do and how to counter it. Easy to read below their healthbar when targeted. Learn what attacks that needs to be dodged/cc’ed. Most of them have obvious animations.

4. mobs never really gave tons of xp. The only way to make that happens is to stack boosters and things like food where lots of enemies respawn for you to kill. Events is the easiest way to get xp without boosters which shouldn’t be a surprise as it’s also what most people recommend for levelling without tomes. Try doing a full meta event and you’ll see that levelling masteries ain’t that hard. And as I said in a previous post. The meta events contain story that’s connected to the Personal story in HoT.

5. Tomes only gets you to 80. That means you can ONLY unlock all CORE specs. They do not give an advantage in any way except saving time for those who don’t want to level. Getting all Hp’s from core tyria is also very easy and doesn’t take that much time if you only do the Hero challenges and nothing else.

6. “dungeons, fractals, PvE world bosses, WvW” All these are very easy to do and says nothing about skill. WvW can sure be hard but I’ll assume you just run around with tons of people in a zerg(which is easy and what most people seems to do). I’ll also assume(which is most likely correct) that you only do fractal 1-10ish as you can’t have any AR for higher fractals. Please correct me if I’m wrong with those assumptions. All of these things rarely requires you to even dodge and doesn’t say anything about you.

I’m sorry but based on the information you’ve given us it doesn’t seem know how to play the game very well. Not saying that you lack skill but lack knowledge of how the game works. To be fair, that’s not your fault as the game is terrible at explaining it to you.

Why did they make Maguma so hard?

in Guild Wars 2: Heart of Thorns

Posted by: DTATL.9641

DTATL.9641

It can be faceroll or hard to solo depending on the class you play. Necro/Reaper is super easy while ele/tempest is harder. The real problem doesn’t really lie there though. If you run glass builds solo and die, it’s not weird.
First check your traits/skills. You can probably swap out something to make you survive longer.
If that doesn’t help change the gear. If you feel you need more defence swap individual pieces one at the time until it works for you. There is no need to go all out on one stat combo. If you are full Zerk, mix in a few Mauraders, soldiers or cele.

You might think that the masteries take time but they aren’t really except the later ones which I think is fair. There are ways to boost xp gain that ain’t boosters. Like food and Amulet utility infusion. Also there are very few requirements for the story. Sure you can’t just rush through it but that is good. The Maguuma maps have story in their events that is connected to the personal story.

Sticky suggestion

in Necromancer

Posted by: DTATL.9641

DTATL.9641

The forums decent amount of “this is bad” posts. And while there is a good amount of suggestions they are covered in complaints. That said if things are bad the devs need to know about it, I just think their is a better way to relay this information.

So the Idea would be a sticky that lists what the community thinks needs to be fixed/changed about the necromancer. Something like:

Weapons:
Axe:
skill one: Ugly animation. a bit too low dmg
Traits:
Death Magic: Is supposed to be the defensive traitline but is under performing compared to other lines
Corrupter’s Fervor: A crappy version of the scrapper trait

This sticky will be managed by an active mod or “trusted” member of the community to update when skills/traits get changed/fixed or when something new has to be added(the hardest part is probably to find someone). This would make it easier for devs to know what we think needs change and we don’t need to constantly make complaints so devs won’t forget. With this we could focus on coming up with suggestions on changes(which hopefully be easier to find as they don’t drown in complaints) and if something needs to be added/removed from the list.
Could potentially be a lot of work for the one undertaking this task.

note: this would be a list of what the majority of the people on the forum thinks.

Would this be something that people would like to have?

Gaining HP through levels?

in Players Helping Players

Posted by: DTATL.9641

DTATL.9641

Just to make this more clear. You get enough Hero Points from levelling to unlock all CORE skills and traits. You can go through the game with doing any hero challenges to unlock everything for the CORE class just from levelling. The Hero Challenges are really only used to speed up the process and used to unlock Elite specs.

edit: Counting all the HP’s in the game(vanilla and expac) there is a surplus of HP’s.

(edited by DTATL.9641)

It finally happened!

in Necromancer

Posted by: DTATL.9641

DTATL.9641

Why not take a mesmer instead?

Why? Can it cope the Necromancer in boon conversion?

I hear it can most definitely top it in terms of boon stripping and has enough CC to compensate for the free fears, I haven’t fought mai trin enough times to know what makes the corruption more special than the already abundant stripping in other classes and sigils which is what I wanted to know.

While mesmer also have good boon stripping they can’t really remove them in burst the way a necro can. When there are a lot of boons that needs to be bursted down necro is more effective. If more constant boon removal was needed I would take a mesmer.

Issue Reports: Heart of Thorns [Merged]

in Bugs: Game, Forum, Website

Posted by: DTATL.9641

DTATL.9641

Every time I get to Auric Basin I get the egg backpack on top of my back item. This happens every time even though I have completed the whole story and I do not have that chapter active. The egg backpack is visible in transformations and in the armors.

I have full map completion in HoT I haven’t got any reward.

Also in the book the human gods(part of the Zinn’s Prize Student basic collection) there is the wrong god listed. “Upon the defeat of the god of secrets, Dhuum, a woman named Kormir took up the mantle of the goddess of truth” This should be Abbadon not Dhuum.

Fractal Vendor news

in Fractals, Dungeons & Raids

Posted by: DTATL.9641

DTATL.9641

It’s officially confirmed. Bahamas exist somewhere on Tyria.

First Reaper nerf of the expansion!

in Necromancer

Posted by: DTATL.9641

DTATL.9641

You might as well replace this trait with something else now. Give lifesteals a buff instead.
Replace this trait with us being able to use shouts in RS.

Dissapointed about the legends talking

in Revenant

Posted by: DTATL.9641

DTATL.9641

I got quite excited for the Revenant when I read this blogpost a while back:
https://www.guildwars2.com/en/news/hidden-arcana-role-playing-the-revenant/
(I know this article is a bit about imagining some things yourself, but it made it seem a lot better than it is)
As I’m quite into the lore of this world this was the main draw for me. Hearing the legends speak and talk to you.
I didn’t play Revenant in the betas as I wanted a fresh experience with Rev at launch. I heard from my guildies that also wanted this that they were disappointed in this aspect of the Rev. So I tested it for myself and I agree.
I have never heard any legend talk outside of combat. I’ve heard a max of 4 lines from a legend and a lot of roaring and grunting. TBH there is mostly grunting and roaring, 9/10 times there have been grunting. I didn’t expect long conversations but what we have now feels very lacking.

I know some people find the characters talking annoying but that’s a separate issue which we should totally have a slider for so we can decide ourself. But a reason for that is that it’s always the same line over and over and over again. The Rev did this a bit better but there should be more lines for them and a bit less grunting. If the legends had at least 8-10 lines each mixed up with the grunting, roaring and war cries I think would be so much better and less annoying as there is a lot of variation.

Some of the Voice acting is a bit awkward but personally I really like Jalis and it feels great hearing him but how it is now it will get get old with all that grunting. I don’t want this to another reason to turn down game sounds. Especially since it’s good.

I’ve seen a few posts about this from beta but I haven’t seen any dev response about it.
Is this really all there is supposed to be? That’s such a shame. Even if this is only flavour It does so much for the class.

Lets see your Necromancers/Reapers!

in Necromancer

Posted by: DTATL.9641

DTATL.9641

The best I have so far.

Attachments:

About the unique GS skin

in Necromancer

Posted by: DTATL.9641

DTATL.9641

I’m pretty sure the GS and Hood are the skins we get for reaper. They wouldn’t change that now.

We don’t know for sure that Marjory is the first reaper(though it is most likely). Anet might surprise us and make Trahearne the first(probably not but I would like to see people loose their mind over it). I don’t think we’ll see the flashy Belinda’s Greatsword to be a thing for players. They will probably be exclusive to Marjory to keep her unique.

Vampiric Trait change

in Necromancer

Posted by: DTATL.9641

DTATL.9641

make it based on missing health =P

It kinda is already as you get “Last Rites” minor with blood magic. Though that only increases the the healing you receive and not the damage. (It just scales terribly with healing power)

The Reaper and Dagger dilemma

in Necromancer

Posted by: DTATL.9641

DTATL.9641

Now ppl usually bring up warhorn at this point with locust swarm. Numbers from last beta show gs nightfall doing more dmg that locust swarm. It is also on a lower cd and does its dmg in a smaller timeframe(6sec vs 10sec) and u can always drop on a boss then leave melee or w/e for mechanics and itll still be on boss while u must stick in melee the whole time for locust).

There are times where you don’t want to cast nightfall as it is a field which might get in the way of blasting other fields. That’s worth a mention at least.

Spear is kinda good as an underwater weapon. It’s so good that I crafted the legendary spear for the awesome shark attack on Wicked spiral… Love it… Only issue with underwater combat is the lack of LF generation. Being condi or power, I always starve for LF which is frustrating since Water shroud is awesome.

I like the design behind spear, it has some good skills. That said it hasn’t been balanced as most underwater skills because Anet don’t want to deal with underwater atm. Necro spear is the only good thing about underwater though.

Corrosive Poison Cloud: category change

in Necromancer

Posted by: DTATL.9641

DTATL.9641

So you agree with me that at least in pvp this anti corruption movement doesnt apply since you will be taking transfers and conversions regardless of corruptions.

You don’t waste transfers on corruptions in pvp. You take the transfers to get rid of all the things other people throw at you. Yes, you could say as we probably have conditions on us anyway in pvp. But it’s not smart to afflict even more conditions onto us to risk not transferring the ones you really need to get rid of.
There are potential 13 different conditions were we can expect 8 be applied often. We can transfer 3 with D4&S4, 5 with signet and plague sending. The only removal we have is consume conditions(which consume all) and Shrouded Removal/Spiteful Renewal(which removes 1 condition/trigger)

Reaper Weapon and Armor Skin

in Necromancer

Posted by: DTATL.9641

DTATL.9641

It has also been stated that traits and skills will be unlocked first.

Reaper Weapon and Armor Skin

in Necromancer

Posted by: DTATL.9641

DTATL.9641

not really the discussion here but 400 ain’t bad. This is designed to be progression, not to unlock everything right away and be done with it forever. We have known this since the start.

Reaper Weapon and Armor Skin

in Necromancer

Posted by: DTATL.9641

DTATL.9641

Hi

Can some one confirm how we get the sword/armour Skin if this is

1: Simply using all traits and points in (Skills/Specialisations)
2: a Mastery to get this ?

TIA

Im pretty sure this is all the information we have atm and it doesn’t really tell us. It’s from their blogpost: Specializations, Part Two
Elite Specialization Reward Tracks
Finally, these reward tracks unlock everything for an elite specialization: weapon, unique mechanics, skills, and traits. They’ll also reward items, including new runes and sigils, a fancy weapon skin for your new weapon type, and an armor skin for a single matching piece of armor (usually headgear or shoulders).

Wild edit appears!
Colin said this on another thread:

It’s 400 points total to unlock everything in an elite spec training line – I just can’t remember off hand how many points folks have currently if they have done all the existing ones, but it’s right around 200. The rest you’ll need to earn in jungle to unlock the deeper skills/traits/etc. in the training line.

You only need 60 hero points to begin using your elite spec, the points you spend after that continue to unlock more skills, traits, skins, etc.

Again, hero challenges are worth 10 points each in the jungle. So no you don’t need to go do 200-400 jungle challenges.

https://forum-en.gw2archive.eu/forum/game/hot/elite-specializations-how-many-hero-points/page/6#post5628041

(edited by DTATL.9641)

The Reaper and Dagger dilemma

in Necromancer

Posted by: DTATL.9641

DTATL.9641

It just gets so sickening to spam 11111 with dagger on every build we have in every mode of the game, I’d hate if that was our gameplay for our elite spec too.

It’s not like spamming 22222 is much more fun. At least when I use dagger it feels like I do something compared to GS2. blind ain’t a problem as the attacks are fast and you get LF. It also works well with lifesteal as it’s fast. Cant say I’m looking forward to become a Gravediggerbot in group content.