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Unlucky people need some love

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Posted by: Dakiaris.2798

Dakiaris.2798

Considering they are nothing like the endless tonics on guild wars 1 they really should have a higher chance…. The tonics on guild wars 1 could be sold to other players for a very hefty profit on gw2 since they are account bound they are completely pointless to be put on a RNG to get them…. It’s like they are just trying to get you to pay rl cash to convert to gold to buy the materials you need to keep attempting at something that is going to only be bound to you…

I understand what you mean…. Everything they have been doing just seems like a way to squeeze money out of players.

Unlucky people need some love

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Posted by: Dakiaris.2798

Dakiaris.2798

I posted something in the suggestion about a similar issue I have with the RNG and a possible solution that was done in gw1….. With the thing you said about the tonics being account bound they are account bound once you get them… My luck with them has been around 1 in 5 so 1 stack of glue/stuffing But a friend has much worse luck and has used upwards of 5 stacks.

Collectors and Rare material crafters.

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Dakiaris.2798

Guild wars 1 had diminishing returns but due to systems like this it helped to alleviate any stress that the system caused the player base….. If a player had bad luck farming x items they could trade Y item/materials for x item….

Like I said the groundwork is already in place they would just have to add the npcs who collect and sell the items.

Discussion about the DR system - Merged thread

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Posted by: Dakiaris.2798

Dakiaris.2798

I just posted some ideas after going back and playing gw1 and stating the collector/rare material trader comment….

https://forum-en.gw2archive.eu/forum/game/suggestions/Collectors-and-Rare-material-crafters/first#post1037361

+1 for anyone who agrees if you would the more attention it gets the higher the chance they’ll actually consider it. I mean they had DR in gw1 but because of these systems it wasn’t as bad as it is in gw2 where we don’t have these systems.

Collectors and Rare material crafters.

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Dakiaris.2798

The ground work for this is in game it’s just up to a.net to put it in the game… Most people have issues farming t6 materials and lodestones and that’s causing a ton of unrest in game and on the forums… The simple solution would be stepping back and taking a look at what you did right with guild wars 1.

Rare material crafters throughout the world who would ask something like this 1xpowerful blood = 5 potent blood + 1 incandescent dust and 1 silver…… That is a very easy thing that could be done for a reasonable amount of time…. It would up the prices of t5 mats but it’s not that hard to get t5 materials as it is…

For the collectors the ground work is in game as it stands and I’ll use this example… Players try to farm corrupted lodestones off of icebrood… All ice brood have a moderate chance to drop Icy stones which could easily be a collector item… I mean 25-30 per 1 lodestone is reasonable since it takes around 1 hour of farming to get that… It would allow those who have absolute 0 luck with drop rates on them to still be making somewhat steady progress to goals…

Step back and look at past success from gw1 and figure out how to put it in gw2… That’s your best bet to alleviate player tension from bad drops… I mean look gw1 had horrid drops but you could go to a collector/rare material maker and get things in reasonable time without spending 12+ hours a day with 0 progress.

Discussion about the DR system - Merged thread

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Posted by: Dakiaris.2798

Dakiaris.2798

Honestly there is 1 solution to every single issue that they used for guild wars 1 but they seem to think it’s a bad idea to learn from the past…… Add collectors to the world and rare material makers in different sections of the world….

In guild wars 1 you could get trash drops and there was a collector who wanted say 5 raptor claws for a vial of powerful blood…. The claws would be on a reasonable drop rate from the mobs that drop the material you’re going for but have bad luck…. They already have plenty of items they could use for this…. Look at the icy stones from the icebrood in frostgorge…. You get around 100-200ish a hour and all it’s used for is merchant food… Why not add a npc that wants 25-30 for 1 corrupted lodestone or 5-10 for ancient bones/vicious claws….. I mean there’s already the ground work in place why don’t we use it ?

Learn from your flagship game a.net seriously you need to….

Fixing Necro by changing 5 existing things.

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Dakiaris.2798

no.1 Could easily be fixed if they just gave the minions the ai from the summoned rock dog from runes of the ogre…. If you use those runes you know what I mean those dogs go right for what ever you’re attacking with minimal delay….

For the axe/dagger cleave I think only the dagger should have cleave… The axe even though it’s still semi short range 600 range isn’t that bad but it lacks in the feeling of power from rending claws no.1…. I’ve got 800ish hours as a power/crit axe/focus necro and the only issue I’ve had with the weapon is the no.1 is just a lazy animation and there’s no chain to the attack like most weapons… Honestly I keep saying it that they should keep the no.1 as it is but add a 2nd hit that does the same damage as the first hit but in a single hit followed by a 3rd hit that has 10% higher base damage and a secondary effect… My suggestion for this has been ignored multiple times and honestly as a axe player it depresses me because that’s all it really needs for pve/wvw…

https://forum-en.gw2archive.eu/forum/professions/necromancer/Suggestions-for-the-axe/first#post911572 That’s the suggestion I made for the axe no.1 and as you can see it didn’t even get a single reply from anyone… I have a feeling because it didn’t have a TL;DR version…

Discussion about the DR system - Merged thread

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Posted by: Dakiaris.2798

Dakiaris.2798

The magic number is 250 on materials that are on a .01% drop rate it seems…… It’s not that low but you get the idea just from that ….. Honestly t6 mats should have a flat 10 drop rate from all of the mobs that currently drop them…. Seems high but the rate at which the community chew through them I don’t think it would hurt anything… All it would do is make it afordable for those who don’t have time to go and farm…

Honestly 1 in 10 mobs and and needing 250 would still be a ton of time… Lodestones need some major attention because atm the open world drop rates make it so the only reliable way to get them is to buy them off the trading post….. 1 in 250 mobs should give at the least 1 lodestone… not 1 in 1,500.

Silence is horrid... But my thoughts.

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Dakiaris.2798

My first thought is to learn the difference between queue and cue.

Not going to lie my spelling sucks I went to a public school in south carolina…. They didn’t teach us that much…… Back on topic… I can’t bring myself to stop playing the game because I like the game but I don’t like how little the players are rewarded for the time they invest…. I also don’t like how specific things are done on my main class and I play using that specific thing so that they get some numbers and can decide if it needs tweaking…….

That’s just hopes though… So I hadn’t lost it yet…

A non-raging civil question about Precursors

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Dakiaris.2798

Actually they need to implement a system that guild wars 1 used to great success….. Collectors!!! It gave otherwise useless items meaning and let players collect items and trade them for good things….. That’s kinda what the karma vendors were supposed to be but there’s many trophy items and grey trash items that could easily be converted over to be used….

I mean really collecting golen ren relics from gw1 to get the blindfold…. Anyone else remember that….. Or the diessa chalice for the dread mask…. They just need to put that system in place and make it so we have to collect spacific items to trade to the collectors to get another item that we can put into the forge to create the precurser or other items that we want…..

That’s just a dream though they won’t do that…

Silence is horrid... But my thoughts.

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Posted by: Dakiaris.2798

Dakiaris.2798

I don’t have to even say what this is about you can just glance at the forums and figure that out…. Anyway I can see multiple reasons to remain silent on some of the subjects but what is something they could do to at least show players that they are working on things or are at least aware of them ?

The answer is sadly nothing but remain silent….. The players are going to rage… Honestly I’m very very very VERY angry due to the silence and the bad judgement calls that they have been making with the game…

Honestly they should take a cue from Blizzard…. Add a OPEN test realm and communicate with the players about what changes were made and actually communicate with the community about why things are changed in a specific way…

While I’m very angry about some changes I’m even more angry about the silence. I keep looking back at Guild wars 1 in the hopes that things turn out for the best…. I know that they released in a heavy holiday time of the year so after the holidays there will be a major focus shift… I just hope that the shift in focus will allow them to see what is really wrong with the game and implement fixes and changes where they are needed the most….

Thoughts/opinions/ideas !?

(edited by Dakiaris.2798)

Change in loot parameters or a bug? [Merged]

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Posted by: Dakiaris.2798

Dakiaris.2798

where is Arena reply to all this?

What they can’t hear you over the money they are making off the players who pay RL cash to convert to gold…. Honestly the fact they REFUSE to give a official statement on any of this just shows how little they care… They are making money off some players and the rest be damned!

Discussion about the DR system - Merged thread

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Posted by: Dakiaris.2798

Dakiaris.2798

I don’t really think that’s your bad luck Mercypsy… I’m a no lifer and I admit it I spend 12+ hours a day alternating between lodestones attempting to farm them… Usually I come out of it with at tops 1 lodestone of a random type… I never EVER get one before DR kicks in full swing….. Because of that issue though I’m very very very bitter at a.net for having this system in place..

edit

I forgot to mention that it feels like DR kick in after 30 minutes and it doesn’t reset till 24 hours after the last time you killed that mob type.

Discussion about the DR system - Merged thread

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Posted by: Dakiaris.2798

Dakiaris.2798

I think your views on the DR is just stupid…. I admit they are your opinions and you have the right to have them but I don’t agree with them at all….. When the only way to make money in the game is by doing dungeons or exploiting specific things on the market it’s depressing… If a player wants to farm to make money why should they be punished… You say “Let’s face it: grind is easy.” honestly I don’t think you have ever really did a true grind…. It’s not easy it’s a test in patience…. With the current drop rates it’s a test in restraining yourself from inflicting bodily harm on others due to the horrid systems that punish that play style… A.net said they don’t want players to grind but they also said they want players to play how they like so why should grinders be punished for how they LIKE to play ?

Honestly I blame the economists for A.net that they hired… To make the gold keep value they had the drop rates lowered to a completely ludacris level so that the only way to get it is to spend real world cash to convert to gold…. This is how it feels and that’s not something a long time supporter wants to feel.

Honestly DR should be 100% removed from the game or they should put drop rates at a acceptable rate….. 12+ hours farming for lodestones and only getting 1-2 TOPS is NOT reasonable when you ask for 100+ for some items…

They don’t want players to grind but they want the players to feel rewarded for playing and time invested…. If that’s true they would stop being silent and give us a real statement as to why the drop rates haven’t been reverted back to what they once were or why DR is still in when it was launched without it……. The bots are gone for the most part so that’s no valid excuse anymore..

Necromancer community survey - Post Patch

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Posted by: Dakiaris.2798

Dakiaris.2798

It’s a big game, and therefore you’d think there would be ROOM for us.

When you see the response to the feedback, you go ahead and let us know Valkie

You’re adorable

Don’t poke the troll he’ll start derailing the thread…. I’m feeling a little better about the event now that I can use my snowball skill :-D

Struggling to decide what build to use.

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Dakiaris.2798

No healing support builds are all that viable atm… You can make it work don’t get me wrong but you’ll be more effective using things like “life transfer heals allies” with a power/condition build…… It’s still around 290 heal per pulse with it in a 600 range with a full healing set it only goes up to around 350-400ish tops but to get this you lose out on damage which helps your party complete things faster… In wvw it works if you’re sticking with the zerg since you don’t “have” to deal damage but you won’t get badges or tags just supporting allies…..

You can try to go pure condition/healing but I’ve not tried it enough to give any real opinion on it.

New Necromancer Mechanic: Rot

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Posted by: Dakiaris.2798

Dakiaris.2798

Honestly it should be called Spiteful spirit in memory of the guild wars 1 skill…. The necromancers on guild wars 1 could do both direct damage and conditions/leaching as a attrition class…. They really need to look back at some of the blood and curse builds and bring the gw2 counterpart in line with it… Till they do that the class is going to be sitting below other attrition builds that are from completely different classes that are ment to do different roles.

Honestly the 25 pt curses minor should be passive for our class to allow direct damage to get ramped up per conditions so that our direct damage attrition would work better…. Atm only real attrition we have is conditions which doesn’t work well with such a wide variety of condition removals in the game.

edit

whats with people making new mechanics for necromancers these days?

idk. i honestly just want DS tweaked and the horrid UI to change.

I edited to comment on this because I didn’t see you guys saying that…. The DS UI they already stated they are working on it though we need ds to last longer so that the damage when above 50% works better….

And to the other question the reason why people keep making up mechanics at least this one is because as a attrition class we are lacking in multiple areas…. We can only be true attrition as condition spec even though we are supposed to be able to do both direct damage attrition and condition damage attrition…. Atm we only do 1 and it’s mediocre due to how much better some of the other classes do it see thief/engie and mesmer… This is just the vane attempts to get a devs attention to have them change something so that we excel at what we are designed to do…

Honestly though I don’t expect them doing crap for our class for at least 2 years due to that’s how we were treated on guild wars 1…. We were only good as minion masters till around 3-4 years in when they finnaly opened up heavy attrition type builds direct damage and degen type builds…. I just hope I don’t have to wait 3+ years again to be able to fully enjoy the class…… As I said they need to step back and take a look at what was right about the necromancer from guild wars 1 and then redesign the guild wars 2 counterpart to function that way…. Death shroud is a good mechanic but it’s so poorly executed that it needs to be tweaked hard.

(edited by Dakiaris.2798)

Fear still not affected by defiant?

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Posted by: Dakiaris.2798

Dakiaris.2798

The Fear still gets applied to the target and it shows the full duration but they no longer get cced while defiant is active…. It’s like this so if you trait for the fear damage the damage will still tick.

Necromancer community survey - Post Patch

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Posted by: Dakiaris.2798

Dakiaris.2798

I’m going no.3

I’m going to keep playing my Necromancer as my main because this exact thing happened with guild wars 1 we were one of the last classes to get balanced…. We became the best attrition class after the balance but it took them so long to put it in place….. like nightfall was out by the time they got around to us So I’m going to hold out hope that they can get us fixed by exp.1 or 2……. The class isn’t as buggy or weak as others say but it does need quiet a few tweaks to really live up to it’s potential as a attrition based class….. ATM though we are just outclassed as attrition by thief/mes/engie…..

Necro's role in dungeons?

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Posted by: Dakiaris.2798

Dakiaris.2798

Sustained damage is all I can really say with small cc in the form of chill+cripple… The fear isn’t reliable but we have multiple long chills that can be used to help kite or extent the gap between skills the boss uses.

Thoughts on the Class balance philosophies.

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Dakiaris.2798

Johnathan Sharp posted this in the patch notes at the last part.

“The necro boasts the highest natural health of all the caster classes, and also has death shroud to extend that life total even higher. While they don’t have some of the escape or damage reduction capabilities that other classes boast, they do have a lot of ways to win attrition fights. They have access to poison on multiple weapons, they are able to combine condition damage with raw damage, and they have multiple disables to interrupt enemy skills. Necomancers also have multiple movement disabling abilities, while allows them to chase down enemies who are low on health.”

This is a opinion thread so if you don’t like what someone says don’t flame… I’m going to post my opinions on this view and the current state of the necromancer vs other classes…

“They have access to poison on multiple weapons” I have to comment on this first because we only have access to poison on 2 weapons… Chilblains 20 second cooldown and scepter 3rd auto attack… I’m not arguing about this but we are not the only class with multiple poisons on weapons linking the wiki for poison so you can see for yourself http://wiki.guildwars2.com/wiki/Poison .

“While they don’t have some of the escape or damage reduction capabilities that other classes boast, they do have a lot of ways to win attrition fights.”

Ok I’m not sure if this has been thought of but the thief,engineer and mesmer all do this much better then us due to escape mechanics and damage reduction…. We are not a attrition class like this post is attempting to claim and that’s something I wanted the necromancer to be…. I wanna be able to do sustained damage and slowly gain the edge as the fight wears on.. The escape and damage reduction capabilities of other classes is something they need to think about as well….. Even if a ele has 13-14k health the damage absorb + other survival and escape abilities/traits can make it so that the character has well over 20-30k EFFECTIVE health… Necromancers have a high base health true but with the lack of survival mechanics our effective health is actually really low vs other classes unless we build spacificly for survival and skimp on the damage/conditions….

“they are able to combine condition damage with raw damage, and they have multiple disables to interrupt enemy skills.”

As a axe user on the necromancer this one doesn’t hold much to me and makes me feel as though they only want us using the weapons that you can mix staff/scepter/focus/oh dagger The main hand dagger may not have conditions but it has health steal and high sustained damage on top of a Immobilize…. I would like to be able to play a attrition class that is using sustained direct damage with small spikes over a period of time and the axe fits this best but because the unreliable sustain from the no.1 it kinda falls behind in that regard… I posted a simple fix for this that would also help it to be combined with conditions to give the axe a more attrition feel because the small damage boost to the 3rd hit + small chunks of life steal that depend on the number of conditions on the target… This post was simply ignored by not only players but devs as well…

The Scepter+dagger/staff combo is really our best attrition combo at the moment but I would like them to go forward and look at direct damage attrition with the dagger/axe and really look at what’s making the thief/engie/mesmer all preform attrition roles better at the moment…

TL;DR

Just my personal opinions on what was said about the class…. If we are to be a attrition class we should excel at it and be able to alternate between direct damage based attrition and condition based attrition… The rest are just my personal opinions that have no bearing on anything.

Signet of the Locust:

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Posted by: Dakiaris.2798

Dakiaris.2798

I don’t mind it being only 10% but I wouldn’t mind a 15-20% movement… It shouldn’t be as high as a thief though.

Legendary Weapon Stats

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Posted by: Dakiaris.2798

Dakiaris.2798

I remember them saying that when you transmute them it’s supposed to stay legendary it’s just at the moment that is bugged and turns them exotic….. I say just give it some time.

DUSK/DAWN Unobtainable...

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Dakiaris.2798

Honestly the concept of legendary weapons is flawed horribly… As it stands it feels like they would rather you get a legendary using your legendary master card….. Really look at the price of gems right now… ok now that’s over look at the price of t6 materials which you need in bulk…. ok that’s out of the way to… Now look at the drop rates….. Even the most hardcore player cant farm that… I’ve been putting nearly 16 hours a day into farming materials for my legendary… Over the past 3 weeks I’ve made not even 3% of the total materials I need…. I could buy them for gold BUT I think I should be able to FARM them… I’m investing the time to farm and getting no payout…

Oh and this is with 150+% magic find.. They need to re evaluate the current system… All it does is favor those who spend real cash to convert to gold and buy there way to a legendary… I know karma isn’t bought but that accumulates quickly over time especially if you use boosters and stuff and actually play the game…. But the other stuff no matter how much effort you put into getting it you will still come out behind..

TL;DR

You’re to easily able to BUY your way to a legendary outside of the karma/tokens…. Allow us to actually farm what we need…. Time invested should be rewarded not punished. 14 hours a day farming should yield more then it currently does.

Oh and yes I mean 14 hours a day I’m a no lifer…. And I feel more rewarded grinding raids and heroics on wow then on gw2 at the moment.

axe builds ?

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Posted by: Dakiaris.2798

Dakiaris.2798

There’s multiple different axe builds some focus on the axe itself doing sustained damage others do a well build and focus on your own damage then there are some like mine which focus on a mixture of self damage and support. http://www.guildhead.com/skill-calc#mcVzMm9cmF0vomF0vox9MGGmoqMsMo I usually run that setup for dungeons…. The middle utility can be swapped out for anything depending on the situation. I usually run signet of locusts for the mobility+emergency heal when there is 5 targets in the area it’s a full heal with my health while traited .. It’s not a well build but in dungeons I find that wells just don’t feel right to me… The aoe comes from a mix of staff and life transfer… The main focus of the build is mobility while fighting and flexibility… The signet of undeath can be swapped out while soloing but in dungeons it’s one of the best skills we have for support… Bip is a good damage booster when needed and with consume conditions it gives a little bit of a bonus heal if you’re low and consume conditions is up..

For armor I do full knights with ogres runes and the weapons+trinkets are berserkers.. The back is the power/toughness/crit damage… Sigils are force main hand and accuracy offhand staff sigil is up to you I use accuracy to make sure I’m 40% crit regardless

With the setup I have 3,265 attack , 40% crit , 71% crit damage , 20.5k health , 2.2k armor… If you’re willing to drop below 20k health you can move 10 points from blood and put it elsewhere but I’m 20 deep for the extra survival and the siphon bonus for when I get downed + the tiny bit of dps it adds to the vamp minor trait…

You won’t get massive numbers but life blast usually crits for around 5-7k depending on might/vulnerability and the axe no.2 is usually around 6k so you’ll have decent short cooldown damage spikes…

Anyway that’s what I run feel free to give it a try… The no.1 will still feel weak because it’s 2 small hits and doesn’t have a chain that links into a medium/heavy hit but it does good sustained..

New Necromancer In need of Advise

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Posted by: Dakiaris.2798

Dakiaris.2798

knights gear with carrion jewlry , dagger / focus main hand and staff for ranged weapon… The stats would be split and you wouldn’t excel at anything but it would fit your play style for the most part… Honestly the best you could do is try out multiple kinds of builds till you find one you like… I ran condition necro for the longest time then tried dagger and ended up settling on the last thing I expected which was a axe power/crit build that seconds death shroud… I end up using bip and signets to augment myself…. Honestly most people who see my build complain about it even though I do well with it…

Anyways just my 2 cents.

axe necromancer needs love

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Dakiaris.2798

You’re acting like I use the +50% siphon for only the minor trait… I use it because I usually run signet of locusts with the trait you can full heal on 5 targets and 1/2 on 2-3 and the downed no.1 + life from the tree itself… I don’t get why you’re so worked up on the damage also…. yes 37 damage isn’t much but when you factor in the healing from the blood tree it heals you for 38-39 each hit… Axe auto is 2 hits per 3/4 second so you’re healing about as much as regeneration every hit and since regeneration doesn’t get stronger outside of healing power it’s a decent bit… You seem to only be focused on the damage it does but I’m looking at the overall utility it does… As a minor trait it’s one of the better ones in the game….

I see you as a player who focuses on 100% offense and doesn’t care about defense… It’s easy to tell that with how rude you are and how you’re not looking at anything other then the damage it does…. I’ve been trying to point out it does ok damage and works well with the axe… All you’ve accomplished is coming off as a royal kitten and talking down to me as if you know everything.

Staff Marks should look more impressive

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Dakiaris.2798

I don’t mind the marks as they are I just wish they had better effects as a whole they are kinda plain right now.

The Necro and its gameplay - Your feedback

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Posted by: Dakiaris.2798

Dakiaris.2798

http://www.guildhead.com/skill-calc#mcVzMm9cmF0vomF0vox9MGGomqMoMo

I main a axe/death shroud build and I use this build… Works best for sustain and soloing… The empty skill is able to be swapped out I use signet of locusts if I’m in a heavy aoe situation for a bonus heal traited it’s a full heal… I don’t go with the cdr for focus because it doesn’t affect the no.4 and I don’t use the 5 enough to justify using it… Signet of undeath is good for group situations but can be swapped out while soloing.

Armor I run full knights gear with zerkers trinkets, power/toughness/crit damage back and zerker weapons…. I have on issues in wvw, solo pve , dungeons… The skill slot I can swap out gives me enough options that I can adapt to any situation aoe/support/damage/utility as a whole….. Rune/sigil wise I run superior ogre with a sigil of force+ accuracy so that I have 41% crit to go with my 71% crit damage… Accuracy on the zerkers staff for my long range option for those situations that demand me be higher range…..

Really it all depends on your play style though you can set up a axe build for nearly anything… The only thing you need is 30 in spite… You’re able to run without the 30 in SR if you want just depends on the gear and your general play style… If you want large numbers all the time though you may wanna pick a different class…. We have 18k base health at 80 so our damage is a bit lower because of that…. we trade burst/low health for sustained/high health.

axe necromancer needs love

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Dakiaris.2798

Ohhh….. K.

Future debaters please note: Asking someone to prove that 200 damage every 10 seconds(axe 2)+ 266 TOTAL for the next 8 seconds of cooldown(axe 1) doesn’t = BIG BIG DAMAGE is now trolling.

My auto attacks are usually 550-650 non crit 1100-1200 crit per strike so between 1500-2400 damage.I average around 1.5-2k dps on just my no.1 . so around 1600 dps. That’s not factoring in the 37 bonus damage per hit auto is 2 hits so 74 bonus dps. Again it’s not much but it’s free damage tacked onto it that does up the overall dps…

The axe is supposed to be SUSTAINED DPS with small channeled bursts from no.2…. My suggestion I made in another thread would fix how no.1 feels because instead of just the 2 small hits it would have the 2nd attack being as much as both of the first hits combined followed by a slightly stronger 3rd hit… it would give the no.1 a feeling of power while using it instead of the 2 small hits.

I don’t know why you’re complaining about the axe as it is…. Honestly I deal the same dps as I did with a condition spec so I don’t see any issues…. My only issue is how the no.1 doesn’t feel powerful even though it’s decent dps.

axe necromancer needs love

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Posted by: Dakiaris.2798

Dakiaris.2798

Now I know you’re just trolling so good bye I’m going to go back to playing my axe necro… You can have fun doing what ever it is you trolls do.

axe necromancer needs love

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Posted by: Dakiaris.2798

Dakiaris.2798

Lots of small numbers do just as good as 1 big number…….. People seem to forget that.

axe necromancer needs love

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Posted by: Dakiaris.2798

Dakiaris.2798

The auto attack on the axe is 2 attacks per 3/4 second… The dagger 2 attacks for 1/4 a second , 1 attack 1/4 and 1 attack for 1/2… total of 4 attacks in 1 second… Idk why you don’t consider that rapid attacking even though most weapons are 3/4 a second for 1 hit…. The dagger gets more use out of it the axe is 2nd…. The daggers no.2 is actually isn’t as rapid as the auto attack… The axe no.2 is good damage + rapid so… yea…. You just seem to want big numbers go to the other classes for that.

axe necromancer needs love

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Posted by: Dakiaris.2798

Dakiaris.2798

It scales based on the level… It’s not 25 all the time it’s 25 at level 80… And you seem to not realize you are attacking causing the damage….. Retaliation only does the damage if you’re being attacked…. I don’t think the 2 are comparable at all.

The trait sucks for scepters/staffs true but for any rapid attacks axe/dagger it’s a good trait for bonus dps.

With what stat(s) does Vampiric scales?

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Posted by: Dakiaris.2798

Dakiaris.2798

Yesterday, my default Vampiric hit went from 25 to… (drum rolls) 26!!!

Amazed by this boost, I’ve tried Bloodthirst to see how it interact with the new value.

Flabbergasted by the result: 38 before, 40 now.

So 2 days ago, 25×1,5=38, now, 26×1,5=40.

Now, I’m trying to find why those numbers have changed. The only thing I’ve changed with my setup is a switch from a Knight’s exotic staff to an Soldier’s Rare Axe and Soldier’s Rare Warhorn.

No +healing from gear, and a 30/0/20/20 build with full soldier’s exotic.

A stealth buff or it stacks with power/damage done?

Anyone one saw that change too?

You have 20 in the blood tree so you have 200 bonus healing just from that…. The damage isn’t affected by anything but the healing portion of it is affected by a very very tiny bit of healing…. I noticed the small change in numbers since the patch the other day so I’m guessing they fixed a rounding issue.

axe necromancer needs love

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Posted by: Dakiaris.2798

Dakiaris.2798

Because when you leave the level 11 areas and start hitting for more than 200 per hit, suddenly 25 per hit doesn’t seem all that significant.

Don’t worry, you’ll understand someday.

The life siphon traits are just bonus damage with a tiny heal… Based on attack rates it’s a solid increase in dps… At 80 siphoning does 25 flat damage can’t be negated axe does 2 hits per auto attack in 3/4 of a second with 0 flight time so it’s instant….. The damage comes up to be around 50 dps bonus and traited 74ish dps just on autos… Doesn’t seem like much but it’s a constant dps boost that’s not affected by armor… The suggestion I made for the 3rd hit would do a natural 10% more damage due to the base damage buff but also get 25-37 life siphon based on the number of conditions on the target… So it would be a good sustained boost… Nothing massive but it would give axe that extra little umph it needs to feel more powerful…

As it stands the axe actually has ok scaling and everything like I said it just feels weak due to the no.1 being 2 hits for 1/2 damage instead of 1 hit for all the damage..

Necro skills, balance and opinions

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Posted by: Dakiaris.2798

Dakiaris.2798

Spectral armor in its current state is, (in my opinion) not worth using over spectral walk, which offers a longer duration of the spectral armor buff and has a shorter CD

Yeah but Spectral Armor gives you -33% damage reduction in addition to LF generation no?

The bigger problem in my opinion is the ridiculous 90s cooldown.

Simple solution would be to keep it as is and lower the cooldown to 30-45 seconds or change the ability so that it adds a 8 second stability as well and keep the current cooldown.

A Thank You

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Posted by: Dakiaris.2798

Dakiaris.2798

He responded about the gluttony fix that is just now rolling out even though the bug has been around since bwe1…. He didn’t respond about any of the other changes that necromaner players have been waiting to hear.

Why is Cliffside fractal even still up?

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Posted by: Dakiaris.2798

Dakiaris.2798

They are leaving it up so Necro’s can have a chance to play the hero and be OP.
They can attack the seal with their grasping hand attack and such.

Actually the damage comes from the 15 point blood trait vampiric because while the direct damage is turned to 0 the damage from that still hits… If you trait for the 50% more siphons it hits for 37 and if you use the axe you can actually stand at max range and spam 1 and 2 to constantly hit for 37 damage…… I tried this bug 2 times worked both times and reported it with the exact conditions……..

I just hope they address issues that make doing the fight legit before they fix it though because the bug still make it take awhile to kill the seal…

Arenanet vs Gold Sellers

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Posted by: Dakiaris.2798

Dakiaris.2798

Yenkin the leather gets much easier though the cloth still stays somewhat troublesome… Except silk which is really easy to get…. The normal fine crafting mats are easy to get but once you hit tier 6 which is used for exotic/ascended/runes you will not see them…. You can farm for upwards of 8 hours and not even get 5.

A Thank You

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Posted by: Dakiaris.2798

Dakiaris.2798

If only we heard more about the changes coming to the necromancer besides the gluttony fix that is supposed to be fixed next patch…. That bug has been in game sine bwe 1 and is just now getting fixed.

The Necro and its gameplay - Your feedback

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Posted by: Dakiaris.2798

Dakiaris.2798

— DS mechanic does not appear to work that well in my opinion, and is WAY overvalued by Devs. Abilities are slow to fire, slow in general, and work only really if you trait into stability. Thus, if you want DS to be useful, your stuck with spite and the soul reaping trait lines (weeeeee) to make them even worth your while. Besides the fact that you can’t see conditions on you, y ou get buttslammed around with CC galore, and usually ends up being a hp dump.

I agree with this for the most part… Maining a axe/ death shroud necromancer the death shroud no.1 is only good above 50% life force making >50% a use life transfer and pop out mechanic… In pve it’s only good when you spec for 25% slower drain and the stacking vulnerability/might on life blast shots…. But still it’s limited horribly by the >50% damage reduction…. Honestly life force drains on it’s own and goes down when hit…. Don’t punish our damage just because we take damage…..

Also something I forgot to bring up was they need to give specteral armor a stability and lower the cooldown by 50% 30 sec cd so that we have a good oh kitten button for pvp.

Replayable without Grind - The Magic of GW1

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Posted by: Dakiaris.2798

Dakiaris.2798

I’m not past the edge to mourning gw2 just yet… It’s still early and Gw1 didn’t have all that great of a start it was lacking multiple things at launch that got addressed for the most part when factions came out…… I’m going to hold out and see where the game goes… The main issue I have right now is farming = less progress to your goals then spending 20 bucks in gems and converting it to gold and just BUYING what you’re after…. That is a huge HUGE issue that wasn’t around in gw1…. Farm obsidian armor yea it takes awhile but it’s doable…. Farm a legendary on gw2 pfff no you have to use the trading post and buy materials due to the ludicrously low drop rates of high end materials….. This isn’t just about legendary weapons it’s about exotics and the new “ascended” as well they all take a decent chunk of materials that just isn’t doable without buying from the trading post…

Arenanet vs Gold Sellers

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Posted by: Dakiaris.2798

Dakiaris.2798

I’ve posted suggestion to help lower the prices of the higher end mats and lodestones which are used for crafting not only the legendary weapons but runes as well here https://forum-en.gw2archive.eu/forum/game/suggestions/Solution-to-the-T6-mat-issues/first#post923535

My main issue is I can farm for 8+ hours a day for something and have nothing to show for it outside of 20-30s it’s demoralizing…. Atm the only way to get materials is to buy them and they are not cheap…

The Necro and its gameplay - Your feedback

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Posted by: Dakiaris.2798

Dakiaris.2798

My main issue is just with the axe which I posted here https://forum-en.gw2archive.eu/forum/game/suggestions/A-few-suggested-changes-to-Necromancers-Axe/first#post917723

It’s fine for a power build but the range needs a small boost and the no.1 needs a chain that’s all… Read that thread for my full thought on that issue. The only other issue I have is the minion ai for those times I feel like dropping my signet/bip/well for them. The majority of my issues are bugs and a few tweaks that are needed with spacific weps.

Legendary Particle Effect Components

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Posted by: Dakiaris.2798

Dakiaris.2798

Honestly they need to add auras like gw1 had for preorders…. During emotes you would get a profession color aura… I wouldn’t be against this but if it was active 100% of the time I would find it kinda obnoxious after 1-2 years of play when a ton of people have them…. The main thing I wanna see atm is unique helms not racial like gw1 had with the blindfold/glasses/dread mask/crown/bandana http://wiki.guildwars.com/wiki/Common_armor That link is the common head armor all classes had access to…. Really we need more head gear I don’t like seeing everyone use the same 4-5

edit

Before someone brings up the blindfold we have I would like to point out that it looks like a masochist kitten mask on the male models due to the gag.

10 Man dungeon

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Posted by: Dakiaris.2798

Dakiaris.2798

I don’t see this happening without the trinity…. The mobs would need to be boosted to a point that they would 1 shot anyone but a 100% tank build guardian/warrior and you would need 1-2 fully healing/support specced eles/engineers…. I just don’t see that as something they would wanna do… Nor would it be that fun due to the lack of taunt…… They might be able to pull it off if they do something like the deep/urgoz from gw1 but those dungeons only seen play from the very very hardcore due to it requiring 12 players and a ton of coordination and a tank/healer.

Constructive thread: Axe main hand

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Posted by: Dakiaris.2798

Dakiaris.2798

The axe issue is that the no.1 is 2 small hits that make it feel weak… The scaling actually isn’t as bad as people think nor is the damage… I main a axe/power/crit axe/ds build and I do fine… The only issue I have is the no.1 not having a real chain attack to get that feeling of building up to a powerful blow and the range feels just a little to short for the damage you do… 900 seems like it would be overkill which is why I suggested 700-750 range for the no.1 and 2 while keeping the no.3 range as is…

The necromancer isn’t ment to get phenomenal high numbers they are ment to be more sustained with small damage spikes due to conditions/death shroud that’s why we have the 2nd highest health pool in the game.

Anyway I have a thread in the suggestion forums here https://forum-en.gw2archive.eu/forum/game/suggestions/A-few-suggested-changes-to-Necromancers-Axe/first#post917723 That was my suggestion for how they could make a combo for the axe no.1 where it was 2 small hits – medium hit – large hit combo for the no.1

Solution to the T6 mat issues...

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Posted by: Dakiaris.2798

Dakiaris.2798

With this suggestion it would take roughly 16 1/2 runs just for 100 lodestones or 12.5 dungeon runs for 1 stack of 250….

When you factor how many materials you need to craft a legendary that’s a lot of time and with dungeon diminishing returns it would take quiet awhile to do this….. This is just a way to lower prices and speed it up slightly….. Also with the number of lodestones that are required for most mystic forge recipes, gifts and how runes require 1 the drop rate should be raised if this isn’t implemented..

As I mentioned if I sit for 8 hours a day farming 5-6 days a week and come out of it with nothing to show because the RNG doesn’t like me then I don’t see how the system is working… Not everything should be chance there needs to be something to allow you to get things you need for time invested…. Not have a “chance” to get things for time invested.

edit
I figured I would point out with this system just for 1 stack of 250 for each one of the t6 mats it would take 100 runs of a dungeon..not factoring in the bags with 3 tokens but even if you added them in it wouldn’t be much less.

(edited by Dakiaris.2798)

Solution to the T6 mat issues...

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Posted by: Dakiaris.2798

Dakiaris.2798

Add small bags of T6 mats to the dungeon token vendors…. 1 bag = 5 t6 mat at the cost of 15 tokens…. This would make it so even if someone is logging on for 1 dungeon run a day they could get 20 T6 mat and make progress to getting legendaries……

I know some people will think of this as unfair but seriously if someone works for those tokens and doesn’t wanna get the armor/weapons from the vendor where is the reward for them ? Allowing them to trade tokens for T6 would do the following..

1. Lower the price of T6 mats for those who do not wish to do dungeons.
2. Free up bank slots for those with the tokens who don’t want the items from the vendor.
3. Allow people to get legendary weapons and ascended backs much easier and not feel nearly as grindy as it does…

And when I say trade dungeon tokens for mats I don’t mean each dungeon would = 1 type of mat to trade for I mean all t6 mats on each vendor for the same prices of 5=15 tokens.

The 2nd suggestion is add 2 types of lodestones to each dungeon vendor… 10 tokens = 1 lodestone… meaning 1,000 tokens for that dungeon would give you 100 lodestones…. This would help people having issues with those as well and drop those prices to be obtainable by everyone as well.

The reason I brought this up is over the past 200 hours in game for me I’ve been doing nothing but farming for my legendary… I feel like I’ve made nearly 0 progress to attaining it because the T6 mats are just out of reach due to horrid drop rates even with 150% magic find and the prices of everything are so high that I just can’t spare the gold I am getting to put to getting the t6 when I still have to get my lodestones and precurser….

If I put 200 hours of play time with minimal breaks and come out of it less then 1% progress to my goal there is something seriously wrong with the game….