Showing Posts For Dalanor.5387:

How Can ANet Improve Average Player Skills

in Guild Wars 2 Discussion

Posted by: Dalanor.5387

Dalanor.5387

  • Map hardcapped at 150 people.
  • Server generates overflows way before this number can be reached.
  • Main server won’t filled.
  • Casuals still searching for Peter even if the patch is up for a month.
  • “iplayhowiwant” mantra everywhere, everytime.
  • DPS race content with the requirement of 100-150 player.

What did i miss again?

Mobility warriors are way too mobile

in Profession Balance

Posted by: Dalanor.5387

Dalanor.5387

Warriors are heavy. Heavy should mean slow…

By this logic all light armor classes should be only be able to take 1 hit from a greatsword/rifle/longbow/ you name it. Because silk cloth isn’t going to save you from that.

This is a GAME.

Using gap closers for escape tools is still doesn’t look right and a warrior can choose them to not completely kitten themselves with it.

Why doesn’t it look right? This class has no disengage mechanic unlike others. Nor does it have clones/stealth/other help.

Currently it has. Just look at GS, sword, bull’s charge etc.
So immunities and heavy defense by stats and strong passive healing are nothing? It’s great, that everyday i can learn something on the forum.

Mobility warriors are way too mobile

in Profession Balance

Posted by: Dalanor.5387

Dalanor.5387

Warriors are heavy. Heavy should mean slow…

By this logic all light armor classes should be only be able to take 1 hit from a greatsword/rifle/longbow/ you name it. Because silk cloth isn’t going to save you from that.

This is a GAME.

Using gap closers for escape tools is still doesn’t look right and a warrior can choose them to not completely kitten themselves with it.

A way to give necro's more stability?

in Necromancer

Posted by: Dalanor.5387

Dalanor.5387

Mesmer in dungeons and fractals

in Mesmer

Posted by: Dalanor.5387

Dalanor.5387

Either use a 10/20/0/25/15 variant or a 0/30/0/25/15 mantra build. The later one has the advantage that it effects Feedback, thus your damage with it become insane.
A few things.

  • You can swap out Phantasmal Fury (Dueling II) to Duelist’s Discipline (Dueling IX) if you can’t crit on the enemy, like the Elemental source in snow fractal.
  • Get a mantra heal and if you have a free slot, another one to get the boost from Empowering mantras, if you use that build.
  • Try to melee.
  • Swap your utility skills if you don’t need something, eg drop Feedback if the mob have no reflectable attack.

Necromancer balance

in Profession Balance

Posted by: Dalanor.5387

Dalanor.5387

Sounds much better.

edit: Or not. In small fights (spvp, roaming) it scales up to the cap against 2 pet class (mesmer, mm necro, spirit ranger) which would make a necro unkillable and with this change a zerg is still capable of steamroll trough your face after Plague wears off.

(edited by Dalanor.5387)

Necromancer balance

in Profession Balance

Posted by: Dalanor.5387

Dalanor.5387

How would it encourage to spread out a big blob if you only effective against 5 players?

Necromancer balance

in Profession Balance

Posted by: Dalanor.5387

Dalanor.5387

I also see a great opportunity for the designers here, to break up the zergs. If siphons really scaled well according to the number of enemies around you, people would spread more as soon as a life stealing necro jumped into the fray. And that’s exactly what I would like to see. And it’s what wvw desperately needs. There’s too much balling up in the game as it is.

Should it be scaled up to 5+ people? Or give it “only” a aoe cap with 5 enemy? What about spirits / minions / clones?

A way to give necro's more stability?

in Necromancer

Posted by: Dalanor.5387

Dalanor.5387

If we get the toxic dome sometime, it would be neat that it gives stability too.

CDI- Fractal Evolution

in CDI

Posted by: Dalanor.5387

Dalanor.5387

Chris, the tiers in the LFG tool will get fixed in the near future? It’s a bit confusing how tiers works actually after the Fractured update.

A way to give necro's more stability?

in Necromancer

Posted by: Dalanor.5387

Dalanor.5387

Once upon a time, in beta, death shroud gave you passive stability. Funny how when something gets nerfed it often goes from one extreme to the other. :P

Shade
Soul Reaping Minor
Prevent knocked back, knocked down, launched, slowed or stunned while in Death Shroud.
http://wiki.guildwars2.com/wiki/List_of_historical_traits#Necromancer_traits

It was a bit more than a simple stability and OP as a minor trait.

CDI- Fractal Evolution

in CDI

Posted by: Dalanor.5387

Dalanor.5387

How the hell can dredges dig in the metal platforms and pop out of nowhere? Are 1000 dredges hidden under the platform and they can turn into ghost, cross the metal plate and pop up? this is just stupid.

Not stupid, just not realistic which is fine in a “fantasy” game, but be immune to blind and still can’t see players under stealth is the same.

ps Don’t ever implement anti-stealth mechanics to dredge Chris or i will get murdered by the community. =]

How Can ANet Improve Average Player Skills

in Guild Wars 2 Discussion

Posted by: Dalanor.5387

Dalanor.5387

So you want to enable the chinese client on the west?

On a serious note, just change the champs into elite or beefy veterans OR remove the events but keep the champs so they can be farmed for loot or whatever but the player must explore to actually get some experience with the class.

Another thing. Encourage people to play in melee somehow or highlight the facts that melee does way more damage and cleaves.

Necromancer balance

in Profession Balance

Posted by: Dalanor.5387

Dalanor.5387

About lifesteal. What if, i mean IF, they completely remove any possible defense from the necro against CC, no stability in any form and … drumrolls … make siphoning absolute viable?

Our access to stability is already that poor. You wouldn’t need to change anything about our defenses right now to achieve that.

The real annoying build in the game right now, is CC-spam. Everyone does it, and it renders people completely helpless as they are getting stun-locked. Stun-locking is way more annoying than a proper lifestealing build could ever hope to be, and it’s all over the game right now.

You are still aware of the tought process behind balance decisions, aren’t you? Think about the most impossible and unviable situations that hold that back.
CC spam is okay, since we have “great uptime on stability” with easy acces, since everybody can spend 30 traitpoints. But armor penetrating damage? Naaaah, OP kickbannerf!

Necromancer balance

in Profession Balance

Posted by: Dalanor.5387

Dalanor.5387

I think we all want dark path to be a ground targetted, but 1500 range would be too much 1200 or even 900 is more realistic to what they might give us. I’d take 900 over what it is now easy though.

Spectral Grasp could be cool like that, but I still think it should be instant like all of the ground cast teleports.

Torment is something that was supposed to be the necros condition. It was supposed to make us prevelant, but they also added burning which made us op. If they take away burning we might get more torment, but I would also like to see bleeds removed and torment added to some skills.

What they should do is make it pull targets to you if they leave the range of the skill. Currently there isn’t much reason to stay in range, but if we got a pull that would be awesome.

I wont comment on other classes mobility, it is too depressing.

It’s gated two times, but the relative low cooldown could be a problem tough. If others are balanced out and we would be able to catch them with the 900 range, it’s okay. If not, increase the range to even 1500.

The instant part is great against some unwanted teleport (thieves still won’t be really affected) and you can pull your enemy back or force a dodge with it.

Exactly. Burning was too much, but with a nice mix of Torment and Bleed it could be fairly balanced. Just the reapplication can be a problem.

Not a bad idea, like it!

Don’t cry, keep it inside! /gives a pack of tissue/

Necromancer balance

in Profession Balance

Posted by: Dalanor.5387

Dalanor.5387

And hammer warrior with healing signet is not a problem since summer. Yeah. Not biased at all.

You’re missing the point of my post. Life stealing has been poor for 9 years! At some point you have to let go of the silk glove approach, and start making it useful.

I’m sick and tired of this mechanic being stuck in the mediocre bin because Anet is afraid it will be too powerful. With that line of thought, it will always be broken! Meanwhile they have no problem with letting OP warriors run rampant in their game.

9 years! Give it a big buff already! The balance team has been hiding behind the blast shield for long enough, this mechanic is a dud. And it always will be unless they do something with it.

I got it, but you see that build is so annoying and OP that it should be nerfed the second it appeared ingame. Especially that the whole condi cleave and condi spam meta breeded that, which happened due to Dhuumfire and both of us knows how most of the necromancers hate that trait too.

About lifesteal. What if, i mean IF, they completely remove any possible defense from the necro against CC, no stability in any form and … drumrolls … make siphoning absolute viable? Would you or others like it? I still don’t understand while Anet is incapable to handle the healing and damage part separately. If the damage is completely out of hand, reduce it but don’t screw up the healing.
Maybe they should spread out vampiric traits all over the place to avoid the situation that you can grab even more offense beside siphon traits, because if they buffed up enough to keep a necro alive, it’s dangerous to the balance that we can go full nuts and still don’t die. You know, we aren’t warriors.

edit: Or just turn on the man mode and say: necro now is a nuke caster. Or a mob. Or whatever.

How Can ANet Improve Average Player Skills

in Guild Wars 2 Discussion

Posted by: Dalanor.5387

Dalanor.5387

They can improve the average player skills by disabling many abilities until it’s been drilled into their heads after many repetitive actions.
They should do something like:

Disable Weapon Skill #2 until level 2
Disable Profession (F1) Skill until level 5
Disable Offhand and Two-handed Weapon until level 7
Instant death until level 9, where they unlock Down State/Rally
Cannot wear Masterwork Equipments until level 14
No Traits until level 20
Unlock Elite Skill at level 50

What about staff guardians facerolling the content in open world / champ trains / WvW?
Oh right … champ train … it’s sooooo rewarding in Queensdale (XP, loot, coin) that it’s overshadows every other options. And if you take into consideration that human is the most played race …

Mobility warriors are way too mobile

in Profession Balance

Posted by: Dalanor.5387

Dalanor.5387

All warrior’s mobility are effected by cripple/chill/immobilize.

Where as Elementalist and Thieves can teleport away the same distance even when effected by snares.

http://wiki.guildwars2.com/wiki/Dogged_March
http://wiki.guildwars2.com/wiki/Mobile_Strikes

http://wiki.guildwars2.com/wiki/Superior_Rune_of_Melandru
http://wiki.guildwars2.com/wiki/Bowl_of_Lemongrass_Poultry_Soup

Necromancer balance

in Profession Balance

Posted by: Dalanor.5387

Dalanor.5387

I couldn’t disagree with you more. That would turn the skill into simply another healing skill. Being able to hurt an enemy and heal yourself at the same time, is the one merit that life stealing has. Removing the function of harming your enemy, turns life stealing into a joke.

Lifestealing is not innately overpowered. But it a risky mechanic, that can easily become too powerful, in the right build.

Anet’s problem, is that they are too scared to make life stealing useful. This has been holding lifestealing back ever since GW1, and it has never reached it’s potential because of it.

We can’t continue with life stealing like this. At some point they’ve got to take a risk, and make it a lot more effective. See what the effect is, and if it is too much, THEN scale it back. Because 9 years of being poor is way too frickin long for any mechanic, to still be balanced with silk gloves.

And hammer warrior with healing signet is not a problem since summer. Yeah. Not biased at all.
____________________________________________________________
on topic:

  • Dark path
    Ground targeted teleport, adds aoe chill and blind upon use. 1500 range. Pls?
  • Spectral grasp
    Applies chill instantly. Turns into Spectral pul. If you use again, it pulls your foe. Add in a 1 second delay like at Temporal curtain. Or not. Probably not.
  • MOAR Torment
    Maybe reduce the overall bleed application in exchange of that to balance out the damage somehow. More or less Necro stays the same with firepower, but a covering bleeds via Torment becomes easier now.
  • Tainted Shackles
    Aoe pull, pretty pleeeeeaaaase! Requires resource and it’s on a high cooldown.
  • Fix other classes mobility issue
    No, no warrior hating. Stop. But it’s hilarious (not) that even guardians can skyrocket into distance if needed in WvW as a heavy, non-mobile class. We should keep in combat every class, except maybe Thieves but they should have a hard time to escape unstealthed. Of course tone down warriors. They are good, nearly balanced, but over tuned in every possible aspect now.

Condis did something no power build can do.

in Profession Balance

Posted by: Dalanor.5387

Dalanor.5387

Cleansing Ire Warriors actually surpass necros on the cleansing front. Necros just frequently have ways to take advantage of the conditions you put on them instead of just removing them.

… Which baffles me, as last I played, warriors were one of the weakest vs. condi classes in the game (unless running shouts), potentially by design. Is there anything they’re bad at, now?

They are horrible at sucking. How pathetic is it, right?

A way to give necro's more stability?

in Necromancer

Posted by: Dalanor.5387

Dalanor.5387

Fair enough, I do know Guardians in the >zerg< give everyone stability.

How Can ANet Improve Average Player Skills

in Guild Wars 2 Discussion

Posted by: Dalanor.5387

Dalanor.5387

1. If players can’t understand simple commands in english or whatever language they client / server have, it doesn’t matter (kill this, defend that, come here etc).

2. Commanders can’t type in a different color to see orders easily and even if they could new players still wouldn’t understand what that blue taco means and why that dude writes so differently. If it turns out he / she just spend 100g for it, it degrades the value of the person.

3. If a tutorial system isn’t forced down on new players throat via the starting instance it’s hard to inform them ingame. Anet must exclude dungeons, personal story and other optimal, but not mandatory content to teach players.

4. There is no 4th point.

5. Keep it simple. Threat the playerbase like a dumb dog, but make a quality standard for decent or even better players. NPC dialogs are nice at Teq, but what if the players plays with muted sounds or don’t watch chat / npc messages?

6. Make effort towards the end reward. Tagging a boss and going afk shouldn’t be a possible option, not even a party. It simply feels unfair if you work hard for killing the enemy, but Sir Scrubberton refuse to move his … hand.

How Can ANet Improve Average Player Skills

in Guild Wars 2 Discussion

Posted by: Dalanor.5387

Dalanor.5387

1. Agree, but its a trial and error issue. You dodge, you fail, you realize that it pulls after the circle appears on the ground and it fly into the air. You are able to do it second time. The boss is big enough to see this animation even when there are a lots of effects. And Aurora Glade isn’t that populated anyway.

2. My bad, i meant to not apply conditions to it, but still it’s easy to read. Can be made more easier, like with a second bar for unique conditions or force these buffs / debuffs to the beginning of the condition bar.

3. They are allowed if they are older than 12 year (not if anyone cares about this tbh), but i can’t understand whats the point in this. The game is even translated in multiple languages like german, french and spanish. If you can’t speak neither of them, why on earth you play? (im not speaking personally to you)

4. Yep, thats why i tried the max melee range, but while i didn’t get hit i couldn’t see any damage floater. You know, camera issues and stuff. Hmm, maybe i should watch the combat log. Oh well, next time.
And again, the boss is big enough that you can see his swinging, even if its covered in blue / orange flames and Sigil of Fire proc tries to blind you. There is still an option to reduce graphic setting that its less frustrating and it can give some performance boost too which is needed to the well timed dodges.

(edited by Dalanor.5387)

How Can ANet Improve Average Player Skills

in Guild Wars 2 Discussion

Posted by: Dalanor.5387

Dalanor.5387

>yesterday, lvl49 fractal
>lfg, port in, Bloomhunger waiting for being killed
>full signet warr, oh boy, i have a bad feeling
>okay lets start, no banners, how surprising
>woosh woosh, what the hell?, other guardian started staff camping
>suddenly a chaos storm lands from the mesmer and start GS camping
>bleeds skyrockets on boss
>“ele, are you zerker?”
>links ascended dire set
>leave party

And i have similar experiences this week. I’m not a pro player, decent at best, but it’s frustrating that even at lvl49 i see these type of players. Bah …
———————————————————————————-

on topic:
First wheb you start to fight against the Knights there are HUGE aoe circles. The pull aoe is as big as the grand plaza cmon and people still can’t grasp the situation that they should dodge it? It’s okay if they are colorblind or something, but seriously? And the boss has a unique buff, it takes literally less than 5 seconds to realize you should apply conditions to it. Same at the burst phase.
Also, its just a personal opininon, i find it not only selfish but offensive and disrespectfull against other players if you play a MMO if you can’t even understand the language it was writen. Maybe i should try an eastern game to understand why it could be good.
I hope they implement the new tutorial in the very first instance after you create your character and stop with hints inpop up windows. They are annoying.

edit: tried now to melee Red Knight in zerker gear with a warrior. It even hits behind itself. Oo What did i wrong? Max melee didnt worked me neither.

(edited by Dalanor.5387)

A way to give necro's more stability?

in Necromancer

Posted by: Dalanor.5387

Dalanor.5387

No more tricks [achievement]

in Battle for Lion’s Arch - Aftermath

Posted by: Dalanor.5387

Dalanor.5387

After this recent patch i came online to do the fight and try to get both the 6 minutes achi and this.
However when the fight went for a few minutes against the Prime holo i suddenly got hit by some invisible attack, which dazed me and nearly killed me with 10k damage (i was on ele). Checked the combat log, it stated it was Prime Hologram Beam.

What should i do against something that i can’t even see?

ps: also a nice insta kill upon teleporting on me by Scarlet. Luckily Kashmeer was there to help me out. =)

Attachments:

Not Fun To Play or Play Against

in Profession Balance

Posted by: Dalanor.5387

Dalanor.5387

Do you remember to Queens gauntlet? None of the bosses had defiant and they were still challanging for a single player. More or less.

Collaborative Development: Ranger Profession

in CDI

Posted by: Dalanor.5387

Dalanor.5387

One thing that came to my mind recently and sorry that it isn’t related to balane but …
Keep the design of the ranger animations and apply it to more classes please! The flow of the ranger, excluding the clunky sword#1, the simple animations are keeping the visual clutter low and thus your opponents move are still readable, not like with other classes (i’m looking at you Virtue of Justice and Burning effects).
Even if 5 ranger uses Hunter’s call (warhorn#4) you can still see whats happening and your eyes won’t bleed if you cast on large targets. Sigil of Fire anyone? Bah, that just hurts so much … ( ._.)

Condis did something no power build can do.

in Profession Balance

Posted by: Dalanor.5387

Dalanor.5387

How would you fix auto attacks, that deals conditions or the whole application of conditions via low cooldown skills?

Condis did something no power build can do.

in Profession Balance

Posted by: Dalanor.5387

Dalanor.5387

OP is so wrong that it hurts… condition damage can certainly do really high damage BUT! it takes a loooong time and it can be cleansed midway, no decent player will ever let a condition run its full duration, doing that is like staying still taking a beating of direct damage

you see, cleanse is to condition damage what dodge/block is to direct damage and you have to learn to use it, condition damage is quite well balanced and, as with any other skill, there might certainly be some op skills that need some tweaking, bun that does not make conditions, as a whole, unbalanced

What class(es) do you play and how are you cleansing your condis?

Got any vids up so you can prove that there are periods of time that you’re avoiding condi damage just as long as those where you avoid direct damage?

Are you aware of the fact that your active defense against direct damage is limited too? Or you have some magical infinite dodge build that isn’t affected by Weakness with 0 condi cleanse?

Actively dodging an attack that applies a condition dodges the condition too. That point is moot. You’re conflating the issue with falsehoods. Dodge is not there to specifically dodge direct damage, it avoids all attacks made at the current point in time.

You’re making my point. Condis are up for long periods of time and clears have long cooldowns. Dodging is extremely limited (outside of Thieves and Mesmers) and Weakness can be kept up almost indefinitely for some classes. You’re basically proving that the best way to fight is to minimize direct damage through condis, apply damage through condis, stay at a distance (kite), and save your dodges for when your target nearly lands something large on you.

You already answered yourself.
Conditions takes time to deal the full damage, thus you have more time to react and while dodge is negating the damage fully, same as direct damage, it can be further negated by condi cleanse.
Sooo, what now?

Condis did something no power build can do.

in Profession Balance

Posted by: Dalanor.5387

Dalanor.5387

Condition damage can certainly do really high damage BUT! it takes a loooong time and it can be cleansed midway, no decent player will ever let a condition run its full duration, doing that is like staying still taking a beating of direct damage

you see, cleanse is to condition damage what dodge/block is to direct damage and you have to learn to use it, condition damage is quite well balanced and, as with any other skill, there might certainly be some op skills that need some tweaking, bun that does not make conditions, as a whole, unbalanced

What class(es) do you play and how are you cleansing your condis?

Got any vids up so you can prove that there are periods of time that you’re avoiding condi damage just as long as those where you avoid direct damage?

Are you aware of the fact that your active defense against direct damage is limited too? Or you have some magical infinite dodge build that isn’t affected by Weakness with 0 condi cleanse?
——————————-
Edited by Moderator

(edited by Moderator)

Race Elites...

in Profession Balance

Posted by: Dalanor.5387

Dalanor.5387

I think maybe the racial elites can be improved by giving them some shared unique property. Say, they’re more effective against members of a specific other race. Or all other races, even.
(just a wild guess)

Nope. WvW players would cry dozens of rivers.

Condis did something no power build can do.

in Profession Balance

Posted by: Dalanor.5387

Dalanor.5387

Change #1 that should happen. Why is Might giving players more condi damage?

No…just no. Anet, you’re not thinking again.

Think how power damage and condi damage scales.
Hint: 3 stats + vulnerability + might + sigils, all of that skyrockets the damage through the roof, while condi is linear and scales badly tough it ignores armor, but as “magic damage” it should do it anyway.

edit: Oh i forgot damage modifiers which doesn’t affect conditions in any way. And all of this is multiplicative.


Edited by Moderator

(edited by Moderator)

[WvW] Power Necro armour advice

in Necromancer

Posted by: Dalanor.5387

Dalanor.5387

Well I did put [WvW] in the title ????.

Oh my … i’m so blind, sorry! Blood made a great post above me.

FIX the class mechanic already.

in Necromancer

Posted by: Dalanor.5387

Dalanor.5387

I’m quitting GW2 to play EQN when it comes out. =| At least I know there won’t be anything unbalanced there, as you can play every class.

Hahh, don’t be naive.
Btw staff against Mai Trin and Well of Power helps a lot and actual tactics. Also, team mates can bring aoe cleanse, like Purging Flames and traited Virtue from guardian, Null field from mesmer, Healing turret and Elixir gun from engi (why on earth he traited Automated response?) and thief is … well, its good when you have waterfields to blast a few times and stealth 4 members in the barrage phase.
You just bring up one encounter where actualy necro doesn’t sucks hard, but goodbye you can send your gold to me.

Race Elites...

in Profession Balance

Posted by: Dalanor.5387

Dalanor.5387

Just try to imagine, what IF, i mean IF Anet don’t give a skritt about racials and try to balance profession skills instead? Mindblowing, right?

edit: censoring, blablabla

Collaborative Development: Ranger Profession

in CDI

Posted by: Dalanor.5387

Dalanor.5387

If today this thread will get closed, will we get another class CDI later with Ele and after that an Engi / Necro (not sure which was 3rd with votes) one?

Combo finishers.

in Necromancer

Posted by: Dalanor.5387

Dalanor.5387

What IF Enfeeble becomes a blast? :Q

[WvW] Power Necro armour advice

in Necromancer

Posted by: Dalanor.5387

Dalanor.5387

That was the goal yes. However there has been a post saying all other stats on celestial will be buffed to compensate the ferocity changes.

Source for that?

Can't decide on a build.

in Necromancer

Posted by: Dalanor.5387

Dalanor.5387

Necro is already a bad choice in PvE and you need to rely on your teammates in trash clearing, since you have “only” warhorn, 2 wells, 2 DS skills and staff as aoe and none of our weapons can cleave, while every other class has cleaving weapons so potentially they out damage you at least 3 times with auto attacking against multiple mobs.
With Spoj’s 20/25/0/0/25 build it has acces really often to Enfeeble, which has both bleed and weakness application along with direct damage and it can be used every ~7 seconds, since it’s not have an ICD.

Elementalists feel... Weak

in Profession Balance

Posted by: Dalanor.5387

Dalanor.5387

Outside of the FGS glitch, Ele has the best damage potential with both LH hammer build or with a staff. Dagger is okay, nothing exceptional. They also have a great might and fury stacking capability.

Condis did something no power build can do.

in Profession Balance

Posted by: Dalanor.5387

Dalanor.5387

Yeah its nearly the same as stating that “i eated the damage of two 100blades, nerf power!”.

Condis did something no power build can do.

in Profession Balance

Posted by: Dalanor.5387

Dalanor.5387

Whats the point of this thread?
You let a 20s long condition ticking away your health and you died from it and you find it OP or … what?

http://gw2skills.net/editor/?vIAQJAsMEAMPAAAAOPAAAAA-z0BBIhBkWAgkGMDtIas11FRjVJjIqWpEjUAwMNC-w

Add in a few might or corruption stacks for extra damage.
Moral of the story? Use cleanse.

Celestial/Rabid Hybridmancer

in Necromancer

Posted by: Dalanor.5387

Dalanor.5387

Get two type of gear for the two different game mode.

Can't decide on a build.

in Necromancer

Posted by: Dalanor.5387

Dalanor.5387

Spoj’s build. It has the same aoe capabilities or even better with the 20/25/0/0/25 variant, excluding the piercing life blast, but you don’t need it in the open world and you will have 4 team mates in dungeons to cleave trash mobs down.

edit: I personally prefer the 30/25/0/0/15 variant, i’m not a fan of DS flashing.

Highest DPS Team?

in Fractals, Dungeons & Raids

Posted by: Dalanor.5387

Dalanor.5387

The things a necro does for the team, a thief does better. Blinds, damage output, etc.

+stealth, shadowsteps and reliable, spammable blast finisher.

Combo finishers.

in Necromancer

Posted by: Dalanor.5387

Dalanor.5387

Wail of Doom (warhorn 4)
A whirl finisher on a new weapon in the future, greatsword possibly, to have synergy with our Dark fields and Well of Blood.
Tooltip fix on ranged minions that they have projectile finishers.

Whats the current dungeon/fractal meta build?

in Necromancer

Posted by: Dalanor.5387

Dalanor.5387

Read the guides so you will understand why you using those abilities.

Calling for self "Nerf" on Necro Marks

in Profession Balance

Posted by: Dalanor.5387

Dalanor.5387

Only necro is getting destroyed in the patch

in Necromancer

Posted by: Dalanor.5387

Dalanor.5387

I do play wvw. My guild happens to focus on wvw and I’m not sure if your implying wvw is easier than pve because there is a big difference between following a zerg and spamming your aoe and actually trying to use some tactics to fight groups twice your size or more.

I know, i’m in a WvW oriented guild too, but my personal experience that these type of players often can’t follow simple “stand here and press 1” orders.