Showing Posts For DavyMcB.1603:

Dungeon Rangers post 29th September Patch

in Ranger

Posted by: DavyMcB.1603

DavyMcB.1603

Contrary to the popular melancholic beliefs on this forum, I think ranger has been improved dramatically since the 29th patch and the recent WHaO even if it just got nerfed. With the build I use, I feel more versatile & flexible now i.e. I don’t need to rely on very specific & very rigid rotation to ditch out dmg. Plus my pets don’t die that easily anymore even with cats.

I’m loving my ranger.

We Heal as One Feedback [merged]

in Ranger

Posted by: DavyMcB.1603

DavyMcB.1603

ohhh. LOL they nerfed it already? hahahahahahahahah I knew that wouldn’t last long.

We Heal as One Feedback [merged]

in Ranger

Posted by: DavyMcB.1603

DavyMcB.1603

Was having a little of my own test with ranger yesterday by trying to run CoE story with myself. And I did it. Ranger, full berserk, axe/axe + sword/warhorn soloing CoE story with pretty decent record. Didn’t time it but it didn’t feel like it was taking forever. No exploits. Just pure facerolling.

Wasn’t completely easy but that’s totally news to me lol

Please go search for the Ele solo dungeon footage.

You’d find plenty, it’s nothing new.

…. I know someone would bring this point up. Read again, it was to point out that the skill improved ranger dramatically NOT who can or can’t solo dungeons.

We Heal as One Feedback [merged]

in Ranger

Posted by: DavyMcB.1603

DavyMcB.1603

Was having a little of my own test with ranger yesterday by trying to run CoE story with myself. And I did it. Ranger, full berserk, axe/axe + sword/warhorn soloing CoE story with pretty decent record. Didn’t time it but it didn’t feel like it was taking forever. No exploits. Just pure facerolling.

Wasn’t completely easy but that’s totally news to me lol i.e. the skill did improve ranger dramatically. Don’t see much use outside PVE though. Running around with perma protection with heal skill being on CD is pretty risky and a total killer when that prot gets removed/stolen/corrupted. Plus you basically lose 1 utility slot to be able to do this. and you’re also pretty much obliged to go nature magic.

It borderlines OP but it’s not quite there yet and it has quite a bit of restrictions.

(edited by DavyMcB.1603)

scepter + tempest useless?

in Elementalist

Posted by: DavyMcB.1603

DavyMcB.1603

and just in case, this spec is not meant for PVP to begin with. trying to have a discussion of why it doesn’t work on that game mode is a moot point to begin with.

It’s clearly not meant for WvW either… So what is the spec meant for? Don’t tell me PvE because anything goes there.

It’s perfectly fine to talk/discuss about tempest in PvP and look at benefits and shortcomings in the hopes to improve the spec.

It’s not for PVE either because it doesn’t have a single damage modifier.

If the “anything goes in pve” logic is true, we would see people running dungeons in magi. It’s quite a stretch, don’t you think? And tempest main strength, at least to my finding, is the endless access to auras that give heal, boon and aura specific defensive mechanism. And i dont know what you’re talking about how it does not have any dmg modifiers. Do you even math out how much dmg you get from the air overload every roughly less than ten seconds when compared to the situational modifiers? That on top of other dps skills that you still have like dtooth, phoenix and air scepter #2 and the just-as-much might stacking capability. I tested tempest in pvp, wvw, pve, fractals, all dungeons for at least 12 hours streak. It is most viable for small group contents like pve, dungeons and fractals. Looking forward to test it in raids which i think the spec will shine most.

scepter + tempest useless?

in Elementalist

Posted by: DavyMcB.1603

DavyMcB.1603

Far from useless. I was stress testing tempest for 12hours straight during BWE2 on every mode of gameplay. Scepter/tempest is fine for dungeon. You can spec fire/air/tempest and spec into fresh air. You will only need to swap between fire and air. The constant refresh on air overload boosts your dmg a lot. That being said, tempest is most optimal with dagger/warhorn. You have 2 fire field from overload and warhorn 5 to help stack might. Warhorn fire 4 cuts your required finisher number by half. D tooth + phoenix + arcane blast + arcane heal then X2 equates 8 blasts already.

and just in case, this spec is not meant for PVP to begin with. trying to have a discussion of why it doesn’t work on that game mode is a moot point to begin with.

It’s far from useless.

(edited by DavyMcB.1603)

[Temp Sugg] Rework: Overload Combos & F5

in Elementalist

Posted by: DavyMcB.1603

DavyMcB.1603

ok so the original idea is from this thread https://forum-en.gw2archive.eu/forum/professions/elementalist/Temp-Sugg-Combined-aura-effects/first#post5547419 But I feel like it’s much better if this actually applies to the mechanic of overloads.

Basically, the key idea is to separate overload into an F5 mechanic (see pic for illustration). The base mechanic is pretty much the same, meaning you have to stay in an attunement and wait a bit til you can use overloads. This is debatable, you can get rid of the waiting time with this new mechanic, the new global cooldown will put some bottleneck limitation on the overload anyway so that the ele can’t spam overloads. Let’s assume that we get rid of the waiting time.

The difference is that when you hit overload, you will not cast it right away, instead you will slot that overload in the F5 panel. You can play an ele the way you always do, swapping attunement and stuff while collecting overloads along the way. Once you feel like you have all the overloads you need, you press F5 to start casting all those overloads that you have prepared. Once you finished, your F5 is locked on CD. During this time, you can start slotting overloads again to prepare for the next round of overload activation.

Added: In order to balance out the upside and downside potential of prepping overloads, the cooldown of F5 should be dynamic, meaning if you overload just 1 element, the cooldown should be short whereas if you overload 4 elements at once, the cooldown should be longer. I’d say you get 5 sec CD for each element you overload. This way the tempest can have the flexibility choose between going all out elemental explosion or focus on a single overload such as healing or firefield with proper trade-offs. This is debatable of course, it would be cancerous to see ele camping water overload.

Pros.

1. Ele can still have full access to base class mechanic, no longer hindered by the overload waiting time and they can swap to anything they want while prepping overload along the way.

2. Overloads still retain their full function and limitation through global F5 cooldown.

3. Open up an opportunity to create more layers for the mechanic by using overload combos. This includes the base combination e.g. healing while spinning fire field or gaining defiance while casting lightning field AND new additional effects e.g. if you overload Fire and Water together, you gain additional benefit as a trade-off for giving up your time swapping through elements to collect overloads. See drafted combo effects below..

Fire+water-> the overload combo pulses vulnerability
Fire+earth-> pulses weakness
fire+air-> pulses damage
water+air-> pulses slow
water+earth-> pulses immo
Earth+air-> pulses stun

We can cut it here to keep it simple, any additive overloads will just add extra effect based on the new element being added. Say ice+ shock + earth will now pulse slow, immo and stun. Unless you wanna get more layers, then see below

Fire+water+air-> allies get 30% dmg boost
Fire+water+earth-> allies massively regenerate and gain vigor
Fire+air+earth-> allies gain superspeed quickness
water+air+earth-> allies get 30 dmg reduction
Fire+air+water+earth-> allies gain invulnerability

Thoughts? I think this will improve tempest dramatically

Attachments:

(edited by DavyMcB.1603)

[Temp Sugg.] Combined aura effects?

in Elementalist

Posted by: DavyMcB.1603

DavyMcB.1603

(edited by DavyMcB.1603)

Patch server..... *roll eyes*

in Account & Technical Support

Posted by: DavyMcB.1603

DavyMcB.1603

Connection error detected…. retrying
Connection error detected…. retrying
Connection error detected…. retrying
Connection error detected…. retrying
Connection error detected…. retrying
Connection error detected…. retrying
Connection error detected…. retrying

download keeps spiking and then going to 0-1kb/sec then spiking again and going down again

seemingly infinite 1 remaining file

seriously, what’s wrong with patch server lately?

Post Your Build Thread

in Ranger

Posted by: DavyMcB.1603

DavyMcB.1603

[PVE build] Non-bow, high dmg, tough pet

in Ranger

Posted by: DavyMcB.1603

DavyMcB.1603

http://gw2skills.net/editor/?vNAQRBMhd+0JhKQHLYvggLLAVLYoQo8Xf2r9vLi2Aoj3U4Fy4pSkNB-TxBBABVcQAwS5HAnBgi2fohHAQlq/cmSQxAYG-e

Hi guys, I have been playing on this ranger build for a few days now and I think it’s a very good build.

1. you can get into melee to stacks buff with your friends instead of pewpewing from range.
2. your pet is very tough through constant protection and healing; even with constant AoE on felines and birds, they can still survive pretty long.
3. you can support your party with constant swiftness + regen.
4. you have very high crit chance from precision and fury to keep up the dmg.
5. your pet gets significant dmg boost to boost your dps output. (can keep perma 25 mights on pet)
6. You have decent condi cleanse and some other defense like projectile block, weakness and weapon evade.
7. You have high movement CC to keep your enemies in place.

I really love this build and I think it’s much more awesome than the vanilla bowbear signets. Please try it out

Attachments:

(edited by DavyMcB.1603)

SoI: Should it affect Continuum?

in Mesmer

Posted by: DavyMcB.1603

DavyMcB.1603

NO. It was discussed before when Chrono was revealed. And people gave plenty of scenarios why it would be beyond broken.

new heal as one -> perma protection?

in Ranger

Posted by: DavyMcB.1603

DavyMcB.1603

I have been playing my new melee ranger build and I noticed that with the right combination of traits, I can keep perma protection on pet (in combat). Now with this new functionality, isn’t this gonna make ranger much more awesome in pvp? lol

anyone noticed this?

spirits still suck and finally MDG is what it should have been.

its pretty unlikely. look at the skill “fortifying bond”. it caps the amount of boon duration we share with our pets. the same effect will probably come into play for us, otherwise guard gets us some crazy prot uptime.

Interesting point. But that would be contrasting with all other boon-copying skills. Signet of Inspiration for example copies all boons and their entire duration. We’ll see how it goes. But I really feel like it will break a lot of things if it’s just plain boon copying.

new heal as one -> perma protection?

in Ranger

Posted by: DavyMcB.1603

DavyMcB.1603

I have been playing my new melee ranger build and I noticed that with the right combination of traits, I can keep perma protection on pet (in combat). Now with this new functionality, isn’t this gonna make ranger much more awesome in pvp? lol

anyone noticed this?

spirits still suck and finally MDG is what it should have been.

Celestial avatar not nature enough for you ?

in Ranger

Posted by: DavyMcB.1603

DavyMcB.1603

I’m not enjoying the Celestial avatar. I was expecting Merlin but we got Ziggy Stardust fan-fiction. The circling planets would look o.t.t. on skyforge where people play essentially as gods. It’s completely out of place here. Most of the staff skills look and sound like pokemon attacks, rather than nature based magic. Calling planets and stars natural, therefor nature magic, is quite the stretch. It’s like saying that Elementalists should be able to use nuclear weapons, because uranium is an element.

Aesthetically it just looks wrong. Instead of (incorrectly) orbiting planets, swirling leaves or petals would have looked so much better. The odd spark of lightening perhaps. Solar-beam would haev looked fine if it looked like sunlight, but again, even that’s stretching it a bit.

I’ve no idea what they based this elite on, but it sure aint druids. I think one of the devs spent too much time in the Mind, body, spirit section of a particularly bad, woo-shop.

What’s really disappointing tho is the existance of celestial avatar. We needed change to the pet mechanics. I don’t remember a single thread over the last three years where anyone ever asked to get Ranger Death Shroud. Aspects would have been so much better for the class. If HoT is going to be the AoE heavy, tactical position monster that idenio describes, then pets which have no capacity for either, will be worse off than ever. Removing the pet from play, even temporarily for a an increase in power, would have been so much better.

Aesthetically celestial is wrong, lore-wise celestial is wrong, for the established idea of druids in fantasy celestial is wrong and mechanically for ranger, celestial is wrong.

I felt obliged to log in just to say how much I laugh at your uranium example. You really nailed it lol… and yes, if this elite is called “The Celestial”, it would have been much more appropriate. They took the name druid then wrecked the opportunity with something totally irrelevant.

"...no amulet.." should I believe that?

in Ranger

Posted by: DavyMcB.1603

DavyMcB.1603

The druid in the stream did crit a lot. The autoattack also did pretty hefty damage. Do you guys think it’s actually true that there was no amulet? Because if not, that would be super misleading. I don’t want to end up spending money on the wrong gear. And I don’t wanna wait til mats price skyrockets either lol

Thoughts?

So... Celestial stats for druid?

in Ranger

Posted by: DavyMcB.1603

DavyMcB.1603

What do you guys think is the best stats for druid? It seems to me like Zealot is the best candidate (pow pre heal) since druid doesnt seem to have many condi application except maybe when coupling with axe/torch or SB. Any opinions?

MDG Suggestion

in Ranger

Posted by: DavyMcB.1603

DavyMcB.1603

The way the game works, keeping your health below 50% hp should be a temporary, excited state thing not a sustain (who the hell will be playing and consciously manage their Hp to be lower tan 50%?).

The only way this trait will work and can still adhere to the concept of the trait is only if you get many more might stacks per tick but at much lower duration. Say 10 stacks per second, each lasts 2 secs. That way it would really become a “hey, my HP is running low but I get tremendous buff in offense so watch out, it’s either me or you being killed” while at the same time keeping people away from camping in low hp with might duration buff.

So With All These Reflects...

in Ranger

Posted by: DavyMcB.1603

DavyMcB.1603

If you pew at someone, and they reflect… before the reflected projectile gets back to hit you, if you then get a reflect field yourself would the reflected projectile reflect off you???

Projectile can only be reflected twice. If it was reflected then reflected again, the first reflector will eat all the projectile. Try Feedback on Dagger Storm. You will die in 0.5 second as a mes. It’s hilarious but that’s how it is.

Get over trinity, it's bad!

in Guild Wars 2: Heart of Thorns

Posted by: DavyMcB.1603

DavyMcB.1603

Getting rid of the holy trinity is one of the best things this game has done. The current system is not perfect but that’s more about how the content is designed towards classes/combat system. People don’t stack in dungeon because they have to. It’s because the dungeons are designed to be optimally finished by stacking. Change the dungeons not the combat system. Same with other PVE zeg contents.

WE DON’T NEED HOLY TRINITY.

Ranger without guns???

in Ranger

Posted by: DavyMcB.1603

DavyMcB.1603

OP takes the word “ranger” too literally lol

Why no stunbreak on traps

in Ranger

Posted by: DavyMcB.1603

DavyMcB.1603

When anet gives a class stunbreak, they compare the whole class vs. how many stunbreaks in utilities the class should have. Sadly, rangers don’t have enough stunbreaks to be put on trap, but then it’s not ranger’s specific. Glamour mes doesnt have stunbreaks, venom thief doesn’t have stunbreaks, corruption nec doesn’t have stunbreaks, and so on.

Access to HAMMER not in the minor traits.

in Engineer

Posted by: DavyMcB.1603

DavyMcB.1603

erm… it’s obviously just missing lol

Sneak Gyro

in Engineer

Posted by: DavyMcB.1603

DavyMcB.1603

Tool Belt Skill—Detection Pulse: Remove stealth from enemies in a large area.
On a short recharge, this toolbelt skill helps ensure that you are the one getting the drop on foes and not vice versa

Thieves’ tears…. they are coming…..

endless 99% launcher download ......again

in Account & Technical Support

Posted by: DavyMcB.1603

DavyMcB.1603

Def broken by the latest patch. Happened before. Please fix this asap.

Are There Too Few Skills in the Game?

in Guild Wars 2 Discussion

Posted by: DavyMcB.1603

DavyMcB.1603

I like it much more this way because it gives a reason for every skill on your bar to be there. I hate those mmorpgs where you have like 30 skills available at a time and in the end you just end up button mashing to victory.

GW2’s combat, though not very horizontal, is very vertical. There is more depth compared to other games I have played (been in mmo for 10 years +). Plus, since the combat in GW2 is very mobile and fluid, the number of skills available sounds about right because the game is designed in a way that you have to incorporate other elements besides using skills (like running, LOS, camping on defense, gauging opportunity, dodging, downed, finishing etc) . It’s not too much that you don’t even know what you’re doing and it’s not too low that you’re spamming 1 or 2 buttons. It makes the combat more meaningful and action oriented and it makes it easier for you to read your enemies in PVP, which makes the gamemode more strategic.

Also, the game is designed so that builds are more accented and clearly defined. The trait patch proved this even further. And considering the available technology (which by no mean I’m implying that it’s bad), there aren’t much you can add to the gameplay facets without making it redundant. Say, you can separate Purging Flames in to 3 separate skills: one cleans condis, one burns foes, and one reduces condi duration. But is it necessary?

GW2 skill system is fine. (although I agree we should get every type of skill for every category)

NPC merchant for BWE gears please

in Guild Wars 2 Discussion

Posted by: DavyMcB.1603

DavyMcB.1603

In the next beta, if it’s possible, please make it so that there’s an NPC whom your beta characters can infinitely retake gears/runes/sigil from. The way it works now, the runes/sigils are very limited and it’s very hard to have a thorough test drives on builds and spec. Plus, since the inventory space is quite limited, it’s also not really possible to give out everything in game for testing (gear wise). It’s also annoying in a sense that if you want to retry and compare gears, you have to recreate the chars because you run out of runes/sigils.

This would be a really great addition.

Stealth/Invisibility Bug

in Bugs: Game, Forum, Website

Posted by: DavyMcB.1603

DavyMcB.1603

why I must restrict my self on auto-attack and etc. I’m a noob, for ex., why I cant play this class as I want?

about gunk, how damage can come from me if its throwed here on ground and then use Shadow Trap at 10 000 range or using logic, that s**t lay on the ground how can it be my fault if you stepped on it, same thing with mesmer’s chaos storm and flying projectiles after instant stealth.

Yes Indirect damage its right, that why I have opened this topic, because Indirect damage is good but its not applied correctly to all things and instant stealth must interrupt auto-attack or other skills(not heal) to prevent revealing by it, because melee and beam auto-attack it is a Direct Damage there is no doubt.

Get over yourself. There is no logic in gaming. There is only RULE. And the rules states that any forms of ongoing direct dmg will reveal you. This is NOT a bug. It’s perfectly working as intended. Thief’s traps don’t reveal because they don’t have direct damage portion. Because the RULE wants it to be that way.

Move on, anet will not care and will not change.

Forever loading screen is back

in Bugs: Game, Forum, Website

Posted by: DavyMcB.1603

DavyMcB.1603

Forever loading screen followed by massive lag spike. Have to relog which may or may not fix it.

This happens after lats patch.

Long LOAD times after patch

in Bugs: Game, Forum, Website

Posted by: DavyMcB.1603

DavyMcB.1603

experiencing this after patch too. the forever packet loss is back.

2v2's/3v3's Please..........

in PvP

Posted by: DavyMcB.1603

DavyMcB.1603

It’s called Custom Arena Token

Is mat promotion rate rigged?

in Guild Wars 2 Discussion

Posted by: DavyMcB.1603

DavyMcB.1603

Tried on t5->t6 30 times, got 5 stacks for more than 20 tries. Tried on incan dust to crystal dust, got somewhere around 7 or 8 to no more than 13 for at least 10 tries.

A few days ago it was 20 dusts avarage with 7-8 t6 average. Was using t5 to make legendary and ended up losing 20g more instead of direct buy. GG

Anyone experiencing this?

What was the point of taking away hot join??

in PvP

Posted by: DavyMcB.1603

DavyMcB.1603

I think anet is trying to steer people into joining more serious fights. Because hotjoin, for all purposed it tries to serve, doesn’t really add much value to the pvp experience. People get in, people camp on winning team, losing team ragequit and try to autobl to the winning team. It’s cancerous.

Just like others have said, it’s meant to impose more serious play on noobs/newbs and force vets into ranked, which I don’t mind, honestly. Ranked feels much better with significantly less sight of complete noobs that don’t even know how to strafe.

Now, we just need dishonor back.

so how do you kill ele ?

in PvP

Posted by: DavyMcB.1603

DavyMcB.1603

1. accept that this is a teamplay game not dueling game
2. get a team
3. diversify your team’s class combination
4. grab a signet necro
5. kill ele

or you can

1. insist on using a build/class that is fundamentally overpowered by d/d eles and keep asking why it’s so unfair while, at the same time, ignoring the whole teamwork mentality and pvp heroing out of everything you see.

You are right, but the thing here is that WE have to think how to kill THEM not the other way around. Eles are top of the hill now, as you can see they have the upper hand in combat these days, they don’t need a team to wreck one or a few players (I’ve seen it).

Any classes can outsustain other classes with proper builds. If you’re a stance dps warrior that goes up against d/d and lose, you don’t really have anything to complain about. It’s bound to happen. It’s just that there’s still only a few builds to counter d/d ele atm.

I agree that d/d ele is still a bit over the top. Not OP but def above the rest. But it’s also unfair to deny that it is in their design to have the strength for facerolling into the fight.

Ele stacking officially seen as an exploit ?

in PvP

Posted by: DavyMcB.1603

DavyMcB.1603

It’s also a bit unfair to jab anet in this context. Other moba games don’t allow you to stack classes either.

Because some skills are stronger than others and some skills have functionalities so unique it’s not just this class brings an apple, this class brings an apple and we get 2 apples. Some times this class brings an apple, then this class brings a pony, then the other class brings a sandwich. How do you compare 2 apples to 2 ponies or 2 sandwiches? Say, you’re comparing might stacking with timewarp stacking. It’s not comparable at all. What are you gonna do, reduce timewarp duration by half so the 5 mes team won’t have a whole minute of quickness?

That’s why when the class stacks, the effectiveness ramps up dramatically. It’s a fundamental flaw of the game design. Not just GW2 but pvp gaming wise. Honestly, for serious match like that, I think they should impose a rule where only 1 of each class can be in the team. That’s the only way to fix the problem without creating another whole mess of individual class balancing vs. collective class balancing.

so how do you kill ele ?

in PvP

Posted by: DavyMcB.1603

DavyMcB.1603

1. accept that this is a teamplay game not dueling game
2. get a team
3. diversify your team’s class combination
4. grab a signet necro
5. kill ele

or you can

1. insist on using a build/class that is fundamentally overpowered by d/d eles and keep asking why it’s so unfair while, at the same time, ignoring the whole teamwork mentality and pvp heroing out of everything you see.

Is Stomping Broken???

in PvP

Posted by: DavyMcB.1603

DavyMcB.1603

Is it really desync?

Reason why I’m skeptic is because this would happen to me when I’m in melee range. Meaning my melee attacks have landed to down them within a short range. Then when the stomp icon appears, I’d hit F and my character would just stand there.

I know desyncs are the culprit when you stomp someone and nothing happens but you do see the stomp animation of your character

This case, I’d repeatedly hit F and nothing happens. My stupid character stands there and gets attacked over and over.

I don’t think I’ve had this happen before a few days ago.

It is still desync, but a more severe one, meaning the downed player is only visually there. This usually happens when enemies are downed while they are using movement skills. Mostly happens with eles. It doesn’t happen a lot but it does happen. Speaking from someone with 4.5k matches in pvp.

Is Stomping Broken???

in PvP

Posted by: DavyMcB.1603

DavyMcB.1603

It’s desync.

There are two workaround:
1. you AoE or cleave the downed players to death.
2. you AoE or cleave until you can locate the downed player (server’s side) by looking at skill effects (Air rune, fire rune etc.) then you try to position in a way that you’re near the client’s position (where you can hit F) and at the same time near the downed player (server’s side). That way, you can stomp.

Ele stacking officially seen as an exploit ?

in PvP

Posted by: DavyMcB.1603

DavyMcB.1603

Hello Anet, Welcome to 2 years ago. Would you like a free time machine ticket to the future?

More on the point, any class stacking is likely to cause massive advantage actually. Don’t know why it’s like that in this game but that’s the way it is. I’ve seen 5 wars, 5 gds, 5 engis, 5 eles, 5 necros, 5 meses winning with half-kitten effort. Not so much on thieves and rangers.

This game has a weird exponential increase in team capability when it comes to class stacking.

Low R20 Entry to Ranked May be Bad News

in PvP

Posted by: DavyMcB.1603

DavyMcB.1603

Disagree. I have been having a very good exp so far since the lv req. A noob rank20 would still at the very least know his basic class mechanic and overall combat flow. I’m sick of seeing completely new players who barely know how to move around in ranked. It’s infuriating and frustrating.

Unranked, on the other hand, got completely kitten’d up by hotjoin immigrants.

[Idea] Elite Spec: The Trickster

in Mesmer

Posted by: DavyMcB.1603

DavyMcB.1603

Been thinking about this and just wanna get it out lol

Playstyle: Focuses on CC (dazes/stuns) with Melee/Mid-ranged combat

Class mechanic:
F5 – Hypnotic Manifestation
Create a manifestation that dazes enemies who look at it. 360 radius, 1 illusion = 1 second duration, daze pulses 1 every second. 40 seconds CD.

Weapon: Hammer
#1: Telekinetic Bolt – Shoots magic projectile at enemy from 1200 range. Normalized damage

#2: Mind Ripple – Smash the ground with the hammer, creating pulsing ripple X5 that does massive damage in 240 radius around you. Inflicts 2 seconds of cripple for every pulse. 10 seconds CD.

#3: Dimensional Shift – Shoot projectile at enemy. Deals moderate damage. Teleport behind enemy’s back and creates a clone if skill hits. 12 seconds CD.

#4: Mental Imprisonment – Channel 5 ethereal chains to enemies within 900 radius. Enemies are pulled towards you while channeling. AoE daze enemies in 240 radius for 2 seconds at the end of the channeling. Deals moderate damage. 3 seconds channel (300 range pulled every pulse). 25 seconds CD.

#5: Phantasmal Earthshaker – Create a phantasm that does AoE daze (Earthshaker) for 1 second every 8 seconds. Moderate damage. 20 seconds CD.

Utilities: Catrip
#Healing: Mental Siphoning – Heal yourself then gain additional heal for every daze you inflict on enemies. 5 seconds duration. 20 second CD.

#Utility 1: Mental Overload – Shoot multiple magic bouncing bolts in 360 radius around you. Deal moderate damage. Damage is doubled if enemies are dazed or stunned. 2 bounces. 5 bolts. 15 seconds CD.

#Utility 2: Mind Freeze – Create an explosive burst of psychic power that dazes enemies in 360 radius. Dazing effectiveness increases the closer enemies are. (<120 -> 3 seconds, 120-240 -> 2 seconds, 240-360 -> 1 second) 30 seconds CD. Deals small damage.

#Utility 3: Clairvoyant Projection – Channel a beam of psychic energy at enemy. Each pulse inflicts 5 stacks of vulnerability for 10 seconds. 5 pulses. 3 seconds channel. 20 seconds CD. Deals small damage. Inflict 2 seconds of daze if the channeling is cancelled.

#Utility 4: Mental Clarity – Break stun and gain special effect “Mental Clarity” which makes you immune to incoming dazes and stuns for the next 8 seconds.

#Elite: Mental Shielding – Create a protective barrier around yourself. Every time the shield blocks damage, it creates an explosive AoE burst that dazes enemies for 1 seconds within 240 radius. 5 blocks. 10 seconds duration. 90 seconds CD.

Utilities: Traits
#Minor 1: Enable Hypnotic Manifestation and allows players to equip a hammer.
#Minor 2: You deal 5% more damage to dazed/stunned enemies
#Minor 3: Incoming dazes and stuns have -15% duration

#Adept 1: Dazzling Accuracy – Every time your dazes and stuns interrupt enemies, reduce recharges of skills that inflict dazes and stuns by 1 seconds.
#Adept 2: Pyrokinetic Touch – Interrupting enemies inflict 2 stacks of burning for 5 seconds (5 seconds CD for each target).
#Adept 3: Phantasmal Burden – Inflict “Phantasmal Burden” when stunning or dazing enemies, enemies take 10% more damage from illusions while the condition is in effect.

#Master 1: Mental Reflection – Incoming dazes and stuns have 15% chances to be reflected back to enemies.
#Master 2: Hypnotic Projection – Dazes and stuns have 20% increased duration
#Master 3: Dazzling Manifestation – Dazes and stuns have 10% chance of releasing a projectile that dazes nearby target.

#Grandmaster 1: Mental Destabilization – Inflict “Mental Instability” effect for 5 seconds when successfully dazing enemy 3 times. Skills used while the condition is in effect will have 20% increased CD.
#Grandmaster 2: Distressful Emanation – All interrupt effects become AoEs.
#Grandmaster 3: Piercing Projection – Dazes and stuns have 50% chance to ignore stability and defiance.

That was fun.

(edited by DavyMcB.1603)

[PvE] Condi Necro vs others

in Necromancer

Posted by: DavyMcB.1603

DavyMcB.1603

@DavyMcB.1603

Condi Necro is NOT fine in PvE. Most of our damage is either single target or dealt through Epidemic. Mobs die before you can stack up 30+ bleeds on a target and Epidemic those bleeds. And even if they live, you’ll do less than 5 seconds’ worth of bleed dmg once you cast Epidemic. In other words, you won’t have contributed anything meaningful to the group’s DPS on trash and on bosses your DPS will still be subpar to others.

Of course Necro Condi has potential, but not on trivial content where everything dies in a few seconds. What we need is new difficult content where trash mobs stay alive for 30+ seconds in order for us to stack bleeds up and then get an Epidemic or two off.

You are invalidating your own reply. DPS is meant to kill trash mobs just as much as condi is meant for long/sustaining fight [There’s a reason why it’s called CONDITION not BURST] which works pretty well in bosses or mobs that can’t be bursted down in a few seconds and there are plenty of those esp. in high level fractals. Even in SW where you can just hit AA to victory, condi is still very useful. For me it’s even more useful than bursting because most of the mobs there have massive toughness and you do WAYYYYYYYYYYYYYYYYYY more damage with epidemic when everyone in zerg is dealing massive condition stacks for you. And that’s quite a no brainer since most harder PVE contents are usually swarmed by zergs. No one gives a kitten about what build you’re running when you kill a non-threatening-whatsover trashmobs while doing heart quests. You can even do that while sleeping let alone what build you’re taking.

And most of necro condi is AOE. Your saying that most of the skills are single target already implies that the only thing you do is AAing scepter and procing that Dumbfire. Staff#2 is AoE, Staff#3 is AoE, Scepter#2 is AoE, Dagger#5 is AoE, Mark of Evasion is AoE, Shroud#5 is AoE, Epidemic has only 12 seconds when traited [which any decent condi necro should do anyway in PVE] which is again.. AoE. The only single targets skills I find on my necro is Scepter AA and Dark Path. Which I never really rely on because when I finish my AoE combo, the CD is already out for me to do another combo… almost all of them is AoE.

Condi necro is FINE. There’s a reason while Anet doubled bosses’ HP to account for the stack change if you already forgot. And complaining about condition taking time to kill is like asking why backstab needs stealth or why ranger has 1.5k range on LB or why mesmer gets to shatter and so on.

(edited by DavyMcB.1603)

[PvE] Condi Necro vs others

in Necromancer

Posted by: DavyMcB.1603

DavyMcB.1603

Condi necro is more than viable in PVE. Of course there are some situations where bursts are better esp. when you’re up against bosses that don’t last long enough for condi to finish its full damage. But for the most part, condi is fine. I always use my dire corruption necro in 40+ fractal and give me a few seconds (maybe 10 or 15) I can already keep up 3-4k dmg per tick. Couple that with high burn ele or gd you can do 10k AoE per tick that wipes Lava’s minions in 3 blinks. Not to mention perma weakness that greatly improves survivability of your teammates i.e. more damage.

Give us option to blacklist quitters

in PvP

Posted by: DavyMcB.1603

DavyMcB.1603

If you’re not gonna bring back dishonour or if you’re not gonna do anything that punishes quitters then give us an option to blacklist them so that they will never be partied up with us again.

Seriously, why is this not fixed yet?

mantras fixed finally

in Mesmer

Posted by: DavyMcB.1603

DavyMcB.1603

I thought it was a nice improvement as well when I first saw its background CD. But then something kinda felt off when you could do 3 dazes and then have another 3 dazes up in 2 seconds and then another 3 dazes in maybe 10 seconds if your enemy isn’t dead already. The cost of 2 sec charging in battle didn’t really justify the 6 dazes tbh. You said it forced you to waste stealth, ONE stealth but then you come up with 3 more CCs.

It was fun while it lasted.

Consensus: Defensive stat stacking ?

in Necromancer

Posted by: DavyMcB.1603

DavyMcB.1603

The principles of the two stats are still the same. Toughness is aimed for direct damage while Vit is aimed for conditions. Now if you look at the class though, necro has pretty high base armor (relatively speaking) and the class is designed to sustain conditions better than other classes: hence the life force pool that only scales off vitality. You can go toughness and stand off decently against dps. But if you stacks vit and go for condition tanking, the effectiveness is far greater in that area. Plus you also have to consider that for every reduced DPS due to higher toughness, you also generate greater amount of life force which also acts as a pseudo shield if you go for vit.

In the end though, it’s up to your style. But personally, I would say Dire condi necro is the most optimal build regarding the necro’s design because it utilizes and augments everything (amped armor, amped life force which is used to soaked up conditions before sending them back, tough/vit % into condition damage etc.).

Reduce weakness uptime on necro

in Necromancer

Posted by: DavyMcB.1603

DavyMcB.1603

So, because the Necro makes the gods play at his level, the Necro should be nerfed. Got it.

Weakness is a survival mechanic for Necros. We get it in good access because we don’t have active defenses. Since we have to eat everything, we need reductions to stay alive.

Likewise, the endurance regeneration hit helps even the playing field between perma-vigor (basically everyone that’s not Necros) and no Vigor (Necros only).

+1 But seriously, people are complaining about weakness now? lol A berserk warrior still hits like a truck when glancing.

Now I understand Chill of Darkness

in Necromancer

Posted by: DavyMcB.1603

DavyMcB.1603

This problem happens because Anet doesn’t have the code for AoE proc. So it’s either everything procs or one thing procs at a time. It’s like a major oversight.

It’s a coding limitation (which I think can be fixed if they really try). You would think that they would have learned from Perplex rune. but no….

Easy solution (conceptually) would be to make every trigger that happens at the same time procs the effect all together at that particular point of time before going on ICD. For example, the 5 blinds inflicted by well of darkness should all proc chill because they trigger the effect at the same point in time. Then going on ICD and so on.

But of course it doesn’t matter because power reaper will replace power chill necro anyway (pretty that’s what they think).

You mean like how Blinding Ashes does?

Now that you brought that up, I wonder why they didn’t make it work like blinding ashes. Maybe the coding has to be skill specific as they don’t have universal tool for the function. but then again, it wouldn’t surprise me if anet forgot that blinding ashes exists.

sPvP: Banned for Trolling... what?

in PvP

Posted by: DavyMcB.1603

DavyMcB.1603

And that’s one of the reasons why sometimes you see a Rank 80 Legendary Champion warrior with 3 legendaries equipped running around trying to kill people with banners in ranked/unranked.

And you wonder… “why God why?”

But then again you’re meddling with the private rooms which Anet also designed to be partially controlled by the token owners. You were asking for it so don’t complain now.

Miss...miss...thanks pet

in Ranger

Posted by: DavyMcB.1603

DavyMcB.1603

The only effective way to fix this problem is to remake pets from the ground up to be exclusively for ranger’s uses. Pets as of now are relayed from PVE mobs (animation, skill casting etc), which is one of the reasons why they can’t make too much change because it would either break PVE or require massive rework.

It’s probably never gonna be improved.

The last time they “gave some love” to the ranger, they just make it so that pets activate skills properly and shouts don’t cancel their animation, WHICH WAS HOW IT WAS SUPPOSED TO BE IN THE FIRST PLACE!

(edited by DavyMcB.1603)