Tested terror some more
- 0 points in spite, 0 points in any kind towards + condition duration, with the exception of the Master of Terror trait (fear +50%)
2nd tick occurs if you do staff 2 > staff 5 (bleeds), as well as staff 3 > staff 5 (poison)
No 2nd tick if you chill with Spectral Grasp, no 2nd tick if you cause vulnerability with Spectral Wall.
Conclusion (to me anyway): with just the Terror and Master of Terror traits, all you need to do is fear an enemy that currently is bleeding or poisoned (probably burning as well, but hey we’re necros) to get 2 ticks.
The following is not by any means a repost of my infracted and deleted post earlier in this thread.
Way I see it:
A developer can sometimes make an oversight (it happens) > people generate ecto.
Does generating ecto damage the economy? It does not. No gold entered the market, therefore no inflation and what not. Just an increased supply of ecto. Hell lmao, ecto got cheaper therefore more accessible. The exploiters did the casuals a favor; a win-win. For the record, yeah this was obviously exploiting. The fact that a game’s developer made the exploit possible doesn’t really change that.
So what harm was done? People made hella money by selling ecto. Nota bene: selling ecto is no exploit, the easy generating of ecto was the exploit. Still though, hella money. Which the exploiters didn’t “deserve” (this can be the only reason for sanction, as the economy was not damaged, leaving out speculations such as “they made money then they started powertrading and buying up all the supply then artificially rasing prices etc!!!”). Whether they deserved it or not is subjective, but lets say they didn’t.
Enter sense of righteousness and the capability to do something about it. Sanction time! Now how harshly shall we punish? My view in punishing players in a video game:
- Perma ban: when massive damage is done to the game and/or its players, be it through the economy or some form of mass griefing (which afaik isn’t possible in gw2) or whatever you can come up with.
- Temp ban and/or alternative sanctions: when no damage was done to the game and/or its players, but instead an individual person or group made unfair winnings of any kind (again, be it through the economy or whatever other exploit you can think of).
It’ll come as no surprise that I believe the second sanction fits the “crime” way better. If I were to be in a position of power in such a situation, I would temp ban (say 6 weeks?) and on top of that, most importantly, confiscate the winnings from “criminal activity”. So If a dude made 4000 gold, you take it all away. That you can’t determine exactly how much he profited is not usually an issue. Just take a lot. Its OK to take away more than the exploiter gained, this additional part can be considered the ‘fine’. How much is OK to fine? Frankly, I dont know. I’m OK with a heavy fine though. Noone likes the rich in a video game, so when you have an excuse to get ’em, go hit ’em where it hurts.
No to perma banning though. It would could very well be argued that such a decision could be determined to be a primitive decision.
PS: If one in a position of authority were to ‘allow’ the exploit, and god forbid stimulated this particular exploit, then said authority should definitely not be punishing “offenders”. Seriously devilish stuff right there if this is the case.
post
Here’s the thing (imo): you’re correct that increased supply of ecto has an effect on the market. But I don’t see how the economy is damaged. If ecto price drops, exotics and rares drop too, hurting people who use those items to gain money (crafters included). These people may be hurt, and the hurt may be directly caused by the exploit, but I do not qualify this as a damaged economy. It’s just a changed economy, where said practices are less economically viable, and where in turn other practices become more economically viable. People getting pushed out of their comfort zone =/= objectively hurt.
If Anet increased the drop rate for ecto, the same thing would happen as with this exploit: more supply > chain reaction. It’s ludicrous to say that Anet increasing ecto drop rates would damage the economy, is it not?
For example… What if I wanted to tank as an elementalist? The low health pool coupled with the stats of light armor would not even compare to that of a warrior.
This suggests that the devs still want professions to play out in a particular way.
Simply put, I believe bolded just isn’t true. Amor and health are from a lore + balance perspective. Not a role perspective. This is quite obvious really, considering Anet actively promoted the “no trinity!”-part. And as said, quite frankly ele’s can “tank”.
Now when Anet has no role perspective yet players perceive the roles to be there, how come?
Option 1: the roles are just factually there. Guardians are tanking, mesmers are dps’ing, or whatever roles you can come up with. Is this the case? No…..
Option 2: Indoctrination of the players. Looks like this is the case to me.
tl;dr trinity is only there if you believe it is.
If you hate the fact that your GS 2 is useless in tpvp, then maybe try another weapon…? Oh right you wont, because GS is still the best choice.
Stronger Bowstrings is just a weird kitten trait
States it only increases range, does that indeed, except for the lb burst skill. Also makes lb 1 and 2 100% finishers. Also causes Arcing Arrow to inflict burning according to the description of that move; in practice however it doesn’t change AA.
Edit: also changes the description of the Smoldering Arrows attack to something incorrect XD. Silly Anet.
And what’s up with the Burning Arrows trait. Conditional +10% damage, whereas GS gets an unconditional +10% damage trait (Slashing Power). Conditional should mean greater benefit, but nah.
(edited by Doctor Orderly MD PhD DDS.7625)
Took 6/6 and tested against a wasp outside LA.
Fire nova does occur and it is the following:
a 1 second burn (may or may not be AoE, idk).
Woop dee kitten doo, Anet. Go make it better and with an animation :p
Here’s the thing: it depends on what you truly need.
Spectral Walk’s swiftness is nice, but if you actually activate it you won’t have a stunbreaker available to you. So if this is all about the stunbreaker and not other nice-to-haves, I would recommend Spectral Armor.
Alternatively, you could equip Spectral Walk and strictly use it only as a stunbreaker. Although I know I wouldn’t be able to do that as I’d be too tempted to use it while not in combat. Then again, would you want swiftness or protection when in combat + situation in dire need of a stunbreak? Prot I’d say. So Spectral Armor.
I came up with the idea of +1..30% “burst effect” earlier:
axe: +1-30% range
mace and spear: +1-30% stun duration
sword: +1-30% bleed duration
rifle and harpoon gun: -1-30% cast time
gs: +1-30% fury duration
hammer: +1-30% range or stun duration
Another idea was +1-30% critical damage resistance. There’s lots of good options out there prolly. The current 0.1-3% is just a lousy 25/90. Maybe 25/90 could from now on be called 0.1/3 :P
You could try going Hammer + GS or Mace/mace + GS. Should be able to get some nice HB’s going on then.
Heck for all I care the current +0.1…3% Burst damage from Discipline could be replaced with +1…30% critical damage resistance (-1…30% critical damage received). I like the general idea of warrior being more resistent to direct damage than other classes (including Guardian), be it through traits or some other odd way.
Anet wouldn’t remove a skill from pvp. They’d 25/90 it
I’m not fully experienced with all the classes but I wouldn’t be suprised if necro is the best combat initiator in the game.
For example the ascalonian fractal, once you’re through the gates. +- 6 mobs stacked somewhat together. Necro initiates with (all at 1200 range) staff 2, 3, epidemic, staff 4, 5 and 2 again (get the staff traits). AoE chill, poison and 9 stacks of bleed. After a blow like that the rest of the party can easily roflstomp any remaining health pools.
In contrast, using the same example, it’s not unlikely to see the ascalonian warriors rush up to the party and just spike one guy hard. Staff 3 just prevents that completely.
I see what you mean. Didnt know that ^^. If you gain new stacks of might all your stacks of bleeding are affected as well.
But if what you say applies to burning as well, I would have the answer to my question, no?
I hereby officially rename GW2 to GW2222222222222222222.
XD
Anyway although I kinda share OP’s sentiment I gotta say that 5 heartseakers, haste or no haste, is not instant, nor is it relatively instant. It’s just fast, and despite being fast you have, as a necro anyway, the ability to counter asap with ds3 (granted: you need at least some life force).
I would also recommend standing in your own marks if you know there’s a thief around. In my experience they ignore the things more often than you might think (wouldn’t he especially ignore it if he was just some hs spamming scrub?). + Marks trigger instantly, which gives you awareness about adjacent stealthy thiefs (in contrast: I’m often dazzled by stealth attacks cuz they litterally come from nowhere, and then after you’ve been dealt 10k+ damage the thief’ll appear. kitten stealth.)
But yeah, quickness is a dumb mechanic.
Quick question // example:
As a warrior, if you lay down a firefield with longbow burst, and then swap to a weapon with + condition damage, does your firefield deal more damage? Or is the damage predetermined by the longbow stats?
I’ve only had this happened when there were massive amounts of people around. So if you ask me this is caused by server lag. Not limited to instant casts either.
I personally think Legendaries should be accountbound on acquire, soulbound on equip. For now anyway.
Yes it really takes time instead of effort to make a legendary, but that’s no reason to just make it completely available to someone with money who barely plays the game. Previously you could already buy the mats, buy the precursor, buy almost all the things needed, except wvw badges, dungeon tokens and 100% map completion. If you don’t even take/have the time for these requirements, you don’t really deserve a legendary imo.
- Right, you need little over 1 million karma as well, takes quite a bit of time. To accomodate, I’d much prefer to make Mystic Clovers sellable. Then you need about 500k karma. Decent minimal requirement imo. Would prefer that over making legendaries sellable in their entirety.
I never really implied anything about viability, just the discrepancies, but sure I’ll bite.
- Assuming a dumb, stationary target with no condition removal? Like necro’s have a problem maintaining conditions on enemies. Stationary? If you’ve ever played necro you know you can just drop marks at your targets feet for an insta hit. If that’s even what youre getting at…
- Overall DPS drop? Maybe. Going 6/6 necro rune isn’t a crime, nor is putting 10 points in curses + 20 in SR. Nor is the carrion amulet…. Not sure how exactly your overall dps drops because of one of these things.
- 2k DS 3 + 2k Staff 5 + 4k (havent tested this one) Reaper’s Protection = 8k. Pretty good imo. Heck, for necro standards, pretty magnificent XD
- “they are running away from you”… yeah… that’s what fear does. Is this a serious point?
- only useful trait options..? Not gonna lie I dig SR 20’s Soul Marks which Master of Terror robs from me, but other than that Idk what you’re talking about. Weakening Shroud or Hemophilia maybe?
Wait people laugh at the kitten folk in the Special Olympics?
Did some testing of my own, kitten is weird
One of the things I observed:
-Setup: sPvP vs test golems, 6/6 necro rune, 10 into curses with terror, 20 into SR with master of terror (no other traits), 1206 condition damage (according to the interface if you hover over “attack” anyway)
- Only Reapers Mark / DS 3 on golem: one tick of 724 damage (ignoring the initial hit that is like at most a 126 damage critical)
- Staff 2 then Staff 5 on golem: TWO ticks of 1087 damage!
- Staff 3 then DS 3 on golem: TWO ticks of 1087 damage!
So there’s an additional tick if there’s a condition on your target. Or alternatively, the fear lasts longer (long enough for another tick) if there’s a condition on your target (stealth buff/bug of the Terror trait?).
I tried some other setups too, but couldn’t get consistent results. In any case, I believe that as long as you fear someone who already has a condition, DS 3 and Staff 5 (the 1 sec fears) will tick twice, resulting in about 2k damage per fear. And thats with just 30 trait points spent.
Since the patch, is this the only skill that is a combo field and finisher (leap) at the same time? It’s pretty funny how you see “Weakness” pop up the moment you activate the skill.
Intentionally subpar because Anet fears its potential.
(PvE) Defiant Change Ruins Necro vs. Bosses
in Necromancer
Posted by: Doctor Orderly MD PhD DDS.7625
I disagree with the defiant change as well, but more for purist/systematic reasons.
Imo conditions and cc effects must be seperated at all times. No surprise then that I hate that fear counts as both a condition and a cc effect (so this defiant change really is a “is now working as intended”). Fear should be a condition only imo. Stability is currently “protects against cc effects oh and also fear because kitten fear”. The end result is that fear is the worst ‘cc’ because it’s removable by both stunbreaking and condition removal.
So apparently that’s how Anet rolls. Yet Immobilize is in fact purely a condition, not removable by stunbreak, even though every part of that condition screams CC.
Remove degen completely, or remove inner cooldown. This way you can actually reach the max cap of horrors. Makes PotH at leastsomewhat useful too.
You definitely got a contradictio interminis going on there, vicious.
- When entering DS, you lose 4% LF per second, no matter how much LF pool you have.
This is correct and says it all. You lose 4% per sec whether you have 0 or 30 SR.
“+30% Life Force Pool” is pretty misleading though. In reality it’s more like toughness than vitality. I’d prefer to just see the life force bar increase in length by 0-30%.
So this is a bug, but I’d rather make a thread here, hoping for a quick fix :P
Sometimes, I’ve not determined when why how, I lose the ability to click on targetable NPC’s / objects / enemies / anything really. I can still tab target em and autotarget if I’ve enabled it, but I can’t target em anymore by clicking on them. It’s pretty freaking annoying. Does any1 know what causes this? The only fix I’ve found is exiting the game (logging out doesn’t work).
Traited staff should get you plenty of bags. Works for me anyway.
Pointless speculation on 14/12 necro changes!
in Necromancer
Posted by: Doctor Orderly MD PhD DDS.7625
Lets see. I suspect very little changes
1. Gluttony fix + buff
2. Maaaaaaaybe the DS GUI
3. ???? Oh right I bet they’ll introduce some underwater combo finisher buffs which nobody cares about.
4. Didn’t they say they were working on making flesh golem usable underwater?
I doubt they’ll fix the following things:
- Minion AI
- Reanimator and that other DM minor trait
- Signets and signet traits
- Axe (they already buffed it, even tho it still needs some more)
- Wait vampiric traits aren’t affected by healing power? They should, but I doubt thatll get fixed :P
I suppose what I’m saying is…
Also, the invulnerability is only for ~1 seconds upon getting up. Time your fear right and he’ll get affected by it. Invulnerability is not the issue here.
…This is incorrect. if you 1v1 warrior ditto and he downs you and some seconds (not too few) later you down him, you win: you get a guaranteed stomp after using vengeance asap. I would assume the same goes for warrior vs necro / engineer / ranger / guardian.
Shadows, you should do some testing. Vengeance definitely gives invulnerability (idk how long exactly), and definitely grants some sort of stability for (much) longer than 1 sec. It’s pretty gay xD
I made my spvp warrior as glassy as I could get him and I remember specifically that the 3rd to last hit already hit for 10k. So I honestly could be hitting 40k in total? Silly move XD. Well I guess might and vulnerability must have played a role in those kind of numbers.
Link doesn’t work for me but I use 30/0/20/0/20 as well atm (in PvE), with all the staff and Life Blast traits. Spam life force gain > Profit.
Yeah honestly with most mobs they’ll be dead before you can maximize Epidemic efficiency.
If you do staff 2 3 and then epidemic you get a nice bleed, chill and poison that were already AoE to stack AoE.
Another fast one is dagger 5 (has the down-spiral animation start up so this one first) to scepter 2 and then epidemic. Double AoE as well.
And if you don’t need to be fast… just spam everything and then epidemic
Hell try signet of spite? to epidemic just for the fun of it.
I just realized LB would be way cooler if they increased LB1 1000+ range damage by like 30% and reduced the cooldown on LB4 from 12 to say 7 sec. Especially that last one can change playing LB entirely while its just a cd reduction.
Yeah the swiftness isn’t even a bug it’s lazy programming by Anet.
The present ratio reveals that a lot of people grind for gold, while very few buy gems for real money. It’s another sign for Anet’s financial troubles.
Umm… no. Obviously it is more attractive to buy Gemstore items with ingame money than real money. It would be this way whether Anet was poor or rich.
Quickness is the gamebreaker imo, not HB.
Lmfao.
This guy Segel is among the most kitten people I’ve ever seen post.
Please people, for your own good, disregard anything posted by him.
Actually, go ahead and use his data, but please don’t follow his conclusions.
I would have to agree, All the blogs from ANet before the game was released, always said that they would give tokens that could be exchanged for armor/weapons, I know that was from dungeons, but this was a big mistake giving some people weapons worth that much money.
This was mentioned before, and I personally think it would have worked better. A token system would have been much smoother than handing out precursors worth SO much. I know I cant convince anyone with a shiny new precursor sitting in their bank this. But, there are better ways to increase the availability of these items then simply… “You get one! You get one! Everybody gets one! -Oprah”
Nice runback to the start of this thread, and honestly I still don’t get it. What does it matter if you get the rng at karka chest or at the token reward chest? What does it matter that this token chest contains only named exotics, as Zoid explained? Rng is still there. Not to mention many named exotics aren’t even worth much. Zommoros got me a hammer with +condition damage the other day. No wonder I can only get about 1g for it. Only if you get rid of rng things could be ‘fair’. But I’m not expecting that in this game, or any other game, any time soon.
It is unfair however to get nothing if you participated 3 hours only to disconnect near the end.
^ What does that do other than delay the rng?
The entire $250 argument would only be convincing if you could swap your gems for real $. Which would be absolutely ludicrous and hilarious.
You can make the $250 argument, because you can assign a real world money value to this possible drop from the Lost Shores event chest. No, you cant sell it, but you can sell it and get $250 of in game currency.
The rng argument is there, but calling $250 instead of a precursor’s worth in ingame gold is an obvious attempt at appealing to emotion.
For the record, rng-argument doesn’t particularly convince me either. There’s people with good luck and there’s people with bad luck. Rng at Zommoros, rng at Ancient Karka chest, rng everywhere. Get over it. In any case: more precursors in the game means they get cheaper thus more accessible. Everyone wins, some just more than others.
Woopdeedoo some people have good luck, most people do not. What makes you think you were guaranteed a named exotic o_O. In the end more precursors in the game is favorable for everyone, so deal with it.
Survival of the fittest internet connections huehuehuehue.
@ Zoid What does that do other than delay the rng?
The entire $250 argument would only be convincing if you could swap your gems for real $. Which would be absolutely ludicrous and hilarious.
K nailed it. I must say the ‘journey’ is pretty cool on this one. It’s just the combat speed (bug?) that randomizes your chances of success.
Mad king’s clocktower was a masterpiece, but this one is just straight up disgusting.
I cant make it if I have to constantly guess if im running on combat speed or normal speed. Your speed is constantly switched around which is very, very annoying and just plain dumb.
Decent points except the first two:
- The stability trait and -50% DS recharge time trait are (unfortunately) mutually exclusive
- Marks don’t trigger when put on siege, only when there’s a person there as well. Situational + not that strong really.
- wait will spectral walk actually teleport you back onto the wall? It didnt afaik.
I don’t think it’s a necessity that all downstates are (equally) balanced. I’d even consider it to be ‘fun’. As long as in the big picture classes are balanced it’s all good. I don’t have many gripes with the current downed abilities, except that ele’s effectively get healed when they use mistform. No random kitten buffs needed.
I honestly think Anet gave certain classes lower health pools because of their defensive capabilities. I doubt they randomly gave classes different pools and then adjusted abilities accordingly.
Anywho, yes with less difference in health balancing is easier, but no I don’t like it because it’s dull / less interesting to standardize everything just so you have to put less effort into balancing it. They’ll get the balance right eventually.
Odd title, allow me to explain.
Was playing sPvP on Forest of Nifhel, as a necro dueling Chieftain Utahein. Probably relevant information: I was running rune of the afflicted 6/6 (+ downed traits, hilarity is ensured). Chieftain downed me, but that triggered the death nova killing him. What happened: I rallied immediately more or less, before my body even hit the floor.
The result: I was standing up normally, but could not move or use skills and the game told me (blue background + white ankh pictogram) I was still downed. Didn’t have the downed abilities though, so I was effectively stuck with no options at all. So after standing over dead Utahein for about 30 sec I got annihilated by some warrior.
Was pretty weird. I suppose this would happen everytime you kill (not: down) some1 with death nova.