Showing Posts For Drarnor Kunoram.5180:

Could we get better boss balancing please?

in Living World

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

I will note that this mission would have been WAY more fun, across the board, if we’d had access to Bloodstone gliding powers.

Seriously. And not just this fight, but other situations as well. The gliding skills are among the best things from this LS season, and it’s a shame to see them dropped like a hot potato after the first episode.

But… Episode 4?

When? Just because the same team made it doesn’t mean they implemented it. personally I don’t care for Episode 1 being the only one with those masteries; I’m fine with that. Episode 5 would probably be the second most fitting one to have them.

You can actually use them in Lake Doric. You only get access after gliding on a leyline, though.

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Thoughts on new Runes with Ventari?

in Revenant

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

They would have some use in PvP, though.

Didn’t found a single Ventari Rev in PvP in my ~100 matches at Season 6; the build isn’t currently meta in PvP and that game mode is more than toasted, so that rune probably doesn’t have much use aside to balance the uneven leg of a table…

As it’s unavailable in PvP, that’s a tough call to make.

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Zhaitan's Weakness

in Living World

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Well, let’s take Primordus. Without pitting Jormag against him, how would you even manage to take him down? You can’t take an airship fleet where he is for certain, and good luck constructing vehicles that will both be able to withstand the lava and carry enough firepower to bring him down.

In this case, I would say Taimi’s assessment was correct and that Primordus cannot be brought down without using Jormag’s energy against him.

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Zhaitan's Weakness

in Living World

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

I would say that you do not have to use a Dragon’s weakness to kill one. While Zhaitan is a good example of where we probably didn’t use his weakness to kill him, Kralkatorrik is another example. The original plan that Destiny’s Edge had to kill him was for Rytlock to drive one of Kralkatorrik’s own spines into the dragon’s heart. Yes, Glint had one.

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Excess Energy

in Living World

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

I did manage to get the achievement the second time around, but for future achievements like this, they really shouldn’t have tiny bright objects in a massive bright room or tiny dark objects in a massive dark room.

Hidden behind objects is one thing. Being able to stare right at what you’re trying to collect and still not see it is another.

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Thoughts on new Runes with Ventari?

in Revenant

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

The runes introduced in Flashpoint seem like a decent choice for Ventari Revenant, at least in WvW. +Healing Powr, -15% incoming Condition Duration, and AoE condition cleanse every 10 seconds on heal skill.

Opinions? Narrow, sure, but I think they could be decent.

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Could we get better boss balancing please?

in Living World

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

I don’t ever remember any of them having those kind of attacks.

May have been before your time. The Asura tutorial boss is basically Golem MKII. If his fist pound would hit you, boom, down.

I’ve been playing since launch so it would have had to have been part of the beta if that problem ever existed. Nothing came up in the google search for each of the tutorial bosses as well as the tutorial itself.

Based on my searches, the high difficulty was from the beta weekends which got progressively easier with each iteration. So you’re likely thinking about what it was like then before the game was launched.

Beta tutorial bosses were AFKable, too. I played then.

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Fancy Flier...

in Guild Wars 2 Discussion

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Keep in mind, you don’t have to face the barrier the entire time you are scanning it. Just long enough to target it in the first place.

My complaint with this achievement is that there isn’t a “leave instance” button until after the final boss, so if you get hit, you have to kill yourself to try again.

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Could we get better boss balancing please?

in Living World

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

My problem with the fight, gliding in tight spaces is never fun.

Ironic you say this in regard to what is literally the largest instance in the game. There are no “tight spaces” in this instance, especially not for gliding. If you wanted to, you could go fly over Primordus at any time during that fight. Not a good idea, granted, since doing so rapidly stacks burns on you if you get too close, but you absolutely can do so.

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Official Episode 5 Feedback Thread

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

My thoughts about this episode? Mhhh…. RELY ON IRON NOT FALSE GODS! >:D

Why did they not give different dialogue to the different races? This would have been the absolute perfect time to do so!

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Powerful Potion of Slaying Scarlet's Armies

in Guild Wars 2 Discussion

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Basically, they have no use except in Aetherpath of Twilight Arbor, so demand is extremely low. Technically there’s also the Nightmare Fractal, but the rest of the game only has scattered open world events, which are just not worth a unique utility.

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Parasitic Contagion

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Parasitic Contagion not working through Shroud is intentional, but I don’t think you will find a Necro player who thinks that it should be that way.

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Official Episode 5 Feedback Thread

in Guild Wars 2 Discussion

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Fantastic patch overall, but I do have one sharp criticism.

Given the revel of “Lazurus,” there really should have been different dialogue between each race. That would have been the perfect moment to show human awe or charr hostility, for example, and it just got ignored.

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Living World Update - Well done overall!

in Living World

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

My main criticism of this patch had to do with dialogue of the player character. This would have been the PERFECT time to have unique dialogue based on race, given their varying attitudes towards “Lazurus.”

Have the humans be confused! The charr could be outright hostile! Asura could be unimpressed! This should have been a very polarizing moment for the characters and it was wasted.

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Excess Energy

in Living World

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Pretty sure I already got that one, but I need to go through the instance again for another achievement anyway.

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Excess Energy

in Living World

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Just a request for ANet here, but could you change the settings on the shards to be a bit more visible, especially from longer range? That’s a ridiculous amount of space to hunt through to find something the size of a Norn’s head.

I’m stuck on 11/12 shards.

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How I would change the class

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

If that post is accurate, it’s definitely not looking like an exciting spec.

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How I would change the class

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Vampiric : swap siphons value from minion and necromancer. The actual value almost force you to play minion master to have an almost descent amount of siphon.

That’s… actually a really good idea.

Agreed. Still needs better scaling, of course, but that is a really good idea.

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How I would change the class

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

The main reason I say Vital Persistence should be baselined instead of existing is because it is a required pickup. You can’t take Spite/Blood/Curses for a super signet build because you need Vital Persistence. Even if it became a minor trait, Soul Reaping would still be a required line.

And yes, I will agree that Thieves have the same problem with Trickery being practically required.

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How I would change the class

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Skills

Only a few to talk about here.

Necrotic Grasp: 100% Projectile Finisher is needed.

Spectral Grasp: Speed up the projectile and make it homing.

Well of Darkness: One of the useless skills, despite the cooldown reductions, this skill needs two things:
1. a small tick of damage to proc Vampiric (Aura)
2. An additional effect other than Blind. My suggestion is a debuff preventing affected foes from Blocking.

Signet of Undeath: Cast time needs to be reduced to 2 seconds, and the passive needs to be 1% life force per second or also apply out of combat.

Lich Form: Reduction of cast times is necessary on this thing. Marked for Death needs to be scrapped and replaced for sure.

Plague: Make it pulse Resistance along with Stability and you have yourself a deal.

“Nothing can Save You!”: Remove the cast time so it can be used in response to blocks.

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How I would change the class

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Part 3: Blood Magic

Mark of Evasion: Why oh why does this have a cooldown? Mark of Blood really isn’t that strong of a skill, and Necros have no methods of accelerating endurance gain, so they can’t spam the dodges. Worse, the cooldown it does have is longer than the actual skill has! Get rid of the cooldown and this is fine.

Ritual of Life: Why didn’t this ICD get reduced when Well of Blood got its cooldown dropped to 30 seconds again? I think the trait is a bit underused, but part of that is just that Blood Magic isn’t good enough to replace Vital Persistence or Reaper and you still have to use Curses or Spite so you have some offense.

Quickening Thirst: Not much to say on this trait. The speed boost is pretty nice and the cooldown reduction is higher than average, though conditional. I’d like to see it apply while under 75% health, rather than above, given two dagger skills (Life Siphon and Deathly Swarm) are more important to have up while you are lower on health.

Blood Bond: pretty good, really. Tricky to trigger if you’re running Power, but Mark of Evasion is always an option. Also nice that it still counts as a signet for Signets of Suffering.

Vampiric: Up the scaling! It’s close to being decent, now that it actually works in Shroud, but it still needs better scaling with Power and Healing Power.

Life From Death: Only downside to this trait is that it’s tough to find a time you want to use it. It scales very well with Healing Power, thankfully, but the only time it’s the ideal pick is in PvP when you aren’t running Warhorn. Chances are, though, you’re also not running Blood Magic in that case.

Banshee’s Wail: Fantastic weapon trait.

Vampiric Presence: The trait of choice for group PvE content, this also needs better scaling with stats, just like Vampiric.

Last Rites: Quite a good trait. It gives you the Healing Power when you need it and gives your downed allies more time (unless they’re being stomped). It’s all good.

Vampiric Rituals: Good enough for me.

Unholy Martyr: this I would consider swapping with Unholy Sanctuary, as the obvious pairup for this skill is Shrouded Removal. Then you have a selection in Blood Magic for solo content without wells and a selection in Death Magic for a bit more group support. I think it could do with maybe giving you 1 second of Resistance each time it pulls, though, to help mitigate its whole “help your enemy focus the Necro” aspect.

Transfusion: Strong AoE healing plus the ability to pull your allies out of the fire, sometimes literally. Can’t argue much with this, even if its presence does mean all Shroud 4 skills we get in the future are channeled abilities.

Soul Reaping
Adept Tier: No comments. They’re all decent.

Last Gasp: like Ritual of Life, why is the cooldown of this higher than the actual skill?

Spectral Mastery: Great trait! The only problem is that it competes with:

Vital Persistence: The main reason Soul Reaping is even picked, it is quite arguably the most essential trait Necros have. The natural Life Force degeneration baseline needs to be reduced. This isn’t even a build-defining trait, it’s just necessary! My suggestion is to delete this trait, make the degeneration baseline 2%/second, and merge the cooldown reduction into Speed of Shadows. I will admit I don’t have a good suggestion to replace it, though.

Fear of Death: Seriously, just merge this with Terrifying Descent and replace it.

Grandmaster tier: All fine, though Dhuumfire could probably be upped to 2 stacks.

Reaper
Reaper is going to be fairly short, as I only have three traits I want to talk about.

Shivers of Dread: I think I would rather see this apply Chill when Fear you apply expires, so that when you do Fear someone to give yourself breathing space, they aren’t still right next to you when it’s over and it takes longer for them to get back to you. Add in a damage increase to Chilled foes and I’m sure folks would be happy.

Soul Eater: So, lifestealing on Gravedigger is pretty bad. Maybe if it were something like 1k health, but otherwise, Gravedigger is too slow to make that attractive. Make the lifestealing apply to all Greatsword attacks and, if Gravedigger still needs a bonus effect from the trait, I would suggest 1 stack of Stability per Gravedigger hit (3-5 seconds). This lets the Reaper actually brawl in the middle of things and makes avoiding the Gravedigger spam scenario vital in PvP/WvW.

Deathly Chill: WvW split needs to occur for this trait, dropping it down from the 3 bleeds/application there.

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How I would change the class

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Part 2:
Death Magic

Armored Shroud: boring, but practical, I suppose.

Flesh of the Master: While I don’t like that Minions get three traits in this line, each one is trait-worthy enough on its own. Leave this one alone.

Shrouded Removal: fantastic trait. Leave this be.

Putrid Defense: this needs some help. Only two of our weapons apply poison and only one trait. Add “apply poison (1 stack, 3 seconds) to your attacker when critically struck” with no ICD and I think this will be a good trait.

Soul Comprehension: DELETE! DELETE! DELETE! Completely and utterly worthless, this trait needs to go entirely. My suggestion to replace it is:
“Decaying Swarm: Surround yourself with a Locust Swarm when your Life Force falls below 50%. 30 second ICD.” Of course, there are plenty of other ideas out there, too, but this trait absolutely needs to get completely replaced.

Necromantic Corruption: Trait-worthy on its own.

Reaper’s Protection: Nowhere near as good as it once was, again, due to the increase in Stability and the introduction of Resistance. And it was never great in the first place! I suggest changing this to auto-casting any of the following skills when disabled:

  • Well of Power
  • Corrosive Poison Cloud (no self-weakness)
  • Spectral Armor
  • “You Are All Weaklings!”

Deadly Strength: This trait doesn’t have a real impact, unfortunately. At worst, it’s 70 Power, with an additional 70 in Shroud, but there’s not a lot of reason to build both Toughness and Power on a Necro, so this gets kinda nerfed due to stat combinations available, plus the fact this trait doesn’t take Armored Shroud, Flesh of the Master, or Corrupter’s Fervor into account when giving its bonus. I would change this trait to something more impactful, though the trait line does cover quite a lot of bases in other traits.

Beyond the Veil: Would be nice if it also affected nearby allies, but it does not. Still, what it does do is good enough for a minor.

Death Nova: Only change I would make is to reduce the Jagged Horror spawn cooldown to 5 seconds. The entire fun of Jagged Horrors before the nerf was the ability to slowly amass a horde. Now, you still won’t have the ability to take them between fights, but they can be much more impactful rather than being limited to two.

Corrupter’s Fervor: Pretty good, though it does conflict in purpose with Unholy Sanctuary. Both traits are personal defense, and the fact you have to choose between two traits that effectively do the same thing is irritating.

Unholy Sanctuary: It could use a base healing buff, but is otherwise a solid trait. Ideally, this could be used alongside Corrupter’s Fervor. However, it may be a better fit for Blood Magic, swapping places with Unholy Martyr, since, it, you know, heals.

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(edited by Drarnor Kunoram.5180)

How I would change the class

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

For those who somehow don’t know who I am, I have been a Necro main since beta. I am a casual player, though I would like to get into raiding. Still, I dabble in a bit of everything.

For those who do know me, you know I am not a fan of completely changing functionalities of skills or traits, though I will make a couple of big exceptions in this thorough review.

First up, trait lines, then skills.

Part 1:

Spite
Reaper’s Might: no change. It’s always relevant, and 15 seconds base is pretty good for an auto-attack.

Spiteful Talisman: No functionality change, although I might up the damage increase to 10%. In PvE, Necros need the damage boost and in PvP/WvW, it lets you capitalize on the tiny windows of opportunity when your opponent has no boons a little bit better.

Spiteful Renewal: No change yet. While this trait sees virtually no play, that might change once the next Elite Specialization comes out. Bitter Chill is much stronger because of easy Chill from Reaper, but once people have to choose between Reaper and other Elite Specs, this will become a bit more attractive of a choice. Were I to change it, however, I would increase the health threshold to 50%, or change it so it is based on the Necro’s health, rather than his opponent’s.

Bitter Chill: Pretty good overall, as even base Necro has enough Chill to make this useful.

Death’s Embrace: The only thing that makes this decent right now is not having a cooldown, but by the time a target is below 33% health, they are likely already capped on Vulnerability. I’m okay with leaving it as-is, but this is one I would consider changing to a new effect. Downed damage increase is okay, I suppose.

Chill of Death: Awesome. No changes necessary.

Rending Shroud: This should probably be changed. I’d like to see it apply a unique debuff instead of Vuln that had a similar effect (increased damage and condition damage taken per stack), just because we put out so much Vuln anyway. While that would kill the trait’s synergy with Corrupter’s Fervor, has anyone had issues keeping that trait stacked even without?

Unholy Fervor: Underwhelming, to say the least. The condition on the damage boost is basically a nonfactor, but I would like to see it do something more. Perhaps giving Axe 2 a whirl finisher? Still, it’s functional as-is, just boring.

Grandmaster tier of Spite is all good as-is. Each trait sees play in different builds and performs well.

Curses
Barbed Precision: Good as-is.

Terrifying Descent: I feel like this can be merged with Fear of Death in this slot. Still not terribly attractive, but then it’s a trait you might consider taking.

Plague Sending: Great as-is.

Chilling Darkness: remove the ICD and we’re set.

Furious Demise: It was great on launch, but given the sheer number of Crit-chance boosters Necros have now, Fury is just overkill. This would do better to be changed to another effect. Perhaps copying a condition on the Necro to nearby foes, or casting Grasping Dead on yourself when you enter Shroud?

Master of Corruption: This one is a tricky one to talk about. On the upside, it does give an above-average recharge reduction, but I think the baseline corruption conditions would be sufficient as a cost, given that they now have higher uptime.

Path of Corruption: great trait

Terror: We have too many Fear traits, none of which do much on their own. Terror hasn’t seen a nerf, but it just doesn’t pull its weight anymore with drastically increased Stability and the introduction of Resistance. If Terror simply made your fears better at getting through those boons (perhaps strips two stacks of Stability instead of one and/or bypassing Resistance), I think it would make a resurgence.

Target the Weak: Remember what I said about crit chances? If Furious Demise doesn’t get changed, I would like to see this get a change. Perhaps instead of increasing your crit chance against foes for each condition, it increased your condition damage by 1% for each condition on the target?

Weakening Shroud: Good as-is

Parasitic Contagion: Changed to heal in Shroud

Lingering Curse: somewhat boring, but quite functional. Leave as-is.

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Trailblazers Question

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Mother of pearl is worth less than a silver each, I think you meant freshwater pearl?

Yes I did. My mistake.

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Trailblazers Question

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

The only time I got a Maguuma Lily was from a Magic-Warped Bundle. And I spent A LOT of time in the jungle.

However I do like that there are items that are actually worth something. I hated the maguuma event re-haul in the fact that it totally de-valued Black Diamonds, which were initially worth good money.

Much of that de-valuing came from the fact we are past the rush to get the new stat sets and from the fact that Black Diamonds dropped primarily in Auric Basin chests, which had an incredibly lucrative farm associated with it.

You want rare, though? Forget Maguuma Lilies, try Mother-of-Pearl.

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Minion masters in Bitterfrost Frontier?

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

It’s the easiest AFK farm build in the game. If they’re actually running around, I can’t say for sure why MM in particular, though.

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Give legendary weapons also free sigil change

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

I, too, would like to see this same upgrade swap functionality added to Legendary Weapons. I recently completed my second legendary weapon just a week ago and would love to be able to swap sigils on them much more often.

Sigil of Strength is great for WvW roaming, but it’s pretty useless in raids. Howler is great in both for Necro, however.

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Rage rant warrior mobility a joke.

in Warrior

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

You have got to be doing something very, very wrong, since Ele mobility skills are all on long cooldowns. Escaping one with just Warrior Greatsword should be a piece of cake.

Oh man, If you think that you can escape an elementalist with just great sword you have been hiding under a rock. I go through 4-5 combination sets of GS 3,4, switch to sword #2 and bull’s charge but the elementalist was still right behind me hitting me with the scepter.

And don’t get me started with thief, bow #5 is enough drive the warrior crazy going from one side to the other hitting nothing.

Ride the Lightning and Lightning Flash are all he could have possibly had if he was hitting you with Scepter. They are 30 and 40 second cooldowns respectively (that basically nobody traits for). Sure, they can cover a lot of distance, but GS5 alone matches RtL and beats Lightning Flash for distance and has a shorter cooldown to boot. It might take a rotation or two of GS5 and GS3, but escaping should be easy.

And yeah, Thieves are the kings of mobility. Your point?

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Rage rant warrior mobility a joke.

in Warrior

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

You have got to be doing something very, very wrong, since Ele mobility skills are all on long cooldowns. Escaping one with just Warrior Greatsword should be a piece of cake.

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Deaths Charge vs. Point Blank Shot

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

I thought I was going crazy when I was getting PBS’ed while death charging.

I curious if this is specific to PBS or if all projectiles still affect the necro.

I think it’s just PBS, as I’ve been pretty safe from projectiles otherwise when using Death’s Charge. Save unblockable ones, of course.

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Bleeds are out of control

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Your comment that axe 2 by itself can stack 25 stacks of bleed is downright laughable though.

Especially since it’s impossible. At the absolute most, with absurd luck beyond belief, you would get 12 bleeds off of Axe 2. That is assuming every one of the 8 strikes crits and triggers Barbed Precision (only a .014% chance to begin with, assuming 100% crit chance) and triggers Earth sigil once (ICD prevents more than one application) and triggers Ice sigil once (again, ICD) and triggers Chilling Nova and Chilling Nova procs Barbed Precision (down to a .0046% chance now). Ice Sigil and Chilling Nova are not guaranteed to be off cooldown. The two chill applications only apply 1 stack.

That is literally every bleed you can get off of Axe 2 in PvP. PvE gets up to 10 more in chilli pepper poppers and increased stacks of bleed on Deathly Chill, but even then, that’s only with absurd luck and still shy of the supposed 25. Absolute max is 22 with all relevant cooldowns being available, it being nighttime, and with a 100% crit chance, it’s still only a .00074% chance to do so.

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What if they replaced Deathly Chill?

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

To be fair, Condition Necros also take Reaper because the Shroud is just better. RS4 is vastly better for condition builds than anything on Death Shroud, the Stability is necessary, and Path of Corruption on a 6 second cooldown is excellent.

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Suggestion: Dark Field Leap Finisher Change

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

“neither blind nor weakness makes much sense if it already lifesteals when struck. I’m of the mind if they would make the lifesteal strong enough, it doesn’t need much else in it.”

This is the original idea, LS on hit with leap or an aura that grants LS when struck.

The aura version of that is pretty much how I’d like this best atm.

Yes please to aura.

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Worst performing skill survey Q2CY17

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

A lot of the shouts suffer from pitifully short range (looking at you “Suffer”) . Considering the already meager benefits they reap (heh, punny), I would suggest either increasing their overall powerlevel or giving the range a buff.

Almost every shout in the game has a radius of 600 regardless of class.

Only exceptions are “On My Mark,” “Sic ’Em,” and “We Heal as One” (the last of which affects only the Ranger and their pet).

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70g to make basic exotic insignias.

in Guild Wars 2 Discussion

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

I don’t really think this is about players not having money for it. It’s about the discrepancy between light/heavy and medium. Why should it cost more for a medium armored character to get geared? Aren’t we all supposed to be on a level playing field.

I remember when Clothies were feeling this pain. That said, the discrepancy is even higher now.

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Toughness is Broken

in PvP

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Besides, Multi-hit skills already have a good counter in the game in the form of Retaliation. They don’t need more of one.

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Why Was the Frost Gun Disabled?

in Guild Wars 2 Discussion

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

The synergy itself is the exploit. It’s an exploit because the result of the synergy is unintended and it was an oversight by the developers.

The use of the term exploit by ArenaNet and other game companies has (up until now) exclusively referred to the exploitation of bugs. Use of overpowered builds have never been termed as a exploit. They didn’t call S1 Chronobunker a exploit despite the fact that that build literally broke sPvP.

And this distinction is important because otherwise you get that guy over in the necro forum that is trying to insinuate that necromancers should have their accounts actioned for using it.

Your analogy is not at all relevant. S1 chronobunker was intentionally designed to be that bunkery. Reaper was not designed to be allowed to stack that many bleed stacks that quickly. You can argue semantics all you want, but that won’t change the fact that Reaper just was not designed to output so many bleed stacks so quickly. If it were, it wouldn’t need an environmental weapon to do so. So yes, it was an exploit. No, that does not mean people need to be banned over it. Not all exploits are worth banning people, which is something that a lot of people can’t seem to wrap their minds around.

I would argue that Chronobunkers were not designed to be that bunkery, as evidenced by the fact that come season 2, they nuked that build from orbit. You don’t do that if the results were intended.

Same deal here. Frostgunner Necro will never be a thing again, and that’s fine. But if Chronobunker wasn’t an exploit, neither was Frostgunner.

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Living World Season 2 - Not free?

in Guild Wars 2 Discussion

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

I agree that it could be better communicated.

Perhaps by sending e-mails each time there was a new episode released, informing you that it would be free to unlock until the next one came out?

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Suggestion: Dark Field Leap Finisher Change

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

I think we should’ve had Dark Aura at launch as we had Light Aura, so they would’ve been anti-thesis to each other. And rather than inflicting Blind, it should inflict a short Weakness. Would be more on theme with a Dark Aura.

Small nitpick, but Light Aura was added well after launch. Leap Finishers in Light fields originally just granted Retaliation.

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Why Was the Frost Gun Disabled?

in Guild Wars 2 Discussion

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

No no no. An exploit would have been if there was something wrong that allowed you to stack that many bleeds that wasn’t intended.

What was unintended was the synergy between these two things, but they were both behaving as intended. It would be different if anet didnt intend for bleeds to apply on chill, or chill to apply on crits with frost gun. The result is synergy…not an exploit.

The synergy itself is the exploit. It’s an exploit because the result of the synergy is unintended and it was an oversight by the developers. No class was ever designed with the ability to produce 100+ bleed in a few seconds solo. The exploit was using this synergy. It’s exactly the same thing as walking into the gap between two invisible walls. By design and intention, you’re not supposed to go there, but there’s the synergy between your ability to walk and the gap between the two invisible walls gives you the ability to slip into an area you’re not normally allowed to get to (and you discover that it’s an exploit when you start walking through things that would normally have collision on them).

So yeah, by definition the synergy itself is the exploit.

Your example needs work. Holes in the invisible walls are not supposed to be there. They are an example of the game not functioning as intended.

This was a case of overpowered synergy. Every single part was working exactly as intended, but the sum of the parts was overlooked when some changes were made. The game was still functioning 100% correctly in this case.

Again, it needed to be nerfed, but it was not using any glitches or mistakes in coding to produce those absurd results. Therefore, not an exploit.

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Why Was the Frost Gun Disabled?

in Guild Wars 2 Discussion

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

I do believe this should not have been labelled as an “exploit” since literally every factor involved was behaving exactly as designed and intended. What wasn’t intended was the result from the synergy.

Yes, it absolutely needed to get nerfed. I certainly won’t argue against that. Calling it an exploit, though, is uncalled for.

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Worst performing skill survey Q2CY17

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

  • Grim Specter should, as Drarnor suggested, clear conditions from allies as well as ripping boons from enemies.

It already does that.

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Worst performing skill survey Q2CY17

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

As an Elite Skill, I’d rather Grim Specter (Lich Form 5) become its own skill than Mark of Horror. Ever since the Jagged Horror nerf, Mark of Horror is very niche in use.

However, clearing all conditions from allies and ripping all boons from enemies AoE? That is an Elite skill I would be thrilled to use.

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Least desirable traits survey Q2CY17

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Soul Comprehension: Useless in PvP, as things that give you life force just don’t die frequently. Useless in PvE and WvW as your life force gain is naturally going to be high enough that this trait might account for half a percent of your total life force gain. Needs to be entirely scrapped and replaced. I suggest a variant of Decaying Swarm.

Soul Eater: Needs a new effect rather than life siphon on Gravedigger. In addition to or replaced, don’t care, but it needs something else. Life siphon amounts are just too low to matter and Gravedigger is unreliable to hit in many situations due to its long cast time.

Fear of Death: there is no reason to take this. Our fears are short and infrequent enough that people don’t even care about 50% longer ones.

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Lol Frost Gun disabled.

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

I do think a better way they could have addressed the situation is by calling it an “unintended interaction” rather than “exploit.” Everything was working exactly as designed, but the Frost Gun didn’t get an update when Chill application (rather than duration) was actually a thing that mattered. It was still functioning as it was intended to back at launch and was simply overlooked when Reaper was being designed.

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Worst performing skill survey Q2CY17

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Lich Form is my favorite elite skill to use in PvE in the Heart of Thorns zones, thanks to the Adrenal Mushrooms eliminating its cooldown. However, I only use it for Mark of Horror, because I want all the minions ever.

It would probably be decent if they slashed its cooldown.

I think faster cast times might be better. When the shortest cast time on the skill bar is 1 second…

Plus, Lich Form 2 is just useless.

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Death's Charge change

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Death’s Charge is already so strong that I’ve been running Onslaught since the reaper’s release just for the consistent resets on it.

If you want to buff anything at all about RS, it should be RS3, by either a QoL change to allow it to be casted during Charge, or by increasing the stab duration slightly and upping application responsiveness.

I’d settle for RS3 not interrupting your auto attack. Stability portion, not the Fear.

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Worst performing skill survey Q2CY17

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

You’ve all mentioned skills that are at least used.

I nominate Signet of Undeath.

Spectral Grasp gets an honorary mention for still being terrible all these years despite all the cooldown reductions and whatnot.

I feel like Spectral Grasp just needs a faster projectile. Maybe homing capability, but I think a faster projectile will do the trick.

But Signet of Undeath is so bad, we even stopped joking about it. We even still do that for Well of Darkness!

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Well of Blood

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Well of Blood isn’t getting used because the Necro has to remain as mobile as possible to survive in areas where you care about AoE healing.

But against, say, Slothasaur? I could certainly be persuaded to run it if we were having difficulty.

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Can we normalize burn?

in PvP

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

If you’ve played any MMO before even GW1 you know conditions are not supposed to burst at all,

If you played any MMO you should know that MMOs should be vertical progression with gear grinds.

wait

Precedent is not a rule. The idea that DoTs can’t burst is not a rule. Anet chose to be innovative rather than shoehorning everything into decades old tropes.

So… using a decade old balanced system is not ok because it’s better to be different for the sake of being different? Nice argument. You should apply for ANet lol.

All I’m saying is condi should have ramp up time, not bomb someone instantly.

I’m kinda saying the same with different words. It makes no sense to have conditions burst as much as raw damage; and the loss of build variety for classes like the elementalist demonstrate that failure in design.

It’s also extremely frustrating to die simply because conditions piled up faster than your cleanses cooldowns and not because you didn’t time a dodge right.

It removes skill out of the fights and turns it into a build wars game.

If you are dying to a condi burst and you’ve used up your cleanses, you probably didn’t time a dodge right.

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