Showing Posts For Drarnor Kunoram.5180:

Death magic underperforms as a defensive line

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

I disagree with your assesment on Unholy Sanctuary (although I wouldn’t say no to a buff", but the rest of the tree does need help.

All three minors are a bit underwhelming. Armored Shroud is okay, given it’s adept and 180 bonus stats isn’t an insignificant amount (banners and aura boosts only give 150), but given Shroud’s natural 50% damage reduction, it’s hard to notice.

Soul Comprehension just needs to go away entirely. It maybe results in half a percent of your total life force gain in a fight. Usually less. Regardless, if it got replaced, I’d be thrilled. Potential idea: replace it with “gain Retaliation when you’re critically hit” with a cooldown (10 seconds?). Makes focusing the Necro a little less attractive, although admittedly it wouldn’t do a lot in PvE.

Beyond the Veil…just up the duration to 4 seconds and I’d call it good.

Reaper’s Protection and Putrid Defense could also use some attention. Reaper’s Protection is okay, but doesn’t trigger often enough for me to justify it over either of the other choices, let alone justifying the trait line. Putrid Defense just never really has a good time to use it. In PvE, the damage reduction is largely not worthwhile and in PvP, the condition removal from Shrouded Removal is just too important to pass up.

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(edited by Drarnor Kunoram.5180)

Can We Delete Reaper?

in PvP

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Eles can be difficult but no, non HOT ranger thief and eng are pretty easy to beat.
also two chills on GS, suffer shout, spectral grasp, chilled to the bone, chilling wind, Chilblains, and dark path give a total of 8 possible active chill effects; coupled with the chill passives chilling nova, chilling death, cold shoulder and deathly chill makes any set of those pretty awesome when im slapping people around in reaper.
just seems that i really only have issues with other HOT builds.
everyone else is pretty easy to beat down.

Chilling Wind and Chilled to the Bone are mutually exclusive, as Chilling Wind is a Lich Form skill. Dark Path is mutually exclusive to Reaper in its entirety.

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Counter play

in PvP

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Boon stacking, the only real counter is Necros (although Mallyx Revenants can actually do pretty well here too). No “anti AoE” skill, really, outside of “Stand Your Ground!”

Most of the new skills have appropriate counterplay, however.

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Can We Delete Reaper?

in PvP

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Deathly chill, bitter chill, toxic chill, chilling nova, shivers of dread, cold shoulder and chilling darkness all cause chill…. not sure why everyone is using strawman to misconstrue the slew of chill effects available to reaper.

What is Toxic Chill? I’ve been a Necro main since head start and haven’t seen this ability on the class.

And yes, Reapers have a lot of ways to apply chill. It’s their main schtick! ANet said right off the bat that Reapers were designed to keep high Chill uptime.

So, if we’re complaining about something working exactly as it was designed to…

oops mean Chilling sythe not toxic chill, good catch.
Chill up time renders any movement impairing duration reduction talents moot while increasing CD rate, reducing movement sped and causing a DOT.
i suppose i can see you’re point its not reaper… its chill that should be reviewed/balanced.

Or you could L2P. Only significant source of chills in the game right now is Reaper, which has very well defined strengths (which can be avoided) and weaknesses (which can be exploited).

And it’s apparent you’ve been trying to beat them by simply trading blows. This doesn’t work so well, since that’s attacking them where they’re strongest.

“L2P” tells me you are really aren’t here to discuss, just troll.
ad hominem attacks aren’t legitimate points AT ALL. Learn to contribute.
The chill attacks are LOS (line of sight). i think only two could be considered skill shots. its not about skill when you’re just ensuring there is no obstruction. so dodge can counter the chill attacks but not all of them.
you’re making it sound like i can just spam dodge and win. that is wholly a misrepresentation unless you’ve never really played and just don’t know (ad hominem sorry)

But your second point rings true. I’m not trying to remove the reapers abilities I’m interested in reviewing chill. maybe a new string is required.

It’s called “range.” Reapers don’t have good range ability and the majority of their abilities are 600 range or less. Of the “you should dodge this” skills they will have, you’re looking at only Grasping Darkness (if they run Greatsword, many don’t) or Ghastly Claws (if they run Axe) or Feast of Corruption (Scepter) that have longer than 600 range.

CCing them when they drop shroud is also a method of exploiting their weaknesses. Like all Necro builds, outside of shroud, defense is pretty close to non-existent.

If you know what to look for, beating Reapers is downright simple.

So, instead of coming here whining about how they’re good with Chill (like they were designed to be), try learning what they can’t do and use that information.

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Can We Delete Reaper?

in PvP

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Chill doing damage is possible since the expac:
https://wiki.guildwars2.com/wiki/Deathly_Chill

Condi cleanse is now RNG. Necro/reaper can apply a lot of condis which actually makes it difficult to get the condi you want cleansed actually removed when you need it.

Not entirely true. Condition to Boon conversion (and boon→condition) is now RNG. Condition cleansing and transfers have been unchanged since launch

And yes, Deathly Chill does let Reapers deal damage with Chill This doesn’t happen in Power builds (they take either Blighter’s Boon or Reaper’s Onslaught), and not even the case in all condition builds either. Keep in mind that if someone other than the Reaper applies Chill, the Reaper’s damage gets halted. The same thing happens with Terror, but Chill is much more common than Fear.

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Can We Delete Reaper?

in PvP

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Deathly chill, bitter chill, toxic chill, chilling nova, shivers of dread, cold shoulder and chilling darkness all cause chill…. not sure why everyone is using strawman to misconstrue the slew of chill effects available to reaper.

What is Toxic Chill? I’ve been a Necro main since head start and haven’t seen this ability on the class.

And yes, Reapers have a lot of ways to apply chill. It’s their main schtick! ANet said right off the bat that Reapers were designed to keep high Chill uptime.

So, if we’re complaining about something working exactly as it was designed to…

oops mean Chilling sythe not toxic chill, good catch.
Chill up time renders any movement impairing duration reduction talents moot while increasing CD rate, reducing movement sped and causing a DOT.
i suppose i can see you’re point its not reaper… its chill that should be reviewed/balanced.

Or you could L2P. Only significant source of chills in the game right now is Reaper, which has very well defined strengths (which can be avoided) and weaknesses (which can be exploited).

And it’s apparent you’ve been trying to beat them by simply trading blows. This doesn’t work so well, since that’s attacking them where they’re strongest.

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Can We Delete Reaper?

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Deathly chill, bitter chill, toxic chill, chilling nova, shivers of dread, cold shoulder and chilling darkness all cause chill…. not sure why everyone is using strawman to misconstrue the slew of chill effects available to reaper.

What is Toxic Chill? I’ve been a Necro main since head start and haven’t seen this ability on the class.

And yes, Reapers have a lot of ways to apply chill. It’s their main schtick! ANet said right off the bat that Reapers were designed to keep high Chill uptime.

So, if we’re complaining about something working exactly as it was designed to…

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(edited by Drarnor Kunoram.5180)

Can We Delete Reaper?

in PvP

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

“The point is that Reapers attacks, shroud and weapon swap cause poison and chill passively. if those were Active skills i wouldn’t mind but they are not.”
Sounds like you are moaning about sigils rather than the class. 99% of application is active.

Yeah, it’s like saying Revenants, Elementalists, and Engineers cause poison and chill passively. They don’t, of course.

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Can We Delete Reaper?

in PvP

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

People started to fear the reaper. Thats new

They did back in beta. Then Scrapper came along.

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Chilling Victory

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Does the language of the tooltip only refer to single attacks in an AoE sense? ie: Chill five enemies around you and then do another shout or something to hit 5 people and get 5 stacks of might?

Correct. For example, if you have five foes chilled and you manage to land a Gravedigger on all of them, you get 5 Might.

Liklihood of that exact circumstance aside, it is really easy to go “Suffer!”→some other shout and get the same benefit.

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Chill dmg seems broken

in PvP

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

I finaly realized what made this 1500tick btw. It prolly was the last chill tick. Dmg of the last tick is added up together with the remaning time as far as im aware. So no wvw, corruption or anything else.

Sadly, not true. Any partial seconds of Chill would be counted up and delivered 1 second later.

For example, a Chill doing 1k damage/tick that lasted 2.4 seconds would show the following in the combat log:

1,000
1,000
400

Although depending on when it was applied, you might get:
200
1,000
1,000
200

or

400
1,000
1,000.

You will not see:
1,000
1,400

So where that 1.5k tick came from is still a mystery. I don’t know if it’s possible without Corruption and Bursting sigils at max in PvP.

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South Octovine

in Guild Wars 2: Heart of Thorns

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

I’ve been able to do the Octovine in Auric Basin on a few occasions, but every time I’ve done so, the South Octovine is always having the most trouble.

Now, unlike many complaint threads regarding these events, I don’t want it any harder or easier. I feel this particular event is made more difficult than it has to be simply because it isn’t clear what your goal is.

Now, everyone hears the NPC saying that there’s a new bomb available, but that’s where the clarity of the event ends.

The bomb itself is very difficult to find. It can easily be mistaken for a triggerblossom (especially when wrapped in vines), which results in players wasting time and skills, hitting the wrong things, as well as looking around the area trying to figure out what the NPC is talking about.

Secondly, it’s not exactly clear what you need to do to make the bomb move where you want it. Some CC works (knockbacks, launches), others don’t (Fear, Exalted Armor).

Finally, the bomb is easy to lose track of, even when you’ve been watching it. Between Mordrem attacks, the bomb being confused for triggerblossoms, sporadic movements, and inability to be targeted (at least with action camera), even if you know exactly what you’re supposed to be doing, it’s still easy to screw it up.

My suggestion: put an icon over the bomb that everyone can see. This will solve issues 1 and 3.

  1. is trickier to solve, I would think. It would require tooltip updates or something under the bomb’s nameplate when you have it selected (hint: make this doable).

TLDR: This particular even fails often due to a lack of clarity on the objectives, not because of the mechanics.

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Blighter's Boon isn't bad.

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Hey Bhawb, are you making another But of Corpse anytime soon?

Too busy with HoT, I’m sure :p

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Thoughts on Reaper in PvP

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

I just did a few matches of Stronghold with a couple of friends running this build:
http://gw2skills.net/editor/?vRAQNBHhF6kZTo5GsbTwzGgeTsYNYSBgQ2vKuDOCThUrgYwkC-TZBCABAcCAw4IAkxDAwn9HavMAA

Empty sigil slot is Sigil of Swiftness.

Pros:

  • shrugs off soft CC with ease. With a -58% (-81% in shroud) duration on movement impairment conditions plus constant shedding of conditions in shroud, soft CC is virtually a non-factor. Plus, Death’s Charge ignores cripple and chill’s movement reductions.
  • High sustain. With high life force generation and Unholy Sanctuary (ticks 200hp/second), this build is almost impossible to outlast. It gets to be extremely durable in the presence of stronghold NPC’s.
  • High damage reduction. Rise, 3.1k armor, and Cold Shoulder. Oh, and lower uptime damage reduction from CPC and Beyond the Veil.
  • Strong damage. With the ease of hitting 100% crit chance in shroud and easily being able to hit 30+% out of it, as well as sporting 2206 Power (2387 in Shroud) without Might, the build can deliver some decently hefty hits.
  • Good stomp denier. With 5 hard CC’s available to deny channels, this tends to work well.
  • Good stomper. With good Stability and Reaper’s Onslaught speeding it up, many stomps are picked up with reliability. Chilled to the Bone can also do wonders to secure a stomp in a teamfight. CPC garuntees stomps against Warriors and Engineers as well as negating Revenant Slow. Nightfall helps out when everything else is unavailable.

Cons:

  • Very little team support. Limited to just a couple of hard CC’s and CPC. Plague Signet passive is not available very often, due to shroud and use.
  • Only one stunbreak. Often needed to get rid of a large stack of conditions instead of breaking stun. Mitigated by Runes of Melandru.
  • Poor boonstripping abilities. Although I’ve gotten top player for boonstrips in a couple matches, Unholy Feast is the only way the build can accomplish it. You’re looking at luck to get anything worthwhile.
  • No Z-axis mobility. Less of a problem in Stronghold, but still a thing.

I first ran the build with Blighter’s Boon, then realized boon generation was terrible and swapped it for Reaper’s Onslaught.

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(edited by Drarnor Kunoram.5180)

Reaper from an Outsiders PoV

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

That’s odd because before Necro was a short range melee brawler with a focus on AoE and it’s been replaced by the revolutionary new Reaper who is a short range melee brawler with a focus on AoE.

You forget that base necro is awful in midfights (well, maybe not awful, but not very effective, either) and is much better on a side point, whereas Reaper thrives in team fights (especially if you use shouts)

Well, thrived. With the Blighter’s Boon nerf, not so much. Great on the offense for teamfights and they scale really well there, but now survival is difficult.

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Really necessary to remove Rune of the Ogre?

in PvP

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Does ANet typically remove runes and amulets? I imagine this is the kind of precedent that will make it scary to try and innovate in builds since the moment you find something strong, you may lose it.

Pretty sure this is the first amulet removed and the only rune removed before was Perplexity shortly after putting it in.

Perplexity was never added. They decided against it after the kneejerk reactions on the forums after the preview.

And yes, these were kneejerk reactions and unfounded, since this would have gone in on the same patch as the massive rune and sigil overhaul. They had nerfed the rune and we didn’t have context to compare it to, since we only knew two other rune sets at that point.

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Revert quickness and slow change please

in PvP

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

if you think quickness affecting movement speed did anything but help warrior you are very wrong. just because you’re bad and push rush to run away and you don’t realize you have quickness and wait till it’s gone to use it doesn’t mean everyone everywhere should be punished for it. Whirlwind attack got a HUGE nerf because of this

Situation: You are trying to land Earthshaker on someone at max range. However, when you use Earthshaker, a friendly Chronomancer gives you Quickness.

You fail to land your blow due to an ally buffing you.

Situation: you are trying to gapclose with any given movement skill and you get Slowed. You now overshoot your planned destination by travelling double the distance, possibly forcing you off point from your own skill.

This change needed to happen a looooong time ago. Boons should never be negative to have on you and conditions likewise (things like corruptions and transfers notwithstanding).

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Revert quickness and slow change please

in PvP

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Why would quickness and slow not affect how fast a movement animation went? This change hurt warriors so hard, and was very unnecessary

PLs dont, in fact it was hurting the warrior more then it did good..
Quickness makes your leaps faster (resulting in a much SHORTER leaps…)

Now this may not be bad for Evi, but it was really hurting Earthshaker and rush/bulls, and in small way shield bash.

You have no idea how many rush and bulls but most of all earthshaker missed because it didnt reached what it should be. it was really hurting it more

you’re dum as kitten

quickness makes your leaps faster and thats bad how exactly?

Take Rush, for example. Normally a 1200 range dash. Quickness made it execute in 2/3 the time, but this did not increase the traveled speed. When you had Quickness, Rush got dropped to an 800 range dash. On the opposite end of the spectrum, Slow made it go 2400 distance instead.

This is why they got changed.

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Vampiric Trait change

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Also I could be wrong, but isn’t the necro dagger aa if cancelled pretty fast?

Yes, but also pretty low damage if you’re doing that. The damage is fairly well backloaded on the third part of the chain.

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Coolest Reaper backpack ?

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

I’m planning on the Holographic Shattered Wings, personally. Looks very much like ice.

Plus, that’s the skin already on my Ascended Zerker backpiece.

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Dagger life force necros

in PvP

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

All right good to know

To be clear, I agree that most of the “hits” on structures (boxes are probably fine to leave as-is, as they are intentionally player-destructible) should be fixed and not be able to be struck (for any reason, helping to prevent false “in-combat” signatures as well as benefits like advancing skill chains or life force gain).

Just wanted to show how it was possible without even using those spots.

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Corrosive Poison Cloud: category change

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Yeah let me just never use one of my own utilities until I get hit with a very specific condition even though it has a very specific type of defense, that right there is great design.

The idea isn’t that you hold your skills, it’s that you’re likely to be seeing those conditions on you anyway so, more than likely, you’re wasting nothing.

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Corrosive Poison Cloud: category change

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

On the other hand, Weakness is a very common condition to have on you in PvP, as is Cripple. If you are expecting those on you anyway, just use CPC and transfer both your self-inflicted stuff and whatever they did to you at the same time. No extra transfer slots used, but you got extra bang for your buck.

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Why can ranger use F skills in Downed?

in PvP

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Why Rangers can use their profession mechanic while downed, unlike everyone else, is probably because the pet is sort of a separate entity. Your allies don’t stop doing things because you went down, the Pet is just an ally in the form of a profession mechanic.

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Just L2P right?

in PvP

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

You survived 4x your HP in damage over a full minute and you are complaining that its OP?

Multiple burn stacks.

Doesn’t matter how many burn stacks there are, the combat log only counts the ticks, which are 1/second.

Or do you really think Burning can do 1,333 damage per stack?

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Dagger life force necros

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Ok so there are some questions to what i posted and this is how it went

It was kylo map and he went to his home my far. I ran over there and im playing rifle/GS with 3 stances and rampage. Im pure glass running strength with zerk ammy. I dont attack him when he pops the blue ghost face icon which helps him can life force.

About 10 sec into our fight i see him pop that skill and i run out of range with the gs for 3 sec and start to run back switch to rifle fire a kill shot and miss and go into rampage. Once i went into rampage he used death shroud and he had 100% full.

Say what you guys want about the necro life force skills and ability’s and whats fair and not but he had full life force and i know the dagger bug is still working. When he popped it it was less then 25 sec into the fight for sure. I didnt hit him when he popped his life force skill and i thought it was something that needed to be brought up.

Its not for me to say what changes necros should have but i know currently i cant get that much life force on my necro and thats cause i go axe/ warhorn with staff. So its either me crying cause its too easy for him to get or a bug. Maybe the map but thats what happened.

Okay, so what probably happened there is you ate some dagger auto chains and Locust Swarm, possibly some Soul Marks. Even without Spectral Armor giving him life force, he probably generated ~58% life force in that 10 second period. I imagine that when you backed off due to Spectral Armor, he swapped to staff and used a few more marks at 3.3% life force a pop, plus 4.4% for any staff autos he landed. Given the 6 second duration, plus the fact you probably hit him once after Spectral Armor popped (I’m not betting on anything beyond that, but you probably didn’t cancel an attack when he popped it), you’re looking at an easy 76% life force generated only in the time you were fighting him before he popped Shroud.

Add that onto the ~20% from hitting boxes before you arrived, and I can see him sitting at 100% life force the first time he pops shroud.

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(edited by Drarnor Kunoram.5180)

Dagger life force necros

in PvP

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

This still hasnt been fixed. I did a ranked game earlier and ran to far and the necro had a full 2nd life bar. Jumping out of the starting area and getting fall dmg and smashing 1 shouldnt give them life force.

It doesn’t. Necros have to actually hit something to generate life force, and being in combat only matters for Signet of Undeath (which nobody takes).

And my guess is that he did not have full life force when you started to fight him, but built a fair bit in combat before entering Death Shroud. If you run to Far immedietly on Khylo, the Necro can, at best, have around 30% life force by the time you arrive (and that invloves already using Flesh Wurm once). If he had full life force when he first entered Death Shroud, it means he built the other 70% up in fighting you.

Besides killing your flesh wurm at the start, he might of built life force off the boxes that are sitting around you can kill assuming it’s Khylo.

Right, but you can only reach about 20% life force from just killing boxes before someone comes to greet you. Those box stacks don’t have a lot of hit points either, so you can’t build much off of them regardless.

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Dagger life force necros

in PvP

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

This still hasnt been fixed. I did a ranked game earlier and ran to far and the necro had a full 2nd life bar. Jumping out of the starting area and getting fall dmg and smashing 1 shouldnt give them life force.

It doesn’t. Necros have to actually hit something to generate life force, and being in combat only matters for Signet of Undeath (which nobody takes).

And my guess is that he did not have full life force when you started to fight him, but built a fair bit in combat before entering Death Shroud. If you run to Far immedietly on Khylo, the Necro can, at best, have around 30% life force by the time you arrive (and that invloves already using Flesh Wurm once). If he had full life force when he first entered Death Shroud, it means he built the other 70% up in fighting you.

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Huge buff to PvE minionmasters

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Will they let Bone Minion explosions crit yet?

They already can. They just naturally have a 4% crit chance. Fury works to boost it, however.

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necro counter

in PvP

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Warrior with a lot of CC? You mean Hammerbads?
DS stunbreak every 7 sec + 1 stack of Stability.

Sorry to break your bubble, but to roll a good(not top/best w/e) Necro, you’ll need 2 Hammer Warriors who know what to do.

To get that stunbreak and Stability every 7 seconds as a Necro, you forgo all defense. Getting that frequency means never actually using death shroud, so all you have is the basic health pool with no evades, blocks, or reliable blinds to back it up.

Hammer Warriors are very much a hard counter to Necros.

And this isn’t even getting in to how pathetic Necro damage is at greater than 900 range (hint: the only hard hits at that range are Lich Form, which does not track and is a slow projectile, so counter with hitting “a” and “d”). Not that it’s great until they get within 600, but hey.

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(edited by Drarnor Kunoram.5180)

So I mowed the lawn today

in PvP

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

They aren’t quite as popular, but a good tsunami will wipe everything in your yard. Something to consider.

Yeah, but it it’s too unreliable. It would be extremely rare for that to be actually useful.

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what new sPvP stats combo we getting?

in PvP

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

hmmm maybe someone who can deal ranged combination hybrid aoe damage from a safe distance and somehow able to survive a few lethal hits, then quickly disengage from danger if need be?

Sooo Engineer? Maybe Warrior?

I don’t think anyone else really fits that description, to be honest. Guradians lack the ability to disengage well (although Trapper Rune Dragonhunters might change this to a degree). Necros just don’t do hybrid damage at range (although Reapers can do it well at close range) and, again, can’t engage. Sinister Eles would die to a stiff breeze… etc.

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necro counter

in PvP

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

4) Kiting from 1200 yards is an option for some professions. Necro does terrible at max range (scepter is 900 yards, axe and dagger are shorter and staff does terrible damage). You can pluck away at the necro while taking very little damage from max range. Soften first, then go in for the kill up close if needed.

And this will be the most important thing to remember with Reapers. Reapers are terrifying in melee range, but there’s not a lot they can do if you’re beyond that. However, Reapers also actually have reliable Stability access (all Reapers have it), so they trade some of one weakness for greater inability to deal with another.

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Hydro vs Chill

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

yeah but force is 8 G Would Frailty be an alright substitute considering decimate defenses and target the weak? Would a stamina sigil or ice sigil ever be more useful?

Stamina is kinda worthless. If you just killed something, you usually don’t need the dodges it gives you.

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Pre-purchase glider wings

in Guild Wars 2: Heart of Thorns

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Just a quick pair of questions for a dev, but will the glider wings from the pre-purchase of Heart of Thorns Deluxe and Ultimate Editions be accessible via the Wardrobe?

For those of us who already used the consumable to unlock them, will it be already unlocked, or will a support ticket likely need to be filed?

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Just L2P right?

in PvP

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

You were also burning for 1 minute. What does that say about how survivable it is?

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Please change mark of evasion

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Only change I would do to Mark of Evasion is to remove the ICD. At bare minimum, reduce its cooldown to match the actual Mark of Blood.

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Hydro vs Chill

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

So for PvE perspectives… Hydro and Force on GS seems the way to go?

Hydro and Fire would probably be better for power dps, if you want to maintain your chill.

Force > Fire. Always.

Only when you can guarantee hitting your attacks, which basically only means for PvE. It doesn’t take a whole lot of downtime for Fire to overtake Force for damage.

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We want Zealot Amulet for HoT

in Guild Wars 2: Heart of Thorns

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

As a note (and to address concerns), we won’t be adding dire stats or perplexity runes to sPvP. We’re vetting and discussing each and every rune/sigil/stat combo as a group before adding them in, with the main goal being improving build diversity.

Is the Dire stat combination not being added because the balance team is afraid it is too powerful? In my opinion, this is a rather “weak” answer to the problem that this stat combination represents, since it is an issue in World vs. World PvP balance.

A stat that does particularly well at roaming has no place in PvP . The reason behind it not being as much an issue in wvw is that you aren’t limited to 5 people. There is also food in wvw to combat the problem.

The food to “counteract the problem” only negates bonuses that aren’t present in PvP, namely other food. It doesn’t actually change how Dire would operate in PvP, since it would effectively be the same in WvW.

So, if it’s not much of a problem in WvW due to food, and that food effectively isn’t actually doing anything, that seems like it would translate to not being much of a problem in PvP.

I knew you would say that.

You have to remember that if condis are a problem to the point they require duration reducing food, then any condi build will require duration increasing food to avoid a deficit. However as a side effect of using a condi duration increase they become 40% more vulnerable to conditions because you can’t take both foods.

Do they require -condi duration food? I can’t recall the last time I had issues dealing with condition builds on any of my characters, and I’m usually running around with birthday cake as my food (because it’s free and I keep forgetting to get anything else).

The -40% condition duration is not, in any way, required to deal with them. You can make an argument that it’s needed to counteract the +40% condition duration food, sure, but if you’re dealing with conditions ticking their normal length (which is what happens with you running -40% and your opponent running +40% foods) all right, I don’t see how it can possibly become a problem when you don’t have the option to decrease their duration, but they don’t have the option to increase them either.

Now, can there be other factors that could make Dire OP in PvP? Sure. But Food is 100% NOT ONE OF THEM.

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Vital Persistence Degeneraiton Suggestion

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Still mandates Soul Reaping on the vast majority of builds, but at least there’s almost more choice at Master tier.

FYI, nobody runs Fear of Death because Spectral Mastery is so much better, even if it only affects Last Gasp. Spectral mastery is already a viable alternative for Vital Persistence, but Spectral builds as a whole have fallen out of popularity due to Cele Signet fitting the meta better.

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We want Zealot Amulet for HoT

in Guild Wars 2: Heart of Thorns

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

As a note (and to address concerns), we won’t be adding dire stats or perplexity runes to sPvP. We’re vetting and discussing each and every rune/sigil/stat combo as a group before adding them in, with the main goal being improving build diversity.

Is the Dire stat combination not being added because the balance team is afraid it is too powerful? In my opinion, this is a rather “weak” answer to the problem that this stat combination represents, since it is an issue in World vs. World PvP balance.

A stat that does particularly well at roaming has no place in PvP . The reason behind it not being as much an issue in wvw is that you aren’t limited to 5 people. There is also food in wvw to combat the problem.

The food to “counteract the problem” only negates bonuses that aren’t present in PvP, namely other food. It doesn’t actually change how Dire would operate in PvP, since it would effectively be the same in WvW.

So, if it’s not much of a problem in WvW due to food, and that food effectively isn’t actually doing anything, that seems like it would translate to not being much of a problem in PvP.

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We want Zealot Amulet for HoT

in Guild Wars 2: Heart of Thorns

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Runes of the mad king for sPvP please. Any time I try to run signet of malice on thief builds without it I become super sad. Running my mad king build in stronghold would be great.

Pretty sure they already are.

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New Runes/Sigils/Amulets in sPvP and info on Vampirism

in PvP

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Doesn’t revealed have a shorter duration in WvW than it does in spvp?

Very little wuv roaming/dueling experience here, but maybe with a large window to fight back, trapper runes won’t be as bad as they are expected to be.

Thief traps don’t do direct damage, and as such don’t inflict Revealed.

I think that’s the one thing they need to fix if they don’t want this rune to kill PvP.

Just the opposite. PvE <> PvP A permastealth anything is useless in PvP, especially one that just has traps that don’t do any damage.

They don’t do direct damage. They still deal condition damage.

Trap thieves can still kill you. They don’t contest a point, sure, but not a ton you can usually do to dissuade them until they’ve succeeded. They only have to be near you long enough to drop the traps and, since they’re not contesting anyway, can run off point while they wait for cooldowns.

All that needs to happen is that at least two traps need to deal a small strike of direct damage. Probably Needle Trap and Tripwire, as Ambush and Shadow Trap don’t do anything directly to the one who triggered them.

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(edited by Drarnor Kunoram.5180)

New Runes/Sigils/Amulets in sPvP and info on Vampirism

in PvP

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Doesn’t revealed have a shorter duration in WvW than it does in spvp?

Very little wuv roaming/dueling experience here, but maybe with a large window to fight back, trapper runes won’t be as bad as they are expected to be.

Thief traps don’t do direct damage, and as such don’t inflict Revealed.

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[Suggestion] Remove aquabreathers

in Guild Wars 2 Discussion

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Agreed. It’s best if either Aquabreathers start getting treated the same as other armor pieces for loot and crafting, or just get removed entirely and you get the appearance of one underwater.

It’s rather amusing that nothing at all happens to you if you don’t have one equipped.

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I feel like necro got shafted

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

I don’t play necro. However, I do play ranger, and as a ranger I feel like Astral Form steps all over necros tankyness while having good dps and group support. How do you guys feel about it?

I have a hard time believing you play ranger at all. Necro can eat rangers alive (literally).

I want to know how. I got destroyed by a ranger 5 times tonight.

Comparative builds? Necros have a tough time with Longbow Rangers that have a good vantage point, but devour condition rangers. Even Longbow rangers become much easier if you’re packing CPC.

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Another nerf condi thread

in PvP

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Honestly, I did not even know that Magnetic Aura could “reflect” grenade. Just to be sure, I’ll test it when I’ll be able to. To be honest, I’ve never perceived a difference with or without the magnetic aura against grenades. It was definitively not helping when Grenadier was bugged at june 23.

Magnetic Aura won’t help you against any that impact the ground, but any that are still in flight when they strike you will bounce back.

Plus, that post was really directed to glaphen. Sorry for the misunderstanding.

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Another nerf condi thread

in PvP

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

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Another nerf condi thread

in PvP

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

So, what you’re saying, is that most burn applications are worthless, even though they are your primary complaint for being too powerful and impossible to deal with?

I rest my case.

More like I already listed the good ones and you listed everything else that applies burning with a cast time.

I listed all of them that were reasonably avoidable. Which happens to include all but two with a cast time (Fan of Fire and Ring of Fire, FYI, both at 1/4 second cast). Which only leaves out, like, 3 skills total that apply burning.

Yes, I left out flame trap and bonfire, both of which are easy to avoid. Same with Combustive Shot. Both are easy to avoid, but since you have a fetish with standing on point regardless of whether or not it’s in your best interest, I figure that, for you, they would fall under the “not reasonably avoidable” category.

I’ll revise my description of your argument:

“Burning is OP because it’s unavoidable, even though all but 5 skills that apply burning in the entire game are quite able to be avoided by the average player and of those remaining five, only two are any good for burning damage, and only one of those two is likely to be used more than once in a fight.”

I have that right? Because that’s a pretty succinct summary of what you’ve been saying.

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(edited by Drarnor Kunoram.5180)

Another nerf condi thread

in PvP

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

So, what you’re saying, is that most burn applications are worthless, even though they are your primary complaint for being too powerful and impossible to deal with?

I rest my case.

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