Showing Posts For Drarnor Kunoram.5180:

Why I think the Necro wins the Trait Revamp

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

First plague form of bleed and stacks 2~4 bleeds permanent for a total of 40~80 seconds, even with the division through the xtra health you get a nice 2500 damage at least.

Plague: This skill is now considered a corruption skill and applies 1 stack of bleeding for 2 seconds to you every second it is active.

2 seconds of bleed. 1 Stack.

Rather than make ridiculous assumptions someone was kind enough to math it out in another thread.

You will now be nuking yourself for 9k to 14k damage over the course of every plague.

Yup. 2 seconds. 1 stack.

link please?

I ran numbers earlier and a typical Rabid build in exotic gear would have Plague nuking you for 8,784 damage from your own bleeds. This is not counting any bleed duration or Might outside of Hemophilia, so it can very easily be much higher.

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

Please save one of the most fun skills!

in Guild Wars 2 Discussion

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Think about it this way: Any place you can get to with Spectral Walk can be reached by having a buddy already down there or just popping a Revive orb.

Using a buddy with legitimate access to a gated area to bypass a content gate sounds pretty in line with ANet philosophy to me. Revive Orbs not so much, but those are far more limited than mid-air spectral walks are.

And this assumes that they don’t just implement automatic release for falling deaths, like Aion does already.

The point is that the glider would in no way gate the content that Spectral Walk’s current functionality lets you reach, so the glider’s purpose as a content gate remains intact.

There really isn’t a good reason for this change.

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

Player Party Planner: Lion's Arch Reopening

in Guild Wars 2 Discussion

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

yeah stop them by spawning 100 teq’s!

I am firmly behind the idea of a Tequatl Horde (!) invasion of the freshly rebuilt LA.

No Tequatl Horde. But there’s something goin’ on. Mum’s the word, but things may not be all they seem. Or may be more.

Info coming.

Eventually.

:D

All hail our Exalted Overlords!

TLDR: Another Mursaat rally coming, folks.

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

Please save one of the most fun skills!

in Guild Wars 2 Discussion

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

You mean the new maps where literally everyone will have the ability to fall from any height and take no damage?

So a Necro can do it in a different way. Whoop de doo.

MMOs can’t just not have certain annoyances and inconveniences for players — the best they can do is disguise them. In this case, gliders might be fun, but the main reason they’re being added is to serve as a content gate.

If you can inherently negate fall damage without a glider, it negates part of the point in gliders even existing.

And yet, the main reason for them is completely intact, as Spectral Walk (or any other method to avoid falling damage, Guardians can do it too if there’s a mob at the bottom) cannot get you into those places that the Glider is for.

Think about it this way: Any place you can get to with Spectral Walk can be reached by having a buddy already down there or just popping a Revive orb. If the Gliders are supposed to be the way to get you there, then their purpose has been already covered by core features of the game that have been in since launch. They are failing at being “content gates” in situations where Spectral Walk is even relevant.

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

"Celebrate" change to Consume Conditions!

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Every necro should equip Dhuumfire and life blast the statue repeatedly. Make use of that new animation!

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

Reddit comment begging to be shared

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

The issue is that all the buffs, while quite nice (I sure love the vast majority of the changes), the nerf to Consume Conditions is so massive that it overshadows all of that. We now have a skill slot where we don’t have a good option to fill it.

The nerfs to our elites also hurt, but in comparison aren’t as big a deal.

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

Please save one of the most fun skills!

in Guild Wars 2 Discussion

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

And the new WvW maps aren’t the issue anyway, since you can’t drop into any objectives.

This is a lot more disappointing.

On the other hand if your world controls the right shrine you take no falling damage anyway.

Only in the air keep region of the map.

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

Please save one of the most fun skills!

in Guild Wars 2 Discussion

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

The behavior is clearly not intended and has been very well publicized over the last year or more. It’s been fun, but I’m not surprised that it’s changed.

https://forum-en.gw2archive.eu/forum/professions/necromancer/Bug-or-the-coolest-escape-move-in-the-game/first#post3165197

You were saying?

Again, how can it possibly be “exploity” when they are letting literally everyone in those maps do the same thing without using a skill?

There’s no gliding in the new WvW map.

And in HoT, you have to glide forward, falling directly down and activating the glider without faceplanting in a wall will be rather tricky (but it still is not the point because WvW).

Gliding in a tight spiral is really easy.

And the new WvW maps aren’t the issue anyway, since you can’t drop into any objectives.

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

(edited by Drarnor Kunoram.5180)

Necromancer Changes

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

I still say Master of Corruption should have been 20% Corruption cooldown reduction and gaining 2-3 seconds of Resistance on Corruption use.

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

Please save one of the most fun skills!

in Guild Wars 2 Discussion

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Most speculate that it’s Spectral Walk, not Spectral Return. If it’s the latter, I will be back in this thread raging and demanding to get one of the most awesome skills back. The Walk thingie, though, will be really exploity in the new highly vertical maps, so no wonder it gets changed.

Again, how can it possibly be “exploity” when they are letting literally everyone in those maps do the same thing without using a skill?

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

Please don't increase Consume Conditions CD

in PvP

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Actually, the real problem is Vulnerability. Trait will get CC’s cooldown to 20s.

With yet another condition.

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

Necromancer Changes

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

No, it’s saying that Unyielding Blast will now allow for 5 targets as opposed to its current 4.

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

Please save one of the most fun skills!

in Guild Wars 2 Discussion

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

They don’t want you cheating in the new HoT maps, which are designed to make use of the vertical space

You mean the new maps where literally everyone will have the ability to fall from any height and take no damage?

So a Necro can do it in a different way. Whoop de doo.

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

spectral walk was working as intended

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

So they make necro faster and give us leap skill or why the kitten they remove our only escape skill? It’s kind of funny that game only fun skills are fun because of bug. Why they don’t hire dudes who actually manage make fun skill that doesn’t need nerf?

It’s not a bug, though.

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

Necromancer Changes

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

So with the nerf to dumbfire combined with the nerf to lingering curses… is it even worth it for condition necros to spec into that line? Even as a reaper a 3s burn will only let you get 2-3 stacks of burn on our target. A 20s scepter AA would be better than 3s of burn in every possible situation that I can think of.

Maybe condition necros should spec into curses/blood magic/reaper now?

Nah, they should go Spite for Signets of Suffering, Chill of Death, and probably Bitter Chill.

Agreed. Problem is you will need to run rabid on condi after the patch. And then chill of death is pretty terrible.

Still a 3 boon rip and long Chill. I wouldn’t call that too bad.

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

Explain how this is fair

in PvP

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Why not make stuff fun to FIGHT AGAINST as well as fun to fight with?

They do make things fun to fight against. On Necros.

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

spectral walk was working as intended

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Bumping. It’s not like this will cause problems in Heart of Thorns, since literally everyone will be able to fall from any height and take no damage.

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

Necromancer Changes

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

So with the nerf to dumbfire combined with the nerf to lingering curses… is it even worth it for condition necros to spec into that line? Even as a reaper a 3s burn will only let you get 2-3 stacks of burn on our target. A 20s scepter AA would be better than 3s of burn in every possible situation that I can think of.

Maybe condition necros should spec into curses/blood magic/reaper now?

Nah, they should go Spite for Signets of Suffering, Chill of Death, and probably Bitter Chill.

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

Where that Necros hate comes from??

in PvP

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Plague also didn’t need a change other than getting the Corruption tag. Its intent was a tanky frustrating transformation, but with adding the self-bleeds, it now helps your foes kill you instead.

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

Necromancer Changes

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

I’m just going to wait until the other half of my necro duo gets home and looks over every inch of these changes and explains to me over tea while using drawings of Butterbean and Sparkleface to lessen the blow.

But what I really want to know is…
What.
The.
Bloody.
Heck?

“Necromancer -General

• Traits which previously referred to “Death Shroud” now refer to the more ubiquitous “Shroud”.
• Traits which previously referred to specific skills available while in Death Shroud now refer to specific skills as “Shroud Skill 1?, “Shroud Skill 4? etc."

I know it might be a non-issue..But, how necessary was this really?

Helps with future Specializations that change Death Shroud skills. That way, there isn’t confusion.

Are you sure?

From the patch-preview:

Traits which previously referred to “Death Shroud” now refer to the more ubiquitous “Shroud”.
Traits which previously referred to specific skills available while in Death Shroud now refer to specific skills as “Shroud Skill 1”, “Shroud Skill 4” etc.

Unyielding Blast: Shroud skill 1 pierces an inflicts 2 stacks of vulnerability for 10 seconds to targets it hits. Increased number of targets pierced to 5 from 4.

Sooo.. how will a meele-attack “pierce”?
As in Reaper’s Shroud , the “Shrould skill 1” is a meele attack.

And I can’t even say that it makes the skill cleave more as it’s cleaving 3 person now and the pierce says “to 5 from 4”, so it does not refers to it.

Don’t you think it’s just showing how much Anet is thinking about Necros?

I am certain. A melee attack can’t “pierce,” so clearly, that portion of the trait won’t function. However, any future specialization that changes Life Blast may not have it be a melee skill and the piercing could apply there.

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

Where that Necros hate comes from??

in PvP

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Soul Comprehension is still as useless as it was before. Actually moreso because it was giving us more life force from things that weren’t deaths before.

It only makes up approximately half a percent of total life force gains right now. It really is that pathetic.

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

Necromancer Changes

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

I’m just going to wait until the other half of my necro duo gets home and looks over every inch of these changes and explains to me over tea while using drawings of Butterbean and Sparkleface to lessen the blow.

But what I really want to know is…
What.
The.
Bloody.
Heck?

“Necromancer -General

• Traits which previously referred to “Death Shroud” now refer to the more ubiquitous “Shroud”.
• Traits which previously referred to specific skills available while in Death Shroud now refer to specific skills as “Shroud Skill 1?, “Shroud Skill 4? etc."

I know it might be a non-issue..But, how necessary was this really?

Helps with future Specializations that change Death Shroud skills. That way, there isn’t confusion.

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

Please don't increase Consume Conditions CD

in PvP

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

How about Consume Conditions gets the Corruption tag, then sees no other changes?

If you want to get the shorter cooldown, you trait for it, which in and of itself is a notable opportunity cost, given it’s up against Terror and Path of Corruption. Even if that isn’t enough, the trait then makes it self-apply a condition.

This would leave CC still a viable pick on its own and useable in all builds with the option of paying for it to be up more often.

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

Necromancer Changes

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

I think you guys are really sleeping on the bigger picture here. Minion mancer reaper is going to l be unbelievably tanky and impossible to kill

Well, not impossible, it’s called Moa/Elixir. :P

Ahem

Signet of Humility/Elixer :p

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

Necromancer Changes

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

the dagger trait would be good without the health threshold. I mean what the kitten is that? I can’t imagine a circumstance where i’d use life siphon above 75% hp.

I’m fine with the health threshold, but we get the benefit on the wrong side of it.

Unles you are thinking for dagger ofhand than it is hundred percent the right side also aren’t channel cooldowns applied after the channel when you have have used the skill (in this case healed).

No, it is one hundred percent on the wrong side.

Why would you be using a strong healing skill when you’re high on health? Especially since that negates synergy with Last Rites? Best time to use Deathly Swarm is when you’re had a few conditions loaded onto you, in which case you’re not likely to still be above 75%.

Enfeebling Blood and Dark Pact don’t care what health you are at, but Dagger 2 and 4 are used most when you are below that threshold.

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

Help me support consume conditions

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Also, keep in mind Plague Signet is still a stunbreak. Having 3 conditions as a prerequisite for having a stunbreak on crit sounds interesting, given how many pulsing damage skills we have.

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

Necromancer Changes

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

the dagger trait would be good without the health threshold. I mean what the kitten is that? I can’t imagine a circumstance where i’d use life siphon above 75% hp.

I’m fine with the health threshold, but we get the benefit on the wrong side of it.

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

So, changes to other classes are huge and

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Necromancer mysteriously deleted from game!

On the other hand, so were Thief, Mesmer, and Guardian.

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

So, changes to other classes are huge and

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

That’s the point, necros get inherently weaker while other classes get stronger. Engies had trouble with condi necros,,,’ not anymore because now they have a trait which converts conditions into boons every 15 seconds. Lol no skill Condi control. Don’t even have to press a freakin button and they clear 15 stacks of whatever and convert it into a kittening boon. Lol at anet.

Transmute has existed like that since launch. It’s not changing.

That is, every 15 seconds, the next condition that would be applied is instead converted into a boon.

I don’t think it converts any existing stacks, though.

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

So, changes to other classes are huge and

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Only if they get the stream up again.

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

Ideas to buff necromancer

in PvP

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

You want to buff a class that is able to destroy everyone in PvP already?

wth?

Which explains why between both EU and NA, we have one Tournament-level Necro player, right? Because it is able to “destroy everyone?”

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

Ideas to buff necromancer

in PvP

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

The Necro and Ranger just need complete re designs from how their mechanics work, their traits, weapon skills, and utilities to be viable imo. Unless Anet feels like nerfing 6 other professions.

Anyone who mains the classes sees what’s its like when you can’t drop focus or peel out, support your team, have mechanics that hinder the class in serveral ways, has no port capabilities to make them a wanted roamer/skirmisher, get countered by all the other zerker classes, it’s just a litany of problems.

It’s no coincidence they’re not in any viable teams besides Abjured running Nos (great player don’t get me wrong), who have no competition in NA to show why necro is a liability until they face EU teams.

I don’t venture to the ranger forums much but I know necro forums have pointed out the obvious flaws for years, and it’s just frustrating the lack of response from anet. Like we’re just now about to get to needed trait reworks. Well great, but other classes who had more proper traits and set ups are getting even better as well. They still haven’t touched the core designs such as mechanics or weapons, or have shown any signs in bringing down the amount amount of mobility/invulns/blocks/support of the other classes for them to compete at an equal level.

Yeh Ranger is flawed too. It needs broken stuff to compete like their current longbow dps.

Rangers, like necro, need a heal with no counterplay if they are to become viable. Otherwise good thieves will always lock you down and never let you heal because of this:
https://wiki.guildwars2.com/wiki/Headshot

In addition, I cannot believe we are 3 years into the game and stuff like ranger shouts are still in the state they are in lol. They will be rivaled for terribleness by the new necro shouts I suppose.

Necros are at least getting 1 or 2 good shouts. YAAW and NCSY look pretty good.

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

Zealot's Intricate Insignia's

in Guild Wars 2 Discussion

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Buying the recipes off the TP is the only option, unfortunately. Or buying the items themselves for non -ascended stuff.

Zealot’s is probably the best stat combination that was limited availability and I really wish they would make it available again.

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

Normalization of Movement Skills

in Guild Wars 2 Discussion

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

“Prevent unintended behavior” likely refers to Quickness and Slow. Right now, if you have Quickness on and use a dash, you go a much shorter distance than you otherwise would.

That said, they could fix that issue without removing the play/counterplay of speed boosts and reductions. The change is a terrible idea.

@Coldtart: Perhaps because teleports are on long cooldowns while dashes are not. Thief has a couple exceptions, but those have higher initiative costs compared to Heartseeker, which actually gets you travelling faster without snare conditions.

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

Goodbye Counterplay?

in PvP

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

And everyone saying that they are changing chill and cripple to accomodate for slow, how is this even acceptable to anyone? I would rather slow get axed than they fundamentally change the existing functionality of these conditions for the worse. These conditions did not see a buff, they are not out of control and there are multiple ways to counter or deal with them, why change them at all?

Never said it was acceptable. I said it is likely the real reason for the change and ANet is passing off the side effect of normalizing Quickness and Slow as a feature.

Doesn’t make it acceptable. In my mind, it’s less so.

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

Eeep, cripple/chill nudering NO DX

in Guild Wars 2 Discussion

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Most ele players hate it too. effectively yet another RTL nerf compared to all the other skills, and eles are pretty limited on soft cc outside of chill.

I haven’t seen a single person in game with an attitude towards this change better than “i don’t care i play war lol.” You can’t just bring out the vocal minority argument when the people in favor are an even smaller minority with worse arguments

Isn’t RTL already functioning this way, though?

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

Goodbye Counterplay?

in PvP

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Another thing I forgot to mention was Taunt, which will be another condition to be coming out of the woodwork. The same arguments apply to taunt like they did slow, we don’t know how prevalent or how many professions have it, but if it is out there, it can ruin a disengage outright. We will have to see..

Taunt is not a condition. Seriously, why do people keep saying this? It’s a control effect like Stun or Daze. Condition duration will have zero effect on it and Runes of the Trooper cannot help you out of it.

Is it like stun or daze, or is it like fear? Fear is a condition but also a control effect. Since taunt is essentially the same thing it would be weird for it to be just a control effect and not double as a condition as well like fear does.

Considering the number of times ANet has specified that it is not a condition, I’d be inclined to believe it is not a condition.

Want more evidence? Taunt doesn’t have an icon in tooltips.

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

(edited by Drarnor Kunoram.5180)

Goodbye Counterplay?

in PvP

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Another thing I forgot to mention was Taunt, which will be another condition to be coming out of the woodwork. The same arguments apply to taunt like they did slow, we don’t know how prevalent or how many professions have it, but if it is out there, it can ruin a disengage outright. We will have to see..

Taunt is not a condition. Seriously, why do people keep saying this? It’s a control effect like Stun or Daze. Condition duration will have zero effect on it and Runes of the Trooper cannot help you out of it.

As for its frequency, we do know it will only show up on Revenant, Ranger (with 1 trait), and possibly some of the unrevealed elite specializations (Warrior comes to mind as a likely one).

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

(edited by Drarnor Kunoram.5180)

Eeep, cripple/chill nudering NO DX

in Guild Wars 2 Discussion

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Hopefully arenanet will listen to its community and not go through this this specific change, all else in what the discussed there is fine, nice refreshing changes but this bit towards cripple and chill I hope they do not go forward with.

You mean NOT listen to the highly vocal tiny minority on the forums?

FYI, immobilization was the counterplay to gap closer skills. Cant use those skills when you’re locked from moving at all.

Let me guess, Thief or Warrior main.

Necro mains are almost universally against this change. Mesmers and Eles are probably ambivalent, Engineers, Guardians, and Rangers likely find it fair, and Thieves and Warrior mains seem to think it’s a fantastic idea.

Unsurprisingly, this lines up with how good or bad this change is to the particular profession. Warriors have no chills and few cripples, but tons of dashes/leaps. Of course they want this change to go through! Necros, meanwhile, rely on cripples and chill to have any hope of keeping someone in combat with them and have no dashes or leaps themselves. This change is harsh, harsh nerf to the profession.

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

(edited by Drarnor Kunoram.5180)

Goodbye Counterplay?

in PvP

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

No bad word about condi’s unlimited stacking,but this…this hurts you,just lol.

In a pvp environment, it’s very rare to even hit the 25 bleed stack cap, so I don’t see the change affecting pvp that much, maybe burning and poison stacking intensity with poison fields from thief shortbow and engi grenades.

I can easily stack 25 bleeds on condi warr,i dont even wanna see what 3 – 4 people are able to do when they all run condi spec,and they will..all run condi spec when this patch hits.

And the Shoutbow Warrior shrugs it all off together.

And ? Your point is let’s all run shoutbow or.. ?

My point is that condi cleanse is so prevelant that the cap being raised in PvP will have next to zero actual impact.

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

Power Vs Condition? Nay. Powerful Conditions.

in Guild Wars 2 Discussion

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

I should just write a word document to copy-paste this in each time.

There are a number of reasons why it’s fair for condition builds to usually be beefier than max-damage Power builds. The first point is that max-damage Power builds typically have a DPS that is 2-3 times that of a condition build in the average scenario and explode beyond that in perfect situations, as high kitten times the damage output. Now, these numbers are subject to change with the update to conditions, but Power will still most likely be the higher DPS against all but the most heavily armored targets.

Second point is that conditions inherently have stronger counterplay options due to their ability to be cleansed. Power builds don’t have to worry about an attack they landed only dealing ~5% of its damage. Condition builds do.

Third, conditions lack multipliers. They can’t crit, they don’t benefit from % damage boosts, no Sigil of Force/Slaying/Potions/etc. They also lack divisors in the form of armor, damage reduction, and Protection and Weakness. Vulnerability changing will be the first multiplier they get.

Finally, condition builds need to be beefy. They have no choice but to wait for their damage to actually work, so they have to be able to survive long enough. Defensive stats are necessary.

rebuttal: conditions are a form of passive damage, even if it doesn’t tick right away.

How are they “passive damage?” Conditions don’t apply themselves.

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

Question about Unholy Sanctuary trait

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

But I don’t see how it’s bad to come out of DS with a few thousand healed back.

Here’s the catch: You need to spend 6 points to go down it and give up stuff like Death Perception or Close to Death. Not to mention Blood Magic is just generally awful in its current state. A few thousand is optimistic, and even then it’s very little.

It’s in Death Magic, not Blood.

I’ve played around with it and you can make it effective. You just have to recognize that you are sacrificing some offensive power for sustain.

I’ve had some success with using a Zerker or Assasin’s amulet in PvP and using Protection + Death Magic’s stats to maintain a good level of tankiness while still maintaining good damage. You get 122 Power from the Death Magic GM Minor (an additional 17 in Death Shroud), so your damage loss isn’t quite as large as it seems at first. Runes of the Grove are a very strong complimenting runeset and with proper play, maintain near permanent Protection (>100% uptime when under 50% health).

In WvW/PvE, Zealot’s gear is the best way to use US. Not hard to gain 3k health each time you enter Death Shroud.

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

Goodbye Counterplay?

in PvP

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

No bad word about condi’s unlimited stacking,but this…this hurts you,just lol.

In a pvp environment, it’s very rare to even hit the 25 bleed stack cap, so I don’t see the change affecting pvp that much, maybe burning and poison stacking intensity with poison fields from thief shortbow and engi grenades.

I can easily stack 25 bleeds on condi warr,i dont even wanna see what 3 – 4 people are able to do when they all run condi spec,and they will..all run condi spec when this patch hits.

And the Shoutbow Warrior shrugs it all off together.

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

Changes to Condition Damage...

in Guild Wars 2 Discussion

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Conditions won’t become meta for WvW because AoE cleansing is so massively prevalent there. There is a reason why organized groups are 100% Power builds there, and that’s because relying on conditions for damage is gimping yourself to such a massive degree to be unviable.

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

Eeep, cripple/chill nudering NO DX

in Guild Wars 2 Discussion

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

It’s like the “don’t get caught because it won’t end well for you” was actually going to be difficult to get away from if you got caught! We can’t have things working out as they were designed to!

I think the heart of the problem stems from trying to balance 3 game modes at once. In PvP without access to food 100% chill uptime would be OP so the change to how it affects movement skills is somewhat balanced in that regard.

In WvW for those running trait+melandru/lenomgrass 100% chill up time is insignificant but it would still insanely strong vs builds that don’t use l the food and runes. Leaving movement skills the way they were would make chill unless against one and OP against the other. With the new changes it will still be useless against one but is somewhat balanced with the other.

Know don’t know if chill ever had any real use in PvE but anything is OP vs a stupid scripted AI.

I’ve never seen Dranor quite like this but it’s a nice change.

Yeah, I’m a bit bitter on this. More than a bit, really, as it strips the Reaper of its teeth before the Reaper even makes it to beta. We finally have the hope of a setup that actually fulfills the Devs vision of us being hard to escape from and then they make it so any Necro build is escapable by any dash or leap skill you like.

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

Rune of the Reaper

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Rune of the Reaper:

(1) +25 Vitality
(2) +10% Chill duration
(3) +50 Vitality
(4) +20% Chill duration, using a Heal skill applies Weakness to nearby foes (4 seconds)
(5) +100 Vitality
(6) -10% incoming Cripple, Chill, and Immobilize durations.

I dunno, just a thought.

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

Power Vs Condition? Nay. Powerful Conditions.

in Guild Wars 2 Discussion

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

I should just write a word document to copy-paste this in each time.

There are a number of reasons why it’s fair for condition builds to usually be beefier than max-damage Power builds. The first point is that max-damage Power builds typically have a DPS that is 2-3 times that of a condition build in the average scenario and explode beyond that in perfect situations, as high kitten times the damage output. Now, these numbers are subject to change with the update to conditions, but Power will still most likely be the higher DPS against all but the most heavily armored targets.

Second point is that conditions inherently have stronger counterplay options due to their ability to be cleansed. Power builds don’t have to worry about an attack they landed only dealing ~5% of its damage. Condition builds do.

Third, conditions lack multipliers. They can’t crit, they don’t benefit from % damage boosts, no Sigil of Force/Slaying/Potions/etc. They also lack divisors in the form of armor, damage reduction, and Protection and Weakness. Vulnerability changing will be the first multiplier they get.

Finally, condition builds need to be beefy. They have no choice but to wait for their damage to actually work, so they have to be able to survive long enough. Defensive stats are necessary.

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

(edited by Drarnor Kunoram.5180)

Eeep, cripple/chill nudering NO DX

in Guild Wars 2 Discussion

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Sometimes I keep both flesh wurm and spec walk on my bar as well as offhand warhorn when I know i’m going to be dodging zergs. This change isn’t so much about my necro being able to run away- its about my necro having 0 chance to get any class outside of mesmer or another necro in combat and keep them from just peacing out into the sunset since I have no real way to catch up to them without chill/cripple/immob. It really makes the hyped up 100% chill time for new spec seem kind of pointless. Yeah, it makes footspeed slower and increases cooldown but my days as a wvw solo roamer that’s able to kill anything before it runs away seem numbered.

I believe this the what brought on this change. 100% chill uptime would be crazy OP vs melee classes that don’t have access to teleports.

It’s like the “don’t get caught because it won’t end well for you” was actually going to be difficult to get away from if you got caught! We can’t have things working out as they were designed to!

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

Can we please not panic? (Movement Changes)

in PvP

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Yeah, but Necro, as previewed thus far, has no access to Slow (outside of presumably corrupting Quickness), making it a moot point to talk about how they can use it.

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

Eeep, cripple/chill nudering NO DX

in Guild Wars 2 Discussion

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

BTW, Necros can spec to be mobile but most choose not too. They prefer ranged condi spamming cause it’s faceroll easy.

Don’t forget that Anet will also be introducing new conditions like slow and taunt so maybe we should all wait and see how it all plays out.

No, no they can’t. Most roaming Necros already use every mobility skill the profession has. They’re still sitting ducks unless they can pull a Spectral Walk juke.

Right now, they can sometimes prevent escapes due to cutting the distance an opponent runs with a leap. If this change goes through, they won’t have a prayer of keeping people in combat.

Also, Taunt is not a condition! Slow doesn’t affect people’s ability to move.

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver