Showing Posts For Drarnor Kunoram.5180:

Is longbow #3 even viable?

in Ranger

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

In PvP (and often in WvW) I always have 1-3 second of latency in LB #3 Hunter’s Shot.
But it even happens that it doesn’t stealths me at all, meanwhile I do no damage to get out of it nor having “Revealed” debuff.

That sounds like your internet or computer having issues. There should be no delay at all between the skill hitting and stealthing you.

Dragonbrand |Drarnor Kunoram: Charr Necro
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Forum Specialist Program

in Guild Wars 2 Discussion

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

WvW could possibly use an additional one, sure, but there’s a reason why each other mode has two.

PvP is where the balance team is really focused. Even small changes can have much bigger impacts than you otherwise expect.

PvE and Dungeons are two very different beasts and need to be treated as such. Dungeons, while yes, being PvE, are much more limited in party size, and as such, party interaction becomes more important and composition as well.

I would not be opposed to a second WvW specialist, but truthfully speaking, it inherits a lot of the same factors that the others do. There aren’t a lot of factors unique to WvW, but there are some things that cause problems there and not in PvE or PvP.

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(edited by Drarnor Kunoram.5180)

Lets talk about sustain

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

@flow: Or, just “Regeneration, regardless of source, heals a Necromancer in death shroud.” Doesn’t have to be “Regeneration and all ally healing.”

So an exception to the exception of the exception… great -_-

Not an exception. There is a huge difference between “no Regeneration works,” “this Regeneration works, but no other sources of Regeneration,” “all sources of Regeneration work,” and “all healing from allies works.”

The first is what we have now. The second is what should not happen to prevent confusion. The third is the most clear (do I have Regeneration? Then I’m healing) while remaining conservative, and the fourth is the opposite extreme from what we have now.

Not “an exception to the exception of the exception” like you say.

Also DS gives you an additional 60-78% of your current life, not 120%, and this assumes you got a full bar of life force at your disposal.

The displyed number is 60-78%, but the actual value is double.
People either refer to that bug by saying there’s a 50% dmg reduction or a 120% lf pool. There seems to be no difference, but the reason why you would assume one over the other is only evident once you take damage that overflows to your regular health pool. For example: you have 1k hp and 500 lf. If you are in DS and take 500 damage your lf pool would drop down to 250. But if you take 501 dmg you’re left with no life force and 999 hp. So that would make it seem more likely that there is a dmg reduction when dmg is exclusively taken to the lf pool, rather than a part of that damage value is doubled if some of it overflows to your regular hp.
It’s been like this for 1.5 years now. It was introduced with the same patch we were able to take overflow damage. And it happened around the same time they implemented the fix to the issues of us taking double damage in downed state. Maybe those to issues are somehow related, after all the current Death Shroud used to be the necros downed state at some time before the game was released.

This is true. I suspect the connection has a lot to do with it as well.

Honestly, if they had us take normal damage in death shroud, I would be much less hesitant for full healing in death shroud. Still a little iffy, but much less so.

Dragonbrand |Drarnor Kunoram: Charr Necro
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(edited by Drarnor Kunoram.5180)

Is longbow #3 even viable?

in Ranger

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

To the OP: Yes, Hunter’s Shot is quite viable. Against ranged opponents, it often doesn’t even matter if you are almost instantly revealed because you still dropped target, meaning they have to waste time re-acquiring you.

Really, 3 seconds of stealth on a short cooldown will always be viable. The key is using it well.

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poison necro

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

1. Equip Scepter.
2. You’re done!

There’s no real point in trying to play a “poison Necromancer” because the profession has incredibly easy access to the condition and because poison doesn’t deal much damage anyway.

Alternatively, you can stay Minion Master and use the Death Nova trait.

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Lets talk about sustain

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

@Bellamy: You only lose 1 point of life force for every 2 damage you take, so it is, in effect, 120% of your HP (base).

@flow: Or, just “Regeneration, regardless of source, heals a Necromancer in death shroud.” Doesn’t have to be “Regeneration and all ally healing.”

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Legendarys Easier? what?

in Guild Wars 2: Heart of Thorns

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Anet could link one component to spvp/www season final result, for example one piece of the new precursor collection (for new legendary).

No to this. The reason why is because it doesn’t matter how amazing of a player you are, these require being paired with enough similarly good players. Thus, your progress is even more out of your hands than it is now (as weird as that may seem). Especially WvW. You could be the top player in the history of the game, but a single player doesn’t realistically make a lot of difference in WvW final results.

Precursor aquisition needs to be something that everyone has the opportunity to do. Not necessarily something everyone is capable of, but it can’t be exclusive access.

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Lets talk about sustain

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

I was only referring to the traits there. In the case of Regeneration as a boon, it would be best (for consistency’s sake) if it either worked or did not work in death shroud. No “well, the Regeneration from this trait works, but not other Regeneration.”

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Lets talk about sustain

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

I guarantee it because I seem to be one of the only people that actually uses the healing in death shroud we already have instead of just insisting it’s terrible.

Here are things I think we can all agree on:

1. self-traited healing needs to work through death shroud. This is to prevent conflicting mechanics, one of which is core to the profession.

2. Party UI needs to indicate that a Necro is in Death Shroud to prevent wasted panic heals. Even if a Necro could be healed while in death shroud, if the UI shows a Necro (who is actually in death shroud) is low on health, people will try to heal him, even if he’s actually full health.

3. Some cast times are too long for their effect, making the Necro more susceptible to CC than they really should be.

Can we all agree on those three points?

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Lets talk about sustain

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Sorry, I was implying “by making changes”, not with the current implementation.

Right now? Yeah, even the most defensive Necro doesn’t last long against team focus fire. But make the wrong change, and that will be the only way to bring one down. Personally, I’m not interested in having that happen.

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Lets talk about sustain

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Fine, fine. I can guarantee that would be the next Dhuumfire fiasco. You sure you want that?

Again, because “health” is a Necro’s only real defense, they have to be extremely careful with how much Necros get. It is extremely easy to make a Necro nigh impossible to kill with anything but team focus fire. Increasing the amount of “health” we have is a very delicate process for balancing. Would I like full healing in death shroud? Well, yeah, sure. Do I think it would be healthy? Not right now I don’t. I’m more interested in keeping the profession balanced and healthy for the game than “being on par with other classes.”

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(edited by Drarnor Kunoram.5180)

Taking condition damage while "invulnerable".

in PvP

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

zerk stance isn’t an invul tho, so it doesn’t matter. Also how can you bring it up without mentioning “diamond skin”? Also, eles and engies also have movement impeding condition reduction traits (geomancer’s freedom and leg mods). How come no one ever bring them up?

How many people actually use them?

Diamond Skin is too binary to bring. You either are invulnerable in a 1v1 against a condition build, or you have a grandmaster trait that is doing nothing. That’s a lot of investment for a very niche situation.

Geomancer’s Freedom and Leg Mods: how often do you see them being brought? In addition, Warriors are often very melee heavy, so the reduction to snares makes more of a noticable difference on them than on the usually ranged (all Engies have range) Engie and Ele. And they get Regeneration as an extra benefit as well, while Eles and Engies don’t.

So, a few reasons, but I rarely see people complain about Dogged March to begin with.

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Lets talk about sustain

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Again, I am fully in support of getting our self-healing traits to function through Death Shroud to help our sustain, but I firmly believe that getting unrestricted healing would indeed put us well over the edge.

So basically you’re against being able to get heals from allies? That’s pretty much the only thing that is very easy to balance and clear as night and day: should be allowed in full.
I really don’t understand what could possibly be anywhere near op about something that all other classes have access to. And quite honestly, I think the fact that the we haven’t been able to receive any healing in DS for the past 2.5 year is borderline offensive and a discrimination against the necro class.

Because no other profession can protect their actual health with the uptime Necros can. If allowing self-traited healing doesn’t prove to be enough, great! Expand what can heal us some, but only some. Evaluate that, and if it still isn’t enough, expand again. Full healing in Death Shroud is a decent goal, but it should not be the first step.

Takes me an average of about 15 seconds to fill my life force from 0, longer if I have to heal.

Here is how my fights usually go:

After15 seconds, I’ve healed 2k health while they’ve barely made a dent in my life force (if I was at 100% to start, I’m usually now at about 80%)

Clearly you are describing a PvE fight here.
I’ve watched your stream and even with your build this is not how fights work at all unless you happen to run into an upleveled guy who started playing gw2 on that very same day.
I mean, come on… just 20% life force lost in 15 seconds? That means you have to net +10% over natural degeneration if you have Vital Persistance (which you do iirc). Now let’s be generous and assume that your opponent is actually lame enough to get hit by all Locust Swarm ticks. So 30% from that skill while in DS. Which means that your opponent needs to do damage worth 20% life force in 15 seconds to reduce your lf pool from 100 to 80%. Now, I don’t know how much vitality you get from the rest of your build if you have an Assassin’s amulet, but assuming your health pool is bout 20k big and factoring in the 50% damage reduction in DS: Are you really telling us that the people you “usually” fight can’t do ~5k damage in 15 seconds??
Suffice to say, this can hardly be the basis of a balance discussion, and against real opponents you’d have a much harder time.

You watched my WvW roaming, which uses a different gear setup (Zealot’s/Captians/Zerker mix) and trait setup (Weakening Shroud instead of Reaper’s Precision) and where my opponents have stat inflation (notice I never had guard leech stacks or a sharpening stone active). I was referring to my PvP experience where I use Assassin’s amulet and Reaper’s Precision. Those differences make more of a difference than you would think. That also means gear and level discrepencies are thrown out entirely.

And yes, a net 5k damage over 15 seconds when they are dealing 66% less damage due to Protection and Death Shroud’s natural halving and I am gaining life force from crits (58% crit chance, 78% for the first 6.5 seconds of death shroud) as well as each tick of Locust Swarm that lands cancelling out more than a second of natural decay. Quite possible.

They may deal more damage than that. I regain a lot of it back. This is especially true against Mesmers, where Locust Swarm feeds me life force for their illusions as well (which can’t avoid the ticks).

@Warlord of Chaos: None of the “on DS entry/exit” traits have a cooldown anymore. Only the cooldown of Death Shroud itself.

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(edited by Drarnor Kunoram.5180)

Lets talk about sustain

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Spectral builds can easily build up almost a full bar of life force during that 10 second cooldown. I do it all the time. Takes me an average of about 15 seconds to fill my life force from 0, longer if I have to heal.

Here is how my fights usually go: we fight for a bit, then I pop Locust Swarm and enter death shroud. I continue fighting in melee range both to maximize life blast damage and let Locust Swarm keep feeding me life force. After15 seconds, I’ve healed 2k health while they’ve barely made a dent in my life force (if I was at 100% to start, I’m usually now at about 80%). Keep in mind, I run Assassin’s amulet, so my defensive stats aren’t high, but I do run a high Protection uptime. The missing life force takes about 4 seconds to replenish while I am simultaneously hitting for very significant damage.

Healing while your actual health can’t be touched is much stronger than normal healing. Especially if you know the tricks to drastically extend Death Shroud.

Again, I am fully in support of getting our self-healing traits to function through Death Shroud to help our sustain, but I firmly believe that getting unrestricted healing would indeed put us well over the edge.

Death Shroud is the most difficult mechanic in the game to balance. It has to not be overbearing for a single foe while also being enough to protect the Necro from multiple opponents. I don’t envy ANet in the slightest for having to balance it.

I also don’t feel any sympathy, because they did bring it on themselves :p

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Minion Master Revision (by Sikari & Bhawb)

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

It really isn’t that different. Especially Diablo III. They way GW2 minions and D3 minions function is almost identical. The biggest difference is that D3 minions have a far higher disposability but are still terrible. And we do actually weaken ourselves to bring minions. its not as drastic as GW1 though. But we do do it.

Have you seen Witch Doctor pet builds? They shred through everything and only rarely lose a pet to damage. Heck, the Witch Doctor is squishier than his pets.

Are they disposable? Yes, but I can’t recall the last time I lost one to damage and not timed lifespan.

Of course, if you don’t have the OP Starmetal Kukri, I can see how you come to this opinion. Tell you what, if you want to, I can stream how it works sometime.

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Scavenging vs Nightmare runes PvP

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Scavenging Runes look interesting. GW2 wiki mentions a bug with the 4 piece bonus if your armour is damaged. Does anyone have the runes equipped that can confirm whether this is still the case?

At least in PvP its working.

Partly because in PvP, armor never gets damaged.

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Gliding[PoI Today]

in Guild Wars 2: Heart of Thorns

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Why this one spot? Because it’s the most finished.
Why not UI for masteries? Because it may change before release.
Why just 1 mushroom? Because it’s probably not done.

1. Because that area will be the demo area. This also explains the “falling to her death.” If you paid attention to the dialogue box that popped up when she died, it said “you are leaving the playable area for this demo.” When the actual game comes out, that fall will be a lot longer.

It would be kind of cool to fall all the way from the peak of the Pact fleet (Glory of Tyria) to the bottom of the jungle floor, or maybe into a pit which takes you even further underground into the roots of the jungle.

That thought really makes me hope there’s a falling damage achievement. If such a fall is possible, I’d love to see the max possible numbers.

I think it will invlove using a Necro, though. Bear Form won’t last long enough for the fall :p

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Gliding[PoI Today]

in Guild Wars 2: Heart of Thorns

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Why this one spot? Because it’s the most finished.
Why not UI for masteries? Because it may change before release.
Why just 1 mushroom? Because it’s probably not done.

1. Because that area will be the demo area. This also explains the “falling to her death.” If you paid attention to the dialogue box that popped up when she died, it said “you are leaving the playable area for this demo.” When the actual game comes out, that fall will be a lot longer.
2. No idea on this one.
3. Because that was the only mushroom in the demo area.

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Lets talk about sustain

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Death Shroud is the only mechanic in the game that is total prevention of your health being reduced. Even invulnerabilities don’t account for already applied conditions. If you notice, I never once brought up Healing Signet. Sure, some extra source of healing was implied, but I never made any distinction.

Necromancers, like it or not, do have the highest uptime of being unable to take damage to health. Healing during this period is much, much stronger than the same amount of healing normally. There isn’t a perfect analogue, so I chose Defy Pain as being overall the closest in effect (still susceptible to CC, duration is similar to easily obtainable death shroud use).

Time spent healing with Unholy Sanctuary can be reduced with DPS, sure, but the healing itself cannot be mitigated that way. When you have Unholy Sanctuary traited, you always leave Death Shroud with more health than you went in. Any other immunity/invulnerability in the game, that is not the case and you can, in fact, die during those.

I’m not saying we don’t need more healing than we currently have, but allowing all healing would definitely make us OP.

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Lets talk about sustain

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

It’s also shown me that receiving all heals in Death Shroud would be horribly OP.

Your candidacy for necro forum specialist is hereby revoked! :P

Too late! Galie already confirmed it with me :p

Seriously, I have the e-mail. Some professions didn’t have a volunteer for specialist, though, so those eight are going to be delayed in announcement.

Seriously though, you’re wrong about this. When focused in teamfights necros have worse sustain than any other class, even if they sit in DS with active Spec Armor/Walk, Locust Swarm and Well of Corruption combined. And other classes are not only better equipped to survive those kind of situations on their own, but they are able to receive ally healing at all times in addition to that.
In other word: there is no rational argument that could support the claim that any form of healing in DS would be overpowered. I know you are thinking of a very specific outlier scenario right now in which the planets align and a necro would get healed for an obscene amount of hp while sitting in Shroud… but the counter argument to whatever you can come up with is and always will be: other classes would do even better.

The thing is, healing while your health cannot go down is much stronger than being healed normally. Unholy Sanctuary’s healing can’t be mitigated with DPS.

Yes, in teamfights, the Necro tends to go down quickly when focused, hence my suggestion that better AoE scaling sustain was needed. This isn’t a case of our sustain being bad, it’s a case of our defense being bad. Those are related, but not identical things. The problem with Necros is that the profession basically tries to substitute sustain for defense. In smaller encounters, this works, but being focused by multiple enemies breaks it down primarily because most of our sustain doesn’t scale. Other professions, where they don’t substitute sustain for defense, have defenses that scale instead.

Consider how OP Warriors would be if they had Defy Pain on a 10 second cooldown, even if they had no other defensive skills save a stunbreak (like Shake it Off). That is more similar to a Necro getting full healing in death shroud in a spectral build than anything else I can really think of. Yes, Death Shroud only absorbs a limited amount, but it also absorbs condition damage.

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(edited by Drarnor Kunoram.5180)

Dragon Festival constructive criticism

in Guild Wars 2 Discussion

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Here is my criticism of the event:

  • Rewards need tweaking, especially for Dragonball. Losing gets you nothing. Winning…gets you nothing. Not until you win 10 rounds. Rewards don’t have to be much. Little red envelope would do enough for winner rewards. Losers could get some of the holiday vendor trash, I guess. Or nothing, that’s fine too. In short, there needs to be a reason to play more than just the 2 games required for daily.
  • Speaking of dailies, these need some tweaking. For one, the firecracker daily just doesn’t register some firecrackers, and with only 6 present in the game (for a given player), this just does not work. While fixing the bug is important anyway, there really need to be a lot more firecrackers to light.

Second, the dragonball dailies are annoying. The “participate in 2” is okay, but some people just AFK in there. The “win 5” is not okay, since people keep leaving when they start losing. The matchmaking is not good either, since a winning team stays together, resulting in good players all being on the same teams and nobody else having a shot. Instead of the “win 5”, I suggest achievements related to specific activities in Dragonball, like picking up each powerup or killing X players.

  • More in-game info on the festival would be much appreciated. An addition to the festival star saying it’s in Divinity’s Reach is the least that could be added, but a letter promoting the event would also be good.
  • Actual rewards (when you get them) are good. Kudos here.
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Higher precursor drop rates?

in Guild Wars 2 Discussion

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

I think the rate is up. I mean i know the announcement helped drop prices, but the volume is definitely up too. http://www.gw2spidy.com/item/29180

That may be just from an influx of players, but the volume has been pretty high over the last couple months.

Maybe people are holding out making their legendary…

Or people who had been holding on to precursors, watching the prices rise have now noticed the prices are dropping and are panic-selling their supply.

This is the most likely scenario here. It’s the increased volume of people getting rid of their extra precursors that are driving the price down.

I don’t really care on the reason why. For the first time, I might have a shot at actually getting one.

That, and the fact I got a ghost pepper node out of the black lion chest yesterday. The 150 gold from selling that will help.

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Lets talk about sustain

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Power builds, I feel, have pretty decent sustain. Condition builds, on the other hand, really need help.

A few things that will help all builds:

  • Shorter cast times. Given our lack of practical stability, shorter cast times are another way to reduce how often we get interrupted.
  • Self-traited healing functioning in Death Shroud. This is important because it lets our sustain mechanic actually let us recover as well as fixing us fighting our own mechanics. It also immediately improves the value of traits like Parasitic Contagion
  • More AoE scaling sustain. Locust Swarm is our best sustain skill right now because it scales very well with numbers of foes. Signet of the Locust likewise scales very nicely now (assuming you have the healing power).
  • Party UI change to allow allies to see when you’re in death shroud to prevent wasted panic-heals. This doesn’t directly help Necro sustain, but it helps out in group play.

Personally, with my time playing an Unholy Sanctuary build has shown me what Necro sustain can be. It’s also shown me that receiving all heals in Death Shroud would be horribly OP.

Condition builds, however, need better life force generation. My biggest suggestion is making Feast of Corruption (Scepter 3) generate some life force regardless of if the target has any conditions, in addition to the current amount.

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Dragon Festival constructive criticism

in Guild Wars 2 Discussion

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

- Can someone tell what is meaning of upgrading your basic attack – I would think it would be more dmg (but no), it is also not increased hit box of attack, as there are no hitboxes (and As long as enemy is visible, within range and not dodging attack will hit)

Faster projectile. Makes it harder to dodge.

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Make well of blood a water field!

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

When this thread was made, Well of Blood was a lot better than it is now.

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Axe + Focus and related traits

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

If Spinal Shivers had its cast time reduced to 3/4 seconds, I think it would be pretty good.

If Reaper’s Touch had its cast reduced to 1/2 second (like the traited version was for a while) as well, Focus would be great.

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Scavenging vs Nightmare runes PvP

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Trick I found for Scavenging and Vampirsm runes: Activate your heal when you respawn. It should be recharged by the time you need it again, but in the meantime, your first hit deals an extra 975 armor ignoring damage (and heals you if you didn’t get the first strike).

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The new Defiant

in Guild Wars 2: Heart of Thorns

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Another possibility is that the blue bar had to do with the “enrages” text on the mob that had it. The icon for Unshakable is also used on Veteran Karka for their first phase, but it’s a different effect. Very possible that (since this was just a normal mob), they’re re-using the icon, but for a different effect.

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Make well of blood a water field!

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Now? Probably not.

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POP our lord and savior

in Guild Wars 2: Heart of Thorns

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Am I mistaken. In some frames, I see Pop nameplate showing level 81

You have to remember that in HoT, nameplates show your mastery rank, not your level.

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how to kill a thief that keeps resetting wvw

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Turns out, Perplexity necros (actually condition necros in general) don’t really fare that well against Spectral Power builds. Death Shroud is extremely effective at absorbing the damage and I can sustain much better. Shrouded Removal also helps (you should know by now I run an Unholy Sanctuary build, as much as I’ve talked about it).

And the “they’re standing still” is also a big factor. Immobilize is nice, since Deathly Swarm can’t transfer it if you’re behind them.

It’s not so much that they don’t deal damage to me as it is I can simply out-sustain them by such a large margin that the fight really is quite one-sided.

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[Suggestion] Use for ascended rings.

in Guild Wars 2: Heart of Thorns

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

I like the collection idea, but honestly, as far as actually getting rid of them, the merchant is effective enough. Clearly the effort to get them isn’t high enough to get a big reward, since people are complaining about how many they have.

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how to kill a thief that keeps resetting wvw

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

And here I’m doing it without transfers :p

Your reasoning makes sense, though. I rarely roam on other professions, and I haven’t managed to run into a Perplexity Necro on my Ranger yet (only other roamer I use).

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Anyone tried Scavenging runes in pvp yet?

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

975 health on each stealing proc. It’s actually a pretty sizable amount for a passive proc.

6 piece bonus on a Carrion amulet is 113.75 condition damage if you have no points in Blood Magic. That is ~6 damage/bleed tick.

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POP our lord and savior

in Guild Wars 2: Heart of Thorns

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Pop? I just watched the POI number 15 to see what you were talking about.

I saw like 2 seconds of character selection where a white-bearded character face was there and a new class symbol was showing… Didn’t see a character name on the selection screen and the female host gave zero reaction while they waited for the player to select the charr and load back in.

So what the heck POI are you talking about? Is there another that isn’t up on youtube?

It was the part in game when he was fighting up around the rifle section. A Sylvari NPC named Pop came into the scene and joined the fight, using some skills that are almost certainly Reverant skills.

Not an NPC, another “player” (so dev)

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how to kill a thief that keeps resetting wvw

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

last but not least, of course condi necro with perplexity runes is faceroll, that is the point

I really hope that I’m not the only one that finds perplexity necros overrated. In my experience with roaming, I have a 100% win rate against perplexity necros outside of times when the Necro has friends and I don’t.

They’re just…easy to fight. Maybe it’s just my build, but there have been multiple times on my stream where I just say “silly Perplexity Necro,” as I finish them with about 75% health and 80%-full life force.

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Laurels vs Legendary Craft Mat

in Guild Wars 2 Discussion

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Best to do the clovers in the mystic forge. If you get them from PvP, that’s one thing, but the laurels will most likely save you more money overall. Once you’re done with clovers, you can buy T6 mats with laurels and sell off excess.

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my problem with crafting mawdrey

in Guild Wars 2 Discussion

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

I don’t think so either, but other than luck differences, it’s the only thing I could think of.

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Death Shroud should Proc on Weapon sigils

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

If they procced on entry and exit, you could make them proc twice in an instant by flashing death shroud. That’s probably why it isn’t both.

9 second cooldown says otherwise.

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my problem with crafting mawdrey

in Guild Wars 2 Discussion

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Really? Crafting disciplines are your problem?

My problem is the stupidly low drop rate of fox fires.

I think the drop rates are higher in Silverwastes. My sample size is too small to draw conclusions from, but I usually get about 1 cluster/3 trees there.

Really? Because I’m getting a 1 cluster/100 tree rate here.

Fair bit of disparity there. It shouldn’t count toward it, but what’s your magic find? I’m sitting on ~350% average there.

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Mordrem Slayer

in Guild Wars 2: Heart of Thorns

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Will probably get added with HoT. I’m hoping we get a Mordrem Slaying potion as well.

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my problem with crafting mawdrey

in Guild Wars 2 Discussion

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Really? Crafting disciplines are your problem?

My problem is the stupidly low drop rate of fox fires.

I think the drop rates are higher in Silverwastes. My sample size is too small to draw conclusions from, but I usually get about 1 cluster/3 trees there.

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(wall of text about conditions)

in PvP

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

I am curious, if conditions are so strong, why do you see no actual conditions builds on high end teams?

Doesn’t Noose(sp?) in Abjured run a condi build?

Nosoc does. Necros are the only ones you see doing it, though.

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Watchwork Sprocket's

in Guild Wars 2 Discussion

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Having crafted a full exotic set of Light zealot’s armor, I can agree that the price is high. Daily mining of the sprocket generator helps, but you very well may have to drop some gold on them as well.

As a tip: buy the Watchwork Mechanisms. They are about half the price of buying 500 watchwork sprockets required to make them right now.

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how to kill a thief that keeps resetting wvw

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Reaper’s Precision is only worthwhile in Death Perception or a couple of other niche builds. Unless you’re going to have a high crit chance while spending a lot of time in death shroud, it’s not worth it. Weakening Shroud is always good, though.

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Minion Master Revision (by Sikari & Bhawb)

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Copying the boons, then corrupting them on the opponents? Gives a use for Boon Duration, at least.

Still, spitballing ideas and such, tends to not give the best ideas the first time around.

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There is still a big problem with GW2...

in Guild Wars 2 Discussion

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

The game’s combat is fine, but skills and classes need a better balance (specially useless skills and traits) and the targeting system needs improvement (like an option to ignore enemy pets, mesmer clones and ambient creatures when you aim for nearest target)

Tab priotitises epic bosses→ enemy legendary/champions→ enemy players/clones→ enemy elites→enemy veterans→enemy pets/minions/phantasms/etc.→enemy normal mobs→ ambients in that order.

Clones will always be on the same priority as players because that’s the entire point of them.

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HoT and Condition damage.

in Guild Wars 2 Discussion

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

The better designed enemies are, the more useful conditions are against them. This can vary from condition damage (husks) to chill/cripple/immobilize (teragriffs, mordrem wolves) to poison (menders and leechers), to weakness (anything that hits hard). I’ve heard a rumor HoT will include enemies that use dodge rolls, so Weakness will get better by limiting those.

I don’t think condition damage will be viable against bosses, due to the stack cap, but for the rest of the game, I think it will become much more attractive to run conditions.

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Minion Master Revision (by Sikari & Bhawb)

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

What about “Tainted Shackles steals 2 boons from each foe immobilized?”

In actuality, it would be from any foes hit by the direct damage pulse that also applies Immobilized. Plenty of counterplay, but also much more active.

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Events in Divinity's Reach?

in Guild Wars 2 Discussion

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

It’s the torch race event for the Flames of Kryta item, it seems they accidentally left some code on.

Wasn’t that event, like 40 patches ago? Surprised I haven’t seen it at all since then.

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