Forum moderation in return for free stuff. I’m sure this will all totally work out and there won’t be any problems.
Clearly, you have no idea what the program entails.
1. Forum moderation is the moderator’s job, not the forum specialists. Forum specialists distill feedback and pass it on to the devs.
2. Forum specialists don’t actually get anything out of the deal. No compensation.
Those that applied haven’t gotten word yet.
Hey, I don’t have a problem with that. If it can be lured/forced onto dry land for us to take on with a (sensible) method . . . or with a reason such as “to remove it from its element and fight it on our battleground of choice instead of its” . . . I could get behind that.
. . . I mean, why on earth if you had the choice of doing that or fighting an underwater dragon in its home . . . would you do the latter? Why on earth would you intentionally try to take on a dragon in its lair instead of outside it? This is how D&D adventuring parties become dead meat.
Yes, challenging a dragon in its lair is usually a suicidal move, but there is one major difference between D&D dragons and the Elder Dragons: Minions. Elder Dragons have zero reason to actually leave their lairs as their minions are numerous and varied enough to accomplish any task outside their lair. Quite a few D&D dragons manage this as well, and good luck getting them out of their well-supplied lairs.
Zhaitan never once ventured out of Orr since he awoke. Primordus has never come to the surface.
In fact, the only dragon that moved significantly from their waking spot was Kralkatorrik, and that was to deal with Glint. Very odd circumstances that The Pact can’t hope to recreate.
Why would we face the DSD in its lair underwater? Because it has no reason to come on land.
I know exactly how the trait works. If you are getting might stacks from it, you are <25% health. However, you can soak those hits in death shroud. Soaking those hits, however, depletes your death shroud rapidly in addition to natural decay.
As such, if you are getting anything more than just 5-6 stacks of Might from the trait, your life force is draining very, very rapidly. Getting decent Might stacks with the trait means your life force is nearly depleted. Ergo, the realistic scenario of getting a decent benefit from the trait means you are ~25% life force and <25% health. It doesn’t protect you, so to get milage, you are in a horrid situation. The only thing that can hit you that rapidly for a small enough amount of damage to not anihalate your life force is a downed necro hitting 1.
I question if you know what “Vital Persistance” does, since you say “air this with the trait “vital persistence” and his attacks will do even less damage to my life force,” which is 100% false.
Let me be clear. I am not the one to lecture to about Necromancer mechanics. I know the ins and outs of every skill, trait, and mechanic the Necromancer has. I can even recite to you every past version of every trait and skill for Necromancers since launch (and some from beta) from memory. Come check out the Necromancer forum sometime. Ask around. There is a reason I am one of the most well-known Necros on these boards.
(edited by Drarnor Kunoram.5180)
You bring up what is likely the worst grandmaster trait in the game as a reason for Necros never getting healing in death shroud?
Let me spell it out for you: Siphoned Power Sucks. Horribly. To get any reasonable Might out of the trait, you will have already lost most of your life force as well as being below 25% health. And you have to keep getting hit because each stack lasts a mere 5 seconds. To get anything out of that trait, you have to be in literally the worst possible situation, and then what you get isn’t that great. You claim it’s even possible to get that trait stacking with 50-75% life force remaining. It isn’t. Unless you’re being attacked by a downed Necro (which isn’t a threat), your life force is down to around 25%.
25% life force and <25% health. How helpful is anything that doesn’t protect you in that situation?
(edited by Drarnor Kunoram.5180)
If you’re getting 150+ Empyral Fragments per day, you’re doing something silly. Chest hunting doesn’t reward well except in Empyral.
As for mawdrey, you can craft multiples of them. Each has their own separate limits.
I just hoped there is some reliable condition build on condition heavy class. Unfortunately it seems there is not.
(btw this is not negativity towards what you wrote – I am thankful you did – it is negativity against game design/balance where out of the 16? different combinations of stats 1 is so much better that every class is using it. Seems to me to be quite sad.)
There are a few reliable condition builds on necros. They’re just not desired for dungeons generally. I don’t have any issues getting event credit on a condition build, but for world bosses, Power is preferable (not required, though). In the Silverwastes, condition Necro is actually very strong, due to not only dealing with Husks very effectively, but also just turning the conditions from mordrem back. WvW roaming, condition Necro is strong. WvW zerg surfing and non-TripleTrouble world events? Power is better, but those have virtually no chance at failure anyway.
Full healing in Death Shroud is a decent end goal. It is not something that should be even considered as a step. Given my play with Unholy Sanctuary (I don’t claim to be fantastic), I can guarantee you that if Necros had full healing while in death shroud right now, it would be vastly overpowered.
We need more than we have, yes, but all healing would be broken. Start with just traited healing/siphons and Regeneration boon. Evaluate from there, possibly extending to sigils and food. Again, evaluate, then expand. Baby steps are necessary on this.
Try Sinister gear for everything but WvW. There you want some more survivability for roaming. Zerg surfing nets you plenty of life force, so it’s not as important there.
In WvW, something with Power primary is best for zergs (I’m a fan of Zealot’s personally) and anything with some defensive stats can be good for roaming. Rabid and Dire are very effective for roaming.
Can we get Rox in a two piece? O.O
Four piece?
Pretty sure it would be 5 piece. 4 “uppers” and one “lower”
Only three pairs on charr. Unless she gets a swim cap?
Class takes ZERO skill.
Which is why you’re at the top of the leaderboards on the profession, right?
Oh wait…
Actually, I’ve been using Unholy Sanctuary a lot lately. It’s a pretty good trait when you learn how to use it (and if they ever introduce a Zealot’s amulet to PvP). It won’t be meta, sure, but it can actually be used in some decent builds.
Still, not really enough. It might be with a couple of other sources of healing in Death Shroud, but not quite on its own.
As to the “Stability every 10 seconds,” Yes, Necros can do that. To do so, they literally give up all use of Death Shroud aside from entry effects (nobody uses Deathly Invigoration, the only “on exit” trait), meaning they have absolutely no defense. If they go for their high Stability uptime, they melt faster than a stick of butter in a smelter.
Changing the passive is the most important part. The ICD needs to be per-attacker, not global. Changing it to be a siphon would be good as well to help differentiate it from Blood Fiend.
The active is actually decent now, though I would like to see a small cast-time reduction and maybe dropping the cooldown by 5 seconds. It felt good the few times I’ve been running it and hit the active since they extended the duration of the debuff.
its obsidian armor, from fow
If that’s so…
“Hey Balthazar. I killed your brother. Want to give me a go yourself?”
Can we just call them Celementalists? Cele Ele doesn’t sound very good.
No stealing my name! I coined that a few hours before your post :p
Spreading the use is fine, though
How overpowered would a trait be that made it so whenever a Necromancer had protection they also reflected (or destroyed) projectiles? Destroyed makes more sense since a lot of the protection we get is from spectral sources. Kinda in theme that the Necro becomes spectral so projectiles go right through him. For that matter, they could just attach the mechanic to the spectral buff.
Class has limited access to protection, but the access it does have is long duration. Most other classes that provide protection is self only other than Guard and Mesmer I believe?
Necromancers can apply protection to allies through a trait. I don’t think reflection fits the necromancer but absorbing them might be pretty cool. Like each time it hits the projectile is effectively destroyed/reduced to 0 damage and grants retaliation or might. Or something like that. Idk, just throwing out ideas.
Spectral Wall as well, which provides Protection to an infinite number of allies.
Well, given the hints that Necromancer will possibly get Greatsword (Majory uses animations we’ve never seen before and has different skill effects than we’ve ever seen before), it may not be out of the question that Guardians may be getting warhorns in the future.
Engineers getting Longbow, though… that I doubt.
Trahearne…. Caladbolg….
This seems different than Caladbolg. Those skills re-used animations from other skills. Majory’s attacks are very distinct from other skills in the game.
Well then. I retract everything I have said. Since this appears to only be about the Regeneration boon. How do you make it so regen isn’t a weakness on necros when they are in deathshroud? Should we make it to no one can corrupt steal or remove boons on a necro in DS? Basically that fixes your issue and gives necros a form of immunity that it really doesn’t need. Do we restrict it to just the regen boon? Or do we make it so heals to real hp can go through deathshroud, or do we have healing effect deathshroud?
Also we should probably fix the other classes too, it’s incredibly unfair that the regen boon can be turned against you…. I mean regen is a boon right? So it should be a helpful thing not a chance for another player to take advantage.
Also since I agree it’s unfair that necromancer can see their weapons or utilities while in deathshroud I think engineers and eles should be able to see all their cooldowns on kits and attunement all the time.
Quit being an idiot. You’re smarter than this. The answer is to allow the Regeneration boon heal the Necromancer while he is in Death Shroud. Selective healing is proven possible by Unholy Sanctuary. Really not that difficult.
As for seeing utility cooldowns, I see that as unecessary. Would be a nice QoL change, but it is hardly a balance issue.
When you’re in PvP wearing a Zerker amulet and fight a Meditation guardian to a standstill, you’ll understand
How the hell is that happen to you? I run alot of zerker necro builds (e.g 6/2/0/0/6) and that never happend to me. In the end one was always eating dirt…
Well, I sure wasn’t going down :p Not until his whole team got on me, at any rate. He survived through sheer blind spam and blocks/invulnerabilities.
Yeah, I probably could have played better, but it was fun to have two Zerkers having a sustain fight :p
When you’re in PvP wearing a Zerker amulet and fight a Meditation guardian to a standstill, you’ll understand
I think the point was for Regeneration to heal actual health, not life force.
The thing people forget is that Life Force is not health. Their only similarity is that damage reduces the amount you have. That is the only similarity.
If you get Regeneration at 100% health, sure, it’s not doing anything. But how long will you stay at 100% health? Not very long at all, at which point the boon immedietly has an effect. Compare to Death Shroud where it is not uncommon for the Necro to spend a third of the fight in that form. If you’re spending a third of the fight at max HP, your opponent is terrible. If you’re spending a third of the fight in Death Shroud, you’re probably playing correctly. Duration of being immune to all benefits of a boon is a very important factor to remember here.
While this is the fourth or fifth time I’ve seen Jelzouki re-post my statements, I don’t see any place in the OP that requests burst heals be available to necros in Death Shroud. Only the Regeneration boon. So, if you’re going to criticize that post in particular, at least focus on what is actually being talked about, not extrapolations.
Welp, shows you how often I use the buffs. I knew it could only be applied to one structure.
Well, given the hints that Necromancer will possibly get Greatsword (Majory uses animations we’ve never seen before and has different skill effects than we’ve ever seen before), it may not be out of the question that Guardians may be getting warhorns in the future.
Engineers getting Longbow, though… that I doubt.
It can only be activated if you claim a site for your guild in WvW. It can also only be active on one site at a time. If your guild leader activated it, you can see that it has been activated/is building. If you don’t have the supply camp/tower/keep you are in claimed for your guild, you can’t activate the buff. If you have it active elsewhere, you cannot activate the buff IIRC.
celestial ain’t the problem, it’s might stacking.
It’s not, ele is a “celestial class” no matter what you do it, due to their mechanic it wouldn’t make sense if celestial wasn’t their optimal spec. Look at engi..what reliable engi spec you know that doesn’t use kits…mix of kit results in spec somewhat similar to ele mechanic. I’m not sure what most find broken on ele since I find engi a harder matchup.
Also take in the conquest factor, no one runs a corruption necro around or whatever possible boon hate spec out there. Aren’t we supposed to counter specs using tools given to us? Take a look at boon hate(Mimic as well) and AoE offense and defense. There is no need to shave other than some parts of engi just give us the counters we will use them if they are implemented properly the meta will change and balance it self out for now . Who expect to win vs condi or CC if they don’t bring counters??
Boon corruption necros do see a lot of play. They still have a tough time (though nowhere near as tough as anyone else) with CEles because they are reliant on one 40 second cooldown to really crack them.
The fact that the counter to CEles is “Corrupt Boon” doesn’t leave a whole lot in the way of answers.
Not just Corrupt Boon for necro also Unholy Feast,Spinal Shivers,Well of Corruption, Chill of Death,Path of Corruption and Necromantic Corruption the necro has the tools but the class counter it self in sustain and weakens as the foes increase in numbers. You would be surprised if necro was improved how much it would affect the current meta currently nerfs are a negative since it will ignore one issue and worsen an existing one.
I always wonder why they prioritize nerf request and put on the side improvements of UP traits and skills.
Probably because nerf requests are easier to work from. Necros do need help on the defense/sustain side to feel like a complete profession, but because of the design of the Necro, buffing those to a good level is a very difficult task. It would be extremely easy for Necros to become wildly OP, and ANet is terrified of the idea of bringing back the unkillable Necro bunkers of beta that could 1v5 and win.
Now with this in mind, yes, they should look to buffing others rather than nerfing Celementalists (I’m claiming that term :p), but one is a whole lot easier than the other.
How overpowered would a trait be that made it so whenever a Necromancer had protection they also reflected (or destroyed) projectiles? Destroyed makes more sense since a lot of the protection we get is from spectral sources. Kinda in theme that the Necro becomes spectral so projectiles go right through him. For that matter, they could just attach the mechanic to the spectral buff.
Class has limited access to protection, but the access it does have is long duration. Most other classes that provide protection is self only other than Guard and Mesmer I believe?
I’m running a build right now that boasts nearly perma-protection (and I’m not using every available source). Such a trait would be very broken.
celestial ain’t the problem, it’s might stacking.
It’s not, ele is a “celestial class” no matter what you do it, due to their mechanic it wouldn’t make sense if celestial wasn’t their optimal spec. Look at engi..what reliable engi spec you know that doesn’t use kits…mix of kit results in spec somewhat similar to ele mechanic. I’m not sure what most find broken on ele since I find engi a harder matchup.
Also take in the conquest factor, no one runs a corruption necro around or whatever possible boon hate spec out there. Aren’t we supposed to counter specs using tools given to us? Take a look at boon hate(Mimic as well) and AoE offense and defense. There is no need to shave other than some parts of engi just give us the counters we will use them if they are implemented properly the meta will change and balance it self out for now . Who expect to win vs condi or CC if they don’t bring counters??
Boon corruption necros do see a lot of play. They still have a tough time (though nowhere near as tough as anyone else) with CEles because they are reliant on one 40 second cooldown to really crack them.
The fact that the counter to CEles is “Corrupt Boon” doesn’t leave a whole lot in the way of answers.
Does the sigil work only when the weapon set is used? (most likely yes)
Does the sigil work only if the weapon is used? (1-handed, skills 1-3 and skills 4-5)
Does it matter if I place Force to sword and Accuracy to focus, or otherway?
Sigils only function when you are using that particular weapon set. The exception are those that build stacks. You can’t gain more stacks when not currently using that weapon, but the stacks themselves (and benefits) will persist.
Sigils will work on any skill, regardless of if it’s a weapon, utility, elite, or even generated by a Rune or another sigil! As such, there is no difference between having a sigil of strength on a sword and nullification on focus compared to a sword with nullification and a focus with strength.
Only if my application is accepted. Unfortunately, Galie’s post was rather void of dates for deadlines and selection.
Give me some more time to play with it and I’ll let you know. I put it on my staff, but I rarely use Chilling Darkness.
That said, if you have +100% chill duration and you manage a shotgun situation, that’s 8 seconds of Chill.
Sigil of Air + Sigil of Frailty (potentially 20stacks of 10s vulnerability; on average 15stacks) on longbow + full zerker traits and gear. I even have lightning reflexes traited to 48s.
Sigils have internal cooldowns. Frailty can, at most, proc 2 times during Rapid Fire due to its 2 second ICD.
Even so, the damage is easily avoidable by using cover. Anybody can do that. Failing cover, reflects or other projectile-hate (which everyone but Necros have) will shut down the Ranger hard. And if someone can close the gap on you, you’re forced to weapon swap, meaning a lot of your traiting (Longbow has a ton) goes to waste.
Not fitting for the Necro, really. You know death is coming.
Please excuse this exhumation, but i can’t find a younger post. (Search engine is a lie)
Today a ranger killed me, he was downed twice, I killed the pet who was trying to revive him, and I had still more than 80% hp. And he won.
GW2 wiki states on lick wounds " When fighting against a ranger, the only way to completely interrupt this skill once it’s been used is by defeating the ranger or its pet "
Underwater killing the pet won’t stop him, nothing will.
- 15% hp/s, on a ranger with vita as primary stat it’s >3600hp/s. God Mod.
He will overheal 1,2 maybe 3 opponents.15% is ok, when you can stomp, underwater it’s way too much.
Defeating a pet licking wounds should stop him.
If the pet is alive when they start Lick Wounds, you can kill the pet and it will interrupt it. This does work. However, if Lick Wounds comes off cooldown on the Ranger, he can use it again and this time, you can’t do anything about it.
Do you know how badly this game is doing?
The real reason for megaservers was to merge to populations because if they didnt the server specific maps would have been empty! That is how many players have left the game!
If an expansion comes out, how many will buy it? How long will it keep those who do buy it, in the game?
WvW populations have fallen dramatically as well, where there was once queues on all 4 maps, you only see 1 map queued to 50+ as all players try to join the zerg, cos there are only roamers on the other maps doing very little.If an expansion doesnt come out, more people will leave the game
If one does come out, some players will continue playing for a while until they have finished one or two run throughs.But what we all know for certain is that they “cannot talk about it”.
Megaservers were more to reduce the issue of particular maps being empty while others are permanently on overflow. For instance, before Megaservers, you could go to Brisban Wildlands pretty much any time you pleased and see, at most, two other players. Now that map is more populated because they can condense multiple server’s worth.
In comparison, getting your Frozen Maw done practically required you being on the map a half hour before the event even started, as otherwise you were kicked off to an overflow where the event could have still been an hour away and possibly not even have enough people to complete it.
Megaservers were not done because of a shrinking player population.
And you thought the clicking from Wintersday this year was bad…
You wouldn’t see it anyway, so you are suggesting players pay for something that they will never see themselves use.
Doesn’t seem like that good of an idea unless you really like the idea of mass griffon abductions.
Actually, a mix of different builds is ideal for Silverwastes events. Condition damage for husks, control conditions and reflects for Teragriffs, AoE for Menders, mobility for Wolves, spike damage for Leechers, ranged for Threshers, healing for sheer damage…
No single build is fantastic against all of them (arguably condition necro), but every build is optimal while none of them are.
Cripple/Chill/Immobilize all interrupt the Teragriff’s charge attacks. Great bit of design there.
Still wish they would return Retaliation to the wolves instead of Swiftness.
Yeah it does. It always does.
And if there is no expansion, why doesn’t Gaile or another dev swoop in to say “sorry folks, there’s no expansion in the work” in all these expansion threads?
Because it would horrendous PR. Despite what some people feel about the lack of need for an expansion, any announcement that one was not in the works would lead to a reduction in active players.
And what if they said, we have intentions to introduce a new profession and race, but it won’t be through an expansion?
A lot of people would be ecstatic. Others mixed. Then some people would whine and moan because that’s what they do.
Just want to chime in and point out that Bloodthirst is not a bad trait. The problem is that most of our siphons are utter crap. Life Siphon (dagger 2) gets a very, very noticable boost from Bloodthirst, but all of our others are either too weak (traits and Signet of the Locust) or don’t compete for the slot (Signet of Vampirism’s active is actually rather decent now, but doesn’t compete with Consume Conditions).
I agree fully with merging Quickening Thirst and Dagger Mastery and merging Vampiric Rituals and Ritual Mastery.
Builds for zerg and siege leave you vulnerable in roaming, havoc, and dueling. It just is that way but Necro is good in WvW.
Equip a staff. It’s pretty good for roaming and it is your sieging and primary zergfight weapon due to being 1200 range and all AoE.
P.S Does anyone know if crit rate in this game is PRD? Pseudo-random distribution I mean. Because if it is, then this changes some or a lot of things.
I assume you mean does it follow some sort of decay? Such as crit chance for your next attack increasing slightly if your prior attack did not crit, and decreasing slightly if your prior attack did? I know League of Legends implemented this a couple years ago (there was more RNG procs then that all followed the same method, but I believe crits are the only RNG procs now in the game), but Guild Wars 2 does not have it.
Step 1: Merch the rings
Step 2: run the sigils/runes through the Mystic Forge, sell them on the trading post, or merch them.
Step 3: sell the mithril on the TP
Step 4: use Mawdrey II and Star to max capacity, then destroy the rest. Remember, you can make multiple Mawdrey’s!
Now was that so hard? :p
You do have some solid points there, that Living Story does primarily appeal to those who already play, so it has a really tough time of attracting new players. It does do so, but not a large quantity.
I’m not convinced a true expansion is necessary, but a huge patch with hypable content (dungeon, raid, something similar) would not go amiss.
For the people who are so commited to Living World. This game will eventually die without an expansion. This is how MMOs work and Living World, despite how good it could become, will never be able to replace an expansion.
Do you have any evidence to back up your claim? No MMO using Living Story as their content delivery method has died yet (because GW2 is the first). I can point to a large number of dead MMO’s that used expansions, though. I’d say Living World has a pretty good shot.
So necro offense is fine but sustain and utility need help. Is this 2012?
Some things haven’t changed enough yet.
Something I forgot to mention is that staying behind a Necro protects you from most of their attacks, including Life Blast and Dark Path. Staff marks can be cast behind them without penalty, and Life Siphon (the dagger mainhand channel) ignores facing once the pulses start. No Necro autos (except Lich Form!) can hit you if you stick behind them, so this can relieve a lot of pressure.
Just beware of those Necros like myself that have bound an “about face” key.
(edited by Drarnor Kunoram.5180)
As a Necro main myself, here’s the advice I can give.
First, learn the Death Shroud skills. This is important because every necro has them, and they are indeed powerful.
Life Blast is the auto attack and will hit hard, especially within 600 range. On Power Necros, this is especially powerful, but Condition necros may be packing Dhuumfire as well. After the first fight, you should know the answer here, as condition necros are either packing Dhuumfire or Reaper’s Protection (fear when CC’d). Non-Dhuumfire condition necro lifeblasts aren’t very scary, but don’t underestimate them. Although the projectile is slow, don’t waste your time trying to pull fancy dodges by strafing or shadowstepping. It will home to you anyway, making up to a 90 degree turn mid-flight if necessary.
Second is Dark Path. This one is deceptively scary because it will lead to so much. This is a black hand that travels along the ground, and is one of the few “really should dodge” skills Necros have. Even though it’s a projectile, it’s unblockable, which also means it will go right through Smokescreen and reflections. The chill and bleeds are nasty enough, but the real danger is what else happens. On Condition necros, this probably is a two-boon corruption. Thieves aren’t as boon heavy as most other professions, but nobody likes sudden weakness. On Power Necros, they are now right in your face with a dagger AA.
Third skill is Doom. It’s scarier on Condition necros due to Terror putting out an easy 2k damage, but beware on any variety. It’s often used to either make sure a Dark Path lands or to force you off of the Necro. There is no telegraph, and the skill can be used even when the Necro is stunned, so the only way to avoid this is anticipation of the Fear. Keep a close eye as to how the Necro is using it and learn when stunbreaking this Fear is a good idea. This is a moment-to-moment judgement call, so not much I can help you with there.
Life Siphon is pretty straightforward, just pulsing AoE damage where each hit gives the Necro some life force. Easily interrupted, but important to note is that it ignores stealth entirely, hits for a lot of damage and has a lot of chances to proc sigils and traits (9 hits per target over the channel). Currently, only MM Necros use the Transfusion trait in PvP, but be warned it could also be a powerful group heal in that case.
Tainted Shackles has a lot of counterplay. Like Life Transfer, it completely ignores stealth. Each pulse can be individually dodged, but the tether creation cannot be. Leaving 600 range ends any additional effects from the skill. The last pulse not only immobilizes, but hits decently hard as well in Power builds.
While Life Transfer and Tainted Shackles ignore stealth, they do not give any visual indication to the Necro, so these skills cannot be used to track you.
Everything else for advice starts to break down dependent on build, as what counters one Necro build doesn’t really work on another (except CC spam). Kill any Flesh Wurms you see before engaging the Necro , though, as that deprives them of a stunbreak and an escape.
(edited by Drarnor Kunoram.5180)