I salvaged them. Not much reason not to in my mind, since the price of a rare or exotic output from those is pretty low.
Now we need a snowflake sink. The prices of the snowflakes have sunk to a few coppers now that the market has been flooded.
Well the Mystic Forge recipe is rather useful. 10 of each of the mid-tier snowflakes for 5 Giant Wintersday gifts.
Yeah, but the frostbitten tools only provide the tier 1 snowflakes.
Or, because you completed the task, it does nothing anymore. You get the message so you know why you don’t get a map popup.
http://guildwarstemple.com/dragontimer/events.php?serverKey=107&langKey=en is the best place for it. ANet did post a schedule, but this timer site is more convinient.
Tixx is sitting right outside the entrance to the Infinarium in Divinity’s Reach. I can post a screen shot when I get home.
EDIT: screenshot attached.
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If we get a non committal response from Gail I’d take that as a positive sign that ANet has something up it’s sleeve.
Pretty sure there’s no doubt here. I can guarantee they won’t do nothing to the game all of 2015. So yes, ANet does have something up its sleeve that they will do next year.
It’s just likely to be nothing those guys on Massively predicted.
Yes. Weapon strengths haven’t changed since launch.
Winter Wonderland is the one jumping puzzle you shouldn’t have any camera issues with at all. I do it on charr all the time and have a full zoom out the entire way.
Wanze posted it yesterday.
https://forum-en.gw2archive.eu/forum/game/gw2/New-Tonic-Snowflake-Mystic-Forge-Recipe/first#post46371534 of each of consumable tonic type and 2 mystic coins
Well then I’m confused, because I it lets me d-click on any combination of 3 tonics to put them in the forge, and as soon as the 3rd one is in, it grays out the other tonics.
And I had a stack of 250 mystic coins in my bag during my test, and it grayed those out.
So I guess I’m doing something wrong?
Sometimes it bugs out. Try putting in the coins first, or putting them in anyway.
Happens with core promotion sometimes as well.
Is it not in the season 1 rewards tab at the laurel vendor?
I seriously don’t know because I was lucky enough to get them all the first time around.
Doesn’t matter. If it’s enough to sell, I do so. Better use than I have for keeping them, and they have little use compared to candy corn.
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For me? Trading Post. Not as much clicking.
Seen the threads about how much clicking you have to do? This is two clicks saved per each of those and it’s not like you really care which you get out of them anyway since you’ll just get more.
Not much of a challenge. Just some predictions.
And the only one I think that is coming is another weapon per profession coupled with new legendaries. Those are things ANet has always said they are most likely to add.
Ritualist and Dervish are definitely not making a comeback.
Looks like they at least reduced some of the clicking with the latest patch. Not a ton, mind you, but some.
Black Citadel puts all the other cities to shame for node layout.
Oh juvenilecat. I meant to say “laurels”, not “karma”. Sorry about that…
Um, question still stands.
Laurels come from the login rewards now. If you pick the bag of laurels on the 28th day, you end up with 5-15 laurels more than you would under the old system. Only reason it’s a range is because we don’t know how many laurels are in that final bag.
And that is 5-15 more assuming you completed monthly and every daily. If you missed something, now you’re doing even better.
Considering you got 600 karma from dailies before, I’m pretty sure if you do any daily that gives liquid karma, you break even or better.
Oh noes.. now you can get 70 APs per week… and that with even less work! The horror!
And get real rewards on top of that!
I do find this annoying because in prior years you could choose which endless tonic you were trying for (for me, it’s plush gryphon because you can do jumping puzzles). Now, not only is it a crapshoot to see if you get a tonic, but there’s another roll to find out which tonic you get.
First off, nobody in this program is “becoming a dev”.
Second, no. I don’t recall any Necro players joining ArenaNet. I do recall Grouch, who’s an Engineer player, though.
Well, no guarantee a “Necromancer” specialist even gets picked. There will be 25 total.
Considering using this. I don’t weapon swap that often, but this could go on my staff without trouble.
I meant aggressive. Handling multiple foes at once is definitely aggressive behavior, but Necros fare far worse at that than other professions.
Thanks for the support. I’ve submitted my application. Now to see who ANet chooses.
Don’t you find it strange that the profession based on Aggression magic is punished the hardest for being aggressive?
Eh, I’d farm them for life force first. Killing harmless animals is kind of a necro hobby.
Not really a nomination process, but thanks for your support. I’m working on the application.
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So far as I can tell, those calculations follow a set order of base stats→traits→in-combat stat boosts (like Empower Allies)/utility skills→consumables→Might. Consumables may be moved up once, need to test more carefully.
Simply speaking, because only death shroud absorbs all damage, even already applied conditions. It also does so for an extended period of time. It’s not uncommon for me to spend ~10 seconds in death shroud every 30 seconds or less. Think about having Defy Pain up that often. On my spectral zealot build, that’s 2k health I’ve recovered from Unholy Sanctuary alone (frequently followed by up to 4k from Life Siphon). Even worse, my life force may still be at maximum after that period (yay Locust Swarm), meaning my opponents had no opportunity to counteract that healing. Healing while you can’t lose health is very powerful, and only Necromancers can’t lose health for very large percentages of the fight. Even 15 seconds at a time is not uncommon with no traiting (for defense). Condition builds have less life force, but they also spend less time in death shroud.
However, the flip side of this is that health is a Necro’s only real defense, which means to be relevant against multiple opponents, it’s unbearable against a single and balanced for a single foe makes it a speed bump for multiple. There are ways to make it work, but for some reason, ANet is very hesitant to give us those (hint: Locust Swarm and Signet of the Locust are great examples of how to make it work!).
Simply put, Necros are probably the hardest profession to balance defensively. I don’t feel any sympathy for ANet on this front, though, because they dug this hole themselves. Necros need help, definitely, but it is very easy to overtune things.
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Hemophilia is bugged with tooltips only (not functionality). For example, on skills that apply bleeding, it shows a 40% duration increase.
Actual bleed durations and stacks are unaffected.
However, what you might be seeing here is an artifact of when Weakening Shroud had a cooldown and had a stronger effect that matched dagger 5. When they changed the trait, some of the tooltips remained the same.
Pretty sure it’s “helpful” when we aren’t in ds.
Yes, then it is. But Necros aren’t out of death shroud for long periods of time if they’re any good.
I have not advocated allowing full healing in death shroud as anything more than a final goal. Small steps have always been the way to go.
But Necros do need to get more healing in death shroud than just Unholy Sanctuary if they are ever going to be an attrition class. Allowing all of it at once would wildly swing the power of Necros into overkill territory. I’m well aware of how strong healing without taking damage really is.
However, just Regeneration, siphon traits, Parasitic Bond, and Parasitic Contagion will not put us into that territory. These are all I advocate for right now. If we ever get those, then evaluate the results and tune from there. The fact it would be too strong if Necros got all healing is no reason at all to deny any of it.
Not “only against another necro.” Also against thieves, Mesmers, and Warriors. What is supposed to be a beneficial effect can literally do nothing but hurt a necro in death shroud. Does it happen all the time? No, but it does happen. Meanwhile it is helpful 0% of the time.
It does have something to do with the strength of necros as it also has to do with balance regardless if anyone of you admit it. Just because it “makes sense” doesn’t mean it should be implemented as I’m sure it would cause a whole lot of balance issues.
As I explained, in the post right before yours, the strength of necros is irrelevant in this case. Design flaws are no indication at all on power level. Such flaws can leave the profession at literally any point along the power scale.
Yes, changing Regeneration to not be purely negative in Death Shroud would change the balance. But the actual strength of the Necromancer has nothing to do with the fact that the mechanics are flawed.
Fetid Consumption is strangely better than Unholy Martyr for the exact same purpose if you’re running minions. They can pull conditions from other players as well and, while the per-minion proc isn’t as frequent, the number of minions makes it the more efficient condition clearing trait. I wouldn’t say it’s a bad trait, just underused because it precludes Death Nova/Training of the Master, which you also want as a MM and necros don’t hurt for condition clearing generally.
Other than silly speculation, there is the nodes that you can get from them now.
idk why we are complaining.
I win most of my wvw 1v1 fights. in fact i think necros are too strong.
only thing is if the enemy runs in time, I wont be able to catch them.
but if the enemy runs and resets the fight, i count it as my win too.
This has nothing to do with the strength of necros and everything to do with design flaws. You can have design flaws and be anywhere at all on the power continuum , but that doesn’t mean that the flaws aren’t present.
Regeneration is a boon, and thus is supposed to be a positive effect. When a Necromancer enters Death Shroud, all positive effects cease. It may not always hurt you, but that is literally all it can do; hurt you. An effect that is supposed to help you instead becomes purely a liability.
It also ties in closely with the fact the Necromancer’s two sustain mechanics, Death Shroud and siphons, cannot function together. Since necromancers cannot play without death shroud, the result is that the Blood magic line is entirely ignored most of the time due to the fact it just does not function with Death Shroud.
Does CPC not pulse already? I thought it did.
It does, but only once every 3 seconds. I think he wants it to pulse once per second like wells do.
@Nidome: All wall skills have no target limit because they can only affect you if you run through them. This is true for Static Field, Temporal Curtian, Veil, Spectral Wall, Line of Warding, Ring of Warding, and Unsteady Ground. For consistency, Spectral Wall should not get a target limit.
Plus, saying “run stability/stunbreak” is not for anything even resembling a fringe situation. The need for one of those two things is so incredibly common, if you aren’t running one, you are asking to lose any PvP fight you get into.
Alternatively, Orrian Jewelry boxes. Convert karma to cash (or lodestones) directly.
I’m still covered. Pretty sure Zombify is too.
I considered it, but I procrastinate too much. May give it a shot anyway.
But remember guys! Before the last feature patch our lowest stunbreak was 60s. We should be praising anet. /s
Nah, Well of Power was 50 seconds for a while before that.
An old complaint: I find it more annoying that for most content in this game things like vigor, evade, block, reflect, projectile absorb, aegis, and combat mobility are far more useful than Deathshroud… which apparently is so good it precludes this class from any such ability.
A new complaint: Why are we the only class in the game with stun-break skills no shorter than 50 seconds in recharge? Deathshroud is apparently the answer.
40 on Flesh Wurm.
- At the Temple of Grenth, you need to understand about bathing in the “portals” (swirling brown pools near the stairs) to be able to hit the wraiths. Do everybody a favour: put a few hits on the Risen Priest to tag him, then kill wraiths to improve the zerg’s overall chances of success. Grenth is the only event that fails regularly.
Did they ever fix the bug where entering death shroud removes that buff? If not, Necros are the worst profession for this task.
First, I’d want the auto attack to be identical to Marjory’s. A little bit of Chill on the third hit sounds most excellent.
Second, I think the weapon needs a “fight swinger.” It won’t win a fight on its own, but it can give you much needed momentum if used properly. My idea a while back for necro greatsword had bonus damage against foes above 50% health and the necro gaining Protection for each foe struck while under 50% health. Not great to use when winning, but very helpful when you’re not in the ideal circumstances for the fight overall.
It also needs some form of party support, like Mark of Pain or Order of the Vampire from GW1.
Too bad Anet doesn’t separate how PVP and PVE react to condi damage (PvP keep condi stack limit), PVE remove the limit.
What’s ironic is that the reverse would cause fewer problems. Not for balance, mind you, but the fact the stack limits exist for server load purposes. Removing the stack in PvP honestly wouldn’t add much load, but in PvE, you would have obscene lag at world events, if not crashes. It would literally break the game.
they do it to necro all the time so I don’t see how they would have a problem…
What does that have to do with anything? This thread isn’t about crying about necros. It is asking a question.
Personally, I feel some of the best ways to nerf defense in the case of of the elementalist are to put more limitations on the access to regeneration, protection, and vigor.
Thread is asking about how to nerf defense in general, not just on eles.
That said, on the Celestial D/D, shaving a second off Protection gained here, another second off the vigor there, etc. is honestly the best way to nerf the defense while leaving it still being effective when used well.
Quickness isn’t a boon. It doesn’t get increased by boon duration.