Showing Posts For Drarnor Kunoram.5180:

Balance Patch on Early November

in PvP

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

STILL no fix for the hotjoin team swap exploit…

the incompetence levels are truly impressive.

This is a preview. They may have included that too.

And only a preview regarding class balance anyway. “Hot join team swap exploit” is in no way related to profession balance.

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Maim buff inc

in Mesmer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Food durations. I think it was Carighan who said WvW’d be better off if the +/- 40% foods were chopped to ~10%. I can see where he’s coming from, honestly.

You’d actually be better off with condition duration food not existing at all from a damage perspective. As it currently stands, a fight with + and – condition duration food actually nets less condition damage than using no food at all, since the negative is applied after the positive and is merely multiplicative, I.E., 1 * 1.4 * .6 = .924. This will cause condition users in many cases an entire tick less of damage, which would let condi users simply use better food options for becoming more durable or making ticks hit harder. It’s also part of the reason why ticks and removal can’t just be buffed due to stacking problems, since one little modifier does crazy things, and that modifier can’t be balanced around.

Nope. + Condition duration and – Condition duration are added on, not multiplied. The 40% duration increase and 40% duration decrease cancel each other out perfectly.

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All those in Favor of Healing signet

in Profession Balance

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Healing Signet does need to be looked at again. It’s not unbalanced anymore, but it just isn’t really fun. As a Warrior, you put it on your bar and just kinda forget about it. As someone fighting a Warrior, you never have a Heal to think about (interrupting, timing poison, etc.). It’s not unbalancing, but it isn’t fun either.

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What heal skill do u use in wvw?

in Engineer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Actualy if im not wrong, the healing turret doesnt scale with healing power at all.

It does. Every single portion of it does.

Not fantastically, but both the placement and overcharge heals scale at 50%.

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[SPOILERS] speculation on the ending cutscene

in Living World

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Anyone notice a female face at the beginning of that vision made out of the branches?

That was the Pale Tree. Basically the only thing about the vision we’re certain of.

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Finally Dagger #2

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

What do you think about this?

http://gw2skills.net/editor/?fRAQNAodWjc00SbPN22whbinhS6IIAa2p2Aq/hZIGA-TlBEABcqPwT1fsb/BAeAAbpEEUlfkCQPhRA-w

For wvw roaming, that is. I’m bored of 6/2/0/0/6 glass cannon nuking.

One annoying thing is that Ascended Zealot’s rings, amulet, and trinkets don’t actually exist. You either have to go with Exotic quality or go with some other gear combination.

Other than that, I guess it could be okay. Bloodthirst is labelled as being worthless, but the trait itself isn’t bad. The issue with it is that the siphons all are worthless amounts, and 1.2* worthless is only slightly less worthless.

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Changes in the Ready Up

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

It is a big whoop. First of all, healing of any kind is never useless for necros. Secondly, faster Grasps is incredibly good. Both buffs are a really nice sustain increase.

I think it’s funny how they emphasized that those changes are not “feature patch” big, but it’s pretty much on the same level if you think about what we got last month. The only really significant buff was DS interaction.

Actually, I think we’re getting a bigger sustain buff this patch than in the feature pack. Go figure.

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Finally Dagger #2

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Assuming you hit with all 9 pulses and aren’t poisoned for any of them, that’s 3969 health gained.

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Finally Dagger #2

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

I really don’t think Life Siphon needs to work like Life Transfer, but I do appreciate the healing buff. In a way, it’s better to have the longer channel, because while it’s easier to avoid some of the skill, it’s harder to avoid all of it. In addition, boosting the healing as opposed to decreasing the cast time differentiates it more from the auto attack, giving the skill a strong purpose as a sustain skill instead of trying to be hybrid sustain/damage.

Also, with Bloodthirst, it will scale at 75.6% healing power, with a 3213 base heal. That’s really, really significant for a 12 second cooldown. Even without Bloodthirst, it will be 2677 base+ 63% healing power.

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I Hope this is a Sign of things to Come

in Profession Balance

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

I dunno, the balance is overall pretty good in the game, at least in PvP. All professions are showing up at the high levels of play right now.

There are still things that need to be addressed, such as Necromancers in PvE, and bringing bad skills/traits up to par (which is what this patch is focused on, it seems), but that sort of thing is what frequent, small patches are great for.

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Balance Update - Thief

in Thief

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Here’s a question for you: would this change make you more likely to just use one venom? Not go full venoms, but just run one or two?

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Balance changes early November

in Profession Balance

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Riot also does regular patches that are sane, measured and balanced around the competitive level (and they even hold back on releases for event servers until competitions are over). It is an immense cry away from GW2’s penchant for plopping out some absurd “miracle patch” every half a year that completely reworks the entire game.

My point was that, while Riot does balance patches much more frequently than once every 2 months, GW2 is a much more complex game to balance than LoL. Having frequent balance passes with several small changes is how both games really should be working, and this upcoming patch show that ANet may be finally starting that. However, “frequent” for GW2 should be on a longer schedule than for LoL.

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Balance changes early November

in Profession Balance

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Honestly, the exact nature of the changes (while all of them previewed are good changes) isn’t the most important part. It’s the possibility of more frequent, smaller balance changes that is really the big thing, here.

Balance patches every 2 months is a great goal for them to aim for. Sure, you can say “But games like LoL and Smite do balance patches every 2 weeks,” but those games, honestly speaking, are less complex than GW2. More individual pieces to balance (especially on League), but still less complex. Balance passes every 2 months is a great goal, and I hope that this coming one is not just a fluke.

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Balance Update - Thief

in Thief

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

I’ll be more likely to run an occasional venom outside Basalisk venom now. Not much more likely, though.

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Changes in the Ready Up

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Any idea when the changes mentioned tonight are happening?

November.

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Changes in the Ready Up

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

My Unholy Zealot build is very happy. Life Siphon’s healing going up to 297.5+7% healing power per pulse is very, very nice. Total of 63% healing power scaling from the full channel on a 12 second cooldown.

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(edited by Drarnor Kunoram.5180)

Necro minions in PvE

in Profession Balance

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Point you guys seems not to understand is that a glass cannon necro using minion should be rewarded with glass cannon damage like minions and same is to say for enginer and ranger. The issue is that the moment you play summoner you are automaticaly a bunker because none of those stat are tied to the master save for the useless stuff no one cares about. I bet lot of people would rage less against minion masters in pvp if they actualy didnt constantly run dire, soldier or cleric due to having no viable glass option.

Why should they get glass-cannon damage out of minions? If you wanted glass cannon damage, you would spec for more damage (wells for utilities), not meatbags.

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Is your pet supposed to revive you?

in Ranger

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Yep, it’s the Ranger’s downed skill #3, Lick Wounds, that’s causing it. It’s actually very, very powerful in situations where the enemy can’t stomp you; Rangers are the kings of underwater combat as a result.

Necros are the gods of it, though :p All that poison plus multiple ways to interrupt your pet.

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corruption keeping durations/stacks?

in Profession Balance

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Might is, IIRC, 10 seconds of Weakness when corrupted. Whether it’s 1 stack or 25.

Too bad that for most of the corrupt skills, Might and Retaliation are low priority.

Varies. For Corrupt Boon, Might is always corrupted, but Retaliation is after everything else. Well of Corruption has Retaliation as its 4th priority and Might as its 6th. Path of Corruption has Retaliation as its 3rd priority and Might as its 6th.

On all corruption skills, though, Protection will always be removed.

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corruption keeping durations/stacks?

in Profession Balance

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Might is, IIRC, 10 seconds of Weakness when corrupted. Whether it’s 1 stack or 25.

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Retaliation

in Profession Balance

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

You never use Retaliation as a damage source because you have no control at all over its damage output. It is a punishment mechanic, pure and simple.

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[Necromancer] Dagger Auto Attack Chain

in Profession Balance

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

It’s already one of the best auto-attack chains in the entire game. Why does it need buffs like these?

Keep in mind, that I main necro, and very heavily at that. Necro dagger is either the highest or second highest DPS auto-attack in the entire game. It really doesn’t need buffs.

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corruption keeping durations/stacks?

in Profession Balance

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Yes it would be OP. Consider when a corruption hits someone using Rampage as One. That would have a 30 second Fear attached. Even worse are Transformations, since they all lack stunbreakers. 15-20 seconds of Fear potential is not good for balance as it totally nullifies the elite skill.

Balanced Stance turns into an 8 second Fear after the stunbreak has already been used. The same is true with Stand your Ground.

No, Corruption should definitely not mimic duration of the converted boon. In addition, there are no boon/condition conversions where both sides stack intensity.

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Will the imperator be Khan?

in Charr

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

My mistake, I did mean Ash Legion Tribune, not Imperator (wrote it at 2 AM, sue me).

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spite 5pt minor idea

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

I’d rather the trait just work in DS.

The 1 point or 5 point minor?

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Balance changes early November

in Profession Balance

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

to late for me… I have seen 3 guilds guilds leave this game and I also left with my last guild.
I gave this game a lot of chances and the game fail me every time.

there is no coming back now. not to mention that were playing a different game atm and having actual fun for a change. the last couple of month have been frustration free so… why would I come back here?

Soooo… why are you here?

@OP: It’s a good sign, for sure. Hopefully it means we start getting balance patches a bit more frequently instead of only with feature packs.

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Necro self healing in DeathShroud

in Profession Balance

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

While I agree that the Blood Magic line needs a big rework, I have to say that making the life leeching traits heal you in death shroud is a bit too much at their current rate. At the same time, the healing they do at their current state is simply not worth sacrificing points that could go in other areas into blood magic.

So…despite being worthless numbers, they’d be too strong if they worked in death shroud? What?

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What heal skill do u use in wvw?

in Engineer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Hi, I play as a sylvari Engy and I was wondering if Healing seed is better then healing turret?

No. Healing Turret is almost always better. The one time I would consider using Healing Seed is in a ZvZ situation where you already have ample water fields. This is because it effects 10 targets instead of the normal 5.

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Necro minions in PvE

in Profession Balance

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

This would then have to be done for spirit weapons, elemental pets, ranger pets, possibly aspects of mesmer clones, and turrets. The you open way to many other needs, such as the problem of turrets being immobile. I am not saying your wrong by any means. I am suggesting that the problem may be a much deeper rabbit hole then it initially appears.

Necromancer needs this buff; necros are easily the worst dungeon class, other classes are fine.

P.S. rangers pets do have stats relative to the ranger.

No, they don’t. Mesmer Clones and Phantasms inherit stats from the Mesmer, and Minions inherit condition duration and condition damage from the Necro, but no other form of companion does.

Minions and other pets having independant stats allows for much more consistent minion behavior while also allowing some builds to actually function. They do not need to inherit (more) stats from their masters.

Though Blood Fiend inheriting the Necro’s healing power would be very, very nice, since it’s leech attack scales at 66% of its healing power.

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6th playable race, what's your top 3 pick?

in Lore

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

My top 2 (sorry, don’t have a 3rd) are Tengu and Centaur.

Tengu is obvious. Won’t bother explaining things.

Centaurs, however, are kind of a new thing in-game. We have an entire tribe of centaurs that are friendly now living in the Maguuma Wastes. Many of the combat animations have already been set up. While swimming animations would need to be developed (a challenge, for sure) and certain skills would need radically different animations (like most Whirl finishers), it’s definitely the second most likely race to be made playable.

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Will the imperator be Khan?

in Charr

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

One thing’s for sure; Smodur is no fool. He may have the Claw, but as long as he makes no moves to claim the title, the other Imperators are okay with it. Iron Legion is not so much stronger than the other two as to survive a civil war, especially as there is a hefty Blood Legion contingent as well as an Ash Legion imperator already inside the Black Citadel. Claiming the title of Khan-Ur could be suicidal within an hour.

It also doesn’t really gain him anything to successfully claim the title. He already commands the most fortified place in Tyria and has Blood and Ash working with him willingly without having the power of a Khan-Ur (who, by the way, would also have to untie the Flame Legion with the other three). Nobody likes the Flame Legion right now, and they would have to be brought back for him to properly claim the position of Khan-Ur. It’s quite possible that there won’t be one for centuries to come.

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[PvX] Necromancer Changes

in Profession Balance

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

if they buffed blood magic + heals in deathshroud then minion mancer would have to be nerfed.

Eh, wouldn’t be sure on that. MM is easy to deal with and never sees high-level play (of any sort) anyhow.

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Nerf Terror, make Necro a real class

in Profession Balance

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Nerf Warrior’s hammer first, then let’s talk about Terror.

Hammer has animations, necro’s fears do not….

much passive fear such wow so skill

Did you just imply that hammer takes skill?

hhmmffkk… Hmmmffkk.. HAHAHAHAHAHAHAHAHAHA

What’s even more hilarious is that warriors have so many passives I can actually watch youtube while in a pvp match with my warrior.

He’s not talking about skill. I can evade a warriors hammer. I can’t evade 5 and a half seconds of fear from nightmare runes/reapers protection as soon as I attack.
IMO the rest of the necro fears are fine. It’s those two that are a problem.

Sooo, stop leading off with a CC or be prepared to stunbreak instead? If you get feared for that long, then that’s 3 of a necro’s fears blown, two of which are on 60+ second cooldowns.

As it stands, I don’t think anything relating to Fear actually needs a change right now. None of them are particularly hard to deal with, and Reaper’s Protection is basically the necro’s only defense against CC. Nightmare Runes can be used by any profession, but you don’t see that happen. Ever stopped to consider that maybe the runes aren’t actually problematic? People just view them as such on necros because the necro gets a bit more milage out of them.

Given how easy it is to proc both of them simultaneously while ignoring their effects (pop Stability before CCing, CC from long range, Zerker stance, stunbreak right after CC, instant cleanse right after CC), I really don’t see an issue. Heck, opposing necros can be even meaner and launch a Deathly Swarm right before proccing them, transferring the long fear straight to the defending necro.

@Tao: No it isn’t. Reaper’s Protection has never feared the necro. That’s some other effect (Fear proccing it or Mirrored Anguish)

That’s only the two fears off reapers protection and nightmare runes, traited as all terrormancers do for the extra fear duration. After that the necro still has all it’s active fears off cooldown.
That’s my problem with it though, not all classes can just liberally stunbreak like that. These classes need a visual tell on nightmare runes/reapers protection.
An aura perhaps? Or after the hit a quick 1/4 second cast is made by the necro (Similar to how Mesmer scepter/sword blocks work) for the effect, so it can at least be dodged.

Master of Terror turns Nightmare runes into a 3.3 second Fear and both combined turn Reaper’s Protection into another 3.3 second Fear. Since you said 5.5 seconds, that threw me off as that would be 2 seconds (Reaper’s Protection), 2 seconds (Nightmare Runes), and 1.5 seconds (Doom) not including Nightmare Rune’s bonus. A mistake of communication.

If you can’t (or in your case, don’t want to) stunbreak, then disengage. The Necro won’t kill you in that time and both of those passive fears are now down for the next minute at least. A short disengage is better than dying. Regardless, there is literally no better time to stunbreak versus a necro than when both of his longest duration fears just got used. Alternatively, pop Stability before proccing them and laugh as the necro’s strongest fears get blown to no effect.

After one fight, you should not be surprised by those procs. You know what he’s running for traits and runes, so unless you’re an idiot, you know what’s going to happen if you open up with CC.

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(edited by Drarnor Kunoram.5180)

Nerf Terror, make Necro a real class

in Profession Balance

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Well, I got around to finally record something when I was just casually strolling about:

This is the visual for Protective Spirit – if you got a visual tell like this for Reaper’s Protection, or any other passive really, it would really be helpfull

Actually, that’s the visual for any Monk enchantment. The swirling white stuff is any enchantment at all and the floating symbol changes with profession.

Hexes had a similar, black visual.

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Lich nerfed? In what way?

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

You lost 10 seconds and you lost your easy crits on builds that didn’t spec precision.

Lich Form still gives the same Precision boost.

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Nerf Terror, make Necro a real class

in Profession Balance

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

How is trading Terror/fear for more bunker/sustain good for the class?

Terror isn’t holding back the class. Not having any other viable specs of similar power/different role options (except Well builds for tagging in WvW/PvE which isn’t part of the discussion) is what is holding back the class. There are so many garbage traits that makes choosing between them all is a non-issue.

It’s very similar to Guardian staleness but that’s for another class thread.

I think OP’s point is that since necros have access to this trait, the spec and class has to be balanced around it existing. The same way that siphons are balanced around bloodthirst or on-enter DS traits are balanced around near to death.

To be fair, I wouldn’t call siphons “balanced” around Bloodthirst. Siphons are balanced so that they don’t become strong in a hypothetical Xv5 scenario where only one of the 5 is hitting the Necro, but all of them are standing in melee range of the necro without dodging, blocking, or blinding for up to 15 seconds at a time.

Yes, Terror must be taken into consideration but it won ‘t be used on a large number of builds. It’s basically condition damage only that Terror has to be balanced around simply because for all other builds, there are better options to take. Any build with 3 or fewer points in Curses is automatically exempt from needing to have Terror be taken into consideration, for example. This includes most Power builds, MM, and even bunker builds that do go 4 in Curses because they’re grabbing either Spectral Attunement or Banshee’s Wail.

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Nerf Terror, make Necro a real class

in Profession Balance

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

This would be the most elegant solution to Reaper’s Protection. An aura-like visual of skulls circling the necro when the trait is active.

It’s not a solution at all. It’s just adding a sign that says “if you CC me, you’re screwed”.

Arguably Reaper’s Protection is fine by itself, since all it does is negate the CC. But Master of Terror makes it longer than the CC it’s negating and Terror makes it deal significant damage. Changing the effect on Reaper’s Protection, as opposed to Terror or Master of Terror, is the best way to address this powerful combination of traits.

Or, you could let the powerful combination of traits be powerful. Synergy is not something to avoid in games with character builds. Recall that to even get this combination of traits, it uses 12 of your 14 trait points and all Master tier traits in your build. Even in the most efficient circumstances, it only comes up 1/minute and still has plenty of counterplay options (especially since every single stunbreak in the game save Shielded Mind has a shorter cooldown).

Yes, when Reaper’s Protection procs, you are most likely feared for longer than the CC you hit the necro with. However, the necro still doesn’t have much time to capitalize on the Fear, being CC’d himself. If he decides to pop a stunbreaker, now he is completely without defense to CC for the next 32 seconds minimum. Unless he’s carrying a second stunbreaker or you proc Last Gasp while he’s CC’d.

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(edited by Drarnor Kunoram.5180)

Omnomberry Food

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Even though the food activates? I relooked my combat log and it shows the food activate in terms of damage but the healing isn’t applied? So shouldn’t the damage not even apply if that were the case since I can’t steal health?

No, you can still steal health, it just doesn’t get added to your health total. Kinda like stealing something, then just dropping it on the ground.

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GW2 Pay to Win: The Legendary Problem

in PvP

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

There’s a bigger difference between Life Blast and Dark Path that no alteration of the projectile’s appearance will affect: Dark Path travels along the ground. If you see a projectile coming from a necro in death shroud that moves along the ground, following every dip and rise, that’s Dark Path.

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Omnomberry Food

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Because Death Shroud blocks all healing, regardless of source. The sole exception is Unholy Sanctuary.

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Signet of Vampirism

in Profession Balance

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Not really that great an idea as it trades sustain for sustain. At best, you’ll break even. At worst, you get poisoned in a 1v1 and lose on both fronts.

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Signet of Vampirism

in Profession Balance

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

I included traits in my list, there. The fact remains that it would be a signet passive that requires further investment in the build to have any effect at all.

Also, signet passives are disabled in death shroud. Just an FYI.

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ToG: EU meta vs NA meta

in PvP

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Then add in a necromancer that was super buffed with passive fears after Sept 9th. It’s a hard team to beat.

No buffs at all were made related to any Fear in the game, nor were any nerfs made to Stability or stunbreakers in the game on 9/9. If you mean the rune rework back on 4/15, then yeah, I guess I can see something, but necros didn’t really become popular in top level play until after 9/9, a full 5 months later. Most likely due to the Warrior adrenaline nerfs making them significantly less prevelant.

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(edited by Drarnor Kunoram.5180)

Ele strongest prof in the game Spvp

in Profession Balance

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

But isn’t the one truly consistent class of choice Guardian, not Ele?

Doesn’t seem to be anymore. At least, since niether of the teams in the NA ToG finals ran a Guardian, electing instead for double-ele, necro, thief, with The Abjured running an engie and CG running a Mesmer. All 4 eles ran D/D Celestial amulet with hoelbrak runes, so it seems there is some truth behind these claims of it being overbearing.

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(edited by Drarnor Kunoram.5180)

[PvX] Necromancer Changes

in Profession Balance

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Honestly, none of your ideas are even close to what necros need. You are asking for buffs to four skills that are already perfectly fine (outside of Flesh Golem being obsessed with following ants at inopportune times, but that’s not exactly the skill’s fault).

As Narkodx said, the best place to start to help Necros out is giving Blood Magic a good, hard look, especially with allowing the self-healing traits to actually heal you while in death shroud. It’s not right that necros have an entire trait line (and 2 traits in Spite) that conflicts with their profession mechanic. No other profession has this problem.

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Signet of Vampirism

in Profession Balance

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

No, only Dagger has a siphon on weapons. Only Signet of the Locust has a siphon on utilities. This means that unless you run main-hand dagger, trait, or plan on actually activating Signet of the Locust (yeah, nobody does this because the cooldown is way too long for the effect), your proposed passive literally does nothing. Signet passives need to be able to stand alone in function. Mesmers get a pass on Signet of the Ether because you literally cannot build a Mesmer that can’t generate illusions.

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Boon removal needs a buff

in Profession Balance

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Boon removal is only a problem because necromancers and mesmers have largely been pushed out of the meta. If boon stacking was truly as much of an issue as you seem to think it is, then you’d see more mesmers and necromancers. The fact that you don’t simply means that the boon stacking just isn’t the insurmountable obstacle that you imply.

Or that there is another part of the meta that is so hostile to necros and mesmers that they just can’t justify a spot. Both are possibilities.

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[Necro] Speed of Shadows trait

in Profession Balance

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

No i think it would be a buff and i certainly would use it unlike the current one.

How would replacing a passive, safe, 25% runspeed with a short and easily purged 33% one be superior? Because you just wouldn’t have any runspeed so you feel less confused? :P

Maybe because you could use it with out wasting Lifeforce out of combat and ofc you wouldnt need to stay in DS for the movement speed. And the obvious one 33% ms is faster then 25% ms.

In fact if i want safe 25% movment speed i would rather take traveler runes or qucking thirst then Speed of Shadows.

Or Signet of the Locust.

The fact is, necros can easily get speed boosts without wasting life force. The trait as it is right now is just bad because all of a necro’s other options are better. Both other options for the slot and other options for getting the movement speed.

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Signet of Vampirism

in Profession Balance

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Keep in mind that those hits are all but certain to be doing more damage than you are healing, so at no point does this signet ever let you actually gain health from its passive.

What about mesmer clones?

Only if the clones are not Scepter, Staff, or Trident clones. Even then, gaining health requires that the Mesmer himself isn’t attacking you. In realistic situations, no, you’re not even gaining any health from mesmer clones.

However, I suppose there is that theoretical exception. I will admit to that.

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(edited by Drarnor Kunoram.5180)

Signet of Vampirism

in Profession Balance

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Really, the passive needs a change more than the active. The passive desperately needs either a removal of the ICD or have the ICD changed to be per-attacker instead of global ICD. Changing it from a basic heal to a siphon would also help the skill.

Are you serious? These ideas would make it the most broken passive in the game.

How so? Right now, the signet’s passive is a weak healing signet that requires you to get hit 1/second, on the second for max efficiency. Keep in mind that those hits are all but certain to be doing more damage than you are healing, so at no point does this signet ever let you actually gain health from its passive. Removal of the ICD or changing the ICD to be per-attacker would not change that in the slightest, but it would make it not so horridly irrelevant when dealing with multiple foes.

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