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Just going to agree to disagree. Clearly have different views. Also if you cant get axe #2 to hit harder than 6k you are doing something wrong.
Between Protection, Weakness, or some random active defense/CC stopping part of the channel, it’s really not difficult to see how 6k is an incredibly typical cap at any play level other than the lowest.
I move for legendary amulets/rings/accessories first. May not have any visuals associated with them, but they would still be useful.
Our necromantic power has just increased!
Is Thread Necromancy a problem in the Necromancer forum?
Can it even be a problem?
It is strong, especially considering that this +50% doesn’t count towards the +100% condi duration cap!
Specifically, it applies before the condition duration stat is even applied. Say you have +100% condition duration. Without Lingering Curse, your conditions would last 200% of the unmodified value. With Lingering Curse, they last 300% of the unmodified value (not 250%).
looks at watch
Yup, two weeks since the last one of these threads. Can we PLEASE get this topic stickied?
Also, giant norn and charr in actual heavy armor roll all over the place like olympic gymnasts.
This is not a world where the words “practical” and “combat” should be used in the same sentence.
To be fair, real-world full plate armor, when properly made, is quite possible to do backflips in. The total weight isn’t as big an issue as the joint construction and weight distribution over the body.
Damage listed is always to a single target, but no skill divides its damage among available targets.
However, when you see a skill like Ghastly Claws that lists its damage as “(number)x8”, the listed number is divided by the number of hits (in this case, 8 hits). These are always referring to a single target, so Barrage doesn’t divide its damage further if hitting more than one foe.
Thats because no other class has access to a second life bar. Shut up and quit complaining
I can voice my opinion all i want you don’t have to reply.
Im curious what class do you play Mr stop complaining I know its not necro. Its not a “second life bar” as health doesn’t degrade on its own.
I play warrior, and ive seen good reapers camp reaper shroud in 3v1s which is alot better than having blocks and evades
If a full shroud lasts more than 2 seconds in a 3v1 that’s not the necro being good, rather you 3 are playing with no hands.
The necro i was talking about was very good, unlike you guys that must be new to necro he actually timed his dodges, his stab, cc and he also had great positioning. And the 3 were running dps builds and took over 1 min to kill him
So, crappy attackers.
The Necro may have been good, but if he survived that long in a 3v1, his opponents were terrible.
I would appreciate a much lower cooldown on this as well.
I have. It does require them not going for the stomp immedietly, though.
I’m not entirely sure I will be using the plant gathering tool, since it is sooooo much slower than my consortium sickle. Pick I will be swapping off between watchwork and unbound magic.
And what happens in the next expansion when a new map currency and associated tools are introduced? I agree with Astralporing, this is a slippery slope.
Presumably, said map currency will have its own gathering tools available for coin, karma, or a different currency as well. The gem store gathering tools will just be convenience as you can get the same effect without spending a gem.
It is interesting, though, because you can cast Epidemic, and then stack a few more conditions on and have those new conditions also spread.
If the initial target is dead, of course it will fail to copy any conditions.
If they are alive, check to make sure they’re not cleansing. I have yet to see it fail to copy if the original target has any conditions upon projectile impact.
I just watched 3 epidemics fail to cause conditions on half of the targets. I didn’t get any ‘obstructed’ or ‘out of range’ alerts and I watched them hit the targets without putting a single condition on them. The hell man?
Was your original target dead before the projectiles hit? It will only copy conditions on the original target at the time the projectile hits.
Necromancer
- Plague (Elite): This skill has been reworked and has been renamed to Plaguelands.
- Plaguelands: This skill creates a 240-radius corrupted area at the necromancer’s initial location for 10 seconds. After 1 second, it pulses damage and conditions in that area for 9 seconds. Each pulse applies a new condition, and each pulse applies all conditions from every pulse before it. Conditions applied (in order) are: bleeding, poison, torment, vulnerability, cripple, weakness, blind, chill, and burning. Recharge is set to 120 seconds.
- Epidemic: This ability now fires slow-arcing projectiles from its initial target to up to 5 targets in range. Foes hit by the projectiles gain all conditions from the original Epidemic target. Projectile strikes are unblockable but cannot critically hit. Increased radius to 900.
And now tell us how any of this is a buff for necromancers in pvp?
Lol, Plaguelands is such a bad skill for PvP. I’ve met some Reaper’s trying it out, and it is as simple as not standing in it, wasting their entire elite skill. Not sure why anyone would ever take this over “Chilled to the Bone”.
PvE? It’s pretty good. WvW, it has some rare uses. PvP? It’s garbage. Complete and utter garbage.
Ever since I used it the first time in Lion’s Arch on patch day, I knew it would never see my PvP skill bar.
looking forward to test the piercing later today…. was getting annoyed the projectiles was being blocked.
but still it can be blocked by projectile block skills and terrain (walls and objects)….
Anti-projectile skills won’t affect Epidemic, since it’s unblockable.
Actually they do. block don’t effect it. Those are two different categories of skills.
No, they really don’t. Unblockable projectiles ignore blocks, projectile destruction, and projectile reflection. If Epidemic is being affected by those, then it’s a bug.
…have you even used Unholy Sanctuary? It doesn’t force you into Shroud any more often than you would be in it otherwise. Unless you would go down, of course, but I’d rather be in Shroud than on my back.
It needs a numbers buff, but the functionality is excellent already.
(edited by Drarnor Kunoram.5180)
That’s the location of the raid wing Bastion of the Penitent.
For Bone Minions exploding on ground target, why not have them make a high-speed screaming leap to the target location and explode on impact?
Regardless, I wish they would change it so the lowest health bone minion would be the first to detonate, rather than the closest to the Necro.
Soul reaping doesn’t have bad traits. In fact, all of its traits are really good.
Fear of Death, anyone?
I would argue that Unholy Sanctuary and Corrupter’s Fervor are still good traits, but Unholy Sanctuary needs a numbers buff and the two shouldn’t be competing. I think if you had a decent replacement for Soul Comprehension and you could take Shrouded Removal, Unholy Sanctuary, and Corrupter’s Fervor, you would have a decent defensive traitline.
looking forward to test the piercing later today…. was getting annoyed the projectiles was being blocked.
but still it can be blocked by projectile block skills and terrain (walls and objects)….
Anti-projectile skills won’t affect Epidemic, since it’s unblockable.
Epidemic is fine for the most part. As a pve player I havent noticed anything different really. Plaguelands, as much as i want to like it, especialy since i run master of corruptions anyway, just feels too generic and niche (first impression was that it was a stronger avatar of grenth which rarely got use as well), that for most content I’ll still end up using Chilled to the Bone.
It’s not fine. If you pull mobs to one location, the projectiles will be body blocked by the first mob, essentially only applying one set of the conditions to that mob.
How in Balths name is that fine?
Because that doesn’t happen anymore. Check the latest patch notes.
The post was made 6 hours ago lol. The patch was 10 mins ago. My argument still stands in reference to the poster.
P.S. They pierce now.
Your post was 3 minutes before mine.
Epidemic is fine for the most part. As a pve player I havent noticed anything different really. Plaguelands, as much as i want to like it, especialy since i run master of corruptions anyway, just feels too generic and niche (first impression was that it was a stronger avatar of grenth which rarely got use as well), that for most content I’ll still end up using Chilled to the Bone.
It’s not fine. If you pull mobs to one location, the projectiles will be body blocked by the first mob, essentially only applying one set of the conditions to that mob.
How in Balths name is that fine?
Because that doesn’t happen anymore. Check the latest patch notes.
So MH dagger was a power weapon and OH dagger was a condi utility.
Now, I am confused. Is MH dagger now a power-condi hybrid and why the self-bleed without another transfer skill?
I am not sure I see a connection between an expac weapon and MH dagger. Anything is possible but this change takes melee power away from Necromancers without an elite trait line. Is axe supposed to be the core power weapon? Is the intent to force dd-staff? Traiting Curses for MH dagger does not sound too appealing.
It may not directly be with the new weapon, although it is possible we see an offhand designed to synergize with dagger mainhand, or traits that synergize with bleeding in various ways. Given the speculation of “sand shroud,” bleeding is quite possibly a subtheme of the next elite spec.
Dagger 2 and 3 make no sense to me other than for flavor. Or AN thinks we enjoy hurting ourselves with most of our best skills. Either way not adding anything condition wise to the auto attack just makes the changes look half done and pointless.
Prepwork for next expansion? It will be announced once the next Living World chapter releases.
On the upside, the Unholy Burst does deal identical damage to Unholy Feast itself, so it’s not too awful in that respect. If you can get even just two overlapping procs, that’s some serious burst to execute.
if this happen and it become a thing, it will more likely be nerfed hard pretty fast. The worst being that it will be higly efficient in pvp against downed player. I’m pretty sure tat Anet will stand against the idea if this skill become a wide area stomp skill.
They haven’t nerfed Gravedigger, which hits about the same area and hits harder.
On the upside, the Unholy Burst does deal identical damage to Unholy Feast itself, so it’s not too awful in that respect. If you can get even just two overlapping procs, that’s some serious burst to execute.
I’m beginning to think the Dagger changes were in preparation for the next expansion.
25% health threshold is trash and useless. It should have been 50%. The 180 range is also pretty useless.
The skill rework itself is nice.
So, that 180 radius in the tooltip is an explosion centered on the foe that is below 25% health. It is not centered on you.
Managing to tag a cluster of low-health foes will be hilarious to watch as they all just explode.
Would still love to see this increased to 50%, as 25% is too low to ever really take advantage of.
Can anyone explain why the leap isn’t just one easy long swoop? IE- why does it do that stupid crap at the end?
The mechanics have changed in important ways. It used to be 2 leaps (instead of one move and one leap), and it the evade portion has been moved. I don’t know if it’s related but it got nerfed when the engi triple leap came out on hammer.
Evade got added during the actual attack animation.
My mistake. I thought that only applied for siege blueprints and tricks.
Since there are a number of specialized bags in the game already, why not add one in that has consumable items go into it first? I don’t know how many people run around with a dozen types of food in their inventory like I do, but I can see some people getting mileage out of such a bag.
I can’t remember the update when it happened (I think it was June 2015 when the major changes happened to conditions), but there was something posted about how condition and boon conversion is randomized now. So I think it would be true of boon/condition removal as well. I know at launch it used to be last one first off but I am fairly certain it’s been changed.
Everyone keeps misinterpreting this. That note specifically was only referring to boon and condition conversion. So, skills like Well of Power and Corrupt Boon. It does not apply to boon or condition removal.
If we get to nominate the next god of war I’m choosing Canach.
Could go horribly wrong, or horribly right. Exactly what you’d want from the Tyrian Ares.
I would be satisfied with that. Just imagine the level of snark he would have if he were a deity.
Most #6 Healing skills scale at 100% or better of Healing Power. Most of the exceptions either have additional defensive/recovery effects (Shelter, Your Soul is Mine), or constant healing over time (Healing Turret, Healing Signet), or technically uncapped healing potential based on some other factor (Litany of Wrath, Defiant Stance).
With 0 Ferocity, Critical Hits deal 150% damage. Every 15 points of Ferocity increases this by 1% (so 15 Ferocity is 151% damage, 30 is 152%, and so on).
iirc the destroyers respawn
also what I hate is that getting hit on the ground still counts as hit while gliding
Destroyers do not respawn, but there are some on very high ledges that are easy to forget about.
Just leaving this here…
A couple of things to mention that you may not realize through PvE play.
1. Life Blast and Dark Path both home on their targets. Life Blast especially is ridiculous on this, making up to a 90 degree turn mid-air to hit its target (and does so instantly), so against teleporting enemies (especially thieves in WvW/PvP), they can’t avoid it in that manner.
2. Dark Path and Deathly Swarm (dagger 4) both hug the ground as they travel. This means they can’t be used to hit foes higher than you unless it’s a gentle slope in between. They’re also useless for attacking something over a gorge.
For that, I would suggest playing around with the different weapons and then decide. If you find you like Dagger or Axe mainhand more, go Power. If you like Scepter more, go Condition damage.
So I should lead with Death Shroud skills?
Not so much that, but don’t be afraid to use it while you’re at high health. That said, Death Shroud 2 is a very good engage skill. Play around with Death Shroud at different times in the fight. Try going for entire fights in Shroud, even. The more you do this, the better feel you get for the skills and when to use them.
Death Shroud is better used proactively, since it is difficult (especially while levelling) to regain health in it. Use it to preserve your health instead of trying to buy more time.
Minions are easy mode for PvE, and this has its ups and downs. Upside? You’re likely to be able to handle almost anything in open world PvE. Downside? You won’t be learning the mechanics of the game that you need to be successful at higher levels.
I feel like something about this trait should be stickied to the top of the forum. We get this question every couple of weeks.
Yes, the trait works perfectly. It doesn’t show up on your UI because it is based on the foe’s conditions, not you.
Yes, that was the inspiration, but this is focusing on ones that might actually happen in the title, rather than one that certainly won’t.
Can it be done cumulatively? I’m at 10/12, I gave up after 10-15 minutes of circling at various levels didn’t get me the last two. I’m hoping that when I do the final instance on my second LS alt I can just tag two more orbs.
You don’t have to get them all in one go, but you do have to grab each one. For example, if you needed to find A-G to complete the achievement, but you couldn’t find B on your first try, your next try will complete the achievement so long as you find B, regardless of if you grab A, C, D, E, F, and G on the second run.
While I appreciate the current Enrichment (Ascended Amulet upgrades) options, there really should be more options added to the game.
Possible additional ones include:
- +WvW XP
- +Map bonus progress
- +Gathering node use/rare extras chance
- +Reward Track progress
- Improved salvage rates (more likely to get higher tier materials, will take some work, since this isn’t a buff already in the game)
I know I am not alone on wanting to see more choices here, so I welcome others to add their own suggestions. Keep in mind, though, that Enrichments will NOT apply stat increases or provide any enhancement to combat ability.
Currencies are not crafting materials
in Guild Wars 2: Heart of Thorns
Posted by: Drarnor Kunoram.5180
FYI, you do have the option of just selling these trophies to a merchant. A stack sells for ~6.5 gold.
Occultist’s Flame
Since the lightning has no indicators about when or where it is going to hit, it definitely needs to go from the puzzle area.