I have same issue, but having it for longer time already, not jsut from this patch.
The pvp alpha testing phase has ended. We must wait for anet to care and come comment when do we get new one. For now you dont get any points/rank and lb shows the last update since it ended. Think just like it was a season.
Will those shouts need los? Beside for me, the only bad thing atm is casting time. Ppl can burst you down faster than you can cast a shout :p + in the end it gets interupted/blinded anyway.
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Here’s my suggestion to cleansing ire/ defense line in general
1) Keep cleansing ire where it is, but remove the ‘adrenaline on hit’ part.
2) Make a new GM trait instead to defense:
“whenever you block, reflect and evade an attack, gain adrenaline (1).”
This one changes places with the mace trait Sundering Mace, since that weapon is horrible with CI anyways, and synergizes well with the new GM trait above.Even a warrior with high hp and armor should be encouraged to use active defenses instead of passively filling adrenaline. I didnt want it to be adrenaline on your hits, because against evasive classes like mes and thief you would be destroyed since you wouldn’t get many hits on them.
3) Change LB Combustive Shot (F1) functionality: baseline it now requires a target to hit. Bake the ground-targeting functionality into the longbow trait “Burning Arrows” and move that trait into Arms (otherwise it would synergize too well with current shoutbow, since it already goes into tactics, and Arms is about condition damage/hybrid just like the longbow)
Duno about suggestions (do like adrenaline part) but agree with the points you provided. For other F1 skills it doesnt work if you miss, for lb this work all the time. And many passive adrenaline gain, making them able to spam their lives off. If there are 2 warriors, necromancers are useless in that match, easy 4v5, negating all damage they do.
And the most kitten thing also is, if warrior starts to loose, he jsut run around and passively regenerate health, while spamming lb f1 and shouts. Much skill. In general, too many passives on war.
I am just worried what can condi necro get out of new reaper ds form. And we loose 1 minor trait because of this.
Which one?
Instead of usefull minor we get a must new reaper ds even if its weaker version of current ds (for condi necros). Beside we get DS as baseline, no need for minor trait.
They sould let us choose between the two, than i wouldnt mind taking the minor slot.
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I am just worried what can condi necro get out of new reaper ds form. And we loose 1 minor trait because of this.
And one question about dmg on chill …. does it work like terror – each second tick like condi, or is it one time power dmg? I hope its condi version, so condi necro can use it.
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I am also worried about slow attacks, it seems like they will be slower than we have now and even now thief can blind/dodge every our relevant thing and by the time we cast a thing we can get bursted 100→0%. And hope you still can do condition build with this specialization.
Its not fair! Rampager can stomp while Lich cant! Not tomention huge animation for lich while easy to miss rampager!!! Lich actualy needs buff compared to rampager.
This logic.
Edit:+ harder to kill rampagers are.
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Thief is more likely to get shouts and transform it into bard. And new weapon they get is warhorn
. And yeah shouts are prety boring :p .
We get meditations:
-Teleport, but instead of burning you apply aoe chill and blind (stunbreak).
-Condi cleansing, but instead of turning them into boons you give condis to enemies around you aoe (stunbreak), if no enemies than just remove condis.
-Remove 1 boon and do dmg (more dmg if boon is removed) aoe.
-Teleport to injured friendly target giving both aegis and both when doing dmg 25% of it return as health for 4 sec (also from condis).
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…
Only really good for +1-ing a fight.
…
I dont know why ppl repeat that (i know noscoc said it), but in my experiance its nothing special, not different than most professions, where almost anyone is good +1ing the fight. Even mesmer and thief (and power ranger) do it better not just with damage and cc but also with mobility, actualy getting fast to that 1ing fight. If you allow necro to +1 than your team might be sleeping.
Is it possible to farm them with silverwastes track in pvp?
Also one argument for terror as minor is parasitic contagion. It has very nice sinergy with it atm and would be shame to remove that. Not only that you get little dmg you also get healed for % of it and not being able to have it is quite a loss of sustain. Specialy if you would have to trade also for condi duration, which you get automaticly atm if traiting for PC.
Or move PC to second tier where we would have to choose between it and path of corruption.
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Ppl you should not read these posts literaly .
Ofc turret engi and power rangers (maybe also power necro) arent meta, but complaints about them doesnt come because they would be top tier but rather because they have lame mechanics. Turret engis had AI and power rangers have lame fast shooting bow. Both engi AI and Bow do too much for skill invested. Its just some wild anet design choice to make classes more viable trough lame stuff. And maybe many ppl would agree that normalising the bow and buffing other parts of ranger could be better choice, not just nerfing stuff to the ground.
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The problem now is that ds 1 and staff 1 doesnt benefit condi necros with dmging condis. With dhuumfire change you actualy get viable ds 1 condi autoattack.
But would you pick this version of Dhuumfire over Foot in the Grave or Deathly Perception?
What about burning in a radious from a target to 5 ppl on ds 1 and single burning on staff 1 (unless it pierces) and 20% extra burning duration. Assuming the condi duration in spite isnt limited to scepter (which would be silly) i would definately consider it, at least for pve. Also if you take piercing lifeblast trait than each target could triger the aoe burn making some interesting situations.
Beside what ppl already said, i have one opinion about dhuumfire. I think its not so bad as it sounds, at least for condi necro. The problem now is that ds 1 and staff 1 doesnt benefit condi necros with dmging condis. With dhuumfire change you actualy get viable ds 1 condi autoattack. And since (at least in pvp) me as condi necro sometimes use alot of ds 1 or staff 1 even now with carrion, this change would mean dps increase even if its nerf of previous burst trait. The trait only needs to step up little and also offer burning to staff 1 autoattack, to adress issue of weak condi autoattack outside of scepter.
With this change, i like the new dhuum for condi necro (ofc power would take 50% crit probably) at least for pvp. Maybe also like 20% passive burning extra durration.
These new changes have too many “bellow health treshold” kind of traits in my opinion. Devs can do better.
Yea completely agree. On a note of power necro not having anything to pick for, i think the scepter condi duration is bad. Its not like power necros dont use any condis like vulnerability, weakness, criple, chill, imobilize, poison …. i think they sould change this one so both condi and power can benefit of it. Something like increase condi duration + some form of acess to some extra these utility condis (personaly i would pick chill, poison and weakness proc).
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But, if you have both, shrouded removal and FitG. Does FitG first remove fear (as stunbreaker) or is SR first one to do it (fear as last\only condition aplied)?
In the old leaderboards I was getting matched with players on my skill level literally every game and they were all super fun and exciting games. Now I am constantly serving as a balancing mule to equalize the whole team’s MMR which is just stupid. Instead of placing you together and against people on your MMR, the system calculates the total MMR of the team meaning that you can have a player with 100 MMR and one with 2000. How is that fun and fair?
This 100%, i can live with game not being perfectly balanced but i cant play with crap lb\matchmaking we have now, 0% fun.
Beside we ALL have to\are forced to beta test this in a fully released game … i want to get payed for it. If not, anet can stuff it in their rear end and give us old thing back (rewarding only 100 or something, ppl is also joke while whole playerbase is contributing to it).
Main Character: Eriae
Account Name: Emapudapus.1307
Favorite Mode: PvP
Server: Ruins of Surmia
Number of Necromancers: 1
Can invite again?:) Also had already 4 guilds x.x .
It would be nice that instead of destroying wurm you would swap places with it. And if the worm would not get killed you could swap again on 50% shorter cd than if it gets destroyed.
Main Character: Eriae
Account Name: Emapudapus.1307
Favorite Mode: PvP
Server: Ruins of Surmia
Number of Necromancers: 1
If we r talking a out equal skill players, dd cele ele will win vs condi necro.
Having 1 skill on a 40 sec cd doesnt do anything at all vs them, the necro would have to spec with cb+ woc+poc + 4 points in spite for spinal shivers and even so i dont know if the necro would win.
Dd cele eles can stack too many boons way to fast , by the time you corrupt their boons they crap a few more nps.
The only players necro hard counter is engies but eles they dont. Its just an ilusion thinking a condi necro would hard counter cele dd eles, again im talking equal skill players.
I would say 1v1 you have 50% chance of winning if you dont do any mistake or get screwed by any wild blind, dodge or evade. (assuming ele doesnt want to disengage when almost dead) Staff ele on the other side ….
no way killing that.
Also 1v1 i think condi necro beats shout war but as long as they run away/hide you will not be able to fnish them, only if they decide to stay on point/close to the point till the end.
And i also have harder time vs dps guard as condi necro. Mostly because our slow attack speed (hard to remove blind) and bad autoattacks, while guard autoattack can do so much dmg (combined with sigils) and he can block/blind every our important spell, same as pistol offhand thieves. Its much easier when i play power necro tho.
Also i cant understand how ppl can say necro hardcounters engis. The best condi engis can give you realy tough fight if they can interupt your heal, dodge properly and dont get hit by condi transfers. If the condi engi cant do that, than yes we hardcounter them. Its disadvantageous fight but not hardcounter. Cele meta engi can prety easily kill necro on the other hand.
Jsut my thinking.
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^ and how they do balance i will not waste any more time on this crap. Even if its supposed to be sub free i value my time too much. Not to mention the waiting time for match to happen or useless clicking on pve rewards.
Said many posts before, there should not be argue if healing in ds is op or not. The class mechanic should not negate our own spells and traits, thats counterproductive. The design that is now is failed, thats the only problem. Noeone amongst us can know 100% if it would be op or not (Drarnor how can you guaranty dhuum fiasco? Are you developer who actualy tried it amongst good pvp players?), but we all, i assume, want it balanced if the need arises, but not by limiting it. Thats why the game has balance team, not just for correcting tooltips.
Oh an just to make things clear. I had hard time figuring what you ppl actualy want. What i was refearing to is all healing from allies, regen, siphons and sigils, runes and signets passive. Utility, elite, healing slots would still unable to be used while in ds. I had a feeling in few posts that some ppl think like i do and some ppl asume “all” healing meaning also from utility/healing slots, coming to some unneeded confortations. Please clarify more
.
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Scavenging Runes look interesting. GW2 wiki mentions a bug with the 4 piece bonus if your armour is damaged. Does anyone have the runes equipped that can confirm whether this is still the case?
At least in PvP its working.
I was just looking on efficeiency in pvp between scavenging and nightmare runes in pvp with standard condi build http://gw2skills.net/editor/?fRAQNAW7Yjk0UebfNG3wfbighSyWoDi+ACgzlykIKA-TJhGwAEuAALLDA4gAU4JAAA .
(1): +25 Condition Damage
(2): 25% chance when struck to cause your next attack to steal life. (Cooldown: 25s)
(3): +50 Condition Damage
(4): After using your healing skill, your next attack skill steals health. (Cooldown: 10s)
(5): +100 Condition Damage
(6): 7% of Vitality is converted to Condition Damage.
vs
(1): +25 Condition Damage
(2): +5% Condition Duration
(3): +50 Condition Damage
(4): +10% Condition Duration
(5): +100 Condition Damage
(6): 50% chance when struck to cause Fear for 1 second. (Cooldown: 60s)
First is 15% condi duration vs aprox 100 more condition (7% of vitality):
-Nightmare has aproximately 4% increase in bleed damage, which can rise if overlap with other bleeds and are not removed also to around 8% dmg increase. But usualy if the targets let you overlap so much bleed without cleansing it is dead in both cases. But if your bleeds are cleansed mch sooner and no overlapping the scavaging set gives you little more dmg.
-For poison if it doesnt overlap, scavenging runes do more damage (15% condi durration isnt enaugh for extra tick). If you overlap it, ex. with staff 3 and transfer from corrupt, you can get more ticks also increasing dmg by aproximately 5%. But dmg increase with poison isnt very noticeable anyway, but if no cleansing and heavy overlaping you can get around 2 extra seconds of healing reduction also (excluding auto attack, since you can maintain perma poison with only using that).
-As for fear, if you dont overlap your staff 5 and ds 3 your fear will do more dmg with scavaging runes (3 ticks, around 130 more dmg). With fear overlaping you get 1 extra fear tick with nightmare runes doing around 1000 more dmg (670 without extra condis on target).
-On otherside nightmare runes also increase duration of “utility” condis (weaknes….) and you get aproximately 0.5s increase for all of them on your weapon spells.
(hoelbrak runes not taken into consideration)
For more active part of runes scavenging you can get 4 siphon proc for 1 fear proc. Meaning scavaging runes give you almost 4000 extra dmg and healing (975 per hit) in 60s period (cd time for fear). With nighmare runes you get around 1000 dmg (670 without condis) and around 1 second of enemy being feared. But this active parts are very situational meaning in some situation they will proc but you wont get anything from them (blinded, blocked…).
Conclusion:
I would say that both rune sets are on similar level. Both runes increase passive dmg aproximately the same amount. In some sittuation you might do more dmg with either of them. Only standing out extra 1000 dmg for extra fear tick if they are overlaped. So the only true difference is their utility. Do you prefear 3k more dmg in long run and almost 4k extra healing or 1.65 second of random, single target fear if both happen in perfect situation and in time of 60s (but in my opinion fear much more prone to fail or not activating at right time). So i would say if you take either of them you will do fine in high rank necro pvp.
I personaly atm use scavenging runes and have just a feeling i perform better than with nightmare. (also they cant call you passive fear nub
)
So, fellow necros, whats your opinion about that?
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Plague sig is probably more useful at his level cause there’ll be more condi warriors and PU mesmers running around, plus teams will be less coordinated so he’ll have fewer enemies +1ing his fights and forcing him to disengage.
Then i would more suggest using well of power than plague signet, its muchmuch better. Especialy since burn can give you also aegis, bleeds give you vigor, which we dont have any other acess to it and vulnerability gives you protection (good vs power rangers) and much more + its shorter cooldown and ally friendly + it gives dark field for siphons. And melee enemies will think you are using dmging well and would go away from you
.
Yeah, it’s good for him to practice using it, but the metagame is different at different points on the ladder. Plague sig is probably more useful at his level cause there’ll be more condi warriors and PU mesmers running around, plus teams will be less coordinated so he’ll have fewer enemies +1ing his fights and forcing him to disengage.
Than i would more suggest using well of power than plague signet, its muchmuch better. Especialy since burn can give you also aegis, bleeds give you vigor, which we dont have any other acess to it and vulnerability gives you protection (good vs power rangers) and much more + its shorter cooldown and ally friendly + it gives dark field for siphons. And melee enemies will think you are using dmging well and would go away from you
.
Dont know about the travelers rune leman mentioned but i found that new scavenging runes are better choice than nightmare runes. Also i think greater marks > reaper protection. Some ppl also argue that well is power is better than wurm (also has team support and make you stronger staying on point), but personaly i like wurm more
. For placing wurm i suggest location that doesnt put you completely out off action, maybe higher ground but in a way that still hits enemy, since wurm auto attacks can be strong especialy in those 1v1. Only downside of wurm if you precast it is that it gets destroyed if you go into plagueform.
And dont forget to peel as necromancer. If you see in teamfight an weak ally chased by enemies, apply them regen (staff 2), slow the attackers (staff 3), apply weakness with staff 3,4 combo (if you assume the weakness is atm more important than your condi transfer) or even fear to give them some breathing room.
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Yes! Capes for everyone! Doesnt care if they clip.
Tired of dungeons, fractals, SW and Orr.. could never get tired of PvP.
Dont forget crafting. You cant get ascended stuff without it and pvp player will neer have it for wvw. I am also tired of pve poop we get from pvp rewards and all that clicking that is needed x.x, srsly.
I personaly hope it will be made in a way you could build power or condi on it. Beside also think melee (1-autoattack) is better since then you can hit invisible targets. Other spells (2-5) could be long or medium range. Thats my wish list
.
You cant defend lord since cele meta. Lord dies sooner than you are able to kill them. In old metas it was fine, but not now.
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+1
And you might think that when you get higher rating the things will be fine …. not!
And the argument of having good matchmaking for having around 50% win/loss ratio is flawed. SInce you usualy get half time first time pvp players on your team and loose and half time they are on enemy team and you easy win. In both cases the game is anything else than fun. Since new lb i can say that total number of fun matches i had doesnt exceed 2 or 3.
I pulled once guardian 3 times down on mid buff temple map and both time he instantly reapear back up. Maybe hack or some latency issue.
there is way to get into base w/o breaking gates, just need leap skills
Well there shouldn’t be one.
And guys I don’t think he spawed in our base, because he once left and came back in again so .. yeah
Anet fix this asap!!
In my case engineer also didnt spawn in our base.
Ok thanks, there are some realy nice tips i gona use in next ele fights
. Bdw i use shield instead of offhand pistol, maybe thats what i would also need, 1 more burn.
I was playing 4 games with my friend and we won all. I got increase in rank but friend got decreased. Why does this happen? Bug?
Yeah i also have one experiance where enemy engineer did that. So its not just warrior related.
I strugle to defeat as condi engi (usual nades toolkit build) any good ele in 1v1. Is it even possible? Any tips? Best tactic i figured out is just run or try to prolonge the defeat.
Its not just minions, if the ai in general doesnt get better, whole pve xpac will suck.
At the end of the day the new skills etc will probably be quite imba for a while, either too good or too bad.
“For a while”, judged how fast and efficiently they do balance it will take them quite long, maybe 2-4 years.
Previous matchmaking was muuuuch muuuch better than this. Only thing it lacked was population, so either you got long queue or against lower ranked ppl. The thing we got now is just poop. Leaderboards were also nice, except few games→top lb or huge fluctuations. SInce that patch, pvp is joke.
I bought this game because i got impresion when they were marketing it before release, that it will be pvp based game, pve would be just side stuff. Surprise that wasnt the only thing we/i was missled so meh.
If this PvP thing can get better i think they must completely seperate it with main game (also developers). Why do i have to do dungeon story for reward track? Why do reward track give me mostly pve crap? Must say i miss old glory system, was MUCH better and at that time if you saw a player with awesome armour, you knew it had high rank and was quite hard to get there.
I stopped playing cuz if i go solo i never ever get one single fun match, not because i would be vs premades, but just unfun, not on same lvl i used to play (top 100 solo or 300 team). I would prefear going old team queue solo (which i mostly did) than this crap. No fun forming a team either. It killed the game for me too.
So yea end the beta and give old system back, at least at primetime and sometimes/manytimes also other time, it gave you fun and chalenging games.
You should stop using gw2.exe till they fix leaderboard anyway.
^ this. Wouldnt believe everything anet says, too many times burned. But since patch is far away this could be proposition/general idea for balance and we might actualy see some stuff from here in real patch. Logical changes or not, have you actualy seen official patch that would try logicaly balance this game in a way that players expect?
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