Maguuma – Predatory Instinct [HUNT]
Necromancer
We don’t hate you! You have a chance to drop precursors! <3
Welcome to every other “exclusive” ability in the game.
Every other exclusive effect is still exclusive though, your comment doesn’t make sense. Warrior banners are exclusive. Ranger’s spotter, spirits and gotl is still exclusive. Engi got a new exclusive effect. Rev has assassin’s presence. Thief gets partywide unblockable attacks via basiliks venom. etc etc
Yes… I would expect that utilities and traits are exclusive. Status effects with many sources aside from only a single trait or a single utility skill have never remained exclusive.
This was tested. They don’t hit you, but this needs to be fixed… Or not… We’re confused on a daily basis as it is… :/
It’s not a bug. They have yet to split pve and wvw balancing. And to an earlier post: this was tested less than half an hour after the patch and it does apply 3 in wvw.
Epidemic should get the SoI treatment lol it should transfer only 1 stack of every condition on the target.
But seriously it does need a cap. Either a cap per condi on how many stacks it can trasnfer that is substantially lower than whatever it is right now, or a total cap on how many stacks of condis it can transfer period. Both methods would have their pros and cons, but one of them needs to be implemented.
It is capped at the old condi limit.
Welcome to every other “exclusive” ability in the game.
Necromancers are and (to my experience) always have been doing well in WvW. Their roles in different parts of WvW has fluctuated but is stable. I main necromancer roaming/havoc and zerging and they are in a very good place.
Necromancer
- Movement speed decreased by 50%.
– Epidemic now affects allies.
– Cast time on gravedigger has been increased by 100%. Damage has been increased by 10% to compensate.
– Vitality no longer affects total life force.
Red Guard!
To balance their power. If an enemy group of 30+ camps under them then they are now under ac fire.
Defense in layers.
Well, now reverse this argument, what about the 30+ that go around killing siege when 2 or 3 defend a tower. The siege is killed and there is no way to defend against 30+.
3 should lose to 30+. Siege if well used can stall for a really long time, but in the end, you will need reinforcements anyways.
Thats not true even in real life
Terrible example. In real life there is (in programming terms) player and dead body collision. Funnelling a large number of enemies into a small area (like a gate) in real life can allow you to rain siege down on attackers. As bodies pile up, the attackers either need to find another way through or lose even more soldiers trying to pass. In GW2 there is no collision between players. Funnelling a group of enemies into a small area in-game will only spread out siege damage, limit what you can hit, and on top of that, you can rush 60+ people into the same space and not be starved for room.
Don’t start comparing siege in real life to that in the game. It makes no sense since physics between characters are nothing alike.
Thank you for further enforcing and explaining my opinion why gw2 wvw is bad
No problem. Never disagreed. <3
My reasons just differ.
~2017-2112.
Sorry, was it “transfer” or “cancer”?
To balance their power. If an enemy group of 30+ camps under them then they are now under ac fire.
Defense in layers.
Well, now reverse this argument, what about the 30+ that go around killing siege when 2 or 3 defend a tower. The siege is killed and there is no way to defend against 30+.
3 should lose to 30+. Siege if well used can stall for a really long time, but in the end, you will need reinforcements anyways.
Thats not true even in real life
Terrible example. In real life there is (in programming terms) player and dead body collision. Funnelling a large number of enemies into a small area (like a gate) in real life can allow you to rain siege down on attackers. As bodies pile up, the attackers either need to find another way through or lose even more soldiers trying to pass. In GW2 there is no collision between players. Funnelling a group of enemies into a small area in-game will only spread out siege damage, limit what you can hit, and on top of that, you can rush 60+ people into the same space and not be starved for room.
Don’t start comparing siege in real life to that in the game. It makes no sense since physics between characters are nothing alike.
Incinerator. Best skin, any stat.
To balance their power. If an enemy group of 30+ camps under them then they are now under ac fire.
Defense in layers.
Well, now reverse this argument, what about the 30+ that go around killing siege when 2 or 3 defend a tower. The siege is killed and there is no way to defend against 30+.
3 should lose to 30+. Siege if well used can stall for a really long time, but in the end, you will need reinforcements anyways.
No, and nothing you or the devs can do will stop people from pin sniping (successful or not).
Red is dead.
No kitten room ambush!? ABSURD!!! THE APPLE TREE NEEDS FERTILIZER!!!
There are commanders that get sniped once and die, and then it doesn’t work again. Other commanders get sniped over and over. Something is being done right, and something is being done wrong.
Ever seen a candy corn gobbler? That buff bar in the pic is small as kitten.
It would require a lot of work, but this is a nice fresh idea for a change.
Time your attacks to land when they are at the top of a vault. No evade frame there.
Never liked the Dhuumfire as it is now. Necro has no traits to support burning and you get very little burning from what is a “Grandmaster” trait. Never worth it IMO.
In PvP/WvW, it’s a good cover condition. That’s about all it has use for. Less conditions = easier to cleanse.
Yeah, it can cover fine, but the cost to access it is too high. A grandmaster trait should not be a “cover condition”. I’d rather invest into reapplication than covering.
Never liked the Dhuumfire as it is now. Necro has no traits to support burning and you get very little burning from what is a “Grandmaster” trait. Never worth it IMO.
Necromancer has always been a staple in WvW, and I don’t think that will change any time soon.
Hint: Kill them when the vault holds them in the air the short time before they land. Problem solved.
So… Why didn’t you leave around launch?…
If only tainted shackles worked like this. :/
Yes let’s talk “logic”. You should be able to dodge a kittening chain already wrapped around you.
OMG! ME TOO! WELCOME TO THE “WE CAN KILL SOMETHING” CLUB!
The way the legendaries are looking relative to the last one, the new gs is likely to be a giant popsicle stick.
Well we ARE the ones who use chill with our GS so…
Well I never thought of that… Bring us the popsicle stick.
One necro with passive plague proc wins against that trap thief build. :/
Actually, no, it doesn’t; it has the hardest time of all professions against this build. Necro will always lose to ghost thief because all of its cleanses except Consume are transfers which depend on the thief being targeted or will easily miss/can be dodged through like Staff 4. Reaper doesn’t have the mobility or range to keep up, and core necro lacks cleaves and depends on a target to do anything.
On the contrary, I have never had a hard time against a ghost thief on a necro. The necro trait “Plague Sending” is all I have used in those encounters. It does not miss because it procs on hit. As for keeping up, who gives a kitten. I give him his own conditions and let him wheelbarrow away. More or less, I have always ignored ghost thieves.
Well, I can confirm they do play their game. Whether or not it matters is evident it seems.
The way the legendaries are looking relative to the last one, the new gs is likely to be a giant popsicle stick.
And here I was thinking I was getting so many ascended boxes that my bank is becoming full.
I believe majority already ruled.
Getting to the next set of bags before it’s too late.
No point.
One necro with passive plague proc wins against that trap thief build. :/
There is no practical use for any of them be it lackluster effects or long cooldowns for little effect. 100% relavent answer. For example, you can transform as a thief while your initiative regenerates. The trade-off is: you die. Each profession has its own skills that serve that use much better.
If you’re asking about this for roleplay purposes, then the question is irrelevant. You can roleplay a radioactive brick if you like.
All are pretty much useless. Norn used to be good necro escape, but it was nerfed a long time ago.
If two thieves can cover an exit by themselves and prevent a server from leaving then the problem is not with the spawn campers.
Farm molten bosses.
Highest keg drop wins!
They prevented this already. If you notice to the left and right of every spawn on every map, there is three exits. A server cannot possible cover such a wide range, so spawn camping as you call it is only there because you allow it.
So I had to log out while in combat and I knew that I would appear dead when I logged back in. But after I respawned, my mini map now rotates depending on where I pan my camera. I have tried restarting my computer, logging out and back in, looking for unwanted background applications, to no avail.
Is anyone else having this problem? I am finding it very disorienting trying to navigate the mini map when it keeps changing position. Or is there a new option I am not aware of?
Almost 2017 and people still use perplexity?
Let the kitten placements set bruh… :/
Aquatic.
You will need gift of battle from the wvw reward track. You can use boosters to increase participation gain and shorten the time by about 4 hours.
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