Showing Posts For Flowerpower.6795:

Spvp needs a personal or team rating system

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Posted by: Flowerpower.6795

Flowerpower.6795

Like it. Anything is better than this pvp grind lvl thing gw2 actually has x(
I’m rank 30 and know every map and class and pvp has no teamfights (it always feels like a 1/1/1 vs 1/1/1 instead of 3v3 to me if you understand that.. can’t really support my team) and thats why im happy with every innovation for pvp :o

PvP 3 wishes -what do you want most in PvP?

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Posted by: Flowerpower.6795

Flowerpower.6795

2. GvG come on.. this game is named guild wars .. and not dragonparty 2

dragonparty2 sounds like it might be a good game.

True. Can i buy something for gems to rename guild wars 2 to dragonparty please? that would be so cool!

Highest necromancer recorded hit...

in Necromancer

Posted by: Flowerpower.6795

Flowerpower.6795

Even if i do 1/3 damage i can run all Dungeons in almost the same time. Most foes die so fast you cant even do any combo. Only the bosses live long enough. So whats the point of doing more damage? I don’t get it xD
And survivability is almost not needed in this game in pve. Just get a Guard in your team in position yourself well.. means don’t run into red circles. Job done
But still nice to see a necro can do as half of the damage of a warrior. =)

Teamplay

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Posted by: Flowerpower.6795

Flowerpower.6795

no, there is no backline mid front there is no weak guy that needs protection there is no empower that guy so he 2shots people there is no strategy there is no “ima tackle this guy so u cast ur nuke kinda thing” . there is just different ways to do the same do dmg or spam condis.

I actually offered a more or less simple way to get this. Actually a way to help your teammate before he goes down. I think with “casts on allies” you would come to that “keep your ressources” thing. Because if one of your teammates is under pressure your team could waste all it’s healing skills or just use one or two and have still something left if they pick another target then. This way you could play something that lowers his cooldowns on these helping skills, makes yourself more fragile (because defensive abilitys have longer cd when cast on yourself-look at my examples i already posted) These more fragile guy is our Backline. And people that want to do more damage are our frontline and somebody that wants to shut down should use conditions like chilled* or confusion* (necro or mesmer for example, thats the midline!)
*after making them more important

Hope actually somebody thinks about my post and think even further. It could form the gw2 pvp new and make it the game it actually wants to be. An esport game.
And yes, what is really important is that they differ even more between pve and pvp. Why should skills not work different in pvp?!
And btw.. if i would play pve more.. i really would wish more teamfighting like this in pve as well..

(edited by Flowerpower.6795)

PvP 3 wishes -what do you want most in PvP?

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Posted by: Flowerpower.6795

Flowerpower.6795

1. Teamplay instead of this solo independent fights.. even in teams
2. GvG come on.. this game is named guild wars .. and not dragonparty 2
3. After Teamplay, the good old random arena & team arena but that can wait =)

Teamplay

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Posted by: Flowerpower.6795

Flowerpower.6795


Same thing with other Conditions. At the moment the no damage conditions are nothing that somebody really fears.. in my opinion they should get way more important.
For example chilled. First, it should extend the activation time of any skill by for example 100%. 100b too. Ofcourse, the dps is 1/2 then. Would make it strong and it should get cleansed by your teammates. To make it not too strong it should not stack, but refresh the lasting time when applied. You should not be able to cleanse this by your own, or if you do so, with a penalty like longer cooldown(example2) (+ the x2 casting time you need to do this) on this skill. You should want somebody of your team to cleanse it, or somebody of your team that has a lightfield to shoot through it.
Where our next problem is. There are classes that have both: Combofields and finishers. Reduce this. It should more rely on teamwork. You maybe say now: Ele (for example) would be too bad without its healing by waterfield&finisher. Thats not true. Don’t forget that it’s for example the necro that heals him and then, it’s the necro that has problems with healing. But the necro can be safed from the ele by casting mistform on him. Idea behind this: Ele is good when a teammate gets a burst from for example a warrior and necro is good when a teammmate suffers from to many conditions(pressure damage from opposing team). Btw the mist form could be like:

Example3: Mist Form

Mist Form: 1sec activation time. 40sec CD.
Morph your ally into an invulnerable, vaporous mist for 3sec. Only 1sec on the Lord.

And thats the next point. We come to good teams. I mean, our Ele now has waterfields or finisher (depending on the wepon he chose for example). If the ele got only the fields, a necro with fields would not be the best companion, (i would add some finisher to the dagger, not to the axe, and would make sure that the axe is used with wells(fields) and the dagger makes no sense with wells (for example because it perfectly boosts spectral skills).
So what is the best teammate for our ele? Somebody with projectile and leapfinisher, like the mesmer(which has less etheral fields if he decides to use finisher), would do great when well played with the ele.. in a team. If they would fight almost alone, not using their abilitys for their mates, let them die, they should not stay a chance against a good team. The best in this is, that even on low lvl team pvp, the team would care about each other, they would work together. Thats the idea behind.
I could go on and on with this.. explain how important skills like the active of the Inspiration Signet would become. But my post is already really long.. And i don’t want to write a wall of text if theres nobody who thinks this is, maybe even in some little points, possible.

I think if a dev wants the community to create another version of every spell, it would take a week and we have many versions of each one so that they already only need to pick the best out of it and lookover for balancing. And all those balancing mimimi where gone (in theory ofc) because if i play necro, and think ele mistform is imba.. im not screaming because i am actually the guy that gets it most times
And a five ele team, would be very bad against conditiondamage then.. so everything would be fine.

What do you think about this idea?
All examples are just examples. So don’t argue about power but about the “cast on allies” idea..

Edit: and sorry for posting 3 times.. i wasn’t able to post it all at once

Teamplay

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Posted by: Flowerpower.6795

Flowerpower.6795


Next thing is, that confusion should not:
a) be easy to apply (short duration pls)
b) easy to cleanse (only by allies please!)
c) last so long
d) stack! Only refresh the time that it lasts.
e) do a lot, A LOT more damage then

I played a mesmer in gw1&2 and confusion does what empathie, backfire and visions of regret were doing in gw1. Punish your foe with damage when he does anything.
Thats an amazing concept for pvp teamplay because the deadly assassin dies first if she ignores this and because of that, she wants the monk to cleanse it first and fast =teamplay.
In pvp the thief cleanse it by himself or ignores it. What are those 150 – 900 damage compared to the backstab hit a thief can do? Pls. don’t argue about this if you never played gw1. An assassin with empathie and visions was almost instant dead if she wants to burst then.

In one Sentence: To improve teamplay please make confusion almost impossible to cleanse by yourself, set it on short duration (no way to keep it up all the time alone) and let teammates cleanse it.
If it is not cleansed, the confused player should think about doing nothing or run away. He should really want somebody that helps him with that.

Teamplay

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Posted by: Flowerpower.6795

Flowerpower.6795

I see i am not alone with this. So what exactly should be changed to improve gw2 teamfights. What is needed and what should get deleted from the game. Actually, only adding things would make it too complicated. Thats why i think some things should get changed.

If i was a dev that has the time to make gw2 an esports game, i would make pvp even more independent from pve and change like the whole thing. Then give people a pvp test server and look what they think. Then improve it, balance it a bit and include it on all pvp. If it works fine (if i am happy with it) i would think about including some parts in pve too.

My Ideas about this are the following:
(reminder: atm gw2 pvp only)

1.1: We already see our teammates on a panel on the left side of our screen. We see Boons and Conditions. Thats good and important for teamplay. Now please let us select teammates by clicking on that name.

1.2: Remove most of the stunbreakers, conditionremovals and boons cast on myself and let us cast them on our teammates.

1.3: Look at the Traits. They should fit this system well.

That would be a lot of work. But i think when you use an pvp test server, create an forum for the community (and please something like 3 posts/day only for each account – to cut off spamposts) it should work. And player that actually play your game can improve it i think.

How could this look like?

Example: Necromancer Plague Signet

Plague Signet:
passive: Improves your condition damage by 180
active: (Chain, max. 3sec between 1 & 2)
1) Transfers all conditions from allies within 1200 range to yourself.
2) Transfers Burning, Bleeding and Poison to your foe.

Example2: Consume Conditions

Consume Conditions: CD 60sec. Activation time: 1sec.
Cast on the Necromancer: Feast on your bleeding, burning and poison, gaining health for each one consumed.
Cast on ally: Feast on all your ally’s conditions, he gains health for each one consumed. Cooldown 1/3.

Thats just an example. Ofcourse you could think about healing the necro for consuming the condition on the ally. That would be a pretty good mechanic i think. What i want show with this is: It’s easy too see that it is always better to use it on your ally than on yourself. And if this ally has the same issue with his healing skill, he will use it on you as well. This way we would get something that can be called Teamplay.

(edited by Flowerpower.6795)

Teamplay

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Posted by: Flowerpower.6795

Flowerpower.6795

Is it just me or is there actually no real teamplay?
i mean.. there are rarely 5v5 fights. Most times it’s 1v1 2v2 3v3 and the only thing that you have to coordinate is your selected target and bursts, rez and finish.
Guild Wars 1 pvp was so different. Even in randomgroups you tried to help each other survive or powerblock, diversion the monk to give your teammates a chance to burst.. in gw2 theres nothing like this 0o
Actually the most important thing is to do damage.. things like chill are a bad joke…
The mesmer: Mass invisbility and Illusions with random interrupts does not need any skill in my opinion. A well played domination mesmer in gw1 was such fun and usefull in teamfights..
kitten i think when it comes to pvp gw1 is still sooooo much better than gw2..
How do you think could arenanet change this? They wanted an esport game. I don’t think gw2 will ever be one unless they change some points drastically
It’s more fun to watch old wc3 replays than watching teamfights in gw2.

Necro: Death Magic Traits

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Posted by: Flowerpower.6795

Flowerpower.6795

Marks should always be 240 aoe! Maybe then damage increase and 20%cd could go together but the dmg increase btw is a wasted trait. 10% damage from marks is almost nothing. Only Putrid mark realy does damage.

The state of Necromancer

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Posted by: Flowerpower.6795

Flowerpower.6795

This games pvp is horrible balanced. You’re scared that the Necromancer could be too strong? Please compare Mesmer and necromancer. A mesmer can reach over 1700 conditiondamage (thanks to signet) with phantasms like the Phantasmal Duelist inflicting bleed better than my necro does. Necro can reach max ~1500 conditiondamage. But thats not the point. The necro has skills like corrupt boon.. and most mesmer don’t play conditionmesmer.
Btw.. why can a mesmer simply conter every build i play with moa morph? Shutdown for 10sec, killing all minions and set them on cooldown, conter my Lichform or plague as well. Means it can shut down my entire build if i got minions but at least it makes every elite skill the necromancers has useless. If it had an animation i could actually see and dodge, okay. But i have no chance to see that. Even if it has an an firework as animation, the mesmer could just go invisible to use it. In addition to that.. the mesmer does not need that all shutdown skill.. he is stronger in every possible way. I play both, mesmer and Necro and it’s just disgusting when you compare skills of the mesmer and necro.

Just look at skills like Reaper’s Touch and Mirror Blade.
Range, Cooldown, physical projectile, Damage, Blockable? Please tell why Mirror Blade has to be so much stronger than Reaper’s touch?

Next example: Please look at the mesmer melee mainhand weapon and the necro melee mainhand weapon.. do you see that a mesmer got boonremoval, 2sec invulnerability every 10sec (without trait-> which is ofcourse better than the necro counterpart) and the best: a clone that removes boons on attack, 2sec immobilize, a stunbreaker, 2 leapfinisher that counts for both(clone and mesmer), cripple, vulnerability in one skill that has a 1/2 cooldown and shorter activation time then Dark Pact. Could you please tell me whats the idea behind that?

And why does every weapon of the mesmer has combo finisher? Pistol got Magic Bullet with 2 or 3 Bounces as Projectile Finisher and the Phantasmal Duellist with 20% chance and 8 attacks. Told you about sword mainhand, offhand has the Phantasmal Swordsman with a Leap finisher, ofcourse. The Torch got The Prestige as Blast finisher. The Greatsword got Mirror Blade with 3 or 4 bounces and projectile finisher. The Staff got Phase Retreat. The Focus got the Phantasmal Warden with whirl finisher. Oh anet. you forget the Scepter! But who cares.. nobody should use it over the mainhand sword.. only in condition heavy builds.. maybe.
Okay so far so good. Now the Necromancer Weaponfinisher: The Staff got a Blast finisher with Putrid Mark.

….
….
wait thats all?
why?
Maybe because the necromancer has more fields! Or better fields!
Mesmer got 6 fields and can equip up to 6 in one build. (nobody cares about underwater)
Necro got 8 fields and can equip up to 5 in one build. (nobody cares about underwater)
And don’t say etheral fields are worse than dark/poison fields.

I could go on with that and compare miniondamage, minionskills and Deathshroud to shatter and damage/abilities of Phantasms or look at mobility and escape skills.
And i didn’t even mentioned the traits.


I listed this things after reading that you’re scared the Necromancer could be to strong. The only meaningful conclusion i can come to is that this was actually a joke.
Good job on the mesmer by the way. I like it. I just feel pity for all the necromancers that try tpvp on higher ranks..

(edited by Flowerpower.6795)

Really trying (tpvp)

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Posted by: Flowerpower.6795

Flowerpower.6795

Try to dodge moa or use monk runes with charge very lucky xD
Sometimes… it works.
It should have an animation like Dark Pact … something you can actually see..

Necro: Death Magic Traits

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Posted by: Flowerpower.6795

Flowerpower.6795

Hakuna Matata
Push.

Login Screen

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Posted by: Flowerpower.6795

Flowerpower.6795

@flowerpower, gw1 original login screen was that way with all your characters around a campfire, it was beautiful but didn’t scale well with additional character slots.

@flowerpower, gw1 original login screen was that way with all your characters around a campfire, it was beautiful but didn’t scale well with additional character slots.

If it don’t scale with additional Character slots where no problem for me :-)
Diablo released 13 years ago.. and just look how awesome the kittening login screen was!
Found a video where you can see it. The music was good too.
Diablo 2 Characterselect
They should just improve it a bit.. the characters shoul stay more at different locations and the last played character could stay in the front.. + that burned illage thing with a little dragon in the sky!

Bleed Bursting (PvP)

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Posted by: Flowerpower.6795

Flowerpower.6795

You choose hemophilia over lingering curse?
Not sure but when you see about the entire fight, most bleeds come from the scepter and the after effect 33% should be better then..

For conditions I play 0/30/20/20, 0/30/20/0/20 Fear, 0/30/10/0/30 and 0/20/10/10/30. I enjoy all of these builds. I played this same setup as 0/20/10/10/30 long before switching it to what it is now. I -never- used Hemo in my builds as there are so many other alternatives in the Curses tree. The reason I dropped Lingering Curse was because it didn’t solve the main problem I faced as a condition necro in PvP: Getting focused on by everyone.

If I’m allowed to stand at an ideal vantage point and spam abilities, yes Lingering Curse is optimal and it has a place in every other condition build I play. But the reality is it only benefits scepter auto and Grasping Dead. Yes, 33% longer cripple, poison and bleed is awesome, and it was hard for me to give it up for Hemo, but LC does nothing for the bleeds applied from Enfeebling Blood, Dark Path, Mark of Blood, Mark of Evasion, Weakening Shroud or Sigil of Geomancy. The entire premise behind the play style of this build is supposed to be constant pressure at all times. Anytime you’re fighting and NOT spamming scepter 1, aside from GD, Lingering Curse is doing nothing.

This makes sense. Second question. Why not master of corruption instead of hemophilia? Don’t get me wrong.. i just think hemophilia isn’t realy good when it comes to pvp
Btw: you could improve your build by using a warhorn, banshee’s wail (instead of hemophilia) and a 15% stun duration sigil on your wh. A 4sec aoe Daze realy is something you want in pvp + swiftness and cripple helps your mobility and kiting.. because you have no mobility skills like spectral walk. =)

The Greataxe: The future of necromancy?

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Posted by: Flowerpower.6795

Flowerpower.6795

btw theres no light armor class wearing longbow/shortbow/mace/shield/hammer/rifle.
Maybe the mace, with 5 weaponslots (twohanded only on necromancer) would fit. That would be easier than crating a new weapon and an attackanimation like the staff one could help
Or what about the shield (we want some defense) and it gives the necromancer 5weaponslots too with an summoned spectral weapon in the other hand

(edited by Flowerpower.6795)

tPvP Flesh Worm <3!

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Posted by: Flowerpower.6795

Flowerpower.6795

Whats about the 40sec cooldown. Thats long.. and spectral walk gives me more mobility and lifeforce if you used right and still can safe me.

You can make it a 32 second CD if you trait minion CD. If you have a wurm placed in a good spot then its the best escape. Sure spectral walk is a stunbreaker with swiftness but if you’re getting jumped on, that swiftness won’t do any good in a lot of situations. You can get CCed again after you use spectral walk. Wurm teleport can put you on a cliff, behind a wall, etc, in other words completely safe places.

Spectral Walk can safe me too. First stunbreak then i dodgeroll away and cast spells while kiting, if i get cc again or they got in melee range i use spectral recall and i am safe again kiting in the other dircetion. There maps where the wurm is realy good (for example forest of niflhel where i can teleport almost in every situation to an safe spot) but i don’t like that i got one ability slot that gives me nothing in the fight, dont provides me with mobility and and just stays there to reset the fight..
And btw.. the range is only 1200 thats often not enough to escape (thief ele are too fast)
And i never would lower flesh wurm cd over greater marks.. and i can’t have them both in my builds. Great potential in mm builds.. but as condi i like spectral walk/ signet + corrupt boon, epidemic more..
the only thing i really like about it is the blastfinisher and lifeforce when starting a game x)

Edit: I played a lot with Fleshwurm the last hours. kitten you’re right. It’s awesome =)
btw got a pretty strong build. I did an long explanation in the german Forum.. don’t think that i want to type that all again in english but the Link to the Build is english so it should work for you. :-)
Just press on Link zum Build

(edited by Flowerpower.6795)

Tune the Dungeons!

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Posted by: Flowerpower.6795

Flowerpower.6795

you don’t skip trashmobs because they’re too strong but in a matter of time..
atm most dungeons are realy easy (if you have a team of 80 with exotic gear)

Login Screen

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Posted by: Flowerpower.6795

Flowerpower.6795

I don’t like the login screen.
They should show a bonfire in the night where your characters are standing/sitting around (i think i saw that in diablo once before) and in the background a village destroyed by fire with a small dragon at the sky. Its raining a bit and the fire that had destroyed the village is extinguished :P
something more crative than the actually designed screen and bit darker with lighteffects

(edited by Flowerpower.6795)

Easy way to even the playing field for necros

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Posted by: Flowerpower.6795

Flowerpower.6795

obviously you’ve never met a Mesmer, which can be invulnerable 99.9 % of the time with sword 2 and distortion……

I play as and against mesmer a lot and blurred frenzy has a 10sec cd and distortion a 60sec cd. Sure.. Blurred Frenzy is super strong in offensive but more in a defensive way. Still what you said is over the top.
A mesmer never stands there with sword in mainhand all the time, its not stunbreak and he cant move while doing that. Means you can just wait for 2sec. Feel sorry for eviscerate Warriors but for my necro, as long as i can handle the immobilize of swap i can handle blurred frenzy. Btw mainhand sword on mesmer is a bit op.. swap immobilize, stunbreaks before that you get a clone then blurred frenzy makes you invulnerable for 2sec and the autoattack can rip boons off xD Compared to the dagger of the necromancer it seems they not like the dagger

Still: Your suggestion is too strong and boring. They should better improve the weaponskills of axe/ dagger and traits like dark armor..

Bleed Bursting (PvP)

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Posted by: Flowerpower.6795

Flowerpower.6795

You choose hemophilia over lingering curse?
Not sure but when you see about the entire fight, most bleeds come from the scepter and the after effect 33% should be better then..

Easy way to even the playing field for necros

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Posted by: Flowerpower.6795

Flowerpower.6795

That would mean the necromancer would be invulnerabel for 1/5 of the time if he wants.. with his basehelath and so on its too strong by far and a brong mechanic.
They should focus on the traits and healing mechanics for the necromancer instead of that instant cast, stunbreaking invulerability every 10sec add to the classmechanic xd

Suggestions about the Warrior profession

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Posted by: Flowerpower.6795

Flowerpower.6795

I’ve read your suggestions and they all try to boost the warrior.
A solo roam or well placed warrior in teamfights is something thats super strong. Pve he’s the king when it comes to dps and thats all pve is about in the end game at the moment.
You should more focus on reliable improvment that makes the warrior more fun to play without boosting him that much. I mean.. something like “let me clanse conditions more often. thiefs can do that too.” lol? please compare thiefs and warriors base health and then think about the effectiveness of conditions on both of them + the warrior got more armor to reduce the hits damage that normally apply the conditions.
There are things like cc, stability, reduce incoming damage and more you simply ignore with your “improvment on the warrior.”

tPvP Flesh Worm <3!

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Posted by: Flowerpower.6795

Flowerpower.6795

Whats about the 40sec cooldown. Thats long.. and spectral walk gives me more mobility and lifeforce if you used right and still can safe me.

Weakness?

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Posted by: Flowerpower.6795

Flowerpower.6795

What about this “Weakness” a condition that counter boon “Protection” instead of double the effect.

Weakness: You can NOT critical but you will ALWAYS critical on a target that has “Protection”

Once you have Protection, you cant get it off.. means this is way too strong and makes protection more dangerous than helpfull.

Necro: Death Magic Traits

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Posted by: Flowerpower.6795

Flowerpower.6795

Now the Reanimator trait.
So many hate it because they can’t get anything out of it when they just want greater marks.

I have a simpel deal for it:
Replace it with Dark Armor (btw still bugged with rune of undead – picture below)
This way a minionmaster who wants it for Fetid Consumption can still get it. I would delete the life degen, reduce cd and limit its number to two. That would be more usefull because at the moment its just popping up and then dying.. and then 30sec nothing.

Okay now: Staff Mastery
Nearly every Necromancer has a staff in one of his two Weaponsets. Why is this Trait not used?
Because Greater Marks is a must have!
Staff without Greater Marks is useless.

Suggestion:

Marks always have 240 aoe.
Staff Mastery: Your marks are unblockable. Reduces Cooldown of Staffskills by 20%.
I just don’t get why this is split into two traits. No build can afford both of them without loosing important points on other Traits.

Reapers Protection

Pretty strong. Why is it not used that much?
90 sec cd on a fear that misses when disabled by a ranged effect.

Suggestion:

a) No aoe but the foe that actually disabled the necromancer get feared.
b) Aoe but 1sec fear and 45sec cooldown. I don’t think that would be too strong.. too much stability out there.

Last but not least:
Death Shiver
This Trait is garbage. Sorry but 3 stacks of Vulnerability is nothing. I have to stay in melee range for this? All Death Shroud skills are ranged attacks. This trait is a master Trait. Maybe master of stupidity. I would not stop kiting to apply one more stack of this almighty condition.
If it would cripple, chill: Okay.. this would make sense. I wont go 20 points into Death magic for this when only useless Grandmaster traits wait after that but at least it would make sense.
Which means.. if staff mastery is one trait instead of two, and theres a grandmaster trait thats worth its 30points into death magic and it would apply chill for more then 2 seconds.. i would take it.

This post i not saying necromancer is bad. Sometimes it may sound like an offense, but believe me it is not. I just want to expand the diversity of reliable builds and traitoptions for the necromancer. And at the moment i think a lot about how the trait could fit in builds and some of them don’t work in a way thats needed or there are traits in the same traitline that are more usefull in every possible way.
I hope my english is good enough so that you unterstand everything i wrote

Regards, Njoka

Necro: Death Magic Traits

in Suggestions

Posted by: Flowerpower.6795

Flowerpower.6795

I want to do some suggestions about the Necromancer Death Magic Traits.

Why:

A lot of them are never used. Especially the Grandmaster Traits are normally not worthy 30 points into Death Magic.
I think both, Death Nova and Necromantic Corruption are rarely used. I never see Death Nova traited because even for Minionmaster it’s a bad trait.

Suggestion:

Change Necromantic Corruption to trigger on Flesh Golems attack only, but for higher chance. Flesh Golem isn’t only used in Minionmasterbuilds, but in power and condition builds (most times for it’s charge ability)
If this Trait gives the Flesh Golem a 20% chance + 15sec cd to convert 3 boons in conditions on attack, i would use this grandmaster trait.
Or what about the ability to steal a boon and give it to the necro with 20% chance on Flesh Golems attack with 15sec cd too.

Death Nova isn’t worth taking, because even if i kill 6 minions by using Lich Form, create the jagged Horrors, they get killed immediately and my opponent stays in that posionfield, he just gets like 1min of poison at it’s best. He will step out of that and cleanse. Not to mention that anybody can dodge out of this or often did not even stand in range of that poison cloud.

So what does Death Nova need?
a)
Death Nova could trigger a 1sec Fear in melee range. That would be a Grandmaster Trait worth speccing 30 points into Death magic.. still not sure if i want to affort it because i cant go 30points into curses, 20 into soul reaping(50% fear duration or soul marks) and 30 into Death magic. But i would think about it and try to use Summon Bone Minion akittens best.

b)
It could do direct damage. Maybe something that works with other miniontraits. For example: The detonation of the minion does damage equal x% of the maximum hp of the minion. This way Flesh of the Master would work perfectly together with Death Nova and for example an killed Flesh Golem (which means great damage loss to the necromancer) would do more damage than an killed Bone Minion.

c)
Death Magic is the Toughness and Boon Duration Tree. If a necromancer wants survivability he goes into Death Magic.
But even with 2000+ Toughness a Thief can Backstab me for over 6000. Means without initiative or steal i loose 1/3 of my base hp due to direct damage with maximum toughness. Thats no Problem. The Problem is that the thief then uses his iniative and steal and im downed without a chance to react. Nearly the same with Phantasm Mesmer. So how do i safe me against this? Which traits can i use?
The only one that offers me the defense i need is a protection traited well of darkness in the right moment and placed very well (against phantasms).

My Idea:

Why do not punish critical hits with a grandmaster trait?
a)Get Protection for 3sec when recieving a critical hit. 15sec cd
b)Create a Well of Darkness when recieving a critical hit (10% Chance). 60sec cd
c)When you get strucked by a hit that dealt more than 30% of your Base Health, the opponent get feared for 1sec. 30sec cd.

The last one would punish thiefs the most. I think its not overpowered because when you loose 30% of your health, a fear can’t compensate that but gives the necro time to react.

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Need help deciding Ranger Or Necromancer?

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Posted by: Flowerpower.6795

Flowerpower.6795

Bhawb is right. Whatever is said both can be very good if played right and the game is not about being the best damage dealer in a zerg but having the mokittenn while playing.
I like them both.. when it comes to wvw i could imagine the ranger is more fun because of his long range and better mobility

Hah i can’t write most I fun because it has S I T I F I U in it xD
Would never realised that if it wasn’t changed to mokittenn

Back to topic: Play whatever you want, you can’t do anything wrong with any professions.

Tried minion necro in Spvp

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Posted by: Flowerpower.6795

Flowerpower.6795

psssssttt dont tell them minionmaster is beast.. they could nerf it! :P

Dagger change idea

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Posted by: Flowerpower.6795

Flowerpower.6795

The dagger should not have a cleaving attack..
And it sounds like you want another warrior when you say dagger should do the damage of an melee warrior..
Dagger should just have some good mechanics.. like d3 to immobilizie and teleport to the target. then changes to a skill that teleports the necro back to the location where he stands before activating skill 3. That + leap finisher would give the dagger necro a nice mechanic, would buff the attack without being something warrior or another class already has. And the long activationtime and noticable animation (related to possible dogde) are reasonable then.
I think this would fit well in the playstyle for daggernecros because with this skill they can immobilize, teleport to the enemy, then set up their well of suffering and teleport back. The second teleport should only available for 2 or 3 seconds to make sure that if the daggernecros wants to attack, he can’t longer teleport back to safe himself.

And i can imagine a realy nice animation for this. When the necromancer cuts himself just freeze a transparent light gray/green image of the necromancer at this location till the backteleport expires or is used. Then it blows away by the wind (like the green line you have with spectral walk) This should just not look like an phantasm or clone and should look more like an ritual =)
And for the theorycrafting guys. That would buff the dagger not in damage but would make it more reliable in combat and buff the funfactor by over 9000!
I know what you think..“theres no way that can be right”

(edited by Flowerpower.6795)

daily and monthlys - weekly? yearly?

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Posted by: Flowerpower.6795

Flowerpower.6795

Looks like somebody needs a girlfriend.

Necromancer - Casual player pov.

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Posted by: Flowerpower.6795

Flowerpower.6795

It is just a game.

Why do you all compare the necromancer to other classes, saying its bad but stick to it. Just play another character. One of those warriors if you like them so much.

I will stick to the necromancer because they’re real fun. Still they could have more funny and nice looking things like lich stomp or maybe in the future burry them(started something on the “greataxe for necro” post and can’t get over it xD) but i enjoy playing a necromancer.. and thats what count for me because effectiveness is something i expect from my teammates on work.. not from my team in a computer game or at least not at the same importance (sure i want them to play as good as they can to achive lot of wins and so on.. but a funny loss where my team of 5 necromancers stomped everyone in lichform is way more entertaining than a win that was no fun because i have to fit a role in my team i don’t like, like pd guard)
and hell yeah Guild Wars 2 is to entertain people.

Last point is that i played gw1 pvp a lot and there you didn’t have those escape skills either. Just see the necromancer in spvp like the backline in gw1 gvg and learn to position him right and you will see that a necromancer is still a beast in groupfights. Whoever wants to solo roam and play 1vsX should play another class…

Best Necro Armour

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Posted by: Flowerpower.6795

Flowerpower.6795

Any has the Nightmare set?

This and 3 more sets in pve
Still.. pvp masquerade is the best by far :P

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Lets see your Necromancers/Reapers!

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Posted by: Flowerpower.6795

Flowerpower.6795

My new armor =)

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The Greataxe: The future of necromancy?

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Posted by: Flowerpower.6795

Flowerpower.6795

I realy like all those things. A new weapon would be so much fun.
But i don’t agree that necromancers need a new weapon with cleave and high direct damage in melee combat. I mean.. its a necromancer, not a warrior in light armor and not a dervish.
Necromancers are normally caster. Vodoopriests and warlocks using dark magic. Somebody that gets his greataxe to rush on his enemy and hit them with high damage is no necromancer in my opinion. I think sometimes people just want to do something with a profession that can’t do that and justify it with other profession ability to do it. I mean if you see a warrior that says: “anet give me spectral walk to be able to hit and run like the necromancer” would you give them the spectral walk? …
Please give us more awesome looking stuff like spectral walk, plague and lichform. I dont care about pve balancing.. if a warrior can kill a mob in 7sec and i need 12sec it’s no problem to me as long as it is fun to play the profession.
In structured pvp its another thing.. balance is more important there i think because if a warrior can down me in 7sec and i can down him in 12sec.. it wont be so much fun for the necromancer.

Thats why i wanted skills like bury them. Would fit the role of the necromancer (sth like a ceremety keeper) and this skill offers a lot of teamplay combos and could look so funny!
I would do a video where my necromancer uses this skill on every graveyard in tyria or use it in tpvp on a stomped enemy! ;D

Weakness?

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Posted by: Flowerpower.6795

Flowerpower.6795

Weakness damage reduction of something less than 10% is a joke. That just means that a glasscanon needs one more autoattack to compensate it or do even more critical hits to ignore it.
I think there are way better options, for example:

a) Weakness reduces Power by X.
b) Weakness reduces critical chance by 20%.
c) Weakness reduces critical damage to 150%.

Maybe b) with 15% because its affect on endurance regeneration.

I don’t think it should affect conditiondamage. Conditiondamage can easy get negated by cleanse all conditions. If you lower the damage more conditiondamage isn’t worth anything. At the moment its not versus Conditiondamage, we don’t want to change the function of the Condition but make it more viable.

The Question is just what kind of direct damage should get reduced. I think Weakness should focus on extreme high critical hits and thats why i think it should be B or C. I like B the most because its simple and the opposite of fury.

Lordrosicky mentioned the grandmaster trait for the necromancer. I think this Trait is fine, but the condition isn’t, not the other way around. (Just saying that this trait seems to be a defense one.. maybe its just in the wrong tree and should trigger on a different situation. If Weakness get changed to something that reduces damage, it could proc on recieved critical hits and placed on the death magic tree and renamed to death shiver. The new curses grandmaster traitslot can be used to introduce a trait that gives might on crit or applys fear on an recieved attack that hits for more than 30% of the necros basehealth(yeah, i like those critpunishment and miss it in the game :P).
But thats not what this post is about.)

Don’t forget that Weakness still can be cleansed and have to be applied first.. means for example backstab thiefs still got their first hit with high damage.

I would like to know if somebody of Anet is reading this and what they think about that..

(edited by Flowerpower.6795)

Idea's for Interesting Necromancer Traits:

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Posted by: Flowerpower.6795

Flowerpower.6795

http://wiki.guildwars2.com/wiki/Siphoned_Power

this is maybe the WORST trait of all classes in the entire game!!! (including future expansions, I mean, I doubt they could design a worse trait)

5sec might when you are low hp, its ridiculous, and its a 25 point trait.

just look at this thief counterpart trait.
http://wiki.guildwars2.com/wiki/Exposed_Weakness

The necromancer counterpart to the thief trait Exposed Weakness is Target the Weak and the comparison of the two is a conversation in and of itself.

I don’t know of any other traits that trigger continuously when hit under a certain health threshhold: all others seem to have cooldowns, so I can’t come up with good comparisons. And really, I like the idea of Siphoned Power, it just needs a longer duration on the might stacks, in my opinion.

The problem is that you don’t want this low hp bar. Normally you use your heal at 40% hp or sth like which means the time you get those mightstacks you normally go down and can’t profit from them.
Would be better if it would be like “you get 10 stacks might for 10sec if your hp are <50%” with an internal 90sec cooldown or sth like that..

The Greataxe: The future of necromancy?

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Posted by: Flowerpower.6795

Flowerpower.6795

Hey i really like that. A Greataxe looks pretty cool and at the moment the necromancer doesn’t have anything like this.. Staff looks stupid.

Maybe something like:

1.1 Wrathful Axe Chain 900 range
Casting a magical projectile which causes bleed for 5 sec if it hits (piercing)
1.2 Devastating Axe 900 range
Casting a magical projectile which causes bleed for 9 sec if it hits (piercing)
1.3 Incubus wave 600 range
Casting a magical projectile which causes freeze for 6 sec if it hits (piercing?)
This projectiles could look like the projectiles of zealots defense, but in green or smething like that and not that fast moving. But still a lot faster than staff autoattack.
The Attackanimation itself can be a bit longer to fit bleeding duration and so on.
The last attack could look like a small Illusionary wave (but in green or sth else) and hit more people in front of the necromancer.

2. Vodoo.
Cover behind your Axe and grumble forgotten hexes, blocks attacks for 2sec (max. 3 attacks) and inflict poison for each blocked attack. Poison 2sec. Cd 12sec.

3. Gate to the Underworld.
The necromancer smashes his axe on the ground, causing bleed (2 stacks 7sec) and chill (7sec) to nearby foes. (~160 area of effect.. bit greater than our marks and without such a stupid must have trait for the weapon)
The necromancer cant move while he performs this skill.
This skill is a blastfinisher.
1/4sec activationtime. Cooldown 20sec.

4. Bury them. Channeling skill. Dig some dirt up with your axe, blinding foes. Combo field smoke. 120aoe. 4sec duration. Blind 2sec every sec. Cd 30sec. (i would love this just for the animation .. WANT IT XD) btw.. the necromancer cant give area stealth to the group because its a channeling skill. (but another char could do that)

5. Back from the dead. Minionskill (Needs a target). 900 range
Summon Archemorus and Viktor. (okay maybe a bit too much ;D.. lets say at least you summon 2 undead..maybe wearing greataxes) One bleeds and one chills on attack.
They spawn (some kind of dig themself out) at your foe and attack it 4 times each, inflicting 3seconds bleed/2second chill on each successfull attack. Then they scream and return to the underworld, which inflicts 1 sec(each) fear to nearby foes.
The attack animation should be very fast, means pve foes normally don’t run away in that time andother player need a dodge.
Count as minion summon. All miniontraits work. 60sec Cooldown. 1sec activationtime.

How u can see it would be a weapon that woul fit a conditionmancer. I think abrutal greataxe direct dmg dealer would better fit with the warrior.
I wish that weapon would exist.. i would love it

(edited by Flowerpower.6795)

Superior Rune of the Nightmare :/

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Posted by: Flowerpower.6795

Flowerpower.6795

This Dungeon isn’t that tricky. At the end no Dungeon is. It’s always the same.. means if you fail you try again and if you succeed you do it this way for the rest of your life :P
Dungeons are way to easy if you ask me.
TA was my first Dungeon and yes.. its harder than cof p1 but still no problem if you got 4 people with you which know what they’re doing with their characters.
I would not do this mystic forge things.. most times you loose a lot of gold for nothing.

Improve Corrosive Poison Cloud.

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Posted by: Flowerpower.6795

Flowerpower.6795

Or how about buffing the weakness condition to cut crit chance in half

yeah that would be nice. A 25% chance should be okay and shorter duration would fix so many problems. i mean a boss in dungeons just needs to apply this condition and all those waarior/mesmer groups would fail. at least then they would pick someone to deal with that..
and for pvp necro could save himself without mechanicslike mistform.. just by applying this condition as much as he can :P
oh.. imagine all those whiners xD

Best Necro Armour

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Posted by: Flowerpower.6795

Flowerpower.6795

Let’s be original, shall we?

Unlike you guys, my necromancer looks like a true undead master:

ok….fly little butterfly…

bwahahahaaaaa

true xDDD
No offense but that looks like something that cant decide between being a clown or a prostitute XD

Necromancer - Casual player pov.

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Posted by: Flowerpower.6795

Flowerpower.6795

The difference is just there. If you want to play for an hour when you come home, do some hotjoin pvp or dungeons with friends or your guild, the necromancer is just fine.
When i think about tournaments i expect more balance. But you’re right.. even in warcraft 3 were a lot of people crying about imbalance.. and this game was really balanced.
But there are just some things i don’t get. When you compare skills like mirror blade and reapers touch: why is mirror blade a 100% finisher and reapers touch not even a 20% finisher? There are more of those examples. Play with combos is realy fun and i miss that on my necromancer.. and can’t really see why those skills are no finisher..
If you know that pls enlighten me :P

Change race/order facility [merged]

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Posted by: Flowerpower.6795

Flowerpower.6795

Race change means u got a for example a charr at the end and never played the storyline of the charr. Thats kitten.

Stop that begging for more. More this, more that, but more more more!
Maybe all those suggestion forums should be closed. The time that anet need to read those kitten is just the time they could work at the game itself.
And most if not 99% of this topics are kitten.

"PvP Masquerade armor" outside PvP

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Posted by: Flowerpower.6795

Flowerpower.6795

This armor is for skilled necros only. Cof farmer should never get it. I think it should stay in pvp only

Necro minions Conditions/Boons

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Posted by: Flowerpower.6795

Flowerpower.6795

Please give us the oportunity to see what conditions minions are suffering from so that we can decide when its the best to place a well of power to safe them.

WvW Build Ignore Condi Duration

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Posted by: Flowerpower.6795

Flowerpower.6795

For things like bip you can ignore conditionduration but for the scepter auto attack for example its important. You can really benefit from the 6sec instead of 4sec bleed because those 2sec are not often cleansed.
I try to find a role for pvp necros in a 5men team and tried that too.
Best thing i have found is actually a conditionmancer with minions to heal the necromancer up (they do that really good while the necromancer can kite) because the necromancer is often the first target. Still this necromancer is worse than an aditional mesmer,ele,thief in most sitations because they can avoid damage better and get from point to point way faster.

Why necromancers don't quite cut it (by Zzod)

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Posted by: Flowerpower.6795

Flowerpower.6795

They should give us one trait with greater marks and 20% reduced cooldown and use the new traitslot to give us some defense or something that would fit in their opinion..
Same with Dagger cd and 15% movementspeed..

Best Necro Armour

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Posted by: Flowerpower.6795

Flowerpower.6795

The best armor in the game is this one:

p.s. i need just 2 more lvl in pvp to get it =D

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(edited by Flowerpower.6795)

Why necromancers don't quite cut it (by Zzod)

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Posted by: Flowerpower.6795

Flowerpower.6795

The Moment i got chaos armor by using a steal and heartseeker in the tutorial.. with only my first 2 abilitys ready and even twisting fangs not ready i thought something like: kitten . wasted over 700hours on my necro"

Spectral Wall + Putrid Mark. The access is a little trickier. But it’s aoe-chaos-armor and I use it all the time in WvW.

I know that. It was just like how easy a thief can combo without other players. I once thought combos are for interactions with other players.. but it seems like the necro is the only one needing a second player to do this often.
I mean.. we got 3 good combos: spectral wall/ well of blood/chillblans + putrid mark. Maybe some more if u want to blind but only with putrid mark as a finisher.
Check out what a thief or mesmer can.. Mesmer for example got a leap finisher with staff on a 10sec cooldown. And the field on the same weapon on 35sec cd.
This way a mesmer can get aoe chaos armor more often, without using a utility slot and without an enemy that triggers putrid mark. Thats a lot stronger than your combo in wvw. Especially because chaos storm provides other people often with aegis multiple times..
I for example don’t understand why chaos storm has shorter casttime and cooldown than Reapers Mark. Don’t say because reapers mark is an interrupt skill. Magic Bullet has a cd near half as long as Reapers mark.. and ofcourse shorter casttime.

I think they simply should buff the Necromancer with some finishers + something to avoid damage on ds 5.

I mean does anyone understand why mirror blade is a 100% physical projectile finisher and reaper’s touch isn’t even a 20% chance physical projectile finisher?
I just don’t get it.

Why necromancers don't quite cut it (by Zzod)

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Posted by: Flowerpower.6795

Flowerpower.6795

Twinked a few hours ago as a thief. The Moment i got chaos armor by using a steal and heartseeker in the tutorial.. with only my first 2 abilitys ready and even twisting fangs not ready i thought something like: “ kitten . wasted over 700hours on my necro”