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Dear Anet, do not completely nerf Necro!

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Posted by: Flumek.9043

Flumek.9043

Sorry, forgot to copy so now its in 2 posts….

1) This would also bring down the burning engies which started the condi burst. Conditioners dont need burst.

2) I would like the burn——>Torment trade to be able to actualy force some1 to stand still for a second.
Not kill, but like " just stand there still, so i can attack u better"
Alternative use = a short disengage/timeout

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(edited by Flumek.9043)

Dear Anet, do not completely nerf Necro!

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Posted by: Flumek.9043

Flumek.9043

And it should be toned down as a condi itself. Its meant as a bonus to power users, therefore its hould have bad scaling with cond dmg/even fixed amount ~400dps. And its TOO EASY and CONSTANT to apply.

What? Are you serious? Its on a 40 second cool down, applies one stack per second for a grand total of 3 stacks, and only if you stay within 600 range of the necromancer when activated. Big green lines jump out and attach themselves to you. The only possible way to make this indicator any more loud and obvious would be to have big red letters that are half the size of the screen start flashing in front of you saying, “DODGE NOW DODGE NOW DODGE NOW DODGE NOW DODGE NOW!”

The damage itself is also quite bad. It does 50% damage of a bleed tick when you don’t move. Thats half the damage of a single bleed, and individual bleeds tick for diddly squat and are only dangerous in stacks of 10 or higher. If you move with torment on, it only ticks twice per second instead of once. Taking twice of diddly squat is still diddly squat!

Next time you’re in tPvP and you die to a necromancer, look at where your damage sources are coming from. Bleeding will be at the top, followed by either fear or burning damage (they sometimes switch places), with torment dead last. Torment doesn’t even make up 1/4th of the total over all damage that you will have taken.

Thats a missunderstanding. I meant burning to be toned down, not torment.

Both we and engies have it our power tree. Yet condi builds abuse it. What i suggested was to maybe even remove Condi.Dmg. scaling for burning, and make it harder to re-apply. So when u cleanse the “long-burn” u are safe for a while.

Direct Dmg = INSTANT
Conditions = Damage OVER TIME

Burning is curently closer to direct dmg, its a way of BURST, even though its not a intensity but a DURATION stacking condition.

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formed a team with friends! OOOOOOWCH.

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Posted by: Flumek.9043

Flumek.9043

Just for info. Im a r42, i mostly soloed between 80-90%, when i get a team together it got me to 95%. That was my range for last months.

One bad day however, i only soloed. Lose 8 games in a row cz of leaver. Mathematicaly thats a very low chance 0,004%. Then i had about 3 very closes loses but all to lower ranks, which further droped me. I finished the day with a 1-21 ratio on on 56%.

In the lower tiers there are worse players. Confirmed fact. They stand on capped point, dont defend, killing but not capping, etc…. So you will eventualy hit the level where you start wining

P.S. I took me less than week to get back to 90%. I did change my build otw, like, why use rezz signet on noob teammate, when i can just kill a noob enemy with a damage utility.

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Dear Anet, do not completely nerf Necro!

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Posted by: Flumek.9043

Flumek.9043

Burning is too strong, not Terror. I support the trade for torment. Its -1 condi, -dmg IF you dont move, which allows daggers to keep slashing.

And it should be toned down as a condi itself. Its meant as a bonus to power users, therefore its hould have bad scaling with cond dmg/even fixed amount ~400dps. And its TOO EASY and CONSTANT to apply.
a) some skills should do 1-2s burns that are just too short and NOT WORTH cleansing
b) others should be 5-10s that are a MUST cleanse or die, on LONGER CDs

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TEST Concept - To Kill a Necro

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Posted by: Flumek.9043

Flumek.9043

I got nicely countered by these 3:

- Zerker warior (0/25/30/0/15) GS + mace/shield… bulls rush,stance against conditions,endure pain
The 3s stun on mace burst is realy long and what got my eye was, he used the anti-condi stance as a mini stability. I copied his spec, tryed it out a bit and thanks to 60s endure pain its got decent survival for zerker.

- Sword/Dagger thief with blind on stealth + interupts…..actualy my worst nightmare…CC + blinds preventing my marks to hit in stealth + some evades while visible. Be aware, that build is far from easy to play, since u sacrifice either regen or 2ini on stealth so land ur CnD.

-A high mobile, dynamic team comp. They keept us outnumbered all time + 3glass necros didnt have much utility for team rezzing/stomping

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Q: rune of air + sigil of air ?

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Posted by: Flumek.9043

Flumek.9043

Just asking if they work together, since they both give lightning strike.

Example of wha i use is dagger(air)/warhorn(stun) + axe(5%crit)/dagger(fire)

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Happy about the patch

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Posted by: Flumek.9043

Flumek.9043

Any too strong/weak values can, should, and will be adjusted.

What i would like to thank Arenanet for,
is the new DS mechanic based on range. Its simpler, allows better control for you and the opponent.

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Necro changes June25

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Posted by: Flumek.9043

Flumek.9043

How do i delete this since theres another 1 that got posted at same time?

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But of Corpse: July 25th - Live at Five PST

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Posted by: Flumek.9043

Flumek.9043

Very soft spoken voice indeed

Puns aside, how do u get the 8s immobilize on the minion active? I know it fires 2 projectiles but they both only apply a 2s immobilize. If lucky, if i activate the active right before he fires, it will immobilize on both atacks, giving a two 2s immobilizes, with even a small windows where he can move inbetween. Or did u mean 2+2 from minion + 4 from dagger#3 = 8s immobilize ?

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Final(?) 25/6 trait changes available

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Posted by: Flumek.9043

Flumek.9043

Another reminbder also to Anet:

We can still only choose 3 traits max from a line. Meaning that even moving a 30pointer to 20pts means we will give up on current 20pointer.

Example. we lose spinal shivers for axe dmg, or lose extra fear/soul marks for DS recharge

Not whining, the changes are on the positive side

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Final(?) 25/6 trait changes available

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Posted by: Flumek.9043

Flumek.9043

My view:

-Terror vs Wells: overal i think good. Wells appernetly also with lower CD and stunbreak, Terror was actualy a build defining 10 traiter…..The price price we pay for burning, since Terror will take spot of Curruption 20% CD

-30% DS recharge….honestly dont know :/ Now 7s made all switcher build weaker, though again thats the price for stability.

-Death magic traitline: Nothing. No dmg on death nova, and most of all no 3x vunlerability while in DS……the second would be great in an soldiers retaliation build, and remains useless trait

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Why isn't there Pow/Pre/Tuf gear?

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Posted by: Flumek.9043

Flumek.9043

I think it would completel kill berserkers and knights amulets.

Everybody would take it cz it would give dmg and protection against zerkers. Yes low hp would make u more vulnarable to conditions but they are (even now in a heavy condi meta) being cleansed a lot.

Think about it, we already have bunkers who deal moderate dmg and every build needs its pros and cons.

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Potential 50% crit chance in DS

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Posted by: Flumek.9043

Flumek.9043

I apologize, I had wrong info on the warr trait. The weaker multiplicative version just seemed more believable to me.

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Potential 50% crit chance in DS

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Posted by: Flumek.9043

Flumek.9043

Those both skills already hit big. With 50% crit chance and 50crit. dmg u get total dmg score of 1,500. with 100% crit chance and 50crit.dmg u get total score of 2,000.

No other class has a trait which increases their base dmg value for +50%. The main killing traits give +20% dmg while enemy under 50%hp for example.

It would also make no need for necros to go zerker, Ascii uses i think cavalier (power,thoughness,crit. dmg) set and has 50% crit chance, 70%crit.dmg and 2800 armor.

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Potential 50% crit chance in DS

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Posted by: Flumek.9043

Flumek.9043

IMO im having more problems getting my life blast to hit, since 1 is block/blind, 2 is evade, and after 3-4s in DS im often below the 50% mark which means less dmg and time to get out. So such a mechanic would mean the 50% lower dmg while under 50% LF is here to stay. It basicaly ensures that the one strong LifeBlast u get off WILL crit.

Wheather the leaks are true or not, we will see. They may also be a complete list of changes they have planned in stock, of which only the chosen ones are implemented each patch.
They DO propose some interesting changes for all proffesions, and the forums here are meant to discuss them.

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Potential 50% crit chance in DS

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Posted by: Flumek.9043

Flumek.9043

Well a lot of ppl understood it as a flat increase, which would be totaly out of balance.

What i wanted was to remind, that given on already existing mechanics ingame, this would be an average 10-25% increase for a 30pt trait.

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Potential 50% crit chance in DS

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Posted by: Flumek.9043

Flumek.9043

I dont remember if fury is calculated into that, if it is, its another 10% crit chance.
Though i think fury applies at the end as just a fixed 20% increase.

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Potential 50% crit chance in DS

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Posted by: Flumek.9043

Flumek.9043

A few said it already in leaked patch thread, but it kinda gets lost and i think it deserves its own thread to explain it to more poeple.

New Grandmaster trait – Deathly Perception: You have a 50% greater critical chance while in Death Shroud.

What this is, is NOT a fixed +50% crit chance while youre in DS. Its meant as a 50% increas in crit , of what u already have. Warriors have a similiar trait for 50 crit increase to stunned foes and it it works in that way.

Example
glass canon with 50% crit chance goes into DS. 50% of 50% = 25% meaning his crit chance in DS is 50% + 25% = 75%

a soldier amulet tank with 20% crit chance goes into DS. 50% of 20% = 10%
his final crit in DS = 20% + 10% = 30%

Basically a *1,5 multiplier of what % u already have.

Edit
Forget it, i had wrong info on the warr trait. I apologize.
A flat +50% chance additive just seemed too good to be true. So we have to wait for the offical patch.

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(edited by Flumek.9043)

Potential leak of 6/25 changes

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Posted by: Flumek.9043

Flumek.9043

So the thing that makes me skeptical is the 20pt trait on Near to death, with no ICD on the stability.
It would be more logical to move the stability down (adding 10s ICD to work like now and prevent combo with 30pt 50% DS recharge).
On the other hand i think its not a flat +50% crit chance increase, but 50% from what u already have. I think thats how also the warrior trait for 50% crit on stunned works, or am i wrong?

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Potential leak of 6/25 changes

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Posted by: Flumek.9043

Flumek.9043

Some spectral math.
30k hp means 60% of it makes 20k DS hp.
1% of 20k is 200 hp, 3% is therefore 600hp.
Note DS decay is still 4%

So if the spectral effect would last in DS, the 3% gain on hit would about cancel out with the average hit being around 600dmg. With crits i think the average hit is higher, but this DS would actualy be as tanky as a invulnarable skill.

Now what i think was REALY MEANT with this is:
u wont get the 3% LF WHILE in DS, but when u go BACK OUT the spectral effect remains.
ex. i activate spectral walk, after 2s i go into DS, use fear, go out of DS, and the spectral effect and ability to port back remain.

I think this way its fair and should be viewed almost as a fix.

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Potential leak of 6/25 changes

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Posted by: Flumek.9043

Flumek.9043

Ok in good hopes of this being true, ill put 10 gold on the line The 1st who sends me ingame mail to character “Shauma” will be betting against me. Only doing against 1st person, since i got 90g total and saving for t3 sylvari.

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Torment

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Posted by: Flumek.9043

Flumek.9043

For thieves it would be good for p/p to force enemy to be still and eat the unload. Or to just keep him at safe distance while recovering, or running away, since p/p gives no natural stealth.

But on the condition side, i also have no idea why was this added:
-d/d can already hold point, 2v1, its even named after a unicorn
-p/d cant hold points, but it wins fight and its the safest troll build in WvW.

And both of theese types dont have movemnt problems, since they can dodge so a lot for gap closing or running.

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Torment

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Posted by: Flumek.9043

Flumek.9043

As a main necro, heres what concerns me:
-condi necro dps is not bad, upcoming burning (though 30pt trait), kiting is also not bad with chill/dripple and two long ranged weapons

-power necro is in worse state. since its a movement punishing condition, it could help get u more close dagger#1 attack off.

Therefore it would be nice if the dmg would be higher base, but lower %raise per cond.dmg. Like burning, strong even at base.

On the other hand, im already scared and with low morale whenever i see a mesmer walking to me WHY WHYHWHYHWH the narutos? i mean selriously -.-
Theyre already the new OP flagship while the anti-movement would do really good for warriors…

SO in the end, i would rather be it a more cond.dmg. based condition, just to protect myself from power- shatter mesmer.
MAYBE if only limited condition mesmers would get it, but honestly wouldnt bet my money on it.

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[Fun] What class has most diehard Fans?

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Posted by: Flumek.9043

Flumek.9043

haha i cannot agree more with the first two spots

1.Mesmers (the amount of talk and effort they put into defending themselves from nerfs is beyond all)

2.Necros (my main- poeple fall in love with it, but since it just doesnt work they spend a lot of thinking for improvements)

3. Warriors (theyre willing to do anything… as long as its with brute force )

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Shouldn't High HP class mean High Heals?

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Posted by: Flumek.9043

Flumek.9043

I think this was talked about that warrior heals are weak and will be raised. It would be fair to get higher scaling since the lower hp pool classes have their EHP equal to ours already by protection and invul/dodging/blocks…..More regen and about equal heals just turn the tide in their favor

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Would more blinds help ?

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Posted by: Flumek.9043

Flumek.9043

I have a problem against blinds, but that may be a necro only problem cz of the crazy long cast times. i hate but dont mind dagger#3 being 1s, but focus and especialy DS#1 being an AA, i get in 1blind+1evade+1line of sight and my DS is already lower than 50% which means its useless

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Would more blinds help ?

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Posted by: Flumek.9043

Flumek.9043

dont know if it was mentioned before, but how about more blinds ?

-we even have a trait for them prepared, but only 1,5 skill for it (a 180s elite
doesnt make a built , dagger#4 is more condi trans, the blind is a bonus)

-its a debuff, so its fits with us

-it can prevent many CC without giving us stability

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Customizable UI

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Posted by: Flumek.9043

Flumek.9043

Almost standard thing also missing.

The main issue for me is the enemy info panel gets in my way. Takes part of middle of screen and i often miss my aoes, placing them under my feet instead of far away (the deadliest being shadowstep fail )

Would be nice to be able to just move it arround.

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ConditionNec 1v1 Ele, difficulties

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Posted by: Flumek.9043

Flumek.9043

Small tip what u can afford only in w3 is run away

And while ur running, u can drop all your aoes behind u. The ele has only 300 range. Its a very underused strategy, and yes, a lot of poeple cant resist and actualy do follow u.

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How's matchmaking now?

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Posted by: Flumek.9043

Flumek.9043

Gandara,EU, rank40, mostly yolo qeue. I normaly hover over 80%, low 72%, highest 92% i think. was 85-90 at the moment.

I saw an improvement, good games, with poeple who actualy read team chat, getting close to a 50/50 win ratio, which means this should be my ranking zone.

Up till today xD.
I had a few games with low team meambers. Followed by some unlucky loses (downlevel against r10 premade). I kid you not, 10 IN A ROW with leaver on my team.
Im rated at 56% now, i think i made a 1-20 loses today xD.

I dont care about my ladder rank. The problem im having is that in lower %, there are bad playing poeple, whihc means i need to now grind with a team to get to the fun zone again -.-

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Why do staff projectiles fly down?

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Posted by: Flumek.9043

Flumek.9043

does this work for spectral grasp also?

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Suggestion on Spite V Trait: Spiteful Spirit

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Posted by: Flumek.9043

Flumek.9043

I kinda dont like it how every DS effect needs to be balanced with near to death, and the ones which would actualy make DS switch every 5s worth it/a bit OP, they get internal cooldowns.
And in reality u dont even go in every 5s, more like 10s with trait, if u count the time spent in DS.

But great idea, i would take it even if only for the sound effects.

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Why do staff projectiles fly down?

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Posted by: Flumek.9043

Flumek.9043

and heres what usualy happens, and why you can hit stuff without target if close

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Why do staff projectiles fly down?

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Posted by: Flumek.9043

Flumek.9043

Is this the same for others( ele staff, bows..)?

With target the projectile goes ( slowly xD ) in direction to the target.
But with no target it flies down into ground, mostly more than 45° angle. If i cast a mark, but not move, it will go towards the mark. But as soon as i move camera with right click, it goesn into ground again.

If it would fly horizontal straight by default, it would be so much more useful, since:
-u often lose target to stealth
-ever better to LoS moving opponents like eles
- you dont lose time retargeting
-in WvW it could actualy hit and pierce some poeple, if you just fire it toward zerg.

Would it improve gameplay?

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Dark Path

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Posted by: Flumek.9043

Flumek.9043

DS is our proffesion mechanic. Its skill realy a skill ALL necros could benefit from.
Even if they need to pay XX pt trait for it.

But if the targetable AoE is realy too much to ask ( ) , heres a solid plan B.
Like Chesire.9043 suggested above, and i had exact same idea yesterday before sleep:

Make DS#2 work basicaly same as mesmer sword#3 (illusionary leap)
So after u fire the projectile:
a) u get a new skill, which teleports to current location and chills/bleed around
b) or u need to hit target 1st, then u get the new skill and a time frame, in which u can decide IF u want to teleport to the target

The B case would solve the issue for condi necros losing kiting range, while for power necros u could keep range when in axe, or use the teleport when in daggers.

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Dark Path

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Posted by: Flumek.9043

Flumek.9043

I advocate bringing back the ground targeted teleport. BUT:

-no insta cast = cheap stun break. DS is meant to soak up dmg
-Offense: bleed /chill /gap closer
-Defense: our ONLY extra range gain, for kiting. When on defense, u dont want to go back INFRONT of enemy

-it makes the skill actualy work and being player skill dependant. No excuses,gimmicks……the player must make the decision how and when to since
a) u need DS ready to get to it in 1st place
b) side effect includes a 10s DS cooldown

*cast and CD time should be readjusted, maybe even similar to recent RTL change

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State of the Game - May 31st Discussion

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Posted by: Flumek.9043

Flumek.9043

A bit short on the necro part, but great that the problem is being aknowledged and warriors do deserve more care

I would like to remind not only on cast times, but general “gimmicky, counter intuative, weird” gameplay. Many skills are simply TOO HARD to land, mostly because of our “line of sight” vs others “PointBlank AoEs”. Examples:

-axe#2- no problem if its dogged, but if the small LoS angle is broken, 0 dmg -.- AND it is the core&dmg&LF of axe

-dagger#2- great for no LoS, but the heal+dmg vs time ratio is often not worth it. Could maybe be PbAoE, cz if its 5 targets, ur probably also recieving 5x more dps

-staff#1- slowww —> misses a lot.. And its firerate is actualy 1.3s —> bad combos

-DS#2- i sometimes want to chill but not go back into enemy range (good for power melee, only good for geomancy procs on condi necros)

-DS#1- we lose LF fast and even in power, under 50% it can be outhealed, very weak to blinds

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SOAC EU Prof Tourn - VODS

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Posted by: Flumek.9043

Flumek.9043

ehm whats the exact purpose of the rank limit?

example im r40 but since at start there were only hotzergs, my skills are definetly lower than like nemesis r27

or is it because if u have a member like me, u have a higher chance to get matched against a stronger ful r50+ team?

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The state of Necromancer

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Posted by: Flumek.9043

Flumek.9043

Death Shorud #2 was ground targeted!?! Bring that back imo. Would love to have some real mobility.

I’ve been playing Guild Wars 2 since beta, always mained a Necromancer and that change was for better. That skill was ridicously OP back in those days, period.

Anyway, I think if they make the claw travel a bit faster we will notice a nice improve on mobility in general

How? How on earth was it OP? It functioned no different than the elementalist, mesmer, and thief versions, and in the case of thieves, they have multiple teleports like that and one of them has no cool down. If its not OP on elementalists, mesmers, and thieves, how on earth is it OP on a necro?

Just read this whole and i think theres something theyre forgeting about our history:

1.) Its been sad necro could win a 1v4. But back then most people did not have a clue how to play. weak builds and bad play/skill rotations could make those 1v4 into a todays effective 1v2

2.) DS#2 -mobility
before: a true placable teleport, on a low CD *dont know the exact numbers
now: gimmicky gap closer, effective 300 range close , 15s (12s trait), 3/4 cast

While before it was certainly too much mobility, The teleport could be well balanced:
higher CD , not insta-cast to prevent stunbreak, maybe a placable trait like wells…

3.) All other ridiculous OP stuff (100% stability, full cleanses, fast LF gain, slow LF loss…)
Were not asking for unfair changes, but some small/medium improvements would be realy welcome =)

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Axe Damage Increase Trait

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Posted by: Flumek.9043

Flumek.9043

to kill the big testing golem it took me approx.:

-8s with dagger#1
-15s with axe#1 , 13s if using axe#2 twice
-25s with staff#1 , 16s with staff#2 thrown in also

But those are just ideal tests. If ur enemy cleanses, then staff falls waaay back in dmg.
It also “requires” 10traits for greater marks. its more a defensive utility weapon.

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EU tournament (3)

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Posted by: Flumek.9043

Flumek.9043

Hello, the necro Shauma here.
Thanks again for letting me join the fun.

If i can give you a suggestion for all upcoming events, it would be that
A team needs a leader for positioning and for targeting.
Just to have basic focus fire and to prevent uneven fights

The other is that even if a whole team is of one class or even one type of build
( power, condi, MM…) it will probably be mor eeffective to have some basic roles
Even if they just use diferent trinkets ( best example would be the full MM team could easily have one go berserker while others with soldier trinket).

Anyway i appreciate your work and hope to soon see the video

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Thief - too much evade, cleanse and port?

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Posted by: Flumek.9043

Flumek.9043

Dont know if it makes u feel better, but thats imo the most skill dependand thief build.
So maybe u had bad luck and were up against someone really good.

And condimancer with long cast times is also weak to their daze. Ds3+ds2, dodge, try kiting and call for backup, since they at least cant insta kill

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D/P thieves

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Posted by: Flumek.9043

Flumek.9043

a good move is to fear them before they HS into stealth, so they lose 6 ini for black powder. but u must get the blind off before.

or the ds#2 will seek like any other chanel and teleport to them even in stealth, then u do some dagger#1 and dodge to avoid backstab.

The part of them running away is hard to change. in tpvp consider it a (temporary) win, in w3 take it as a draw and move on (if he was better- u lived to tale, if he was bad – u can stay and bait him again )

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can your class beat a ranger if both downed?

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Posted by: Flumek.9043

Flumek.9043

Its very hard, even if u go down after him. U MUST kill him with downed #3 before the
feared pet comes back. If not, u will lose.

If u get him down, blind well or back off, avoid a downed fight with ranger at all cost.

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Potentate - tPvP build (Wellbomber)

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Posted by: Flumek.9043

Flumek.9043

I always put a +15% stun duration sigil on the warhorn, it adds 1second to the daze because it rounds up, making it a great 4seconds.

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Tipp: building LF at Kylo

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Posted by: Flumek.9043

Flumek.9043

Thanks, the minion dying trick is good cz it works on all maps

But wow, big thanks for the ds#2 teleport to windowsD totaly didnt knew that.
As far as i see it it works only if your out of range, else it ports you direct to the wall ?

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Tipp: building LF at Kylo

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Posted by: Flumek.9043

Flumek.9043

And last the water canal

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Tipp: building LF at Kylo

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Posted by: Flumek.9043

Flumek.9043

Forgot to say say that unless u hit those destroyable boxes, u will NOT get put into battle mode for doing this. The best one IMO. At the start it will put u into battle because of the boxes though.

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Tipp: building LF at Kylo

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Posted by: Flumek.9043

Flumek.9043

The mansion map edge

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Tipp: building LF at Kylo

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Posted by: Flumek.9043

Flumek.9043

Also works while standing on all those buildings

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