That’s fair. Maybe they’ll break LA. I hope it’s something more than changing a map that no one ever goes to anyway.
There is going to be a permanent boss. That’s probably what they mean by Tyria never being the same. They tend to hype these things up pretty hard.
Thanks for pulling all of this information together all day Vol, it’s extremely helpful when your job blocks like every other website.
Gauntlets are Toxic skin, acquired from Gem store during the Tower of Nightmares LS series.
I wonder if more appealing laurel rewards will be added after jewel crafting is introduced.
Deleted them all around lvl 3
I am a terrible mesmer
I cannot play ele because I am too lazy
ranged weapons
Yes clearly the game should be changed because it is bad and your preferences are not made across the board and you are not the problem at all.
I think OP keeps getting owned by Necros and doesn’t want to adapt.
Kind of frustrated here. I think the Transmutation Splitter needs to be clarified better. So far I’ve lost an ascended infused back item due to poor clarification, and now my Toxic mantle/Gloves due to poor implementation.
I split the Tox accessories from my Necromancer, thinking i’d be able to transmute them back onto my thief by using white items, but no. My accessories became account bound, which is awesome, but they remained in the light armor category, which defeats the purpose. The splitter says you will receive the items that were transmuted onto the new item which was not true, and learned through losing a very expensive item that support refused to help me recover. The splitter says the items will be soulbound, which is also not true due to my account bound, yet armor class restricted for no reason Toxic accessories.
I don’t expect to receive compensation for my lost items, as support has already kindly declined me, but please find a way to clarify what the Transmutation splitter will actually do for you, and more importantly, what it won’t do for you.
Keep in mind that the above method only transfers the skins.
I used a transmutation splitter to separate my toxic gloves/mantle from my Necromancer, to find that I can’t use transmute stones on whites to transfer them to my thief, due to the armor class. It made the accessories account bound, but kept them as light armor. Is there a way around this?
At long last, we give to you, the player, the amazing, bold, ferocious TENGU… backpack…
Spectral Wall absorbing projectiles and granting % endurance per projectile absorbed rather than fearing in PvE would be neat.
Awesome, thank you guys. Glad to have your input in this thread.
Axe auto attack is already garbage.
It’s interesting, if you go on the wiki and look at a lot of the traits that were not included in the game, it seems that they had a very unique and familiar vision for the Necromancer that resonated with the GW1 counterpart.
Dual Bolt ftw
Is there like a “best thing” you can get ported to with this?
good god. blind stacking intensity???? maybe not
a great sword or hammer would be unreal and doesn’t fit the general lore of a necromancer. However, I do see a sword fitting well with it.I see what you’re trying to get at, but some of the things you want buffed would be extreme. AoE 10 stacks of might?
maybe it’s a bit extreme, but some effective offensive support will make up for our low numbers elsewhere. I think BiP would be interesting if it worked similarly to Guardian’s Empower on staff, even.
Thanks for the reply. I’m hoping that this subforum will be the beginning of bringing attention to lackluster professions, and serve to at least shed light on what exactly is happening in PvE. If this present no changes but helps guide development direction even in the slightest, to provide more numerous effective builds, it will be fantastic.
Hopefully with this new sub mitigating a lot of threads that don’t belong here, this sub can turn into an effective place to explore the dungeon community without getting into profession wars.
Just a thought.
Thank you for this subforum. I am very excited.
I want to discuss the PvE Necromancer in the current PvE meta.
Necromancer is my favorite class. It has been for my entire time on Guild Wars, and I’ve lost countless hours to my current Necromancer in Guild Wars 2. Although this conversation is going to talk a lot about the problem with conditions vs. pure damage in dungeons, I think Necromancer suffers most from this because of our lack of AoE power options.
Our best builds have the potential to be in conditions, but the PvE environment does not allow for this. Low HP pools of mobs, no real reason to use support/control options, excessive bleed stack ramp time, etc. Conditions being useless coupled with not so viable power builds due to lack of cleave (power builds only optimal on single targets) create a chasm in the Necromancer’s playability.
I have a few suggestions that would make Necromancer power builds more effective in PvE.
1. Axe#2: Change to ground target skill that hits all foes in area.
2. Higher percent increase on Target the Weak (Curses 25).
3. Addition of Sword/Greatsword/Hammer
4. Self buffs made party-wide
-AoE Fury on Deathshroud (when traited)
– Blood is Power giving AoE might, and self-bleed based on # of allies affected
-Life Blast giving might stack per attack, party-wide (when traited)
There is a lot of potential for the necromancer’s very unique and interesting traits. There are other options that may be explored as well:
- Well durations extended/CD reduced
- Blind stacking intensity (# of blind stacks) rather than duration
- Endurance siphon ability/less clunky vigor mechanics
-Revert life pool overflow from DS in PvE
- Foot in the Grave moved to 10pt trait in PvE
Check out T2 leggings
The Anomaly is the second high-valued weapon I made after Eye of Rodgort, and it’s probably the coolest weapon in the game (after EoR
). I then made it ascended and I can’t get enough of that shiney.
I agree, it sounds like a implementation just to keep us quiet a bit longer, although that’s an unfair assumption given we have zero information.
I just hope that whatever they implement, or begin to implement, they do so in a way that makes conditions more attractive without lessening the appeal of current builds. I want to play a game where everything is efficient as long as the player is good.
That’s fair, and I think a majority of the conflict occurs when players don’t (or won’t) differentiate between being told that their build is not as effective as they think it is/want it to be, and being told that they can’t run their build ever under any circumstances.
@BeoErgon lol sorry. These threads pop up so often and I’m interested to see the title of this thread is Necro, because I dropped so much time into my Necro and have recently given up on it because of how useless I feel. These arguments go on forever because there are two different games being played when it comes to build optimization.
On another note, I found this:
PvE: Are there any plans to make condition builds more viable in PvE?
”Yes you should see some creatures targeted around weakness to condition in some of the early builds next year.” ~Isaiah Cartwright
(edited by Gnat.9405)
Are people playing META zerk because they like it? Or because other playstyles are so seriously broken and they have little choice if they don’t want to feel like clowns?
This is a question that I had, that was answered a few months ago by the speed clear community (or someone in it – I don’t remember who it was), but the gist was, if something like bleeds had no cap and ramped quickly, conditions/epidemic would likely be the meta.
One of the main disconnects that occurs in all arguments like this, is the fact that optimization and ‘play how you want’ are not mutually exclusive. Sure, it can suck when a majority of LFG posts are searching for the most efficient team and you want to run your favorite condition build, but meta is meta. I recently shelved my Necro, who I ran as Rampager hybrid through most content, who I learned most of my builds from Nemesis on, knowing that I wasn’t being the most efficient, but playing to have fun with a group of people who weren’t strictly searching for optimal builds.
Now that I want to get into content that requires coordination, I’ve been learning to play DPS on my Guardian. I’ll say it again, if you want to play with the build you want, fine, go for it. It’s more about who you play with and what your team’s goals are than the build you are using. It’s the reason we are able to switch traits on the fly, the reason we are able to switch weapons and skills on the fly.
For a long time I’ve advocated for build diversity as well, but real fact is that it doesn’t matter what you bring into most PvE content. You’ll get it done. It may not be the fastest run time, or the most might stacks, but if you’re using the builds you want, and having fun, then why should you compare your efficiency to that of another group, regardless of what they are running?
This goes for both sides of the argument. Everyone, groups of elite players and casuals alike, are playing how they want. Do they have to be agreeable? Of course not. Will they get through content that they want to complete? Every time.
Question for you OP: if there was no leveling, no character progression, nothing to collect, and no gear to acquire, what would you do to play the game besides complain about lack of rewarding content?
thanks, shoulda paid more attention :p
Going to start pvPing, probably soloQ. How do I not make my group mad/be effective?
When you become lvl30, you have access to do all contents the game offers you.
wat
That’s the thing – conditions are not even a viable option. Many, Necromancers in particular, feel that they should be. Some of the most impressive builds are based on conditions, and we have been set on the table as the condition class.
There wouldn’t be as much of a discrepancy if Necromancers had a cleave option for dungeons. The class suffers on the brink of uselessness for most content, and bringing conditions up to speed with berserker could solve that problem. Of course giving us a cleave weapon for a decent power build option is a much simpler solution.
@Roe, this is precisely why I disagree.
@Dalanor, that’s the reason I think it’s so difficult to deal with bleeds at the moment – whatever change they make will cause tons of balancing problems unless it’s PvE only, and splitting not just a skill as they’ve done in the past, but an entire mechanic for a different game mode may be difficult.
I’ve heard the argument made in the past that conditions are not supposed to be used as a primary build type, but as offhand damage. I don’t agree with this. And I don’t necessarily agree with conditions being damage as you kite, considering GW2’s combat mechanics, and being able to attack on the move, every profession having access to range, etc.
You don’t think that if we were able to open on mobs with 2.5k bleed ticks, conditions would be considered more desirable? While I agree that modifiers such as Vuln and an additional effective stat are important, I don’t think they are as important for the build as they are for power builds.
In this vein, what other kind of stat would be effective for condition damage?
While I agree that increasing the cap in smaller party instances would be an effective band-aid, I also think that bleed ramp time is the real culprit for making conditions super ineffective in PvE.
Bleed cap has been a problem since launch. What are the pros/cons of redesigning bleed to be a single large tick, rather than stacks, making it similar to a more traditional MMO DoT? Rather than ramping stacks, it would be a hard hitting single DoT that scales with condition modifiers and must be maintained based on duration rather than stacking.
Please keep in mind this is primarily concerning PvE. In standard groups, up to 5 people can apply their bleed, and the damage is calculated based on those 5 stacks rather than the 25. I think one of the main advantages is that it will eliminate the ramp time and equalize power vs condition builds.
Obviously current bleed mechanics and skills would have to be redesigned, possibly to add damage to the individual player’s existing, single bleed rather than adding stacks.
Thoughts? Thanks!
(edited by Gnat.9405)
Lol I see you’re taking this very personally lordkrall. Did you have stake in the banner?
I was just commenting on the fact that in the gem store in game it says Black Friday sale – at least it did yesterday, I haven’t been online yet today.
For a company that preaches about quality this is pretty goofy.
If you’re going to have a new sale, at least have the time to make a new header – it certainly isn’t Black Friday anymore
A new GW1 campaign?!
GW2 crafting is a very bloated and directionless system. It doesn’t surprise that there is so much confusion, and I expect there to be a lot more than what is present in the forums.
/2cents
Is this a discussion about Necromancers?
Also, to the guy spouting off about Necros being whatever machines you claim them to be, well… I guess you can’t stop people from playing what they want. I main Necromancer, but I also know my place.
I think Guardian would be fun for you, but if you plan on using a decent build, you’ll have to get used to how fragile Guardian is without skillful play. Good luck.
Lol I do just fine in Dredge as Necromancer and I would prefer it over Cliffside any day. I’d honestly rather have 3 dredges than a single Cliffside, but that’s also because I do Fractals as Necro.
Saying Dredge is not possible with anything less than heavy is insane. I run with a Mesmer, a Necro, a Guard, and 2 randoms most nights and we do well. Sure, dredge sucks if you’re not great at staying out of attacks, and lighter armor classes certainly feel it more, but impossible? Certainly not.
As long as yall stack on Alpha I don’t care what genitalia you have.
Undecided tier: Creeping Fatigue – When your target reaches 50% health, siphon endurance for each condition on your target (X%).
Frostfang
Have:
– Gift of Frostfang
– Gift of Mastery
– Gift of Magic
– 1/3 Gift of might
– 77 Clovers
– 250 Ecto
Need
– 2/3 Gift of Might
– Tooth of Frostfang
Finished Frosty
:)
What do you mean? You can craft entire armor and weapon sets now. Or am I misunderstanding?
Rifle that shoots flesh golems please
You’re a week late on the vertical progression CDI. This exact thing was discussed hundreds of times in the dev thread.