Showing Posts For Gryph.8237:

Thief: Buffs

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Posted by: Gryph.8237

Gryph.8237

While I don’t agree with the OP, calling for him to be banned is ridiculous. Dark steel, you are one of the worst, most inflammatory and offensive posters on this forum. If anything they should observe your behavior and constant browbeating on this forum. You constantly insult anyone who does not agree with you and it kills discussion.

Confused about Ready Up info

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Posted by: Gryph.8237

Gryph.8237

likely not today, but monday. that is how i interpreted it. So, nothing this week.

Can we please not panic? (Movement Changes)

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Posted by: Gryph.8237

Gryph.8237

I’m not panicking, I’m reacting every bit reasonably. Movement skills in this game are already universally strong. In many cases they literally define whether a build can be played at a high tier or not, by whether that build has enough sources of mobility to distance itself from the also-mobile builds that are attacking it. Lack of mobility is a large thing that keeps Necromancer and specific other builds across the professions from being useful.

Yet despite the fact that movement is universally strong, they are removing the biggest way for immobile builds to compete. Don’t get me wrong, I wouldn’t mind some kind of change. For example, if you use a 900 range movement skill and you are chilled, then you still move 900 units but you do so 66% slower than if you weren’t chilled. You still move the full range, but you don’t invalidate the only counterplay that immobile builds have. Either that, or you have to greatly increase the amount of pulls, otherwise professions like Necromancer are completely invalidated, they can’t catch up to anyone running away, and can’t stop anyone from running away, except other Necromancers.

This encapsulates what I feel about the movement changes. These changes are going to really hurt classes with low mobility, and make it even more difficult for these classes to keep someone near them, or lock them down. The classes that go zooming around due to weapon skills, teleports, dashes, leaps, etc, have such a higher standing in pvp due to these mobility skills, which effectively render other classes useless.

Condi Necros Are Viable now!?! (new changes)

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Posted by: Gryph.8237

Gryph.8237

They need to make heart seeker work only if an enemy is targeted and in range hahaha. That would dry hump them well. Need a heart to seek before you can jump to them. Will never happen but my god I would love to hear them cry. And yeah , I know it would destroy d/p builds, so can you imagine the crying? Hahahah

Seriously, im very concerned that reapers are so going to be kitted to death as chill will hardly keep people in range if leaps, dashes, heart seekers, teleports, blinks are not at all effected by chills, etc, especially when we have only one skill that only leaps 600. God can they just not up that to at least 900 to give us something? Come on devs, you giveeth the and then taketh away our ability to lock anyone down. We have no cripple and no way to catch anyone. Ranger is going to eat us for lunch, along with every other class with a range weapon. Yeah we keep coming, but at a snails pace while eating shot after shot. Try to generate life force when you’re chaising someone. Hope there are some mosquitoes to kill.

Chill was the one thing where I finally felt we would be able to keep people locked to us.m good luck with that

Goodbye Counterplay?

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Posted by: Gryph.8237

Gryph.8237

Is Shaka serious? Holy crap. I’m so tired of the OVERWHELMING favoritism to certain classes and the motherly protection these classes are given in comparrison with the necro and ranger. I mean it is so freakin obvious that they don’t want their precious meta changed in any way. Add chill to the reaper, nerf chill. Perfect!!! Hahaha.

Why would chill affect Bulls rush or leaps, I don’t know maybe because ther kitten is frozen. The classes that benifit from this change are the classes that are already top of the meta while the classes most hurt are the lower tiers. Good job anet!

bull’s charge is a bottom tier skill…even pve you know this right….so is rush so where is this top youspeak of benefitting most of this? and someone mentioned necro getting dash, you’re ill informed and spout words meaninglessly

Amazing 600 rolfcopter.. Yeah that solves all the mobility probs, and makes up for the ease at which all classes can get away, reset and come back. Guess you’re in the necro has two life bars camp. Good for you buddy.

Movement change big nerf to condi necro

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Posted by: Gryph.8237

Gryph.8237

I just don’t get their thinking. I mean do they look at their own game and think that the necro has any chance now of locking someone down? kitten we can’t catch anyone. Slow cast times, slow moving attacks, little to no movement skills a/leaps, range on one weapon that sucks for anything but a few marks, easily dodged projectiles.

Incoming reaper and I finally think hey, we can keep people near us with chill even with kittenty long cast times, but no, now someone will just leap the kitten away when we hit them with chill and likely before a stupid shout goes off or one of the long stupid cast times for cripple, chill, immob, goes off. Haha. Reaper will be a kittening pincushion and will simple get kited to death. Tat 600 range dash… So pwrful.

Lol!!!!!!

Goodbye Counterplay?

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Posted by: Gryph.8237

Gryph.8237

Is Shaka serious? Holy crap. I’m so tired of the OVERWHELMING favoritism to certain classes and the motherly protection these classes are given in comparrison with the necro and ranger. I mean it is so freakin obvious that they don’t want their precious meta changed in any way. Add chill to the reaper, nerf chill. Perfect!!! Hahaha.

Why would chill affect Bulls rush or leaps, I don’t know maybe because ther kitten is frozen. The classes that benifit from this change are the classes that are already top of the meta while the classes most hurt are the lower tiers. Good job anet!

Goodbye Counterplay?

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Posted by: Gryph.8237

Gryph.8237

Thanks anet you just f-Ed our spec. Chill will be useless, as everyone will just leap away from the slow moving mobility lacking class with less range. Thanks anet. You really know your game. Awesome change.

Condi Necros Are Viable now!?! (new changes)

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Posted by: Gryph.8237

Gryph.8237

I’m still unsure as to whether this will really benefit us as we can stack condis, though at a much slower rate. It will also depend on how they handle condi duration.

It also seems cripple and chill sorta will be reduced in effectiveness regarding slowing down leaps etc. so they will still be able to leap away. My god!!!!! Do they look at these freaking changes. Oh wait they don’t want their favorite classes to not be able to get away from necros, so they will just crap in Necros. Do they play this freaking game? Do they see how easy it is for a thief, ele, warrior, Mesmer, engie to get away with leaps, etc? That just made chill crap as a movement restricter. At least it grants some defense…..

That said like the vulnerability effects

(edited by Gryph.8237)

Dont Nerf Zerk Meta

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Posted by: Gryph.8237

Gryph.8237

Problem with zerk is similar to the problem with celestial gear, in that it has more benefits for certain classes given their class mechanics. Thieves benefit a lot from zerk as they have evasion, stealth, good heals that also dodge or activate stealth, coupled with numerous teleports, stun breaks, and the ability to reset a fight if it goes wrongly, thus making it unnecessary to have any type of stats outside of damage stats. Other classes, like the necro, do not have this luxury and get blasted as they have only two dodges and a dmg shield, and limited stun breaks, etc. This class also does not benefit from celestial as it has only one real heal as siphons suck and don’t scale well, and the class doesn’t benifit from mid range condi dmg as their ability to stack condis is seriously limited. In addition medium defensive stats on a class with crap defense is laughable at best.

I state the above not to call for a nerf of zerk, or cele, but to make other sets more useful, and meaningful, especially for classes that do not benefit as much from either set in comparrison to others. When the overwhelming majority of players run zerk, that should tell you that there must be reasons, among which includes the idea that the other sets simply are junk compared to zerk, and definitely less effective. Stacking toughness is useless as the dmg from a zerker opponent is not really reduced that much thus making it less effective. Toughness is also useless vs condi’s making vitality more important because if you can’t soak dmg with toughness might as well just stack health. Healing pwr is also only useful to certain classes as well, which concequently also benefit the most from cele.

dmg from conditions in the present meta is almost null as the amount of condi clears in the wvw and pvp realm is ridiculous, thus again forcing all classes to run zerk or cele, at higher tiers of play. It’s boring, stale, and leads to an invariable situation, or at least a decrease in variability in the composition of team makeup. Right now we see the same classes with the same builds in pvp, which concequently are the same classes and builds which benefit the most from zerker and cele amulets. Furthermore, the class builds are also the builds that bring the combination of the most dmg coupled with the most team utility, as in teams typically select classes based on how many condi clears and heals the can bring to the team coupled with high damage, aside from the thief, who typically operates outside of the team fights to decap points or drop roamers. Consequently the classes that are described above are also the most mobile classes except for the guardian.

The meta is stale in my opinion because only zerk or cele builds are viable, while condi builds or builds more defensively focused have gone the way of the dodo, which seems to be ok in a game with a high turnover of pvp players, as players try it out, get bored, decide it won’t change, move on, and are refreshed with new players that ultimately reach the same conclusion and bounce. High turnover benefits anet.

(edited by Gryph.8237)

Please add dire stats to pvp

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Posted by: Gryph.8237

Gryph.8237

Lol like dire is going to help with the kittened amount of condi clears in this meta. Forget condi builds, anet has

Condi/boon durations... what if...

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Posted by: Gryph.8237

Gryph.8237

Condi builds are pretty much dead in spvp, and only exist in roaming builds in wvw. In pve they are subpar to the zerker meta. Crapping on their duration and dropping their damage will simply push everyone into zerk builds and kill diversity even further. The meta is already stake.

Still Bothered by Lingering Curses vs Terror

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Posted by: Gryph.8237

Gryph.8237

People seem to be missing a couple of very important points in this discussion:

1. We are losing 30% condition duration from traits
2. we are losing 300 condition damage from traits
- These are not base stats so they are not part of the stat increase being done, they are just gone, straight up nerf.
3. 100% increase from lingering curses makes condition duration food and runes and sigils useless since it caps at 100%. The devs said they “may remove the cap in the future”, so basically they aren’t removing it, meaning you will be taking a big hit if you take this trait just to get back the 300 condition damage you were just nerfed.

Once you take into account these 3 things we are pretty doing pretty poorly. If you thought condition specs were bad now, you will see a significant decrease in their output power after this goes through if there are no changes. This isn’t about things being too strong, this is about them being weaker than they already are.

Yep, codi builds are going the way of the dodo already, now add in a huge drop in duration and condi dmg and we are f-ed

Will axe ever be viable?

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Posted by: Gryph.8237

Gryph.8237

you realize they don’t care and wont change that weapon.

Still Bothered by Lingering Curses vs Terror

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Posted by: Gryph.8237

Gryph.8237

Lingering Curse frustrates me because it is a lazy GM trait and it pretty heavily outclasses Terror in most contexts, especially considering we lose the +30% condition duration from Spite with the specialization changes. The other thing is that you can hit with all of your fear skills while in Scepter (drop Staff 5 then weapon swap before it hits, and Doom while scepter is equipped), and this completely negating the need for the Master of Terror trait and enables you to use other useful traits there.

This trait line is also very frustrating to me in PvE. There is no power option for the GM slot, and Target the Weak being made critical chance instead of raw damage smashes what little DPS we can already sustain.

Hence our complaints that these new trait lines pigeon holes us even more so into choices we don’t have to make now and we will end up with a lot weaker condi builds while every other class will grow stronger. The dev’s seriously underestimated the damage they will do to condi builds, or don’t give a kitten. kittenes me off.

Necromancer

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Posted by: Gryph.8237

Gryph.8237

I would prefer they allow our boon stripping, cc, chill, and fear have a serious impact in fights to where teams are like, kitten would be good to have a Necro right now. I don’t want to be a stacker, just want to contribute more than just damage

Scaling Defensive

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Posted by: Gryph.8237

Gryph.8237

It is much better that we get access to our actual normal utilities while in DS. It lessens the worry of power creep due to so many new things being introduced to the game, and it makes DS feel like less of a “press this button to play a different class” and more like its actually a part of your build.

I would +10000 this if I could. This is exactly how I feel. I press F1 and go into a diff class, that sometimes does not even jive with what I am built for, because it is the only defense I can offer to myself. Sometimes it works out, but mostly it is just a temp hold until I can get my utilities back up and make a difference. Makes it not that useful other than a damage soak which is boring after so many years, where other classes have gotten better over time, we have gotten actually weaker.

Don’t get me wrong, I love DS and I think the class is cool, at a conceptual level. That said, adding access to our utilities would make us such a more prominent, and useful class in pvp and wvw, especially if we can get some aspects of self healing added in (i.e. my own kittening trait heals?, and team regen or blasts even.) If a guardian is blocking, and someone blasts a water field, he heals. If a necro is in DS, and someone blasts a water field, he is not healed. How is that appropriate. Sorry, I digress.

Let us have our utilities in DS. two of our elites, and our defense mech does not allow us any access to our abilities, and ends up feeling as if its a more (DO AS MUCH DAMAGE AS POSSIBLE BEFORE I DIE) aspect of play. seriously, like I’m a suicide bomber. I know I’m going to die, but I’m doing as much damage as possible before i go, because i have 0 other options.

Necromancer

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Posted by: Gryph.8237

Gryph.8237

the problem with necro is that all we bring to the fight (damage, cc, boon strip, poison, vuln, etc) is simply not useful in pve, as it does not change the outcome of the fight. The enemy dies just as fast, and even faster without a necro in the party if replaced by an ele, another warrior, or even a thief. With regard to vuln, we have to use our most kittened weapon to stack vuln, and the best builds out there we have right now don’t use the axe, and is really useless, as there are at least 2 other classes that can insta stack vuln faster than we can, with one button press, vice our slow, useless, low damage, auto attack, one well, or focus 4.

So what do we bring to the group:
Poison: what mob heals, or dies faster due to poison? none, dmg from poison is negligible.

Boon strip: What boon are you stripping? you talking about trash mobs like dredge? No boss, uses boons that make it tougher, or when stripped make it weaker. Its a useless mechanism in pve.

Vuln: ele and warrior insta stack more than we do (reaper might change that), but I am thinking that vuln does not really change the outcome of the fight with a full zerker party. Perhaps a 2-3 seconds difference in the time the mob drops?

Damage: not thinking we out damage any class from a sustained point of view. We are close to bottom tier in that regard. Yeah, we are ok dmg wise, I’m not knocking our damage, but in pve, if i have the choice of a necro, and an ele, warrior, guard, etc, I’m thinking the other choices are all around better. I am not saying that I do the usual and kick necros from pve parties, but I am taking a logistical standpoint. We, as damage dealers, bring ok damage, but that is simply ALL we bring.

Buffs: we simply don’t have any fields to drop, blasts to existing fields to add, nor do we bring any boons for our parties, so this is null and void. Almost all other classes bring dmg PLUS boons, etc.

CC: HAHA, defiance as it is now, makes ALL of our CCs useless. We bring nothing. Fear is useless, chill is useless, cripple is useless, etc. All of our CCs are useless and do not change the outcome of the fight. in fact, they add nothing to it at all. Maybe with the new defiance bar it may change in that we can add something, but i doubt it will be above and beyond what ele, guard, warrior, etc, can bring, while STILL supplying the party with buffs. I DO hope this changes, but right now, I am not seeing it.

God, I would like to be proved wrong. DO IT!

Warrior shoutbow patch ideas

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Posted by: Gryph.8237

Gryph.8237

hell yeah, necro needs buffs!

I don’t want any class nerfed, i just want the necro buffed to be honest hahahah.

ANd not damage wise, I want it buffed defensively.

That said, I don’t want any classes nerfed, but maybe the overall condi cleansing out there to be reduced in some way to make other builds more viable. In pvp right now its so stale because its the same chars on the same builds which makes it stale, other than the variations in skill of players.

I want variability, but the same monotonous gameplay is rampant in spvp and pve, as in its the same builds over and over and over again. The most effective ones are chosen, and we typically are pushed towards those builds if we want to be effective.

Still Bothered by Lingering Curses vs Terror

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Posted by: Gryph.8237

Gryph.8237

Because that’d be too strong.
… long lasting conditions for long lasting pressure, versus powerful burst conditions with heavy CC attached.

1. A proper grandmaster setup would look like this:
Offensive condi trait – defensive condi trait (Parasitic Contagion) – power trait.

2. There is no CC attached to Terror, just damage and not a lot of it.
You have access to all your fears either way.

3. Don’t count on Lingering Curse actually getting released with +100% duration, that amount is just rediculous.

So, right now, the ele forums are buzzing because one of the devs told them that Elemental Atunement had been changed to a minor trait, so now they don’t have to suffer with Evasive Arcana vs Elemental Attunement.

That’s actually nice to hear, hopefully they will resolve our Curses line in a similar manner.

Just fyi, Terror getting merged with Target the Weak as a gm minor trait has been suggested many times already, and it was even included in the feedback of our forum specialists.
So… fingers crossed, hope dies last.

dude, fingers have been crossed for 3 years. How about we just keep drinking whisky and making promises of making toasts to the devs when they finally realize that they keep kittening us hard when compared to the other classes.

I am not referring to reaper, because believe it or not, it makes me want to have some fun again with diff builds. Right now, i have 2 builds (I am not an MM) that i rotate with slight variations depending on the other team makeup, or what i feel like in wvw, and nothing has really change for 2 years.

Warrior shoutbow patch ideas

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Posted by: Gryph.8237

Gryph.8237

If you ask me, condi cleansing in pvp and wvw is freaking over the top, and pigeon holes almost all classes to take a zerk build. There are no condi builds, are condi builds are rare right now because classes can completely nullify condi builds. Shoutbows, ele’s, guardians, can render a condi build useless, thus why go condi? anyone worth their salt is running condi cleanses, or has a guardian on their team that essentially keeps the dmg output of a condi build null and void. add in a guardian/ele combo and a condi mancer’s damage is crap.

Take necros for example. Necros in top level pvp are few and far between, i will reference the last to tournaments, where there was only one necro really represented. That necro was running a power build with a soldiers amulet to make up for the lack of defense in the necro. still puts out an acceptable level of spike damage with a well/DS combo, but you won’t ever seen a condi mancer in that tier of play because there is likely an ele or medi guardian that nulls that dmg. (regardless of the fact that a necro takes forever to ramp up dmg).

I don’ think its a shout bow specific problem, i think its a global condi-cleanses are a dime a dozen problem, which you might as well say screw it, jump on the bandwagon and go into zerk or a soldiers build, as condi is just for solo queue.

condi builds will not be part of the meta when damage is simply not there anymore.

Still Bothered by Lingering Curses vs Terror

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Posted by: Gryph.8237

Gryph.8237

RIOT FOR BETTER TRAITS ON NECRO LINES!

Seriously, the choices are either over the top, or just not even a question in that trait line. haha. It’s just as if necro traits are still just an afterthought and could be improved to make it actually meaningful, vice choosing between traits we currently use in builds.

and they need to start talking about how they will do condi duration, or i see condi builds totally dead.

Signet passive death shroud- ANet respnd pls?

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Posted by: Gryph.8237

Gryph.8237

Is there a good reason the signet passive effects are disabled while in death shroud?

Welcome to the necromancer. Where synergies don’t matter and the “works as intended” is completely made up.

completely made up, or used as a reason to change a tool tip because you a) can’t figure out what is wrong, or b) just say screw it because… necro

Still Bothered by Lingering Curses vs Terror

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Posted by: Gryph.8237

Gryph.8237

can someone tell me what fears this well effect with scepter equipped? As far as I know, there are no fears that we can access with scepter other than doom (DS#3), and it will only work when the scepter is selected as your current weapon (as is, the weapon you are currently using).

Are we talking about reapers protection and fears from nightmare runes? So we are going to be railroaded into making a choice between these two skills because of some procs we have no control over, and occur very little in a fight, given the internal cool downs?

Seriously? what fear can you do with a scepter? uh, yeah, doom when you enter DS, and procs from nightmare runes and reapers protection in the DS line.

Screw that, we are being kitten – ed, and I cannot agree to it.

Again, we are being nerfed based on the perfect scenario, which is so freaking old hat and has shown time and time again to never occur. Seriously.

(edited by Gryph.8237)

Still Bothered by Lingering Curses vs Terror

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Posted by: Gryph.8237

Gryph.8237

I don’t agree, I am tired of being pushed into one or the other, when other classes are not required to make the same sacrifice. Condi necro is up against a kittenton of cleanses, and fear (terror, etc.) can be cleansed and stun broke, so no, I cannot agree that we have to choose between these two, when I am thinking that condi builds are going the way of the dodo. Incoming revenant, with an ability to group cleanse even more so than ele’s and guards.

We are bottom tier in pve, we are mid tier in spvp (yep, there is one in the top tier … one), and we are in the gwen because of wells, and not because of fear/cc because all our CCs are cleansed/stun broke immediately.

Condi builds are good in roaming, and uh… well…. roaming. They are less useful in spvp because cleanses and stun breaks are a dime a dozen. Why do you ruin our only really useful CC.

SO I vote, we need the ability to have impactful and hard hitting CC dmg, wise, because we don’t have crap for defense outside of DS. The fact that fear can be cleansed and stun broke which completely negates the damage infuriates me and makes me think we are always on the weaker end of things.

AND NO CONDI BUILD WORTH CRAP DOES NOT HAVE TERROR because our condi stacking is crap and we depend on a multitude of condis that are cleansed so easily. Eles were given those skills because specific builds depended on both of those skills, and now cannot get those skills in the upcoming trait build, while will be forced to choose between a skill that causes dmg on fear, and a skill that helps regulate the fact that duration has been removed from the spite line (and we still don’t know where they will make up for the extra duration).

So tired of the popular classes getting perfect changes (i.e. thief and else, and guards), while we are getting utter crap. Still do not have a GM that is worth crap in any third trait line based on our current builds, as most GMs are mediocre at best. Now we take a skill that was ORIGINALLY an adept skill, which was later moved to master, and now projected to be a grandmaster while all the time being freaking nerfed?

I say THANK YOU ANET, for a job terrible done….. again for necro.

(edited by Gryph.8237)

whats the point of making gs slow

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Posted by: Gryph.8237

Gryph.8237

slow weapon – gives every class a chance to get away from us, because the necro in its current state is so difficult to get away from (sarcasm off)

perhaps the implementation of chill within the reaper class needs a slow weapon so we don’t lock down 5 people all the time. That said, im not seeing dmg coefficients that exceeds that which other two-handed weapons possess. So, not sure what is going through. I hope it will be big payoffs, and not, chincy numbers above what the guard/warrior/ranger gs can do.

Will axe ever be viable?

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Posted by: Gryph.8237

Gryph.8237

axe is getting nerfed even more in the upcoming trait change, because axe mastery is getting kitten’d good and hard.

Life Force

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Posted by: Gryph.8237

Gryph.8237

yeah spectral armor/walk are the best, which is likely why devs make the comment (albeit dumb comment) that we want to be hit…

yeah, cause i like my health dropping so fast, to switch into DS and watch my “second health bar” drop just as fast, to return 3 seconds to early before my heal refreshes and die.

No reveal this week?

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Posted by: Gryph.8237

Gryph.8237

I don’t think any of the other specializations are ready. That said, i hope they talk about the trait changes to ele’s, engies and necros (blood magic, etc.) as hinted by John this weekend?

Map creation

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Posted by: Gryph.8237

Gryph.8237

One of the things that gets boring to me is the same five maps over and over again. Granted the experience is never fully the same, but the fight gets boring when the same maps are cycled over and over. That said, would it not be possible for gw2 community members to create maps for the community and then imtregate them within the map rotation outside of the ranked/unranked for testing. After testing, the community could hold a vote, wether to add the maps into normal unranked/ranked rotation. That way the burden to create new maps would be in the community and anet staff could focus on other things. Games like LOL take place on one map but they have a huge number of characters that change the experience while we have five to six classes with the same builds over and over.

Any chance for community designed maps?

(edited by Gryph.8237)

Dont Nerf Zerk Meta

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Posted by: Gryph.8237

Gryph.8237

The problem with full defensive parties means it just takes longer to kill the mob. More defense equals less damage out out, while giving you the tools to last longer in the fight that takes longer due to less damage output. Haha, it’s rather a boring system because adding a cleric to a zerker party does about nothing, but lower the damage of the zerker party. That is the problem with anet’s system, there is no reason to do it differently as differently is less effective than the full zerk. Anet has created a system where damage output while giving buffs to your team to increase their damage is all that matters. Dmg is the only way to go, burst things down so they don’t do damage to you. I wish there were more mobs like husks in the silver wastes that are vuln to conditions but not vs direct dmg. Would make more builds worthy. That said, condi dmg is just a diff form of dmg, so no defense needed.

Life Force

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Posted by: Gryph.8237

Gryph.8237

Best way for a dagger necro to build up lifeforce in one sitting is to go into Melee range with spec armor on, with warhorn 5 up, and smack some things with a dagger. Swarm plus dagger plus spec armor will generate a lot of lf quickly.

Necromancer

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Posted by: Gryph.8237

Gryph.8237

I just figured something out. When a thread exists with only 2 or 3 people talking, you can mostly avoid it as it devolves quickly into an argument into who is right and wrong, rather than a discussion on different viewpoints or possibilities. It’s like you are angry that you don’t share the same opinion.

Dont Nerf Zerk Meta

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Posted by: Gryph.8237

Gryph.8237

Would just like to see Condi builds increased in effectiveness and needed as equally as zerkers without nerfing zerkers. Condi builds need some help in pve. In PVP I think there is “slightly” to much condi clears in the game. I think they overshot the mark a bit by giving every class so much access to condi clears or group condi clears. I mean, condi classes are not in the meta at all when one ele coupled with a shoutbow or guardian can negate completely the output from any condi class for their group. It forces everyone into the cele/zerker arena and that is what kills build diversity as everyone runs the same builds with only slight variations.

Thief's new F2 skill means hope for us?

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Posted by: Gryph.8237

Gryph.8237

I can’t really see any connection.

Because Arena Net fixes and buffs Thieves, Mesmers, Engineers doesn’t mean that Necromancer will get anything.

True. +1

What would it take for gw2 to go esports?

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Posted by: Gryph.8237

Gryph.8237

Make all classes relevant in pvp. Right now it seems to revolve around certain classes while other classes are sidelined. Ele, engie, warrior, guardian, and theif seem to be necessary components with a smattering of mesmers, and one necro from time to time. This makes the meta stale, and matches just repetitive. Would like to see the ranger and necro in more matches. That said I think this condi clearing meta has destroyed the likelihood of seing condi classes in matches and I don’t know how to resolve that.

Summary of ToL 3 (Long Post)

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Posted by: Gryph.8237

Gryph.8237

The ranger and Necro are low tier classes and until they receive some slight love will never enter the ranks of high teir PVP, or will require the team to build around or support these two classes. All the other classes have numerous combinations of multiple heals, condi clears, group condi clears, stability, group stability, blocks, evades, invulnerability, stealth or group stealth that not only aids their team but still allows them to dish out a ton of damage to the opposing team. So the combination of high survivability with being able to maintain high dmg output makes these classes more desireable in comparrison to classes that have decent dmg output coupled with lessor survivability and little to no group buffs. With regard to the necro, survivability is simply not there unless you count plague form, and their damage output is slightly less than some of the top tier classes (it’s even more so less when the necro is forced into taking a soldier amulet to survive focus fire as the necro is easily focused and taken out due to lack of stability and defense). In addition the necro has one build, as the terrormancer is useless in a meta where every group member has several condi clears coupled with classes running multiple condi clears for their group. This meta also restricts the ranger class to a power build in group fights because condi ranger gets cleared just as fast as a condi necro, despite its ability to ramp up bleeds quickly. Thus necro/ranger are used less frequently because they bring little overall benefit in comparrison. Yes we saw one necro who is quite talented and has a team he works well with in the tourn, who was pushed to using a soldiers amulet to survived which likely killed his dmg output. They still did well, but I think it further demonstrated that a necro has to sacrifice a lot to survive at the expense of dmg, whereas the mechanics of other classes allow full zerker or full cele builds while being able to survive and dish out data.

I would like to see that team matched against the eu tourn champs

(edited by Gryph.8237)

New blood magic traits

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Posted by: Gryph.8237

Gryph.8237

That was a forum specialist and I was saying we have had no feedback or interaction with the devs regarding these changes. Maybe you equate forum specialist writing a repot to devs as direct interaction, but I don’t especially if said devs don’t directly address our comments/feedback. Sure, we can assume they got the report but that is sorta like assuming they read the forums and make changes accordingly.

Sorry but I think that we could use some interaction on these topics

New blood magic traits

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Posted by: Gryph.8237

Gryph.8237

I think the Anet devs should talking to us about blood magic trait changes that will make blood Magic viable. Why are they so silent with us? There is an open discussion in the guardian channel regarding tome changes yet nothing regarding significant changes to one of our least used trait lines. Why is there no interaction? We even provided a plethora of feedback regarding the new trait lines and trait mergers with not so much as a nod to our work or suggestions.

Cannot agree that some minor communication. Here would go a long way.

2nd weapon set for Reaper?

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Posted by: Gryph.8237

Gryph.8237

I hate staff. It’s slow casting, slow attacking and has long kitten cooldowns. Been stuck with it because unlike other classes we have only one good condi weapon and one good power weapon. Boring

what Necro traits you want baseline

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Posted by: Gryph.8237

Gryph.8237

Terror should be baseline or a minor trait that scales with condition dmg so it’s negligeable with any build but condi, esp because it is mandatory for all condi builds.
Soul marks should also be made baseline, as I think Condi builds need access to more ways to gain Lifeforce as it is our only line of defense. Survivability on a condi build is lacking.

Terrormancer Feels Weak

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Posted by: Gryph.8237

Gryph.8237

Would be happier with a way to build lifeforce faster as a condi build, and some of the nerfs post dhuumfire returned

Axe skill 1

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Posted by: Gryph.8237

Gryph.8237

Have they no honor?

why are people scared of playing ranked?

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Posted by: Gryph.8237

Gryph.8237

1. Premades with full teamspeak in the same que as solo q is stupid
2. classes are not even close to balanced from the standpoint of pvp. Guards, warriors, thieves, eles, and engies have combinations of blocks, evades, invulnerabilities, mobility, stealth, condi clears, group condi clears, group heals, which is why they are meta and practically on every team in tournaments and on practically most premades. There is a reason. Anet is blind to this reason and has been for 3 years.
3. How can a game compete, with the same 5 (+ the occasional mesmer) over and over and over and over and over and over and over again. After 1 month of pvp, IT GETS BORING AS HELLLLLLLLL!. I despise this pvp system, the same maps, the same classes reigning supreme. Until these devs figure this out, this will never advance beyond some tournaments every now and again. And the frequency of tournaments will depend on an influx of new players who will have to learn all over again that the system depends on 5 classes who are meta and have been for awhile now. After they learn that, and get tired of the inane repetition, they will move on, and a new influx of people will come to replace them, only to have to relearn this BS all over again.

Major point: ANET DOES NOT CARE, it still makes money. hahahha.

business model > fan base

Necro DPS "Bad" ?

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Posted by: Gryph.8237

Gryph.8237

This is know, our dps is subpar at best and groups don’t need boon stripping in pve, nor do our cc conditions work, nor do we have any fields, clears, etc. there is no point in pointing this out over and over again. 3 years we have been doing this and for 3 years the dev’s have stated we are fine, we are in a good place, we don’t want the necro to bring group support, or utilities, blah blah kittening blah.

It’s almost the same with reaper but we will be able to bring chill. Thus I hope that chill will actually affect and stick on the bosses because I’m tired of the majority of my utilities and conditions being useless in boss fights etc. without that, can someone tell me what reapers will bring to the group? Chill and some ice fields?

Helping GW2 create succesful competitive PvP

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Posted by: Gryph.8237

Gryph.8237

If more of the classes were viable I would play PVP more, but I get tired of the same five classes or even watching the same five classes on teams win. It’s boring and it undercuts my motivation to do spvp because the class that I unfortunately chose is not viable, and no matter how good I get (I’m ok) it will not be viable. Sure you find the class in spvp but top teams take five or six classes everytime, with few outliers.

Necro downstate damage

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Posted by: Gryph.8237

Gryph.8237

Ha this thread is terrible. The weakest, least used class that is rarely used in organized play and this community wants it nerfed without any compensation for its numerous defects? Really the downstate is so op that all teams want them? Fine they can reduce the numbers on our downstate which is the worst downstate in the game, it will not touch the class or make your class more viable. Necro downed is so easily countered with blind, stability or breaking Los and stealthing I hate saying l2p, but you should.

An idea to rework Axe

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Posted by: Gryph.8237

Gryph.8237

How about give axe 1 a cone cleave, and change axe 2 to a whirl that does less damage than the original, but in an aoe to 5 people in a 600 radius, instead of a channel? Would be interesting. Axe 3 would be more interesting if it was an immobilize

[BUG] I can t finish in lich form !

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Posted by: Gryph.8237

Gryph.8237

if im in lich form, i can usually kill the downed person before the stomp animation goes off haha. I would rather focus on the living than the downed anyways, as im using lich to turn the tide and kill everyone.

Terrormancer Feels Weak

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Posted by: Gryph.8237

Gryph.8237

I think we are in agreement Lordrosicky.

PVP is about a combination of mobility, stability, blocks/invulns, evades, stealth, and condi clears, and the 5 key classes (guard, warrior, thief, ele, and engie) typically have several, if not all of the above aspects, giving them the ability to survive, contribute to the team via damage/condi clears/heals, and the ability to GTFO when things go bad, and rotate.

The necro has DS, two dodges (at present 1 stability not tied to a form), no team skills/abilities outside of damage, which is odd because it does not do more damage than any of the 5 above classes, and mobility which is tied to wyrm and SW (which is not really a mobility skill imo, as it requires you to run away to get back to your original spot. not amazing imo. (I don’t count swiftness as mobility as every class has this).

In addition to the above limitations, the Terrormancer is even in a worse spot because generating life force, our sole defense in reality, is difficult at best. Our condi application is slow, and cleared quickly, which means we cannot even contribute to the dmg pool reliably. Furthermore, we cannot survive focus fire … at all (we can’t evade it, we can’t block it, we can’t stealth and get away, etc.) All we can do is DS and soak, and hope to regen DS.

Not sure why Anet does not see our issues, or attempted to address them in spvp. While I did not ask for it, i enjoyed the brief stint with dhuumfire as I was wanted on team compositions, and i liked being competitive, which sadly was tied to dmg output, and not quality play or the ability to enact defensive mechs to survive fights and contribute longer