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Shadow Returns Bugged

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Posted by: Iceflame.5024

Iceflame.5024

Too lazy to make a video, so i just created a necro and made some screenshots of how it is possible to port on Niflhel with a fleshworm.

thats still working ~ so it works just like shortbow, blink and all the other stuff. you only have to know how.

http://imageshack.us/a/img837/1557/gw046f.jpg
http://imageshack.us/a/img844/2483/gw045u.jpg
http://imageshack.us/a/img832/7982/gw044v.jpg

Are you implying that I am providing incorrect information or are you trying to show that it works in specific situations? If it’s the first, I’ll just make a video then to prove my point. If it’s the second, then I would like to point out that it’s the problematic teleport behavior that is being discussed here and not those specific situations when it actually works properly.

Shadow Returns Bugged

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Posted by: Iceflame.5024

Iceflame.5024

Actually I’m pretty sure flesh worm could be used in every spot every other teleport worked, didn’t matter much though because who is going to cast for 1 and a half seconds to teleport in the middle of a fight.

And it’s not promoting bugs, it’s promoting good gameplay. This one just so happens to be a bug(maybe?), but that isn’t of any relevancy.

As a fact I can say from my own experience that flesh wurm teleport has a lot of spots where it is bugged and won’t teleport you to that spot when spectral walk would work correctly in that very same situations. Haven’t tried spectral walk post patch though. As an example on Niflhel if you place your wurm on the edge above Keep and then jump down, the teleport will just move you a small distance towards that edge or to that spot but won’t put you on the higher level, you’ll end up just under the spot where your flesh wurm was next to the wall(there are a lot of cliffs like this on different maps that interact that way with flesh wurm teleport). I believe it’s always been like this.

In your view it might not be of any relevancy but I believe a lot of people would see it as bug exploiting that is being promoted which would make them question the game.

Shadow Returns Bugged

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Posted by: Iceflame.5024

Iceflame.5024

Necro Flesh Wurm Necrotic Traversal teleport has always been working like this and still does, welcome to the club. It’s got to do with the way pathing works and this issue is actually messing with a lot of things(corrupt boon for example). This game is strange: 5 target AOE limit, high tier pleayers that defend clearly bugged teleports through walls as good skill promoting plays(wut???), basically promoting bugs? A humongous number of bugs unfixed since release? Lots of strange stuff going on here.

(edited by Iceflame.5024)

Things I hate the most (Suggestions)

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Posted by: Iceflame.5024

Iceflame.5024

Yea the downed state is pretty unfriendly to conditions and on top of that it’s even more unfriendly to a necro. Funny how sometimes you might actually be happy that you went down since 80% of CC stops working on you and instead of a pinball you turn into a downed stationary turret.

I like the golem though and use it in sPVP.

How it probably happens.

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Posted by: Iceflame.5024

Iceflame.5024

Well having not play gw1 and hence not really caring about it from that perspective I think the guy should be saying that they should look at the class from the core and fix all the bugs and then think what they need to change. With the mechanics we got now I do not think it’s gonna work unless some huge core changes are made, kind of like a huge redesign.

If we get burning on top of terror.

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Posted by: Iceflame.5024

Iceflame.5024

Well it’d better be a reliable way to apply it instead of a proclike thing every now and then, a long cooldown won’t really bring much improvement either. I would still like to see more chill and poison application improvement. People tend to say we have a lot of chill application but outside of chillblains and dark path I don’t quite see where it is.

bone minion improvement suggestion

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Posted by: Iceflame.5024

Iceflame.5024

Disagree.

First the idea of a skill acting differently if you have a target and if you don’t will not work since we have autotargeting anyways. Currently I am in full control of when I want to blow them up. If we take your version of them chasing and blowing up on contact, then it would lead to more unreliable situations where you aren’t even in control of the explosions anymore as opposed to now. The blast finisher should stay at where the minions are, if you want to blast upon yourself just summon and blow them up instantly.

They’re made to be blown up anyways and are actually quite a good chunk of burst and death nova adds poison + weakness to it which is quite nice.=)

Imagine a WvWvW guild full of Tpvp players

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Posted by: Iceflame.5024

Iceflame.5024

Do people even need to care about positioning that much when current AOE has a limit of 5 targets(one of the weirdest and most stupid thing I’ve ever seen in a game)? From my very limited WWW experience all I saw was just people sticking themselves to a commander and standing in one place clumping up around him and not being afraid to get nuked down by the current 5 target AOE, fantastic tactics. With the AOE target limit people don’t need to even care about positioning. Just clump up together, spam AOEs and profit.

Suggestion: Well of Blood->water field

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Posted by: Iceflame.5024

Iceflame.5024

Light whirl cleanses zero from the whirling character, it shoots bolts that cleanse allies.

Oh, my bad then.

Suggestion: Well of Blood->water field

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Posted by: Iceflame.5024

Iceflame.5024

If we had a whirl finisher we could probably just go healing power with well of blood and not miss consume conditions at all. I do not know how many conditions does a whirl cleanse in this situation though, can someone please enlighten me?

Don’t think changing it into a water field is a great idea. Would be nice to have some reliable projectile finishers and a whirl to use the field effectively.

Please, god add gear incentive to PvP

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Posted by: Iceflame.5024

Iceflame.5024

You want incentive? Try getting top 1000 in this game. That’s all the incentive that’s needed in PvP.

No no no no no top 1000 is freaking easy. I’ve been playing sPVP as necro on EU for only around 4 weeks and I already was at 535 on the shmeaderboards from my solo queuing. I’m not sure how it works but I would suggest that top 100 or 50 is a good challenge. I’m only rank 26 or something around that.

Please, god add gear incentive to PvP

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Posted by: Iceflame.5024

Iceflame.5024

I’m against sPVP gear grind as well.

Combo fields and finishers.

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Posted by: Iceflame.5024

Iceflame.5024

There was a relatively fresh thread about this under 2 weeks ago. Can’t find it for some reason. Yeah we definitely lack combo finishers, looking at the early beta build each of our marks was a blast finisher and there was a trait that made our staff #1 track the target(I would assume that was why it was designed to be this slow, so you could use the trait for it to be homing. With the current kit we have it’s just crap.)

Fully traited spectral wall is actually amazing, it has a 32 second CD with a 15-16 second duration(base duration is 9 seconds). Problem is it’s combo field is bugged….. it expires after the base 9 seconds and doesn’t have the combo field anymore for the extended duration from the trait which is a good chunk of 6-7 seconds……….. =/

Bone minions with the CD reduction trait are actually good blast finishers if you mostly summon them and then blow them up instantly. Problem is there’s a 3 second delay for the blast combo effect to take place after they exploded.

Bugs, they are ruining a lot of stuff from release. Unknown bugs are still being discovered from time to time as well.

(edited by Iceflame.5024)

Suggestion on Spite V Trait: Spiteful Spirit

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Posted by: Iceflame.5024

Iceflame.5024

So we’ve just agreed that this would be kind of OP and people agree on having it after those statements, ehhhhhh?

Am I Wrong To Worry?

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Posted by: Iceflame.5024

Iceflame.5024

They said necro CC abilities will get faster cast time including minion CC abilities as well.(golem charge cast time is ridiculous…..) The problem of having to eat CC will probably stay yeah. There was another discussion though that they are looking into stunbreakers of the game as a whole.

Suggestion on Spite V Trait: Spiteful Spirit

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Posted by: Iceflame.5024

Iceflame.5024

Well combining weakening shroud with it would probably make your foes scream in agony and go to the forums to start gaining followers to nerf us. Seeing as how unholy feast cripples, you would really kind of make anyone who comes close to you really sad with that combo. It gets even funnier if you add locust swarm to it.

This is judging only if you combine it all.

I agree that the trait should get some kind of rework or boost though.

(edited by Iceflame.5024)

If we get burning on top of terror.

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Posted by: Iceflame.5024

Iceflame.5024

I love how you personified the class icons. Necromancer loves watering her flowers! :o

Ofc necro does like watering his/her flowers. Gotta take care of the necro mansion.

If we get burning on top of terror.

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Posted by: Iceflame.5024

Iceflame.5024

Because as a (condition) Necro you are pretty much forced to run epidemic and corrupt boon.

Aw come on man, while your other points are true I do not quite completely agree with the ones regarding CB and EPI. I can agree that epi is fantastic to have if you are in a teamfight but judging from the tourneys I don’t think I ever got to see it being that huge. I believe people actually would think that in a team a Necro is more bottlenecked into having the rez signet. In todays/yesterday and previous tourneys you could see necros without epidemic, necros with wells instead of CD and EPI and etc. Necro isn’t bottlenecked into CB and epi the way a lot of people think. After playing solo queue I actually feel like the must have utility is flesh wurm.

You can actually use CB in a power build in a somewhat similar way as to how you would use signet of spite when people have a lot of boons on them but in a team your mates supposedly have good boons tripping utilities already. Epi is very powerful and tied to a condi power build yes. There were some matches where a necro actually dropped the rez signet to get spectral walk. You’re not tied to CB and EPI, people need to wash those thoughts away from their heads.

Some advice for casters...

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Posted by: Iceflame.5024

Iceflame.5024

It has nothing to do with corporate ideals. It’s simply the fact that when casting there are so many things going on, apologizing for a mistake takes away from the viewers experience as well as the casters ability to continue calling plays.

If we talk about this game specifically, then you are indeed correct. I saw that point as general advice for casting and if it was then my point stands strong.

Some advice for casters...

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Posted by: Iceflame.5024

Iceflame.5024

6. NEVER apologize when casting. It reinforces that a mistake was made and it makes the caster look incapable.

I find the fact that you’re saying this to be quite sad. If a caster is good and he makes a mistake and apologizes it’s just good manners or sometimes when there are 2 of them they can joke about it a bit.

>>>>>Apologizing doesn’t make a capable and good caster look incapable.<<<<<

I’m also sure that a lot of companies have this business corporate rule for their staff to never say that they kittened up even when they did and apologizing publicly is not even an option. It’s very sad to see you promoting it here.

Also regarding the topic and my experience from watching today’s/yesterday/s SOAC tourney I felt like the map explanation videos were just self advertisement that kept being shoved up my face over and over again which was quite annoying. During the games the things that were mostly called are stomps and players going down which is quite obvious from the HP bars. Calling some of the stomps was quite funny too when it’s just one person stomping another without anyone around, and when the stomp happens the caster tried to hype it up like it was something special and not a completely obvious and inevitable outcome. No calls on wells or other abilities, mostly just players going down/how many people are fighting/rezzing/stopps and self promoting map explanation videos shoved in your face in a repeated manner multiple times.

So Shaman Amulet Builds

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Posted by: Iceflame.5024

Iceflame.5024

Are you trying for full bunker using shaman amulet, or any build in particular?

The healing isn’t great scaling, I’d prefer a condition/toughness/vitality amulet but eh…
It’s doable, the main thing I dont like is that any time I dont want to spec condition/glass with rabid amulet I feel very tied to taking 10 into blood magic for mark of blood dodging, and focus on keeping regen up as much as possible for the HP from shaman amulet to be worth it at all. Consume conditions scales alright with healing, nowhere near the behemoth that is well of blood but it’s some extra survivability [of course, it’s 0 extra survivability any time you can’t activate your heal = plague form/stun/zerged/deathshroud]

Is there any real reason why there are only two amulet options for condition specs in pvp?

You mean 2 amulets that are rabid, carrion, shamans, rampager?

Off hand dagger is meh, more love to warhorn!

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Posted by: Iceflame.5024

Iceflame.5024

My solo queue adventures put me on the 673 spot on teh shmeaderboards which suggests that I do indeed have a point in WH being amazing.

So Shaman Amulet Builds

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Posted by: Iceflame.5024

Iceflame.5024

Carrion is better.=P Shamans doesn’t seem to be much of our thing yeah. Either go full healing with a cleric or just go condi DPS.

You can support your bunker with a build like that from a cliff though or something.

So Shaman Amulet Builds

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Posted by: Iceflame.5024

Iceflame.5024

I do not know for sure, I just assumed it does.

So Shaman Amulet Builds

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Posted by: Iceflame.5024

Iceflame.5024

Yeah our only good healing scaling things are regeneration and well of blood. Healing when leaving DS is only good when you go 30 into SR for 5 second DS. I tried a healing build once with a ranger and we were both bunkering a point, in the end I just switched to clerics amulet so I could have more healing power. The build was pretty much like the one in Nemesis’s thread about healing shaman. 0/0/10/30/30 with well CD, life transfer heal or blood well on revive, heal in an area when leaving DS. 30 in SR for 5 second DS cd. The downside was that I had to stand on point with it but my regen ticked for around 250+, well of blood ticked for 700+ and leaving DS healed for around 800.

For a shaman’s amulet I can theoretically suggest something like this:

http://gw2skills.net/editor/?fQAQNAW7YjQad7hbia8bKApCPPpo7xjeUsyDTVAeA-TgAg2CrI6R1jrHTPyes9A

You can drop focused rituals for banshees wail to use WH with a stun sigil, or you can drop them for soul marks. I find rune of the flock to be funny with that attack bird, I’ve actually used it when I was trying the healing build out.

Spectral wall and Well of Blood have the same CD so I tend to think that they have somewhat of a synergy, wish well of blood would have the same duration as a traited spectral wall heh.

(edited by Iceflame.5024)

If we get burning on top of terror.

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Posted by: Iceflame.5024

Iceflame.5024

Necromancers have the best counter to stability in the game by far, so the comic makes no sense.

I think people are going to be surprised how much more life force generation, access to burning and the Death Shroud rework will help.

So thief boon stealing spam doesn’t count I guess and other class boon removals too?
The comic is saying that if we get good access to burning in addition to what we already have, then there’s a high chance we’re going to become OP.

Corrupt boon on a 40 second CD, well of corruption on a 45 second CD as well as spinal shivers with a century of a cast time can’t even compare to thief boon stealing spam you know.

(edited by Iceflame.5024)

Community Thoughts - WoP and WoC

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Posted by: Iceflame.5024

Iceflame.5024

I’ve been running WOS + WOC with focused rituals so I can target them. Now I switched focused rituals out for banshee wail and am running corrupt boon and epidemic. Been thinking to try running WOC and corrupt boon but am hesitating for now. I always take flesh wurm instead of rez signet cause I’m selfish. Don’t feel like ditching epi for now either cause I get some good moments with it.

Community Thoughts - WoP and WoC

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Posted by: Iceflame.5024

Iceflame.5024

In sPVP they are good when for stomp/res moments.

If we get burning on top of terror.

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Posted by: Iceflame.5024

Iceflame.5024

Funny how it was mentioned in the SOTG that the new DS5 condition is going to be a DOT. The dev clearly said it. If it’s a new DOT condition in addition of burning then it’s gonna be pure OP trolololo, or OP roflstomping rather.

(edited by Iceflame.5024)

Community Thoughts - WoP and WoC

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Posted by: Iceflame.5024

Iceflame.5024

I’m not sure if this has been mentioned or not. Some people might not be aware of this. Well of Power converts condies into boons on the necro that casted it even if the necro is outside of the well. at least it works like this in PVE. Anyway WOP sucks lol.

If we get burning on top of terror.

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Posted by: Iceflame.5024

Iceflame.5024

Nothing is wrong with a new condition, but access to burning will actually cure a lot in PvP. Besides our defensive problems, no access to burning is one of the biggest things holding condi necros back in PvP; which is why they run with Engis in cleave comps.

I see that the main problems are pretty much no escapes(outside utilities on serious CDs that eat an utility slot that’s supposed to be a res signet and corrupt boon usually) when being focused by 3+ people as well as no proper way to avoid CC. Fear is this condi+cc effect abomination at one time which is a problem as well. Terror fear turns it into an alien abomination. If new stuff is added now and old stuff starts to get sorted later on, what’s going to happen is that each time they will try to do this it will lead to new balance problems this way. If they don’t solve the escape and CC problem it’s most likely going to just be a mess no matter what they do. Eating CC pretty much is the same problem as is our way to survive(eating damage instead of avoiding it), they are tied together with the way the game works with it’s mechanics. Other classes tend to have evades/blocks/invulns on top of having either a bazillion stunbreakers or stunbreakers on low/no CD tied to WEAPON SKILLS.

If they want necro to eat damage and stay in the fights instead of using evades/blocks/invulns(again these mechanics work as both damage ignorance and CC evasion) then some sort of CC immunity is supposed to be there to avoid CC while eating that damage. What is that mechanic in the current state? Seems that it’s stability. But nope, we aren’t gonna get any proper access to stability or any other CC immunity mechanic.

One can argue that we have somewhat good access to stability with our trait which might be true but that requires 30 points into SR, while the problem is class specific around all the builds that you can ever have so basically it’s a class problem as a whole.
Also stability on DS with the current DS utility kit is a trade off every time, you either waste stability when you enter DS to survive, OR you burn your DS survivability part when you use it to get stability so you can cast your abilities outside DS.

TL;DR: Adding new stuff without solving the core problems while at the same time having our old stuff needing a lot of polish would just lead to a lot of new balance problems piling up each time you get back to fix something old in the future. And we might become OP in some situations and get an undeserved and incompetently rushed nerf without devs properly putting any thoughts in it or just not having time to fix the core problems that have not been fixed.

Now that I think about it, a huge portion of our class can be described with just one word: situational. The effectiveness of our class mechanic as well as a lot of spells is situational, how can you ever balance something like this?

(edited by Iceflame.5024)

If we get burning on top of terror.

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Posted by: Iceflame.5024

Iceflame.5024

Hmmm chill uptime. Chillblains for 4 seconds and dark path for 5 seconds doesn’t seem that much considering their CD.

If we get burning on top of terror.

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Posted by: Iceflame.5024

Iceflame.5024

Damage on chill, similar to how we get damage from fear, would be more fitting.

Are we all going to be swapping to ele runes for spvp now?

If chill deals a significant chunk of damage then chilling darkness + well of darkness + plague could be OP lol. Although I personally think plague sucks without support. You turn into this strange cloud that gets it’s stability corrupted, removed or stolen and if you’re alone you just turn into a pincloud instead of a pinball with a bazillion conditions on it without access to any utilities.

(edited by Iceflame.5024)

Community Thoughts - WoP and WoC

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Posted by: Iceflame.5024

Iceflame.5024

I can see well of corruption being used again enemies trying to stomp your ally when they got stability or are trying to revive their teammate. Well of Power on the other hand is too much of a situational tool with a huge CD which makes it completely unappealing. I’ve been considering to take well of corruption instead of epidemic so I can have WOC and corrupt boon but haven’t done it yet. Could work if you combine them. WOC is really nice for keep at the forest for example. If you have both targetable WOC and WOS, those are a very good combination to use on stomping and ressing targets and small capture points.

If we get burning on top of terror.

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Posted by: Iceflame.5024

Iceflame.5024

Well I might be in the wrong, I saw it as a bomb lol. Man this is horrible on my part. Let’s just say that it’s an elixir that contains explosive liquid in it then.

Man that “on top” part seems to be bringing a misunderstanding. I meant if terror stays the same way it is now. If we can have a 1,5-1,7 terror double tick that we have now, same bleed stacking like now, and burning is added on top of it separately, that would be OP for condi bursting. Bhawb is correct in his description.

In the end we got to wait and see what they do yeah.

I do sincerely hope that people are able to see some details in the comic too. When they become armed, the rangers dog starts having this angry face with sharp teeth. The clocktower and mansion are references to Khylo. The weapons they are carrying are all weapons usable by those professions. Was very convenient that Mesmers and Rangers use torches in this game as well.

(edited by Iceflame.5024)

If we get burning on top of terror.

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Posted by: Iceflame.5024

Iceflame.5024

Yup that would totally obliterate people who have low access to stability and condi cleansing but mostly stability. Thief is a bit of a exception with his spammable stunbreakers but he’s got condi cleansing too anyways.

Off hand dagger is meh, more love to warhorn!

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Posted by: Iceflame.5024

Iceflame.5024

Signet of undeath is too mainstream as well as OH dagger. I run flesh wurm. But I am mostly soloing so that explains why I got it.

If we get burning on top of terror.

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Posted by: Iceflame.5024

Iceflame.5024

There’s a topic like necro is getting burning via a trait. It has links to a twitch chat where a dev said one phrase. “I did mention necro burning”. I think that’s it pretty much lol. But there’s a whole thread on it.

Off hand dagger is meh, more love to warhorn!

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Posted by: Iceflame.5024

Iceflame.5024

Why do people act and say that warhorn is melee and off hand dagger is ranged?

Wh daze range = 600 and the cone is very wide at 600 range.
OH dagger range is 900.

If 600 range is melee and 900 is ranged, where is that breaking point then? Is 750 the border between melee and ranged?

A lot of times you can actually use the daze from a safe cliff without getting down.
Just realize how huge the daze area and range are.

If we get burning on top of terror.

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Posted by: Iceflame.5024

Iceflame.5024

That’s just a joke about engineer icon being a bomb and having a fuse. And necro having his revenge from doing nothing and having necro burning kill engi.=P

If we get burning on top of terror.

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Posted by: Iceflame.5024

Iceflame.5024

Well I’m out of ideas for now and I’m slow on making them, took like 4-5 hours to make each.=( I slacked on this one a bit too, dropped some frames that I originally wanted to put there out of laziness, so yeah no more unless I have something that I would like to discuss and can come up with a story for it. Nevertheless I am actually trying to point out a problem here with humor and references.

* Which Buff are you more scared of?

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Posted by: Iceflame.5024

Iceflame.5024

Should be scared if we necros get burning on top of our current terror and bleeds. Proof in attachment.

Attachments:

If we get burning on top of terror.

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Posted by: Iceflame.5024

Iceflame.5024

Here’s what’s going to happen.

Attachments:

Terror fear interaction with stability.

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Posted by: Iceflame.5024

Iceflame.5024

Use Corrupt Boon, it turns Stability into … Fear!

Then chain your other Fears if you know the target has no other sources of Stability.

Stunbreakers…….. Condi cleansing……

Also note that I am focusing on the damage part which is only unique to necro, I am not promoting people being vulnerable to fear CC while having stability. I want the damage to go through it specifically. If that is unacceptable then I’d like something to be done regarding fear being countered by the three things at the same time.

(edited by Iceflame.5024)

Terror fear interaction with stability.

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Posted by: Iceflame.5024

Iceflame.5024

Shar I will not probably be able to convince you judging by your tone post but it’s like:

Daze/Stun and other CC effects – removed by stunbreakers and blocked by stability

Immobilize – not removed by stun breakers or blocked by stability, but removed by condi cleansing

Fear – removed by stunbreakers, blocked by stability, cleansed with condi cleansing

You are actually right at the “makes no sense” part as you can see.=P The problem is in the design core of fear being this unique snow flake thing and treated as a condition and a CC effect at the same time which brings it to having a lot of counters compared to everything else. There are no advantages of being treated as both at all. Fear that deals damage is even more unique and a necro specific abomination. I actually see the terror trait being as significant as a class mechanic but this might not be that relevant since it’s personal. The uniqueness of it is still there though.

(edited by Iceflame.5024)

Terror fear interaction with stability.

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Posted by: Iceflame.5024

Iceflame.5024

Hello there ladies and gentlemen.

I would like to point your attention to a behavior that I find to be quite unfair in PVP.
I am going to be talking about necromancer trait called terror. If you take it your fear will deal damage to the target and quite a good chunk of a 1 tick of 1 k damage. If we take master of terror on top(+50% fear duration) then we can get two ticks for 2 k + damage total which is quite huge. The unfair part that I see is that stability nullifies fears and in the case of terror fear it negates the damage part while it is supposed to be an ANTI CC boon.

If we look into PVE a bit we can see that boss and champions mobs have this buff called defiant: Immune to crowd control. Crowd control skills remove stacks of Defiant. The thing is even when the mob has stacks on it and you fear him, the fear condition is still applied to him but the CC effect of fear doesn’t take place.

I would like to see terror fear damage go through stability in a similar way like it interacts with the defiant thing.

Stunbreakers interaction with terror fear is actually an issue too but I do not have an idea of what to suggest regarding it. For now I can only suggest a solution to making terror fear interact with stability the way it does with defiant.

This problem is only unique to necromancers or rather to the traited terror fear and is also vulnerable to condition cleansing since it is a condition and CC effect at the same time. Fear just has too many counters in this state.

If you gentlemen do not find this problem to be of any significance, then please be so kind to check out this attachment I made. It explains of how important the problem actually is.

Attachments:

(edited by Iceflame.5024)

Off hand dagger is meh, more love to warhorn!

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Posted by: Iceflame.5024

Iceflame.5024

Just a casual passerby WARHORN cheer post!!! \0/

The state of Necromancer

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Posted by: Iceflame.5024

Iceflame.5024

It reinforces the Light v. Dark feeling.

Light v. Dark. Cannot…. resist to post….. attachment……. anymore….
Attachment explains the problem of stability blocking terror damage.

Attachments:

(edited by Iceflame.5024)

Terror fear interaction with stability.

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Posted by: Iceflame.5024

Iceflame.5024

Ok. It seems that not a lot of people care about it which I find to be quite surprising.
I hope this attachment I made would be convincing enough to make people understand how significant this problem is. Please check it out.

Attachments:

Necromancer Stability

in Necromancer

Posted by: Iceflame.5024

Iceflame.5024

You can’t judge how good people are in the game by their posts, come one now lol. I’ve only been playing for like a month, I’m most likely a noob for now that’s still got a looong freaking way to go.