Showing Posts For Jaha.2840:
This song should play the moment you leave a dungeon group @ Giganticus Lupicus.
I have a different suggestion…
While i understand that an universal token is a bad idea, why not make every set be bought with 60% from its main dg and the other 40% distributed among the other dgs?
EX: Now, you need 210 Arah tokens for Arah shoulders.
It could be something like 126 Arah tokens plus 12 tokens from each of the other 7 dgs.
If the goal of acquiring a full set dungeon gear is to be both enjoyable and rewarding, then universal tokens are a necessity. For a set of dungeon armor you need 1380 tokens (that’s 23 runs @ 60 tokens per run). 23 runs!? And that’s just the armor! You’re killing us, anet . We desperately need some type of dungeon token currency exchange. Here’s an idea:
60 dungeon tokens in exchange for 20 universal tokens
20 universal tokens in exchange for 20 dungeon tokens.
It’s a diminished return of 3:1 making daily dungeons (60 tokens) the same value as running a different dungeon path for a second time in the same day (20 tokens). I don’t see any harm in a simple system like that. We want to enjoy all the dungeons, not the same friggin one 23+ times in a row!
Scepter – Sigil of Earth (60% Chance to cause 5 second bleed on critical)
Dagger – Sigil of Corruption
Staff – Sigil of Force (+5% damage)
No you cannot stack more than 1 type of buff. Sigil of Force on staff will make your DS attacks hit harder when it’s equipped.
I’ve been spamming dungeons for the last 3 weeks. I love them. I haven’t found PvE in a mmorpg as challenging as this since Everquest.
If I could spend 2 tokens for 1 token of a different desired dungeon, I’d be far more inclined to NOT run the same dungeons time and time again.
Result of Current Design – You want CoF gear and AC weapons? OK go run those 2 dungeons only, each one 10+ times. Oh btw, there’s 7 other totally different dungeons you may never see or care for. Have fun!
Power / Vitality / Cond > Prec / Toughness/ Cond
Vitality is the most important stat for necromancers because DS scales from it. All conditions ignore toughness making it that much more useless in many situations. For precision, see my last post.
Condition Necromancer Stat Priority:
Vitality > Cond Dmg > Toughness > Cond Duration > Prec > Power > Crit Dmg > Healing
@all who disagree about precision
Even if you land a crits better, there’s still a fair chance that the crit doesn’t even add bleeds. You can still land those extra bleeds without all that precision. Sacrificing a huge boost in survivability for a minor increase in landing extra bleeds basically screams, “I will sacrifice everything possible to maximize my dps.”
What it comes down to is +33% hps and DS boost VS +33% chance to crit. Why sacrifice 33% hps in and out of DS just for the chance to land crits 33% better? Those crits don’t even promise you extra stacks of bleed and only slightly increase our direct damage because it’s too low to matter.
Precision is still better than power. If there was prec / vit / cond gear, I’d be getting it. Additionally, I’m not saying, “Don’t invest in the precision traits.” In fact, you should be maxed in that tree. It’s precision on gear that does not match up to vitality.
Power / Vitality / Cond – ftw
Power has its place for us. However, precision is virtually useless for necromancers, because our attacks are not only low damage but we attack very slow. Prec is better for fast attacks.
Your hit points in Death Shroud scale with your vitality.
Tequatl the Sunless. First seeing him jump out of the water and chipping the top off a mountain. Gave me goosebumps like no other MMO.
My main is necro with over 300 hours.
Glass cannon to lvl 80 then experiment. Mobs are simply not threatening enough to warrant investing in defense, until you are level 80.
Go with something similar to BobJoeXXI build, but I would change the 20 pts of toughness trait into 20 points of Soul Reaping for “Marks grant life force when triggered” trait Find a decent staff, slam a damage increase on it, and it makes hitting with DS even stronger.
I’ll also add that the best gear stats, from my experience, are Power / Vit / Cond. Power has it’s place among many necro skills, DS scales with vitality, and Cond dmg is our go to damage source.
Consume Conditions.
I really see no other option. Blood fiend is still good, but if you’re in a long battle, summoning the blood fiend then desummoning him right away for health is going to slow you down. Some conditions last a long time and keep you in combat while they’re up as well. So, without a shred of doubt, consume conditions is the best.
All I’ve been doing is running dungeons for the last 3 weeks on GW2. I’ve noticed the fastest and easiest way to attend a dungeon group is travel to Lion’s Arch and shout, “LFM Specific Dungeon.” Even when alone, it works great. Going directly to the dungeon zone or asking guildmates will often find me players too, but most players I find are by shouting LFM in Lion’s Arch.
Well if the fastest and easiest way to group is from shouting in Lion’s Arch, why not grant players the option to enter the (Overflow) of Lion’s Arch, regardless of server population? When server population rises and you’re put into the overflow, filling a group becomes almost instant. You can now shout LFM to all the players in the LA (Overflow) and then travel out of the overflow and shout LFM again in LA but to an entirely different group of players! You’re doubling the amount of players that you communicate with. On the flip side, if you can’t enter the (Overflow), you will often be unable to find enough players.
Players can already join dungeons across servers, so allowing players to enter the (Overflow) at anytime could potentially abolish the need for a Dungeon Search feature!
Your thoughts?
The only issue I see is like you say, “I’m tired of having my big guy despawn every single time [I’m underwater].” It starts the CD for the summon. So, if you have to cross a small creek, it’s BYE BYE flesh golem for 60 seconds. You’re being punished as if he’s been killed.
They should remove the cool down if he’s unsummoned under water.
I have more fun playing necromancer than any profession.
Dagger, as MH, is best used in combination with the warhorn. The goal being to restore life force as fast as possible with locust swarm and dagger 1. Outside of this use, the MH dagger is really only good for breaking objects.
Unless you’re condition necro who is being bleed capped too often by others, stay away from the axe. This is the only situation I’ve come across where axe is useful.
Introduce a closing gate to entrance, locking players inside, and cut the spawn rate to half.
Current Go-To strategy is 2-2-1. That’s 1 inside the room to kite, 2 outside when he’s down, and last 2 when those 2 are down. Afterwards death loop it from WP as fast as you can.
If spawn rate is cut in half it may give time to allow a practical fight to take place, and less kiting. The mobs have high hps and cannot be dropped in time before 2nd way, then goodness here comes the 4th wave, and 5th wave. It’s pretty bad.
Get up close and circle strafe him melee range. Avoid being in front of him, though. The earth cone is tiny when right next to him, and he’ll sometimes miss you completely even without dodging. If you go down, the rest of the team should be up close fighting with you and able to rez quickly.
Edited to try and better convey the role of endurance on necromancers.
Vigor. Running high end dungeons I’ve come to realize endurance is extremely important. There’s never enough of it to deal with focused aggro from the majority of enemies, especially in Arah. It makes boss encounters like Giganticus Lupicus an absolute nightmare. Despite knowing his every behavior and mechanic, even if all dodges are used to their maximum potential, when Lupicus has focused aggro on you and you’re a necro, checkmate. You are simply dead. This situation is exemplified in almost any boss fight when you are the boss’s target, and even a significant number of dungeon trash mobs as well. I’m going to explain why endurance serves necromancers more than any other profession in GW2.
Everyone says the problem with our profession is dps. While that’s probably true, there’s also an unspoken issue involving Death Shroud and endurance that actually results in loss of dps. When necromancers are out of endurance, we use Death Shroud as a meat shield. All other professions can utilize Vigor allowing them to dodge a third or fourth time again twice as fast. Necromancers have to absorb the damage with Death Shroud instead. Did you know that Life Blast only hits maximum damage above 50% Life Force? That means necromancers are losing dps, because instead of dodging extra attacks we take a huge hit in Death Shroud putting us under or close to the max damage threshold.
Endurance is more valuable to offensive Death Shroud necromancers than any other profession in the game. Dodging saves us from sacrificing precious Death Shroud dps. So, Vigor is the Death Shroud necromancer’s dream buff. It doesn’t make sense that necromancers are the only profession without Vigor. It effectively raises our dps without adding or changing multipliers to necromancer attacks.
Thanks for reading.
Please give us Vigor, though.
(edited by Jaha.2840)
2 GS warriors vs Subject Alpha? That makes it sound like disaster was the only possible outcome.
Personally, I like the idea of a necromancer getting in there and shivving things up close. I think the real problem dagger #2. It takes too long to use it, and the life steal is barely noticeable. If it were like an instant lifetap or just simply faster casting, that would make dagger much more fun.
Nerf. There is no doubt.
In essence, life force acts as both a heal and damage boost for DS builds like mine. Now I’m forced to use DS less frequently? That just blows my mind. Sure, 10 stacks of might is nice, but it’s simply not as nice as life force.
Our damage is already sub-par, and with this change our survivability is greatly impacted. Not sure what they were thinking when they decided that this change would be a good idea.
This sub-forum needs better organization. The current design discourages any sort of analysis for ideas. Let’s face it, no one is going to navigate through a single 600+ sticky post covering every idea topic in the game.
The ideas need to be less generalized. Fill this sub-forum with stickies – each one labeled something different (ex. Suggestions – Necromancers, Warriors, Dungeons, Events, NPCs, Appearance, Currency, Items, Trade Skills etc)
It would take about 5 minutes to do and makes this sub-forum worth looking at.
Agree? Disagree? Got a better idea? I want to know.
So I can get out of the outfit I’ve been wearing for 70 levels, basically.
Can anyone confirm if the necromancer ability Well of Corruption works to counter his regen buff and turn it into conditions?
I disagree with everything posted here. I find the dungeons incredibly fun, because I love the challenge. I WANT a “trash” mob to one shot me if I make a mistake. It’s my fault I didn’t respond in time to avoid their attack. Killing them all makes the success that much sweeter.
This design actually reminds me of Everquest. Mobs dropped you into a corpse in an instant, if you messed up in that game. It’s been TOO LONG since mobs have made me go, “OH SHHHHHH—-” rather than, “Oh those darn pesky critters… teehee!” TY ANet. Seriously, ty.
I agree with a large portion of what you’re suggesting. I’d only prefer they put the tokens back in the chests, and then start a lockout timer for that particular dungeon path upon looting the first chest.
Additionally, those who run through multiple dungeons in succession at a fast pace should definitely not be punished by diminishing returns, as they currently are. Those players are playing the game well, and do not deserve to be interpreted as grinding token farmers by a diminishing return code design. Diminishing returns should be controlled by the combination of daily reward tokens and a lock out system. The dungeon / raid system in World of Warcraft has already established this system, and it’s been proven effective.
By the above design, this would deter people from returning to the same path in the same day. It also makes it impossible to rerun in a grinding mode style because of a lockout feature. There would be only 20 tokens rewarded on a second run due to the daily bonus and also a lockout to prevent another immediate run of the same dungeon path.
30/30/0/0/10 for PvE
Scepter/Dagger swapping with Dagger/Warhorn
Condition consuming heal
Spectral Armor
Well of Suffering
Blood is Power
Plague
The goal of this build is to gain life force as fast as possible and use it mainly as offense with traits to stack might and fury on yourself and vulnerability on targets.
Outside of death shroud, this build does some very strong AoE, but you’ll want to be point blank on the group for optimal result with Well of Suffering and a quick DS for #4 and the free enfeebling blood AoE.
Single targets are best stabbed with dagger for high dps, but scepter will do fine as well. Keep swapping weapons for best result.
If you’re in a pickle, use warhorn to sprint and daze_ enemies and run like a kitten!
Cons: You’re a wet tissue. It’s important to understand your enemies, because you’re going to die if you cannot dodge well or do not know when to pop DS quickly for defensive hps and/or #3 instant fear.
GW2 "endgame" model is fine. Execution doesn't make sense tho, problem and solution.
Posted by: Jaha.2840
I’m astounded by your idea to essentially turn every zone into a level 80 zone drop-wise. That would broaden the level 80 gameplay exponentially. You’re absolutely right that the current content for level 80 drops is far too narrow a design for such a vast world. +1 billion.
Avoid path 1. I’ve come across a dev post stating that the crystal boss is not working as intended. Everyone that does path 2 suffers from the same result of meat shielding and kiting in the room where Magg places the bomb. It’s by design, so don’t take it to heart on your build or play style. I’m certain the devs will fix this one as well, but it may take some time for them to realize the gravity of the issue.
The best way to get an exploit fixed is to bring it into the open so everyone can understand its magnitude. People will then slam the forums with complaints and it becomes a serious issue almost instantly. I suggest you edit your OP to reflect the information necessary to accomplish your claim. Otherwise, this post comes off as trollish. No offense.
I’m a glass cannon necromancer that uses melee quite often in dungeons. Sometime mobs can be melee np; meanwhile, others are best to avoid melee entirely. I have no issues overall. You’re saying that mobs one shot you with “who knows what”. You should understand what is one shotting you. Look at your enemy. If he’s locked on you, run. If he’s telegraphing an attack, observe him and act accordingly.
Here’s my experience today:
CoF 2nd path – Cleared, 60 tokens; moved onto
CoF 1st path – Failed, Extreme difficulty with crystal boss ; took a break, then went to
CoF 2nd path – Cleared, 60 tokens, I think the day reset ; immediately went to next dungeon
CoF 3rd path – Cleared, 45 tokens, 2 people left the dungeon, I replaced them and we finished the dungeon
in about an hour total.
I hope this information helps to identify the problem.
Path 1 CoF – wow. He’s the toughest boss I’ve encountered in this game. I’m 262hrs played.
This is absolutely the most important camera feature that requires attention – The players ability to adjust the acceleration and deceleration of BOTH the camera swing and automatic zoom.
An accelerating and decelerating camera may seem like artistic and fluid design feature, but as someone mentioned earlier it actually causes motion sickness. Consider the behavior of the human eye. The eye’s acceleration and deceleration speed are so fast that they are nearly undetectable, even under close observation. The camera MUST be allowed to reflect that behavior or the result can cause people to experience disorientation and motion sickness.
I implore the designers to address this situation ASAP!