I really don’t think its a good idea wasting a precious dodge on a necromancer just to proc the trait. But anyway this post was my late-night theorycrafting outlet. After some more thinking, I feel like curses is better than blood with cele anyway, in part because plague sending is easier to use and more useful blood bond in my opinion, and that the team siphoning is really a bit negligable compared to the extra corruption and weakness. I’ll only really miss transfusion, but I can manage.
You can always wait until you need to dodge and then follow up with a staff 2.
Not sure why you’re so hung up on this one trait. The rest of blood magic is awesome.
Dodge roll to trigger Mark of Evasion, then do staff 2 and you have 4 bleeds.
Probably better to do the dodge roll first because when you get the trait to proc you want to be facing your target so it’s easier to make sure that happens if you roll first and then do staff 2. You can also do staff 2 first if that works better for you.
I don’t think condi necro would be good in PvE regardless of how the content is changed. The problem is that necro has very weak AoE condi application. Scepter is the only way to rapidly apply damaging conditions but it doesn’t apply them to multiple targets.
Other professions can easily spam conditions on multiple targets so I don’t see why you’d bother with scepter necro.
Another issue is that necro dagger is really the only way to deal a lot of damage but it doesn’t apply any conditions. I am pretty sure the best condi builds for PvE would be either sinister or rampager builds so you need a weapon that can benefit from both power and condi damage such as the warrior’s sword to make a strong condition build.
IDK why people are suggesting it as traits. There are serious issues with that.
1. It would be a mandatory trait in PvP, but borderline useless in PvE.
2. It would be unclear to enemies. You can’t tell if the necro is using the trait until your stealth fails against him. It’s a lot more clear if it’s baseline on shroud so you know if a necro is in shroud he can see you. Then you can make decisions around it instead of guessing.
I like the idea, but this fits as a trait much better. Reveal is a bit over the top, unless it’s a GM or something. But in terms of programming it makes more sense for it to be a reveal.
Said trait would be useless in most situations unless it were a bonus effect on a trait that does something else. Maybe just add it to death perception.
But I think baseline would be better for clarity purposes for the necro’s opponents.
Reveal is too much. It would mean thieves/mesmers can’t even function near a necro. If only the necro can see them it’s fair because then if they can deal with that necro until the shroud runs out they stand a chance.
does not care about minions?
I see a lot of complaints about minion AI and stuff.. I dunno I always hated the concept. It’s the laziest thing. They attack for you and you watch. ANet tried to make them more interesting by giving them active skills but to me it’s just another button to press except it matters where the minion is and that’s annoying.
So like I don’t care if they never fix the AI. I still wouldn’t use them.
What do you guys think of this idea?
edit:
Problems with applying reveal:
Needs to be gated heavily (ICD, range, other conditions) because it is more powerful than personal detection for team utility. Necro needs more help in duels and roaming than for team situations so personal detection with less gating (ie. just always active in shroud) would help the necro more than reveal.
Problems with it being a trait:
- Completely useless in PvE, a wasted trait. There are no traits in the game that have no PvE use. Some are weaker and more situational in PvE but they all have some conceivable use. I’m pretty sure ANet wants to keep it this way.
- If it’s not applying reveal, it is unclear to the opponent whether or not the necro has the trait.
If it’s baseline in shroud then the stealth user doesn’t have to guess, and they know when the necro sees them because shroud is obvious. Also, then the necro can’t switch back to normal mode to take advantage of the revealed debuff.
So I think it should be personal stealth detection baseline while in shroud. That helps the necro the most and is sufficiently limited to make it fair for stealth users.
(edited by Khristophoros.7194)
The OP should not be taken seriously. He “roleplays” but I put that in quotes because he’s very bad at it and attempts to confront random people in-character who aren’t even roleplayers. He takes it as a personal attack on himself when they respond with trolling. Instead of walking away he persists and then he claims that they were the ones harassing him.
For those of us who don’t pick fights, the current tools are sufficient.
So anyway I found another neat way to test. It seems that AoE skills always deal the same damage to all targets. I tested a few 600 radius necromancer skills against the light test dummies. Always the same damage to both.
Also, it seems that multiple % bonuses are multiplicative. I tested on my necro with Spiteful Talisman (5% more damage to enemies without boons), Unholy Fervor (10% more damage with axe skills to vulnerable enemies), and 1 stack of vulnerability on one of the light dummies applied by Signet of Spite (tooltip is wrong, it only applies 1 stack).
I used Unholy Feast to hit both dummies and I got 830 damage on the one without vulnerability and 923 damage on the one with vulnerability. Neither was a crit.
830 × 1.1 × 1.01 = 922.13 so I’m assuming the original 830 was truncated from a slightly higher value.
Both dummies take bonus damage from Spiteful Talisman so we know that the damage is already subject to a 5% increase before calculating the 10% from the axe trait. If these traits were additive the resulting damage would have been (830/1.05) x 1.15 × 1.01 = 918 which isn’t what I got.
Only problem is I haven’t confirmed that Spiteful Talisman actually works. XD
The 254 crit is more likely explained by the display number being truncated from 254.7875 to 254. It’s pretty common because it takes less work than rounding. You have a data value of 254.7875 and you want to display a whole number. The easiest way to do that is convert it to a string “254.7875” and then just cut off the ‘.’ character and any characters that come after it. So you end up with a string which is “254” and you display it. Alternatively you convert it to an integer data type first, then to a string. It may still truncate rather than round depending on the compiler. I am not sure which is standard but I suspect trancating is. Make sense?
They’re probably storing the numbers as floats or doubles so it’s arguably easier to just round or truncate to an int using the appropriate function (“round” or “floor” in C) then display that int.
Using a function to round it is an extra step that has no purpose. You need to convert it to a string in order to display it either way.
Basically here are the possibilities.
1. Your display function only takes strings. So you convert it directly to a string and cut off the decimals.
2. Your display function can take ints or strings. You convert it to an int, which automatically truncates it and then plug the int into the function.
3. Your display function can take floats, but it doesn’t truncate or round automatically. You do not want to display the decimals to the player so you actually convert it to a string and truncate it.
There’s no reason to use the rounding function because it would give you a float with .0000000… on the end which after converted to a string would still have the decimal point and zeroes, and you’d have to truncate the string anyway. So rounding is an extra computation that has no purpose unless for some reason rounding the displayed number is extremely important.
The actual damage dealt is not rounded or truncated. Only the displayed number is truncated.
(edited by Khristophoros.7194)
Unfortunately, the only thing you tested is whether crits are additive or multiplicative with % damage modifiers. I don’t think that was ever in question. What is less clear is whether multiple different % modifiers are multiplicative together or not.
Also, you didn’t figure out if the trait is multiplicative with itself or not, which was a question somebody in the thread asked. If it’s multiplicative with itself your crit would be 255.42493625 and if it’s additive with itself it would be 254.7875. They both round to 255 so we don’t know. You’d have to test with higher base damage to find out if that trait is multiplicative or additive with itself.edit: My bad, you got 254 damage. That means that the game truncates rather than rounding, so the trait is additive with itself. This doesn’t prove that multiple different sources of % damage are additive with each other though.
Yeah… numbers are too small for using this method to test +3% traits. By the way, I think the 187% crit damage they list in the hero panel is not an exact number so that probably explains the 254 vs 255.
I’d be better to test with a +20% trait and a +10% trait with lots of hits, then do some statistical analysis, but I’ll leave that to someone else.
The 254 crit is more likely explained by the display number being truncated from 254.7875 to 254. It’s pretty common because it takes less work than rounding. You have a data value of 254.7875 and you want to display a whole number. The easiest way to do that is convert it to a string “254.7875” and then just cut off the ‘.’ character and any characters that come after it. So you end up with a string which is “254” and you display it. Alternatively you convert it to an integer data type first, then to a string. It may still truncate rather than round depending on the compiler. I am not sure which is standard but I suspect trancating is. Make sense?
However, to be sure you could test without any ferocity so your crit damage would be exactly 50%.
Also, I found a way to test with non-random “weapon damage”. You just don’t equip any weapons and use utility skills. The damage is the same every time so you should be able to test with that.
(edited by Khristophoros.7194)
As far as I know, all bonuses from “damage is increased” is calculated from your base damage. So additive.
https://wiki.guildwars2.com/wiki/Damage_calculation#Damage_calculation
The wiki is often incorrect.
Not sure if that page is incorrect but it’s always best to test for yourself rather than blindly trusting the wiki.
Ok.. so i did some testing:
Mesmer, critical damage 187%, traited with phantasms at 3% damage each. No other traits that give damage, no might, or any other modifiers.
I used spatial surge. It has the feature that all three hits in a single attack will always hit for the same base damage.
I spawned three phantasmal defenders, attacked with one attack of spatial surge, and shattered with distortion while attacking.
After many tries, I got one set of damage that worked out perfectly (shatter at the right time, critical hit at the right time). It looked like this:
critical hit for 254
regular hit for 125
regular hit for 125It looks like I shattered between hits #1 and #2 because:
- If i had shattered before all three hits, the crit should have been 125*1.87=233.75. It doesn’t fit with the data.
- So I either shattered at the very end, or I shattered between hits #1 and #2.
- In either of the above two cases the critical hit of 254 is base damage modified by all damage modifiers: 187% crit damage and 3% from each of 3 phantasms.
In the additive model, that would mean base damage is: 254/1.96 = 129.59 … in the multiplicative model that means a base damage of 124.30- If I had shattered after all three hits had already completed, then the two non critical hits would have had to be modified from base damage. In the multiplicative model, that would have been 135.83, and in the additive model that would have been 135.49. But the non-critical hits were 125 so that doesn’t fit with the data.
- So I shattered between hits #1 and #2. Which means hit #1 got all damage modifers while hit #2 got none. So we conclude at this point that base damage was exactly 125.
Given the base damage of 125 and the fact that hit #1 had full damage modifers: in the multiplicative model, damage from hit #1 would have been: 255.42 and in the additive model, it would have been: 245.
Since hit #1 was 255, it looks like the multiplicative model is correct.
Condition duration is additive though
Unfortunately, the only thing you tested is whether crits are additive or multiplicative with % damage modifiers. I don’t think that was ever in question. What is less clear is whether multiple different % modifiers are multiplicative together or not.
Also, you didn’t figure out if the trait is multiplicative with itself or not, which was a question somebody in the thread asked. If it’s multiplicative with itself your crit would be 255.42493625 and if it’s additive with itself it would be 254.7875. They both round to 255 so we don’t know. You’d have to test with higher base damage to find out if that trait is multiplicative or additive with itself.
edit: My bad, you got 254 damage. That means that the game truncates rather than rounding, so the trait is additive with itself. This doesn’t prove that multiple different sources of % damage are additive with each other though.
(edited by Khristophoros.7194)
This seems like a kneejerk reaction to a single bad experience in a dungeon group that wasn’t good. You had a few low levels… yes that IS a problem. They probably didn’t have gear updated to their level so they were dead weight. People who bring low level characters don’t know what they are doing and are usually dead weight.
As far as I know, all bonuses from “damage is increased” is calculated from your base damage. So additive.
https://wiki.guildwars2.com/wiki/Damage_calculation#Damage_calculation
The wiki is often incorrect.
Not sure if that page is incorrect but it’s always best to test for yourself rather than blindly trusting the wiki.
As far as I know, all bonuses from “damage is increased” is calculated from your base damage. So additive.
Did you test it?
Depends if the % increases are multiplicative or additive. I don’t know which it is.
Let’s say you have 5% from the sigil and 10% from a trait.
Additive:
damage * (1 + 0.05 + 0.1) = damage * 1.15Multiplicative:
damage * 1.05 * 1.1 = damage * 1.155Again, I don’t know which it is. I always assumed additive but never tested it.
it is multiplicative so Sigil of force and a trait that gives +10% is (damage * 1.05 * 1.1) = damage * 1.155
Now, what I dont know is how traits that say “damage is increased per something” is factored. Does mesmer compounding power give 9%(1.031.03+1.03)for 3 or does it give 1.03*1.03*1.03
You’d have to test it.
Mesmer is broken. You can’t.
They can always escape if things go bad for them, so don’t bother.
I only play PvE. The problem with it is bosses and champions only get a 10% miss chance from blind. There are very few situations in PvE where blindness is helpful because most of the times you’d need it are against bosses or champions.
The skill itself is fine. They need to change that anti-CC mechanic bosses have or at least how it affects blind.
Depends if the % increases are multiplicative or additive. I don’t know which it is.
Let’s say you have 5% from the sigil and 10% from a trait.
Additive:
damage * (1 + 0.05 + 0.1) = damage * 1.15
Multiplicative:
damage * 1.05 * 1.1 = damage * 1.155
Again, I don’t know which it is. I always assumed additive but never tested it.
Shield is bad because you won’t get 15% attack speed from the Dual Wielding trait.
If the recipes were common, then the items produced by them would also be common. The only reason those have value is that they are rare (especially since most have stats that can be replicated elsewhere).
I am completely aware of that. I was just wondering how rare exactly the recipes are.
btw I tried killing the troop commander and the elite that spawns after, then killed Tazza. No special chest except the champ’s loot chest. I guess the champ has nothing to do with it because the wiki says Tazza drops it.
GW1 had AI that avoided AoE, and guess what happened? Pulsing AoE skills were useless in PvE and people would flame you for using them.
It’s impossible to make PvE that remains challenging after it has been figured out. It doesn’t matter if the AI is “smarter” because all that does is limit player options.
I have my huge aoe atack in pvp, since i know they wil try to avoid the atack, i try to make their dodges wasted before, i chill, incapacitate, stun, etc them and my teammates chain them. On my mes i chain enemies to make my eles team destroy them.
If you have some degree of expertise and a litle skill level in pvp you will know that the game becomes of how to counter the enemy skills and make them fall in yours effectively.
Thats a very good form to make pve harder. Instead of just put the aoe, i need to put the aoe + the chills or any countermeasure, making the fail of one (coordination , etc) the cause of it not working.
Thats a litle of what AI can do, but its a huge improvemnet of the braindead game pve its in this game.
The PvP player also runs away when he knows he’s gonna lose. Let’s have enemies run away when they’re losing and if the players aren’t able to stop them from escaping they’ll miss out on the loot. Because PvP. /sarcasm
Some humanoid ones do that, and if something can be game breaking like having a champ do it (champ runs, his hp its huge you cant kill him and he reset), the devs are intelligent enough to think of it and not implement it.
Pd: You sure limit players options when they need to think and use them effectivly. And that makes the difference betwen skilled gameplay and not skilled gameplay.
Ok the difference between a human and an AI is you don’t know what the human will do. Unless the AI uses a huge amount of computing power, it will be predictable. And keep in mind, the game has thousands of individual enemies which may or may not be fighting players at any given time. Each one has to take minimal computing resources because there are so many of them.
You don’t know the human will run out of the AoE. It’s a choice. They may decide for some reason that it’s better not to give up the position. If they do leave the AoE, they may not move where you think they’ll move. They also are not guaranteed to run when they’re losing a fight.
The point is you don’t actually completely know what a human player will do and that’s what makes PvP interesting and challenging.
If you want PvP, play PvP. PvE is different.
Like I said before, and I don’t think you guys understand this, PvE is only challenging until it is figured out. The challenge is to solve the puzzle. Then you solve it and you know how to beat it every time. After that it can’t be challenging anymore even if the AI flees from AoEs, tries to flank, etc… A reliable way to beat each encounter will be figured out and it won’t be challenging anymore.
I’m kinda concerned because the recipe I want is supposed to be from Tazza, but she does not drop loot normally. Is it really dropped by her?
it must be tough to go through life acting as if words ,and I stress typed words at that, can hurt you. if you choose to be intimidated by a pixelated image slicing the air in front of your pixelated image then congratulations on being what is actually wrong with the world. #firstworldgentileproblemsarenotproblems #suckitupbuttercup
I was with you until you threw “gentile” in there. lol. What does religion have to do with this?
I agree with the OP. We need a far better system, not just to hide these (which is fine as temporary solution), but to have a human GM online to stop them. By not having these in place, trolls are actually encouraged to “have fun” this way, since they can get away without consequences.
Or maybe this is a game where these actions are allowed and encouraged, and “overly sensitive” people, “with no sense of humor” should not buy & play this.
Almost 2800 hours played and I’ve never seen harassment that can’t be handled by simply blocking.
Oh I also want to comment on this.
What sort of slime wrapped in human skin does that to another human being? Let alone a child; not that they seemed to know or care.
Almost certainly 14-16 year old boys.
You meant to say children, right? Mx sexist.
I dunno if you’re joking but in my experience boys are much more likely to harass people. Well that’s beside the point. It’s almost certainly the same age group as her.
You must be joking; girls and boys are just as likely to harass one another. You might expect to find more teenage boys than teenage girls playing GW2, though.
Well that’s beside the point. It’s almost certainly the same age group as her.
Oh I also want to comment on this.
What sort of slime wrapped in human skin does that to another human being? Let alone a child; not that they seemed to know or care.
Almost certainly 14-16 year old boys.
You meant to say children, right? Mx sexist.
I dunno if you’re joking but in my experience boys are much more likely to harass people. Well that’s beside the point. It’s almost certainly the same age group as her.
Oh I also want to comment on this.
What sort of slime wrapped in human skin does that to another human being? Let alone a child; not that they seemed to know or care.
Almost certainly 14-16 year old boys.
What I’m getting from this is it was completely triggered by the incident with your neighbor’s daughter, because I’ve never seen abuse/bullying be such a prevalent issue in GW2 that any changes are needed.
My advice to your neighbor would be to better prepare his daughter for the internet and the real world. A person cannot make it through life if they can’t deal with online bullying. At some point she’ll need to move out and fend for herself.
No matter how much you or her parents try, you can’t change the world in order to protect her. She needs to be taught to protect herself.
@Khristophoros
Have you ever seen a PvP player staying inside a painful AOE? No, the player is trying to avoid it. I agree with your point that as long as it is predictable it won’t be optimally enjoyable, and from the AI talk Anet gave, they don’t mention anything about randomness. But having enemies avoiding AOE, trying not to stack to prevent the whole group being cleaved and doing more than 1 attack every 2s can only be positive. I think the idea is that there should be trash mob with very limited abilities and boss which are challenging not only because they have 10M HP and deal 20k damage.
GW1 had AI that avoided AoE, and guess what happened? Pulsing AoE skills were useless in PvE and people would flame you for using them.
It’s impossible to make PvE that remains challenging after it has been figured out. It doesn’t matter if the AI is “smarter” because all that does is limit player options.
There is only one way to make PvE content remain challenging. You make it different every time so that the players need to figure it out every time they do it. You can do this with procedurally generated content. It’s just very difficult to make procedurally generated content actually feel meaningfully unique every time.
PS: The PvP player also runs away when he knows he’s gonna lose. Let’s have enemies run away when they’re losing and if the players aren’t able to stop them from escaping they’ll miss out on the loot. Because PvP. /sarcasm
they arent that rare http://i.imgur.com/n3LEEK6.png
I want the SE recipe. I’ve spammed SE path 1 so many times and no luck.
Do I have to kill that champion with Tazza instead of pulling her out?
Just because I flip a coin and get heads 100 times in a row doesn’t mean that I’m inherently lucky.
Can you prove this? :P
“smart” AI ends up just being frustrating but just as predictable as “dumb” AI.
What “smart” AI is, is really just giving the enemies patterns that are more difficult for the player to play against. It’s not actually smart because we don’t have the computing power for actual AI. It’s just patterns with fewer weaknesses.
For example, when enemies attempt to flank you, it makes it so that they constantly move out of your stationary AoE effects and out of your melee attack arc. So now you have to constantly reposition just because of a predictable pattern that the enemy has. It’s not more engaging than a stationary enemy because the pattern is so predictable.
Another example is AI that reacts to the player. What this means is when the player performs an action, the AI reacts with an appropriate counter. This is also frustrating design because all it really does is remove options from the player. Certain actions will simply be countered. Again, it’s not engaging because the pattern is still predictable.
Anyway, PvE is only challenging until you learn the optimal way to do it. That is true no matter how much time you spend trying to make the AI better. At some point players will learn how to beat it consistently and after that it’s not a challenge anymore. You can’t fix that without making some kind of crazy system that procedurally generates things so that everything is different every time.
basically like hoping for a precursor drop? Is it never gonna happen?
Thats cute.
Try 7000+ hours. No precursor drop.
Danmn that sucks.
If you want to make a legendary your best bet is to either buy a precursor from the TP or wait until HoT is released and you can craft one (but don’t expect that to be a quick or cheap option, I’m sure they’re going to aim to make it equal to the current cost).
If you just want one so you can sell it for a lot of gold, or simply to feel special because you got one of the best drops in the game, then console yourself with the knowledge that it’s precisely because they’re so rare that they’re so valuable and desirable. If they were easy to get no one would care when you got one.
And also that there are a lot of things you can do to increase your chances. Throwing exotics in the Forge has the best chance, but it’s also expensive. The once-per-day reward from world bosses is also supposed to have a higher than average chance of getting a precursor (on high level characters) and has a chance at some other good drops too.
I don’t actually like any of the legendaries lol. If I find a precursor I’ll sell it without hesitation.
Because conditions have base damage, but skill damage is purely a coefficient of the power stat.
Since every character has 1000 base power, the base damage of skills is the skill coefficient * 1000.
If characters had 1000 base condition damage, then conditions would not have a base damage. Instead all of their damage would come from the condition damage coefficient, but they would effectively have a base damage because all characters would have a base condition damage stat.
So it’s the same thing in the end. Base stats are meaningless because they are the same on every character.
Is that strange? I always kinda assumed I would never find one.
It is tuned to be useful for support builds, while toughness is the stat you want for personal sustain.
I don’t see how this is a problem. We have a stat for helping allies sustain and a different stat for personal sustain.
I haven’t fought her solo but wouldn’t it be easier to agro her to one side of the room instead out of it without agroing the other champ and fight her in that room?
You mean the corner opposite the stairs? That used to be a good spot, but can it still be done with the modified aggro of the champ?
Plus, depending on your profession, if you have any minions, that corner is a bit small when she does her teleport attack as each minion will spawn a red circle.
And in the corner you have to fight the camera as well as Tazza.
Minions ultimately don’t matter because she kills them instantly with one teleport. I tried using minions because I figured having more bodies would prevent her aggro from resetting and it seemed to work until she killed them.
You can give minions aegis right before she teleports. Or, some necro minions have enough health to survive more than one teleports. Or, if you give her weakness, even phantasms can survive a teleport (if the RNG of weakness is with you).
lol actually she 1 shotted my flesh golem because of the overlapped AoEs from my other minions.
I think it was probably due to her losing sight of me like you said in your note on your first post. That’s really annoying with only one player. I probably won’t try soloing her again. The rest of the path was fun but that’s just tedious.
I haven’t fought her solo but wouldn’t it be easier to agro her to one side of the room instead out of it without agroing the other champ and fight her in that room?
You mean the corner opposite the stairs? That used to be a good spot, but can it still be done with the modified aggro of the champ?
Plus, depending on your profession, if you have any minions, that corner is a bit small when she does her teleport attack as each minion will spawn a red circle.
And in the corner you have to fight the camera as well as Tazza.
Minions ultimately don’t matter because she kills them instantly with one teleport. I tried using minions because I figured having more bodies would prevent her aggro from resetting and it seemed to work until she killed them.
Here’s how I do it:
- Pull her to the edge of the top of the stairs and fight her (and her champ) until she kneels down for her teleport.
- Quickly get to the bottom of the stairs before she actually teleports. Move back far enough that her champ deaggros. After she teleports, she will keep aggro on you instead of reseting. At this point, she is at the edge of the top of the stairs.
- Stay downstairs until she teleports again, this time she ends up downstairs.
- Kill her. Note that once downstairs, never pass through her or move behind her or otherwise leave her field of view as she will instantly reset — unless you have a minion out who is in her field of view… she will aggro on the minion, but if she kills that minion too fast (for example a clone), she will reset.
Do it solo and tell me if you were able to.
Actually at first it was working, then after I fought her for a bit she reset. After that I could not get her to stay outside of her room anymore even if I got her to teleport a few times.
I eventually gave up and brought in some players. After I had a few people, it was easy to pull her and keep her from resetting. The number of players definitely matters.
How about they just remove all the weapon traits and reduce the base cooldowns on the weapons? We shouldn’t have to go into a certain traitline to use a weapon.
I was already accepted in dungeon groups before. I don’t understand.
Sorry but high level fractal groups want people who have played a lot of fractals. If you don’t have the AR that means you’re not experienced enough.
Lack of nonverbal communication kills even the simplest of humor on the internets.
No I just mistook who posted it.
LOL anyone else notice this?
But how else am I going to knockback the mobs when they are all stacked on us
This is why people kick you. They want the mobs to stack on them so they can AoE the mobs with melee.
You can do any build you want and most groups won’t even ask what your build is. It’s how you play. If you disrupt the group’s strategy they will kick you.
the joke
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your head
Oops I misread and thought it was the OP saying that.
Well I think he probably does things wrong if he’s getting kicked. Nobody cares what your build is. It’s how you play.
I’d like some more elites too, at least for the sake of PvE. I really hate transforms in PvE so I don’t care if Lich Form is good. I use Take Root on my sylvari necromancer because a 3 second invuln is amazing and 5 seed turrets provide a lot of damage.
I guess I’d want an elite Well that has insane impact on boss fights like the mesmer’s Time Warp so that groups would actually request necros in PvE. That would be awesome.
Something like…
Well of Death
360 radius (a lot bigger than the other wells)
20 second duration
180s cooldown
Damages enemies every tick with a 0.2 power coefficient.
Whenever an enemy dies inside, it explodes and deals damage to all other enemies inside the well with a 0.25 power coefficient.
Enemies inside have their armor reduced by 25% and conditions applied to them last 50% longer.