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(PvE) Defiant Change Ruins Necro vs. Bosses

in Necromancer

Posted by: Khristophoros.7194

Khristophoros.7194

They fixed a bug. It does not ruin the class in dungeons, it barely changes anything (fear is 1s anyway wtf can you do in 1s?). Stop making the Necro forum community look like whiny ignorant kitten

The entire reason for the complaints is that Necro could interrupt bosses reliably before and now they can’t.

This is a big deal because we don’t really have any cool unique stuff to make up for it. Boon removal is our main utility but it’s rarely useful in dungeons so the necro kind of lacks interesting gameplay atm.

Bring Previewing back.

in Suggestions

Posted by: Khristophoros.7194

Khristophoros.7194

Huge nerf to Tarnished Coast! >:(

Necromancer's Snowball skill is broken.

in Necromancer

Posted by: Khristophoros.7194

Khristophoros.7194

My point was you guys are being so unconstructive that the devs probably won’t bother to communicate with you. That’s why there’s a lack of communication. Because you guys are like “OMG THEY HATE NECRO QQQQ”

No. It’s just an unintended bug.

So are other class forums, what’s your point?

8 wrongs don’t make a right.

Colossus Rumblus Needs A Nerf

in Fractals, Dungeons & Raids

Posted by: Khristophoros.7194

Khristophoros.7194

I say make the visual effect match the effect area. It feels unpolished since you can get hit well outside of the indicated area.

Suggestion: Defiant stacks count as boons

in Suggestions

Posted by: Khristophoros.7194

Khristophoros.7194

…So there is no point in polishing a broken mechanic.

This is the problem Arenanet faces:

They cannot integrate a devastating mechanic into a boss fight simply because they know that proper CC is too difficult to manage, thanks to defiant. I know this how? Look at Ice Elemental and Powersuit in the dredge fractal. They have stupid high HP and have an ability that can allow them to heal it. During this heal, all CC will work regardless of Defiant. Why? It’ll be stupidly hard to deal with it otherwise. Even the devs know that this mechanic isn’t working.

They cannot remove defiant either simply because bosses will be stunlocked into oblivion.

So suppose defiant was fixed into a mechanic that did work; it would mean the devs have more room to put in more devastating mechanics that require CC, and would not ignore defiant; which would mean EVERYONE will need to pay attention it, which means NO class can be without ways of combating it. So your suggestion will mean; people must roll with necro or mesmer.

My suggestion is to make defiant a boon with a duration, and it will recharge if anyone CC’s the boss during this time. If it has a 30 second duration, and the boss has a devastating attack with 40second cd, if anyone CC’s the boss and defiant lasts more than 40 seconds, then they are in for trouble. Nice simple solution and can be respected by all classes.

I don’t even agree with you that defiant is a bad mechanic in the first place.

Starting out all your points with this assumption isn’t exactly the best debating strategy imo.

As for your idea, your example makes it sound good, but then the cooldowns on boss abilities all need to be adjusted to make sure they’re fun in that new system, and it might be highly limiting on what ANet can do with bosses. I dunno. It might be good but isn’t without flaws either.

Suggestion: Defiant stacks count as boons

in Suggestions

Posted by: Khristophoros.7194

Khristophoros.7194

Yes. Main hand sword Mesmer should be able to to keep a bosses defiant stacks entirely gone simply by auto attacking.

Nothing could go wrong.

Ah yeah I forgot about that.

That’s a really big problem and I can’t think of an elegant solution for it.

Suggestion: Defiant stacks count as boons

in Suggestions

Posted by: Khristophoros.7194

Khristophoros.7194

I also posted this suggestion in the necro forums but this may be a better place.

The fear nerf left a lot to be desired for necro gameplay in dungeons. It’s not an issue of power or balance. It’s just that necro is less fun now. There are less decision points in the gameplay.

There are a lot of potential benefits to allowing defiant to be ripped with boon removal…

- Stacking Warriors and Guardians would be less OP relative to diverse groups, since Warriors and Guardians do not remove boons, but they carry pretty much everything else you could want for dungeons.

- Necromancers would have an extremely valuable utility to make them feel unique, since they specialize in boon removal more than other professions.

- Boon removal in general, be it skills or the weapon sigil, would see more usage, giving players of all professions more build diversity.

I made this suggestion in my topic earlier, but the problem with this is not all classes can remove boons. You certainly can’t make necromancers and mesmers a ‘must-have’ class for dungeons nor do Arenanet think Warriors and Guardians are OP, nor should you confine certain classes to certain weapon upgrades.

I suggested making defiant a duration buff where any CC will recharge defiant up to a maximum duration. However, the main problem is that defiant is completely pointless in the grand scheme of things since CC isn’t even necessary for most of the bosses in the game.

It’s not a problem that some professions can’t remove boons. They bring other things to the table that are extremely valuable, things that the necromancer and mesmer lack.

It wouldn’t make stacking necros and mesmers the best strategy. You’d lack other important things like high damage output, healing, and CC.

Removing defiant stacks is pointless if your team has no CC and low damage output.

Every class has an easy source of CC. The only thing that makes removing defiant pointless is that there are no instance where you must remove it, then CC. The inherent problem lies in the way the bosses are designed, and they are designed around a clunky mechanic; defiant. CC is nowhere on the list of ‘important’ since most bosses can be easily defeated without defiant.

When you start making some classes able to do things that other classes can’t, and the sheer necessity of it, you’re going back to predefined roles and all that LF1M – Necromancer only scenario.

I mean tbh look at some of the comments here;
https://forum-en.gw2archive.eu/forum/game/dungeons/DEFIANT-is-not-intuitive/first#post1018503

Defiant is rarely even noticed on many players, experienced or inexperienced.

Then it’s not a problem. It just gives us more options for approaching how we play dungeons. You could still just stack 5 warriors and ignore every mechanic in the dungeon. Nothing would be stopping you from doing that.

Or, if you feel like playing a mesmer or necro, you could bring a boon removal and one CC, and actually have fun because you’re doing something special.

Dungeons are easymode. That’s not a problem. Adding more ways to beat them is also not a problem.

Suggestion: Defiant stacks count as boons

in Suggestions

Posted by: Khristophoros.7194

Khristophoros.7194

Bosses are balanced around defiant though, being able to cc them continuously would make those fights even easier than they are already.

Also, swapping a sigil on a weapon does not equal build diversity – other classes wouldn’t even need to change their build for that. It would just mean carrying an extra weapon in your bag with that sigil.

I’ve tried that sigil and it’s not very efficient due to the 10s internal CD. It wouldn’t make a big difference, but it would add a small decision before you face a boss; Do you care more about stripping his defiant stacks, or do you care more about damage output?

I don’t think you’d be able to constantly CC bosses with this change because necro and mesmer don’t have much CC. It would just make CC a little more practical for other professions if they have the boon stripping professions backing them up.

(edited by Khristophoros.7194)

Suggestion: Defiant stacks count as boons

in Suggestions

Posted by: Khristophoros.7194

Khristophoros.7194

I also posted this suggestion in the necro forums but this may be a better place.

The fear nerf left a lot to be desired for necro gameplay in dungeons. It’s not an issue of power or balance. It’s just that necro is less fun now. There are less decision points in the gameplay.

There are a lot of potential benefits to allowing defiant to be ripped with boon removal…

- Stacking Warriors and Guardians would be less OP relative to diverse groups, since Warriors and Guardians do not remove boons, but they carry pretty much everything else you could want for dungeons.

- Necromancers would have an extremely valuable utility to make them feel unique, since they specialize in boon removal more than other professions.

- Boon removal in general, be it skills or the weapon sigil, would see more usage, giving players of all professions more build diversity.

I made this suggestion in my topic earlier, but the problem with this is not all classes can remove boons. You certainly can’t make necromancers and mesmers a ‘must-have’ class for dungeons nor do Arenanet think Warriors and Guardians are OP, nor should you confine certain classes to certain weapon upgrades.

I suggested making defiant a duration buff where any CC will recharge defiant up to a maximum duration. However, the main problem is that defiant is completely pointless in the grand scheme of things since CC isn’t even necessary for most of the bosses in the game.

It’s not a problem that some professions can’t remove boons. They bring other things to the table that are extremely valuable, things that the necromancer and mesmer lack.

It wouldn’t make stacking necros and mesmers the best strategy. You’d lack other important things like high damage output, healing, and CC.

Removing defiant stacks is pointless if your team has no CC and low damage output.

Suggestion: Defiant stacks count as boons

in Suggestions

Posted by: Khristophoros.7194

Khristophoros.7194

I also posted this suggestion in the necro forums but this may be a better place.

The fear nerf left a lot to be desired for necro gameplay in dungeons. It’s not an issue of power or balance. It’s just that necro is less fun now. There are less decision points in the gameplay. That was the reason I thought of this suggestion. With the ability to remove defiant stacks more efficiently, the necromancer would offer something special that would make people want to bring them in dungeons. Players would think beyond just DPS and durability.

There are a lot of potential benefits to allowing defiant to be ripped with boon removal…

- Stacking Warriors and Guardians would be less OP relative to diverse groups, since Warriors and Guardians do not remove boons, but they carry pretty much everything else you could want for dungeons.

- Dungeon team diversity would be encouraged because boon removal and CC are concentrated on different professions. Like, necro and mesmer have the most boon removal but the least CC. Warrior has the most CC and no boon removal at all.

- Necromancers would have an extremely valuable utility to make them feel unique, since they specialize in boon removal more than other professions.

- Boon removal in general, be it skills or the weapon sigil, would see more usage, giving players of all professions more build diversity.

(edited by Khristophoros.7194)

Fear still not affected by defiant?

in Necromancer

Posted by: Khristophoros.7194

Khristophoros.7194

Doesn’t interrupt or disable through defiant. It just applies so you can get benefits from things that count how many conditions the boss has, cover your other conditions, or get damage through Terror.

Fear now affected by defiant huge nerf

in Necromancer

Posted by: Khristophoros.7194

Khristophoros.7194

By the same argument, rock golems shouldn’t suffer from bleeding or poison. Zhaitan should be immune to any physical damage due to “heroic armor”. etc

…Really? I thought the logic being used here was “controlling effects are affected by Defiance, Fear is a controlling effect, therefore Fear should be affected by Defiance”, not “crazy bullkitten”.

I know you feel jipped by Necromancers being a buggy class, but if you chuck a tantrum whenever they fix something that worked in your favour, they’re not going to do it for very long. If you think Necros need a super duper Defiance workaround then maybe the problem isn’t Fear, it’s Defiance.

They coulda just changed the tooltip on defiance to only specify stun, daze, and knockback if the consistency really matters all that much.

The fact is that before necro had a cool unique thing that didn’t make it OP, but it was taken away for the sake of consistency rather than looking at it and analyzing the quality of gameplay.

Fear now affected by defiant huge nerf

in Necromancer

Posted by: Khristophoros.7194

Khristophoros.7194

Even though I, as a necromancer player, loved the fact that Fear wasn’t affected by Defiance, but try to be fair guys.
Necros were never meant to be able to fear through every special ability of a boss.

It didn’t make them OP though. Most groups wanted to stack warriors and guardians. Having something special gave me a reason to say, “No, you wouldn’t rather have a warrior than me. Look at this.” Now it’s like… yeah maybe I should just play my warrior.

Necromancer's Snowball skill is broken.

in Necromancer

Posted by: Khristophoros.7194

Khristophoros.7194

My point was you guys are being so unconstructive that the devs probably won’t bother to communicate with you. That’s why there’s a lack of communication. Because you guys are like “OMG THEY HATE NECRO QQQQ”

No. It’s just an unintended bug.

What happened to gold -> gem conversion rate?

in Guild Wars 2 Discussion

Posted by: Khristophoros.7194

Khristophoros.7194

The people who buy gems usually just spend it on the gem store rather than converting to gold.

The thing is, it’s easy to get enough gold for most things in the game, so the people who buy gems aren’t too likely to need the gold.

As a result the gem prices will always increase because there aren’t many people converting gems to gold.

There are a lot of people who want stuff from the gemstore who don’t want to spend cash, so we have a major imbalance between the two conversions.

Probably 100% planned tbh.

@KingClash: Today I bought the wintersday outfit because I wanted decent town clothes for my sylvari. I also bought black lion keys because I am hoping to open up some of those infinite merchant/banker/trader things.

(edited by Khristophoros.7194)

Necromancer's Snowball skill is broken.

in Necromancer

Posted by: Khristophoros.7194

Khristophoros.7194

This is why devs rarely respond. You guys are crying and flipping tables over nothing.

It’s obviously an unintended bug and it’s only in a temporary minigame.

(PvE) Defiant Change Ruins Necro vs. Bosses

in Necromancer

Posted by: Khristophoros.7194

Khristophoros.7194

It’s not an issue of balance or power level. The issue is that necro became less interesting and unique. Before, I had a really compelling reason to take my necro with a group, similarly to how mesmers have a handful of unique mechanics that make them desired in groups.

Necro doesn’t do anything special now. It just kinda sits there and spams damage and minor healing (regen off staff and/or well of blood) but nothing special that makes you want to play your necro over other professions.

Why not just buff default movement speed?

in Guild Wars 2 Discussion

Posted by: Khristophoros.7194

Khristophoros.7194

It’s like everything else in this game, one of the things you have to choose to take or sacrifice.

We’re not all fast, durable, high power and condition damage builds that can heal.

This in it’s current state should help create some separation between Condition builds based on evasion, and glass cannons for the same reason. If the overall movement speed was buffed then tanks would move at the same speed which is a bit rediculous.

I’m not saying I approve of the return of the Trinity or anything, but more separation between builds will only make more people already having a hard time soloing to work together to accomplish things. Instead of making the game based on a grind hopefully they’ll start releasing content that requires players to work together…

Because lets face it, the only reason people pick and choose who goes into dungeons with them is because they want to spend as little time doing it as possible not because they’re hard to finish.

You’re talking about opportunity costs, and I understand that.

But it’s not really an opportunity cost in this game, mostly due to the system that allows you to change your skills around very easily.

I can run around with a 25% speed signet, then switch to another skill right before a fight. I can run around with a Warhorn and switch to another weapon in the same way. I am not sacrificing a thing unless I am too lazy to switch those things before I fight.

Arena Net PLEASE

in Guild Wars 2 Discussion

Posted by: Khristophoros.7194

Khristophoros.7194

Sometimes they accidentally introduce bugs that affect drop rates. That’s more likely than an intentional but undocumented change.

Why not just buff default movement speed?

in Guild Wars 2 Discussion

Posted by: Khristophoros.7194

Khristophoros.7194

All the movement speed buffs were great. Now non-thieves don’t feel like molasses.

But it just makes me wonder, why even have all these passives and long duration speed buffs?

Why does the default movement speed have to be slow in the first place? I swear, in every game ever the devs purposefully pick a speed that is boring and then they put in a bunch of easy ways to increase it anyway. It makes no sense to me.

Fear nerfed to the ground

in Necromancer

Posted by: Khristophoros.7194

Khristophoros.7194

It really hurts necro in dungeons. It makes the playstyle less fun and doesn’t really improve anything.

There’s only like 3 activated fears in the whole game too…

Fear now affected by defiant huge nerf

in Necromancer

Posted by: Khristophoros.7194

Khristophoros.7194

The only unique thing about necro in PvE is gone. Necro only has 2 fears and a daze, so now a Necro can’t really CC bosses.

It also hurt the playstyle. It was fun to pop into DS and use the fear to interrupt. Now it’s less fun and less unique.

This also removes any reason for Warriors to use “Fear Me!” in dungeons.

It’s a bad change, it just takes away options that we used to have.

Community's Voice: Dungeons

in Fractals, Dungeons & Raids

Posted by: Khristophoros.7194

Khristophoros.7194

no matter how fun it is, you will eventually get bored if there isn’t that rewarding feeling of seeing something great drop for you. The loot you receive is half of the addiction.

No. I mean, maybe you will, but I certainly won’t. Maybe that’s because I’m not addicted. People who are will keep playing no matter what (that’s kind of the definition of addiction), so catering to them is a waste. If gameplay is boring, no amount of bribing with “loot” will make me overlook that.

This isn’t a job, it’s a game. It’s what I do in my free time, for entertainment purposes. If someone is using his leisure time to suffer through unpleasant gameplay in exchange for some random virtual reward at the end, he’s doing “fun” wrong, and would probably enjoy himself a lot more doing something less sporadic.

There are no “drops” in most games I play (sports simulations, RTS games, FPS games, etc.); I play them because I enjoy playing. And that’s why I play MMORPGs too, and dungeons in particular. I like the challenge, the teamwork, the teasing, etc..

Having drops is fine, but if the game isn’t enjoyable without them, its gameplay needs to be improved.

I certainly don’t disagree with your point on making the gameplay more interesting. I feel you are wrong in thinking that that’s the only thing that will make the dungeon experience in GW2 rewarding. Again, go back to GW1’s Underworld and Fissure. It was a good balance. That is, if you have even played the original.

Something NEEDS to be done regarding loot imo. The perfect world will be fun gameplay with the added excitement of being rewarded with some worthwhile drops.

I don’t understand this mentality when it comes to GW2. I already have full exotics so what do I care what the drops are? I prefer the consistent rewards of currency and tokens that I can use to get whichever skins I want.

Well, don’t get me wrong. I’m excited if something valuable drops like a lodestone or an exotic. But you know, the reason they’re valuable is because they seldom drop.

Did you play D3 at all? They kept buffing the drop rates and the feedback remained “Drop rates suck” Well duh people, your drops are going to suck compared to the rest of the economy unless you put in top 1% grinding hours. It’s just how it works no matter what the drop rates are. Anything you’re excited about seeing drop is gonna be rare and valuable, and anything that you see drop often will not be exciting, nor will it be valuable.

I agree but my main point is that the loot drops in dungeons are out of scale with the rest of the content of the game. For instance, last night I played a 1 hour run in Fractals, level 2. I came back with 4 rares and 1 exotic. Last Friday night I played through several open world Orr evnts and came back with 3 rares and a lot of tier 5 crafting materials. Dungeon runs in their current state are never this profitable. Making the gameplay better isn’t going to be the be all end all for population at large. Rewards will need to be tweaked.

Regular dungeons are since you get a bunch of guaranteed gold from bosses, though it depends how you count the tokens.

Yeah fractals feel kind of unrewarding. However, I thought the idea was you’re looking for precursors and ascended rings and you’re not meant to gain as much raw wealth in fractals as other places. If you did, what would be the point to regular dungeons or open world?

5 War Dungeon Run

in Warrior

Posted by: Khristophoros.7194

Khristophoros.7194

Meh, I ran 5 signet while leveling and it didn’t make me play bad.

I think the problem with the 5 signet players is, they don’t understand the game very well, which is what leads them to think it’s comparably strong to other builds. As a result they also play badly.

100% critical chance on GS? Why not?

in Warrior

Posted by: Khristophoros.7194

Khristophoros.7194

I’m sorry but your walls of text are really hard to read.

Crit chance is good though. I think every warrior should have at least 40% base and always have fury on. So ye. Crit chance!

Can you guys recommend me a dungeon class?

in Fractals, Dungeons & Raids

Posted by: Khristophoros.7194

Khristophoros.7194

I’d recommend to play what you enjoy with one caveat: Don’t play a Ranger. I hate to say it, but Rangers slow down every run and basically have to be carried by the rest of their team. In their current state, Rangers are downright bad in dungeons. They’re the only class I discriminate against, and I really wish it weren’t that way, but it is what it is.

I play with a bunch of ranger players and we always have good runs, even with 3 rangers. We joke about how rangers “suck” as we smash the dungeons.

They’re probably getting buffed today anyway though… rofl…

Community's Voice: Dungeons

in Fractals, Dungeons & Raids

Posted by: Khristophoros.7194

Khristophoros.7194

no matter how fun it is, you will eventually get bored if there isn’t that rewarding feeling of seeing something great drop for you. The loot you receive is half of the addiction.

No. I mean, maybe you will, but I certainly won’t. Maybe that’s because I’m not addicted. People who are will keep playing no matter what (that’s kind of the definition of addiction), so catering to them is a waste. If gameplay is boring, no amount of bribing with “loot” will make me overlook that.

This isn’t a job, it’s a game. It’s what I do in my free time, for entertainment purposes. If someone is using his leisure time to suffer through unpleasant gameplay in exchange for some random virtual reward at the end, he’s doing “fun” wrong, and would probably enjoy himself a lot more doing something less sporadic.

There are no “drops” in most games I play (sports simulations, RTS games, FPS games, etc.); I play them because I enjoy playing. And that’s why I play MMORPGs too, and dungeons in particular. I like the challenge, the teamwork, the teasing, etc..

Having drops is fine, but if the game isn’t enjoyable without them, its gameplay needs to be improved.

I certainly don’t disagree with your point on making the gameplay more interesting. I feel you are wrong in thinking that that’s the only thing that will make the dungeon experience in GW2 rewarding. Again, go back to GW1’s Underworld and Fissure. It was a good balance. That is, if you have even played the original.

Something NEEDS to be done regarding loot imo. The perfect world will be fun gameplay with the added excitement of being rewarded with some worthwhile drops.

I don’t understand this mentality when it comes to GW2. I already have full exotics so what do I care what the drops are? I prefer the consistent rewards of currency and tokens that I can use to get whichever skins I want.

Well, don’t get me wrong. I’m excited if something valuable drops like a lodestone or an exotic. But you know, the reason they’re valuable is because they seldom drop.

Did you play D3 at all? They kept buffing the drop rates and the feedback remained “Drop rates suck” Well duh people, your drops are going to suck compared to the rest of the economy unless you put in top 1% grinding hours. It’s just how it works no matter what the drop rates are. Anything you’re excited about seeing drop is gonna be rare and valuable, and anything that you see drop often will not be exciting, nor will it be valuable.

(edited by Khristophoros.7194)

bring back gw1 style rare rewards

in Fractals, Dungeons & Raids

Posted by: Khristophoros.7194

Khristophoros.7194

Personally I liked FoW and UW style, finding valuable materials unique to the area.

If you want to grind for rng loot drops go play diablo imo. GW was never about that.

Can you guys recommend me a dungeon class?

in Fractals, Dungeons & Raids

Posted by: Khristophoros.7194

Khristophoros.7194

Necromancers are totally underestimated. Between staff and death shroud, you have 2 fears. What’s so special about fear? It always works on bosses regardless of their defiance stacks. Because of this, necro is the most effective at interrupting big boss attacks. Also, necro has good damage output, good survivability, and a little bit of party healing if you build right.

As for your question about Elementalists, they make good healers with staff water attunement. They output a ton of sustained AoE healing. The drawback to water attunement on staff is that it deals almost no damage. You’ll have to switch to other attunements to get damage. You can also use the conjured weapons to deal damage while in water attunement, which is cool because there is a trait which gives your whole party regen while you are in water attunement. Elementalist is great, but it’s also the squishiest profession.

Honestly, Guardian and Warrior are just the easiest to play effectively. I’ve dungeoned with a lot of people, and I am pretty sure every profession is good when played properly.

5 War Dungeon Run

in Warrior

Posted by: Khristophoros.7194

Khristophoros.7194

I would volunteer but I am not a proponent of the build. I would play at my fullest though.

I don’t think any dungeons would be particularly hard for such a team anyway, assuming all the players are good.

How do you like... live?

in Necromancer

Posted by: Khristophoros.7194

Khristophoros.7194

Survivability for necro’s is entirely based on proper and liberal use of DS. If you see a big hit coming or are being jumped DS should be immediate. If you’re using DS offensively then use the skills you need and get back out. Don’t waste LF if it’s not necessary. Some ways to bolster DS are by increasing the LF pool by putting points into Soul Reaping tree as well as stacking Toughness and Vitality.

Building LF is crucial and should be considered thoughtfully when building your Necro. There are a lot of ways to do it and some weapons will give more than others i.e. Scepter low LF gain, Dagger medium LF gain, Axe high LF gain, Staff + Soul Marks (Soul Reaping X) medium-high LF gain. Spectral Walk and Spectral Armor will allow you to gain LF rapidly when under pressure and taking dmg.

Plague form is typically a “tank mode” elite mostly used by glassy spec’d Necros as an extra source of prolonged life. It won’t due much other than make you hard to kill and a minor annoyance till your teammates arrive but when it’s all you’ve got left to keep you alive a bit longer, it will do the trick.

If you want to increase dmg on a power spec look into Vulnerability and Might stacking. My current build is a 30/0/10/0/30 build with an emphasis on Vuln and might stacking and I melt faces. Amulet is either Berzerker, Knight, Soldier, or Carrion depending on the opposition and my role in the group. I prefer to play glassy and with proper DS management it can be very forgiving.

Eidt: also avoid vampiric and syphon traits as they their scaling is fubar’d currently and won’t net you enough HP to make it worth the points in the current Min/Max meta in PvP. Personally, I haven’t put a single point in that tree since week 1 after release. Huge base HP pool, DS, and lack of decent traits are more than enough reason to warrant never putting a point in that pathetic tree.

you are completely wrong on siphon not being worth it. the 50% better siphoning works on all attacks now.

Still bugged on the well siphons.

But yes it works on the other ones.

Will there be more ways to get disasemblers?

in Guild Wars 2 Discussion

Posted by: Khristophoros.7194

Khristophoros.7194

The 250 use salvage kits I mean. I’ve currently got enough to last a while so I won’t need to worry about buying salvage kits. I’m just wondering if there will be more ways to get them in the future or if I should stock up on more of them now.

About LF degen...

in Necromancer

Posted by: Khristophoros.7194

Khristophoros.7194

From some testing on dummies in SPvP, Life Blast does the same amount as long as you’re above 50% LF, and switches to a lower damage version when you’re below 50% LF.

How do you like... live?

in Necromancer

Posted by: Khristophoros.7194

Khristophoros.7194

I’ve actually had good results with the siphon traits. I put 30 into Blood Magic and took all of them.

I either play at range with a staff, so I’m able to avoid most things, or I switch to dagger+horn (usually when some melee guy jumps on me) in which case Locust Swarm + dagger chain siphons a decent amount of health. I also have both damage wells which siphon even more. That also deals high damage so I kinda just kill people who come into melee with me.

Also, I don’t have any vitality on my equipment. It’s mostly Knight’s. I think precision is extremely important for damage output. It also procs more siphons with one of the blood traits. I avoided getting any vitality on gear because it’s not ideal, and there are great options for getting toughness on gear which come with other desirable stats like Knight’s, Cleric’s, Rabid, and Rampager’s.

I really agree with Kiraikulos that you need to have ways to generate Life Force. Personally, I find staff and dagger good enough because they both gain Life Force in a sustained way. Death Shroud is the key to survival.

I really disagree that you need 20 Death Magic though. I don’t care about 20% CD reduction on staff at all. Greater Marks is like mandatory though so I went 10 Death Magic. Also, while Death Magic gives Toughness, it also gives Boon Duration which I think we have very little use for. I would rather have Vitality + Healing Power than Toughness + Boon Duration. Vitality is not ideal, but at least both stats significantly improve survivability.

Also, I really like Spectral Walk for WvW. You get a stun break, mobility, and the return utility which lets you do pretty interesting things.

(edited by Khristophoros.7194)

Necro skills, balance and opinions

in Necromancer

Posted by: Khristophoros.7194

Khristophoros.7194

Just a few comments on dagger and axe

Axe – It’s bad, yeah. 600 range feels terrible. I would rather see an increase to 900 or 1000 than say, damage or something. It would be nice to have a viable alternative to scepter for more power based builds.

MH Dagger – I mostly agree except I find Life Siphon occasionally useful. In WvW mostly when I need to damage a fleeing enemy, it’s some ranged damage. Of course, this is only good if my immobilize is on CD already, but I’ve had this situation come up often. Life Siphon isn’t your best skill, and it’s not a skill you should be using often, but I think overall the MH dagger holds its own and Life Siphon has its uses.

About LF degen...

in Necromancer

Posted by: Khristophoros.7194

Khristophoros.7194

The OP’s math is not as shoddy as people are jumping in to point out. You always have to keep track what a percentage is relative to.

Assuming a 100-point pool that depletes in 25s, it is correct to label that as a 4% degeneration. That’s 4% of the 100 points, per second.
Assuming a 130-point pool that still depletes in 25s, it is correct to label that as a 5.2% degeneration, where the percentage is relative to those 130 points, per second.

It is also correct to say that you lose 4% of your lifeforce per second no matter how much lifeforce pool bonus you have. That percentage is relative to the 100% of your lifeforce. The relation between the 130-point pool and “100% of your lifeforce” is that of course when traited for +30% lifeforce pool then 100% of your lifeforce pool is 130% of your untraited lifeforce pool. Another way to frame that is to say that you always lose 4% of your lifeforce pool, but that percentage can represent up to 5.2 points (not percentage) of your untraited lifeforce pool.

Let’s stop bickering about percentages and focus on the core of the OP’s point, which is:

The logic says, if you have more LF, it should take more time to deplete.

Thank you. Let’s try to focus on the actual issue, people.

The game tells us we get “more” LF. We actually don’t. Our LF just becomes more resistant to damage.

Oh my, signet that gives 10% speed!!

in Thief

Posted by: Khristophoros.7194

Khristophoros.7194

Ele gets 25% from an air trait and they have Ride the Lightning so they have just as much mobility as Thief already.

The signets don’t get used because they are 10%. People just use different skills like Spectral Walk instead to get their mobility. The overall mobility of other classes isn’t changing. Their weapon choices are just becoming more flexible. Rangers and Necros currently need Warhorn to play WvW effectively. That is the problem being addressed.

About LF degen...

in Necromancer

Posted by: Khristophoros.7194

Khristophoros.7194

I noticed this as well, and was very disappointed.

The only thing the bigger pool does is make your life force more resistant to damage from enemies. Useful, but not worth the trait points.

The thief and its gameplay - Your feedback [Merged]

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Posted by: Khristophoros.7194

Khristophoros.7194

First make it so they can’t sustain stealth throughout the entire duration of a fight. Revealed debuff should apply even if you wait for the stealth to end naturally. Stealth bugs should be fixed too.

A bit harsh, it’s like saying that a Guardian shouldn’t be able to recharge their virtues in battle. A Thief will do one of two things when going into stealth: 1) set up for their next attack (1-2 second wait till they’ll unstealth and will stay in melee range) or 2) retreat to “reset the fight”. In either situation retreating and setting down CC to limit their mobility will stop they from taking the advantage in the fight. If they attack they have to walk through your AoE’s and give you fields to combo with if they retreat to range. Don’t stop fighting unless you really think the thief has left, in which case, you’ve just WON. The thief couldn’t beat you and had to flee, why do you crave killing them so much? You won the fight, now go fight something else so you can get the phallic satisfaction of thrusting your decorated shaft into their still submissive body.

I don’t understand the guardian comparison. Guardians can’t get aegis every time you try to attack them. They have a meaningful downtime on this powerful boon which would be totally broken if they didn’t.

And it’s not about wanting the satisfaction of killing them. I’m talking in terms of WvW. So if I run into a thief, I just run away. Trying to fight is pointless because the worst case scenario for the thief is that he escapes and we both just wasted time on each other. The worst case scenario for me is that I die. There is no possibility of victory for me because I cannot kill a good thief. They can always escape. That doesn’t mean I won because we both wasted the same amount of time on the fight.

Now, luckily I play sword/horn warrior, so I am capable of escaping from thieves. Some characters simply are not. I didn’t bother to give feedback on the thief’s extremely powerful chasing ability because I think that’s cool. But the problem is that the thief isn’t putting anything on the line and it’s extremely hard to fight him at all because he can be invisible whenever he wants. He only shows himself briefly to attack before stealthing again. His opponent can’t manage a meaningful retaliation if he makes sure never to have the revealed debuff on him.

I don’t know, maybe fixing the bugs with stealth would be enough. Waiting for the stealth to end so that you don’t get the debuff at least comes at an opportunity cost. The one thing I’m sure if is the bug needs to go and we can’t really tell what else is needed until that happens.

(edited by Khristophoros.7194)

The thief and its gameplay - Your feedback [Merged]

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Posted by: Khristophoros.7194

Khristophoros.7194

Here’s what I would like to see, personally.

First make it so they can’t sustain stealth throughout the entire duration of a fight. Revealed debuff should apply even if you wait for the stealth to end naturally. Stealth bugs should be fixed too.

Then wait and see how things shake out. Keep an eye on their ability to escape from fights. Something I’d like to see is more indication of the thief getting hit during stealth; if I hit him with my sword I should see a blood splatter, maybe an extremely short reveal, like a quarter of a second would be enough.

As for PvE:

They are great in dungeons from what I’ve seen. I don’t think any changes are needed. I play with a lot of different players in dungeons and most of the thieves I play with are really useful.

The more I try to play Warrior I...

in Warrior

Posted by: Khristophoros.7194

Khristophoros.7194

Well personally what works for me is I went 10/30/20/10/0

Arms is important because the warrior has the ability to get a lot of Might so you benefit a lot from the crit chance. That means even though I invested into defensive traits as well, my damage output is fine.

As for gear, I’ve got a strange mix of rampagers/knight’s/carrion, but that’s for Sword and Rifle which both benefit from condi damage as well as precision and power. The traits in Arms help with that too. The Might I get from my utilities works well since it gives both power and condi damage.

If you don’t want to focus on bleeding at all and just use other weapons, I still recommend focusing on Arms and getting some Tactics and Defense.

As for gear I think any Warrior build should include some Knight’s. Toughness is very important. Mix Knight’s with whatever… Rampager’s if you want some condi damage, or just Berserker’s works too… heck, even pure Knight’s is probably good.

Anyway, point is you get enough out of Arms to get some defensive stats and still kill stuff. I only went 10 into Strength to get Berserker’s Power. Other than that, you get enough Power from your skills and gear.

As for survival, I dunno. I don’t have a Guardian to compare it to but I survive pretty well compared to other players in dungeons.

Subscription for future expansions is a plus

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Posted by: Khristophoros.7194

Khristophoros.7194

Subscription isn’t a viable business model anymore for non-WoW games. WoW can keep doing it because it’s WoW. Other games that try it just die.

Help me understand "RP"

in Guild Wars 2 Discussion

Posted by: Khristophoros.7194

Khristophoros.7194

Probably my favorite thing about RP is I can go like, “Hey, what if there was a person like this?”, then I make that person!

Lvling a Warr

in Warrior

Posted by: Khristophoros.7194

Khristophoros.7194

I think sword + horn is underestimated for leveling. Everyone wants big damage numbers but think how much faster you’ll level if you can get everywhere faster. You can also remove cripple and immobilize with the horn so you don’t need mending.

1h Axe dmg on warrior a Bit too high?

in Warrior

Posted by: Khristophoros.7194

Khristophoros.7194

Well yeah, Axe does crazy damage but I find the lack of mobility almost crippling for PvP. I only play WvW but I find that my sword kills people just fine while having the ability to chase or escape. It might take longer to kill but I don’t care, end result is the same.

I’d probably like Axe more if I played with some kind of organized group, like a small skirmish team taking camps and killing people, then I’d have some support and Axe would be amazing. But I think that’s fine because you have to get the utility to support the damage from somewhere. It’s opportunity costs. Like those allies could have more damage if they didn’t have to support me, but then we’d need me to bring Sword/Horn to support their damage.

I'm an aggro-magnet?

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Posted by: Khristophoros.7194

Khristophoros.7194

While aggro clearly varies, it appears that the default aggro AI for most enemies prefers high armor targets, maybe they also favor high health or damage because warriors seem to get aggro more than guardians.

Personally my warrior takes aggro over other warriors usually. I’m not sure why. My guess is that damage potential is important, including how much total damage the AI expects from conditions. Like my warrior bleeds for 12+ seconds per stack so it probably considers that a huge threat.

I’ve gotten to the point where I’ve accepted it and I just expect to have aggro, and play accordingly. It actually feels good once you accept it. I’ve realized that I have a lot of control over the enemies. As long as the enemies are trying to attack me, I’m basically tanking for my team. This differs from other MMOs in that I do not want the enemies to actually land hits on me. I just want them to be going for me.

Here’s a good example of why this is good. Say I’m fighting Kohler in AC and multiple allies get pulled. I just kite him away from them with my rifle, because he always goes for me 100% of the time. Now my allies can bandage and/or res each other.

(edited by Khristophoros.7194)

Superior Rune of Infiltration broken

in Bugs: Game, Forum, Website

Posted by: Khristophoros.7194

Khristophoros.7194

Now it works for me as well. False alarm I guess.

Superior Rune of Infiltration broken

in Bugs: Game, Forum, Website

Posted by: Khristophoros.7194

Khristophoros.7194

I tested this a few weeks ago in sPvP and they worked fine. So I was planning on getting it for my necro. Just hit 80 with her today so I got the runes and they didn’t work anymore.

Superior Rune of Infiltration broken

in Bugs: Game, Forum, Website

Posted by: Khristophoros.7194

Khristophoros.7194

The stealth proc for 6 runes doesn’t appear to work. Tested in PvE, WvW, and sPvP.

Need a lvl 70+ warrior build for Orr

in Warrior

Posted by: Khristophoros.7194

Khristophoros.7194

For Orr huh?

Open the skills screen, put on a blindfold, then select a few skills.
Do the same for traits.
Pick up some random weapons.
Good to go.