Showing Posts For Kiriakulos.1690:

biggest trait joke ever

in Profession Balance

Posted by: Kiriakulos.1690

Kiriakulos.1690

at least it’s not a trait that will kill you and is adept tier…

We had to deal with that on release.
It was called reanimator and people could get second winds from the jagged horror.

We had to post video proof before THAT got fixed and wait over a year for it to go away entirely.

Attrition – A pretty name for taking longer than anyone else to kill something.

biggest trait joke ever

in Profession Balance

Posted by: Kiriakulos.1690

Kiriakulos.1690

i dunno, as a power necro specced for turning Life Blast into a nuke in deathshroud it can be really strong.

lets say you get hit every second, you will cap out at 5 stacks, thats an extra 175 power while under 25%, against 2 people that would be 350 power and against 3 that’s 525.
its basically a last ditch effort trait.

if it didn’t work with deathshround then i agree, it’d be aweful, but i can last just as long or longer than my actual health in deathshroud and utilize the large damage boost.

note i didn’t even take strength/pirate runes in to account which would make the might last 7.25.
(i usually use scholar/pack runes)

I don’t even…
Ok, no. It’s a bad trait.
1 might per hit when you are under 25% HP is a laughable comeback mechanic.

First of all, if you have full DS why are you already under 25%? Necros are usually running low on LF if they are brought that low because we know that critical levels of HP on a Necro is actually close to death. We don’t have damage mitigation outside of dodge and DS.
Second of all, Necros have horrible recovery mechanics when you’re at 25% you are probably not going back to over 50% and that means that getting more damage when you are that low is probably not going to swing a fight.
Thirdly, it’s not a “large damage boost”, the more power you have the less proportionately powerful this trait becomes, heck since you NEED to be in DS make this useful without dying, condi builds are already screwed.
Fourth, this trait works best when an enemy hits fast and weak. When does that happen in PvP? Mesmer clones? I can’t think of any other situation where this trait might get me 10 stacks of might before I run out of LF because I’M GETTING ATTACKED!
Finally, boon hate is at an all time high in the meta because of the abundance of bunkers and boon runes, your feeble stacks of might- because what other boon are you getting as a Necro?- are probably gonna go bye bye pretty bloody fast.

Attrition – A pretty name for taking longer than anyone else to kill something.

List of useless traits.

in Necromancer

Posted by: Kiriakulos.1690

Kiriakulos.1690

maybe check out the minor traits as well, they are funny when you look at stuff like

http://postimg.org/image/v7ykqg8il/

at 25% hp u get 1 might for 5 seconds …… and that trait even is a 5(earlier 25) point one

You get 1 stack of might every time you get hit at and under that threshold. It even works when you are in ds. It is not as bad as you think although the threshold could be bumped up a bit. 30-40% would be a viable solution.

40% would make it a good trait and that’s why it’s never gonna happen, devs have an irrational fear of a powerful Necro from the fabled land of GW2-betalond.

Necros have the worst recovery mechanics in the game, anything that triggers while we are under 50% HP has to be pretty powerful to swing a fight in our favor. If it triggers under 30% than it’s pretty much meaningless.

Attrition – A pretty name for taking longer than anyone else to kill something.

More than two years of the immobilize bug

in PvP

Posted by: Kiriakulos.1690

Kiriakulos.1690

Lopez, it took them about a year and a half to get halfway decent descriptions on the traits in the game. Don’t hold your breath.

On a serious note, clearly they have much of the development team working on the living story over anything else in the game. Maybe this is the problem with the concept of a “living story”. It slows down production on the rest of a game.

From what I’ve heard from ArenaNet and people who worked with them, they have about 150-200 people on Living Story and a similar amount on everything else. It seems more like they just don’t have any internal reviews, so people just play video games and get no work done throughout the day.

No way in hell do they have 150 people in the whole studio.

If they do the amount of slacking must be truly staggering and that’s at minimum a 1M funding in salary each month.

Attrition – A pretty name for taking longer than anyone else to kill something.

Why are Condition Necros so weak

in Necromancer

Posted by: Kiriakulos.1690

Kiriakulos.1690

Good god, this community is full of people taking what others say at face value!
Hey everyone, people lie all the time to get what they want and this is the Internet be freaking skeptical of everything you read.

Yes, even this post!

Stop to think if what I’m saying makes sense before responding or even giving an ounce of credence to it.
First of all try to figure out what I have to gain from convincing people that what I’m saying is right then judge the blood content!

kitten, no wonder the devs can’t take forum posts seriously…

Attrition – A pretty name for taking longer than anyone else to kill something.

List of OP stuff

in PvP

Posted by: Kiriakulos.1690

Kiriakulos.1690

deathshroud autoattack and lichform autoattack with power is much more op than mesmer gs auotattack – both scale tooo much with power

sugggestion – make necro autoattack in deathshroud same like mesmer gs – no dmg when near and most dmg on max range

bye

Lich auto has the worst power scaling in the game, but since Lich grants the Necro a huge amount of power and precision it does hit kitten the other hand the Necro in lich has only 1 condi cleanse and weakness or blind will directly stop a Lich in his tracks.

As for DS auto, you have no idea what you’re asking for.
That would be the most insanely OP thing in the game.

Attrition – A pretty name for taking longer than anyone else to kill something.

(edited by Kiriakulos.1690)

Tournament PvP Win Rates

in PvP

Posted by: Kiriakulos.1690

Kiriakulos.1690

I’m wondering how the kitten does GGW,X,EN work.
You camp mid with a Guard?

Attrition – A pretty name for taking longer than anyone else to kill something.

23 Months...

in Profession Balance

Posted by: Kiriakulos.1690

Kiriakulos.1690

They are working on making less used traits, weapons, and abilities more desireable. Don’t see what the big deal is. They took forever to fix a tooltip you deem useless, so what? Last I checked this game was free for me to play, so I have no intentions of holding Anet to some silly schedule.

I remember paying for a copy of the game.

You did not. You paid for the manifesto. Then they gave you gw2 instead.

Silly me.

Attrition – A pretty name for taking longer than anyone else to kill something.

23 Months...

in Profession Balance

Posted by: Kiriakulos.1690

Kiriakulos.1690

They are working on making less used traits, weapons, and abilities more desireable. Don’t see what the big deal is. They took forever to fix a tooltip you deem useless, so what? Last I checked this game was free for me to play, so I have no intentions of holding Anet to some silly schedule.

I remember paying for a copy of the game.

Attrition – A pretty name for taking longer than anyone else to kill something.

So engi's get revealed aswell now

in Thief

Posted by: Kiriakulos.1690

Kiriakulos.1690

From the tone of the reveal I expect all classes to get the 6 second reveal in one of their utilities, even thieves.
Might as well make your peace with that.

Attrition – A pretty name for taking longer than anyone else to kill something.

[Skill Barr] necro vs buffs

in Necromancer

Posted by: Kiriakulos.1690

Kiriakulos.1690

I’m more curious if they’re going to introduce a 6 seconds revealed skill into all professions and which Necro skill will get that.

My money’s in blood is power, since it’ll probably be a single target skill.

Attrition – A pretty name for taking longer than anyone else to kill something.

Ideal: Updating some skills

in Necromancer

Posted by: Kiriakulos.1690

Kiriakulos.1690

Thoughts?

You’re trying to change too many things that don’t need changing at all. Change for the sake of change is not good (don’t fix what isn’t broken).

We really need a redesign for Signet of Undeath and Signet of Vampirism, they’re both broken in both passive and active effects.

Attrition – A pretty name for taking longer than anyone else to kill something.

Necro is as good as ele

in Profession Balance

Posted by: Kiriakulos.1690

Kiriakulos.1690

Weak or not, necro have so many passive procs that I hope they dont buff them too much.
Reapers protection is ridiculous , random proc fear whenever you CC them.

Or chill of death 6 second chill and 3 boon steal when the enemy is below 50%, another absurd passive proc.

Not to mention corrupt boon , for an insta cast ability its way too strong.

Add counter play to the class then you can buff it.

Add counter play?

Tell me what part of the Necro lacks counter play.
Death Shroud? You can damage a Necro out of it’s only defensive mechanism.
Fear? Stun breaks and Condi clears.
Condis? Condi clears. Unless you think that condi clearing should make you utterly immune to dying to condi damage, in that case it’s not counter play but rather hard-countering.
Minions? Kill THEM.
Passive Procs? What do these procs inflict? Damage? Conditions? Can’t you counter them the same as from any other source?

How is chill of death worse than a double fire/air proc from any other profession?

Hell, if you use a movement skill and swiftness you can outright counter almost everything the Necro has at his disposal and it’ll probably go into a long cooldown.

Endure Pain, Zerker Stance, Stealth, Invincibility, Evasion… Those are the abilities that lack counter play. You can only wait them out, nothing you do can interfere with them in a meaningful and direct manner.

Yea sure a random proc that fears you for 5 seconds has counter play?? Am I supposed to waste my dodges whenever I engage a necro even if his not attacking me?

And yes chill of death is worse than fire+air. You realise that chill is like a stun you basically cant do kitten while chilled aka stunned.

You’re right about berserker stance and abusive evades, those also dont have counter play, but at least evades dont deal damage to me and so dosent berserker stance.
While fear does damage with terror and chill is a control effects + the boons removal from the trait.

Are you randomly inflicting CC effects when you attack? Because that’s the only random way you can trigger Reaper’s Protection. Do you have so many stunning attacks that you don’t even notice when you use one?

Chill is not a stun, what are you on about? You can act, you can dodge, you ckittene any skill. That is the very definition of not being stunned.

Necros even have the worst access to stability so you can interrupt their plentiful repertoire of long cast-time abilities.

Attrition – A pretty name for taking longer than anyone else to kill something.

Ready Up - Episode 18, 7/25 @ Noon PDT

in PvP

Posted by: Kiriakulos.1690

Kiriakulos.1690

How long is ready up and how much time is dedicated to each segment?
Will player feedback from the ready up be taken into account for the proposed changes?

Attrition – A pretty name for taking longer than anyone else to kill something.

Necro is as good as ele

in Profession Balance

Posted by: Kiriakulos.1690

Kiriakulos.1690

Weak or not, necro have so many passive procs that I hope they dont buff them too much.
Reapers protection is ridiculous , random proc fear whenever you CC them.

Or chill of death 6 second chill and 3 boon steal when the enemy is below 50%, another absurd passive proc.

Not to mention corrupt boon , for an insta cast ability its way too strong.

Add counter play to the class then you can buff it.

Add counter play?

Tell me what part of the Necro lacks counter play.
Death Shroud? You can damage a Necro out of it’s only defensive mechanism.
Fear? Stun breaks and Condi clears.
Condis? Condi clears. Unless you think that condi clearing should make you utterly immune to dying to condi damage, in that case it’s not counter play but rather hard-countering.
Minions? Kill THEM.
Passive Procs? What do these procs inflict? Damage? Conditions? Can’t you counter them the same as from any other source?

How is chill of death worse than a double fire/air proc from any other profession?

Hell, if you use a movement skill and swiftness you can outright counter almost everything the Necro has at his disposal and it’ll probably go into a long cooldown.

Endure Pain, Zerker Stance, Stealth, Invincibility, Evasion… Those are the abilities that lack counter play. You can only wait them out, nothing you do can interfere with them in a meaningful and direct manner.

Attrition – A pretty name for taking longer than anyone else to kill something.

Balance changes since March 2014

in Guild Wars 2 Discussion

Posted by: Kiriakulos.1690

Kiriakulos.1690

All classes can be considered viable for all content, but classes are definitely not equally good.

Warriors are still regarded as the best class for all content; PvE, WvW and PvP.
With good reason, I might add.

PS – 80% of balance patch notes have been tool tip “fixes”.

As was stated before in other threads, Warriors (hence why there are so many of them) are easy to play but hard to play well. All classes are viable, just depends on the person playing them.

It’s really not that hard to play a warrior well.
A lot of issues, such as sustain, are taken care of passively, leaving room for the player to pay attention on other things during combat, resulting in a play style that is simple to succeed with.
Rotations on a warrior also have very little variance for each situation.

Attrition – A pretty name for taking longer than anyone else to kill something.

Balance changes since March 2014

in Guild Wars 2 Discussion

Posted by: Kiriakulos.1690

Kiriakulos.1690

All classes can be considered viable for all content, but classes are definitely not equally good.

Warriors are still regarded as the best class for all content; PvE, WvW and PvP.
With good reason, I might add.

PS – 80% of balance patch notes have been tool tip “fixes”.

Attrition – A pretty name for taking longer than anyone else to kill something.

About Necro Design

in Necromancer

Posted by: Kiriakulos.1690

Kiriakulos.1690

The profession forums are largely ignored by anyone at ANet, I agree. If you want them to see anything, you have to post in the Balance Discussion forum now. They avoid the other areas completely.

All the forums are ignored.
You want to grab ANet’s attention you need to use carrier pigeons.

Attrition – A pretty name for taking longer than anyone else to kill something.

wishes for a future PvP patch

in PvP

Posted by: Kiriakulos.1690

Kiriakulos.1690

Transparency before the patch with the developers engaging in the forums for actual discussion and taking forum advice into account before launching anything.

We could have avoided a lot of grief before every single patch if ANet actually bothered to listen to their devoted fan base.

There are currently multiple articles up from interviews with Larian Studio’s devs about how precious player feedback from beta and early access was towards Divinity: Original Sin’s success.

ANet has the same resource available in these forums and yet continuously ignores it and gets criticized for the arrogance and lack of foresight that this seems to display in their patch notes.

Attrition – A pretty name for taking longer than anyone else to kill something.

Necro is not as good as I think it should be

in PvP

Posted by: Kiriakulos.1690

Kiriakulos.1690

my necro is my first 80 and i’d consider them my main, though i usually play every class when i log on for pvp.

if you have a decent amount of crit percentage then you should have no problem gaining and maintaining life force, the “lifeforce from crit” trait helps immensely, also i run with 2 wells and traited warhorn so i can keep locust swarm up for most of the fight which procs crits and even more life force.

You run into melee, without LF, with a high precision amulet, with locust swarm and think THAT is survivable?
Do you at least pack a spectral skill in the remaining utility slot?

Are people just no focusing you because they don’t consider a power necro an immediate threat or are you playing the smallest asura ever?

Attrition – A pretty name for taking longer than anyone else to kill something.

When is the next balance patch?

in Profession Balance

Posted by: Kiriakulos.1690

Kiriakulos.1690

We are in the skill fact meta….

and this meta is a strong one. It will last for a while, i predict.

Wasn’t there one update last year that specifically tackled making tooltips clearer and traits better explained in game?
Anyone else remember that?

Attrition – A pretty name for taking longer than anyone else to kill something.

Necro is not as good as I think it should be

in PvP

Posted by: Kiriakulos.1690

Kiriakulos.1690

people have forgotten how powerful the AI lameness of MM can be in 1v1 situations.

and also power necro is one of my favourite specs right now, popping deathshroud and lasting through tons of damage while spamming out 4-5k “guaranteed-crit” lifeblasts is amazing!

Just like spamming HS on baddies while playing a thief, isn’kitten
And if anyone tries to engage you just enter stealth, oops I mean death shroud, as long as you have LF of course.

Attrition – A pretty name for taking longer than anyone else to kill something.

What Is Life Like For A Necromancer Main?

in Necromancer

Posted by: Kiriakulos.1690

Kiriakulos.1690

Necro main is playing twice as much to be just as good.

Attrition – A pretty name for taking longer than anyone else to kill something.

Necro is not as good as I think it should be

in PvP

Posted by: Kiriakulos.1690

Kiriakulos.1690

brb getting 2-shot by lich

Thief complaining about being 2-shot, oh the irony!
Just use some of your arguments about why stealth isn’t broken and you’ll do fine.

Attrition – A pretty name for taking longer than anyone else to kill something.

Runes of the Pirate

in PvP

Posted by: Kiriakulos.1690

Kiriakulos.1690

Quick responses to both runes of strength and pirate. Very nice.

There was absolutely nothing quick about this.

Attrition – A pretty name for taking longer than anyone else to kill something.

Necro is not as good as I think it should be

in PvP

Posted by: Kiriakulos.1690

Kiriakulos.1690

I really wish that the class with attrition, tanky and tough in it’s marketing blurbs and statements of intent from ANet could actually- you know- survive.

Attrition – A pretty name for taking longer than anyone else to kill something.

What's wrong with thieves?

in Profession Balance

Posted by: Kiriakulos.1690

Kiriakulos.1690

There is a lot of hate against Thieves because playing against a Thief is not fun.

With stealth, shadowsteps/teleports and dodges Thieves have almost always the initiative during a fight, if you win against a Thief it was because he was bad, not because you were good.

PU Mesmers are not liked for similar reasons.

Because including Dota-like invisibility in the game and at the same time omit all the counters is surely good design. Never mind that LoL gave up on stealth and pretty much did their best to strip it from their game.

I still remember the whole Moba-like combat spiel from the pre-release, guess that didn’t pan out.

Attrition – A pretty name for taking longer than anyone else to kill something.

Are the thieves UP in this meta ?

in Profession Balance

Posted by: Kiriakulos.1690

Kiriakulos.1690

Saw much people talking about theives were useless in this meta, got curious and opened that thread

Yes, your entirely correct with the thread title!
So much so that you’ll find them as part of almost every high tier sPvP team and most people agree they are the most dreaded profession to meet without back up in WvW.
.
.
.
Oh wait, sorry misread the title.
My bad.

Attrition – A pretty name for taking longer than anyone else to kill something.

Let's make minions more active!

in Necromancer

Posted by: Kiriakulos.1690

Kiriakulos.1690

I’m assuming that AI is never getting fixed and proposed more meaningful active abilities for the ones with bigger issues, melee minions.

I also think that too much of the minion is skewed towards what they accomplish outside of their active abilities, leaving less room to distinguish between a beginner MM player and an experienced one.

Long casting times and unreliable pathing/AI are in my experience a big part of it, so by reducing passive strength and instead bring stronger actives into play would be an option outside of just making behavior more reliable. Better AI might also provoke nerfs, minion passive damage output is pretty large when it keeps connecting.

Attrition – A pretty name for taking longer than anyone else to kill something.

VS condi builds requires multiple removals

in Profession Balance

Posted by: Kiriakulos.1690

Kiriakulos.1690

in Spvp is it only logical that bleeding , burning and poison be at the top since those are the damage of all condition skills combined are used while the direct damage is spread over different moves.

i mean seeing things like 10k+ bleed, 10k+ burning etc
these are not freak occurrences, and most of my chars are glass cannons too so its not like i’m staying alive for along time, its usually 1 heals worth of time.

on my bunker which is specced for crazy condi cleanse (shouts+soldier), condis are still the only thing that kills me, and when i see the breakdown it makes me facepalm, things like 30k bleed..

i agree fully with the OP that without condi-clears you will just melt.
even if you bring one condi clear you’re doomed, you need several.
its not the case with direct damage builds which can be mitigated.

This again?

Quoted from before:

“No, the tick is only generated once a second otherwise 68 ticks of bleed dealing 32k damage on your screenshot would mean 500+ damage individual bleed ticks.
According to how bleed “scales” : http://wiki.guildwars2.com/wiki/Bleeding that is impossible.

You did spend 68 seconds bleeding.
All of your examples seem to involve at least over 30 seconds in a fight, a pretty long time for GW2 pvp standards. Especially considering how much longer the fight could have taken with periods without any conditions on you because of cleanses.

You may be dying solely to conditions, but it’s taking a hell of a long time for that to happen."

TL;DR – It took over 30 seconds of uncleansed conditions and attacks to kill me, OP OP nerf nao, whine, cry.

Attrition – A pretty name for taking longer than anyone else to kill something.

Let's make minions more active!

in Necromancer

Posted by: Kiriakulos.1690

Kiriakulos.1690

One of the main complaints I see against minion builds in the sPvP forums is that victory comes from very simple play from the part of the Necro. One of the biggest complaints I see in the Necro forum about minion builds is that Necros have mediocre control over their minion’s actions.

How about we think up ways to change that?

In order to keep minion power levels unchanged and make their active skills more interesting, we’ll also have to tone down their passive stats, damage and hp. This doesn’t mean that it’d solve all my perceived problems with minions. We still need a trait compression or something to allow a Necro to supplement a minion build with more fine tuning instead of going all in like right now with the traits.

Bone Minion -
25% less explosion damage, 15% less HP

When activated a bone minion will emit a high pitched squeal and move at swiftness speed towards the target. Bone minion will attempt to melee attack the target and explode when it does. If nothing is targeted the minion will just explode.

Reasoning – Smart bombs, what’s not to love? Since the explosion will now be easier to hit it should deal less damage and the squeal combined with a slightly reduced HP allow enemies to attempt to kill the minion coming at them.

Bone Fiend -
25% less damage, 30% less HP, 20 second active cooldown.

When activated the Bone Fiend will slightly burrow becoming immobile but attack twice as fast. Every 4th attack pair inflicts 1 second of cripple.

Reasoning – Bone Fiends become glass cannons when immobile. With 2 projectiles per attack they have a very high chance to trigger projectile finisher from our fields and the cripple keep some control going on. The trade off is lower damage while mobile and less durability over all.

Blood Fiend -
15% less damage

When activated the Blood Fiend will inflict a massive attack dealing 3x the damage and healing the Necro as well as himself for 5x the normal amount siphoned.

Reasoning – Less healing than taste of death but actually keeps the bugger alive and is a small nuke. Less sustained damage to compensate.

Flesh Wurm -

Reduced casting time to 3/4 and if activated within 100 range the wurm is unsummoned going into a 10 second cooldown.

Reasoning – Wurm is pretty well made but requires slight tuning, this should be enough IMO.

Shadow Fiend -
20% less damage, 20% less HP, Haunt cooldown increased to 35 seconds.

When activated the Shadow Fiend latches onto the target for 5 seconds, attacking and blinding once per second. Each of these attacks recover 2% Life force.

Reasoning – Targeted well of darkness combined with actually haunting the target. The Fiend will deal and tank less damage to compensate. Works slight like entangle since it adds a melee enemy attached to the target which inflicts some debilitating effect.

Flesh Golem -

Charge becomes a 900 range AoE the size of a well and the golem leaps into it dealing damage, stunning 5 enemies within for 2 seconds and inflicting 4 seconds of cripple. The golem then proceeds to attack the target nearest to the center. Blast Finisher.

Reasoning – Similar to Earth Shaker but also leaves a lingering cripple effect. Charge is very good but so iffy with terrain that just making the skill more reliable increases usability by a lot. Adding a blast field also feels right if it works as proposed.

PS – I know it’s nothing but wishful thinking that a dev takes notice of anything we post in these forums but what the hell, I’m an optimist and like creating discussion.

Attrition – A pretty name for taking longer than anyone else to kill something.

If u don't know, now u know.

in PvP

Posted by: Kiriakulos.1690

Kiriakulos.1690

Of course it’d be OP for Wars to deal lifeblast damage with adrenaline!
Do you have any idea how much harder it is to accrue lifeforce compared to adrenaline?
Or the defensive trade-off involved in using deathshroud for pure offense?
Of course you don’t, warriors don’t have any kind of trade-off to use their skills.

You sound like a kid crying in the playground because you have a 3DS and another kid has a wooden horse. You may have a cutting edge toy but that kid has something you don’t, a wooden bloody horse.

That kid is having fun with his wooden bloody kitten ed horse, you’re just crying because you don’t have it.

Attrition – A pretty name for taking longer than anyone else to kill something.

Are we ever going to get a balance patch?

in PvP

Posted by: Kiriakulos.1690

Kiriakulos.1690

What I really want to see is a balance patch addressing bad traits/skills.

The game already has a reduced number of them so that they could be more easily balanced and still 70% of available traits/weapon skills/utilities/elites are considered trash and unusable.

Buffing bad traits is the easiest way to induce build variety since to pick anything that becomes interesting means to give up something that was considered viable.

Attrition – A pretty name for taking longer than anyone else to kill something.

Conditions are to strong on melee classes.

in Profession Balance

Posted by: Kiriakulos.1690

Kiriakulos.1690

That picture shows 108 seconds of bleeding, 62 seconds of burning and 93 seconds of torment.

I see nothing OP about condi damage if it takes that freaking long to bring anyone down, in fact condition damage dealt is pretty low when you calculate the DPS.

Bleed hit is not per individual tick it’s for the whole stack once every second.

Using a calculator and the burning information page from the wiki we see that you were dealt 583 burning damage per tick. Burning is (0.25 * Condition Damage) + 328 damage every second, that means damage was dealt with average 1100 condition damage.

With 1100 condition damage you were not taking 150 bleed per individual bleed, that was the damage for the whole stack.

Attrition – A pretty name for taking longer than anyone else to kill something.

Ready Up! Necromancer Talk

in Necromancer

Posted by: Kiriakulos.1690

Kiriakulos.1690

Something to note as far as sPvP goes, a lot of teams are still using Necro well, and Helseth continues to show that Mesmer can still be played. So while we “should” be weak as far as normal accounts go, people have been making it work well.

Those seem more like outliers than a real representation of the profession’s strength. Dendi can wreck people as Pudge in Dota but that doesn’t mean Pudge is a strong hero.

Actually, I think it precisely means that Pudge is a strong hero. His only problem is that you need to be good with him specifically, not just good at DOTA mechanics. The risk may be higher, but the reward is there.

If something is strong in the hands of a great player, then it’s strong. Period. That doesn’t mean it shouldn’t be tweaked, especially in an MMO’s case, but I don’t think it’s healthy to refuse to acknowledge that the potential is there.

I disagree. If the hero’s strength is tied to hard to come by circumstances- pudge hooking- or an enemy’s lack of awareness then the hero isn’ t really that strong. It might be almost game breaking with the correct setup but the necessity of that makes most people choose more reliably useful heroes.

This can be seen in the Necro. Many of our skills are somewhat kitten – Putrid Mark, Life Steal, Signet of Vampirism – because they were balanced to be just good in those specific instances.

Attrition – A pretty name for taking longer than anyone else to kill something.

Ready Up! Necromancer Talk

in Necromancer

Posted by: Kiriakulos.1690

Kiriakulos.1690

Something to note as far as sPvP goes, a lot of teams are still using Necro well, and Helseth continues to show that Mesmer can still be played. So while we “should” be weak as far as normal accounts go, people have been making it work well.

Those seem more like outliers than a real representation of the profession’s strength. Dendi can wreck people as Pudge in Dota but that doesn’t mean Pudge is a strong hero.

As for what Inscrutable said:

MM, Condi and Burst don’t play to a Necro’s strengths?? The 3 most popular and universally accepted as most effective builds in the Necro forums are wrong?
Arrogant much?

Of course I suppose that not everyone has the genius to come up with this:
http://gw2skills.net/editor/?fRAQNAndWjc0UcbpNm3whbighSyW4Di8BCAq3iroXB-TJBFwACOFAL3fwaZAAPBAA

Of course that’s just a build that relies on power attacks and terror damage but doesn’t have any innate precision or condition damage. Oh right, Lich and Deathly Perception, yeah that’s a reliable source of critical strikes…

Attrition – A pretty name for taking longer than anyone else to kill something.

Ready Up: Balance Philosophy - 6/13 @ Noon PDT

in Profession Balance

Posted by: Kiriakulos.1690

Kiriakulos.1690

  • They wanted Necro to be a attrition class where you are nasty over time and have the tools to outlast anybody. The tools exist for that. The Necro does not need stability, teleports, or any of that stuff. It’s a very strong class at this very moment.
  • Here’s the build I’m running right now that is crushing people on Necro. Warriors, Eles, Rangers, Engis, doesn’t matter they will either die or run. The proc damage, being able to lich when opportune, the only class that really gives me trouble on Necro is Thief with not being able to build life force as quickly with either evadespam or 5/2 D/P combos.

http://gw2skills.net/editor/?fRAQNAndWjc0UcbpNm3whbighSyW4Di8BCAq3iroXB-TJBFwACOFAL3fwaZAAPBAA

How can you consider the class with the worst sustain in the game in a good spot for attrition? That is completely counter-intuitive.

And based on your build, your anecdotal evidence is based on fighting worse players. I’m willing to bet most of your kills come from lucky Fire + Air lich auto attacks.

Your build is entirely reliant in Lich and DS forms for critical damage and power heavy, but has a lot of trait investment and runes into using fear. Why would you focus so heavily in fear if you have less than 400 condition damage? What’s the point of terror in that build?

Why take Reaper’s precision when you have so little crit chance outside of Lich and DS?

Why take staff and so many of its traits when you have so little condition damage and no condition duration?
For LF generation? You do realize soul marks doesn’t scale LF generated with number of targets hit, right?

Why take signet of undeath and spectral walk? Spectral Armor by itself is more useful than both put together.

If you’re are going to argue that Necros are “in a good spot”and are reliably killing people with the profession at least post a sensible build doesn’t bend over backwards for situational effectiveness.

Attrition – A pretty name for taking longer than anyone else to kill something.

conditions need meganerf

in PvP

Posted by: Kiriakulos.1690

Kiriakulos.1690

you’re bashing on someones language instead of saying something to prove this wrong or whatever, says it all… condi’s and mesmers are in dire need of a nerf….hardcore

No. Your incorrect grammar is just terribly annoying and I can let other people come in and tell you why you’re wrong.

Attrition – A pretty name for taking longer than anyone else to kill something.

conditions need meganerf

in PvP

Posted by: Kiriakulos.1690

Kiriakulos.1690

Good god, what’s up with all those ellipses?
There isn’t a single period in that whole post!

Attrition – A pretty name for taking longer than anyone else to kill something.

Warrior Mythbuster

in Warrior

Posted by: Kiriakulos.1690

Kiriakulos.1690

Let’s clear up this myth:
Contrary to popular belief, we are not gods impervious to everything thing in the game.

Not all the time, just some of the time.

Attrition – A pretty name for taking longer than anyone else to kill something.

Condition Damage needs to be Toned down

in Profession Balance

Posted by: Kiriakulos.1690

Kiriakulos.1690

@Liewec.2896

I remember you!
You’re the guy complaining that conditions deals too much damage and then posted screenshots of you dying to it over a 30+ and 60+ second interval.
Man condis really kill fast if they only take over a minute to kill someone, I mean wow, it’s like they take a lot of time to deal damage, or something…

https://forum-en.gw2archive.eu/forum/professions/balance/Am-I-the-only-one-enough-of-this/first#post4085532

Here’s me showing how you’re reading the log wrong.

https://forum-en.gw2archive.eu/forum/professions/balance/Am-I-the-only-one-enough-of-this/first#post4090496

Hope that helps your argument and stuff .

Attrition – A pretty name for taking longer than anyone else to kill something.

Balance patch done anything yet?

in Profession Balance

Posted by: Kiriakulos.1690

Kiriakulos.1690

Power builds have Strength runes and…?

Runes of Strength work best if you already get some 6-10 (or more) might stacks going without them, otherwise Rage is probably better (fury easily adds 15% to damage, might about 1,5% per stack on a power build).

Strength is more reliable and there are many party wide might applying skills.

Attrition – A pretty name for taking longer than anyone else to kill something.

Balance patch done anything yet?

in Profession Balance

Posted by: Kiriakulos.1690

Kiriakulos.1690

Combat is more decisive and intense now. Power builds gained many options in rune sets, making possible to make more bruiser builds as well as full on glass cannons. I see far more diversity in the builds people use compared to pre-patch where I could accurately guess what people were using and never be surprised.

Overall I think things are in a good spot, its not like release where burst damage was absurd, or how its been since power/burst builds were nerfed and everything was conditions/bunkers for like the past 6+ months.

Power builds have Strength runes and…?

Pretty much this.
Power builds use Strength runes, no matter which profession it is. There isn’t even a whisper of doubt about it.

Attrition – A pretty name for taking longer than anyone else to kill something.

Path of Corruption - how do you like it?

in Necromancer

Posted by: Kiriakulos.1690

Kiriakulos.1690

Quick question on PoC for those that use it often and will know. I know it does the same boon to conversion as our other converting skills, but does it also use the same priority?(ex: stability last) and also, does it only affect the main target or all targets that are hit by the chill aswell?

Just main target, not those in aoe chill range, and seems to be the same as boon flip from corrupt boon, IE stability pretty much is always last.

And combining the two in quick succession can have some hilarious results.

Attrition – A pretty name for taking longer than anyone else to kill something.

Path of Corruption - how do you like it?

in Necromancer

Posted by: Kiriakulos.1690

Kiriakulos.1690

PoC is a short cooldown boon conversion on top of a very good skill.

Each cast can net you:
4% bonus damage from target the weak if it’s 2 new condis.
Major damage reduction if you convert might (kitten runes of strength).
Chill, bleed and positioning from Dark path itself.

Dark Path is a very good skill and PoC turns it into something amazing, especially for MH dagger builds. The shift in power for a few seconds can easily win many encounters.

Attrition – A pretty name for taking longer than anyone else to kill something.

Am I the only one enough of this?

in Profession Balance

Posted by: Kiriakulos.1690

Kiriakulos.1690

30 seconds seems about right for a condi-removal cooldown, also note that “hits” refers to each stack of bleed, so even something like Precise Strikes which only causes a 3 second bleed will count as a hit,
so a warrior can potentially get 3 “hits” of bleed from every auto attack.

so while 64 hits may seem like it would take a long time, it doesn’t account for extremely short duration bleeds like the 12 stacks applied by Flurry (which with Precise Strikes and Earth sigil procs can wrack easily 18+ stacks of bleed all counting as “hits”, that skill alone could cause a maximum of 25 stacks if you have some otherworldly godlike luck!)

No, the tick is only generated once a second otherwise 68 ticks of bleed dealing 32k damage on your screenshot would mean 500+ damage individual bleed ticks.
According to how bleed “scales” : http://wiki.guildwars2.com/wiki/Bleeding that is impossible.

You did spend 68 seconds bleeding.
All of your examples seem to involve at least over 30 seconds in a fight, a pretty long time for GW2 pvp standards. Especially considering how much longer the fight could have taken with periods without any conditions on you because of cleanses.

You may be dying solely to conditions, but it’s taking a hell of a long time for that to happen.

Attrition – A pretty name for taking longer than anyone else to kill something.

Boom spam is imbalance #1

in Profession Balance

Posted by: Kiriakulos.1690

Kiriakulos.1690

  • Necromancer – Minion Masters are a bit op in sPvP, again due to constant Protection and Regeneration.

Uh… what MM build has constant protection? You have 0 access to protection in MM builds except through runes.

Yeah, who do I need to talk to to get some of that constant protection on my Necro?

Attrition – A pretty name for taking longer than anyone else to kill something.

Attrition Trait Idea-Reaper's Tenacity

in Necromancer

Posted by: Kiriakulos.1690

Kiriakulos.1690

Should be the Death Magic 15 pt. minor.

Attrition – A pretty name for taking longer than anyone else to kill something.

Necro totally useless this Meta

in Necromancer

Posted by: Kiriakulos.1690

Kiriakulos.1690

After playing the Necro it always feels like people from other professions are complaining with their bellies full.

From my experience, elementalists complain about their cooldowns. I didn’t feel like anything had a very long cooldown. In fact since I could swap into 4 sets of weapon skills I always had something besides auto attacks available and multiple answers for each situation.
Who needs a large health pool when I can dodge, block and heal like mad?

The Necro feels unfinished, unpolished and sloppy.
Our class mechanic interferes with what should be our “unique” form of sustain, namely life steal. We are the “attrition” and yet have the worst sustain in the game.
The game is founded on active attacks and counters, we only have passive defenses.

Warriors have the same large HP pool and shared our sustain problems for the first year of play, namely I can never refill my HP. Suddenly they got that fixed AND their philosofical condition/mobility weaknesses solved becoming crazy OP.
When Necros got damage- Dhuumfire- after clamoring for survivability we got hotfix nerfed in sPvP and slowly shaved for the next year. Now Dhuumfire is "balanced"and nothing removed was reverted. Healing signet got a 8% shave.

WTF ANet?

Attrition – A pretty name for taking longer than anyone else to kill something.

Necro niches/tricks in Dungeons/Fractals?

in Necromancer

Posted by: Kiriakulos.1690

Kiriakulos.1690

The only one worthwhile I know of is using spectral walk to survive impossible falls.
Used this to recover the hammer in cliffside fractal and to clear the ship jumping puzzle in the icy guild puzzle.
It was kind of hilarious because my guild had 2 Necros and everyone just suicide jumped into the ship, but another guild that was following us and screwing us up, dropping stalactites area, also jumped straight into the ship.

They had no Necros.
They were left there.

Attrition – A pretty name for taking longer than anyone else to kill something.