Showing Posts For Klaeljanus.7695:
To be entirely fair, it was hilarious the first time I pulled out a bomb kit on my asuran, as I thought they had scaled the bomb kit to match character size, or at least character race.
Then I saw a charr nearby with a bomb larger than my entire asura, and realized the idiocy of what they did.
There is a bright side the eng animations. You could be like necros, who get two colours, black and green, with the occasional dull, dark blue in there.
Overreacting is a thing everywhere honestly. This patch was basically a non-factor for us, bug fixes and changes that are basically ANet not admitting Chilling Darkness is badly designed and Corruptions need a rework.
A 30% nerf to UM was completely uncalled for.
A massive nerf to Vampiric signet, back to pre-june levels(which means a net loss equivalent to the trait that went baseline) is utterly uncalled for.
Corruptions only got a rework because a few of us raided the revenant forum at the right time. That’s it. That is the only reason it got touched, because of few people went over to another class forum and complained. There was never any notification here about that change.
Chilling darkness, in light of the nerfs to UM and VS, is still a slap in the face.
Turns out, they overshot the “fix.” Now the actual heal amount matches the healing pre-specializations patch before Bloodthirst was made baseline.
Ah so it’s completely useless again. Wonderful.
I’m seriously considering applying to Anet. They clearly need someone who actually has math skills better than a 5 year old with a dartboard.
There is also a set priority for transfers.
Blind > Weakness, poison, torment, burn, confusion, chill, cripple, vuln > bleed.
I haven’t worked out the other conditions yet but bleed is definately the bottom of the list. If you have more than 3 conditions on you then your self bleeds will stay. If someone else knows the priority on the other conditions feel free to say so.
So I’m not alone here. They said random on the big June patch but it always takes blind and always leaves bleed, like they didn’t actually get around to implementing it.
To be entirely fair to Unholy Martyr, it did need maybe a 10% decrease in LF gen.
In the extremely rare case of a condi-based world boss(E.G. SW Mid) by running an MM build with UM and staying in DS you could consistently survive ~30 stacks of poison until the boss died.
But to give necro absolutely nothing in return for it is a joke when necro is the absolute garbage tier in every game mode.
The issue is that they can’t agree on what the class should be.
Eng and Ele are burst classes. Particularly ele, they have paper defences, and are built to front load tons of damage. Or at least at first it was, now it’s a “Do anything and everything you want” class that as of HoT does the job of every single class(barring mesmer portals) better than the host class.
Necro is half built to be a burst class, one look at the well or signet build will settle that one. But it’s got the defences to be an attrition class, very clearly designed to be a burst class that can take some punishment and counterattack swiftly.
The problem is that while they thought they were getting the agility of a burst class and the tankiness of an attrition class, they ended up with a TYE-wing, part burst, part tank, advantages of neither and disadvantages of both.
Great idea, but just isn’t going to happen.
Lets look at the last few weeks. The only word from the devs on necros at all was when a bunch went into the revenant forums and asked questions there.
The first and third hit of the auto attack chain hit 3 targets each, and the second part of the chain is a piercing projectile.
So when are you going to Fix Necro’s self-conditions like you are doing with reaper?
Make Dhuumfire spread burning to up to 3 nearby targets when hit, No CD, no nothing.
Now makes a worthy GM trait, is balanced next to FitG and Death perception.
You too eh.
I’ve been trying to find something more satisfying than
http://intothemists.com/calc/?build=-30;3sHkD0r3VI-K0;9;498A;0257036048;9;9;0Fpc6P7U (Done with rampager exotics)
But honestly, the ability to look for condi fields to step into is so much fun, particularly those threshers in SW with the torment fields. They’re free dps to me now.
I’ve been looking for something that’s as fun without the AI issues, and not as bursty as wells. This one proved to be fun today, it’s not as tanky, but big DS hits make it fun with the bonus that you’re relatively immune to condi when in DS. I haven’t fully nailed this one down yet(Spite GM, elite and all utilities TBD)
http://intothemists.com/calc/?build=-30;3o2lB0347JVJ0;9;468A;0146157047;9;9;0FSF6P7E
I’ve been running around SW with Blood / Death / Soul/Curses, it’s been fun playing with it, you actually want to stand in the fire with this build.
Sceptre/Dagger + Staff, I’ve been running this with rampager(so sue me, it’s an old set I had lying around and I’m cheap.)
FYI: I’m not really a big sticker on the trait names, you may notice.)
Death:
Adept – Either better minions or extra condi removal, usually the former.
Master – minions transfer condis on attack.
Grand – Poison bomb minions.
Blood –
Adept – minor vamp sig or better movement and dagger CD reduction. Usually minor vamp sig.
Master – Vampiric.
Grand – Ideally condi ripping, but the heal/res life/leech is an option as well.
Soul – Soul over curses because Blood’s condi ripping is based on being in DS as much as possible.
Adept – Vuln/Pierce LB. Or Soul Marks if you’re having trouble with the LF gen.
Master –
Grand – Anything here. Typically I’ve been running dumbfire because with rampager the +crit rate is overkill. Haven’t tried Fitg yet Probably should.
But the option exists for curses.
Adept – plague sig trait.
Master – Boon rip dark path.
GM – I’d go for either Sceptre(and with a +burn duration sigil, you can get dumbfire up to a not entirely crap 5 sec duration) or for parasitic contagion.
Utilities:
Heal: Minion
Bone minion
Rat Grenades
Epidemic or the shadow beast(blackberry?).
Golem.
Ran something similar day after the patch. Was amazing how hard it was for people to kill me, even against multiple foes. On the other hand, the damage was relatively slow and anyone with the sense to run was nearly impossible to catch, much less kill.
Well that’s great, If I run away I can capture the point your standing on… oh.
If only there was some kind of, I don’t know, maybe a build that didn’t use any conditions.
A power build, maybe, yeah that term could work.
Of course, you’ll also need armor to go with that build. Something that focuses on dealing quick damage, before any conditions can come into play. Obviously has to have power as it’s main stat, then, probably precision to crit a lot and ferocity to just compound the pain since you’re dealing with a cloth armor that can have a lot of health, they never have much toughness. It’d be quick and angry, so maybe call it… hmm.
Berzerker. maybe. Yeah, that works.
Power Berzerker. that sounds like a good idea. You should suggest that be the normal for the entire game. Maybe they’ll like the sound of that and make it the standard for the next two years even!
Funny thing about this is that the trait Unyielding blast suggests that LB SHOULD be piercing 4 targets in stock, and that the trait boosts it to five and gives a pair of vuln.
I have to admit I myself have been able to 3v1 a lot better post patch. Sometimes even win with those 3v1s, but it was because I’m pretty good at sustaining myself, I’m built for sustain and they were inexperienced and didn’t know how to focus. In all the cases I survived they just mindlessly use their DPS skills and spiked my shroud and let me get off all my key attrition/heal skills.
[snip]
Now vs. experienced Necros you actually have to bring your A game rather than getting an easy kill due to the technical limitations of the class. Technical limitations that gave us the opposite of attrition, with all the expenses that came with assumingly having it.
Something fun I ran into for sheer troll purposes is to go with Death / Blood / X(Personally, soul, but spite could work in order to actually kill things.)
Only traits that really matter are Shrouded Removal and Unholy Martyr, their ICDs line up and provided you can keep pulling condis from allies, you can keep getting +10% LF per 3 seconds.
Fairly simple really. Two choices: A grandmaster trait in condi that does two things.
1) Swaps out staff for Harpoon on land.
A fast Auto attack bleed, AOE LF gen, leap attack that leaves a nasty poison trail, an immobilize and an AOE chill.
2) Overwrites all DS abilities with their underwater equivalents.
OR
1) Give us more underwater content.
These are already fully balanced abilites. Underwater, condi necro is very fun, harpoon 3 allows you to easily stack 18+ stacks of poison on a mob. Plague blast is what Dumbfire should have been in the first place, and it fires off much faster than life blast.
Not signed.
It is unfortunate, but Condi requires you to take blood magic, with that on, and the minor trait for the lesser vamp signet, plague form doesn’t have any health drop(till combat ends, of course)
Now, if you want to compare it to mortar kit, It’s about as useful as Ax #1. Traited double blast finisher, Water, light, ice, poison and a guaranteed 100% projectile finisher on the autoattack. (For those keeping track, that’s AOE Heal, self-Condi removal, chill and poison.)
Axe 2 is flat out bad, objectively, compared to every other similar skill.
Ghastly Claws takes 2.25 seconds to deliver 2.88 coefficients of damage, with the utility of 12% LF.
Whirling Wrath does the same damage on up to 5 targets, while also being a whirl finisher
Volley deals more damage at double the range and while being a projectile finisher
Rapid Fire deals significantly more damage, almost a full 1.0 coefficient more, at again double the range, while stacking vuln, and being a projectile finisher
Blurred Frenzy while being the only one to deal less damage, it gives Blur for the full effect
Hundred Blades good ol’ 100b of course roots you for the effect, while dealing almost double the damage of Ghastly Claws cleaving.Every similar ability except for Blurred Frenzy deals more damage, most of them at similar or higher ranges, with better utility. And these aren’t necessarily on weapons that are considered good either, a lot of these weapons have problems of their own, and are still stronger than Axe. Ghastly Claws is absolutely in need of help, it just flat out doesn’t do enough.
Bwahb I’m surprised at you.
There is one advantage to using the ax. It completely ignores any and all ranged reflects.
All the various fixes to teleport skills have been to prevent users from getting up to places they shouldn’t or around walls. Walk doesn’t have that issue.
As for jumping puzzles, off the top of my head every class has some ability to ease jumping puzzles.
E.G. Ele has a teleport, Eng has it’s rifle #5, Mesmer portals, etc.
Well, if we estimate that the changes made to the skill trees are to help synergize with the elite spec. In the trees, we got a focus on DS and on the dots.
When you add in how very good they are at being completely wrong as to what Necro needs; that also points to a curses/DS based elite. Possibly with a good AoE Reflect, and maybe a few chills to help with the blind skill in curses.