Showing Posts For Knote.2904:

Player culling in Lion's Arch

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

I really wish they would just cull the models instead or something.

Atleast show people’s names and make them targetable. Then could they maybe work on having it be an optional thing. It can be pretty useful sometimes.

SPvP should give loot usable anywhere.

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

I wouldn’t be against this.

At the very least it’d be nice to gain some XP for playing.

Charrzooka - the Rifle model.

in Suggestions

Posted by: Knote.2904

Knote.2904

How about an added suggestion to this thread?

Customizable Weapon Model Scaling. Could let us adjust height/length/width a little bit on a slider. =p

Diminishing returns need to go.

in Dynamic Events

Posted by: Knote.2904

Knote.2904

Diminishing returns is an antigrind mechanic. Grinding is doing the same thing over and over. If you are not doing the same thing over and over you are avoiding grinding and avoiding diminishing returns. I agree with this mentality. Making it less of a reward to grind makes you want to do other things.

That’s the absolute worst way to encourage you to do other things. Make everything else just as worth it and desirable to do instead of a hidden, ambiguous anti-grind DR mechanic.

When you are getting Diminishing Returns other events and places give you better loot so why keep doing it if the better loot is in another event or even in another zone? If you are saying you want to farm the same event over and over then you are saying you want to grind and you accept the Diminishing Returns that go along with grinding.

You obviously didn’t read my post whatsoever.

Diminishing returns need to go.

in Dynamic Events

Posted by: Knote.2904

Knote.2904

The only way to obtain anything is by farming.

Also people wouldn’t be farming the same event chain if it wasn’t the only one worth doing, fix the content instead of putting artificial barriers. It makes sense as a snap decision to deal with bots, but if that isn’t a problem anymore (I’m not sure if it still is or not) then there’s no good reason to have it anymore.

Do you honestly think people WANT to be farming the same event over and over? I’m sure people would love it if doing anything was worth as much for their time so they could feel free to go out and do w/e they want for their rewards.

On top of that, fix the broken tagging system. =p

Diminishing returns is an antigrind mechanic. Grinding is doing the same thing over and over. If you are not doing the same thing over and over you are avoiding grinding and avoiding diminishing returns. I agree with this mentality. Making it less of a reward to grind makes you want to do other things.

That’s the absolute worst way to encourage you to do other things. Make everything else just as worth it and desirable to do instead of a hidden, ambiguous anti-grind DR mechanic.

Largos must be a new race

in Suggestions

Posted by: Knote.2904

Knote.2904

I challenge ANet to make Centaur playable.
Now that’d be something refreshing in the MMO world.

Jumping puzzles as a centaur? that ought to be laugh.

Charr make it work. =p

Necromancer staff #1 skill "necrotic grasp"

in Necromancer

Posted by: Knote.2904

Knote.2904

Knote.2904 – 100% finisher>50% more damage, but 100% = actually good power scailing

What are you talking about? Oo

Having a 100% finisher to do some measley 1s chill/burn/poison/lifesteal/blind at random is NOT better than having 50% more dmg. And what do you mean better power scaling? Everything scales the same with power it’s multiplicative.

Can you clarify?

Well I would much rather get speed buffs for it than dmg buffs, I don’t think it would need a dmg buff if it got a reasonable cast and fly time.

I’d much rather have those slow piercing projectiles if they actually did good dmg, it’d actually have some good potential for dmg and aoe and make it better as a standalone weapon for power builds.

Having it wimpy as it is now but faster would keep it where it is now, pretty much just a Life Force generator.

(edited by Knote.2904)

GW2 fit for eSports or is it too early to tell...?

in PvP

Posted by: Knote.2904

Knote.2904

Pretty much everyone that complains about the pve and lack of “endgame” or stuff to do get told it’s because the endgame is about pvp, and the game is base/focused on pvp.

Who said that?

ANet said: PvE endgame is simply the same locations you’ve been using to level up. These remain challenging thanks to the downscaling feature.

PvE’ers say that.

Also that second part is false, nothing was challenging in the first place.

My point is, PvE’ers say PvE isn’t the focus or endgame, it’s all about the pvp in this game. Then PvP’ers say the game is all about the PvE and PvP is just a tiny tacked on portion of the game.

Excluding WvW neither one is wrong. =p

Just bored

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

This game is like a virtual life, given the never ending possibilities. If you are bored… Just go and play something else! I am bored of eating chicken at my local… I don’t go and shout it all across the restaurant! Why? Because it is pointless…
This game is AMAZING and super fun and I LOVE IT! There you go… Do I go and make a post about it?

It’s more like a virtual arcade shop than a “virtual life”.

The argument that you can make anything fun falls flat imo. That would be like being at home with literally nothing to do and someone suggesting do to something like “see how many pieces of chewed gum it takes to stick your jeans on the wall” for fun.

That was actually a bit off topic to what you were talking about, but your analogy didn’t match up. =p

On Topic : I’m just waiting for event/class changes to renew my joy for the game. Although the cosmetic grind and trying to make money is keeping my playing for now.

(edited by Knote.2904)

My reason for having no urge to play.

in PvP

Posted by: Knote.2904

Knote.2904

So far they haven’t been able to balance the pvp around a single gamemode, how should they do it with several gamemodes?

Just like how they’re desperately trying to balance classes for WvW right?

Besides Mesmer Portal that is.

List of the un-Fun elements of Downstate

in PvP

Posted by: Knote.2904

Knote.2904

I’d rather have ACTUAL fights lasting longer, burst reduced, bunkers reduced, so it’s all on a similar level, and have downed state be less of a factor, basically less dmg from downed state and a bit less downed health in SPvp. Just my opinion on it. I want the game to focus more on the actual fighting rather than downed statekittenderping.

Necromancer staff #1 skill "necrotic grasp"

in Necromancer

Posted by: Knote.2904

Knote.2904

I agree, slight speed adjustment, projectile finisher 100% of the time and maybe reduce the LF gain a bit

I’d rather have it actually do dmg than a silly 100% finisher.

did anyone else notice that rare drops decreased?

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

Only thing I’ve noticed is less ecto’s from salvaging rares. A bit less, but noticable.

Purely anecdotal though.

ANET making jokes about the Ele class?

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

LOL, well that’s, interesting.

WTB condtition damage/vitality/toughness

in Necromancer

Posted by: Knote.2904

Knote.2904

I don’t see how it’d be broken.

Healing/Tough/Condition would technically be better since the idea of a tanky Condition build would be to last a long time. And healing power does a better job at that combined with toughness.

Hell that’s generally how my ele bunker/condition hybrids roled in beta.

Is there a future for us?

in Necromancer

Posted by: Knote.2904

Knote.2904

Ele is definately a better roamer with the mobility.

So if you could swap your Necro for an Ele… same lvl and same gear right now!! You would?

Considering Ele was my 2nd choice profession I wouldn’t be against it. They’re both kind of lacking overall though. Necro is a little more of my playstyle.

Doesn’t change the fact that Ele is a better roamer in WvW lol, that’s all I said.

nerf war?

in Warrior

Posted by: Knote.2904

Knote.2904

That’s WvW for you.

Please change necrotic grasp animation

in Necromancer

Posted by: Knote.2904

Knote.2904

I wouldn’t mind it changing to having your char swing the staff and launch the little scythe blade with the projectile the Focus bounce attack has.

Bonus points if they change the pierce attack to a bounce attack. =p

(edited by Knote.2904)

Is there a future for us?

in Necromancer

Posted by: Knote.2904

Knote.2904

Ele is definately a better roamer with the mobility.

Dead in 1 second by dancing dagger.

in PvP

Posted by: Knote.2904

Knote.2904

I love how people are just now figuring this out. (And it’s not a bug)

Basically on 2 people it will hit 2 times for massive dmg, spammed about 4 times in a row + Fire Sigil procs and every dmg modifier you can get.

Should hit for maybe 2500 x8 on 2 targets + Sigil Procs.

If you time it right you can 100% —> 0% 2 people in 1-2 seconds flat. It’s hilarious.

It’s also amazing against mesmers, people that use rock dog runes, ele with pet out, rangers, necro with a single pet out, etc. You you’ve ever played DotA before, think Lich Ult, but initiative and no long cooldown. =p

The build I used to use for it was a hybrid build with 30 in Crit, 25 in Shadow Arts, and 15 in Acrobatics.

2 Stealth Utilities + Shadowstep, P/D + Shortbow, Zerker Amulet.

2 Init on Stealth, 20% Deception. And might stacking from dodge and stealth. Basically you have as much stealth as you could possibly need to escape and come back to burst 2 targets whenever you want, with might stacking to beef up your dmg.

And another hilarious trick, Shadow Refuge + 2 init on stealth trait = massive init regen + Dark Field with Dancing Dagger 100% finisher. So spam DD til you’re out of Init, shadow refuge to instantly refill, and spam more for 100% lifesteal dmg component.

Also I’ve done Spider Venom utility with lifesteal venom trait to add extra burst to DD spam. Since bouncing skills only consume 1 venom charge but the effect is procced on each bounce it synergizes beautifully.

(edited by Knote.2904)

GW2 fit for eSports or is it too early to tell...?

in PvP

Posted by: Knote.2904

Knote.2904

Unfortunately i think after they got their initial income from sales, pvp is no longer on their priorities.Almost everything on their virtual store is exclusive to PvE and most of the player base still playing this game is doing so casually on PvE, so they are taking their pace adding some PvE content and marginal things for PvP.

I’m sad to say this, but the game had and still has so much potential for greatness however it seems the esport boat has set sail without Anet on it and they don’t seem urged about it.

This is what makes me laugh though.

Pretty much everyone that complains about the pve and lack of “endgame” or stuff to do get told it’s because the endgame is about pvp, and the game is base/focused on pvp.

GW2 fit for eSports or is it too early to tell...?

in PvP

Posted by: Knote.2904

Knote.2904

Definately too early to tell. They should probably focus on having a balanced/enjoyable enough pvp for the large casual player base to come and stay, then atleast you have something to build off of.

LoL didn’t start off the bat focusing on esport features and pro-players.

The fact that they think custom arena’s is more important than a competitive solo queue slightly worries me. But I’m not an expert.

Largos must be a new race

in Suggestions

Posted by: Knote.2904

Knote.2904

TBH they look a bit underdeveloped.

The design/textures on em just look bad imo.

Pretty much vampire, underwater, assassin, drow things with really ugly wings.

Just my opinion. I’d rather have Dredge as a racer over Largo. Or if you want underwater, I’d also rather take Quaggan. =p

More Minion QOL Changes

in Necromancer

Posted by: Knote.2904

Knote.2904

So you want use to channel commands for the pets but make the actions instant. I am not sure how this would be better for us since then we already have long cast times and adding more is even worse to me.

Not sure how much clearer I could’ve said it.

But have the command instant for us, while our pet has to channel.

Even if that means adding a slight delay to flesh golem charge.

Epidemic on dying enemy

in Necromancer

Posted by: Knote.2904

Knote.2904

That’s one of the worst parts of it having a friggin cast time like every one of our skills.

They should really consider making that instant, even if they increased the cd, would make such a huge difference.

Longbow Fix Ideas

in Warrior

Posted by: Knote.2904

Knote.2904

You think it’s weird that Warrior has a pure melee ranged ability? Try Ranger, heh. My latest endeavor.

The power in Longbow comes from the Combo Field and Finishers you can pull off with it. I go 30 tactics and 30 discipline. I have adrenaline-building shouts and reduced burst cost. I basically have enough adrenaline to keep my fire combo field up every time it’s off of cooldown.

Drop it on an enemy, immobilize, fan of fire at point blank, explosive shot, and auto attack a few times, you’ve just built like 15 seconds of burning, swap to sword, lay on some bleeds, swap back and my burst is back up before they even stop burning. Longbow is almost too strong in this build. The fact that the auto attack is TWO 100% projectile finishers when every other bow in the game is 20% is ridiculous.

This combo is actually keeping me from playing other classes because I just can’t find a build that has nearly as much synergy and feels as good as this does. Ranger was a nightmare… Engineer and Ele just feel weird to me. 10 second weapon swap is killing me on any other class. Nothing feels as good as my longbow warrior does.

http://www.guildhead.com/skill-calc#mVRm0kVMzoRaNmoRaNma9MxxzmRbmob8khs707khs7khf7070z7kNc70V

My shouts heal. My shouts build adrenaline. My shouts remove a condition. Burst skills cost 1 less bar when used. I gain 4 stacks of might on weapon swap. I can weapon swap every 5 seconds. I gain even more might from Longbow blast finisher in combo field.

Lay down field, lay on 10-15 seconds of burning, swap sword, leap for finisher, lay on bleeds, swap back, lay on burning, swap, etc.. built for Condition Damage, Healing Power, Toughness. Between the elite signet, for great justice, and the blast finisher, I basically sit at 25 stacks of might comfortably if I’m in combat for more than 45 seconds. Target will be constantly burning and bleeding. All I could ask for out of Longbow… it’s making it hard for me to play other classes because it honestly feels too OP. Longbow is essentially the best weapon for interacting with combo fields, at least that I could find. If you wanna lose some survivability and CC removal, drop Warhorn and grab an axe offhand, you now have a GIANT, nearly permanent combo field and every combo finisher in the game in one build.

Yes, ranger shortbow also has the same issue of having a shotgun skill. Just poorly designed/implemented skills IMO.

Regardless of how decent longbow is, Fan of Fire and Smoldering could use a slight change/buff.

I’m not sure where you read that I want Longbow to be a straight forward, high dmg weapon. I do like it’s “support” features of area denial, and cc. I never said I wanted the 4th and 5th skill to do a bunch of dmg.

Fan of Fire doesn’t need to do a crazy amount of dmg, it’s just really bad as it is now though, and doesn’t really make sense for a long range weapon to have a purely melee ranged ability.

As for the burst, well the ticking is wierd but i stand by my post before, it is meant to be used simply for its field, the damage should be a secondary purpose, hence i think thats the reason for the wierd ticking.

For smoldering arrow…. i dunno… its an auto target small splash blind. problem comes along with making a smoke field that auto targets is that a too short duration makes it useless while a longer one makes it op so thats gonna take a bit to think about.

And finally for your suggestion to give warriors more fields, i’m quite sure we wont get it simply cuz its not our job to set up fields, i think thats the job of the elementalist :P our job is simply to use em, cuz if you look at our weapon choices, almost all the melee ones have at least 2 combo finishers( exception of mace, hammer and warhorn but those are heavy cc/buff so yeah) while our ranged weapons get crazy more, LB gets 4 with trait and the ability to set up its own field while rifle gets 5!!!! thats every skill it has except for the rifle knockback one!!! And dont start on utillity skills that you cast on others, hell even the banners are freaking blast finishers lol :P

The function of the burst skill doesn’t really change the fact that having it tic every 1 second for half of what it does now would make it more fluid/less clunky just like nearly every other “field” ability out there, that won’t necessarily make it stronger or hit harder.

If having Smoldering drop a “too” short duration smoke field is useless, what does that make the skill right now as is? =p

And for banners, that was just hypothetical, I don’t expect them to add more combo fields for us, I was just talking about the Dual Shot gimmick specifically.

(edited by Knote.2904)

Which trait is the worse?

in Necromancer

Posted by: Knote.2904

Knote.2904

Tested: if you trait for Terror and have 1.400 condition damage (a few runes and Rabid or any other jewels, talking about sPvP) it does about 800-900 damage.
It is not useless. It’s useless indirectly: since if you get 6 runes of Necromancer, all the trais for fear, your fear is LESS then 2s: don’t get fooled, it’s less, like 1.99 but not 2. Due to the fact fear is a condition it ticks and I never seen it ticks more then ONE single tick. If we could have a 2s, even traited, than it would be about 1.800 damage and I think it would be wonderful.
But it’s not. Trait and runes can’t give you more then one tick.
I didn’t test with full Spite line for the +30% condition duration but it’s quite a joke: For have a useful fear you must trait 30/20 but then going conditions. Totally unsynergic.

2 Lyssa/4 Nightmare for 20% + 20 in Spite + 50% fear trait gives you 2 tics.

I’m not sure how the Necro runes work, I’m assuming the 20% fear and 50% fear duration are additive rather than multiplicative.

Which trait is the worse?

in Necromancer

Posted by: Knote.2904

Knote.2904

Dmg on Fear trait is a slightly stronger burn, and scales with condition dmg. My spvp Condition build uses the 50% fear trait and 20 in Spite + 20% condition duration runes for 2 second fears with 750 dmg per second, basically 1500 dmg per 2 second fear. It’s actually pretty good, corrupt stability another 2 sec 1500 dmg fear, fear when downed, 3+ second fear and even more dmg.

Our signets do really suck. Only time I’ve used that might on signet trait was when doing an all out gimmicky epidemic build in WvW. Blood is Power, Signet instant transfer, Epidemic + 13 might.

Poison cloud on fall?… Troll trait is troll trait.
The entire soul reaping tree with a single exception being Last Gasp… everything else in that tree is cabbage. Hell you don’t even get 30% life force from it… what a joke.
All the traits that do “utterly bad effect” after you killed the target. Yeah remove 1 condition, heal for less then regen tick… and so on.
Full of life just makes me want to laugh… yeah great… i got regen… when I don’t need it.

Full of Life has to be by far our most useless. 5 seconds of regen with a 30 second cooldown that pops at 90%. You know what that means? It pops most of the time in Death Shroud which you can’t be healed in.

I find this hard to believe. Unless wiki is wrong (of which I don’t believe because I’ve emulated results similar to their formula).

80*1.5 + 15% of condition damage (we’ll use 1400) = 330 damage per second. Which funnily enough is nothing compared to the usefulness of a burn because with 0 condition damage, burn hits for 328.

Really? You find this hard to believe, then look at the wiki for proof?

I’ve tested this in the mists, and have ran it multiple times in spvp matches. It works.

Go test it for yourself, in game, doesn’t take long.

What they really should do is apply burning to enemies that fear you. 2s please.

Except that would be worse than what it is now, considering if anyone else has a burn on your target already, atleast this way you can always sneak in fear dmg.

(edited by Knote.2904)

Longbow Fix Ideas

in Warrior

Posted by: Knote.2904

Knote.2904

well the problem is your thinking that the longbow is gonna be a straight forward damage weapon, its not…. not really. skills 4 and 5 are for supporting, skills 2 and 3 are aoe and hence better in situations like w3 when zerks meet you can just fire em and hit 10-20 people and the burst is pure support, the burn it does is ok but the true use of it is the 8 second fire field set up for others and yourself to throw out all those finishers.
If you really wanna ranged single target, the rifle outclasses the longbow easily, but if you go to w3/dungeons/DEs where there are a bunch of mobs/players the LB works better except for those builds that go glass cannon rifle crit+ power+ pierce + adren gain + none stop kill shot :P

so yeah LB is more of a ranged support weapon than a damager

I’m not sure where you read that I want Longbow to be a straight forward, high dmg weapon. I do like it’s “support” features of area denial, and cc. I never said I wanted the 4th and 5th skill to do a bunch of dmg.

Fan of Fire doesn’t need to do a crazy amount of dmg, it’s just really bad as it is now though, and doesn’t really make sense for a long range weapon to have a purely melee ranged ability.

Longbow Fix Ideas

in Warrior

Posted by: Knote.2904

Knote.2904

Did you care to finish that thought?

z.z

I don’t know how this got posted but I wasn’t finished lol.

edit : finished now however.

(edited by Knote.2904)

Longbow Fix Ideas

in Warrior

Posted by: Knote.2904

Knote.2904

I really do like this weapon, I love the aoe, the tactial area denial and theme of it.

There’s just a couple things about it that feel really bad, besides the low-ish dmg of it.

Main offender : Fan of Flames. I like the idea of a narrow cone spreadshot skill, it’s a nice contrast to the rest of our slow volleying skills, however skills like these which other long range weapons also have drive me sort of crazy, they’re basically bad or worthless at long range, and are 100x more effective point blank because they’re essentially shotgun abilities.

Most of the time if you don’t use it in melee it’s a single arrow doing a measely bit of direct dmg plus a 1 second burn, not even worth using. Even in melee range this ability just isn’t that amazing just 3 tics of measely direct dmg and 3 second burn. And considering this is supposed to be our main attack next to auto’s as the low cd #2 skill it hits this weapon pretty hard.

My suggestion :

Vastly improve the dmg/effect from single projectiles and limit each target to be hit by a single projectile which would make it just as useful at long range, although it’d be less satisfying.

Or turn it into a single projectile that pierces and explodes on each target hit, would atleast have the benefit of being useful at long range and have multiple targets be it’s escalating condition.

edit : I’m not asking for this skill to have massive dmg or anything, just changing the way it works so it’s just as useful at long range.
————————————————————————————————————-
The second skill that has a few minor things that bug me is our Burst skill Combustive Shot, definately love this skill however the inconsistency with is aoe radius at different adrenal stages and the fact that it tics every 2 seconds and scales with duration sort of bother me.

My suggestion :

First of all I think it should tic every 1 second for 1 second burns as opposed to 2 second burns every 2 seconds as it’s just more flexible and doesn’t feel as delayed. The direct dmg would of course be cut in half, or maybe boosted slightly as it’s a little on the weak side.

The aoe radius, I think, should be made a consistent one either that or have the duration remain a constant or have slightly lower scaling. For example instead of 4/6/8 seconds, it could be 5/6/7 or 6/7/8. Mainly, other Burst skills don’t scale as hard as this one does stage 3 is literally x2 what stage 1 is. The aoe radius inconsistency, especially with the actual visual radius not changing is the main offender IMO.
————————————————————————————————————*
Now, for Smoldering Arrow, it’s a bit weak considering it’s a 15 cooldown for such a small effect, a single small aoe splash blind. I would either have the cooldown reduced or as I’ve seen suggested, have it place a tiny, short duration smoke field on the target, this would work very well with our combo finishers and our Immobilize, great potential. Immobilize your target then smoke field him.

Finally the Auto Attack Dual Shot, the main reason I’m ok with this skill AT THE MOMENT, is the trait causing it to be a double 100% finisher. This feature reminds me an awful lot of the Scout from Allods Online, they had a dual shot skill which would make use of their quiver mechanic, loading special arrows to cause an effect on their next shot(s), dual shot using 2 at a time.

Throwing down a fire field on yourself and raining down flaming arrow just feels so right, and having the auto attack be a low dmg but versatile utility skill is interesting. The only down side is, we only have 1 combo field : fire. If we could drop a tiny poison field or a tiny smoke field next to us to essentially load our Dual Shot with an effect it would work better, but we don’t, and won’t unless they feel like making banners have certain combo fields, but that’d be weird.

All I ask is, if this trait is a bug, please consider making it a legit part of the trait, even if Fan of Fire and Smoldering don’t become a combo finisher. And if that’s not acceptable, then atleast consider adding some interesting proc trait to make use of the “dual” gimmick.

And finally, 1200 range default please. =p

(edited by Knote.2904)

Which trait is the worse?

in Necromancer

Posted by: Knote.2904

Knote.2904

Dmg on Fear trait is a slightly stronger burn, and scales with condition dmg. My spvp Condition build uses the 50% fear trait and 20 in Spite + 20% condition duration runes for 2 second fears with 750 dmg per second, basically 1500 dmg per 2 second fear. It’s actually pretty good, corrupt stability another 2 sec 1500 dmg fear, fear when downed, 3+ second fear and even more dmg.

Our signets do really suck. Only time I’ve used that might on signet trait was when doing an all out gimmicky epidemic build in WvW. Blood is Power, Signet instant transfer, Epidemic + 13 might.

Poison cloud on fall?… Troll trait is troll trait.
The entire soul reaping tree with a single exception being Last Gasp… everything else in that tree is cabbage. Hell you don’t even get 30% life force from it… what a joke.
All the traits that do “utterly bad effect” after you killed the target. Yeah remove 1 condition, heal for less then regen tick… and so on.
Full of life just makes me want to laugh… yeah great… i got regen… when I don’t need it.

Full of Life has to be by far our most useless. 5 seconds of regen with a 30 second cooldown that pops at 90%. You know what that means? It pops most of the time in Death Shroud which you can’t be healed in.

(edited by Knote.2904)

More Minion QOL Changes

in Necromancer

Posted by: Knote.2904

Knote.2904

Basically, do what you did with Shadowfiend. We have so many long casts as it is, having to channel for 1.25 seconds to have our pet do an unreliable long cooldown immobilize or a charge is obnoxious, look at Spirit Weapons. =/

Necros and fire

in Necromancer

Posted by: Knote.2904

Knote.2904

The Dmg on Fear trait is essentially a unique burn effect.

Slightly more dmg than burn, using condition dmg. You need atleast 40% Condition Duration + 50% Trait to hit 2 second fears though, but it’s pretty nice.

Are Bug Fixes Coming in the November 16th Patch?

in Necromancer

Posted by: Knote.2904

Knote.2904

Just got my warrior to 80 the other night.

The dmg difference and fluidity is just insane in comparison.

I’m going to cry if we’re still neglected by that patch.

Vs InvisiThief as a Conditionmancer

in Necromancer

Posted by: Knote.2904

Knote.2904

Yeah, it was P/D. :\

Nothing you can do buddy.

/pat.

I suggest trying it out and cackling at how good it is. Might help you gain some perspective on it too.

30 Points in Shadow Arts. 2 init, condition cleanse on stealth, and heal in stealth.
10 Points in Trickery. caltrops on dodge.
20 Points in Acrobatics. Might on dodge. Heal using Init.
10 Points wherever and Shaman Amulet/Undead runes.

CnD, dodge roll back, unload x5 bleed. (2-4 bleeds/cripple from mini caltrops if you dodged away from on top of em), auto, auto, repeat ad nauseum.

(edited by Knote.2904)

Any ability that can be interrupted by CC...

in Necromancer

Posted by: Knote.2904

Knote.2904

400 Toughness is really good, it’s just, the uptime you’ll have on it is pathetic.

Using it with Life Transfer to tank dmg is kinda neat, but if I’m ever putting points into the Death Tree they’re pretty much being put into staff traits hands down.

Making it affect casts would be pretty good as that sort of encourages the playstyle that was explained for us. Making us tankier when we’re attacking/confronting but not when we’re running essentially.

Vs InvisiThief as a Conditionmancer

in Necromancer

Posted by: Knote.2904

Knote.2904

I’m guessing it was a hybrid build that focuses on stealthing constantly to heal and remove conditions and re-open with stealth attacks?

I’ve done builds like that with P/D and there’s really nothing you’d be able to do about it with a condition build.

Each stealth removes a condition, heals, stacks 2 might, and gives 2 init, then they consantly unload on you with conditions.

If that’s not the case then using aoe’s like marks/grasping hands/enfeeble and kiting should do the trick.

Most thieves will had Hide in Shadow and Shadowstep for 2 complete condition dumps, but that’s 2 dumps on cooldowns as opposed to sustain condition removal. So just keeping pressure on them will force those cooldowns, avoid trying to unload EVERYthing you got onto them and spread it out.

If it IS the P/D condition build I’m talking about, good use of condition transfer will help, as well as trying to bury your bleeds, but again that build is pretty much broken in a 1v1, it’s a true attrition playstyle Necro’s should be jealous of.

(edited by Knote.2904)

What are you expecting from "Lost Shore" patch?

in The Lost Shores

Posted by: Knote.2904

Knote.2904

ANet has implied certain specific changes on multiple occasions without going into detail. We also have some official info to go on.

Hence I wanted to hear what you’re expecting from the “Lost Shore” patch due for November 15th.

#Content
-A level 80 zone, filled with new events and loot.
-A new Dungeon. Probably harder and better designed than current ones.

#Game changes
-A “fix” to the Precursor issue. Either an alternative way to receive or increased drop-rates. Anyhow, they should become a lot more abundant.
-Something do discourage people from farming Plinx non-stop. Maybe by making the “Lost Shore” more attractive.
-Possibly a new WvW scoring algorithm, but unlikely.
-Minor UI enhancements.
-Ability to salvage Karma gear.
-Adjustments to mob-respawn rate.

#Balance
-A Nerf to Thief Burst builds. Probably by nerfing Mug.
-A Nerf to Guardian Bunker builds.
-Various profession changes.
-Buffs to Rangers.

Theif class have been already nerfed. Assasin signet is decreased from +150% cd on next skill to +15% dmg on next five attack.
what do you want more?
A class with no def no hp if you remove the dmg too what thief become…
It like tell an assasin to murder someone with a not sharped knife.
Btw from your post i bet you are a Ranger and want all your counter nerfed.
L2p

edit : also if thief still need nerf , shatter mesmer need nerf too because they do more dmg

That was a buff.

And if you actually played a thief you’d understand they do need changes.

Personally I’m hoping for some fixes for necro, anything really.

And something about this broken tagging system, broken condition system, and hopefully a reason to go back to older zones so they don’t become completely obsolete. Along with many events.

(edited by Knote.2904)

Condition damage needs to be viable in PvE.

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

Every time this gets brought up, I wonder why, given the rules of the game, why are these players attempting condition builds for pve in the first place?

They have their place in pvp. Confusion in particular is wicked awful to a player.

But these complaints don’t make sense to me. The rules are clear. Don’t attempt these builds.

There’s plenty of builds that totally suck for one of the types of gameplay. To a dev, that may or may not mean they should revise the rules.

To a player, it means you shouldn’t run that build.

The game lacks build/skill/playstyle variety as it is. Can’t blame people for wanting to change things up. Plus some people actually enjoy dot builds more.

The condition system completely goes against Anet’s philosophy of cooperation lol.

"Obstructed" occuring more frequently?

in PvP

Posted by: Knote.2904

Knote.2904

I’m noticing this ALOT with my warrior’s rifle.

Just in pve, just random obstructions. Necro Life Blast also has this problem.

Does anyone even use posion cloud?...

in Necromancer

Posted by: Knote.2904

Knote.2904

I don’t understand the hate on weakness, it’s an effective 25% damage reduction. That’s like a full stack of vulnerability but in reverse.

Someone with a crit build (50% crit) it is a 12.5% dmg reduction. Up to 25% with 0% crit.

Even then it’s RNG based and NOT reliable at all. It also means it won’t be able to reduce any actual burst, since burst is usually from crits.

Retaliation for mesmers? Really? For mesmers?

in PvP

Posted by: Knote.2904

Knote.2904

I’m just going to leave this here.

https://forum-en.gw2archive.eu/forum/professions/mesmer/Double-AoE-Retaliation-BoonMesmer/first#post413182

Some of you seem a bit misinformed. =p

For very few trait points, you can have nearly permanent retaliation (with no boon duration) and a 66% chance on hit to apply confusion with chaos armor + perma prot/regen/swift.

Against anything that attacks moderately fast, it’s pretty much broken.

Quickness Shortbow Rangers, hell, Quickness anything. And alot of necro channels.

Just annihilated.

(edited by Knote.2904)

Does anyone even use posion cloud?...

in Necromancer

Posted by: Knote.2904

Knote.2904

And don’t forget the 15 power trait for thief.

3 sec weakness every poison application.

12 sec weakness for each 4 second poison field for 4 initiative.

+15% cond duration at least.

Why not make dungeon solo-able?

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

On a similar topic, how about special solo dungeon instances with puzzles and tough LEGIT boss fights (none of this high hp, auto attacking, kite it around bosses) with different skill levels and unique skins/rewards.

I would be insanely excited.

Elite vs Utility Skills

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

I miss how elites were in GW1.

They were more like regular Utility’s but just, stronger.

I think it would’ve been nice if they just let us have 4 utility slots, but instead each utility had an “Elite” version, and the 4th utility slot would be that elite version of whatever utility you took.

Best example would be Lesser Ele summon, stick that in your elite slot and it becomes the Greater Ele summon.

I’m just not a fan of these really long cooldown super abilities.

Axe/Focus

in Necromancer

Posted by: Knote.2904

Knote.2904

Focus. It carries it with the single target vulnerability stacks.

Strategic team play in PvE should not be limited to dungeons.

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

Events, atleast in areas that are supposed to be hard (orr), need to be challenging and require some strategy and teamwork.

At the same time, they REALLY, REALLY, REALLY, REALLY need to fix this broken tagging system. EVERYONE’S focus and priority should be succeeding at events, not tag as many mobs that spawn as possible.

Which means changing how rewards are given. Then make them difficult and failable if people don’t cooperate.

Focus on fixing bugs, even at sacrifice of content

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

Well new content is bound to have bugs as well, which means they’ll probably prioritize bugs there since it’s the new “shiny”. But I’m not an expert, so /shrug.

Nerf necro and make it fun.

in Necromancer

Posted by: Knote.2904

Knote.2904

^

If you’ve ever played any of the other classes you will see this.

I’ve been delving into every class since beta just so I can try to find my true “main” profession. It was even worse back then TBH, wells sucked, traits were pretty much the same. Atleast we were strong, now we’re not strong, but still boring.

Necro is my “main” however ;p