(edited by Knote.2904)
would Mesmers be over powered if illusions persisted until out of combat?
in Mesmer
Posted by: Knote.2904
I think I would just prefer them to act the same way Phantasms do when their target runs too far out of range, they just stop and sit there (assuming you’re still near them) until a new target comes by.
If you spawn some clones on a target in PvE and it dies too fast, they will just sit there until you run too far away or spawn new ones, or even last 10 seconds. Atleast it’d be nice if you pop 3 illusions and can still use Distortion even if your target died too fast.
I just wanted to share a pretty hilarious mesmer bunker build based on spreading aoe retaliation twice, among other bunkerish things.
The main trait build is basically :
0
0
20 (3% Reduced Dmg per Illusion) + (20% Staff Recharge)
20 (20% Phant Hp) + (Vigor on Shatter)
20 (Retaliation on CoF) + (Confuse on Blind)
The last ten points I just threw into Chaos (Tough/Boon) for the stats + boon on interupt (for Chaos Storm/Temporal Curtain) but it’s a very flexible set up.
The build mainly just sits in staff, the secondary weapon set doesn’t matter too much, in this case I just took Sceptre/Focus, Greatsword is good when you’re might stacking if you take the “Additional Bounce” trait since that will give you 9 stacks of might per cast, and might stacking is fantastic for boosting your dmg in a low dmg tank spec.
The main Utility for the double aoe retaliation gimmick is Signet of Inspiration to spread all the boons you will stack up, tanking hits to gain massive durations of Regen/Protection/Swiftness, any Might/Fury you stack from Staff, Might you stack from Greatsword (or might on shatter in the last tree), as well as the retaliation and vigor from shatters.
The second important utility would be iDefender, the Phantasmal Retaliation trait sets you up for aoe Retaliation coverage (aka double tics of retal per hit), as you will be spreading the Retaliation you gain, as well as your iDefender soaking hits thus also spreading retaliation in a sense. The best part is, you get to see all the little numbers from your iDefender (the other half being invisible).
The third Utility I just happened to choose iDisenchanter since it is fantastic for being close to immune to conditions for a bunker playstyle, and just great support in aoe fights, stripping 2 boons/2 conditions every 5 (4 with trait) seconds on multiple people is sex.
I took Tough/Cond/Heal (Shaman) Amulet since with the high toughness, and all the dmg reduction you gain from perma protection, iDefender, 9% reduction trait, the perma Regen you gain from Chaos Armor will go a long way, on top of your heavy main Heal. The condition dmg is mainly for your secondary way of dealing dmg with the build which is just Staff Auto’s and the massive amounts of Confusion you can stack with Chaos Armor (Confuse on Blind trait gives you a 66% chance to confuse).
The runes were 2 Water/2 Monk/2 (Might/Regen/Prot Duration), Sigils don’t matter, I just took either Healing or Condition on kill.
The basic combo is to start with your secondary weapon set, pop a phantasm, switch to Staff, pop iWarlock/Clone and immediately Cry of Frustration for Confuse/Retaliation/Vigor (about 20 seconds worth with 3 illusions on 24 second cooldown) then iDefender and pop Signet, then iDisenchanter, and pop another Staff Clone and then just go from there. That’s the combo I would do just starting a decent sized fight, otherwise you can save signet for when you’ve stacked up a bunch of boons, giving your iDefender a giant heaping of extra Retaliation and Prot/Regen to increase it’s longevity is amazing.
Another thing to consider is a more selfish bunker build using the Phantasm HP Signet just to have bigger life batteries (iDefender) and longer lasting iDisenchanters.
Well that’s the gist of it, abusing the power of Retaliation in the ultimate way. As well as the broken interaction of boons/confusion on Chaos Armor. Oh and don’t forget to rotate your Chaos Armors with Leap/Storm in case you don’t know about that already. x.x
(edited by Knote.2904)
Wait til you do a fight with a mesmer that spreads his retaliation on top of popping iDefender (that technically spreads his retaliation in a way that stacks). Double aoe retaliation, hilarious.
Well, you had time to hit him 47 times. Which suggests to me that it was a pretty long fight and you were not simply instagibbed by Retaliation, unlike many rogue and warrior skills.
Or it meant he was using a skill that hit alot in a short amount of time with absolutely no benefit. (Those skills have no benefit for being rapid multi-hit anymore since procs have cooldowns).
Not to mention it’s still 47 hits worth of Retaliation Dmg the guardian did absolutely nothing to achieve except passively proc retaliation on himself.
Retaliation really needs to be a short burst boon meant to counter attacks, it’s the same problem with 100% uptime Healing Debuffs, they need to be used with thought and be rewarded for it, not be completely thoughtless and occasionally stupid strong.
(edited by Knote.2904)
Don’t count out Mesmers as good bunkers.
I’ve done a couple different Mesmer Bunker builds that can be quite silly.
iDefender for dmg reduction and an extra layer of retaliation, iDisenchanter for a 2 boon/2 condition strip every 4 seconds (with trait). Chaos Armor with proc traits for pretty much infinite Regen/Prot/Swift, with blinds, and 66% chance of Confusion on hit, on top of toughness/healing/condition amulet and 9% dmg reduction trait, and iDefender. Was even playing around with the boon share signet in conjunction with iDefender to make them stupid hard to kill.
Necro’s can do some decent bunkering, Well of Blood is basically temporary god mode since it scales so kitten well with Healing. With a 32s cooldown you can rotate that between Death Shroud to absorb dmg, and Plague Form for pretty much 20 seconds of God Mode, and Well of Darkness/CC + pretty much immunity to Conditions. Not sure if they’re better than Guardians at bunkering since they have more windows of vulnerability, but… yeah, they may not have great sustained heals, but with all the dmg reduction/protection, that perma regen and strong occasional heal goes so far, i’ve held off multiple people for a stupid long time with that build.
Bunker Engy’s from my Experience haven’t been too bad, sometimes I won’t be able to kill them (speaking from playing different classes/builds), but I don’t have a problem kiting them on a point, avoiding bombs and usually just forcing them off a point.
(edited by Knote.2904)
If you’re talking about culling after coming out of stealth, then yeah, that’s definately a huge, huge issue.
Even worse is that when you target them again after popping out you see their red circle on the ground, but it stays in place and basically tricks you into thinking they’re standing still til it finally registers 1-2 seconds too late.
I’m pretty sure this is the main culprit to my FPS woes in WvW.
I can do big zergy fights in pve ok, but if its 2 player zergs against each other, forget about it.
Particles just DESTROY my fps lol.
Also makes looting such a chore, should just make it automatic at this point.
There is no sense of character advancement in this game. Gear is more about looking pretty, rather than being strong.
Yes, and that’s by design… If they would change that, they would have to change the entire concept on which GW2 was built…
I like the post about the dynamic events… Yes, they are “dynamic”. If you wander around the world, you’ll see events popping up without you having to do something. But, I agree, they’re not dynamic in execution and that would make it awesome.
I don’t have a problem with lack of gear progression.
GW1 didn’t have it, but it did have much better character customization in terms of playstyle/build. They destroyed most of that with GW2 but w/o gear progression to make up for it. There’s really no progression at all once you’ve unlocked your traits/skills.
This is how it should be.
Although you can still argue it’s bad that all your dmg is baked into auto attacks (rangers).
Sword Chain doesn’t stun and give you evasion. Pistol Whip does. Initiative shouldn’t be spent based on “what hits the hardest” it should be spent on “what utility do I need”.
The fact that “if you want to do dmg” which is pretty much most of the time, you basically just spam 1 skill because it does the most.
I’ve noticed this pretty much the first or second day when the game was released.
It’s extremely flawed and pretty much goes completely against Anet’s philosophy.
I remember doing my absolute best just mowing everything down with my AoE and getting ridiculous amounts of loot/xp. Rewards from DE completion itself is pretty much worthless in comparison besides the Karma.
There’s no point to rezzing players, there’s no chance to fail the DE anyway, and even if you did fail who cares, it’s all about tagging mobs for loot. I was killing things so fast with my aoe spam who knows how many people I denied loot from.
This also has to do with just how poorly designed most DE’s are as well. All they do is spawn waves of weak mobs for people to aoe down, nothing more. I honestly don’t know what they were thinking. Oo
Succeeding in getting loot is completely based off of being better than the other guys(who in turn get no or less loot.)
It makes events extremely fun while you are doing them but I realize that no community at all is being built on my server.
Its an unusual experience. The PVE is actually more like EVE in spirit than it is like normal MMOs.
TBH, it only feels like a competition if that’s your goal. If all you want to do is get the most EXP you possibly can, then yes, you will be fighting over mobs with all the other people doing the same thing. Alternatively, you could try to be immersed, make decisions based on what you think your character would do; after all, he doesn’t know what EXP is.
I’m sorry but that is ridiculous. You can cover your eyes all you want, but in the end this is about poor design (or poor execution) of game mechanics. And it completely encourages selfish play.
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I wouldn’t want those “zone unique skins” to be tied to currency honestly.
I think you should have to actually hunt for them. Legendaries are there to be your currency grinding carrot.
They don’t need to add new stuff, yet.
They have a ton of stuff already to work with. Just make everything more challenging, interesting, and give a better reason to continue doing them once you’ve finished them. Such as better rewards even for higher levels, maybe not on the exact same level as Orr but close. Add some unique skins that are tied to the zones for people to do stuff in those zones.
Old zones just feel dead as I’m leveling. =/
Most Dynamic Events are just too simple and don’t have any chance to fail. If a zone is dead (i.e. no players) the events should reflect that, sh** should be hitting the fan. Not so much that it’s impossible to finish exploring or doing hearts or w/e. And DE’s should be a little more than just (spam waves of weak mobs).
Better customization, build variety.
More challenging DE’s with multiple objectives.
Have mobs really kick your kitten Lol
I see quickness being removed completely. It’s just not good for the game, and will either be useless or mandatory, and keeps the classes that use them too simple (Shortbow Ranger). By that I mean, if they remove quickness, they can then adjust the classes that used it to achieve burst some other means, hopefully in a less faceroll way.
Backstab I don’t think will be nerfed. If it does they would probably just remove the positional requirement and tack on some other effect to make it not boring. I think they should just change the 150% dmg Signet since backstab is really the only thing to use it for anyway.
Necro’s have the same problem.
It’s their only 2 hander which also happens to be pretty much mandatory.
Has the aoe, the most range, the most utility, etc.
Both Necro/Thief could use an alternate 2 handers. =/
Personally for Thief I’d long to see a crossbow with an emphasis on slow, powerful hits, would be awesome. They could give it some good piercing and aoe to give an alternate aoe weapon and maybe partly a sniper type weapon.
(edited by Knote.2904)
Well there’s still backstab cheese. Which I think would probably work even better in WvW than PW cheese.
Also don’t underestimate what Unload/Haste can do.
I used to mess around with a really fun Dancing Dagger build. It was a hybrid between 30 in Crit and 30 in Shadow Arts (just for the huge survivability/longevity), find 2 people and just mega burst them down with DD spam. I was might stacking with 10 in acro and the Might in Stealth minor trait, and using P/D just for range.
Kinda gimmicky, but seriously fantastic against 2 targets, or mesmers.
A cute trick to inspire you. Trait that gives 2 init on stealth, gives 2 init per Shadow Refuge pulse + Dark Combo Field. Spam DD til empty, shadow refuge init back, respam with 100% projectile finisher (life steal dmg), on top of Spider Venom + lifesteal trait.
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Sure it wasn’t a tonic? Lol.
They could just redesign the kitten signet (and that trait for 100% crit as well), since it’s pretty much useless for anything other than backstab since it only affects one HIT.
Aside from the “pet” based aggro keeping you in combat mode…
Another big issue is seen on certain jumping puzzles and on the many krait towers around. Angering a mob, then going up or down to another section of the tower/puzzle that the mob can’t get to will often keep you in combat indefinitely. It seems there is an issue with Z-axis aggro handling.
Speaking of jumping puzzles and being in combat.
Ever get into combat as you’re about to jump and miss?
Seriously stupid.
I’m extremely dissapointed with my asura’s t3 cultural armor, why would I want to be a Zojja-look-alike?
Unfortunately, most encounters such as killing a champion mob aren’t fun or challenging enough to do w/o reward.
Why would I WANT to slowly kite a champion mob for 10 minutes til it’s dead, it’s not hard, it’s not rewarding.
The “do it for fun” argument holds absolutely no water lol.
It does if you are playing a game for FUN. I know its a tough concept to gasp. And if you are not having fun, then don’t do the mobs. You know what sane people do when they are trying to have fun and the current task is not fun? The quit and go do something else, in this game quitting would mean you go fight another mob or do something you genuine enjoy.
I’m going to have to break this down for you.
Rewards are PART of “fun”.
If something is genuinely fun, but not rewarding, that’s fine.
If something is NOT fun, but rewarding, that’s fine.
If something is not fun, and not rewarding, that’s not fine.
Most champion mobs aren’t fun to kill/fight after the first time, some aren’t fun or challenging EVER, and on top of that aren’t rewarding at all. I DON’T bother with them.
I don’t see how fixing the messed up risk/reward ratio in this game hurts you and causes you to be defensive.
Don’t be afraid of rewards, they’re part of these games, this game is full of them. Rewards are fun.
Unfortunately, most encounters such as killing a champion mob aren’t fun or challenging enough to do w/o reward.
Why would I WANT to slowly kite a champion mob for 10 minutes til it’s dead, it’s not hard, it’s not rewarding.
The “do it for fun” argument holds absolutely no water lol.
Gear progression is not the hallmark of an MMORPG. Gear progression exist solely to get people to keep playing a game they would have otherwise stopped playing months ago.
People keep bringing up gear progression… that’s not what is being asked for in this thread. People are asking for random rare drops from the champions that are scattered all over the world that literally drop nothing most of the time.
It’s like playing a slot machine. Most of the time you get vendor trash, but every now and then you get something that you can sell for a couple gold on the Trade Post. It works like that now, somewhat, but only on random mobs. (I pulled an Abyss dye off of a Moa.) IMO, those rare drops should come from champions, with a very small chance to drop in world.
Guild wars 1 had something like that and it resulted in people farming them, A LOT. The thing you seem to be forgetting is once you give certain mobs rare loot, people will start farming them and we end up with a system very similar to quest mobs.
Even if they were guaranteed a blue drop they still wouldn’t be worth your time. There’s no reason NOT to increase their rewards, even just a little bit.
Gear progression is not the hallmark of an MMORPG. Gear progression exist solely to get people to keep playing a game they would have otherwise stopped playing months ago.
Thing is, Legendaries are there to replace that.
Once you’ve hit 80, gotten all your gear, do the content atleast once. Why would you do them again? To start gathering money, skill points, karma etc for Legendaries or whatever new carrot Anet decides to add.
There’s nothing wrong with that though, they should be adding more carrots, people shouldn’t be condemning gear progression because it keeps people playing, they should condemn it on it’s implementation. WoW eventually made gear progression feel terrible.
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Yeah the whole “slower in combat” thing drives me absolutely insane.
They couldn’t just have balanced/made the game around 1 base move speed? Really?
I mean we already have a slower move speed when strafing, it’s not like it would make kiting easier.
?
It’s more exp/loot, just continue your back and forth or circle kiting while they die from collateral lol.
I find this to be an interesting and fun complication. It forces you to think about what you are doing and consider carefully before you use an AoE. It makes combat more strategic and fun.
I do wish that certain abilities were smarter, though. I mainly play a D/D thief and my #4 ability is Dancing Dagger which bounces around and hits up to 3 (or is it 4) targets. To my mind, this ability is not an AoE and it should never bounce and hit a neutral opponent, but it does, and I find that annoying.
Use that to your advantage. Dancing Dagger is ideal on 2 targets, will hit both for really good dmg.
I think guild wars 2 is challenging to some degree and most of the people that might say otherwise except for the gamers that play DMC, Batman AA/AC, GoW etc guild wars 2 wont be challenging because we are used to far worse.
I have a couple of theories on why a lot of people here are claiming guild wars 2 is easy:
1. They are playing an OP class. Try playing guild wars 2 with the current elementalist then come and say guild wars 2 is not challenging. Guild wars 2 right now is ez if you play every class short of the ranger (to a lesser degree) and elementalist. Right now, you can get away as a warrior or guardian and even a memser with tanking mobs even in orr, try playing an elementalist and see just how far that will get you if you don’t actively participate in the fight.2. They dont know what challenging actually means. A lot of people seem to sadly associate dying with challenging and those are not related. Challenging in a game just means that you have to think about your actions, it doesn’t mean you die a lot. It means if you don’t plan well during the fight you will probably die. Hard like someone correctly said is when the boss cheats kinda like all those 90s arcade bosses especially SNK boss hence the term SNK syndrome.
I think that Arenanet really needs to nerf all class to the level of elementalist or buff all the other classes and bring the mobs to the level of warrior but I doubt that will ever happen.
I had zero problems leveling my Elementalist. You just push more buttons.
It’s kind of the same argument of challenging versus hard.
Elementalist is just “hard” not "challenging, in the sense that you just need to press more buttons than other classes to accomplish the exact same thing. It’s not actually harder, it’s just annoying. And yeah, they’re squishy, but so are Thieves.
New grandmaster trait: increase damage, decrease DS effectiveness?
in Necromancer
Posted by: Knote.2904
Or we could just redesign Life Force/DS somewhat to make it not only more interesting/fun and bet you dump Life Force (aka survivability) for burst.
Rangers and Necro’s are fantastic at downed state duels as well.
Necro can put out a ton of dmg in downed state while healing, I’ve won alot of downed state fights because of that, it’s kinda sad though.
Wth is it with you people and treadmills.
You just assume I’m talking about treadmills.
I said replayability, that doesn’t automatically mean treadmills.
Treadmills, treadmills, treadmills.
This game has one btw, it’s a gold treadmill.
“Does GW2 have the replayability to keep a large player base?”
Should be your question.
IMO as far as PvE goes, definately not.
Elementalist and Guardian sort of defeats the argument of “this game has no healers”, yes it does, they’re just not pure heal bots like in a trinity game. And really there’s nothing wrong with have a healer-ish/support spec/build in this game.
And speaking of Ritualists I would love to see that class here with a support/healer build similar to Ele/Guardian, simply because I love their style/aesthetics and would be curious to see how they translate them into GW2 lol.
Downed State is there excuse to allow super high burst dmg in game.
It’s a terrible decision IMO, but it is what it is.
Back before release, I actually expected the pve in this game to really kick my kitten I thought that was going to be part of the “revolutionary” improvements, bringing back challenging pve content, even at lower levels. (not 1-15 mind you).
Cheap difficulty in the form of super high respawn rates, or one shot mechanics is not right, it’s just annoying and really offers in terms of strategy/thinking. Just because the game is in action game doesn’t mean it needs to be devoid of strategy.
I have a dual core AMD 2.4GHz, for the most part, in PVE/Spvp it’s perfectly playable, the thing is FPS is very, very inconsistent.
I could be getting 40 fps just wandering around in a PvE zone with no one around, then in other areas I’m at 15 fps with literally no one else around, same in WvW some areas far away from all the action, I can be getting 11 fps looking at some fort, then 25+ fps chilling somewhere else.
Particle effects on certain skills seem to poop on my FPS as well, if I’m chilling with 10 people in an Event, could be getting a solid 25-30 FPS, people start spamming skills and either it doesn’t effect me at all, or my FPS plummets to 10-15 fps til everyone stops.
Zerg fights in WvW are of course horrible, sometimes as low as 4 fps, assuming it’s just people sitting there spamming abilities.
I don’t expect to have perfect FPS all the time, but the inconsistency is really annoying, and if I could atleast get 10 fps in small zerg fights in WvW I’d be estatic.
Oh, and I’ve tried all kinds of different graphic settings hoping to find some small FPS gains, but I’ve noticed turning down some settings actually HURTS my FPS even more, even just slightly, so now I just keep most settings at a good medium-high w/o any loss, atleast it looks pretty.
(edited by Knote.2904)
I hope so lol.
Necro’s death shroud/life force mechanic has a ton of potential.
Your phantasms are ok I promise.
I honestly thing it should be balanced around a maximum per second output to a single person. Maybe tweak the damage from what it’s at now based on that assumption, but Retaliation can get rather ridiculous when you are dealing with AoE situations and Multi-Attack situations.
IMHO I think they should just make it a flat % dmg reflect with restricted uptime, or find a way to make multi-hit attacks worth it. I wouldn’t mind a balanced counter-counter with procs.
There are some hilarious scenarios with retaliation where it’s just, ridiculous though. Minion Master necro applying retaliation to all their pets, anyone using aoe just explodes.
Mesmer iDefender with retaliation trait doing procs to anyone using aoe on anyone it’s protecting, which can then stack on top of aoe retaliation given to everyone. I’ve done it before, shatter/heal for retal, pop signet to spread, spawn defender, double aoe retaliation, people explode.
At the same time though it feels like such a waste of effort on anyone not using fast hits, pretty much useless.
Have you ever seen what a Chaos Armor build does to shortbow/quickness rangers (pre-nerf)? They get 10-15 stacks of confusion in 2 seconds and die INSTANTLY.
PW did way too much.
TBH I was shocked when I saw they doubled the stun duration and gave it evasion lol.
I think this can extend to other defensive procs as well (chaos armor confuse builds).
After seeing this in the patch notes it made me think :
“We are moving towards retaliation being more of a counter to taking many hits rather than a general boon to keep up all the time. "
I completely understand the whole “moving retaliation away from being a passive thing” idea. However, I’m not sure I see why Retaliation (and reactive procs like it) should be be a counter to fast multi-attack hits while also being arguably useless against slow massive hits.
Attacks such as Necro Axe/Dagger channels, Engy Flamethrower, Unload, Ele Lightning Arc, etc. are punished severely against Retaliation or other nasty reactive procs while not actually being stronger in any other way for it to need that counter.
Sure they may be able to activate offensive procs more often, but nearly EVERY offensive proc now has a cooldown and outside of ultra low chance procs, there won’t be a huge difference in overall procs versus average speed attacks.
As much as I love “proc” effects, it really does make things more interesting, I don’t think it’s quite balanced. It’s super exciting when you see someone using a high multi-hit attack against your Chaos Armor, seeing them stack up 10+ stacks of confusion, stacking 30+ seconds of Regen/Protection/Swiftness, etc, and then conversely have someone using big slow burst attacks and suddenly you barely get any effect. Same thing with Retaliation, Ele Auras, hell even Necro Spectral Walk/Armor life force gains.
I can’t be the only one that feels it’s a bit out of whack.
Phantasm Builds don’t have easily killable Phantasms.
That was the problem though, not necessarily their cooldowns. Wrong nerf.
Best you can do atm is play in windowed mode and squash the game down, gives an incredible fov boost but shrinks the hell out of your UI.
You really should NOT take duration runes. You already have great base condition duration + traits, condition dmg would go way further.
I only consider duration runes on people with super short duration conditions where it’s actually a big enough boost.
I’m actually extremely confused about that change.
My glass cannon power builds were already doing monstrous dmg in downed state already. What did they change? lol
Power/Crit necro/thief builds in downed state did a TON of dmg especially with haste proc (trait) and fire proc sigil. And that’s W/O the 50% dmg trait. With it it’s even more disgusting, so again, I’m confused.
If all they changed was stats from traits affecting downed state, it’s not that big of a change at all.
Seriously though you should see the dmg a glass cannon necro/thief can do with that 50% trait. Necro’s 3rd skill hits like a BEAST.
This was the wrong way to nerf them IMO.
The actual problem was phantasm builds where you grab the HP trait and HP signet (which you leave unused) to make your phantasms really tanky while dealing crap tons of dmg.
They needed to fix that, not nerf the cooldowns. Phantasms (besides Defender) should be easy to kill.
Barbed Precision actually has a 66% chance to bleed on crit, it’s higher than most other “bleed on crit” traits, Engineers have 30%, so really at 50% crit chance, 1/3 hits you gain an extra bleed. What I will give you though is Barbed Precision is pretty kitten, the Engineer related trait applies a 3s bleed while Mesmer’s Sharper Image applies a 5 second bleed (possibly the best) ugh, what a surprise.
Also, Lingering Curses currently does not stack with Hemophilia (which is better as it affects more than just scepter). Not saying Lingering Curses is worse, but Withering Precision is far from the “bad” you’re trying to make it out to be.
Withering Precision gives you the ability to constantly apply weakness ontop of everything you do, easily giving you another condition to cover your bleeds with while reducing their damage output, far from useless.
Average joe Necromancer uses off-hand dagger to apply weakness, however that’s 10/25s, more if he has Enfeebling Shroud (only when they’re in range). Withering Precision affects ALL your crits making it a much more constant thing.
Will both Spite and Curses benefit if they swapped Precision and Condition duration around? Possibly, but the current arrangement is decent as well. If anything, it’s not the attribute bonuses of the traits one should be upset about, it’s the lack of attractive trait choices within each line. That is hindering the class more than anything.
They do stack btw, not sure where you get your information. And weakness isn’t that great of a condition it needs to be normalized.
Shortbow auto was super strong though, I’m not surprised.
They could atleast improve the poison shot to add more dmg back though, having all your dmg on your auto is silly, they need to make dealing dmg more interesting and require more thought, kinda boring as it is.
Yeah I haven’t been playing much at all either, makes me kinda sad tbh. I haven’t even gotten to 80 yet lol. When I think of logging on to get some progress done in PvE all I can think of is “Playing my necro, same 10-15 abilities/build, just grinding hearts and boring DE’s”. Gah.
All normal stats yes.
(I.E. the ones that show up on your char screen).
Sorry, but have you even TOUCHED regular spvp yet?
I agree about the story. I was kind of dissapointed how fast my time with my “Order” just ends. I was an Agent for like 1 mission really, quickly advanced to top rank, and now it’s just undead undead undead I’m not an Agent anymore. I shouldn’t have made such a fuss choosing what order to go with lol.
Lol I thought this was going to be a 2 second fear build. =p