Not only that, but having bleeds at 20 second durations with less dmg rather than 12 or so seconds with more dmg, people probably won’t even live to see the full 20seconds of your bleed go by lol.
The duration is more beneficial in a PvP setting. The longer it lasts the more pressure it applies to them cause its still ticking and they gotta remove it somehow. Take blood is power for example. The base is 30 seconds. However if you use a bunch of bleed duration stacking you can get it to ~45-50 seconds at 2 stacks. That essentially is ~7-8k damage that they gotta remove somehow. And remember condition damage bypasses all armor so it is VERY dangerous if you cant remove it. And for this reason I love it so much versus thieves. Throw one blood is power on a thief and it keeps ticking even in stealth. This is also what I do versus downed thieves. Throw one on them and then walk away while someone else bothers to stomp them.
And a master trait making bleeds immune would be OP. This isn’t WoW with warlocks that prevent dispels. And the answer is to just apply more bleeds, keep it up so they can’t remove it all.
This is very untrue. Condition Duration will always be worse than just more Condition Dmg (in terms of just doing pure dmg). Unless you’re playing against monkeys playing the game for the first time with 0 condition removal.
Condition Duration can help a little bit with dmg when you’re trying to Epidemic bleeds around. Or if you’re doing a Fear/condition build. Other than that you want your conditions to do as much dmg as possible before being cleansed in pvp. And I’m not sure if you thought this, but having a bleed tic on someone who’s downed won’t interupt their heal.
Necro’s burst is going to come from Wells, and Lich Form.
Double well + immobilize + dagger autos = extreme dmg
I’ve done a power Staff/well glass cannon build that just does ridiculous aoe dmg.
There’s the bone minions you can detonate for a bit more burst.
Other than that it’s just, Axe/Focus vuln stacking and jumping in and out of Death Shroud Life Blasting and weaving your hard hitting attacks (spectral claws/life blasts) for decent DPS.
At times it does feel like Necro’s are lacking a weapon. Another 2 handed weapon that could either be a Minion based weapon, or just a straight up Direct Dmg nuker weapon.
Being able to dump life force for a massive burst of dmg (that looks impressive to boot) would be cool, or maybe Axe turned into more of a bursty weapon than a sustained DPS weapon. The spectral claws skill could combine with Unholy Feast (the aoe will put a spectral claws Dot on everyone) and the #2 skill could be some spike skill.
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Whenever you’re in PVE, solo, fighting something that takes forever to kill.
Everywhere else it’s pretty much pointless.
I kill people in Spvp with my Necromancer.
Is that supposed to prove something? Lol
I want some revealing clothing for my male asura.
IMO the only issue is the lack of visual warnings on alot of abilities.
While it’s admirable trying to do away with cast bars and just having it be purely based on watching animations, they need to make sure they are obvious enough. Alot are but alot aren’t especially in cluster F situations where it’s harder to notice subtle animations.
If they can’t get to changing most of those skills it they can always try to give a stylized subtle warning like a particle effect on the mob’s head or something like that.
When grabbing the camera to strafe/kite with RMB, hiding your mouse can make it a little harder to use ground targeted skills such as Thief Clusterbomb, Necro Marks, Engy Nades, my suggestion would be to allow an option to show your Mouse as a reticle when holding down the RMB to grab your camera.
This would make it alot easier to see where you’re aiming while kiting/strafing with your mouse.
If only more DE’s (if that even was one =p) were like that.
Let’s hope they eventually make that happen.
Although I died multiple times and was cursing like a sailor doing Forlarn’s Pass’s jumping puzzle with the imps. Once I FINALLY beat it (despite just a tiny chest for a reward) I was still quite excited to finish. With the super fast respawn rates, it was just a non stop mad-dash to stay alive and kill everything while slowly making it through the puzzle. I had to time every CC/heal/cooldown I had perfectly just to make it and it was quite thrilling indeed lol.
I’m actually sort of hoping more jumping puzzles were that hard.
I would’ve loved it if people had a reason to go back to old zones for their “grind” besides just 100%ing it and never touching it again.
I thought that’s what Anet’s plan was.
To be perfectly honest.
I’m at lvl 47 now on my necro, and I do find myself playing less and less. It is quite a bit of fun, but it does start to feel more of the same. Same 5-10 skills, same 3-6 utilities. Kill mobs, find DE, aoe down waves of mobs, etc.
Just not enough variety in the fights/builds to the point where you feel like you’re doing the exact same thing as you did in the past zones. However I’ve been trying to immerse myself in the lore/story with the zones to make it more interesting and I’m definately loving the atmosphere of some the Norn zones I’m in.
I’ve gotten sick of Spvp for the most part, everyone playing the same few classes, and 8v8 just getting on my nerves as well as the same maps. I don’t think I’ll be bothering much until I can make some friends to do Tpvp with.
WvW just destroys my FPS too much to be really enjoyable. Certain particle effects and just some parts in the environment just randomly murder my FPS and makes simple 20 v 20 zergfests with people spamming drop me to 5 fps. (Some areas with 0 other players can just randomly drop me to 12 fps from 25-30 as well).
But other than that, it’s a “bit o’ fun”. Currently just looking to find a decent guild of like-minded players that would like to level up with. Playing pve solo in this game just gets boring too fast. =p
AFAIK this is not possible at the moment.
And until we hear otherwise from Anet, won’t ever be possible.
They all have different utility.
Dagger offhand is more about damage mitigation with blind and weakness. Weakness is really an underappreciated condition i think.
Focus is better for controlling one target (chill and vuln) and is good for life force generation.
Warhorn is better for crowd control (area cripple and daze) and is also okay at life force generation (locust swarm gains life force per tic per enemy hit, so can be very fast in a crowded environment)
IMO weakness is over-valued.
Most people I see still seem to think it’s a flat 50% dmg reduction on non-crits. When it’s actually a 50% chance for a 50% reduction on non crits, which roughly translates to 25% dmg reduction on average on something that has 0% crit chance. When someone has 50% crit chance (pretty much any crit build, not sure if mobs crit) that’s only a 12.5% dmg reduction. Compared to protection it’s laughable and not as consistent.
Would be nice if they made weakness a straight up 25% dmg reduction PERIOD.
I’m not sure where you’re getting your information about power scaling.
But I just tested it a second time (to be sure) and power is a simple % increase from your base dmg.
Using mist weapons, w/no additional power or modifiers/traits.
Axe skills :
- - 236 (base power) + 923 Power Amulet = 472
- - 808 (base power) + 923 Power Amulet = 1616
- - 269 (base power) + 923 Power Amulet = 540
That’s almost exactly 100% increase for 923 power. Similarly just adding 100 power is a 11% increase. 3 stacks of might (105 power) is a 11.55% increase. 923 Power is 101%.
I tested this with daggers as well, although there the 101% increase shows correctly. Life Siphon and Axe skills show only 100% increase, so there’s a VERY minute difference.
I tested this using skills on the dummy as well with a steady weapon to be sure tooltips aren’t incorrect (avoiding vulnerability on auto of course), still doubling the dmg with the 923 amulet. 35 hits going to 70 for example.
Conclusion : different skills/weapons don’t have different power scaling, everything scales the same (except for maybe a microscopic difference at high levels), and the base Power for your level (916 at 80) simply means 100% base dmg, where base dmg is based on your weapon’s dmg. Additional power adds to that multiplier (i.e. 916 base power + 100 power = 111% base dmg).
And just to throw this in, although should be obvious, Crit multipliers such as % dmg increase multipliers from traits and the like calculate AFTER power scaling (200% base dmg + 10% more dmg will be 220% base dmg + 50-100% increase from a crit = 330% – 440% base dmg).
Also pets, they’re not meant to scale with our damage, all pets (besides phantasms, who share mesmer stats) have their own stats.
(edited by Knote.2904)
Last time I tested (little while before this patch), sceptre auto bleeds were 5 second base duration (not 4) and the 33% longer sceptre trait boosts them by exactly 45% not 33%. While it’s still 33% for Grasping Hands.
I’m starting to like the warhorn more and more.
I think the they fixed the trait so the duration on locust lasts longer, and it gives 1% life force per hit + cripple. So you can pop locust and sit on people in death swarm and maintain quite a bit of lifeforce, and the daze gets close to 3 seconds with the trait, seems more like 2.5s.
I think if you go for an upclose melee conditionmancer warhorn will suit you better, you can still have signet for instant condition transfer and enfeebling on death shroud.
I suggest you test this, it’s not possible to get more then a 1 second bleed.
Are you talking about bleeds applied from crit, or from the scepter directly? Because my scepter tooltips are telling me they apply bleed for 4.75 sec (after 20% added condition duration from trait points).
If you’re talking about the on-crit bleeds – yes, they can last more than a second. Without any bonuses, the bleeds always show up lasting for “0 seconds” which means “counting down and currently under 1 second.” With full cond. duration line, you see “1 second” briefly before going back to 0 seconds and then disappearing. 30% of a second isn’t a long time. With the 20% bleed trait and sigil of agony, the 1-second overlap is a bit easier to notice. Just tested in the mists with an axe.
If you had said “on-hit bleeds don’t benefit from extension unless you can get them to 2 seconds, because bleed only tics once per second” then you would have been accurate.
Oh I forgot to mention this.
Sceptre Auto Attack actually applies 5 second base bleeds.
And the trait for 33% longer sceptre conditions is actually 45% for the autoattack and 33% for Grasping Hands.
With 5 seconds, every 20% is 1 extra second, so you would get 7.5 seconds after using the 33% trait, then after putting 10 into the power tree (55% duration) it goes to 7.75 seconds, then 5 more points into power (60% duration) is 8 seconds.
And that is w/o any other condition modifier, so I’m 99% sure after testing that’s how it works.
They’re stealing it from me, right? Doesn’t that sort of require that I have it in the first place?
Sigh. Why couldn’t they take the flesh golem, instead? “NO WHY ARE YOU RUNNING OVER THERE FFF-”
Well it’s more like, they steal from you, then somehow make what they stole overpowered.
The stolen warrior whirlwind does more dmg and is a full evasion during the duration of it lol.
Because the bleed on crit trait used to be good. Now it’s trash along with the ranger’s.
It’s basically forcing you to be a hybrid. Hell initially I think this tree along with Sceptre was meant to be hybrid. You have the trait that does more direct dmg per condition then Feast on Corruption or w/e on sceptre that does more direct dmg per condition.
Uh, curses is probably our best line in terms of major traits, and the minor traits – with the exception of Furious Demise – are better than most of our major options.
Majors:
- 20% bleed duration. Flat damage boost for condition necros on anything except zerged world bosses.
- 20% reduced cooldown on Corruptions. Blood is Power and Epidemic are both Corruption skills, and are cornerstones of PvE condition builds. Getting 20% reduced CD on them is huge.
- 33% scepter debuff duration. You could also call this “Bleeds: The Bleedening” and you wouldn’t be far off. Roughly half of the bleed stacks on a target are from scepter attacks, either the scepter itself, the crit proc, or the sigil. Getting a big buff to those is a good thing.
Minors:
- 66% chance to bleed for 1s on crit. Probably the second-most powerful minor trait we have, especially given how long our bleeds last. A typical condition necro will get a two second bleed from this; a duration-heavy necro can get 2.5 or 3.
- Furious Demise. This is basically “Let Life Transfer crit all the time” as a minor trait. Our AoE is already good, this just gives us a fast AoE in the case of surprise adds. When they fix Barbed Precision so it works while in Death Shroud, it’ll be even better.
- Target the Weak. The most powerful trait, minor or major, in the necromancer’s arsenal and probably one of the most powerful across all the classes. Our constant-uptime debuffs alone make this a 6% damage increase, and on a full boss it’ll be at least a 14% increase, with short term spikes as high as 22%. Again, when they fix condition damage to be affected by percentage modifiers, this will be godlike.
Some of this is very wrong lol.
66% chance for 1s bleed is terrible. With 50% crit chance that’s a 33% Chance per hit to do about 100-117 dmg depending on your condition dmg, that’s awful. Certainly better than nothing sure, but still awful, only will add a decent amount of dmg on Life Transfer. Also you need 100% bleed/condition duration to even get 2s bleed from this that’s not super realistic with a good build, you could get up to 70% between power tree 20% bleed trait and 20% cond duration rune set up (which still won’t give you a 2nd tic), but I wouldn’t bother with the bleed duration runes/sigils, that’s just a huge waste of your runes/sigils.
Fury trait is nice for a power build, there’s not much we have that’s good as far as crit procs.
Target the weak isn’t that great either. Most of the time you won’t even get past 10% increase, where as most minor traits that far up in trees at always 10% for nearly every class. And that 22% increase will rarely happen even on bosses, Blind/Fear/Immobilize will not last long at all so realistically the most you will get is 16% which is nice, but this is only on bosses with alot of people attacking, and then you’re being f***ed in thekittenby condition caps anyway.
Also it’s not a bug that % dmg increases don’t affect condition dmg, they’re not supposed to, conditions aren’t affected by dmg reduction, nor dmg increases, only condition dmg.
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Unfortunately that would remove the ability to juke. Since you will ALWAYS port back. And since it has a stupid green line making it nice and obvious for your enemies (thieves don’t have this disadvantage) people will always know where to wait for you.
They could just make it so you can activate it while in death shroud to port back.
A thief could easily do this with condition duration runes and power tree. 50% longer duration = 4.5 second aoe fear on their necro steal skill.
They really need to nerf their steal skills tbh, most of them are pretty ridiculous.
I don’t understand why Necro’s don’t get an aoe 3 sec fear. =/
I am, but it’s still quite awful. Only reason I’m using it currently over Dagger is just to have more range a few more hits of vulnerability. I’m only using it for the Focus. That Vuln/Regen move is good dmg and really fills your Life Force.
I’m forced to be in death shroud spamming Life Blasts to actually do dmg anyway, so I just use Axe + Focus for the extra vuln and massive life force gains.
I was actually hoping they would swap the activation on Spectral Walk.
I do wish they bumped the duration to 10s so you have more time to do stuff, akin to other shadowsteps.
Yeah it can definately be frustrating.
This is usually how it goes. Find a good 1v1, then his zerg comes out of nowhere and zergs me, or my zerg comes out of nowhere and zergs him.
Skill spam. With the rich depth that GW2 gives in the combat system, it’s really unfortunate to see quite a few classes being boiled down to skill spam. Heartseeker/Pistol Whip spam is a huge culprit, but Hundred Blades and Crossfire spam are also a problem. Entire builds are being made around a single skill that is pretty much being used to burst. That would be fine if there were solid ways to counteract that burst. There just aren’t.
Whenever I see a warrior, I prepare for Hundred Blades. When I see a thief, I ready for Heartseeker/Pistol Whip. When I see a mesmer, I ready for clone spam. That signals a really big concern when these classes are synonymous with a single attack.
This is actually a great point. I think more classes should have to actually think and set up their burst/spike the way an Elementalist has to, or atleast have to try a little harder than they do now. And if they can remove Quickness and re-balance around that, fantastic. Would be nice to have an MMO w/o the pvp turning into FPS twitch play.
On topic, personally I would like to see something in between the crappy, messy, zergy 8v8 Spvp and Tpvp. Just something that’s easier to get into, that’s a little more serious and structured (S pvp) for not only practice, but even to possibly meet and group up with other good players.
Also I think striking a balance between node importance and kills COULD be good as well, making it more interesting to watch, to play, and possibly giving more strats.
I think a decent example would be LoL, you could have a team that’s bent on playing super passively and farming for a stronger late game (with late game champs) or an aggressive team with early game ganks and pushing for a quick early advantage.
With node bunkering being the passive strat, and quick gank/kills to get a fast advantage on nodes + kills.
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What ever happen to playing a game you know, for the fun of it?
http://www.youtube.com/watch?v=KoIZWzCzWXg&feature=related
What ever happened to actually reading threads before posting in them?
Lol nm that’s just silly. =p
Are you saying they’re wrong? =p
Most of those are valid complaints imo.
Despite my Necro’s issues, I’m still enjoying him for the most part. Sure atm I am getting a little stale of the limited builds/traits etc. But I love the aesthetic and theme of the class and can pull off some satisfying combo’s for dmg/survivability.
I’m basically being patient and hoping Anet delivers on bug fixes and making things more exciting (like traits).
I see you’ve met Quickness.
Yes, everyone is riding that train right now.
You just need to be a much faster/better player than the one using it on you to survive.
you still need to deck yourself with defense and appropriate runes. I think it’s incredible entitled, to think that you can make a completely offensive build that gives you a lot of damage, and still think you deserve the survivability.
Unless you have access to stealth of course. But seriously, you can usually get away with that depending on what defensive cooldowns you have, I do it all the time.
Mesmer/Thief just have a much easier time with that with access to short cd stealths. Elementalists can usually ALWAYS fit 2 cantrips on their bars, etc.
Thing is, quickness is still a stupid mechanic, when other classes have to actually set up their burst/spike with more thought (Like Ele) and have a much bigger window to be countered, where other classes can just pop Quickness and mash their keyboard for massive dmg in a tiny window that turns the game into a twitch FPS.
(edited by Knote.2904)
Well Necro’s and Elementalists definately have room to complain.
However, as someone who’s been playing both, and sticking to Necro now. If you like the class, just stick with it, bug fixes and coming eventually, and they’re still playable.
Besides bugs, Necro’s really don’t have that many interesting builds atm. But that’s an issue with traits really.
Elementalists just take alot of effort (attunement dancing) to get stuff done, if done well they can do fine and do have quite a bit of flexibility. Can do decent tanky builds, condition builds, power builds, and support builds.
If you like Guardian, play it, they are fantastic and IMO the “no ranged” thing isn’t a good argument. Most classes bring something good to WvW, you can spam Sceptre Autos and that little aoe on people constantly, amazing support/utilities, wall offs, reflects, etc.
Even on my Necro I can find some useful things to do, Wells/combo fields, Spamming Staff marks on people, heal with Life Transfer, pull people from 1200 range with Spectral Grasp, and of course “Epidemic”.
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People obviously didn’t read past the initial “gear carrot” part.
His point was : there is no fun/challenging content at end game. Regardless if said content is rewarding or not.
It’s ok if content is actually fun, but not rewarding.
It’s ok if content isn’t fun, but is rewarding.
It’s not ok if content isn’t fun, and isn’t rewarding.
Ideally, content should be fun AND rewarding.
I was expecting the game to be more fun when seeing fights like Tequatl pre-release and seeing all the objectives there needed to beat the boss, and everyone having to work together. Kill bone walls so turrets can fire, kite the suicide bomber mobs, defend the turrets/turret repair krewe, etc, etc.
Same goes for dungeons, and even regular Dynamic Events, there are simply too many one-dimensional Dynamic Events where the only objective is “AoE spam down waves of pinatas we throw at you for loot”. Dynamic Events should be more challenging, have more anti-zerg scaling (more aoe abilities/defenses, more veteran/champ mobs thrown in), as well as have more objectives.
Again, if the content isn’t as fun, and doesn’t feel rewarding, I don’t see how it can compete with other MMO’s (cough, such as WoW, yes I know I said it) that have said content that is Challenging and Fun (boss fights), and of course feels rewarding.
Anyway, it’s up to Anet, we’ll just have to see what they do and how it pans out lol.
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Pretty sure it doesn’t effect it whatsoever.
It would be cool if it did though.
I think this falls to traits imo.
Traits need to change things up more, there are still too many boring traits you sift through.
Traits such as “Torch skills now remove conditions” are a good example of traits that can add or completely change the function of your abilities. More traits should be like that. Each trait slot should be a struggle to choose from many good/fun traits that actually change things up. Usually it’s too easy (these 5 suck, this one’s good ^slots^).
You will definately notice the imps if you ever bother with the jumping puzzle in Forlarn’s Pass.
You have to fight swarms of imps + veteran imp with ranged attacks that will constantly evade—>dive bomb doing half of your health or more (depending on your class) + poison. And the veteran imp spawns mini imps that apply a 5+ second burn in an aoe if you can’t get out of the way or kill em fast enough. And on top of it all you’re on a balancing beam and if you try to dodge you fall and die. Oh, and the veteran imps spawn totems that make them invulnerable til you kill it, and the respawn on all the mobs is ridiculously fast, you’re constantly dealing with multiple enemies, plus the slimes that constantly knockback/pull. Whoever designed that thing had a disgusting sense of humor.
Was the most irritating thing I’ve ever done so far, though through stubborness finally got through the whole thing. And I think the only reason I was able to do it was because I outleveled the place by a good 10 levels, was a Necromancer with Death Shroud and more HP, and was doing a minion master build and perfectly timing all the CC I had between pets and me.
Ever get blind-sided by a jelly fish? I’ve been 100-0’d in 1 second before because a jelly fish a couple levels higher than me whirl’d into me when I was busy in another fight. Lol.
There are simply too many hard hitting attacks that just don’t have enough of a visual queue/warning. (Not the above mobs I’m talking about mind you).
The thing I’ve noticed mostly, the hard mobs that have instant-no warning auto attacks that do massive dmg, as well as slow hard hitting attacks that are always easy to avoid. Guess which one kills you the most.
Oh and this ties into the imbalance of melee versus ranged mobs.
Most Champion mobs are melee, and can be kited indefinately and killed 1v1 no sweat, if said Champion mob happens to be ranged, no chance. You’re pelted with auto attacks that deal 1/3 of your hp per hit, there’s no class with enough dodges, blocks, reflects, heals, blinds to last long enough to kill it (outside of maybe Thief spamming black powder and auto attacking for 30 minutes). The inconsistently is what drives me nuts honestly.
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Because pvp is fun.
Well, as far as Spvp goes, you can only take the same 4 maps (only 2 that I like), 8v8 and being zerged down CONSTANTLY, as well as playing against thieves/mesmer/guardians up the wazoo before you start to lose your sanity.
Tpvp atleast is 5v5 though. (Silverlining)
The only thing I have an issue with is having to use ground target skills but still having to move around and kite at the same time.
Can be really annoying. It’d be nice if grabbing the camera with your RMB would show a little reticle where your mouse is so you always know where your ground targets will aim even when screen-grabbing and moving.
Shortbow Thieves, Staff Necro’s, and Grenade Engineer’s I think can relate with this.
Skills should be captured by mobs: +1
Other thoughts:
I’d rather anything new they put in be hunted down.
IMO sticking everything in a vendor is the WORST thing they could’ve done.
I’d like for each zone to have multiple named champion mobs that wander around that you’d have to hunt down for skins (or new abilities). Log on one day, ask a couple guildies/friends to come hunt a mob in X zone. Would be fun.
Although this was kind of what skill points was supposed to accomplish, but more skill challenges aren’t challenging whatsoever, and are clearly marks on your map for you.
edit : sorry, stupid forums wasn’t letting me edit lol.
(edited by Knote.2904)
I have been searching for a game that captivates me like WoW did when I first logged in back in 2006. So many games promised to be WoW killers and so many have failed for one reason or another. SWTOR should have been my end game….I am a huge Star Wars fan, but it failed me.
I never thought a F2P game would be able to own me, but I have finally found it. I have only just begun this game, but thus far I think I have finally found it. This game rules and I thank you for it.
Having said that…..someone tell me the negative things about this game. I assume it is most likely end game content since it just came out, but is there anything else? End game content can be added and built upon….other than that I am digging this game.
SWTOR Failed beucase is a wow clone. If you want to play Wow.. go to play Wow. GW2 is another thing. The only game who could kill wow, is wow.
The “endgame” (that stupid word that WoW kittens bring to this game) is great.. when is working. Sadly the lvl 70-80 zones are extremly broken, and that is very annoying. Hope with the patch we are receibing tonight all that stuff get fixed.
Why do people think WoW was the first MMO? lol
Yeah I kind of felt like that too, when grouping with a few people. Not getting any group credit doesn’t make sense.
There should be some incentives anyway, having people WANT to group up (like actually party and communicate) could make the game more social.
Being able to share credit on Heart Quests would be nice (like a % portion). A small XP/Loot bonus maybe, or just simply making it so people can get loot/xp if another party member kills something.
For those who think more than 25 Bleeding´s would be OP:
A necro’s Bleeding ticks vor ~120 damage per second if he has ~1500+ condition damage so a stack of 25 Bleedings would deal just do ~3k DPS. But in fact he probably won’t have more than 7-9 Bleedings on his target at the same time, an even if he has, some of them won’t do damage since they only tick every second and additional duration is wasted.Removing the cap wouldn’t change that, it would just allow more players to attack the same target. Yes, sometimes people would go down faster in PvP, but that’s no cause of only one or two attackers. If you get focused by 5 chars that stack Bleedings on you, you should suffer the whole damage, not just 3/5 of it.
How would you direct damage dealers feel if all targets would be caped at 3k or even 5k DPS? What would you say if anything above that amount would just be wasted?
Yeah I really don’t understand all of this “It would be OP” nonsense.
In PvE all this means is everyone will be doing their full dmg if zerging the same boss, which means the boss will die faster, solution : More HP scaling.
In PvP, if someone has 25 stacks of bleeding, they are F*****D anyway, but the cap is fine in pvp, that shouldn’t change.
TBH I hate when I end up wasting like 30 minutes trying to re-dye my stuff just to change things up and I can’t f***ing decide. =/
Yeah the leash range is FAAAAR too short considering how much kiting is encouraged in this game. They should atleast double it for starters.
33% dmg reduction is more like 50% more health, just FYI.
I’m not sure if the mechanic should focus so much on a pet. Not all necro builds are pet builds.
But I do think death shroud should, instead of draining Life Force while in it, allow you to dump/spend Life Force on things such as direct dmg (possibly burst), condition dmg, CC/fears, healing, and maybe a temporary pet that be summoned that’s tied to a target (a Ghost/Spectre type would be awesome) that functions like a phantasm and uses your stats, but based on traits could be traited to do different things like straight up Power Dmg, apply conditions, be tanky or become a support tool.
If any other F1-4 abilities are added they could be things used to gather Life Force, such as sacrificing some HP for Lifeforce, or Life Transfer (our aoe dmg channel), etc.
But the point is you would truly be managing the flow of Life Force and directing it depending on what your build/playstyle is. Dumping Life Force for Power burst dmg, dumping your life force for bleeds, or CC or even healing/support and minions. Or of course the classic use of using it to absorb dmg.
It can even allow for some counterplay on the enemy’s part. See a Necro jump into Death Shroud that’s going to lay down some burst, do a quick CC and dump some dmg on them to kill their Life Force.
TBH I’m not sure I like that minions take up utility slots. I think it would be better if they just added another 2 Hander that’s basically our “Minion Master” weapon.
Have you done the jumping puzzle in Forlarn’s Pass?
Well, I’m a black asura.
No brofro though.
Is it possible for race camera distances to be matched?
I feel claustrophobic on my Asura sometimes, and the tiny camera distance prevents me from seeing most of the world.
10-15% more zoom out would make a massive difference. Really hope you guys consider.
(edited by Knote.2904)
Dealing dmg with another skill will interupt the chain.
And Mesmer Sceptre is slightly bugged, you can go through their chain w/o hitting anything. You can auto twice just before engaging a fight to open with a clone.
I started getting the hang of :
Staff —> MoB —> BiP —> Putrid —> DS--DP —> MoB —> Sceptre —>Grasp-→Enfeeb—>Epidemic.
18 stacks of bleed + pretty much 25 if any of the aoe’s hit everyone else as well, plus nice long chill/snare/weakness and all that good stuff.
For the most part it’s overkill, but I just do it for practice.
Conditions need to crit IMO
I think the better solution would be to add more “condition on crit” procs instead.