Showing Posts For Kravick.4906:

More support for people who lost money.

in Dragon Bash

Posted by: Kravick.4906

Kravick.4906

Never bought one chest. Never will. I simply don’t understand how people are so easily fooled out of their money. Oh well, its not my money they’re throwing away.

If you really want a drop improvement, STOP BUYING RNG CHESTS!!! When it becomes more profitable for anet to put the skins in the gem store instead of in those stupid !@#$%^&* chests, you will get what you want!

Also this. Keep buying chests and this game will go the way of Maple Story.

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Why do staff projectiles fly down?

in Necromancer

Posted by: Kravick.4906

Kravick.4906

I am have a GREAT deal of difficulty with Lich projectiles lately, trying to get them to hit ANYTHING.

There is sometime VERY wrong with the pathing of our projectiles right now. For instance even to try to hit a cauldron of oil from a stationary position, the projectile typically flies OVER the oil. I had to move to several locations before i could get it to hit. In wvwvw I am surprised to ever land a hit with lich #1 now.

I dont know if its something particular to myself but this needs a fix ASAP!!!!!!!

Lich Form #1 skill’s projectile flies higher than it should, so it never makes contact with certain objects. There are several stationary targets that Lich Form cannot hit because of this. The destructible braziers in CoF are like this. Projectile just flies right over them.

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June 11th Patch Notes - Necromancer

in Necromancer

Posted by: Kravick.4906

Kravick.4906

I found it interesting that this patch had more bug fixes than the “big bug fix patch” that happened two weeks ago.

Downed HP still not fixed though. Sigh. At least they got Reaper’s Touch fixed though. Thats a plus.

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(edited by Kravick.4906)

Am I Wrong To Worry?

in Necromancer

Posted by: Kravick.4906

Kravick.4906

What my quaggan buddyShalla wrote.

The simple Weakness buff is a great improvement to the necromancer. Combine it with a possible access to buring, a new DS skill with a completely new condition AND a stronger Life Force generation… you can see where I’m going… ohh + other trait changes

What I think we should remember though is – not only the necro is getting buffs and changes. Weakness change helps hammer warriors or earth eles for instance. Make weakness worth speccing for and you open many new build possibilities.

If there’s one thing we (or at least I) learned since the release, it surely is patience
Let’s just wait and see what we’ve got in store.

And thieves. Thieves are actually the best class at applying and keeping weakness permanently on a target.

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Suggestion: Well of Blood->water field

in Necromancer

Posted by: Kravick.4906

Kravick.4906

Well of Blood was a water field in beta. It got changed to light field sometime right before release. As to why, I don’t know.

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Weapon traits Nec-Mes

in Necromancer

Posted by: Kravick.4906

Kravick.4906

Our traits are from a time in development before ANet went back and streamlined most classes trait trees. We never got that streamline process, and ANet hasn’t taken the time to go back and give us a streamline pass over yet either. This is why we have traits in seemingly random places that don’t make any sense.

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Why do staff projectiles fly down?

in Necromancer

Posted by: Kravick.4906

Kravick.4906

With no target, ranged weapons will fire in a trajectory that follows a straight line with the last place you moved your camera with the right click mouse button. If you use left click, you can move your camera without changing this trajectory and the projectile will move according to your previous right click camera placement.

Since having a target will fire the projectile towards the feet of what you have targeted, you can use this to your advantage and hit targets up on walls and other locations you couldn’t before. This is done by manually aiming your camera, without having a target, so the projectile hits the exposed midsection or head of your target. Hit boxes are comprised of the entire model, so any part of the projectile, even a small piece of it, that comes in contact with that model will count as a hit, even if half of the model is behind a wall or corner.

However, not all projectiles function like this. For example, Dark Path and Reaper’s Touch will always follow the ground and will never travel over open space.

A perfect example of how this can be used is in WvW when attempting to hit players or boiling oil on walls. Some boiling oil is placed erroneously inside the wall and will always give you obstructed errors when you try to hit it at certain angles. Just aim your camera so the projectile flies through the top of the oil placement and you’ll be able to hit it. The same thing applies to players, so long as they don’t move and dodge the projectile, obviously.

Here are some screenshots I made to illustrate how it works. First image is the position of the camera necessary to hit the oil using right click. Second image I moved the camera to the left slightly using left click. I am aiming at the top of the burning oil without having a target selected.

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(edited by Kravick.4906)

Looking for a WvW targeted wells build

in Necromancer

Posted by: Kravick.4906

Kravick.4906

I used to use this build. Was very effective at getting tags. Also great for hitting siege on walls.

http://gw2buildcraft.com/calculator/necromancer/?5.0|7.1g.h1.g.1g.h1l|6.1g.h1l|1n.a7.1n.a7.1n.a7.1n.a7.1n.a7.1n.a7|1i.67.1i.67.1i.67.1i.67.1i.67.1i.67|k57.k39.a2.k58.0|39.7|3r.48.4a.4d.4e|e

Basically drop wells on clumps of people during the fight, throw down as many marks as you can for tags, use axe 3 for even more tags and 20+ seconds of retaliation, then go into Plague Form and blind/chill everything for more tags. You can insert DS 4 at any point in there for additional tags if you like, but I found that I’d always get knocked around and interrupted whenever I tried to do that.

If you want to use focus instead of warhorn, just swap out Spectral Walk for Locust Signet.

Berserker’s weapons and Knight’s armor with Cavalier’s trinkets/back all with ruby orbs/exquisite ruby orbs. Sigil of Hydromancy on staff/warhorn and accuracy on axe. This will give you more than enough armor to survive in the middle of a zerg fight with enough crit chance and crit damage for your hits do some respectable damage. The Sigil of Hydromancy can be changed to whatever you want honestly, but I have it there for more AoE tagging. It does about 1-2k point blank AoE damage with this build so the damage isn’t that bad TBH.

You can get a full set of exotic Cavalier’s trinkets/back at the Temple of Balthazar event for 42k karma each. Trick is to find a server with it open though. The trinkets/back are also account bound when you buy them, so if you don’t have enough karma on one character you can still get them with another and use your bank to transfer. Until then, you can make do with rare cav’s trinkets/back from the trading post. They’re really cheap and you don’t lose to many stats in comparison to exotic.

For food, I use Truffle Ravioli and Quality Maint. Oils. I find the Master Oils to be WAY to expensive now that Crystalline dust is almost 40 silver each.

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(edited by Kravick.4906)

DS - how long has it been a "true" transform.

in Necromancer

Posted by: Kravick.4906

Kravick.4906

You’re right, sigils did use to work. I remember my Life Blast used to proc Flame Blast from my dagger. This all changed when they took away our ability to weapon swap while in DS.

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What happened to the young male charr face?

in Charr

Posted by: Kravick.4906

Kravick.4906

Its definitely female. I just recreated the NPC in the character creator. All of those features are exclusively under the female template. I made sure the tail was also clearly visible when I took this screenshot.

Like I said, if it has a male voice, the character itself isn’t supposed to have a female model. ANet goofed, and there are a ton of examples in the game where this has occurred, and not just with charr NPCs. There are human, norn, sylvari, and even asura that have the wrong gender/voice combination.

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(edited by Kravick.4906)

Community Thoughts - WoP and WoC

in Necromancer

Posted by: Kravick.4906

Kravick.4906

I don’t particularly like any of the wells because of the excessively long cool downs on them. Even traited they feel like the cool downs are still to long. Its also fairly obvious to me that Well of Blood was balanced around having the 20% trait. The cool down on that heal without the cool down reduction trait is just obscene.

Well of Power and Well of Darkness, for what they do, I really don’t feel these skills should have a 1 minute cool down. Well of Darkness especially. Thieves version, even if it is smaller in size, is so much more useful as its practically spammable. Yet their ability to spam it is somehow balanced? Why is ours on a 1 minute cool down? Their version also pulses a lot faster so you end up with twice the blinds on you. I’ll make the Well of Power comparison below in the Well of Corruption paragraph. Honestly, after looking at what Null Field does and all the traits that effect it, I’m seriously wondering what the hell happened during development.

Well of Suffering does decent damage, but the vulnerability it gives doesn’t last long enough, IMO. Compare the vulnerability duration on Spectral Wall and Axe auto attack. ANet needs to up the duration to match these other two skills. Like all wells, the cool down is to long.

Well of Corruption is honestly fine the way it is except for the cool down, until you compare it to Mesmer’s Null Field. Null Field is naturally targetable up to 1200 range, removes both boons from enemies as well as conditions from allies, has a base duration that is 2 seconds longer than Well of Corruption, all on a 30 second base cool down. This doesn’t even include the traits that can reduce Null Fields cool down by 20% (24 seconds), cause confusion for 5 seconds when you step into or out of the field, increase the duration of the field, or blind foes when you drop the field on top of them. Now I feel that Well of Corruption doesn’t do enough after looking at Null Field.

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(edited by Kravick.4906)

What happened to the young male charr face?

in Charr

Posted by: Kravick.4906

Kravick.4906

Thats a female face. If you’re hearing male voices coming from an NPC that is using that face, its because its a bug and ANet goofed. The character model is supposed to be male. There are a number of NPCs throughout the game (not just charr) that have the wrong gender attached to the voice that is being heard. I’ve reported tons of them, but most of them haven’t been fixed yet.

the horns give me that vibe more than the face but the face also helps.

The horns are also female.

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(edited by Kravick.4906)

Second sigil slot for Two-Handed weapons

in Guild Wars 2 Discussion

Posted by: Kravick.4906

Kravick.4906

Due to internal cool downs, doubling up on the same sigil is a waste and they do nothing productive. Two of the same sigil don’t stack when talking about sigils like Impact anyway, so those concerns are not even a factor. The only sigil where doubling up actually works are the on kill sigils that stack to 25. You just get 2 stacks per kill instead of 1, which really isn’t even that big of a deal.

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The "Thank you devs" thread

in Necromancer

Posted by: Kravick.4906

Kravick.4906

I still by this day play almost 20 year old text based mmo. A glorified chat. Why? There has not been a month with no changes. It evolved to a point where game is nothing like what it used to be. Engine that was used when it first started is gone and now its almost entirely handwritten and exclusive. People… the actual people that play it can make maps… add content. I don’t need to ask a nameless suit to fix something.
If I belive there is a bug I actually have access to test server and enough tools to fully test anything that doesn’t require messing with code or access to files. And getting that privilege required me —-— ASKING for it once.
The server and all costs of maintaining it for almost 2 decades have been payed by donations. No cash shops…

I’m curious, which text based MMO is this?

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Highest necromancer recorded hit...

in Necromancer

Posted by: Kravick.4906

Kravick.4906

Emmm… the thread is getting a bit of course. I shouldn’t have said anything off topic myself, but the whole “worship” idea doesn’t bode well with me.

I wanted to inspire a bit new necromancers out there, so that they don’t fall to peer pressure when encountering other players that run the most popular dungeon at this moment: CoF.
Speaking of inspiring and CoF… i think i need 2 more berserker necromancers to set up a test run…

I would love to go, but sadly I’m NA and I can’t join groups from EU servers.

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Settler's builds?

in Necromancer

Posted by: Kravick.4906

Kravick.4906

I’ve been using this in WvW.

http://gw2skills.net/editor/?fQAQNBIhZakRLcPTzdjfPBIpwaenU894RPIe4jB-TMAjFWeM9A

Full settler’s gear.

I’m not particularly sure how I feel about this set though. The healing is nice on Well of Blood, but the healing power co-efficient on Consume Conditions isn’t high enough to justify its use with healing power I feel. Obviously it does nothing for siphons.

There is also the fact that Well of Blood is not zerg friendly. Commanders want fire fields and water fields. Drop this down in the middle of a fight and it will mess things up for people trying to blast finish for might or healing.

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What do Necros do better than others?

in Necromancer

Posted by: Kravick.4906

Kravick.4906

We can level from 1-80 naked just by using minions I hear.

So can rangers.

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What do Necros do better than others?

in Necromancer

Posted by: Kravick.4906

Kravick.4906

Better than other professions of course? What do they excel at? Because the last time I asked to some 80 Necros in game I was told they are not the best at anything. Other classes stack conditions better and Ele is better in AoE damage, they said.

This is all true, unfortunately. At one point you could argue that necros were the best at boon stripping, but not any more. The undisputed kings of boon stripping are now thieves after they buffed the sword 3 skill.

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Doom skill

in Necromancer

Posted by: Kravick.4906

Kravick.4906

Necromancer got completely reworked (nerfed into the ground) from what the initial class video shows. We used to be able to summon 3 Bone Minions, but that got changed as well. Basically, nothing from the original necromancer videos is even remotely the same any more.

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Ranger pet damage will get nerfed...

in Guild Wars 2 Discussion

Posted by: Kravick.4906

Kravick.4906

Hmm… Rangers seem to be the “Shamans” of GW2

And necros the warlocks. Mushrooms.

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The "Thank you devs" thread

in Necromancer

Posted by: Kravick.4906

Kravick.4906

This thread goes to show you just how upset the necro community really is. I know Bas and Bhawb, as well as some others, try to make the situation as positive as they can, but lets face facts here. Necros are angry. Very angry, and rightfully so. We don’t need fixes now, we need them yesterday. Hell, we need them last month! This class is in absolutely horrible shape right now.

While I am not going to give specific details, as I don’t want to out anyone seeing how it could get them in trouble, but there is even some resentment within ANet itself at how this class was destroyed after BWE and then largely ignored.

I’m still predicting disappointment in the upcoming balance patch, however. Remember, developers did not say they were focusing on necros this patch. They said it was a hot topic. They also said that this was a balance patch for all classes. I’m still predicting that a majority of their focus will be on the more populated classes.

If I’m wrong about this, I want someone to dredge this post up from the depths and shove it in my face. I would love nothing more than to be wrong and have to eat my words here.

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Why necromancers don't quite cut it (by Zzod)

in Necromancer

Posted by: Kravick.4906

Kravick.4906

All recent communications have indicated they are looking into things. The idea of getting burning, a new condition, better scaling on healing and siphon are all things that would help out significantly.

It just makes me want to point and laugh at everyone who was commenting on how we were in-balance, and minor tweeks were all we needed (myself included for saying that). It seems the rosey-outlook on things was even more-so than the devs thought… I will go back to making demands for buffs, and bug fixes, angrily.

ANet says a lot of things. They were especially famous in GW1 for saying they were going to do something, and then never doing it, or taking more than a year to finally implement the idea (in a paid expansion no less). Case in point, the elementalist from GW1. When they introduced hard modes in prophecies, they buffed every NPCs elemental resistances so high that it completely screwed over the class. No one wanted eles for anything in PVE except as a support healer of some kind, but necromancers were arguably better at that role also due to Soul Reaping (gave energy on enemy death, AKA infinite energy vs extremely large but finite energy pool.) It was the only thing elementalists could do as their damage became complete crap after hard modes got introduced. It took ANet nearly 4 years to fix this problem and reduce the armor levels of hard mode NPCs (they buffed HP levels of NPCs to compensate though) to allow them to be viable again.

I want to be optimistic, but I honestly can’t take anything ANet says at face value any more at this point. I’m sorry to say, but their balance process is so remarkably slow that nothing they say can even remotely be seen as a possibility until it actually does happen.

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LET US TAME LUNAR WOLF!

in Ranger

Posted by: Kravick.4906

Kravick.4906

So what spawns it, just four rangers using warhorn 5 at the same time?

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i hated burst in wow, but...

in PvP

Posted by: Kravick.4906

Kravick.4906

Yes, very much so. Honestly though, until you’ve played around with the classes yourself, you’re going to have a hard time recognizing these burst phases unless you have someone walking you through it as you go along. It took me a long time, as well as having multiple classes that I played for a while, to understand where and when you burst your target down. Each class is different and they all have different phases.

Some abilities off the top of my head. If at all possible, avoid using any offensive skills when these take place. Save your burst for when these abilities are not active and the target you are fighting is at approx 50% HP after these effects go off. Use your CCs and stuns at this point to prevent a heal if you can.

Warrior raises his shield. This will block all attacks for 3-4 seconds unless the skill in question says unblockable. There is also endure pain to consider. Damage immunity for 5 seconds, but it has no animation. Its simply a buff, a very obvious and easy to recognize buff, under their HP bar. If traited, warriors can automatically activate this skill once every 90 seconds at 25% HP.

Engineer raises his shield. This will block all attacks for 3-4 seconds unless the skill you are using says unblockable. Engineers shrink and become tiny. They will avoid everything for 3 seconds.

Mesmer becomes blurry/fuzzy. This effect is very subtle though. Mesmer is immune to everything for 2-4 seconds. Unfortunately, mesmers can do this every 8 seconds if using a sword main hand, so timing is everything.

Necromancer goes black and shadowy. Necromancer is in death shroud and… actually, ever mind. Go ahead and burst this. While they are protecting their HP in this form, they still take full damage to the “green bar”. If you knock them out of this form you will deny them several key skills for a long time and they actually become weaker as a class.

Guardians are probably the hardest. The trick with them is to have the ability to strip boons. When their protection drops, hit em hard. Guardians actually have a small HP pool, and the only reason they’re so tanky is because of protection and healing traits. They put aegis on themselves periodically. Aegis will block one attack unless the skill you are using is unblockable (will not remove aegis though). Just auto attack this off if you notice it.

Thieves, about the only thing you can do is hit them as hard as you can as soon as you see them. If they go stealth, chances are they’ll just come back out of it at full HP. The trick with them is to CC them ASAP and burst them as soon as you can. Most thieves will be traited to go stealth automatically every 90 seconds at 25% health though. Thieves are incredibly squishy though so its not hard to do this if you can avoid their opening Basilisk Venom stun (stun break this ASAP and dodge away).

Rangers, if using Troll Unguent, have a 15 second window where they are not regenerating. Try to make yourself familiar with the Troll Unguent buff icon and save your bursts for when that buff disappears. Troll Unguent cannot be removed, so don’t bother trying. Troll Unguent will last for 10 seconds. Keep hitting though, as you don’t want them to completely regenerate. Just avoid using your burst during this as they usually end up healing through it.

Elementalists take practice. Most will start in fire attunement. What you want to do here is wait for elementalists to switch into their water attunement, let them blow their CDs there, and when they switch out of water attunement, burst em hard. They can only go into water once every 10 seconds or so, but even the water attunement skills have a longer CD than that. You must familiarize yourself with the attunement swap graphics. Each attunement has a very obvious and flashy graphic associated with it when they enter that attunement. The glowing affect around the elementalists hands will change based on attunement as well. You’ll also hear a voice que from the elementalist, such as, “Feel the flames of Balthazar!” or, “Rock Solid!” or, “Storm Powered!”. Each race and sex will have their own unique voice over for this switch. The voice over will say something obvious to the attunement they’re going into, however. Your best bet here is to just make a level 1 elementalist, take it to the mists, and swap attunements for a bit to familiarize yourself with what they look like.

I think thats everything, but I’m probably missing a lot. It really takes a lot of practice to get to know these effects well. Best bet is to just dive in and keep trying. If you’re having issues with a certain class at some points, or noticing something odd when only a particular class is around you, try explaining the situation on their subforum (politely, or you’ll get no response) and ask for pointers. Most people don’t have a problem explaining to you why you lost and what you can do to avoid it.

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Rangers pets damage, broken AI

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Posted by: Kravick.4906

Kravick.4906

Remind me again how many evade attack does S/D set ranger has again, pls?

What does that have to do with ranger pets, when traited, doing respectable damage?

The question is to counter the previous post, please read them for more infos.

Now, I don;t mind if Ranger Pets doing Respectable Damage when Traited. That is what I wish for. But at the current state, Ranger can be a BUNKER trait and PET still DEAL DAMS as if he is a DPS trait seems way off to me.

Hm… Call others fool is not nice. But it seems that you are uncapable of comprehend what we are trying to message to you here. RANGER ITSELF IS FINE< IT IS THE PET THAT IS PROBLEMATIC AND HIS MECHANIC. You get it now? If not, well then I give up LOL>..

Do you play a thief? Your grammatical inaccuracies and fervent whining about an easily counter-able build because you can’t 1v1 it is really starting to fit the stereotype here. Might I suggest that you start working with your TEAM, in this TEAM game, where you can work with a TEAM of players against a single target, to solve this over exaggerated problem you have with these boogey rangers? You might be surprised by how easily you can kill them.

Also, stop whining, jeez.

So you’re saying that you should 1v2 a ranger (which arguably count as 2) to actually take him down? Oh and he can self res whit his.. well you know, lovely friend.

Yes, because the build in question is… wait for it… A BUNKER BUILD! That is the entire point of bunker builds. To hold out on point until help arrives. At no point should you ever expect to beat a bunker build 1v1. If you are stupid enough to run into a point with a bunker on it, and are further lapse in judgement when it comes to running away from said point when your health is low, you deserve to die. Simple as that.

Problem is your ’’bunker’’ is actually doing similar damage like non bunkers builds. Simple as that.

No, it really isn’t. There is also the fact that you can walk away from this build at any time. This build does not utilize greatsword or bows and has very little ability to chase a target down. If you’re dying to a BM ranger, stop standing there and letting him kill you. Its as simple as that.

Rangers have never received a buff to pet damage. Pets have always hit as hard as they do from the very beginning of the game. Why are people whining about this now, 9 months after the game released?

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Rangers pets damage, broken AI

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Posted by: Kravick.4906

Kravick.4906

Remind me again how many evade attack does S/D set ranger has again, pls?

What does that have to do with ranger pets, when traited, doing respectable damage?

The question is to counter the previous post, please read them for more infos.

Now, I don;t mind if Ranger Pets doing Respectable Damage when Traited. That is what I wish for. But at the current state, Ranger can be a BUNKER trait and PET still DEAL DAMS as if he is a DPS trait seems way off to me.

Hm… Call others fool is not nice. But it seems that you are uncapable of comprehend what we are trying to message to you here. RANGER ITSELF IS FINE< IT IS THE PET THAT IS PROBLEMATIC AND HIS MECHANIC. You get it now? If not, well then I give up LOL>..

Do you play a thief? Your grammatical inaccuracies and fervent whining about an easily counter-able build because you can’t 1v1 it is really starting to fit the stereotype here. Might I suggest that you start working with your TEAM, in this TEAM game, where you can work with a TEAM of players against a single target, to solve this over exaggerated problem you have with these boogey rangers? You might be surprised by how easily you can kill them.

Also, stop whining, jeez.

So you’re saying that you should 1v2 a ranger (which arguably count as 2) to actually take him down? Oh and he can self res whit his.. well you know, lovely friend.

Yes, because the build in question is… wait for it… A BUNKER BUILD! That is the entire point of bunker builds. To hold out on point until help arrives. At no point should you ever expect to beat a bunker build 1v1. If you are stupid enough to run into a point with a bunker on it, and are further lapse in judgement when it comes to running away from said point when your health is low, you deserve to die. Simple as that.

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Rangers pets damage, broken AI

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Posted by: Kravick.4906

Kravick.4906

Remind me again how many evade attack does S/D set ranger has again, pls?

What does that have to do with ranger pets, when traited, doing respectable damage?

The question is to counter the previous post, please read them for more infos.

Now, I don;t mind if Ranger Pets doing Respectable Damage when Traited. That is what I wish for. But at the current state, Ranger can be a BUNKER trait and PET still DEAL DAMS as if he is a DPS trait seems way off to me.

Hm… Call others fool is not nice. But it seems that you are uncapable of comprehend what we are trying to message to you here. RANGER ITSELF IS FINE< IT IS THE PET THAT IS PROBLEMATIC AND HIS MECHANIC. You get it now? If not, well then I give up LOL>..

Do you play a thief? Your grammatical inaccuracies and fervent whining about an easily counter-able build because you can’t 1v1 it is really starting to fit the stereotype here. Might I suggest that you start working with your TEAM, in this TEAM game, where you can work with a TEAM of players against a single target, to solve this over exaggerated problem you have with these boogey rangers? You might be surprised by how easily you can kill them.

Also, stop whining, jeez.

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Rangers pets damage, broken AI

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Posted by: Kravick.4906

Kravick.4906

Remind me again how many evade attack does S/D set ranger has again, pls?

What does that have to do with ranger pets, when traited, doing respectable damage?

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Rangers pets damage, broken AI

in PvP

Posted by: Kravick.4906

Kravick.4906

My friend r40, Champion Hunter ,Bunker Spirit, SB/S&D and he can hold our home point against 2 with ease. With 3, he need helps but he put up a good fight alone bf we are even there to help him (like 2mins).

Your friend is not beast mastery then if hes running a bunker spirit build. His pet will never achieve that kind of damage. Why are you bringing spirits into this to prove a point about beast mastery rangers?

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Rangers pets damage, broken AI

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Posted by: Kravick.4906

Kravick.4906

God forbid that rangers be allowed one ability that does more than 3k damgae.

Or you could just snare pet and then strafe sideways in circles around your target while stabbing them. Never get hit by pet again.

God forbid that rangers be allowed one ability that does more than 3k damgae with just auto attack whilst being a BUNKER. There fixed it for you

Rangers aren’t actually very good bunkers. Notice how they have trouble with even 2 people hitting them. 3 people will just murder them. Its only 1v1 that people obviously have trouble, but this game isn’t balanced around 1v1, nor should it. If it were, mesmers and thieves would need dramatically less burst and would need a severe nerf.

Rangers are definitely no guardian or engineer when it comes to bunkering a point. Guardians and engineers will bunker 3 people all day long and live. 1 well played thief can easily break a bunker ranger in half. I see the trade off of less bunker ability for a bit more damage to be reasonable. Especially when they invest all of their traits into their pets, which rangers have to do to make them hit that hard.

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Rangers pets damage, broken AI

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Posted by: Kravick.4906

Kravick.4906

God forbid that rangers be allowed one ability that does more than 3k damage. Also was mentioned, the pet was obviously buffed by a minimum of 2 utilities to achieve that hit. Then there is the long telegraphed animation the ability has.

Or you could just cripple/chill the pet and then strafe sideways in circles around your target while stabbing them. Never get hit by ranger pets again.

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Settler's Armor in Southsun: Necro builds?

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Posted by: Kravick.4906

Kravick.4906

Are there actual armor and weapons with these stats? If so, what is it called? Typing settler’s into the trading post only pulls up the trinkets and accessories.

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Just stop...

in Ranger

Posted by: Kravick.4906

Kravick.4906

>watches video of ranger going 1v4 all the time and winning<

Nah rangers arent invincible. >.>

You can’t judge a class based on beating a bunch of bads. Mesmers, thieves, eles and guardians can 1v4 like that too and win.

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State of the Game - May 31st Discussion

in Necromancer

Posted by: Kravick.4906

Kravick.4906

I’m very excited to see where they take Necromancer in the coming months.

I think they’re catching onto the idea that Necromancers are not built for burst but also need the mechanisms to last in a fight since they cannot run away. I don’t believe we need mobility, like they said, as I play a Necromancer to be a juggernaut and to put pressure on opponents over time.

I don’t need to be zipping around the battlefield, but I do hope we get some more staying power in team fights.

I agree with this.

I don’t care if we never get vigor. I don’t care if we never receive any mobility buffs. What I DO care about is not being able to out last an opponent like we’re supposed to, at least according to the class philosophy. Does this mean we should never lose engagements? Absolutely not. The problem has always been that we lack any meaningful sustain in long fights. The longer the fight lasts, the weaker necromancers get because we simply cannot replenish our Life Force bar quickly enough. Once our Life Force is gone, we die soon after. This problem is multiplied when we face multiple opponents as our Life Force bar will get depleted in a matter of seconds. However, one thing that also needs to be looked at is the ridiculous amounts of condition clearing thats going on. Its not going to change a thing, even if they buff weakness to OP status, if our conditions are wiped off faster than we can apply them, as what is happening currently.

This, of course, is all from a PVP perspective. The only thing I feel we need in PVE is a clean up of our trait trees. I honestly feel if our traits weren’t so spread out all over the place we might actually be able make some decent support builds. Theres also that bleed cap problem that needs to be addressed.

In general though, I feel a reduction in a lot of cool downs and cast times would also go a long way in fixing a lot of problems in both PVP and PVE. Well, and minion AI fixes too.

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State of the Game - May 31st Discussion

in Necromancer

Posted by: Kravick.4906

Kravick.4906

Got a link? I haven’t heard it yet.

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The state of Necromancer

in PvP

Posted by: Kravick.4906

Kravick.4906

My guess is that dev don’t know themself ,what necro should be.
If Thief should be the max burst dmg, Guard best defender with good support,etc.
What should be a necro ?!

Actually on last night’s But of Corpse, Chaplan made a guest chat appearance and stated this (I am paraphrase as he was in chat with about 30 necromancers answering questions).

“The Necromancer has no access to vigor and limited boon access by design. Our goal was that the Necromancer not be a class that avoids or protects damage through boons, but rather through conditions and “anti-boon”. They want the Necromancer to not be highly mobile, but to be a class that uses conditions to prevent any mobile class from escaping. The goal is to have them use conditions to prevent other classes from being stronger, and to win battles of attrition. This is not currently where they are at, but the lack of Vigor/Stability and Boons is by design and not one we are going to change. They do feel we do not have enough access to the conditions that matter such as more cripple, chill, poison, and weakness. We want weakness to be stronger, and thus allow the Necromancer to use it to prevent damage and thereby win the battle of attrition. Currently the Necro does not have enough return to be a class. Our goal is that when someone goes to battle with a Necromancer they know the Necromancer is not leaving, and they are going to have a really hard time getting away from the Necromancer. Essentially they will regret the battle and have to think twice about it. So tune into the state of the game we think you guys are going to really like this next patch."

That is a paraphrase of the 45 minutes that Chaplan spent in the live chat of the But of Corpse show. It was an incredible and exciting time. I did not do him justice, but he left the 30 or so Necromancers pretty excited about the SOTG.

Awesome. Now that the issues have been acknowledged and they admit necromancers aren’t where they should be, we at least now know they know we’re not up to par.

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Downed HP still not fixed.

in Necromancer

Posted by: Kravick.4906

Kravick.4906

It took him less than a day to fix this, at least locally anyway. This is a bug that has been reported since the game released. I don’t want to sound like I’m ungrateful, I like that it has finally been looked at and possibly fixed for good, but seriously, why wasn’t this looked into much, much sooner?

You do sound ungrateful (or perhaps irksome), but that isn’t really the point.

And if you really think about it, he posted he would look at it in the morning… assuming he started around 7AM, and focused all his attention on this, he had it fixed in 2.5 hours. Being logical people, we can assume he had coffee, answered some emails, so more like 1-1.5 hours.

But my point earlier was that if these things are really this easy to fix…. perhaps we should be spamming this forum and the general forum about any bug we have… because apparently that is how things get fixed in a timely fashion?

In fact, this post isn’t even about this bugged trait that is now fixed for release. This fix has now come about because someone begged for it because a dev was reading a post about another bigger problem bug. I actually get annoyed when I read posts about one thing and have to sift through post after post about someone begging for something else unrelated. Seems I should be doing the same, in the name of necromancers everywhere.

Just curious why that is the order of how bugs are resolved…. but not to sound ungrateful

This is what I’m saying. This bug has been reported in game, and on these forums for the last 9 months, repeatedly, Ad nauseam. It took a programer an incredibly short amount of time to fix it when they actually looked at it. This heavily suggests to me me that no one even bothered to look at it until now. Yeah, I guess you could say I’m irked.

But again, I don’t want to sound ungrateful, its finally fixed possibly, but this is something I feel like is really problematic with ANets bug fixing. This isn’t the first time such a thing has happened like this either. Engineers had a bug with one of their traits that they had repeatedly been reporting and talking about on their own forums. ANet only finally looked at it because the problem was posted on the sPvP forum, and a coder at ANet just happened to have seen it, despite the fact it had been brought up constantly on the engineer forums. It took the coder 5 minutes to fix the problem when it was finally looked at. I’m not even exaggerating. The time between, “I’ll look into it.” and, “Ok I’ve fixed it!” posts was literally 5 minutes.

So yeah, its good a bug has finally been fixed, but perhaps ANet needs to improve their communication between their departments? It doesn’t seem like what we’re reporting in game and on these forums is getting to the attention of the developers/coders unless they come here in person and see it for themselves or something.

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Downed HP still not fixed.

in Necromancer

Posted by: Kravick.4906

Kravick.4906

It took him less than a day to fix this, at least locally anyway. This is a bug that has been reported since the game released. I don’t want to sound like I’m ungrateful, I like that it has finally been looked at and possibly fixed for good, but seriously, why wasn’t this looked into much, much sooner?

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New Patch Bugged Staff Mastery

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Posted by: Kravick.4906

Kravick.4906

They just fixed Greater Marks working with Staff Mastery.

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Patch bug staff mastery post bugged too?

in Necromancer

Posted by: Kravick.4906

Kravick.4906

No, well, yes. Its only bugged on your end. What you need to do is go into your post history (click your name at the top right) and delete the post you made in that thread. Then you will be able to see the thread normally again. There is something inside that post that is bugging the thread for you (we still see it normally).

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Crafting Kodan gear in the PvP Forge

in PvP

Posted by: Kravick.4906

Kravick.4906

ahh, fair enough. Been playing a LOT of tournaments recently and have yet to come across a single token. Thought they’d been removed with the new tourny style but I guess that’s just RNG for you…

Are you using the correct guy? There are two NPCs. One is by the exit gate, the other is by the mystic forge.

Just making sure that you’re not mistaking the sPvP guy for the tPvP guy. There are two modes and they’re not the same thing.

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[Suggestion] How the Ranger pets should be.

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Posted by: Kravick.4906

Kravick.4906

ANet made a post some where in the ranger forums that they will never allow rangers to directly control the other pet skills because they feel that would make rangers require to much APM.

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Crafting Kodan gear in the PvP Forge

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Posted by: Kravick.4906

Kravick.4906

You still get paid tournament tokens from salvaging items you get from winning tournament matches. You can solo que if you don’t have a team. Its the guy standing on the pedestal next to the mystic forge.

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Downed HP still not fixed.

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Posted by: Kravick.4906

Kravick.4906

I’ve yet to see anet actually >FIX< something necromancer related without breaking something else or stamping “working as intended” tooltip.

Fun fact: there’s a running joke in the Mesmer community that ANet can’t get a patch out without bugging out something else about their weapons or traits. Aren’t the Mesmers supposed to be ANet’s golden child?

Yes, but mesmers actually GET attention that isn’t but a bunch of tool tip fixes. So when ANet actually looks to fix something of theirs, it will look like they break their stuff all of the time since they get way more attention. We barely get any attention at all so this “break stuff they’ve tried to fix” thing is very rarely seen by us. As I said, all we ever get is tool tip fixes. Kinda hard to screw that up really.

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Necro "Corrupt Boon" a little on the OP side?

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Posted by: Kravick.4906

Kravick.4906

just assuming this isn’t a troll…

While it’s a strong ability sure, it’s also a counterplay ability with a big limitation on when it’s useful. You highlighted probably the strongest situation for the ability in the entire game, and even in this scenario the guardian could (and should) refrain from using SYS around the necro

Or the guardian could just use contemplation of purity and convert everything back into boons.

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The Next Straw Will Break This Camel's Back

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Posted by: Kravick.4906

Kravick.4906

They specifically state, multiple times, this isn’t going to be a balance patch but a bug fix patch; people complain about them not touching balance. There’s a nice statement of what the forums are.

They didn’t actually fix any of the important bugs though. They also managed to break a rather important trait we have. We may not even see a fix for it for another month or two based on their current track record. I think people have a legitimate reason to be mad this time.

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Necro "Corrupt Boon" a little on the OP side?

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Posted by: Kravick.4906

Kravick.4906

This has to be a troll thread. I don’t think I have ever seen anyone call necromancers OP. I’m just… wow. I’m speechless.

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New Patch Bugged Staff Mastery

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Posted by: Kravick.4906

Kravick.4906

BALANCE, BUG-FIXING, POLISH

Fixed an issue where players who completed the Canach’s Lair instance before the release today can no longer receive rewards. All players will now be able claim the reward for completing this instance once more on any character.
Fixed an issue where the map marker for the Canach’s Lair instance would not display properly.
Karka spawn will no longer aggressively harass players trying to enter Canach’s Lair.
Clicking the Last Stand at Southsun Cove world event UI will now open the correct achievement category.

No hot fix.

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Downed HP still not fixed.

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Posted by: Kravick.4906

Kravick.4906

But thats not how business works in reality. Remember, they have finite resources. What is better to spend those resources on. Retaining a large portion of your player base by catering to the high population classes via bug fixes and improvments, or use those resources on fixing a low population class that won’t necessarily bring any new customers and potentially alienate your player base on the higher population classes?

Finite resources or not, there’s also a finite number of players who will play Elementalists or Warriors or Thieves. Focusing solely on what’s most popular now is an incredibly short-sighted way to run a business., especially with as fickle an audience as gamers.

Furthermore, PvP in this sort of game stales and dies when everyone plays the same specs and professions all the time. ANet wants to make GW2 into a popular eSport and that’s not going to happen until there are enough viable specs for people to play around with. They can’t do that with a profession or two tied behind their back, especially when one of those professions is one with such strong and interesting teamfight options as the Necromancer.

Finally, ANet seems to agree with me, given that they did fix a number of Necro bugs in this patch, about as many as they fixed for anyone else . There are still bugs to fix for the Necro, but there are still bugs to fix for everyone else.

You don’t waste your time fixing a class barely anyone plays.

I probably should’ve opened with this, but what’s your source for this?

What I am saying is, ANet will most likely keep on ignoring us until a paid expansion. At which point they will do a full balance pass on the necromancer because then, and only then, will it make financial sense to do so.

Gem sales means it always makes financial sense to make their current players happy, even for the Necro if we assume it’s a niche profession. Niche players tend to be more dedicated in their obsession than those who roam from flavor-of-the-month to flavor-of-the-month. Do you think Joe Powergamer is going to buy a Molten Alliance Pick for the D/D Ele he plays because he read they’re OP? Probably not. Johnny Necro might buy one for his Necromancer, though, because he loves throwing around the powers of darkness and turning his enemies strengths into their weaknesses and plans to continue doing so for years.

Don’t take this the wrong way, but it sounds like you might be a little bit naive when it comes to how business works these days.

I understand exactly what your saying, and you would think that is how businesses should work, but that isn’t how business works. You placate the maximum allowable number of customers with the least amount of resources possible to keep costs low so you can obtain the most possible money in the shortest amount of time.

In this case, necromancers get sacrificed because we represent a very low possible retention and gem sales figure. The other classes have much higher populations (except engi, but they have a very high population in sPvP) and its better to placate them and keep them playing as long as possible. Necromancers represent such a small fraction of the player base that ANet probably wrote us off a long time ago.

Also, Gem sales don’t go to ANet. They go straight to NCSoft since ANet is a wholey owned subsidiary. ANet operates on a fixed budget.

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The state of Necromancer

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Posted by: Kravick.4906

Kravick.4906

It really does feel like ANet is only giving the absolute minimum effort here. Even their “Living Story” content feels shallow and quickly slapped together as an after thought.

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