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Why no more damage modifiers, Anet?

in Necromancer

Posted by: Lahmia.2193

Lahmia.2193

Why is that? I would like core Necromancer trait lines to make the profession an attractive team member rather than hanging everything on Reaper. You said it yourself how Reaper is a must. I like build variety.

I think you need to reread what I wrote:

Having both damage boosts on Reaper AND core Necro would be my solution anyway.

The only change I’d really make to skills would be to drop Chilling Scythe to 0.75sec cast time like the rest of the auto-chain.

Considering it is still a dps loss, this is a must. Same goes (to a lesser degree) for the 2nd attack of dagger auto.

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(edited by Lahmia.2193)

[Suggestion] Rending Shroud trait change

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Posted by: Lahmia.2193

Lahmia.2193

For the siphon they only need to make siphons scaling with power. They can also split the formula mechanics for pvp. .

There you go, fixed that for you.

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Why no more damage modifiers, Anet?

in Necromancer

Posted by: Lahmia.2193

Lahmia.2193

It cannot be reaper. Whatever outgoing damage scaling increase is decided, it should be in core Necromancer.

And why is that? Reaper is pretty much a must on necromancer already. Having both damage boosts on Reaper AND core Necro would be my solution anyway.

Here are some more examples:

  • Striking a foe under a hard control effect auto-crits
  • Receive 40 condition damage for 5 seconds each time you strike a foe with slow, immobilize, or taunt
  • When might is above 10, receive 20 extra ferocity per stack
  • The effectiveness of Vampiric Presence increases under aegis, fury, resistance, and vigor.

The first suggestion would be a bit of a waste considering Necros can already reach 100% crit chance with no precision.
The second one is pretty good but this is a discussion about direct damage, not condi.
I very much like the third idea. 20% more crit damage at 25 might is just yummy.
As for the last one, I’m open to any buffs to my beloved Vampiric Presence.

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[Suggestion] Rending Shroud trait change

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Posted by: Lahmia.2193

Lahmia.2193

You know what I mean though Zef. If they did make it effect both power and condi builds, people would just run condi necro and ignore power as they do currently. So it would in effect change nothing.

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[Suggestion] Rending Shroud trait change

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Posted by: Lahmia.2193

Lahmia.2193

Making it effect condi would just mean people will still ignore power in anything competitive. Pure power only please.

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The raids need an easy "story mode"

in Fractals, Dungeons & Raids

Posted by: Lahmia.2193

Lahmia.2193

Just look up the story on youtube. I did for the newest wing, as that is all I cared about.

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Two Options To Make Power Reaper Competitive

in Fractals, Dungeons & Raids

Posted by: Lahmia.2193

Lahmia.2193

+10% damage vs chilled foes: add to Chilling Nova.
+5% damage vs bleeding foes: add to Blood Bond.
+10% damage on Greatsword skills: add to Soul Eater.
+10% damage to foes with no boons: buff current Spiteful Talisman damage increase.

Swap a parts of two traits around in Soul Reaping:
Vital Persistance – new 3rd minor trait
+15% life force pool and 50% less shroud degen.
Strength of Undeath – new mid tier major trait
+10% damage whilst inside shroud and 20% recharge reduction on shroud skills.

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Why no more damage modifiers, Anet?

in Necromancer

Posted by: Lahmia.2193

Lahmia.2193

Why is Anet so reluctant to give Necromancers more damage modifiers?

Because the necromancer is the slow monster that you can’t shake off and that catch your ankle before slowly and sadistically wearing down your health. Anet use the design of the vilains of the oldschool horror movies as a basis behind everything for the necromancer.

And let’s be a jerk! The necromancer have something like a damage modifier. Strictly speacking, with our siphon we have almost 10% more damage while in cleric gear and we give a bit less than 5% damage increase to a cleric party (I assume that this party don’t stack might and use low damage weapons)

Oh and we are very good at stacking vuln on foes (ven if it’s useless since this is the easiest thing to cap even without a necromancer)

Happy April Fools to you too.

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April fools patch notes = foreshadowing?

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Posted by: Lahmia.2193

Lahmia.2193

Hehe. I love April fools joke posts like this.

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Why no more damage modifiers, Anet?

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Posted by: Lahmia.2193

Lahmia.2193

10% dmg is nowhere near as good as 50% crit chance. Soul eater needs to be much better than a simple damage increase or cooldown reduction to be worth using.
Damage against chilled foes does make sense though, but where would you put it?

It would make Soul Eater a viable alternative in an organised party. Aka one that was giving Spotter, Banner of discipline, fury, 25 might etc.

As for the Chilled bonus, add it to the current Shivers of Dread or Cold Shoulder. Shivers of Dread is very weak, so would likely be the best suited. Or if it has to be on a major trait, add it to Chilling Nova.

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Why no more damage modifiers, Anet?

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Posted by: Lahmia.2193

Lahmia.2193

Why is Anet so reluctant to give Necromancers more damage modifiers? Its very clear that Necromancer (and Reaper) are under performing in the power department. And they’ve shown interest in buffing said aspects (as shown during the last balance patch) but it seems giving Necromancers more access to damage modifiers would be an easier and more effective way to go about these buffs. The most obvious one (god knows why we didn’t have it from the start) would be a +10% damage vs chilled foes as an addition to one of the baseline reaper traits. Another would be to buff Soul Eater so it grants +10% damage to all Greatsword skills. That way it would be a viable alternative to Decimate Defenses, whilst in an organised party.
And no, this isn’t a request to make power reaper better than ele, thief or whatever is current top dps. Just some proper buffs that make a difference.

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Portal (entre and exit)

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Posted by: Lahmia.2193

Lahmia.2193

Like many skills in game, its true potential is unlocked in WvW. You ever seen a mesmer finish someone with a portal? Its like seeing the northern lights.

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Thank you Anet, chillmancer viable again

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Posted by: Lahmia.2193

Lahmia.2193

Now, I’m not trying to destroy the condi reaper.

You could have fooled me with that suggestion.

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Fast Stomps need to be removed.

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Posted by: Lahmia.2193

Lahmia.2193

Yes because those few extra moments you’d be alive would totally save you, geegee get over yourself.

And what’s this looking down at, “Pin Sniping”?

A common complaint among brainless zerglings.

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Necro pvp question

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Posted by: Lahmia.2193

Lahmia.2193

It is limited to 5 conditions sent to a single enemy. It should work on all conditions though.

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Necro pvp question

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Posted by: Lahmia.2193

Lahmia.2193

I am talking about it based on what i read on metabattle.

Question is:Does plague signet build ability also work on chill effect and other stuff like crippling? or only just things that damage you over time?

Of the 3 highest rated, 2 are condi which both use plague sending (auto plague signet trait) and the other is a power build.

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Necro pvp question

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Posted by: Lahmia.2193

Lahmia.2193

Any player, worth his salt, will be using Curses on a condi build. And with it they will use Plague Sending. Where did you get the impression people weren’t using them?

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The way chill re-applies, is it intended?

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Posted by: Lahmia.2193

Lahmia.2193

Not a waste but balanced.

Deathly Chill in its current state (3 bleeds for 5 to 10 seconds) should also have an ICD of at least 2 seconds.

Why?

Because Necro has so many skills and utilities that apply chills which allow them to stack up a large number of stacks. It’s even more of an issue for those skills and utilities which pulse. PvE also has an issue with an ice environmental weapon which has an auto attack that allows you to get and maintain about 40 stacks of bleed.

Adding an internal cooldown would bring the trait back into balance while still allow chills to add bleed stacks.

I don’t think it’s unbalanced, maybe underpowered. Necros are still behind any other profession in the dps department.

Underpowered? You just haven’t seen it in action yet.

no one cares if you are talking in open world pve. all classes are OP in open world pve.

I’m talking about raids.

Well I wasn’t when you responded directly to my post nor did you give any indication that you were talking about raids in any of your posts.

Sadly, some people think that raids are all that matters in this game.

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Necros can teleport? or this one "special"??

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Posted by: Lahmia.2193

Lahmia.2193

60% of the time, it is lag everytime.

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Why are you keep playing WvW?

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Posted by: Lahmia.2193

Lahmia.2193

Started playing WvW again (HoT killed it for me) when they introduced server links. Made quite a few friends from our linked server then moved across once it had finished. Now its pretty much all I do in gw2, aside from daily t4s.

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The way chill re-applies, is it intended?

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Posted by: Lahmia.2193

Lahmia.2193

Back before HoT, Chilling Darkness didn’t have any icd and had great synergy with Bitter Chill and Well of Darkness. However this was seen as too powerful in Wvw (of all places) and so they added a 5s icd which they have since reduced to 3s. Apparently it was also nerfed because of the then soon to arrive Reaper, which as people have said, would have made Chilling Darkness completely broken.

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Thank you Anet, chillmancer viable again

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Posted by: Lahmia.2193

Lahmia.2193

They’ll likely just add an ICD to the trait.

I actually thought this trait was linked to skills that caused chill rather than any chill at all. It would actually probably be easier to balance if the source of chill was limited to that instead of any random chill. Thinking of the difference between a random icd procing chilling bolt combo vs guaranteed 600 chill shouts always procing as extremes.

Except I don’t believe the stacks last all that long so something like 2 seconds may be enough to make it not be so OP.

No,
I mean if you put an icd on it then random procs of things like chilling bolt can make you sadface because it denies you potential 600 aoe 5 target bleed if you cast a chill shout like .5sec after that. I think it would be better to tie chill bleed to the actual skills that cause chill for this reason.

Is there even a precedent to separate a particular condition by whether it’s “random” or not? I don’t recall them having ever separated a condition based on its various sources. It just opens up for too many things that could go wrong.

You seem to look at it as more advanced than it really is. A simple way would just be to make the trait something like:

“Any ability that cause chill now also add x bleeds to the target(s)”

That’s just like the Thief trait “Serpent’s Touch”, which cause stealing to also inflict poison. Only now, instead of just one ability it adds an effect to several (all those that cause chill). This way it will be strictly linked to necro abilities so it won’t work with any “random chills”, and the way to implement it is already used in other traitlines in the game.

Look at it as more advanced? Huh?

Again. You’re assuming that the game differentiates between the sources of chill. As if it can tell if it comes from a skill vs a utility vs a proc vs a environmental weapon.

No, I do not assume that. My idea is to avoid that all together, but it seems you misunderstood my previous post or something.

My idea is basically that you link Deadly Chill to abilities. It simply links it to the abilities, not to chill. Now, obviously they link it to those abilities with chill, but it’s not directly linked to chilling. It’s a rather simple solution if you want to remove the effect from “random chills”. Not sure why you insist on talking about telling the difference from skill / pro / enviornmental.

You state that it’s simple but as I have said at least twice before: the game doesn’t differentiate chilled between skills, utilities, procs, and environmental weapons. What you’re suggesting is really no different. Whether directly or indirectly, you’re trying to have that trait differentiate chilled between skills and everything else as well as between the skills that have chilled vs those that do not.

There’s precedent for adding ICD’s so we’re more likely to see that. It’s easier to add since other traits have had ICD’s added before as well as food procs. It’s also easier to maintain as everything is contained within that trait and not upon which skills have chill.

It would be easier to either revert the buff or nerf it down to 2 stacks of bleeding. But it would be true anet fashion if they did put an icd on deathly chill, despite the fact that it is because of their change that it became (according to some) overpowered.

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Fractal T4 necro gearing

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Posted by: Lahmia.2193

Lahmia.2193

My advice would be get a viper set first, then a power set. I often change my necro t4 setup after I get bored of one. Currently back to power (spite/blood/reaper, gs, a/f, full zerker).

Surrender and serve me in life, or die and slave for me in death.

Fast Stomps need to be removed.

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Posted by: Lahmia.2193

Lahmia.2193

Quickness stomps were removed in the April 2016 patch, weren’t they?

My memory may be off, but I thought it was removed between the June 2015 balance patch (with the new trait system) and HoT release. Could be wrong.

It was post HoT release. I remember Rev downstate being very powerful because it inflicted slow on #1, thus doubling the finish time of enemy players.

Surrender and serve me in life, or die and slave for me in death.

Thank you Anet, chillmancer viable again

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Posted by: Lahmia.2193

Lahmia.2193

I’m not arguing that it was designed for condi. I’m saying it was designed for both power and condi. The original point I was countering was that Reaper was designed with power in mind, which clearly isn’t true (just as Berserker seemed very condition focused but yet it compliments power perfectly too).

No it wasn’t. Reaper is a good power spec without needing other traitlines or utilities. However to make Reaper a decent condi traitline you have to invest heavily into condi traits from other lines

Reaper lacks any damage increases. The only trait that currently does not benefit condi but does benefit power is Reaper’s Onslaught which, as far as I’m aware, is still a dps loss on power builds over Deathly Chill. Both power and condi builds take the same traits to max out damage.
Reaper was most certainly designed to compliment both power and condition builds.
Maybe you’re mistaking Reaper for Scrapper. Now there’s an elite spec that was designed with power (and pvp) in mind.

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Fast Stomps need to be removed.

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Posted by: Lahmia.2193

Lahmia.2193

Only thing I can think of is the Daredevil elite when used with quickness.

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Trade 2nd life bar for ability to fill roles?

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Posted by: Lahmia.2193

Lahmia.2193

Can we be realistic guys, Flesh Golem is better in actual content because of it’s breakbar ability.

Take Root is more of a parsing golem gimmick than something that is practical in actual content.

Random aside:
Honestly benchmarks ought be done on the 10mil HP golem not the 4mil HP golem. The 4mil HP golem is too easy to gimmick. Such as being able to add several hundred DPS by just clipping your rotation at 5%.

Although I do agree that the transform elites (plague lich) are bad and need either replacements or buffs.

Also people forget getting top dps on a static golem isn’t the same as fighting a raid boss. Take Sloth or Matt for example. Both have mechanics that force you to move out of melee to the edge of the arena, giving an advantage to classes that have range.

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unholy sanctuary the best trait ever?

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Posted by: Lahmia.2193

Lahmia.2193

Do you think it would help if the trait was in blood magic? I think it was also nerfed to have a cooldown on the shroud activation. Anyways mind sharing your build I’m willing to try it

Swap places with Unholy Martyr (seriously why is UM in blood magic when it completely screams death magic).

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Thank you Anet, chillmancer viable again

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Posted by: Lahmia.2193

Lahmia.2193

And where is is stated that Reaper is supposed to be a power spec? Or is it just that you want it to be a power spec?

Reaper has exactly 1 condi damage trait in the entire traitline. In addition all of Reaper’s Shroud’s skills and all of GS’s skills have really high power coefficients. None of the shouts are condi either.

Moreover at a synergy level reaper synergizes better with power builds than condi. (see the interaction between Blighter’s Boon and the spite traitline.)

See Dhuumfire and Deathly Chill to see that you are wrong there. Add Chilling Darkness into the mix and EVERY reaper’s shroud skill does condition damage.
Clearly you are ignoring how much synergy the Reaper line has with other lines to boost condi builds.

But Dhuumfire and Chilling Darkness are not Reaper traits. Just because there are core traits that have synergy with condition aspects does not mean Reaper wasn’t made with power in mind. Chilling darkness can have value on power as it gives more chill to snare its foes with so it’s not like it’s exclusively a condi trait. Dhuumfire is only better as RS1 has a higher attackrate than DS1 and has more reliable cleave. So just because something attacks faster its made for condi because Dhuumfire? that’s a bit of a stretch.

The only skill in RS that has a damaging condition on by default is RS4 which is also utility at the same time because of reduced healing. Fear, chill and blind are equally good for power. The only way to make them work for condition builds is to modify them with traits. These traits will still exist no matter what elite spec they bring out(except for Deathly Chill which is the only pure condition damage trait in the reaper traitline). Doesn’t that make it so that every elite spec will be condi focused in your eyes as those traits will always be there?

I’m not arguing that it was designed for condi. I’m saying it was designed for both power and condi. The original point I was countering was that Reaper was designed with power in mind, which clearly isn’t true (just as Berserker seemed very condition focused but yet it compliments power perfectly too).

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Complaint about condi

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Posted by: Lahmia.2193

Lahmia.2193

A common misconception about power is that is doesn’t help condition builds. Because it does. You still do damage from attacks which scale from power. Even if you’re only hitting for say 1k per auto, that’s still effectively +1k dps which you wouldn’t say no to if it was condition damage.
Equally you generally wouldn’t want expertise as a primary stat because it has a cap (just like precision). In most cases you can easily cap the condition durations you want (bleeding and poison for necromancer) with traits/runes/sigils and food.

Surrender and serve me in life, or die and slave for me in death.

Thank you Anet, chillmancer viable again

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Posted by: Lahmia.2193

Lahmia.2193

And where is is stated that Reaper is supposed to be a power spec? Or is it just that you want it to be a power spec?

Reaper has exactly 1 condi damage trait in the entire traitline. In addition all of Reaper’s Shroud’s skills and all of GS’s skills have really high power coefficients. None of the shouts are condi either.

Moreover at a synergy level reaper synergizes better with power builds than condi. (see the interaction between Blighter’s Boon and the spite traitline.)

See Dhuumfire and Deathly Chill to see that you are wrong there. Add Chilling Darkness into the mix and EVERY reaper’s shroud skill does condition damage.
Clearly you are ignoring how much synergy the Reaper line has with other lines to boost condi builds.

Surrender and serve me in life, or die and slave for me in death.

Fractal T4 necro gearing

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Posted by: Lahmia.2193

Lahmia.2193

“T4 – condi necros only” has been a thing for a long time, and I don’t think anet plans on nerfing necro because of it. On the contrary they have actually buffed condi necro during this time period.
It may not be the optimal setup for organised parties, but for pugs it is great.
As for power vs condi, run what you like but keep in mind condi is vastly superior in t4s. What with epidemic bouncing, you can melt just about any non boss in a matter of seconds. As for solo bosses, condi is still higher dps and can do so at range (with melee rs #5#4 combo and greatsword if you want to use it for perfect rotation).

Surrender and serve me in life, or die and slave for me in death.

Thank you Anet, chillmancer viable again

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Posted by: Lahmia.2193

Lahmia.2193

IMO, they should rework this trait completly. Reaper is supposed to be more or less a Power-Spec, and the trait shoulddo at leaest some dmg everytime chill is applied.
On the other side, this is as well a really boring trait XD

This would be more in line with the idea of this spec IMO….but, there are many other opinions on this^^

And where is is stated that Reaper is supposed to be a power spec? Or is it just that you want it to be a power spec?

Anet said that is was power focused when they were showing it off before HoT. Reaper was supposed to be a melee power brawler. Not that that means that every single thing about it should be power only but that is what they said. Kinda funny looking back at it as an attempt to fix powernecro but it ended up boosting condi necro even more.

I mean, greatsword seemed like it was designed almost purely for power but currently, the only meta build that uses it is a viper condi build.
As for the reaper spec itself, I don’t recall them saying it was going to be power focused. Most likely people misinterpreted the “melee brawler” to mean this.

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What do you find OP?

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Posted by: Lahmia.2193

Lahmia.2193

The thread has devolved ito a “what gives ME personally the most issues because I can not kill them on my toon” rather then what is OP and not.

The prime example of this is mentioning classes best at roaming while ignoring the fact that those same classes melt in a group fight.

WvW is not about 1v1 duels. Nor is PvE nor is PvP. You can not balance classes premised on a 1v1 fight unless the same done across the board , which is a design measure which IMHO makes the game worse overall (If all classes just as good at every facet of the game then a class based system not needed)

There also an inability to differentiate between a class that has a wide variety of damage mitigation measures over ones that have fewer. If Warrior has access to blocks, passives that kick in when health low, high armor, high health, invuln mode , high ongoing healing and boon access and the like all kicking in at different times while thief has stealth and more dodges, the latter is going to use those fewer measures on a more frequent basis because they HAVE to. It has nothing to do with being OP.

A DESIGN decision was made to give certain classes lighter armors and far less health wherin this woul dbe made up for via other means to mitigate that damage. The fact remains that as a damage mitigation measure having more armor and more health base is in fact the easiest way to mitigate damage that is possible, yet people pretend those advantages do not exist because they get no feedback on the screen as to why that damage mitigated.

There a reason when making a push a commander calls for Heavies to stack on him or for Necroes to lay down marks and AOE or eles water fields and guardians to remain tight in the group. There a reason those rangers and thieves are deemed liabilities unless they stay at the periphery and it not because the latter two classes are OP.

This reminds me of what my cousin used to say. Any time I showed him something that did large amounts of damage or did something useful, he would claim it to be overpowered.

Surrender and serve me in life, or die and slave for me in death.

Thank you Anet, chillmancer viable again

in Necromancer

Posted by: Lahmia.2193

Lahmia.2193

IMO, they should rework this trait completly. Reaper is supposed to be more or less a Power-Spec, and the trait shoulddo at leaest some dmg everytime chill is applied.
On the other side, this is as well a really boring trait XD

This would be more in line with the idea of this spec IMO….but, there are many other opinions on this^^

And where is is stated that Reaper is supposed to be a power spec? Or is it just that you want it to be a power spec?

Surrender and serve me in life, or die and slave for me in death.

What do you find OP?

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Posted by: Lahmia.2193

Lahmia.2193

Warriors (especially adrenal health) needs the druid treatment. Nerf the kitten out of the base heal and make it scale decently with healing power. Also bring the range on arc divider down to at least 300, it’s ridiculous how easy it is for them to land it on random nearby npc’s to proc cleansing ire/adrenal health.

A big nerf to the base heal is the wrong fix. Adjusting the range of Arc Divider, along with reducing how many adrenal stacks a primal burst counts for is a much more precise solution to the problem.

Nerfing the base will kill most warrior builds, bringing it back to where the class was before the Adrenal Health buff (very little sustain). But doing those other two things would make Berserkers have to work harder to maintain the AH healing, nerf the melee threat range of Berserker greatsword, and keep the current non-OP builds viable.

As for double EP, all the blocks, etc., those can be handled through smart play, which includes staying out of melee range unless your build allows you to play in that space with blinds, chills, evades, etc. Cutting the range on AD to 300 (as you suggested) reduces the melee warrior threat range, and makes kiting classes in particular great for wearing them down.

I agree with this and he gets to the heart of the issue with berserker Vs core warrior where adrenal healing is completely fine.

Additionally I’d increase the cool down on headbutt, 20s for a stunbreak, 3s stun, full adrenaline and decent damage (seen it hit for 4k+) is far too good, make it 30s.

Anet’s justification for that is the self stun. Its sort of like necro corruptions; incredibly low cooldowns but they inflict yourself with something negative (though it can be easily got rid of – warrior stun breaks and necro condi transfer).

Surrender and serve me in life, or die and slave for me in death.

Thank you Anet, chillmancer viable again

in Necromancer

Posted by: Lahmia.2193

Lahmia.2193

If they do nerf (no I do not want it to be nerfed) I’d say reduce to 2 bleeds per chill but revert back to 8s duration. This was my original suggestion to buff it after all.

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5 mins Marked After Keep Capture...

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Posted by: Lahmia.2193

Lahmia.2193

Also, give thieves an elite that they can teleport one person through a wall to them (mesmers) but make it a 3min channel skill easily interrupted with a 15min cool down

Are you trolling? Just have a dead/alive mesmer inside. If dead, ress him. If alive, just port the whole blob inside. If no mesmer there, get one. This perma porting has been prevented by using those markes which is one of the best features they added yet. If you have problems hiding with thief even with stealth, you fail hard. Why? Since the marker is bugged, you go stealth and the dot doesnt move, you do. So stop crying.

You might be trolling because I’m not.

I understand how to play, bro.

It was a fun pro-stealth strategies idea for game enhancemental.

#learn2chill

The case was for situation where there is no dead mesmer and only one on inside is another stealth class and mesmer isn’t exploiting in.

As it stands, mesmer are the only stealth classes with team advantage when inside a nonbreached structure. Other classes are going to do what in there by themselves? Contest or 1v1 gank? They aren’t an asset to team being inside an enemy structure other then as a scout.

The silly idea was simply to give another class a utility to get others into a fully repaired structure but also to not be OP. Hensel channeling and CD.

#learn2read #closemindrd

Seems like a very gimmicky idea. 3 minute easily interuptable cast time would be near impossible to channel, unless you had others to perma stealth you (patrols on higher tier keeps, 1500 range archers etc). In which case I’d wonder why you don’t just carry on taking the keep, if you were already on inner or lords.
edit: if you had a group waiting on getting a mes inside, couldn’t they just setup siege and take the walls/gates down in a shorter amount of time than 3 minutes?

Surrender and serve me in life, or die and slave for me in death.

(edited by Lahmia.2193)

5 mins Marked After Keep Capture...

in WvW

Posted by: Lahmia.2193

Lahmia.2193

Giving control of processes like marking and upgrading to NPCs and autonomic systems reduces the involvement and participation of players.

The auto upgrades change (with yaks required) was the best change to wvw ever. I do not miss the days of spending all gold on upgrading something only for it to be rolled over when no one came to defend it.

They could have removed the gold cost without making it automated….
There were a lot of players who enjoyed upgrading and defending, auto upgrades and watchtowers destroyed that. It also encouraged blobbing because there is no longer a need to split up to counter small groups.

On topic: It would be more interesting if for a few minutes after the keep flipped it pulsed a short reveal on the interior (instead of marking). You could still attempt to hide by using terrain but you couldn’t perma stealth.

You can. Its called yak escort. As for blobbing, there’s no point splitting up if the enemy doesn’t attack multiple objectives at once. Pugs have always been mindless followers though. Changing upgrades hasn’t changed this.

Surrender and serve me in life, or die and slave for me in death.

5 mins Marked After Keep Capture...

in WvW

Posted by: Lahmia.2193

Lahmia.2193

Giving control of processes like marking and upgrading to NPCs and autonomic systems reduces the involvement and participation of players.

The auto upgrades change (with yaks required) was the best change to wvw ever. I do not miss the days of spending all gold on upgrading something only for it to be rolled over when no one came to defend it.
edit: and the removal of supply costs on upgrades. That was just nasty, especially when pugs would steal supply during an attempt at upgrading.

Surrender and serve me in life, or die and slave for me in death.

(edited by Lahmia.2193)

Staff needs buffed

in Necromancer

Posted by: Lahmia.2193

Lahmia.2193

Boon corrupt on chillblains (its the right theme given gw1 chillblains removed enchantments) and follows anets course of giving every necro weapon boon removal. Just staff and warhorn to go.

Surrender and serve me in life, or die and slave for me in death.

Staff needs buffed

in Necromancer

Posted by: Lahmia.2193

Lahmia.2193

would be nice if #2 had some more power damage, and #4 transferred blind instead of missing.

It does transfer blind. Honestly though I’d be happy if they transferred some of the power from #4 to #2.

Surrender and serve me in life, or die and slave for me in death.

NA Top One Tier Concern

in WvW

Posted by: Lahmia.2193

Lahmia.2193

1st t1 skirmish: sos 1st place.

Surrender and serve me in life, or die and slave for me in death.

QoL Request: Mega Server Obsidian Sanctum

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Posted by: Lahmia.2193

Lahmia.2193

This wouldn’t change anything. The only reason people went to OS was because you couldn’t buy siege before and it was the best place to farm it for the week. All it would do it make GvGing slightly harder as you may run into others trying to gvg in the arena.

Surrender and serve me in life, or die and slave for me in death.

5 mins Marked After Keep Capture...

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Posted by: Lahmia.2193

Lahmia.2193

since when you get revealed for 5 min? i didnt play my thief for like 4-5 days but i am 100% sure before that i only got marked not revealed, while stealthed that mark doesnt follow you fast enough so it was still possible to stealth cap stuff, yes some people search for 5 minutes but allways at the wrong places if you keep moving and most seem to leave after the mark drops, if they havent seen you only your mark.

Yeah Op is getting the words mixed up.

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When will necro be viable for raids?

in Necromancer

Posted by: Lahmia.2193

Lahmia.2193

Cynicism aside, and there is good reason for it, HoT did address the lack of cleave. Perhaps the next elite line and weapon will add group utility that greatsword and shouts fell short of.

Orders please. They make up for the lack of Necro utility but keeps in line with the Necro theme (which anet loves so much).

Surrender and serve me in life, or die and slave for me in death.

Blocking dps meters

in Guild Wars 2 Discussion

Posted by: Lahmia.2193

Lahmia.2193

This kind of reminds me of the phrase “if you’ve done nothing wrong, then you have nothing to fear”.

famousely quoted in the recent snowden movie :^P

feel like this is going in a tinfoil hat direction lol

Well more that people in favour of party dps metres will say people, that are opposed to them, are just trying to hide that they do bad dps.

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Ghost thief exploit, working as intended?

in WvW

Posted by: Lahmia.2193

Lahmia.2193

Easy:
You run from every fight with a ghost thief when there is no objective that you are fighting for
He cant damage you then since he relies on you walking through his traps or staying inside his dmg aoes

That goes for any roaming. Ghost thief has mobility (and two longer duration immobilizes plus a knockdown), running isn’t all that easy until those are on cooldown.

If a ghost thief tries to take your camp though for example you can just run around and prevent him capping since he cant cap while stealthed

If you want to cap an enemy camp you can easily do it after killing the guards even with a ghost thief around since (again) he wont be able to prevent capping progress while stealthed

It becomes a waiting game then. I frequently had multi-enemy player teams show up to guard a camp or dolyak and while they sat around and baby-sat, I went and tagged towers, keeps and killed sentries. Then circle back for the camp and dolyaks since no one sits around that long.

If you’re roaming on a class with no mobility of its own, then you’re doing it wrong.

Surrender and serve me in life, or die and slave for me in death.

Blocking dps meters

in Guild Wars 2 Discussion

Posted by: Lahmia.2193

Lahmia.2193

This kind of reminds me of the phrase “if you’ve done nothing wrong, then you have nothing to fear”.

Surrender and serve me in life, or die and slave for me in death.

[QoL request] Please kill the bird in LA

in Guild Wars 2 Discussion

Posted by: Lahmia.2193

Lahmia.2193

I just logged into the wp next to Fractal portal. Yes the seagull cry is very much real. Hardly annoying though. I guess OP isn’t from a seaside town.

Surrender and serve me in life, or die and slave for me in death.