Showing Posts For Lahmia.2193:

Can we name the mounts? PLEEASE?

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Posted by: Lahmia.2193

Lahmia.2193

It would be pointless as the mount doesn’t have a name plate like ranger pets do.

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Manifest Sand Shade is clunky

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Posted by: Lahmia.2193

Lahmia.2193

I think we’re all missing the point here that F1 cast / aftercast time is too long

That this is why I much prefer the Sand Savant trait. Trying to get up all 3 in a fight feels very clunky (not unlike Deadeye’s mark).

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Most wanted new stats

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Posted by: Lahmia.2193

Lahmia.2193

I’d love to see Celestial get true all stats.

Would you mind if they reduced the other stats to make room for concentration and expertise?

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(edited by Lahmia.2193)

Stress test tonight with elite specs!

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Posted by: Lahmia.2193

Lahmia.2193

Good catch. Let us hope they didnt butcher scourge. Also : REAPER CHANGES?!

All the past tests have used the then current version of the game (and all skills/updates).

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"Screenshots folder is full"

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Posted by: Lahmia.2193

Lahmia.2193

Select and cut all the screenshots into a new folder. Will allow you to start from #1 all over again without deleting them.

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Most wanted new stats

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Posted by: Lahmia.2193

Lahmia.2193

Which new set of stats would you want most from PoF?

Mine would be major condi damge/vitality, minor heal power/expertise. For scourge of course.

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Dear Arena Net

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Posted by: Lahmia.2193

Lahmia.2193

snip

Bit of a straw man there. You clearly broke forums rules by trying to derail the post. Hardly anet avoiding the issue. If you’d have done that about any other profession it would have been the same result.

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Ideas to help Power Reaper

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Posted by: Lahmia.2193

Lahmia.2193

What kind of gameplay is Necromancer behind in? I’ve never really had trouble muscling through PvE content on my Reaper, though sustained DPS was often heavily reliant on Shroud until enemies were below 50% for Gravedigger spam. In WvW I always went Dagger/Horn and Staff with wells and lifedrain to help keep up with zergs where speed and range are important. I never bothered with Raids due to lack of friends wanting to try and not wanting to rely on the friendliness of any meta community I’ve ever seen.

Raids and Pvp I would guess from what people have said. In WvW we have always been meta (for zerging) but our roaming capabilities are almost purely because of Deathly Chill in its current form.

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I want my scourge

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Posted by: Lahmia.2193

Lahmia.2193

I mean worst case scenario, they nerf condi reaper into the ground and leave power reaper as it is. But either way they’re going to have to do something about condi reaper, since if it stays as it is damage wise, it will still be superior to Scourge. And Anet won’t want this to be. So here’s hoping they at least throw power reaper something when they take away its condi.

If Condi Reaper as is, is more powerful than Condi Scourge with Condi Reaper already not quite being competetive damage wise in PvE (especially without a Core Necro group buff) then thats a whole other problem.

If they don’t touch Power Necro, which brings lower DPS than PS Warrior in addition to lacking 25 group wide might, power group buff and banners, then neither Core Necro, Reaper nor Scourge will have a place in the game outside WvW.
And even there Spellbreaker might bring competition in the Boonrip role, depending on how willingly the community adapts to that playstyle.

Considering Scourge has lower mobility, slightly less survivability, is more stationary, has even less stability (one 3 second on a grandmaster Scourge won’t be able to afford to take), still no blocks or invulnerability and is more fiddly to play, it better packs a serious punch to anything that comes close to it or it’s Shades (aka puts Reaper DPS to shame).

Scourge has insane condi burst. But again, burst =/= dps.

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I want my scourge

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Posted by: Lahmia.2193

Lahmia.2193

I just want to know what reaper will be like come PoF. If it finally becomes the power monster, we imagined from the start, I might just stick with it. Unless we get a damaage condi on mh dagger.

It’s becoming nothing. I can’t believe after 3 years of power reaper being trash in HoT you’d think anything would change in PoF when they have even more specs to sort out.

I mean worst case scenario, they nerf condi reaper into the ground and leave power reaper as it is. But either way they’re going to have to do something about condi reaper, since if it stays as it is damage wise, it will still be superior to Scourge. And Anet won’t want this to be. So here’s hoping they at least throw power reaper something when they take away its condi.

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I want my scourge

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Posted by: Lahmia.2193

Lahmia.2193

I just want to know what reaper will be like come PoF. If it finally becomes the power monster, we imagined from the start, I might just stick with it. Unless we get a damaage condi on mh dagger.

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Core necro lines rework

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Posted by: Lahmia.2193

Lahmia.2193

With Terror and Master of Terror, they should just roll them together if anything. Not sure if the combined trait should go in curses or soul reaping though.

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Condi Reaper DPS

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Posted by: Lahmia.2193

Lahmia.2193

Orly? kitten I’ve been out of the pve condi loop for a while. I remember when that sigil got all sorts of hate.

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Speed of Shadows give it back !!!

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Posted by: Lahmia.2193

Lahmia.2193

There is also a cap on movement speed which happen to be 25% allowing characters with passive 25% to run as fast as characters under swiftness if they are not in combat or under the effect of movement impairing conditions. This is why mesmers and guardian drool over having passive 25% speed since they have none on their core profession.

The cap is 33% (which is why out of combat causes superspeed to be as fast as swiftness). The reason guardians drool over the 25% is because you never need to activate it like swiftness. It’s just one signet (or trait) that allows perma +25% movement speed is a nice, but lazy, convenience.

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Condi Reaper DPS

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Posted by: Lahmia.2193

Lahmia.2193

The thing with Bursting Sigil is that it actually increases your condition damage stat by 6% rather than overall condi damage, so it’s almost never worth taking in an optimized build.

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Should Rev Profession be included w/ POF?

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Posted by: Lahmia.2193

Lahmia.2193

It might be different for someone who purchased HoT within the last year, but I’ve had 2 years to play Revenant. I really don’t mind this move especially if it helps boost sales.

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Death Nova.

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Posted by: Lahmia.2193

Lahmia.2193

Now that we have unstable horrors, can we change this GM trait to something more useful, since on kill effects have pretty much been removed from PvP? This is what I suggest:

While your life force is above the threshold, summon an Unstable Horror. Only works in combat. Retains the current on-death effect of Death Nova.

ICD: 6 seconds.
Threshold: 75%

Why would it keep its current on death effect if that’s the reason for changing it to begin with?

The on death effect is the blowing up. The on kill effect is what I wanted changed?

Ah fair enough. In that case, not a bad idea.

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Death Nova.

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Posted by: Lahmia.2193

Lahmia.2193

Now that we have unstable horrors, can we change this GM trait to something more useful, since on kill effects have pretty much been removed from PvP? This is what I suggest:

While your life force is above the threshold, summon an Unstable Horror. Only works in combat. Retains the current on-death effect of Death Nova.

ICD: 6 seconds.
Threshold: 75%

Why would it keep its current on death effect if that’s the reason for changing it to begin with?

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Main Hand Dagger Condi

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Posted by: Lahmia.2193

Lahmia.2193

Then you were saying that to me. I’m one of those opposed. Because if they add damaging condi (a real one, not self bleed to feed life siphon’s force), then they will gut something else. And dagger occupies a very needed and practical spot of best weapon for sustain, and swift striking, something necro doesn’t get with every weapon set he chooses.

So what about the “in pve only” suggestion?

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(edited by Lahmia.2193)

Main Hand Dagger Condi

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Posted by: Lahmia.2193

Lahmia.2193

Yeah but life force isn’t an issue PvE wise either, things die left right and center. Even in raids they find the time to give you trash mobs for LF gain. What’s more the optimal rotation is usually only stepping into shroud to RS4 and RS5 anyways.

You realise we’re talking about Scourge, which has a much larger life force sink than base necro or reaper.

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Main Hand Dagger Condi

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Posted by: Lahmia.2193

Lahmia.2193

I don’t get your question … any build a player in PVE decides to use dagger mainhand is a build that runs dagger mainhand. Your logic is irrelevant anyways; I can assure you that Anet does not take changes like this lightly because something metapushers might label as ‘not serious’. Anet has shown they will buff a wide range of skills and weapons, or nerf them, contrary to what any metapusher thinks should be done. in fact, it’ve quite common for Anet to affect what’s meta based on changes to things, os it seems to me that what is ‘serious’ or not has no bearing on if it’s a good idea to buff something or not.

On the other hand, I can say factually on history, changing a weapon that can be used in any build is a balancing issue that we know Anet considers.

The whole approach people are asking for here makes little sense. If LF regain is a Scourge issue, then it should be solved within the Scourge skills/tools to maintain the overall levels of the Necro class as a whole.

Your previous statement suggested many builds would be affected by the additional condition on auto. Power builds would receive a slight damage buff but it wouldn’t change how they were played. Sustain builds, same as before.
And there are plenty of weapons throughout gw2 that can be used for multiple roles two exambles being Staff and Greatsword both of which can be played as condi or power. Allowing dagger mainhand to be viable for both condi or power seems like a fair buff, given how underused it already is.

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Main Hand Dagger Condi

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Posted by: Lahmia.2193

Lahmia.2193

I doubt a-net would let us keep things as they are if aa was to get such a buff. Dagger’s damage is good but not best because of it’s crazy good lf generation and life leech. Something would get the axe for those torment stacks.

Meanwhile staff is still being as useless as it was and it’s aa is still a pure power projectile on a condi weapon…

If it were pve only, it would be balanced given that dagger is absolutely terrible in pve.

You can’t buff Dagger just because of a LF regen problem on Scourge without affecting the whole range of builds that use it. The solution to a LF regen problem on Scourge has nothing to do with buffing a single weapon. That’s some of the most thoughtless solution we could possibly get. … unless of course if you only want dagger to be mildy useful as a Scourge weapon. I don’t think you guys see the corner you’re backing yourself into.

Please enlighten me as to all these Pve builds that run dagger mainhand. Because last time I checked, no serious builds run it.

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(edited by Lahmia.2193)

Main Hand Dagger Condi

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Posted by: Lahmia.2193

Lahmia.2193

Because there are such things as a power budget and a role. Mind you a-net’s just getting aquainted with the latter.

But in dagger’s case both are very strong and clear. It’s the solid melee “blood power” weapon that delivers tons of health and life force while outputting very respectable (for a necro) power dps.

Also take a longer moment to ponder on why you want the dagger buff.
I’ll go on a limb and guess it’s because scourge lacks any LF without a dagger, but scourges are in need of condi weapons, not power one.

This is a clear case of necro having a huge hole in his weapon selection – no melee condi weapon with decent life force generation.
And how is it that some get two handed weapons (Renegade, Deadeye), spellbreaker gets two, while necro has to settle for a measely offhand?

If anything i’d say they could add scourge specific trait that would help generate life force for condi builds. Well there’s always the staff, but that’s like saying “maybe this pistol can’t fire shots, but you can always bash your enemies to death with it!”.

See the idea for making dagger our condi melee weapon were:
1. We currently lack a condi melee weapon (anet filled in many missing weapons in PoF but not for necro oddly enough).
2. Scourge is a condi/support spec, that relies heavily on life force generation but currently lacks a condi weapon for LF gen.
3. Dagger is under performing in pve, where a lot of the demands are coming from.

My suggestion was to keep #2 and #3 exactly as they are, but just add torment to each attack on auto (pve only if need be). This would mean people in pvp or wvw could carry on as they were before whilst pve users (power or condi) would both receive a damage buff.
And as it has been stated, we’re not going to be getting another weapon for a few years. If we are to get a condi melee weapon before 2 years are over, this is the best route.

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Relinking - make the next 2 months better

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Lahmia.2193

How in Grenth’s hall did Maguuma get a link?! Bloody tankers get rewarded.

They don’t want to be linked with anybody and the verbal abuse DR is taking is just wonderful and so fun to play around, (insert sarcasm). This is our second time being paired with Mag and some of DR faithful players transferred just because of this linking.
I am starting to think ArenaNet does not like DR what-so-ever because this has to be some sort of sick joke on their part.
Queue time is epic and it is going to be a long 2 months.

Sorry to hear about that. But from what I heard, they were intentionally tanking (or at least part of the server was) so they could get a link. Possible slander I know but it does explain how they fell from t1 and stayed in t3 for quite a few weeks.

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Relinking - make the next 2 months better

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Posted by: Lahmia.2193

Lahmia.2193

How in Grenth’s hall did Maguuma get a link?! Bloody tankers get rewarded.

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What stat combination do you most desire?

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Posted by: Lahmia.2193

Lahmia.2193

All the actual PvP only stats could be a good start, Destroyer’s in primis.
https://forum-en.gw2archive.eu/forum/game/gw2/PvP-stats-for-PvE/first#post6674117

Seekers (power/prec, ferocity/concentration) for pve Herald <3

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What stat combination do you most desire?

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Posted by: Lahmia.2193

Lahmia.2193

I’d love the Mystic stat you suggested though I’d prefer Vitality to be a main stat rather than healing power.
Or make a bit more of a dps stat with condi damage, precision, vitality, expertise.

We already have that in Shaman’s combo. Not as good as his suggestion

My idea would be more like the 4 stat equivalent of shamans, like Viper is to Sinister.

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What stat combination do you most desire?

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Posted by: Lahmia.2193

Lahmia.2193

I’d love the Mystic stat you suggested though I’d prefer Vitality to be a main stat rather than healing power.
Or make a bit more of a dps stat with condi damage, precision, vitality, expertise.

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rev and wvw tactic banners

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Lahmia.2193

who cares? i have yet to see some1 with banner make a difference…

Oh my sweet summer child.

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Watchtower and Stealth

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Posted by: Lahmia.2193

Lahmia.2193

If you stealth, with Marked debuff, the orange dot will appear and stay where you applied stealth at until the stealth runs out.

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Balanced Power damage for PvE

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Posted by: Lahmia.2193

Lahmia.2193

And while we’re at it, Reaper’s Onslaught needs to be changed up a bit. Remove the 15% attack speed increase, it’s useless because it doesn’t stack with Quickness anyway. Then make the 225 Ferocity bonus a party wide effect like Empower Allies.

That would help the reaper for sure but this “aura” effect have already been given to the revenant.

gr8 then we can dual wield ferocity bonuses along with rev to give a party 30% crit dmg

i see no problems

We’d have to stay in shroud to get it though meaning it wouldn’t be permanent and we’d lose dps anyway.

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Please Don't Forget Underwater Exploration

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Posted by: Lahmia.2193

Lahmia.2193

All I dream for is an underwater jumping puzzle. A proper cave diving experience.

Professor Portmatt’s Lab

That ain’t cave diving.

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Please Don't Forget Underwater Exploration

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Posted by: Lahmia.2193

Lahmia.2193

under water, a fantastic part of GW2 left to rune… Devs cant be bothered to improve it, its just left negleted, must be too much hastle ensuring ALL classes skills work underwater not just concentrating on weaver!!! (Revenant) has only 2 elite classes functioning underwater … since release

Skills and bad camera angles, then its great!

To be fair its still the best underwater combat of any game.

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Please Don't Forget Underwater Exploration

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Posted by: Lahmia.2193

Lahmia.2193

All I dream for is an underwater jumping puzzle. A proper cave diving experience.

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Ideas to help Power Reaper

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Posted by: Lahmia.2193

Lahmia.2193

Add all the plus damage percentages we are missing.
+10% vs chilled foes on a Reaper minor trait.
+10% whilst wielding a Greatsword.
Change Close to death to +10% damage, +10% more damage whilst in shroud.
Change Spiteful Talisman to +10% damage vs boonless foes.
Change Vampiric Wells to “reduce recharge by 20% and extend well duration by 50%”.
Add +5% damage vs bleeding foes to Blood Bond.
Swap the Vampiric numbers around (so minions do less life steal but your attacks to more).
Buff Vampiric Aura life steal.
Buff Strength of Undeath to +10% damage.

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Chak Egg Sac

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Posted by: Lahmia.2193

Lahmia.2193

That map TD has basically died out now. No one enjoyed it much to begin with but now its rare to see the meta happening. That means the chances of that egg sac appearing are a million to one

Maybe you should try playing TD, even at off peak hours. You almost always get at least 2 full maps doing the meta.

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Main Hand Dagger Condi

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Posted by: Lahmia.2193

Lahmia.2193

I agree with the topic. I think the consensus is that we would still want to keep Dagger as a power weapon, but offer a bit of condition pressure to open up more builds and lessen the DPS drop switching to it in a Condition build would cause.

Thankfully, Path of Fire has given us the charge/ammo mechanic. Along with it, many underperforming skills on weapons such as Throw Axe on Warrior were given this new tech. I would actually do the same with Dark Pact and this topic is a good place to suggest such thing.

So, to please both sides I’d go with the version of Dark Pact linked in attachments. For few seconds, every Dagger hit would cause bleeding (duration is tbd) on a foe stuck by the ability. This would add another skill to the possible rotation as maybe even bring Life Siphon into it, since the skill hits 9 times.

This is pretty decent idea, it might make it to powerful tho. Probably should work only on auto attacks. But it turns the weapon both power and condi at the same time. I like having versatile options.

After some consideration I think this is actually great idea. Can work with both power and add that slightly lacking damage(compared to other dagger using professions). Also can tun into hybrid weapon. However the buff shouldn’t be more then 8sec. long and also doesn’t really benefit from ammo mechanic, except for the immobilize part. We will swap to this weapon and back to our main weapon on cd if using it as condi supplement weapon set. So more then 8 sec duration is overkill. Also the trait need to change obviously. Maybe something like:
-Chance on hit: 20-33% double attack(Necrotic Slash) (also another way to apply more bleeds)
-flat movement speed increase: 15% in combat
-Dagger Skill Recharge Reduced: 20%

Even if they buffed the Trait for Dagger, we wouldn’t be using Blood Magic over Soul Reaping. Soul Reaping has too much that helps Scourge for DPS and support. Also Necrotic Slash already hits twice by default.

These are good ideas, but they sort of over complicate an easy problem to fix. Just adding a Condition to the Mainhand Dagger auto attack fixes things.

I think if we are already discussing adding conditions to dagger for the sake of PvE, making sure Necromancers get to use more than just auto-attack would be a good idea. Especially Life Siphon, since it’s such a good animation, but we were never able to really make use of it in PvE.

Add what it takes to those skills, in the end the condition-addition change can be made just for PvE.

The only reason to use Mainhand Dagger on Scourge is to auto attack for Life Force. It doesn’t need to be made into a full on condition weapon. Just adding torment to the auto attack is fine. Wasting potential Life Force gains on the other Mainhand Dagger skills would be a waste, since it’s about gaining Life Force fast in a 9 second window for your Sand Shades, then weapon swapping back to Scepter/Dagger.

There we go.

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Suggestions for Axe and Focus

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Posted by: Lahmia.2193

Lahmia.2193

I’m actually very surprised they didn’t make the Unholy Fervor change, considering how many weapon specific traits they changed last balance patch.

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[Suggestion] Gift of Battle acquisition

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Posted by: Lahmia.2193

Lahmia.2193

And one last time (haha not really), if WvW/PvP folks want alternative methods to doing boring, grindy world completion, petition for it. ANet might listen to a well-formed request.

Why do you think I suggested (and it has been suggested countless times before) a merchant that lets you trade a Gift of Battle for Gift of Exploration and vice versa? While I don’t mind doing either myself (I enjoy WvW and PvE very much for that matter) it would satisfy both those in the pve camp, who hate wvw, and those in the WvW camp, who hate pve.

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Legendary Weapons Still Requiring HoT

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Posted by: Lahmia.2193

Lahmia.2193

The reason these legendaries require HoT is because they are the HoT Legendaries. They promised us a full cluster of legendaries with HoT and so they are all intrinsically tied to HoT. Until they’ve finished the set no Legendaries should be tied to PoF

They only promised the original 3 to be released with HoT. The rest were to be released with new content as we went along.

But back to the OP.

No. You’ve presented no credible reason for this change. You’ve only stated “I don’t like doing this, so I shouldn’t have to do it for the reward.”

No, they actively promised ALL the new legendaries, then they couldn’t deliver and only gave us 3, they have since been working on delivering the rest. They still did actually promise all of the legendaries with HoT, as such these are all still the HoT legendaries as far as I’m concerned.

I remember differently but lets agree to disagree.

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Signet of Vampirism

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Posted by: Lahmia.2193

Lahmia.2193

I’ve always wanted it to be a life steal on hit passive, rather than a kittenty version of Healing Signet.

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Weapon for Scourge?

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Posted by: Lahmia.2193

Lahmia.2193

Scepter = slow life force generation, or am I mistaking?

Technically, with Nourishing Rot, you get 5% lifeforce when you remove/corrupt a boon… which makes scepter 1 spamming pretty decent for lifeforce regen >

Now all you need is a pve foe with constant boons ^^

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(edited by Lahmia.2193)

Legendary Weapons Still Requiring HoT

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Posted by: Lahmia.2193

Lahmia.2193

The reason these legendaries require HoT is because they are the HoT Legendaries. They promised us a full cluster of legendaries with HoT and so they are all intrinsically tied to HoT. Until they’ve finished the set no Legendaries should be tied to PoF

They only promised the original 3 to be released with HoT. The rest were to be released with new content as we went along.

But back to the OP.

No. You’ve presented no credible reason for this change. You’ve only stated “I don’t like doing this, so I shouldn’t have to do it for the reward.”

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[Suggestion] Gift of Battle acquisition

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Posted by: Lahmia.2193

Lahmia.2193

You want a shiny legendary weapons? Put the effort in instead of moaning about it.

^This. It’s just a skin we’re talking about. If you want that skin, you’ll have to work for it.

If it’s “just a skin” why is it so much effort? Just sayin’.

But for Gift of Battle specifically, there’s just a huge chunk of resentment for the acquisition. I don’t want to be in WvW. WvW people don’t want me in WvW. (It’s true, they’ve said so. A lot.) So why is it considered a good game design decision to force it for “just a skin”?

The same could be said for all the HoT stuff you have to do for the t2 legendaries. The time sink for them far outweighs anything you have to do for GoB.

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Fashionwars Why is every necro dark and edgy?

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Posted by: Lahmia.2193

Lahmia.2193

Results of my valiant struggle to make her look not like a hooker. Throw in nightfury bat effect as well – because after crafting it, I can’t afford not to use it :P

I see some slight midriff, you hooker!

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Scourge WvW : Guild Reaper Perspective

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Posted by: Lahmia.2193

Lahmia.2193

Being able to have a shade on your front line to pulse cleanses and barriers while two shades are on the enemy line pulsing heat and fear makes for more use than one large shade in either position.

While this is true in theory, in practice it is unlikely to work. By the time you got all 3 up both zergs would have moved away.

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[Suggestion] Gift of Battle acquisition

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Posted by: Lahmia.2193

Lahmia.2193

The only way to get a Gift of Battle (required for Legendary crafting) is via a WvW reward track.

Please change this, preferably by adding an additional method that can be done by playing exclusively PvE content; be that fractals, open world, dailies, achievements, crafting, dungeons, world bosses – whatever works.

Why would this be a good thing for the game? Why do you think ANet changed the requirements for the GoB more than once, each time making it less convenient for those who are strictly PvE?

Its the exact opposite. Badges are obtained fasted by invader loot (ie Killing other players), from rank chests (which is also fastest by killing invaders), and killing Tower Lords and Camp Supervisors (yielding a few per capture). At a cost of 500 badges, doing a couple hundred tower/camp captures is a painful prospect if you’re trying to avoid the zerg and/or roamers (who are purposely targeting other solo or small groups).

With the addition of Edge of the Mists, camp and tower captures became easier, but still required opposing teams to recapture it before you could recap yourself. A lot of areas are also blocked off by siege walls. This became friendly for K-trains, but still look a LOT of time gather the badges without a head on fight.

But with the switch to Reward track, it changed the process to a simple time sink of 7-10 hours; which you could easily bang out on a weekend. And with the squad system, you can volunteer to scout/camp assets owned by your team and get participation without even having to fight NPCs.

So tell me again how its “less convenient” then the old way? Or is interacting with a Commander suddenly become incredibly difficult?

Because badges were available outside of WvW. Aside from the wvw rank requirement, you could just use achievement chests to gain the gifts before. And ranks could be bought with laurels. So you could in theory never do any event or kill any foe inside wvw to gain the Gift of Battle.

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

(edited by Lahmia.2193)

Main Hand Dagger Condi

in Necromancer

Posted by: Lahmia.2193

Lahmia.2193

Dagger
What condi spec need: damaging condition application and life force generation.
Suggestion: reduce AA aftercast (more attack = more crits = more bleeding) and empowering Life Siphon to torment foes at each pulse while the caster its afflicted by bleeding.

^repost: more power and condition damage (from AA crits), faster life force generation and a reason to use both dark pact and life siphon.

Tematic reason: if someone its stealing your life you’ll be.. tormented?

Personally I’m really not a fan of “do torment with life siphon if you have bleeding” because you’re not in control of the random condi removal going around. Seems similar to beta mallyx rev which ran into problems because of the same reason.

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

[Suggestion] Gift of Battle acquisition

in Guild Wars 2 Discussion

Posted by: Lahmia.2193

Lahmia.2193

Takes around 9 hours or so at T6 participation to complete a track.

Really isn’t that bad when you get down to it and I certainly have to grind a hell of a lot more PvE than I wanted to by comparison.

And better yet, it can be reduced to just over 6 hours by using experience and guild boosters.

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

What is even point of BIG SHADE ?

in Necromancer

Posted by: Lahmia.2193

Lahmia.2193

It’s a pve raid trait imo, most skills will only affect your own subgroup in raids, with having shade skills affect 10 people, it effects the entire raid, making necro a super viable raid barrier support. Since whatever subgroup he is in he can barrier 10 people. With the shade skill and condi remove 10 people and heal 10 people with the blood sinergy.

total effected people is the same 5 for each regular shade plus 5 for you is 20 or 10 for mega shade 10 for you is 20 either way you can effect 20 players

You don’t understand how raid subgroups work. A skill affecting 5 people prioritizes the 5 people in your subgroup, it doesn’t matter if you have 2 shades out and are next to them yourself, if your subgroups are sorted so there are 5 people in your subgroup, wich is mostly the case in raids, the skills will not affect the other subgroup unless you target 10 players.

And you don’t understand how Shades work. If you have one regular shade out, all of your F skills are now hitting 10 targets.

But aren’t the only effects that can hit more than once per shade the ones that don’t affect allies (aka manifest sand shade effect)? So if you were all stacked up, having multiple shades wouldn’t make a difference but Sand Savant would?

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