Showing Posts For Lightsbane.9012:

collection size?

in Guild Wars 2 Discussion

Posted by: Lightsbane.9012

Lightsbane.9012

yeah i found them, don’t think i’m about to buy them for 800 gems though.

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

collection size?

in Guild Wars 2 Discussion

Posted by: Lightsbane.9012

Lightsbane.9012

i was pretty sure those were only temporary?

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

collection size?

in Guild Wars 2 Discussion

Posted by: Lightsbane.9012

Lightsbane.9012

Will we ever see an increase in the amount of things we can store in collections? I don’t want to get rid of my bloodstone dust/empyreal stuff but it just takes up so much of my inventory.

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

Signet of Vampirism worth buying?

in Necromancer

Posted by: Lightsbane.9012

Lightsbane.9012

It’s the best heal option for dungeons because the active effect increases your group dps by a small amount and helps keep people >90% health for the damage bonus from scholar runes.

you’re silly. so silly.

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

Power necro> easiest build in gw2?

in Necromancer

Posted by: Lightsbane.9012

Lightsbane.9012

IM talking about PvP pls dont bring your PvE stuff in this thread I dont care about it. In PvE everything is easy.

hambow warrior with 5 signets is the easiest build in any game ever.

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

Actually, mobility is OP.

in Profession Balance

Posted by: Lightsbane.9012

Lightsbane.9012

Mesmers as the most mobile class in game?

best joke of the day, seriously….

Please take your comment somewhere else where it is backed by logic.

I guess you’ve never heard of blinking, and portals?

thief is a crapton more mobile than mesmer, and so is warrior. are you not counting the leaps or something?

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

why are perplexity runes still here?

in Profession Balance

Posted by: Lightsbane.9012

Lightsbane.9012

Because without perplex runes, condition necro’s would be kinda crap.

considering fear only counted as an interrupt recently, i’d say that’s a bit uneducated.

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

Why Can't Farmers understand

in Guild Wars 2 Discussion

Posted by: Lightsbane.9012

Lightsbane.9012

Personally I don’t like farming. It’s hard to do anything about it since the game encourages it. That’s where the toxicity comes form. For whatever reason, failing some of the events has been profitable since launch.

until there’s another way to get a precursor, farming better stay.

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

CDI's don't really make a difference

in Guild Wars 2 Discussion

Posted by: Lightsbane.9012

Lightsbane.9012

i’m fine with guild halls taking a while(hopefully not much longer considering the age of the game), would rather them do it right.

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

condi vs power

in Necromancer

Posted by: Lightsbane.9012

Lightsbane.9012

here is a list of the pros and cons from both specs

first is condis

pro : when you are able to lay heavy amounts of condi damage it is the strongest sustained damage a necro can go with in the entire game because it can build up to almost 5000 damage a tick in such a short amount of time ,

negative : condition cleanses , condi transfers to other players or turned into boons can prevent condi build to be effective , or certain traits that prevent conditions from doing anything at all like bezerker stance , diamond skin just to name a few .

power

pro: it is great for burst initial damage . given 2k , 3k , or possible higher damage for a short period of time that could destroy soft targets like minions , turrets , clones , in a matter or seconds .

negative : the build up is tough unless in zerg based fights and and sustain for damage is not as good as condi spec .

what is your take positive and negative about both specs ?

normally, conditions are a constant tick(in other games, like they do their damage outright for a set amount of time, aka, 2k over x seconds) but here they have to be built up to do their maximum damage(6 stacks of bleeds or i basically ignore them) power is the sustained dps in guild wars.

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

Deathshroud+Unstoppable Casting?

in Necromancer

Posted by: Lightsbane.9012

Lightsbane.9012

Simply enough, this would cause the community as a whole to get salty about necro special treatment. If we were able to use skills while stunned then everyone should be. Remember were not the only ones being used as a punching bag, it can happen to anyone regardless of class.

Well Anet keeps saying Deathshroud is supposed to make up for what we don’t have like other professions and were supposed to be an attrition class with Deathshroud. We got like no vigor access. No reliable stability access. No blocks or stealth. Crap access to protection. How do you attrition against other professions with deathshroud? Terror necro uses fear in order to win anything. Its the only reason they are even viable outside of boons ripping. They only use deathshroud for extra fear and conditions. So obviously deathshroud isn’t as important to them as it is for power necros.

I don’t see this so called attrition or how deathshroud really makes up for what were missing except for taking a little extra hits. We can’t even receive heals from our own traits in deathshroud other than unholy sanctuary which is a joke. If I wanted heals the size of a regeneration boon I wouldn’t even bother wasting trait points that require a grandmaster trait that only heals that small.

If you ask me unstoppable casting for deathshroud would help power necros actually fight. Since we have to trait so hard towards deathshroud to even do anything outside of wells and minion mancers. Obviously they want power necros to be close quarters since, our only reliable power weapons are dagger and maybe axe which is still underwhelming compared to other professions power weapons. Life blast requires you to be in 600 range to do reliable burst damage. What is the point of building up all that life force and forced to trait so hard for it. To even be decent. If you have to be close quarters and have like, one or two players able to just shut you down completely during your deathshrouds duration. When deathshroud is like 50% of your build. Without any vigor, stun breakers, blocks, and whatever else I am missing.

Like I stated in the post above its not like deathshroud has no counterplay it can still be outplayed. Just not by stunning till kingdom come if unstoppable casting was implemented.

and in practice that’s not how it is at all. sometimes i’d rather have leaps than my deathshroud skills. kind of irritated that ele’s got the whole mist form thing.

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

Necro axe #2

in Profession Balance

Posted by: Lightsbane.9012

Lightsbane.9012

Not sure how it’d work, since the main “drawback” to whirls (which are otherwise very strong) is that they are fairly difficult to hit. It’d be kind of crazy to have a 9x whirl that can stack that much of the whirl effect so easily compared to other whirls.

Have the whirl centered on the Necromancer, or just in front of them where the axe spins? I agree having it apply on the target would be incredibly strong (since 8x dark field whirl combo actually hurts a lot).

that would mean the axe has to be melee.

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

rapid fire shouldn't track through stealth

in Profession Balance

Posted by: Lightsbane.9012

Lightsbane.9012

Ok, first, I play both, ranger and thief (tho I main ranger)

That being said, the tracking makes no sense from a realistic point of view. But for that to change how you (OP) want it, you should change how channeled skills mechanic works, otherwise you’re just breaking those skills (RF, unload, sneak attack, etc) and nerfing them to oblivion against thieves, engis, mesmers (I play those 3, so yeah).

And to be honest, those 3 shouldn’t have problems anyway. Mesmers can reflect, engis have so many blocks they don’t even care and thieves… thieves are the only ones that will benefit of this to the point where they completely destroy LB ranger. You would only need stealth on steal or BP, you wait for the ranger to use RF, and then the fight is pretty much over.

Now, going back to the tracking no making sense, I agree. They should make channeled skills able to cancel, and when they do the CD is reduce by a fair amount (for both parties) like 2,3 secs. So yeah, you can counterplay massive range burst with 1 buttom, but they can counterplay yours by cancelling. So both gain from active gameplay.

just like how backstabs should reveal you on a failure to connect? like a block?

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

rapid fire shouldn't track through stealth

in Profession Balance

Posted by: Lightsbane.9012

Lightsbane.9012

this is something that should’ve been completely obvious in game design, but a skill like rapid fire (and most channeled skills for that matter) should not track through stealth.

if part of the draw back to multiple succession-type attacks is that it needs all of the attacks to land to actually hit to it’s fullest potential, why is it that they gets a free pass when it comes to stealth? shouldn’t a break in targeting = a break in tracking? or should mesmers and thieves just sit there and accept the fact that if a ranger catches you mid-fight with rapid fire there’s nothing you can do about it?

i specifically mention rapid fire because it’s a topical choice (and the range allowed on it is something extra ridiculous), but other channeled skills like unload on p/p thief should be set to follow the same rule. ranged channeled attacks should not track through stealth, it doesn’t make sense from a gameplay point of view and it doesn’t make sense from a “lore” point of view either.

all channeled skills track through stealth. deal with it.

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

LB + a/w-WvW-Signet Might build

in Ranger

Posted by: Lightsbane.9012

Lightsbane.9012

Honestly, when i’m playing another class these are the types of rangers i look for in the zerg. heck, or when i’m on my gs/lb ranger in wvw they still make nice targets.

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

When I grow up, I wanna' be Boba Fett!

in Engineer

Posted by: Lightsbane.9012

Lightsbane.9012

actually you COULD do a jango fett. dual pistols, almost everything is covered, even the lethal poison darts. though thief would make a better jango with the pistols.

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

So...Marjory using Greatsword

in Necromancer

Posted by: Lightsbane.9012

Lightsbane.9012

Besides, if we are wimps then Trahearne would have beaten an Eye of Zhaitan all by himself.

Because if he did that then it would confirm that we were actually completely unimportant to the story.

How much necromancer stuff does Marjory actually do? She’s some sort of rogue/necro hybrid if anything. All of the other living story characters use player class skills, but it seems regular necromancer skills aren’t interesting or good enough for living story.

She doesn’t use flash skills, but she does use some Necromancer skills. Its just that its a bit different when Kass spams Time Warp every 5 seconds compared to Marjory just using axe auto attacks. It is a bit strange from a design standpoint though that she doesn’t do anything more, since strictly speaking “real” Necromancers have the potential to be a whole lot stronger than what we are limited to (Palawa Joko and others).

and here we are, being the necro version of count chocula.

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

So...Marjory using Greatsword

in Necromancer

Posted by: Lightsbane.9012

Lightsbane.9012

Want a land spear with bleed, cleave, torment, and a leap finisher – something set up for short range power and condition damage. Right now, only scepter and war horn really take advantage of the condition damage stat. The rest of the weapons benefit more from power and condition duration unless you put a condi-sigil on them. Most of Necromancer’s conditions are actually soft CC that do not benefit from the condition damage stat: chill, blind, fear (without terror), weakness, cripple, and vulnerability.

Burning, confusion, bleeding, poison, and torment are the only conditions that use the condition damage stat. Of them, bleed is mostly on scepter. The other conditions have lower potential up-time.

the day they make my spear a condition weapon is the day i main a warrior.

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

So TIRED of being a rag-doll!

in Guild Wars 2 Discussion

Posted by: Lightsbane.9012

Lightsbane.9012

I am so fed up with being yanked around, pushed around, knocked down, chilled, crippled, stunned, anything and everything they PACK into every godkitten zone to prevent me from doing something so SIMPLE as trying to get to my party! It’s REALLY getting out of hand, and just made it all too easy to switch off the game tonight and watch a movie instead.

Wanna pack a dungeon with all that stuff? HAVE AT IT, I definetely feel we should have to get smart to skip all those trash mobs!

But in the open world? C’mon ANET, give a dude a break, those are some big effing zones to be getting messed with the WHOLE way to your party.

Please tone it down.

/rant off

oh! you must be a necro too!

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

Hammer Guard? MEET HAMMER NECRO

in Necromancer

Posted by: Lightsbane.9012

Lightsbane.9012

i just want more blocks and evades and vigor
and some buffs for party members and me so im actually desired in dungeon runs

‘more’ implies we had any to begin with..

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

Perplexity rune build?

in Ranger

Posted by: Lightsbane.9012

Lightsbane.9012

you know perplexity runes are too meta when people are making ranger builds around them.

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

Necro: highest risk class?

in Profession Balance

Posted by: Lightsbane.9012

Lightsbane.9012

1) A leap can be interrupted as well
2) A leap can be rooted
3) A leap is affected by slows

A teleport is not.

Casting it before combat is not that big of a deal, really. It doesn’t even need to be in 1200 range. You can cast it wayyy back and it would still work. It sounds a lot harder or complex than it actually is. But to each his own.

regardless, a leap is still needed for necromancers. we happen to be the only class without one.

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

Tanky mobile spectral power build

in Necromancer

Posted by: Lightsbane.9012

Lightsbane.9012

ive played spectral necro for about a year now, and it wont be as good as it could be until some big changes happen. combining spectral mastery into spectral attunement is a start. another problem is that there are too many good traits in soul reaping and close to none in death/blood magic.

You want big changes? I guess reduced cd on spectral armor and res/stomp in ds aren’t big enough.
I doubt the 2 traits will be combined, it would have been done from the beginning. I dislike the position of spectral attunement, but it’s good that there are spectral options on more than one traitlines.

And seriously close to none good traits in death/blood magic? Death magic has awesome traits…and some blood magic traits are also cool.

And on topic, build is ok. Maybe change the Dark Armor to spiteful vigor or shrouded removal, some cleanse on d/wh isnt bad.
Personally id take 2 points off curses and into DM. To take Reapers protection or Death Shiver.

No, those changes are not big enough. until we get a leap on land, power necro will still be lacking.

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

Necro: highest risk class?

in Profession Balance

Posted by: Lightsbane.9012

Lightsbane.9012

necros have spectral walk and flesh wurm which is already infinitely more disengage than guardian

interrupts flesh wurm disengage gone.
i’d take a leap over flesh worm any day.

Wurm is instant.
To elaborate, no Necro will ever go into a fight and try summoning the wurm mid-fight to quickly go to a spot. Best way it to place is at a spot before the fight even happens. So in other words, the teleport is instant.
And if you do need to summon it mid fight because the fight went for so long that wurm is recharged once again, there’s ways to cast it mid-fight. A fear, right before the cast, for example. And if you aren’t getting focused it’s eazy peazy.

casting wurm is not instant. kthx. a leap activates instantly. well now that i actually read the casting before combat, if i didn’t HAVE to do that i might take it.

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

[GW2] Aquatic Combat

in Guild Wars 2 Discussion

Posted by: Lightsbane.9012

Lightsbane.9012

this is also a good argument for making aquatic weapons usable on land.

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

so, new weapons? wider use of existing?

in Profession Balance

Posted by: Lightsbane.9012

Lightsbane.9012

is this going to happen ever?

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

Necro: highest risk class?

in Profession Balance

Posted by: Lightsbane.9012

Lightsbane.9012

necros have spectral walk and flesh wurm which is already infinitely more disengage than guardian

interrupts flesh wurm disengage gone.
i’d take a leap over flesh worm any day.

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

What if Bull's Charge was a "Teleport?"

in Profession Balance

Posted by: Lightsbane.9012

Lightsbane.9012

You know what the major difference between a DPS focused Medi Guard and a DPS Warrior? There are many but the major one is that the Medi Guard’s gap closer, Judge’s Intervention, is reliable. You can teleport to your target in the middle of using a skill like Binding Blade/Whirling Wrath or Ring of Warding/Mighty Blow, making normally difficult to land skills more reliable.

Now let’s compare this to a DPS Warrior, something which honestly isn’t that viable these days. A big problem is Bull’s Charge. It has a very high failure rate for many players. I’ve avoided it by simply walking towards the player using it, which causes it to either overshoot or they knock you down but are facing the wrong way to follow up before you recover. But what if BC was a “teleport” like JI? It would solve many issues such as:

  • Being able to reliably land highly telegraphed attacks like 100b and Skull Crack.
  • It would be unaffected by movement impairing conditions.
  • Here’s something for those who dislike mobility Wars, it would require a target, meaning that it can’t be used as easily to run away. Sure, in WvW you could still target a bunny or something, but that applies to and skill that teleport.

Now, for thematic purposes the Warrior using the skill would need to leave some sort of after image, so it looks like they just moved incredibly fast. We have to keep some class distinction. Part of me thinks that it would need some sort of tell but really JI doesn’t and I don’t think many view it as being OP because of it. Since it would be used to combo something with a big telegraph and has a fairly long CD and if you have a stun break then it would do that much to you anyways I think it might be fair for it to be instant. While I understand you can’t directly compare too different skills from different classes the skills are VERY similar in what role they play, however one works and one doesn’t.

While I’m on this topic, Guardian has another skill that preforms better than a Warrior skill of a similar function, Leap of Faith. Die to how the skill is designed, it connects much more reliably than the Warrior skill Rush. By the time you reach a target with Rush and then stand in place to begin the attack they have already moved away. It’s no wonder it’s often saved to run away because as a gap closer it totally fails. Leap of Faith is AoE and the attack animation is fluid and doesn’t force you to stand still to attack after you reach your target. I personally would gladly accept some form of Ride the Lightning treatment where if you don’t connect you get a greater CD (but not double, Warrior has less skills than Ele) if in return it moved faster and was AoE like LoF. The only reason for the AoE is that is what appears to make LoF so reliable is that it has a sort of cone rather than a straight line.

Changes like these would make DPS focused double melee Warriors a bit less garbage because when your combo has such a huge CD it should not fail just because the game didn’t let it connect.

EDIT: I’ve clarified my post, please look here

you’re seriously not satisfied with the gross amount of everything they already have?
wow. lets make warrior even easier while we’re at it.

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

axe combos

in Necromancer

Posted by: Lightsbane.9012

Lightsbane.9012

this really just boils down to us needing more weapons. well the game in general. it’s time for spears to be more than aquatic weapons.

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

Redesign - Ranger

in Profession Balance

Posted by: Lightsbane.9012

Lightsbane.9012

i’m for making rangers into the melee specialsts the wiki says they are. for that spear needs to be a landweapon and it needs to be wielded like a quarterstaff.
or the ridiculous dream weapon…double bladed greatsword
no but really, we need polearms. if future melee weapons are added, ranger needs to have access to all of them, or most of them.

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

[Necromancer] Dagger Auto Attack Chain

in Profession Balance

Posted by: Lightsbane.9012

Lightsbane.9012

It’s already one of the best auto-attack chains in the entire game. Why does it need buffs like these?

Keep in mind, that I main necro, and very heavily at that. Necro dagger is either the highest or second highest DPS auto-attack in the entire game. It really doesn’t need buffs.

hmmm but i wanna give necromancer a corrupt boon on an auto attack chain. perhaps i should try the axe?

axe needs attention, but not that kind of attention.

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

All those in Favor of Healing signet

in Profession Balance

Posted by: Lightsbane.9012

Lightsbane.9012

passive is still so strong active should never be used. It leaves the warrior completely open to Rangers and thieves due to their poison uptime. Only a badly played ranger/thief or a well played warrior will change the outcome between these classes.

Having your one and only healing skill completely shut down by two professions is bad enough, having to rely on NOT using the active bit and limp around with 33% less passive healing is like being capped in the knees while running a marathon and told to keep running.

welcome to how the rest of the professions feel.

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

What would you do with 1000g ? ? ?

in Guild Wars 2 Discussion

Posted by: Lightsbane.9012

Lightsbane.9012

buy the precursor i won’t otherwise get.

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

Is there one dominant zerk build out there?

in Necromancer

Posted by: Lightsbane.9012

Lightsbane.9012

6/2/0/0/6 is the pvp build, 6/6/0/0/2 is the pve build. First one is ds based, second is dagger based.

hehe. i use neither of those but run daggers.

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

Warrior rifle actually got nerfed, not buff.

in Profession Balance

Posted by: Lightsbane.9012

Lightsbane.9012

Wait, wait, wait, you’re telling me, right now, that it’s fair to just be able to repeatedly snipe at people with no repercussions? And then you want to complain about balance?!

He was saying that, killshot was so easy to dodge and used by no one, but some people still use it because why not yolo.

but now, trying to killshot some one gives you even more risks (like losing adrenaline) on top of all those already bad and not profitable risks.
so now killshot is complete kitten.

guess that means you better play like everyone else.
by paying attention. this ‘nerf’ is pure gold because it really shows the rest of the community just how terrible most warrior players are without their handicaps.

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

RIP Warrior Class

in Profession Balance

Posted by: Lightsbane.9012

Lightsbane.9012

The Adrenaline changes killed this profession. Was fighting a thief he blinked away. Lost all adrenaline, then got rekt.

ANET you just killed your own game. Whoever Okayed these changes should be fired. And your whole balance testing team should be as well.

and the rest of us are laughing.
warrior is still the easiest profession to play period.

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

what class got hit the worst ?

in Profession Balance

Posted by: Lightsbane.9012

Lightsbane.9012

Warrior.

There main class skill, Adrenaline got completely butchered, so its completely unusable. It goes down so fast now Warriors can’t use there F1 class skill on any weapon, which removes all those skills from the game completely.

Its like Necro losing there Death Shroud or thieves having no iniative or Rangers having no pets or Ele’s having no attunements…

No contest Warrior’s Adrenaline.

you have to try now! yay!
now i’ll actually be able to tell a good warrior from the random pleb pressing buttons

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

Things you like about Necromancer patches

in Necromancer

Posted by: Lightsbane.9012

Lightsbane.9012

I like that they’re trying.

I just wish they were more successful.

…trying. okay. lets call it that.

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

Necro in the new longbow pinball meta?

in Necromancer

Posted by: Lightsbane.9012

Lightsbane.9012

Greater mark is really usefull only on guard while RP will be ok against everything imo

More like the other way around.

The unblockable part of Greater Marks is good against anyone who uses blocks… so basically everyone except necros and thieves.
And then there’s the size: hugely underrated! It adds almost 80% extra surface area. It means higher range, more hits in team fights, better area control, bigger poison field and blast finisher area.

RP on the other hand doesn’t work against everyone at all. If your target happens to have stability or any other form of immunity against conditions it’s wasted. Also, you can’t control any part of it. You don’t know when it will trigger and when it’s off cd again. It will likely trigger when your target is out of reach and you can’t follow up with any pressure properly. The situations when this trait has a great impact on a fight are really very rare.

I run greaters mark in WvW and RP in tpvp . I completely agree greater mark is better but as I said , ( I like to record my soloQ matches ) , RP saved my life soooo much time in tpvp . I just can’t explain it , no argumentation i know xD . But it’s just a feeling

I run a staff for lack of a better option, yay.

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

Necro in the new longbow pinball meta?

in Necromancer

Posted by: Lightsbane.9012

Lightsbane.9012

we don’t have to ask for greatsword now that dagger cleaves.

relevance?
i think most people wanted greatsword for a leap which we need but it’ll never happen, anet thinks they done good.

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

Remember the reveal other professions got..

in Necromancer

Posted by: Lightsbane.9012

Lightsbane.9012

This probably would have ended up on some skill I would never take anyway, like corruptive poison cloud. It wouldn’t be enough to justify your utility slot.

Necromancer is supposed to be the de facto best offensive attrition/debuff profession class. Based on necromancer design goals, we should be the one class with every possible tools that prevent our opponent to escape no matter what.

It doesn’t matter if it’ll be useful or not, the fact that they are giving those tools -I’m also talking about torment- to classes who already have access to:

(Mesmer-ranger-engi)

-Stealth
-Evade
-Vigor
-Immunity
-Substain
-Aegis
-Mobility

is not right.

Our design intent was to stay on our target indefinitely, but in order to do so, without what I just listed above, it is simply natural to at least give us the best debuffs in order to help necromancer to prevent any attemps at escaping in a fight.

Why should we just be average in the anti mobility departement? And don’t get me started on how our attrition is non existant… This was supposed to be anet design intent, but clearly, they forgot.

Anyway, I’m glad I uninstalled this game, it’s just not fun anymore.

Maybe it’s not fun because you’re hanging into this pre-launch idea of what the necro was planned to be 2 years ago, that hasn’t been true and is no longer implied to be true.

Also I have more than enough tools to deal with thieves in my build, and on any build I run. It’s not worth being upset over that we didn’t get reveal on some useless skill.

regardless of how i feel about it now, their design philosophy of necromancer has not changed and they have stated this more than a couple times. hey at least i got a two target cleave.
that’s something………….right?

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

The necro changes in two words

in Necromancer

Posted by: Lightsbane.9012

Lightsbane.9012

I’ve been doing some serious drinking Thinking.

I’ve reached a startling conclusion that makes some sense.

The biggest problem with Necros is that Staff.

It is a boring weapon that doesn’t fit into a Power or Condition build, but everyone takes it because it is still pretty good.

Necros need a second 2 Handed weapon. Or we need a way to “focus” (GET IT??) Staff into either Power or Condition weapon. Replacing one of our ahhh… Subpar Talents with something that Dramatically changed all the Staff Skills might work…

we flat out need more ranged power options. i’ll take a frisbee at this point.

Right. Staff is great.

But staff is not great enough to be Necro’s Only 1200 Range weapon, only Two Handed Weapon, only “AoE” weapon and still work with all Condition AND Power builds!

Nothing can do all of those things. And nothing SHOULD do all those things.

staff is 80% useless for power builds. I do not care about any of the conditions on it.

Poison, chill? AOE fear and a big hitting condi transfer?

Mark of blood isn’t that great but the rest is still useful. Personally I like it better than axe, although I’d assume that’s different for others.

poison and chill i can do without since if someone wants to chase me it’s gonna happen
aoe fear i surprisingly don’t use much, since i am a frontline necromancer in wvw fearing targets away from me means i can’t kill them(exception being death shroud fear, that’s incredibly useful)
the condi transfer is why i said 80% useless. it’s the 20% of the skills staff offers that is useful…granted when i’m stationary.

In addition to the 3 condi transfers, it offers by far the highest staff damage and is the only blast finisher on any set. Absolutely awesome skill.

awesome skill on an otherwise sub par weapon. and i wish necro was as great in wvw as people said it was. because it’s not. if i run into more than one enemy i’m dead, a hambow, i’m dead(there are alot of hambows) but hey if there’s a 30 man zerg and all of them ignore me i’ll kill at least 10. that’s the problem necromancers have. we’re either Alucard(from whatever universe you like) or…Count Chocula.

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

(edited by Lightsbane.9012)

The necro changes in two words

in Necromancer

Posted by: Lightsbane.9012

Lightsbane.9012

I’ve been doing some serious drinking Thinking.

I’ve reached a startling conclusion that makes some sense.

The biggest problem with Necros is that Staff.

It is a boring weapon that doesn’t fit into a Power or Condition build, but everyone takes it because it is still pretty good.

Necros need a second 2 Handed weapon. Or we need a way to “focus” (GET IT??) Staff into either Power or Condition weapon. Replacing one of our ahhh… Subpar Talents with something that Dramatically changed all the Staff Skills might work…

we flat out need more ranged power options. i’ll take a frisbee at this point.

Right. Staff is great.

But staff is not great enough to be Necro’s Only 1200 Range weapon, only Two Handed Weapon, only “AoE” weapon and still work with all Condition AND Power builds!

Nothing can do all of those things. And nothing SHOULD do all those things.

staff is 80% useless for power builds. I do not care about any of the conditions on it.

Poison, chill? AOE fear and a big hitting condi transfer?

Mark of blood isn’t that great but the rest is still useful. Personally I like it better than axe, although I’d assume that’s different for others.

poison and chill i can do without since if someone wants to chase me it’s gonna happen
aoe fear i surprisingly don’t use much, since i am a frontline necromancer in wvw fearing targets away from me means i can’t kill them(exception being death shroud fear, that’s incredibly useful)
the condi transfer is why i said 80% useless. it’s the 20% of the skills staff offers that is useful…granted when i’m stationary.

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

The necro changes in two words

in Necromancer

Posted by: Lightsbane.9012

Lightsbane.9012

I’ve been doing some serious drinking Thinking.

I’ve reached a startling conclusion that makes some sense.

The biggest problem with Necros is that Staff.

It is a boring weapon that doesn’t fit into a Power or Condition build, but everyone takes it because it is still pretty good.

Necros need a second 2 Handed weapon. Or we need a way to “focus” (GET IT??) Staff into either Power or Condition weapon. Replacing one of our ahhh… Subpar Talents with something that Dramatically changed all the Staff Skills might work…

we flat out need more ranged power options. i’ll take a frisbee at this point.

Right. Staff is great.

But staff is not great enough to be Necro’s Only 1200 Range weapon, only Two Handed Weapon, only “AoE” weapon and still work with all Condition AND Power builds!

Nothing can do all of those things. And nothing SHOULD do all those things.

staff is 80% useless for power builds. I do not care about any of the conditions on it.

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

The necro changes in two words

in Necromancer

Posted by: Lightsbane.9012

Lightsbane.9012

I’ve been doing some serious drinking Thinking.

I’ve reached a startling conclusion that makes some sense.

The biggest problem with Necros is that Staff.

It is a boring weapon that doesn’t fit into a Power or Condition build, but everyone takes it because it is still pretty good.

Necros need a second 2 Handed weapon. Or we need a way to “focus” (GET IT??) Staff into either Power or Condition weapon. Replacing one of our ahhh… Subpar Talents with something that Dramatically changed all the Staff Skills might work…

we flat out need more ranged power options. i’ll take a frisbee at this point.

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

Lich overnerf

in Necromancer

Posted by: Lightsbane.9012

Lightsbane.9012

I keep saying this, our class was more fun to play at launch.

of course it was. because the hivemind that is the warrior playerbase hadn’t discovered the hambow.

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

The necro changes in two words

in Necromancer

Posted by: Lightsbane.9012

Lightsbane.9012

Really weird about the minions! You should definitely post on the bugs forum.

Been there done that. Its a bug with Flesh of the Master.

bugs should not exist two years in. Or at least should only exist when they add something major, which..did not happen for necromancer.

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

(edited by Lightsbane.9012)

The necro changes in two words

in Necromancer

Posted by: Lightsbane.9012

Lightsbane.9012

Utterly Underwhelming

thanks anyway.

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

Dagger and Axe

in Necromancer

Posted by: Lightsbane.9012

Lightsbane.9012

My suggestion:

  • Remove Dagger auto attack and replace it with Life siphon. Dagger #2 is replaced with a Necro version of Backstab that does a big lifesteal + cause weakness.
  • To give Necro back their cleave, Axe auto attack will be melee only + gain a chain auto-attack. Chop -> chop -> chop
  • Stats, damage coefficient will be balanced normally.

Why? I really felt that Life siphon should have been auto attack rather than the dagger auto attack. It makes more sense to me.

Why should Axe, a bigger and more deadlier weapon, should be range, while a dagger, a smaller weapon, should be melee? It makes no sense to me.

Plus, This change will make dagger necro feel more like Blood Mage, life stealer, etc. While Axe Necro feels more like a battle necro or whatever.

i’m gonna say no to your dagger changes, but it does need another burst skill. or a leap. or something to make dark pact’s cooldown more realistic.

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

New Changes LETS TALK AXE

in Necromancer

Posted by: Lightsbane.9012

Lightsbane.9012

Axe #1 could use range boost to 900 and it would be better.

Overall, small tweaks, but nothing gamechanging. People who already use Axe get something more, people who can’t use or don’t like this weapon will shrug and ignore it same as before.

they need to just make axe melee since thats where they really want us anyway.

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.