As true as Odin’s spear flies,
There is nowhere to hide.
I think the lack of chat box spam in this game would be enough of a reason and pretty obvious.
really? that’s not a problem in other games. at all. don’t want to see it? change the chat filter. i said logical reasons. at least the first reply made sense. then again, almost all trading scams are incredibly obvious and count on the ‘victim’ not having a shred of common sense.
the reason it would(is) be useful, is that there are sometimes items in a game that are so outrageously overpriced(precursors, usually) that you might be able to cut it down a little bit by making an offer.
IMO, people are grossly overstating the Ranger changes. If I were you, I’d play each class you’re are considering in sPvP for a few days and see if you enjoy playing the class. If you enjoy playing the class, it won’t matter too much where their relative power is.
That all said, what the previous poster asked is also important… what do you plan to do with your character? Rangers in particular are notorious for providing nothing of value to a group (and being very reliant on condis when roaming).
Play each class and see if you enjoy it and then come back asking for advice imo.
i enjoy playing power necromancer a lot, i don’t enjoy how easy it is to spike me compared to other classes using similar setups.
Thief really needed another cleave.
Now they have exactly 0 weapons that don’t hit multiple targets, as long as they trait when using pistols. Meanwhile on necro…
But yes, I think its very likely that necro dagger will get cleave, although I don’t think you should get LF per person hit, its already a really nice amount. Multi-target scaling should come from other sources.
i don’t want cleave on a dagger…we need another weapon. this is the best we can hope for i guess.
It was hinted at by Karl in the chat, but don’t bet on it.
bet on it for thieves though.
Considering it was explicitly announced for thieves, that’s a sucker bet.
i saw that, it’s just pretty insulting that something with the exact same AA animation will get cleave and we won’t. maybe it’s because of all our l33t power aoes.
It was hinted at by Karl in the chat, but don’t bet on it.
bet on it for thieves though.
That would make the problem worse, as then one Mark of Blood denies all other necros from hurting the target with Mark of Blood.
This doesn’t really change anything at all on the large PvE events, but in dungeons, it actually can hurt a team with two of a single profession.
i was actually about to add that, it COULD stack, as in multiples of the same skill.
after months of being away from GW2, i experienced in a different game a new way to approach DoT skills. this skill, did x damage over a certain number of seconds, based on attack(power) obviously this scaled in a different way than a direct damage skill, but allowed for the player using a DOT build to still do damage in a direct manner as well. also, these ticks could crit, making them very effective in long boss fights(compare this to how conditions work in pve in long boss fights) because the player is still ticking away with direct damage skills, thus actually contributing to the fight with direct damaging skills as well as DoTs.
an example of reworking conditions into this type of DoT would be:
mark of blood; does 3000 damage over 15-18 seconds, instead of the bleeds stacking it just becomes one static DoT, and doesn’t stack.
don’t take it too seriously, it’s just an idea, i think it would make conditions in pve actually have a purpose.
dagger#2 skill eliminated in favor of a leap skill(our life siphons are useless)
dagger#3 cool down reduced drastically to reflect skill usefulness, damage removed from skill because it compliments nothing
dagger#4 is actually fine, surprising right?
dagger#5 skill totally reworked into a direct damage skill, thus becoming useful
wells automatically having ground targeting
greater marks coming standard too
a melee cleaving weapon(DONT CARE WHAT IT DOES, WE NEED IT KTHX) does spear ring a bell?
a power ranged weapon (DONT CARE WHAT IT DOES, WE NEED IT KTHX)
more torment, because thieves having more access to a condition called TORMENT than a necromancer really infuriates me.
minions that have a purpose, by purpose i don’t mean suicide bombers.
is there a logical reason we don’t have this?
every other mmo i’ve played has had both face to face trading as well as auction houses, so after two years i’m still seriously confused.
aside from this being the most effective we will ever be, can you stop trolling us with epic underwater weapons now please?
the odds of necros getting attention outside of the ‘lol conditions/fear op/lich form op’ end is very unlikely. we have a ton of problems(MOBILITY) that can be solved incredibly easily, strangely enough, by the implication of your post. A LEAP BAM. MOBILITY. or kitten, PROTECTION IN DEATH SHROUD. BAM. ATTRITION.
yeah neither of those will happen. i am so cynical about this class i literally just returned today after a two month hiatus. now it’s like ‘yeah yeah, i got killed by six enemy players, blahblah, respawn.’
sorry, that was very off topic.
i’ll see your perplex runes and raise you one plague signet.
now go pwn yourself for my amusement on your own confusion.
that reminds me i ran into a perplex necro while my garrison was being hit, she put like 10+ stacks of confusion on me, gave it back, then she died. shame.
Oh my god, the balance team hasn’t made any changes in months and they won’t for a couple more? I don’t know about others but balance changes are actually exciting to me. New builds, new things to try out. How depressing.
it’s why i haven’t played in months. log in to get LS content for free, log out. i never thought i’d take a break from this game.
Hey guys!
Cloak and Dagger
Remember when Cloak and Dagger got nerfed in PvP so that it did less damage? It currently uses a coefficient of 1.0 while in PvE/WvW it is 1.5. I remember that one of the arguments used when this nerf was made was that it was because the combined damage of CnD, Mug and Backstab was just too much – later Anet decided to nerf Mug so that it couldn’t critically hit any more while still leaving CnD in its inferior state.Can you remember the last time you saw a D/D thief in PvP? No? Me neither. D/P are the current king because of its utilities (blind, teleports, stealth on-demand). Bringing CnD back to where it was would make D/D the king of burst again and it would possibly make it viable in competitive play again.
I for one would love to see this change.
Revealed
Revealed in PvE/WvW; 3 seconds, in PvP; 4 seconds.Many of you may think that this isn’t a big thing, but just go and try it out, you’ll notice it. The dagger auto attack chain is exactly 3 seconds long, which makes it feel natural to hit CnD right after the last attack of the chain, but this is not possible in PvP.
Anet said that they want the transition from PvE to PvP to feel seamless – this isn’t seamless. If you actively play all game modes then this is a real pain! It just feels clunky and unnatural in its current state, while 3 seconds feel just perfect.
I believe that this is also one of the main reasons Dagger off-hand isn’t viable in PvP. Reverting this change would be huge for the thief! Remember; we can’t contest points while in stealth, which was one of the reasons they did this change (we could contest points before). Now that contesting was fixed I think it should be natural to revert the change and open up new build options for PvP.
TL:DR
Revert the Revealed and Cloak and Dagger nerf.What do you guys think about this?
the revealed is NOT a big thing considering how every other rogue in every other mmo operates. i’d say thieves have it easy in that department. considering stealth in other mmo’s cannot be used in combat without spending a huge cooldown, or used to do anything but position one’s self and ambush. the thief can do this every 4 seconds.
necro…sustain…
no. it does not and has never existed.
being a wvw player period is a thankless job. the pve exclusive(lol) players don’t give a kitten that you get buffs for their phat lootz.
You’re right Wanze. Perhaps I should amend my suggestion to include damage boosting Sigils that are exclusive to paying players? Something like “free +20% damage Sigil for each 4k Gems purchased”? Or exclusive Legendary weapons with higher base damage output for those who spend $1,000 or more.
Edit – Just an idea, mind you. I’m thinking this is a great way to increase revenue streams for NCSoft.
Edit 2 – The main idea here is to grant exclusiveness to items that can’t be gotten from Gems. Sorta like a Tier 2 Gem currency, with T1 being the free Gems that players can exchange with their Gold.
exclusive to paying players…basically everyone in the game gets them? No, as far as P2W, it should never be outside of totally free to play games. i have seen what pay to win does to people who won’t shell out thousands to be the best pixel in the game universe. it literally halts them from doing anything. (Perfect World games are an example of what not to do.)
okay, i haven’t logged in in over a month and that’s going to bring me back. been waiting for this story ‘arc’ for more than a year.
The damage is not awful. It’s not top tier but it’s far from awful.
We do need offensive support buffs for Pve though.
our problem is we need more power ranged/cleave.
After playing necromancer for about a month in pvp and running this build, I am convinced that necromancers, or at least this build, are/is overpowered. Nerf….maybe
http://en.gw2codex.com/build/27610-spvp-well-dps-necromancer
you should probably be in the thief forums. where their mechanic has yet to have a hard counter. if you get nuked by wells…that’s kinda funny. ever tried…range? or…moving?
you’re not gonna get much positive feedback in the general balance forum. there’s a ton of engineer hate right now from what i see in the posts on that forum. while the armor tier up makes sense to me as almost all of their direct damage abilities are melee, and we’d be the inbetween of warrior and guardian. yes we have group heals but they’re nowhere near as good as guardian, nor is our damage anywhere near that of warrior(normally speaking)but they’re still good enough for our own purposes.
I think 3 is the best (duh) but 2 will probably be the most balanced while becoming more usefull.
1 will in my opinion not change much since people would just wait for the stability to leave, you could flash death shroud (DS in, DS out in a ver short frame) for 100% stability uptime but you sacrificed your only migitation tool.
2 on the other hand will allow the necro to use deatshroud far better against stuns since they don’t have to anticipate the stun. It has the theoritically lowest cooldown for stunbreaker but again the necro either extends his cooldown or scrifices it’s only migitation tool.
3 would be a tad too strong, necro are supposed to be weak so maybe just 4 seconds.
Also remember the 6 second cooldown for DS is only due a master trait so even if necromancers take this combo they sacrifice our 50% fear duration.
the problem is in the last part of what you said. if you’re going to increase the stability , you increase the uptime of it. right now the uptime(i run the DS cooldown reduction, currently my stability uptime is 50%) however…that doesn’t make it totally useful. in a wvw zerg, after my stability is gone i find myself mashing the living kitten out of the q button(my f1 is Q) and usually end up…dead.
Hey everyone. The moment several of you have been waiting- I am back and finally streaming! For those of you who don’t know me, my name is Zombify and i am one of the PAX invitational qualifying necros. Been playing since beta and have played necro for many top teams including SYNC.
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Twitter- ZombifyGW2
Come check out some necro pvp/wvw.
this could get some much needed attention for us..
this could actually be announced as a necromancer only condition, but will more than likely be used most by thief. remember torment? yeah.
so the rumored weapon additions were true….
ha.
We haven’t even got a two handed Katana (yet – if at all!) and we’re already asking for a one handed one?!
But yes, I agree that if the Two-Handed ones (whatever the proper name is supposed to be) are available to players in the future, it’s only fair to have a one handed one for thieves too.
‘for thieves too’ funny. thieves can have tanto skins. although it’s cool you only said for thieves.
quip makes your barrage into like a rainbow of paint streamers, i mean its not really rainbows per se like bifrost or the dreamer but both quip and the predator have pretty nifty grenade barrage effects
neither weapons fit the engineer imo.
i too kind of find it annoying that the end boss that was advertised across the internet and beyond was little more than turret fodder. now i’m waiting over 2 living story seasons to see what happens next in the story. for me, almost all of the living story content can be labeled ‘interlude’, until the next actual part of the story comes out, the next dragon resurfacing. if it resurfaces. something needs to be done about the rebuilding of Orr too.
if you’re having any sort of trouble playing a warrior at all, this game is absolutely not for you.
but yeah, let’s give warriors more access to stability. Is this a joke?
i dont understand
have you seen it in game or just in a preview
everything about the predator screams bad-kitten and imo it works excellent thematically for an engi, especially because of the fuel lines on the stock
dude. it’s a sniper rifle. our rifle is a shotgun. it’s meant for warrior.
why isn’t there a legendary called ’dragon’s breath’ or something? something that actually looks like it belongs on an engineer would be awesome. the fact that the predator is a sniper rifle is the only thing that’s prevented me from getting my engineer a legendary rifle. it just does not fit the theme of engineer at all.
I still want a scythe. A pure power based weapon with cleave, possibly with some sort of leap skill on it.
isn’t that funny? if we got a leap it’d probably solve so many of our problems.
Heaven forbid necros get a bit of in combat mobility..
i see what you did there, since y’know, necro powers draw from the underworld.
Knocking out bridges can be done with the Scorp’s Wanze. Nothing wrong with that at all. What I’m talking about is full scale defense sieging with sup’s, as if it’s a home bl Garri. Last week I came across a keep with door treb’s, cata’s, and 8+ sup AC’s controlled by some with full AC mastery. That’s way too much pressure for up level stats to handle.
Now, I’m not going to say I’ve never been a part of or led a defense/bag farming session in EotM. The big difference is knowing your limits as a player. You do this by thinking about the experience other players are having across of the entire layer. When you do you’ll realize sure you can defend a little for some laugh’s. Afterwards, you then go with the flow again. Otherwise, if you don’t, you are surely seeking to grieve the majority of players on the layer. In that scenario, you earned any level of negativity reflected back to you. Also any level of bad karma in the real world too.
i lol’d
there are just as many tears rolling down my cheek after golfing an uplevel off a cliff. it’s like the concept that eotm was meant to be something you queue up for when the real fight had a line is totally lost on the eotm crowd. going into a wvw map and complaining about being killed by anything is nothing short of laughable.(unless it’s a hambow. then you are justified to complain)
and this is why there are ‘griefers’ some of them, like myself, are vastly experienced in wvw and are a little bored of it, yet do not(rightfully so) find the pve engaging in the slightest. so i go out of my way to zerg chase, and much hilarity ensues. whether i live in a crowd of 30 enemies for 5 minutes or knock two of them into the pit of tartarus, obviously i’m doing it right.
(edited by Lightsbane.9012)
No housing – what a waste. There are plenty of other items that need to be worked on in this game and housing in not a real top priority. In fact, I hope it NEVER is put into the game.
you’re right, i would actually prefer guild housing. but player housing would be cool too.
Underwater got removed from spvp so devs don’t care anymore.
then they need to remove it globally and give us this junk on land already. i feel bad for the guys that put months of effort into that part of the game.
If it gets buffed one day, what would the devs do to it given their track record?
That’s a tricky question, because given their track record… they wouldn’t touch it at all.
It’s a known fact that flame jet (fl num1) is rather weak, and less dps than other num1 options, such as bomb kit, grenade kit, or some condi builds. They know this as well, I would hope, because we say it enough. Yet… nothing is ever changed about it.
What should happen (imo):
1) Increase base dmg from flamejet
2) Less ‘ticks’ over same duration
3) Take burning req off, and make dmg baseline.Everything else about ft is okay. Although the trait juggernaut doesn’t make sense, 200 toughness doesn’t make you a juggernaut.
it does when you have heavy armor…
oh wait. sorry, i was just thinking of how engineer is a better fit as a soldier profession than the other two.
why the holy kitten is it so slow? does the homing ability of it really justify how slowly it’s fired?
I have made it a mission to derail the enemy karma trains as often as possible. I will set my group of 10-12 at bridges or blind corners and wreck the karma trains. Hopefully if enough people start doing this eotm will become more PvP oriented. If not no loss for me and my group as the bags just rain down.
any time your server color is the same as mine we should work together. EOTM trolling has become a favorite for me lately. it’s so embarrassing when entire zergs run right by you without engaging, and 95% of the people who do engage you are so easily baited to cliffs it’s just perfect.
Unfortunately, almost no commanders i’ve ‘worked’ with are interested in teaching their zergs to fight, they’d rather use Arrow carts at the worst possible times when ballistas are clearly the better choice, than learn how to play their class.
(edited by Lightsbane.9012)
Hello everybody,
I have been playing Guild Wars 2 since launch and this one thing about fighting enemies, mainly bosses, has been bothering me. What I am talking about that monsters that use heavy conditions and use alot of boons are very rare. Mainly when we are talking of bosses. Arenanet has been reworking dungeons to make them more challenging (Think about how CoF has changed). However I think a good step would be to give more enemies and bosses damage through more conditions and make them use way more boons.
By doing this you make a dungeon or fight more challenging. When you know “Oh this boss has heavy condition damage” or “Oh this one leeches your boons” or whatever, you can go into more diversive gameplay. Think about making condition cleanse more usefullin dungeon, boon removal or even corruption by necromancers.Well that was about it. Lemme hear what you think guys!
Have a good time! Fvux.
you know when i was reading the title i thought it was another post about how conditions still being useless against bosses. which…they are.
if you find necromancer to be insanely easy i’m not sure that does much for the credibility of your argument.
also, i fixed it for you homie. if we were talking about guardians you’d be right, assuming they had no condi cleanses anyway.Sorry bud, you can’t use the “I played thief and found it easy” line but then when someone else says “I played your class and found it easy too” say it does nothing for their credibility. That’s just saying “As long as I say it, it’s true. If someone else says something similar as an attempted counter argument, it cannot be true, because I didn’t say it.” But congrats on being infallible. It’s nice to know that god is residing here on these forums instead of helping the starving children in Africa.
But yeah, just because thieves have teleports does not mean that initiative should be changed to allow chill to have a more meaningful impact on it. The counter to thieves really isn’t supposed to be soft CC anyways (honestly, if you can’t come to that conclusion after recognizing they have a ton of teleports and in combat movement skills, then you’re just beyond helping). Hard CC is how you beat thieves, or besting them in sustained damage (or burst damage in some cases depending on the thief’s build). If you’re using chill to try and gain an advantage over a thief instead of fears/knockdowns/immobilizes then that’s not the initiative system’s fault. That’s your own fault for not understanding how to fight a thief.
Complain all you want, you’re not going to get a change just because you can’t handle it.
well i can see we’re getting nowhere. have a good one.
if you didn’t know, thieves are not effected by the other half of the chill effect. skill cool down increase. this is not something i’d consider balanced. i understand that their mechanic is initiative, meaning no cooldowns but a mana-ish pool. chill needs to effect the rate initiative regenerates otherwise it literally does nothing(brb shadow step, SB#5)
@godz raiden, fortunately i have played a thief and with evidence i can say that no real cooldowns+no penalties for stealth(thief has more access to stealth than any other rogue class in any mmo combined) IE reduction of movement(lol they can move faster in it. how does that make sense?)and all the teleports in the universe(more than mesmer and elementalist combined) one could say that thief is not overpowered, but broken. there are no hard counters to stealth except stealth traps. failed to hit (aka back stab being blocked) does not pull the thief out of stealth as it does to other rogues in other games. the thing is, thief is working exactly as it was programmed to work, the problem is the only counter to it is aoe damage. even then i’ve seen thieves at sub 10% hp get away and heal back to full.
you can call me ‘bad’ if you wish, that’s fine. but i’d like you to go from playing thief with dual daggers to playing a necromancer with dual daggers and tell me the difficulty difference. it’s massive. i did this in reverse order and felt like a god on my thief. 4k crits were not even impressive to me(for a necromancer that’s HUGE)I think you’re looking at initiative the wrong way. A lot of players see initiative as a lack of cooldowns, when in reality, the resource system is more of a global cooldown. Think of it like you would ATP and energy in the human body. You can do an exercise over and over again for a bit (spamming), but after a while you get too tired to repeat it, and you may even be too tired to do other exercises as well. So you have to cool down a bit and have a rest period before you can work some more. That’s pretty much what initiative is. So while thieves can spam weapon skills for a short amount of time and spike damage, they run out of initiative quickly doing so, and suffer for it in the long term.
Alternatively, I just this past month got a necro to 80 and started using him a lot, and I find that class to be pretty easy and godlike, so I guess the reverse of your story? Does that mean necros needs nerfs or something? No, not at all.
Anyways, anybody arguing that initiative is broken really just doesn’t understand the class mechanic, or they just don’t want to. Not sure what your problem is with chilling vs initiative is either. If it actually acted like it does for every other class to then thieves would need nothing to make up for it because of their teleports. Thieves are already one of the classes that suffer most from conditions, especially control conditions, and making them any more effective against thieves would be pretty detrimental to thief balance.
if you find necromancer to be insanely easy i’m not sure that does much for the credibility of your argument.
also, i fixed it for you homie. if we were talking about guardians you’d be right, assuming they had no condi cleanses anyway.
I still want a scythe. A pure power based weapon with cleave, possibly with some sort of leap skill on it.
isn’t that funny? if we got a leap it’d probably solve so many of our problems.
if you didn’t know, thieves are not effected by the other half of the chill effect. skill cool down increase. this is not something i’d consider balanced. i understand that their mechanic is initiative, meaning no cooldowns but a mana-ish pool. chill needs to effect the rate initiative regenerates otherwise it literally does nothing(brb shadow step, SB#5)
@godz raiden, fortunately i have played a thief and with evidence i can say that no real cooldowns+no penalties for stealth(thief has more access to stealth than any other rogue class in any mmo combined) IE reduction of movement(lol they can move faster in it. how does that make sense?)and all the teleports in the universe(more than mesmer and elementalist combined) one could say that thief is not overpowered, but broken. there are no hard counters to stealth except stealth traps. failed to hit (aka back stab being blocked) does not pull the thief out of stealth as it does to other rogues in other games. the thing is, thief is working exactly as it was programmed to work, the problem is the only counter to it is aoe damage. even then i’ve seen thieves at sub 10% hp get away and heal back to full.
you can call me ‘bad’ if you wish, that’s fine. but i’d like you to go from playing thief with dual daggers to playing a necromancer with dual daggers and tell me the difficulty difference. it’s massive. i did this in reverse order and felt like a god on my thief. 4k crits were not even impressive to me(for a necromancer that’s HUGE)
Thief does. Followed closely by Warrior.
i love when warriors run. kind of the opposite of what the class implies.
if they did that with axe they would have to buff the damage. yay for that because i’m close to frostfang, but we need melee cleave too.
Why would they have to buff the damage?
As someone else said, they don’t want them to have too much sustained area damage and such an attack would certainly provide some. Therefore, the damage can’t be that high. However, having no cleave at all just kicks Necros out of every PvE group.
melee=higher risk therefore higher reward. proof: necro dagger chain. i wouldn’t mind axe being reworked to about 300 range but it sure as kitten better get a damage increase.
with all its flaws, it remains my favorite weapon to use on a necromancer. and holy kitten does it have flaws.
Hmm would 500 JC be popular though? Ascended accessories are already extremely abundant, unless they add something special.
As somebody who only plays open world PvE and has 13 80s i still wait for that, since i still need a lot of that stuff.
is the pve of this game really that interesting? that aside, i’ve yet to see a confirmation that we’re actually getting this.
About 50-70 gold in 3 hours doing a dungeon speedrun tour.
Thats max 23,3 G/h … now would you tell us please a little closer what dungeons you run and how exactly you make that money ?
Or is it that you just found a precurser and put that on top of that for the current month ?
23g/h times 3 hours is …69g. not exactly far off from his estimates.
I don’t get it, I’ve NEVER had trouble against conditions…
a lot of condition engineers run zero cleanses. zero. i’ve discovered this by throwing lolplexity engis confusion right back at them on my necromancer and them pressing 1 for days.
slightly off topic, but
why do we have a shield again? the skills it has seems more suited to a focus weapon or..something. i mean, does shield have any synergy with pistol at all?(think before perplexity runes)
Hello everyone!
Well, there are a lot of complaints about the grenades auto-attack mode, some say it was/is designed to be ground-targeting, some say it doesn’t matter, what really matter is configure it with your play style.
My suggestion is change grenades to be auto-attack with no need to be pressing #1 all time, and remove all ground-targeting, move the ground-targeting to a trait that you can choose it to be ground-targeting.
Sorry for my poor english grammar.
auto attack trait…i’d be very offended if this was given in place of just turning grenade kit 1 into an auto attack.
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