80 warr [Blaze Steelsoul], 80 ele [Blaze Nightstrike], 80 mesmer [Grim Shatterwhirl]
80 guard [Dusk Grimlight], 80 engi [Flintgear]
speaking of Sicaea… what headpiece is she wearing? is it craft-able?
the last post wasnt 8 months ago or anything…
but http://wiki.guildwars2.com/wiki/Archon_armor
i believe the ranger agony pet patch was a blanket for any player adds (ranger pets, mesmer illusions and necro minions)
My question is merely cosmetic. Between charr and asura. Which looks the best in light armor. Leveling isn’t a problem I can always just craft to 80 if need be.
charr imo
most asura go for the same armours because the rest look horrible on them…
(edited by Linguistically Inept.6583)
charr/norn make the best looking necromancers in my opinion
female charrs are… fluffier than male charrs (theres that one BA female face with bone putrusions… but theres still the fluffy tail that doesnt seem very necro to me)
Abilities:
1: Bash your foe —> Bash your foe with an electrified shield and daze him for one second
umm… cc on auto attack? nty.
asura/charr; i kept getting mine to 30 then deleting it and remaking as the alternate race… i think ive finally settled on asura though
… i hate sylvari engis but i can see that they might be ‘interested’ in engineering and decided to follow it or something… still creeps me out though
do you know Spite it’s the condition duration tree too, right?
condition duration benefits vulnerability, chill, cripple and blind which power builds make sue of; im farily sure thats what was in mind when the power tree secondary stat was decided on
It won’t cleave either because it’s a ranged weapon. There is no such thing as a 600 range cone cleave area in the game, they won’t invent it for the necro axe.
do people even play this game?
It just needs to generate life force imo. Axe honestly discourages DS. Sure axe 3 gives you some but its so easy to dodge and if it goes on cool down, unless you’ve got a focus in hand you’ve got no life force generation on your 1-5 skills.
its axe2 that generates life force (how long does dodge evasion last? surely theyd need to burn both dodges to avoid all the hits) and warhorn has life force generation too... although it is counter intuitive to axe being ranged (which i assume is why you didnt mention it… but i like being pedantic)
Axe need:
Axe #1 and Axe #2 now have radius 90 as a “cleave” mechanic.
Axe #1 damage increase by 5-15%.
Axe #2 number of strikes increase from 8 to 10 and lifeforce gain from Axe #2 should be 1% per strike. (with 90 radius, you can hit foes more than 20x = 20% LF.)
Axe #2 recharge increased from 8 to 10 second.Unholly feast is now a blast finnisher. Thanks to lack of blast finnisher, it would make a axe to be gold!
i kind of like these changes… but im assuming with the number of hit increase on axe2 it would also get a dps increase (all hits doing the same amount of damage as currently?)? and a channel duration increase makes me question whether the recharge increase would be merited
… also the blast finisher would be interesting… axe is primarily a DS weapon meaning the wielder would be unlikely to possess combo fields… could aid build diversity/co-operative play
(edited by Linguistically Inept.6583)
i’d have morgan freeman voice all my characters, male and female
i too would like that
I am sad to hear that some players on our server use /laugh emote. I don’t use that in WvWvW.
i do; but only against very bad players; or if i get ganked and survive
Pain Train by Ins For Da Wagh streaming on Twitch right now – http://en.twitch.tv/grotesquexg/
wasnt ins committed to server hopping? i got confused; whats he doing?
hate this matchup… we’re like viz v2… litterally golem rushed around with no resistance… hit hills with 5 commanders (because people were kittening about) who all started doing their own thing wasting sups all over… ended up dawdling inside hills for ages… and since we hit resistance everyone started floundering about everywhere
i probably wouldnt make a good commander; but why would anyone try ramming greenlake when we KNOW its heavily seiged
… and the cata on inner bay door… i just… dont understand it… either im being stupid or weve all become horrible.
… oh and when we did make it inside greenlake (golem rush… go figure) our zerg just melted away somewhere; there was only me and two other people up the stairs… couldnt even see any dead people
weve got a monstrously huge tick atm… but it doesnt seem to be through good playing… just unbalanced match up
the only fun ive had in wvw tonight was when (after a thief just got away) he came back with an uplevelled thief and they both thought theyd gank me… ended up in a downed fight (the lvl 80 thief was HS spamming – he even initiated the fight with a HS spam… so obviously he sucked, the uplevelled was unload spamming) and beat them… but thats just because i find newb thieves hilarious to kill
(edited by Linguistically Inept.6583)
agreed; rank chests should be guaranteed rare+
edit
then again… dont want rank chests become farmed like world bosses
im going to miss fighting viz
you better put up a good fight ;]
it makes it stand out in the sea of twilights and sunrises worn by guards, mesmers and warrs everywhere
i honestly like that eternity is footstep-less (twi/sun footsteps are fugly)… but the lack of projectiles does suck
its a mesmer weakness… and thats good; it hurts in open world pve (but you can mitigate it with centaur runes/focus – speed signets take up a utility slot meaning builds lose out for it – my necro (wvw) has no swiftness at all, so i use signet of the locust… meaning i can only use utilities… of which there are many great choices – i end up running around with well of suffering/well of… boon conversion/signet of the locust most of the time; so no stunbreak)… i completely disagreed with portal making up for the lack of swiftness/speed signet a few months back… but ive 180’d… it more than makes up for it
low power and precision means your crit damage usefulness is severely lowered
celestial isnt OP because it isnt good at anything
direct damage – berserker
hybrid damage – rampager
cond damage – rabid
tankiness – soldier/knights/cleric
still going to get a full set for my ele…. but ill probably end up using berserker in pve and soldier/zerker in wvw anyway
Now the necro… the necromancer can literally auto-spam plenty of stacks of bleeds in a matter of seconds, thanks to its very short cast-time it’s very fast but that’s not everything, have you guys ever noticed it’s… the ONLY ranged weapon in game that doesn’t have PROJECTILES? and is thus not counterable by positioning and reflections?
Elementalist Scepter in Fire and Air.
Mesmer Greatsword.
Necro Axe and Trident.
I think that’s it. Also, you can still counter with with blocks and breaking line of sight.
guardian staff as well
There is no other weapon in the game with a more horrible #1,than the Necromancer Axe.
flamestrike disagrees
frostfang is pretty necro~ish… but axe doesnt have any ability to apply chill (outside of sigil of… chill on crit/chill on swap)
i absolutely loathe all these fire themed necros running around… but i suppose if you’re running dhuumfire incinerator… might…. no… no it wouldnt
bifrost is clearly out-necro’d by the crossing, scythe and final rest
howler might fit nicely on a norn necro
… but if i were making a legendary for my necro (or any of my chars; which im not, as i prefer other skins) i would go kraitkin (even though it would barely be visible)
i love the particle effect on radiant; but the no dye+distinctly heavy armour+horrible pauldrons on my guard means ill probably be going hellfire for my flamethrower engi
… then again… why do the ears show for asura hellfire helm?
Please. It makes no sense stats mean more for others then not.
no.
this is ridiculously annoying; on my guard i end up waving my hammer about doing nothing for painfully long
… and then having iwarden summons being screwed up by it on my mesmer
its terrible in its current implementation (i agree with the premise… but mobs trigger invulnerable for stupid reasons because they can clearly hit you… meanwhile… we can still attack mobs through walls without them going invuln;CM)
Celestial Armor is crap, most people wont be making it.
Which means that the materials will stay cheap even after the event is over.Also, this is just more “Why can’t I get everything in 1 day” complaints.
Actually it’s “why can a zerker build get their armour in 1 day but a celestial build using the same tier armour has to work much harder for the same level of gear”.
it could be argued thakittens because it actually possesses more raw stats (although not as powerful as zerker)
im at 230~ish scraps mainly from wvw zerg busting
Only Nerf I can see happening to portals that wouldn’t cause to much rage is forcing it to only work on:
-Your Self & your party membersWhich would be fine and acceptable, would force people to join the mesmers party to use his or her service but ’ey, would prevent others from QQ because they hit “F” while running around.
would suck for wvw; where portal bombing/golem rushing makes encounters interesting
second one isnt sitting or sleeping… =[
based on my experience; no; but im EU
i dont understand what you’re asking for; are you saying there shouldnt be a timer or should be (didnt the patch ntoes say they added a timer?)
Also wtb Portal timer.
portal does time out if exuent isnt used
Hence why having a timer notifying us on how long we have left would be appreciated.
oh right; asking for the timer to be made visible?
+1
corrupt boon+spinal shivers (including trait on 25% health) strips stability pretty well (except against perma stab guards… or DStab necros; and SS has an obvious anim); so its not really a hard counter to terrormancer
idk… i did think the new terror+dhuum+torment builds needed nerfing; but ive seen some really good counter plays (and dark path>torment>doom>spectral wall>spectral grasp>reapers mark is really fun against newbies… but lacks either stunbreaker or booncontrol)
its confusing… and id like to see some clarification on anets part; does anyone know if sigil of paralysation/-stun duration affected fear before the defiant change?
With addition of a new condition called torment and access to burning, some classes do not have enough condition removal to remove other important conditions like poison, bleeds, fear (terror traited). Torment, cripple and other condition are shielding more damaging conditions such as burning or stacking bleeds.
This post is very disturbing. People played so long vs underpowered Necromancers they now feel they have the right to remove every condition a Necro puts on them because they once could.
That is the whole reason Necromancers were underpowerd in the first place! Why they needed a buddy like an Engi always with them to lay cover conditions, it was not a self contained class. (And need a buddy to peel for them being focused – still a problem if they don’t kill the opponent(s) super fast).
A condition Necromancer is getting about 75% of their damage from conditions, you are not supposed to be able to remove every single one.
That would be like if a warrior’s opponent could negate 75% of their direct damage.
Now you have to actually pay attention to what is on you and carefully choose when and what to remove, instead of just spamming a removal whenever you see any condition, which used to get the job done vs Necro sadly.
I don’t quite agree… I agree that it felt a bit clunky to have nearly all your damage depending on bleeds…
But yeah… I got easily a stack of about 10 bleeds up in 5 secs… The best multiple condition cleans have a cooldown of roughly 20 seconds…
I applied poison, chill and cripple to cover my bleeds and when the right moment came, boom, doom and fear mark and my opponent was dead. The only way to counter this was burning stun breakers and all cleanses which left the opponent open for conditions again…
Conditionmancers didn’t need any more damage, they needed survibility to have a chanse of avoiding a focus of 2+ people.
Instead ANet decided to basically give us torment (= 4.5 bleed stacks, about +500dps for 10 sec) and a 50% damage increase to doom (with terror, for me that is about +1.5k damage) when close to your opponent, which is nearly in every case. Not increasing the survivability which we lack but the damage we already had.
As a necromancer player, I do not think it is balance to push all players to have a full condition cleanse build just because of one profession being in the game
Doom never had damage applied unless traited and terror has always been around and has not been buffed. It was moved to the master tier. The duration of fear from doom got an increase in duration based off of how close they are to us. Statements like these make me think people are just jumping on the necro bandwagon. I agree some of our attacks hit really hard but if people want to know how to counter the conditionmancer on their class they can send me a whisper in game or a pm on the forums. I am more than happy to help.
it’s just funny that you tell me that doom doesn’t do any damage without terror ^.^
do you guys read whole posts and follow the threads or just randomly read some highlights?
as a power necro; i can tell you that my doom does damage (not much; but it does)
edit for pic
My bad. I guess it does. That damage is so intense man. ;p
http://wiki.guildwars2.com/wiki/Doom
People should stop the crying over dooms stand alone damage though.
ikr? (i was just being pedantic)
- but it is useful for instantly getting someone in combat from range (meaning they cant wp whilst feared – which would particularily annoying on borderlands, if you managed to drop them)
Stealth isn’t a realm in this game, its a distraction. At best, the only thing I believe stealth needs adjusting in is increased stealth duration, increased revealed time by a couple seconds. I don’t think 20 seconds of stealth or only allowing ooc stealth would work, because soooo many traits are centered on entering stealth.
as a non thief player (well… my thief is 4x) i would dislike this trade off; shorter (well… current) stealth has meant i get glimpses of enemies before they get too far away
specific rewards for completing all the achievements within a category
such as relevant skins
wvw – crown skin
fractals – fractal weapon ticket (also maybe add a complete scale 40/50/whatever)
kegbrawl – keg backpeice
… or even just stuff already in game
wvw – badges/blueprints
fractals – relics/pristine relics (although pristine relics are pretty much useless by the time you get the final tier of fractal frequenter)
kegbrawl – karma… gold… something?
i dont understand what you’re asking for; are you saying there shouldnt be a timer or should be (didnt the patch ntoes say they added a timer?)
Also wtb Portal timer.
portal does time out if exuent isnt used
tracking to view the % you are at then working out how much total is needed is a pain (i normally end up just asking in map chat; because im lazy) so +1
I’d say thet ele and engi are currently the worst professions in PvE, with rangers slightly better off – but that’s because rangers started from much higher position and haven’t managed to fall to the rock bottom yet. If the current trend of buffs and nerfs holds, however, they will definitely reach that last place eventually.
So, while eles and engis may be worse off currently, ranger is getting the worst treatment.
what? before patch an auramancer could pump out a ton of might and fury (arguably -because of banners- better offensive support than warrior)… after patch they can pump out even more for less trait points (dragon tooth+phoenix+EA dodge earth+earthquake+churning earth+arcane wave in a fire field is ridiculous) and lightning hammer works pretty well for overworld pve (the only place where ranger>ele… but overworld pve is easy on any class)… then we get into wvw… and ranger has pretty much no role at all
- how is ele worse off than ranger?
because …most professions max out might by themselves…
Mesmer warriors guardians and stuff do that with minimal effort and investment….ele has to waste CD on long situational combo that works only on paper mostly.
The time you maxed might the fight is already finished <.< if u have a dps profession instead of an ele.Ele with 25 mights still is low dps
Conjured is a gimmick build for nothing more than CoE farm.
Yet ele at fotm or challenging content have some minor advantages making it SLIGHTLY better overall than ranger if the party is not optimal (see can carry players in FEW situations)…
Mostly because ranger pet is useful as Leroy Jenkins most of times….and has the opposite effect (can ruin tactics).
eles can do good/decent damage; its just most people are scrubs running in non dps gear
no class can put out party wide might and fury like ele (sure a 4 warr 1 mes will have 25 easy; but ele is pug buffer of choice-if i join a group that has little might/fruy stacking abilities; i switch to my ele) – and anyway; i was asking how its worse than ranger… not the current meta
(edited by Linguistically Inept.6583)
You might as well roll a thief without stealth.
perma evasion thief?
Well the reasons don’t really matter, I think if you have a short cooldown heal, then
it is just really nice to be able to empower such a heal with a trait. I would use the
runes that give on-heal bonuses, but they are not that great.Maybe a 3 or 4 second Fire Shield on heal, tier 1 Fire Magic?
I’d say thet ele and engi are currently the worst professions in PvE, with rangers slightly better off – but that’s because rangers started from much higher position and haven’t managed to fall to the rock bottom yet. If the current trend of buffs and nerfs holds, however, they will definitely reach that last place eventually.
So, while eles and engis may be worse off currently, ranger is getting the worst treatment.
what? before patch an auramancer could pump out a ton of might and fury (arguably -because of banners- better offensive support than warrior)… after patch they can pump out even more for less trait points (dragon tooth+phoenix+EA dodge earth+earthquake+churning earth+arcane wave in a fire field is ridiculous) and lightning hammer works pretty well for overworld pve (the only place where ranger>ele… but overworld pve is easy on any class)… then we get into wvw… and ranger has pretty much no role at all
- how is ele worse off than ranger?
technically; you can use blink/shadowstep to bridge gaps (go to LA; stand near the armour repair guy then try teleporting up to the banks pier… ledge… thing); but you have to be able to walk there normally (in the same example; if you stand on the small raised ridge on the side of the nearby bridge; it ont teleport you)
- this is particularily useful when you know areas you can use it in (such as the massive ramp in borderland hills)
if they utilised the same physics as some cloth items in game (infinite light/weapon ribbons) theyd look horrible and stretch to ridiculous lengths when running imo
in dungeons:
feedback+timewarp on mesmer
WoR+SotA for guard
in WvW:
every move speed signet except air
+1
mysterious occurance>find bad guy>beat up bad guy (in dungeon)
is getting boring
Yet, when my Ranger is completely ignored every single patch and I write dozens of posts about the Ranger being underpowered, (I’m not alone here, there are literally hundreds if not thousands of underpowered Ranger posts in the forums), Anet does not hear any of us.
the only place id consider ranger underpowered is in dungeons… which it seems like theyve been trying to work on (pets attacking from behind and stuff)… they just havent succeeded (especially when pets were nerfed because of BM ranger being OP in Spvp)
With addition of a new condition called torment and access to burning, some classes do not have enough condition removal to remove other important conditions like poison, bleeds, fear (terror traited). Torment, cripple and other condition are shielding more damaging conditions such as burning or stacking bleeds.
This post is very disturbing. People played so long vs underpowered Necromancers they now feel they have the right to remove every condition a Necro puts on them because they once could.
That is the whole reason Necromancers were underpowerd in the first place! Why they needed a buddy like an Engi always with them to lay cover conditions, it was not a self contained class. (And need a buddy to peel for them being focused – still a problem if they don’t kill the opponent(s) super fast).
A condition Necromancer is getting about 75% of their damage from conditions, you are not supposed to be able to remove every single one.
That would be like if a warrior’s opponent could negate 75% of their direct damage.
Now you have to actually pay attention to what is on you and carefully choose when and what to remove, instead of just spamming a removal whenever you see any condition, which used to get the job done vs Necro sadly.
I don’t quite agree… I agree that it felt a bit clunky to have nearly all your damage depending on bleeds…
But yeah… I got easily a stack of about 10 bleeds up in 5 secs… The best multiple condition cleans have a cooldown of roughly 20 seconds…
I applied poison, chill and cripple to cover my bleeds and when the right moment came, boom, doom and fear mark and my opponent was dead. The only way to counter this was burning stun breakers and all cleanses which left the opponent open for conditions again…
Conditionmancers didn’t need any more damage, they needed survibility to have a chanse of avoiding a focus of 2+ people.
Instead ANet decided to basically give us torment (= 4.5 bleed stacks, about +500dps for 10 sec) and a 50% damage increase to doom (with terror, for me that is about +1.5k damage) when close to your opponent, which is nearly in every case. Not increasing the survivability which we lack but the damage we already had.
As a necromancer player, I do not think it is balance to push all players to have a full condition cleanse build just because of one profession being in the game
Doom never had damage applied unless traited and terror has always been around and has not been buffed. It was moved to the master tier. The duration of fear from doom got an increase in duration based off of how close they are to us. Statements like these make me think people are just jumping on the necro bandwagon. I agree some of our attacks hit really hard but if people want to know how to counter the conditionmancer on their class they can send me a whisper in game or a pm on the forums. I am more than happy to help.
it’s just funny that you tell me that doom doesn’t do any damage without terror ^.^
do you guys read whole posts and follow the threads or just randomly read some highlights?
as a power necro; i can tell you that my doom does damage (not much; but it does)
edit for pic
(edited by Linguistically Inept.6583)
i recall whilst levelling my warr he had 100% crit chance at low levels (40 prec per signet trait) and was critting 100% of the time
It annoys me to death that terror is considered by most to be op, even though it has not changed for along time
…. spectral wall
was doom buffed or nerfed? i never really paid attention to how long the fear was beforeDoom to my knowledge has remained the same, spectral wall is just like the knockdown guardian bubble thing, you can just walk around it and your fine. Even if spectral wall needed a nerf that doesn’t mean terror needs a nerf aswell.
doom had its fear duration vary depending on distance to target; but i cant recall what the base fear was before
… also its not really the same (anyone who thinks it is; is… quite frankly… an idiot)
1. terror; pulsing damage whilst feared
2. variable CC duration (most terror necros will stack fear duration)
3. its relatively easy to pull or walk an enemy into or out of as part of a terror chain
4. you can walk enemies through it multiple times ones feared (i got caught by this in wvw whilst my well of… icr… well of stunbreak was on CD; its horrible)
dinky has some funny lines
… but tybalt is clearly the best
’Demmi’s been kidnapped by pirates… cool’
or when he is glamoured to look like demmi and comments on having… ‘apples’
I don’t get it
male charr>mail charr
… though you arent really missing anything; it isnt funny
I thought it was part of Trahearne. This whole time I thought he was tackling the problems of Tyria naked. Now I see thats plant armor.
o .o
he uses sylvari cultural… but i believe the OP was talking about gretchen (or w/e her name is)
< over 2k hours (yes; no life i know)
ive had over a dozen (non map completion) exos drop
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