Showing Posts For LionChain.7694:

New Tactivator Ideas

in WvW

Posted by: LionChain.7694

LionChain.7694

Of course. Tactivator Wars 2, baby.

WvW mercenary system

in WvW

Posted by: LionChain.7694

LionChain.7694

Do you work for Anet? This sounds like an idea that someone who works for Anet would come up with.

New Tactivator Ideas

in WvW

Posted by: LionChain.7694

LionChain.7694

Dear Anet,

I have some ideas for new tactivators for WvW.

1. The ‘Dr.Evil Tribute’ tactivator: This tactivator, when activated, will release a giant legendary wyvern with a friggin’ megalaser attached to its head. This legendary wyvern will bring death and ruin to players as it reks them in the face with fiery hot laser beams and then eats their burning carcasses for lunch.

2. The ‘Silent but Deadly’ tactivator: This tactivator, when activated, will release poison gas throughout an entire objective, and only people with the Nuhoch poison lore will be immune to its effects. That’s right WvW players, get ready to do some PvE like a scrub so you don’t get killed by this tactivator!

3. The ‘Dev Mode Banner’ tactivator: This tactivator, when activated, will give you a banner that blesses you with the powers of an almighty Dev. Invincibility, one-shotting everyone and everything, flying hundreds of feet up into the air, jumping over walls and gates, running at 500% movement speed…nothing is out of bounds for you! Enjoy being the God of GW2 while you wield this banner!

4. The ‘Lag then DC’ tactivator: This tactivator, when activated, will cause the enemy zerg to suddenly lag like they’re on Australian internet, then completely dc from the game just as they’re about to cap an objective. That’s right, players, get ready to be frustrated as your skills blink and never go off, people rubberband all over the place, and watch as your toon randomly goes from 100% health to downed state before you can even ask ‘what the kitten just happened.’

Hope you manage to implement these new tactivator ideas for WvW.

suggestions for rifle balance

in Warrior

Posted by: LionChain.7694

LionChain.7694

I think that all rifle/harpoon gun shots should pierce. The damage on gun flame should be reduced by maybe like 15%. And Crack Shot needs to be reworked so that it provides a CD reduction and either gives 150 precision while wielding a rifle or gives a 33% chance to apply one 5-sec stack of vulnerability on hit (not crit hit); if the vulnerability suggestion is used, then gun flame damage should be reduced by maybe 20%. I love gun flame as much as the next person, but I’ve seen wars do like 18k-20k gun flames and then spam that thing like every 2-3 sec, and that’s ridiculous.

Also, this is an idea, but it would be cool if the rifle five attack, if it hits a target successfully, chains into a second skill that’s like a melee bayonet attack, allowing you to stab your target. Since a lot of rifle skins don’t have a bayonet on them, the animation would probably need to show the bayonet stabbing the target.

Anyway, hope you take my suggestions into consideration, anet, although I know there’s like a 99.99% chance you will just throw these suggestions, and suggestions from other war players, out the window and do whatever you want.

Coalescence and shield block?

in Revenant

Posted by: LionChain.7694

LionChain.7694

That’s really not the point. Most classes have more than one weapon with blocks on them and they can move with all of those blocks (i.e. mesmer sword block and shield block and scepter block). What I’m bringing up here is that there really isn’t a reason why heralds can’t move with shield block. Saying that it’s okay to not be able to move with herald’s shield block because they can move with their sword block is not a very good point to make. Besides, what should heralds do then if they want a block they can move with? Stop using shields and use other weapons instead? If we did that, then doesn’t that point out that shields need reworking so that it’s got better functionality? So that if I choose to use a staff or offhand sword over shield, it’s not because of the movement problem, but because the staff offers repositioning, or offhand sword offers a pull?

And the problem actually also goes a little bit deeper into traits, specifically Soothing Bastion. It’s a trait that seems good on paper, but it actually screws up players more often than it saves them. The reason for this is because if you’re trying to disengage from a fight but someone hits you at that health threshold, all of a sudden you stop running and bunker down; even if you interrupt it and keep running, that one second that you’re forced into a bunkering position will most likely allow enemy players to catch up with you and cut you down. But you know what? Don’t worry about it. Thank you for your condescension and for not really adding anything to the thread.

Coalescence and shield block?

in Revenant

Posted by: LionChain.7694

LionChain.7694

So I guess from reading a previous post that CoR can’t even be used by two different heralds on the same target at the same time because one of them will cancel out the other due to the whole ‘0.5 second’ nerf. If this is a bug, please fix it ASAP. If not, then this is a terrible idea and please remove this nerf as a 4-second CD is enough of a nerf.

gyros?

in Engineer

Posted by: LionChain.7694

LionChain.7694

Anet, can you please improve gyros so that they’re better able to follow players with swiftness? Right now, the gyros’ AI is not very good at keeping up with scrappers with swiftness. With my sneak gyro, I keep having to run two steps forward and one step back to keep my stealth up while running. Please, fix this.

Coalescence and shield block?

in Revenant

Posted by: LionChain.7694

LionChain.7694

Please, Anet, please fix Coalescence of Ruin so that the skill doesn’t get screwed up by terrain/wall issues. Some terrain, or changes in terrain, will cause CoR to stop progressing toward its target. Also, in WvW, if a wall’s been broken down and you try to use CoR across the broken wall, it will not progress toward its target; it will still act as if there is still a wall there. Please, you’ve nerfed the CD, you’ve fixed it so it doesn’t hit unlimited targets, you’ve fixed it so targets on the edge of the skill get hit, and you’ve fixed it so that the same target can’t be hit twice by the same CoR within 0.5 seconds. Now, please, please fix this terrain/wall issue since it has been a problem since day one; please fix this skill so that it works the way it’s supposed to.

Also, please, please, let heralds move with their shield blocks. I really don’t get why we can’t move with our shield blocks. It’s not like it does anything special; it’s a regular block and a small heal. Everyone else can move with their shield blocks, why can’t heralds? If it did something special like make heralds invulnerable instead of actually blocking (like Mesmers’ distortion) so that they can’t be interrupted/hit by unblockable attacks, then I’d understand. But it’s just a regular block. Please, for the love of Tyria, let us move with our shield blocks. It would be such an awesome and overdue quality of life change for heralds.

rifle piercing shots?

in Warrior

Posted by: LionChain.7694

LionChain.7694

Please, Anet, please allow all rifle/harpoon gun attacks to pierce. Please.

1/4 Update Notes broke Continuum Shift

in Bugs: Game, Forum, Website

Posted by: LionChain.7694

LionChain.7694

as Fry from futurama would say, ‘fix it fix it fix it fix it……fix it fix it fix it fix it’

To devs: Suggestions for balancing revs

in Revenant

Posted by: LionChain.7694

LionChain.7694

And by the way, I’m not trying to ask for a buff to everything that is the revenant. I mentioned in my original post that I recognize how OP the condi rev build is and that it should be nerfed. Perma resistance and omnidirectional, spammable Banish Enchantment that has no CD? No, thank you.

To devs: Suggestions for balancing revs

in Revenant

Posted by: LionChain.7694

LionChain.7694

Absconditus, since you didn’t even bother reading all of my suggestions, your opinion is not valid nor is it true. If you were intelligent enough to read the rest, then you would see that my suggestions went into other areas (not all of the areas of the rev, but a lot of them), and you would’ve seen that the reason why I first talked about hammer was because I wanted to try to organize my suggestions into categories.

Everyone else, it seems like you guys either have had bad experiences fighting against revs/heralds (and like a lot of the time, you just want to nerf whatever’s kicking your butt at the moment), or you really can’t seem to understand what I’m basically trying to ask for in terms of improvements to the rev class. Am I trying to ask for unlimited healing/condi clear or crazy increased damage? No. I’m trying to ask for more fully-developed functionality to our skills compared to what other classes have available to them, and for a REASONABLE amount of protection from conditions, as power revs currently have pretty limited protection from condis (not talking about mallyx condi revs or bunker revs, talking about power revs).

Shield 5 is overpowered? Invulnerability? Man, tell me what build YOU’RE running because I’ve never been INVULNERABLE as a herald. But I guess you’re right (sarcasm). It’s so OP that our block doesn’t allow us to move, allowing enemy players to swarm us and be ready to cc and bomb us in three seconds, and it’s even more OP that our block can be interrupted by something as simple as as a necro fear mark or a DH spear. And don’t even get me started on that OP heal (again, sarcasm). And yeah, just ignore the fact that compared to other classes’ shield skills, rev shield block does only two things for us AND it has a 25 sec CD and costs a fifth of our energy…totally reasonable..you’re absolutely right, our shield block is more OP than other classes’ shield block, especially chrono (maximum sarcasm).

I mean, you guys want to talk about my suggestions making revs…what was it…the Incredible Hulk? Please…you make me laugh…there are other classes/builds that are so much more OP currently than what I’m suggesting for power revs. You want to talk about OP condi protection? What about tempest? What about signet reapers? What about scrappers? All my suggestions (and I give reasoning behind the suggestions I feel need an explanation) that I’ve given, I’ve made based on what other classes currently have and what power revs currently have. If you can’t see that, then sorry.

Time for Better Rewards

in Guild Wars 2 Discussion

Posted by: LionChain.7694

LionChain.7694

Like the title says, it’s time that content in this game, whether you play PvE, PvP or WvW, gives better rewards, whether it’s loot, gold, achievement points, or any other type of reward.

Every achievement should give a mastery point, whether it’s a Central Tyrian one or a Maguuma one. Going up ranks in PvP and WvW should allow players a choice of either gaining a Central Tyrian or Maguuma mastery point so that if PvE isn’t their jam but they want to go for that one legendary or specialization collection, then they can get the masteries they need to complete it while playing their favorite game mode and then go straight to going after that collection without having to farm for points.

WvW needs to have its rewards buffed by like a bajillion percent. WvW needs reward tracks, the achievements need to give an ascended piece of equipment, and the loot bags that you get from WvW need to give way more gold and better loot (more rares, more high-tier crafting materials, not just in terms of frequency of drops, but also in terms of amounts).

PvP reward tracks need to give an X amount of gold per completing each tier and also needs better loot in the champion boxes than just a bunch of blues and greens. Also, give us a way to use the Tomes as currency for something. Other PvPers probably have this problem, but when you PvP a lot and don’t need to level any more toons, you end up with like 500+ tomes that just sit there doing nothing. I know that you can use them for spirit shards, but, with all due respect, that’s not good enough. Allow us to use tomes to buy ascended gear or boosts or something….something useful.

And fix dungeons and fractals so that people can actually make a profit from doing them. Anet, I know that you nerfed dungeon rewards because they wanted to discourage farming in general. But I have to farm because you guys keep nerfing rewards on everything. You know what I got for completing dungeon armor/weapon collections? Three achievement points. Three! Yes, I know, you get an ascended accessory, but there’s only four stat variations and most of em I’m never going to use. The only one I use is the assassin’s ones. Those collections should give 25 achievement points per collection at least!

Anyway, at this point I feel like I’m just repeating myself. Bottom line, Anet, please start giving your players more rewards for completing content, whether it’s PvP, PvE or WvW (especially WvW, because nobody’s making any gold there, unless you’re that one in a million person who gets a precursor drop). Some people may think that the rewards I propose are too much. I say it’s not too much enough! You heard me! Anet, you want to discourage me from farming? Then give me enough loot/rewards from normally playing the game so I don’t have to farm!

To devs: Suggestions for balancing revs

in Revenant

Posted by: LionChain.7694

LionChain.7694

So I’ve played a fair bit of rev/herald now, and wanted to pitch in my two cents about how to balance this class (sorry for the long post):

1. Hammer 2 skill: This skill needs to be fixed so that terrain doesn’t prevent the damage from reaching a target within range. In PvE, PvP and WvW, if my target is standing on a different piece of terrain – higher, lower, etc – it sometimes will not reach target even though they’re within range (examples include the bone fingers at western battery during teq, or the mordrem spitfires or if an enemy player is standing on a small bump in the terrain). It’s like as if it treats a slight bump in the terrain as a wall or something. Even if the enemy is standing behind a boulder, the hammer 2 skill should reach them IF the skill is able to cover the distance of going over the boulder and still reach the target. The hammer two skill is not a projectile; it travels along surfaces. It should be allowed to travel along surfaces both horizontal and vertical, and as long as the target is within the distance traveled by the skill, it should damage that target. Otherwise, it’s not as effective in situations like clocktower point in Battle of Khylo or during meta events like fighting the mordrem spitfire.

2. Hammer 3 skill should cure two conditions.

3. Hammer 4 skill should reflect projectiles instead of just blocking them.

4. Hammer 5 skill should take 1 second to cast. 1.75 seconds is a long time, and even with Shiro’s quickness, it still takes almost a full second to cast.

5. Sword 3 should have a range of 600 and should not break on stealth. Other skills like the ranger’s Rapidfire stays on the target even if they’re stealthed as long as you started attacking them BEFORE they went stealth. Sword 3 should do the same.

6. Sword 2 needs a chain pull after it connects with its targets. Reduce the range to 450. As of now, the damage on sword two is nothing exceptional, the chill duration is too short, and it just sort of feels like an afterthought as a skill. It needs a chain pull so it feels more substantial.

7. Shield 4 should cleanse two conditions from each target.

8. This is what I want the most…Shield 5 and the Soothing Bastion trait should allow players to MOVE while blocking AND cure a condition for each pulse; the duration should also be increased to 4 seconds. Currently, the herald shield block is the most underwhelming shield block out of all the classes, especially when compared to what a chrono’s shield block skill can do.

Right now, the herald shield block only does two things: it’s an omnidirectional block that can be interrupted by unblockable skills like a necro fear mark, and it heals for a small amount (keep in mind if you have damaging conditions on you, especially poison, the healing is made even more minimal).

My first and most prominent question is why? Why can we not move during this shield block? Every other class can move with their shield skills, even guardians (although it’s not a block of all attacks, it blocks projectiles and you can move with it). How come heralds can’t? There’s nothing that the skill does that justifies heralds having to stand still during this block; it does nothing exceptionally powerful or special. If it did something like provide 10k heal or cleanse all conditions or was a skill that couldn’t be interrupted, then yeah, I could see why the “not being able to move” thing is a trade-off. But it doesn’t do anything special.

Now let’s take a look at what other classes’ shields can do:

-Warrior shield block: Omnidirectional block, able to move around while blocking, if traited then blocking reflects projectiles

-Guardian shield block (well, projectile block): Omnidirectional projectile block, knockback of multiple targets when activated, able to move around while blocking projectiles

-Engineer shield block (this one has a reflect AND a block): Two blocks….one’s a reflect and one’s an actual block, and both skills can be chained so that one of them knocks back nearby enemies AND is a blast finisher, the other one is a projectile daze that bounces between multiple targets, able to move around while both blocking and reflecting, reflect and block are both omnidirectional

-Chronomancer (probably the most OP shield block in the game): Omnidirectional block, able to move around, when blocking even one attack, it chains into a SECOND omnidirectional block you can move around with, AND, for each of the first and second blocks, you get a phantasm that damages enemies and puts slow on them and gives alacrity to allies

So, yeah….please buff the herald’s shield skill and Soothing Bastion trait so that we can move around while blocking (also give it the 4 second duration and a condition clear per pulse/second of blocking).

9. One With Nature…please buff the protection boon to 8-10 seconds…the other boons you get from activating this skill last for that duration, but protection only lasts for about 5 seconds.

10. Facet of Darkness/Gaze of Darkness: Please buff the radius of the reveal to 600. The scrapper’s reveal has a radius of 900. I understand that the Gaze of Darkness is stronger because it does an AOE blind and is also a stun break, so it can’t have the same radius as Detection Pulse, but 360 is too small a radius.

11. Elemental Blast should cure one condition per pulse on allies.

12. Burst of Strength, as it is now, is a pretty lackluster skill. It’s a unidirectional attack with a very short range that does poor damage and applies vulnerability for a pretty short duration (not to mention it has a 15 second cooldown). Even the passive effect of one stack of might every three seconds is kind of…‘eh.’ For a skill that’s called Burst of Strength, it needs to do more. It needs to be an omnidirectional attack with a radius of, say, 600, that does 50% more damage than it does now and it needs to apply its current ten stacks of vulnerability for at least 10 seconds.

13. Reduce the energy cost of Riposting Shadows to 20.

14. Take out the casting time for Phase Travel and make it ground targeted. Make 5 attacks unblockable instead of just two, because only having two unblockable attacks is pretty wimpy. The way Phase Travel is now, compared to other teleports, is probably the worst teleport. Other classes can use their ground-targeted teleports to go up to ledges and even through ceilings, while non-ground-targeted teleports like JI have no casting time and can go through walls with little to now hassle. But Phase Travel can’t do some of the teleports that JI can do, so instead of making Phase Travel like a poor man’s JI, please just let it be ground-targeted so we can at least use it for extra mobility and to move up to higher ground.

15. The Cleansing Channel trait should cleanse 3 conditions. The ranger, when traited, can automatically have its pet take 3 conditions off of them every ten seconds (4 if they have the signet of renewal). Being able to cleanse 3 conditions on a legendary stance switch isn’t too much to ask for, I don’t think, especially since power heralds have pretty limited condi cleanse/protection as it is. The one stance that heralds have that’s pretty OP in terms of protection from condis is the demon stance. The other stances are pretty limited or have no condi protection.

16. Give heralds a second underwater weapon. Not having access to their second underwater weapon makes it a pain to do any sort of underwater content, including open world PvE, fractals, etc.

17. Put a 5 second cooldown on Banish Enchantment and increase the energy cost to 25.

18. Put a 5-second ICD on Demonic Defiance. Being able to perma-spam resistance is way too OP.

19. Put a 30-second CD on Embrace the Darkness, and give it a flat 50 energy cost to transform into a demonic avatar. Give it a 10-second duration, with one stack of stability per second and increase condition duration and condition damage stats during transformation. You can either give them a new set of weapon skills during transformation or allow them to use their regular weapon skills.

20. Lower the cooldown on Chaotic Release to 35 seconds.

21. Allow facet skills on dragon stance, when activated, to give two stacks of stability for 5 seconds. I think this would allow Enhanced Bulwark to kind of make more sense and synergize better with the dragon stance with which the herald elite spec is associated. OR, you can make it so that Enhanced Bulwark is a GM trait that allows dragon stance skills to give 2-3 stacks stability when activated.

NA Looking for PvP Guild

in Looking for...

Posted by: LionChain.7694

LionChain.7694

Looking for NA PvP guild/team for league season…I play all the light classes, scrapper, ranger, herald and dragonhunter…I have TS3 and mic…I’m all for helping one another improve as a team through practice and constructive criticism…I’m NOT about pointing fingers or blaming others or any of that bull.

To devs: On mastery points/adventures

in Guild Wars 2: Heart of Thorns

Posted by: LionChain.7694

LionChain.7694

Let me begin by saying that I don’t like doing the adventures. They don’t interest me, and doing them gives me just as much, if not more, frustration as doing a jumping puzzle (oh, how I hate jumping puzzles). I know other people like adventures (and jumping puzzles, although I can’t understand why) but I just don’t.

And yet, I’m forced to have to do these so I can get mastery points to max out the last couple HoT masteries. I really don’t like this. Please find a way for me to be able to max out masteries without having to do adventures (either by adding more ways to get mastery points, allowing different achievements to give out X mastery points instead of just one, and/or decreasing the amount of points required to max out mastery lines).

The difference between the number of mastery points available and the number you need to max out all your masteries is incredibly slim (about 19 or so) and about 31 of the current total mastery points available are related to the adventures (give or take a couple). It takes 112 points to max out all your masteries, so please, why can’t there be like 170 available options to get mastery points instead of just like 131 or so? I think it’d be better if there were various different ways that players could choose to get mastery points and max out their HoT masteries instead of being forced to do a certain type of content.

Maybe you could make it so that the adventures give out X amount of mastery points (1 for bronze, 2 for silver, 3 for gold) and that would be the incentive to do adventures if you wanted to do adventures; you’d be able to get mastery points needed to max out masteries quicker than getting them one by one via other achieves. And if you didn’t want to do adventures, you could still get the amount of mastery points you need to max out your masteries by doing other achievements, which would give out 1 mastery point.

(edited by LionChain.7694)

[NA] Looking for PvX Guild

in Looking for...

Posted by: LionChain.7694

LionChain.7694

About myself…I’ve been playing for over a year now, and mostly play mesmer, necromancer and engineer (for PvE, PvP and WvW). I play other classes also (some for only certain game modes), but I pretty much stick to the three previously mentioned. I do mostly PvP (dragon rank), but that doesn’t mean I don’t do a good amount of WvW or PvE.

Currently, in PvP, I’m trying to get my jungle dragon finisher and my Champion Genius title. In PvE, I’m trying to finish my masteries, HoT story and achievements, collections, and trying to increase my fractal AR to do higher level fracs. In WvW, I pretty much split my time between roaming and zerging; if I roam, I roam on either engineer or mesmer, and if I zerg, I zerg on my necro.

What I’m looking for in a PvX Guild…

-A sizable, active population with both NA and OCX players (I mostly play during NA, but also sometimes during OCX)

-Guild Hall w/ guild arena, or in progress of getting a guild arena

-Fellow members that are not elitists/jerks

-A healthy, knowledgeable and competitive PvP group…I like to have fun, but I also want to play PvP with people who are not just going to be wishy-washy about it, but will play their best, learn, grow and be driven to win…you know, enthusiasm

-Regular guild missions…this is important, as I enjoy my commendations

-Teamspeak…also important

-BONUS POINTS if you are a guild with core PvP players who are looking to compete in the upcoming league season and rise through the ranks.

At the moment, I’m not looking to join small and/or new guilds; nothing against them, but it just doesn’t fit my needs right now.

Bottom line, if you’re an established guild with members who are friendly but also love to play to the best of their abilities whatever the game mode – PvE, PvP, WvW – then please reply.

PS, I’m on Tarnished Coast.

Improvements for Rocket Charge

in Engineer

Posted by: LionChain.7694

LionChain.7694

Playing the scrapper elite spec, and loving it. However, there is one thing that I feel like could use improvement, and that’s the engi hammer 3 skill (Rocket Charge).

First of all, when I use this skill, it sometimes does not move me in the direction I want to go; instead of leaping me forward, it leaps me backwards or sideways, even though I don’t have a target or autotarget on. It would be really nice if this was fixed so it always leaps me forward.

Secondly, there’s a roughly one-second delay when you start Rocket Charge, a one-second delay in-between each of the three leaps within the skill, and a one-second delay after the skill is over. Because of these delays before, during and after the skill, I feel like it’s really not optimal as a gap closer/escape option. I’d love it if either the delays were decreased or just gotten rid of…at the very least, the delay before the skill starts and after it’s over.

Anyway, that’s it. Again, enjoying scrapper, but would love to see these minor improvements to Rocket Charge.

[NA] Looking for PvX/PvP Guild

in Looking for...

Posted by: LionChain.7694

LionChain.7694

I mostly do PvP (dragon rank), sometimes do PvE (Fracs, HoT stuff, achievements, etc.). Play a wide range of classes, but especially enjoy mesmer, necro and engineer. Looking for either a PvX guild or PvP guild that is active, has teamspeak, does regular weekly guild missions and other guild events and has guild hall. Also, last but not least, looking for a guild that is respectful and not full of jerks and/or elitists.

NA Looking for PvP Guild

in Looking for...

Posted by: LionChain.7694

LionChain.7694

I’m looking for an active, competitive and friendly PvP guild with TS that is not just skilled in terms of fighting ability, but also knowledgeable about strategy/rotation and able to communicate/work as a team.

Myself: I am currently rank 78 and play mesmer and necro as my main classes. I have TS and mic.

How is GoM WvW scene?

in WvW

Posted by: LionChain.7694

LionChain.7694

Just wondering if GoM has a healthy WvW population and if so, what the population is like (how it plays, fights, etc….want to know if it has a good balance of PPT and fights with other guilds, if it blobs too much, if there are any dead times, what the roaming/havoc scene is like, etc).

Looking for NA PvX Guild

in Looking for...

Posted by: LionChain.7694

LionChain.7694

I’m looking to join an NA guild that has the following:

-24/7 Guild buffs

-Regular weekly guild missions

-Healthy PvP crowd (I’m semi-competitive….somewhere in the middle between casual and hardcore…currently shark rank, almost phoenix…I mainly play mesmer and necro, but also play other classes for fun…sometimes I solo-queue, but it’s more fun to queue up as a group…mostly play unranked, but sometimes play ranked if I can get a whole team together.)

-Healthy PvE crowd (Dungeons, fractals, living world achievements, etc.)

-TS (Note: I keep a fan on in my room so sometimes it sounds weird when I talk, but I use push-to-talk, so no worries of open mics)

-I’m based on FA server, but I don’t care if the guild is not based in FA.

-No obligations (Other than like a 50% rep requirement or something like that, I don’t want to join a guild that requires me to do stuff at certain times…like, mandatory dungeon raids or PvP matches)

-This should go without saying, but I’m looking for a guild that’s mature, friendly and not full of jerks/trolls, but also that knows how to joke around. Personally, I cuss like a sailor and make dirty jokes, but I draw the line at things like racism, sexism, homophobia, etc.

Please only respond if you are from a guild that matches all of the above. Thanks!

-P.S. It would be a bonus if you’re in a guild that either currently does GvG’s or plans on doing GvG’s when the expansion hits and guild halls/arenas are released.

My Chill is broken!

in Necromancer

Posted by: LionChain.7694

LionChain.7694

Please un-nerf Chilling Darkness.

Looking at maybe switching servers

in WvW

Posted by: LionChain.7694

LionChain.7694

All timezones…sometimes NA, sometimes OCX, sometimes SEA

Looking at maybe switching servers

in WvW

Posted by: LionChain.7694

LionChain.7694

Just wondering what the servers are like in t3, 5 and 6…what the roaming scene is like, what the zerging scene is like, what are the pros and cons to each of the servers in those tiers.

Ideas for other WvW "special events?"

in WvW

Posted by: LionChain.7694

LionChain.7694

Here are my ideas:

-Charr Week: Only Charr toons will be allowed into WvW

-Save-a-Quaggan Week: Every hour you play WvW, a Quaggan’s life will be saved….every hour you DON’T play WvW, a Quaggan’s life will be taken

-Pet Week: Pets become the rangers and the rangers become the pets

-George A. Romero Week: WvW becomes infested with zombies, and if you get attacked by a zombie, you become a zombie….PERMANENTLY

-Playboy Mansion Week: All keeps are turned into Playboy Mansions

-Every Man for Himself Week: Everyone…EVERYONE….is an enemy player, even the players on your own server

-Spontaneous Combustion Week: Every 5 min, a random player explodes

-Precursor Week: Every Heavy Loot Bag has a 100% chance of giving you a precursor

-Dolyak Transformer Week: When you attack a Dolyak, it transforms into an autobot or decepticon

-Giant Asuran Week: All Asurans are bigger than Norn or Charr in WvW

-Stealth Week: Everyone has perma-stealth that isn’t broken when you attack

-Ask a random Week: Anet asks a random person on the street who has never played GW2 to give them an idea for a WvW special event week….that idea is immediately put into effect

To dev-team: buffs for Necros

in Necromancer

Posted by: LionChain.7694

LionChain.7694

Albel, if they reduced the ICD on Plague Sending from 30 sec to 20 sec and if they reduced the ICD on Weakening Shroud to 5 sec, then I could see myself liking those traits, but as they stand now, I’m not impressed at all by them. And even if they reduced the ICD’s on those traits, Weakening Shroud, for a GM trait, putting weakness on a target on a crit hit is not enough; it needs to do more. And Plague Sending needs to send the conditions to up to 5 nearby targets. Because the way Plague Sending is now, unless you’re also traiting for Signets of Suffering, I’m sorry, but I just don’t see it being worth my while. A lot of fights in PvP do not last 30 sec, and a lot of people are still running mostly power builds in PvP, so if you’re fighting like a warrior or something, that trait isn’t really doing anything for you.

Another note for Plague Sending is that most conditions in PvP do not have really long durations (unless you’re fighting a condi build, and in my experience, even with the condi changes, I still fight more power builds than I do condi builds), so by the time that trait procs, the duration of the condis you send over are probably not worth it.

(edited by LionChain.7694)

To dev-team: buffs for Necros

in Necromancer

Posted by: LionChain.7694

LionChain.7694

-Increase range of wells to 1200 instead of 900

To dev-team: buffs for Necros

in Necromancer

Posted by: LionChain.7694

LionChain.7694

For Vampiric Rituals, increase protection time from 3 sec to 5 sec.

To dev-team: buffs for Necros

in Necromancer

Posted by: LionChain.7694

LionChain.7694

“I know people have complained about a recent nerf to this, am I right? I dunno much about this trait because I don’t use it, can’t give an opinion.”

Chilling Darkness was an awesome trait that turned Well of Darkness into 5-sec chill field and allowed Plague to chill enemies trying to run away in WvW. They nerfed it, however, which pretty much made Well of Darkness useless and half-neutered Plague.

“That is WAY to OP, we already have decent damage alone in pvp with just the one well and our a when using the 3 on the dagger to immobilize, when successful this would be way to much damage for someone to recover from. Will never happen.”

You are incorrect in saying this would be OP. You have to think beyond PvP and also think about WvW, where necros need to be maximized to have a third well-bomb (necro role in wvw is to be artillery…to be able to drop well bombs). Remember that in WvW, most fights are done in open fields, you’re fighting 30+ numbers and your wells target only 5 people each, and there are condi clears flying everywhere. Even if you factor in wells for PvP and make the assumption that the necro player is running a dagger main-hand, allowing all wells to be damaging wells is still NOT OP, especially if you consider that dagger 3 only locks down 1 person, it has a 1 second cast time (which is very long) and the animation for it is so obvious that it makes this skill very easily dodged. Even if you lock that person down, the other 4 people on the team can dodge out of wells, they can leap out of wells (remember that movement skills are no longer affected by movement-impeding conditions like cripple or chill), and the person who gets locked down can condi-clear, they can use Lightning Flash, Blink, Shadowstep or Lightning Reflexes or if they’re out of those, the person who gets locked down can use Signet of Stone if they’re a ranger or Endure Pain if they’re a warrior or use Life Force as a shield if they’re a necro….there are so many ways to survive/get out of well-bombs in both PvP and WvW that allowing all wells to be damaging wells (and thus allowing us to have a third well bomb) is definitely NOT OP. Also remember that as necros, our only forms of stability are basically Plague and Lich Form and it’s very easy for us to be interrupted while trying to use dagger 3 or cast a well.

To dev-team: buffs for Necros

in Necromancer

Posted by: LionChain.7694

LionChain.7694

…make it replace Enfeebling Shroud or Lingering Curse…neither of those are worthy of being a GM trait

a… what? Enfeebling Shroud is probably our second best trait right after plague sending for pvp currently.

Plague sending has a 30-sec ICD and Weakening Shroud’s weakness on crit hit has a 10-sec ICD…how is this our second best trait? Sorry, but I simply don’t agree with you.

To dev-team: buffs for Necros

in Necromancer

Posted by: LionChain.7694

LionChain.7694

More suggestions:

-Allow Well of Power to PULSE 3 stacks of stability that last 3 sec for each time it pulses, instead of just giving one stack of stab for 1 sec when it’s initially cast

-Reduce recharge of warhorn skills by 5 sec each

-Reduce casting time of Spinal Shivers on focus to 3/4 sec

To dev-team: buffs for Necros

in Necromancer

Posted by: LionChain.7694

LionChain.7694

“Just run condition transfer, you’ll get rid of the invulm. The cooldown does need to go down though. Next.”

5 sec of vuln is a long-time to have multiple enemies hit you for 5% extra damage. You don’t always have condition transfer available to you. Different necros run different utility skills/builds for different situations (PvE, PvP, WvW) and don’t always have every single condi transfer we have equipped, and they also all have long cooldowns. Next.

“the rest of your changes I either agree with or just don’t see much of a point to it. However Necro isn’t as bad as people try to say it is, from personal experience. It’s just not part of PVE meta, because PVE meta is cheesy and involves exploits. We are balanced rather well in PVP, I enjoy the class and win consistently with it after some vigorous practice, and it wasn’t excruciating to learn or anything. It’s not hard to adapt.”

The fact that it’s hard to fit necro into meta for PvE IS a reason why these changes and more need to take place. The fact that it’s hard for necro to be as team-oriented in PvP and WvW as other classes IS a reason for these changes and more to take place for necros. Balanced well? Not as bad? I’m sorry, but I just can’t agree with you there at all. I’m glad you enjoy the class and I’m glad that you’re having success with it in PvP, but this isn’t about how well you’re doing on necro; this is about how necros have been needing buffs to our class for a very long time, and how we always get left in the dust when it comes to the Buff Wars.

To dev-team: buffs for Necros

in Necromancer

Posted by: LionChain.7694

LionChain.7694

“I think a better option is make the mark combat only, otherwise you could do it after every time they step on it. Of course you could do your idea if you say the ICD only works for when they do trigger the mark somehow, but that’s still kind of OP”

They updated it recently so this triggers in combat only now. And TBH, the damage, regen and bleed on Mark of Blood is so low that taking the ICD off this is not OP at all. And also factor in that even with Sigil of Energy, we get 3 dodges in a row at one time, and that with my suggestion, if you dodged multiple times, the old Mark would be replaced by the new Mark created by the most recent dodge. Also remember that necros have no traits that increase endurance regen. The only way that this trait would even be remotely ‘OP,’ and I mean barely OP, is if you had Sigil of Energy, a full endurance bar and had a melee enemy just blindly chasing you. So let’s say a war is chasing us and we dodge roll 3 times (we have Sigil of energy on) and each one hits the war, Mark of Blood would do a total of like 600 direct damage combined, 2100 healing over 5.5 sec through regen (about 380 hp per sec), and deal 2400 bleeding damage over 10 sec (240 damage per sec…these are rough numbers and running them as a power necro)….these are not high numbers, especially considering that that 10 sec bleed could easily be cleared or converted to boon, and that that regen could easily be stripped or converted into a condition (and also remember that we’d still be taking hits where the damage would be greater than the regen value per sec). So bottom line, taking the ICD off of Mark of Evasion would not be OP.

To dev-team: buffs for Necros

in Necromancer

Posted by: LionChain.7694

LionChain.7694

These are some suggestions for BUFFS to necros (NOT nerfs):

(NOTE: Please only reply to this thread if you’re going to add suggestions for other buffs to necros or ways to improve already-suggested buffs)

-Take off the ICD on Chill of Darkness, increase the chill duration to 3 sec and make it a GRANDMASTER trait in the Curses line…make it replace Enfeebling Shroud or Lingering Curse…neither of those are worthy of being a GM trait

-Allow Well of Darkness and Well of Power to also damage enemies…they should be able to do approximately the same amount of damage as Well of Corruption

-Take off the ICD on Mark of Evasion…each time the necro dodges, the new Mark of Blood created will replace the old one

-Consume Conditions: Reduce vulnerability stacks to 3 for 2.5 sec…if traited with Master of Corruptions, reduce duration of blind to 2 sec

-Plague: Reduce duration of self-bleeding to 7 sec…if traited with Master of Corruptions, reduce duration of self-poison to 2.5 sec

-Spectral Mastery: Reduce recharge of spectral skills by 33%

-Lich Form: Allow for increased toughness/reduced incoming damage and reduced duration to cripple, chill and immobilize

-Plague Form: Allow for reduced duration to cripple, chill and immobilize

-Flesh Golem: Increase attributes for this minion…it’s an elite minion…it shouldn’t die like 6-7 seconds into a fight

-Fear: Increase duration of our fears to at least 3 seconds…it’s ridiculous that as necros, the duration of our fears is shorter than the duration of fears from wars or from ranger pets

-Reduce recharge of wells…Well of Suffering should be 30 sec, Well of Corruption should be 35 sec, Well of Darkness and Well of Power should be 40 sec

-Reduce recharge of spectral skills…Spectral Armor should be 40 sec, Spectral Walk should be 50 Sec, Spectral Grasp should be 25 sec, Spectral Wall should be 35 sec

-Warhorn 4 skill should be blast finisher and Warhorn 5 skill should grant AOE swiftness

-Change animation of axe skills so it doesn’t look like I’m swatting some annoying flies out of my face

-Reduce casting time of dagger 3 skill to 3/4 sec

-Reduce casting time of axe 3 skill to 3/4 sec

-Increase number of targets hit with dagger auto attack to 3 targets

(edited by LionChain.7694)

Discrimination Without Representation?

in Necromancer

Posted by: LionChain.7694

LionChain.7694

I personally would like to see Anet reverse the nerf to Chilling Darkness, among other things. This class needs buffs, not nerfs. I mean, come on, the Curses trait line alone is a freakin’ joke. Most of the traits in that line are useless and the GM traits are a joke (Enfeeble as a GM trait?! What are you thinking?!), but I took it because of Chilling Darkness and Master of Corruption. As a power well necro who plays a lot of WvW, Chilling Darkness was very useful in combination with WoD and Plague, and Master of Corruption was great with the cd reduction (even though the fact that it put additional conditions on us was friggin’ stupid). Now, with the nerf to Chilling Darkness, WoD is useless so I won’t be using that anymore. And since Plague is half-neutered, I guess I’ll be dropping that, too, so the only option for an elite skill now is Lich Form. In the end, this basically makes Curses a completely useless trait line, and I’ll have to take Spite over Curses, because the benefits I get from Spite outweigh any left in Curses. And because of this, my heal skill, which puts VULN on me (so dumb), is now on a 30 sec cd (used to be 25 sec before the Big Patch, and used to be 20 sec when the Curses trait line used to be worth a kitten ).

And really, this is the reason why necro players, at least myself, are upset about the nerf to Chilling Darkness. It causes a ripple effect that screws up a lot of other stuff for necros, and this is why I’m kittened. So, thanks, Anet, for continuing to screw with necros while letting mesmers perma-stun the kitten out of other players and not nerfing that crap.

Does Anet even read the Necro forum?

in Necromancer

Posted by: LionChain.7694

LionChain.7694

Sorry, I’m not going to buy that, Kain. If Anet DID read the forums and they DID know we aren’t happy with what they’ve done to necros, then they would be buffing the class, not nerfing one of its more useful traits and, consequently, a well skill and an elite skill. I don’t agree with you when you say that Anet had a perfectly justifiable reason for nerfing necro traits and that that reasoning is somehow beyond our comprehension and we should just accept that, because necro players are smart enough to understand why Anet thought they had to nerf Chilling Darkness; it’s just that the reasoning is faulty and most necro players such as myself don’t agree with their justification. This recent nerf has pretty much broken WoD and has made Plague a half-neutered elite skill.

And if you really think Anet reads these forums and listens to players, then I invite you to go check out the threads concerning the Dragon Hunter name and how players there implored Anet to change the name because it’s pretty lame. The dialogue in the main thread pretty much ended with Anet giving their explanation for why they chose the name, and basically implying that they’re not going to change it, even though A LOT of people were not happy with the name (and a lot of people gave some really good suggestions for replacement names…personally, I suggested Herald or Exemplar).

Does Anet even read the Necro forum?

in Necromancer

Posted by: LionChain.7694

LionChain.7694

Tell Anet you’re not happy with the way they’re treating necros…send in tickets, send in-game reports, we have to spam them like crazy to make them listen.

Tell Anet to stop nerfing necros/chill

in Necromancer

Posted by: LionChain.7694

LionChain.7694

I don’t even play necro and I’m disgusted by how many needs necros are getting.

It’s not a balanced class, and it already struggles for group utility. I don’t understand the reasoning behind the current changes at all.

Needs? You mean nerfs? Cuz if that’s what you mean, then yeah, necros need buffs, not nerfs.

Now that Chilling Darkness is out...

in Necromancer

Posted by: LionChain.7694

LionChain.7694

or why not put the cd on bitter chill instead of chilling darkness if the concern is about op vuln stackinig? and if the concern is the reaper specialization, well, the reaper isn’t getting a lot of blind skills…just that one blind on the gs 4 skill….once reaper comes out, necro will really just have like 3 sources of blind…WoD, gs 4 skill and plague 2 skill…if necros were getting a crap ton of blind skills that really exploited this trait, then i’d understand nerfing chilling darkness…but right now, necros only have 2 sources of blind and theyre on really long cooldowns…so wtf anet? y r u nerfing chilling darkness?

Mark of Evasion

in Necromancer

Posted by: LionChain.7694

LionChain.7694

Odeezee, i think they nerfed the engi’s evasive powder keg so it has a 10 sec icd, which is also dumb. they did that because of the gm trait ‘thermobaric detonation’ which turns evasive powder keg into a blast finisher. idk tho y they don’t put a cd on thermobaric detonation instead of evasive powder keg. another anet screwup. and yeah, anet, get rid of the icd on mark of evasion….im glad u fixed it now so that it triggers in combat instead of out of combat, but take the cd off of it. just make it so that if someone double dodges, then the new mark of blood replaces the first one so it doesn’t become exploitable.

Tell Anet to stop nerfing necros/chill

in Necromancer

Posted by: LionChain.7694

LionChain.7694

If you play necro and you’re not happy with Anet nerfing chill and Chilling Darkness and necros in general, tell Anet what you think! Tell them to take the ICD out of Chilling Darkness, tell them to reverse the nerfing of the chill condition and tell them to BUFF not NERF necro class! Keep posting on the necro board, the GW2 board, the HoT board, every board! Send in tickets complaining about the necro nerfs! Send in-game bug reports complaining about the necro nerfs! The way that Anet works, unless we all join together and complain as one on every channel possible, Anet will not listen! And don’t forget to promote posts that demand Anet to fix what they’ve done to necros!

Chilling Darkness with an ICD?

in Necromancer

Posted by: LionChain.7694

LionChain.7694

kitteng thanks, anet.

Chilling Darkness with an ICD?

in Necromancer

Posted by: LionChain.7694

LionChain.7694

Yeah, anet screwed up plague and well of darkness so they are no longer useful at all in competitive play, be it wvw or pvp.

chill...

in Necromancer

Posted by: LionChain.7694

LionChain.7694

Thanks, anet, for screwing up one of necros’ most useful traits.

chilling darkness: The MISTAKE

in Necromancer

Posted by: LionChain.7694

LionChain.7694

Please remove the 5 sec ICD on chilling darkness OR increase the chill time to at least 3 seconds OR reduce the ICD to 4 seconds. This WAS one of the most useful necro traits, and now, Anet, your ham-fisted approach to balancing traits has made this trait useless.

(edited by LionChain.7694)

REAPER WvW Frontliner Build

in Necromancer

Posted by: LionChain.7694

LionChain.7694

thank you for the great suggestion, drarnor…you’re right, blighter’s boon is a better gm trait…especially when paired with say a guard’s empower…i’ve also changed my bloodlust sigils to strength sigils so that when i crit, i gain might and heal/gain life force…i think this synergizes better with BB..

"DragonHunter" name feedback [merged]

in Guild Wars 2: Heart of Thorns

Posted by: LionChain.7694

LionChain.7694

Or EXEMPLAR. That’s my other suggestion.

"DragonHunter" name feedback [merged]

in Guild Wars 2: Heart of Thorns

Posted by: LionChain.7694

LionChain.7694

I’d like the specialization to be renamed to HERALD. Especially with the wings, I think it may suit the specialization more. I don’t know if this has been suggested already, but if not, then there it is.

REAPER WvW Frontliner Build

in Necromancer

Posted by: LionChain.7694

LionChain.7694

If your zerg doesn’t need WoP, then you could substitute it for your fear wall.