+1
Agree. All the plots from GW2 are like this. Useless events to give meaning to a mass of other useless events.
It’s just a superficial work to show they’re doing something, but making approximative things like this just ruin the game more than it is. Mainly filling the story with traditional and overrated cliches.
Regarding the lesbian relationship, it’s just an exploit to give some highlight to the yet sterile plot.
Just like the false destruction of Lion’s Arch. Which will be reconstructed soon.
A big boom to fill that void that the plot was filled with.
PS: It seems that the actual plot writers are a lot influenced by the current tendencies.
Dragon Ball resurrections, video games save-reset-restart, heavy facts happens but then there aren’t consequences or they’re so light they’re ignored.
So they have to bring in a groundbreaker event to make people shake.
Nice way of writing and using your fantasy..
All of this is the meal for a low brained public.
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Next incoming, Elder Dragon romance!
He’s with Waldo.
Meanwhile Zhaitan awaits a death rehaul led by a logical and deep plot. Not something kid-written.
Youre right Iason, but it’s not a controllable action, it’s the reflection of the rot diffusing on Internet and mankind.
The main fault is Internet is too much free, people feel too much safe insulting other people from their house or from their cellphone.
It’s a cycling spiral of rage causing more rage. And the force after all of this is the arrogance, ignorance and stupidity written in the human DNA.
The blind instinct will always have the upper hand.
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Wvw isn’t real Pvp and yet there are a lot of classes facerolling bad in pvp, with ascended gear and buffs that becomes even more kittened.
The magic role is: “faceroll or get facerolled”.
Since 90’s people were going around with bazookas in multiplayer fps, that’s the way humans abuse the easiest way to win to get self satisfaction.
Now in 2000’s the internet community has grown even worse.
The point is Necromancer has some good build, if you want to win, you have to play under the rules of the rotten community. Get a facerollOP build and learn to play it, I won’t assure you won’t get facerolled, but almost you can have your opportunities.
If you want to give it another try I’d suggest you the classic 30/20/0/0/20 Dhuumfire Terrorbuild till 18 March it should go nicely.
Elseway go for a 30/10/0/0/30 Soldier Powermancer.
Second, don’t waste moneys on gems. This game is still incomplete, it’s not worth giving them moneys for things they should have put in yet since the release.
Third, don’t put any pride in a game, better, in THIS game.
PS: People stop using this “L2p” nerd cliche, is totally kittened.
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1) Actually we were discussing about the actual traits and potential doable changes to put the lines into some evaluable position.
2) Wells last 5 5 5 6 10 seconds. On 30-40 seconds cooldown. So, literally it’s a poor effect.
+1 Andele, every post of yours makes me happy.
Screw logic and lore in favor of a ""cool""-bad developed spell.
Even if it seems to be one of the few inspired spells, it clearly testify the fail design line from ANET.
I know, that isn’t my intention, but I thought the earlier they can see it, the earlier they can start developing better ideas about it.
So what about this thread? It would be nice to bring all this work to ANET’s attention before the March patch… We’re pretty late yet. We can’t waste all this work.
Or almost keep it ready for the next Collaborative Development.
PS: Balefire read your Private Messages please.
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@Player.8373: Just describe the situation, don’t be so much general..
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I’d like they actually can develop a system which would allow a total resetting of all the keys, with the opportunity to keybind the mouse wheel too.
Hall of Monuments
Eye of the North.
Nice theories and references!
Smells like "EgoKid"ing.
And I want Torch underwater!
Any new abut Bone Staff?
As the topic said, Minions’ AI suffers issues again.
I noticed different situations:
- 1)They sometime get bugged when the “search and attack task” starts: when the Necromancer starts attacking a target and his minions are out of range, they suddenly stuck refusing to do whatever action. This keeps going on even if the target gets close enough to them, they keep standing whithout doing anything.
The only way to make them activate again is to stop autoattacking, wait for them to restart the action and move near the master, then they can start attaking if the target is near enough. Note that if the Necromancer restart attacking with minions out of the target range, they will stuck again.
This happened often in PVP and with Forest of Niflhel portals.
I couldn’t replicate this situation, but I noticed this scheme every time it happened.
- 2)They are more or less reactive on the base of their distance from the master and the distance from the master’s target. They seem to have an “area of action”, if the target is in that area they are more influenced on attacking that target instead of another out of that area. They give more precedence to attack orders if the target is in their “area of action”.
This means that if the target A kites away bringing them far from the Necro, the bug will occur if the Necromancer orders to attack another target B out of their “area of action”. Check point 3.
- 3)It seems to be influenced by the “combat” factor. In the situation described in the last point they won’t react to new orders from the master until their target is dead or out of combat.
PS: It does seem to react differently between NPCs, Dummy Golems in Heart of the Mists, real players and structure objects.
Maybe the tracking of a NPC is easier than a player and this kittens-away the AI?
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Wow there are a lot of untested things being thrown around here…
I don’t have time to test them, I just know these bugs are still unfixed.
- Somebody told some time ago that multiple Tainted Shackles effects doesn’t stack, so only 1 is applying the torment stacks and the immobilize. It has to be verified.
- Reaper’s Touch not jumping between minions, it has to be verified.
- Bone Fiend and Shadow Fiend actived abilities are unresponsive, they come after some delay. (I know they have a casting time, but sometimes they delay)
- Minion’s UI it’s again a mess. Minions Unresponsive, sleeping bad, not attacking in both PVP and PVE
- Plague Signet once was marked as bugged by the moment its passive didn’t remove conditions from your teammates. It has to be verified. And verify Gathering Plague too by the moment it has a similiar effect.
- Blood is Power allows the might stacks even if the target hasn’t been hit or you have no target.
- Corrupt Boon may be blockable. It has to be verified.
- Flesh Golem is hyrdophobic, it goes on full cooldown touching water.
- Plague aoe marker depends on the scale of the model. An asura’s marker will be smaller than a norn. It should be just a graphical bug, the effect should hit on the same area.
- Fetid Consumption (Blood XI) tooltip is wrong, Minions draw conditions from every ally near you not just from yourself. The conditions aren’t drawn they’re removed.
- Mark of Revival (Soul Reaping VII) doesn’t apply the mark when starting the ress but when the player revived is fully ressed. This was working correctly in early 2013, can’t say if it’s a ninjanerf to prevent the abuse in terror builds.
- Dark Armor (Death Magic I) doesn’t interact with Deadly Strenght (grandmaster minor from the same line) so not allowing addictional Power.
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1) It develops LIFE FORCE (green bar) not health (red sphere); the health you’re gettin comes from Parasitic Bond (Spite minor)..
2) As far as I know Life Force isnt 100% of your total health, so that 1% isn’t what you say it is.
3) It depends too on your Soul Reaping traits and points;
4) If you count seconds the Life Force generation comes correctly for every time you are in combat;*
5) *As I wrote before the time it jumped it clearly come later in a matter of seconds, that’s probably the consequence for packet loss or bad connection between you and their server.
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@Merlin Dyfed Avalon.5046:
I used to use it before the Signet of Undead nerf in 2012. So it’s direct experience.
Regarding Singed of Undead and the video… The signet actually generates Life Force every 3 seconds while in combat, where should the bug be?
It must generate LF IN COMBAT not outside of it.
If sometimes it procs multiple time out of time it’s probably because of a minimal packet loss.
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I meant that in this question:
Which minion traits do you believe are absolutely essential to one or more builds?
..the highest quantity of favor was given to Vampiric Master and Training of the Master OVER Flesh of the Master, which is the core, the real “must take” trait that makes minion builds running. In both PVP and PVE without that trait your minions won’t last.
But people just think most about making damage..
I’m not saying those are bad traits, but they aren’t the staple of our builds.
The most known minion build is that 20 0 30 20 0, people won’t think about making builds with other traitlines or using their brain, they just copy the traditional most seen all around build, say GG and think those traits are the best.
Vampiric Master and Training of the Master more important and mandatory than Flesh of the Master?
Meh
May I correct you?
- Ritual of Life: Always worked this way, it’s not a bug, it’s not bad nor a problem of bad tooltip, it’s probably you wanting it to work another way.
Consider it this way, if it should proc when you start your ressing action it would be like a free healing, it would be OP enough. No risk, high reward.
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Agree, the change on Mark of Evasion is a waste, we don’t have enough Vigor to proc it enough… maybe they judged it too much strong for an Adept trait.
Damage on Chill of Death is ridicle.. can’t say why it has been nerfed.
Adjustments on Lich aren’t needed. They must rework it, because atm people will cast it just for spamming the auto attacks, casting other spells is a loss in dps. It’s dumber than Plague.
For example Markd for Death should apply 25 vulnerability stacks and maybe immobilize the target for some second and the Minions for Mark of Horror should cripple to help landing the AAs.
Banshee Veil wasn’t working for the full duration on Locust Swarm, so it’s a fix.
Greater Marks now it’s scrap. It must be merged with another Staff trait.
Vampiric Precision must be scrapped away.
Necromantic Corruption change will compete with Death Nova and will go probably in for a dispel antibunker build. While Death Nova would probably stay in for a condition pression bunker build. It would be nice if they make it scale better with Condition Damage…
Signet of Vampirism more avialable for MM builds, it will work nicely with minions because of the CC they can apply on the target, preventing him from dodging.
Withering Precision now will work nicely for powerbuilds in PVE, but I can’t say if it will be worth. Before wasn’t that strong, but in weakness centered builds was useful.
In my opinion they should had worked on Death Shiver (DeathMagic IX) instead than changing Withering.
More Minion Master and BunkerVampire build variety incoming. YAY
Come on dudes, keep on contributing with answering this poll!
It just depends on your playstyle and how much you want to go aggressive.
I just suggest you taking Death Nova if you run Bone Minions, to have more control on its effect, for poison on call and eventually some cohordinated aoe weakness.
Just consider that Close to Death won’t affect any of your minions’ damages. Nor autoattacks nor activated abilities.
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@Kiriakulous:
you’re misrepresentig what I told, but whatever..
First of all you’re talking about marks as if they are totally OP and gamebreaker.
By declaring Marks need to be nerfed because they can’t be detected on casting you’re saying a whole lot of skills from every class need to be balanced because they aren’t detectable on their casting.
It’s a matter of equalization and priority.
I can’t guess how you forsee such an imaginative spell to magically proc on buildings, bosses and downed player by just you claiming that “manual detonations will solve the problem”.
It’s not a matter of “if it should work like this then it would work”, probably ANET just decided to not making it work (we’re talking about “scripting”) on the above and voilà, menstruation.
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You have to consider many things:
- The casting for aoes is uncomfortable, it’s not optimal, so this yet represent a delay on the casting and the use of the spell.
For instance, if you have to cast a target spell, you don’t have any other requirement than having your target targeted and press the related key.
With aoes this thing is slightly different, because you have to check with your own eyes where the target is and point it with your cursor, implying visual cohordination (remember GW2 is a mess for the eyes, too many effects, messy zergs everywhere..); after that you have to land the skill. Here, comes in the difficulty brought in by the Aoe system you are using: the standard system requires you to press once the key to “lit” the aoe marker, and another time to cast it after you aimed it, a really slow process; anyway the most convenient system for pvp is the one which allows you to cast the mark when releasing the key, after that there’s the spell’s casting time and then the effect becomes active.
In all this really fast action you potentially waste MORE time than a direct target spell and lose time to aim properly, so depending on the distance of your camera and your potential target you have more or less chances on hitting it.
This justifies them as SKILLSHOTS.
- The counterplay involved yet exhists, and it’s the Dodgeroll (over Immunity, Evades, Aegis & Co.).
- The real problem of Marks hitting environmental objects is a hierarchy problem, because probably they scripted it to prefer hitting standard-sized, moving and alive targets.
So essentially with this excuse of “counterplay” “you”(because I saw yet this idea on other threads) are proposing to destroy the only strenght of Necromancer’s Marks.
Imho the balance on the staff should rely on Mark’s cooldowns, and working on auto attacks #1.
Maybe the work needed is making the projectiles more fast and giving them an higher percentage of proccing the projectile finisher effect or maybe scaling better with power.
Again, the penetrating effects of projectiles its something isn’t working fine with spreading conditions (projectile finisher) or damage dealing; it becomes slightly useful if your targets are static or stand in a line and are too much close to you to dodge the projectile allowing you to get some Life Force.
Too many requirements.
PS: In your post you talk about putting a tarrible delay on the activation of the spell, potentially making it useless in fights; this change should be taken in consideration ONLY if the damage from marks would be enhanced by a large amount, because elseway the staff in PVP would become totally useless.
Remember that like Signet of Vampirism and Tainted Shackles, a skill in PVP becomes USELESS when you give the TOTAL control of the action and the effect to your opponent. Counterplay is necessary, but it exhist yet in form of Dodgeroll.
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I remember you, dude.
Nothing new, Carrion Dhuumfire/Terror builds are still the most competitive atm; Minion Master became popular in spvp, together with Soldier Death Shroud powerbuilds revolving on Deathly Perception and Vital Persistence.
Vampiric Well builds aren’t still that nice. The only leeching trait which works nicely is Vampiric Master which is abused in MM builds.
That kind of rock-paper-scissors seems to be still the way pvp is going on. Can’t say if it’s so in competitive environment, I also didn’t waste too much time on it.
Wait for March 18th if you are interested in potential meta changes, elseway you can have some fun with the last 2-3 Living History season 1 events.
Come on dudes, contribute smartly on this poll!
We have to remember that Death Nova direct damage won’t proc on Putrid Explosion, just the Aoe poison. This isn’t a bug: they clearly declared it work so because elseway it would be too much OP.
Keep it in mind when you think about the trait’s value.
Imho if not the direct damage, the poison damage should be raised or make it better scale with condition damage, because it still have a chance of being dispelled and would work as a better deterrent for people destroying intentionally necro’s minions.
At the moment with about 1200 Condi damage the Poison would deal around 1100 damages.
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No, because probably they hear the mass crying MM it’s op so it doesn’t need help.
I quote anyway, noticed it multiple times yesterday, in PVP Minions suffers again AI issues, they’re again less responsive.
No dude, it’s your HPs and Toughness which need a buff! Warrior isn’t OP!
I’m starting being nostalgic for Thieves with 20k Backstab.
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Vampiric builds aren’t that … that.. They’re “somehow” viable, but just as support tanks, their dps is terrible.
Warriors atm are the facerollest class ever on this game, whoever with no experience can play whatever build, with watever weapon, with watever utilities in whatever game mod and carry games like no one.
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faceroll (MM)
Eclipse yourself from this subforum.
It would have an interesting interaction with conditions to boons conversion.
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http://en.gw2skills.net/editor/?fQAQBAA
Minors:
- Reanimator: Minors traits shouldn’t force players on getting a certain tool for a certain build if they don’t want it. Same as Vampiric in Blood line.
- Protection of the Horde: Same as said for Reanimator. Plus this trait can be useful if it would raise the Toughness of all your party.
- Deadly Strenght: Fine trait, imho it should increase not just power, but condition damage too.
Majors:
- I) Dark Armor : Thrash trait. Maybe give it Stability for the duration to allow uninterruptable Ghastly Claws and Life Transfer?
- II) Spiteful Vigor : Totally forgettable trait. It’s just a filler.
- III) Minion Master : Nice trait.
- IV) Ritual of Protection : Nice trait, the best for wells.
- V) Staff Mastery : Somehow ok, but I feel it has to be merged with Soul Marks (Soul Reaping X).
- VI) Shrouded Removal : Useful trait, but it would be better if it would allow to remove almost 2 conditions. Ofc this won’t happen because Near to Death (Soul Reaping VIII) has influence on it.
- VII) Greater Marks : Not a bad trait, but… i feel it’s not in a good place to be taken, maybe let’s see after the next change to Death Magic minors.
- VIII) Reaper’s Protection : Mostly Pvp trait, it’s not bad.
- IX) Death Shiver : Totally lackluster on this line. Anierna.6918 on this thread suggested to move it to the Curse line so Powermancers could run it in PVE to increase dps; I suggested to move Banshee Wail (Curse VIII) on adept tier after scrapping Chilling Darkness (Curse III) and moving Death Shiver to Curse VIII place.
- X) Flesh of the Master : Essential trait for every Minion Master build. This trait is gold and mandatory.
- XI) Death Nova : Nice trait, but Imho it doesn’t allow a decent backfire for intentionally destroying Necromancer’s minions.
- XII) Necromantic Corruption : It’s not a good trait, it should be used mostly in pvp, but I don’t see it any useful by the numbers it has now. It must be reworked or scrapped away. Anyway I see it better on the Spite line.
Comments : WIP
…
About Staff traits:
Staff is a supportive tool, all the traits we have aren’t making it strong as it need.
Imho Greater Marks (DeathMagicVII) is mainly a WvW tool and so it should be merged with an improved version of Spiteful Marks (SpiteVII) to be a valuable source.
Don’t forget Greater Marks has been “nerfed”, it was on Adept tier and over abused in Wvw for condition spamming, that’s why ANET moved it to Master tier.
About Minion traits:
Minion traits on this line are awesome, but I feel like they are mandatory and have no competition. Of course, every Necromancer running minions will have Flesh of the Master and Minion Master, so the only viable choice would be to decide if taking Death Nova or spend points in another trait line. I’d like to see those 2 traits (MinionMaster and FlashOTM) to be merged to allow MMs to get some other adept traits, to make it less reliant just on minions.
Offtopic regarding the interaction with Minions, Curse and others trait lines:
We know Curse line has no interaction or utility for Minion Masters. Why can’t Furious Demise (Curse minor Adept) allow Fury to minions and teammates?
It would allow more team utility and a little interaction with minions for more build variability.
It would be nice to see some Master or Adept trait for minions in Soul Reaping and Curse lines too, maybe something revolving on backfire or Life Force generation (in GW1 you were always receiving energy every time a minion of yours was dying).
Maybe for Curse a lesser Death Nova, like “on death your minions explode spraying bones and conditions around” or for Soul Reaping “on death your minions give you x% LifeForce, or reduces the cooldown on every minion spell”.
Get some inspiration from GW 1 maybe..
http://wiki.guildwars.com/wiki/Jagged_Bones
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1) Necro;
2) Ranger;
3) Elementalist.
It doesn’t seem to be a fair system anyway.
S stands for “Skitten”.
It’s a mess of facerollmetabuild abusers and noobs zerging randomly.
There is no sign of any smart “structure” in it.
Hambow, bad music, wtf is this about?
Is this a public declaration of Necrophilism?
As I stated before Withering Precision has been nerfed to this because with a complete rotation with offhand dagger and staff blast field you could bring a major uptime on weakness.
Anyway, are we going for Death line?
Standard Trait build.
I’d like to just have an exchange of ideas about this:
1) From my point of view Death Nova can be better for an aggressive build bringing Bone Minions, by the moment you have more impact on teamfights with poison and weakness Aoes.
2) I see your build as “aggressive” because you bring in Bone Minions and Training of the Master, but you still go on the Blood line for the Vampiric Master’s sustain; isn’t it better going for Soul Reaping so you can get more offensive tools (Unyelding Blast), defensive tools (Last Gasp and Vital Persistence) and eventually -by the moment you rely so much on staff- Soul Marks to have an inital better LF generator? I know it sucks, but atm there isn’t anything better to start with.
3) I noticed that you use the Svanir set mostrly for its #6 bonus, why don’t you get instead Lyssa’s one?
4) As OreoWolf said, I see you running bunker oriented traits for an aggressive build, I’d like to understand your idea about it.
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Because they aren’t “Zombies”, ravaged, smashed or decaying like the “actual tradition” wants. In this universe they’re supposed to be “Constructs” of flesh and bones (in GW1 they used to be created only from organic corpses) with no relation to antropomorphism.
The zombies you want are near to reanimated corpses of the Risen. Which is another topic.
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- 1) No fantasy and dedication in class design. Also too many efforts spent on the Living History and nothing in polishing, changing, developing class mechanics.
- 2) Unadequate 3d to realize the great design of this great artist:
http://www.pinterest.com/gioxnostr/hyojin-ahn/
Or simply unadequate (good on 2d, bad on 3d) design to be injected in a 3d environment.
Translated: sick armors, weapons and all that kind of stuff; characters on GW1 were more appealing.
- 3) No freedom on the selection of Armor Stats. If everyone should be able to play what he wants, then they must take away the stats restriction lock on every gear and allow to change freely them. Not grinding weeks for every set of armor. Just get the skin you like and turn its stats every time you want to change your build.
- 4) It lives on the GW1 Lore, the actual lore is developed in a sick way, characters are bad developed and they act, behave and talk like kids.
Starting from the first missions to the end of Zhaitan, which has been disappointing and silly.
- 5) Bad commands, no freedom on manipulating them.
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So called Shading. For both the model and the rendering engine they’re different materials and act differently to shadow and light.
The metallic parts looks white in light because they have an high reflective index to simulate the polished metal, while your salad armor is glossy and behave like plastic.
By changing the color you’re actually only modifying the gradient saturation of the base texture.
I noticed there are many colours behaving differently on different type of armors (metals, tissues or plastics), try a lighter color for those metallic parts, you can’t do anything else..
No wait, you can still raise your Gamma to the point the light burns every color to white :P
Cannot agree more.