Actually necro would be super meta with sinister and epidemic.
I agree that this should be brought back.
You’re using the master of corruption trait? Try it without it. Maybe the trait is bugging plague stomping.
I was able to plague stomp the necro so I don’t know what to tell you xD.
I never use lich in wvw. Maybe in a zerg its ok. But under 10-15 people, I feel it’s much too fragile. Plague gives you a nice stomp, and flesh golem gives you nice CC.
Overreacting is a thing everywhere honestly. This patch was basically a non-factor for us, bug fixes and changes that are basically ANet not admitting Chilling Darkness is badly designed and Corruptions need a rework.
Dont forget Axe rework, focus rework, and deathshroud entry icd’s. These all need to be FIXED.
Then the concept of paying a price doesn’t really work because you’re immune to conditions. If corruptions aren’t worth their price, they should have stronger effects. That’s the only way to go.
A master of corruptions shouldn’t pay any price because they know how to deal with the side effects of these supposedly “powerful” abilities.
Or maybe the master of corruptions is an especially reckless necromancer willing to dig deeper into the dark arts for even more dangerous magic than the typical or sane would dare.
Stop calling for nerfs. Corruptions don’t give nearly enough incentive to justify such a thing.
I just tested this in heart of the mists and plague stomping does work.
(edited by Malchior.1928)
IMO, Anet won’t release more than one specialization per profession per expansion. The logic being that classes like warrior have a majority of the weapons unlocked. If they got 2 more specs/weps per expansion then eventually they would be the only one unable to get a complete new spec.
Sure, anet could introduce new weapons. But would they just be for the warrior?
Then the concept of paying a price doesn’t really work because you’re immune to conditions. If corruptions aren’t worth their price, they should have stronger effects. That’s the only way to go.
A master of corruptions shouldn’t pay any price because they know how to deal with the side effects of these supposedly “powerful” abilities.
NERFED AGAIN ! :’D
This is a great idea, instead of MoC giving an extra condi have it give like 2 seconds of resistance, although it would certainly cement cc as the only necro heal again.
To be fair all the other heals are bad.
Make Elemental Attunement and Evasive Arcana two traits in the same slot, forcing a choice of one or the other.
Problem solved.
I’m pretty sure this is unnecessary. Just use your 8 stacks of burning burst after eles switch out of water attunement.
The only buff spectral walk should get is that it removes cripple, chill and immob upon activation. Apart from that it is fine.
Please
+1.
CD reduction would be nice as well. <3
Given the changes (not so recent?) to how deathshroud soaks up damage, as well as how vitality and toughness affect necro sustain, I would like to have an up-to-date discussion about defensive stat priorities for non-glass cannon necros.
-Is it currently better to stack toughness, or vitality?
-Which scales better with deathshroud?
-How can a necromancer maximize their Effective Health Points?
Arguments supported by math would be highly appreciated
First they made it uncastable while falling. We don’t need anotherrr nerf.
So the question I now have is was this skill ever unblockable? Was it nerfed last patch and they didn’t remove the skill fact?
Rather, the correct question should be, “when are axe and focus (and their traits) getting a rework?”
It’s not a complete failure. The graphics are well done :P.
Well, the fact that we cannot compare skills value in a vacuum aside, it’s possible that its synergy with the arcana and water lines allow for a “powerful” blink that cures conditions, gives regen and vigor, and does damage.
-Thief has a double stunbreak (and condi cleanse).
-Mesmer has reflect for 2 seconds on cast.
They are different skills on different classes.
Despite this discrepancy, I would much prefer the cd reduction on RtL to be fixed when it hits someone while blocked or blinded or evaded. Because you did use it to engage and not run away, so why should you be punished for it.
So if I want a condi cleanse, I basically need to be standing in a light field spamming mortar 1 at about point blank range of enemies?
When you equip mortar kit, you get that gunk beneath you. If you shoot your 1 skill, it gets confusion, but it doesn’t consistently apply to enemies while testing this in heart of the mists.
Is anyone else having a problem with landing the confusion projectiles?
I think maybe it works better if you aim the projectile to hit slightly behind your target but I’m not entirely sure.
Also, how can I remove a condi from myself using mortar 1 and a light field? Where do i need to aim, right below myself?
I find it amazing.
Correct me if im wrong but dont we have the option to switch between core and elite spec? so technically once we unlock engie elite spec we would have weapon swap?
You gain access to a hammer with the elite spec. That means you can equip a hammer. It does not mean that you have two weapon sets.
:)
Hm. Engis can now have up to 5 kits + a weapon. Additionally there is the toolbelt.
Thats 40 skills. And yet you want more ?
Rev only had 15.
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Starting today, the most frequently encountered profession while roaming in WvW is NO LONGER MESMER! It is ‘Mesmer Inside of a Golem’. GG
You facilitate the flipping of towers by enabling your allies. Seems pretty accurate to me.
I didn’t think I would have to further explain the build because it’s usage seemed apparent so to clarify: this build is for sneaking into and surviving in keeps, and towers and SM long enough to portal in others to ninja the objective.
It’s quite survivable and very sneaky (;
I’m guessing it could be a good investment to stack boon duration for higher resistance uptime.
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Soften the Fall – Create Muddy Terrain when you take falling damage. You take less damage from falling.
So no one knows why arenanet decided to keep those traits that nobody ever uses.
Don’t you dare touch my fall damage traits.
It’s been a while since I’ve seen a tower flipping mesmer build so I thought I’d add one for anyone interested.
The armor is full nomads, with cleansing and energy sigils on both weapon sets. The rest is up to preference.
:)
It should be 35 sec max (untraited).
Upon even further testing it does look like it will not trigger at 100% HP even if you have a soft cc on you such as cripple.
sigh… -_-
Fortunately the chances of you being crippled at 100% hp are slim to almost absolute zero. Although it is still problematic depending on skills, traits, and synergies that Anet might implement in the future QQ.
I am traited into it, the trap does not trigger I have laid three unactivated healing springs down at once… they will not trigger, I have walked into it, teammates, my pet, etc.
? I’m not sure if I am answering correctly, but you have to not be at full health to trigger it.
That does seem to be the case now. I actually like this change but the fact that it won’t activate if you leave 100% HP unless you leave and re-enter the ring is a MASSIVE flaw now.
As much as I like this change, being mid-air immobilized at 100% health is BAD news.
I am traited into it, the trap does not trigger I have laid three unactivated healing springs down at once… they will not trigger, I have walked into it, teammates, my pet, etc.
? I’m not sure if I am answering correctly, but you have to not be at full health to trigger it.
afraid to do anything aside from pew pew…. realism…. class mechanic…. all the pet [F2] skills…. randomized ICD…. animals are unpredictable….. shouldn’t pets be unpredictable, too
I’m dying at this dx
Only every moment of downstate ever!
I’ve been running s+sh/gs in T4 and its working alright. The damage buffs have me killing npcs fast enough to get the job done before defenders arrive, and I have a chance of killing most classes.
I’d say it’s overall potency against other players isn’t as good as h/gs was prepatch. But I can’t run h/gs and excpect to live with the mobility changes and buffs to ranged types like pew pew rangers, etc.
Pew pew ranger damage was actually nerfed. You mean pew pew mesmers?
Did you try to cast a mark twice? You can only have one of them at a time. mark of evasion last not so long though.
No.
still cryin
/15 char
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I’m crying; bye frand!
[-snip-]
-greatsword: autoattack deals such low dmg it’s laughable, counterattack is so slow everyone dodges it, hilt bash should be like maul, usable while moving
-longbow skills all go on full cooldown when stowed, even before you shoot anything. Meaning if your target goes behind you before you shoot point blank shot, it will stow and go on full cooldown.
-Lastly another fix for greatsword autoattack could be to make slash and slice 1/4 cast time so that we can evade more effectively while using it while also increasing damage slightly
We also have had the durations of our traps cut. I posted it in the bug thread, however, for the record:
- Frost Trap and Viper’s Nest only last 1 minute.
-Flame Trap lasts 1m30s.
-Healing Spring lasts 1m30s.
-Spike Trap lasts 5m.
Thief traps last like what, 60 minutes? (Tripwire tested by me lasts at least 10m)
Below I have outlined the durations of all ranger traps.
( starting from the moment I activated the skills. +/- 1 second for user error, and 1 second for 1/2s activation + 1/2s arming time.)
Flame Trap: 1m33s
Healing Spring: 1m32s
Viper’s Nest: 1m02s
Frost Trap: 1m02s
Spike Trap: 5m02s .
Can we please have all trap durations normalized to at least 5 min, like that of Spike Trap?
We can only place one (healing spring being a bug/exception) of each trap, and they are replaced when you set the same trap elsewhere. As a result, it would be nice quality of life change to no longer have sporadically disappearing Frost Traps and Viper’s Nests.
By comparison,
Thief has:
Tripwire, a 30 second cd, 3 second knockdown trap, lasts for at least 10 minutes (I grew impatient of waiting) but is expected to last 60 minutes.
Perhaps it would be better to normalize the trap duration of all traps? 5 minutes for all ranger traps shouldn’t be to much to ask for.
HS sux now…no regen and no remove condi if trap not activated by enemy…
Say what? :O
1. take sleight fall damage.
2. cast HS
3. 1/2 second activation time.
4. ????
5. 30 seconds regen
Also, enemies cannot activate healing spring… ?
You can already get perma regen from shouts so this isn’t that big of a deal
Is it still unblockable though.
Hmm. I don’t know if this is a bug, but you can use Healing spring up to 3 or 4 times. What is definitely a bug, is that when you trigger one, it triggers all of them. If 3-4 is intentional, they should allow them to trigger separately. However I doubt this is the case.
Nope. Healing Spring is still bugged and will not heal the pet. Healing Spring was also changed to not trigger on yourself or allies that have full health. Healing Spring also does not heal the pet when the pet triggers it.
Bummed that the pet doesn’t get healing still, but I am actually glad that it won’t trigger when I’m at full.
Its ok. Actually right before the patch taunt wasn’t even taunting sometimes. So maybe they will have fixed the bug as a side effect.
Testing in-game now to see if HS will heal the pet or if that’s still bugged…
DO IT! I’m still downloading !D
“Healing Spring: Fixed an issue that prevented this skill from working properly with Rune of the Trapper.”
Thanks for answering my prayers <3.
Now all that’s left is to give traps melee damage once on hit instead of pulsing.