Showing Posts For ManCaptain.3154:

Siphon Should Stay Flat Heres Why.

in Necromancer

Posted by: ManCaptain.3154

ManCaptain.3154

I agree they need to be able to be stronger, but being bursty isn’t the way to go.

It is if you want real attrition though. Because that is how you get dealt damage in this game in bursts.

Not to mention Necros are horrible vs burst as it is.

Most Useless Necro Traits + Suggestions

in Necromancer

Posted by: ManCaptain.3154

ManCaptain.3154

All the life leech traits in blood line are pretty crappy. ~50 heals on hit, on well hit, on crit if you spend 3 major traits on this. Even with all that it’s pathetic comapare to a mesmer can simply take Heal on shatter or heal on mantra and heal up 2000+ easily. Or any class with water field and a finisher. Or healing shouts and healing dodge. In general necros don’t have any really strong traits like mesmer has for instance.

SOTG Interview: DS To Get a Unique Condition

in Necromancer

Posted by: ManCaptain.3154

ManCaptain.3154

Agreed. Underwater necro is pretty smooth to play.

Shortage of Necros?

in Necromancer

Posted by: ManCaptain.3154

ManCaptain.3154

The title “Shortage of necros?” made me think “Shortage of necros to do what?”.

stun sigil work for wh daze

in Necromancer

Posted by: ManCaptain.3154

ManCaptain.3154

But with 3 or 4 seconds, there is a window of opportunity to land 2-3 skills on a defensless enemy.

except for the whole, you know, dodging thing people do

SOTG Interview: DS To Get a Unique Condition

in Necromancer

Posted by: ManCaptain.3154

ManCaptain.3154

Keep in mind that we are trying to find a condition that can be used by multiple classes

Oh, so you can give stronger versions of it to other classes, while necro gets two, three applications of 1 sec version of it.

I was just told there would be an HGH nerf?

in Engineer

Posted by: ManCaptain.3154

ManCaptain.3154

Might stacking gives power and CD. Whereas GS warrior with stacks of might is wasting the CD bonus, nearly every engineer kit is mixed power/cd, which means might is doing double duty on most engineer weapons. The very reason why it’s hard to make a decent build for engineer (hard itemization because of mixed damage on weapons) is the very reason why might stacking works so well on engineer. Elixirs also have the best stunbreakers. But elixir builds are boring, often lack a weapon swap and most people didn’t sign up to be engineer to drink potions on recharge. I don’t like elixirs.

How does Confusion work ?

in Engineer

Posted by: ManCaptain.3154

ManCaptain.3154

It doesn’t trigger on retal. Dealing damage with retal is not a skill use. You die to confusion mesmers because you keep swapping kits.

How does Confusion work ?

in Engineer

Posted by: ManCaptain.3154

ManCaptain.3154

It triggers once per skill use (channeled multishot abilities like Volley trigger it once). This includes automatic effects that are implemented as skills (e.g. kit refinement effects).

Eh, what the kitten...

in Engineer

Posted by: ManCaptain.3154

ManCaptain.3154

You are using a glamour build than, i guess? So your opponents need to fail twice to get killed by confusion:

1. Moving in and out of your glamours.
2. Not using cleanses or spamming buttons.

No. It’s not a glamour build. Glamour builds are for stupid people.

“hey guise if I put down portal entrance and exit and a guy chases me over them like a moron he gets 4 confusion stacks, sooooooo good. Totally worth throwing away illusionary persona for it. I’m also useless when they are on recharge and I don’t have stunbreaks because I’m clueless. guise why do these hammer warriors own me so hard anet plz” – average wvw scrub

Eh, what the kitten...

in Engineer

Posted by: ManCaptain.3154

ManCaptain.3154

My confusion mesmer can reach peaks up to 17-18 stacks of confusion while having powerful invulnerabilities, blinds, invis and several abilities that can be used while CCed.

Are non-Kit builds viable?

in Engineer

Posted by: ManCaptain.3154

ManCaptain.3154

Any build is viable so long as you know how to use it properly

This is so wrong.

Are non-Kit builds viable?

in Engineer

Posted by: ManCaptain.3154

ManCaptain.3154

Full elixir build without kits is viable. Everything else isn’t.

'Accelerant-packed turrets' baseline?

in Engineer

Posted by: ManCaptain.3154

ManCaptain.3154

I tend to pick Net turret instead of Thumper because too many Engineer’s defenses get countered by Stability/boss CC immunity already. Don’t need another knockback, immobilize is better.

Rune of the Engineer: Discuss!

in Engineer

Posted by: ManCaptain.3154

ManCaptain.3154

one of the most common complaints has been about how weak our kit damage tends to be. it seemssto me like engi rune 6 is specifically to compensate. also, touch and cond help all engi builds.

All of them? What if I’m making a glass cannon rifle engy?

It’s one of those runes nobody uses, because there’s better alternatives for every build.

WvW Grenadekit vs Retaliation

in Engineer

Posted by: ManCaptain.3154

ManCaptain.3154

Confusion is substantially different in that players who quickly cast abilities take more damage, a more balanced and less nuanced problem than retal.

How so? Confusion hits for 2.5K damage easily with Pry Bar or Concussion Bomb and with Condition Duration food can make peoples’ lives a total nightmare. They literally cannot do anything for ten seconds when paired with Static Shot.

Pry Bar and Concussion bomb are melee ranged. But a mesmer really hurts. However there’s a big difference between confusion and retal. Confusion is a condition. There’s a lot more condition removal in the game than there is boon removal. In particular there’s a lot more AoE, multi-stack removal in the game than there is this kind of Boon removal.

Retal is a boon and it procs multiple times on abilities like range Longbow and warrior rifle, thief pistol volleys and on grenade kits and flamethrower. You apply it to yourself and it scales with the number of attackers hitting you. You apply it to allies in proximity and it scales with that too. Any boon removal must remove cover boons first and most importantly, the enemy must land the boon removal on you.

Confusion on the other hand, scales in stacks and thus in damage. But it requires you to land the ability that applies the confusion to the enemy (which in case of melee range abilities, means being next to the enemy). AoE variants are subject to aoe targets hit limit. It can be easily cleaned by even if convered by other conditions. Removing conditions doesn’t require landing an ability on the enemy in most cases. There’s also runes that shorten condition duration.

Most tryhard WvW guilds run warriors who remove conditions on shouts and eles who remove conditions, necros with condition removing well. People bring their own condition removal too. Boon removal is very sparse in contrast. You’ve got Null Field mesmers who need to land that on the enemy and the enemy can simply dodge out of it (removes 1 boon per second) and shatter mesmers who remove boons (good luck getting your clones up to enemy faces) and some necros.

Big difference. Confusion isn’t nearly as much of a problem as retal is.

WvW Grenadekit vs Retaliation

in Engineer

Posted by: ManCaptain.3154

ManCaptain.3154

Boon-hate is coming, but for now Throw Mine is your best friend in combating retaliation. Remember that the tool-belt skill also removes boons, as well.

Useless because it’s not consistent. It removes 1 boons, retal might not be the top of the stack. Some classes also have low recharge on retal (certain guardian and mesmer builds in particular).

Engy forum so quiet, many left?

in Engineer

Posted by: ManCaptain.3154

ManCaptain.3154

The engineer has been nerfed into the ground plenty enough times

Which is downright insulting considering their policy of “small nerfs to tune balance”, which has allowed multiple classes to be near god mode since launch.

Typical Patch Notes:
Mesmer: -2% damage on a skill they use occasionally.
Thief: -1% damage on a skill they use occasionally.
Engineer: Powerful trait now useless. Main attack – 30% damage.

The 30% damage nerf to grenade skill 1 was needed and justifyed, still one of the best spamable AoE Damage skills in the game! Also, just because I can remeber it over the top of my head:
Heartseeker: Reduced damage of the 100%-50% threshold by 20%. Damage thresholds changed. Old: 100%-66%, 66%-33%, 33%-0%. New: 100%-50%, 50%-25%, 25%-0%
Dancing Dagger: This skill’s damage has been reduced by 50%.

Pistol Whip got nerfed for 25% or 35% damage, If I remeber right?

that ain’t 1% at least

Also Memser haven’t gotten many direct % damage nerfs, but they gotten longer CD’s on some stuff, and nerfs on the utility! But yeah, not been picked that much on, gotten a lot less stuff fixed!

This is PvP only mostly. In WvW thieves still have non-nerfed backstab and dancing dagger (and a couple of other things).

Engy forum so quiet, many left?

in Engineer

Posted by: ManCaptain.3154

ManCaptain.3154

It’s generally a waste to spend 6 traits on a single thing when those traits are weak individually. Best thing to do is to take any low hanging fruit you can and make a build out of that (e.g. mesmer shatter builds) and ditch builds that don’t support that (e.g. turret builds).

Engy forum so quiet, many left?

in Engineer

Posted by: ManCaptain.3154

ManCaptain.3154

My engineer is hybernating till ANet changes him to something that remotely makes sense.

Eng not enough RNG fix

in Engineer

Posted by: ManCaptain.3154

ManCaptain.3154

Yes, let’s make it completely impossible to use engineer skills in combinations or in reaction to the enemy. Best idea ever.

What a horrible patch

in Engineer

Posted by: ManCaptain.3154

ManCaptain.3154

I’m mostly surprised this many people use Deployable Turrets.

Flamethrower is still not worth the slot

in Engineer

Posted by: ManCaptain.3154

ManCaptain.3154

well in pve bomb can be ok but in wvwvw thats just crappy, ennemis moving constantly ( if not you can kill him with shield ) and you put bomb on ground, static, and sorry but FT is really more effectiv with the huge spread and the explosive bolt, for the same damage ( or maybe more i crit 5K5 on bolt and up to 4K5 with the ft 1 ) , very more constant and effective than the static bomb field even with larger radius.

Sorry i’m playing much in wvwvw so i’m will give my point on it but for pve, just starting fracs :p

hf mates !

WvW = retal spam = FT is crap. So are nade builds.

Why you are always nerfing Engineers?

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Posted by: ManCaptain.3154

ManCaptain.3154

The juggernaut nerf was justified atleast, on demand stability with no cd.. i mean come on, was fun as long as it lasted though..

And now…. no stability.

Feb 26 - Engineer Patch Notes discussion

in Engineer

Posted by: ManCaptain.3154

ManCaptain.3154

Haha, oh wow… why all the long faces guys? Thanks for calling me a troll when I said that ANet has no clear design idea for the class and when I said that no real issues with the class will be fixed. Said so in february 2012 (“Mancaptain but it’s just a beta, they will fix it before release”). See, even Teldo sees how we have been nerfed down to a single damage build, rampager spec grenade builds.

Have you ever wondered about this:

Warrior:
Axe: 100% power damage 0% condition damage
GS: 100% power damage 0% condition damage
Sword: mostly condition damage
Hammer: power damage+disruption
Mace: defensive abilities + disruption
Longbow: mostly condition damage
etc…

Engineer:
Rifle: mostly power damage
Every single other kit/weapon: nearly 50/50 split between power and condition damage

How the hell am supposed to gear up for engineer (except maybe rampager)? No matter what gear you pick you won’t max the weapon’s damage.

And look at ANet pushing engineer ever further down this line. Flamethrower used to be mostly power weapon. Then they added burning on autoattack. They added burn extend on Airblast. This is on top of burning inflicting toolbelt skill and a wall that inflicts 0 damage and 1 sec burning (i.e. a lot more 100% condition damage 0% power damage functionality).

So if you wanna go zerker gear to get the damage up on autoattack, you lose most damage on your #4 and on #3 (extend burn) and on last #1 tick and on toolbelt skill.
Or you can go carrion/rabid gear and lose majority of damage from #1 and #2.
So whatever gear but rampager (which has no defensive stats) you take, you make parts of the kit completely ineffective.

Remember how toolkit had prybar that launched opponents? It used to be pure power kit. Now ANet put tons of condition damage on it through prybar. Bomb kit, another kit evenly split between power and condition damage. Elixir gun is another one.

It’s like they are intentionally making engineer impossible to gear for. Now when using carrion, rabid, zerker gear every kit I pick up has 2-3 powerful abilities and 3-2 crappy ones because I don’t have either power or CD that they need.

The most pressing issue: when are they gonna fix the huge pile of dung that is pistol autoattack? We get like 2 weapons and one of these has quite possibly the worst autoattack in the game.

P.S. Notice how longbow warrior got another blast finisher. So now, if you trait it, on longbow warrior out of 5 skills there are 3 100% projectile finishers and 2 blast finishers.

(edited by ManCaptain.3154)

Flamethrower is still not worth the slot

in Engineer

Posted by: ManCaptain.3154

ManCaptain.3154

Flamethrower isn’t suppose to compete with Grenade or Bomb kit for damage.

Its strengths lie in its consistent damage output

Are you trying to say that grenade kit and bomb kit don’t have consistent damage output? Bomb kit DPS is just fine, it doesn’t fall off or burst.

In a game where dodges and positioning is important, anything that involves repeatedly channeling for 2 seconds and a requirement to face the enemy at all times better deal broken levels of damage. FT does not.

(edited by ManCaptain.3154)

Day 184: Deployable Turrets Still Broken

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Posted by: ManCaptain.3154

ManCaptain.3154

Thank god, now I can finally place my turrets at a distance. All 0 of them that I use.

what if turrets were transformed into kits

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Posted by: ManCaptain.3154

ManCaptain.3154

I actually happen to like turrets.

They are still more popular than gadgets. Gadgets really suck.

Engi's role in dungeons? Assistance needed!

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Posted by: ManCaptain.3154

ManCaptain.3154

You can have 20-25 stacks of bleeding, 25 stacks of vulnerability, 24/7 poison, 24/7 burning with high CD with just grenade kit. That’s pretty good, unfortunately it doesn’t stack with other people who bring conditions, everyone else has to bring non-condition builds.

Another possiblity is going heal power and heal people, though it’s inferior to guardian or an ele doing the same. As for which gear to pick with that I don’t know (cleric? apo? magi?)

Another possibility is to go full zerker FT build with lots of might stacks and heal on crit food.

The Thief Hunter or The Rifleman

in Engineer

Posted by: ManCaptain.3154

ManCaptain.3154

@ManCaptain – I love how you stated your guild has no personal skill. You are the best troll ever. I would say the people with no personal skill are the ones who need to spec full GC so they can try to instaburst unsuspecting ppl down.

Wasn’t trolling. Out of 40 man zerg only 5 people have serious spvp experience, and thus most the them lose focus and run around like headless chickens if enemy melee manages to break through and get to them. A lot of them don’t even slot any stunbreakers so bull’s charge+hundred blades (or any CC combo) ruins them. People with good spvp experience don’t get their jimmies rustled by some melee guy with more damage and armor than them trying to run a train on them.

So they get into the idea that they need to be more tanky to survive that burst. Their solution? P/V/T gear. For all classes/builds. Which lets them survive 10 seconds longer in that situation. That is stupid, since if you have good dodge control and some vigor/invul, you can survive pretty much any enemy burst.

What actually happens is that poke from enemy team (retal damage, meteor storms, condition spam like nades, damage and bleeds from arrow carts) outpaces selfheals of players and before groups even engage a lot of people in the group are at half health or lower. Toughness helps (but doesn’t work vs conditions and retal). Vitality doesn’t help. What helps is healers and instead of that people started slotting P/V/T on everyone. Which is dumb. I slot CD/T/crit with just enough CD/V/P so I don’t get bursted down by thieves when roaming. The only real danger to that build is getting worn down by retal procs and arrow carts. One healer and it would be fine.

Unless you’re doing frontline work, you don’t need P/V/T. For most people P/V/T is just slower death when losing and when winning it doesn’t help them at all.

Since you are attacking ppl as a group you don’t NEED to do as much damage to them so the loss of crit isn’t noticed.

Crit isn’t for the damage (if you’re not running crit damage % increase gear/trait line, it doesn’t add that much over adding more power). Crit is there for on crit trait procs and on crit sigil procs and most importantly (since a LOT of people use this in wvw) on crit food procs. And p/v/t doesn’t help there either.

Good player something seems to be tanky even in berserker, only because they know when to dodge, block, use LoS.

Which is exactly what I’m trying to tell people, but nope… gotta get that huge HP pool, can’t be bothered playing 100 spvp matches to learn to dodge enemy combos.

The TANKCAT build. Prybar some faces!

in Engineer

Posted by: ManCaptain.3154

ManCaptain.3154

Why would you run this in dungeons? You’d be better off with a healing bunker build, or cond burst build or a zerker build.

The biggest problem with engineers...

in Engineer

Posted by: ManCaptain.3154

ManCaptain.3154

I kindly ask to take the following with a pinch of salt: I would not agree with Dervish being “fixed”. It simply got easily abusable builds that made it look strong. In addition, the Paragon profession is still silently weeping in the closet. How many years was it since release again?

By fixed I mean they corrected the super awkward class mechanic: putting up short recharge, medium duration enchantments all the time then tearing them down with special attack skills. With 0.75 sec cast time + aftercast that meant your autoattack swings got canceled and you got your kitten kited. The tear down skills removed powerful monk enchants more often than not. I saw this as a big mistake at Nightfall release and so I rolled Paragon. Well 5 years later, dervish got fixed and paragon was nerfed into uselessness outside pve (and it’s useful in pve because of one PvE only skill).

The biggest problem with engineers...

in Engineer

Posted by: ManCaptain.3154

ManCaptain.3154

The short version: Engineers can be just as good as any other profession overall, but be ready for the very disproportionately high skill level required to achieve the same level results other professions can get much more easily.

Really? Engineer can be just as good of a healer/cond removal as a guardian? I don’t think so. Can engineer spam AoE retal? Nope. Can you be as mobile as an ele or a thief? Nope. Can you be as good of a duellist as a mesmer? Nope. Can engineer remove boons as well as a mesmer can or a necro can? Nope.
So stop with this constant “Engineers can achieve everything other classes can” and “engineers just require more skill” bullkitten. This constant barrage of unbelievably blatant lying bullkitten that is constantly being churned around this forum. Just because ANet said this profession was jack of all trades, it doesn’t make it so. What do they know? They are the ones that came up with this design after all. See the design of this profession? This is the best ANet designers can do. Let’s wait until they rework it into a normal class, like they did with the Dervish in GW1. Only took them 5 years to correct the fundamental design mistakes of the class. There is a versatile profession in this game that can do a lot of roles well in one build and a lot of roles superbly as separate builds. It’s called the Elementalist profession.

(edited by ManCaptain.3154)

Unique Snowflake Syndrome

in Engineer

Posted by: ManCaptain.3154

ManCaptain.3154

To be honest a lot of professions can be easily stomped. You need 2 stomp attempts to stomp engineer, guardian, necro, ranger, mesmer, ele, warrior. That is everyone except the thief, who has a really annoying downed skills. Among other ones, warrior requires you to initiate both stomps straight away of he will vengeance and ele can move between two stomps, which enables him to prevent the second one if he moves into allies.

Everyone else is way below these in power, but yes…. engineer is the worst one. Guardian can push back multiple stompers. Necro can fear people which is not a projectile and it forces the stomper away, he also gets a life drain autoattack in downed mode, which will win him downed vs downed fights. Ranger can have pet heal him and his stomp interrupt is pretty good. Mesmer is second worst downed in pvp, because it’s obvious which is the clone one (clone always appears first and doesn’t have a red arrow over it’s head). But mesmer downed is still better than engineer downed because it deals more damage.

Engineer downed is worst, but what you say, that it’s the only one where you can just do 2 stomp attempts to successfully stomp, is just not true.

The TANKCAT build. Prybar some faces!

in Engineer

Posted by: ManCaptain.3154

ManCaptain.3154

So…… it’s a build that just as tanky as possible with as many invuls as possible and you troll people by being hard to kill? I can get that… but you don’t actually do anything meaningful.

If you really want to be a survivability troll, roll a Mesmer.

The Thief Hunter or The Rifleman

in Engineer

Posted by: ManCaptain.3154

ManCaptain.3154

Lol P/V/T. Everyone in my guild is super carebear about WvW and they all run P/V/T because they heard it was good. Heard. How much does P/V/T gear help against getting demolished by enemy poke? Very little. And enemy poke is the only reason I die in WvW ever. P/V/T gear is for certain classes/roles and for people who have no personal skill (e.g. most WvW population).

So I hear we're good against Thieves...

in Engineer

Posted by: ManCaptain.3154

ManCaptain.3154

basalik unbreakable stun.

You can stunbreak basilisk just fine. Too bad 2 out of 4 engy stunbreaks suck.

Engineers: Literally a Developer's Punchline

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Posted by: ManCaptain.3154

ManCaptain.3154

You mean compared to caltrops thieves drop?

Is there a dmg tax on engi weapons?

in Engineer

Posted by: ManCaptain.3154

ManCaptain.3154

FT is a damage kit that discourages dodging (has you casting all the time) which I don’t like. But FT is useful mainly because gadgets suck so hard. Switching into flamethrower and doing an Airblast on 18 sec recharge is still much better than Hidden Ram, even if you don’t use any other skill in the kit. The toolbelt skill is also better (and condition cleans if you have refined kits).

[WvW ] All Terrain GS Glam Build

in Mesmer

Posted by: ManCaptain.3154

ManCaptain.3154

Every single one braindead tryhard WvW mesmer has come up with this same build. It’s nothing new. It just a way to incorporate some additional damage into the brain-dead glamour wvw mesmer. In reality it’s an extremely obvious and dumb build. Yes, let’s use 90 sec recharge veil (a line) to inflict confusion. What could go wrong?

You see enemies entering your glamours (like veil) don’t get blinded and don’t get confusion, they only get it if you cast it on them. And if you cast the glamour on them, they don’t count as entering the glamour, so you don’t get a confusion from that.

Also the OP proclaims this build to be “good in small battles and 1v1”. It’s not. Not even close. No stun breakers, no illusionary persona, one huge recharge invis. You’ll get killed by any half-competent 1v1 player (e.g. me).

Why would anyone want a necro over others?

in Necromancer

Posted by: ManCaptain.3154

ManCaptain.3154

With necro I regularly have problems with CC and escaping/absorbing enemy set-ups (immobilize + hundred blades+stability stance is an example) before taking a lot of damage. Engineer has the same problem. Doesn’t need to be 2-3 people. 1 person is plenty if they have a good combo or good amount of CC.

Mechanics - 25 stacks of bleed poison/burn

in Necromancer

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ManCaptain.3154

Power skills don’t do more than 4k damage to a boss in general. Condition skills can easily top that (cough warrior sword offhand cough) and they require only cond dmg stat while getting 4k crits on a boss requires 3 stats (power/prec/crit %).

Staff must have on Necro?

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ManCaptain.3154

If condition build, they sure.

I am power build and do not use a staff. Axe/Focus and dagger/dagger.

That seems a redundant combination. Dagger/dagger, for instance, deals a lot of power damage with autoattacks, I can hardly see a reason to switch out to axe/focus, except for focus utilities.

Moving off topic, but heh – This is from a wpvp viewpoint, mind you.

I swap out from axe/focus for a few reasons. Dagger 2 is nice and I have traited for 400 more toughness on channeling. Each set has an ok aoe if needed with axe 3 and dagger 5.

I am always open to feedback and welcome it. I dont have much issue in killing stuff wpvp once I close. Closing without a leap, ride the lighting, heartseeker etc ehh..

Our pull is not that reliable. If fixed I would be very happy. So having the dagger and focus off hands helps a ton once I do catch up.

Well I was asking why would I switch INTO axe/focus set when I do more dmg with dagger/dagger in a power build.

Staff must have on Necro?

in Necromancer

Posted by: ManCaptain.3154

ManCaptain.3154

If condition build, they sure.

I am power build and do not use a staff. Axe/Focus and dagger/dagger.

That seems a redundant combination. Dagger/dagger, for instance, deals a lot of power damage with autoattacks, I can hardly see a reason to switch out to axe/focus, except for focus utilities.

Why would anyone want a necro over others?

in Necromancer

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ManCaptain.3154

It’s called hyperbole. I know that thieves offer a lot to a party, but on paper, they don’t look that great for group support. Likewise, on paper, a necro doesn’t look that great for bringing stuff to a party, but in reality, they do.

They do, but what they bring is severely UP compared to what other classes do.
Thief = Stealthrez (most of OP all), regen, blind spam, perma AoEweakness, high DPS
War = Mega DPS, major DPS buffs
Guard = Walls/bubbles, major support buffs/heals
Ele = High AoE DPS, major support (water megaheals/prot)
Ranger = Water field for megaheals, mid-high DPS, spirits
Engi = Elixir gun, bandages, elixirs
Mes = Reflections, portals, AoE DPS, Time warp
Necro = Low DPS, shallow support

Imo they just need to fix MM.
MM was the way to go in PvE in GW1 but with the cooldown on minions and lack of minion healing system it isn’t viable.

To be fair, bandages and elixirs suck for group support (except the rez elixir toss and bandages from elite).

Staff must have on Necro?

in Necromancer

Posted by: ManCaptain.3154

ManCaptain.3154

Yes, staff is a must have.

Thief Skull Fear+3X Heartseeker.

in Necromancer

Posted by: ManCaptain.3154

ManCaptain.3154

I have that trait that fears whoever cc me, so it is hilarious watching both of us getting feared at same time.

His fear is longer though.

Thief Skull Fear+3X Heartseeker.

in Necromancer

Posted by: ManCaptain.3154

ManCaptain.3154

Once thiefs register coming out of stealth properly (fixing the culling issue) it shouldn’t be as much of a problem as the thief would pop out of stealth as soon as they started channeling the fear.

Based on how cast time skills work on my mesmer in stealth, I do not believe the act of starting the cast breaks stealth, but rather right as the cast ends.

Actually when the casted spell hit. So if it’s a projectile, when it hits. And if it misses because you’re blinded it doesn’t break stealth.
Because misses don’t break stealth, you can’t counter a thief opening move like backstab by dodging/blind. That’s right…. a thief will remain invisible and can spam his opener (costs 0 ini) till it hits. Completely broken.

Engineer traits: why are they handicapped?

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Posted by: ManCaptain.3154

ManCaptain.3154

Because the ranger, unlike the engineer, is supposed to share in the extremely high amount of evasion that is the thief, the engineer, unlike both the ranger AND the thief, does not evade attacks but simply shrugs them off.

If you haven’t noticed we have 2 traits that’ll apply protections pretty liberally AND we can get perms vigor by either swapping kits, or just from critting, making us a LOT more evasive than a ranger could even dream of being if we have the tool tree maxed out as well, because, you know, we get 10% of our endurance bar back with each tool belt skill use.

Funny that you should mention “liberal application of protection” as an engineer thing in a post where you compare engineer with ranger.

So, how are necromancers doing atm?

in Necromancer

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ManCaptain.3154

I’d say they are tied with engineer for bad design award. Their utility skills are generally good while their weapons are much less so, makes me with I could put util skills in my elite and weapon slots. Necro is not very versatile and a lot of their stuff needs multiple major traits to make it useful. Typical example are wells which need at least cooldown reduction trait and trait that makes them castable at the distance (should be the default functionality).

Another example is life steal build. Without any traits there’s like 1 ability on dagger that does lifesteal. Then you have a bunch of major traits that add lifesteal on some aspects (like crits). You need to spend a kittenload of traits and the life steal amounts are small and don’t scale with healing power or power. Which brings me to the next thing:

They don’t have a good healer build and in general can’t utilize healing power well.

You can make a condition build, but it’s weaker than ele/engineer builds that stack bleeds and burning. Against bosses (i.e. anything that stands still) an engineer build with triple nades + explosions have chance to bleed + crits have a chance to bleed + explosions cause vulnerability + crits cause vulnerability + crits burn (2 of these are minor traits) an engineer can stack the boss with 25 stacks of bleed, 25 stacks of vulnerability and constant burning and constant poison with some added chilled, just with grenade kit. It’s obvious which class I’d rather have with me in dungeons.

Another important issue for dungeons is that necro only has 1 good immobilize skill which is on a really short ranged weapon that you don’t want vs a boss.

Another pvp issue is poor access to hard CC and poor access to stability. Necro has no good stability options, there’s one grandmaster trait that gives 3 sec of it when entering death shroud. That is not very practical and it shares the slot with trait that reduces death shroud recharge.
As far as hard CC goes, you have 2 sec daze on warhorn with all the problems of a cone attack and like 2 fear abilities with 1 sec fear (one in death shroud and one on staff). That is quite bad. (obviously there is other CC available like lich form, golem minion etc). I mean 1 sec fear vs long launches (2-3 sec cc), knockdowns and stuns (for instance 2 sec on mesmer pistol) or heck even warrior gets up to 3 sec fear.
Fear is special as a CC in that it’s a condition. That allows you to run extenders (food+gear), but even then it’s 2 sec tops (can’t make conditions last longer +100%).
On the other hand it means that not only do stun breakers remove it but also condition removal, making it the only CC that can be removed by allies of affected targets. In this regard, fear should be either more common on necro or last longer.
So as a necro you’ll pretty much helplessly observe an ele bounce you around like a volleyball.

Necro is also pretty much forced to facetank all the damage coming his way.
No invul, no vigor, very little in way of escape. You might be thinking “I have tons of HP and death shroud”, to which my answer is “not that much you don’t”. This game is all about hard defenses, that is, avoiding the damage completely (especially dungeons), necro is therefore weaker defensively than, say, a mesmer who has less HP but tends to avoid the damage completely. Necro does have a teleport on the wurm but you need it placed already, because wurm cast time makes it not very useful in “oh kitten” situations.

Axe is boring, no utility and gets murdered by retal. Scepter has short conditions on autoattack and the #3 skill is pure power skill which just doesn’t belong there. Dagger #2 is inferior damage to just autoattacking, plus it’s channeled so no dodging while you’re channeling in someone’s face. Staff #1 and DS #1 are super slow projectiles which is very noticable at 1200 range. Their cast times make me wanna stab myself in the eyes. Staff #5 has too long recharge for what it does, I consider mesmer’s Chaos Storm several times stronger. DS #2 doesn’t belong, why would I pull myself to something when I have a long ranged attack? It would make more sense on axe or dagger.
Generally if I could run double staff, I would.

Cast times on necro in general are too long (just like in gw1 lol) and the class doesn’t feel responsive.

Necro has one thing where it really shines. Boon/condition manipulation. It’s better than any other class. But in some dungeons mobs don’t use either much so it’s wasted and if I have 5 slots on the team and I need boon removal, condition removal, I can clutch it with a mesmer or someone else.

In any case the whole class seems to cover this one niche and everything else is just an afterthought. Changing some damage numbers won’t fix this. It might make necro powerful if they buf his numbers, but the class will still be incredibly one-trick-pony.