Do you feel the Guardian is lacking finishers in general?
Vitality is better for surviving burst damage. Healing is better for sustain. I’ve never really found myself in need of excessive amounts of health, around 15k HP has been a comfortable value.
If they can simply be discovered, why exactly do the dungeon armor vendors sell the recipes for 400 tokens? Seems a bit excessive.
Grass is always greener on the other side.
http://www.guildhead.com/skill-calc#McccMM9MmNGvomNGvo0aaxGMVMcqMs
Using Cleric’s amulet and runes of Earth, offers great condition control and survivability.
Aegis is good enough as it is, use your evade against rapid fire abilities.
http://www.guildhead.com/skill-calc#Mccz0M9MmnGaomnGaoax0x0MMsVMRs
Personally running this build with +60% might duration from runes, pow/toughness/vit armor and pow/precision/toughness accessories. This gives me around 40-45% crit with decent power and survivability.
Many major traits and utilities can be freely switched depending on preference and situation, the only ones I consider essential to this build are Two-Handed Mastery, Empowering Might and Fiery Wrath.
Mesmer is a lot more useful in both WvW and sPvP.
Neat. However this looks like a much weaker version of the Warrior’s 100b build considering the target is not stunned for most of the duration and it takes far longer to kill.
Tons of armor, healing, protection buffs and condition removal.
Guardian has a lot of healing skills with the right weapons, traits and skill selection. You also have to take into account that while these scaling factors sound low, they count for each tick. I do feel it’s worth it if you’re going for a healing focused build.
(edited by Morelia.6835)
I don’t believe the OP is wrong. I think our downed state abilities are quite ‘meh’ and lacking. Just because downed state isn’t high on everyones list of things to be fixed about this class or looked at does not mean that it does not deserve balancing and tweaks just like the rest of the necro bugged/ not working/ and baffling skills.
1 being a self-heal actually makes it quite potent since it helps bring you back faster when you’re being resurrected and can keep you from dying longer (the latter at least in PvE). The fear is in line with other interrupts in the downed state.
If anything, the downed state of the more powerful classes should be brought in line with those of the rest. Mesmers in particular can stay up for absolutely ridiculous amounts of time due to their broken 2 ability.
Aside of the three classes you mentioned, the downed states of other classes aren’t much different from the Necro’s. You’re complaining about the wrong things.
There is another thought too…perhaps people just like playing certain classes and others are unpopular…?
Most pre-launch polls showed Mesmers to be among the least preferred professions. The only reason why so many people play them in PvP now is because they are very strong compared to other professions.
Spectral Walk doesn’t break stuns properly. Just got launched in sPvP only to notice that SW didn’t break me out of the following knockdown.
Just copy and paste the url into the address bar manually.
Also I’ll now proceed to steal your build.
CoE and HotW are just as unpopular.
Instead of removing the trinity system it would have made more sense to make every class a hybrid that can fulfill at least two roles if traited correctly.
The tooltips are bugged.
And what stops you from turning off shroud?
I think spectral walk got now lot better though i must admit that i am going to miss shroud suicide life transfering (spectral walk-> go middle enemies drop wells and shroud to life transfer until SW takes you safety.)
You can still do this, you just have to manually activate the return.
New spectral walk is a double stun break that allows you to juke melee. Very useful.
If you’re using this build for PvP, replace Signet of Spite with Plague Signet so you have a stun break. Signet of Spite doesn’t do nearly enough to make up for its huge cooldown.
In PvE, if you aren’t comfortable with Epidemic, pick literally ANY other skill and you’ll do better than with Signet of Spite. I guarantee it.
Post it in the suggestion forum.
My entire point was that stacking condition duration does absolutely nothing if your dungeon party is already capable of hitting the debuff limit consistently which isn’t hard at all.
For soloing it’s perfectly fine of course.
Replace Signet of Spite with Epidemic and place those points in the Spite Tree anywhere else.
Yeah I mentioned that in the OP, but to be honest it’s generally a bad idea to be pushing against the bleed cap regardless of consumables. For those who discuss these things in the group before hand this item literally increases the amount of condition damage you do by around 40%.
Condition duration stacks additively, so assuming you already have the two condition duration improving talents in the Curses tree you will get less than a 40% damage increase, especially considering that not your entire damage comes from conditions.
Bleed effects are so abundant even in Power specs that it’s not hard to hit the cap even in a group with only one Condition damage focused member.
Unless you don’t hit the stack limit for bleeds in your 5 man group, this food won’t do much at all.
If it was a combo field type other than wall and wasn’t bugged, it would be good.
Female charr actually do look kind of like kittens.
“Healing skill” always refers to the sixth slot skill only. This is not a bug.
Am I just using it incorrectly or is it meant to miss pretty much all the time if my opponent does as much as move an inch in any direction? Anyone got any good tips on how to make sure this ability hits aside of using the hammer’s immobilize first?
If you’re having problems getting gold in events, just use Death Shroud more and spam Life Blast.
Works just as well without wasting a weapon swap on an underwhelming weapon.
Here’s how to fix it:
Go into the volume control in the task bar after launching the game. There should be a volume slider for GW2 there. Set it to 100%.
For some reason it keeps putting the volume slider for GW2 to very low values sometimes, not sure why this is happening.
Selling high level white/blue/green items to vendors is pretty much always more profitable than salvaging them. The monthly achievement is there to give people more of a reason to use salvage kits even at max level.
Add dungeon lockout timers. Give bigger rewards for completing them in return. Preferably lock people out of doing the same dungeon path more than once per day.
What this would do:
Reduce grind.
Prevent gold farming.
Make people play through all three dungeon paths instead of just the fastest/easiest one.
Keeps people playing longer since they can’t rush through content as fast.
So, necromancer is the only profession that hasn't received a single change (fix or balancing) from the release
in Necromancer
Posted by: Morelia.6835
You realize that almost all of the changes this patch are nerfs and not a single one of them is a bug fix?
For that caster boss in the first path of HotW, you must have projectile reflection, or you exploit it by a method I will not elaborate here.
Using dodge and LoS-breaking aren’t exploits.
No it’s not, you’re kittening your condition damage with that gear and way overloading your crit. Also, vitality is ALWAYS useful.
The additional bleed stacks easily make up for the slight loss in condition damage. As for Vitality, technically it is always useful, but killing faster helps you survive just as well as increasing your max HP by maybe 20%…
Is there any reason for Death Shroud to start at 0% at the start of a match
in PvP
Posted by: Morelia.6835
so you just expect your class to be able to 1v1 anyone…right..
When did being able to stand a chance in a 1v1 fight become too much to ask?
Power/Vitality/Condition damage gear isn’t ‘useless’, it’s the best gear you can use if you don’t have toughness/precision/condition damage gear.
Necromancers already have the highest health pool in the game along with a secondary HP bar, so Vit isn’t that useful on them. Without Precision, you will not be able to stack up any decent amounts of bleed to support your condition damage build leading to a massive decrease in DPS. Therefore Pow/Prec/Cond gear is your best bet if you don’t have access to Prec/Cond/Tgh gear yet.
Pow/Vit/Cond gear is useless for Conditionmancers. You need a good crit chance to apply as many bleeds as possible.
Is there any reason for Death Shroud to start at 0% at the start of a match
in PvP
Posted by: Morelia.6835
Warriors begin with 0 adrenaline, too.
Adrenaline naturally degenerates out of combat as far as I’m aware, so it should be balanced around the assumption that a Warrior generally starts a fight with no adrenaline. Life Force does not degenerate for any reason other than using it, so it makes absolutely no sense to have it be set to 0 at the start of a match.
Is there any reason for Death Shroud to start at 0% at the start of a match
in PvP
Posted by: Morelia.6835
I really don’t see the reasoning behind making the Necromancer the only class in the game that does not have proper access to their class mechanic in the first fight of any PvP match.
According to the tooltip of the skill, the duration of this skill should be 15 seconds.
Rework Death Shroud the mechanic is to hard to balance around
in Necromancer
Posted by: Morelia.6835
I like Death Shroud in that it adds some resource management to the game which is something i sorely miss from GW2. I really feel it doesn’t synergize with the class very much at all at the moment however, especially the underwater version which is really really bad aside of the AoE fear.
As others have pointed out, I also feel that it would be better if it didn’t give you a second HP bar but rather something like a reduction in damage taken. With a nerf like this it would be much easier to balance and could be made more powerful in the offensive.