Showing Posts For Muchacho.2390:

Axe vs Dagger Mainhand?

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Posted by: Muchacho.2390

Muchacho.2390

PvE balance in this game is a joke.

Better than PvP and WvW balance lol.

At least PvE has some semblance of the profession devs’ attention.

HAHAHAHAHAHAHAHAHAHAHAHAHAHA

HAHAHAHAHAHAHAHAHAHAHAHAHAHAHA

HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA

Every single nerf in this game, from the nerf to the already useless ranger pets, to the nerf to the already useless ranger shortbow, to the nerf on all revenant skills and energy costs, to the buffs to thieves and lack of nerfs to ele damage output, to the lack of nerf to PS warriors because nobody uses them in PvP.

Every single balance change in this game has been ruled by spvp and WvW whine.

Thief was doing 30% more autoattack damage with their non-meta sword weapon autoattack than mesmer’s sword autoattack, BEFORE THEY BUFFED THIEF AUTOATTACKS.

They only buffed necro axe and mesmer sword auto by 10% despite the fact they’re 40%+ behind other autoattack DPS in this game.

Because pvp.

Robert Gee: " We can’t buff necro axe to be competitive with ele staff or ranger longbow because axe has no projectiles to be reflected".

What about the horror nerf? That was clearly because of pve.

Maybe just maybe, they actually balance around all game modes but arent, lets say, the best at balancing?

You mean fear going through the defiance bar? Perhaps because warriors could do so as well and fear locking a boss was breaking fights completely.

Then again, so did Icebow and Thief headshot interrupts, but of course they took much longer to fix those.

No i mean the jagged horrors.

Axe vs Dagger Mainhand?

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Posted by: Muchacho.2390

Muchacho.2390

PvE balance in this game is a joke.

Better than PvP and WvW balance lol.

At least PvE has some semblance of the profession devs’ attention.

HAHAHAHAHAHAHAHAHAHAHAHAHAHA

HAHAHAHAHAHAHAHAHAHAHAHAHAHAHA

HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA

Every single nerf in this game, from the nerf to the already useless ranger pets, to the nerf to the already useless ranger shortbow, to the nerf on all revenant skills and energy costs, to the buffs to thieves and lack of nerfs to ele damage output, to the lack of nerf to PS warriors because nobody uses them in PvP.

Every single balance change in this game has been ruled by spvp and WvW whine.

Thief was doing 30% more autoattack damage with their non-meta sword weapon autoattack than mesmer’s sword autoattack, BEFORE THEY BUFFED THIEF AUTOATTACKS.

They only buffed necro axe and mesmer sword auto by 10% despite the fact they’re 40%+ behind other autoattack DPS in this game.

Because pvp.

Robert Gee: " We can’t buff necro axe to be competitive with ele staff or ranger longbow because axe has no projectiles to be reflected".

What about the horror nerf? That was clearly because of pve.

Maybe just maybe, they actually balance around all game modes but arent, lets say, the best at balancing?

Relentless Pursuit change suggestion

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Muchacho.2390

Chilling Nova despite just being useful during breakbar periods, which are tiny portions of a fight and whose procs are not exactly in your control, has been constantly nerfed as usual by sPvP centered balancing in this game.

I am pretty sure it does damage, so it is also useful outside of breakbar periods…

Infact the extra damage is probably the reason you take it in the first place.

The damage is pretty marginal. It’s like a power ranger taking the sharpened edges trait that causes bleed on crit because there’s no better option.

There’s a reason power reaper sucks so bad in PvE and condi reaper after the nerfs is lower middle of the pack.

Its actually more dps then the chill of death trait from the spite line and that trait is a master trait.

Major, not master. And that is also a bad trait.

Well its a major master trait, so master isnt wrong^^

And no it isnt a bad trait. Its pretty good for pvp. And for pve it is still best in slot.

(edited by Muchacho.2390)

Relentless Pursuit change suggestion

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Posted by: Muchacho.2390

Muchacho.2390

Chilling Nova despite just being useful during breakbar periods, which are tiny portions of a fight and whose procs are not exactly in your control, has been constantly nerfed as usual by sPvP centered balancing in this game.

I am pretty sure it does damage, so it is also useful outside of breakbar periods…

Infact the extra damage is probably the reason you take it in the first place.

The damage is pretty marginal. It’s like a power ranger taking the sharpened edges trait that causes bleed on crit because there’s no better option.

There’s a reason power reaper sucks so bad in PvE and condi reaper after the nerfs is lower middle of the pack.

Its actually more dps then the chill of death trait from the spite line and that trait is a master trait.

(edited by Muchacho.2390)

Relentless Pursuit change suggestion

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Posted by: Muchacho.2390

Muchacho.2390

Chilling Nova despite just being useful during breakbar periods, which are tiny portions of a fight and whose procs are not exactly in your control, has been constantly nerfed as usual by sPvP centered balancing in this game.

I am pretty sure it does damage, so it is also useful outside of breakbar periods…

Infact the extra damage is probably the reason you take it in the first place.

Advice on a more supportive Necromancer?

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Posted by: Muchacho.2390

Muchacho.2390

Necros arent really a supporter profession unless you see the non damage conditions as support also you consider debuffing as support. I dont, so keep that in mind when i talk about support.

That said necros do have some unique support traits. Transfusion, to my knowledge, is the only thing in the game that can move downed allies and get them out of a dangerous spot. Necros also are the only profession that can stop the natural degen in downstate and have a lifeleech aura. But thats only one traitline.

The lack of a support weapon/shroud and medicore support utility skills make it impossible to make dedicated support necro.

Though i think at some point we will get a necro support elite spec, with support shroud and support weapon etc.

Terrormancer still viable?

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Muchacho.2390

Terror has been dead for years. Necromancer does not have enough access to Fear to make it worth building a Terrormancer. Fear durations are short, the skills are few, and they are on longer cool downs. There are plenty of fear-related traits but they are scattered too widely given the relative ease of cleansing and low impact to an opponent’s health.

Fear is a condition that also works like a control effect so it can be cleared by both condition clears and stun breaks. Terrormancer used to be a power-build variant, if i remember correctly. Adding condition damage through Terror sounds interesting but the reality is that Fears were nerfed

Terror is in Curses, a trait line that focuses on bleeds, poisons, and corruptions. However, consider the rest of the Fear-related traits:

  • Terrifying Descent – Curses – proc’s when taking falling damage
  • Reaper’s Protection – Death Magic – proc’s when receiving a control effect
  • Fear of Death – Soul Reaping – adds duration in a cleanse-happy game and proc’s a Fear when being downed
  • Terror – Curses – adds condition damage to infrequent, short-lived Fears instead of corrupting boons on your opponent
  • Shivers of Dread – Reaper – proc’s a Chill when an opponent receives Fear and received a 33% Chill duration reduction from 3 sec to 2 sec in April’s Chill nerf extravaganza

The most frequent and reliable source of Fear is shroud (Doom/Terrify/Wave of Fear). After that is Reaper’s Mark. Spectral Wall and corrupting Stability are much less reliably proc’d. None of the Fear sources are frequent enough to develop a build around Fear due to all of the cleansing available.

Necromancer would need another weapon with a Fear on it for on-demand availability. The traits could use a rework, too. Annoying your opponent with a short Fear after taking a major hit is just weak.

Good post. Terror should be a minor trait to replace soul comp in the death magic line imo

I disagree terror should NOT be in the deathmagic line. Its fine in curses.

Soul comprehension needs a rework though.

Lingering Curse

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Muchacho.2390

I have a question about LC and instead of a new thread, I’ll post it here. The 50% duration increase goes off the base duration of the skill, but doesn’t add to the duration cap. Got that. Does the duration increases from Expertise stat/food/traits/etc work off the originial base duration of the skill, or the LC modified duration of the skill?

Actually it doesnt matter mathematically since multiplication is commutative. Important is only to know that LC is an extra factor in the equation and independed of the normal condition duration value.

Also something like this:

Conditionduration=baseduration * LCextraduration (which is 1.5 and only works for conditions on scepter) * Durationmultiplier (which is 1+x/100)

where x is the condition duration in your herosheet (given in %) and x is a number between 0 and 100 (100 is the hardcap).

That’s the thing. Maybe gw2skills.net has their math wrong, but the durations seem to operate additively on there. As in:

baseduration + (50% of base from LC) + (all other duration gained from other stuff up to 100%).

If their math is wrong on the build editor, then that’s cool, I just wanna know.

Well the x in my fomular is actually the sum of most condition duration increases (runes, sigils, traits with LC as exeption, etc).

But yeah their formula has to be wrong because with 100% condition duration (in the herosheet) and the LC trait the bleeds from grasping dead are 30 sec. If the LC trait would be added to the duration increase it would be only 25 sec(=10*(1+1+0.5)), while multipling it gives the correct 30 sec.

Maybe i also should at that LC is a special case, since most other condition duration increases are actually additve (until the hard cap of 100% of course). The people from gw2skills.net probably simply didnt bother to change the formular extra for LC.

(edited by Muchacho.2390)

Lingering Curse

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Posted by: Muchacho.2390

Muchacho.2390

I have a question about LC and instead of a new thread, I’ll post it here. The 50% duration increase goes off the base duration of the skill, but doesn’t add to the duration cap. Got that. Does the duration increases from Expertise stat/food/traits/etc work off the originial base duration of the skill, or the LC modified duration of the skill?

Actually it doesnt matter mathematically since multiplication is commutative. Important is only to know that LC is an extra factor in the equation and independed of the normal condition duration value.

Also something like this:

Conditionduration=baseduration * LCextraduration (which is 1.5 and only works for conditions on scepter) * Durationmultiplier (which is 1+x/100)

where x is the condition duration in your herosheet (given in %) and x is a number between 0 and 100 (100 is the hardcap).

(edited by Muchacho.2390)

[Idea] Spectral walk needs SUPERSPEED.

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Posted by: Muchacho.2390

Muchacho.2390

I doubt Anet would ever give us superspeed (atleast for core necro) since we are supposed to be the “slow” class. So i think we should go with something more realistic.

I get what youre saying but we gotta push them from their wrong path. They sometimes surprise us like when we randomly got corrupts on an autoattack.

So id push for a simple addition of existing effect, rather than each individual having rework or new mechanics ideas.

Well a corrupt on an autoattack is more in line with Anets theme for necros though…

I mean giving superspeed to necros is like giving chill to warriors.

Life Steal/Siphon questions

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Muchacho.2390

All siphons (except Dagger 2, which I believe is coded specially) ignore Armor and damage reduction of any kind.

Actually dagger 2 isnt the only one that doesnt ignore armor and dc. SoL and our downstate auto life leech also get effected by armor and dr. Those skills also can crit, which other siphons cannot do.

Signet of the Locust is armor ignoring and can’t crit. It’s a true siphon.

Thats wrong it can crit and it doesnt ignore armor. Test it if you dont believe me i am 100% sure of it.

[ELITE CLASS] the death Knight

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Muchacho.2390

I always cringe when I see an ESpec suggestion that looks taken straight out of WoW. Plagiarizing other known franchises is just lack of creativity.

I disagree. Lots of MMO’s borrow ideas from each other and make small changes to them. GW2 had the Lifeforce mechanic first. WoW gave shadowpriests insanity later in Legion. Insanity is essentially the same as Lifeforce but gives damage instead of a health bar and builds from using skills instead of enemy deaths and is faster paced because of it.

That’s different, and you know it. Something mechanical like that isn’t plagiarizing since GW2 was hardly the first one to use it.

But making a class and calling it a DEATH KNIGHT isn’t about mechanics, it’s about creative and intellectual property. It would infringe on copyright issues even if it was nothing like the DK’s in WoW. It could be dancing around in a Hawaiian skirt shooting bunnies out of a ballista but if it’s called a Death Knight, it violates on that copyright. Mechanics don’t violate copyright since they are shared property.

No, naming it death knight isnt the problem. Heck blizzard werent even the first one to name something death knight. D&D for example had death knights way before blizzard.

That said i doubt Anet will go the death knight route.

AFAIK D&D has Blackguards but no death knights

Nope see https://en.wikipedia.org/wiki/Death_knight_

[Idea] Spectral walk needs SUPERSPEED.

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Muchacho.2390

I doubt Anet would ever give us superspeed (atleast for core necro) since we are supposed to be the “slow” class. So i think we should go with something more realistic.

[ELITE CLASS] the death Knight

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Posted by: Muchacho.2390

Muchacho.2390

I always cringe when I see an ESpec suggestion that looks taken straight out of WoW. Plagiarizing other known franchises is just lack of creativity.

I disagree. Lots of MMO’s borrow ideas from each other and make small changes to them. GW2 had the Lifeforce mechanic first. WoW gave shadowpriests insanity later in Legion. Insanity is essentially the same as Lifeforce but gives damage instead of a health bar and builds from using skills instead of enemy deaths and is faster paced because of it.

That’s different, and you know it. Something mechanical like that isn’t plagiarizing since GW2 was hardly the first one to use it.

But making a class and calling it a DEATH KNIGHT isn’t about mechanics, it’s about creative and intellectual property. It would infringe on copyright issues even if it was nothing like the DK’s in WoW. It could be dancing around in a Hawaiian skirt shooting bunnies out of a ballista but if it’s called a Death Knight, it violates on that copyright. Mechanics don’t violate copyright since they are shared property.

No, naming it death knight isnt the problem. Heck blizzard werent even the first one to name something death knight. D&D for example had death knights way before blizzard.

That said i doubt Anet will go the death knight route.

(edited by Muchacho.2390)

Life Steal/Siphon questions

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Posted by: Muchacho.2390

Muchacho.2390

No, stacking healing power is not worth stacking especially in pve.

Dhuumfire?

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Posted by: Muchacho.2390

Muchacho.2390

Yeah, Lingering Curse only condition duration from scepter’s skill.
With 50% base condition duration your scepter’s skill have capped duration.

Wrong. Lingering curse doesnt count for the max duration (see https://wiki.guildwars2.com/wiki/Lingering_Curse). Lingering curse increases simply the base duration of all scepter conditions. So for example your bleeds of grasping dead will be 15 sec multiplicated with your condition duration modifer. With 50% condition duration that would be 15*1.5=22.5 sec. Capped condition duration without the trait would give only 10*2=20 sec (with the trait it is 30 sec). So there is a difference.

Life Steal/Siphon questions

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Muchacho.2390

All siphons (except Dagger 2, which I believe is coded specially) ignore Armor and damage reduction of any kind.

Actually dagger 2 isnt the only one that doesnt ignore armor and dc. SoL and our downstate auto life leech also get effected by armor and dr. Those skills also can crit, which other siphons cannot do.

"Chilled to the Bone!" is so OP

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Muchacho.2390

Its a really good elite skill without doubt but i am not sure if i would agree with the notion that the skill is op.

It has roughly the same casttime as gravedigger and a, in my opinion, obvious tell. So if you cannot dodge it i can only assume ether you are bad at doddging, you didnt see it or there was some sort of setup (e.g. your were cced).

Also the skill doesnt cause bleeding baseline. The bleed comes from a trait. But if you include traits it also causes vulerability (3 stacks) and other nasty stuff (weakness, boon hate, condi transfer etc.). But CTTB is probably the worst option to proc all those traits.

The stability and most of the cooldown reduction depends on enemies hit (e.g you wont get any stability if you dont hit anyone). So yeah it can have a big impact in the game when used at the right time but due its high reaction window it also can rather easily be avoided, which makes it hard for my to see the opness of the skill.

Shroud: Toughness Vs. VIT

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Muchacho.2390

In wvw, for roaming/solo play, I find an about even mix of vitality/toughness to be optimal. Most fights start at full life force but your healing is pretty abysmal.

Not surprising since a mix of both gives you the most ehp but in pvp mixing stats isnt possible.

Shroud: Toughness Vs. VIT

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Muchacho.2390

Offensive modifiers should apply first since they originate from the attacker and not the thing being hit.

Actually all variables should be multiplicative and therefore it shouldnt matter thanks to the commutative properties of multiplication.

But then again i dont know the exact formula Anet is using for the modifiers but i would imagine they are all simply extra factors (e.g 10% extra damage is 1.1 etc.)

Shroud: Toughness Vs. VIT

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Muchacho.2390

Shroud and empowered protection from tempest via hardy conduit gives you a 50/70(85)% damage reduction alone to condi/direct(weakened hit) unless its that hit/tick that knocks you from shroud.

I am pretty sure hardy conduit protection effectiveness increase only works on the ele himself (e.g when the ele as the protection buff on him no matter who gave it him, he gets the stronger dr but protection given out by him only gives the standard 33% dr). So i am not sure why you would even mention it.

Though i admit the current tooltip may be missleading… the tooltip of the original trait earth proxy was more clear (see http://dulfy.net/2015/08/10/gw2-tempest-elementalist-elite-specialization/), before it was merged with hardy conduit.

Shroud: Toughness Vs. VIT

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Muchacho.2390

This is wrong. Go into the mist lobby with base hp, you will have exactly 15245 with SR which means with VP you lose exactly 305 LF every second. Cast BiP, it will cause you to lose 80HP/s but when you enter shroud you will only lose 345 LF a second hence it is cutting condi damage in half. Cast CB and the poison hits out for 34 damage but you lose 322 LF a second..etc etc. I literally just tested this and its one of the reasons vit can be seen as more valuable than toughness.

The damage reduction doesnt show in the damage log though. So maybe there is where the confusion comes from.

How to make core necro viable again

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Muchacho.2390

For those of you that dont know. Dark path actually used to be ground targeted (with 900 range) but it was changed in the beta so it is unlikely that Anet will ever undo it. It doesnt fit with Anets idea that necros are slow.

[ELITE CLASS] the death Knight

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Muchacho.2390

Sorry but i dont think Anet will ever change armor classes with e-specs. So every of our future e-specs will be light armored.

Our heals are so bad - ideas for changes

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Muchacho.2390

I know that but i am not convinced. Not that it even matter as long as deathmagic is in a bad state.

#replacesoulcomprehension2017

That i fully agree with.

Our heals are so bad - ideas for changes

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Muchacho.2390

No he is right. The healing from US needs to be buffed though doubling the output is probably too much. I think the base healing should be around 200. And i think you overestemate the usefulness of auto-shrouding. Not that is bad but with proper shroud use it is only in a few cases good.

I really don’t agree on overestimating the usefulness of auto-shrouding. It does a lot of work especially with tools like BB/Spiteful Spirit which gives you at most an instant 850 hp with no healing power as soon as it fires. You can do weird stuff like back-to-back deathshrouding, you can bait bursts by manual DS dropping and allowing the burst in groupfights, it will protect you from Moa, you can do a lot of work with it.

Just with BB/US healing, granting you many heals per second while you’re spamming AA with Spite and Strength sigil, I have a hard time really saying that it should be buffed.

I know that but i am not convinced. Not that it even matter as long as deathmagic is in a bad state.

Melee needs to hit much HARDER than RANGED

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Muchacho.2390

false for necros they had one of most powerful disengaging tools(fear) that in this meta is not used or the few they equiped is used on ofensive maners not implies that they cant kite
and the same for other classes , that meta uses some things that not implied that their are designed around another ideas and all clases minus the heavy ones and thief are designed around ranged

Thats wrong.

Necros never used fear as disengaging tool. Without traits the necro fears were never long enough for disengaging (hence a terrible tool for it) and were more used for interrupts. And with traits fear was mainly used for condi bursts (terror).

better disengaging that foe runing far from you and you can move in oposite direction to get a better distance gap????
that they never or rare used that not means that is a good tool for that

I think you overestemate the distance you will get from necro fears. Most of them are really short baseline and they can be stun broken or condi cleansed (by allies or instant cleanses). Which makes them wastly inferior to movment skills. Believe me if they were such a good disengage tool more necros would take thier fear skills.

Melee needs to hit much HARDER than RANGED

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Muchacho.2390

false for necros they had one of most powerful disengaging tools(fear) that in this meta is not used or the few they equiped is used on ofensive maners not implies that they cant kite
and the same for other classes , that meta uses some things that not implied that their are designed around another ideas and all clases minus the heavy ones and thief are designed around ranged

Thats wrong.

Necros never used fear as disengaging tool. Without traits the necro fears were never long enough for disengaging (hence a terrible tool for it) and were more used for interrupts. And with traits fear was mainly used for condi bursts (terror).

Melee needs to hit much HARDER than RANGED

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Muchacho.2390

Hot screwed this up when light classes started going into melee range face ranking heavy classes damage.

Thats wrong though. Pre Hot d/d eles were one of the best melee builds and could go toe to toe with other melees.

How to make core necro viable again

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Muchacho.2390

Actually base necro is more viable then you think. Personally i just dont want to play it because reapershroud is so much more fun.

Our heals are so bad - ideas for changes

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Muchacho.2390

Yeh thats what regen should do. If in shroud it should give regen to your life force. In addition, traits like unholy santuary need more healing. It should have its healing increased by around 100% at least.

I don’t think Regen should increase your LF. Regen should just heal through shroud.

Maybe Blood Magic should Unholy Martyr replaced with “Regeneration on you grants 1% life force when it ticks” or something.

Unholy Sanctuary should not be buffed. It is not a bad trait and if the rest of the tree were viable it would be worth thinking about simply for the sake of auto-shrouding.

No he is right. The healing from US needs to be buffed though doubling the output is probably too much. I think the base healing should be around 200. And i think you overestemate the usefulness of auto-shrouding. Not that is bad but with proper shroud use it is only in a few cases good.

Our heals are so bad - ideas for changes

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Muchacho.2390

It should heal through shroud. That would make it viable and would not be OP

It doesn’t atm? Thought it did
Absolutely needs to yeah

No it doesnt.

Anet also needs to do something about the regeneration boon. We can keep it up permantly easily (depending on the build ofc) but yet it doesnt do anything while in shroud. If the healing in shroud is to strong (which i seriously doubt) it should do something else while in shroud (like 1% lf per sec).

Idea to buff staff

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Muchacho.2390

Making auto so it slightly hits out of its own range (like many bows, ele fireball etc) so it can be used to hit SMC inner cannons. I always feel useless when the zerg is cannon killing and im sat their with no range high enough to hit them.

Fun fact it actually used to have a slightly longer range but Anet fixed it.

Going back to the idea of buffing staff… yeah i wouldnt say no to thing like faster aa or 100% projectile finisher but honestly we have weapons that need much more attation then staff does (i am looking at you greatsword).

Our heals are so bad - ideas for changes

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Muchacho.2390

Also, you forgot Vamp Signet, and its leeching charges don’t heal through Shroud either.

Actually the healing charges work though shroud when it comes from the healing skill but not when they came from the bloodmagic trait blood bond. Atleast that was the case when i tested it some long time ago. I even remember making a bug topic about this in the bug section (which obviously it has to be when one works while the other doesnt).

Infact it is even stated in a offical patch note (see https://wiki.guildwars2.com/wiki/Signet_of_Vampirism) that the healing charges work though shroud.

Don't be that guy

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Muchacho.2390

I ended up playing axe/focus + dagger/warhorn.

It is situational. E.g. GS works better vs. Warriors than Dagger/Warhorn. That blind when he goes berserk is a lifesaver.

Blinds doesnt work well against warriors. They have alot of condi clear and resistance so they can cover their berserk if they want to. Of course that donest mean most warriors will do so.

DC/Crashes should NEVER take away your reward

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Posted by: Muchacho.2390

Muchacho.2390

The issues with 32-bit is a Windows problem, you could have 16g of ram but windows only sees less than 4gb.

That is only be a problem with a 32-bit version of windows. Here is a wiki article about this (https://en.wikipedia.org/wiki/3_GB_barrier). And if i understand correctly it is more of a licensing problem.

64-bit versions of windows dont have this problem.

Axe, why all the hate?

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Muchacho.2390

Well axe is probably the weapon that recieved the most buffs of all weapons. That fact alone should be a good indication how terrible the weapon was at the beginning.

Engi Flamethrower would like a word ^^

Sorry but i think axe got more buffs then flamethower. Though its could br close.

Necrotic Grasp

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Posted by: Muchacho.2390

Muchacho.2390

I thought they buffed and normalized all of the projectile speeds a while back.

No that never happened.

Necrotic Grasp

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Muchacho.2390

I dont know about posion, staff already has poison on chillbrains.

I would rather see a faster casttime/projectilespeed.

Signets & Deathshroud...

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Muchacho.2390

Honestly i dont think it is that big of a deal. Designwise shroud has bigger flaws then signets (or any 6-0 skill) not working in shroud. I think the interaction between healing and shroud (or better said the lack of) is designwise much worse.

Axe, why all the hate?

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Muchacho.2390

Well axe is probably the weapon that recieved the most buffs of all weapons. That fact alone should be a good indication how terrible the weapon was at the beginning.

It also doesnt help that the weapon is rather boring to play with (my personal opinion).

That said i think currently the weapon is ok for pvp. For pve i dont really think you should use it unless you need the range in a power build.

Soul Comprehension rehaul

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Muchacho.2390

Why not stayin simple :

Tormentor’s comprehension : Whenever you corrupt a boon, you gain 1% life force 1 second ICD.

Keeping the idea of the trait and making it a fit for the forever LF starving condibuild that actually make sense.

Thats not a good idea for a minor trait because not every necro build even has corruption skills/traits. Minor traits should always be more general.

Also i dont think it suits deathmagic at all which is supposed to be a more defensive minion orientated traitline. Boon hate is more a spite/curses thing.

Anyone can use a scepter and corrupt a boon every 3 attack. Everyone can take an axe and use skill#3.

The purpose of soul comprehension is personal sustain what I propose is exactly that except that it fit more condi spec than power spec since condi spec will take scepter no matter what.

Also… in death magic we do have a trait that’s called corruptor fervor which take advantage of us using condition on foes.

There is a difference between conditions and boon corruption and unlike with conditions, boon corruption is not present in every necro build (also you can build a necro without any boon corruption). Hence it is a bad idea to make a minor trait dependend on boon corruption (like it was a bad idea to make it dependend on minions see the old reanimtor minor trait).

Also corrupters frevor is a terrible counterexample because first it isnt a minor trait and second it isnt dependend on booncorruption but conditions (which as i already said is in every necro build).

Infact if you had said conditions instead of boon corruption it would be fine for a minor.

Movement Speed Bonus Runesets

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Posted by: Muchacho.2390

Muchacho.2390

Before necros were the best 1 vs 1 classes in the game and there weakness was they were slow.

Necros always had a 25% ms speed signet (not counting the beginning of gw2 when it was only 10% but that was a long time ago) and given the fact that the meta build was/is signets for a long time (and before that swalk as a stable which is 33%ms)… i dont think more ms runes will incease necros mobility in anyway but it may allow more different builds.

Upcoming Changes to Skills

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Posted by: Muchacho.2390

Muchacho.2390

Can we expect reaper GS changes? I find the weapon rather underwhelming….

PvP upcoming skill changes

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Posted by: Muchacho.2390

Muchacho.2390

What do you guys expect? Anet thinks necros are in a good place, so those changes are hardly surprising.

Though the lack of GS changes is disappointing.

Soul Comprehension rehaul

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Posted by: Muchacho.2390

Muchacho.2390

I suggest making it like this:

Stable Soul
When you gain Stability, gain an extra stack. Gain Life Force when Stability is applied to you.
Stability. Lasts 2 secs.
Life Force: 1%
1 second internal cooldown.

Thats a bad idea since deathmagic doesnt really offer any stability.

It would probably better to use protection instead (a boon you actually get from deathmagic).

Soul Comprehension rehaul

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Posted by: Muchacho.2390

Muchacho.2390

Why not stayin simple :

Tormentor’s comprehension : Whenever you corrupt a boon, you gain 1% life force 1 second ICD.

Keeping the idea of the trait and making it a fit for the forever LF starving condibuild that actually make sense.

Thats not a good idea for a minor trait because not every necro build even has corruption skills/traits. Minor traits should always be more general.

Also i dont think it suits deathmagic at all which is supposed to be a more defensive minion orientated traitline. Boon hate is more a spite/curses thing.

Spectral armor in DS.

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Posted by: Muchacho.2390

Muchacho.2390

The tooltip was fixed long time ago…

Death magic Rework Suggestion.

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Posted by: Muchacho.2390

Muchacho.2390

Unholy sanctuary has the same numbers as regeneration and given our average shroud uptime, the numbers are not good enough for a GM trait. The base healing should be higher imo (around 200 i think is a good number).

Yeah the passive shroud activation is situationally useful but for someone who knows to use shroud properly it isnt really needed.

In the end US is like most other deathmagic traits medicore at best. Only shrouded removel is good but it isnt good enough to carry the line.

condi damage is the worst thing is this game

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Posted by: Muchacho.2390

Muchacho.2390

…every class that can’t 900-1200 range condi spammers? or have evasive skills on their weapon set? or that have opportune condi clear? and they’re forced at melee range regardless where they just have 2-3 dodges and no major dmg mitigation?

Well its good thing then that there isnt a class that lacks all the things you mentioned…