Showing Posts For Noble.3647:
Ehh… that’s only your definition. Point still stands, thief doesn’t have good “practical stability” by your definition.
As a Thief, you do not NATURALLY have access to Practical Stability (if you keep using the skill while you have it), but you DO HAVE ACCESS to PRACTCAL STABILITY if you Exit the skill. AND you can get Access to that PRACTICAL Stability EVERY 90 Seconds. Necros do not – even Entering & Exiting DS after Wasting 30 Points to Get a Grandmaster Trait (FitG) just for stability, you have <3s of Stability; THIEVES GET c. 8 Seconds!! AND THEY DO NOT HAVE TO TRAIT TO GET THOSE 8 SECONDS OF STABILITY!
-You asked for stability, I showed how you could get 5 seconds of it every 10 (or 7, traited) seconds. Yes. Five seconds of stability every 7 seconds. Hello? That’s kind of a lot? You can heal by popping in and out of Deathshroud. Pop in, pop out. 5 seconds of stability. Safely heal away… walk for 2 seconds. Oh look, DS is already recharged. I was only susceptible to CC for 2 seconds, kinda nice if you ask me.
/hits repeat at a higher volume
If EVERY PROFESSION has to TRAIT (& USE Boon RUNES/FOOD) for Practical Stability, then your idea would Be Fair. BUT SINCE NO OTHER PROFESSION HAS TO DO THAT – EVERY OTHER PROFESSION GETS ACCESS TO PRACTICAL STABILITY (or Diversion or whatever) WITHOUT TRAITS/BOONS/FOOD [Every Other Profession get it through SKILLS] then it is NOT FAIR: It is Discriminatory to single out a Single Profession & punish them in any such way.
You expect a thief to stand around with stability, ready to take hits?
Um, no. Thieves NEVER just “Stand around” & “take hits” (if they can help it) – that is why you go invisible & escape &/or backstab &/or Heal, etc. Because that is what Thieves do.
No. Sure, they could waste their WHOLE elite skill for a simple 8 seconds of stability, which they will waste
ROFLMAO!!!!! You speak of a “simple 8 seconds of stability” of wasting your “WHOLE elite skill” which will be “wast[ed]” (though you can get it every 90 seconds) – yet you want a Necro to WASTE 30 points in a Trait line & WASTE their Runes/Food to get about half that much stability. Wow. So ironic.
A good thief is a “killing machine” not because of “8 secs of stability” but cuz of… well.. they do what thieves do.
Right, thieves do NOT need Stability because you have the single most Over Powered effect in the game: STEALTH/INVISIBLITY. It causes loss of target (which devastates necros, who rely upon ranged weapons more than ANY other profession). It allows you to flee or attack or heal or whatever you want to do – ALL UNSEEN.
Those sources of stability are sure as hell better than a waste elite skill for 8 seconds.
O_o
As a thief you do not value stability because you do not need it, having 9+ different ways to Stealth.
And I just wish that you understood how hilarious your statement is – AGAIN you are complaining about ONLY getting 8 SECONDS of PRACTICAL Stability (where you can do ANYTHING you WANT – Even STEALTH), and yet you want Necros to spend an entire Trait line & ALL their Runes to get less than 8 seconds of stability. All you have to do is pop an elite.
-What I meant is this. You get 20 seconds of stability with Plague vs. 8 seconds with Dagger Storm. Plague’s cooldown is TWICE as long as Dagger Storm but it provides stability which is almost 3 times longer.
8×3 = 24 not 20. And while using Plague or Lich, Necros get NO HEALS, NO UTILITY SKILLS, NO CLEANSE (ok, Lich may let you once?). You can do all of those in the 8s you can get from DS.
-Yes it’s once per second but that’s basically the only useful skill on Plague form.
THANK YOU Plague form is pretty useless. So is Lich for that matter.
You can put 10 points in Curses (Chilling Darkness).
You know you have already used up 40 Trait points, right? 30 in SR & 10 here in Curses, and considering you spent all of your runes on Boon extension, I am a little concerned about your build.
Let’s be honest, though. The problem with necro isn’t the lack of access to stability, it’s the fact we lack things to supplement it as a defense. Blinds are good, but ours have long cooldowns. Since we lack any other real defensive measure, we need higher access to stability (or some other answer to CC) to be really viable on the defensive front.
Agreed.
1) It is MUCH More Difficult for Nercos to (accumulate Life Force) to use our Professional Mechanic (Death Shroud) than it is for ANY Other Profession to use Their Professional Mechanic. EVERY other Profession either a) Gains 100% access to their Professional Mechanic either Instantly (Eles & Guards & Engis & Rangers), b) Quickly over Time (Thieves), c) Gain 100% with a Single UTILITY (&/or Weapon) Skill (Warriors), or by Using 2 Skills (Mesmers). And those who (last 2 who) use Weapons Easily get 33%-70% with a SINGE Weapon Skill; Necros get at most c. 10% with a Utility Skill & 2%-12% with a single weapon attack.
2) We have No Shadowstep/Leap/etc. to cover ground Quickly (fleeing or giving chase).
3) Necros are the ONLY profession WITHOUT ANY Practical Stability.
4) Necros have far fewer Interrupts than Any Other Profession – Necros are the ONLY profession WITHOUT ANY Knock-downs/backs or Launches, and Nercros have No Stuns, etc. We rely upon Fear which is a Curable Condition & which is a shorter Fear than other professions get (oh the irony). Fears can be counter productive if you want your prey closer to you rather than further away (e.g., if you have a Main-Hand Dagger).
5) Necros are the ONLY Profession WITHOUT ANY Skills that can Block (or even Evade) an attack.
6) Necros are the ONLY profession WITHOUT ANY access to “Invulnerability” (or Evasion Skills).
7) Necros are the ONLY profession without normal access to Vigor.
8) Necros are the ONLY Profession with NO Close-Range (#1) AOE-arcing attack.
9) Necros are the ONLY Profession with NO access to Heal/Utility/Elite skills while using their Profession Mechanic.
10) Necros have the Incredibly Stupid, Meandering Minions – without any real control over them: They too often ignore who you are attacking & who is attacking you; they prefer to pick their own targets; Even if you Force them to attack a target, they too often forget that they are supposed to continue attacking that target (even though you are still attacking it). Unlike the summoned creatures of other professions, they do not start recharging once summoned. Etc, etc.
For an example, thieves do have worse access to Stability than necros do.
No, as stated above – Thieves can get 8 seconds of PRACTICAL Stability every 90 seconds; Necros have NO PRACTICAL Stability (unless they trait for it, but having to trait for it is ASININE). Now, as many have said – Necros can get IMpractical Stability with Elites (but Cannot Heal, Cannot Cleanse, Cannot use Skills, Lose ALL Minions, and are NOT IMMUNE TO IMMOBILIZE) – those 2 elites are just impractical. The Lich is especially impractical as you get no armor boost but are suddenly the BIGGEST Target on the field – ever tried using that in a WvW battle? Not a good idea. Unless you want to die quickly.
AND to conclude
I wish to clarify, I did not Mean to say that “Antitoxin Spray” & “Consume Conditions” are the Same; what I was saying is that they are pretty similar:
1) Both Heal
2) Both Consume Conditions
3) Both Heal more for Each Condition Consumed
I don’t know of other heals that do #3 – do you? That was Unique to Necro’s CC, was it not? Well, it was until Anet gave it to EVERY Profession. That Irked me, as CC had been special (for Necros only), then it was deminished – now that EVERYONE has a Purge that Heals. And, what made it worse, AS is an AOE HEAL; CC is not. That was the icing on the in-your-face cake.
Hope that clarifies things.
Lastly, not to insult you – but, using your example, “after using [AS] you were still BLEEDING AND/OR ON FIRE” you forget that if you were a Mesmer (or some other professions that UNTIL A.S. WAS ADDED did NOT have a Healing Purge) not only Would you STILL be “BLEEDING AND/OR ON FIRE” you would also STILL be SUFFERING from POISON AND/OR TORMENT AND/OR CONFUSION AND/OR TOXIC POLLEN, if you did not have Antitoxin Spray – because (from have I have read) not Every Profession had a Healing Purge UNTIL AS was Added.
I then used the argument that since Anet is giving EVERYONE a Heal that Consumes Conditions, why not give EVERYONE a Skill that offers PRACTICAL Stability – for the purposes of analogical reasoning.
In addition, since you brought up play style & seem to be a Necro expert, please tell me how you purge your conditions while [on land &] in Death Shroud – because I have not figured that one out yet, because it seems to me that Necros are the ONLY PROFESSION that Cannot Access HEALS or SKILLS & their Professional Mechanic [Death Shroud]. Which, I believe would make Death Shroud more of a Death TRAP than anything.
@MethaneGas
Practical Stability = Beneficial Stability = Stability that allows you to use HEALS & SKILLS while maintaining Stability.
Also, Practical Stability would NOT Include HAVING to TRAIT for it – especially when that Trait is a Grandmaster Trait like FitG.
Practical Stability would also NOT include having to equip boon runes (or trait for boons) just to make the stability last a reasonably amount of time (meaning a time comparable to the stability of other professions).
On Thieves canceling DS – you have 8 seconds of stability, plenty of stealth, shadowstepping & Healing, so you are far from dead. Infact, with skill and that stability you could be a killing machine. If not, ask Nagato how to improve your play style, he seems to have suggestions.
Once again the 2 Necro Elites that offer stability do NOT OFFER PRACTICAL STABILITY (see definition above). Not sure what you mean by them having 3 times the stability either. You don’t get constant blinding – its once a second with Plague, and ONLY if you use the blinding skill – and thieves & warriors & mesmers & more can attack SEVERAL times a second so only the initial attack will be blinded the others will not be blinded. I don’t think plague chills, and even if it did – I don’t think Thief [weapon] attacks are really affected by chills THOUGH THEY SHOULD BE.
Again, you are ASSUMING that ALL Necros put 30 points in Soul Reaping just to get FitG. That is an illogical assumption & above all does not meet with the requisites of PRACTICAL Stability (see above).
If you want to talk about a Thief Stealing – WHY IS IT that the THIEF Steals Fear from a Necro & yet the STOLEN Fear last 3x LONGER than the Necro’s Fear??? Talk about UNFAIR!!
@Nagato no Kami
Ok, that explains it – you were responding to my sarcastic remark as if it were serious. Sorry about the confusion – what I was trying to point out there is how Completely UNFAIR it is to force Necros to get the GM trait FitG & enter DS just to pop out of it for the 3s of Practical Stability (though it is not very practical if you waste your access to DS), when NO OTHER PROFESSION has such a constraint [namely requiring a GM trait to get PRACTICAL Stability – Every Other Profession gets it from skills]. Basically, I was saying that (as per your argument) if Necros have to waste 30 points in a GM Trait just to get Practical Stability, then it’s only fair that EVERY Profession have to do that [waste 30 points in a GM Trait just to get Practical Stability].
Again, I negated WoP as being NOT Practical Stability – because it does not allow Necros to activate 2 (of the 3) Heals (& may not allow the 3rd), and the WoP stability is not long enough to allow for Necros to Activate MANY of their Skills. If you augment your Scepter with an Off-Hand Dagger, then you are TOTALLY Screwed, because the Scepter offers Very Little DS & the Off-Hand Dagger offers NONE. It is a bit like the staff, only having One Attack that gives you DS (and do not mention traiting for staff DS – which is assninine, because NO OTHER PROFESSION is So Constrained). I don’t know why Anet has chosen to make it so impossibly hard for Necros to get a usable amount of DS (most notably in a One-on-One PvP duel, where it can be IMPOSSIBLE), but as I said, that is another post.
Thieves only get stability while using a channel skill (and elite at that), so the point remains that we still have better practical access than they do.
Assuming you mean Dagger Storm? If so it is WAY more practical:
Because Thieves can activate poisons & signets while while using Dagger Storm. MOREOVER, they can cancel out of Dagger Storm AND KEEP the 8s of Stability – meaning they can use HEAL, AND ALL USE SKILLS while Stable!!
Also, They can get that 8 Seconds of Stability EVERY 90 Seconds, much shorter than most of the Necro elites.
And did I mention that Thieves also have have NINE ways to get into &/or escape Combat using the Shadowstep mechanic – some of which can be used to cover ground quickly, and they have TWO Leaping attacks???
Necros have Two ways to escape combat, but NO GOOD way to cover ground quickly – as when infiltrating or fleeing.
Oh, and … Thieves have MORE THAN A DOZEN WAYS TO STEALTH/CLOAK/GO INVISIBLE!!! – which is the SINGLE MOST POWERFUL Effect in the Game.
Maybe if Necros had a few more ways to cover ground, maybe some invisibility (like Mesmers get x4+), maybe some Evasion (like Mesmers & Elementalists [the other 2 Scholar Professions] get … or and Thieves get Evasion too), then maybe not having practical stability would not be such a big deal.
Why should other professions only have stability as a GM trait? Necros don’t have this limitation.
O_o
It was your mention of the GM Trait Foot in the Grave “trait for stability” :
Actually, you can. If you need to cleanse, just pop in and out of DS. You’ll still have stability in normal mode.
You said that is the ONLY way that we can gain access to Heal & Skills while having stability, did you not? That makes it a severe limitation, to have to put 30 in the SR trait line to gain practical stability. Thus, Necros are the ONLY Profession to NEED a GM Trait to gain stability long enough to use Healing & Utility Skills.
They have Well of Power, remember? And, yes, it is a good skill.
Yeah, I mentioned WoP & negated it as a joke – the skill may be good, but NOT for the stability. Most of our skills have at least 3/4s activation time, which means you will do well to get off one skill while WoP gives you stability – and you will likely not get off 2. Minion Masters do not even have enough time to summon a single minion while stable. Also, you will NOT be able to use the Heals – Summon Blood Fiend & Consume Conditions – while maintaining stability; you barely have enough time to use Well of Blood. And I am not even going to mention WoP’s 50s cooldown.
Secondly, I said that you CAN POP IN AND OUT, not that you have to. There’s a difference, you know. That’s what makes FitG a good trait: flexibility.
Again, FitG is a GM TRAIT. It is NOT FAIR for Necros to HAVE To use a GM Trait to get Practical Stability.
Carefully managing DS is most of what playing the class is about.
Yeah, but it can be incredibly difficult if not impossible to get an adequate amount of LF for DS with some builds & weapons – but that’s another post.
At least you can trait for stability
We still cannot cleanse conditions or Heal while using Foot in the Grave, but, ok – if EVERY profession had to TRAIT to use stability. Fine. That’s acceptable. Make EVERY Profession have to trait for stability – and make it a Grandmaster Trait … but we still need to be able to Heal & possibly get rid of conditions.
Actually, you can. If you need to cleanse, just pop in and out of DS. You’ll still have stability in normal mode. If you want to make things a bit easier, hit DS 3 before exiting as fear will buy you time to cast heal without getting interrupted.
Ok, so it’s settled then – Every Professions SHOULD be able to ONLY get Stability as a Grandmaster Trait, if they want to have stability while accessing Heal & other skills. The problem is Necros are THE ONLY Profession that has to do that. And, even then, as you say you have to pop in & out of DS, which seems pretty wasteful.
At least you can trait for stability
We still cannot cleanse conditions or Heal while using Foot in the Grave, but, ok – if EVERY profession had to TRAIT to use stability. Fine. That’s acceptable. Make EVERY Profession have to trait for stability – and make it a Grandmaster Trait … but we still need to be able to Heal & possibly get rid of conditions.
…while Necros cannot even get DECENT STABILITY?? EVERY OTHER Job gets access to several seconds of stability, AND access to heal while stable. Necros don’t.
Just wondering if else thinks this is completely unfair?
Yeah, no. Thats just a lie.
Necro’s have more stability than thieves. Not by much, but they do :P
Uh, no. Wrong. Necros are THE ONLY PROFESSION that CANNOT HEAL & CANNOT Access Utility Skills when using those elites that grant us a little stability. I am not counting the 1s of “stability” from Well of Power – because that is just ridiculous. Not even enough time to use the CC Heal.
Anyone else irked by the fact that EVERYONE now has access to “Antitoxin Spray” which is tantamount to the Necro’s “Consume Conditions” (though Antitoxin Spray is an AoE & a FULL 1/4 of a Second FASTER!!!)? [I mean BONUS Healing for Each conditions removed??!! Really?!?!?]) Consume Conditions was our special heal – now its not special … and it has a Slower activation time. -_-
EVERYONE now gets a heal that reduces the effectiveness of Necro weapons, while Necros cannot even get DECENT STABILITY?? EVERY OTHER Job gets access to several seconds of stability, AND access to heal while stable. Necros don’t.
Just wondering if else thinks this is completely unfair?
coming up with New & Innovative ways to screw over the lower-populated servers – from World Events to WvWvW.
The Clockwork Chaos/Scarlet Portal Invasions & New Dragon Timers (in particular true with Tequatl, since he has now been buffed out the wazoo) make it incredibly difficult to complete these tasks within the allotted time.
1) After the first few days of Scarlet, when everyone was excited & trying to get the achievements – and back when we actually beat her, fewer & fewer people began showing up for the invasions. From about August 24th until Now (Sept. 22) – nearly a month – I don’t think I taken part in a single invasion that succeeded. I took part in about a dozen (from c. Aug. 24th-Sep. 2nd) that were NEARLY completed. We were on the final wave of invasions, but ran out of time – coming up about 1 to 4 minutes short of defeating it and her. So we failed to stop the invasions, over and over and over again.
I cannot explain how frustrating that is – to fail over & over & over & over again. I Repeatedly Reported this as a Problem IN GAME, as Anet wants me to – I REPEATEDLY asked that more time be added to the clock so that lower-pop servers would have a better chance at defeating her. ALL of those requests were IGNORED. Ironically, the invasions are continuing, still taunting players who NEVER got the chance to defeat her. For all of them, I would like to extend a hardy [har har] thank you.
2) And NOW this SAME time Problem is even MORE of an issue with the New Dragon Timers. This is especially true of the new & much harder to beat Tequatl. I have fought him about 10 times now, Never Beaten him, Never even came close. The lowest we ever got him was about 80%. Yet again, it sounds more like more a flaw in game design than anything else; a failure to allow for the fact that not all servers are the same. An incredibly frustrating and taunting flaw in game design.
3a) Upon hearing about the new Ruins of Power in WvW, I thought that they offered some potential (offering some of the buffs that MANY of us had wanted & requested be part of the OUTMANNED effect), a way to way to balance out the worlds a little, a way to prevent 300,000 point blowouts. But, no. Instead they became yet another way to screw over the lower-pop servers, and ENSURE massive blowouts. We are frequently “Outmanned” on our Own Borderland, so we do not have the people to take & hold the ruins. When a friend and I decided we would take some ruins & try to offer our outmanned world SOME benefit, we each took one ruin and then moved on to the next – BUT before we could claim that new one the previous Ruin had lapsed into the neutral state – making it IMPOSSIBLE for the 2 of us to claim 3 ruins. The dominating world, however, almost always has “Superior Borderlands Bloodlust,” meaning that they not only OUTNUMBER us, but now they also HIT HARDER (Cond. Damage, Power, Prec.)! And they can TAKE MORE DAMAGE (Vit, Tough., Heal Pow.)! WTF!!!!! WHY???? Who was the genius that came up with this concept?
Again, claiming the ruins seems to be a timing issue. Lower-pop servers need the claimed ruins to remain claimed until a player from another world claims it – then let it change to their color, time out & return to neutral. I heard someone say that the ruins are “like pvp in wvw” – not a bad idea – maybe making it so that each zone can only be entered by 1 person from each world at a time? That’s probably too complicated, but it would prevent me from running into a mini-zerg again when trying to claim a ruin. AT LEAST make those dumb cannons that guard the ruins ONLY be able to be fired from someone from THAT server, or just get rid of the cannons all together. If we do not have the people to claim a ruin, then we definitely do not have the people to claim it AND man the cannon.
Also, (if they make contact) all 5 of a Warrior’s attacks, regardless of which weapons they use, will generate Adrenaline – at least 3.3% per strike, weapons that do multiple strikes (e.g., Greatsword & Axe) greatly increase the percentage (e.g., to about 50% in 3.25 seconds with Whirling Axe) for a single channeled attack.
At best, Necros have 2 of 3 general weapon attacks that generate Life Force, and at worst only 1 in 5 generates it. (Some weapons [Focus & Off-hand Dagger] generate NO Life Force.) We have one channeled attack (Ghastly Claws) that generates Life Force at 8% in 2.25 secs. that can be used every 8 seconds.
In short, it is MUCH harder for Necros to use their professional mechanic than it is for any other job.
Yeah, I agree, adrenaline is the closest mechanic. Warrior have 3? skills that instantly fill your adrenaline bar – necros have nothing like that. We do have a signet that is supposed to generate 1% LF every 3 seconds when in combat (http://wiki.guildwars2.com/wiki/Signet_of_Undeath) – where warriors with Rage get 3.3% every second. The other main difference is that when activated, all Undeath does is revive up the 3 allies in a downed state (so it is only beneficial in support); Rage gives you Might, Fury, Swiftness for 30 secs.
This Bug Still Exists – even after all these recent updates.
Still NO Life Force at the beginning of each match!
In sPvP, Necromancers are AGAIN Being Deprived of ALL Life Force prior to Each match. No matter how much Life Force we had in our Pool before joining a match, the moment that we enter the match, the Pool INSTANTLY becomes ZERO.
To test this, as you can see in the pic, I filled the Life Force Pool prior to the match by killing golems. Then, I entered a match & the full bar INSTANTLY went to 0, rendering Death Shroud COMPLETELY Useless. It can already take an incredibly long time to fill, no need to wipe it out completely.
We had this problem before, a few months ago, and it took over a month to fix. I really hope it does not take more than a week to fix it this time. I am beginning to think ArenaNet hates Necros, because of the way they treat us. So many glitches since beta, and being nerfed so often.
For example, I believe we are the ONLY Profession that cannot use our Utility Skills at the same time that we use our “Professional Mechanic” (Death Shroud) – we can’t even use Heal, much less 7-0. That is discrimination. It is also harder for Necros than any other profession to even earn the ability to use our Professional Mechanic – most jobs innately have the ability to fully use their mechanic at any time [when not on cool down]; and those that cannot, can have full use of their ability after just a few attacks. It usually takes Necros at least five times longer to gain full access to the Death Shroud Mechanic than it does for any other job to gain full access their mechanic.
If it were not so difficult to gain Life Force, this discriminatory deprivation would not be such a problem.
1) Does the WvW Guard Killer Ability apply to damage done by MINIONS??
2) Does the WvW Guard Killer Ability amplify damage done by Conditions that you apply (& damage done by minions, such as done by Death Nova)?
Just curious is Guard Killer is worth having. I assume Condition damage will be amplified, but Minions are much trickier.
I asked Anet these & got this response:
“Thank you for contacting the Guild Wars 2 Support Team with your question.
While we would love to discuss each question that comes our way, for your convenience we instead offer some web-based resources to help you find the answers you seek.
First, we have an official Guild Wars 2 wiki. This is a huge resource and contains a massive amount of information regarding our game and its mechanics. The official wiki can be found by following this link: http://wiki.guildwars2.com/wiki/Main_Page.
Secondly, if you are unable to locate your answer via the official wiki, you can always find help on our Players Helping Players forum. This is a space where players can ask questions and get assistance from other members of our very active community. This forum can be found by follow this link: https://forum-en.gw2archive.eu/forum/game/players.
If you have any other questions, please feel free to contact us.
Regards,
GM Mises"
As if I had not already looked here & found NOTHING on it. I find it odd that Anet does not want to answer the questions that they have created.
Anyway, thanks for any info in advance.
This has been changed to once per account per day.
Well, that totally sucks.
Would you AT LEAST give us BETTER PRIZES from the chest then?
Of the c. 200 times that I did it, I think I only got 1 rare (& no exotics).
Frankly, as a member of HOD & missing our days of DOMINATING every other server – I also miss being green. So I would like us to get pushed down a tier, so that we can celebrate St Paddy’s Day a wee bit late.
It makes NO SENSE for the button that ArenaNet has assigned to Turn your View also be the SAME one that Selects Targets. Who was the sadist who decided on this?
PLEASE Allow those of us who DO NOT WANT to Target with a Right-Click to disable this feature, as it is a major pain in the kitten It is very frustrating in pve, but it is a deadly pandemic in PvP & WvW!!
Correct me if I am wrong, but this was not always a problem – meaning it is a feature that was recently added (within the past few months).
I still contend that illusions attack more reliably than minions do. I have NEVER seen an illusion just mill about.
And, Bas, you are wrong. I have assigned at least 1 illusion to 2+ targets on numerous occasions. Also, I have gone around corners or over walls & been chased by illusions in PvP. The instances described in these first 2 sentences happened today. I have also been inside a fortification in WvW & been attacked by an illusion on top of the wall.
Why do Mesmer Illusions (Weapon-Attacks) attack BETTER than Minions (Utility/Elite Skills)?!
Illusions almost never mill about – only when their target is invisible, and even they they attack as soon as the target is visible again.
Minions always mill about, ignoring the fact that their master is being beaten to death. And should their target go invisible, forget it, that target is lost for good.
Why are simple, weapon-based illusions better attackers than skill-based minions?
Is it too much to ask for Minion AI to be AT LEAST as good as Illusion AI? Actually, Minion AI should be better – since, again, they ARE slot skills (requiring skill points to purchase & having a longer cool-down time)!
I have been a minion master since beta, and have tried dozens of builds based on minions – sadly, none are very good, because the minions are STUPID!
They do not attack like they should, and many times they do not attack at all.
They do not follow you as closely as they should; they are too stupid to make small jumps (preferring to run the LONG way around).
The Golem’s charge can be blocked by the smallest stone or bare-edge of a structure.
So, go conditions or burst – at least until the minions get some brains.
Thanks Kardiamond – sad thing is, I became a Necro because I liked the minions. Now I am starting to hate the necro because of the minions.
And, lastly, Minions stopping off to sightsee & so losing sight of me – thank God there were no attackers.
Here I am attacking a gate, but this time, at least the Bone Fiend is helping. (Though I do not remember if it was attacking before I forced it to attack.) The other 4 minions are just carousing, doing nothing, as usual. Note: I have already forced the Flesh Golem to attack (Charge!) the gate once – see the cooldown – yet it has no attention span & has already forgotten what it was attacking.
Here I am attacking a Dolyak, and look! The Bone Fiend seems excited!
2.jpg
Nope, the Bone Fiend was just faking me out. Wait! The Bone Minion is moving in for the attack!
3.jpg
Wow! Another fake out! It was just moving to sniff Dolyak tracks, I guess. At least the Flesh Golem is shielding me from … the camera.
4.jpg
Different Dolyak that I had to defeat alone, because ALL of the minions seem to have some fighting-phobia. This time the Shadow Fiend is also oblivious.
5.jpg
Yet another Dolyak, & again, the Bone Minion & Flesh Golem COMPLETELY Ignore the target … actually, they seem to be ignoring EVERYTHING.
6.jpg
7.jpg
For some reason, the Minions have gotten insanely stupid of late. They do not attack your target (though they still occasionally attack targets of their choosing, WHEN they feel like attacking). They do not even attack Enemies/Hostiles.
I think the easiest way to fix it is have it give us 1% of Life Force each (1) second. That would be fair & easy to do. Too many weapons give us almost no life force, and when they do it is only when we attack – we need a better way to get it without weapons.
It often takes a while for mine to charge too. (It also seems to take longer to summon the minion than it used to.) I will hit the button, see it flash, then … nothing. I hit it again, see it flash … then nothing again. The 3rd time does seem to be the charm, but that is ridiculous. Granted sometimes it goes off on the 1st try, sometimes on the 3rd. But it should be more reliable & take less time.
What actually bothers me just as much about the Charge is that
1) Sometimes the Golem is lingering behind you (too often having a carousal with the other minions)– esp. while you are chasing someone down in WvW – when you tell it to charge, which, in the event that it does, it comes up short – just missing your target. Though you were within a range of 300-500, and the charge has a range of 1200 – it misses by maybe 100-200. That is absurd. Minions need to stop lingering.
2) Moreover, the charge (when/if it comes) will get snagged to a stall on the slightest thing – the barest edge of a structure or small stone. That is very frustrating, especially when combined with point #1.
@Sarrs – for Fairness. If world control were based solely on skill, this would not have been suggested. Instead, domination is based on $ & Numbers. Not everyone has deep pockets, and once one world is dominating, people from another world may log in but they will likely soon log out again (if they cannot attain a foothold/conquer territory), THUS domination tends to be a self-fulfilling prophecy. If you can think of a better way to even things out (such as limiting the number of players each world can have to being no more than the maximum any other world had) – then I’d like to hear it.
Besides, speaking as a member of HoD, it can get old when you own the ENTIRE map – you need challenge to keep things interesting. (Maybe if we had been challenged more, so many of our players would not have left.)
Thanks – agreed it isn’t perfect; it was intended as a starting point for discussion. Because something needs to be done.
WvWvW is one of the most fun aspects of GW2. But, it is far less fun when your world is vastly outnumbered, especially on your own borderland map. There has to be a way to better balance the worlds. I believe this can be done by making Siege Engines more (or less) affordable, depending upon the amount of land occupied.
I propose that if a World Army occupies more than 1/2 of any map, their cost to make Siege Engines should be doubled: Blueprints should cost Twice as much as the normal/listed price, AND it should take Twice as many supplies to make the siege engine.
Example:
The Red World occupies 2/3 of the Green World borderland map (e.g., 4 Towers & 3 Keeps). Since that is more than half, Red would have to pay 48 Silver (instead of 24) & 200 Supply Materials (instead of 100) for each Trebuchet that they wanted to build on that world map.
If a world occupy less than 1/4 of a map, then the normal cost should be halved: Blueprints should cost Half as much AND it should take Half as many supplies to make the siege engine. As a result, smaller forces could, conceivable, gain & keep footholds. Presently, IF a small force (e.g., 6 PCs) manages to take an area, they will be unable to keep it once the crimson tide of red-named invaders (e.g., 20 PCs) comes in & sweeps over the location. Affordable siege engines are the ONLY way a small force (or an inadequately represented world) can hope to compete on the map.
Example:
The Green World occupies (e.g., 1 Tower & 1 Keep) on their homeland, the Green World borderland map. Since this is less than 1/4 of the map, Green would pay 12 Silver (instead of 24) & 50 Supply Materials (instead of 100) for each Trebuchet built on that map.
Exceptions could be made on your own borderland map, where the home world would not be punished for occupying more than 1/2 of their own map, so they would pay the normal/listed price, unless they occupied less than 1/4 – then they would pay half the normal/listed price (as described above).
Example:
1. The Red World occupies 2/3 of the Red World borderland map (e.g., 4 Towers & 3 Keeps); since this is their own world they continue paying the normal/listed price – such as 24 silver & 100 supplies for each Trebuchet.
Those occupying between 1/4 to 1/2 of the map could continue paying the normal/listed price – such as 24 silver & 100 supplies for each Trebuchet.
I am having the same problem.
My movement keys (ASDW, & the Arrow Keys) stop working suddenly & inexplicably. Other buttons work: Y for Friends, G for Guild, O for Trading Company, etc.
This has ONLY started happening since an Update or so ago (about 3 days). It NEVER happened before then, not in Beta, not ever. And, as other said, it ONLY happens with GW2.
The Problem is VERY FRUSTRATING AND NEEDS TO BE FIXED ASAP!!