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[PvX] Fix Rampager Gear

in Profession Balance

Posted by: Norjena.5172

Norjena.5172

Why would power be an increase compared to prec? (ok critchance overcapping with stacksigil, but we can use condidmg stacks).

Where is the power>prec point? As a necromancer i can get 5sec bleedings on a 66% chance per crit. Dagger is attacking fast looks strong to me if critchance is high.

U say condidmg>power>prec ok.
65% critical chance asc rampager as a necromancer (250 prec traits). 8% warriors banner and fury>93% critical chance. Is this too much?
Stacking conditiondmg now?
Well if the prec gets reduced down to 52/3% (like zerkers) what will we stack? Precision? If yes why?

This balance problem with defensive setups can be solved like i wrote above. PvE only traits which are converting power/prec to conditiondmg or so (they shouldn´t be traits of their on)
For example.

Hemophillia: Bleeding duration increase 20% + convert 3% of your power and 2% of your precision to condition dmg.

(edited by Norjena.5172)

[PvX] Fix Rampager Gear

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Posted by: Norjena.5172

Norjena.5172

Conditiondmg could be the mainstat. Some traits could be changed in PvE to increase conditiondmg a little bit or convert some power/prec to conditiondmg.

These changes could be made for PvE only to make some specific weapons more viable for example.

And Power/Prec is still scaling with each other. More Power>more dmg, more prec>more (stronger) critical hits (and probably more conditions engi/nec/warr).

PvE Only - whats the best build ?

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Posted by: Norjena.5172

Norjena.5172

Longbow is also nice. Lvl mobs have rly low health and u can pull masses with your bow. F1 3 probably 4 and a few hits with your axe/gs and u killed another 5-10 group of lootbags.

Tratis will be the same, there is no need to trait tactic longbow traits in PvE.

I lvled my second warrior this way and it feeled stronger then gs/axe. And it´s something diffrent, u will play GS+Axt enough if u hit lvl 80 and go dungeons…

[PvX] Fix Rampager Gear

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Posted by: Norjena.5172

Norjena.5172

Fully stacked a rampager hybrid should do a bit more dmg then berserkers. Because.

1. he needs time to stack up bleedings so he has a “low dmg” phase which is reducing the whole dmg done over the fight
2. The condition cap, we can´t calculate with Burning+25Bleedings

At the end it should be nearly equal to a berserkers dps output at average killing time (20seconds for example).
A bite more if the fight is longer, a bit less if it´s shorter.

I don't understand the hate

in Necromancer

Posted by: Norjena.5172

Norjena.5172

Th reason why i said 98% is simple. Try to find “good” zerkers Rangers/Engis/Necromancers for a Dungeon Speedrun.

Engi is Bomb/Nade switching maxdps Build, who does this play? 1/100 or so….
Ranger is sword/x + Cat + frostspirit and spotter…who does this play? U can wait hours to find such a ranger for CoE speedruns for example.

Necromancers are the same.

Yes alot warriors and guards are bad (what i wrote too) but it´s easier to find a “OKAY” one.
Sure GS only Warr/Guard is worse then Axt/Mace + GS or GS + Sword/Focus guys, but they are still much more usefull then a condition necro, a flamethrower engi or a bow/axe ranger.

That´s what i want to say. That doesn´t mean that 98% can´t play well, but they play a not so usefull build. Possibel they like it, it´s ok i don´t critize this.

I like to play a Staff + D/D rampager hybrid for example. I´ve got Zerkers gear too, but sometimes is just want to play it because it´s fun.

(edited by Norjena.5172)

I don't understand the hate

in Necromancer

Posted by: Norjena.5172

Norjena.5172

Necros have bad aoe DPS? This news to me.

Yes they have, spreading conditions is not as good as most people think. 5k dps on 5 targets is sweet, but not good.

Good is Ele 5k+ Lavafont ticks and 6k+ AA whichs means more then 10k dps…more then the double amount of necromancers.
Or just use Lighning Hammer AA 7k,7k,11k if u´re bad buffed…

The other reason is. Condition dmg in general is bad dps compared to berserkers.

As a Berserkernecromancer u have.

- Warhorn 5
- Axe 3 (but axe isn´t used in max dps builds)
- 2 wells with high cd
- DS 4/5 both are nice, but only average dps
- probably DS1 if traited (only piercing)
- Elitegolem if u stack into a corner
- probably the small ones who can explode (but they aren´t used for this)

Meleeclasses (guard/warr) cleave dmg is far superior to this. Ele/Engineer have definitly no AoE probelms as i said above.
Ranger could have better cleave dps. Sword is strong and the riverdrake has got a pretty strong aoe dmg attack.

In normal PuG speedruns a necromancer shouldn´t make huge diffrent. I enjoy playing my necromancer. Even if i know that other classes can bring more to my party (ele/thief for example).
Well, and i don´t play with pugs too…

(edited by Norjena.5172)

[PvX] Fix Rampager Gear

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Posted by: Norjena.5172

Norjena.5172

Or power/prec/con/crit (no mainstat).

I don't understand the hate

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Posted by: Norjena.5172

Norjena.5172

Necromancer lack of useful teamsupport.

- Fury
- Might
- unique dps buffs
- vulstacking is ok but not as smooth as warr/engineer can do it

then Necros have low aoe dmg, nearly no cleave. High CD on blinds (guards can do it much better by dealing more dps especialy aoe/cleave).

So necro dps (20/25/0/0/25/ full zerk D/F + D/Wh is a little bit then warriors (fullbuffed) but since nercos do not bring buffs themselves it´s usually better to pick another class.

Thief>more dps an stacking a bit vul too (and they have cleavedmg)

Engineer>strong healing/condition remove (without losing much dps), awesome at stacking vul and still good dps, nice for clearing up trash and so on

Ele>nearly OP dps, best might/fury stacking ingame

Warrior>solid dps, probaly lower then necros but warrios bring mith/vul/banners if this buffs are not maxed out, a warrior will increase party dps more then a necro can do it. (even if dealing sligthly less personal dps)
And they have cleave dmg too.

Ranger>a bit less dps then warriors (cause the cat can/will die sometimes or they can´t use the sword always) but spotter (7% critchance) and 7,5% raw dmg (frostspirit) are nice.
And they can buff might/fury/vul too, they have blast finishers, a bit of reflection and a waterfield+condition remove if needed.

Guard>usually 1 in each gruop, since they do second/third best dps ingame and have alot of nice and unique support

Mesmer>if u have a guard, u usually don´t need a mesmer (personal dps is aweful in PvE). But alot of people still think mesmer is a must have for timewarp

Necro>the last class u pick up if u´re min/maxing (probably they can switch the place with mesmers)

So necromancers need support (might/fury) and cleave/aoe dmg for trashfights.
Sidenote: If u don´t want to do time records. A necromancer is good enough for “normal” speedruns. CoE P3 in 13min and so on.

Most warr/guard searchign pugs don´t have much clue about the game and shouldn´t kick other classes. I laugh always if i see warriors/guards playing only greatsword.
But i have to say, i know why they do it. 98% of all engineers/rangers/necromancers are just horribel.

(edited by Norjena.5172)

[PvX] Fix Rampager Gear

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Posted by: Norjena.5172

Norjena.5172

Power or condidmg mainstat not precision. Or turn the extra precision into critical dmg for example.

[PvE] Revising the "DPS Meta"

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Posted by: Norjena.5172

Norjena.5172

Imagine how big an Asuran necro’s dagger must be if it was able to cleave!

Let the Charr/Norn use the asura as a mace, the ears are long enough!

To clear the air about Berserker

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Posted by: Norjena.5172

Norjena.5172

I just wanted to say thanks to Blood Red Arachnid for posting this well-reasoned and well-thought out thread about this particular issue.

In addition to everything else said in the opening posts, a big part of the “berserker problem” is the way the enemy AI behaves. Stacking against a wall (or boss) and having enemies dumbly all cluster around the group is just plain stupid and isn’t fun. Smarter enemy AI would go a long way towards fixing this issue and discouraging this sort of play without impacting the damage that zerker gear does.

Enemies need to use AoE skills to hit party members when they attempt this strategy. They need to spread out again. They need to focus on downed players to take them out. They need to heal and buff themselves to counteract high damage attacks. And so on. These changes would make the game more challenging but that’s desperately needed. I personally think it would also make the game a lot more fun.

Tankygroups have to stack aswell to be “effective” stacking is the logical consequence out of the game mechanics.

1. No tank>no place where mobs are they follow rnd players>chaos
2. Buffs/Support isonly useable in a area around the player. U have to stack to support others. Healing or might it doesn´t matter
3. ranged dps is bad (even Staff eles dps is bad in ranged gruops), and mobs which are following a ranged guy will be a loss of dps for melees.
This isn´t a zerkergroup problem. They are probably the only ones who care about, cause they know it.

If u wear Dire, Zerker, Clerics or PVT all these problems will be exactly the same. To “fix” stacking, they should make GW3 i think it´s to late for such a big change to combat mechanics.

(edited by Norjena.5172)

To clear the air about Berserker

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Posted by: Norjena.5172

Norjena.5172

U should forget CoF and AC, in most other dungeons berserkers who aren´t warriors/necros have to avoid alot of nearly 1shot attacks.

It can/should be harder, but a berserker thief/ele should be able todo the same without defesive traits/gear. If they are losing their dps advatage compared to warriors, nobody will pick them over a warrior (or necromancer).

And that´s the main point why GW2 PvE is at the end of it´s possibilitys. I wrote it over a year ago. People laughed, in a few weeks we will see who is right.

[PvE] Revising the "DPS Meta"

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Posted by: Norjena.5172

Norjena.5172

Engineers can fit the meta well. Necromancers need just some support and cleave dmg. That can be easily fixed and it is not a berserkers problem.

[PvX] Fix Rampager Gear

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Posted by: Norjena.5172

Norjena.5172

Pure condition builds (especially Dire) shouldn´t never be able to dish out berserkers dps. Not even close. They have more then twice effectiv health, so dps output should be at least half as strong.

Only rampager is out of balance, not all the other condition builds out there.

To clear the air about Berserker

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Posted by: Norjena.5172

Norjena.5172

7/8 classes can fit the acutual meta pretty well. Only necromancers lack of support/cleave dmg.

To clear the air about Berserker

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Posted by: Norjena.5172

Norjena.5172

It will destroy the class balance completly. It´s a rly rly bad idea. And it solves no problem. Not even one.

To clear the air about Berserker

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Posted by: Norjena.5172

Norjena.5172

And then? We will have exactly the same boring content. The same problems beaucse there will be a new max dps meta (max dps which can be done with at least minimum def to survive).
Only longer fights but still boring as we have it now. It will ruin everything and solve not even one problem.

And we will get new class balance problems. How do u want to make the content equal for a warrior and a thief if the thief can´t dogde more? If the thiefs needs more defensive traits/gear he will do less dps then the warr who can use more offensive gear/builds.
So why should any1 pick up a thief?
It will destroy the complete class balance thing. Yes not all classes are balanced (necros for example) but it will get even worse.

If they just force me to wear defensive gear/traits and doing the same still boring content i will quit this game. And im sure i will not be alone.

(edited by Norjena.5172)

[PvE] Revising the "DPS Meta"

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Posted by: Norjena.5172

Norjena.5172

The bosses attack slow enough that with a couple of dodges and some aegis that full zerker groups can avoid damage entirely while someone sacrificing DPS for anything else will end up forcing everyone to tank those hits. The problem isn’t that zerker teams are faster and more efficient than non zerker teams. It should be that way. The problem is that they’re TOO fast and efficient for the risk factor to present itself in many encounters.

No, u have no risk if u´re tanky enough. Aegis/Dogde are active migtation which is rewarding players who can use it.
Players who can´t shouldn´t get this reward. They can play tanky and will get their gold/tokens too, only a bit slower.

Alot of bosses btw have too much health (not less). Hotw or cliffside fractal 40+ for example, the first/last boss are boring but have way too much health.

Even Alpha is ok if u are not using FGS u have to dogde multiple times, if not u die. There is a risk.

If u want to nerf zerkers for getting gold to fast, u should ban all traders too. And champ farmers. And Silk farmers again.

[PvE] Revising the "DPS Meta"

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Posted by: Norjena.5172

Norjena.5172

Go in melee problem solved. U do 10% more dmg if u´re closer then 600 too the target.

And this is the mainproblem u have without a tank. Chaotic combat if the group is not stacked.
U lose both DPS and support if u don´t stack. And it doesn´t matter if the group is 100% Zerk oder 100% tanky, u will lose dmg and support if some1 uses ranged combat. Most times.

For me personally this is the main reason why im waiting for other games now. I think they can´t fix it it´s impossible. It would be easier to create GW3 instead.

[PvE] Revising the "DPS Meta"

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Posted by: Norjena.5172

Norjena.5172

That´s it, CM P3 Wahlen, the guy with 2 attacks.

1. grenade
2. alot of grenades

To make him interruptable the animation have to be changed, much slower. Because at the moment u can´t interrupt it. To make CC viable anet have to overhaul 80% or more of alle bosses ingame. To give them strong but interuptable attacks.

And they have to add new attacks. To make CC viable, if u just can dogde everything cc will be ignored most times. Hard to balanced if u want to be able to clear the content which every setup.

In fact it means. If CC is needed it´s bad (not every group can do the content), if it´s not needed it´s bad too (cause nodody wants a hammer warrior for example).

Boring i know but that how the devs want to see GW2 PvE.

(edited by Norjena.5172)

[PvE] Revising the "DPS Meta"

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Posted by: Norjena.5172

Norjena.5172

Make CC skills interrupt an attack on defiant enemies.

A lot of big attacks are to fast for most CC skills, animation/boss attacks have to be changed. And not everything should be interruptable.

But the idea is good.

[PvE] Revising the "DPS Meta"

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Posted by: Norjena.5172

Norjena.5172

If healing power gets usefull in a PvE Zerkers gruop it gets needed. And we´ll destroy the game as it is now.

Healing power is needed and usefull if u play in a tanky group.

I´ll just qoute myself.

There are two playstiles.

- Be tanky enough to facetank everything>low dmg>defense (healing/defensive support) needed
- Be smart enough to avoide everything that can kill u>high dmg>no defense (healing/defensive support) needed

Both are viable.
But u should never mix them within the same group. So there is nothing to nerf, nothing to buff.
If a healing guardian will be usefull in a fullzerk group he will be needed.

The only builds that aren´t balanced are rampager using hybrids, the have the same low defensive then berserker builds, but not the same dmg output.

[PvE] Revising the "DPS Meta"

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Posted by: Norjena.5172

Norjena.5172

U should read his Necroguide, DS is usually on cd for max dps/support. Sigil of Energy is king.

This is the brainy aspect of GW that I love. Traiting for and then knowing when to use stuff like Weakening Shroud to support, or even Transfusion makes this game more than just a double-tapping keep pressing 1 fiesta.

There is a real sense of accomplishment when you see your team going down and then planting a Well of Blood around them right before turning into a Plague and blinding everything to save them all. Same for the elementalist who uses Unsteady Ground to let a teammate escape and then switch to Water to heal him.

All the little tricks are not being explored by a generation of players who just steal dps builds from guru or this forum because it’s just that good. The videos posted of tanky players going through Arah were not done by lowskilled players. I mean seriously, how many of us think that the normals will see those videos, think they can casually faceroll through Arah, craft tanky gear and then go in and complete it?

1. Sure u have to think when u use DS, i wanted to say, it´s usually not always rdy. U have to safe it if u know something big is coming soon.

- i do arah every day in zerkers gear, usually without deaths, only sometimes stupid mistakes (dogding into the ******* corpse which i avoided 1000000 times before)

- it is possibel to clear it with having no clue about the dungeon by just stacking enough defensive and using “usual” supporty builds. A Hammerguard or shouthealwarrior shouldn´t be a exotic builds that nobody knows how to play. I think a necromancer is a “bad” supporter in terms of healing allies. A engineer could do a much better job (even in stacking weakness). Two Eles are waste of potential too.

That´s what the video can tell us, just look about the ele, i think he definitly knows how to play (cause i know him). But he did his best to make enough mistake too simulate “rnd brainless clicking” Staff Air AA vs singeltargets for example.

They could max out their overheal by far. Add a ranger/engineer, let the ele use Water AA only and so on. Probably a second guard or 1 who can give permaprot+ healing symbols+ F2 passiv healing for all (boonduration and/or a ranger for protection>no need for WoP makes place for healing symbols).

Use min/maxed healingbuilds to create much more synergie. What u see is just “buy defensive gear and trait what looks like support”. Not a video of the most powerful defensive possibel.
This will be much harder.

Probably i can find people to make a real min/maxed tanky video in other dungeons. Facetanking TA trash or Leurant or the champion icebrood wolf in CoE would be nice for example.

(edited by Norjena.5172)

[PvE] Revising the "DPS Meta"

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Posted by: Norjena.5172

Norjena.5172

Pure Condition should NEVER do the same dmg as Berserker. Because they always have at least 1 defensive stat (thoughness for example means permaprot all the time).

conditions should do as much dmg as a zerker in soldier’s gear. what is the MAIN PROBLEM with conditions in this meta is that they have the 25 cap limitation and this hinders the ability to do condition damage. if the cap were to be removed then condition builds will be FAR MORE EFFECTIVE in a group then they are today.

Yes the conditioncap is to low at the moment, but.

1. Zerkerbuild with PVT Gear is a useless build in a fullzerk group.
2. Conditionbuilds can do PVT dmg, easily (if there is only 1 condition user, true)

There are two playstiles.

- Be tanky enough to facetank everything>low dmg>defense needed
- Be smart enough to avoide everything that can kill u>high dmg>no defense needed

Both are viable.
But u should never mix them within the same group. So there is nothing to nerf, nothing to buff.
If a healing guardin will be usefull in a fullzerk gruop he will be needed.

The only builds that aren´t balanced are rampager using hybrids, the have the same low defensive then berserker builds, but not the same dmg output.

PvE Zerkers.

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Posted by: Norjena.5172

Norjena.5172

U can´t nerf zerks because there is nothing to nerf. And u can´t buff support. If a support guard (just for example) is useful (in a zerk gruop), he will be needed. And we´ll create a new meta.
But still the same gameplay. Stacking, boring bosses and so on.

Play tanky enough to facetank everything. Or play max dps and avoid everything that can kill u. Both are diffrent playstiles, both are viable. But they should never be mixed within the same gruop.

[PvE] Revising the "DPS Meta"

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Posted by: Norjena.5172

Norjena.5172

Games like this will always have a meta, direct dmg will ALWAYS be favoured in speed runs, because no matter how hard you make it, good players will always favour direct dmg, and the ability to use positioning/endurance control to their advantage. That said, I personally despise the zerker/scholar meta… it’s boring, face tanking is BORING, stacking is BORING. Yes it is “optimal”, yes it is quick, yes it is mathematically the best way to get gold/hour, but it isn’t FUN

Zerker have nothing todo with facetanking (cause they can´t) and nothing with stacking.
Full defensive or max offense, stacking will always be superior it´s a problem of the game design not the builds.

[PvE] Revising the "DPS Meta"

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Posted by: Norjena.5172

Norjena.5172

U should read his Necroguide, DS is usually on cd for max dps/support. Sigil of Energy is king.

[PvE] Revising the "DPS Meta"

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Posted by: Norjena.5172

Norjena.5172

Or trading. There will be a day when 1 guy/girl is buying all ectoplasm that is aviable to sell it for the double price. I will laugh when people realize that farming dungeons was never a problem.

Where should T6/Gaze/Ori/Silk mats came from? Dungeons too for example.

[PvE] Revising the "DPS Meta"

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Posted by: Norjena.5172

Norjena.5172

The idea of pure stat variance is interesting, btw.

What about:

  • Enemies with very high Toughness (shedding 75%+ of incoming direct damage) but comparatively low health? Condition builds would fare comparatively better here. Compound problem which remains is that an awful lot of zerker builds proc bleeds.
  • Enemies which cannot be crit, but can otherwise be afflicted normally.
  • Enemies with boon-stealing auras, stealing 1 boon every second from everyone in range.

Dire will be OP. Think>Post

Pure Condition should NEVER do the same dmg as Berserker. Because they always have at least 1 defensive stat (thoughness for example means permaprot all the time).

The only builds that aren´t balanced right now are rampager using hybrids.

I didn’t read all the discussion (yea I’m a lazy kitten), did anyone suggest about indogiable attaks that mabie any tipe of mobs can have? For example: If boss X can use attaks that can’t be dodged, stats will be relevant to survive.
So to have nice stats to stay alive, and haven’t only active defense would make difference in PvE.

12k not block/avoidable? Who want to play guard/thief/ele then? Dmg based on maximum health? PVT/Dire and so, they will all get more useless then now.

This idea is not bad but i can´t see a way to make it balanced in this game.

(edited by Norjena.5172)

Discussion about Nemisis Smite Build

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Posted by: Norjena.5172

Norjena.5172

I’m sure Nemsis doesnt mind all these people coming to his video, im sure he made a pretty penny out of it.

Nemesis Class cannon Necro is fail and far behind max dps necrobuilds, his condimancer is meh. His Hybridvideo is the only good, but even there he made alot of mistakes (their is no other way to play a hybrid necromancer) for example is wrong.

Zepter is good vs BIG stationare targets. Bosses like lupicus and a few other. Versus 99% of all other bosses it´s subpar.
Because their are 15 traitpoints which could have spend into more GS/Sword dmg. (UC and +1% per boon).

He is loosing all traited support (WoR/Condition remove/shout CD/Blind and Mightspam at trash)
He is losing everything, rly everything what a guardian makes a guardian.
And what´s people make to pick up a guard.

If i just want more dps i pick up ele or thief but never a guardian.
So losing probably 5% guard dps (i think less) which means 1% party dps loss. But i´ll get much more dmg because of less blinds/blocks/reflects? Rly a bad trade.

So the build is bad, sad but true. Better then 0/5/30/30/5 AH ok, but still bad.

(edited by Norjena.5172)

PvE Zerkers.

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Posted by: Norjena.5172

Norjena.5172

It´s because defensiv playstiles are not helping offensive players. Zerkers are looking for zerkers, all other can pick what they want.

Ignoring alphards bombs? Is not easier then getting 1shottet by them if u don´t dogde/block/reflect her pull?

PvE Zerkers.

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Posted by: Norjena.5172

Norjena.5172

By being tanky enough u have zero risk. Berserkers have always risk and have to use blind/reflexion skills well timed.
Berserker is NEVER easier.

[PvE] Revising the "DPS Meta"

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Posted by: Norjena.5172

Norjena.5172

No it shows u that Zerker gear makes nothing easier, only faster if play good enough. If u are tanky u can facetank nearly everything. U don´t have to know what bosses do, u don´t have to use skill like retreat/blinds/blocks or reflexion u don´t have to dogde

U can faceroll everything. Without using your brain and playing with 1 hand.

It shows u that all arguments “zerker makes pve easier” are foolish. U can ignore dungeon mechanics by just being tanky enough.

(edited by Norjena.5172)

Dungeon Zerk healer?

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Posted by: Norjena.5172

Norjena.5172

Optimal is max dps. If a 10,8k health thief fails he dies. U can´t help them be healing them. But u can help them by making their enemys red bars going down.

[PvE]Why do YOU dislike Rangers in dungeons?

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Posted by: Norjena.5172

Norjena.5172

Most ranger´s are wasting my time. They use useless weapons, bad pets, bad builds, they can´t keep their pets alive (if they don´t use a bear). They die often or can´t skip.

Ranger´s can be pretty good, but most ranger players not. They want to play a egomanic “play what u want” playstyle, so they should not be surprised if other people want other classes/builds in their partys.

Necromancers and engineers have go the same problems. U can wait weeks to meet a good playing engineer or necromancer in pve….

(edited by Norjena.5172)

To clear the air about Berserker

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Posted by: Norjena.5172

Norjena.5172

And by this u create a new meta, Let it be Warrior 3 PVT rest Zerk, Thief 6 PVT rest Zerk.

What does it change? Still the same boring content? Same mechanics/los/stacking only with less pew pew?

Whats with the class balance, if a thief can´t play max dps but a warrior/necromancer/ranger can they will get useless. Because they do less dps then.
Imo all classes are able to play max dps builds, and all are “viable” (yes necros less they lack support/cleave dmg).
How do u want to balance a need of defense?

If u need for example at least 19k life and 2,3k armor do survive..u will destroy everything. It´s impossibel to do.

Imo only 1 thing isn´t balanced. And that´s rampager gear. It should do the same dps as berserker does.

Necro Power Traits 5,15,25 Are Bewildering.

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Posted by: Norjena.5172

Norjena.5172

5 is ok.
15….no comment just bad for most builds, necromancer healing power scaling is horribel, prec/thou/condi dmg user don´t have much power. Zerkers don´t need that healing boost. Rampagers the same.

25 is horribel too, probably the worst 25 trait in this game (even warriors 3% more dmg while endurance is low is better….)

If you could redesign ONE weapon...

in Necromancer

Posted by: Norjena.5172

Norjena.5172

Axe.

Change range to 300. The auto-attack now cleaves and is faster(1/2 second instead of 3/4). Still applying Vulnerability each hit.

Ghastly Claws cleaves as well and does more damage due to the need to be in closer range

Unholy Feast: Steals life from all foes hit. (say 300-500 health per foe hit). Removes one boon(if removed gain a random boon) and applies cripple. Gain retaliation for each foe hit.

Not big changes. Basically making it a cleave weapon for Necro. Auto-attack should do a little bit less DPS than dagger

I would say the same.

[PvE] Revising the "DPS Meta"

in Profession Balance

Posted by: Norjena.5172

Norjena.5172

It is not the stat combination that makes zerker so good. It is the game design that makes support and tank so weak.

This! And nothing else.

Without adding a soft trinity defensive or healinggear can´t be balanced. The problems here will be.

How do u want to make a “support/heal” X, a “tanky/control” Y and a “DPS” Z equal to each other without a soft trinity?

Just take 2/3 Zerk 1/3 Clerics and a few heal/support traits/skills to heal yourself and allies up? This will be completly the same “mindless” game as we have now. Only with less pew pew.

Whats with ranged combat? How do u want to balance melee and ranged combat in this game? Most bosses have only 1-3 attacks, most of them have no “attacking area”.
If u stack Melee u´ll get all attacks, if u stack ranged usually 1 less.

But Bosses will move>melees will lose dps, party dps is already lower cause “ranged dps” sucks in this game (even Staff Ele dps suxx in pure ranged partys).
Usually ranged combat is easier at most bosses, but aswesome boring. Picking up a ranged “DD” is most times bad for all melees. That´s…well rly bad.

I can´t see a way to balance classes/weapons without a trinity.

PvE Zerkers.

in Profession Balance

Posted by: Norjena.5172

Norjena.5172

It is not the stat combination that makes zerker so good. It is the game design that makes support and tank so weak.

This! And nothing else.

Without adding a soft trinity defensive or healinggear can´t be balanced. The problems here will be.

How do u want to make a “support/heal” X, a “tanky/control” Y and a “DPS” Z equal to each other without a soft trinity?

Just take 2/3 Zerk 1/3 Clerics and a few heal/support traits/skills to heal yourself and allies up? This will be completly the same “mindless” game as we have now. Only with less pew pew.

Whats with ranged combat? How do u want to balance melee and ranged combat in this game? Most bosses have only 1-3 attacks, most of them have no “attacking area”.
If u stack Melee u´ll get all attacks, if u stack ranged usually 1 less.

But Bosses will move>melees will lose dps, party dps is already lower cause “ranged dps” sucks in this game (even Staff Ele dps suxx in pure ranged partys).
Usually ranged combat is easier at most bosses, but aswesome boring. Picking up a ranged “DD” is most times bad for all melees. That´s…well rly bad.

I can´t see a way to balance classes/weapons without a trinity.

(edited by Norjena.5172)

Necros bad in PvE?

in Necromancer

Posted by: Norjena.5172

Norjena.5172

Engineers have got AoE Blinds (and pulses too) MF fractal for example. Necros can blind 5 per pulse, and engineer can blind 15 at once, and 3 or 4 times per pulse with his bomb.

Behind this, engis have got rly nice aoe dmg, nice range dmg (if needed). Finishers, they can buff might oder heal the whole party up without losing much dps. They can easily remove conditions from party members.
Stacking AoE Weakness easy to, or freezing (not as much as necromancers, but aoe)

They do more vul and still nearly the same dmg (nec is only singeltarget melee a bit better).

So why should i pick a necromancer over and engineer? The only reason for me….i want to play a necromancer or don´t want to be a class kick**** AH.

And this have nothing todo with zerk or not zerk. All named things in all this posts are the same even if u play full PVT.

Theorycrafting an effective PvE necro meta

in Necromancer

Posted by: Norjena.5172

Norjena.5172

What do u want to say?
Who iam? Probably one of the best non-math theory crafters, and one of the uhm…150? best EU players? Did alot dungeons solo, including Arah and im a teamplayer, not a shiny soloplayer.
I´have all classes lvl 80, all classes at least full extotic (zerk), played all classes in most of the dungeon (my mains guard/warr/engi/ele in all). Tested most common meta builds, and created some of the most used builds.

I like my necromancer, i play my necromancer. But i can still see some big balance problems.

Theorycrafting an effective PvE necro meta

in Necromancer

Posted by: Norjena.5172

Norjena.5172

Tower of nightmare was aweful. Stupid scaling and boring mechanics. It was pretty easy to solo it, and just annoying (but not hard) with a small group.
Endboss was so boring, just way to much health and cc, but no dmg. He wasn´t dangerous, just took too much time for such an boring encounter.

They have to change alot. Melee and ranged attacks for all all bosses ( u can´t balance melee and ranged combat if bosses have only 1 or 2 attacks which they can use vs all players at all positions), nearly equal range/melee dmg if this is done (melee a little bit higher in tank & spank fights).
No LoS sometimes, Mobs that have to be controlled and or kitet while others are killing something other. Rly hard to do without a trinity.

Meleeing lupi: Class difficulty analysis

in Fractals, Dungeons & Raids

Posted by: Norjena.5172

Norjena.5172

Did my first Solo (melee)with my engineer. If u don´t want a speedkill, it can be pretty easy.

1. perma vigor
2. 3 sec fullblock all 20 seconds
3. oh crap failbutton (elixir S)
4. small but safe reflect for rapid fire/p2 aoe
5. 1,5sec block which can make it pretty to escape aoe LL even if u can´t dogde out perfectly
6. Grenades are making P1 easy, a lot of cleave + frost and blind to locusts, running small circles around lupi and “provoking” kicks makes p1 slow but pretty easy.

Guard wasn´t that hard too, and im failing with the easiest class…probably the next time i try it.

(edited by Norjena.5172)

Theorycrafting an effective PvE necro meta

in Necromancer

Posted by: Norjena.5172

Norjena.5172

Even 30 30 10 condi burst necro has very good dps plus epidemic,(better than most classes, comparable with zerkers) but ppl u find in game don’t know so much about necro.
What anet has to do is, I think, giving necro a power based massive dps weapon for pve usage.(doing same 30k+ hit dps like a warrior greatsword) Only this can change meta/elitist player’s minds, they have to change minds of players first. This is the main problem. Beacause as I previously said, ppl only look for better dps in their parties, so few people cares about party support, heals, passive debuffs etc. This is why there’s “warrior only or go” parties in lfg. Give necros what meta players want(dps), make them wanted in parties and ta da, necro is balanced in pve. Condition system can’t be fixed easily in current situation, so we need new power weapons asap. (Also one ranged aoe weapon for wvw)

Singeltarget DPS isn´t the problem, it´s ok (probably higher then warriors). Missing cleavedmg and support (dps support) is the problem.

Control weakness/freeze are usually not needed (weakness is nice in some 40+ fractals), and the necro is not rly incresing group dps. Not because the necros dps is so bad, because the group can/will lose some buffs.
Example sword/wh ranger with a cat and spirit. His dps will be lower then a warriors (the pet will die sometimes) but unique support which is increasing other party members dmg.
Or some reflexion….

And again, warrior dps ist not so high. Dps ranking “fullbuffed” means warrior place 5 or 6 of 8, behind the necromancer (singeltarget melee).

Change some PvE mechanics to make controll/debuffing a “must have”, and give necros some support buffs or a melee cleave weapon.

Changing things like this could be make a hammer/warhorn shout/debuff warrior viable too. Just for example, all classes have a balance problem. Necros problem is, they have no possibility to fit the current meta as well as the other classes.

(edited by Norjena.5172)

Theorycrafting an effective PvE necro meta

in Necromancer

Posted by: Norjena.5172

Norjena.5172

That´s why warriors are the safe choice. It´s easier to press 2 buttons (FGJ and Signet of rage) then stacking might. Stacking where? Put banners in? No other combofield before? how to continue if combat time is longer then 20seconds? Stacking too soon? And so on.

All problems that are easily solved, but we´re talking about pugs. And for pugs warriors are the safest choice. Still not the best, but try to get a puggruop with ele/ingi/ranger/thief that will maintain alot of mightstacks and fury.

I run usually with only 1 warrior, all dungeons and fractals.

(edited by Norjena.5172)

Theorycrafting an effective PvE necro meta

in Necromancer

Posted by: Norjena.5172

Norjena.5172

With a GS u can´t pick 2 offahand blocks, and shield= at least 5% dps loss (or even more).

Yes warriors can survive easier, but they can´t do everything together. 4 Warriors = 12stacks might ( +5signet +5 trait) =22 + for all warriors, and alot of vulnerablity. That´s the myth about warriors dps…and the reason why they are rly a safe choice (but not the best).

(edited by Norjena.5172)

Theorycrafting an effective PvE necro meta

in Necromancer

Posted by: Norjena.5172

Norjena.5172

No this is just crap. Warrior dps is only average, stacking or not it doesn´t matter. Don´t tell stupid lies if u have no idea what talking about.

Guard/Ele can do more (Ele even without FGS, LH and Staff are far superior dps to warriors), thief singeltarget too. Engi/Ranger nearly the same (or more!) and they give nice support.

The problem ist, necro dps is pretty equal to others (warrior/ranger and so on), but only singeltarget, and they lack of support.
That´s the real problem, necros personal dps can be like a warrior. But gruops will be alway lower. Warriors are stacking Vul and Might, they have Banners and so on. That´s why there is no reason do pick a necro over a warrior.
But it´s not “imba dps” (which they don´t have) or stupid AI (stacking), it´s missing group support.

Theorycrafting an effective PvE necro meta

in Necromancer

Posted by: Norjena.5172

Norjena.5172

It have nothing to do with AI. I rly don´t know why u guys think so.

(edited by Norjena.5172)

Theorycrafting an effective PvE necro meta

in Necromancer

Posted by: Norjena.5172

Norjena.5172

I agree with you. Currently most squishy classes are elementalist and thief, yet a warrior can do a lot more dps with a gs without sacrificing anything.

That´s crap, Elementalist´s are laughing about what warriors call “dmg”. And thiefs can do more dmg too.
Warrior dps is only average ~ on par with ranger/engineer/necro, a little bit more there, a bit more here. But they have good support and can stay alive easy. That´s why warriors are prefered.
And the fact that most people still think warrior dps>all.

(edited by Norjena.5172)