Showing Posts For OreoWolf.9564:

Good luck to new fractal players...

in Fractured

Posted by: OreoWolf.9564

OreoWolf.9564

Universal fractal levels also means people will need to carry pugs more in higher levels. Because of this, it will remain the same as prepatch; people who don’t care about prestige will just run the 40 minute level 10 everyday. Of course I may be bias as I find it a hard time to run fractals without at least 1 guild mate I can count on in a pug group

Fractal Skins & Pvp

in Fractured

Posted by: OreoWolf.9564

OreoWolf.9564

With the new change to how fractal weapons are acquired (skin override instead of an actual weapon), will we be able to transfer these into tPvp/sPvp like every other ‘skin’? Thanks in advance!

Reason why you hate dhuumfire ?

in Necromancer

Posted by: OreoWolf.9564

OreoWolf.9564

I dislike dhuumfire for not what it does or how it does it, but for the sole fact that every Nerf to condition builds are balanced around this trait. As every patch passes, it becomes more mandatory to bring this trait in any build. Nerfing terror and bleeds kills build diversity. Now it seems every necro runs spite Sig and spectral armor while spamming scepter auto attack to proc burning.

Sikari's MM Duscussion & Suggestions [II]

in Necromancer

Posted by: OreoWolf.9564

OreoWolf.9564

Pet Scaling: While I can sympathize with ANets thoughts on making pets not scale with stats because it takes away from niches, they should undoubtedly scale with armor LEVEL. As a player gains Agony Resistance, pets should gain that resistance, and when a player starts to upgrade to higher tiers of armor in PvE/WvW pets should scale their own power in a ‘relative’ manner (Hp/damage/toughness etc increased slightly as a player upgrades so they don’t lose effectiveness over armor tiers).

AR change should of been implemented months ago. As for the power creep through ascended gear, yes minions should scale up to match that power creep.

Death Shroud: Death shroud is our only defense, and unlike other classes with their blocks, protection and so forth that we don’t have access too, their regens and other heals still affect them. This makes them better in groups because splash healing continues to affect them when they are defending themselves, while necromancers can often miss big heal, and even their own healing mechanics, and it can often lead to an unfair death.
– When in Death Shroud, siphons, Blood fiend, regen and outside sourced heals now heal you for 50% effectiveness. While this does put a damper on outside healing, it doesn’t make the class feel like it’s fighting itself by killing off benefits from its own heal, and traits.
– Death Shroud 2: Dark Path should have a fast cast time, like 1/4 and the animation move much quicker. Alternatively, Dark Path could retain a longer cast time but instantly teleport to the enemy.

I presume you mean it heals your actual health in DS, but at a 50% decreased rate? Could work, but our siphons are pretty low that it doesn’t even matter at that point :P. As for dark pact, it could use a cast time reduction, but I find it to be a very strong skill when synergized with hydromancy sigils and other slowing effects.

Overall, I agree with most of what is said in your write up. Having exclusively swapped to a minion master build in pvp (Sigh, dhuumfire…), most of these changes would make this build a lot funner to use while discouraging bad play and turning off those ‘bad’ minionmancers that get us mixed up with spirit rangers. Cheers!

Sikari's MM Duscussion & Suggestions [II]

in Necromancer

Posted by: OreoWolf.9564

OreoWolf.9564

- Minions Damage: Minions do a bit too much damage 1 on 1, and we have almost no group use.
– Reduce Training of the master’s damage boost from 30% to 20%.
– Flesh Golem and Shadow Fiend now deals 25% less damage per swing (remember this gets double nerfed with training nerf), but now cleaves other nearby enemies.
– Bone minions: Explosion now deals 25% more damage (sub set of trait nerf, plus gain a little more damage), but is no longer unblockable. Bone minions (only) now run 25% faster so they can be positioned quicker. This way the explosion is still very useful, but has a bit more risk to it.

I agree that minions are in need of a single target dps drop, and I would happily accept a lower overall damage cleave in compensation for this. The change to bone minions becoming blockable is also something I would gladly accept, especially if they move faster and your recall ability becomes a reality. This promotes skillful play in micromanagement, and can provide counter play through good use of blocks and watching for that recall.

- Blood Fiend: Currently, blood fiend is just an all-around worse healing signet. It’s killable, avoidable, heals for less and has a large cast time once on cooldown. Changes are definitely needed to bring them in line with other heals in the game, and to make it a choice to use versus Consume Conditions.
– Blood fiend should now attack once every 2 seconds (from 3), but deal 25% less damage and heal for 25% less. This would take it from 308 healing per second to about 347 healing per second. (Still less than healing signet.) In addition, every 3rd attack would remove a condition from the master.
– This way the healing is a little more in line, still not as good as signet is, still has all the draw backs as before, but also helps with conditions as CC does.

I would still have a hard time replacing CC with it, simply because the meta still heavily leans towards conditions at the moment. When people start turning toward burst specs again, I can see this change being beneficial especially in synergy with minion siphoning traits.

Cast Times: Summon cast times are a bit too long, as they also suffer an animation-time and a lock-on time. All summons should have a 1 second cast time instead of 1.5. (They are .5 second casts underwater already!) Flesh Wurm should have a 1/4 (so it isn’t “instant”) cast so that it may be used as a long-cooldown mobility tool without having to be casted for half the walking distance.

Yes please! Minion specs are godly underwater because the smooth AI and fast cast times on summoning minions. Literally one shot people with a combo utilizing bone minion explosions. This may promote alternative uses for bone minions, such as getting a immobilize chain off followed by a bone minion burst.

Call Back: Simply put, a necromancer is a pet class, even if not all builds USE them. They are so heavily invested that they can run around with somewhere in the ball park of 6-7 pets. They NEED an f2 that calls them back. A “call back” is not a “cool” ranger feature, it just makes them work right with pets. Having minions and not being able to call them back feels super clunky and just lowers the quality of the game. F2 call back can be hidden unless a minion is summoned, that would work just fine.

This idea can work, especially in pve. Nothing more annoying than your minions putting you into combat as you try to get map completion. As Bhawb first stated, this would definitely need to be looked at separately in pvp.

Pet Dodging: This actually goes for ALL pet users. Simply put, to avoid HP inflation of pets (which absolutely isn’t needed) all pets on all classes should dodge with the master and gain an “invulnerable” 3/4 frame buff to avoid damage while the master is dodge rolling. This is for many reasons; it adds some active protection of the master, which is good for the play of any “commander” builds, but also with all of the PvE 1 shots, and the Treb in Khilo, having your entire build wiped out because they simply stand there, even if the master plays flawlessly is no fun. It prevents the entire build from being useful in specific cases.

Again, I can see the need for it in pve as you stated, but I don’t think we need it in pvp. Reason being because positioning of minions and yourself is what the build is all about. That said, AI does need a bit more work; such as the change to turrents for engineers (attacking whoever your attacking).

No Content based on Personal Story.

in The Nightmare Within

Posted by: OreoWolf.9564

OreoWolf.9564

All the instances are randomized, so you were unfortunately just unlucky. That being said, I found the mentor instance to be my favorite. Scarlet takes a very sadistic personal attack on the player, especially since the mentors are one of the best written characters in the game. I also liked the “Don’t look behind you” phrase as you run into the next room :P

Honestly, this is the first time I’ve felt the need to turn her into a bone minion to explode for reasons other than a dragged out story that has no progression. I hope Anet decides to finish the climax soon since they wrapped everything up in this update, and I hope Scarlet continues to make personal attacks on the player until then.

Necromancer cooldowns...

in Necromancer

Posted by: OreoWolf.9564

OreoWolf.9564

I never really find myself sitting still with a full utility and weapon bar on full cooldowns. I might be biased since this is referring to PvP, but the only time I would ever spam autoattack is if I’m running a condition build and my deathshroud lock down combo is on cool down. It gets better after you can dump 20 point to reduce said cooldowns, and don’t let something this silly stop you from having fun. If cooldowns bother you, thieves are thatta way
—> :P

Does staff need a buff?

in Necromancer

Posted by: OreoWolf.9564

OreoWolf.9564

Staff does not need a buff and for anyone suggesting it does in PvE, specifically, is even more hilarious.

What is the staff weapon supposed to be? Utility? DPS? Support? They nerfed all support when they stealth nerfed putrid mark and put marks on full CD when interrupted. It barely passes as utility for the same reason. Dps on a staff is already laughable without the added bleed Nerf next month. But no, it doesn’t need a buff. It needs to have all these nerfs scratched out.

(edited by OreoWolf.9564)

Backstab

in PvP

Posted by: OreoWolf.9564

OreoWolf.9564

Well here’s our biweekly ‘backstab too strong’ thread. Most thieves resorted to condition or s/d builds, and a good chunk who play d/p. The d/p builds rely heavily on initiative regeneration and stealth traits, and are lucky to hit even 6-7k on another full glass cannon light armor professions.

As what was stated above, either stop going full berserkers or learn to counter the rather predictable build. Being someone who has only played 158 total matches as a thief in 14 months is proof enough that this build is gimmicky and predictable. And before the ‘perms stealth’ counter argument comes up; if they are stealthing 90% of the time, they aren’t doing damage OR capping points.

Thieves are becoming even more unviable outside of wvw every balance patch. Makes you wonder when the QQ will end.

EDIT:

The reason thieves kept mesmers and eles out of the meta is because the spammable 3 skill on s/d, which got nerfed last month and will be nerfed once again into inviability next month. If you honestly think backstab is the reason behind it, you lack the PvP experience in the first place to even consider a Nerf.

(edited by OreoWolf.9564)

Does staff need a buff?

in Necromancer

Posted by: OreoWolf.9564

OreoWolf.9564

It could use a direct damage buff to all marks, maybe even a marginal increase to the life force gained for it to be worth auto attacking for a few hits before switching to your main weapon set. As of now, marks on berserker builds are hardly noticeable excluding putrid mark, even with the 10% damage trait in berserker gear.

The con of this change is that it promotes mark spam even more (I die a little inside every time a necro engages me with a full mark rotation…).

Dhuumfire question

in Necromancer

Posted by: OreoWolf.9564

OreoWolf.9564

The thing is, all condition builds are balanced around this trait. Every time we get our bleeds nerfed, we are pushed even further into taking dhuumfire for its cover and condition duration. My spectral terror build was heavily nerfed to the point of it barely being optimal because of this trait.

It’s really a two sided thing. It does a fair bit of damage(especially outside of sPvP) and it kills build diversity further because of its nature of being hard to balance. Balancing things around a passive trait is not the way to go.

Diamond Skin

in Necromancer

Posted by: OreoWolf.9564

OreoWolf.9564

Alright, how about we play this out in a duel.

Necro start with some auto attacks and or marks.
Ele LF + Earthquake
Necro dodge thus mitigate CC and Damage
Ele Switch to Water and is now at full health again
Ele uses Cone of Cold
Necro keeps auto attacking
Ele is now at 91% health but uses Cleansing Wave
Ele is now at full health again
Ele switch to fire and BS/ROF/Fire Grab
Necro is now forced to heal and still low on Life Force
Ele switch to air and RTL or updraft for CC and auto attack damage
Necro auto attack
Ele still not below 90% health due to regeneration from previous attune swap to water
Ele switch back to water or earth for some more damage
Ele is still at full health
….
….
….
Dead Necro

You get the point. Just play the fight out in your head vs a D/D ele

Playing fights out in your head is just as bad as theory crafting a build, not testing it, and claiming it’s the new meta. This logic of thinking is the exact reason staff is getting a 33% nerf to condition builds because of it’s “perma regeneration” and 2k damage every 6 seconds.

If your so worried about a niche GRANDMASTER trait, mix carrion gear into your set. Presuming the said ele is running berserker (since a pvt ele can’t kill a condition necro who is running spectral armor; which is the new meta skill from what I’ve seen), all it takes is 3-4 auto attacks and scepter 3 to bring them under 90% health.

People seem to forget that elementalists have the lowest base health AND toughness. This said berserker ele is sitting at 15k(eles can’t run 30 in water as well as arcana for evasive arcana trait, as per your “theory”) health and 2200(300 toughness from trait line included) toughness. If you fail to do 1500 damage to someone in a fight, then your playing the wrong profession.

Not trying to come off as rude, but diamond skin is getting way too much concern over by the necro community. If anything, you should be qqing about automated response on engineers, which is a much more powerful trait.

(edited by OreoWolf.9564)

Arkeals Minion Master Build

in Necromancer

Posted by: OreoWolf.9564

OreoWolf.9564

I personally find it very hard to find use of blood fiend in Tpvp, let alone Spvp because anyone who knows how minion masters work will instantly burst that little fella down. That being said, it is a very strong siphon minion in pve, especially since its at range most of the time. Training for life siphons makes this even more true.

Glad to see people steering away from the dhuumfire meta. Maybe Anet will finally see they are killing our condition build diversity with these paper nerfs. Cheers!

Speed of Shadows Trait

in Necromancer

Posted by: OreoWolf.9564

OreoWolf.9564

If it were to share the same cool down as LS on warhorn, then it should definitely give the full 10 second swiftness on use.

I agree fully on taking this skill even on a 30 second cool down if it were implemented. Most people pop locust swarm before going into deathshroud anyways, so the synergy would be great (even more so if you run warhorn as well).

I would prefer the overall short duration speed increase, but at times like these I’ll take anything better than a situational 25% speed boost that can be replaced with locust signet, traveler/speed runes, or perma swiftness through spectral walk and warhorn.

The trait as it is encourages bad play, as it pushes you to stay in deathshroud as long as possible just for a measly 25% movement speed.

So far we’ve brought up some pretty interesting suggestions. Don’t shy away from contributing to the discussion, all feedback/ideas are welcomed!

(edited by OreoWolf.9564)

Speed of Shadows Trait

in Necromancer

Posted by: OreoWolf.9564

OreoWolf.9564

If it were to give swiftness as well, it would have to be at a decreased rate (4-5 seconds?) to prevent 100% swiftness just from popping in and out of ds every 9 seconds. This also can double down with Near to Death to give perma swiftness with an extra 10 point dump. Not optimal do take it over Deathly Perception or Foot in Grave, but a possibility nonetheless!

Keep the ideas rolling guys!

Speed of Shadows Trait

in Necromancer

Posted by: OreoWolf.9564

OreoWolf.9564

I’m presuming you mean to exclude the swiftness part, but keep the 2 second(without condition duration) cripple and 2% life force per target hit? This could indeed help sustain yourself for a few more moments when under focus fire. I say under focus fire, because naturally you don’t want to be in melee range while in deathshroud unless your shutting down your target with cc.

Definitely a possibility tho, but this idea would need siphons to work while in ds (actually healing your health) to show its true potential.

Speed of Shadows Trait

in Necromancer

Posted by: OreoWolf.9564

OreoWolf.9564

Speed of Shadows – Increases movement speed by 25% while in deathshroud.

Let’s all be real here, this trait is extremely underwhelming and is only used in those few niche builds. Why take this trait over Vital Persistence, Spectral Mastery or even Path of Midnight?

With that being said, this trait could use a nice change to make it a viable trait necromancers can make use of in any build. Changing this trait may help necros with the much needed “mobility” issue, and could even help us stand true to our design philosophy; masters of chasing down our targets.

My proposed change is this:

Speed of Shadows – Move 50% faster for 2(3?) seconds upon entering deathshroud.

With this change, they would have to move this to the master tier line, as 10 point dumping is bad enough in this game. They can bring Reaper’s Mark or Soul marks down to adept. Boon duration obviously cannot increase its duration, and it encourages smart play by making a choice to use it offensively or defensively.

It is not too overpowered, but has a place in every single build and prevents the infamous 30/20/0/0/20 build from taking both Master of Terror and Speed of Shadows. It also prevents people from taking this trait with Near to Death without dumping 30 points into Soul Reaping and giving up Deathly Perception or Foot in the Grave.

This trait can be used to gain ground, reposition yourself, or get just in range for that dark path to hit your fleeing target. I think this change could see some interesting power builds come into pvp play.

Of course, as with any suggestions they are open to balancing changes. I would like everyone’s feedback on this change to a rather boring and niche trait. Discuss!

MM Usefulness in Dungeons?

in Necromancer

Posted by: OreoWolf.9564

OreoWolf.9564

They are buffing minions slowly (they buffed health in PvE and they also regenerate health out of combat finally), but I have not tried minions in dungeons for a very long time. If minions cannot stay alive long enough during boss mechanics, then they aren’t doing enough damage to be useful as a utility slot. Don’t let it stop you from trying tho!

Stun Warriors Needing a Nerfbat

in PvP

Posted by: OreoWolf.9564

OreoWolf.9564

I personally think it should be reduced by (25?)%, which is about 300hp per second. To compensate, they could increase its scaling factor by .5 (not sure what it is atm) so they can aquire that sustain back, but at a COST.

And at same time nerf EVERY healing ability ingame to compensate: decide to stack dmg or healing a bit better.

And don’t post how many hours u been playing on warrior. 300 hours are a bad joke to talking about balancing some class – i got myself over 2,8k hours, go figure.

No one needs 3K hours on a class to know if it’s OP. That’s dumb as hell.

U know what I do on my warrior, go to opponent’s home, wreak havoc and last forever w/ Shield Stance, Zerker Stance, Endure Pain, Balanced Stance, dumping condi’s every 5 secs, 400hp/s w/ Healing Signet and another 400hp/3s w/ Adrenal Health. Then if kitten looks to hit the fan, Nope the kitten outta there w/ the amazing mobility of GS.

I can’t count how many times I’ve been at 1K hp and just ran around obstacles and voila, I’m back at 10k hp w/ my poor opponent low and about to eat another stun. Look @ my post history, I’ve commented that they’re not OP, I’ve provided counters, stability, blinds, blinks, etc, still, the truth is, they need to be shaved. Not nerfed to hell, just shave it a bit.

Exactly, not once did I mention warriors being op in my post. In fact, I clearly stated I have no issues in face rolling warriors in my own personal pvp experience. You either skipped 90% of my post, or you’re just a troll trying to look for the smallest excuse to break down my post. Also, if you’ve read anything I’ve said above that point, I state this is in Spvp and Tpvp, where you cannot stack stats high enough to counter 3.2k toughness, 24k health and 1k hp regen per second without going full out damage.

And before you say “you must be bad, since you can’t beat warriors blah blah blah”, again I have no issues taking 95% of the warriors I duel down, because I build for attrition and sustain anyways.

PS. If you’ve only got 1 class with 2.8k hours on it, I’d suggest playing another class to see just how big the (virtual) world is out there. And if you were stating that number as your total play time, I come close (at 2.75k), so I don’t know what you’re trying to prove there.

Stun Warriors Needing a Nerfbat

in PvP

Posted by: OreoWolf.9564

OreoWolf.9564

I don’t personally believe stuns are the actual problem with the current warrior meta. It is the fact that healing signet isn’t adjusted for spvp, where you cannot stack damage high enough to counter the heal per second without gimping survivability and utility. All stuns are rather telegraphed (mace f1 being an exception, but I try my best to just bait it out with a block or evade). And no, I’m not suggesting it’s a “l2dodge” issue :p.

I personally think it should be reduced by (25?)%, which is about 300hp per second. To compensate, they could increase its scaling factor by .5 (not sure what it is atm) so they can aquire that sustain back, but at a COST. They can take healing power, or go for more damage.

This is just some constructive feedback by someone with 300 something hours on a warrior, and mains a necro (no accessible vigour/invulns, yikes) with 800 hours played. Take it as you wish.

Grenades with HGH?

in Engineer

Posted by: OreoWolf.9564

OreoWolf.9564

@OreoWolf read OP lol. “solo/group pve and some WvW.”

That being said there are lots of variations though generally the point is to maximize might gain in some way shape or form. If you have no strong boon duration in most cases it would be best to put the points elsewhere.

My personal build uses rifle and hybrid stats. You can run it whatever way you like though it is best to make sure you are keeping your might stacks up.

I have read what the OP was asking. Instead of saying “run xyz” I was sharing my own varients so the OP can try different things to see what works best. The problem with this game is people like to copy/paste every single detail and REFUSE to try something new. I never stated that he should run rampagers in pve/wvw or even encouraged him to try for that matter. I was simply sharing the varient that worked best for me.

As for might stacking; yes it plays a huge part into the builds dps, but solely relying on might stacks for damage will most likely end badly if you run into a mesmer/thief/necro, assuming they have the utilities to steal or corrupt those boons of course.

Yes 20+ stacks of might will wreck your opponents when stacking might duration, and it is definately the more efficient way to do things, but I like to mix things up haha. Besides, 17 stacks without duration is plenty of time to down your opponents if your running offhand pistol ^^.

If I wasn’t clear, my spec is for pvp exclusively. Definately go for might duration as theguy stated if you do a lot of pve, as fights are usually prolonged to where you will want the extra uptime.

Grenades with HGH?

in Engineer

Posted by: OreoWolf.9564

OreoWolf.9564

I personally run a different varient of the classic HGH nade build. Utilities are pretty much the same of course, but I prefer to use an offhand pistol instead of shield (I only find shield worth using when your using heal turrent/bunkering with bomb kit). I use rampagers amulet, 6 runes of nightmare, sigil of battle and sigil of burning(w/e the one with 10% burn duration is) for 50% uptime on burns.

Survivability comes from chill grenades and some of your utilities. Don’t always pop everything offensively, especially your control abilities. It hard counters the current regen meta (gotta love stacking 50+ seconds of poison on warriors…) and its weakness mostly lies in the fact you typically don’t have speedy kits.

90% of thieves are a joke to kill, and a nicely timed chill nade to the face ensures a kill

I personally have great success with the build, and although bomb kit with rabid amulet and heal turrent is probably more viable, the game is still about the fun you have in the end.

Essence of Luck - Recipes?

in Crafting

Posted by: OreoWolf.9564

OreoWolf.9564

I don’t understand why this should be restricted to artificers. I do have a lvl 400 artificer, but that is not my main character. Every profession should know how to convert them.

God-forsake the day we are to get 0 artificing on each and every one of our toonz just to transmute an ACCOUNT BOUND item! Humanity is at an end! Q.Q

Light up the Darkness Achievement ~ Necro'd

in Necromancer

Posted by: OreoWolf.9564

OreoWolf.9564

Took me 5 or 6 tickets, but I finally did it! I used a relatively tanky condition build with a mix of carrion and rabid gear. Traits used were 0/30/20/20/0, with the obviously trait choices in those lines that go with condition builds. Utilities were signet of spite, signet of locust, and spectral walk. Elite was plague, but i never used it during the fight.

I Used the 100% chance of might on dodge and 40% endurance food for obvious reasons. The second phase has a tad of luck involved, and I barely managed to complete it with 1 or 2 seconds left (was a pretty sloppy run).

Just some tips for the fight:

-You can fear the copies of the boss away/into the light circles
-You can also cripple/chill/immobilize the clones
-The red circles on the ground NEVER appear in the same place twice in a row
-Always keep the real boss targeted during phase 2, as you need to know where she is at all times
-Use scepter 2 or 5 to kill rifts, staff marks do NOT work. (hydromancy sigil works too)
If both scepter skills are on CD, use deathshroud 4.
-PRACTICE! The fight is all about trial and error, with a little bit of luck here and there.

Best of luck my fellow Necromancers!

Attachments:

Terror Nerf Incoming?

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Posted by: OreoWolf.9564

OreoWolf.9564

Terror has been buffed indirectly this patch through spectral wall and doom, but it doesn’t make it ‘op’. 0.5 seconds basically means that the average player will get their second fear tick, as not everyone throws 20 points into soulreaping as myself. From a Spvp perspective (where most of the complaints lie) you cannot spec heavily into fear duration without gimping the damage it does in the first place.

Terror was just as strong as it was before the patch, with a few new perks while at the same time taking its toll (corrupt boon ‘nerf’). Of course this post is opinionated, but the fact that a lot more builds will be nerfed through terror than the dhuumfire build is a fact.

Also, If I didn’t quit the class 9 months ago, why would I now?

Is Endurance Worth It?

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Posted by: OreoWolf.9564

OreoWolf.9564

I am 99.9% sure there is a cooldown to the marks on dodge. About 10 seconds or so? Never really tried to count it. Also, necros make an average solo roamer and you really won’t be having much fun without a friend or two. Reason I say this is because our pressure becomes 100x more effective when we have someone distracting our enemies.

Terror Nerf Incoming?

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Posted by: OreoWolf.9564

OreoWolf.9564

During the SotG livestream, anet admits to the public that dhumfire terror builds have too much condition pressure available. One of the ways they would like to fx this is to nerf terror; reducing its damage OR making it a grandmaster trait.

Now don’t get me wrong, the 30/30/10 build does indeed have insane burst potential, but before nerfing terror, look at the other side of the story. NOT EVERYONE USES DUMBFIRE. I know right? Mind blown.

I’ve been running a 0/30/20/0/20 terrormancer using CARRION gear long before this patch came out. What changes did I make to my build? Took epidemic off and swapped it to spectral wall.

My main point is that my build is built around locking someone down while being capable of killing people on my own. Why I choose not to switch to the meta dhumfire build? Because I’m traited for spectral walk and wall. So, to nerf dhumfire, you nerf terror; something used in TONS of other builds. Idunno about you, but I don’t see many people running a different variety of dhumfire builds.

Of course, it depends how they nerf it, and how they compensate for the nerf. I agree the meta condition burst is over the top(even tho I have no problems with dealing with other necros for obvious reasons), but there is more than one side to every nerf you throw at us. You might make terror more unattractive to dumbfire necros, but you kill many more birds- er, undead birds with the same stone.

Instead of making this a rant thread, what other kinds of ways can we tone down the meta? If we MUST nerf terror, how about do we go around doing so? The ‘moving it to grandmaster line’ doesn’t sound too bad. Discuss.

zerk necro now viable?

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Posted by: OreoWolf.9564

OreoWolf.9564

They have always been “viable”. With the new changes, such as only needing 10 points in curses for ground target wells, makes it more so imo. Also, dropping wells and popping into deathshroud with the new grandmaster soul reaping trait gives you 99% chance(capped at this i believe, might be lower) to crit with wells. Have fun(while it lasts, qq shall commence shortly >.<).

New Player: Is Necromancer for me? (pve)

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Posted by: OreoWolf.9564

OreoWolf.9564

Necros have no issues in pve. We can tag everything during events, high survivability, a variety of builds (pve) and lots of chills and cripples for champions. Necrosare very fun to play in pve, but running conditions is risky during world events or if you don’t know what your party members are running in a dungeon (why I personally use carrion, so my damage is not completely pigeonholed by other players).

Also, condition necros are godly in fractals(assuming you don’t have another high-bleed focused player in your party).

As for being worried about not being accepted in groups; you’d only have issues with cof path one elitest groups wanting to run 4 warriors and a mesmer. Any other content, we are very much welcomed.

At the end of the day, play what you like to play.

Convince me!

in Necromancer

Posted by: OreoWolf.9564

OreoWolf.9564

Condition builds on the other hand are way easier, select one player with tons of boons, use the utility to turn all their boons into conditions, then use epidemic. Enjoy the show!

For 3 seconds if do not killed target in 2 sec casting time.

Condition necro the worst class in the game. Very low dps = no loots only grays = no money.

I have only 30silver and I do not chance to get gold because i have low dps.
lvl80, full exoric rabid gear, condition necro.

Your gimmicking yourself greatly by relying solely on condition damage in the current meta. Any organized zerg/roaming group carries aoe condition cleanse, and the chances of getting a godly epidemic off in that enemy zerg is close to none.

Rabid gear is only used on builds which are crit-proc heavy. Even then, you do not need more than 40% crit chance to proc your sigils. For both zergs and solo roaming, I prefer to run a hybrid full carrion fear build. 26-28k health, 2300-3400 toughness and 2500 power/1990 condi damage. Tagging everyone in the zerg/solo roaming is not an issue.

Transfer Legendary to another Character

in Crafting

Posted by: OreoWolf.9564

OreoWolf.9564

You can transmute the legendary to a basic(white) weapon and it becomes account bound, even tho your weapon is already soulbound but make sure you choose to keep the skin. As for this being aloud, it would of been patched 8 months ago if anet was worried about it.

Also, be warned… If you choose to transmute it, the game no longer considers it a ‘sunrise’, but a completely new weapon. This basically means you CANNOT get eternity if you ever wanted to go for it, and your weapon will NOT scale with the higher tier weapons that may be released in the future.

So, is magic find really useless?

in Crafting

Posted by: OreoWolf.9564

OreoWolf.9564

Magic find is indeed useless on gear for the sole reason of losing almost 40-50% of the total damage you could be putting out. However, passive magic find boosts such as food, boosters and banners are definately worth using since you can easily reach 100% magic find without the use of magic find gear.

100% magic find is basically double the chance to recieve rares and exotics, even tho that chance is still extremely low. You are correct about magic find only affecting monster drops, and it does NOT affect loot in heavy bags, mystic forge, or chests of any sort.

PvP deaths should be sparate

in PvP

Posted by: OreoWolf.9564

OreoWolf.9564

To check how many times you have died on a character, type /deaths in chat. Although it indeed would be nice to have spvp(dragon ball counts as this) and pve/wvw deaths seperate. It isn’t really a big deal tho, since it doesn’t mean anything after you get the 400k experience without dieing achievement.

Commander Mastery

in WvW

Posted by: OreoWolf.9564

OreoWolf.9564

While the ability to only see commanders when in range is a neat idea, I would have to disregard “commander mastery”. With the current ability to buy a tag for a small fee of 100g, nearly anyone can get it. With the buffs you suggested, we would see 10+ tags on one map just because random pugs/roamers want the buff(s). Until commander titles are EARNED, I do not think this would be a good idea to implement. Already enough pugs commanders as it is.

Good point, maybe you could add an option in the game to never show commander tags(came up once long ago when people tried ignoring certain commanders but you’d still see their dot), but that’s another story. I could see some solo roamers possibly spending points into this line for the buffs specifically as you said, although this one would be one of the more expensive, similar to carrying supply and likely even more pricey.

And I do have to ask as I saw nothing in your signature, what server are you from where you have so many pug commanders? Borlis Pass, my server, tends to have one commander running Eternal, one-two in the homelands, and possibly another in one of the two enemy borderlands. Is the server you’re on Commander Crazy? If so I could see why you would not like this line :P

I’m currently in Blackgate tier 1. The pug commanders on our servers are few, but enough to distract other commanders and guilds. Although it might not be too much of an issue as of now, I can see it being so if it was escalated through the buffs mentioned.

You could implement it in a way such as the seigebreaker dude in the borderlands? 10-20 plus people must be in the proximity of the commander for said buffs. This would prevent roamers and most pugs from buying it for the buffs, and promotes organized guilds.

Could also go further than “an option to not show tags”. Why not make it so only guildmates or squad members can see the tag? It could appear as an orange commander tag instead of blue.

Just some constructive feedback, take it as you will.

Commander Mastery

in WvW

Posted by: OreoWolf.9564

OreoWolf.9564

While the ability to only see commanders when in range is a neat idea, I would have to disregard “commander mastery”. With the current ability to buy a tag for a small fee of 100g, nearly anyone can get it. With the buffs you suggested, we would see 10+ tags on one map just because random pugs/roamers want the buff(s). Until commander titles are EARNED, I do not think this would be a good idea to implement. Already enough pugs commanders as it is.

buying pvp assassin coat with gold

in Crafting

Posted by: OreoWolf.9564

OreoWolf.9564

By ‘pvp’ you mean sPvp? Or do you mean the pve counterpart of the pvp assassins coat?

QUestions Fractal Capacitor(infused)

in Crafting

Posted by: OreoWolf.9564

OreoWolf.9564

Relics are definately a pain when your grinding FotM just for them. A word of advice would be to progress on multiple characters instead of farming your daily 10 on one. This keeps your gameplay fresh and different, while making the whole process feel a LOT less grindy. You only need 5-10 AR for 1-20 fractals, and you’ll soon find yourself with more than enough pristine relics for all of your characters. Whatever you decide to do, I wish the best of luck!

Gotta love Putrid Mark

in Necromancer

Posted by: OreoWolf.9564

OreoWolf.9564

And here I was using it to transfer conditions! I’ve been doing it wrong all this time!

How to get CD/PC/TOUGH? Budget armor?

in Necromancer

Posted by: OreoWolf.9564

OreoWolf.9564

To get exotic rabid gear, your better off running dungeons or buying it with badges of honor. Although you CAN buy it from the trade post (exotic named armor), your looking at a price upwards to 30-35g just for the full set. It is a very high demand armor stat distribution which isn’t craftable, making the price rather out of the way of a new player. Have you looked into a carrion hybrid build? I can reach upwards of 2.7k condition damage while roaming with guild mates and the 28k health really helps. Precision procs aren’t really needed if you know how to stack bleeds efficiently.

Destroyer Scepter Recipe

in Crafting

Posted by: OreoWolf.9564

OreoWolf.9564

http://wiki.guildwars2.com/wiki/Destroyer_Scepter

Google and Wiki are your friends.

Normalized Character Models in sPvP

in PvP

Posted by: OreoWolf.9564

OreoWolf.9564

I’m all for banning asura toons from spvp if they give us asura players a free character slot from the gem store to compensate I chose the race for the animations, and I make sure my asuras are as big as they can get so I can still show off my armor and weapons (somewhat). I do agree that it can be hard to read what an asura is doing, but I don’t think it is fair to force someone to delete a level 80 toon just to play Tpvp.

Rate the sylvari name above yours!

in Sylvari

Posted by: OreoWolf.9564

OreoWolf.9564

Pretty original name, and the title doesn’t stray too far off of an sylvari ranger as well. An easy 7/10 to you!

My only sylvari character is named “Orrian Blossom”, the warrior.

Sylvari #1 rave race

in Sylvari

Posted by: OreoWolf.9564

OreoWolf.9564

Sylvari come on top when it comes down to breaking it down on the dance floor. Don’t believe me? Watch me bust some moves in this short video recorded by my guild after completing a guild rush

http://www.youtube.com/watch?feature=player_embedded&v=02paEGgm3Uw

(I’m the purple/green sylvari in the video)

P.S ~ Watch in max settings if possible ^^

SOAC Revenge Tourney 2nd Place Finish!

in Necromancer

Posted by: OreoWolf.9564

OreoWolf.9564

Currently practicing my build as well at the moment. Shoot me a whisper/party invite if you want to run some practice tournies or such

SOAC Revenge Tourney 2nd Place Finish!

in Necromancer

Posted by: OreoWolf.9564

OreoWolf.9564

A few guild mates we’re poking at me to try out for the weekend tournies, and watching yesterdays live streams definately peaked my interest in doing so. If this tournament is open, I would love to at least try out for a spot on the saturday team.

IGN: Melancholy Death
Time: Anywhere between 12pm – 9pm pst weekdays; 10am- 10pm pst weekends

Familiar with all classes having 6 level 80 alts and a rank of 40 in spvp(doesn’t show anything other than i messed around a lot with every class :p). Got almost double the play time on my necro than any of my other alts. Message me ingame through mail or whisper if I can get a shot at the team!

PS ~ no recording device installed but definately willing to install/record the event through my perspective.

Thanks in advance!

Guardian's should be able to d/w shields.

in Guardian

Posted by: OreoWolf.9564

OreoWolf.9564

I think you guys are forgetting that it is (almost) impossible to hold agro off your team 100% of the time with no provoke based skills. That being said, duel weilding shields not only looks silly, but is physically impossible; if you have two tower shields in your hands, they would both take took much space infront of you to be able to even move them freely. I respect your idea, but i believe there are much better possibilities than a mainhand shield. Its like giving warriors a mainhand warhorn.

Which 2 crafters should i go for?

in Crafting

Posted by: OreoWolf.9564

OreoWolf.9564

Well every single legendary weapon requires two unique 400 crafts so you should look at the list of legendaries, pick which one you like the most and level the crafts required for that legendary. Here’s a link to the wiki page with all the info you will need. http://wiki.guildwars2.com/wiki/Legendary

Which 2 crafters should i go for?

in Crafting

Posted by: OreoWolf.9564

OreoWolf.9564

Crafts in this game tend to not make any profit whatsoever regarding you do not farm the materials yourself. So get the two professions you would need for your favorite legendary incase you ever decide on having such a goal. The closest professions that come to making a profit is cooking and jewerly so yeah, you already have them :p.

Mystic Weps: Costs compared to Trading Post

in Crafting

Posted by: OreoWolf.9564

OreoWolf.9564

It will always be slightly cheaper to make your own mystic forge weapon due to the 15% sell fee on the trade post (you’ll save around 10-15% on the weapon depending on quantity and demand).

Crafting ascended back pieces

in Crafting

Posted by: OreoWolf.9564

OreoWolf.9564

Yeah, the quivers and books are really only crafted for the skins. I rather run 20ish fractals for my back piece than spend 100+ gold on one.