Given WoB out-heals SoV in just two seconds, I can safely say which I would bring there.
In short, no. There is no situation where this skill is better. If you really want the extra damage, you run Blood Fiend and fire a life blast. If you want group heal, you run Well of Blood.
20/25 stacks of SoV will do roughly 5000 armor-ignoring damage to one target. A Necro decked out in Clerics and Monk runes will NOT match that damage with a Blood Fiend and LB. Blood Fiend does, what, 200-300 damage every 3 seconds? That is NOT matching SoV.
Want extra damage, run Blood Fiend, want group heal, run WoB… Why not both?
I’m really depressed by the amount of players that desperately need a strong healing skill just to survive. Like they’ll automatically die if they don’t get that extra 1000 health.
Do you purposely go into fights without traits? Do you run dungeons without weapons, or utility skills? Do you regularly go into PvP matches without armor? No? Because handicapping yourself for NO reason is stupid. This skill is worse than every other skill we have.
Equipping it is the same as unequipping your level 80 perfect ascended weapon, and equipping a level 60 blue. Do you automatically die? No, but you are handicapping yourself for absolutely no reason.
You speak as if switching healing skills in between fights isn’t an option, or that there isn’t a single situation in which this healing skill would be more useful. I’ve been in plenty of fights where I’m taking minimal damage and don’t need to use my 6 all that often. Blood Fiend might do more damage over time, or it might do much worse… depends on the build and the fight. In fights like Thaumanova and Volcano fractal bosses, I think I’d rather bring in SoV. It also seems like it would be a great “fire and forget” during Dredge fractal boss if the Necro is running switches.
I’m really depressed by the amount of players that desperately need a strong healing skill just to survive. Like they’ll automatically die if they don’t get that extra 1000 health.
That’s not the complaint and not the point. The point of this qq is that they had the opportunity to introduce a healing skill that increases survivability and instead this flaming pile of crap was thrown our way
It’s not “the” complaint, but it sure as hell is “a” complaint. Literally seeing people saying they’re going to be useless in battle because they have to be ressed for bringing in this heal.
I’m really depressed by the amount of players that desperately need a strong healing skill just to survive. Like they’ll automatically die if they don’t get that extra 1000 health.
So you think marking 1 target with a signet that might get evaded is going to fix your issues? (WvW/PvP) In PvE what you’re fighting will generally be in a pretty stationary area, at least, just as much as they would be with a mark that only heals allies if they’re attacking, and not even for as much. You go ahead and run this heal if you think it’ll outshine well of blood for support, but you’re going to have a nasty wake up call coming for you.
Really overselling just how much I may regret using the skill. If it doesn’t work as well as I think it will, then I’ll just have to admit I was wrong and painlessly switch to a different skill with the ease of a couple of clicks. I still don’t see it being the difference between victory and defeat. Besides, it’s not like I have any plans on using it as my only means of healing and support.
Keep in mind the healing scaling will likely be non existent, because the skill was originally a siphon on passive and active, and they don’t scale any siphon skills well at all.
At least I can hope blood thirst works on the heal, but I doubt it.
Yeah, it’s the scaling that worries me most. But Transfusion did get a scaling buff eventually, and I had that traited long before. I might be in for a longer wait since siphoning hasn’t really been addressed though.
Here’s the issues that you seem to be ignoring:
“Ignoring” implies intentional disregard. I simply don’t see these issues you speak of.
The damage buff is barely 300 per hit with a 1 sec ICD between hits. Sure it’s pure but it also leave a giant mark on top of the target and they KNOW it’s time to get out of dodge.
Irrelevant against AIs, and against players, well, wouldn’t that be a form of pressure? I will admit I pretty much avoid PvP and WvW, but I can recognize situations that force your hand.
Combine that to the fact that it’s on a 35 second CD and with a huge 1 1/4 second casting time and just auto-attacking with an AXE twice would be a bigger deal in a fight.
Assuming you have high power.
Necro’s have awful sustain, most of it comes from the heal skill. This heal skill has the lowest potential heal compared to all of our skills, so it also leaves the Necro in an even more precarious position compared to our other heal skills.
Even at 20/25, it has the highest potential group heal, unless it scales MUCH worse than WoB with Healing Power. Lowest potential self heal? I can buy that.
The final nail in the coffin is that we got to see a beta version that was actually intriguing and could bring power Necro builds into a much better position, since these builds actually wield the multi-hit skills. Notice how the live stream tried to show-case multi-hits with the signet? How it didn’t work because of the ICD? That is what really is galling.
I don’t know the exact details of the beta version (cooldown, length, healing & siphon numbers) so I can’t judge that. Didn’t watch the live stream either, just going off tooltips, which I assume are using base stats. My Necro has low to mediocre power, high healing power, and above average toughness. My Necro is simply fundamentally different from most Necros. I’ve never claimed to be a top player, but my enjoyment when I switch to my Necro is in fine-tuning its role as a support.
I’ll just say; you don’t play a necromancer if you think a 35 second cooldown heal with a 4k base heal on a 1.25 cast time with the ability to siphon no more than 1.2k damage individually is a good heal (For a necro, no less. The highest HP pool class with little side-defenses)… No one can get more than 4 siphons from this heal because the 1 second internal cooldown and the debuff lasts only 5 seconds (meaning unless you hit exactly as its up, you’ll only get 4 sipons) and that’s IF it lands and IF the marked person doesn’t evade you once.
You think a heal that, in a perfect scenario, heals for 5,200 on a 35 second cool down and allows for each player around them to do 1200 more damage and healing IF a long cast time lands AND they don’t evade is good? A simply use of the brain will tell you this heal is nothing compared to Consume conditions, which heals for more than this skill can possible reach, BASE, and removes all conditions and heals from them. AND has a 25 second cooldown. You literally just have to use your brain for a second to realize why its terrible.
I’m assuming you’re coming from a strictly PvP background. FYI, I like Consume Conditions, but maximizing team support has me running Well of Blood. It’s quite annoying not being able to maximize the healing from THAT due to allies running around, even if I drop a well right on top of them.
Pets don’t procc it. The tooltip explicitly states that it is only affected by players.
Also the numbers are really garbage. Like demonstrated in the stream it is really hard to get the 5 proccs out of it, even with fast weapon skills like dagger auto. So you end up mostly triggering 4 charges thanks to the icd. Now you get an additional 1.2k dmg every 28 seconds and have to cast it for 1.25seconds. In a team environment that is 6k additional dmg + some healing every 29 seconds (casttime) in which you also can’t dps..
From a dps standpoint it isn’t worth it and if 2k grpheal every 28 seconds and a really bad selfheal are ok for you in a supportive build then why not.
I guess I missed the part where only players can trigger them then, but from re-reading, yeah, that seems to be true. It seems like a mistake if you can usually only hope to trigger 20/25 charges in a full party. But even in the 5 seconds it’s up, it’s very possible for a Necro to tear through a lot of charges if there’s no internal cooldown. If there were no internal cooldown, it would by far be the best raw heal for Necros. So I can understand the need for an internal cooldown. 1 second would be too much though. 0.6 would be more reasonable.
And I have a tanky support siphoning Necro with relatively low power and minimal damaging conditions, so yeah, the extra damage would actually be fairly significant for me.
I honestly can’t see why people are freaking out so much regarding the new heal. The Passive looks terrible (very minor, limited damage mitigation), but I see no reason to hate on the Active. It has higher base potential for healing than WoB, can deal 7000+ armor-ignoring damage, has trait support, and can be used underwater. I’m starting to think people are just kitten ed that Necros are getting a healing skill that’s on roughly equal standing with the other Necro heals and not something that looks op.
You guys do realize that we have different skills to fit different situations and builds, and not so we can replace an old skill with a new better one, right?
Not that I wouldn’t love it if SoV got a buff from what I’m seeing of it right now. Because that passive is absolutely a joke, no argument there.
It seems you were right. That skill is utterly trash. For pvp it will be subpar to cc and in pve if you want group heal wob is still the better choice. The only upside it does damage but lets be frank, you give up too much for that damage and the cd and the cast time are too long. Maybe if the upped the numbers on the passiv, i would take it but as it stands, its a terrible burst and sustain heal and the damage is wasted.
You forgot that you get more damage out of a Blood Fiend (if you wanted your heal to deal damage).
And it also has a shorter cd…
Blood Fiend can also be killed, and WoB can’t be used underwater and has a limited and static area of effect.
When was the last time anyone cared about underwater?
And Blood Fiend only has to stay up for 4 seconds each summon to out-do the signet (for the healing, you use Taste of Death after its second attack, damage it doesn’t matter how it dies). And that’s with a traited signet and untraited Blood Fiend. Even in AoE spam areas, that’s easy to do.
You don’t have to care about underwater to be forced to fight underwater.
It seems you were right. That skill is utterly trash. For pvp it will be subpar to cc and in pve if you want group heal wob is still the better choice. The only upside it does damage but lets be frank, you give up too much for that damage and the cd and the cast time are too long. Maybe if the upped the numbers on the passiv, i would take it but as it stands, its a terrible burst and sustain heal and the damage is wasted.
You forgot that you get more damage out of a Blood Fiend (if you wanted your heal to deal damage).
And it also has a shorter cd…
Blood Fiend can also be killed, and WoB can’t be used underwater and has a limited and static area of effect.
We’re really pretending like Ascended armor is this absolutely necessary gear treadmill?
To me it just seems like if people dont see a giant initial heal they call the skill bad. Same reason skelk venom is getting so much hate.
No, in fact that was a completely fine function, I was happier with the skill when I originally thought it had no burst heal at all.
The problem is there is no situation where this heal will be desired.
Group support? Well of Blood makes it look pathetic, and can more than double the healing, at nearly the same CD, and with a better group of supporting traits.
Sustain-based heal? Blood Fiend, as bad as it is, will do better.
Anything else? Consume Conditions still is far better.
The only time this skill would be worth bringing is when you are doing content so mind-numbingly easy that you never activate your healing skill anyway, so might as well make it a little faster by using this for the mediocre DPS.
Allies like to avoid beneficial area effects like the plague. SoV is more likely to benefit all allies than WoB. WoB also can’t be used underwater.
Also, if all 25 stacks get used up (which is easily done if anyone in the team has minions, illusions, or a pet; as far as I can tell, there is no 5-ally limit), that’s at least a bonus 7000 armor-ignoring damage.
I’m interested in seeing if it works on objects.
Seriously there should be other ways to obtain it rather than wait 8-9 days just to have enough to make ONE charged quartz not to mention it being account bound and craft-able once per day. Not to mention it takes 42 days mining that node in your home instance just to make 1 exotic inscription.
few silver each on the tp right now… no need to wait days to charge 1 quartz
Don’t support the tp flippers. Quarts was under 50 copper before the insider leaks and speculation made people buy up all the cheap quartz and resell it at 1000%+ profit.
My only hope is that quartz isn’t involved at all and those people will have lost all their ill-will potential gains.
Or, y’know, people saw quartz becoming more expensive due to a massive decrease in the amount of available nodes coming a mile away and stockpiled all the easy quartz while they could.
Really looking forward to this skill since it’s perfect for my support Necro.
Most of the times I’ve been downed by those stacks of mines is because I’m out of energy.
So are you unwilling to compensate for that by using different traits or foods? My wife was having the same problem until I mailed her a stack of ten “Bowl of Orrian Truffle and Meat Stew.” That’s 5 hours of increased energy regeneration right there. As the OP stated, it is for the most part a l2p issue and people are just too complacent or ignorant to adapt.
I play a ranger, which means I already have a faster regen of energy. And I still sometimes run out of energy. Sometimes because of a silly mistake (whoops, didn’t mean to dodgeroll there…) and sometimes because of massive AoE where even two dodge rolls won’t get you out in time. And if you’re walking around near those bombs, they can spawn right underneath you, and without dodge roll, you cannot walk out of range in time.
“Please tell me how I can stop attacking. As escape often doesn’t work for me (and my character keeps on attacking). The only way I can stop attacking is turning my back to the foe…”
Just click on something that’s not an enemy. You’ll stop attacking. Or you can clear the condition.
Does a search on condition removal for ranger
Nope, only a passive one that activates every 10 seconds. Or a spring that is only useful if you stay put.
And clicking something that isn’t an enemy? What can I click in that tower?
I think the learn to play card is played way too often. I know exactly how to play this game, but that doesn’t mean I should like OP effects we see in the tower: massive respawn rate, elite foes when there’s only player around, massive AoE without any place to hide. I think it’s a cheap way of “increasing” difficulty and, at least for me, absolutely not fun. And the average player might be able to deal with two of those effects, but a third one might just confuse them so much, that they’ll start making stupid mistakes they wouldn’t make during normal gameplay.
You don’t know how to turn off your autoattack or stow your weapons away?
Asurans want to make money. Also, it’s a tiny bit of silver. If a handful of silver is going to stop you from making gold, it’s a terrible method to make gold.
Honestly, she needs more face time. This warp in warp out style she has doesn’t allow us to give a good smacking… Though as a villian it’s the smart way of doing things, don’t expose yourself for the goodie heros to get it.
Hopefully, we end up using Doctor Who-style teleportation reversal to take her down.
Work on actually trying to clear the Invasion events instead of farming them. Dead Scarlet.
tl;dr: I’m entitled to easy braindead content. Even MORE braindead than it already is. Because effort, ewww.
Two words: Mecha Zhaitan
No Snaff? Missed opportunity there Anet.
Our characters never met Snaff. I’d guarantee if Zojja entered the tower there would be a Snaff hallucination.
Quaggan + Grawl alliance.
Scarlet: I am your new god!
Quaggan + Grawl: Sounds legit.
Love the tower…
A big thumbs up from me, for this entire event.
I think they got the difficulty spot on, the achievements are not a burden and its fun to run the tower, doing the nightmare chambers on the way.
For me the entire Kessex Hills/tower living story as to go down as one of the best from Anet…well done!
The only sad face from me, is it isn’t permanent…
It seems all the best living story chapters that I really like are ALWAYS TEMPORARY!
Molten Forge Dungeon – Temp, once only.
Mad Kings Dungeon – Temp, once only.
Queens Jubilee – Temp, once only.
Kessex Hills/Tower – Temp, once only.Why? From my point of view are all the best bits of the LS always temporary, one shot deals? Its so sad…
True that.
Bring back the Scrying Pool, ANet.
At number 17 I finally fought Forgal… then on my Norn I fought Sieran. Nada the next few times, but it’s possible it’s a 1/10 chance. I still want to see the Trahearne fight and a Destiny’s Edge fight, but I’m not sure how much longer I’ll keep this up once I have my Tri-chest achievement maxed.
FYI, this is more or less something I desperately wanted… back during Queen’s Jubilee. Which is why it annoys me that the encounters are so random.
VERY annoying. It’s bad enough I can’t loot the Chambers twice in a row, but being forced to move to a different location without being able to loot the Chamber at all is terrible.
there are secret bosses? I suddenly feel very lucky to had a rematch with Molten berserker. Even if he was scaled way down.
I wouldn’t call them secrete bosses. Just random.
Well, they never show up for me, and had it not been for the forums, I never would have known that they exist. That’s why to me they’re secret.
I must have missed the threads. Which ones are the secret bosses?
Edit: If you mean the characters from your personal story I think it depends on the character you use. I’ve done it on my human Whispers agent who’s only gotten up to the 1st level 80 story and so far I’ve only seen Tybalt twice and Logan once.
I suspect the Destiny’s Edge member is dependant on your race and the other’s are dependant on your personal story choices. If you haven’t gotten very far through the story you’re less likely to see those bosses because there will be less options.
Using a lv. 80 human that killed Zhaitan. 0 secret bosses. Also a lv. 80 Norn that killed Zhaitan. 0 secret bosses.
Remember, kids: don’t rock the nightmare.
There’s quite a lot of threads here about secret bosses in the Nightmare Chambers, but they seem to be incredibly rare… like 1/20. I’ve done 14 chambers and not encountered a single one. From what I gather, you don’t even get any special reward or achievement from them, so it’s purely for the fun of the experience. But since I can’t enter the same chamber twice in a row, I have to wade through a lot of mobs and potential blocks just for a chance at experiencing something potentially fun. If there’s a trick to get them to spawn, or at least I’m all ears. It’s either that or park alts at different chambers.
Is this a possible boss in the regular Nightmare Chambers or in the Nightmare Incarnate (final chamber at the top of the tower, next to the Tri chest)?
Go ahead, keep cracking jokes and distract yourselves. That’s just how the Grawl-Skritt alliance will steal away all our shinies to make giant idols with.
And the amount of Scarlet hate continues to boggle my mind.
This is all some elaborate joke and people don’t really hate Scarlet, is that it? That has to be it, right?
I ran this dungeon twice: once with my friends (four of us had never done it before) and we completed it without any major issues. There were a few wipes here and there and some tricky bits, but it was fun.
You think several wipes is considered no major issues?
I’ve seen lots of people rage quit AC just b/c Hodgins died a few times in a row.
I’ve seen people call arah runners unforgivable n00bs just b/c they aggro’d the champ outside Lupi’s room. Heck, I’d agree with the people who would blacklist a COF nub b/c he died even once to Alpha in COE.…. my guild’s first attempt at this dungeon didn’t see a single death we got overconfident and tried to go straight for the Achievement on the Foreman by pulling him into a tiny little area where we didn’t even have space to move out of his AOE’s. And that’s not even our fault, that’s Anet’s fault for poor Description Text and even worse geometry design.
A few wipes in two early runs is in fact no big deal. I’m sorry you’re so pro that you have no tolerance for less than perfection.
And yet, still no green hair color for humans. It’s been over a year and my Necro still isn’t allowed to look like my GW1 Necro.
khani, you know what? I forgot all about Applejack and Rainbow Dash. Where do they fit in with this Living Story? Hmmmmmmmmmmmmmmmm…
No one has even mentioned poor Rarity yet! Maybe it’s because so many are frustrated with her RNG drop rate? I mean you have to get gems and even then there’s only a chance she might show up.
Rarity is obviously roommates with Zommoros.
Don’t you just love how MLPtards have to impose their little show over every single internet forum.
Every time someone quotes or posts a meme based on Futurama, Family Guy, The Simpsons, Fresh Prince of Bel Air, Final Fantasy, etc. etc. etc. Make sure you complain about people imposing those things.
I have a tank of a Warrior that can regularly solo Champions by just standing in place and whacking away. Said Warrior can do this against a low-scaled Dwayna statue.
Toughness is hilariously awesome.
I have a ridiculously tanky warrior, so I only lose around 60% of my health when I get hit by one. I like just running directly into them to kill nearby squishies or be the worst example to follow.
I haven’t beaten him, but I haven’t given up. I’m just being practical with my time. I’m not going to bother until enough of the rest of the server realize the battle can’t be won using mindless zerg “tactics.” Karka Queen resulted in a lot of whining and claims of being “dead,” but now we regularly take her on daily and it doesn’t take very long. It could very well take three months, but Teq eventually will lose a lot of the frustration factor once people are willing to change, or those who are incapable of learning give up.
Although this is something sparked by recent complaints regarding Tequatl, I’ve had this idea since long before the new Tequatl was even announced.
In Phantasy Star Online 2, most bosses have breakable parts that expose weaknesses or take away attacks. I’m sure there are other games that have similar mechanics, but PSO2 is the only one I’m both aware of and familiar with.
In the case of Tequatl, the applications are clear. Tequatl has three targetable spots: the head, the left arm, the right arm. Obviously, we know attacking the head deals more damage than the arms, but the arms are often targeted because they’re easier targets.
What I’m suggesting is that both arms should have their own health (shared with Teq, so any damage done to the left arm reduces both left arm health and Tequatl main health), and when an arm’s health is down to zero, it can’t be targeted again. However, a defeated arm would lose its function. So, defeating the left arm would make it so Teq uses its wave pound half as often or has half the power, and defeating the right arm would make it so fingers spawn half as often or have half health.
Similarly, applied to Claw, a broken arm could throw less minion crystals, smaller ice waves, or less ice pillars. Applied to Shatterer… heck, it doesn’t matter; people would be forced to attack the left claw once the right claw breaks, then when both break, they’ll have to fight directly in front of Shatterer’s mouth.
The specifics aren’t as important as the idea: if a boss has multiple target points, we should be able to “destroy” specific target points and limit that boss’s offensive options.
You know a genre has problems when gamers praise a game with horrible and cheap mechanics are great and hard.
Read up SNK boss syndrome for more information and see where Liadri stands.
I freaking love SNK bosses though. Do you have any clue how satisfying it is to not only unlock the Geese boss fight in Art of Fighting 2 but actually beat him?
Liadri isn’t nearly as bad as most SNK bosses. If anything, I’d say Meatless Murder is closer to being an SNK boss due to ACTUAL RNG complaints like Strugar throwing meat directly under Chomper.
Two things need to happen:
1) Spiders need to despawn after each attempt. It should not be more of a hassle to keep trying than it is to restart the whole dungeon after one failed attempt.
2) The boss’s mechanics should be better conveyed. They don’t need to be changed – just better conveyed. There is no indication that the spiders are a dodge-able attack – yes he shakes his head, but there is no indication of a hitbox or a “dodge now” or even an “I should dodge this” to portray the mechanic. The very concept of dodging an add spawn is just silly – “Oh, they evaded, looks like my spiders can’t get here now. Well, **** me.”
I agree with this, even though I have no problems with the boss. It frustrated me and my party for a long time, and the rest of my party left. I stayed behind to better understand the mechanics and eventually got to the point where I could solo it with my Ele.
I swear, the only way to beat this guy with a party (without a gimmick) is if every member of the party is competent enough to solo it. It’s manageable once you know what to do, but it isn’t terribly obvious to learn without guidance.
So far that scenario has only happened once and that’s okay. But if they keep doing it every 2 weeks, making content that they expect only a small portion of people to be able to complete then we’re gonna have some problems.
I recall them saying the same thing about the Clock Tower event (that they only expected a small percentage of players to be able to complete it), so make that at least twice.
And frankly, we don’t really know what their expectations are when they release content unless they tell us. Who knows how many times, when designing content, someone on the team may have pointed out that something might be too difficult for many players only to be overruled by devs who really don’t care about that particular demographic? This dev team seems aggressively devoted to designing content that they know many players will be frustrated with, all in the name of providing a “challenge”.
And there’s nothing wrong with that.
If Endure Pain doesn’t work, I probably got confused and was thinking about Deadeye’s killshot (which it does work on).
Interestingly, if you blind the clones and touch them, they’ll “miss” but still blow up and die. How well you can take advantage of this may vary.
Have it connected to Home Instancing somehow.
Let’s say you get a commemorative plaque for helping to defeat Zhaitan. Putting that plaque up in your Home Instance makes it so Orr maps you go to are “cleansed” versions. If you want to go back to Risen Orr, take the plaque down. Make it so you can only toggle this once a day, and taking the plaque down prevents you from taking part in any new Personal Story steps until you put it back up.
It would be like promoting from Pre-Searing to Post-Searing, only more like guesting and you can actually go back to Pre-Searing.
This will no doubt split the community, but not irreversibly so. Depending on your world server’s community, you might end up having a pre-heavy community or a post-heavy community or a community that switches with the zerg. This could end up with players from a pre-heavy world guesting on a post-heavy world and vice-versa.
If this is indeed the whole point of an ele, then why do we need such a high trait investment for it to be viable? An ele with no points in arcana is not versatile.
My 30/0/30/10/0 Power/Conditions FGS Ele disagrees with your stereotyping.
They all have hidden cameras inside them!
The Queen wants to keep you all under surveillance.
Destroy them, destroy them all!(but seriously, can we at least forge them then?)
New suggestion:
You can salvage minis you don’t need for parts and use the forge to make random minis out of the parts.
Addendum: Have a rare chance at a rare mini. Otherwise, you get some kind of horrifying “Frankenmini.”
Would like to know this as well. I got (2) 2-week passes as drops, so I used one of them and love it.
I think a lot of people playing GW2 would have an aneurysm if they were raised on SNES/Genesis games where everything was a OHKO and if you didn’t make leaps of faith you’d restart the entire game lol
We usually didn’t have terrible cameras in SNES/Genesis games, to put it fairly.
Imagine playing an old Mario game where the visuals zoom in when you’re near pipes or the border of the screen and you can’t see anything around you. Or enemies that due of some bug are immune to the fireballs every now or then. Or platforms that can kill you and whose appearance differs from normal ones for just a slightly different shade of color.
Not that fun, isn’t it?
Any game with forced scrolling or leaps of faith.
