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Best build for using Trav Runes?

in Mesmer

Posted by: Overkillengine.6084

Overkillengine.6084

I run a Blackwater variant using those runes; works decent. (Usually roaming with my guild’s havoc teams who mostly like to run speedy builds.)

I find the loss in peak condition dps is made up for by being able to more reliably get into position to deal damage at all. Or in range to drop a Time Warp, Null Field, etc.

Perplexity runes

in WvW

Posted by: Overkillengine.6084

Overkillengine.6084

It’s a start, now it just needs a finish. Those kitten runes are going to get any other non rune confusion build nuked from orbit.

Increase the cool down to 12-16. Even at 8 seconds they are too easy to spam for a 100% chance of 5 stacks on interrupt. Especially if you managed to fix the duration bug noted in the wiki.

Or just drastically decrease the activation chance. Or the stacks given.

Necro Patch Notes - 11-26-13

in Necromancer

Posted by: Overkillengine.6084

Overkillengine.6084

More options with half of the cooldown.

That’s how playing other classes is starting to feel versus playing Necromancer. Nice to see from the upcoming balance preview that my decision to swap to Mesmer months ago was well justified.

Necro Patch Notes - 11-26-13

in Necromancer

Posted by: Overkillengine.6084

Overkillengine.6084

I’m disappointed that one of the only decent Necromancer team support options got nuked from orbit like this.

I’m insulted they went about it the way they did with the stealth nerf and tooltip “fix”.

It insinuates that they think we are stupid and won’t notice when one of the few team support options we had other than “loldps” gets gutted, no, not gutted, completely removed.

This is why the Devs get so much contempt in this section of the forums; they went about this in a contemptible manner.

Your top 5 design mistakes in GW2?

in Guild Wars 2 Discussion

Posted by: Overkillengine.6084

Overkillengine.6084

1) No real preemptive measures to dissuade server stacking (WvW)
2) Ascended Gear carrot and associated time-gated grinding.
3) Single use skin system; plus lack of skin variants.
4) Zerg favoring WvW design
5) Content design that favors zerker glass cannons over almost all other stat arrays.

Request for 2-Handed Ranged Weapon

in Guardian

Posted by: Overkillengine.6084

Overkillengine.6084

Longbow. 900-1200 range please.

1) Aesthetic reasons (not all of us want to used a finger wiggler caster weapon for ranged.)

2) It’s the only version of spirit weapon we can’t already use.

3) It’s in theme for the class as an archaic martial ranged weapon.

Ideas for skills:

1) typical ranged auto, single target only but includes a (very) short Burn.

2) Single target immobilize

3) Narrow cone/line attack, vulnerability

4) targeted AE that deals a short Blind and Burn

5) placed AE that mimics Bow of Truth Healing AE

Necro - WvW - Getting Focused

in Necromancer

Posted by: Overkillengine.6084

Overkillengine.6084

Some dudes on reddit did a poll and found out that nearly all condition necros use a staff, thus proving that staff is OP.

Lawls. Of course the Reddit hivemind is 100% right about everything.

Necro - WvW - Getting Focused

in Necromancer

Posted by: Overkillengine.6084

Overkillengine.6084

Staff only gets so much use because most of the other weapons are either craptastic (axe) and/or put you within the “walking down a dark alley alone” radius of the enemy assist train. (<1200 range in an open field)

If there were more broken terrain to use as cover in WvW, staff would see far less use.

Necro - WvW - Getting Focused

in Necromancer

Posted by: Overkillengine.6084

Overkillengine.6084

Pretty much what I realized early on; you need a good screen to do your job as a Necro in WvW; in small groups that means that screen must maintain situational awareness and not run off chasing squirrels or the enemy will single out your artillery Necro and gank them.

Now the question is: should Necros require that level of group support?

Why are we still getting single use skins?

in The Nightmare Within

Posted by: Overkillengine.6084

Overkillengine.6084

Why you ask? the answer is money. How you ask? the answer is transmutation crystals

/thread

Do the same system and just make it cost a transmutation stone/crystal each time. Problem solved. Everyone happy. They get their money from the stones and crystals, we get permanent skins. The new system with the Zenith etc. skins is awesome, the ‘old’ system is terrible for game that’s all about looks.

Should’ve just adopted the DCUO wardrobe system.

This. Just let us use a crystal or stone to copy a skin to our achievement tab. Then we get what we want and Anet gets their precious casheses too.

Right now the flood of single use skins just means I am not spending as much as I would otherwise because I am only willing to spend money on the cream of the crop if I only get it once.

Jon Peters on Conditions in PvE

in Necromancer

Posted by: Overkillengine.6084

Overkillengine.6084

Or also just design boss fights to not just be single massive HP punching-bags in the first place; which would help a lot with the chain CC issue.

Like give then stunbreaks which have a cooldown.

Maybe a “call for help/reinforcements” ability when chain stunned, etc.

Almost anything would be better than arbitrary immunity.

What if "Chilling Darkness" worked both ways?

in Necromancer

Posted by: Overkillengine.6084

Overkillengine.6084

It would have to be a separate trait high up; most likely GM slot. Having both would be disgusting hilarious, you’d have to give up a lot build-wise elsewhere to make up for that.

Who is the easy target ?

in Necromancer

Posted by: Overkillengine.6084

Overkillengine.6084

Anyone not running CC/condi removal.

I’ll commit the hubris of quoting myself.

And then pontificating.

There is a reason I said something non class specific as my answer. What do necros get a lot of regardless of spec? What do they have issues with regardless of spec?

A lot of the specific examples fall under what I was talking about; builds/players that either did not bring anti- CC/condition abilities; and often did not bring an offensive CC tool or three to the fight either, expecting pure damage to win.

Skimp on those too much and in a straight up cage match a Necro has a kitten good chance of outright winning 1v1. Cage match implying the opponent is unwilling or unable to withdraw/reset the fight.

Random DS thought

in Necromancer

Posted by: Overkillengine.6084

Overkillengine.6084

Would it work better as an ablative hitpoint defense layer if when given conditions in DS those conditions stayed/ticked on your lifeforce bar until they ended or it depleted instead of following over to your HP bar when manually ending DS with lifeforce remaining?

Stunned/CC’d while in DS? End DS manually for a jury rigged stunbreak if you did not have a stun/CC already active on your normal HP bar.

Granted it does not fix the kittened one shot through DS in high end PVE content, but it might help a little bit in other content if you could pre preemptively flicker into DS long enough to absorb the CC+immob burst and then drop DS to immediately back out, without having to burn a long cool-down utility.

What you would give up while using this method is the ability to transfer/cure any conditions left ticking away at your life-force bar while your regular HP bar is active. If you didn’t do anything to refill life-force while DS recharged, of course you’d be out of luck then as well.

Who is the easy target ?

in Necromancer

Posted by: Overkillengine.6084

Overkillengine.6084

In WvW my guild tends to target Necros first for focus firing if we see any in range.

We’ve started running Mesmers more often in havok groups just to give the few others left still running Necro some clone cover chaff/invis.

Who is the easy target ?

in Necromancer

Posted by: Overkillengine.6084

Overkillengine.6084

Anyone not running CC/condi removal.

Jon Peters on Conditions in PvE

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Posted by: Overkillengine.6084

Overkillengine.6084

There’s multiple reasons I suggested halving base duration while boosting the intensity coefficient.

Having the stacks end in half the time means it is harder to cap out in the first place even with multiple people, and because the cond damage is happening in a shorter window it is less likely to get overwritten by another source as well.

It also technically lessens the effect that +/- % cond duration effect stacking has on game play because of the lower base duration available to manipulate.

Higher dps conditions also means more dps to slip in before a cleanse negates the damage potential, bringing more parity between a power-crit build and an offensive condition spec.

Torch 5

in Mesmer

Posted by: Overkillengine.6084

Overkillengine.6084

Only reason I whip out the Mage for is shatter fodder. It either needs to attack far more often or it needs a better effect to justify both the slow attack speed and long cooldown.

Jon Peters on Conditions in PvE

in Necromancer

Posted by: Overkillengine.6084

Overkillengine.6084

A group should be allowed to take as many condi user as they want without gimping themselves the same as they can go all zerker right now if they desire to.

Jon Peters on Conditions in PvE

in Necromancer

Posted by: Overkillengine.6084

Overkillengine.6084

Another “easy” fix: Globally halve durations on damaging conditions; but double their damage coefficients. Makes it both easier to stay under the stack cap and keep up with power burst damage, as well as better avoids damage overwrites by dealing it faster and dropping off.

Bug on Staff 5?

in Necromancer

Posted by: Overkillengine.6084

Overkillengine.6084

Wait; they are actually going to fix the full cool-down on interrupt for all staff marks?

Holy kitten!

Bug or the coolest escape move in the game?

in Necromancer

Posted by: Overkillengine.6084

Overkillengine.6084

Extra health is not equivalent to skills which negate ALL damage in a game with bosses that hit far in excess of that extra health. Any class reliant on extra health as their sole form of damage mitigation (necros) will be sub-par in those scenarios. Period.

I’d also like to chime in and point out that DS also has the onus of not negating incoming conditions attached to attacks like other invuln/avoidance tools as well, so even if you didn’t get one shot, you either need to be able to stay in DS until that condition wears off or have enough health left to live through the lockout period AND have removal tool handy on your regular bar or you get to eat that too.

Too bad you can’t see your utility cool downs while in DS. What a nice “perk”.

So Necro sure as hell does not get DS for free; if anything too much is paid for it.

(edited by Overkillengine.6084)

"Antitoxin Spray" = "Consume Conditions"

in Necromancer

Posted by: Overkillengine.6084

Overkillengine.6084

Antitoxin Spray is crap and not worth complaining about; except when people insist on using it in WvW and set themselves up to be a rally bot for the enemy.

Dec. 10th Balance Preview (Necromancer)

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Posted by: Overkillengine.6084

Overkillengine.6084

Even something that auto transferred conditions/cc effects every x seconds to a nearby enemy would be a massive improvement; would make a melee assist/cc train much less reliable as a way to render a necro helpless.

The counter play of course is not to be near the necro when doing a cc + focus fire if you suspect them of having this trait. Ranged damage of course tends to not be as high a coefficient as melee and this gives the necro more time to back off/actually use DS to soak damage meaningfully.

Dec. 10th Balance Preview (Necromancer)

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Posted by: Overkillengine.6084

Overkillengine.6084

Cooldowns.

It is ironic that for a class that is supposed to have strong sustain that most other classes can out-sustain Necros by virtue of just disengaging the moment a Necro pops a survival tool; waiting it out then killing them with near impunity once it is down and recharging.

Part of the issue is not the strength of our tools, it’s the down time and the window of helplessness that comes with it.

Necromancer's only defense!

in Necromancer

Posted by: Overkillengine.6084

Overkillengine.6084

“-As I keep stating, for the 3rd time now, people simply don’t target wurm in WvW. It just doesn’t happen. That’s an over-exaggeration, but it’s basically the truth”

Maybe at your tier. I know from painful experience in T3 and above that if the enemy can see/get to the wurm, it isn’t going to work out in your favor. You’re better off carrying WoP for the inevitable CC/chain immob spike once they figure out what class you are.

Spectral Walk is best used for juking/cliff diving; and both those only really work out consistently if you already have a lead on your pursuers, i.e, you could just have way pointed out instead.

On demand burst mobility is king in the higher tiers.

Collaborative Development: World Population

in CDI

Posted by: Overkillengine.6084

Overkillengine.6084

Playing with Transfer costs alone won’t fix the problem. The masses are stupid and will continue to stack servers.

You’ll have to take additional measures to mitigate the overwhelming power that superior population gives.

First: show the average WvW queue times around the clock on the World choice/transfer display. This will allow WvW oriented people to make an informed choice about whether they want to sit in queue for hours or begin on a lower tier server that has no queue and a need for manpower.

Two: Logistics modeling! If you truly mean to simulate warfare via wvw and don’t want it to keep devolving into a default of stack population to win, you need to redo your supply model per map to ensure that a mindless zerg will collapse under its own weight by consuming supply faster than it can produce it per objective captured. I already made one suggestion in this vein. Planetside has/has had the same issue in a way when it comes to zergs when they screwed up their supply modeling. ANY GAME THAT IGNORES THIS IN A MASS PVP FORMAT WILL CONTINUE TO HAVE STACKING ISSUES!

Third: This is the layer where you need the server transfer cost tweaking to promote down transfers. The cost should scale based on how far down you go. kitten bottom? Free. Etc.

Fourth layer: scorched earth time! Adjust the population cap per WvW map dynamically in increments of 5 based upon the lowest pop side.

Example:
Side kitten in queue
Side B 52 in queue
Side C 33 in queue/on map
result= 35 allowed per side into map until the numbers change.

If there is a disparity greater than 5 between the lowest and highest population on the map, grant a version of the bloodlust buff to the lower side that keeps scaling up the greater the disparity.

Most of this is group punishment, yes. But people in general are stupid little monkeys and will misbehave unless inescapable consequences for their actions are harshly enforced, which is why group punishment works.

Dirty, dirty little thieves...

in Necromancer

Posted by: Overkillengine.6084

Overkillengine.6084

Drop marks 2-4 on yourself, wait for the stab,..

…is a good way to waste Chillblains and Putrid Mark. If thieves see you standing on a mark they will always dodge through it first before attacking you, so at best Mark of Blood alone can serve as an early warning system.
I’m not against precasting marks, but you shouldn’t stack them, spread them out instead for area controll. Or save Putrid for the blast finisher, an extra combo blindness or weakness can make a big difference.

This. Spread them out so one dodge roll can’t blow them all or cast just one and hold the rest in reserve. Works against Mesmers who hide in stealth a lot too.

How do you feel our defense is right now?

in Necromancer

Posted by: Overkillengine.6084

Overkillengine.6084

You call it trolling but I’ve actually considered making builds where the only goal was to pump up my effective HP in order to waste as much enemy time killing me since I can’t avoid it anyways short of not engaging.

Dec. 10th Balance Preview (Necromancer)

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Posted by: Overkillengine.6084

Overkillengine.6084

I still think power damage % based siphons would be one of the easier to balance options though, a flat always on siphon is too abusable and virtually requires a cool-down or being nerfed to pointlessness like what we have now. This would help Power necros be a bit more viable too; as well as hybrids.

Since release to now, Vampiric traits need to be mutually exculsive (so vampiric allows siphoning on normal hits, vap prec swaps siphon from normal hits to crits, minions siphon by themself but disable your siphon/weaken it to their level and maybe adding a condi siphon) and based on the DK death strike.

Yes and no; it really depends on how they stack up since stacking them does incur the opportunity cost of speccing in Blood as well as spending traits to get them. One way to do it is a base siphon trait gives % siphon for the base power damage on all attacks but does not crit; while vampiric precision gives a separate % bonus amount on crits only. Getting both means at least 20 pts and two traits right there.

Not many high damage builds would want to allot that much to Blood; and support/tank builds aren’t going to have the extreme power damage base to ramp it up to unkillable bunker level sustain. The best overall stat array for a siphon build would be Cleric+some crit gear most likely, which isn’t going to be insta-gibbing anyone even with unresistable damage siphons.

Dec. 10th Balance Preview (Necromancer)

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Posted by: Overkillengine.6084

Overkillengine.6084

Well; Blood does not give an appreciable level of offense even if the siphons were “good” so it would still be not the best choice to solely rely on in a damage centric game design. I don’t feel forced to run Signet of Malice on my thief, and it arguably has far more easily accessible sustain. (granted, it heals on attack instead of siphons; still better sustain though)

Both methods suffer from the drawbacks of needing to continuously attack; but only one comes with the option of being able to effectively choose your exposure window and also the ability to sacrifice it temporarily for burst healing.

I still think power damage % based siphons would be one of the easier to balance options though, a flat always on siphon is too abusable and virtually requires a cool-down or being nerfed to pointlessness like what we have now. This would help Power necros be a bit more viable too; as well as hybrids.

You could have the trait based damage dealt be out of the box (pre bloodthirst) be something like 2% of power damage dealt, which gives an equal self heal. A ’zerker necro would of course get a high siphon amount from this; but they had to sacrifice some damage to grab this trait from Blood, plus having paper defenses and little CC avoidance means it is still risky.

I’d really like trait that shares at least some siphon healing with team mates though; would open up an aggressive support option

Dec. 10th Balance Preview (Necromancer)

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Posted by: Overkillengine.6084

Overkillengine.6084

The point is this thing is unbounded. You can be hit a bunch of times and it keeps stacking up the might. Maybe the duration is a bit low, but with no cooldown this is a good interesting trait.

I want to spend a few words on Siphoned Power.

It is a damage boosting trait which takes action in a situation in which most players tend to play defensively and its benefits ends right after you are out of danger, since 5s might will be most likely expired few seconds after you have healed and start playing offensively again.

To take advantage of this trait, you have to play offensively while under 25% HP, which is an horrible choice for any player.

Even when you are in Death Shroud and under 25% HP, you make an use of that trait if you are constantly getting hit and playing offensively at the same time. That means that your life force is going to drain fast and you’ll end up with ~10 stacks of might at best for a couple of seconds which expires right after you healed, assuming that you manage to heal.

That’s why I think it is completely worthless for an adept minor trait, which makes it a complete joke for a grandmaster minor trait.

To make this trait worth something, I suggest to increase the might duration to ~8s and make it kicks in when you have more than 90% HP instead of less then 25% hp.

This will encourage Necromancers to stay over 90% HP, giving more luster to the Blood Magic traitline and also quite a good synergy with Blood to Power.

Or another alternate approach; have it give retaliation instead/in addition to might; then an emergency turtle in DS when low on health would have a better chance of dissuading mass focus fire. Spiteful spirit helps, but for only 3 sec base.

Or, steal enemy boon when struck while below x threshold.

Dec. 10th Balance Preview (Necromancer)

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Posted by: Overkillengine.6084

Overkillengine.6084

AN UPDATE
Weakening Shroud. This trait now does a smaller version of Enfeebling Blood when entering Death Shroud. Bleeding (1 stack only; 6 seconds [10s with full condition duration spec]). Weakness (2s [3s with full condition duration spec]). No ICD.

Obviously this is a very big change so please discuss, and keep your discussion constructive, so that we can actually talk through the merits/downsides.

Jon

Hmm….

My concern is the duration (if it only procs once in a small radius pbaoe around the necro) may not be long enough to blunt the inevitable incoming hammer warrior and guardian assist train; who are if geared and specc’d sensibly, using either copious cleanses or -cond duration runes/food., as well as not doing much of anything to ranged focus fire.

What is the radius of this prospective trait? If it’s 240 (same as the enfeebling blood; but pbaoe instead of 900) getting into range to actually make good use of it without inviting swift death may be problematic. If Necros had more access to pulls; I could see this having good offensive use though to pre-neuter melee trains.

Dec. 10th Balance Preview (Necromancer)

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Posted by: Overkillengine.6084

Overkillengine.6084

Even though we wont do it for Dec 10. I just wanted to throw out a wacky possible idea for Dhuumfire that we could discuss…

  • Life Blast has a 100% chance to cause Burning on hit (2 seconds long). 6 seconds ICD.

Obviously the #s are ballpark and not necessarily final. The % chance, duration, and ICD are all subject to change.

Jon

That actually would be flipping awesome on a Carrion build; plus makes DS more useful for condition builds overall. Right now even with DS5 it is best used as a flicker in/out to ablate a hit. Any reason on a condition build to stay in and nuke a bit would be nice.

Dec. 10th Balance Preview (Necromancer)

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Posted by: Overkillengine.6084

Overkillengine.6084

The point is this thing is unbounded. You can be hit a bunch of times and it keeps stacking up the might. Maybe the duration is a bit low, but with no cooldown this is a good interesting trait.

You can be hit a bunch of times… while <25% HP.

I can’t speak for other Necros, but if I get hit “a bunch of times” while <25%, it doesn’t matter how many stacks of Might I get because I just died.

Like I said, it works while in DS.

The threshold is low enough that even with a full DS bar available; getting enough hits to scale this up to something useful will most likely burn though that bar very quickly, then add in the second of cool-down/timeout/client lag that prevent us from using other skills when exiting DS and we have a high probability of eating dirt instantly after leaving DS.

Extreme risk, low to moderate reward. One or the other end should change for this to become a remotely desired trait. The overall theory is good though.

Home instance obelisk disappointment

in Tower of Nightmares

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Overkillengine.6084

Not at all. Champion farming actually implies playing the game some instead of just logging in and collecting a skill point per character.

7+ hours on queue @ WvWvW

in WvW

Posted by: Overkillengine.6084

Overkillengine.6084

The queues do suck.

My guild started in JQ; we moved en mass to SoR prior to their bandwagoning; and hopped a couple other times down tier to ensure that we had tolerable queue times.

If you want short WvW queues; you should not have joined a full/high population server without doing some research. (PvE wise pop does not really matter due to guesting so that’s not a valid excuse to use.) If you joined back when transfers were free, and did not move and made no effort to get your community to move with you down tier, you are a willing part of the problem and I have little pity for you.

Server software has limits. They can’t just arbitrarily up the population caps in the BL zones without risking catastrophic software failure. Then NO ONE on your server gets WvW until they fix it.

So you have a choice; either accept the queue or transfer down.

I know it sucks to not have everything. I really want a couple million dollars and a pony that shoots lasers from its eyes, but if I don’t do what it takes to get them then I probably don’t deserve them.

Dec. 10th Balance Preview (Necromancer)

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Posted by: Overkillengine.6084

Overkillengine.6084

this would only benefit well users while leaving all other necro specs still in a bad spot in that scenario.
necro has quite a few AoE-attacks besides the wells, like staff, whorn and life transfer and shackles and with these, other necro-specs could get a good increase in sustain against multiple opponents via lifesteal.

an internal cooldown would also severely cut the siphons of dagger and axe. these weapons have lower range than staff/scepter so i think it’s only fair when they leech more. currently, they could do that thanks to their fast and often hitting attacks (some (more) aoe on them would be useful tho for more siphons); an internal cooldown would break that.

It wouldn’t hurt anyone unless they remained the same HP per hit (which they wouldn’t, the point is the ICD allows them to control HP/s, and then buff it now that they don’t have any ridiculous situations with wells/AoEs). It sets up Well specs as the only ones that can siphon AoE. Dagger specs could have the same or increased HP/s siphon gain that they have now, the only difference is that staff/scepter wouldn’t be sitting at half or less of the gain just because they attack slower.

Also, staff actually has very high siphon potential, because 5/5 of its attacks can hit multiple targets, as does the general scepter build because it will have multiple AoEs.

Hell, they could alter the siphons base leech amount to be % based on the power damage the weapon or skill deals (de facto power scaling) with a scalar additional bonus for healing power. Would open up Cleric’s gear as a more viable spec option at least. Faster weapons like dagger and Axe leech more often this way without being blatantly superior or inferior to slower or AE weapons.

Reanimator changes

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Posted by: Overkillengine.6084

Overkillengine.6084

If they keep buffing reanimator till when it procs at a decent rate (which it still doesn’t, it needs a 10 ICD and to proc on more than just enemy death), it will give good benefit to every build.

If they try to push it up so it becomes useful for everyone, then chances are good it’ll be utterly insane for any MM build. Whether or not that’s a good thing, I’m not sure.

Personally, I think it’d be easier and much less of a headache to just change Death Magic’s minors.

This. It would be better off as an optional trait primarily used by MM specs. Much less work to balance.

Dec. 10th Balance Preview (Necromancer)

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Posted by: Overkillengine.6084

Overkillengine.6084

In short:
Stop nerfing Staff. We use it because of lack of options. Your metrics are flawed when it comes to actual play.
Death is too minion focused, and it sucks.
Blood sucks. No really. It does.
Deathshroud is blatantly inferior as a defensive option compared to other mechanics in any non sPvP cagematch format. Double whammy when it comes to having little useful mobility as well within the class.

You want us to be about sustain; yet the above issues that would actually enable that paradigm are either getting nerfed, ignored, or shelved indeterminately as too much work to fix.

These complaints did not arise from a vacuum. They are the results of thousands of combined hours of play amongst us.

So please forgive us for being a bit hostile when giving this feedback and often the best we get is platitudes, metrics, and barely hidden “L2P”.

Dec. 10th Balance Preview (Necromancer)

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Posted by: Overkillengine.6084

Overkillengine.6084

I’ll repeat a suggestion I’ve seen before (Bhawb I think)

If they are worried about AE builds getting OP with lifeleech that is actually worth a kitten ; then just add a 1 sec internal cooldown to the traits like what was done with lifeleech food. Then both single target and AE builds get roughly the same benefit from vampiric traits and they can be scaled actual sustain levels.

But 1v2/1v3 is one of the scenarios where necro has the most problems, since its main defence only blocks a fixed amount of damage, unlike said blocks, evades and whatnot (there are some suggestions to limit the amount of life force you can lose in a certain amount of time, but thats probably not gonna happen. just like the healing/leech while in DS).

And thats were lifeleech could help, especially because they scale with the number of enemies. Spectral had that too until it got butchered with that internal cooldown.

Oh I know. I was one of the people that suggested giving DS an internal loss per second throttle to keep it on par with the defense options other classes get.

The reason I threw my hat in with a life-steal ICD is right now even in well+mark builds that offer peak AE; a vampire build is crap in group pvp. It does decent in trash pve because mobs are stupid and don’t spike like players do. Higher tier pve it becomes useless again due to one-shots though.

Ever stop and think Zerker was intended (PvE)

in Guild Wars 2 Discussion

Posted by: Overkillengine.6084

Overkillengine.6084

The problem is not really berserker gear because it works just fine elsewhere. In PvP or WvW you can put emphasis on defense and you’re not going to be useless. Berserker’s superiority is strictly a dungeon problem.

The problem is that Arenanet has (in my opinion) massively failed to design proper, balanced dungeons. Obviously, when it is possible to dodge, block, kite or evade to avoid everything that matters and you don’t need to invest anything into defense to do that, berserker is always going to trump every other type of gear for seasoned players. And this isn’t an opinion, this is logic. If you’re good enough to stop everything from hitting you, why do you need that large buffer of extra health? So it’s the very design of the dungeons that make berserker gear so good in there.

The problem is that full-on offense and the general “the-best-defense-is-a-good-offense” mentality is not the favorite playstyle of everyone. A lot of players are more defense-oriented, and Arenanet’s dungeon design utterly fails to provide content for those players. Personally, I have no interest in maximizing my damage. What I want to do in a group is protecting people, taking hits for them, and healing and supporting them. Of course, I could do that, but I would be a waste of a party slot in an experienced team because it’s just sub-optimal to go defense in dungeons.

And I don’t even think the dungeons were supposed to be so offense-oriented at first. Their “Damage/Support/Control” paradigm sounded really fun. Like the trinity, it would have included all kinds of playstyles, both offensive and defensive, except that it was a lot more flexible and open-ended. For example, tanking is control, but don’t want to tank? Fine, you can also kite, interrupt, blind, stealth, stun, etc… As long as the boss is in control. But instead they came with their Defiant/Unshakable mechanic and turned their dungeons into this mindless and boring max-DPS mess. Why? Seriously, why was Damage/Support/Control never implemented in the game? This game’s dungeons could have been so much better. I’m still waiting for a developper to comment on dumping the Damage/Support/Control paradigm. We know that the personal story team was rushed, was the dungeon team rushed as well and had to take a shortcut with defiant/unshakable? I wonder.

This. It’s not a stat array issue, it is more a content design issue. Instead of making the bosses singular slow attacking HP sponges with an overwhelmingly dodgeable damage output, the design should have had more attrition elements included to make sure every stat set had a chance to shine.

Otherwise, why have them at all if zerker is the default best option once you can handle it?

Home instance obelisk disappointment

in Tower of Nightmares

Posted by: Overkillengine.6084

Overkillengine.6084

Bingo. The value of certain mystic forge crafted items would plummet if a no risk method of gathering skill points were introduced.

Given how much of a chub the Devs have for the economy….don’t bother hoping for that to happen.

About new armor skins and some feedback

in Tower of Nightmares

Posted by: Overkillengine.6084

Overkillengine.6084

If the Ascended weapon skins are any indication; we’ll get armor skins that look like they are made with a kid’s bakelite craft set.

Gotta drive transmutation crystal sales somehow I guess.

Dec. 10th Balance Preview (Necromancer)

in Necromancer

Posted by: Overkillengine.6084

Overkillengine.6084

I’ll repeat a suggestion I’ve seen before (Bhawb I think)

If they are worried about AE builds getting OP with lifeleech that is actually worth a kitten ; then just add a 1 sec internal cooldown to the traits like what was done with lifeleech food. Then both single target and AE builds get roughly the same benefit from vampiric traits and they can be scaled actual sustain levels.

Lifestealing in principle should be better as an active aggression mechanic than flipping passive regen boons anyways.

This also intersects with DS and health regen; in reality, DS just serves as a poor delay against enemy focus fire; very little of what it does helps stay alive long enough for your team to do anything because it degens when active, there is a cool-down between uses if you try to meter it finely; and you have to work to build it back up in time to absorb the next inevitable spike. It is inferior in every way to evasion, block, aegis, stealth, and invulnerability.

And all of those allow you to regain health to boot, and some are spammable based on build.

And while you are in it you lose access to non DS utility you may have built for.

We’d be honestly far closer to on par defensively if the DS skills were F key skills that consumed lifeforce on use but did not block access to the rest of our skills.

(edited by Overkillengine.6084)

Reanimator changes

in Necromancer

Posted by: Overkillengine.6084

Overkillengine.6084

That; and it’s a MM centric trait. Disproportionate benefit to certain builds, even in ideal trigger conditions. Not good for an automatic trait. Great for an optional one though.

Dec. 10th Balance Preview (Necromancer)

in Necromancer

Posted by: Overkillengine.6084

Overkillengine.6084

Jon,

Try speccing primarily in Blood and Death and go tag along with a roaming havoc squad. DO NOT roll with a zerg, they will only serve to paper over the inadequacies of these lines when actually experiencing first hand what we are talking about. Any competent opposition will nearly always focus fire you if they are in range and recognize what you are. 5vX, open field, nowhere safe immediately nearby to run to.

And if you are actually specced in Blood and Death; it is not because you are the most dangerous target- it is because you are the easiest to kill.

I LIVED this experience for months on end trying to make it work; I swapped to a class that had disengage tools and the difference was night and day. Both my damage and survival skyrocketed; the first because I was not longer getting chain ganked, the second because I had tools that actually did the job.

And I was going to type up more information, but really, screw it. I shouldn’t have to. Just go experience it versus competent and motivated opposition.

(edited by Overkillengine.6084)

Reanimator changes

in Necromancer

Posted by: Overkillengine.6084

Overkillengine.6084

I think they should swap it out to be a major trait and re-balance it from there while swapping in a trait to replace it that benefits Death builds in a more general fashion rather than something so MM oriented.

Dec. 10th Balance Preview (Necromancer)

in Necromancer

Posted by: Overkillengine.6084

Overkillengine.6084

If they truly want us to be attrition; they need to do something sufficiently constructive in Blood and Death to give us access to the sustain needed to stay alive and do our jobs.

About new armor skins and some feedback

in Tower of Nightmares

Posted by: Overkillengine.6084

Overkillengine.6084

The human T3 is the only one that looks good to me; but with it is how specific its theme is and how difficult mixing and matching parts is thanks to the whole different set = clip clip clipping issue, hard to utilize satisfactorily.

If one is just wanting relatively generic plate armor that is not festooned in gewgaws; the TA and Primeval do not fit the bill. Plus, clipping.