Showing Posts For Pendragon.8735:

8/2 GoM/Kain/Yak

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Posted by: Pendragon.8735

Pendragon.8735

15 man team to take a camp is overkill, less followed by an immediate siege, should be doing something more productive.

Toughness vs. Vitality for Necromancers

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Posted by: Pendragon.8735

Pendragon.8735

A lot is made of that Necros are good with conditions so less need to fear toughness only. But can’t forget in Death Shroud you have no access to those condition clears. I don’t think many Necro’s are exiting out of a Life Transfer / Shackles rotation just to clear some burning or poison, and then lose DS for 10 seconds. So while in DS you are actually more susceptible to conditions than even weak clearing classes. Same with Plague. It’s something of a balancer for how many tools we have to deal with them in normal form.

As someone said early on, I think Vit vs Toughness is about a wash for necro and which one you want is more about if you want the attached power or precision that comes with either stat.

Berserker's Stance game breaking for pvp

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Posted by: Pendragon.8735

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10 seconds is far too long and makes the ability rather a brainless one, instead of skillful or smart counter play at just the right moment. Hey a Necro, pop my condi immunity and try to burst them down, a strat which because of Necro’s lack of mobility and escapes, actually has a good chance of succeeding.

7/26 Sea of Sorrows/Maguuma/Yak's Bend

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Posted by: Pendragon.8735

Pendragon.8735

We regularly don’t understand why SoS puts 100% in EB and gives us completely free keeps on SoS BL, so to each their own.

Every server has their own interests I guess. While Mag abandons EBG for large portions Yaks will defend their corner to the end, and SoS usually spends about 4-6 hours every morning throwing bags and bodies and supply at Overlook, and usually not getting it, as their BL is falling apart. They have spent over 30 trebs on some days trying and failing at it.

SoS seems really overly prideful in their ability to overrun undermanned targets with sheer numbers. When they fail, they just keep running into the wall over and over like a dog not letting go of a bone.

Once the score gets to a certain decided point in the week, its certainly true that a lot of players and commanders just start focusing more on training around for WxP, loot, etc, and BL wipes begin to almost look like incidental taking turns or ‘trading’ of PVE farming.

WvW condition build question

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Posted by: Pendragon.8735

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You can only get 100%, so any excess is just bad. This means that koi cake/veggie pizza is wasted on fears (still works on the other conditions though).

I wouldn’t take the runes that would be overkill, but as far as Spite, 40% food and Master of Terror, still valuable to hit 100% and the over budget is not always wasted, as it will add back in if you are facing enemies with condition reducing food or runes.

On Necromancers and Aggression

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Posted by: Pendragon.8735

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The ideal place to get to would be where focusing a good Necro is not actually always the best option. The game should not be so predictable where the best strategy is just an obvious ‘kill the Necro first’.

In WvW I play aggressive, and also get focused a lot for it, its always a race to unload my offense and get back out of a bad situation. And I find my build becoming more and more defensive. It’s kind of sad because I think the ultimate Necro effectiveness right now might be just as a big scary decoy in team fights, throwing out all these visual effects, conditions, but actually in secret just being a big tank behind it all, so as to attract enemies while your allies kill them.

Unfortunately this tactic can be boring and repetitive to play. Because you aren’t really doing all that much it just looks like you are, and this game doesn’t have a ‘holy trinity’ and therefore should not have a tank, but that is the situation is the Necro is in for a team pretty much. Aggro generator. Oddly enough though, I’m often the last one alive at the end of a zerg fight and even get away entirely far more often than other more mobile classes. Positioning is everything for a Necro both offense and defense.

(edited by Pendragon.8735)

barbed precision and earth sigil stack?

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Posted by: Pendragon.8735

Pendragon.8735

They do stack, but if you are using Earth Sigils on all your weapons, both sets, you might want to check in the mists and make sure none are bugging out. There used to be a bug where if you had Earth Sigils on both your sets, it might stop functioning on one of them. For me it was my staff, it would just stop procing the Sigil after the first weapon swap, and all I’d ever get was the short Barbed Precision. I eventually went away from Earth Sigils so don’t know if they ever fixed this, but I’d double check if I were you.

WvW condition build question

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Posted by: Pendragon.8735

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The siphon traits are far better for PvE, they are not good against burst. If you are standing on a tower edge just firing into a crowd, or puttering around the edges of a zerg vs zerg, the siphoning can add up to some nice little sustain, especially on staff where each mark target is going to heal you.

But in any situation you are bursted from 1v1, up to 1v5 or so, siphoning has real questionable value, esp for condition builds that dont have the fast attacks of dagger or axe. If you are getting knocked down, stunned, punted around, it means you aren’t attacking and thus you aren’t siphoning much.

If you have a free rein situation where you can keep attacking through your rotation the siphon traits together are worth about 1000-1500 health every 15 seconds maybe. It’s pretty laughable compared to something like old Ele healing builds or what Guardians can do. They do add about the same amount of damage, which isn’t too bad, but just as sustain its not much.

In Blood Magic I would take Mark of Evasion over one of the Siphon traits. Since you have 20 points in Death, that’s around an 850 health regeneration every 10 seconds, when you get enemies to trigger that Mark. More healing than the Siphon, and more damage too from the Bleeds.

(edited by Pendragon.8735)

On Necromancers and Aggression

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Posted by: Pendragon.8735

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Playing aggressive is much better the defensive, put condi pressure on people and get them to back off your team.

The trouble with this aggression to survive style is too many enemies can escape Nercomancers when they get in trouble, either with superior mobility, or lots of vigor for dodging, invulnerability, or excessive blocking, etc. When classes go into these evasive maneuvers vs us, we can’t catch them, nor hurt them and suddenly our own sustain starts drying up as noted we need to hit people to build it up.

Then combine that with the Necromancers face tank defensive style, and while low health opponents are escaping or turtling behind superior anti-burst mechanics, we are still getting focused and bursted ourselves when playing an aggressive style, by the enemies still in good shape, but we have no solid anti-burst ourselves to combat the situation. So a lot of the time, its just a ‘kill or be killed first’ strategy for us, which the addition of Dhuumfire just made all the worse, since speccing for it makes you pretty glassy.

The necromancer just has too many contradictions in its design and vision. Things that don’t work well together stylistically, and directly oppose or hinder what you ideally would want to accomplish.

For example given a choice enemies will always focus a Necro first if they are smart, because we are one of the easiest classes to stay on top of and burst down, yet the mechanics and style suggested in this thread is that we want to dive headling into a fight first and give them the opportunity to do this? It’s playing right into their hands.

Putting back in more scaling stuff like the old Spectral Walk would help a little, but you can’t really scale too much more offensive stuff to get better vs multiple enemies because the Necro already puts out a lot of AoE and Condi team pressure. Most of all though I think Necro needs defensive outs that don’t rely on hitting the enemy.

(edited by Pendragon.8735)

Blood is Power

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Posted by: Pendragon.8735

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This skill is interesting, I always preferred Corrupt Boon over it in WvW, but with the recent nerf to that, have to rethink.

The thing I don’t like is because of usually starting combats at range with staff, if I use BiP with a target, I need to blow Putrid Marks just to move 2 bleeds and that is not ideal. But if you do, then you have a total of 4 bleeds on opponent, not bad.

Do people have experience using BiP for only the might prior to engaging, and is the skill worth having only for that?

So this Dhuumfire nerf...

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Posted by: Pendragon.8735

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all you’re really getting from that 20 points for a condition build is Master of Terror.

The best trait for going 20 in SR is Last Grasp, its easily worth 2000 health or more when getting bursted. At 20,000 health the 20% more Life Force is also worth about 4000 health worth of Death Shroud as well. Even with degen, that’s about 4 more seconds of being alive in DS, 5 with Vital Persistence, can make a big difference.

1g = 28 Gems, an Overview of the Gem Market

in Black Lion Trading Co

Posted by: Pendragon.8735

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It use to be a lot cheaper in the earlier days. Earning coin was easier until everything was nerfed.

What you’re seeing is people flushing their gold in exchange for gems so that the exchange rate becomes attractive enough for people to exchange real money for gems.

Early on people wanted stuff with Gold, that were not buyable with Gems. Full exotic armor sets, hard to build craftable weapons, etc. Since that point the vast majority of valuable things have been placed via the gem store.

If let’s say they put out some new weapons skins that everyone wants but they are only craftable with rare in game materials, and can be traded on the trading post, suddenly many people will buy gems to convert to gold to get the skins, and the exchange will float back down. It doesn’t have to be an endless rocket ship up, but gold must have unique value to prevent it.

7/26 Sea of Sorrows/Maguuma/Yak's Bend

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Posted by: Pendragon.8735

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Golem > Flame Ram.

7/26 Sea of Sorrows/Maguuma/Yak's Bend

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Posted by: Pendragon.8735

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Everyone, including Maguuma, needs to sweep their keeps more.

Less WXP doing that. The more sure it is that you will lose a keep in the next 24 hours, the less people care about vigilant (read boring) defensive busywork.

7/26 Sea of Sorrows/Maguuma/Yak's Bend

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Posted by: Pendragon.8735

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Anyway, I’m genuinely curious as to whether or not you’ve tried to recruit a stronger Oceanic/SEA presence. If so, what do you think went wrong? If not, maybe try to fix a perceived problem before complaining about it?

YB has had recruiting drives sure, and has an excellent reputation as far as attitude and friendliness. But this issue has been covered in past threads, where people from certain regions just say , “We all want to play together.” And reality there is not near enough Oceanic or SE Asian players to fill all the servers close to the level of Dragonbrand or SoS. Nor is this game really attracting a lot of new players at this point.

Basically people have to want to split for the sake of better competition, just like the HoD Alliance did after they won a couple straight months in T1. I have no idea how it can be challenging to roll a map every day with 100 people against 10 or 20 over and over and over. Until or unless you get bumped to T1 or T2, when then you just lose badly because your NA can’t hold up.

7/26 Sea of Sorrows/Maguuma/Yak's Bend

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How can anyone muster the effort to complain about pop/coverage anymore?

It remains the biggest issue holding this game mode back. And the next game that gets RvR right in this respect will probably bleed GW2 dry for it. Shame too because there are solutions.

Best Necro Armour

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Posted by: Pendragon.8735

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I don’t think there is a best. We need more options!

I find Arah too puffy, makes you look like some evil robed granny. Dry Bones is probably the best low level, but you get it like in the 2nd 10-20 level zone, don’t want to use all the way till 80.

Until they have better dark caster looking options, I prefer the Khilbron with Deathly Mantle shoulders.

Attachments:

Anyone else getting tired of this?

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side note WvW isnt directly in the pvp category , its a PvPvE category , might be why it doesnt fall in the pvp balance category but more pve balance (in all rights its its own type of mode but you get what i mean …..i think?)

I don’t think anyone cares about the PVE mobs in WvW though. How good your class is at taking out tower guards or even lords is pretty irrelevant, as those always get taken out in groups. As for the siege stuff, well you need siege equipment to take down a wall or door, rendering class balance irrelevant, except maybe for destroying it, where Necro does have a few issues on condi builds.

So for the most part, WvW is pure PvP for the aspects that matter. Now there is different kinds of PvP within it, soloing, small group, and zerg, but these are the principal combat areas to balance within it, nothing really to do with fighting the environment.

7/26 Sea of Sorrows/Maguuma/Yak's Bend

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Posted by: Pendragon.8735

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Next will you want servers to be split by East Coast, Central, Mountain and Pacific US times?

People always try to make this point in response, but its apples and oranges, because all the US time zones still have enough players for competitiveness across each other, even if one server say favors East Coast and another favors Pacific. It’s not like 100 vs 8 people. It’s only the across the world splits that provide the disparities in numbers unmatched anywhere else to the point of ludicrousness

what about any of the tier 1 servers? I think BG has the largest oceanic presence.

No, T1 servers are round the clock manned near to full. So obviously would not be fair to put a sever like SoS up against them as they would get murdered for about 16 hours every day.

Anet did mess up not making 3 regions. But yeah nothing will be done. Just stinks when you can’t find any good fights for large parts of the day when you’re on.

Anyone else getting tired of this?

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What amazes me is how fast they nerfed us back down. Even a hotfix to put us back in our place. Meanwhile other profs, like Ele and Mesmer were allowed months and months on top of the food chain, while they would maybe nick them a tiny bit each patch, while also giving them goodies at the same time. It’s not exactly fair and balanced.

With all the previous balance patches they talk about wanting to take things slow, letting the meta adjust to new changes, etc, but it wasn’t even a week after Dhuumfire and they were capitulating to the nerfbat crowd for us.

If they moved this fast with every clear imbalance, maybe the balance in the game would be at a lot better state. How is it something considered too good can be fixed up in a week, but broken or underpowered things are left for months and months without attention.

(edited by Pendragon.8735)

Aren't we worse off now?

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Maybe when they fix Death Magic and Blood Magic it will all make sense. Only been waiting months for that. The tinkering they did with siphoning recently was hardly worth the effort. It needs so much more.

7/26 Sea of Sorrows/Maguuma/Yak's Bend

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Posted by: Pendragon.8735

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I see how this week is going to go. We were just watching Mags garr to see how long we had before the borg came to us. Guess eventually SoS gave up, but we still only had 11 people to defend ours. Not quite enough. Though we did hold the line at Cliffside for some fun bag collecting.

Really though, Anet, put Dragonbad, SoS, and CD all in a tier and let them play each other forever. Or whoever has taken CDs place as the 3rd biggest Oceanic.

Main Cities

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Posted by: Pendragon.8735

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It’s not like it would be hard to put a mystic forge and more portals to other cities, WvW, etc, in the other main cities.

But most of all, yes you need attractions. Dungeons, or things to do that no other cities have.

I think putting the crystal mining node in your home instance was probably an attempt to get people spread back out, but not sure how many care about it if they aren’t crafting with it. And you can just keep an alt to do something like that.

Needs to be a reason for your main characters to go there.

Can Death Shroud actually be balanced?

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I was about to post something along this line: instead of making Death Shroud change relative to the number of targets, make Life Force generation change to suit the targets. Locust Swarm and Life Transfer both already do this: the more targets, the more LF generated. I suggest adding this functionality to a few of the other weapons, such as on Grasping Dead for the scepter (two skills that generate LF on one weapon??? Clearly I have gone mad) or making Soul Marks actually give its LF per enemy struck. Unholy Feast on the axe could also generate LF for each enemy hit, and possibly a bonus for actually consuming boons. Or axe could actually change into a multi-target weapon, but I suspect it is very intentionally not.

These are all good ideas. Scepter definitely needs LF generation help. I mentioned putting a 3-5% on Putrid Curse (auto 3), but yours probably makes more sense since it would scale, and can even be easily imagined thematically, with the hands of the dead pulling out their Life Force.

However should note, offensive Life Force generating skills can be harder to land and less reliable vs defensive ones, if you are being focused. Necro slow cast times means sometimes you are just being pinballed and can’t get much off. They may have to look at some of the defensive stuff again too.

7/26 Sea of Sorrows/Maguuma/Yak's Bend

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Posted by: Pendragon.8735

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It’s been 17 weeks since YB’s last match against SoS. Back then we (YB) faced a demoralised SoS. Based on SoS’s performance since then, I expect we will be seeing a very different opponent to the one we faced back in March & April. Also, this time around we don’t have Dragonbrand restricting SoS’s Oceanic impact.

Our Ocenaic crew resisted DB pretty well the last week with just them and Mag, as much as that can be done, so should be interesting.

SoS also finished ahead of Mag last pairing, but that was with TC involved, punishing Mags NA.

(edited by Pendragon.8735)

Can Death Shroud actually be balanced?

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Posted by: Pendragon.8735

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This isn’t new. First thing I thought of when seeing DS on the Necro in this game was soul shards from WoW on my Warlock. How in that game you weren’t powerful without them and very powerful with a bunch in your bag.

Death Shroud is a similar mechanic in its do or die to have it or not.

Yet putting artificial caps on it would sort of destroy the whole point of the mechanic, then they should just scrap Death Shroud altogether and give us a new class mechanic.

Because the idea is for Necro’s to get stronger as the fight goes on, at least to a certain point. This is what Anet said themselves.

The way to make scaling mechanics is actually the way the Spectral skills worked before. By scaling them based on hits, they naturally generated more life force when you were focused, but less against one person. By now putting a 1 second cooldown and fixing the LF% per that one hit, it’s no better or worse vs one person or five people pretty much. They went the exact wrong way.

7/19 Maguuma/Crystal Desert/Yak's Bend

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Posted by: Pendragon.8735

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Yaks, CD, EB, or BP, that would be ideal for this week. Then we might have something more to fight over than who got a distant 2nd.

Based on the handicap, Yaks won +15 this week, Mag +8, CD -22.

(edited by Pendragon.8735)

7/19 Maguuma/Crystal Desert/Yak's Bend

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As it has been previously pointed out we have already defeated yall twice (who cares really) in the ppt game when faced with three equally rated servers. Also as stated by an outside objective opponent to both of us is that we have outplayed yall all week.

There is no outplaying for 2nd place in a 3 team fight like this one. It’s all about who the big gorilla server ends up focusing more on, not usually by intent just by random chance. In a score this close the difference could be green attacking and holding either a red or blue keep for a couple days, that small.

The 3 way design of WvW has never worked properly as a balancer like Anet intended, the lower 2 teams virtually never work together against the top team, which would create the actual best balance, because there is no incentive for them to do so. Usually 2nd or 3rd gets ganged on the most.

WvW would actually probably be much more fun and competitive if they just paired head to head between every two servers with the closest ratings. You could have much more true strategies and tactics against your opponent without scores being subject to the whims of a third team which can effectively double or triple your opponents forces just by their random whims of which way they attack.

Mags BL was virtually untouched this week by example, outside a few YB night raids, not because they defended so well, though they do respond well defensively, but because no one wants to start a battle and in 5 minutes be double or tripled teamed in numbers. The best strategy for 2nd or 3rd is to actually ‘be nice’ to the 1st server and hope they don’t get mad and counter-attack you, but instead attack the other guy. It’s a silly system.

(edited by Pendragon.8735)

sPvP forum to dictate the future of Necros

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The problem is that every high level tPvP player thinks only in terms of what is currently used in the meta. They aren’t talking about support Necros, MMs, power necros, etc. they are thinking about the 30/20/X/X/X, which is still really strong.

The problem is when they nerf a popular build, its also usually a nerf to builds not as good.

Just like now after they just nerfed Terror because of dumbfire, it nerfed old non-Spite Terror builds that were just fine, or even a bit lacking, and made you want to pigeon hole even more.

Precision lacking for condition builds

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If that is the case then Precision should simply be made more valuable for condi. This could be done easily by simply messing with the math on Barbed Precision, since its an auto pick in this line. Up the proc rate closer to 100% of crits. Going up to say 90% would only increase damage added about 400 over 20 attacks, or a full rotation of every skill, or about 15 seconds. As well as make the other crit traits better or change them.

And actually this could have been a viable solution itself to helping our pressure, instead of the silly dumbfire.

It is pretty telling that the top tourney condi Necros favored Carrion over Rabid (least before dumbfire), despite Rabid actually mirrors the stats given out in the condition line.

(edited by Pendragon.8735)

DeathShroud is now base 100% HP

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Actually LF regen has been consistently buffed for a few patches.

Johnathon Sharp also pointed this out as a defense against criticism of this patch, that they are moving LF gen to main hand weapons.

However Scepter especially is still lagging far behind in LF generation department. The change from 3% to 4% on Feast of Corruption was not near enough.

I would give the 3rd attack in the Scepter auto chain, Putrid Curse, a LF generator of about 3-5%.

Precision lacking for condition builds

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Posted by: Pendragon.8735

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The Curses line is the de-facto ‘condition’ tree for Necro, it gives Precision along with Condition Damage. However, Precision does little for pure condition Necro’s and is outstripped in damage by Power even for condition builds, excepting perhaps you are using multiple Earth Sigils on a two weapon setup and mostly using only that set. Even then for it to compete with power it requires bleeds to run near their distance 5 seconds or beyond and that is no given.

I don’t understand why this line gives Precision. Dots can’t crit. They seemed to slap on the tacky Barbed Precision at the start for an excuse to give Precision, but it really doesn’t add that much damage, and doesn’t scale up well with condition damage due to the 66% chance to proc. Additionally, a pure attrition condition Necro (meaning no Spite) is not going to have good power, and therefore their crits hit like a wet noodle. And are further inflicted with gimpy return from Soul Reaping, since it is buffing weak crits to begin with making the crit damage there not add much.

The new flavor of the day is of course Dumbfire even for condition builds 30/30 or 30/20 and with that Precision becomes more useful to proc your Dumbfire. But for those desiring to go back to a more traditional condition build, and not be a glass condition (oxymoronic idea right there) Precision is in many ways, dead weight. Condition Duration would make so much more sense here, and put Precision up on Spite. Dump Barbed Precision. It wouldn’t change the FotM 30/30 one bit, because you’d still get the same 4 boosts, but for anyone sick of being railroaded to that build, condition builds would get stronger without Precision and with Duration here and would thus open up more variety of builds outside Dumbfire + Terror.

It doesn’t help that Reaper’s Precision and Withering Precision are just not desirable and rarely taken as the only other synergy crit traits in Curses.

Greater Marks moved to 20 points??

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As far as I’m concerned this is a nerf for WvW condition Necro.

I find the larger staff marks essential to the wider ranging terrain battles of WVW and unblockable is so very useful against guardians and warriors especially. For something like clearing walls, the wider marks are better coverage and hit more people, and again go through blocks which people often pop before heading up to a ledge.

Now if you are a roamer or small group player, then this is probably a viable option and even improvement. You don’t need the bigger radius to hit just one player.

However, for anyone that does use heavy on staff and likes it most effective its a clear nerf because the trait itself got no better, while moving up a tier. In my case it cost the very defensively helpful Reaper’s Protection, one of our best anti-focus tools when a fight opens.

It’s nice that the base marks are bigger now, but for moving the trait up it should have gotten a buff for those who still do take it. I don’t think the radius getting even bigger was the answer, they are already big at 240, but a great solution would have been reducing the cast times on marks by 1/2 or 1/4 second. Before they fixed the bug, traited Chillblains used to cast at I believe 1/3 second instead of 3/4, and it was very noticeable and very helpful.

Necromancer's only defense!

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Posted by: Pendragon.8735

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Therefore one solution could involve providing a form of mitigation that scales with the number of hits taken within a small timeframe, IE when you’re being AOE’d, Zerg’d or focused.

This is ironic because we had abilities just like this in Spectral Walk and Armor, and those are precisely the ones that were nerfed – or at least limited in their ceiling – by this patch!

Now they might return more consistent amount of LF, but no longer if you are getting swarmed can they fill almost your whole LF bar. Which even then was not as good as something like a few seconds of invuln or blocking.

Make Reanimator a toggle

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It should be toggled right off the passive auto pick, and into the optional traits.

This has been complained about for months, and ignored for months, while they make random changes to other things out of the blue that aren’t even under discussion in the community. It’s bizarre.

Both the first two passives in the Death Magic line are gimpy, next to worthless to a non minion master.

July 23rd patch notes: hidden buffs edition

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Can’t stand that getting Dumbfire caused Terror getting nerfed. Never wanted the power tree or burning as a condition Necro in the first place, but they pigeon holed us there so that our ‘best defense is a good offense’. And end up soft as tissue paper.

Or you can avoid the railroading, go away from dumbfire, but end up with way less DPS and our old condition builds now nerfed – which were all fine the way there were, and even needed more help as Necro was regarded universally weak back then.

Bug: Spectral Grasp + Spectral Attunement

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The always seem to forget to update the traits these abilities interact with.

Necromancer's only defense!

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Posted by: Pendragon.8735

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Any time I got even a hint of an upper hand, they used their tricks to avoid damage, reset the fight, and then started it up again on their terms.

This remains the other big problem with Necro as attrition. If they don’t want to give us mobility or escapes, fine, but if other classes want to disengage us to heal back up, then we should also be able to heal back up while they are away.

But we can’t because our attrition mechanic, Life Force, almost universally depends on us hitting the opponent to get it. But if they are escaped from the battle, obviously we can’t hit them. They are healing, we are not. They come back, we have no Death Shroud left for the 2nd engagement, game over.

If we are left alone we need to have other recovery abilities that are not dependent on hitting the enemy. Especially as we can’t lock them down into the fight with us, no matter how they try to sell that as the philosophy that we can.

Necromancer's only defense!

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Posted by: Pendragon.8735

Pendragon.8735

The trouble with Death Shroud becoming more and more our main defense it can be counter-productive in that you can’t heal inside it, negating siphons, regeneration, team heals, etc, and you can’t access your utilities which is always going to make it a dumbed down version of playing your normal form skill wise. Just less options to work with no matter how you try and synergize the 5 DS skills.

Also, once its gone, it gone. Some builds remain way better than others at regenerating it, primarily melee based ones the best, but they are also the ones that get focused the most, and kicked around due to lacking easy stability.

Other classes, particularly attrition build ones, their defensive ‘oh crap’ moves come up routinely on set cooldown timers. And remain a lot better at mitigating burst, due to negating outright or just escaping the immediate area.

July 23rd patch notes: hidden buffs edition

in Necromancer

Posted by: Pendragon.8735

Pendragon.8735

I guess I’ll have to use Spectral Walk to leap off mountains now.

Or maybe this patch is making us leap off mountains with no intention of surviving?

7/19 Maguuma/Crystal Desert/Yak's Bend

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Posted by: Pendragon.8735

Pendragon.8735

CD off hours crew seems a bit underwhelming vs the past so far. Was expecting a bit more since CD handled Emery fairly easily, and Emery won this tier vs Yaks and KN.

I see a lot of people grabbing vista’s and skill points for us (YB) though, so our new people participation is also up.

(edited by Pendragon.8735)

Melandru runes really are broken - Video

in Guild Wars 2 Discussion

Posted by: Pendragon.8735

Pendragon.8735

There is the possibility the game rounds off to the nearest quarter.

Nah, previous testing has shown it to be extremely precise for additive results. I.e. +99% fear will not get you a 2nd tick of terror damage outside of the condition ticker already being started.

This is just sloppy band-aid balancing by Anet right now it looks like, and the seams are showing embarrassingly. Whack-a-mole style on individual skills, sigils, etc, something they are supposed to be against.

Why we are being viewed as "OP."

in Necromancer

Posted by: Pendragon.8735

Pendragon.8735

In short, the presence of too many frontloaded elements has the potential to break the balance – or as a minimum the design concept – of a backloaded class. And a.net is pushing the envelope.

Burst is kind of essential for increased skill play, you need to finish players off. Doesn’t mean Necro needs it on the level of a warrior or thief – and we don’t have that – but we need some.

Otherwise just tick, tick, tick, predictable damage, easy to fight against, easy to escape, etc.

7/19 Maguuma/Crystal Desert/Yak's Bend

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Posted by: Pendragon.8735

Pendragon.8735

Mags don’t do PvF. We all know Yak’s are the ones with the best forum warriors. *nods

Well we’re working our egos up to it. What I’ve learned in these threads, anyone who beats you is good, but anyone you can beat is garbage, whether single person or guild level. A position which is pretty much the height of narcissism.

"New" Terror = balance ? (suggestion)

in Necromancer

Posted by: Pendragon.8735

Pendragon.8735

You don’t want a sustain class’s sustain based on a condition (bleeding), because then a Necro is still screwed vs high condition clear classes. Especially as you will have lost burning as a cover condition, you’d be too dependent on sustaining well only vs bad builds or bad players that don’t know to wait and clear bleeding soon as it passes 5 stacks or whatever.

A true sustain class should be self sustaining, like past ones like DD ele or Boon guardian. Sure boon hate can hurt these somewhat, but they come back up so fast, it can never really totally derail their sustain. Especially now with Corrupt Boon nerfed back down. And even less so mobility sustain like thieves or memsers.

just *maybe* golems are too cheap now

in WvW

Posted by: Pendragon.8735

Pendragon.8735

“My Golem is dead.”

Lawl. Video always raises my spirits.

BLs vs EBG, Where do you play, and why

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Posted by: Pendragon.8735

Pendragon.8735

I always find it odd how as a player that plays 90% on the Borderlands, when I go into Eternal Battlegrounds I see easily 75% players I have never seen in the Borderlands.

People can answer if this is true on their servers, but it really seems most people pick one or the other and stay loyal to them.

There must be reasons relating to playstle to explain this.

In my opinion the Borderlands favor very direct orderly battle flows that appeal to long term planning, while EBG is more asymmetrical and chaotic. A true 3 way war, where fighting off both opponents is far more common.

Home Borderlands are primarily a defensive map, where you mostly get a true 2v1 against you, with only more rare cross attacks between your opponents if there is little left to take of the home team.

Away Borderlands are attacking maps, but mostly you are up against the home BL team, head to head.

All the Borderland maps seem to favor more room for small teams and roaming, though I could be wrong not playing EBG a lot, have rarely saw these player types when I did.

So which is it for you and why.

The most boring class to fight (WvW only)

in WvW

Posted by: Pendragon.8735

Pendragon.8735

Guardian. The fight takes way too long and isn’t worth the badge or two you might get. At least with Thief if you get them to run away they usually give up, or even if they do try to come back you can usually exit the area if you went the opposite way.

7/12 Dragonbrand/Maguuma/Yak's Bend

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Posted by: Pendragon.8735

Pendragon.8735

So we discovered what commander icon gives a buff of awesomeness and took DB’s west keep. Nite.

We took their East keep couple hours later, but had 1/10th that many.

7/12 CD/EB/BP

in Match-ups

Posted by: Pendragon.8735

Pendragon.8735

BP and EB should be pretty close, will have to watch this one.