Cred to Latinkuro
Gw2 is a masterpiece at it’s foundation. Content-wise however…
I’m looking for a build that’s challenging and hard to play – but yet effective.
I really dislike playing builds that are focused on mindless spam, or that are overall easy and not engaging to play. (For those reasons I quit my Warrior, Guardian and Engineer. The latter because of Nade-spam)
So far I’ve found these builds:
http://www.guildwars2guru.com/topic/83937-build-the-shredder-destroyer-of-all/
http://www.guildwars2guru.com/topic/86072-buildguide-vampiric-well-bomber/
Thanks in advance!
My engineer throw a wooden shield when i use my Flameseeker Prophecies ….
Every weapon thrown in an attack has the model of the basic weaponskins, right?
Bonus: Global: Professions: How would you like to see us evolve Ranger balance?- Owner- Allie Murdock
Awesome! Looking forward towards this a lot!
But why is the Necromancers’ PvE situation never addressed or commented on by you, the developers? They’re overall sub-par; Anything helpful that they bring, other professions can do better and easier.
I like it a lot! I actually think it’s just the kind of elite we’re missing!
A lot of times I find both the FGS and the Elemental completely useless. In every one of those situation, this Elite would be great!
I want this!
If you increase the difficulty or boss mechanics of the dungeons the casuals will not touch it. Look at Marionette/tequatl/wurm, possible to be beaten, but the casual/carebear community could not handle it and they gave up.
The mentality of the easy goer casual or pve carebear is this. " If I want something and the content is too hard, I will just go and champ train until I farmed enough gold to buy it off the TP".
That is a very good point, but at the same time. I believe difficulty would just weed out people who aren’t really meant to play Gw2. A game should be about overcoming difficulties, not getting your hand held through a tiny little RNG generator. As is that is what GW2 is right now. A giant RNG generator with pretty lights and buttons.
It’s not like the Spider Queen was all that hard to begin with. But AC is the first dungeon in the game and perhaps should be a bit easier. But it should Not be possible to breeze over by stacking!!
The Dungeons in the game are already easy. The Story modes are generally even more so! The semi-causal and casual players have their content. The people who have played the game for quite some time and that are looking for a challenge has none to find!
Adding much more challenging dungeons (Or perhaps creating a Heroic/Challenge -path for each existing one) would not only make this part of the playerbase very, very happy. I think that it would also add an element of grandeur and awe; hearing about this relatively extremely challenging encounters and seeing players wearing armor and titles as proof that they’ve conquered them! They didn’t do tedious grind for hundreds of hours.
I think that the game would seem bigger and more epic if we had this content.
Well, feet sounds better in that sentence. It makes sense. Something that doesn’t makes sense is not using the metric system in your country.
Grenth Hood skin coming back soon?
. . . You know, that insanely awesome head-thingy which-isn’t-tied-to-the-Living Story-or-holidays-per-say-and-thus-should-return-so-that-I-can-stack-up-a-couple-of-them-in-the-bank
I heard that for every new topic that gets opened asking about the grenth hood returning, they will delay it for another week.
Doesn’t make any sense, unless you mean that they are inherently evil.
Opening another thread about a topic that already has multiple threads in the forums doesnt make any sense either. It just shows your ignorance and you are actually breaking the Terms of Use.
There is a dedicated topic in the Black Lion Trading Post Forum that is being watched by devs frequently, where you can post what you would like to see in the gem store.
https://forum-en.gw2archive.eu/forum/game/bltc/List-Of-Things-We-Want-In-Gemstore/first
As mentioned, the search-function is almost non-existent. Thanks for the link though.
> (Big) lack of difficult content with high risk/reward
> Only one sPvP Game Mode
> The ignorance. Why are they not addressing these major but easy-to-fix balance issues?! I’m talking about Healing and especially Control virtually being completely left out of the PvE dungeon-design. Or the fact that Necromancers’ are way behind in performance in PvE, with the solutions being insultingly simple and plenty to choose from.
>And from a more personal preference: More glowing/firey/smoky armor! Generally more effects on the armor.
This is just silly. . . ANet should bundle up all of these small but annoying issues and release a fix in a patch.
Just have us start personal story all over again, problem solved.
Just lvl an alt, problem solved.
. . . And spend your Gem-Money on Crafting your way up to 80.
We already get all of those features anyway. If you’d prefer it all to be delayed in order for it to be bundled up for much, much later, then I can’t do anything but disagree to that preference.
The LS appears to be focused on temporary content and story progression, I can agree with you in the sense that I dislike that type of content and the game is not all that far from desperate for permanent content. I must point out though that a lot of the temporary content gets converted to permanent, something they should perhaps focus a bit more on.
all Anet cares about is making money from the stupid GEM STORE
No, but don’t you realize it’s a necessity to make money in order for the game to run? This is the fairest system in an MMO of this scale to this date. And more money to them means more options for them to make the game better. . . Although it is a fact that NCSoft has taken some of that Gem Store money that was supposed to run and improve the game, and redirected it to other projects. Actually, a lot of the slow process in which ANet is working might perhaps be because they don’t have enough money to speed things up. They’re still making stupid mistakes continuously though.
I heard that for every new topic that gets opened asking about the grenth hood returning, they will delay it for another week.
Doesn’t make any sense, unless you mean that they are inherently evil.
I want this skin badly. . . But it’s not available at the Gem Store for some reason. It doesn’t seem to be a part of a holiday and it’s not listed among the removed Gem Store items on the Wiki.
Seems to suggest that the skin will be returning. . .
You explained it with a clarity which I have yet to possess!
I agree completely!
I’d like selling dungeons to be ban-able. Just did the fatal mistake (which I once promised that I wouldn’t make) and PUG:ed AC twice. On the end of the first run, two french guildies kicked the rest in the very end of the dungeon. Same thing happened on the run after – but that time it was two different people doing the sinful deeds.
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Yes! This would be really helpful!
Might not be considered as a good idea to some people, but I’d really, really appreciate some mechanic that prevents stacking. Perhaps adding AoE abilities that are targeted at peoples position (forcing them to move a couple of meters) to encounters where stacking is blatantly used
Tons of mobs use AoE. People use the skills given them to mitigate.
Then those AoEs aren’t “forcing them to move a couple of meters”. What I meant was that these AoEs (given to mobs wherever needed) would actually be forcing players to do so.
I.e. : If a fairly tough mob (or boss) who is usually exploited by mindless stacking was given an AoE that was targeted at players’ position that perhaps created a pool of acid, which ticks for a serious amount of damage. Fairly easy to avoid and even more so to stay out of. This would probably eliminate stacking on that encounter, wouldn’kitten And it’s easy to recreate but with new flavors and themes but while having the main and basic effect the same.
Might not be considered as a good idea to some people, but I’d really, really appreciate some mechanic that prevents stacking. Perhaps adding AoE abilities that are targeted at peoples position (forcing them to move a couple of meters) to encounters where stacking is blatantly used
Until the design of the necro change from a selfish class to something else, or the content has meaningful amount of encounters where boon stripping and condi removal needed and other classes cant do it with less effort while provide other things or the damage becomes the highest, necro remains the underdog in pve. Move on.
Seems like you’re trying to prevent people from bringing up the Necro as a profession that needs a lot of help in PvE. . . Anyways, it’s not even a hard issue to solve: increase the amount of traits that gives the Necro boons and buffs and have them shared with nearby allies. Make the Hp-scaling sensible and give the Blood tree a good damage and healing boost. Further increase Vulnerability- and (especially) Torment-stacking (it is a Necromancer, and the Attrition-theme is not working out currently). And give them a good block/evade-mechanic. . . And perhaps make that bloody useless Corrosive cloud-utility a projectile-exterminator.
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^You can dodge Moa easily.
Not if you are out of dodges, immobilized, or fighting several opponents at once (so you miss the animation). So it remains TOTALLY UNFAIR that Moa morph destroys ALL Minions.
Isn’t the Necro also the profession with the least Evade/Vigor/Aegis?
Is this update entirely about PvP?
Sure as hell seems like it.
Necro, in terms of PvE. There’s no contest.
Each profession has something that they bring to the group that gives them an advantage; The common Warrior have really great damage and good support. A Thief have great single-target damage, evades, blinds and SR. Every profession have something. The Necromancer seems to be by a fairly big margin the worst profession in this respect. Anything they do can be done better by other professions. Sure, there is Epidemic, but the very nature of Conditions and their Cap makes it generally much more useful to go DD. But at that point, you’d absolutely prefer a Warrior, or an Engineer.
And I’m not biased; I play an Elementalist, an Engi, a Warrior and a Guardian, but no Necro.
Wow, someone gets it! Applause for you!
People don’t realize how “endgame” killed WoW.
The sole reason why people play WoW is because of the endgame. It is a big part of what made WoW such a ludicrous success. Just like every MMO after it, gw2’s PvE content is build around the same principle, but in a more modern and milder interpretation.
And saying that GW2 doesn’t have an endgame. . . Well, perhaps we’ve just gotten so used to it that the “evolution” that GW2 brought was perhaps not as big as it would seem. The majority of the content is available once at maximum level. The vast majority of skins (which is a huge feature in the game), FotM, Arah, HotW, CoE (More than half of the Dungeons are available only at or slightly below max level).
The leveling up process is more enjoyable than in most other MMOs, but I’d be lying to say that it’s just as enjoyable to play the game in lower levels. Actually, now that I’ve a few characters at max level, I find it extremely tedious. What’s the point of leveling, really, if it’s not the same as in WoW’s endgame-philosophy?
“Well, what’s your point? An MMO without levels?” Well as it looks today, I’d say there would have to be something of the sort to avoid having an endgame. Levels lock us out from content, and they seem to always lock us out from the best content.
As a PvE player, if you’re not progressing your character aesthetically, then what is there? If you still enjoy FotM/Dungeon-content after doing it 700 times (it’s not a very big number at all) just for the enjoyment of the encounter, awesome. But I don’t think there’s any denial that this kind of content revolves about actual rewards (gold & such). That is the design of the PvE content.
Personally, if there was PvE content that was difficult enough to make the encounters really tense and engaging, where the reward lied in actually completing those encounters, then I wouldn’t care about gold or loot. But the game doesn’t offer this.
Hell, take the Legendary Weapons as an example: To deserve to own one of them, you are forced to grind an insane amount. And that’s fairly much it.
It’s not a token of completing anything difficult, it’s not a testament of your skill or the fact that you’re a true master of the game or anything. . .
You have a Legendary because you’ve grinded, and if you want to acquire it effectively, you’ve done so mindlessly. Perhaps with a movie in the background to make it through the tedious tasks.
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Same with GW2. You’re supposed to be enjoying the game, right? If you enjoy it, that should be reason enough to keep playing whatever you’ve been playing all along, “endgames” are not needed.
Hell no! I love this game to bits, but that doesn’t mean that a poor endgame will keep me playing, or more to the point, enjoying the game. I don’t like the one game mode that exists in sPvP, but I love sPvP. I Love the dungeons and fractals, but I can’t bother anymore, because I’ve done dungeons so very much already and I’m looking for a challenge, but my beloved guild rarely wants to play high-level fractals, and I really don’t want to PUG. And even if I could do guildruns in fractals all the time, I’d get bored because I want more challenging content!
Whatever? It will be quite the thing to see people with them. Not even mad.
As with the multitude of other threads started on this I say no.
It’s entirely optional. I think there are a ton of players that would absolutely love this feature. Those that doesn’t bother with it, doesn’t have to use it.
ANets response to this in the past has been that the PvP is balanced around teamplay and not 1v1, and thus there can be no duels. I find this to be borderline idiocy.
I’d say the biggest thing missing from the PvE content in this game is harder content.
The Story missions are designed to cater to people who wants an easier challenge that what’s found in the Explorable version.
I don’t see why the huge issues with the profession is being ignored by the developers. I don’t even main a Necro, but this just makes me feel ill.
Threads like these seems to be few and far between – and even more so when compared to all of the QQ on these forums. Cheered me up a lot! =)
Although I don’t believe one should get away with bad game-mechanics simply by comparing them to those of other games, I still agree with you!
I’m immensely happy that they didn’t use the T3. Really didn’t felt right.
You’d be better off shaving a minute off the fight by going DPS rather than “support”. The most supporting thing you can do in the game is revive people when they go down, but you don’t need to build for that, just dodge and press F.
Well, if you play in groups where people usually die quite a lot and have to sacrifice more damage for the sake of defense (the general PUG), the group can provide a lot more damage output if you can successfully provide enough support to basically remove those concerns while still making a good amount of DPS.
And the runs becomes very, very much smoother in my experience.
By the way, I also main a Warrior and a Guardian, but I still don’t choose them for PUGs since I find my two other professions to be much more useful.
If anything, capes would cover up the relatively horrendous clipping issues of trench-coats & tails.
Difference is, that a cape is a free-hanging piece of cloth. Should be fairly easy to solve.
PvE is just awful in this game in general. It pretty much just needs completely revamped, as the only thing that matters in any aspect of it is doing more DPS.
I have to say that I love the PvE content in this game, much more than I have in previous MMOs. Playing support in this game is much more enjoyable than healing, even though it’s mostly redundant when playing with fairly skillful players, it really makes a big difference when playing in most PUGs and such. But support could definitely have a bigger role in PvE.
And Control as a mechanic in PvE is actually tragic.
… And, even though 5 man content is really great, something a bit bigger, more epic and perhaps more Guild-oriented and really challenging is something which, in it’s absence, leaves a big gaping hole in the PvE experience.
Necromancer players love the profession.
However, ANET’s design/update cycle regarding professions is very slow, and they seldom visit/comment on threads in here. Instead, they post in general forums, where terribad Hambow Warriors and Permastealth Thieves whine loudest, so significant beneficial changes are made.
It seems ridiculous to suggest that ANet almost forgets about the reality for some professions, but what other explanation is there? I mean, take the recent balance patch preview that they recently released in a thread; They basically fixed a few (random) minor things, but it seems to me like any reasonable person in that tread could’ve pointed out much more important issues that are burning to be solved, and kind of though that this was all borderline idiocy.
It feels like pure idiocy.
I’ve always loved to loop the animation on the Whirlwind Attack, Whirling Axe and Healing Signet on my Warrior. They removed the HS loop a long time ago, but now that I return to my Warrior, I can’t loop animations at all!
Is it removed? Why would they do that, it was absolutely awesome. It was actually the top incentive for me to go for Volcanus, because the trail of that sword looks so cool if you loop Whirling Axe and swap to it during the loop.
So… yeah…
edit: I almost managed to loop Whirling Axe, but it only kept the spell effect and the cast bar when I switched, and it only lasted for the normal amount. If they didn’t “fix” this, why would they remove the looping that made it so cool?
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So, based on the changed made on Necromancers, do you consider them to be fairly well balanced in PvE?
The Necromancer seems really underpowered in PvE group-encounters.
The group-healing (even when specialized in the trait-tree that’s based upon it) seems to be worse than what other professions have access to for free. And this seems to be the reality for most of the support, including a loss in damage-output that’s a lot milder to other professions. Offensive boons aren’t all that plenty even when traited for and isn’t shared with the rest.
I really like the profession, but I play it as my fifth alt, so I’d think that it’s not one of these cliche cases of “wining about ones main profession needs a buff”. I’m also not extremely knowledgeable about the profession.
So here’s a question I’d like to ask: Why hasn’t the Necromancer seen improvements in party support and utility?
Surely it could be done by simply making a lot of the traits and skills less selfish. Things such as making the boons gained from Reaper’s Might and Furious Demise -traits party wide perhaps?
A stack of might for everyone on each Life Blast, and some Fury for everyone whenever you enter DS. That ought to be a step in a healthy direction for the profession.
Am I wrong? If not, why hasn’t these kind of changes been implemented? Can’t be all that hard to patch in. I mean, looking at the threads on this forum creates an image that Necro-players love the profession but despite the poor state it’s in.
something like a engineers play style.
The Engineer’s playstyle varies much between builds.
If you swap between kits a lot and like a bit of challenge, the Elementalist might be your thing.
- Something similar to dungeons, but designed for a larger (set) amount of players, preferably within the Guild Mission-system. I’d really like to do a really epic bossfight with a bunch of guildies. Like the dragon events and such, but much more hard, structured, complex and engaging.
That’d be amazing.
- A 2v2 game mode in sPvP – with tiny maps build around that concept.
- More armor with effects, such as those seen on the CoF armor, AC weapons, Toxic gloves & shoulders, Dreamthistle weapons, etc.
The ascended gear is extra character-progression. Some small power-increase which is designed to make a psychological difference rather than a real difference.
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It’s entirely subjective. What are you looking for?
Awesome level design. Just what I missed from WvW
The Elementalist and the Engineer is the two most complex professions. However, you can build an Engineer to be straight-forward and easy without having to suffer from efficiency.
The Grenade-Engineer is the best ranged dps, and it’s really easy to play. (If you want something a bit more challenging, just adjust the build).
The Grenade-kit (which is your weapon as an nade-engi) is entirely made up of aoe attacks that can be fired from a great distance – Even the auto attack.
The Engineer has the highest base-health, which means that you’re fairly tanky to begin with.
You get ton of CC from your original weapon (the Grenade-kit is actually a utility-skill that becomes a permanent weapon). If you want more, the Engi has a ton of CC in form of Utility-skills.
If you want more survivability, you can just equip some defensive gear and/or use a defensive utility-skill, that does things such as making you invulnerable, or use Rocket Boots to make you fly far, far away from the danger.
Not really… but I wouldn’t be surprised if it was around an hour.
It seems longer than in WoW, i.e.
I’m still confused because Nade spam gets annoying but then again I do kill mobs quicker..
I just don’t wanna be that ‘supporter’ class
There are no “Supporter”-profession. Some have it easier than others (like the Guardian who’s profession mechanic is support-oriented) but the game never forces you into a certain build based on your profession.
The Grenade-engineer can be played entirely without supportive elements. Don’t worry about not being able to play as a 100% killing machine.
If you find the Nade-spamming annoying… it’s not going to change. I personally found it boring, but if you want to max out your damage, you’re kinda stuck with them… Or bombs, but then you can’t be 1’500 units away from your target
And make sure that you’ve the right kind of ground-targeting (the one where the circle appears when you hold down the key, and the attack is fired when you release the key)
That makes Nading a whole lot smoother
Do americans speak a different kind of english?
Actually, yes. Some few words are different. Not like you would actually notice anything, so it’s likely that the OP perhaps plays on a French, German or Spanish server?
If not, maybe I’m not aware of people speaking anything but English in the chat.
If it takes you 4 hours a day to make the gold, you might also just go work somewhere for 3 hours a day and buy the gold with gems.
You might… But then what’s the point of even playing the game?
…..
Screw it. From now on the only dungeons I’ll be running will be story mode with noobs
…….Am I the only one who hates the way gw2 is evolving?
Ah, I hate it when people stack to skip content. The goal/reward is just the incentive and not the actual fun of the game. The fun lies in the content.
I always bring at least a few guildies whenever I do a dungeon, partly because they don’t stack. I suggest you do the same.
I like the Howler-fight in AC quite a bit. Getting skelks into the rings of fire while damaging the boss is really engaging imo.
But every bossfight becomes somewhat dull after a while. Would be nice to have paths that are shorter, but that has a big bossfight at the end, with a few different phases to prevent that.
I just do dungeons, FotM. That makes enough gold for me, and I never have to “grind” for it in an Event-Train or such. Whenever I need a few extra gold, I just sell the 3 bottom rows of crafting materials in my collections-tab in the bank, and make a ton of money.
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