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Which is more important?? Power or Ferocity?

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Posted by: Pregnantman.8259

Pregnantman.8259

Certainly the closer you get to %100 crit chance, the less valued Precision becomes. Around at %80 crit chance (Fury is abundant), or even around %65 with Spotter, Precision Banner and sigils, Precision is essentially useless. Whereas Ferocity becomes even more valuable the closer you get to %100 crit chance.

Assuming one has %100 crit chance, is power still better than ferocity for him/her? Any math people here that can speak up? Thank you.

(edited by Pregnantman.8259)

how do i use unscathed contender?

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Posted by: Pregnantman.8259

Pregnantman.8259

Made a thread about it in Profession Balance. Feel free to bump it.

Shield of Wrath + Aegis Bug [Guardian]

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Posted by: Pregnantman.8259

Pregnantman.8259

Shelter and Protector’s Strike are two of the three skills that block attacks without the use of Aegis. When both Aegis and one of these two skills are active, blocking incoming attacks does not consume Aegis. When Shelter is active and you block attacks, Aegis remains untouched. When Protector’s Strike is active along with Aegis, an incoming attack triggers Protector’s Strike but not Aegis. However, our third skill that blocks attacks without the use of Aegis, Shield of Wrath, does not function that way. What really happens when an attack is recieved while both Aegis and Shield of Wrath are active is very unusual: an incoming attack removes both a stack of Shield of Wrath and Aegis. In other words, one attack is blocked two times.

Focus is one of the, if not the for most Guardians, best off hand weapons for Guardians; and Shield of Wrath is a very good reason alone why focus is this much popular. Fixing Shield of Wrath would therefore make us Guardians much more happy.

how do i use unscathed contender?

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Posted by: Pregnantman.8259

Pregnantman.8259

My bad then, thank you for pointing outThough it seems really silly for one source of damage to be blocked by 2 sources of block. I’m hoping its not intended to be this way. Anyway, I’ll edit my response accordingly.

Ask any Necro question!

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Posted by: Pregnantman.8259

Pregnantman.8259

If you use Epidemic on the target you are focusing you will spread his/her conditions to others, but basically your target will not be further affected. However, if you are dueling with someone who has pet AIs susceptible to conditions such as Rangers, Mesmers, Necros or some weird Guardians, Epidemic can be quite useful. In those duels, Epidemic essentially allows you to wear down those pet AIs by spreading the conditions on your main target to all of them and put your foe in disadvantage for relying on them. Moreover, you can potentially increase your condition output to an even greater extent in those duels: after you successfully spread the conditions on your main target, cast Epidemic on one of his/her pets to apply all the conditions you have just spread from the original target to the original target yet again.

For example, you cast Epidemic on a Mesmer to spread X stacks of bleeds to his/her phantasms. After the cooldown of Epidemic finishes, you select a phantasm and cast Epidemic on it to spread the Y stacks of bleeds on it to all nearby targets. Without this combo, the Mesmer may have only Z stacks of bleeds on him/her but with this combo; now he/she has (Y + Z) stacks of bleeds and his/her phantasms have (Y + T) stacks of bleeds where without Epidemic they would have almost none.

Gotta love that pug mentality

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Posted by: Pregnantman.8259

Pregnantman.8259

lol. Greatsword is the Guardian’s weapon 90% of the time
Warrior now has lower dps than a ranger.

Don’t forget that Hammer is also part of the Guardian meta. I hate the “clink, clink” noises of Greatsword auto, as if I was swinging a rusty piece of metal.

how do i use unscathed contender?

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Posted by: Pregnantman.8259

Pregnantman.8259

If its PvE you are talking about then UC is surprisingly easy to maintain. Throughout a fight, you can have 5+ sources of Aegis on you depending on your trait/skill combination, with utility skills and virtues only its VoC passive, VoC active, Retreat, Renewed Focus + VoC passive, Renewed Focus + VoC active: basically 5 sources. Your other block effects trigger before consuming Aegis, so you can use Protector’s Strike (Mace 3) and Shelter (heal) to maintain your Aegis even while blocking. If the attacks are generally projectiles, then you can use Wall of Reflection, Shield of the Avenger, Zealot’s Defense (Sword 3) and Shield of Absorption (Shield 5). If the attackers can be blinded – if they dont have Unshakeable effect on them – you have numerous sources of blind to protect your Aegis such as Leap of Faith (Greatsword 3), Flashing Blade (Sword 2), Virtue of Justice (with 1 points in Radiance for Blind, 3 points for spamming). Moreover, with 1 point in Honor line you will have a large output of Vigor on yourself, so you can dodge to both avoid damage and your Aegis being consumed, or use Leap of Faith (Greatsword 3) without a target selected to sort of dodge. If you want more dodges you can always get some Sigil of Energy. Don’t forget that we can also convert conditions to boons. If there is Burning on you, with Contemplation of Purity and any of the shouts with Pure of Voice traited, you will have Aegis on you. Lastly, if you are in a trash fight and only if you really want the Aegis, other methods failed and you can afford a sigil slot; you can take Sigil of Luck with you. It doesn’t have a cooldown and has a high rate of procing but can give you any one of the boons. For runes don’t even bother to go for Aegis, as the only one that gives Aegis makes us use Signets, which are not practical to use in PvE generally. I hope this was what you were looking for

Edit: Focus 5 doesn’t work to protect Aegis, removed it by Charak’s suggestion.

(edited by Pregnantman.8259)

Gotta love that pug mentality

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Posted by: Pregnantman.8259

Pregnantman.8259

Its bit confusing with the OP deleted. What is this all about again?

Condi Necros are hurting the game

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Posted by: Pregnantman.8259

Pregnantman.8259

I get that its best to think for the group when you are in a group, in this case be zerker when you are in dungeons, and I agree with that. Where is the limit exactly though? Do we have to use the exact max damage setup: Scholar runes, 6/6/0/0/2, WoS, Signet of Spite, BiP, right consumables and dagger-focus/warhorn? I personally like to use the same gear/rune/sigil/consumable (sometimes Skale Venom when I feel the group needs mitigation) combination but with 2/6/0/0/6, dagger-dagger or horn (very good looks)/staff (for “cleaving” with DS in trash fights), with WoC or Wurm or Shadow Fiend while fighting trash. At what time its too far to stretch?

(edited by Pregnantman.8259)

A forgiving PvE build?

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Pregnantman.8259

Thank you for explaining so throughoutly. I think I like the 5/6/0/0/3 the best as expanding the resource will help me manage.

(edited by Pregnantman.8259)

Cleansing Flame redesign

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Posted by: Pregnantman.8259

Pregnantman.8259

Well, Gandalf has a pretty long range there and his spell is cast as cone on his targets. Other than the range, what we have is really similar to his, except the color and us spewing fire. I would really like for the range to be increased, but the fire-breathing to stay. With so many back-skins as wings and dragon helm you have more than enough to role play as a fire breathing dragon.

The description you proposed doesn’t seem to add much to the skill. At the moment using the skill is usually a dps loss, it can easily be avoided and the condition removal can be very clunky compared to other condition removals we have. It could have us breath fire on a targettable area (vertical like a trebuchet or Warrior’s charge) for us to cleanse better and/orhave its damage improved or have us turn conditions into boons instead of removing. My suggestion would be:

Cleansing Flames:

Breathe out a conflagration of magical flames that damages foes and cures conditions off of allies that the flames touch. If the flames both touch a foe and an ally, that foe will take extra damage while the conditions on the ally will be converted to boons.

Target limit: 3
Ally limit: 3
Pulses: 10
Damage increase: %50
Range: 900

The drawback of this skill is its conic nature and it’s low damage. Its not in our nature to stand back and fire a cone to support allies, so when a skill works that way it really has to provide good support to compensate, and can still be unpopular. Healing Breeze heals allies and yourself by quite a lot – it may be the best ally healing in the game – but you dont see much people running it. It is the same with Cleansing Flame, but because I like breathing fire in a cone I suggested some benefits on skillful play instead. It now provides condition conversion for allies (quite rare except Pure of Voice), deals bonus damage for it to be viable and rewards skill.

(edited by Pregnantman.8259)

A forgiving PvE build?

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Pregnantman.8259

Hello guys, I am thinking to level my thief to 80 and do a lot of PvE with him. I am thinking to start with dungeons, and then maybe proceeding to fractals. However, the class is just too new for me and I am not able to build for myself. Can anyone show me a good build, or link some guide so I can learn better? Thanks in advance.

Last refuge

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Posted by: Pregnantman.8259

Pregnantman.8259

Reanimator was merged with a GM trait and it actually makes sense this way. The trait, Death Nova, originally caused your minions (and yourself when downed) to explode upon death. With it being merged with Reanimator, you can spawn minions by yourself so they can explode.

Assuming Anet noticed this thread and decided to merge this trait with a major trait in Shadow Arts, which major trait would you like Last Refuge to be with?

Signet of Why-aren't-you-using-Shelter

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Posted by: Pregnantman.8259

Pregnantman.8259

I wasn’t sure whether it was true, but after testing it seems that Shelter goes on full cooldown if you cancel it while using or if you get interrupted, whereas SoR will only suffer for the regular interrupt duration. Being interrupted while channeling Shelter can be rare, but against skilled opponents such as a Necro who has more than 2 options to interrupt you, Shelter may not be your best choice. In other words, as SoR shows a floating icon upon channeling, Shelter envelops you in a huge blue shield and blocks all attacks; so can be recognised by a skillful eye just the same. The foe’s counterplay, however, can put you in a much more dramatic position than what you would suffer for SoR.

Edit: I understand this may be a little over the top, and the “counterplay” against Shelter can be too few overall that its almost theoretical. But since we are comparing the two skills, I thought – theoretical or not – situations where Shelter is not “%100 better than SoR” as OP suggests can be discussed. Who knows, maybe you really have competed against such skillful opponents and you were left with 30 seconds of cooldown without actually healing. Cheers.

(edited by Pregnantman.8259)

just came back from warrior

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Posted by: Pregnantman.8259

Pregnantman.8259

I want to point out something about obal’s DPS calculation, it does not account Unscathed Contender, which is a huge 20% damage modifier. In most fight I am able to keep it up 50% of the fight which would bring Guardian on par or above Warrior. But Warrior DPS rotation is much easier, even more now since it’s all about camping Greatsword and don’t rely on something like UC to deal damage.

In most dungeons or fractals, I have kept UC going more than half the time as well so that its not something that situational. The trait rewards you for knowing how the fight goes, when to dodge and blind. It is much better practice to try to keep that precious Aegis on you rather than facerolling for dps. In other words, with UC the goal to survive and the goal to maximize damage meets at a common point. Beautiful. I even use Energy skills in morning dungeons instead of Strength or Battle for UC only. So the question about rolling a warrior or guardian for dps depends on who you want to be: a grass mower or an unscathed contender.

Note: With a standard hammer build and some boon duration (the 5 points required for PotV and Chocolate Cream), you can have 4 boons on yourself at almost all times (Protection, Retaliation, Might, Vigor). With your Aegis, that makes %5 more damage and with UC that makes %25 more damage. So just by swinging your hammer, blasting around, using your virtues or playing the game actively you can have that bonus damage on most of the times. So along with UC, PotV isn’t also very situational.

Signet of Why-aren't-you-using-Shelter

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Posted by: Pregnantman.8259

Pregnantman.8259

One for every game mode I guess. They are also trivial to level.

Inherent trait = inherent burning problem

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Posted by: Pregnantman.8259

Pregnantman.8259

It would be cool if upon being Chilled, Destroyer mobs became vulnurable to Burning. It would actually make room for some planning and make Chill somewhat relevant to PvE.

Why Bloodthirst is worthless for MM

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Posted by: Pregnantman.8259

Pregnantman.8259

Transfusion is the best option there, it can provide a nice AoE heal for all of your minions or everyone around you – except you. I wouldn’t think twice about choosing Transfusion but the benefit of the trait is entirely different. Transfusion is purely for the support of others while Bloodthirst and Mark of Evasion can provide some sustain to player himself.

Without any sources of Regeneration, Mark of Evasion seems the better choice – it doesn’t only heal you but heals your melee minions that need the heal to an even greater extent than Bloodthirst does. But the better heal is not truly brought by the trait; it actually comes from Regen. So with other sources (Focus, Staff) you already have the opportunity to have you and your minions have Regen for almost all times. Additionally, you don’t have to dodge towards your enemy and risk danger to do so. While Bloodthirst is totally passive, stacks with Regen and it can not have its effect cleansed or corrupted. Its not the best heal or might be the worst one in the adept major traits, but if I was given the option to choose between MoE and Bloodthirst with any weapon/rune set, I would choose Bloodthirst. In real game, I would choose neither but I like debating

Necro dps = Warrior dps power build.

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Posted by: Pregnantman.8259

Pregnantman.8259

Only two of our wells actually damage and can be considered as semi cleave. I am all up for cooldown reduction, but their utility would still be subpar compared with other stuff.

Necro dps = Warrior dps power build.

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Pregnantman.8259

I think our wells could have additional unique effects – similar to how Purging Flames and Hollowed Ground have for Guardians. Enemies inside Well of Blood can take more damage from bleeds and/or other conditions, players inside Well of Suffering may have their damage increased and/or deal damage unmitigated by armor or Protection, players inside Well of Darkness can recieve less damage from attacks and so on.

Looking for a sw/shield Hammer build

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Posted by: Pregnantman.8259

Pregnantman.8259

You can also go with Hammer/Mace + Focus. The third skill of Mace – though cant be used to “burst” like Shield’s fifth skill and prevents you from doing anything while channeling – allows you to move around while using the skill and block an incoming attack on a relatively short cooldown of 15 seconds. So if heavy punishment is imminent, just swap to your Mace + Focus and counter the attacks with the combination of both Focus 5 and Mace 3 while healing away with the auto attack and Rejuvenation.

Why Bloodthirst is worthless for MM

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Posted by: Pregnantman.8259

Pregnantman.8259

On a second thought, the entire heal that comes from Mark of Evasion is from Rejuvenation. In optimal cases, as you calculated an shown, the trait should be better than Bloodthirst; however, with few boons at our disposal that Rejuvenation is subject to be removed easily by any boon removal skill or worse – be corrupted.

The heal from Mark of Evasion is also subject to mitigation by Poison, but I don’t know if Vampiric traits are also affected. Since the damage component of the siphons are not mitigated by armor or Protection nor buffed by damage percentile traits such as Close to Death, I wouldn’t be much surprised if the heal component ignored Poison.

Edit: If the Necro chooses to use Focus and/or Staff in his build and is good at landing Staff 2 and/or Focus 4 – combined with the generic 6 points in Death Magic (therefore %30 boon duration) and Full of Life or even without – he may have permanent Rejuvenation already.

(edited by Pregnantman.8259)

Condi Necros are hurting the game

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Posted by: Pregnantman.8259

Pregnantman.8259

Except if you are not the only one spreading the conditions or applying them on AoE scale. In a zerg, you can expect that anything that is targettable is already carpetbombed by conditions. Spreading conditions sure are useful and fun, but shouldn’t cover the majority of your usefulness. There is no reason why a power necro, while putting out good damage on the world boss (unlike a conditionmancer whose bleeds cannot find room to stay long enough) can further increase effectiveness by slotting Epidemic as well. With high might stacks and points in Curses even a power necro can do good condition damage.

Why Bloodthirst is worthless for MM

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Posted by: Pregnantman.8259

Pregnantman.8259

Bloodthirst can also be applied for Dagger’s second skill, which may ot may not be useful for Dagger minionmasters. Signet of Vampirism too, is affected by Bloodthirst but I don’t think it would matter much.

Signet of Why-aren't-you-using-Shelter

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Posted by: Pregnantman.8259

Pregnantman.8259

No I really want you to tell me how is Shelter better when you are loaded with conditions already. It not like conditions are only uploaded by a niche skill (Signet of Spite is pretty much the only example you can give that blocking the skill saves you off from lot of conditions), they are inflicted by various skills and continuously. As you gave an example from Necromancers, do go on to use Shelter against a condition Necro and block his auto attacks for 2 seconds. Would that small heal cover his bleed damage or have you prevented an important amount of bleed application? No. I am not saying the passive of Signet of Resolve is almighty, but they certainly add to whatever condition cleanse we can have (and if our cleanse mechanics covered everything, would there be much qq about the condition meta?); more so than the supposedly better Shelter.

Signet of Why-aren't-you-using-Shelter

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Pregnantman.8259

So Shelter is objectively better now? Explain how it is better than SoR when you are loaded with stacks of conditions then. Do you prefer to try to hopelessly block those conditions or counter them with additional removal and/or 8k+ heal?

Condi Necros are hurting the game

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Posted by: Pregnantman.8259

Pregnantman.8259

In Open World bosses all condition builds are useless, not just Necro. But just so that the condition build of a necro is useless in Open World bosses and subjectively worse/better than the condition builds of other classes, the class itself is not useless.

Playing a Necromancer?

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Posted by: Pregnantman.8259

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Well the two fields used for PvE (fire, smoke) are used for preperations before an engagement. You use smoke field and blast in it before you skip, and you mostly use fire fields and blast in them before a fight to have high amount of might during fighting. Though some do favor blasting fire fields during combat, the general norm I have seen in PvE is that these two fields are usually utilized out of combat.

That leaves you with water fields which are much less spammy, light fields which give underwhelming Retaliation and unpractical condition cleanse, ethereal fields which give either Chaos Armor for a randomly arranged boon table and seemingly underwhelming application of confusion. Dark fields on the other hand can provide life siphon for projectiles and whirls (most common finishers) which can provide decent extra damage as life siphon is instant and cant be mitigated (I think it also scales of power but I am not sure), and blind for leaps and blasts (blast gives AoE blind so its arguably better than smoke field + whirl combo) which can be coordinated to mitigate damage by quite a bit. So except water fields, dark fields are one of the (if not the) best fields that can be used during combat.

Edit: I tend to blast in my own fire fields during combat if the fight is slow while I am on my Guardian, but only do so without mingling with other fields around. Even so, my fire fields are always seperated from other fields (by a careful dodge behind or coordination of the group or movement) so shouldn’t be subjected in same category with other fields.

(edited by Pregnantman.8259)

Condi Necros are hurting the game

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Posted by: Pregnantman.8259

Pregnantman.8259

So the whole point of this thread is for us to give up on Necromancers for whatever reason? Maybe we should make a sticky just for people to qq so that the whole class forum isn’t cluttered by spiteful brainfart.

Signet of Why-aren't-you-using-Shelter

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I think a good passive (same as Purity) and a very large heal can always find a place. It can be useful in places where there are a lot of conditions but quite a bit unblockable attacks (such as TA). Even if you find no use for it, you can use it for entertainment. Combined with Save Yourselves, other Signets and Guild Banner buffs I have my whole screen covered with effects which helps to kill time while sitting on LA.

[Guide] DPS Necro for PvE

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Pregnantman.8259

Hey spoj, you are getting very popular. Whenever I use dagger on my mainhand in PvE I always get asked if I am running spoj’s stuff, or I really should run if I wasn’t already running. Anyway, I was looking at the wiki today and noticed that Banshee’s Wail is listed as bugged: http://wiki.guildwars2.com/wiki/Banshee%27s_Wail
It says, and I can confirm upon testing a bit, that traited Locust Swarm only damages foes for 12 seconds instead of 15 seconds, but the AoE cripple application and Swiftness last for 15 seconds. You will probably say that it is still good, but it was one of my favorite traits and realizing the bug disappointed me to use it in PvE. What alternatives can you suggest instead? Thank you.

Signets revamp

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Pregnantman.8259

Most other classes have the %25 passive movement speed bonus in their signets or traits, so Signet of the Locust passive can’t be nerfed without nerfing them all. Sure you can change the passive entirely, but it would need a lot of work.

Signets revamp

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Pregnantman.8259

Plague Signet and Signet of Spite are two of our signets that are viable to be used for passive or active ends. In my opinion, the change is required for the rest of our signets; in forms of cooldown and cast time reduction (Signet of the Undeath), revamp of the active skill (Signet of the Locust) and/or a complete overhaul (Signet of Vampirism). We could also use some traits for signets too; we have only one trait to govern 5 different skills that have 2 counterparts for each.

Why does necro still suck?

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Pregnantman.8259

Because nobody else has chill, cripple, better sustain than lame life leech and better synergized pet AIs? The key word is “Logic”.

Minions Race

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Posted by: Pregnantman.8259

Pregnantman.8259

Yeah you are right, if we were to have inclinations for every trait we have on the screen would be flooded. I was only trying to make base for a visual improvement, that the visuality might actually be useful like Engineer’s “hobo packs” and an Elementalist’s attunement bracelets.

Raw DPS: Axe or Dagger?

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Pregnantman.8259

I primarily use my Axe when I want fast life force without getting in range from the second skill, for the wonderful third skill and for its higher base damage (when traited) than dagger to camp in Death Shroud. It is never for the damage of Axe alone, as said by many of people here Dagger’s fast and hard hitting auto attack outweigh standart Axe rotation. I agree that Axe is not our best weapon for damage but it has good utilities – probably better than what Dagger has. Therefore while Dagger is the way to go for deeps, Axe is always a good on swap weapon; just like Greatsword for Guardians.

Minions Race

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Posted by: Pregnantman.8259

Pregnantman.8259

Flesh of the Master and Training of the Master are both flat bonuses. Apart from them the minion traits are on proc as you say, but an inclination of what they can do could be helpful. For example, if the minions have a poison aura around them you know you have to range them because they explode when they die, if the minions are gorged you know your conditions will be transferred to minions and act accordingly (for example, you can cast Epidemic on the minion to reapply the condition to the master), if the minions have dark aura you know they have boon rip and act accordingly (have additional boons on you when you have stability on you to prevent the minions from removing stability). Just some basic counterplay to basic inclinations. The procs can be inclined by having the minions pulse as well.

Minions Race

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Posted by: Pregnantman.8259

Pregnantman.8259

What would be cool if the appearence of the minions was to change accordingly with the traits slotted for them. Training of the Master could give them a barbed look, Flesh of the Master could give them a pink or reddish hue, Death Nova could give them a small poison aura, Vampiric Master could make them drip blood, Necromantic Corruption could give them a dark step aura and Fetid Consumption could make them more gorged. These cosmetic changes can be adjusted so that the minions are not neon lights and their effects can be known by enemies and counterplayed.

Which weapons you want on Necro?

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Pregnantman.8259

Well so far almost all classes (except pistol-rifle conversion) can wear the 2 handed version of their one handed main weapon. Such as the ability to wear staff if scepter can be worn, greatsword when sword can be worn and hammer when mace can be worn. So it doesn’t seem that crazy if all axe wielding classes were to recieve a scythe.

The scythe for Necromancers should be in my opinion a hybrid weapon, and carry out what we were promised initially, attrition. That means it has to provide us some durability and means to harass our opponents. I believe that in order to fulfill these goals, the scythe should be a ranged weapon that offers passive defense and offense through conditions and boons, offer a bit controlled mobility and help us to obtain some life force so that we are prepared.

First Skill (Chain, 900 yard):

Sow: Sow your foe with dark energy. (Deal your foe some moderate damage)

Slash: Slice at your foe and instill corruption. (Deal your foe some moderate damage)

Reap: Call upon wicked spirits to drain your foe’s energy, leaving him/her weakened. (Deal your foe some moderate damage and weakness for 1 seconds or less so that the auto attack chain can not give permanent weakness on PvP).

Second Skill (Cooldown 10 seconds, 900 yards)

Dark Offering: Call upon hungering spirits to feast upon your foe, damaging him while gaining the souls’ protection. (This attack deals more damage than the auto attack chain so its not a dps loss to use it. Caster gains 3-4 seconds of Protection.)

Third Skill: (Cooldown 15 seconds, 900 yards)

Mark of Withering (Mark): Carve a mark to the ground that tunnels you to your foes and dazes them when they trigger it. The mark can be manually activated. (The mark itself can be placed in anywhere between 900 yards, but the tunneling requires you to be in atleast 600 range; otherwise you are just tunneled 600 yards towards the mark. The tunneling animation can be similar to Lupicus’ and the speed of travel can be arranged for it to be counterplayed but not underwhelming. The daze lasts for 1 seconds. The mark can be triggered in the sequence skill to allow the Necromancer to tunnel towards the mark and destroy it. This skill deals moderate damage and is a dps loss compared to camping autoattack. The mark lasts for 20-30 seconds before disappearing.)

Fourth Skill: (Cooldown 24 second)

Spiteful Possession: Allow anguished souls to possess your flesh. For 3 seconds, the anguished souls will instill you and your allies their fury and torment the attackers. (The Necromancer gains the unique effect named Spiteful Possession for the next 3 seconds. For each second the Necromancer is under the effect, him/her and allies gain 4 seconds of Fury, so that the maximum Fury that can be obtained with no Boon duration is 12 seconds. The attackers are inflicted with 1-2 stacks of Torment each time they attack to the Necromancer for 4 seconds, without an ICD.)

Fifth Skill (Cooldown 32-35 seconds):

Ethereal Corruption (Corruption or Spectral, Channeled): Offer your flesh to vile souls, draining your health while gaining life force. (Channel time is 3 seconds. For every 3/4 seconds, the Necromancer loses %10 health in exchange for %10 life force, so that the Necromancer can lose %40 of their health and gain %40 life force as base maximum. The effect will be cancelled upon movement or action or being interrupted, but will function regardless of the combat state of the Necromancer, except being downed or defeated.)

Tell me what do you think. I actually waited for a thread like this for some time to pour all these wild stuff, so excuse me for the wall of text.

(edited by Pregnantman.8259)

Path of Corruption - how do you like it?

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Pregnantman.8259

Do you actually use it over other Curse GM traits? I know that Lingering Curses can just be too good for condition builds, and power builds might not go all the way as they need their traits elsewhere? Do we have someone here with a build and video maybe?

Path of Corruption - how do you like it?

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Posted by: Pregnantman.8259

Pregnantman.8259

I have argued with a guildie earlier this week about the not-so-new Grandmaster traits and how supposedly all of them are garbage, especially Necromancer traits. I pointed out that Path of Corruption is a nice trait, since both power and terror builds can benefit from it and its actually the only trait aside Transfusion. While I recognised the trait’s potentials (you can corrupt your opponent’s Stability at a faster rate than he can apply to himself etc) I am not yet an expert in PvP, in which we argued about the feasibilty of the traits. Is there any high ranked Necromancer here that can show his/her insight? Is Path of Corruption useful, or only one of the niche traits?

Why is Weakness so underrated on bosses?

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Posted by: Pregnantman.8259

Pregnantman.8259

Important hits that we would be trying to mitigate shouldn’t be generalized I think. So for those dangerous hits, taking the displayed effect on proc, %50 damage mitigation, rather than the average %25 would be more realistic, as the hits are usually not that frequent but often comes in a big package.

Though Weakness is still poor compared to Protection, there isnt a reason why we should choose between them. I guess for most boss fights, off hand dagger and Signet of Spite usage would both be good damage and good source of dps, so no specialization is needed.

Why is Weakness so underrated on bosses?

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Posted by: Pregnantman.8259

Pregnantman.8259

Ah thank you guys for answering in such short notice. I guess I have to return to my Guardian for PvE, where he is always welcome.

Why is Weakness so underrated on bosses?

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Posted by: Pregnantman.8259

Pregnantman.8259

Yeah I usually try to sacrifise least damage as possible and use the sources of Weakness you (spoj) mentioned to keep it up without investing a lot. And yeah Weakness is useful in mobs. So does that mean that not just Weakness, but damage mitigation as a whole (Protection, gimmick signets, Frost Aura etc) for boss encounterments are subpar? I just want to be useful without becoming a damage and vulnurability bot and not be weight to group.

Why is Weakness so underrated on bosses?

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Posted by: Pregnantman.8259

Pregnantman.8259

I know Weakness isn’t a Necro specific condition, but in some of my builds I can get to keep permanent or very long duration of Weakness on bosses while maintaining high dps. I only have a Guardian aside from Necro, so I havent had a chance to try Weakness centric builds in other classes yet. Anyway, I returned to a version of spoj’s build not long afterwards when I heard from some people that Weakness isn’t much needed on bosses.

But why? Is it that Weakness doesn’t apply to the boss’ attacks? Is it because of its on chance mechanic? Is it because its effect doesnt stack with other damage mitigation? Or it is trivial since even if it works the hits are 1-shot anyway (but that also makes Protection irrelevant too)? What is it that makes my favorite condition irrelevant for boss encounters? Thank you.

Recommended PvE build around celestial gear?

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Posted by: Pregnantman.8259

Pregnantman.8259

I am not as experienced as some Guardians are in this forum, however I can say that Celestial is really not the way to go. Guardians have their strengths from not a mixture of stats, but from focusing on specific ones.
You really need to stack vitality to have a comparable health with say a Warrior. You need to stack healing power to have healing support comparable to an Elementalist. You need to stack a lot of condition damage to have a “condition” build as all we have is Burning. You really have to put effort in stacking crit damage to have a comparable value with a Thief or something, as most dps traits aren’t located in Valor. Due to having ceit damage in a disfavored line and having many multiplier traits, you also have to stack quite a bit of power to do decent damage. If you try to stack all of these, your build would be spread too thin. I hope these were helpful to you.
Lets meet again soon,
K.

Healing spec questions?

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Posted by: Pregnantman.8259

Pregnantman.8259

Tribal Skins are PvP only. You probably obtain them as rewards or through Mystic Forge.

Fix Minions

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Posted by: Pregnantman.8259

Pregnantman.8259

A bit offtopic but I think I heard that Blood Fiend’s passive heal was fixed so that it is now affected by healing power. Can anyone confirm it? Thank you.

Guild Warriors 2

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Posted by: Pregnantman.8259

Pregnantman.8259

Most people in here aren’t complaining about the damage, the support or general efficiency. Guardian is in a great spot as you say, but when you are limited to use half of your utility skills and only a bunch of builds (which offer more or less the same gameplay) and it is mostly better to auto attack you start not to care about how satisfying or rewarding the class is.

Guild Warriors 2

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Posted by: Pregnantman.8259

Pregnantman.8259

Sometimes I cant help but to wonder if its the Zodiac Heavy Armor that gives me the motivation to continue leveling my Guardian Maybe it will get more fun when I get to 80, no?