Showing Posts For Ramoth.9064:

Where are the renown hearts?

in Guild Wars 2: Heart of Thorns

Posted by: Ramoth.9064

Ramoth.9064

Hey man, this is not absurd. Renown hearts was a ground breaking concept for mmorpgs. It made me feel like a hero and the things I do matter. Now it just feels like I’m swinging a sword again and again.

Where are the renown hearts?

in Guild Wars 2: Heart of Thorns

Posted by: Ramoth.9064

Ramoth.9064

You remember the GW2 manifesto? They say that villagers will remember you for saving their village. These frickin’ Itzel don’t seem to remember me aside from the two from the story.

What gives? Why take away a key feature?

Why Rune of the Reaper is trash

in Necromancer

Posted by: Ramoth.9064

Ramoth.9064

Get out, I don’t want other classes with shouts able to corrupt boons.
The hilarious thing is that most class runes are better for other classes other than their own class.

Specializations Discussion: Curses

in Necromancer

Posted by: Ramoth.9064

Ramoth.9064

Master of Corruptions:
Every corruption skill used (except consume conditions) reduces consume condition’s cooldown by X seconds, in addition to 20% reduction in corruptions, and the extra condition to self.

(edited by Ramoth.9064)

Vigilant Amulet balance Changes

in PvP

Posted by: Ramoth.9064

Ramoth.9064

IMO Vigilant stats are crap. You only have two key stats to use in exchange for two duration stats which are only useful situationally. If you think about it this way, whenever you have no boons on you, your concentration stats are useless. Concentration isn’t bad, but its not worth it in exchange for your 3rd stat. e.g. Here we have Power and Toughness but you’ve pretty much ruled out on crit effects or event crit damage for guaranteed crit effects.

The worst thing is, you get Expertise but no real condition damage to go with it, and most of the time you will only be extending weakness or vulnerability by a second.

On paper vigilant sounds good, but when you come down to practicality, if you are hoping that 1-2 extra seconds of protection is going swing the fight in your favor you are better off banking it on solid stats.

Show backpieces in shroud?

in Necromancer

Posted by: Ramoth.9064

Ramoth.9064

they talk about how they are reducing graphical effects to make the game more visually accessible, how about they turn off the backpacks for starters? Even when the game is in low graphics mode with standard character models you can still see the kitten mardi gra wings on Norn and Charr. They take up so much of the screen.

Specializations Discussion: Curses

in Necromancer

Posted by: Ramoth.9064

Ramoth.9064

To be fair, terrifying descent is very fun in PvE <_<.

I won a 1v2 as reaper

in PvP

Posted by: Ramoth.9064

Ramoth.9064

No I didn’t take it as outrage. I actually think people should try all classes and feel the balance from playing the class rather than versing them. You know, all that understanding the enemy stuff? I couldn’t give a kitten if reaper gets nerfed, its the developers choice and if I didn’t like how the reaper ends up I have a bunch of other characters to play.

The thing is, Reaper has a balanced set of skills, and you really need to work for your kills. If you are up against a reaper and you blow all your evades early on, well you have no one to blame but yourself for eating a CTTB to the face.

I won a 1v2 as reaper

in PvP

Posted by: Ramoth.9064

Ramoth.9064

Yes! Some people get it. If its any consolation I lost to a turret engineer in the same match. Truth be told I underestimated him when the fight started.

I won a 1v2 as reaper

in PvP

Posted by: Ramoth.9064

Ramoth.9064

While killing 4 door bombers. Even had enough time to /say “you guys are pretty bad, lol”.

Fun times.

The specialization is actually quite well balanced. You’re able to get decent survivability with burst gear, or decent killing power via attrition with tanky gear. Its really just a L2P issue.

So… if I understand this correctly. You troll two players, come to the forums to tell everyone you think Reaper is balanced…. ?

Playing as a reaper and against one are 2 very different perspectives.

I’m 99% certain that the story in the OP is either complete bullkitten or at most mostly bullkitten, and this is just a very poor indirect attempt to QQ about reaper.

Well, you’d be wrong. I could meet you in game, with my main, a Reaper, though I’m not sure what purpose it’d serve.

My point is, the changes to the game is still very fresh, and people just need to learn to adjust. In saying this, I’ve played with a reaper for a reasonable amount of time that I can opinionate that the reaper feels reasonably balanced.

I won a 1v2 as reaper

in PvP

Posted by: Ramoth.9064

Ramoth.9064

You might think I’m trolling but to understand a class you actually need to play it first. Its the general feeling that when you are playing the class, with a reasonable build, you are put on the precipice of either winning or losing the fight, but neither situations happening as a landslide. I survived the burst from the thief, but only just, and I recovered using a variety of utilities. Just in time for the thief to begin a second round of burst. I didn’t win by a landslide, though I suspect they gave up when I killed the door bombers.

If I consistently kicked kitten like so I might actually feel the Reaper is imbalanced, but it actually requires a good amount of timing and awareness. .’. IMO, it feels quite balanced.

I won a 1v2 as reaper

in PvP

Posted by: Ramoth.9064

Ramoth.9064

While killing 4 door bombers. Even had enough time to /say “you guys are pretty bad, lol”.

Fun times.

The specialization is actually quite well balanced. You’re able to get decent survivability with burst gear, or decent killing power via attrition with tanky gear. Its really just a L2P issue.

Specializations Discussion: Curses

in Necromancer

Posted by: Ramoth.9064

Ramoth.9064

My bad, counterplay is the wrong word. The thing is Terror doesn’t really change the way your opponent reacts to getting feared, and it really should for a trait that we build our build around. From a damage point of view, it doesn’t really change the way we play either. Once you have built your build around Terror, the terror only adds to your rotation, and unfortunately the pay off is the same whether theres 1 stack of bleed on your opponent or 25 stacks.

Show backpieces in shroud?

in Necromancer

Posted by: Ramoth.9064

Ramoth.9064

Please no. I’m glad other necros in shroud are the one place I can find solace from the disgusting filth that is the ugly backpacks in game.

Specializations Discussion: Curses

in Necromancer

Posted by: Ramoth.9064

Ramoth.9064

Terror simply giving extra damage is B-O-R-I-N-G. It’s exactly another icing on the cake trait that provides no counterplay or utility. Give it something fun like ‘damage ticks on enemy with fear tick 4x faster or something’. Or give fear more CC utility, like ‘applying fear will corrupt stability and resistance on foe’.

The PvP: Can it go any further downhill?

in PvP

Posted by: Ramoth.9064

Ramoth.9064

I love how of all things you chose to point out you used heartseeker and condi necro, 2 of the most harmless opponents in PvP. You’re just terrible at it.

Scrapper class icon

in Engineer

Posted by: Ramoth.9064

Ramoth.9064

Why not make it look like a wrench, like the fixer upper

Sneak Gyro broken?

in Engineer

Posted by: Ramoth.9064

Ramoth.9064

Sneak gyro has its uses in PvP, makes the Eng capable of playing a role of a roaming decap like a thief, but its very clunky. You can’t contest a point while stealthed so to decap you’ll have to destroy it or force reveal yourself, and you can’t truly sneak around because the gyro can’t keep up, and gives your position away roughly anyways.

Newbie question

in Engineer

Posted by: Ramoth.9064

Ramoth.9064

Is F1 supposed to trigger ‘on heal’ skills? I notice that Reconstruction Field doesn’t activate Recovery Matrix. Is this intended?

What if terror did this:

in Necromancer

Posted by: Ramoth.9064

Ramoth.9064

Give terror a range threshold of increments of 300. For every increment of 300units your enemy is away from you, terror amplifies the outgoing damage you deal to an enemy by 2x,3x,4x,5x for the duration they are feared. (5x when they are 1200 away)

It finally happened!

in Necromancer

Posted by: Ramoth.9064

Ramoth.9064

You tend to do a lot less damage without boon corruption if you keep critting her, thanks to protect and regen. Funnily enough I got 50 done with no AR, since my team had AR and she starts the fight talking. Plenty of time to rez

Blighter's Boon isn't bad.

in Necromancer

Posted by: Ramoth.9064

Ramoth.9064

Also it heals more then it should (tooltip says 165 but i get 192 heals). Well since the devs read this subforum, i guess i dont have to bug report it…

I think it scales with healing power is why

I have zero healingpower in the build the numbers are from.^^

How about the base healing power?

Base healing power is always zero so if i dont have any healing power the obvious answer would be zero…

You are right.

Blighter's Boon isn't bad.

in Necromancer

Posted by: Ramoth.9064

Ramoth.9064

Also it heals more then it should (tooltip says 165 but i get 192 heals). Well since the devs read this subforum, i guess i dont have to bug report it…

I think it scales with healing power is why

I have zero healingpower in the build the numbers are from.^^

How about the base healing power?

Blighter's Boon isn't bad.

in Necromancer

Posted by: Ramoth.9064

Ramoth.9064

Also it heals more then it should (tooltip says 165 but i get 192 heals). Well since the devs read this subforum, i guess i dont have to bug report it…

I think it scales with healing power is why

Blighter's Boon isn't bad.

in Necromancer

Posted by: Ramoth.9064

Ramoth.9064

Hey Bhawb, are you making another But of Corpse anytime soon?

Blighter's Boon isn't bad.

in Necromancer

Posted by: Ramoth.9064

Ramoth.9064

I agree with what you say, BB is constricting playstyles and such, but of the 3 grandmaster traits, if someone wanted more sustain, it is more or less the most sustain-based GM option there is.

Unranked: The joke

in PvP

Posted by: Ramoth.9064

Ramoth.9064

Nope, what OP says is true. Had some truly bad players on my team yesterday, they lost a 4+lordv2. I asked how they can be so bad and they said ‘Arenanet made PvE players play PvP, blame them’.

I told them you can buy shards of glory on the TP face palm.

A Bunker Thief named Glaphe..

in PvP

Posted by: Ramoth.9064

Ramoth.9064

Posting in historic topic befor-

Blighter's Boon isn't bad.

in Necromancer

Posted by: Ramoth.9064

Ramoth.9064

Blighters Boon obviously isn’t as good what it was pre-nerf, but let’s be honest, pre-nerf BB was difficult balance and gauge how good it actually was.

Lets say you were in a solo situation, and you primarily relied on allies to buff you, pre-nerf BB would be weak compared to post-nerf BB. Vice versa obviously applies when you are in a team situations, which is where things got ridiculous, with spike LF gain and healing.

I think the issue is that people have a mentality that BB should work in a way that gets you from 0-100, whether it is LF or HP when you are either in or out of shroud in the interval of time between shroud, or else BB sucks.

I don’t think that’s the case. I think the mentality should be;

BB in shroud only needs to give you enough health back such that when you exit shroud your heal is off cooldown, which after usage, will bring you back up to 80%-100% HP, i.e. resetting the fight (or enough HP to survive until shroud CD runs out). Conversely, while out of shroud, BB should help you gain enough LF so that you can DPS and wait out til your non-shroud CDs run out.

In this respect, BB is actually quite sufficient. BB with either Unholy Sanctuary or Vampiric Presence achieves the above healing very well.

The main issues with BB is actually how constricting it is. I’ve purposely only used BB post-nerf to make it work and the reality is, Spite is definitely required. I’ve been running with a cleric’s amulet in PvP and I’d say the results are quite good. What you essentially get is a tough attrition bunker build that can hold points very well, but also dish out enough damage to kill assaulters, purely because there is so much sustain.

Theres been some great suggestions on the forum on how to buff BB, but personally I don’t think BB needs to have the ally interaction it had before, since it will always have an uncertain mechanic in it which relies heavily on allies that buff, or somewhat of a more complex ICD mechanic. I think it’d be nice if BB was buffed so that curses can work into BB as well.

TLDR; buff curses please.

The Healing in Shroud Megathread

in Necromancer

Posted by: Ramoth.9064

Ramoth.9064

Ah thanks Bhawb. Excitement got the better of me when I saw all those green numbers.

The Healing in Shroud Megathread

in Necromancer

Posted by: Ramoth.9064

Ramoth.9064

I think transfusion is healing through Reaper’s Shroud now. I might be wrong and I was silly enough to not check my combat log when it happened, but I get a ridiculous amount of HP back for RS#4. Can anyone check right now?

Death shroud counts as weapon swap

in Necromancer

Posted by: Ramoth.9064

Ramoth.9064

Loving this change. Superior sigil of speed (agility) pop in RS for a quick 5.

^ Gets it.

Could you explain it to me? (sorry)

Sigil of Speed: Grants 10s / 14s / 20s of Swiftness on kill

This one is…tricky. If you go to PvP there is now a new unlockable sigil called Superior sigil of speed. It gives Swiftness and Quickness on weapon swap. Completely broken, I know.

It gets confusing because Gaile Gray said that it has been renamed to Sigil of Agility. How they got this wrong in the first place confounds me.

It gets even more confusing because she said it was renamed as part of an item scribes can make, and I have no way of checking because I can’t get scribe yet.

A Toughness, Condamage, Ferocity

in Necromancer

Posted by: Ramoth.9064

Ramoth.9064

Armor combination would be awesome. Can we get one please?

Autocasting Shouts?

in Necromancer

Posted by: Ramoth.9064

Ramoth.9064

You need this.
https://goo.gl/5lK37f

Traps traps traps

in PvP

Posted by: Ramoth.9064

Ramoth.9064

They just don’t FEEL like traps you know. Back in GW1 there was actually a substantial cast time and you can get knocked out of making them, now they just feel like cheap PBAoE’s without a unique animation.

GS is viable in PvP, the problem is the AA.

in Necromancer

Posted by: Ramoth.9064

Ramoth.9064

My idea for the GS AA would be (and in order to keep it slow and thematic)

The chill happens at the end of the 2nd attack, second attack cast time increased by another 1/4, and 3rd hit stays the same, but higher life force and damage.

I am 100% sure what the next...

in Ranger

Posted by: Ramoth.9064

Ramoth.9064

…elite specialization is going to be.

It’s going to be some advanced beastmastery specialization, maybe some kind of spirit animal, will allow you to have access a new set of pets which will have more than 1 active skill.

Totally making this topic just say ‘I told you so’ when the next expansion rolls around.

Dragonhunters

in Necromancer

Posted by: Ramoth.9064

Ramoth.9064

O Ramoth You dont seem to understand do you. I like your glass half full spirit though but i think the years of PvP have made me a realist. Best case scenario is 100% LF and guardian is out numbered. So what now? guard just places a trap, stealths and leaves you behind, which direction are you going to charge in? 3 second stealth not enough? lays another trap and stealths again.

If guard decides to fight you while you have 100% lf and not outnumbered well, you are going to lose a range battle and you wont want to take hp damage from LB so you will go into Reaper which doesnt have range . You will be forced to go melee to do better damage and so you charge, guard lays a trap, stealths and you eat a true shot. you take what 30% or more shroud damage? keep in mind you are already bleeding LF so the more the guard stealths and blocks your attacks the worse it is for you since you will not last long outside shroud. This isnt theory craft its just the truth about what we have been given.

If you are running a conditions tank build then maybe if you can get in a good burst quickly that hasnt been avoided sure but again, if you are using reaper, it is melee so in the end you will be forced to go meet the guard where there are traps waiting.

The whole class has been set up to put you at a disadvantage. Ticking clock on shroud, slow lf build especially if its not your focus with no way to protect yourself while you build up (i dont consider using hp to tank as protection even if damage is mitigated). Taking one skill to solve a problem just means you two more show up, why? because the class’ defences in the traits have no impact in the grand scheme of things. Plague sending is probably the only one that i will call significant, the rest? all just lead back to problems.

O.M.G. I was pointing out to the OP about two new reapers skills that are effective against traps and projectile attacks. I don’t care much to divulge in your if/and/or/but scenarios. Have I lost to DHs? Yes. Have I defeated them? Yes.

Death shroud counts as weapon swap

in Necromancer

Posted by: Ramoth.9064

Ramoth.9064

Loving this change. Superior sigil of speed (agility) pop in RS for a quick 5.

Dragonhunters

in Necromancer

Posted by: Ramoth.9064

Ramoth.9064

Rise can spawn shamblings from the dragon hunter who laid the trap. If you see a trap go off, then good. If you don’t then its likely there are no traps where he is. I’m talking about assaulting a point.

Side note…rise can spawn shamblings from the breakable pits in skyhammer, seems to be a bug.

Dragonhunters

in Necromancer

Posted by: Ramoth.9064

Ramoth.9064

Rise will make a trap DH cry. Good positioning, and death’s charge will win you the day. Death’s charge destroys projectiles

While at it you can deaths charge your way into the traps.

Rise is a great skill regardless if you are up against DH or not. Trappers usually sit on their own traps,, and Rise can diffuse them

Sure if you are at range, but unless you are using staff or axe, you will be in melee. Even then Reaper is melee so if the guard is smart, you could be caught along side the shamblings

Nothing says the necromancer can’t be smart too. I’m trying to highlight that we have numerous tools to fight a DH with.

You use Rise at range, wait for the traps to go off, Deaths charge to his face. If he lays another trap your shroud can tank the worst part of it.

Lmao…first this is assuming we have enough shroud to begin with. What if its the start of the match? or you just burned LF in another fight? i guess the pro thing to do is wait for team and hope they take the heat off while we build LF

Those traps + LB do ALOT of damage and Guards have obscene amounts of stealth now so shamblings wont be attacking when we get slapped with true shot we wont see coming. We will burn LF we may or may not have just tanking one players burst. What if there are more players there focused on us which is pretty much what you would expect in a normal match. Position ourselves better? with what? Shroud charge our way through them after eating guardian traps? i dont think so.

The only way is to not get noticed by the guard and start doing damage from range with axe or staff and hope the guardian is not running much stability or blocks so at least the pulls may work.

All this ridiculous what if theorycrafting. What if we had 100% LF, what if it wasn’t at the start of the fight? What if the DH’s utilities were all on CD? See, I can do that too. The OP asked for tips against DH, and I stated facts, not what ifs. Rise diffuses traps. FACT. Deaths charge destroys projectiles. FACT. But sure, keep what if-ing your way to the next heavily disadvantaged scenario if that makes you feel better.

Dragonhunters

in Necromancer

Posted by: Ramoth.9064

Ramoth.9064

Rise will make a trap DH cry. Good positioning, and death’s charge will win you the day. Death’s charge destroys projectiles

While at it you can deaths charge your way into the traps.

Rise is a great skill regardless if you are up against DH or not. Trappers usually sit on their own traps,, and Rise can diffuse them

Sure if you are at range, but unless you are using staff or axe, you will be in melee. Even then Reaper is melee so if the guard is smart, you could be caught along side the shamblings

Nothing says the necromancer can’t be smart too. I’m trying to highlight that we have numerous tools to fight a DH with.

You use Rise at range, wait for the traps to go off, Deaths charge to his face. If he lays another trap your shroud can tank the worst part of it.

Dragonhunters

in Necromancer

Posted by: Ramoth.9064

Ramoth.9064

Rise will make a trap DH cry. Good positioning, and death’s charge will win you the day. Death’s charge destroys projectiles

While at it you can deaths charge your way into the traps.

Rise is a great skill regardless if you are up against DH or not. Trappers usually sit on their own traps,, and Rise can diffuse them

Dragonhunters

in Necromancer

Posted by: Ramoth.9064

Ramoth.9064

Rise will make a trap DH cry. Good positioning, and death’s charge will win you the day. Death’s charge destroys projectiles

GS is viable in PvP, the problem is the AA.

in Necromancer

Posted by: Ramoth.9064

Ramoth.9064

I think the GS is actually a really good weapon, except, the AA.

I’m doing quite well with the GS in unranked conquest and stronghold, and the way I see it, the GS is a ‘bookend’ weapon. Its the weapon I use before I go into DS, and the weapon I use when I get out.

Skill 3 is a great skill to use before getting into reapers shroud. Skill 4 is excellent for contesting conquest points. Skill 5 is a bit too slow to be a great skill but has decent utility with the pull.

Gravedigger can pretty much replace your AA when you have your opponent on the ropes.

This leaves my dagger warhorn as my AA weapon of choice. It is quite risky having no ranged weapon but I think the two weapon sets compliment each other nicely. I think if you consider the GS as less of a main combat weapon and more of a situational support weapon it is one of the best weapons we have.

assassin ritualist paragon monk dervish

in Guild Wars 2 Discussion

Posted by: Ramoth.9064

Ramoth.9064

ritualist is the engineer >_> so obvious.

Farewell GW2

in Guild Wars 2 Discussion

Posted by: Ramoth.9064

Ramoth.9064

Your multiplayer experience is wrong. in dungeons you DO need to work togther and think about more then personal dps. Look at the flavor of the month dungeon ranger build, it generally brings redmoa/spotter/frost spirit to work together with other popular meta builds, it brings aoe buffs that are important to improving party dps and scale exponentially the more people you have.

I play an engi, and nothing is more satisfing then blasting 18 might stacks onto my party for 30 seconds and watching bosses melt. I think the multiplayer is AMAZING, you just are prolly zerging over world content which is as you said, mindless and not really meaningful, get in a dungeon and its a diffrent world where you need diffrent ideas and gameplay to win.

Your multiplayer experience is wrong; at the higher echelons of dungeon crawling, most ‘legendary’ encounters take less than 10 seconds. Dungeons mostly consist of people standing in a corner applying copious amounts of AoE while the bosses and adds run into it. By far the most time consuming elements of dungeons is the walking, not the fighting.

[GUIDE] New players; how to get average...

in PvP

Posted by: Ramoth.9064

Ramoth.9064

…and/or find pvp boring.

I’ve played my share of online games with PvP and often the best thing to do when starting out with customisability is to make a build that can kill someone the fastest.

Sooner or later you’ll realise that you are speccing too much into overkill, and you will tone it down to be equal parts killing machine and survivalist.

But as for GW2, no sir, this is not the most desirable path to take IMO. The thing is, there is simply too much stuff going on in a round of PvP. To the untrained player you’ll simply get swallowed in the mess of superfluous spell animations and die a horrible death rather quickly.

So my tip to new players is this; be as tanky as you can and learn to ping the minimap. Playing a ‘bunker’ roll affords a new player many opportunities to get better. For starters, you can spend considerably more time focused on what boons and debuffs are on your character rather than the enemies, and you can also gauge when to use certain heal/cleanse skills. Once you get the hang of that you can learn enemy rotations/animations efficiently while keeping yourself alive.

As for pinging the minimap; it is an effective way to get the rest of your team to destroy whatever enemy you are currently engaged in, all the while keeping yourself alive and holding onto a point. At a beginner level, the opponents you are matched with will almost always lose when outnumbered.

And as for why this is boring, it is unfortunate that bunkering is highly effective for much of the game, even at higher skill levels. It simply is a lot easier to stay alive than to burst someone dead, save a few exceptions for very skilled players.

The meta is so boring, 0 skill required

in PvP

Posted by: Ramoth.9064

Ramoth.9064

I played a bunker necro last weekend and realised soon afterwards GW2 pvp currently is just all flash and no substance.

I feel like I’m ‘doing a lot of stuff’ to stay alive but in all honesty I’m just using cool downs the moment they recharge and my life was never really in much danger. This can also apply to 2v1s. Yes, my opponents might be crap, but I wasn’t exactly attentive either. At some point I was just watching Game of Thrones on my laptop next to me half the time, and often I can finish the round without dying.

I agree with OP.

Half hour deserter debuff

in PvP

Posted by: Ramoth.9064

Ramoth.9064

Let’s assume anyone absent from a match for ‘x’ minutes is considered a disconnect and given dishonor regardless of whether they return. What happens to the 9 other people? Are they forced to play out the rest of the match? Should their ratings be adjust still? What about rewards?

dont let the next dieing player on enemy team respawn so it is a 4v4 – should game end before the 5th is back than the player who could not respawn dont lose rating should his team lose the match

simple

hows that simple? with the current meta of bunkerbunkerbunker someone will just either not die or have to sit in the ‘reserves’ for ages, and not due to something they did themselves.

Dota 2 has a system to punish leavers, there’ll never be a ‘fair’ way to finish the game but at least it stops people constantly leaving.