Showing Posts For Ramoth.9064:

Stop rewarding failure!

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Posted by: Ramoth.9064

Ramoth.9064

Well, your maths is wrong but i kinda agree. They should dishonor ppl who don’t make enough contribution to the match, it’s a better way to fish out afkers or feeders. Dota2 will penalize you for consistently playing terribly. While it’s a bit annoying if you are switching from your good character to your bad, no one should be… That bad

Manifest Sand Shade is clunky

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Posted by: Ramoth.9064

Ramoth.9064

I think the clunkiest thing about F1 is the name.

And correct me if I’m wrong, but the name implies that you are summoning the sand shade. Which you are, of course. But the functionality of the skill itself is that you are doing an area attack. Essentially everytime you use F2-F5, you are also casting an area attack centered around you and your shades. What you aren’t doing everytime, is summoning a new shade.

Elite skills for thief

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Posted by: Ramoth.9064

Ramoth.9064

Tbh i find most elites lacklustre in this game. Not because they aren’t powerful enough, but that they work in the same vein as utilities, they are just situational. In GW1 elites were almost always the skill you build your whole build around. They often provide exceptionally unique effects or they were incredible versions of another skill, letting you double down on a particular tactic.

In gw2 most elites are like fire and forget skills. They pack a punch, sure, but hardly ever stand up by itself

Manifest Sand Shade is clunky

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Posted by: Ramoth.9064

Ramoth.9064

Dhuumfire also procs from f2-f5 because each of those skills triggers an attack from the shades as if you just used f1. So Dhuumfire does not require you to actually hit f1 for you to trigger it.

Yes, I know, but the OP is saying why YOU yourself will not trigger Dhuumfire, and thats because YOU yourself, does not cast F1.

Legendary PvP Armor - Upgrade Fail!

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Posted by: Ramoth.9064

Ramoth.9064

What was the solution?

Don’t reforge pvp ascended armor I believe.

Allow energy to supplement skills on CD.

in Revenant

Posted by: Ramoth.9064

Ramoth.9064

What if:

You can use skills on cooldown, by paying the remainder of the CD, with energy. Probably at a 1:1 ratio.

The cd/energy costs will need to be rebalanced, of course.

Manifest Sand Shade is clunky

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Posted by: Ramoth.9064

Ramoth.9064

But why would your character’s F5 pulse inflict dhuumfire? Dhuumfire specifically is inflicted via F1.

The sand shade’s F5 is probably doing dhuumfire because it pulse triggers F1, which seems odd, but believable.

Because at a fundamental level, everything your sand shades do is also supposed to be also done by the scourge themselves. A key part of the class is that you have access to barrier/clense/fear/pulsing damage from your f2-f5 without needing to place shades at all.

But you do have access to all those F2-F5 items from your character. Dhuumfire is specifically accessed via F1.

Manifest Sand Shade is clunky

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Posted by: Ramoth.9064

Ramoth.9064

But why would your character’s F5 pulse inflict dhuumfire? Dhuumfire specifically is inflicted via F1.

The sand shade’s F5 is probably doing dhuumfire because it pulse triggers F1, which seems odd, but believable.

POF expansion - capes

in Guild Wars 2 Discussion

Posted by: Ramoth.9064

Ramoth.9064

I was so happy when they added the option to hide capes in GW1.

Same here, I shudder at the memories of all the clipping.

My problem with them was that most of the capes only reached the hip height. Graphics aside, WoW had much nicer capes, that looked impractical, but cool and long.

POF expansion - capes

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Posted by: Ramoth.9064

Ramoth.9064

I was so happy when they added the option to hide capes in GW1.

Lil Ticklers Season 8 Condi Reaper build

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Posted by: Ramoth.9064

Ramoth.9064

Enfeebling blood’s 1 corrupt and delayed effect is a bit too lacklustre for me.

You don’t take that trait for the corrupt, you take it for the weakness application.

But if you’re running heavy corrupt you’ll be applying weakness via might corruption. That’s my view on it anyways.

Lil Ticklers Season 8 Condi Reaper build

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Posted by: Ramoth.9064

Ramoth.9064

Used to use a very similar build, ‘flash’ builds are great fun, but recently I’ve grown to like parasitic contagion, great sustain, really rewards good positioning.

Enfeebling blood’s 1 corrupt and delayed effect is a bit too lacklustre for me.

Main Hand Dagger Condi

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Posted by: Ramoth.9064

Ramoth.9064

Lol chill on auto attack. Now viable with reaper. Thanks, you’re done.

Main Hand Dagger Condi

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Posted by: Ramoth.9064

Ramoth.9064

I did explain myself, many times … it’s not like I respond in a few incoherent sentences like most other people. I can’t be asked to continually repeat my points just because you want to ignore them.

Not sure, maybe you just don’t care or understand what I’m saying. Clearly you are of the idea that a weapon just just a random assortment of things that can be ‘rerolled’ whenever it suits players desires. I don’t think that’s a realistic way to view weapons concepts in any MMO.

I think it goes without saying that adding ‘stuff’ to any weapon makes it more versatile and increases build variety … yet all the weapons we have are limited to certain ‘stuff’ … that’s because weapons are bound by a concept. Simply making a weapon more versatile is not a good reason to buff a weapon; that’s evident by examining how the game works. Instead of a few versatile weapons, Anet has given us a range of Weapon choices and swapping to address versatility. Not only that, but they continue to add more weapons with each Espec. Clearly any suggestion that we should have more versatility through weapon buffs is a stark contrast to Anet’s idea of how to delivery versatility. The suggestion that dagger condi buff would increase versatility, while true, doesn’t align with how Anet gives us build versatility and therefore, doesn’t actaully make it a good idea to do so for that reason.

So again, LF regen, versatility, options … whatever reasoning has been presented so far … none of these things are best and only solved by condi-buffed dagger … or even make sense with the current approach Anet takes to develop the game.

To be completely fair, the original suggestion is so poorly presented, it’s not even clear why the OP wants a condition of dagger; “Opening up options” is terribly vague … It’s just a half hearted attempt to grab more damage IMO. I mean, what ‘option’ is being opened with a small condi buff on dagger auto? Are we going to be able to make good condi builds with that? Not kitten likely. Can I contemplate alternate stats? Not for a smattering of a few damage conditions.

Seriously … WHAT does the class gain? What are these “options opening up” for versatile builds? Do not confuse increased function as an open floodgate for some magical vault of builds that we didn’t have access to because dagger didn’t have a condition on it!!! It’s a farce.

And no. I blew you out of the water in regards to how conditions on dagger will open more options. Do you want me to do it again? You had no reasonable reply for my examples other than agreeing with me that dagger is bad and nay nay nay.

You would be exactly the kind of guy who says ‘corrupt boon’ on scepter auto won’t do anything useful!!!!

And look at revenant, the buffs to the condition traits made sword, a power weapon, usable for condition builds. Staff, a support weapon, is usable for power builds.

Thieves can almost use any weapon for power or condition. How does that go for your “weapon concepts”. You know very little about this game from what you’ve indicated in your arguments.

(edited by Ramoth.9064)

Main Hand Dagger Condi

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Posted by: Ramoth.9064

Ramoth.9064

I mean, to be fair, my first post in this thread agrees that dagger could use a buff, but at least do it in a honest and useful way. Any weapon can get a condition that could be useful with Scourge … but let’s not pretend that a dagger condi buff is in any way specific to Scourge. You want Anet to go buff dagger because of Scourge? Let me tell you about what happens when game devs buff something for the wrong reasons … how often do you get a solution you wanted?

But whatever, you guys go ahead and continue the ruse that Scourge needs a condi-buffed dagger. Maybe you will get daze or taunt …

Lol, no one here is under the impression Arenanet actually reads the profession forums, or listens to player suggestions. Doesn’t stop people from discussing it.

Who’s asking you to stop? I got no problem discussing what ideas are bad, especially in the case where Anet might even be thinking about doing something as far out as these suggestions are.

Um, you are. Not literally, but the implications are definitely there, of which many people here will attest to that.

Season 8 My Match Making - Response Please

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Posted by: Ramoth.9064

Ramoth.9064

I do think the low player pool is the issue though. In not the greatest player and all, the best I’ve done is at the outskirts of top 250, but it’s disgusting that i get matchups against two top 5 players sometimes

Proposal: gemstore item to remove time gating

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Posted by: Ramoth.9064

Ramoth.9064

P2W? No thanks.

Pay to win what exactly? Race to make legendaries? Do they even have those?

Ascended/legendary gear in WvW faster than usual.

Theres been ample time for anyone who wants to make ascended gear for wvw to make those already.

Proposal: gemstore item to remove time gating

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Posted by: Ramoth.9064

Ramoth.9064

P2W? No thanks.

Pay to win what exactly? Race to make legendaries? Do they even have those?

Bring Back The Pole - Rather, Just DO it.

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Posted by: Ramoth.9064

Ramoth.9064

How will your division be calculated though? Do you get several leaderboards and such?

Anet never went into detail because it never happened but there would be (possibly implemented) at least 1 additional Profession Leaderboard that list your ranking among all the Guardians, Elementalists, Engineers, etc, in the game.

If I were to make a Thief and I never played a Thief, that profession’s Division is shown after placements per usual. Of which, it’ll probably be Bronze or Silver because i’m a really bad Thief. But when I swap to my Guardian it will show Plat rating next to the class per usual.

My account could just show the highest division among all the classes, so that could be the single leaderboard we all use currently.

That sounds good. I do think the ease of gaming the matchmaking currently is hilarious though. People think individual class MMR will affect matchmaking speed though. Its always a battle between match quality and match quantity I guess

Bring Back The Pole - Rather, Just DO it.

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Posted by: Ramoth.9064

Ramoth.9064

How will your division be calculated though? Do you get several leaderboards and such?

Voice Acting: lack of accent, Elona? PoF

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Posted by: Ramoth.9064

Ramoth.9064

White washing in video games too!

No. No. NO. You stop that kitten right now. I know you’re joking but too many loud and easily offended people will turn this into an actual kitten show. And I’ll blame you.

:D

Main Hand Dagger Condi

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Posted by: Ramoth.9064

Ramoth.9064

I mean, to be fair, my first post in this thread agrees that dagger could use a buff, but at least do it in a honest and useful way. Any weapon can get a condition that could be useful with Scourge … but let’s not pretend that a dagger condi buff is in any way specific to Scourge. You want Anet to go buff dagger because of Scourge? Let me tell you about what happens when game devs buff something for the wrong reasons … how often do you get a solution you wanted?

But whatever, you guys go ahead and continue the ruse that Scourge needs a condi-buffed dagger. Maybe you will get daze or taunt …

Lol, no one here is under the impression Arenanet actually reads the profession forums, or listens to player suggestions. Doesn’t stop people from discussing it.

Main Hand Dagger Condi

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Posted by: Ramoth.9064

Ramoth.9064

Oh and torment on 3rd auto would be great too. See how that will create synergy with scourge’s demonic lore? Synergy = options. Tada!

And even without scourge, you’re adding the one condition that punishes people from kiting you, which is the main issue with dagger in the first place. Which gives you the option of running power condition hybrid amulets. Options! Tada! Whodafunkit?

Main Hand Dagger Condi

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Posted by: Ramoth.9064

Ramoth.9064

Options for what? What option does a conditon-based dagger give you that you don’t already have? The option to have a miniscule amount of damage added to a Scourge build that uses dagger? Wow … I’m totally overwhelmed by the significant increase in options that gives me.

The fact is that this game has never really been giving us overwhelming options IF you are looking for optimal performance. Adding a condition to dagger will not address that problem. I’ve already addressed this in a previous post; performance players will not think this a a viable option; style players will not care and use whatever they want regardless.

Um, as a melee weapon, poison would be excellent for starters. Power dagger, on top of being kited, does so little damage numerous classes can out heal it easily. Look at the thief dagger design, capable of both power and condition.

You have no vulnerability, insufficient snare, and no pressure. Axe has great spike potential, scepter has pressure, staff has utility and zone control. Dagger has what again? And if you have to supplement dagger with warhorn to make it work, that’s even more laughable.

Other conditions? Blindness would be good, it’d actually give dagger options to run with curses for chill, and actually make dagger/dagger a viable comprehensive weapon set.

As suggested earlier by me, cripple? The thing is, you see life force generation by dagger as some sort of added benefit; its not. It just happens to be a staple across all weapon sets. Just because it generates LF does not mean that it is the core function of the dagger. If you think Arenanet’s intentions are correct as to that in itself being sufficient for a weapon, then they have no used the dagger sufficiently in practice. As it stands now, the dagger has no core function.

By the way, your qualifications please?

Pulmonary Impact needs a damage/ICD nerf

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Posted by: Ramoth.9064

Ramoth.9064

I think it gets into too many edge-cases, though. If AA’ing is your opponent’s primary source of damage or optimal move at a given point in time, why shouldn’t someone who recognizes this be allowed to punish them by being rewarded for interrupting AA chains? This would also go to suggest the interrupt-style approach to gameplay could just be countered entirely by not using skills and instead pressing 1. This isn’t really interactive for anyone involved.

That was exactly how GW1 played. With how fast head shot is cast there’s really no counter play to it. It’s interactive for the person doing the interrupting, it separates the good players to this who simply spam and hope for the best. I think on interrupt effects could be buffed to compensate.

Main Hand Dagger Condi

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Posted by: Ramoth.9064

Ramoth.9064

Look guys this is really simple: There is no way you are going to convince anyone that a condi-buffed dagger is going to solve a LF regen on Scourge because it does LF regen just as good as vanilla dagger does it. That’s just fact.

The problem you are solving is making dagger more appealing to use in Scourge. That’s NOT the same problem at LF regen. The worst part is that somehow, you think this is the BEST and ONLY way to solve whatever LF regen issue Scourge has. You’ve just decided this HAS to be the way it’s done. That’s just not thoughtful and makes no sense.

The OP wanted conditions on dagger to open up more options, you’re firing off on tangents and you’ve still yet to show how ‘qualified’ you are on all this discussion.

I’ve answered to the OP, the MH dagger is lacking build options, even in the role it is designed for it performs poorly at. What’s your reasoning other than the age old ‘Arenanet knows best’.

Disconnect Timer and Rating Loss

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Posted by: Ramoth.9064

Ramoth.9064

Hi folks,

Previously, if you had someone on your team disconnect from a match for 2 minutes or more, and your team loses the match, only the person who disconnected would lose rating.

We’ve decided to lower this timer to 90 seconds.

My sequence when i have a short net dc….
1/ game stalls for a seconds..
2/game throws dc mesage
3/game goes to select screen or restarts
3.1 /have to relog
4/ have to reload hotm
5/ have to reload pvp arena

now i have game in kitten but a year ago when i dont have the ssd this proces tokes easily 90 secs
you have to adress the “reload hotm” thing atleast to facilitate players dcd for tech isues to rejoin quickly

That sure is sad but think about the other 4 players who have now lost the match. When I moved into my rental apartment I had the same disconnection issues you stated above, I can hardly blame the disconnection timer for getting dishonor, and even if i made it back by 2 minutes the damage done is irreparable.

Nothin' personnel kid

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Posted by: Ramoth.9064

Ramoth.9064

While I don’t usually like to correct people’s spelling, the title should say personal not personnel. The meanings are vastly different.

And please no, it would be a very useless trait.

Black Powder Shot

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Posted by: Ramoth.9064

Ramoth.9064

Skill 5 usually tends to be a utility heavy skill, and I think P5 fits its role suitably at the moment.

Main Hand Dagger Condi

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Posted by: Ramoth.9064

Ramoth.9064

I don’t really care what element of the game you want to discuss because the concepts of the especs are not developed to focus on any particular element; some especs work good for somethings and not so good for others; that’s normal and therefore, it’s expected. If Scourge isn’t good in organized PVE, then don’t use it. #choice.

You want a suggestion to solve non-existent Scourge LF regen issues? Here is the best one … making build choices that optimize your LF regen. That doesn’t allow you to optimize other parts of Scourge espec? OK .. that’s not a problem anyways; that’s how MMO’s work … #choice.

Do not pretend that there is a LF regen problem on Scourge in ANY aspect of the game; the perception of this existent problem is simply because of a blatant self-imposed constraint of wanting to take advantage of condition damage while simultaneously applying shades AND gaining LF. If you can’t acknowledge why that’s already quite a significant improvement (and why this condi-buffed dagger idea is completely unwarranted), then you aren’t qualified to talk about changing it. Anyone that thinks they need a condition-buffed dagger to get good LF regen on Scourge is just being obtuse. The tools to make a good LF regen Scourge build already exists.

What are your qualifications btw? You often speak like you are the herald of Arenanet yet time and time again your opinions have been refuted. While I don’t agree MH dagger should be applying DoT conditions, the weapon itself is considerably hamstrung in almost every game mode. Axe outperforms dagger in almost every aspect, and the idea that dagger is usable as some sort of life-leeching sustain is paltry. The recent changes by Anet to double down on this idea has seen little improvement to the weapon. You don’t want to use it in PvP because kiting is already an issue, and you don’t want to use it in raids either because power specs have no standing.

So, if you are so qualified to speak your opinions regarding weapon choices and such, what good is the MH dagger now? The latest change to quickening thirst was almost a slap to the face to MH dagger since now you can reap the full benefits of the trait without equipping double dagger. And I refute your claim that certain weapons are more desirable for certain e-specs as being intentional. Thieves are actually incredibly well designed in terms of weapon choices. E-specs on the thief are supplementary to their core gameplay, therefore relying more on the core specializations rather than their E-specs.

Over the beta weekend I was able to capitalize on deadeye builds using every weapon combination. The same cannot be said about the Scourge.

Ranked Spirit Watch

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Posted by: Ramoth.9064

Ramoth.9064

Far points on spirit watch are way too easy to defend from people respawning.

It’s on high ground, there are plenty of obstructions, and its easily assaulted from mid. Then there is the problem that mid has so much ground advantage from people heading their directly from respawn. The whole map is just so prone to snowballs its terrible for competitive play.

Death Nova.

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Posted by: Ramoth.9064

Ramoth.9064

Now that we have unstable horrors, can we change this GM trait to something more useful, since on kill effects have pretty much been removed from PvP? This is what I suggest:

While your life force is above the threshold, summon an Unstable Horror. Only works in combat. Retains the current on-death effect of Death Nova.

ICD: 6 seconds.
Threshold: 75%

Why would it keep its current on death effect if that’s the reason for changing it to begin with?

The on death effect is the blowing up. The on kill effect is what I wanted changed?

Main Hand Dagger Condi

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Posted by: Ramoth.9064

Ramoth.9064

Shade 2, but you will also be using Shade 3 and 5 frequently, with Shade 5 being on-cooldown.

How do your numbers look now?

How do your numbers look when you get smashed in the face while in shroud, while a scourge can still gather LF and use shade skills?

Since there’s a 30 second interval before I’m in Shroud again for PvE, things are rather different. In PvP, I’m not aiming for spamming my Shade skills off cooldown.

Then what’s your argument? That in a realistic situation any number of things can happen? I’m just saying in response to Lahmia, the idea that Scourge has a larger sink when using LF is misleading, its relatively the same, with pros and cons afforded to shades and shrouds in terms of utility and LF gain.

I believe the main focus here is raid scenarios regarding Scourge life force. With Condi Reaper, even if you take damage in Shroud, it doesn’t matter much because you only enter once every 20-30 seconds. With Scourge, spending life force constantly is a large amount of damage in a condi build. Scepter/Dagger or Scepter/Torch just can’t produce enough life force to fuel the Shade skills, and no utility skills are sufficient for generating life force either, due to long cooldowns and/or low gains.

Hmm, you know, glad we had this debate, I’m going to crunch the numbers to see what kind of HP values are most optimal. For scepter alone to maintain Sh2, Sh3 and Sh5 constantly being used, you’d need a life force pool of 67k, which is…way too much HP to comprehend.

However, it got me thinking, staff might be viable, if it meant constant shade uptime, since that might out dps whatever your scepter can provide.

Constantly using Sh2, Sh3 and Sh5 is about a 5.7% consumption to a viper scourge, with VP and Gluttony. Staff auto is about 2.5% per second

Sh2 and Sh5 alone is just 3.4% per second!

(edited by Ramoth.9064)

Pulmonary Impact needs a damage/ICD nerf

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Posted by: Ramoth.9064

Ramoth.9064

A 2s ICD would probably be enough to keep it good for interrupt-oriented play, but not unbearable to opponents that lack stability. Needs to be saved for big hits/skills and you get extra mileage. It nerfs the mindless spam and it doesn’t affect top-end play where most people cancel-stow, either. 5s is pretty oppressive and not where I’d start.

Forcing AA cancels can be a pretty big part of interrupts so it’s kind of difficult to advocate for that. Especially so for a lot of condition builds which apply conditions on AA’s. To support no-interrupt AA’s a lot of traits and skills would need changes to really be fully compatible while keeping the playstyles of interrupt thief/mes intact.

No, the idea isn’t that you can’t interrupt AAs, its that you shouldn’t be rewarded for interrupting AAs. If you were on a sliver of health, it’d be great to interrupt just about anything, AAs included, or if that person was wailing on a downed ally with AAs. I just don’t think pul imp should be so easily rewarded.

Main Hand Dagger Condi

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Posted by: Ramoth.9064

Ramoth.9064

Shade 2, but you will also be using Shade 3 and 5 frequently, with Shade 5 being on-cooldown.

How do your numbers look now?

How do your numbers look when you get smashed in the face while in shroud, while a scourge can still gather LF and use shade skills?

Since there’s a 30 second interval before I’m in Shroud again for PvE, things are rather different. In PvP, I’m not aiming for spamming my Shade skills off cooldown.

Then what’s your argument? That in a realistic situation any number of things can happen? I’m just saying in response to Lahmia, the idea that Scourge has a larger sink when using LF is misleading, its relatively the same, with pros and cons afforded to shades and shrouds in terms of utility and LF gain.

Main Hand Dagger Condi

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Posted by: Ramoth.9064

Ramoth.9064

Shade 2, but you will also be using Shade 3 and 5 frequently, with Shade 5 being on-cooldown.

How do your numbers look now?

How do your numbers look when you get smashed in the face while in shroud, while a scourge can still gather LF and use shade skills?

Fiery Dragon Sword and Sohothin

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Posted by: Ramoth.9064

Ramoth.9064

Speed of Shadows give it back !!!

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Posted by: Ramoth.9064

Ramoth.9064

The primary cause of death for necromancers in PvP is getting spiked while shroud is on cooldown. old Speed of Shadows meant that necromancer had a lower vulnerability window.

If this is what Soul Reaping was doing for you, why not switch into Death Magic and take Unholy Sanctuary? Death Shroud is never on cooldown when you need it to protect you from a spike, with US.

Because death magic is a pretty bad line at the moment.

You don’t want to be using minions, so the 1 traits are all garbage.

You don’t want to be stacking toughness, so the toughness to power conversion is garbage.

As a power reaper you have low access to poison, so the putrid defense is garbage.

Reapers protection is too situational to be deemed good, so really, its garbage.

So: ding ding ding, the only good trait is shrouded removal, and the protection on shroud exit minor trait.

Unholy sanctuary is a decent trait, but its kinda like training wheels, and you really dont want to rely on them, especially when the whole trait line will hold you back.

Main Hand Dagger Condi

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Posted by: Ramoth.9064

Ramoth.9064

Yeah but life force isn’t an issue PvE wise either, things die left right and center. Even in raids they find the time to give you trash mobs for LF gain. What’s more the optimal rotation is usually only stepping into shroud to RS4 and RS5 anyways.

You realise we’re talking about Scourge, which has a much larger life force sink than base necro or reaper.

I’ve responded to the ‘Scourge LF issue’ in a few responses above already. Seeing as we’ve never had the chance to use Scourge in PvE and/or raids, why would I be talking about it in terms of optimal rotations? Whats more, its PvE, why is LF even an issue?

Here is some maths to refute your claim btw:

As a control, lets say, viper gear (no increase in vitality).

A reaper with no vital persistance (therefore having the lowest degeneration possible) has 13256 LF. The reaper loses 398 LF to base degen, even if he isn’t taking any damage at all.

Now assuming the scourge has the same life force pool (arenanet has made no indication that it is calculated any differently)

A scourge, with vital persistance (reduces cooldown .’. increasing LF expenditure) spamming shade2, will be using 346 LF per second. At 4 seconds this is near optimal for triggering demonic lore.

Yes, you can make the argument that you can blow all your shade skills at once to use more LF, but that would not be optimal. But you should remember shroud will consume LF upon taking damage.

TLDR: You can spam Shade2 for lower LF expenditure than just sitting in shroud.

(edited by Ramoth.9064)

Black Powder Shot

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Posted by: Ramoth.9064

Ramoth.9064

There are better ways to nerf D/P, without completely breaking S/P.

This would buff D/P significantly, with the only thing you lose out on is a P5, D2 for disengage.

If you’re in range and you use P5, your D2 will likely jump into the field to get the stealth anyways, except now you get a damage buff.

Main Hand Dagger Condi

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Posted by: Ramoth.9064

Ramoth.9064

Yeah but life force isn’t an issue PvE wise either, things die left right and center. Even in raids they find the time to give you trash mobs for LF gain. What’s more the optimal rotation is usually only stepping into shroud to RS4 and RS5 anyways.

Disconnect Timer and Rating Loss

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Posted by: Ramoth.9064

Ramoth.9064

It’d be hilarious if there was an algorithm that reduces this timer further if the team the DC’er is on starts to lose more after the DC occurs.

Changing Armor

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Posted by: Ramoth.9064

Ramoth.9064

are you in the Wardrobe interface or are you double clicking an armor to put it on in your inventory?

The latter is ‘wearing’ the armor, the former is changing what you are wearing into the looks of another armor, which requires transmutation charge.

You get boat loads of transmutation charges by PvPing and WvW I believe.

Death Nova.

in Necromancer

Posted by: Ramoth.9064

Ramoth.9064

Now that we have unstable horrors, can we change this GM trait to something more useful, since on kill effects have pretty much been removed from PvP? This is what I suggest:

While your life force is above the threshold, summon an Unstable Horror. Only works in combat. Retains the current on-death effect of Death Nova.

ICD: 6 seconds.
Threshold: 75%

Main Hand Dagger Condi

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Posted by: Ramoth.9064

Ramoth.9064

Scourge LF isn’t much of an issue if you run spectral armor. Once you get a full tank you get a lot of mileage from it. I wouldn’t want to rely on dagger to get my LF as a scourge.

Pulmonary Impact needs a damage/ICD nerf

in Thief

Posted by: Ramoth.9064

Ramoth.9064

as someone who play 7500 hours on thief <- if really pulling out number

Pulm is not that strong move.

Head shot however should be nerf to the ground. become a 1/4 cast skill

I’ve always felt skills that reward interrupt should not count auto attacks. Because at that point theres almost no counterplay available. Anything you do will get counted as being interrupted

Pulmonary Impact needs a damage/ICD nerf

in Thief

Posted by: Ramoth.9064

Ramoth.9064

………………………………………………………………………………….. what.
He needs to hit all 5 punches on you to be able to do the palm strike which triggers pulminary impact. Learn to back off.

If he stuns you, or petrifies you, you got outplayed. Easy as that.

Daredevil is what his name implies. He’s a all in – go ham – thief subclass that’s all about doing damage and taking as little as possible.

You can get pul. impact with a trait when interrupting.

Voice Acting: lack of accent, Elona? PoF

in Guild Wars 2 Discussion

Posted by: Ramoth.9064

Ramoth.9064

White washing in video games too!

Season 8 My Match Making - Response Please

in PvP

Posted by: Ramoth.9064

Ramoth.9064

I know how u feel.
Same happened to me yesterday. I was Plat 3 last S all done via SoloQ now i got thrown into Gold 3.
Got Plat 1 after placement matches and the 4 games after this were all loss.
-27 etc so basically got mixed up witch bronze guys.
And the games were uncarryable i mean 100 : 500 and so stuff.
people were not able to win +1 fights,
If MMR is kittenty like this pls give me 10min Q so i go unranked instead if there are no people with same skilllvl playing.
And TOP Players most of the time play Duo Q so the kitten such games kinda easily.

Same thing here, for into gold 3 after placements then 5 completely blow out games. -30s.

Speed of Shadows give it back !!!

in Necromancer

Posted by: Ramoth.9064

Ramoth.9064

There are only a couple of ways to build a condi reaper, and neither of those ways have any major differences in functionality.

Moreover if you’ve got some secret build that somehow makes staff power reaper bring something useful to the table, I’d love to hear it, because I’m yet to see any build or argument that supports staff power reaper doing anything that can’t be done better by conventional setups.

Nobody is arguing that staff has no use, it just isn’t as useful as other options. (namely GS)

Noticed you’re doing pretty good this season, are you mainly on Reaper?