My favourite weapons to use are greatsword and dual axes.
My favourite specialisation has always been nature magic, even back before they were specialisations.
My favourite of the new traits is quick draw. I always miss it when I swap it out for something else.
But I don’t really have one particular favourite build. I’m far too indecisive for that.
It’s the old-fashioned debating strategy of argumentum ex anum.
You can look at the current poll results to see the number who prefer DBL over ABL is not that small.
I voted for 2 alps 1 desert, and I know that my voting wasn’t influenced by map preference and more by a vague sense of balance/fairness.
Basically I don’t think you can appropriate that voting split (whatever the split happens to be) as a sign of map preferences. Trying to seems disingenuous.
(edited by Rashagar.8349)
I’d much rather try something interesting and new (both types of borderlands simultaneously) and have the potential to undo it if it doesn’t work out than to not try something interesting and new for fear it doesn’t work out.
This was a lot of fun. Great seeing the creativity of everyone here. Apologies in advance for any formatting ugliness, I’m doing this on a phone. Also I didn’t thoroughly read through all the suggestions already made so this may well step on the toes of things already said.
My idea started with creating a necromancer/ranger feeling elite spec as homage to my first gw1 character but ended up with a bit of guardian in the mix.
Meet the Barrow Warden, a necro ES who gives up the defences of shroud in order to instead use the accumulated life force of his bar to call the spirit of a long dead king or queen to the field (think a mix of customisable ranger pet, engi turret and ventari’s tablet). [Flavour] Charged with the task of defending their associated barrow from defilers, be they bandit treasure seekers or pesky archaeologists, the Barrow Warden forms a bond through communing and research with a specific barrow (ancient burial mound/tomb) and projects an echo of that ruler/civilisation into the field to aid them in their cause.
[Mechanically] This gives up the necromancer’s main form of defence in exchange for a second set of attacks and skills that occupy the f1-4 slots.
Shroud:
Necromancer shroud becomes the life bar of the spirit being called into being. A spirit can be called at any point above 50% life force, and the necromancer can continue to accumulate life force to add to the spirit’s health after summoning (max spirit health = normal life force threshold).
F1 summons the spirit at the necromancer’s location (traits still affect F1). After the cooldown on F1 has elapsed the necro can hit it again to add the life force accumulated in that time to the spirit’s health bar (retriggering F1 traits at necro’s location).
Spirits are stationary, have their own stats, a ranged autoattack (which inherits traits from Shroud skill 1 traits), and attack the necromancer’s current target or the closest enemy to the spirit if the necromancer’s target is currently out of range.
F2 is a special attack (to keep the format the same as ranger pets) which is an AoE fear centred on the spirit,
F3 moves the spirit ala ventari’s tablet, stealing life from enemies it passes through, and inherits traits from dark path,
F4 unsummons the spirit and a portion of the life force remaining in it gets given to the necromancer as health (also inherits traits from shroud skill 4). Necromancers keep their weapon skills while the spirit is summoned.
If a spirit dies (ie. the energy tying to them to the location becomes disrupted) they lose their ability to attack and be moved but any pulsing effects associated with them continue at the point of their death for a short duration.
Weapon: shield.
(In order to make up for the loss of defence from losing shroud and in keeping with the name warden, provides defence and area support)
4: block 2s, cancel block to send conditions to target
5: aoe protection and weakness
Traits:
The idea behind the traits is that each level provides a customisation option to represent differences between the particular barrows the necromancer can be tied to, represented mechanically as variations of spirit’s powers.
Minor1: access to shield, spirit, utility skill category etc.
Minor2: small (or conditional?) endurance regen
Minor3: shield skill 5 at 75% health
Major1: based on barrow location terrain
Frozen north: pulsing chill in an area around the spirit. F2 also creates a chill field.
Marshland: pulsing poison in an area around the spirit. F2 also creates a water field.
Fertile soil: pulsing regeneration in an area around the spirit. F2 also creates a light field?
Major2: based on type of barrow/holy site
Sacred Grounds: allies the spirit passes through when moving gain protection. Allies near spirit gain boon duration.
Sealed Horrors: enemies the spirit passes through while moving are blinded. Spirit has a vampiric aura (or allies near the spirit have a chance for their attacks to steal life with a more powerful effect ala ranger spirits).
Forgotten by Time: enemies the spirit passes through when moving become confused. Allies near the spirit have a chance for their attacks to inflict blindness.
Major3: based on the type of ruler buried there. Affects spirit stats.
Vengeful tyrant: + spirit power, spirit auto attack gains aoe component.
Solemn and Wise: + spirit toughness, spirit auto attack steals life ( health given to necro ).
Decayed into madness: + spirit condition damage, tormet on spirit auto attack.
Utility skills:
Honestly had the most trouble coming up with these. Consecrations would probably be thematically appropriate and help augment support/group defence role but necromancers don’t particularly lack for aoe things (between marks and wells). Other options included single target curses/benedictions that would function a bit like mantras or just listing a bunch of varying skill functionalities that were tied together by theme rather than category but I went with consecrations in the end.
Heal:
Spiritual Guardians: Minion skill, functions a bit like Rise but affects allies. Allies in the area gain a spirit. These spirits don’t attack but do absorb 50% of the damage their bonded ally would otherwise take. You heal a small amount, plus a portion of the damage the spirits absorb.
Utilities/Elite(whichever sounds strongest really):
Spiritual Winds:
Enemies in the area are knocked back and a wall that reflects projectiles forms around the area.
Curse of Desecration:
Mark an area as sacred, allies gain retaliation, enemies entering this area gain Curse of Desecration, a time delayed damage spike.
Sands of Time:
Rapidly age the targets in the area, giving them slow/cripple and weakness conditions, possibly inflicting confusion?
Tomb Guardian:
Minion skill, place a ward on an area that, when an enemy trespasses into it, summons minions. Their attacks grant you life force. If your spirit is summoned, the life force their attacks generate gets added directly to the spirit’s health bar.
Fool’s Gold:
Enemies around your spirit become taunted by the spirit as they see a glimmer of the wealth they crave. Spirit gains retaliation.
(edited by Rashagar.8349)
I want a pet that reliably hits moving targets and doesn’t get nerfed into the ground
So definitely a rabbit then.
Rabbit.
Less jokey, I’d love a Colocal.
I had something like this in mind. It’s far from some meta, but seems fun enough. Basically you’re tank. Stay in Mallyx and if things go south switch to Jalis and spam that elite.
I know Glint is pretty much mandatory nowadays, but I guess if you go condi rev might as well stay in Mallyx stance and have Jalis as backup instead of Glint, since Jalis offers more on the defensive side.
Salvation line… well, wasn’t really sure what to take as 3rd one and took Salvation for those unexpected blinds and daze on elite use. Devastation and Invocation don’t really offer anything to condi build, Herald is option if you take Glint as 2nd legend.
Balthazar runes make this burn oriented, but I guess any condi runes can work out.
http://gw2skills.net/editor/?vlAQJApnnfNWNSuJrJRHl/kskygS4S5QJorcrkFUlY9tuX9qbMN4IB-T1hMABheCA8W9Hn1DIjyPQfAAipEEg9HIEgi1A-w
This is quite similar to what I was hoping to do in wvw for condi if I ever got my act together (I wish I could play more), except I was planning on Corruption, Retribution and Herald, losing the daze on elite in exchange for herald goodness like extra stab on dodge, bit of group might gen and bonus toughness while embracing darkness.
My main problem is I don’t know if lack of a ranged weapon will seriously mess me up in wvw or not. And the slowness. (Been more thinking of small group roaming rather than solo roaming so maybe the slowness might not be too much of an issue?)
sheds a tear for his lost post, eloquent if wordy, that got eaten by the forum monster so that he may live to log in another day
Eh, I like the anonymity in wvw. I’d be fairly shocked if I got an enemy whisper there, I still thought that wasn’t possible. It would also baffle me, I mean fair enough to ask about the build a person was using but just to whine about losing in a deliberately unfair setting? Or I suppose similarly, to gloat over a win? Weird.
Edit I don’t think I’d support a change to just let everyone whisper everyone else more easily, but I like that there is a convoluted option to do it. It cuts out casual unpleasantness but means that people who are willing to put a bit more effort into a conversation or friendship still can. Besides, if you get an unpleasant message it means that the person who sent it went that extra couple of steps for the privilege of messaging you.
(edited by Rashagar.8349)
NB.: I just want to add that I would be delighted if they were to get rid of the useless animation that uselessly slow the spirit use of the active skill. And since they are at it, they could use a bit of time to shave off a few of the useless pet animation that kill the responsivness of the ranger’s pet. Well… I’m dreaming…
Infinitely yes. At minimum this is much needed. They’re already killable at range, their one active doesn’t need to be so easily telegraphed/ avoidable in melee too.
I’ve been thinking more about spirits the last while and just thought I’d write stuff out here (knowing these have probably all been suggested before but also knowing I’m not going to trawl through 3 years of suggestions to find out).
Potentially fun possibilities (mostly just a collection of thoughts):
I’d like spirits to have a unique and noticeable impact on the surrounding area, while keeping their aspects of zone control.
In order to avoid having to balance around extremes the way Anet invariably do I’d probably have it so summoning a 2nd spirit unsummons the first. If a ranger can have only one spirit skill active at a time it would let them have stronger more impactful effects without needing to balance around “what if all 5 are in the one spot and get activated simultaneously”. The problem with that though is they still need to be roughly equivalent to other utility skills in power.
I’d personally prefer them to stay stationary but one thought is, a bit like engi turrets, they could be picked up to be moved by the ranger (their energy reabsorbed) after placement.
They could even have 2 modes of use, one for when summoned in the field that gives passive benefits to allies in range and possibly corresponding penalties to enemies that choose to try remove the passive benefits, the other when “reabsorbed” that gives the passive benefits to the ranger only but allows them to be mobile. The problem with this being they might step on the toes of too many other utility skill types (eg. signets)
They already function a bit like a cross between relatively decent banners and incredibly ineffective traps, “balanced” by the fact that they’re killable and completely useless as traps? I’d like the decision to kill them be something that an enemy needs to weigh up the pros and cons of, not something they can do in complete safety from range or by blind aoe spam/cleaving. I think disincentivising aoe/cleaving by having an effect on their attackers could be interesting.
Now, all of these together would probably result in incredibly overpowered multipurpose utility skills (wasn’t really what I’m advocating) but just for fun I thought I’d smush all those things together and see what kinds of skills would result.
4 functionalities per skill: aoe/party passive, personal passive, active, effect when spirit is hit.
Spirits:
Storm (power): current party damage boost, +25% move speed (we get a new signet), damage + daze, chance of a lightning strike (same way ally buffs work, individual chance of triggering per enemy with cds working on a per enemy basis, just to add a bit of threat but not reliable damage)
Sun (condi): current burning boost, burn on next attack, current active (could be nice to have revealed instead but we can do that with sic em), chance to catch fire (not the most imaginative I admit)
Water (healing); chance to remove a condition, (unsure here, we have passive healing and passive condi cleanse in signets already, probably can’t just replace one of them too though is the condi signet really used in it’s current form?), aoe heal, life steal and give to ranger. (again, imagination failing, it’s late and I’ve already written a book so I’ll just call it here).
Any thoughts on each spirit utility skill having up to 4 potential uses/effects?
To be honest, yeah in some ways this could work.
As for pros/cons I’m not sure. I imagine it would shift the focus to a much more short term goal (the PPT still being visible would provide incentive to pursue change while removing the feeling of “they’re 100k points ahead, there’s no point”.) But it might be the case that at the end of the week players would feel cheated of a victory they thought they had earned when they found out that actually their totals were far less than expected.
Another thing is I use total score as a general metric for when we’re vastly outnumbered or not. Seeing we’re vastly outnumbered (way behind in points) does disincentivise me from play, but hiding the score doesn’t make my server any less vastly outnumbered (actual player numbers) so I’m not sure whether hiding the points total would really lead me to having more fun or just lead me to try playing at times when fun is more difficult to achieve, hence leading to disillusionment with the game mode.
Not sure if I explained myself particularly well here, multitasking is hard.
If they did bring in this change though you can be sure that players whose servers lose would blame the change in how points were displayed for their loss and not any rational reasons.
Edit if they do enable this “time slices” idea then it could be interesting to display the point totals for the current time slice but not the results of previous time slices, that might be a good balance between short term and long term goals.
(edited by Rashagar.8349)
What do people have against snowflakes?
=P
That’s strange, doesn’t supply and demand usually mean that if there’s more items going up for sale than are being bought, the item cannot go up in price no matter what?
What he said basically means 2 things, most of the coins generated end up in the material storage and never consumed for crafting or sold in the trading post, because the casuals basically forget about them after hitting “deposit all”, or they are oblivious of their worth, and secondarily, there are players who have hoarded vast amounts of coins when they were dirt cheap, and some of them have not been listed on the trade house yet.
So, while the supply is greater than the demand technically, most of the supply is not being put up for sale.
Or they think “these things accumulate at a glacial pace and are used in most of the recent cosmetics crafting, I had better save mine for when I really want something”. Just pointing out that “forgetfulness” and “obliviousness” are far from the only explanations. =)
I don’t think I have enough time to have a proper end game besides “catching up”.
Dailies, continuing the story, unlocking elite specs on all 9 characters, owning a legendary, collecting skins, accumulating wealth, playing in wvw, interacting with guildies, making all my characters fully geared and pretty (which will most likely never happen since I’m constantly switching focus on them to different specs), starting scribing, completing collections and achievements, actually learning to play a thief, forum wars, finding a wvw guild that fits me well, cautiously dipping more than a toe into pvp, and that’s just in this game! There are other games I’d like to play too at some point.
I’d actually be quite happy to have them remain as stationary only effects if they had a little something extra or a different functionality added, but it does feel like something needs to be changed with them.
I gave up reading about 3/4s of the way through page 2 but just wanted to say these changes sound great and to add my voice to those asking for further incentivising 2nd and 3rd place to gang up against 1st rather than the current too often seen 1st and 2nd places cannibalising 3rd, and to introduce some sort of catch up mechanic that should hopefully make 1st place feel like a constantly precarious position that everyone else is trying to push you off (with a decent chance of their success) rather than feeling like a foregone conclusion by the end of day 2. I would also voice caution with regards making PPK that much more valuable on the grounds that killing a player already feels rewarding as hell while dying repeatedly shouldn’t be made to feel like you’re doing more harm than good, and that groups/players deciding not to engage is already quite prevalent without further incentivising a passive play style. I still think a change to PPK is a good thing, but yeah, caution, linear probably isn’t good, and it should probably interact with Outnumbered somehow. Maybe increases to PPK don’t work for the current 1st place holder or something. I don’t know. Best of luck with it and I’m very happy with what’s been suggested so far , looking forward to seeing how it gets implemented.
I always find “sense of entitlement” to be a phrase that more accurately describes the opinion of “I was there and you weren’t so I deserve this nice thing and you don’t” than it describes the opinion of “other people also having the chance to get nice things is a good thing”.
Your Mad King says… shrug.
-They are more like a gadget/otp for ranger.
I spent far too long trying to figure out why you thought traps were a ranger’s one true pairing.
All excellent answers so far btw, thanks everyone!
@Wondrouswall, I remember trying that myself and getting so annoyed at that kitten bird trying to slaughter the world when all I wanted to do was successfully make a jump haha!
Serious question: What’s the difference between “super serious” and “for fun” runes? Don’t you just pick one that matches your build? Is for fun picking one that doesn’t accomplish your goals, like self-imposed penalties?
Serious answer, some people would say that picking rune sets or builds because you like them or to accomplish a niche effect is “doing it wrong”. I suppose I just wanted to emphasise that there’d be no wrong answers. And that I wasn’t looking for just whatever’s currently listed on metabattle as most optimal. Not that there’s anything wrong with that if it’s what you find most fun, just if you preferred to run runes of the air because they synergise a bit with resounding timbre and you enjoy a speedy lightning themed ranger I wanted to hear about it. Or you liked getting a shocking aura when you used strength of the pack because yay potential moment of clarity synergy. Or comboing tempest runes with the new protect me. Or turning strength of the pack into a pseudo “Fear Me” with sunless runes. Or giving your pet aegis with runes of resistance. Or any number of other things I’m sure to not have thought of.
(edited by Rashagar.8349)
Been curious about this myself.
Just curious what runes are people running on their rangers when they’re not in super serious spvp/squeezing-out-max-dps mode?
I haven’t really played the game much since Halloween but really wanting to get back into it now, I thought the best way was to completely redo my old ranger set up, maybe get around to unlocking druid finally. Looking through the wiki’s rune page again to see what’s new just reminded me how many fun options there are so I’d like to hear what tricks other people are enjoying using.
I’ll be using it as a way to try to slowly cure my hoarding problem, one BL consumable at a time.
If you re-reskin them back to legendaries do their effects come back? If you get a normal weapon and reskin it to the legendary one does it get the footsteps etc?
The things I don’t know in this game despite having played it for so long.
I will always support this idea when I see it crop up. Spears would be great on my ranger, I’d also love one on an elementalist.
.
EDIT:
Even then, this weapon might have an extra utility, to let us trade its last 2 skills to equip an offhand in their place (shield for example.)
Ooohhh now this is an interesting idea but I’m not sure I can visualise it working with anything that wasn’t a shield. A sort of stance change ability for a warrior using a spear could be good, being able to switch between two handing it and wielding it with a shield that was separate from normal weapon swap. Not sure how that could work stats/skin-wise but still, while I’m dreaming hehe.
I would enjoy it if one of the profession’s that got a spear had them as a thrown weapon. It doesn’t have to be guardian that gets it. Thief could be an interesting spear thrower as a sort of ranger-esque specialisation. Elementalists I imagine being quite daredevil-y with a spear.
Name: Nhaggi
Race: Asuran
Gender: FemaleSource of name: Play on the names ‘Nag’ and ‘Nagaina’ from Rikki-Tikki-Tavi. I loved the cartoon as a kid.
Edit: And for those that haven’t seen it: https://www.youtube.com/watch?v=DgWVjJfL7-o
There was a cartoon??
You have changed my life this day.
It was my favourite Jungle Book story.
Name: Karyn Desera
Race: Human
Gender: Female
6/10, I really like how it sounds but deducted marks for not rating anyone’s =P
My necromancer is Miach Morgtha.
Male, Norn.
Miach was the old Irish god of healing. His father Oghma, the god of knowledge, grew jealous of his son’s medicinal skills and killed him in a rage. Or tried to. Miach kept repairing the damage his father dealt. In total Oghma dealt 3 deathblows to his son before the damage became too great for Miach to heal.
And morgtha is the Irish word for rotten or decaying.
The general idea is that he didn’t stay dead.
It’s pronounced ‘gall-uhm’ and ‘wiv-urn’ now because that is how it is pronounced by people now.
And while I am at it:
- decimate does not mean ‘to destroy to one tenth’ (not anymore)
- there is nothing incorrect with split infinitives
- you can use ‘literally’ as an intensive rather than as precisely ‘literally’
- dialects like African American Vernacular English (so-called ‘ebonics’) are not a sign of inferior education but rather a fully capable language system in and of itself
- there is nothing special about the oxford comma – it’s a stylistic choice and nothing more.
Language is very different than the rules you learned in English class.
THANK YOU!!!!
I cannot stress this post enough. I cannot +1 this post enough.
As an English major, I wholly agree with this post.
No, it actually doesn’t work that way. There are still standard english rules, and language rules exist for a reason – to establish and sustain coherence and clarity in communication.
You must take into account, however, that there is a huge variance in the rules.
These variances are often denoted as dialects and accents. They result in different pronunciations and different meanings behind words used. They oft vary based on one’s local region.
If one wanted to nitpick enough, one can argue that there are hundreds of “proper ways” of speaking English.
People tend to misplace what’s often called “high English” with “proper English”. There is a difference between the two terms, however, as “proper English” doesn’t truly exist.
One of the variances that always seems to come up when I go to England is the letter “R”.
In Ireland, we pronounce it “or”.
They pronounce it “are”.
Invariably, if I say “or” when I’m spelling out something, the English person I’m with will say " “Or”? “Or” is a word, not a letter"
And I’m left replying with "So is kittening “Are” !"
Spinning off from the other thread, this topic is about the consistently incorrect in-game pronunciation of these two terms. They are supposed to be “goh-lem” and “why-vern”, respectively.
Discuss.
why-vern? Eww, no.
I’d support a change to allow capital letters in the middle of names if only because then I could properly use some Irish surnames if I wanted (and presumably other languages have similar spelling rules that I’m not familiar with).
Eg. Seán Ó hÓgáin, or Máire Ní tSuibhne (just using real world examples rather than fantasy names)
I was ludicrously happy that accents were allowed when the game launched, since I used to have to go to a load of trouble to find words or phrases to use that were still grammatically correct but didn’t use a fada.
Bear, Snow Leopard, Wolf, and Raven are unhappy with you.
Also Owl, Rabbit, and probably Tuna and Moa, because why not?
Oh, Owl…
Time has not dulled the ache of our loss.
Her absence still pierces my heart like a shriek in the night.
I pray to every Spirit, any Spirit that may be listening, even to the echoing emptiness that humans call gods, for the barest chance to wrest Her essence free from Jormag’s gullet, and restore Her grace to the world.
I’d like to think that next year they’ll introduce the endless batwing brew in exchange for cobs, or even more hilariously, the shoulder piece itself for cobs. And then we can look forward to the uber-rich crying that their ego-stroking vanity item isn’t as exclusive as they demand it be hehe.
Either I choose to find this funny or I let the reality seep in and get depressed as… (since it’s going to be changed to kitten anyway) a small kitten that’s seen too much of the world to want to see it’s more sickening elements emulated so faithfully in this digital reality.
ITT: I’m no longer a special snowflake because others will soon have their elite spec and this upsets me.
I can never understand why people seem to dislike snowflakes so much.
That’s an amazing image! Proper bone minion bomber runs!
I’m confused. Continues? Is there someway outside of direct intervention that it could change? Its programmed to degenerate. Shouldn’t it always continue?
If it continues to seem overly restrictive =)
How do you talk to people who act in this way?
Honestly, I just don’t talk to them. I play this game to have fun, not to educate socially inept idiots.
So yeah, guildies or nothing for me. (Usually nothing tbf =/ )
Really sorry you had that experience though. No one should, and you have my admiration for still trying to stop the spread of idiocy in the face of adversity.
*edit: Also, I love your sig coupled with that story =D
(edited by Rashagar.8349)
Quaggan Killer whale backpack.
Definitely the best. =D
Toolbox and Khael, it’s because the ranger forum has been swamped with people asking for nerfs to ranger, which has always been objectively weaker than other professions in a lot of ways. We’re all on edge at this seeming campaign of ranger-hate that has inexplicably flooded us.
A similar thing seems to be happening in the necromancer subforum if it’s any consolation.
Heh, yeah the forums definitely give that impression alright.
Personally, I’m trying to convince myself to get work done today so I have more free time tomorrow, but so far have just ended up idling on the forums wishing it was tomorrow already.
burning just needs to be made interesting in stead of just being “flashier bleed with higher damage”
Give it a special effect like all other non-bleed conditions so it has actual tactical uses beyond just dealing more damage.
I think it would be cool if burning returned to duration stacking (possibly with a bit of a damage bump) and naturally spread its remaining duration to all nearby non-burning targets each tick, like disease in GW1. Then it would have a unique function like all the other conditions.
This would put it in the same niche as disease. It’s a relatively low DPS condition, but it’s very difficult to completely remove due to the way it spreads. Disease was pretty darn effective at breaking stacks, keeping up AoE pressure, or simply keeping up as a cover for other conditions you didn’t want to be removed quite so fast, and builds designed around exploiting burning on your target could have a lot of that burning damage moved over to effects that benefit from burning in stead.
This is a really interesting thought.
Been thinking on this further, and while I definitely still like the idea of burning having it’s own niche and think that the spreading to nearby targets would be a very cool niche for it to have (I’m not so sure if it’s still an issue but I know it used to be the case that condi builds in general used to have a bit of a problem with dealing AoE damage, and this could be a really interesting way to solve that problem while, as someone else said, discouraging over-use of stacking tactics in content) I don’t think I like the idea of burning returning to stacking by duration any more, since it just goes back to the problems we had before that was changed (where it was near useless to make a build centred around burning).
If it was reduced in power (for the sake of argument let’s say to the power of a current bleed stack), but gained this AoE dimension to it, say a 3 second burn application would, after 1 second, pulse 2 seconds of burn to enemy targets in a 240 radius, so if left unchecked it could spread like, heh, wildfire, among large groups of targets. That would definitely be an interesting change. There might be a problem with the technology being there to make so many of those calculations at once though. It would mean it’s use in sPvP could suffer, too. But if the burning on the secondary targets could also spread, in certain scenarios that could build up to an insane amount of damage.
*Quick and dirty maths time. 1500 condi dmg, ~160 bleed, 425 burn ticks currently.
Currently, Target gets hit by 3s burn: 1275 dmg.
AoE burning suggestion: Set both burn and bleed to 150 for ease.
Primary target gets hit by a 3s burn tick. 450 dmg over duration.
Best Case Scenario: Happens to have 5 nearby allies (has stacked): 2s to each of them: 300 dmg each
3rd second: Nobody moved away when they saw the flames start to spread, Primary target gets hit for 5 stacks of 1s burning: 750 extra dmg. Secondary targets take a spattering of other damage too, depending on distance from each other.
Total to primary target: 1200 dmg.
Thing about this is, it gets scarily exponential among things like wvw zergs, but that might not necessarily be a bad thing? It could just mean that tactics will have to adjust. Besides, I kind of like the idea that, if you see an ally on fire running towards you, you gtfo unless you have AoE cleanse.
For people crying for mesmer nerfs, please view this post and get your facts straight.
Good luck. Thieves have been trying to get people to look at facts for years
It doesn’t work.
That’s just cos they keep stealthing =P
burning just needs to be made interesting in stead of just being “flashier bleed with higher damage”
Give it a special effect like all other non-bleed conditions so it has actual tactical uses beyond just dealing more damage.
I think it would be cool if burning returned to duration stacking (possibly with a bit of a damage bump) and naturally spread its remaining duration to all nearby non-burning targets each tick, like disease in GW1. Then it would have a unique function like all the other conditions.
This would put it in the same niche as disease. It’s a relatively low DPS condition, but it’s very difficult to completely remove due to the way it spreads. Disease was pretty darn effective at breaking stacks, keeping up AoE pressure, or simply keeping up as a cover for other conditions you didn’t want to be removed quite so fast, and builds designed around exploiting burning on your target could have a lot of that burning damage moved over to effects that benefit from burning in stead.
This is a really interesting thought.
Yeah, I feel your pain on some of these game aspects, I’ve been playing on and off since launch too with most of the daily grindy aspects of the game being completely uninteresting to me but I always come back for the new content and the seasonal content. The biggest strength about this game for me is that if you do get sick of it you can just change to something else for a while completely guilt free, and when you come back it’ll feel like greeting an old friend again, sometimes literally with catching up with guildies.
But I do agree that it’s probably just that this game isn’t exactly to your taste. There’s nothing wrong with that like, I now know that MOBAs aren’t to my tastes too (matches taking up to an hour and being mostly decided in the first 15-20 mins, such a focus on having nothing happen for 80% of the time with twitchy bursts of activity making up about 5% and the last 15% being dealing with the terrible examples of humanity that populate those games, item options being so constricting as to completely negate any thought or variety, just a correct way to do things and all other ways are you being a bad player, it being a team game but lacking any camaraderie or actual teamwork, teammates are just there to be blamed, etc. etc.)
I’m buying HoT because it’s new content and I enjoy this game’s new content. I’m looking forward to more jumping puzzles, more exploration, more story, more build variety and more time spent with friends. But that just means it’s the right choice for me.
I’ll probably unlock an elite spec as fast as possible (not sure which one yet), throw together a build and then go wvw in the new borderlands.
I’m expecting that when it goes live there might be some issues hehe, so I’d rather not do personal story, pvp or any world bosses etc. where the prospect of being kicked or bugs or anything will be most strongly felt. Nothing in wvw is in any way lasting anyway so bugginess there won’t matter too much.
There’s also Halloween, which will be absorbing the most of my attention outside wvw.
That staff and the raven mini are all I need to complete the appearance of my Raven necromancer norn.
Ooohh what else do you have making up the appearance?
I’m going to guess 10, of varying sizes.
And yeah, it’s fully understandable that this sort of thing will happen, I’m just going to try making sure that I’m not playing anything that’s too frustrating if you get kicked before it ends for the first little while after release.
nah Crow is one of the so called"harbringers" or dark animals together with Wolf,Goat,Rat,Bat and maybe Snake… Crow is perfect for Necromancer.
and not fan of the Light Glow either but the particle effects of cloud and crows is to much to turn down.. gonna be painful to get this tho with my Fractal lvl of 1
See, I didn’t see it as a light glow so much as I saw it as Chill emphasis.
As a Norn devotee of Raven, planning on going hybrid Reaper with Mad King runes, this staff is like a love letter personalised to me.
(edited by Rashagar.8349)
That short paragraph certainly made it sound like they’re removing certain incentives to play through dungeons.
It must be a small minority but not everyone has the expansion and can do raids so I hope they will improve dungeon rewards another way. I have yet to unlock all the skins (I understand it can also be done in sPvP but not everyone enjoys that game mode).
Yeah I think this would be the ideal. I do think that, fair enough shifting the “liquid rewards” away from dungeons to other parts of the game, but they should replace those rewards with something more… solid… Re-kerjiggering the token quantity/item prices would be a good start. They made sense when the only end-game pve content was repeated dungeon runs, they don’t make much sense now.
My hopes for an evil looking necro staff are crushed, CRUSHED I SAY!
The staff suits my necro so much I’d swear they designed it with him specifically in mind!
I’d love an Engineer that looked like that.
I find that I just don’t feel good about going full condition damage without any amount of power backing it up, so I’ll probably just be going full celestial for the handiness of it.