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I doubt Necromancer will get Cleave. Necro’s axe is a Weakness application and channelling weapon. The third skill feeds LF and procs Retaliation so there is already an AoE for it that is loosely similar to Cleave.
To me, axe seems made for MM. It is almost a group support weapon – apply Weakness for your minions, tank for your minions, and increase LF for DS. Adding Cleave should mean giving up one of the current skills but each are distintly Necromancer. You can always hope, though.
1.It doesnt apply weakness. It applies vulnerability
2.Axe#3 doesnt provide any Life force. Maybe youre mixing it up with Scepter#3?
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The best fix would be for our Axe to do a cleave damage.
100% agree. Its a bit ridiculous that our melee weapons are only single target when so much of the game is fighting multiple targets…and every other class’ melee weapons hit multiple targets.
Axe has 600 Range. It’s not even close to melee.
Dagger’s auto-attack is melee so I guess it could get cleave, but I’m doubting it.
…but if we ever get a Sword, GS or Hammer in the future I’d bet that it has cleave.On topic:
Yeah I wouldn’t be terribly surprised if they changed that.
Melandru runes and Sigil of paralyzation are both causing some problems to Fear.Dagger will never have a cleave, because it can crit up to 4k using nothing but autoattack. Plus the animation of the dagger looks set for a single target. Where as Axe has a wider range with a huge slash going across… makes more sense.
As I said I doubt the Dagger will get cleave.
Thieves have cleave with Dagger auto-attack, but their’s deals less damage.Axe makes even less sense.
Cleaving is a property that only exists on melee weapons.
If the Axe got to hit multiple targets it’d be called AoE and be subject to 5 target limit on a circle, rather than 3 targets directly in front of the user.Oh man, you got so many things wrong in there:
1- Thief’s dagger does not cleave, it is single target.
2- Warriors use Axe, and they hit almost all around, not just 3 in front of them.
3- If you think of the Necromancer’s Axe effect/animation, it is sending out claws that deals damage to the enemy. Although you are doing it from distance, your claws are in melee.So i still think it makes more sense with the Axe.
1. I guess I just remembered wrong about Dagger, I usually use Sword on my Thief.
My bad.2. With the spin maybe, if it’s auto-attack hits more than 3 then it’s bugged and should be reported.
The actual cleave mechanic is limited to melee range and 3 targets.
http://wiki.guildwars2.com/wiki/Cleave3. The closest thing to a “ranged cleave” are Guardian’s spirit weapons, but they are actual summons that get in melee range and start using melee on enemies.
That, and a few attacks that get extended to around ~ 400 range.If the Necro’s Axe got cleave then it’d be the first ranged weapon to use that mechanic.
I suppose it’s possible that they’ll add it as an exception, but I wouldn’t hold my hopes too high about it.
the closest thing to a ranged cleave might be guardians staff…which has 600 range,, same as our axe.
I think a little AoE on Axe#1 at least wouldnt hurt.
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Guardian obviously. Theyre (too) strong in every mode of the game and never receive their deserved nerfs.
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As I said I doubt the Dagger will get cleave.
Thieves have cleave with Dagger auto-attack, but their’s deals less damage.
They dont. Only their sword has cleave.
btw, what is this mentioned fix youre talking about? Link?
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This will make the maps feel bigger.
no, this would just make me feel reaaally slow
Would rather have bigger maps to make the maps feel bigger…
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what runes do you use?
you could at least change the jewel and the runes if you want some power (if rabid) or toughness(if carrion).
something like carrion amulet + toughness jewel + runes of undead
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“My class is balanced; it’s perfectly fine that i can run away and reset a fight whenever i want; someone who manages to actually kill me or doesnt die is OP!!”
typical thief-main-mentality…nothing new.Get your head out of your kitten there’s nothing unbalanced about being able to reset a fight. If you make a Thief run in PvP then you get the cap point, you won. If you make a Thief run in WvW, you get the supply camp/protect the dolyak/etc and you’ve won. A Thief doesn’t run because he can kill you, he runs because he attempted to kill you and you beat him to a pulp.
Seriously, it’s not hard to understand, and it’s people like you who feed the QQ-train.
and it’s people like you who prove my statement.
this might be news to you, but when other professions lose a fight, they can actually die.
(assuming the thief isnt a moron or too greedy):
as a thief, when i duel a non-thief, i either win or get away.
as a nec, when i duel a thief, he either gets away or i die.
and you are really convinced that this is fair?
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“My class is balanced; it’s perfectly fine that i can run away and reset a fight whenever i want; someone who manages to actually kill me or doesnt die is OP!!”
typical thief-main-mentality…nothing new.
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I don’t think RashanDale realized it, though.
If you read his post he thought I was claiming that the damage is higher at long range and lower up close.
because thats what you seemed to claim when you said
It deals the old full damage at above 600 range. (up to 1200)
i simply assumed that you understood what the “43% damage increase” in the patchnotes actually means and that it is based on the old lower life blast value.
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Always did hit hard, I dont think damage went up. They just changed the requirement to get the max damage. But yea, get more of it now.
It’s damage goes up by 43% at below 600 range.
It deals the old full damage at above 600 range. (up to 1200)It’s a huge increase.
it’s the exact opposite of that.
more damage when youre closer than 600
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Yay, another “my-patchnote-wishlist”-thread. because this forum clearly doesnt have enough of these.
Whats the point of them? They get a couple replies, other people start posting their wishlist, then nobody actually cares about the other wishlists in the thread anymore and suddenly the thread disappears. Then days or weeks later another thread is made.
Strength of Undeath – Take 5% less damage and pre 10% Life force missing, Condition duration applied to you is 5% less pre 10% life force active
Not sure if i understand that:
without any life force, necs take 50% less damage and with full life force, necs have 50% decreased condition duration?
Vampiric – base healing and damage = 5+(0.5*current level+If Power>HPower 0.01power; If HPower>Power 0.01healing)
that description is almost as cryptic as Anet’s current vampiric-description. what??
edit: nvm, understand it now. i’ve misread the “if” as “LF”
Vengeful marks – Death 20 major – apply 5 stacks of confusion on foes that dodge trough marks
DO WANT!!
DS:
[…]
5 – instant cast, moved to slot 4
Removed gap between 123 and 45
again: what??
Thieves got twice as annoying (except the perma stealths who stayed just as annoying) with additional 3 evades and even more porting
where did thieves get another 3 evades??
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To trait symbols fully then we are talking about 55 points in two different lines, what other individual weaponskill has to do that?
fully traited necro-marks need 60 pts and 4 major traits in 3 different traitlines. luckily, one of the traits just sucks, so to spec on marks, you only need 40 pts, 3 major traits….
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Until there will be some light armor with pants that actually looks good on charr
and until blood magic and death magic get some love,
i wont spend any more money on GW2
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Oh now you can go and rock tyria unless you face a thief who’s gonna rock your kitten with 17 second steal cooldown, 3.5 sec aoe fear! They’ll have more fear than necros! When you’re fighting in a team fight, just pray to whatever god you worship that a thief doesn’t join the fray on the opposing side.
You guys speak as if necros are the only buffed profession.
I hope you’re not implying thieves got a significant buff, because they didn’t. If anything they’re more predictable because some of their weapon sets are becoming more and more useless.
I’m glad I trashed my thief for necro a few weeks ago.
well, all that steal-cooldown-reduction is a pretty big buff against necromancers…
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Undocumented change: Enfeebling Blood seems to have a 20" cooldown
EDIT: Don’t think it was changed from the 15 seconds it was, but I could be mistaken.
EDIT2: Definitely not a 20 second cooldown.
15 seconds??
hes talking about Enfeebling Blood, not Weakening shroud.
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we still have reanimator and poth, no increased default mark size, awful cast times and no heal in DS…..aww, come on!
btw, has anyone tested yet if you can dodge through spectral wall?
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You do have return you just don’t have to sacrifice dps by having a kittenton o healing power.
kitten it, how often do the people have to repeat that?
you dont HAVE TO sacrifice dps. you CAN however sacrifice dps for healing power and therefore more lifesteal. it is a CHOICE; youre NOT FORCED to amass healing power just because vampiric scales….
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very disappointing. i’ve hoped there would be a lot MORE trait changes than in the first leak….not less -.-
ffs, where is the love for death and blood magic?
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As far as i know, the DPS of lich is not rly higher.
The insane amount of bonus-power you get is countered by the abysmal scaling of lich’s autoattack and the slow attack speed.
Also, Lich form seems to be a bit bugged when youre downscaled or in dungeons (or something like that, i dont know it exactly and i never used it in CoF1.).When you’re in Lich Form (And I think also in Plague Form) you lose the stats from your weaponry, but not your armor.
I have considered the weapons. aswell as the bonus stats from traitlines.
Look at the screenshot; I had the exact same amount of power when i was in lich form and when i was COMPLETELY naked in Lich form.
Just tested it again in bloodtide coast and Cof Explorable (the screenshot is made in CoF):
when youre downleveled and a Lich, the power-stat on ALL your equipment is not taken into account.
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So I was surprised not to see you guys use lich form, blood is power, spite, etc, if the purpose of this was a speed run? (You had time warp after all).
Is dagger auto attack DPS higher than lich form auto attack?
And why was anyone using axe? Could you not just leverage off the vulnerability of WOS and the lich mark?
My pie in the sky expectation for a 4 necro 1 mesmer was that the fights would be: Spite signet for 180+ power, 10% crit 100 precision food.
Use blood is power, drop WOS, go into lich form right as the TW starts, spam 1 and have one person drop the vuln mark to hit 25 vuln, and then burn it.
As far as i know, the DPS of lich is not rly higher.
The insane amount of bonus-power you get is countered by the abysmal scaling of lich’s autoattack and the slow attack speed.
Also, Lich form seems to be a bit bugged when youre downscaled or in dungeons (or something like that, i dont know it exactly and i never used it in CoF1.).
But i agree, it seems weird that Nemesis Signet of Locust instead of BiP or signet of spite. (at least for the battles, you could have swapped out the Locust-signet).
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1.i dont like the idea that i have to spend 25 points in addition to lots of healing power to make a 15pt-trait useful. thats like justifying the existance of Reanimator with a 30pt-trait “death nova” which can make it somewhat useful. the vampiric-traits should scale with healing power by default.
2.@nexed: if Life siphons would scale, that doesnt mean that they have to be completely unviable without healing power.
just like Burning, for example, which deals a fair amount of damage even without any +ConditionDamage.
All it needs is a good base value, so the vampiric trait by itself is useful and a scaling so that necromancers who want to specialise heavily into lifesteal can do that via healing power.
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I think they are fake.
1) Excluding the few “general updates”, everything else are profession updates. No WvW notes, no PvE notes, no PvP notes, no content notes. Very unusual and likely a reason to consider them fake.
2) Updates to traits have been separated into subsections of the corresponding traits lines. To my knowledge, this hasn’t happened before.
3) There is too much rebalancing and too many changes to the professions.
They’re real enough. Anet opened a discussion forum to discuss them. If they were fake, there’d be no reason for them to do it. They’d simply say they’re fake. If they’re not talking, they’re real.
They’re probably not the final notes however.
Link to that discussion forum?
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We have projectile finishers with bone fiend and the flesh wurm.
But regardless I agree that Life Blast should be a projectile finisher (20%).
I think, 100% is fine.
1.Very slow attack-rate.
2.Life blast is part of our class mechanic; it should be something special, not just a normal auto-attack.
3.compared to other finishers, projectile-finishers arent that powerful anyway.
4.It IS a kittening projectile, can be reflected etc….
Want finishers? Get friendly with minions. 3x Blast finishers, 3x projectile finishers.
Whats your point? I guess you simply felt the urge to mention minions again somewhere? :P
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The skill-changes are nice, but the traits?
Burning in Spite?
No vampire buff?
No removal of Protection of the horde and maybe reanimator?
No reduction of cast-times?
No mention of DS and healing?
Meh…
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i heard that theres at least 1 change for every trait-line.
but dont get your hopes up cause of that,
it’s Arenanet and we’re necros, so ‘change’ could also mean ‘newly implemented bug’
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Most of the time i dont care about FotM or try to avoid them.
My main is and will always be necro, but at the moment i stopped playing him cause of the downed-bug and other issues. I guess i will play him more if some good fixes come next week.
My 2nd (and currently most played) char is my S/D-thief, which then became FotM a while ago and i really dont like all that attention S/D got now, cause it’s likely that Anet overnerfs the weaponset or nerfs the wrong aspects of it.
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The rest of it:
Blood magic:
I really dont like seeing condition duration here. Healing power should stay (and scale with Lifesteal), other than that i cant say that much about it; your description doesnt really differ from blood magic’s current state.
Minors:
5pts: good. the old 5pt was a good idea, but way too weak. Not sure if i would rather have the old 5pt-trait buffed or replaced with vampiric.
15pts: havent done the math, but the idea is good. But Blood magic should provide sustain and support-possibilities for all kinds of specs; this trait on the other hand is only useful for conditionmancers. It should be a major. instead, i would either keep Vampiric here or a DS-related trait like (a buffed) Deathly Invigoration.
25pts: meh…thats a plain “+10%damage”-trait and very similar to “target the weak”; while connecting Blood magic and bleeding fits theme-wise, i would prefer a support/sustain-themed trait.
Soul Reaping:
The necromancer is a condition class, based around conditions. Boon duration should NOT be part of its ‘class’-tree. I want to be a necro, not an elementalist or guardian in green.
I am torn apart when it comes to Soul reaping.
On the one hand, as DS currently is, it heavily favors direct damage-builds, so Critical damage kinda fits into the DS-traitline.
On the other hand, i think DS and the soul reaping-traitline could provide something useful for most necromancer specs, not just those with high precision and/or high power. As a condition class, condition-duration would fit perfectly into our class-traitline.
DS as a class mechanic is not as optional as the class mechanics of other classes, warrior’s burst for example. It’s an important part of our defense and every necromancer uses DS to a certain degree.
So i like the spread out DS-traits in all our traitlines and the idea of customising the DS depending on how you spec. I would hate to see them all moved to soul reaping (there are way too many of them anyway).
Minors:
5pts: “when i rally”…. “IF i rally”. just no. thats a very specific situation. Gluttony is fine.
15pts: Last gasp is one of our best minor traits. DONT touch it!
25pts: our current 25pt-trait is pretty boring. but yours would be over the top. i have no idea for a better 25pt-trait tho.
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uh, a daecollo-thread…
but to be fair, some of your latest threads arent that weird. like the one about lemongrass.
Anyway, my 2 messed up cents to your suggestions:
Spite:
Youre right, this is the damage tree. Support is what death magic and blood magic are meant for. Same goes for “very hard to kill”: —> Death magic/Blood magic/Soul reaping.
So i think moving healing power into spite and away from blood magic is a bad idea. This tree should focus on raw direct damage/power, “Close to death” fits perfectly into it. If anything, the secondary attribute should be Critical damage.
Your minor traits are very meh.
5pts: 66% for 1s regeneration? no thanks, i would rather have something useful instead.
15pts: again, in my opinion it doesnt fit the theme of Spite. i would rather have curses’ “Furious demise” in this place. this way, even power-necs with low precision can make use of the tree’s critical damage.
25pts: well, i still dont like the trait, but its an improvement.
Curses:
Staff is necro’s most supportish weapon. In my opinion it fits Death magic pretty well. Also, if you cram Staff-traits and burning-trait into curses it can become a bit overfilled. as a normal staff- or scepter-conditionmancer, there wouldnt nearly be enough major trait-slots for all the traits you would want to pick.
Minor traits:
5pts: is fine as it is. personally i would prefer 50% for 2sec. bleed, so you dont have to get100% bleed duration for it.
15pts: yours a very boring trait. i would prefer something more creative. the burning-trait could be place here (even if i would rather have more poison and confusion instead of burning)
25pts: interesting idea. so all YOUR copies are spread on nearby enemies? or does this trait automatically cast epidemic on your current target?
Death Magic:
As i said, in my opinion Spite is the raw damage tree; Death magic is the tree for minions, tankiness and support via boons. Minion-related traits and Staff traits belong here, defensive traits and Boons like protection, vigor, retal too.
Death magic should keep its current attributes, Toughness and boon duration, and ‘close to death’ and ‘Axe training’ should stay in Spite. And what do you mean with “this is the main tree for the necromancer”? wtf?
minor traits:
5pt: either you have minions or this trait is just as kittenty as the current spite5 is. Good against trash and when many things die, useless in really hard encounters.
15pt: Internal cooldown? How much vuln? For how long? I would rather see a DS-related trait here, that has an effect when you enter or leave DS.
25pts: i like the trait but not in this position. it doesnt fit the death magic tree in my opinion. would rather see this as a major trait in spite or curses (or as spite25 maybe?). Even if its a bit boring, the old trait fits better (also a buff like “5% toughness go to Power AND CondDamage” would be neat).
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Well i’m not sure if my answer will fit you but, let’s try.
Firts of all, I aggre with you, Engeneer a really resilient. I play mostly a powermancer with vampiric focus (Yeah that’s not imba but it give me the survivability I need in most of the situation I encounter). The Engi you’re describing seem to be an HGH stereotype with load of boons and against boon there is only two ways to go :
- corrupt boons : mostly with our utility skill
- remove boons : focus skill 5 (this one is pretty effective against Engi)And when they are down, condition transfert. Yes their down attack is a condition based damage skill. The elixir R heal should be reduce by applying poison effect. Oh and a last thing, flesh golem active skill on a down player bump him out of elixir R heal zone.
Nah, nothing with HGH. He has Automated response which takes up the trait slot for HGH.
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kitten , reading the first page of this thread made me rage way too hard >.<
I mean, srsly?
Guardians already have amazing damage mitigation, a big amount of condition remove, good heals, insakittenup support, lots of combo-skills.
And all some can think of is: “Where are my tons of HP on top of that?”
Of all professions, Guardians are definitely rather at the OP end of the spectrum and it really baffles me how some people still complain about them being too weak.
When it comes to DPS in offensive specs, well, dunno, maybe; but health? Come on, thats like the only (minor) weakness a guardian has when it comes to survivability.
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balancing classes with food/consumables…
yeah….what a great idea…
edit: ofc, when its that cheap, i guess every roamer would run it
Not really. You would lose the 40% condition reduction food which renders necros and engys useless.
I run both melandru and the food for a 60% condi reduc and with breaking immobilize abilities I rarely have trouble with those classes. And I’m a warrior..imagine what the non-broken classes can do to necro engy.
Anti stealth food is not OP . I don’t see why we should screw over condi necros and engys while not doing anything for stealth.
As for food balancing the class/builds..yea..that’s the purpose of it in wvw after making anet some cash.
ugh, dont even get me started on this crap >.<
that food should be nerfed into the ground and capped and whoever brought -40cond.duration-food in the game should be fired.
Or at least they should introduce a food that gives uncleansable perma-protection, to make things even….
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I am still looking for 1-2 more people… in total i have 7 people that wish to help me now, the problem is they are never online at the same time.
If i get 1-2 more people, then maybe i can at least get 3 out of 9 online at the same time. 3 people is all i need…
i’d love to help, but i dont have a full zerker gear, sorry
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balancing classes with food/consumables…
yeah….what a great idea…
edit: ofc, when its that cheap, i guess every roamer would run it
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I got my Kraitkin a couple of weeks ago and i love it. Im not able to show it off that often, but that doesnt really matter to me. It perfectly fits the necromancer and i really like the underwater combat with the nec.
(nice bonus: got the precursor for 20 gold, so i didnt have to waste obscene amounts of rares/exos in the toilet or gold in the TP)
Currently, i have no intentions of making another legendary. I considered Howler, but that Snake-thingy that is attached to it ruins it for me.
But as soon as they would introduce some sort of Steampunk-Lightsaber-sword skin, i will definitely make it, no matter the cost.
100%.
No idea, both look cool. make what you use more, i guess.
Fine, thanks! weather here is nice, its going to be a sunny day.
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I know what you mean though, when I mistform stomp on me ele it feels OP. In an ideal world, for me personally, things like stealth/immunity/quickness would block the ability to stomp. And this would be offset by a general reduction of hp/def whilst in the downed state. Again as has been discussed before the downed state seems to go on too long and breaks up the flow of pvp in general.
But what about Stability then?
In my opinion, most secured stomps like mistform are fine because you have to blow an utility skill with a relatively long cooldown for that.
Stealthstomp on the other hand should be removed, it’s just too easily accessible. Some others too, like necro’s shroudstomp with stability-trait (does that still work? dont play necro in wvw anymore) or the guardian-stability-shout.
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no, why?
staff hits many targets = better chance for the sigil to proc
which means that you dont need that much precision to make use of the on-crit sigils
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the sigils can proc for every target separately.
so if you hit 5 targets with a mark, it can proc for one of them(and then only that one target receives the sigil-effect), then it is on cooldown.
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Endurance is fine. Vigor and dodge/evade/block on Weapon skills that make endurance seem crazy.
Especially perm endurance via 5 point minor traits in extreme popular traitslines cough Guardian, Mesmer cough, or perm endurance via extremely popular major traits cough Ele cough.
exactly this. vigor itself might be fine, but the near permanent uptime that some classes get with little to no effort is just ridiculous.
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According to builders that allow for gear and consumables the best is a mix of both, something like Carrion Weapon/Armour and Rabid Trinkets.
If you are going to mix and match, I would just use celestial gear and Carrion armor/weapons. Celestial acessories have nice stat bonuses, good crit hit damage, and some condition damage as well.
I have a full set of celestial acessories, but I am just waiting to use them for when our healing improves.
Even without the healing-stat taken into account, Celestial items are very good. As soon as you can use 6 of the 7 stats, theyre imo better than normal gear.
Rings for example:
Normal ascended: 239 stat pts
Celestial ascended: 215 stat pts + 6% crit damage
thats an awesome Stats-for-crit-damage-ratio.
I currently use celestial stuff on my ele and guardian cause they also profit of the +Healing, but my necromancer will definitely get a set of them too at some point in the future, when i got enough rings and guild commendations for that.
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Everyone talks about offering skins directly for X gems being better than hiding them behind RNG boxes…. well, for that to happen, we must show Anet, and above all, NCSoft that that is true, and for them to see that two things must happen… first, people should stop buying as many rich dragon coffers (the regular ones are ok since they’re not getting money directly from those) and skins offered as direct sale must be a huge success to show them we prefer getting them that way.
No, i wont spend gems on kittenty armor sets just to show them that this is better than kittening RNG.
I will gladly spend gems as soon as there is good charr armor… until then, sorry, nope.
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- Knowing exactly when you can go in for a few bombs, because you simply cannot eat a Putrid Mark at any cost while both the Necro and you are within the radius
why does the necro being within the radius matter at all? you know that, if putrid mark hits, all of his conditions are transferred, no matter where the nec is?
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For the record, I didn’t notice anything about Parasitic Bond in my combat log when I was out killing stuff for Spiteful Talisman. I was getting the healing though, so it works. (As it always has?) I’m just not sure what they fixed there, if anything.
So they just added some false stuff to the Patchlogs to make it look bigger/more? Well, wouldnt be the first time…
@Dredlord: of course not. The documentation of what things actually do in this game is a bloody mess and pretty much non-existant. And Anets Patchnotes are as complete and correct as their tooltips.
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Edit2: Anyone understand the note about Parasitic Bond? It’s the ‘heal when something dies’ minor, I didn’t think healing ever showed up in the combat log…?
Should be pretty easy to test that (in the mists). Sadly, im not on my real PC so i cant do it.
what about the fear upon downed trait?
what is with that?
So… much… burning…
I dont really understand; what are you trying to say?
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Cause you might find that getting up-leveled is somewhat better than a lvl 80 armor set
I dont think so; why would that be better statwise in any possible situation? As far as i know, the attributes on the equipment get upleveled to lvl 80 armor of the same quality, so a lvl30 char with green lvl30 gear is upleveled to lvl80 with lvl80 green crap gear (not sure if secondary/tertiary stat bonusses of items are added or not. probably not). also, the armor-stat of the equipment doesnt get upleveled.
add to that the missing traits and traitstats and all in all, its quite a big difference
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Are you kittening serious?
“Arrow Cart Mastery skills have had their range reduced to be better in balance with other siege weapons.” =/= “Arrowcarts nerfed to uselessness”
reported for trolling…
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oh, wow…it only took them how long to finally fix spiteful talisman? 3-4 months?
also, no mention of downed HP, wtf Anet?
Yeah this bugged me… it was worth getting fixed this patch.
It was worth getting its own patch imo
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I honestly think DS needs more traits that trigger when we enter it, with 10s CD’s on them. I also think they should ALL be minors, while most of our majors focus on buffing our utilities and skill usage on weapons/DS skills. But that’s just a dream.
what would be the point of near to death when everything gets a 10 sec. cooldown?
and while i like the idea of customising your DS via minor traits, i dont think they should all be “effect-when-entering-DS”, that would be a bit boring. those minor traits could also have an effect when:
-you leave DS (like deathly invigoration)
-youre in DS (pulsing, like death shiver)
(theyre both bad cause of numbers, but the ideas of these traits are good)
Gunnar’s Hold
What about it? you can quite easily compleat the monthly in WvW alone. of the 7 for this month only fractals and the jumping puzzle one(repeats on different days dont count) cant be finished in WvW and you only need to do 4 of em. Invaders, salvage, events, veteran and completionist all can be done in WvW. even daily’s are prety easy to complete most of the time in WvW now thanks to at least 3 categories exclusive to wvw with normally a few others you’ll get in normal combat.
^this. with all the events and veterans, wvw is the easiest and fastest way to get your Monthly done. I did the JPs as the 4th achievement (cause i love JPs) and it took me mabye 1 and a half days to do the monthly.
Gunnar’s Hold