(edited by Ruufio.1496)
So this update seemingly increased Ghastly Claws’ damage by another 10%, right? I found it weird that it simply said, “Ghastly Claws: Damage from this ability has been increased by ~10%.” It would have made more sense to say, “Damage was increased by ANOTHER ~10%.”
Can we be sure this isn’t a typo and that it was actually Rending Claws that received the damage increase? Rending Claws and Ghastly Claws sound pretty similar and it wouldn’t be hard to make such a typo.
How often does Anet increase the damage of skills two times? That’s kind of like whack-a-mole isn’t it?
So, are we sure that the 10% damage increase is for Ghastly Claws and not Rending Claws instead? Can it even be proven? lol
(edited by Ruufio.1496)
How does this even get affected? They had to have touched it in some way or another for some reason. It doesn’t just get “affected” by adjusting loot tables or something, it doesn’t work that way with coding. This is a completely separate line of code than anything else this update even brought. Wasn’t any reason for them to touch the code.
I can’t believe it either. Just constantly lowering the skill cap to floor ceiling. Removing abilities that classes can do left and right. There was no reason for this. If my weapon swap is up 2 seconds into Death Shroud, I should be able to swap. Now that I can’t, this effectively increases my weapon swap cooldown by ~2-5 seconds since I have to wait until being out of Death Shroud.
Real classy.
If Shroudstomp/res ever stops being possible…
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Okay thanks guys.
About the SSD and HDD… Do I have all of my programs run on the SSD such as Google Chrome, Norton, Guild Wars 2, Spyboy S&D, Disk Defragmenter, The Sims, etc?
Or just the ones I always use like Guild Wars 2, Google Chrome, etc?
I ask because I don’t really understand if a program/data is on the HDD instead of the SDD, do I have to like, load up a different profile to use the stuff on the HDD or is it all handled automatically from my desktop depending on if I saved it on SDD or HDD?
I am completely new to custom PCs and only just started researching stuff 4 days ago. I’m getting the hang of it… but am going to have a website build it for me.
Is this a good build? (See attachment) (I am from Canada btw)
I’m completely new to SSD and HDD but I think I made a good choice? I am not 100% sure how it works. I’m also not sure how to go about choosing computer cases but the one I chose seems like a good choice that should be able to handle everything I chose? The computer case comes with a total of 3 fans but I thought I should get another fan as well, right? I believe it fits in the case I chose.
I chose the ram simply because everyone says it’s good.
I chose that power supply because it’s the best bang for my buck that the website offers.
The Crucial M4 was also the best price for what it offers. Other SSD’s were way too much.
I’m not sure how much power I will use or need but I thought 750W should work.
This is the website I used:
http://pc.ncix.com/ncixpc_new/ncixpc.cfm?uuid=0B60317B-4DC9-43E9-A80F7FFB1241DA92-4912458
(edited by Ruufio.1496)
In beta:
- Dark Path caused an AOE chill upon impact similar to sigil of hydromancy weapon swap.
- Jagged Horror from Reanimator degen’d so slowly it was pretty much permanent.
- Reanimator could summon multiple Jagged Horrors.
How were these overpowered?
How could someone actually look at Jagged Horrors and go, “You know, these don’t die fast enough for no reason. Let’s make them die in 5 seconds. Also, let’s nerf it even more by making it so only 1 can spawn. Fixed!”
You couldn’t have just made it limited to 1 Jagged Horror? Why do such a giant nerf?
And an AOE chill. That was overpowered? I can’t even count how much AOE classes like the Elementalist have.
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I don’t have issues 1v1, and I think most necros that are familiar with the class don’t either. WvW is an environment where you have to be able to adapt to an ever changing landscape, and most of us who don’t have top of the line computers hate zergging around. In the zerg every class is fine, and necro is quite good.
Out of the zerg, you are either roaming around looking for 1v1, or you end up fighting 1-5 allies (if you do small groups) vs 1-20 enemies.
That is where problem starts at least for me personally. One zerker thief is fine. Two zerker thieves is really hard, but possibly doable. 2 zerker thieves + anything else focusing me gives me little to no survival options. Since I can’t blink/stealth/go invulnerable, I get to soak damage or die.
You may say that ANY class can’t take on three skilled opponents, and you would be right. But some classes can have that situation thrust upon them and not be left with the only option of dying. Thief/mesmer/ele – the primary fun classes in wvw can all disengage from that fight and not have to respawn and walk back. Warriors/certain engineer builds/certain ranger builds can also make some burst distance if need be.
The primary reason WvW is an issue for the necro is because the class is built around not having a disengage, and that sucks for WvW. You can be careful and avoid bad situations all you want, but eventually you are going to rolled over by a zerg, and not having an escape that can get you away from the front of the steam roller is not fun.
I can’t even count the times a fight has continued 5-10 mins after I go down by our thieves and mesmers, who will eventually come out on top, because of those disengage skills. But I have come to terms with this, and rolled a mesmer alt for when I get frustrated. Necro is still fun in WvW, but you are very rarely ever going to see a necro fight a horrible odds fight and win. It can happen, but it requires very bad opponents and very situation circumstances.
Necro isn’t bad in WvW, it is just doesn’t have enough misdirection to win a bad odds fight, or enough safe stomping options to prevent intelligent opponents from just picking each other back up in those bad odds fights.
THIS!
Last Wednesday(?) I had a fight on my Necro vs a Ranger, a Warrior and an Elementalist that lasted ~5 minutes. I was actually winning against them because they weren’t pro players, but the fight eventually took too long and a zerg came through. I couldn’t stomp the Elementalist that I downed because of the kittening ridiculously overpowered mist form and I couldn’t stomp the Warrior that I downed because of his vengeance downed skill.
I actually think ladders should be part of WvW.
But ONLY if there are rewards for guarding a hold. Players would need a reason to stay behind and watch for invaders… though this is kind of off topic lol.
This is terrible design.
Siege should out damage players and out damage players rezzing other players. It doesn’t.
If I’m fighting an Elementalist with an arrow cart or a cannon and he’s fighting with normal attacks on the ground, I should win. But I don’t.
Every class has AOE that can hit your siege no matter where you place it on walls and destroy it because player damage does more than siege damage. (Ele’s are the most OP when it comes to killing siege with AOE)
Here’s a good example:
http://oi48.tinypic.com/bg70ad.jpg
We had 4 arrow carts, 2 superior arrow carts, 2 cannons and 2 catapults just on that wall alone (more on other walls). All of it was being manned by our ~15 guys, but the opponent destroyed it with mass AOE because they had 50 guys.
After siege is destroyed, they then make their own siege on the ground which is safer than ours ever was on our walls.
In the olden days, castle walls weren’t 15 feet tall. There’s a reason for that. Also, in the olden days, a cannon shot to the face would kill someone. Not let them rez their friend to full health while being pelted by siege.
This needs to change. Increasing siege damage vs players would be a good start.
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Yeah, we fought off around 15 golems last night in about 5 different waves at overlook, which was our only remaining hold and had no supply. Later, we fought off 2 golems trying to take Veloka. All attempts failed to take.
http://oi48.tinypic.com/317bjad.jpg
http://oi47.tinypic.com/6jh9fl.jpg
http://oi49.tinypic.com/zxaf6v.jpg
We were all laughing and wondering who was in charge at Yak’s Bend at the time. Rushing golems into our door only to die to oil and a dozen siege weapons? lol
Look at that map picture above… they could have stolen so much from Crystal Desert with those golems lol. Many gold was wasted that night.
So, my computer can only handle this game on minimum graphics but can’t handle world vs world. I bought my computer from The Source and went to a store and bought a $20 graphic card to make it not completely suck. I didn’t know if it was compatible or not. I didn’t even know PC stuff could be incompatible. I just bought it saying, “Hmm, this’ll do.” and I had my friend install it.
I don’t know how to build a custom PC or use a website to do it. I don’t know what an Asus 2400 GE XZ 9000 intel processing liquid NVidia VPA2008 Anthlon triple-dual core ATI XP 64-32 bit 120GB RAM motherboard 500 terabyte FX-5901 ABC123 of overclocking gigahertz is.
I just want to buy a computer and have it work for games like I can buy a PS3 or XBox 360 and play.
I just want to buy a computer straight from Anet that I know can handle this game on high graphics and handle world vs world. This is all I want… why can’t PC gaming be this simple? I just want a computer to play world vs world in big zergs for god sake!
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Unfortunately, every suggestion ever made here ever, goes unnoticed.
What’s with people claiming this Bunzy guy to be some amazing-all-holy Elementalist PvPer of ultimate-unkillableness?
I’ve watched his videos and he looks exactly like every other good elementalist out there – uses all of his skills on rotation while not actually paying attention to skill telegraphs or opponents boons/abilities. All good elementalists do is fly around at mach 5 using all of the skills at their disposal, not using them strategically. Can’t count how many times Bunzy was downed in his WvW videos.
He’s no different than other good elementalists. He just makes himself well known.
Lol EB whining about going up and facing servers that are better than them? You guys should stay in T4 with this attitude. CD and Yaks are equal in strenth and are much more organised servers. Tough luck. Its what happens when you go up.
Wrong.
Crystal Desert is actually more on the same playing ground as Ehmry Bay. They aren’t an annoying opponent to fight, we actually seem to enjoy them.
Yak’s Bend has more numbers than us at all times. Right now is our off time and we have outmanned buffs against Yak’s Bend. I have noticed that Yak’s Bend has more playing willing to buy siege than players in Emhry Bay, but I wish siege price wasn’t an issue because this doesn’t really equate to skill. It equates to which server has richer players.
I will say that Yak’s Bend has more players that are skilled in PvP than players in Ehmry Bay, which is a big advantage. Yak’s Bend has players that know how to stability/invulnerability stomp, will send Thieves to gank (or attempt to) players manning siege, etc. Emhry Bay does have a few skilled PvPers, but not enough to compete against Yak’s Bend.
But this is only an issue because of free transfers. All of the wanna-be pro PvPers left to the best servers so now there are servers that are STACKED. Very unfair and shameful for the players who switched just to win. Stacking is pathetic. Free transfers seriously damaged WvW.
- Spectral Grasp – Only hits at 1200 range if opponent stands still. Misses extremely easily. Opponents on elevated areas are pulled behind you instead of in front.
Not really correct. Grasp leads the target and so it will hit them if they’re moving. Elevated targets aren’t always pulled behind me in w3. Come to think of it, that hasn’t happened for some time.
- Dark Path – Misses if opponent dodges before it’s even near them. Should only be dodge-able near hit.
This isn’t true…it is only dodgeable near hit.
- Spinal Shivers Cast Time – Chill of Death – “Cast Spinal Shivers on an enemy when they hit 25% health” is an instant cast which means this must be a bug because Spinal Shivers having a 1.25 second cast time is ridiculous.
So they saved some tooltip space by saying “cast” instead of “applies the effects of”. Who cares?
Nice trolling. You need to actually try these utilities before saying they work perfectly.
The heck is the point of this thread?
Trying to boost his own ego while acting like a kitten and think he’s the only one that killed them all,and without him the server is lost.What else ?
Said the angry Devonian.
We held Overlook from your first wave of daily zergs which lasted about 4 hours. 2 walls and 2 gates ended up remaining 50% after it was over. We didn’t have enough supply to finish our upgrade or to repair them in time for your night-time daily zerg, so you beat us by going through watergate and the east inner wall.
I believe this is the first time Ehmry Bay has held it this long. Of course, it’s impossible to hold it against your endless waves of zerg comming from 5 ft away from overlook where your spawn point is.
So thank you for letting us farm you for so long with our siege weapons.
~Your friendly neighbourhood, white-eyed Necromancer whom you’ve most likely been killed by.
According to the class balance philosophies, Necromancers should be the best for disabling movement speed… once our bugs are fixed.
- Spectral Grasp – Only hits at 1200 range if opponent stands still. Misses extremely easily. Opponents on elevated areas are pulled behind you instead of in front.
- Dark Path – Misses if opponent dodges before it’s even near them. Should only be dodge-able near hit.
- Spinal Shivers Cast Time – Chill of Death – “Cast Spinal Shivers on an enemy when they hit 25% health” is an instant cast which means this must be a bug because Spinal Shivers having a 1.25 second cast time is ridiculous.
The Mesmer is OP because:
- They create NPCs.
- Having to destroy clones is blind effect X 100.
- Invisibility.
- Invulnerability every 10 seconds.
- Chaos armor which is the best combo effect in the game.
- Time Warp.
- Portal.
- Confusion which is around 1K damage per attack.
- One of the highest burst damage in the game.
- Some of the best abilities in the game to disengage any fight.
- Multiple dazes/stuns.
- Easy access to retaliation.
- Reflection.
- Too many invincible skills; Block, invulnerability, distortion.
- Class with one of the highest amount of access to boons and a LOT of boons.
- Massive boon removal and condition removal.
Just look at the Mesmer traits. Mesmer has the most exciting to choose traits in the entire game. You can’t look at them without going, “Omg… WHAT SHALL I CHOOSE????!!!!”
You look at traits for classes like Necromancer? Lol. Not even comparable.
So please, tell me more of how this invincible class of invincibleness isn’t overpowered that can regain boons whenever it pleases (Which goes against Anets policy of having boons up constantly such as retaliation) can make opponents attacks deal damage to himself with confusion, retaliation AND reflection, creates NPCs that which are overpowered in every way but to top it off also shoot at you in your downed state which the Mesmer runs off, etc. etc.
The mesmer can do everything that every other class put together can do.
It isn’t 1200 range. It is more like 600.
Been using this for days now in WvW and I have to be at 600 range to make it not say" Out of Range"
Yeah I watched a dolyak walk right past a sentry yesterday. I was like… rofl?… why have a sentry..?
So I’m new to WvW. First 2 days I can see some flaws already.
Such as upgrades being a huge gold sink and way too weak to even bother upgrading. Why upgrade guards when they can be soloed? Why can sentries be soloed? And why are sentries even there? They don’t do anything. Why are Dolyak Guards so weak? Shouldn’t they be champions? Shouldn’t sentries be champions and patrol the paths? Why can I solo guards that are guarding a gate? Why aren’t there guards who patrol the outside of keeps and towers?
Why isn’t every NPC that guards an outpost a champion? They are veterans… a level 1 can solo them.
My biggest problem is that upgrading your outpost with cannons and Mortars is almost a complete waste of time. A single person can go around and take them out with auto-attacks. Meanwhile, your NPCs on the wall (if there are any) will auto attack them back instead of you know… attack with the giant kitten cannon beside them.
Why don’t NPCs use cannons, oil and mortar by default? Then leave when you click “Use” and then continue using them again after its been unused for some time.
- NPCs should use mortars anywhere on the map they can reach that has the X-Cross Swords, thus putting the battle in the defenders favour.
- NPCs should shoot cannons at any players nearby.
- NPCs should drop oil on opponents under the gate.
And why can’t we the players HELP the NPCs upgrade the outposts faster? It takes years to upgrade because everyone takes supply. Let me use my 10 supply to help them.
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Had a 13 minute fight with a Mesmer on my Necromancer which eventually ended up with me dying because my health slowly dwindled over time until I couldn’t do anything about it. Meanwhile, the Mesmer had pretty much every boon beyond the sun up at all times.
I even tried to get out of the fight 2 different times because it was taking forever but Necros cant do that.
Any time I got him below 50% health a whole bunch of “Block block block” came up.
Throughout the entire fight there was at least 3 clones at almost all times because destroying them was useless since he would just create more 0.5 seconds later.
TL;DR
Mesmer is the worst class to fight against and the most overpowered.
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Tidied it up with a few last minute edits. =)
Should be easier to navigate now.
_________________________Downed State___________________________
Players who enter downed state have -50 points deducted from the total score.
Players who die have -100 points deducted from the total score.
____________________________Seals_______________________________
During each round, powerful seals with a one-time use can randomly spawn that players may use if they so desire. Seals deducts points from the teams score for a powerful effect.
Seals are necessary to keep a random factor of balance in scoring. Random seals allow for weaker teams to have a chance at beating more experienced teams and allow experienced teams to compete for high scores.
Stun Seal (-20 points) – Click to stun every mob in the room for 3 seconds.
Chill Seal (-20 points) – Click to chill every mob in the room for 6 seconds.
Lightning Seal (-20 points) – Click to strike every mob in the room with lightning.
Mysterious Present (+200 points) – Rare spawn. Gain 200 points but randomly summons very deadly foes.
________________________Store of Survival__________________________
Tickets will be awarded to players participating in Survive Orr Die. These tickets can be used to purchase items that can only be used inside Survive Orr Die. The items can help increase maximum score, increase your damage, increase your survivability and even be used just for pure fun.
• Players who complete round 3 will be awarded 15 tickets.
• Players who are wiped out during round 3 will be awarded 10 tickets.
• Players who are eliminated at round 2 will be awarded 5 tickets.
• Players who are eliminated at round 1 will be awarded 1 ticket.
All items are a one-time use only and can only be used inside Survive Orr Die.
200 Tickets – Siege Golem Suit – Creates a Siege Golem Suit.
50 Tickets – Pact Bazooka – Gives the user a Pact Bazooka.
30 Tickets – Fire Elemental Powder – Allows the player to summon a Fire Elemental.
25 Tickets – Elixir of Heroes – Gives the user an Elixir of Heroes.
15 Tickets – Bomb – Gives the user a Bomb.
1 Ticket – Wooden Plank – Gives the user a Wooden Plank.
__________________________High-scores____________________________
Teams that successfully complete round 3 will have their final score printed onto the high-scores for bragging rights. Each team may consist of 1-5 players. However, a team with 5 players will obviously have the best chance of surviving and yield the best score results.
• Class icon should appear beside each player name.
•Allow sorting of high-scores by players, names, class, score, kills, rank and total party level.
Players|______________Names______________|___Score___|___Kills___|Rank|Lvl|
…..1….|………………………Ruufio……………………..|….Over 9000..|……9001…..|…1…|.80.|
…..3….|…Jon Peters…John Smith…Jonathan Sharp..|……..1337……|……1337…..|…2…|.80.|
…..2….|……..Colin Johanson…….Josh Foreman…….|……..1309……|……1420…..|…3…|.80.|
…..5….|…..Guy1…..Guy2…..Guy3…..Guy4….Guy5….|……..1024……|……978……|…4…|78|
…..3….|…..Robert Hrouda…Evan Lesh…Gaile Gray…|……..1006…..|…….1250….|…5…|.70.|
…..2….|……Mike Ferguson…….Jeffrey Vaughn………|……..868…….|……680……|…6…|78|
…..1….|…………………Anthony Ordon……………….|……..490……..|……400……|…7…|73|
…..5….|……Girl1…..Girl2…..Girl3…..Girl4…..Girl5…..|……..123…….|…….67…….|…8…|55|
…Etc…|…………………………..Etc………………………|……..Etc…….|……Etc…….|..Etc..|10|
_________________________Closing Comments_______________________
An update like this will bring a much needed fun and competitive side to the game. This isn’t PvP in that it’s players killing each other, rather, PvP in that players are competing against each other.
This update would introduce a vast amount of new build possibilities, new class combinations, new uses for food, new strategy, new tactics, new theory-crafting, min/maxing with weapons, sigils and runes and more! So much goodness would come of this. So many useless traits would become not so useless. So many useless sigils would no longer be useless because of mix/maxing. So much goodness.
~ The finer details are up to Anet but I wanted to get this idea out there. =)
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_________________________Survive Orr Die___________________________
Fight endless waves of monsters ranging from normal ranked mobs up to champion ranked mobs until the round is over.
The game starts with four teams in separate rooms who are all competing for the highest score by killing as many enemies as possible without dying to rack up the points. When the first round ends, the two teams with the lowest score will be eliminated and receive only 1 ticket. The two teams remaining will then proceed to the second round. The team with the lowest score at the end of the second round will be eliminated and receive a small chest and 5 tickets. The team remaining at the end will then proceed to round 3.
Round 3 is the final round which consists of monsters from the Ruins of Orr. If the remaining team can survive round 3 they will receive a 15 tickets, a large chest of rewards at the end and have their final score posted printed the high-scores.
• Players may take part in this game as often as they like. Mob drops will be disabled.
• Rounds will consist of mostly normal mobs, a few veteran mobs and one champion mob.
• Each round lasts 8 minutes with a 20 second waiting period in-between rounds.
Mobs will scale with the total party level but mobs that are scaled down will give significantly less points. This allows for players of all levels to take part in the game for fun while maintaining scoring balance for maxed players.
…………………………………………..Round 3………………………………………….
……………………………………………….|……………………………………………….
………………………………______________________……………………………
……………………………..|………………………………….|……………….
………………………….Round 2……………………….Round 2
……………………………..|………………………………….|……………….
…………………..______________……………______________……….
…………………..|……………………|……………|……………………|………
……………..Round 1…………..Round 1……Round 1…………Round 1……..
_______________________Round 1 & 2 Monsters_______________________
Normal = 5 points. Veteran = 50 points. Champion = 750 points.
Normal Rank – Various monsters that are found throughout Tyria except in Orr.
Veteran Rank – Various veterans that are found throughout Tyria except in Orr.
Champion Rank – Spider, Wurm or Ooze.
________________________Round 3 Monsters_________________________
Normal = 10 points. Veteran = 100 points. Champion = 1500 points.
Normal Rank – Various monsters that are found throughout the Ruins of Orr.
Veteran Rank – Various veterans that are found throughout the Ruins of Orr
Champion Rank – Abomination or Giant.
(edited by Ruufio.1496)
The thing with the vampiric traits is that there were originally 2 similar traits in Blood Magic.
Bloodthirst – Siphoning health is 50% more effective.
Vampiric Precision – Siphon health whenever you critical hit.
This was bad because no one would ever use both. There are much better options than using both of these combined. I think it makes more sense for Vampiric Precision – Siphon health whenever you critical hit to be in curses where the other critical hit traits are and it makes more sense there as well with the Dagger Mastery trait being relocated there. Dagger Mastery itself was also a bad trait in Blood Magic because of the better options.
All you need to do is watch the video like normal, as a good player, to notice the aforementioned mistakes. I did not rewind the video to nit-pick his mistakes. I did not pause it every 5 seconds to look for mistakes.
I also didn’t eat any popcorn and I’m not a quarterback.
(edited by Ruufio.1496)
Tornado can be corrupted. I actually found the solo one pretty enjoyable. You seem to know what you’re doing. My only beef was during the fight with the elemenstalist. He healed 3 times I think? A couple of the heals were easy to miss and anyone would have done the same.
The one at http://www.youtube.com/watch?feature=player_detailpage&v=Hw_LTWB4nwM#t=308s though I was like OMG USE DOOM kitten lol otherwise nice vid.
Also that snow leopard was awesome. :P
Okay, so I need to say something. Nemesis, you are always making posts everywhere about builds and such and how to play the Necromancer and in return a lot of players say how great you are.
Well, I have to say that you have a ways to go to improve. I’ve watched a lot of your videos because I like seeing everyone’s point of view on the Necromancer. This recent PvP video you uploaded is the perfect video for me to point out where you need to improve.
• Pay attention to what’s going on around you.
• Pay attention to your cooldowns including the ones you can’t see.
• STOP doing a combo rotation. Use skills when you need them, not on a rotation.
• Don’t get flustered during combat and get angry at your teammates.
This isn’t me bashing you saying how superior I am. This also isn’t me analyzing a video in which people would claim I wouldn’t know what to do in certain situations myself, because I would have known what to do in these certain situations. So this is me giving you some friendly advice so that you can learn and improve in PvP. There were a few parts I was almost yelling at my screen hoping you would do something but you didn’t.
Here are some examples:
http://www.youtube.com/watch?feature=player_detailpage&v=CCjUiXmu1OU#t=317s
You weren’t out of ways to save your teammate. You had a Mark of Fear left on your staff which you didn’t attempt to use on him. Instead, you used every mark on cooldown instead of simply casting the Mark of Fear.
http://www.youtube.com/watch?feature=player_detailpage&v=CCjUiXmu1OU#t=454s
You had golem’s Charge ability up which you could have tried using to interrupt the stomp instead of wasting 2 wells.
http://www.youtube.com/watch?feature=player_detailpage&v=CCjUiXmu1OU#t=566s
This is a pretty simple one – never fight near the edge like that. You didn’t “Anger the guardian to make him waste a cooldown.” You made an amateur mistake. You need to practice not fighting near the edge.
http://www.youtube.com/watch?feature=player_detailpage&v=CCjUiXmu1OU#t=662s
After you were interrupted all you needed to do was Shroud-Stomp him.
But since you were interrupted and assuming the Guardian then proceeded to interrupt you anyway.
You had 3 options here which would have secured the stomp on the Engineer. I probably would have done all 3 of these things in order because it’s something I’ve become accustomed to doing.
1. Fear the Guardian using Doom.
2. Switch to staff and use Mark of Fear to fear him again. Casting Chillblains would help to keep him away as well.
3. Plague stomp the Engineer.
Then you could have ran away from the Guardian.
http://www.youtube.com/watch?feature=player_detailpage&v=CCjUiXmu1OU#t=733s
You should have used golem’s Charge which may have launched the Warrior into the hole because of how far apart they were from each other.
So as you can see, you have some places to improve on. Those were relatively simple mistakes that you need to practice on. Reviving a downed ally is always the most important thing in combat, everything else comes second. (Mostly) Anyway, I enjoy watching your videos so keep them comming.
Immediately went into Heart of the Mists like I always do when I make a character. Was going through the traits…
30% chance to cause bleeding for 3 seconds on critical hits… okay… my Necromancer that I’ve played for 4 months does this too but it’s a 66% chance for 1 second which is essentially the same thing.
Cripple a foe that’s immobilized? Well that seems useless.
Mmhm, mmhm… okay, more RNG traits. People wanted Thieve’s Steal changed for a reason.
Gain regeneration for 10 seconds when you are attacked while under 25% health. My necromancer gets regeneration when hit below 90% health. This seems useless.
Invisible when immobilized? I like the thinking out of the box, but this is useless. You are still immobilized.
25% faster movement speed in combat. Okay, so this is pretty good.
Tons of endurance regeneration stuff? Well Thieves and Rangers have those as well but they are more of the evasive type. I’d make one of those if I wanted that playstyle.
TL;DR
Traits seemed boring. So did all of the available skills. The grenade kit was nice though.
I’ve always found it odd that wells were never just ground target skills to begin with. To me it’s like they just ran out of ideas and decided to give us an option as a trait, rather than an actual in game option in the options menu. I think another class has this trait too.
Can anyone elaborate as to why ground-target wells are considered powerful enough to need 20 trait points to use?
I mean it’s not like anything really changes. Opponents can still get out of the wells like they normally would. The only difference is that you don’t need to run up to the opponents to use them. But then isn’t this just countered by the fact that casting a well at 1200 range simply encourages opponents to run out of them anyway so that they can get up to you and attack you? It even works like this in PvE because even mobs will run out of the well towards you.
(edited by Ruufio.1496)
___________________________Blood Magic___________________________
- Adept – Blood to Power – Deal 5% more damage while your health is above 90%.
- Master – Vampiric – Siphon health whenever you hit a foe.
- Grandmaster – Deathly Invigoration – Heal in an area when you leave death shroud.
Adept – Quickening Thirst – Move 15% faster while wielding a main hand dagger, move 10% faster while wielding an offhand dagger.
Adept – Bloodthirst – Siphoning health is 50% more effective.
Adept – Mark of Evasion – Leave a Mark of Blood when you dodge.
Adept – Ritual of Life – Create a Well of Blood whenever you revive an ally.
Adept – Protection of the Horde – Gain protection for 3 seconds whenever a minion dies.
Adept – Transfusion – Life Transfer heals nearby allies.
Master – Vampiric Master – Minions siphon health and transfer it to you.
Master – Ritual Mastery – Wells recharge 20% faster.
Master – Full of Life – All life siphon abilities also heal minions.
Master – Soul Marks – Marks generate 3% life force when triggered.
Grandmaster – Fetid Consumption – Minions draw conditions. Each minion can draw one condition every 10 seconds.
Grandmaster – Vampiric Rituals – Wells also siphon health every time they pulse.
___________________________Soul Reaping___________________________
- Adept – Gluttony – Increases life force gain from skills by 10%.
- Master – Last Gasp – Gain Spectral Armor at 50% health (60-second cooldown).
- Grandmaster – Strength of Undeath – You do 5% more damage if you have more than 50% life force.
Adept – Fear of Death – Apply fear to foes when you are downed (90-second cooldown).
Adept – Vital Persistence – Life force drains 25% slower while in death shroud.
Adept – Path of Midnight – All death shroud skills recharge 15% faster.
Adept – Spectral Mastery – Spectral skills recharge 20% faster.
Adept – Speed of Shadows – Move 25% faster while in death shroud.
Adept – Unyielding Blast – Life Blast pierces and causes vulnerability.
Master – Mark of Revival – Create a Reaper’s Mark while reviving someone. Can only trigger once every 45 seconds.
Master – Decaying Swarm – At 25% health, you become surrounded by a locust swarm.
Master – Master of Terror – Fear you inflict lasts 50% longer.
Master – Spectral Attunement – Spectral skills have longer durations and grant life force on use.
Grandmaster – Foot in the Grave – Gain stability for 3 seconds when you enter death shroud.
Grandmaster – Near to Death – Death Shroud recharges 50% faster.
(edited by Ruufio.1496)
______________________________Spite_______________________________
- Adept – Reaper’s Might – Life Blast and Plague Blast grant might for 15 seconds.
- Master – Death into Life – 5% of power is given as a bonus to healing.
- Grandmaster – Siphoned Power – Gain might when hit and under 25% health.
Adept – Death’s Embrace – Deal 50% more damage while downed.
Adept – Spiteful Talisman – Focus skills recharge 20% faster and have 1200 range.
Adept – Spiteful Removal – When you kill a foe you lose 3 conditions.
Adept – Signet Mastery – Signets recharge 20% faster.
Adept – Spiteful Spirit – Gain retaliation for 3 seconds when entering death shroud.
Adept – Parasitic Bond – Gain life whenever you kill something.
Master – Unyielding Grasp (Spiteful Marks deleted) – Necrotic Grasp causes vulnerability.
Master – Conditional Might (Signet Power deleted) – Gain 1 permanent might per condition on you. Lose 1 might per condition removed. (Maximum of 11 might possible if you have 11 separate conditions on you)
Master – Training of the Master – Minion damage is increased by 30%.
Master – Chill of Death – Cast spinal shivers on an enemy when they hit 25% health.
Grandmaster – Axe training – Axe damage is increased and skills recharge 20% faster.
Grandmaster – Close to Death – Increases damage by 20% to enemies below 505 health.
____________________________Curses_______________________________
- Adept – Barbed Precision – Critical hits have a 66% chance to cause bleeding.
- Master – Furious Demise – Gain fury for 5 seconds when entering Death Shroud.
- Grandmaster – Target the Weak – 2% increased damage for each condition on a foe.
Adept – Toxic Landing – Creates a poison cloud when you take falling damage. Take 50% less falling damage.
Adept – Hemophilia – 20% increased bleeding duration.
Adept – Chilling Darkness – When you blind a target, you also apply chill for 1 second.
Adept – Weakening Shroud – Cast Enfeebling Blood when entering death shroud.
Adept – Reaper’s Precision – You have a 33% chance to gain 1% life force on critical hits.
Adept – Terror – Fear deals damage, and it deals an additional 50% damage if the target has another condition on them.
Master – Master of Corruption – Corruption skills recharge 20% faster.
Master – Banshee’s Wail – Warhorn skills recharge 15% faster, and their effects last longer.
Master – Dagger Mastery – Dagger skills recharge 15% faster.
Master – Vampiric Precision – Siphon health whenever you critical hit.
Grandmaster – Lingering Curse – Conditions inflicted by scepter skills last 33% longer.
Grandmaster – Withering Precision – 25% chance to cause weakness on critical hits.
___________________________Death Magic___________________________
- Adept – Dark Armor – Gain 400 toughness while channeling.
- Master – Death Shiver – Apply vulnerability for 10 seconds every 3 seconds to nearby enemies while in Death Shroud.
- Grandmaster – Deadly Strength – 5% of toughness is given as a bonus to power.
Adept – Reanimator – Summon a jagged horror whenever you kill a foe.
Adept – Greater Marks – Increases area of marks and marks become unblockable.
Adept – Focused Rituals – Well skills use ground targeting.
Adept – Ritual of Protection – Wells apply protection for 3 seconds when cast.
Adept – Staff Mastery – Staff skills recharge 20% faster.
Adept – Shrouded Removal – Lose a condition when you enter death shroud.
Master – Spiteful Vigor – You share retaliation with minions for 3 seconds.
Master – Reaper’s Protection – When disabled (by stun, daze, knockback, knockdown, sink, float, fear, or launch), nearby foes fear you. This effect can only trigger once every 90 seconds.
Master – Weakness of the Horde – When a minion dies it inflicts weakness on nearby foes for 3 seconds.
Master – Flesh of the Master – Minions have 50% more health.
Grandmaster – Death Nova – Whenever a minion dies, it explodes in a cloud of poison that lasts for 3 seconds.
Grandmaster – Necromatic Corruption – Minions have a 10% chance to remove a boon when they attack.
(edited by Ruufio.1496)
I’ll get straight to the point.
Arena Net’s descriptions of the Necromancer are as follows:
“Practitioners of the dark arts, necromancer summon the dead, wield the power of lost souls and literally suck the life force from the enemy. Necromancer feeds on life force, which they can use to bring allies back from the brink or cheat death itself.”
“Necromancers summon undead minions to attack foes and do their bidding. Whenever they wish, necromancer can sacrifice their minions for a powerful spell effect.”
“The necro boasts the highest natural health of all the caster classes, and also has death shroud to extend that life total even higher. While they don’t have some of the escapes of damage reduction capabilities that other classes boat, they do have a lot of ways to win attrition fights. They have access to poison on multiple weapons, they are able to combine condition damage with raw damage, and they have multiple disables to interrupt enemy skills. Necromancers also have multiple movement disabling abilities, which allows them to chase down enemies who are low on health.”
Are these descriptions true? Not really… but let’s see if we can change that.
Search a term below using CTRL-F to find it quickly.
Utilities
- Summon Bone Fiend
- Summon Bone Minions
- Summon Shadow Fiend
- Summon Flesh Wurm
- Signet of Spite
- Signet of the Locust
- Spectral Armor
- Spectral Wall
Traits
- Spite
- Curses
- Death Magic
- Blood Magic
- Soul Reaping
____________________________Utilities______________________________
Summon Bone Fiend
- Delivers a 0.5 second cripple attack with every hit. 1 second total per attack.
- Rigor Mortis
- Sacrifice your bone fiend and it will immobilize foes near itself for 3 seconds.
- A more reliable immobilize that has synergy with new minion traits.
- Maintains its usefulness as a movement hindrance by inflicting short cripple with every attack.
________________________________________________________________
Summon Bone Minions
- Summon 2 bone minions that activate putrid explosion if killed.
- Putrid Explosion
- Explode a bone minion.
- Eliminates its uselessness.
________________________________________________________________
Summon Shadow Fiend
- Summon a shadow fiend that delivers a 1 second blind with every attack.
- Haunt
- Command your shadow fiend to teleport to a foe, sacrificing itself at the destination and blinding all foes nearby for 3 seconds.
- Slightly decrease attack speed.
- Blinds should work with Chilling Darkness trait.
- Remove the casting time from the player, Haunt itself already has a delay.
________________________________________________________________
Summon Flesh Wurm
- Summon an immobile flesh wurm that delivers 2 seconds of poison with every attack.
- Necrotic Traversal
- Sacrifice your flesh wurm and teleport to it.
- Remove poison upon sacrificing.
- Make every attack cause poison.
________________________________________________________________
Signet of Spite
- Improves power.
- Active
- Inflict bleeding, blindness, weakness, vulnerability and fear on your foe. 60s cooldown.
- Reduce cooldown to 60 seconds from 90 seconds.
- Remove cripple effect.
- Add fear effect.
________________________________________________________________
Signet of the Locust
- 25% movement speed increase.
- Active
- Steal health from nearby foes. 45s cooldown.
- Reduce cooldown to 45 seconds from 60 seconds.
________________________________________________________________
Spectral Armor
- Receive protection and stability. Gain life force as your take damage for 6 seconds. Removed when you enter death shroud. 60s cooldown.
- Reduce cooldown to 60 seconds from 90 seconds.
- Add stability.
________________________________________________________________
Spectral Wall
- Create a spectral wall that protects allies and makes foes vulnerable, granting you life force whenever a foe passes through.
- Increase cooldown to 60 seconds from 40 seconds.
- Add effect to gain life force when opponents pass through wall.
(edited by Ruufio.1496)
Indeed. It’s rofl worthy.
Yeah I was agreeing with you lol.
Yep agreed. So useful in pvp to summon a jagged horror when you finish someone, or gain health when you finish someone.
So useful.
Anets image of the necromancer. (Not ours. Our opinion doesn’t matter. It’s their game, not ours)
Yeah, that wouldn’t be OP at all…
I’m looking to make a Norn Ranger with his main pet being a Snow Leopard. I’m going to have his face with the tattoo across his face in red that looks like he was mauled by his snow leopard once upon a time. His hair will be grey and he will wear large coats with white fur to keep him warm because he thrives on surviving in the desolate snowy regions.
But I can’t think of any name I actually like. I’m also unsure of the way Norns are named. I would like it to sound strong but also relate to his snow leopard somehow.
Played for 5 months and never tried it yet. Tried it for 2 hours today, and lol.
What’s with all the weak traits and utilities? I find myself having to pick traits that on my Necro I would consider weak, like transferring disables to the pet lol. Like I really want my pet to die… those traits and utilities are so awful. Why would you want your class mechanic to die.
There’s practically no condition removal. I find myself being forced to use the condition removal signet, at least 1 trap and 1 more utility which is usually a stun breaker.
And then there’s a whole lot of garbage traits… and I thought traits on the Necro were bad. Rangers have a trait that grant a whopping 1 Might for 1 second to their pet? lol. And how rare of a chance to bleed is sharpening edges? Spamming attacks with 60+ critical chance would rarely get 1 bleed up.
2 major issues with combat that need to be fixed.
1. Using skills after dodging
If you use a skill immediately after dodging it won’t do anything. This shouldn’t happen. This causes a player to need to press that skill multiple times to make it activate in the heat of combat. If I pressed that skill after I dodged, I obviously want to use it.
I shouldn’t have to wait 0.5 seconds for the dodge to be considered 100% over.
There needs to be a small que after dodging that activates the skill you wanted to use. Every other skill in the game has this where you can use another skill while you’re already attacking. Why isn’t this the case for dodge?
2. Dodge Fumble
MAJOR issue with dodge being a major mechanic. Dodging while you’re in the middle of an attack can cause you to “fumble” and return to your original position (or close to it) and have no dodge frames.
Needs to be fixed.
This 2 issues are ridiculously annoying.
Delayed me in CoF path 1 today by ~10 seconds. Was out of combat and then out of no where, at the last boss while waiting, I became in combat again. Was my Jagged Horror on the other side of the wall that we jumped.
Did CoF path 3 today. After about 20 minutes we finally got to a point where we were all ready to light the torches. Jagged Horror goes off and lures an Imp to me and ruins it for another 10 minutes. That Jagged Horror came from clearing the 3 Imps that were there.
Do a lot of AOE on my Necro. When the Jagged Horror spawns it causes my lures to become scattered due to the occasional mobs that target the Jagged Horror. I prefer my AOE to hit the enemies I aggrod.
What a nice trait. Love being forced to be a minion user.
If there was a Dark Souls MMO it would demolish GW2 and all other MMOs out there that take pride in their combat system.
Luckily for the other, less… skilled companies, From/Namco will most likely never make an MMO.
My lovely Guardian (she’s really a ritualist though lol) main Parvatï. Let me know what you guys think!
Very nice look.
I actually think your Sylvari looks good like that.
If it bothers you that much, try Midnight Ice as it’s usually the darkest black there is. Btw you can preview dyes and someone else said:
Just to mention it:
You can preview dyes on your current armor by
going to http://www.gw2spidy.com
searching for the dye you want (e.g. http://www.gw2spidy.com/item/20356)
click “link ingame”
paste the database code into the chat
right-click it and preview
I like to combine this with the wiki color palette (http://wiki.guildwars2.com/wiki/Dye#Colors), there you can browse the material/hue/rarity palettes available ingame, sometimes the code is even there.
Are you people just bad at math or something.
3,000,000 sales X $60 per game = $180,000,000. Obviously not all profit. Not all legal sales. Cost of production, employees, shipping etc. etc. Cut that in half by a whopping 50% and that’s still $90,000,000. 90,000,000 – ~50,000,000 from employee fees = $40,000,000.
You can safely assume that they’ve made at least $50,000,000 profit including gem sales.
(edited by Ruufio.1496)
Sorry but stealth is an instant win for the Thief because us Necros have to have a target to fear.
That’s not even close to what it means.