The Dhuumfire thread
(edited by Sagat.3285)
Relay Match- An 1v1 encounter with a max of 8 players per team on small maps with possible 2 small opening for ring outs,2 and half minutes per round, players have 15 sec to choose their order without the other team knowing, non fighting players are spectators, survivors of each round gain 8% of their health back on beginning of next one. Down state is prevented in this mode.
Death Match-An max 12v12 encounter on a big map with environmental buffs for swiftness,2k heal and 3 might stacks with a 25 sec respawn .Match length can be chosen from 10 minutes to 25 minutes,all players fight each other to death and have 10 sec to respwawn with a 5 sec invulnerability, home of respawn can be accessible to other team. Points are based on opposite kills, killing your self out does not provide points. Down state is prevented in this mode.
-Maps :
Dark Order’s Castle : A multi-platform room with jump “tablets” to access different smaller fighting areas,mid bridge linking both respawn spots,linear river under bridge for possible ring outs. Open respawn home,only heal buffs present.
Merchant Road : A bazarre 2 story like environment with 2 different respawn spots : a big room with a alley to the outisde, city door entrance with stairs. Upper level is accessible through stairs and include kiting areas for range classes but have an 800(considering highest range) distance from reach of the respawn spots, only swiftness and might buffs present.
Team match : A max 5v5 encounter with a medium cage like arena,3 rounds with a 5 minutes length,does not stop until all rounds are completed. Two types of reward, win or lose reward and player support. Players do not respawn until the whole team is defeated or time has expired. Down state is allowed in this mode.
-Maps :
Svanir’s Cells : Round and flat ice like arena with no wall to stop ring outs. Icicles can drop from the ceiling but create a red circle before impact.
Burning Plain : Burned and ravaged village, can get burned by environment,does not count as combo field.
The Pit : A swamp with medium pounds allowing for minimal water combat,staying in water too long poisons you.
Just giving out ideas.
Edit : The idea is to create other modes than conquest that won’t end up being exactly WvW like, basically giving more choices for different types of people who might feel like their builds are lesser effective in conquest and for the belief of other builds being too effective,also creating modes that don’t need down state.
(edited by Sagat.3285)
Add a reliable non-conquest mode in pvp and you should be fine.
How can two types of players from different skill set find common ground? Open positioning fighting is basic in MMO (wvw),conquest is rare , remove conquest and put a less spacy map like a fighting arena more builds in pvp and it becomes a lesser version of wvw . Conquest is also why some builds are considered too strong like turrets and tanks which should dominate because they’re point holder builds.
I don’t think any damaging skill should be instant or unavoidable. Dodging needs to be toned down on classes like S/D to provide actual counter play.
You must have missed the thief skill bar.
Saying it again remove the might from PU fine with everything else.
Saying it over and over again remove might from PU.
This thread is still going on?! Torment is staying they “balanced” it in traits…..
Remove the might from PU.
If we got heals in ds we would he ridiculously op in pvp.
Not heals,traited heal,not my friend shout war healing,my healing from trait points I spent.
Interesting.
When you compare two skills you forget the other skills, weapons, traits,class roles, base stat difference, class,mechanism …..unless you mention all that it’s pointless.
Theres a 4 second cooldown on backstab. And you have to hit it from behind.
Eviscerate is a minimum of 7 second cooldown. How long does it take a warrior to get full adrenaline will be its new cooldown.
How easy is it to land a good CnD or how long to do BP+HS and get behind foe? How easy is it to set up a eviscerate and not be blinded,blocked,evaded? Since when were war and thief the same when were any classes the same?
This thread is bad – 9999
I like how you complained on something that ALL classes could complain about, backstab can be blinded, blocked or evaded as any other spell like eviscerate.
Now you are complaining about “backstab is from stealth you can’t evade it”, wrong.
If you have a bit of skill you can easily dodge backstabs, so I don’t wanna be the “l2p” promoter, but just… l2p mate
Just wow…no comparison is being done here..no class complaints are being held…just wow I stated you do not compare skills between classes…..this l2p must make you feel great.
If regen,parasitic and siphon works it should be enough because you traited for it,all heals would be a side buff to non-traited which might not need it. We don’t even have access to utilities in DS.
Eh Siphons inside death shroud could become rather powerful.
Though I do like your idea for a trait rework.
Maybe if they allowed healing effects through death shroud at 25% effectiveness?
How? The only dps skill you have is #4 with high CD and Life Blast need to be traited to pierce and only in a straight line, there is no need for exterior healing to affect us in DS jusf our traited ones because you don’t give a class a trait that the class couter by themselves.
Imagine your in a 5v5 fight and pop life transfer.
That’s anywhere between 40-80 healing per tick, with just basic life siphoning.
Add in life siphon on crit another 40-80, and + effectiveness to life siphoning you get a 2k heal and possible extra 2k damage.That could be a little bit much.
Besides wouldn’t you prefer ALL heals get to you at 25-35% effectiveness instead of some life siphons.
If I spec for full into a traitline for healing and siphon it deserve to be worth it. Just to make it clear I’m not saying siphoning should work in DS because I want but rather because the points spent in there are so underwhelming and why all heal ? Are you refering to team mates ? I prefer sustaining my self for safety purpose.
Replace residual venoms,increase base venom strike,partiall helping DB on power d/d and maybe seeing other power amulets on thief.
Interesting concept.
@OP
“Guardian: Elusive power = 10% more damage when endurance issnt full
Warrior: Stick and Move = 3% more damage when endurance issnt full”
Wut????
Guard has it in vitality line war in power untraited,ranger has it in adept but pet gets 30% of total damage.
Bug or delay,sometimes I see +1 k burn on my engi which should only happen on guard.
However there are some situations where i think we should be able to handle better instead of going into death shroud and trying to tank our way out of trouble.
Tell me more about those situations….what could possibly be the problem…I wonder 0.0
Just like the patch you go around the issue it’s not necro the traits are, using DS as a general sustain to make the skills points spent on wanted sustain miserable is a poor reason. Why is my chosen trait ineffective because I’m using a given mechanism?
Theres a 4 second cooldown on backstab. And you have to hit it from behind.
Eviscerate is a minimum of 7 second cooldown. How long does it take a warrior to get full adrenaline will be its new cooldown.
How easy is it to land a good CnD or how long to do BP+HS and get behind foe? How easy is it to set up a eviscerate and not be blinded,blocked,evaded? Since when were war and thief the same when were any classes the same?
This thread is bad – 9999
Saying it again remove the might from PU fine with everything else.
You should try give us a bit more information. Did you get conditions on you a lot? Such as Torment, Confusion, Vulnerability, Bleeds. If you did, it was a hybrid most likely. Did the Mesmer have Protection, Aegis, Regen up a lot? If so they used PU. There’s a few options to be had in Shatter builds.
Also, GS + Sw/P is pretty common for Shatter builds.
I think he ment S-for Scepter.
And how can you lose to a mesmer as p/d thef you got more cond cleanses than a mesmer…
Because p/d doesn’t magically enter stealth, sure you can CnD of a clone but if shattered right you stealth only a few times if it was death clone or phantasm sure. Hey you can even backstep,do GS AA and still won some people fail to understand this spec with little mobility.
-9999
It’s called Death Shroud because it delays death and the problem is the class counters it’s own traits.
Eh Siphons inside death shroud could become rather powerful.
Though I do like your idea for a trait rework.
Maybe if they allowed healing effects through death shroud at 25% effectiveness?
How? The only dps skill you have is #4 with high CD and Life Blast need to be traited to pierce and only in a straight line, there is no need for exterior healing to affect us in DS jusf our traited ones because you don’t give a class a trait that the class couter by themselves.
Evade command ………
Evade command will do nothing in WvW where aoe is pretty much spammed.
And why should I have to not only worry about twitch dodging crap myself, but having to issue a command at the same type for my pet to do so as well?
Wut ? It’s vs players and for pve mobs what about wvw the pet dies to aoe just like you would if I has to be out of combat to be useful use a support pet and LB . What’s wrong with more pet control every other class has to make proper usage of their mechanic shatter,steal……if you don’t want that maybe ranger is not for you we deserve the best controlled AI.
Evade command ………
There is no viable argument you could make that would make AA torment a good idea. For any class. Yes, there are plenty of ways various mesmer builds could be altered to increase their viability, but giving this class AA torment IS NOT THE ANSWER. Could they improve clone shatter? YES. Could they improve the clone AI so it’s not running into a freakin wall when it should be helping me kill my target and enemies aren’t able to just completely ignore their existence and just quickly burn my hp?? YES. Could they improve the scepter AA to make it so its not completely useless and shunned by mesmers? YES, but that doesn’t call for AA torment. I don’t want to play it first and then comment, that means it will be in the game for months before Anet even bats an eyebrow and anyone with a brain and knows anything about this condition knows this is a horrible idea. All bias aside. I enjoy the class the way it is, I feel like it actually took time and skill to master. These changes will take away all of that, making the class feel passive. Screw that.
Actually I’m pretty sure they heard of complaints of people running away from condition mesmer and scepter being poor with conditions soooo they added torment on AA and swiftness to PU in attempt to stop the marathon. Do you have an alternative to stop the marathon? No bad intentions.
Needs to be on the scepter.
Scepter is supposedly the go-to condi-weapon, but it only applies damaging condis on 1 out of 3 skills; and the AA isn’t even that good at applying them.Re-balance some of the fearing, although I’d balance nightmare runes before messing with necro skills/traits, and rework the #3 on scepter to give a nice torment burst (similar to #3 for mesmer scepter, but torment instead of confusion).
Oh no….not scepter…my LF skill…….no no no…you out here wanting more conditions while our sustain is in need of help staff #1 yes but scepter you are greedy 0.0…….
-What class are you playing?
-Are you actually building in condition defense? Even on engi which probably has the worst condition defense conditions are manageable unless you are just putting yourself in stupid situations. Provided you built right of course.
-When autoattack torment goes live everything you said will be correct and it is time for everyone to quit all GW2 PVP because it will be stupid so this post is only good for another nine days.
They chose torment on AA and added swiftness to PU to punish the marathon on condition mesmer. The AA is still slow so meh.
Remove might it counters the defense chosen purpose of PU, fine with swiftness added with torment it should slow down the marathon when you see a condition mesmer.
Animation is a start but that doesn’t improve sustain, our traited healing should work in DS. Why is it coutered by DS? What is so scary about some healing in DS??? Allow siphoning and parasitic contagion then we are starting with true sustain.
Im not very positive now.
The fluid chanels on axe#2, Dagger#2 and more, were such a hype, but theres no way they can actualy make them now in 5 daysSame for the siphon, spite13 trait, healing mechanic.
So the only thing we could squeeze out of them is a small number tweak. And i cant think of a useful one,
Beside new spite13 GM- 5% to 8% – like thief.
I really don’t want to wait for next patch but they were so quick about mesmer they should be able to put it in if they are really open to feeback which is priority right now. Necro needs actual sustain if they have push the patch date farter I’m fine with it just make it work.
Not all changes are knowed yet
Turrets don’t move, spirits don’t have AA, SW CD starts after death, elementals and summoned thieves are limited, banners are just buffs, illusions are class mechanic. None are perfect and fit a specific position you can’t expect all of them to be the same.
Wait, this was an ironic thread, right? If you want more sustain, spec for it.
You must have never played necro or heard of their sustain traits.
easy solution;
You cannot blast your own fields in PvPThe end!
Want to stack any form of boons in PvP? Bring a friend.
-1000
If you remove 100% of conditions all the time where does the damage come from? That condition on AA exists a lot of classes wouldn’t have viable conditions withouth it and yes sustain is needed for those builds.
Edit : *That’s why
(edited by Sagat.3285)
No mention of an evade command?
His spec counters yours. Try 6 2 6 0 0 with doom sigil RF becoming a med migh help as well.
Edit: Time your burst,shelter,evades right he is melee as well,retaliation with range helps as well. I would get Sc and GS damage multipliers,retaliation on heal.
(edited by Sagat.3285)
For many months now, I have been focusing on learning meditation guardian and getting better at it. In most 1v1 situations, I am confident in my abilities and typically only lose when I am outplayed rather than out classed. However, there is one class that I just cannot beat. This is D/D elementalist. When I face them, the fights always result in a 10 minute plus stalemate, until I make a silly mistake and eventually go down. Can anyone give me advice towards fighting them?
You don’t realize what you have created……not again….
Your spec is not made to couter his , but could you specify what type of d/d?
Need uptime recovery: traited heal (siphoning and parasitic contagion) should be allowed in DS even if regen does nothing,investing in traits shouldn’t carry a downside created by main mechanism. Aren’t traits based on classes? Necro doesn’t need more healing we need our traits to work.
Other than actual patch can someone tell me how will we know feedback has been considered ? The mesmer changes happened in less than 1 week it is the same for necro?
SA d/p should win more and lose less than SA p/d,dire is what completes p/d.
The trait is not bad but I rather spend 6 points in Trickery for condition damage and steal,SA gives me enough sustain. Usable but mostly chosen by preference I prefer toughness since carrion and dire have enough vitality.
Clone death traits are fine but PU is very odd. I don’t want to take chances and wait for patch but since no info was given on might intensity and duration five boons on limited stealth is unreliable retaliation and swiftness or swiftness alone would have done the trick. Very sudden response good to know they look at feedback but they took it far for PU.
I was following until I saw stability it’ s just like between Burst Mastery and Brawler’s Recovery knowing that conditions are their affiliated weakness, we need recovery and uptime one.
Torment on scepter is staying lol.
Feedback is feedback but only actual patches see light but yes other changes are possible on thief. Will and where will we know about them before sunlight is uncertain.
As I played necro I couldn’t find a pattern that I found with other classes. The main class mechanic counter builds, a thief can use Steal and stolen items for all purposes: heal,damage,boons,conditions..a mesmer can use his shatter skills do the same and as well a ranger pet,war burst,guard virtues,engi tool belt skills,ele attunements.
Previous threads have stated that and changes did happen like the added possible conditions in DS plus the existant might on Life Blast,fury while entering DS. The one thing lacking has been getting healed from siphoning,the attempt change do this created Unholy Sanctuary but ended up avoiding the problem location which is in trait and not design meaning environmental healing should be prevented while in DS but not the traited one.
The recent attempt to do this has also avoided the location of the problem : a trait line purpose,the DS skills wouldn’t make it overwhelming because of their dps and CD. Since feedback can still me made I hope this issue is at least dealt with in it’s location and not around.
I find it offending that they tried to hide its useless active healing in the demo by using dagger #2 while it was on.
Didn’t really pay attention to that until now, wow just wow. Siphoning(healing part) in DS shroud be allowed they did made DS more appealing to conditions and interacting. Other sources of heal shouldn’t affect it but siphoning deserves too.
Decent but nothing for siphoning some how in DS,kind of dissapointed. It’s all up to feedback and next patch.
- Eternal Spirit is renamed to Expeditious Spirit and now reduces cooldowns on Spirit Weapons
Might want to clarify that this is the attacks of the spirit weapons that are faster, as there’s already a trait that reduces spirit weapon cooldowns (that is, for summoning the weapons). I can’t recall if this only meant the activated abilities or also the weapon’s auto-attacks.
- Sword of Justice – Applies 5 stacks of vuln to anyone who is struck
May want to specify that this applies only to the active ability, not the sword’s auto-attacks.
Activated skills of SP and the same for SoJ.
Direct from the Twitch Feed
Sorry I didn’t note everything down in time, but I’m watching a repeat now and will update
Traits
- Elite Focus – Now grants stability when using Tomes
- Glacial Heart – Recharge reduce to 15 secs, chill reduced to 3 secs (from 4
Spirit Weapons
- Eternal Spirit is renamed to Expoditious Spirit and now reduces cooldowns on Spirit * Weapons
- Spirit Weapons will no longer die when command regardless of traits.
- Hammer of Wisdom’s command ability is now a Blast Finisher
- Sword of Justice – I missed what changed.
- Shield Avenger bounces to allies and applies allies
- Bow of Truth is now ground targetted.
Other skills
- Merciful Intervention 180 radius ground targetted shadow step to ally ( will fail to teleport if Ally is not within target area )
- Cooldowns on some tome skills have been reduced ( didn’t catch which skills or by how much )
Sword of justice applies 5 stack of vulnaribility.
Tome of Wrath #1 10% bonus damage #5 decrease cast time.
Tome of Courage #2 removes 2 conditions now.
Renew Focus is now a meditation.
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.