Showing Posts For Sepreh.5924:

PAX qualifier partying!

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Posted by: Sepreh.5924

Sepreh.5924

Hey all. Was just sitting around thinking how awesome it would be to meet up at a bar with a bunch of like minded people and watch the PAX qualifiers while drinking some beer. I am not sure if anyone else has any interest in something like this but I thought I would start a thread so that people can potentially organize a meetup.

I am located in Baltimore. Anyone have a bar that they are willing to use to stream today?

My guess is that there are not too many people in the Baltimore area, but feel free to post here to organize a party wherever you are. How fun would it be to turn this into an awesome excuse to drink and eat?

Legendary Sepreh, Necromancer
[SYN] Synyster Legion | Dragonbrand Server
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The Dodgemancer

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Posted by: Sepreh.5924

Sepreh.5924

Heh, if only necros had reliable access to vigor

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Pax Finals - SYNC vs TC!

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Posted by: Sepreh.5924

Sepreh.5924

The actual stream starts at 12:30 PST!

Awesome, thanks man! Will have a beer for ya

Legendary Sepreh, Necromancer
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Pax Finals - SYNC vs TC!

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Posted by: Sepreh.5924

Sepreh.5924

^

Same. What time does this start today. Might want to put time EST/PST in the OP

I have to get it set up on my TV and buy some beer. Gonna go superbowl style!

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make downed fear aoe based

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Posted by: Sepreh.5924

Sepreh.5924

I agree with this idea. I also think that it should apply to every class, meaning that every class should have at least one skill that temporarily delays stomps from multiple players.

1. Elementalist – mist form
2. Thief – shadow escape
3. Mesmer – deception
4. Guardian – wave of light
5. Ranger – thunderclap
6. Engineer – booby trap
7. Warrior – vengeance

All these skills theoretically prevent a stomp from multiple sources at the same time. Some can be countered with stability. Necromancer has no downed state skills that prevent a stomp from multiple sources at the same time. We can trait for AOE fear on down. I do not think it would be difficult coding wise to change Fear to an AOE fear.

The one problem I can see complaints about is the fact that, traited with terror, this will also deal damage.

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How do you distinguish yourself in this game?

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Posted by: Sepreh.5924

Sepreh.5924

If making a name is what you are into, becoming a good WvW commander is probably one of the best ways to do it

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Chilled and initiative

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Posted by: Sepreh.5924

Sepreh.5924

This is a subject we talk about frequently. It’s not something we take lightly because the implications would be far reaching for thieves so until we move to a more seasonal balance cadence it will be hard pressed to see the light of day.

Thanks for the reply Jon – much appreciated. Definitely understand not wanting to make a change that ends up destroying thieves but appreciate that you guys are thinking about it and may eventually have some penalty to the 1-5 skills while thieves are chilled, whatever form that may take

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Chilled and initiative

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Posted by: Sepreh.5924

Sepreh.5924

TBH, I’m more curious as why you feel chilled Has to affect initiative regen? As you pointed out, chilled can potentially be less effective/nearly useless on an Ele and maybe an engi due to their ability to run more than 2 weaponsets, and you don’t see that as unfair. IMO, it’s not as if thieves are regenerating Init crazy fast regardless of spec, and they need to be affected by chill to bring them into line.

Without specifically speccing for initiative regen, thieves already have pretty kittenty initiative regen. You’re seeing alot of thieves go 30 points into acro for Quick Pockets AND quick recovery because without them, our init pool regenerates at a pathetic rate. The only other options are to go crazy burst so we get a fantastic rate of Damage per Init spent, or to invest heavily in SA so we can use stealth to give us time to regen init (usually both of these combined, actually).

Sorry it took me so long to respond – had to have a home inspection on the place my wife and I are buying :-p

With regards to the question about why I feel chill has to affect initiative regen, I guess I should modify/clarify my view. I think that it should affect the ability to use skills 1-5 in some way. Looking less at the details and more at the overarching concept, part of the chill debuff is creating a situation where it takes longer than baseline to use a particular skill once you have used it. I think that is the crux of the effect on skill recharge rate, although I could be mistaken. Now, the rules are different for thieves because they do not have a skill 1-5 recharge time but there has to be some middle ground where chill effects the thieves ability to use the 1-5 skills. It may be that a pure effect on initiative recharge rate is not the right way to go about this.

Someone suggested that the initiative cost of skills should be increased while chilled. I am not sure that this is the right solution either but it may be. Maybe it is that the initiative cost of a skill used while chilled has an increased initiative cost after being used while still being chilled. There has to be some way to affect skills 1-5 which does not break thieves who are chilled but also creates a type of penalty all other classes have to some degree.

Again, I am super appreciative for this thread. Without it I would have thought the only way to do this is to decrease initiative recharge rate but this is making me think a little outside the box which is hard to do for my rigid personality I will try to think of other solutions on this end and keep the ideas coming!

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(edited by Sepreh.5924)

Chilled and initiative

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Posted by: Sepreh.5924

Sepreh.5924

Hey evil, thanks for the well thought out reply. Just a couple points that came up in my head while I was reading it that I thought you could comment on. Again, don’t mean to be antagonistic but do really want to understand the issues and implications.

It seems like there are several issues with chilled affecting initiative:

1. Lack of ways to defensively deal with chilled – I can definitely see this to some degree but also have to think that thieves do have some defensive ability vs. chilled. Again, correct me if I am wrong but from my understanding there are several defenses. For example, withdraw is a heal, is on a 15s cooldown and will not only remove chilled but create distance. Shadowstep will remove chilled but is on a long cooldown. Shadows embrace must be traited for but can remove chilled as often as a thief can stealth. Additionally, as opposed to block or aegis, there are some builds that use evade which can have a similar effect to block or aegis. There are also blinds which do not prevent AOE chilled but are effective for single target chills. As far as chills actually hitting thieves, its the difference between AOE and single target. For example, I can see it very likely that the AOE chill of my chillbains or AOE chill of a engineer/ele will hit the thief. There are, however skills that require a target to hit, for example (I am using necro examples because that is what I main and know best) spinal shivers or dark path. For these, stealth serves as a defense as you cannot be targeted while in stealth.

2. Affecting the initiative bar affects two weapon sets more severely than other classes – I can see this being the case which is why I think that the effect on initiative should be tested and likely be something less than a 66% reduction on recharge. As a side note, it appears that elementalists may preferentially also have underlying reduced effect of chilled due to having 16 skills to use rather than 8. Same may be said for engineer swapping kits or necro going into deathshroud for more skills. I think the point is that they are all affected to some degree in their 1-5 skills by chilled

3. Thieves are not overpowered so why nerf them – I have not played enough to say if this is true but I tend to also think that they are not overpowered. As somewhat of a counter argument, however, chilled is not a condition that is going around like crazy, at least from what I can see, and it is unlikely that the change will affect most encounters out there.

Feel free to rip those points apart. I will appreciate either way as debate is the only way for me (and others I would guess) to understand the implications of any proposed change

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Chilled and initiative

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Posted by: Sepreh.5924

Sepreh.5924

Guys, lets avoid the personal attacks. Sorry the topic is so heated.

Any devs out there have an official word on whether chilled will ever affect thieves skills 1-5?

Again, I don’t want this to come out as NERF THIEF. I don’t think that needs to happen and all classes have strengths and weaknesses. I do, however, think that chilled should affect the 1-5 skills of all classes and am trying to have a healthy discussion between all classes to figure out the best way to do this

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Tournament Organization improvments

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Posted by: Sepreh.5924

Sepreh.5924

Can we substitute the Gnashblade and Kiel representation buttons with TP and CC buttons?

Sorry for the PvE reference :-p

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Chilled and initiative

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Posted by: Sepreh.5924

Sepreh.5924

Ahh, I was thinking 1 per second to 1.33 per second :-p

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Chilled and initiative

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Posted by: Sepreh.5924

Sepreh.5924

A little earlier it was mentioned that the initiative recharge rate of thieves was at one point changed from 1 to 1.33. What if chilled brought it back to 1 for the duration of the chill

I think we can all agree that initiative has different properties and these need to be taken into account when considering what to do with chill but that to simply say “lets not have it affect skills 1-5” when all other classes are affected by it is silly

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Tournament Organization improvments

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Posted by: Sepreh.5924

Sepreh.5924

Is there going to be an asterisk next to team paradigm’s win?

Haha, just joking. Congrats to them. But this does make things much more interesting. If anything, it is setting up a rivalry which is exciting in sports.

Do we have the next Celtics vs. Lakers here?

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Chilled and initiative

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Posted by: Sepreh.5924

Sepreh.5924

Stof, what do you think about chilled having some effect on initiative recharge, maybe just not the full 66%

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Tournament Organization improvments

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Posted by: Sepreh.5924

Sepreh.5924

Will be interesting to see the official answer to this.

Although drama is lame, this controversy is making me much more interested in the tournament

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Chilled and initiative

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Posted by: Sepreh.5924

Sepreh.5924

chilled is strong enough against a class that needs constant movement to stay alive. i think this would be a very negative change/would make some classes even more powerful

Ah, there’s your problem shimmerless – you “thought”.

Most of the posters on these boards are too busy just parroting “Thief rabble rabble nerf” to do so.

Aw, I hope nobody thinks I was thinking NERF, NERF, NERF when I created this thread. That was not the intention. I found it unusual that chilled did not affect intiative and wanted a discussion with both sides. Not playing a thief, I am unable to think of all the implications to a change like this so all the input is much appreciated.

What would you think about some reduction in initiative recharge but lower than 66%. I am not sure what number would make sense. It seems like there should be SOME effect on ability to use skills 1-5, it is just not clear to me how much

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any class cannot solo supply camps easily?

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Posted by: Sepreh.5924

Sepreh.5924

I do it regularly with my necro

Legendary Sepreh, Necromancer
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Chilled and initiative

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Posted by: Sepreh.5924

Sepreh.5924

Anyone with any other ideas about how chilled should affect initiative?

Or, can anyone confirm that ANet said initiative was designed with chilled in mind?

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Blind needs to go back

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Posted by: Sepreh.5924

Sepreh.5924

Blind is one of the few acute defenses necromancers have and cannot be spammed. Please keep this in mind when thinking about a change to a condition rather than a change to a single classes application of that condition

Legendary Sepreh, Necromancer
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Chilled and initiative

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Posted by: Sepreh.5924

Sepreh.5924

Thief are immune to 2 conditions : )

  1. Chill for stated reasons
  2. Blind (barely noticible unless its on CnD)

Immune to chill? Do thieves not move at a reduced speed when they’re chilled? News to me.

Chill was specifically designed with initiative in mind – someone at Anet specifically used chill as an example to how thieves CD mechanics were different than the other classes, mentioning that the CD slowdown part of chill was specifically designed to not affect initiative.

Case closed.

Well that would be an easy answer. Do you have a link to this?

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Chilled and initiative

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Posted by: Sepreh.5924

Sepreh.5924

It doesn’t, but realize exactly how crippling chill would be on a thief if it did: unlike other professions where it would slow down the recharge only of skills they’ve already used, it would slow down the ‘recharge’ of every weapon skill (besides 1) for a thief.

I definitely see where you are coming from since the thief mechanic for skills 1-5 is different than the other classes but there has to be some balanced way to give thieves some kind of penalty to their ability to use skills 1-5 when chilled. My guess is that this would be some reduction to initiative recharge rate, whether that be 66% or some other number.

The benefit to this is thinking twice before spamming skills. For example, necro staff marks are powerful and staff auto is less powerful. If a necro decides to spam staff marks and then is chilled, however, it serves as punishment because they won’t be able to cast their next set of marks as quickly. This is just an example of something that is commonly spammed but applies to all skills of all weapon sets.

Just like this, if a thief spams heartseeker or any skill then is chilled, there should be some punishment like all other classes. Again, it doesn’t come up much as there isn’t a ton of chill going around out there but it could lead to some clutch plays (eg, stealth spammer leaves stealth, someone times chill right, takes longer to get back in stealth)

Legendary Sepreh, Necromancer
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Chilled and initiative

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Posted by: Sepreh.5924

Sepreh.5924

This must have been brought up at some point, but does chilled affect initiative recharge rate?

If it does not, it is kind of strange that one class would have inherent partial immunity to a condition.

What do you all think?

Legendary Sepreh, Necromancer
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Dhuumfire getting hotfixed nerfed for SPvP.

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Posted by: Sepreh.5924

Sepreh.5924

I know I am beating a dead horse on this one but Nemesis, what about the idea of changing dhuumfire’s burning to chilled?

It would help lock people down in pvp and wvw. It would also serve as defense due to increased skill cooldown. In pve, it would be underpowered with just chilled so maybe something like “100% chance to cause chilled for 4 seconds on critical hit and remove 3 stacks of defiant. 10 second cooldown”

I already said it should be moved into Curses grandmaster, and whitering precision should be moved to Spite grandmaster and mixed with chilling.
Also terror should be moved into Curses grandmaster as well so you can’t have terror + burning, lingering curse should be moved in adept and hemofilia and master of corruption should be made into one.

You have room for 1 more trait… power builds become viable, condition builds become less damage dealing and more survivable since you don’t have to waste traits in power anymore… win win.

No one listens to me

Haha why don’t we listen to you? Amazing idea and seems to take care of both necros and non necros in pve and pvp

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Dhuumfire getting hotfixed nerfed for SPvP.

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Posted by: Sepreh.5924

Sepreh.5924

I know I am beating a dead horse on this one but Nemesis, what about the idea of changing dhuumfire’s burning to chilled?

It would help lock people down in pvp and wvw. It would also serve as defense due to increased skill cooldown. In pve, it would be underpowered with just chilled so maybe something like “100% chance to cause chilled for 4 seconds on critical hit and remove 3 stacks of defiant. 10 second cooldown”

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Question on Vital Persistence.

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Posted by: Sepreh.5924

Sepreh.5924

@Sepreh, we stream live here, which is where we chat with the viewers.

Great! Thanks man. Sorry to intrude on the thread :-p

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Constructive necromancer thoughts.

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Posted by: Sepreh.5924

Sepreh.5924

People complaining about being outnumbered and not being able to escape. That’s a personal issue down to your positioning especially in a condition build, if you’re running power axe/dagger I guess that’s to be expected due to these weapons being 130/600 range(But we’re talking about condi necros on this thread, right?). When you can range from 900/1200 your positioning is key, that’s survivability in itself. The increased buffer on death shroud is just too much for the current damage output. If you decrease the survivability of the death shroud you remove a lot from pvp in terms of other specs.

Ahhh. Thank you for recgonizing that if you change death shroud you affect more than just the 30,20,x,x,x builds. Definitely refreshing with all the NERF THIS, NERF THAT going around on the forums recently

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How to counter stun-locking warriors.

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Posted by: Sepreh.5924

Sepreh.5924

I know how… after the recent patch i made a build that i always always wanted to make but was never possible, and it can counter stun locking warriors as well.

It is by far my most favorite PvP build thus far… i will make a video about it next week.

I wish I was about 1/4 as productive as Nemesis. How the hell do you make all these videos? :-p

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Question on Vital Persistence.

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Posted by: Sepreh.5924

Sepreh.5924

I don’t believe they stack.

Second this. I havent tested it formally but from everything that I have heard, they dont stack

As an unrealted question, Bhawb, where is the chat / live feed for BoC? I was looking for it and wasnt able to find it. Might just be my stupidity

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(edited by Sepreh.5924)

Constructive necromancer thoughts.

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Posted by: Sepreh.5924

Sepreh.5924

Ok, here’s the deal. I’m hearing different things from everyone I talk to…

Which is it? At this point, I want to see streams and videos of matches. If you have examples of the following, please share (STREAM SHOULD BE AFTER THE PATCH)…

Thanks for the feedback everyone!

Sorry I cut her original post short for space sake. This is awesome that she is asking for this level of feedback. Thanks Allie!

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(edited by Sepreh.5924)

Dhuumfire -> Dhuumfreeze

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Posted by: Sepreh.5924

Sepreh.5924

Chill of Death already does something very similar. Also what is it with the attitude “It would ruin necro in pve, but who cares?” Most people play pve, they all care.
The trait needs to stay as a duration stacking damage condition. And those are Burning, Poison and Fear with Terror. Thats why they made it Burning even if it doesnt fit thematically for necros.

Oh, dont get me wrong. I am sorry I gave the impression that I dont care about necro viability in PvE. I actually do more PvE than PvP or WvW. That is exactly why I brought up the point that it would effect PvE – so that it is not ignored.

Maybe chill could overall be made more useful in PvE. Maybe this is not feasable and changing burning with chill just sucks. Both arguements could be made and I am interested in it. Thanks for the input!

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Dhuumfire -> Dhuumfreeze

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Posted by: Sepreh.5924

Sepreh.5924

What if they reduced the % chance to proc in order to still allow for somewhat reliable chill uptime without having to completely trait/equip for it?

That would seem logical, but then it would seem like more of a curses trait and might not be worth getting as a condy, as well as it may be too similar to the Chill on Blind trait that’s already in the curses tree.

That’s just my opinion, i see it being a very hard trait to fit in there properly.

Another option would be to decrease the base duration so that with 30 points in spite the total chill duration would be 4s taking into account the additional condition duration from spite. That way you might be able to keep the 100% chance to proc on crit.

High precision build would have very good passive uptime on chill this way but generally high precision builds are going to take close to death for the additional damage. This way they would have to chose more damage or reliable chill. For builds with lower precision (generally tanky builds), chill would provide some damage mitigation in the form of increased skill cooldowns and an increased ability to lock extremely mobile enemies down. This, however, would come at the cost of balancing how much you want to invest in precision vs. other attributes that may help the build (toughness, vitality, etc)

Sorry to keep going back and forth but I appreciate the input and enjoy the discussion

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Dhuumfire -> Dhuumfreeze

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Posted by: Sepreh.5924

Sepreh.5924

To be honest, though, isn’t this what the necro needs? A strong way of slowing down combat, drawing it out into an attrition fight where our tools can actually do their work? Chill does nothing to help you reduce burst, but if you survive that burst, well, you punish them greatly for it before they can attempt it again.

The thing is, we do have it, but it requires a specific setup of runes/sigils/traits/weapon sets. My point was that achieving the same thing with just 1 trait would be too cheap, and i doubt Anet would give us such passive access to almost constant chill.

What if they reduced the % chance to proc in order to still allow for somewhat reliable chill uptime without having to completely trait/equip for it?

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Constructive necromancer thoughts.

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Posted by: Sepreh.5924

Sepreh.5924

Two ideas to help balance condition pressure:
1. Change dhuumfire to proc chill instead of burning – I know this is controversial and know that I am not the first one to propose it but posted a thread in the necromancer forum to discuss the pros/cons of a change like this

2. Make Close to Death apply only to direct damage and not condition damage. Do the same for thieves executioner

They don’t work on condition damage lol wtf.
They’re direct damage boosts. Same with the elementalist 33% health dmg buff.
Condition damage is unaffected by %dmg modifiers.

Haha then I take away that suggestion and keep the first. No need to vulture a suggestion when it wasnt clear how it worked

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Constructive necromancer thoughts.

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Posted by: Sepreh.5924

Sepreh.5924

close to death already only works on direct damage.

Sorry, I wasnt aware that this was the case. Never formally tested it and whether it works on condition damage is not explict on the wiki

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Constructive necromancer thoughts.

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Posted by: Sepreh.5924

Sepreh.5924

Two ideas to help balance condition pressure:
1. Change dhuumfire to proc chill instead of burning – I know this is controversial and know that I am not the first one to propose it but posted a thread in the necromancer forum to discuss the pros/cons of a change like this

2. Make Close to Death apply only to direct damage and not condition damage. Do the same for thieves executioner

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Dhuumfire -> Dhuumfreeze

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Posted by: Sepreh.5924

Sepreh.5924

No, that idea is awful.
you copied the concept and the name from this forum and modified to make it worse.

necros can perma chill already, so no one would take that trait.

Haha, I did not realize that I took the name from the forum. It seemed like a logical name to pick. What was the concept that was originally proposed that worked better. I really am interested because I think that it could work well.

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Dhuumfire -> Dhuumfreeze

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Posted by: Sepreh.5924

Sepreh.5924

Hey all, just wanted to start a topic to discuss a potential change I have been thinking about recently. For disclaimer purposes, I am not a high level PvPer, I am not great in WvW and I am only fair in PvE (you can ask my guild). Despite not having that much skill, when I am on my walk to work in the morning I read the forums and have been thinking about the trait Dhuumfire.

I though we could start off with some assumptions:

1. Dhuumfire is one of the reasons 30,30,10,0,0 / 30,20,0,0,20 necros are now being called OP – it is not the only possible reason. The patach that added dhuumfire also added Torment which is another condition which may block the condi cleanse of a high bleed stack. There have also been other necro buffs. This point is not made to bash dhuumfire but rather to say that it likely contributes to certain necro builds being called vs. actually being over powered
2. Dhuumfire is not the most useful trait for power builds – it puts out a lot of pressure on condition builds but in a power or zerker build, it is only fair compared to close to death
3. Many of the forum necromancers have not been huge fans of dhuumfire – this is a mild point and limited sample but there have been many well thought out posts here about the problems with dhuumfire
4. Many of the forum non-necromancers have not been a huge fan of dhuumfire – again, mild point
5. Dhuumfire causes burning which does not fit the lore of GW – I have been told by others who played GW1 and are into lore. Not sure if this is accurate
6. Necros can currently put out a lot of damage pressure but defense needs to be tweaked and perhaps damage lowered

Again, I know not everyone will agree with every point here but they are the assumptions I will be working with.

One potential idea to help with the current high condition pressure of necros would be to change the trait Dhuumfire to Dhuumfreeze. Rather than having a 100% chance to cause burning for 4 seconds on critical hit, there would be a 100% chance to cause chill for 4 seconds on critical hit.

Lets think about the ramifications of this change.

1. The condition pressure of necromancers would be lowered somewhat – I think this is good
2. Non condition necromancers would have a decent 30point trait in spite. For berserkers, this would help to limit the escapability of other classes when you are going in for the kill. For power/tanky necromancers, the skill cooldown increase would act more defensively – I think this is good
3. The trait still contains a condition and still adds something which could potentially block the cleanse of a high bleed stack – not sure what to think about this
4. This would make it easier to get 100% chill duration – this may be overpowered but I am not sure and it would need testing
5. In PvE, this would be a nerf to necromancers – currently, chill does not have enough effect on enemies, mainly bosses and it would take away some of the condition pressure necromancers have been able to add to bosses. One of the problems with bringing necros into dungeons is the bleed cap and adding burning helps to add condition pressure making condition necros more useful in dungeons. This would take that advantage away

I am sure that there are more things that I have not thought of but I have to run to a meeting at work Just wanted to make this an explicit topic because I know I have seen people toy around with the idea and I think that it could be a great solution to stop this “NECRO IS OP!” “NO NECRO IS UP!” arguement.

tl;dr: What would be the pros/cons of changing dhuumfire from a trait that causes burning to a trait that causes chill

Legendary Sepreh, Necromancer
[SYN] Synyster Legion | Dragonbrand Server
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July 23rd patch notes: hidden buffs edition

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Posted by: Sepreh.5924

Sepreh.5924

@chiefdiablo: Locust Swarm is better suited as a sticking skill than an escape skill.

I agree. I think it they should rework it so that it gives us a chance to get away.

That might be cool but we have to think about the consequence. Right now, the warhorn is naturally paired with the dagger. This tends to be in power builds and serves 2 purposes: first is basically passive damage with locust swarm and second is crippling your enemy while giving you swiftness so that you can stick to them and keep them in dagger range.

If locust swarm were changed for escapability, the damage would have to be taken away. The reason you slow down when using locust is that the damage it causes your enemy puts you in combat. No damage, no speed reduction. An example of this is the mesmer’s focus 4. This cripples enemies, gives you swiftness and does not slow you down because there is no damage.

Even though it would be cool to have some ability to escape, I am not sure that this is what the warhorn is for and taking away the damage may make it too similar to the mesmer focus skill without the additional utility of a pull/knockdown

Legendary Sepreh, Necromancer
[SYN] Synyster Legion | Dragonbrand Server
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You know what would help new players?

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Posted by: Sepreh.5924

Sepreh.5924

Hahaha you could have the really powerful templates drop randomly from black lion chests

Just a stupid joke. As someone who has played mainly PvE and WvW and has only dabbled in PvP, this would be very much welcome. Thanks for the response

Legendary Sepreh, Necromancer
[SYN] Synyster Legion | Dragonbrand Server
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Truth and justice

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Posted by: Sepreh.5924

Sepreh.5924

Damage needs to be brought down, and the necro needs an option to survive or get out of fight that doesn’t rely solely on Death Shroud

Agree, but can we also say that it is primarily the condition pressure that should be brought down? It would be unfortunate if power build damage was made less viable.

No, power build damage with wells and DS 1 is obscene. Go run a dagger/wh well build, spectral grasp them into your wells pop wh 5 and then flip to ds and hammer them with Life Blast. They are slowed with cripple in melee range, and you can absolutely wreck them. MY LB against a guy with protection on hits for 3-4k.

Now their is a tradeoff considering you are in melee range with no escapes and can die. You are correct in that the sheer volume of aoe condition spam from everyone is too much, but that’s going to be the case as long as most classes have access to massive aoe damage that equals the same as single target damage.

You also have to have significant condition pressure to offset the boon fest from guardians and Ele’s.

That makes sense and running both a GC necro and a power necro I have definitely hit heavy life blasts. I guess I was moreso talking about the damage of dagger which I know is a niche weapon but it feels like the opportunity cost is significantly high (close range, single target) to justify a fairly decent base damage. This is especially important with certain builds that may be made more viable in the future. For example, I have been messing around with a cleric’s build that can tank damage somewhat well and does not *hit too kitten dagger auto but does not do so little damage that it cannot take anyone down.

Sorry that was kind of a ramble but does that make sense? I’m kind of out of place posting in the PvP forum but have been thinking about this recently

  • ps. I edited this post 4 times. It is replacing “hit too hard…on” with “hit too kitten”. Haha
Legendary Sepreh, Necromancer
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(edited by Sepreh.5924)

Truth and justice

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Posted by: Sepreh.5924

Sepreh.5924

Damage needs to be brought down, and the necro needs an option to survive or get out of fight that doesn’t rely solely on Death Shroud

Agree, but can we also say that it is primarily the condition pressure that should be brought down? It would be unfortunate if power build damage was made less viable.

Legendary Sepreh, Necromancer
[SYN] Synyster Legion | Dragonbrand Server
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Attention WvW Power Necros: Runes of the Pack

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Posted by: Sepreh.5924

Sepreh.5924

Good to see another option and I like the stats on it. On a somewhat related topic, you mentioned Sup Runes of Vampirism. I just started to use these the other day and I cant imagine how sweet they must have been when you were able to use your heal. I am loving them with the mist as an extra short period of time to let my heal cooldown recharge

Legendary Sepreh, Necromancer
[SYN] Synyster Legion | Dragonbrand Server
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July 23rd patch notes: hidden buffs edition

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Posted by: Sepreh.5924

Sepreh.5924

Oh no I can’t use Deathshroud as an invincible shield anymore? I have to use the Skill as intended and can’t abuse it? Ooh Nooo!

You should roll a character because it’s mechanic fits your play style not because it is the broken prof of the week.

You should post in a necromancer thread when you understand how people actually use the class mechanic or post in a thread where people will be entertained by your trolling

Legendary Sepreh, Necromancer
[SYN] Synyster Legion | Dragonbrand Server
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July 23rd patch notes: hidden buffs edition

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Posted by: Sepreh.5924

Sepreh.5924

I don’t understand why you guys hate Anet for making you play the game by the rules. Yes, falling damage will kill you now.

Its not for the falling damage, the problem is that DS is out only survivor mechanic, read the thread.

DS was being exploited to block more damage than it should.

Its called balance. Balance happens. It should be a bumper sticker by now.

Hahaha exploited. Well exploits are against the terms of service and I did not want to get banned so every time my ds was about to go empty, I popped out. Just to make sure I wasnt exploiting.

“An Exploit” as defined by the ToS and the literal meaning of the word “exploit” are two different things. Go ahead and google the definition of exploit. I promise you it’s not a gaming term, it’s a real word.

Haha I did not think that it was a gaming term and am perfectly aware that the word “exploit” exists outside of the realm of Guild Wars 2 but in this case, with the context of your statement, you were using the word according to the definition:

An exploit is the misuse of a software feature or bug in a way that allows a player to generate in-game benefits without the risk or time expected by the game’s designers

(I will admit that this definition was taken from the GW2 wiki which is mostly user generated, so take it with a grain of salt)

The statement that you made uses this definition:
“DS was being ‘misued in a way that allows a player to’ to block more damage than it should ‘without the risk expected by the game’s designers’”

So, what we have to do is see if this use was expected by the games designers. The only evidence we have either way right now is the wording of the patch notes:

1. Damage taken while in death shroud will now overflow to the necromancer’s health pool if the damage taken is greater than the remaining life force.

2. Fixed a bug that caused the necromancer to take increased damage from direct attacks while in death shroud

So, it is ambiguous whether (1) was intended or not intended but the use of the term “fixed a bug” indicates that (2) was not intended. So, it is starting to look like those who damaged necromancers while the necromancer was in DS actually were closer to exploiting than the necros who took damage while in death shroud that did not overflow to the health pool were.

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July 23rd patch notes: hidden buffs edition

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Posted by: Sepreh.5924

Sepreh.5924

I don’t understand why you guys hate Anet for making you play the game by the rules. Yes, falling damage will kill you now.

Its not for the falling damage, the problem is that DS is out only survivor mechanic, read the thread.

DS was being exploited to block more damage than it should.

Its called balance. Balance happens. It should be a bumper sticker by now.

Hahaha exploited. Well exploits are against the terms of service and I did not want to get banned so every time my ds was about to go empty, I popped out. Just to make sure I wasnt exploiting.

Legendary Sepreh, Necromancer
[SYN] Synyster Legion | Dragonbrand Server
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July 23rd patch notes: hidden buffs edition

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Posted by: Sepreh.5924

Sepreh.5924

I don’t understand why you guys hate Anet for making you play the game by the rules. Yes, falling damage will kill you now.

Its not for the falling damage, the problem is that DS is out only survivor mechanic, read the thread.

Plus in some cases shroud jump was a strategy. I was in WvW today. A zerg spotted me. I am a necro so I could not stealth, leap, teleport, etc. The only way I could escape was jump off a high cliff and pop death shroud. So I did and I lived. Maybe that is a completely broken strategy and I have a vested interest in it but I tend to think it is not near as powerful as other tools other classes have

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[SYN] Synyster Legion | Dragonbrand Server
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(edited by Moderator)

July 23rd patch notes: hidden buffs edition

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Posted by: Sepreh.5924

Sepreh.5924

From a high-tier tPvP standpoint, none of these changes really do anything to affect how powerful a condition Necromancer still is…

Any nerf this patch was is so ridiculously minor IMO

I can see what you are saying. The problem is and has been survivability, especially for necros that are not speced primarily for conditions

Legendary Sepreh, Necromancer
[SYN] Synyster Legion | Dragonbrand Server
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State of necromancer after the patch

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Posted by: Sepreh.5924

Sepreh.5924

From the look of the patch notes, you can now play without Greater Marks. If that’s true, you can now go 30/20/0/0/20, picking up Last Gasp and Soul Marks in Soul Reaping. That’s a huge buff in survivability. (It’s also obviously less damage than going 30 into Curses.)

I can see that. The problem is that it seems that it would be a survivability buff for a particular spec that was thought to already be extremely powerful (some specs were already that deep in soul reaping). Also, I know this may be a stupid question but I dont know the numbers but would the increase in DS plus Last Gasp make up for the decreased toughness from skipping the points in death magic?

Btw – enjoyed the necro guide you had up – made me come back to my necro after a hiatus

Legendary Sepreh, Necromancer
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July 23rd patch notes: hidden buffs edition

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Posted by: Sepreh.5924

Sepreh.5924

I normally don’t post my thoughts about patch notes…

I feel like BoC is going to be fun this week

Legendary Sepreh, Necromancer
[SYN] Synyster Legion | Dragonbrand Server
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