So nobody else has had trouble finding a message if it got moved to a different forum/thread. I wasn’t told a thread was moved, I was told a message. That makes me think that one post from from one of the 10+ threads I have been posting in was moved. I have no information in what reguards of what exactly was moved, what thread it was moved to if it was just a message, or which thread was moved that I happened to post in. It is a little frustrating to know that I posted information that an AN took the time to move to a sub topic, and I am clueless as to what was moved.
The problem with this is, if you give a 1h weapon skills in the slot for off-hand/ two handed weapons, it detracts from players wanting/needing to have and offhand or two handed weapon. With an exception to the thief, the first 3 skill slots are MH and the last 2 OH, of all 5 2h. Thief is first 2 MH, last 2 OH, 3 special dual wield based on MH/OH. Adding abilities for the OH/2H weapon slot for a 1H weapon just kills that idea completely.
Get rid of the constant diminishing returns throughout the game!
in Suggestions
Posted by: Sjach Darasv.3729
It actually really sucks when you are trying to build a full matched set of gear crafting and there is one area that has a decent droprate of a specific crafting item, and diminishing returns make it a pain to get cause, you have to go to areas where it gets progressively lower to not at all chance in dropping odds.
You want a tank bring a necromancer. At least from what I have seen running dungeons as mine I throw 1 spell out and it’s like the mobs go OMFG screw everyone else get the clothie with the shadow scythe on his staff.
If you click on your name, you will see an option for ‘View all Posts b’. Then you will see your post in the list.
I know this, I have four pages worth of posts, doesn’t help when I am not told which message of mine was moved, and only linked to a vague location that updates every few seconds with new posts by other players. It doesn’t resend your post to the top of the list if it is moved, clicking through tons of posts to find out which was was moved is inefficient to find said post.
I had a message of mine moved and have yet to figure out where to. It got moved to the suggestion forums but i have numerous post listing suggestions and the only notification i recieved was
A moderator moved a message you posted to the forum ‘Suggestions’ with the reason:
Moved to Suggestions
Follow the new thread here.
The link given with the follow the new thread here just takes me to the overall suggestions subsection of the forum, with no other information as to what message was moved, or where it was moved to.
If you could be a little more specific than just “a message was moved” and let us know which message was moved, it would be a great help in trying to figure out which thread out message has been moved to, as the suggestion subsection has hundreds of pages of threads.
Hexd.4796Replace condition damage with condition duration and then make conditions scale with power.
Right give the bad thiefs that think heartseeker spam a second way out by just spamming 3 instead when they realize spamming 2 isn’t going to work.
Not really, you can be solo que and get matched up against a full guild in first round. I wouldn’t exactly call that matchmaking as it already has a name. It’s called pubstomping. Basically just a public server that matches same size teams, with no reguards to classes that are already in the match, most tourney games especially in rounds 1 or 2 you will see a lot of 3 guards, 3 thiefs, or 3 mesmers. Usually easy to win those – the one with multiple guards unless every person on your team is specced to output massive condition damage.
Ele’s can actually rip your face off pretty hard if you run into a good one. I’ve had really good one’s take may face off in 2-3 seconds flat. However, i have also played an ele, in order to get good with them it takes tons of practice with numerous button presses, as well as extremely good positioning. The easiest way to tell how good an ele is, is by judging how long you see them running towards you and how long your still standing before being downed because you didn’t pre-prepare for the massive burst they are capable of.
Lol at the advice for warriors.
“Team up with another class that’s good at fighting Mesmer, then just 2 v1 him!”
That totally solves all my problems.
Actually GS, dual axe are all AoE attacks, if you use either one of those as 1 of your weapon swaps you can easily wipe out mesmer clones/phantasms. Not to mention the base damage on them even when not specced into them is not horrible.
The worst kind of mesmer I actually find to go up against, are the ones with the endless spawn of clones and then killing the clones damaging you is what kills you. Not killing the clones they may not be doing much damage, but they do enough to make an impact if left unchecked, but punish you for just mass killing them as well. Those ones are the really tough ones to beat, but they also rely on a fair bit of skill to play.
That is a problem within itself though, usually a build to counter a specific something, can couter it on a few classes/builds. When you build to counter a mesmer, that is about all you will counter because there is no other class that has any mechanics that most mesmers play with. So yes, while in can be beneficial to take out a mesmer, doing so generally makes you either only semi-capable of being able to counter other classes, or just get countered by most of them because of the focus to counter a mesmer.
Something I would like to note however apparently confusion and abilities mean, any skill that is not pressing a key that moves your character, or removes the debuff. If you do anything that is not those 2 things, including auto attack, you are killing yourself just like you do when a guardian constantly throws up retaliation.
Again thats in sPvP where zerging is encouraaged and rewarded, much the same as in WvW. It’s casual PvP much the WoW battlegrounds where it was screw the objectives just go maul the enemy team and fight as far away from objectives as possible to farm honor. The only difference doing so in GW2 does not give you an increase in stats for playing in a mindless idiot zergfest. Rare as it is from what I have seen in tPvP without matchmaking at the moment, playing against and actually skilled player, and coming out victorious feels like a win enough and accomplishment for me. Again there are still a boatload of bugs right now, and yes while the game might still have the feel that it is in beta, I think it was more of an it got overhyped and therefore had to be rushed to get released before the hype died down and people went to look elsewhere for their fun.
Have 1 person on mesmer patrol (yes i had people doing this last night) and get them to specifically focus on nothing but the mesmer. There primary job is to ctrl+t the mesmer, pressure the hell out of them, but not to kill them. That is a secondary objective. If you can keep the mesmer busy on you, that gives the rest of your team to breath.
Curious as to actually doing that on a structured team. I wouldn’t really recommend doing that unless your team in general has better point control than the other team. If your team is already lacking in point control having someone to just specifically focus on taking the mesmer out of the fight means you are hampering your teams already lacking ability in taking and holding points even more.
If you leave the mesmer in, and you are struggling with mesmers, a mesmer left alone can control half your team if given the chance, and the chance of you already lacking point control is probably down to everyone struggling with the mesmer.
I see your point, but a structured team who work together, and properly will already have won the game 95% of the time, unless you come up against a structured team (structured i mean as in actually having an objective than a zerg) then taking the mesmer out completely will give you an astounding chance.Obviously this is a tips and tricks not an insta win, but so far everyone appears to be having trouble with the mesmer, not the actual point of loosing, which is what this thread is about.
You have a point and that will work for most competitive teams, most of which will either a) have a skilled mesmer themselves, or b) know how the mesmer works enough to counter it without being worried about making the game a 4v4 while a mesmer and (insert mesmer kiting/delaying player class here) 1v1 all over the map accomplishing nothing for their team except providing an extremely long 1v1 combat fight to put on youtube.
Another tip, if you see the mesmer spawning out the phantasms, the pale pink see through ones, kill them. They take 2-3 hits at most to kill and they will be doing 75%+ of the damage you receive, the mesmer himself in this case cannot spam them as fast as a clone mesmer and will usually have less abilities to create clones than a mesmer that uses clones to do damage or clones to pop the f1-4 various abilities for conditions or bursts.
Actually if you look around all of multiple forums Devs have been responding. Also if you look at the patch notes Devs are clearly fixing things on a weekly basis. Also MMOs that are knowingly going to be releasing expansions for will upkeep their game, because if they don’t nobody would want to buy the expansion for a game they have completely lost interest in. Yes, the PvP system is kind of borked right now. To easy to zerg or play a faceroll class and be rewarded handsomly for doing so. Yes tourneys are broke right now as there is no matchmaking system in play yet. The matchmaking system I’m sure will probably go through 2 phases, an initial phase, for balancing out the skill of players, and then using those equally skilled player matches to check for proper balancing of classes, and skill placement in general. It will then probably be reset and implemented for real after classes are fairly balanced across the board and the real system gets in play, where it is no only about what class you play, but how well you play it and know what you counter, and what counters you.
Have 1 person on mesmer patrol (yes i had people doing this last night) and get them to specifically focus on nothing but the mesmer. There primary job is to ctrl+t the mesmer, pressure the hell out of them, but not to kill them. That is a secondary objective. If you can keep the mesmer busy on you, that gives the rest of your team to breath.
Curious as to actually doing that on a structured team. I wouldn’t really recommend doing that unless your team in general has better point control than the other team. If your team is already lacking in point control having someone to just specifically focus on taking the mesmer out of the fight means you are hampering your teams already lacking ability in taking and holding points even more.
Kishandreth.27987) single target skills are better then aoe’s, you may want to kill the sharks but its better to focus on the player and not pissing off the sharks if you dont have to
Wish it were that simple, tell that to a necromancer who has maybe 3 total underwater attacks between 2 weapons that aren’t AoE. Also, I’m pretty sure the aggro rdius on the sharks is rediculous as in, no matter which side you come from when you reach the ruins there will always be at least 2-3 of them attacking you if not killed beforehand.
Hexd.4796low damage but you will look really cool doing it
Guess since endgame is all about looks giving us anything above average would make us OP since most of our skills already look amazing lol.
I noticed he liked sticking by my charr necromancer in that dungeon as well. I might also point out, that he always seemingly went out of his way to drag every dang warrior in the instance to me when i was in downed state. Such a great pal he is to his charr buddies lol.
Are these for Arah story mode or for the last mission in Personal Story?
I finished the Arah Story mode dungeon and only got blues and 1 green from chests and the funniest thing ever I got a “gold bag” so I oponened excitedly …. and got 4c.
Not sure what bags is everyone talking about.
Haven’t finished PS though.
It’s from the personal story.
Another suggestion could be that when you press t, if a target is called, to take that target and also turn you to face the target so you at least know which direction the target is called.
Conditions-stacking with other people with different condition damage stats
in Necromancer
Posted by: Sjach Darasv.3729
Not quite, if someone applies a bleed that will deal more damage that yours, it will start replacing your stacks.
Was a bit disappointing when i took part in that fight. Spamming fireworks at an elder dragon for 5 minutes. It seems really lame considering all the hard work destinies edge put into slaying an elder dragon, including having another dragon fight with them, just to get here and see them must have done something horribly wrong if that is all and elder dragon has to offer.
I haven’t really had problems with the story and I played it through on my necro. Working on my thief next but between lvl 1-20 you can’t really build glass cannon as you won’t have enough trait points to do so. I pretty much made it through the entire story using only 2 builds on my necro, both involved being heavily specced into vit + healing and toughness + whatever the secondary stat in that tree is. I know not every build will work in the story missions, but unless you dedicate points into one of those two trees it is more like no build will work. Again I didn’t have a problem with it because those are the main trees I take first anyways since being able to survive and outlast opponents, be it mobs or other players, is key.
Yep only the 4 and 5 show the greater marks area, 2-3 hit for that area but can still only be triggered in the untraited area. As well as they can still be blocked.
Easy way to talk trash to any class
step 1: pick a class
step 2: kill and stomp someone
step 3: reguardless of there class, tell them they need to use death shroud better :]
make sure you do this in map chat and not in say, watch the LoLs roll by
Thats how it is intended to work, so completely useless since we mostly AoE down mobs in packs it basically spawns and dies, or spawns in pvp and dies and some enemy that tagged it rallies from it :]. Even when one mob is killed before another why does it spawn and walk towards me first, by the time it gets to the enemy it has like 1-2 ticks before it kills itself ergo basically 0 damage and 5 wasted trait points, that are pretty much mandantory for any tanky build. I like my tanky build but i prefer the extra survivability wells offer, yet every minor trait in the toughness tree affects minions, kind of sucks really but i make do.
Someone else suggested it, like I said I don’t use minions and didn’t really like using them to begin with so I didn’t know. According to the player that said it though, minions didn’t start acting stupid until they got the golem.
Not sure if you notice the difference but it was pointed out in another thread about minions and i just don’t like playing the minion build so if anyone wants to test out this theory. It was said that minions didn’t start acting stupid until you had the flesh golem. Try it with and without the golem out, if there is a difference it is the golems stupidity being spread to other minions.
Garenthal.1480The annoying thing is, it’s a really fun and intense mission. Yet a lot of that is eroded away by the frustration that many of the non-soldier classes have with the ridiculous swarms of enemies and how they rapidly they respawn.
Another thing I’ve noticed is that even a skilled player can wipe very easily on such missions whilst the soldier classes get a huge amount of legroom for mistakes. It’s a little silly at times and really makes me wonder about just how much was tested. It’s no secret that warriors and guardians are very popular classes and first choices for a great many players, so perhaps feedback was biased due to so many claiming such missions were ‘easy’ or ‘fine’ even though other classes can struggle due to how our mechanics work?
Hard to say on this matter, I don’t remember being able to get story to go past the level 16 or 18 mission in the BWEs, so it seems like the content was only tested by the devs and the hardcore beta players that learn on a quick curve to report bugs and such, not really tested by the majority of the playerbase that would be playing it. Also this game has a lot of team oriented balancing, so even though it is possible to solo your personal story, with also the massive enemies spawning it seems more inviting to share the story with friends who at the current time get nothing but wasted time due to lack of reward from another players story.
Correction, there are at least 27 different half of your story to play through the game. The amount you get between 50-80 is about the equivalent to the rest you get from past tutorial to 50.
I was very sad when Tybalt died. I liked my character’s apple obsessed friend
That sucks, I liked my apple obsessed friend. He reminded me a lot of me, no schedule just kind of make it up as you go using logic and reasoned thought if it was something you were inexperienced at.
It does suck that he took over the story. But thats not the worst part of it. It’s the fact that amount of story between 50-80 is roughly the same amount as 2-50. So it like he takes over half of your story, and to boot it’s just a kick in the face that even though you are second in command in the pact, no previous choice truly matters, not of the characters i had in my warmband and actually became friends with, not forced to become friends with because a more interesting character sacrificed themselves for us to succeed, can even be bothered to be allowed to tag along? I mean were talking an important part of charr lore here, they are warbands. After i join the Order of Whispers sure I can understand not taking my warband with me to a place of secrets, however, when I’m dealing with defending the lives of everyone in tyria, would it not make sense that my warband would be my first choice of companions to be with me. Instead of some guy i met who just happens to be experienced in the knowledge of orr, completely slaps class mechanics in the face by being a "profession" and clearly being given a weapon that "profession" should not be able to wield. An even worse slap to the face when you are the same "profession" as him. Not to mention 6 Flesh golems up at once, no wonder he only uses 2 other abilities, he has 6 of them bound to elite minions.
We went for the same thing in two different ways. You tried to give the necro the chance to pick what skills he takes into the Death Shroud, I went with traits that drastically change the functionality of those skills.
Exactly and that in itself is a complete fundamental difference, therefore with reasoning, you didn’t steal from me, as I have see nobody offer the suggestion I have on the forums, but many others just trying to rework the four abilities of DS already. The fact that you give up a net of 6 abilities to use DS alone hampers us as is, trying to balance different specs on 4 unchangeable skills is just bad design, there is no way to balance that out for any amount of choices. It’s either spec for 1 ability of DS or use it as a health buffer and interrupt with fear.
I have seen some elementalists that can be absolutely devastating in the right hands. However, it requires being able to press like 50 buttons simultaneously and juggling your attunements to get the boons from attunement swapping effectively. Elementalist isn’t broken it’s just a much harder twitch finger based class than anyone to do anything effectively.
Alternate suggestion, sorry for the steal: https://forum-en.gw2archive.eu/forum/professions/necromancer/I-never-asked-for-this/first#content
It’s not really a steal, I went through your thread already, yours seems to be like a lot of others though in just trying to figure out reworks for the skills in general. This one is more of suggestions to utilize the DS bar as more of a utility bar with preset skills to choose from that benefit the different specs. There is just no way with all the variety of play a necro can have that a single skillset capability on them is going to be able to balance out for the different ways necro can play. I play my necro utiling lots of AoE debilitators on mobs, DS currently offers 2 debilitators both single target and one of them so short even traited it’s more of a laughable joke. I play to be able to defend and survive against multiple enemies, with how easy it is to damage out the life force on a necro, 4 isn’t really a savior at all considering when in the tPvP things get balanced for, it is so easily noticed it gets immediately interrupted. Also when playing a defensive stay on point necro, the last thing you want to do is use 2 just so your enemy can run off the point and get hit by your projectile effectively making you take yourself out of your defensive position.
Random food for though here, a lot of necro abilities, with most weapon sets, have some sort of ground targeting AoE effect. It seems kinda of crappy that there is only one AoE move in DS, and that is channeled and easily interuptable, yet the damage from all of the abilities, even if traited, seem like they have damage that seems equivalent of an AoE spell even though they are single lock target abilities.
It actually does scale, just not in a worthwhile manner, it seems like the total of +healing goes to the total of total healing from the siphons, the trait is just bugged of again scales with the total effect ant not per tick effect making it seem useless however, the siphons with no + heal or trait grant about 900-1k healing with the trait and + healing it grants about 2k from the total siphon, better and can be used, but doesn’t really feel like it has a point if it’s scales in that manner.
They’re involved because of your former legionnaire Howl – he has one of the amulets that turn you into a zombie and attract other zombies.
A party member that supposedly dies in the tutorial mission, one that my character talks about likes he’s best friends with but with how simple minded the tutorial is I don’t even remember if i seen his name above any charr I seen there. Makes perfect sense.
Trahearne: I personally find him to be probably worst character. :SPOILERS:
Posted by: Sjach Darasv.3729
Playing as a necromancer doing that quest with the pale tree, I get a nice semi useable green reward and my fellow necromancer companion, a legendary greatsword thats history goes untold. Talk about a slap to the face that a necromancer has the secret ability to wield a greatsword and I have no clue how it's done. Would like to know the thought process of giving a necromancer a greatsword, a staff, scepter, something that wouldn't slap a necromancer in the face even worse than no longer being the focal point of your personal story, your a puppetmaster. But no, we have to deal with the fact that npcs with the same proffesion as our characters are better than us in that, they don't have to worry about being balanced against other players.
…
The initial conversation triggers without a hitch, and the event appears to run smoothly, right up to the point where the Ghost ship attacks the harbour of the Fort.
The shore based cannons won’t harm the ships (and I can’t man them either), and no enemies spawn after the initial wave is defeated.
I can swim out to the ship and kill it by hand with my Trident, which takes forever, but nothing triggers when I do. So I assume that’s not the way to do it.After that, it’s just loads of friendly NPCs walking around and nothing happening.
The objective “defend the docks” stays up and doesn’t complete.This for me as well. Its not that the cannons won’t harm the ship for me, they are firing short and not hitting the ship.
Character Name: Thornevald I I I (i’s)
Race: Norn
Profession: Guardian
Order: Vigil
Level: First attempt at 76
Same thing happened to me and I will state like I did earlier in the thread, Occasionally one of the mobs will not make it up the stairs and instead walk through the wall and get stuck underground, I noticied the mob and it’s location from underwater and fixed it by using a ground aoe above the mobs head, it unbugged the mob from underground and after he was dead the scene progessed. If it happens tryin going underwater right by the dock walls and fidgeting with the camera to see if you have a mob that decided to bug out.
@ two posters posting before this, nice to know people still read more than just a title before putting worthless remarks on what could otherwise be a nice constructive thread.
Aside from that fact I do have a couple of suggestions that could be alternate skill choices for death shroud.
for the #2 have the option to apply the affects but either pull the foe to you, or pull yourself to the foe.
for the #3 Having a longer duration single target fear or shorter duration AoE fear.
for the #4 have either the channeled with more damage and life force gain or a lesser damage and life force gain 1 time hit.
More suggestions are welcome, I would rather this be a constructive thread than people insulting one thing a developer said like he was making a meme.
So there are tons of posts about death shroud and it’s strengths and weaknesses with certain builds and certain situations. With some builds (like conditionmancer) it is nothing more than a situational fear/minor health buffer that lasts all of maybe 2-3 seconds against a burst class.
My suggestion, make it more like the utility bar and give each slot a couple of choices of skills to choose from. I’m not going to list any suggestions for skills, I am a necro player and it is my favorite class by far to play so my suggestion though as hard as I would try not to, would probably have some sort of bias towards them. But having 2-3 interchangeable skills on the slots wouldn’t be to hard, and with proper skills placed on them shouldn’t be to hard to balance. I mean most everyone that plays tPvP is already at an agreement that for the most part except for some minor issues the classes are balanced when you know what counters what and what situations to look out for and be aware of as well as choosing your engagements wisely and utilizing the team play combat that is already implemented.
However, some specs of necro gain little to nothing from it’s use. Conditionmancer gains one benefit, which puts them at a horrible position for the spec they are in since the rest of their conditions can be applied from range. Even with the trait that makes fear last longer using 2 to 3 on a death shroud combo for a condi necro gives maybe a doge roll away distance gap at best.
With no reliable access to stability from any skills, what I notice is that if I use 4 anytime unless the death shroud gets closed out by damage, is it just gets interrupted immediately because there is really nothing we can to do stop it from happening. Some kind of prevention, maybe for at half the channel of it should be able to go through without using a 45 sec cd then just gets knocked out of immediately and easily by every other class.
Note this is just a suggestion and not some hate on DS with my tanky build and amount of toughness and vit I have it makes a great damage buffer as is against bursty builds, and the situational fear is great, if a bit short in duration considering a fear from a dark magic user should be more terrifying than a rampaging warrior screaming or a theif using a easily obtained steal item.
like I said, if your not summoning a bubble to be underwater and use that death shroud fear traited to last 50% longer (ergo a 3 sec frontal cone aoe fear) your completely using ds wrong.
Considering I leveled my necro with a power build, using dual daggers as weps and pretty much ignoring everything but 1 because it got the job done nicely, and the use of wells for survival I’m pretty sure I know what I am talking about.
I am not saying it isn’t good or that it is not viable, and as for being the single most auto attack damage in the game, I lol at that. A good greatsword war, whose not a rofl HB lololol, I’ve seen them using their combo with greatsword and unlike our entire roll through of dagger 1 for maybe a 3-3.5k crit, they do that amount of damage with each hit of the combo. My thief traited entirely to be tanky and only 10 points in the power build and no extra damage on weapons at all from traits sword auto attack hits for 7-800, and thats focusing mainly on toughness and Vitality as stats.
The power damage from a necro isn’t horrible, but it isn’t where it should be at when your speccing to that kind of damage either.
You have access to a five-second AoE fear with a 1200 radius, and the cooldown on it is only ten seconds! You just need to make use of your Death Shroud like a pro.
Yep soon as we get the ability to conjure up a water bubble just to use that one skill in our death shroud on land we will be golden, cause underwater death shroud fear > on land death shroud fear.
Thats what JP means by use DS right. He means we are doing it wrong, because we aren’t underwater.
(edited by Sjach Darasv.3729)
As the title states, there is a bad listing in the recipe that can be bought. It gives you gloves,legs,helm,chest,boots, and shoulders, however, it lists 2 as coat at the vendor.
Found a glove with the same skin as well in gendarran fields – ascalonian settlement. Item is named First Haven Cloth Gloves.
I don’t want more just traits to you know, do what they say they do xD lol. Also why kite when I can just stand still and be a beast, i do the same thing with the same build in tPvP, even when my team loses they don’t complain about me, only thing i uses get is “kittenyou are hard to kill,” from enemy players trying to take my point. With the exception of mesmers. They usually see me and just immidiately hit the OMFG MOA button lol.