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Necro Warhorn

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Posted by: Skoigoth.9238

Skoigoth.9238

Asking for a change of mechanics that work perfectly fine is nonsensical.

General Dungeon Discussion Thread - Part 2

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Posted by: Skoigoth.9238

Skoigoth.9238

lols, that’s awesome. Must be a slow news day.

Eeerm I went there to check out the election results =P

General Dungeon Discussion Thread - Part 2

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Posted by: Skoigoth.9238

Skoigoth.9238

http://www.bbc.com/news/technology-32654414

It´s funny the BBC picked that up, but seriously… why??! Is it silly season in the UK already?

[Report] PvP Forum Specialist Report

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Posted by: Skoigoth.9238

Skoigoth.9238

It is worth arguing when people are discussing traits based on the assumption that there is supposed to be some kind of hierarchy. Even if there was one now, with specializations you always get the entire line and that makes thinking in tiers pointless.

I agree that thinking in terms of an actually trait-hierarchy will become kinda pointless, but having different tiers of traits will not since all traits of the same tier will become mutually exclusive. We wont be able to pick lower-tier traits in higher-tier slots anymore. That makes good pairing of traits in their respective tier more important than ever (see the whole debacle with Curses).

Edit: Geez I´m slow today^^ spoj too fast, plz nerf =P

Necro Warhorn

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Posted by: Skoigoth.9238

Skoigoth.9238

@The Human Stick: Are you being serious? Because judging from the stuff you wrote and the way you present it here, I doubt you´ve thoroughly read even half of what people have been suggesting in all of those threads (note: “suggesting”, nothing proposed here is definite…).
Besides that, you claim you are not asking for “buffs and nerfs” but “balance”. That doesn´t make sense at all, unless we have a radically different understanding of what the words “balance, buff and nerf” mean in a video-game context =P

Anyways, back on topic.

I think Warhorn is in a very good spot as is. Both skills have clear functionalities and are utilized effectively in all kinds of builds (condi, power and everything in between).
A buff to the #4 skill wouldn´t hurt of course. Tweaking the cone-like shape of the attack so that you can hit people right in front of you more consistently and adding a blast finisher, as already suggested multiple times, seem reasonable to me.

Other than that I consider the weapon to be absolutely fine.

Necessary Ranger Changes for RP Purposes

in Guild Wars 2: Heart of Thorns

Posted by: Skoigoth.9238

Skoigoth.9238

Or complete the Aetherpath meta achievement, like all the cool kids do.

Necromancer Up comming changes

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Posted by: Skoigoth.9238

Skoigoth.9238

But the downed state itself is horrible. It has zero survivability. So they want to make our downed state even more rubbish? I think Anet has a totally different view of the necro than the players that play the class.

I disagree, now that we have the appropriate amount of health in downed state (they fixed that one a good while ago) and all (?) of our traits work correctly while downed, I think we are in pretty good shape.

With the way things are currently it is almost like we enter lich form when we get downed. Kind of sad that they´ll take it away from us, but it is justified of course.

One thing they maybe could improve is the #2 fear. A shorter duration AoE fear instead of the longer lasting single target fear would feel more appropriate to me, but yeah, I don´t think that should be top-priority right now

Necromancer Up comming changes

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Skoigoth.9238

Another thing we need is a downed state that isn’t completely rubbish.

O___O

…..

You do know why they are nerfing our downstate damage trait, right?

Dungeons need love.

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Skoigoth.9238

Here we go again boiz´n´grils. Oh well…

1. A boss that is immune to direct damage but take twice the condi damage. (perhaps in combination with a boss that is immune to condis).

Bad idea, it would not only hurt/invalidate beserker´s gear but any stat combination not having condi damage or vice versa.
Mobs with high toughness and low health like husks? Yes please. Total immunity against either direkt damage or condis? Nope.

2. Some rooms applying so many conditions and strips so many boons that a designated support class is needed to keep the party alive. (This’d kill necros though…)

There is no designated support class in this game, pls get over it already
Besides that, almost all of the current “zerker meta” builds are supportive builds, both offensive as well as defensive.

3. A boss that has an AoE hard hitting move (unavoidable) that would down any player without Vitality or Toughness in 1 move.

Content that forces even the very best players to take extra Vita and/or Toughness is bad. Making content even more punishing than it already is in certain instances can´t be the solution.
My god, I can almost hear the tortured screams and the pitiful woes of all average-joe players, down through the ages, right into my livingroom (too much coffee, sry \OuO/)

4. A boss that has hard hitting moves for immobile players? (much like some vine attacks in SW, but more potent)

I´d like more mordrem-like mobs actually as something like the thresher´s tentacle attack punishes lazy play. I still miss the old retal-wolves. They were nasty, but in a good way =,(

5. A boss that drains Endurance, forcing players to take a hit from time to time.

Similar issue as with your “unavoidable attacks” suggestions. Dedicated players will just bring what is necessary (e.g. take double energy sigils, bring more vigor, etc.) and more casual players would probably hate and avoid it.

6. A boss that takes damage from healing, a zombie of some kind.

Eeerr… no… just no. I doubt something like that can work at all in the first place, but how would that be promoting “build diversity”?
Every class has access to heals and healing power scales so poorly that it wouldn´t even be worth it for most people to invest into extra healing gear just for one encounter. It´s much easier to just swap out some traits, weapons and/or utility skills, which is exactly what people are doing right now anyways if it gives them a considerable advantage in certain situations.

There is so much potential that could end the Zerker meta, so many ways dungeons could become more fun and rewarding, but instead we’re mostly given champions with a bit more HP.
I could describe a really cool dungeon using various elements, but that’d probably fall on deaf ears so I’ll post these few ideas for now

Why are you and so many others under the impression that the “zerker meta” is what makes dungeons an unpleasant experience for you these days?

So, for the umpteenth time:

  1. Even if you personally are not happy with the current meta, there are enough people that DO like it the way it is now.
  2. “Nerf it because I don´t like it” is not a reasonable argument.
  3. Fun is a very subjective thing. I for example LOVE IT when mobs get obliterated by a hail of AoEs and I feel really pleased and rewarded if I manage to execute one of the more difficult skips/trash runs flawlessly.
  4. If you don´t like something in this game, that´s ok! Just don´t do it then =) You are not forced to use meta builds or skip or LoS mobs to successfully complete any dungeon you wish to do.
  5. The current dungeon/fractal content is old and stale for a lot of people by now because they´ve completed them over and over and over again. Maybe that´s the problem and not “the meta”?
  6. Some of the old encounter design is outright bad and very one-dimensional. I think nobody is trying to deny that and most people that still do dungeons on a regular basis wish it was different. But adding things like hard dps-checks, more time-gating or artificially forcing “build diversity” by excluding certain stat combination by design wont help to improve the situation at all I think.

Did I forget something important? I´m tired…

Need good pvp necro feedback

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Posted by: Skoigoth.9238

Skoigoth.9238

The way I see it, Necromancer is only good (not decent, not acceptable, but truly good) under these three circumstances:

  1. If you have a team (sPvP/WvW roaming) or a zerg (general WvW) backing you up, peeling for you and supporting you.
  2. If you play Hotjoins or soloQ against unorganized teams that can´t manage to focus you down properly.
  3. If you are Nos, the only Necro consistently having success with his team in the competitive scene right now.

Unfortunately, we can´t all be Nos

Anet please stop "Stacking"!!!

in Fractals, Dungeons & Raids

Posted by: Skoigoth.9238

Skoigoth.9238

GW2 dungeons leave no room for casual runners or explorers – since the last boss is the only reward.

This wasn´t always the case if I remember correctly. In the (good) old CoF1-all-the-way days, before daily dungeon rewards were introduced, the gold reward was split up among all the bosses of a path. But it still didn´t reward exploring very much, probably because of the linear nature of most paths. People used to kill some extra champs here and there, but that´s about it.

To make exploring in dungeons a truly rewarding experience (and it really should be considering the paths are called “explorable” not “rushable” ) the devs basically would need to redesign every single path from scratch and that is just not a realistic thing to ask or expect from them.

How Devs Could Fix our Curses Trait Line

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Skoigoth.9238

If at least one person at Anet would play necro they’d have never implemented Weakening Shroud and Spiteful Spirit with icds. It’s inevitable that the cooldowns of Death Shroud and those traits will overlap in a way that the actual procs will exceed those icds by far, maybe by more than double.

Yeah absolutely, it doesn´t make sense to have ICDs on skills that trigger on an ability that has a CD already. But as I said, I´m kinda pessimistic about that. Whenever A-net comes up with a “genius” new design philosophy they seem to be very reluctant to drop and revert it immediately, no matter how unhappy people are with it. The NPE changes e.g., seems like it took them about half a year to realize that what people told them already back in September was actually true.

Just fyi, it’s not 33%. In fact to this day I don’t understand why the tooltip would include this highly misleading number. All scepter conditions are increased by a different amount of full seconds, non of which by 33%. And since it modifies the skill itself you can again increase that amount by 100%. So for example 5 sec bleed on Blood Curse becomes 7 sec with the trait, so when you increase that by 100% you’ve actually gained 180% on your original 5 seconds.
Anyway, the tooltip should just say “increases the scepter’s durations”.

Oh wow, I didn´t know that the tool-tip is off tbh, I don´t use Lingering Curse much these days since I only play Condi-Necro in PvP (and PoC is just more important to have there imo). Sounds like a “it´s a feature”-bug to me if anything, but I really don´t know enough about how the trait actually works currently to make a valid statement I guess.

Any further clarification on that would be greatly appreciated.

I disagree.
I think it’s absolutely wrong to dump every healing trait in Blood Magic. For two reasons:

1. Healing shouldn’t be exclusive to a single specialization. If it is viable you’ll just make it a mandatory pick, if it isn’t you don’t have any sustain left in the other lines.

2. Blood Magic will never be viable unless healing through Death Shroud is possible and 100% unrestricted. Before then every “let’s put this in BM..” is just a euphemism for “this trait sucks, let’s move it to a place where no one will ever use it”.

I must admit, point #2 describes my general thought process in this matter pretty accurately X)
At this point, I´ve given up on BM ever becoming a useful trait-line for reasons other then just-for-fun, fluff and rp (“I r vampyr, can I haz teh blood?”).

So just to make it my position on the matter clear again:
Parasitic Contagion (if you could heal through DS) and Lingering Curse (if the duration is reduced to ~30%) are appropriate grandmaster traits in Curses.
Terror is the one that needs to be merged with a minor trait, and in turn there should be a viable pick for power builds in the gm tier instead.

Yes I could see PC being not so horrible if heals through DS really become a thing, but I still don´t think it should necessarily be a Curses GM trait on its own. I am convinced it is to weak for that, nobody will ever take it.
Maybe it could be merged with the toned-down version of LC you suggested? Then we would have Terror as a “pure offense/burst-condi” option and ~30% Lingering Curse (with PC merged into it) as a mixed “sustained damage/sustained heal” option.

But either way, the most important thing is that SOMETHING makes room for a power-based GM trait in Curses. I think we all agree on that one =)

lifesteal secretly the king of dueling?

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Posted by: Skoigoth.9238

Skoigoth.9238

He discusses that siphoning scales with both power and healing power and at least with Zealot’s you are not sacrificing a ton of damage unlike Magi’s or Cleric’s.

Yeah, but it does so rather poorly. If you can trust the numbers on the wiki it scales ~0.2% with power and only ~0.004% with healing power.

Assuming you have about 1200 healing power (full ascended zealot´s set; 62060 build with bloodthirst) wells with vampiric ritual would heal you for about what? 1.5*(42+0.004*1200) = ~70 health per pulse?
Doesn´t look much better with Vampiric (~46 health) and Vampiric Precision (~53 health) either. Combined that is not even half as good as Healing Signet, which Warriors can take without having to fully commit to an otherwise almost useless trait line…

kitten. Please.

That´s not a sustain option, that´s humiliation X)

Article On Ten Ton Hammer About Necros

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Posted by: Skoigoth.9238

Skoigoth.9238

/kitteningforumbug

Article On Ten Ton Hammer About Necros

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Skoigoth.9238

Life Siphon. It’s rubbish.

I like that guy, he gets it.

From that comment alone? No he doesn’t. Life Siphon is quite good with values and scaling rather equivalent to another #6 skill.

On everything else? Yeah, he’s spot-on.

What I meant is, I like this rather elaborate way of expressing issues he has with certain aspects of the Necromancer skill-set.

Also, I´m quite fond of cucumbers, y´know?

Attachments:

How Devs Could Fix our Curses Trait Line

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Skoigoth.9238

or staff’s mark to turn all the conditions I’ve put on myself into boons.

Eeehm, that´s not how Putrid Mark works, or am I crazy?

Article On Ten Ton Hammer About Necros

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Posted by: Skoigoth.9238

Skoigoth.9238

Life Siphon. It’s rubbish.

I like that guy, he gets it.

How Devs Could Fix our Curses Trait Line

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Posted by: Skoigoth.9238

Skoigoth.9238

@Shiki: Yeah, I think most Necros can agree that the self-weakness on CPC is absolutely terribad and needs to be changed to something else. Otherwise the skill and with that also the associated trait (Fall damage reduction, cast CPC on landing and 20% Corruption skill recharge) will not be worthwhile taking most of the times.

Changing the effect to self-poison or self-torment would be decent maybe, but in addition to that the skill should get buffed a bit more I think. I play the game since launch and I believe I´ve never thought to myself “kitten ! if only I had slotted CPC right now!!”. Not. Even. Once.

Adding projectile block to CPC was suggested a couple of times and I like the idea. We need more utility and more active defense. And having a field that blocks projectiles on fall damage would be really nice while roaming in WvW, jumping down a cliff to escape a pack of LB-rangers, hungry for blood =P

How Devs Could Fix our Curses Trait Line

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Posted by: Skoigoth.9238

Skoigoth.9238

I rly love the new lingering curse , would be a bummer if it got nerfed.

It is a matter of preference I guess. I prefer increased base duration over higher duration overall since afaik base duration can´t be increased by any means other than traits.

And I didn t know Weakening Shroud got an ICD

Yeah, it really sucks =/ It will be dagger off-hand #5 on DS entry basically, hence the 25sec cooldown. I doubt they will take it back, because then it wouldn´t fit their new “effects caused by traits should correspond to weapon/utility skills”-philosophy anymore.

Regarding the topic of Curses GM traits, a lot of really solid suggestions have been made already in other threads. Two option I´d like are…

  • Reworked Withering Precision: Chance for weakness on crits (no ICD), 10% increased damage against weakened foes
  • Renamed version of the current Target the Weak (“Cull the Weak” maybe?): 2% increased damage for each condition on a foe

But that of course still requires the removal of one GM trait (preferably Parasitic Contagion), or merging two traits in the line.

lifesteal secretly the king of dueling?

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Posted by: Skoigoth.9238

Skoigoth.9238

The problem I have with such builds (regardless of how effective they might be) is that the bulk of the life stealing actually comes from food, sigils and runes, NOT the Necro traits So yeah, “Blood Magic is garbage” hits the nail on the head I think.

(edited by Skoigoth.9238)

Anet please stop "Stacking"!!!

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Posted by: Skoigoth.9238

Skoigoth.9238

I feel like something crawling under my skin thinking of some Mr. or Ms. Developer watching my back “I’m responsible for you, player. Don’t you dare play the game differently from what I created.”

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How Devs Could Fix our Curses Trait Line

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Skoigoth.9238

However I think that with some minor changes this has alot of potential, a major (at least for me) change was that Haemophilia is now merged with barbed precision, thus making room for Enfeebling Blood, which is great for obvious reasons.

Weakening Shroud (Enfeebling Blood on DS entry) was actually nerfed, because they added a 25sec ICD to it, so I´m not all to happy about that

Now, here is how the rest could be fixed:
-Terror takes its place back in master traits or is made to be the 3rd Minor trait, this is since Terror is a must have trait for any Necro condi build, hence the name “terrormancer”. The problem is that we have Terror with what is seemingly another absolutely must have trait: the revamped Lingering Curses, which received a major buff IMO.
-Path of Corruption to be moved back to GM eventhough to me, it doesnt compete with Lingering curses unless it corrupts saaay 4 boons?
-Target the Weak still contributes nothing to a condi build, I honestly think Path of Corruption (or Terror) would sit very nicely as a 3rd minor trait.
I think reshuffling the master and GM traits is a must, since Terror vs Lingering curses I think will do more harm than good to condi builds

I think having to make a choice between Terror and Lingering Curse isn´t that bad. It is basically condi-“burst” vs more condi-damage over a longer period of time, which is fine I guess.
What I don´t like about Lingering Curse is that it probably will be very powerful in PvP, but pretty useless in PvE, because you can achieve 100% increased condi-duration by other means (food) very easily. I think they should keep the condi-duration increase the way it is now (33% base condi-duration; i.e. does not count towards maximum condi-duration) and just add the +150 condi-damage while wielding scepter.

The real problem is Parasitic Contagion, it doesn´t do enough for a GM trait (even with lets say ~7 stacks of bleeding, poison and 1-2 stacks of torment on your target the healing is laughable) and it really should be in Blood Magic not Curses.
That way there would also be room for a new GM trait in Curses useable by power builds (which we´ll lack otherwise, rendering Curses as a suboptimal choice for power builds).

Anet please stop "Stacking"!!!

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Posted by: Skoigoth.9238

Skoigoth.9238

That´s your opinion (and it´s totally OK for you to have it, no question), but nothing more

Why thank you. I tend to feel rather strongly about it, because game design is my job as well. It’s a topic close to my heart. I can’t stand it when people let a game designer off the hook so easily. If players were playing the game wrong in one of my games, I would feel completely at fault for it.

Well, I´m not a game designer, I´m a player and as a player I will make use of all relevant tools the devs gave me to complete any given content I want to complete. The notion the people play something “the wrong way” just because you would have designed it differently is just your personal opinion, not a somehow universal truth.
In my book, as long as you don´t clearly break the rules of the game (e.g. by using save-spots, breaking out of maps or mountain-goating your way to the final boss of a dungeon) it is not wrong, whether one likes it or not.

And why do you think my argument is rubbish? It is fact that nobody in this game is forced to use these strategies. Everybody has the freedom to create their own parties, with their own set of rules and the possibility to enforce those rules.

Yes, but ultimately it’s the game designers that design what is possible. They design what is the most profitable, fun, and easiest way of completing a dungeon. So it just bothers me when people say “then just play it your way”. That’s missing the point. A dungeon should encourage players to be played the way the designers intended it to be played.

I don´t think game developers can really dictate what is and what is not fun for the players. They can steer it to an extent by limiting game-play options, yes, but in the end everybody enjoys different things about the game and gets annoyed/bored/frustrated by other things.

I for example enjoy well executed skips very much. It feels very rewarding and fun to me if I pull it of flawlessly. You don´t like it? Fine, don´t do it. But if you are not forced to do it as well, why do you want to take the fun away from me then?
If you CHOOSE not to do certain things that CAN be done in this game that’s your business, not mine

And it is my opinion that the “solutions” he presented are pretty stupid (note the “I personally” in my post).

I would say, misinformed. The intention is there, but I do not agree with the solution he presents.

No need to be salty =P I´m not dismissing every suggestion ever made on this forum, just two of those the OP of this thread suggested, because I think they a) wouldn´t solve anything or b) would break some stuff completely (imagine e.g. cliffside fractal with player collision, hf walking across those planks).

I don’t think player collision is the answer either. But I recognize the problem he points out. I think he just oversimplifies the issue. It is really a very complicated problem, hinging on many other problems.

Again, all just opinions (mine and yours). But at least we can agree that what he suggested wont help to improve GW2´s dungeon experience =)

Anet please stop "Stacking"!!!

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Skoigoth.9238

The thing is, if these people really want to kill every single mob in their path, while being scattered across the room, they are 100% free to do so. Nobody will stop them =P

All they need to do is list their party as “pX – full clear – no stacking” on the lfg-tool and enforce said requirements by kicking people that don´t fulfill them. That is really all they need to do.

Yeah, that argument is rubbish, and you know it. What the game designers need to do, is create dungeons that don’t encourage this sort of behavior. Plenty of other MMO’s are perfectly capable of doing that. So why make excuses, and try to put the blame with the players?

Game designers are responsible for the behavior of players in their game. It is their job to create an environment that encourages the intended playing behavior. When that fails, and players not do what they intended, the designer is at fault. I think it would be hard to find any competent game designer that would put the blame on the players instead.

That´s your opinion (and it´s totally OK for you to have it, no question), but nothing more
The design choices the devs made when originally creating dungeons allow us to do things such as LoSing and skipping mobs, so as far as I´m concerned those are legitimate strategies to complete said content. Exploits such as “save-spotting” and so forth are a totally different story of course and should always be fixed asap (looking at you Lupi-wall-cheesers).
And why do you think my argument is rubbish? It is fact that nobody in this game is forced to use these strategies. Everybody has the freedom to create their own parties, with their own set of rules and the possibility to enforce those rules.

So I personally don´t get at all why there is a need to come here and suggest ridiculous and absolutely tedious stuff (sry OP) like this:

He is trying to present a solution to a complex problem. We may not agree on his solution, but the problem is real.

And it is my opinion that the “solutions” he presented are pretty stupid (note the “I personally” in my post).

Just try to play the game how you want and find like-minded people to do so. Don´t try to force your preferences onto a different/broader audience, m´kay? Entitlement mentality is bad, m´kay?

-He said with a smug tone, dismissing any suggestion that the current dungeons are a horrible mess that were rushed with the game to meet an early release date.

No need to be salty =P I´m not dismissing every suggestion ever made on this forum, just two of those the OP of this thread suggested, because I think they a) wouldn´t solve anything or b) would break some stuff completely (imagine e.g. cliffside fractal with player collision, hf walking across those planks).

(edited by Skoigoth.9238)

Anet please stop "Stacking"!!!

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Posted by: Skoigoth.9238

Skoigoth.9238

The thing is, if these people really want to kill every single mob in their path, while being scattered across the room, they are 100% free to do so. Nobody will stop them =P

All they need to do is list their party as “pX – full clear – no stacking” on the lfg-tool and enforce said requirements by kicking people that don´t fulfill them. That is really all they need to do.

So I personally don´t get at all why there is a need to come here and suggest ridiculous and absolutely tedious stuff (sry OP) like this:

2. Turn on collision for player characters so they can’t stand in the exact same spot as another character.
3. Place doors in the dungeons that require keys to open. The keys are dropped by random mobs in the dungeon. This way encounters can’t always be bypassed and players actually will have to play the dungeon and fight some monsters in order to progress further.

Just try to play the game how you want and find like-minded people to do so. Don´t try to force your preferences onto a different/broader audience, m´kay? Entitlement mentality is bad, m´kay?

General Dungeon Discussion Thread - Part 2

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Posted by: Skoigoth.9238

Skoigoth.9238

The new gentleman in this forum seems easily confused, methinks.

Or troll.

Hard to tell.

Could be a rather dedicated troll tbh, you should take a look at the stuff he posts on the Necro sub-forum =P

https://forum-en.gw2archive.eu/forum/professions/necromancer/New-player-is-it-worth-rolling-a-necro/first#post5028823

General Dungeon Discussion Thread - Part 2

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Posted by: Skoigoth.9238

Skoigoth.9238

https://forum-en.gw2archive.eu/forum/game/gw2/Hyenas-1/first#post5035279

I… I don´t… even… X_X
Is this the kind of people devs have in mind when balancing the game?
#filthyelitistzerkerjerk

Anet please stop "Stacking"!!!

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Posted by: Skoigoth.9238

Skoigoth.9238

melee is exployt, nerf plox

@OP: All I can gather from this thread is “I don´t like it that people are doing this -> must be removed”. I don´t like unnecessary stacking either (there are still sooo many people that stack in old FGS spots), but you know what I do? I don´t care and just finish the dungeon =P

If you don´t like stacking in general just open up your own “no stacking”-group on the lfg-tool and kick people that don´t fulfill the requirement – simple as that.

I never said i don’t like it or that they should stop it. Just saying that stacking merely means that your whole team is standing in roughly the same spot. Be it in a corner or in the open.

Everything after “@OP: …” was directed at the person that opened this topic and that is not you I believe

Tell Us Your Dev Priorities!

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Posted by: Skoigoth.9238

Skoigoth.9238

1. Scaling 1vX defenses
2. Counters (reflects, blocks, invulns)
3. Group support/Field use (those two kinda belong together I think)
4. Condition damage
5. Minion AI
6. Healing (self, group, siphons)

I don´t understand what you meant with counters either (countering other classes in PvP? block-into-counter attacks?? bananas???), so I put it at the bottom.
Edit: Thanks for clarification on that. We need more access to forms of active defense, which goes hand in hand with scaling 1vX defenses, so I moved counters up to place 2.

(edited by Skoigoth.9238)

Anet please stop "Stacking"!!!

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Posted by: Skoigoth.9238

Skoigoth.9238

Stacking in a corner or on (around, next to, etc.) the boss is still the same in regards to the whole post here.

Then how do you expect people to melee a boss? Attacking from an alternate universe with attacks that can penetrate the fabric of the universe?

inb4 melee too much rewarding

melee is exployt, nerf plox

@OP: All I can gather from this thread is “I don´t like it that people are doing this -> must be removed”. I don´t like unnecessary stacking either (there are still sooo many people that stack in old FGS spots), but you know what I do? I don´t care and just finish the dungeon =P

If you don´t like stacking in general just open up your own “no stacking”-group on the lfg-tool and kick people that don´t fulfill the requirement – simple as that.

(edited by Skoigoth.9238)

Life Stealing Floater

in Necromancer

Posted by: Skoigoth.9238

Skoigoth.9238

They are separate from each other healing/damage wise, but those components could still show up more noticeably from other healing/damage sources.

Yeah, and they should. It would help to get people to notice the numbers better and attract interest to this type of play styles because it would be more noticeable. Visibility often equals interest.

Oh, I misunderstood your suggestion. I somehow thought you wanted a combined floater for both damage and healing.

Two separate icons (same icon, different colors maybe?) next to the numbers should work of course.

Life Stealing Floater

in Necromancer

Posted by: Skoigoth.9238

Skoigoth.9238

I would agree, but afaik there is no such thing as “real” life stealing in the game. It is just damage + healing and they are completely independent from each other. So implementation of a separate floater (like conditions and retal have) could be problematic.

Besides that, the extra damage Necros get from life stealing traits is so neglectable I don´t even bother with how much actually it is =P

I mean just look at the numbers… it´s SO bad.
http://wiki.guildwars2.com/wiki/Life_stealing#Notes

[tin foil hat] necro spec is ritualist

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Posted by: Skoigoth.9238

Skoigoth.9238

@Player.8373: They mentioned it during the ranger part of the AMA stream.

[tin foil hat] necro spec is ritualist

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Posted by: Skoigoth.9238

Skoigoth.9238

Mmmh… painful bond Necro spirit spammers…

#believeinkarl

New player, is it worth rolling a necro?

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Posted by: Skoigoth.9238

Skoigoth.9238

Command your minions to attack while you are out of Afro range

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Help with playing condi necro?

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Posted by: Skoigoth.9238

Skoigoth.9238

Zerker Necro in any case is easier to learn and a good starter build for new PvP Necros since it´s very straight forward.

The build relies heavily on your auto-attacks (Dagger #1 and Life Blast) and the only real “combo” you should learn is Dagger #3 → WoS → WoC → Dagger #1 until the target is dead.

What bugs me the most though is that when you commit to fight, you are committed for good. You pretty much have to fight until you kill everything or die – no jukeing, no escaping.

PvE - let's bury the corpse for good

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Posted by: Skoigoth.9238

Skoigoth.9238

@Tim: Maybe, but when other professions can do it easily twice as fast, the fact that we can do it eventually doesn´t exactly speak for us =P

Is condition damage a must have?

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Posted by: Skoigoth.9238

Skoigoth.9238

*sniff sniff * Where is that rotten smell coming from?

Attachments:

PvE - let's bury the corpse for good

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Posted by: Skoigoth.9238

Skoigoth.9238

Yeah, on the topic of condi cap removal, I agree with what Anchoku said.

Necros can´t stack high numbers of damaging conditions on their own (compared to Engi, Warrior or even Ranger), so the cap removal wont improve our performance in PvE much.

As for the rest of the changes, well… at least they didn´t delete the profession

necro facts.

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Posted by: Skoigoth.9238

Skoigoth.9238

Agreed =)

/15characters

necro facts.

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Posted by: Skoigoth.9238

Skoigoth.9238

What if necromancers get mantras?

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Posted by: Skoigoth.9238

Skoigoth.9238

I don´t like Mantras on Mesmer, they feel boring and sluggish when you need to re-channel them mid-fight (if you choose to cast them at all), so I probably wont enjoy them on Necro either. In GW1 Mantras work much like stances (gain X for Y seconds), which to me feels much more fluent and fun to use.

But nevertheless, judging from how much they hinted at Chronomancer with Kasmeer´s character development in LS2 (she discovering her gift of precognition etc.) and looking at what new “powers” Marjory gained, I think Mantras could be a reasonable possibility for the new utility skill-set we will get.

First Marjory obtains her sisters Greatsword (we already know that that was a hint towards the elite specialization) and then she infuses the blade with the soul of her deceased sister.

That sounds very mantra-ish to me, but I personally would prefer Stances or Upkeep-skills (feasting on Life Force), since they are bringing those back with Revenant anyways.

(edited by Skoigoth.9238)

Minion AI - Can I have a new one, plz?

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Posted by: Skoigoth.9238

Skoigoth.9238

On the other hand, flash golem just stood still and took ages before deciding to run the opposite direction. What the hell?

He carefully evaluated the situation and then decided it would be best to bail out, that´s next level AI dude!!

No seriously, the godkitten minion AI really needs some improvement. Otherwise MM builds wont ever be a reasonable build choice.

Dungeon Balance Post-Specializations

in Fractals, Dungeons & Raids

Posted by: Skoigoth.9238

Skoigoth.9238

Can you imagine a Power Necro in PvP or Necro’s wells in WvW with a 50-60% buff? That would be insane.

Well, we already have that while downed, seems fine to me =P

Axe Mastery

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Posted by: Skoigoth.9238

Skoigoth.9238

Rending Claws 1: 262 damage
Range 600
Rending Claws 2: 205 damage
Poison Target
Range 600
Rending Claws 3: 205 damage (Would look cool if graphically this shot out like a wave from the Necro. Black fog traveling forward with hands coming up out of the ground grabbing at everything)
Chill Target
Range 600

I´d prefer Cripple on the 2nd hit, assuming the 10% modifier from Axe Training stays the way it was proposed.

Ghastly Claws
1040 Damage (x10)
Every 5th strike target explodes out dealing 150 damage and Poisoning the target for X sec if Necro is within blast gain swiftness for X sec
Range 900
Life Force: 12%
CD: 10 sec

Still too weak if you ask me, just compare it to Rapid Fire (http://wiki.guildwars2.com/wiki/Rapid_Fire), which has double the range, great synergy with a lot of traits, good vulnerability application and can pretty much be spammed after the changes hit =P

Unholy Feast: Blast Finisher

This, or Blocks Missiles, like Ele dagger earth #2.

But still, as people already pointed out, even with improved Axe skills I think the reduced recharge from Axe Training will still be kitten and the trait wont compete with Death Shivers or Chill of Death.
The reduced recharge should be flat, unconditional 20%, period. In addition to that I think if the damage modifier stays conditional (only against crippled foes) it should be increased to 20%.

Comparing what they proposed for this trait to what warriors will get for their GS just makes me want to delete all the ascended Axes on my Necro =/

Double HP bar = no defence skills?

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Posted by: Skoigoth.9238

Skoigoth.9238

Some of those changes are way too strong..

They are, obviously. But at this point, I don´t even care =P

Yeah… I wouldn’t get your hopes up on love though. Most of the devs sound like they barely even know what a Necromancer is or does…

Oh I won´t, don´t worry. My last gleam of hope died during that livestream =)

Double HP bar = no defence skills?

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Posted by: Skoigoth.9238

Skoigoth.9238

Some of those changes are way too strong..

They are, obviously. But at this point, I don´t even care =P

[Report] PvP Forum Specialist Report

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Skoigoth.9238

Double HP bar = no defence skills?

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Posted by: Skoigoth.9238

Skoigoth.9238

Traits (based on changes proposed in AMA livestream)

Spite

  • Keep Axe Training´s current functionality (10% damage, 20% reduced recharge)

Curses

  • Keep Target the Weak´s current functionality (2% increased damage per condition on foe)
  • Merge Weakening Shroud into Path of Corruption as a Master trait
  • Move Reaper´s Precision to Adept traits
  • Move Terror to Master traits
  • Remove Lingering Curse; add 33% increased base condition duration while wielding a Scepter to Parasitic Contagion
  • Keep Withering Precision as Grandmaster trait; also applies 5s of Poison (1 stack) on critical hits; lower ICD from 20s to 5s
  • Add new Grandmaster trait Cull the Weak; 2% increased critical hit chance for each condition on foe

Death Magic

  • [QoL-CHANGE] Add F2 Skill to lock your Minions onto your current target; add F3 Toggle-Skill to set your minions to passive- or attack-mode (grey out if no minions summoned)
  • Change Shrouded Removal to remove 1 condition every 3s while in Death Shroud
  • Merge Soul Marks (SR Adept trait) into Greater Marks as a Master trait; increase Life Force gain from Soul Marks from 3% when triggered to 4% (additive to proposed 1% base LF gain)
  • Move Deadly Strength to Soul Reaping Adept traits; lower damage modifier from 7% based on toughness to 5% [see Soul Reaping]
  • Move Necromantic Corruption to Master traits; lower damage modifier to 15% increased minion damage
  • Increase Unholy Sanctuary´s base healing from 130/s to 362/s; remove second effect; add gain a random boon every second (1s interval) while in Death Shroud (3s of Protection, 3s of Regeneration, 3s of Resistance or 5s of Swiftness)
  • Add new Grandmaster trait Virtue of the Master; each Minion periodically (pulse, every 10s) grants a unique Boon to both itself and you (Blood Fiend 10s of Regeneration; Bone Fiend 10s of Swiftness; Shadow Fiend 3s of Retaliation; Flesh Worm 3s of Protection; Bone Minion 10s of Might; Jagged Horror 5s of Might; Flesh Golem 5s of Fury)

Blood Magic

  • [BASELINE] Siphon skills heal you while in Death Shroud
  • Keep Blood to Power´s current functionality (+120 Power while health above 75%)
  • Merge Vampiric Precision into Bloodthirst as an Adept trait
  • Remove ICD on Mark of Evasion
  • Add a 5% damage modifier while wielding a dagger to Quickening Thirst
  • Add new Master trait Blood of the Aggressor; inflict 5s of Weakness to foes you siphon health from (15s ICD) and gain +300 healing power while your health is below 75%
  • Remove Deadly Invigoration
  • Unholy Martyr; add Life Blast now transfers one condition on hit
  • Add new Grandmaster trait Insidious Parasite; 66% chance to siphon health from a foe attacking you (base healing 453, base damage 451; chance to activate on hit; no ICD)

Soul Reaping

  • [See Death Magic] Remove Soul Marks and add Deadly Strength to Soul Reaping Adept traits; lower damage modifier from 7% based on toughness to 5%
  • Dhuumfire; critical hits apply 4s of Burning (1 stack) and 33% chance to gain 5s of Fire Shield when hit by a foe

Something along those lines would be the selfish Necromancer I´d like to play. Numbers should be tweaked here and there of course, I just randomly chose what felt about right to me (and I might be biased due to almost 3 years of being neglected =P). So yeah, probably not exactly be the smartest and most interesting class-design for an mmo, but hey, would work for me

Double HP bar = no defence skills?

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Posted by: Skoigoth.9238

Skoigoth.9238

I also strongly doubt that the new specialization will improve the state of Necromancers much as long as the issues the base profession has don´t get addressed. I feel something like the Engi rework is exactly what Necro so desperately needs and I just don´t understand why it hasn´t happened yet =/

If they don´t want us to have accesses to active defenses, good combat mobility, meaningful team support and a couple more ways to interact with combo fields (which are hmm… idk… all the things that make combat in this game a fun for me), fine.

Then at least make Necros one-man army killer-machines. Something kind of silly, like this e.g.:

Weapon Skills

Staff

  • All marks grant 1% Life Force when triggered
  • Increase the velocity of Necrotic Grasp´s projectile by 50%

Axe

  • Increase Rending Claw´s base damage from 238 to 302
  • Increase Ghastly Claw´s base damage from 1072 to 1320
  • Increase Unholy Feast´s base damage from 272 to 521; add Blocks Missiles

Scepter

  • Add 2s of Torment (1 stack) to Putrid Curse
  • Increase Feast of Corruption´s damage modifier from 8% per condition to 10% and Life Force gain from 3% to 6%

Dagger

  • Increase Life Siphon´s base damage from 909 to 1072 and base healing from 298 per pulse to 312
  • Increase Necrotic Stab´s base damage from 235 to 286

Focus

  • Increase the velocity of Reaper´s Touch´s projectile by 20%
  • Lower the activation time of Spinal Shivers from 1 1/4s to 1/2s

Death Shroud

  • Lower the activation time of Life Blast from 1s to 3/4s
  • Change Dark Pact from a homing projectile attack to a ground targeted Shadowstep skill (target required, similar to Guardian´s Merciful Intervention but with hostile target); lower activation time from 3/4s to 1/2s

Slot Skills

Heal

  • Lower the activation time of Consume Conditions from 1 1/4s to 1/2s
  • Remove ICD on Signet of Vampirism´s passive and increase duration of Vampiric Mark (active) from 6s to 9s

Utility

  • Corrosive Poison Cloud; add 2s of Torment (1 stack every 3s)
  • Lower Epidemic´s activation time from 1s to 3/4s
  • Plague Signet now grants 2s of (randomly chosen) Resistance, Regeneration or Swiftness on pulse (pulse every 2s) in addition to its current functionality
  • Increase Signet of the Undead´s passive Life Force gain from 2% every 3s to 3%
  • Increase the velocity of Spectral Grasp´s projectile by 50% and lower Life Force gain from 15% to 10%
  • Change the AoE hit-box of Spectral Wall from line to ring, similar to Guardian´s Ring of Warding
  • Increase Well of Darkness´ Blind duration from 3s per pulse to 4s
  • increase Well of Power´s Stability duration from 1s to 3 1/4s

Elite

  • Increase stacks of stability granted to Flesh Golem on Charge from 1 stack (15s) to 3 stacks (5s); Increase Charge´s Knockdown duration from 1s to 3s
  • Block projectiles and gain 3s of Frost Aura (on pulse with Stability) while in Plague form
  • Gain 3s of Retaliation (on pulse with Stability) while in Lich Form