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Signet of Undeath not working!

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Posted by: Softspoken.2410

Softspoken.2410

For clarity, are we talking about defeated or downed? Because SoU, like every other revival skill, doesn’t pick people up from defeated.

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Worst class for Duels.

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Posted by: Softspoken.2410

Softspoken.2410

Hmm, using a build now which seems okay. but guys terror builds and DS builds don’t work in PvP duels. You don’t get enough life force.

edit: Parktou I do know how to dodge just i’d like to see you dodge 4 stuns with only 2 dodges…

Okay I can see how a DS build could be choked out because of insufficient life force generation, but really, how much life force do you need for a Terror build? 10% every 16-20 seconds?

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Worst class for Duels.

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Posted by: Softspoken.2410

Softspoken.2410

I’d have thought Terror builds would work exceptionally well in 1v1 situations, since you force people to stunbreak out or die to your conditions.

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Make 'double clones' on scepter a trait

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Posted by: Softspoken.2410

Softspoken.2410

This would be a really interesting trait, in my opinion, and would solidify scepter as a shatter / clonespam option. I’d love to see this happen, somehow.

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Pyroclasm: The Definitive Guide to Burning

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Posted by: Softspoken.2410

Softspoken.2410

I think the biggest issue with burning builds in WvW would be the people running condition duration reduction, such as myself. since I run 56% most guardian’s VoJ procs would not even have time to tick on me, and would require some sort of burning duration increase to actually make it worth it. However my question since i cant really test it out now. How does +condition duration and -condition duration work. Do they just cancel each other out until one is + or -, or does it up the condition duration being applied first, and then if you hit a target it lowers it by the % they have (which would actually lead to a net loss in condition up time)

Condition duration modifiers cancel each other out directly: If you have +40% and your opponent has -40%, you’ll deal the regular duration.

https://forum-en.gw2archive.eu/forum/game/gw2/Condition-duration-vs-Condition-duration/first#post2209855

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Terror Data - Durations

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Posted by: Softspoken.2410

Softspoken.2410

I was under the impression that condition duration rounded to the nearest quarter of a second. Correct me if i’m wrong, i’m interesting in this mechanic.

Source: http://wiki.guildwars2.com/wiki/Condition_Duration

Tooltips always round to the nearest quarter of a second. But the conditions applied in game are much more exact, and are accurate to at least a tenth of a second.

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Pyroclasm: The Definitive Guide to Burning

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Posted by: Softspoken.2410

Softspoken.2410

If this is open to commenting:
First, thank you for this thread. I usually don’t peruse too many build threads but this is exceptional.
Second, I am switching to permeating wrath immediately. I’ve been running a heal / burn Guardian (Mostly for fun, I wasn’t pretending to get maximum effectiveness out of it) that relied a lot on Torch for AoE burning. But seeing a full breakdown on Permeating Wrath and comparing it to Zealot’s Flame makes me pretty sure I should ditch torch and just get a more supportive off-hand.

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Terror Data - Durations

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Posted by: Softspoken.2410

Softspoken.2410

So, will the new meta be everybody wearing two runes of Melandru to reduce the damage they take from a terror by 1/2 to 1/3rd?

Only if the meta is Terrormancers melting everyone who doesn’t.

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Condition Damage and Guardians

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Posted by: Softspoken.2410

Softspoken.2410

I honestly thought this was going to be a thread about the effectiveness of building condition damage on guardians, especially the implications caused by having access to only burn, barring rune / sigil shenanigans.

Kind of disappointed, really.

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WOC and Corrupt Boon - Removal Order

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Posted by: Softspoken.2410

Softspoken.2410

Do you know if this order also applies to boon removal skills, such as Spinal Shivers?

Edit: If this applies to everything, that would sort of make protection / swiftness / regen ‘cover boons’.

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(edited by Softspoken.2410)

No Life Force on Dagger OH?

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Posted by: Softspoken.2410

Softspoken.2410

It is a little weird, since the other off-hands can generate rather large amounts of life force. But it seems to be working out so far, so I don’t really see the need to change it?

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Someone critique my build please!

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Softspoken.2410

Just so we’re clear: do you have 20 points in Soul Reaping or Death Magic?

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You actually managed to do it...

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Softspoken.2410

Still kind of bothering me that people think that Guardian burning is single-target when you actually invest in burning, but I was wrong: the damage boost is minor.

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You actually managed to do it...

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Posted by: Softspoken.2410

Softspoken.2410

that 220 condition damage is alot actually especially when your geared for condi damage and that traits gives you 1900, your burns start to tick for 850 every second, most times hitting 5+ times befores its removed

so if we do the math right thats 4275 burning damage thats pure damage not affected by toughness, this trait changes is a god send for damage type guardians

if your ticking for only 380 then your clearly not seeing its full potential

How would you build your guardian to take advantage of this? (Being serious rather new to the class so I haven’t a clue). Would be interested in trying something new out.

Focused mainly on WvW solo roaming or with an engineer flipping camps.

First: I’m not sure if this would apply particularly well to WvW. I’m not very good at WvW, and I know that the build I’m outlining wouldn’t have many defenses.

Power-focused with solid burn uptime. Greatsword & <Mainhand>/Torch. Gearwise you’ll be berserker trinkets and probably weapons, but rampager armor for a bit of condition damage without sacrificing too much power, and a lot of precision.
30/20/0/20/0. Important traits are – Fiery Wrath, Zealous Blade, Kindled Zeal, Radiant Fire, Empowering Might.

Empowering might is important because you’re hybrid: might stacks are your best friend in the whole world, and with your high crit rate (Remember that splash of rampager armor?) you should be getting 3 or 4 stacks of might constantly from it. (Level 80 that’s 105-140 power and condition damage.) This also lets you get the most out of vigorous precision (you basically have guaranteed vigor uptime now) which is important since this build has no real defenses.

So far, heal / utilities / elite would be of your choice, but you’d probably want some of the more defensive ones. Consider Purging Flames maybe, for another AoE burn to resist getting cleansed and a condition clear. Shouts and the reduction trait in Honor could give some defensive power to you and those around you.

Again, I don’t know how this would work, (wrote it just now in about an hour) but it could be something to start with.

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Burning duration less then useless.

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Posted by: Softspoken.2410

Softspoken.2410

Literally all that is required for 100% uptime on a target is Radiant Fire, staying close to an enemy for the 3 second duration of Zealot’s Flame, and a single passive VoJ proc every 12 seconds.

So 20 points in the condition damage line and off-hand torch. Plus, it’s not unlikely (not guaranteed, but not unlikely) to do said 100% uptime to three targets instead of just one.

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You actually managed to do it...

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Posted by: Softspoken.2410

Softspoken.2410

I guess hybrid builds don’t exist. Or builds that use a torch.

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meteor shower effectiveness HALVED

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Posted by: Softspoken.2410

Softspoken.2410

They probably increased the radius of each meteor to be around 1.5x the starting value. That would make each meteor strike at least twice as much (Technically 2.25x) area as it did previously, anyways.

Edit: Granted, if they changed the way the meteors fall so it’s less biased towards the edges, that would probably constitute enough of an improvement as well. Like basketcase says though, we need the exact number to really make comparisons.

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(edited by Softspoken.2410)

Patch notes - Necro - 6/25/13

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Posted by: Softspoken.2410

Softspoken.2410

kinda crazy. relatively still new to necro (just picked hmi up not long ago) and this huge patch! guess it’s alright cause i haven’t even come close to being familair with the pre-patch necro yet.

just a silly question – does fear change directions of peolpe being feared in each time its applied? if so, would this be possible? i place a wall in front of enemies running from me, they hit it get feared and run towards me, i DS fear them, would they turn back towards the wall? if so, would they then get feared by the wall again? or is it a one time thing? so they’d technically be running back and forth, while you could drop wells, or just DS 5 them the whoel time they’re being feared, immob at end of torment then drop wells or what have you then.

Enemies under the effect of fear always run directly away from the player who was the source of the fear. In your example, if your enemies run away from you through spectral wall they will continue running, though with less control. Applying a DS fear won’t change their direction. All that would change it is you changing your position, or if someone else applied a fear so that they would run away from them, instead of you.

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Levelling in the new patch?

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Posted by: Softspoken.2410

Softspoken.2410

Minions are probably even better now for leveling than they were before (Shadow fiend and bone fiend regenerating between fights makes those two less of a hassle), and they were already pretty great. Meat shields and damage, your own personal team. Staff for the support and ranged safety, dagger for the rush-down when you need to finish something off yourself.

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Potential 50% crit chance in DS

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Posted by: Softspoken.2410

Softspoken.2410

It is still a flat 50% bonus. Also I have a sneaking suspicion that it applies to lich form as well.

As in, on top of the 40~% bonus that Lich Form gave already?

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Infinite Aetherized Tonic Recipe

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Posted by: Softspoken.2410

Softspoken.2410

Dang man, 50 jugs of water. That’s rough.

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Math on steal cooldown?

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Posted by: Softspoken.2410

Softspoken.2410

I’d call it confusing, but honestly it’s been like this for all of those traitlines for a very long time. The tooltips just weren’t always accurate.

I’m not talking about the number on the tooltip. I’m talking the Cooldown number that appeared after I used Steal – it was 32s.

If you’d like, I could link you to a few discussions publically recorded on the GW2 wiki that would show people discovering the exact details of these recharge rate modifiers as early as January. I’d also point out that Steal’s recharge would have been 34.6~ seconds with 30 in trickery and a base recharge of 45 seconds: I wouldn’t blame you for missing the 3(?) second difference, since the only time you’d see steal’s cooldown on the icon would be if you whiff the skill.

so its actually been at 21.5 for the entire post patch? it just said it was at 17.5?

To my knowledge, it’s been at 21.5. The thread started because people wanted to know why the recharge wasn’t matching the advertised value on the tooltip.

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Not in the Notes: IF Swap Cancel "nerf?"

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Posted by: Softspoken.2410

Softspoken.2410

u were able to cast infiltrator strike and then immediatly swap weapons so the toggle skill “Shadow Return” wouldnt pop up.

Oh, so that’s how that loophole worked.

Edit: Although I was given to understand before you could do it in combat to spam immobilizes or something. Must have read that incorrectly.

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Thief: the ONLY prof without 1200 range

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Posted by: Softspoken.2410

Softspoken.2410

“Now I’m kind of betting they’ll cut the Guardian Scepter back to 900 range eventually.”

Umm, did you see the Guardian changes – buffs all around.

I don’t think they want to nerf Guardians

When I made that first post, I thought (for some reason) that the scepter used to be a 900 range weapon that got buffed to 1200. The only thing on the wiki that indicates that though is from about one beta weekend, so I’m probably just misremembering. (I did not play in the betas)

Even still, Guardian would be the next profession (if any) I anticipate them pushing into <900 range, since they’ve made a lot of comments about how they see them as melee contenders.

Edit: I’ll admit, I’m not really a fan of cutting thieves off to 900. But I feel like I’d rather see an actual 1200 range weapon introduced, than try and make cluster bomb fill that niche all by itself.

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Math on steal cooldown?

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Posted by: Softspoken.2410

Softspoken.2410

I’d call it confusing, but honestly it’s been like this for all of those traitlines for a very long time. The tooltips just weren’t always accurate.

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Leaked Patch Notes Revealed: Truth

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Softspoken.2410

I also am new to this forum. What is "DB ", “S/P” and "S/D

I believe DB was a reference to Death Blossom: it’s skill 3 with the dagger / dagger set. Leap over your enemies, slice them all for AoE bleeds.
S/P and S/D are abbreviations for common weaponsets. Sword/Pistol and Sword/Dagger. (Sometimes S stands for scepter as well, but there’s only a few professions where that’s an issue. Typically Sw and Sc are used there when necessary.)

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Went in and tested the new weakness in PvE

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Softspoken.2410

I was always under the impression that bosses didn’t crit very much.

Then again, when a boss can take off near half your health with a regular attack, that one crit is all it takes.

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Torment feels weak....

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Posted by: Softspoken.2410

Softspoken.2410

It’s double bleed damage while moving, and bleed damage while not moving. A.K.A it’s not going to hit hard unless your heavy spec’d for condis, and even then it’s fairly weak.

If you go full condi spec (with no might stacks) it should trigger ~220 DPS per stack while your target is moving. That’s not BAD but five stacks of torment will still deal lower damage than auto attack on sword and dagger. Seems kinda pointless to bring a dedicated utility slot for.

Don’t be stupid, with Torment and increased access to fear, Necromancers are now overpowered. Thieves are now the direct counter to Necromancers, since you can counter-apply torment to them, and use their own fear against them for big spikes. Not to mention your new spammable Deathblossom.

If you’re dealing with a condition necromancer, spamming Death Blossom is a dangerous suggestion.

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Torment feels weak....

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Posted by: Softspoken.2410

Softspoken.2410

For people testing Torment and not seeing the difference: the number popping off your target doesn’t change when they start / stop moving, but you should see about twice as many numbers start flying off when your enemy is in motion.

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Thief: the ONLY prof without 1200 range

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Softspoken.2410

Now I’m kind of betting they’ll cut the Guardian Scepter back to 900 range eventually. If it’s not a requirement that every profession has access to a 1200 range weapon, I can see them forcing guardians to get a bit closer as well.

Edit: It’s rude and probably inaccurate, but I’d say a thief doing nothing but using cluster bomb from 1200 range wasn’t very effective anyways.

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Burning duration less then useless.

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Softspoken.2410

Oh ok, the tooltips must not be working correctly then for the damage portion. I have not noticed a change. Everything I seem to read online is vague or inconclusive! Thanks for clearing that up.

A lot of, if not all traits / runes that boost a specific condition or boon (rather than granting general condition or boon duration) don’t properly update tooltips. So you’ll be getting more duration, and thus more damage, than the tooltip indicates.

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Furious Interruption ...

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Posted by: Softspoken.2410

Softspoken.2410

It’s a completely different take on the trait, and I like it. Quickness is pretty helpful for getting that burst in while they’re disabled.

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Runes for 30/30/10/0/0

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Softspoken.2410

I honestly don’t think you should invest in burn duration runes, since your burn uptime is wholly confined to that one trait. You just won’t wring as much damage out of it, compared to runes for your more frequently applied bleeds.

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Well of Power - Stability.

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Softspoken.2410

It’s basically to ensure that the well cast completes, along with it being a stun breaker.

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Staff traits not merged?

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Softspoken.2410

While I wasn’t really expecting staff mastery and greater marks to get mixed together, I felt like having 4 staff/mark traits was sort of low-hanging fruit for trait compression. Maybe another time. :/

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New bugs 25/6/2013

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Softspoken.2410

I think that it just increases the rate at which it ticks, visually. So when a target is moving, there’s twice as many numbers flying off as when they’re standing still.

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Death Nova bug

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Posted by: Softspoken.2410

Softspoken.2410

They are more viable, it just doesn’t work with triggered sacrifices. Realistically, I think it would have been OP, Putrid Explosion already can hit from 2.5k-3k, this hits for 1k-1.5k. Putrid Explosion could hit for 3.5k-4.5k each. I think we can agree a 9k damage explosion, on a 16 second CD, regardless of your stats.

I would like to see it work with the other two sacrifices though.

Also, Bone and Shadow Fiend both give 10% LF on death too, pretty nice.

0/20/30/0/20 build with berzerker amulet and putrid explosion is 2k at best. The poison from Death Nova works with triggered sacrifices, so why won’t the dmg?
Mesmers burst for more with mind wreck, and that’s a 10 sec cd?

Kind of missing his point there if you’re bringing up berserker.

In any case, I’ve added it to the list. I’d expect bone minions to see a reduced benefit from it or be an exception, but I’d especially like to see it activate on Taste of Death.

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Necromancer Bug Compilation Mk II

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Softspoken.2410

There may be a few bugs that need to be removed from this list, I haven’t gone through quite yet.

So far, bugs to add:

Path of Midnight – Doesn’t reduce the recharge of Tainted Shackles.
Death Nova – Extra damage does not proc if the minion is sacrificed instead of killed. (Taste of Death, Putrid Explosion, Necrotic Traversal.)
Dark Path – While the range is 1200, the teleport distance seems to be limited to about 900.

Also, Tainted Shackles shares its cooldown across underwater and on land DS. Since it’s literally the same skill while every other DS skill changes, I think it’s intentional, but just a PSA that you can’t cast it twice in succession if you hop between water and land.

Edit:
So far on bugs removed –
Deathly Swarm (Dagger 4) now transfers 3 conditions per target hit. This is beast.
Putrid Mark – Transferring between enemy factions seems to have been resolved.

Edit2: I’m removing

  • Greater Marks: when used, Chillblains uses Mark of Blood’s visual effect (skull symbol) instead of its usual effect. (25 June, 2013)

in the interests of space, and since it’s basically on the same level as a tooltip failing to update.

Edit3 (Still 25 June):

  • In PvE and WvW, a necromancer’s downed state has about one third the health pool expected for their standing health. (28 May, 2013) Note: See this thread.
  • Path of Midnight – Doesn’t reduce the recharge of Tainted Shackles. (25 June, 2013)

Have been resolved. :3

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(edited by Softspoken.2410)

Patch notes - Necro - 6/25/13

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Softspoken.2410

Well of Power just became good anywhere.

Necros will be a lulzfest in wvw I think.

I’m curious about the stun break though. Does it break stun only for the Necro when cast, or does it break stuns in the well when it pulses? If the latter, would it apply to allies?

I think it only breaks for the necro, especially since it only gives stability to the necromancer. (And really, it’s just enough to guarantee the cast goes through, which is a gimmick I think also got added to the Warrior Stomp skill? Still really useful though.)

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Ritual Mastery

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Softspoken.2410

… Um. Staff mastery affects staff skills, which are mostly marks. Ritual mastery affects wells, which are mostly found on utilities.

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New bugs 25/6/2013

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Posted by: Softspoken.2410

Softspoken.2410

Vampiric is not scaling properly (I hit 27 damage with 1,635 power and 2,600 attack, heal for 19 with 1,073 healing power).

Death Nova only procs when minions are not killed by your skill activation

Something I think that was related to this: if you enter combat while poisoned, (Opening strike poisons or, for example, testing on golems with corrupt boon) the healing from vampiric is reduced by 33% until you leave combat.

Interestingly, if you’re poisoned during a fight, vampiric’s healing doesn’t seem to be affected.

These tests were done in the heart of the mists.

Edit: Actually this might just apply to all healing? Is poison still working properly, or is the self-poison from corrupt boon just weird…?

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(edited by Softspoken.2410)

New Vampiric - How Does it Work?

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Softspoken.2410

Did they change Vampiric Precision too or just Vampiric? I know the notes just say Vampiric but it seems strange to change one and not the other.

As far as I can tell, it’s just Vampiric. Vampiric Rituals and vampiric precision didn’t seem to get this scaling,

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New Vampiric - How Does it Work?

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Softspoken.2410

that is only lousy ratio…

Really I should test it with bloodthirst, since if someone’s serious about a siphon tank, they had better be running bloodthirst.

Healing Power – Heal per hit:
150 – 39
629 – 42
1223 – 45

It looks like the ratio also improves by 1.5, as expected.

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New Vampiric - How Does it Work?

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Posted by: Softspoken.2410

Softspoken.2410

So I imagine that it will be the same in PvP and PvE, so here’s a few tests from the mists:

Damage:
916 power – 26 damage / hit
1560 power – 27 damage / hit
1910 power – 28 damage / hit
2279 power – 29 damage / hit

Heal:
150 HP (Minimum for Vampiric) – 26 health / hit
250 HP – 26 health / hit.
579 HP – 27 health / hit.
1173 HP – 30 health / hit.
1223 HP – 30 health / hit.

All of this was without bloodthirst (Which increases the damage and the heal) but it seems to show that the base values are the same, with scaling added directly on top.

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(edited by Softspoken.2410)

Patch notes - Necro - 6/25/13

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Softspoken.2410

Ok hold the phone… we only get Torment with DS?
How in the kitten am i supposed to epidemic this?

I feel somewhat betrayed really.
And can anyone give me a reason why anyone will use Life Transfer over DS 5 now?
Since this one targets EVERYTHING in its radius rather than just 5 like Life Transfer.

Torment lasts for 10 seconds base duration, I think. So there’s a lot of time to epidemic it. You can DS → 5 → DS and finish casting epidemic before Tainted Shackles finishes. And if you time it properly that also means using epidemic on an immobilize. (I think it’s 2 seconds long?)

Nothing* breaks the 5 target limit. It’s like the first law of battle dynamics or something.

*Walls do because they aren’t affecting 5 targets simultaneously.

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Patch notes - Necro - 6/25/13

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Softspoken.2410

Life Blast: This skill now scales based on range instead of amount of life force.

As a necro who is finally learning how to utilize DS properly, this is the change that excites me the most (in addition to the new skill, of course). The question is will the damage boost be noticeable; anyone online now have thoughts on this?

If I understand the change & numbers correctly, it’s the same damage within 600 as it was before at over 50% life force. For my build though, (Axe mainhand 24/7) sticking within 600 is not a problem. Occasionally, staying over 50% life force was, (Taking a hit while casting, for example) so I’m viewing this as a buff.

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Patch notes - Necro - 6/25/13

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

A little disappointed in the Death Magic changes, a little saddened by Withering Precision got changed to a once-in-20s rather than a ‘a little bit all the time’ trait, but generally pretty happy with changes otherwise. The skill reworks are pretty great, too.

Edit: Oh yeah, and spectral buffs work in DS now. I’m still amazed that was real. And deathly perception because dang.

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It’s pretty obvious, and nobody’s impressed.

Dark Path Failing

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

Thats even more unlikely as hes practically kissing him.

Not really, he’s just barely within 900 range at 0:14 when he casts it. Of course that’s on his screen as well…..

He could have been hitting with an axe at the distance shown in the video, before and after the cast. I don’t think the range is an issue.

Edit: Axe hivemind.

Mixing insults with your post is like pooping in a salad.
It’s pretty obvious, and nobody’s impressed.

Dark Path Failing

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

My only guess is that it looks like you left DS right as it finished casting, so it interrupted it. But even that doesn’t make much sense since you can still see the hand being thrown.

Mixing insults with your post is like pooping in a salad.
It’s pretty obvious, and nobody’s impressed.

(edited by Softspoken.2410)

But of Corpse: July 25th - Live at Five PST

in Community Creations

Posted by: Softspoken.2410

Softspoken.2410

I’ll admit, part of it is me being a miser and not wanting to grab a second axe for my necromancer. I also haven’t given too much thought to sigils yet, I’ve just got a stacking sigil on my Axe. What would you use in the off-hand weapons in that scenario?

I don’t get it, using 2 Sigils of Battle on both axes will massively increase your damage.

Axe/ Warhorn + Axe/ Dagger with battles in the axe and force/ accuracy in the off-hands.

I’ll look at investing in a sigil of battle, since a constant bonus from 6 stacks of might could be pretty nice. Right now it’s just the cost factor – again, I am a miser, and that’s one of the most expensive sigils.

Mixing insults with your post is like pooping in a salad.
It’s pretty obvious, and nobody’s impressed.