Showing Posts For Softspoken.2410:

How will this work with a power build?

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Posted by: Softspoken.2410

Softspoken.2410

Well…

To be honest? Death Shroud already has life blast and life transfer. It doesn’t really need much more for power builds.

That said, you mentioned wells. May I presume your biggest problem with wells is when people insist on walking out of them? Torment (and the implied control conditions that go with Tainted Shackles) may help you keep them in place.

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Thief utilities awful for PvE

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Posted by: Softspoken.2410

Softspoken.2410

Venom builds suck because the amount of damage you, yourself lose is not even close to what you would add to the parties over damage. If only this game had damage meters…

The PvE meta is all about doing content as fast as possible, since no one ever really dies or needs support. Really go ahead right now and ask yourself whens the last time you thought “We might not be able to finish this dungeon due to our group composition / specs”, you can beat a lvl 50 fractal with 5 bunker guardians or 5 zerker thiefs…

As long as there is no challenging content or a dps meter it wont matter if you spec 0-0-0-0-0. You CAN do venom share but we all know its not as optimal as a pure power damage build.

Lokheit
>Precision is a garbage atribute to get Direct Damage, really, absolutely terrible on its own

you realize how dumb that sounds?

Depends on who you play with. I PUG a lot (Please, hold your derision back for just a moment) and I can say added support can make things a whole lot smoother. I’d rather just help people a little than depend on them dodging perfectly.

I agree that at high-end PvE (higher skill?) pure damage is probably the way to go right now, but venom builds shouldn’t be thrown out of the game just because they aren’t the maximum damage path.

Also, point for point, precision is pretty much always worse than power if you want direct damage. It’s only a good choice for more damage if you already have a lot of power and prowess (bonus crit damage) or otherwise can’t choose power / prowess instead of precision.
Edit: Lokheit pretty much covered it. Berserker is still good, but if you have to choose between precision and power and you want more damage, always pick power. (There is a limiting case, but it’s something like if you have 1500 bonus power and 60% bonus crit damage, take precision over power.)

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(edited by Softspoken.2410)

Pyromancer

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Posted by: Softspoken.2410

Softspoken.2410

Engineer not having Signets is odd.
Signets are just magic rings afaik. Sigils and Runes have magic too.
Eh, go figure. Warriors have plenty of them despite being about physical force.

For the record, I’m pretty sure Engineers don’t have signet skills because they have the tool belt. In GW2 game play, a signet is a passive effect that you have to sacrifice for the active: tool belt skills would either have to work differently for that one category of skills, or they would basically be able to use some form of the active without ever using the passive.

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Cantrips to be NERF'D again!?

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Posted by: Softspoken.2410

Softspoken.2410

They’ll take it off of Cleansing Flame before anything else, in my opinion. Hopefully they’ll think to lower it’s recharge by 10-20 seconds or so, but still. Cleansing Flame could work well as a condition removal / burn utility.

Edit: If they do remove it from Armor of Earth, I just hope they think to reduce the recharge significantly.

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Pyromancer

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Posted by: Softspoken.2410

Softspoken.2410

Lily, I’ve already read the blog post. It’s kind of short on exact details. I mean, technically Necromancers ‘have access to’ confusion and vigor already. I get that you’re pretty mad, I’m just saying you shouldn’t do anything drastic before they throw back the curtain completely.

Edit:
vvv Whoop, forgot about that. vvv That one does rely on your enemy putting up aegis though, while we can do confusion / vigor ourselves.

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(edited by Softspoken.2410)

Thief utilities awful for PvE

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Posted by: Softspoken.2410

Softspoken.2410

Yesss, I can see it now, “Hey guys, stand all around me for a few secs so I can heal you for 400 and buff you for 2 stack of might”. Wow man, so good.

EVERYONE STACK HERE

Edit: Even for fights that people (especially PUGs) don’t try to blast through with a stacking tactic, all you have to do is get yourself close between two of your allies to be effective. Most venoms are instant, so you can do the positioning yourself. It’s actually pretty easy if you have a couple melee teammates.

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(edited by Softspoken.2410)

6/20 Blog: Getting access to new condition

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Posted by: Softspoken.2410

Softspoken.2410

So I’m betting that if it’s on a weapon skill, body shot is getting a new lease on life.

Otherwise, tripwire.

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Pyromancer

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Posted by: Softspoken.2410

Softspoken.2410

Will you at least wait until a few days after the patch hits, to see the exact details of the necromancer’s cremation abilities?

Edit: Okay so work with me here but
A thief shout
with 200 range
that can only be used from stealth
that causes fear
called “BOO!”

With a similar shout called “Surprise!” that causes confusion.

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(edited by Softspoken.2410)

New DS#5 - Tainted Shackles - Torment

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Posted by: Softspoken.2410

Softspoken.2410

I just wonder why they gave it to thieves who is the most mobile of all (aka requiring the most chase)… Seems… not smart. It better not be on a FotM lolspam build. T_T

I’m guessing they’ll be putting it on a lesser used weapon or utility.

Pistol 2.

If it’s on a single weapon skill, I bet you it will be on Pistol 2.

Edit: It could make it onto unload, maybe, but that seems far less likely. Seeing it on a trap (Tripwire is kind of terrible) and a venom is also probable.

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(edited by Softspoken.2410)

Thief utilities awful for PvE

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Posted by: Softspoken.2410

Softspoken.2410

…Not only that, rabid/carrion gets you vitality and toughness which just adds to survivability.

No they don’t, there is no armour type that adds Condition Damage, Toughness and Vitality. Carrion adds power and vitality while rabid adds toughness and precision. While power tends to be always useful, even on a condition build, precision is not (as it requires high power and crit damage), making rabid useless.

The implication was that one could use a combination of Rabid and Carrion armor. Also, precision is about proccing on-crit effects, like possibly a sigil of earth or the “gain initiative on crit” trait.

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Master of Terror bugged?

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Posted by: Softspoken.2410

Softspoken.2410

Actually you’re wrong , when i go 100% condition duration all my spells show double the duration in increments of 1/4s duration.

I’m guessing that you’re using things like Super Veggie Pizza and the spite tree bonus? Those grant general condition duration, which does update tooltips properly. What Drarnor is talking about is traits like Hemophilia, or bonuses from things like Runes of Dwayna (for regeneration) that will not update the tooltips properly.

Just toying with Master of Terror in PvE, I’m seeing an increase from here.

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Jon peters: you will probably be pretty happy

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Posted by: Softspoken.2410

Softspoken.2410

All I’m expecting of this patch is broad changes to traits across all professions. I want the changes to also be good, well thought-out ones that curb power without removing play styles and create new ways to look at the abilities already in the game.

But failing that, I will hope for at least one real alteration in every trait line.

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Is Downed HP fixed?

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Posted by: Softspoken.2410

Softspoken.2410

When you say “new necros”, how new are you talking about? Just curious because i made mine right before the start of dragonbash and getting downed (in pve and WvW) is pretty much assured death.

Here is what we know. That post was made 20 days ago, so presumably around the 30th or 31st of May. The major end-of-month patch was on the 28th of May, so by all accounts that should have been the day the fix was implemented. Given that, starting your character right before Dragon Bash (4th-11th of June) should have been well within the window.

So I’m going to ask: when you go into downed state, what number pops up for your constant degeneration (not bleed, poison, etc or being attacked) and what is your maximum health while standing?

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(edited by Softspoken.2410)

Necromancer Bug Compilation Mk II

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Softspoken.2410

Is this really a bug though? An extra tick can be vital…. I don’t want it to go away!

I’m kind of obligated to put in the good and the bad. We could always hope that the traited duration becomes the baseline versi-oh wait, greater marks. Yeah we’re screwed. Sorry. :c

When I started playing GW2 again after a break, I noticed that the UI remained visible while being in Death Shroud (I read this was an intentional fix) – and that both my necros also continued taking hits and losing health along with life force. This is not supposed to happen, is it…? Or did I miss this major change? I couldn’t find anything on it anywhere.

The UI remaining visible is definitely an intentional change, but you shouldn’t be losing health, just life force. Are you sure you’re still losing health while you have life force to spare? The damage numbers will always pop up, but the level of / number on your health pool should still stay the same.

Edit: Added a bug about Putrid Mark transferring between enemies.

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(edited by Softspoken.2410)

Thief utilities awful for PvE

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Posted by: Softspoken.2410

Softspoken.2410

I cant honestly think of another utility we have that is even close to as good as those 3 for PvE dungeons. Someone want to school me on our utilities or is this really how abysmal our options in PvE are?

Blinding powder, shadow refuge. Give your panicked ally an aggro drop, especially useful for revivals.

I think there’s more, but I’ve found those ones very universally useful.

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Daydreaming Necromancer Traits:

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Posted by: Softspoken.2410

Softspoken.2410

Posting in a Daecollo thread.

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Necromancer Bug Compilation Mk II

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Softspoken.2410

Added that Focused Rituals changes the duration. I hadn’t noticed exactly how the ticks from wells happened before (once on cast, then once a second after that) and it’s kind of funny to realize Well of Blood actually gives 11 ticks of healing.

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Necromancer Bug Compilation Mk II

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Softspoken.2410

I enter to the Death Shroud with trait “Near to Death” and “Weakening Shroud”. I leave this form and after 5 sec and I again enter to this form but my necro don’t cast Enfeebling blood.
Fix it please ;p

Misleading, but not really a bug. The 15 second internal cooldown isn’t mentioned in the trait description, but is there with or without Near to Death equipped.

I’ll admit this is right on the line of ‘bugs’ and ‘fixing every detail of every tooltip’, since I think the internal cooldown should be mentioned, but it really does seem to be a Working As Intended situation.

Edit: Ugh maybe I should add this anyways? I’m just hesitant because I really do want to keep this list small, both for the sake of not hitting the post size limit and also for keeping it readable.

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(edited by Softspoken.2410)

So you thought necrotic traversal was bugged?

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Softspoken.2410

Of course at this point it’s just two guys ganging up on Tenderly for saying that ANet doesn’t need to buff teleport abilities, so I don’t really know why I bother.

oh my apologies, I didn’t know the teams had to be even to have a discussion around here. Poor tpvp people get so upset when everything isn’t exactly fair.

How foolish of me to disagree that teleports should be given to everyone if devs decide not to have “special spots” to teleport to/from.

It’s more of an exasperated admission that this thread has largely run its course: the OP was a non-starter, but since someone was willing to walk in and be the designated ‘other side’ of the argument, it became more about whatever they were saying at the moment than, say, whether or not Necrotic Traversal functions appropriately.

As for the current argument, the statement made was that further reducing restrictions on current shadowstep / teleport skills would increase their power to a level that it would likely unbalance the game unless all classes were given meaningful access to such mechanics. I find myself agreeing, since mobility tends to be a very powerful ability in most games, and current shadowsteps (Well, before the alterations referenced in the thread linked in the OP) can leverage a lot of power even with their restrictions. Removing those restrictions would just be a strict buff to abilities that can be game-changing already. The thought of them becoming overpowering without those restrictions isn’t that unreasonable.

Now regarding ‘special spots’: My problem with them is that sometimes

That’s as far as I got. I wrote all of that, trying so hard to be good and give a well-thought through response that took into consideration multiple posts in the entire thread and the apparent positions of most of the contributers. But honestly? Most of the posts in this thread are abrasive and gag-inducing. And I am sick of having to read them.

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Is Downed HP fixed?

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Posted by: Softspoken.2410

Softspoken.2410

If you want to test it for yourself, get downed, and observe the red -number that pops up as your natural degeneration. (Not a bleeding / poisoned / burning number) Multiply that number by 13.3 – If it’s similar to your maximum health when standing then yes, it’s fixed. If it’s only about 1/3rd of your standing health, then it’s still broken. If it’s anything else, it’s broken in a different way.

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Class Decision

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Posted by: Softspoken.2410

Softspoken.2410

I would actually recommend against a necromancer, as much as I love them. I’m pretty sure that the two things you want (Interesting hexes and life steal) are largely not present on the GW2 version of the necromancer. At least, every time I hear people compare the necromancer of GW1 and GW2, the loss of Hexes and the poor life steal tend to come up very often.

If you want a bursty killer thief, you could definitely do that. If you’re used to running a mesmer, you can probably pick up on the defenses that a thief has to rely on quickly enough.

Engineers I know very little about. I plan on making one myself soon because I want to experiment with a full turret build.

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Bugs and Issues Compilation:

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Posted by: Softspoken.2410

Softspoken.2410

DAGGER STORM DOES NOT IGNORE CONTROL EFFECTS.
I get feared (out of dagger storm, ending the ability), stuck on roots, frozen… prettymuch everything it mentions, dagger storm doesn’t prevent when it should do…

Dagger Storm gives stability. The fear thing is probably from a necromancer, but the others (immobilize, chill) are not affected by stability from any source.

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So you thought necrotic traversal was bugged?

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Posted by: Softspoken.2410

Softspoken.2410

The thread linked there was all about a recently introduced bug that started making shadowstep abilities occasionally fail drastically in situations they should have clearly succeeded. (Obvious paths, ~1200 range)

The opening post of the linked thread referenced this video- in about the first 15 seconds you can see the shadow return part of the shadowstep utility skill fail completely. There’s another good example at around 1:20 in the video at the same set of stairs.

Of course at this point it’s just two guys ganging up on Tenderly for saying that ANet doesn’t need to buff teleport abilities, so I don’t really know why I bother.

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HotW p1 change (not included in patch notes)

in Fractals, Dungeons & Raids

Posted by: Softspoken.2410

Softspoken.2410

The comment I made was not made towards the main temp contend added, I’m talking about dungeons alone, whenever they change something in dungeons/fractals its something that really doesn’t matter instead of the major bugs that are in the dungeons.

I do Hotw p1 all the time and to be honest I don’t even bother to turn backwards I just run forwards down the left side like it’s intended. So please pay attention before you try and insult someone.

Oh, so instead of “stuff I/you play” I should have put in “bugs that bother me/you”?

I just don’t take kindly to someone saying an update was a waste of time, or useless. Maybe something else should have been higher priority, since this particular issue didn’t really hurt a group’s ability to finish the dungeon, but a fix is still progress. Insulting a fix because it’s not a fix for the issue you wanted is just rude.

Edit: I came back six hours later, to find the post below me containing such gems as “If you don’t think that then suck it up princess” and “its clear that dungeons are not what you do with your time on gw2.” Plus the conclusion of “It’s just your opinion”. So for anyone else reading: see you somewhere else, because I am not bumping this atrocity back to the front.

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(edited by Softspoken.2410)

how would you rework the explorable dungeons

in Fractals, Dungeons & Raids

Posted by: Softspoken.2410

Softspoken.2410

One of the suggestions I’ve heard that I like most is a stacking Magic Find multiplier that increases the more mobs you kill in a map. For stricter balancing, I’d probably implement it as:

  • Every mob group has a set bonus that they will grant the team, upon the entire group being eliminated.
  • Each group bonus varies based on how difficult it is, and whether or not it the group was required to defeat anyways.
  • Endless Spawn events would give a bonus once the event is cleared, regardless of how many mobs were actually killed.
  • MF bonus potential would vary from path to path. This could allow some incredibly long paths (SE 2, for example) to gain purpose as MF farms with a great drop chance on the final boss.

There’s a few other ideas to toss around, such as the bonus decaying gradually the longer you spend in a map or if anyone in the group is downed, or allowing some amount of the MF boost to affect the drop rates from Chests.

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HotW p1 change (not included in patch notes)

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Posted by: Softspoken.2410

Softspoken.2410

Why don’t they fix the stuff that I play, instead of the stuff that you play?

Edit- Regarding the OP: it’s possible that some fundamental code regarding knock-backs has been changed game-wide, and the example you gave is just the place we’re seeing it most clearly. So it was a change that altered HotW, but not a HotW change. Maybe.

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If we get burning on top of terror.

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Softspoken.2410

It isn’t necessarily the most common things, but Spinal Shivers (and the trait), Dark Path, Chillblains, Spectral Grasp, and Chilling Darkness (trait) all apply chill, and all but Chilling Darkness do so on decently high uptime (comparable to Elementalist uptime if they want to).

Just Dark Path, Hydro sigil and Chillblains with 40% condi duration (pizza or traits+runes) gives permanent 3 second chill uptime on a enemy if you can hold the rotation. And for when you cannot hold it up (as in actually cannot because you would die not because you screwed up the timing), chill probably wont help/most boss instakills aint cooldown based but timer/hp based casts.

I’d like to point out that this combo also applies chill in AoEs, not just a single-target, and can be applied quite rapidly. Meaning you could burst the chill onto a gathered up group, then epidemic your target to double it for everyone else. And really, this setup doesn’t require a huge investment.

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Necromancer suggestions for support.

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Posted by: Softspoken.2410

Softspoken.2410

Wells: The wells feel underwhelming at times as support skills. Where Null field just strips all conditions and boons in a second, lasts long, is ground targeted and has a shorter cool down then well of power, I can’t help but feel that there is no real point in taking wells.

This may not change your opinion in the matter, but Null Field only cures one condition & strips one boon per pulse.

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Contested - At least my pizza isn't.

in Fractals, Dungeons & Raids

Posted by: Softspoken.2410

Softspoken.2410

So, this might be a rude question, but did you have a 5 man group during all of that? I’m not entirely familiar with the events leading up to CoF, but I thought a single 5-person group could clear it.

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State of Control in PvE

in Guild Wars 2 Discussion

Posted by: Softspoken.2410

Softspoken.2410

I think the most bothersome thing about defiant stacks is that it requires good group coordination to consistently interrupt the correct boss skills, but once a group has that much coordination, they can often ignore defiant / control effects completely and just break the boss over their knee with raw damage and a few well-timed dodges.

The lack of must-interrupt skills on bosses is also a bother, but understandable. You can’t have skills that wipe the party if they don’t get interrupted, since a poorly-timed daze could leave your party frantically clearing 5 stacks of defiant just before it starts charging the attack. At which point you’ve got players sabotaging other players accidentally.

Edit: That said, large-scale control on veteran mobs is still an incredibly effective way to keep your group safe. It’s just bosses that it sort of pales.

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(edited by Softspoken.2410)

June 11th Patch Notes - Necromancer

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Softspoken.2410

For the record, I didn’t notice anything about Parasitic Bond in my combat log when I was out killing stuff for Spiteful Talisman. I was getting the healing though, so it works. (As it always has?) I’m just not sure what they fixed there, if anything.

So they just added some false stuff to the Patchlogs to make it look bigger? Well, wouldnt be the first time…

It’d be a weird place to do it though: the necro section is already pretty big relative to the other professions, and the spiteful talisman alone was enough. (Again, I didn’t expect any bug fixes in this patch)

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The "Thank you devs" thread

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Softspoken.2410

I couldn’t find a thread for this sort of thing in the general forums, but:

  • Added a new combat/movement toggle option: “Right-Click to Attack/Interact”.

Thank you. Now I can stop accidentally selecting that mesmer clone / bone minion / allied dungeon runner in the middle of a fight, dropping my target and whiffing an ability.

More specific to necromancers, thank you for finally fixing Spiteful Talisman. It’s one of the oldest game play bugs for the necro, and it’s bothered me for a while.

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June 11th Patch Notes - Necromancer

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Softspoken.2410

For the record, I didn’t notice anything about Parasitic Bond in my combat log when I was out killing stuff for Spiteful Talisman. I was getting the healing though, so it works. (As it always has?) I’m just not sure what they fixed there, if anything.

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Necromancer Bug Compilation Mk II

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Softspoken.2410

For posterity- Bugs removed from this list on 11 June, 2013:

  • Spiteful Talisman: In PvE and WvW, the range and recharge of Reaper’s Touch are still 900 and 18s respectively, although the tooltip indicates 1200 & 14s when out of combat. (28 May, 2013) -Note: This bug is not present in PvP! The tooltip changes to the true (unempowered) values while in combat.
  • Spectral Grasp: The maximum pull distance has a shorter distance than its maximum range. (28 May, 2013)

If anyone finds other bugs that were on the list that shouldn’t be anymore, or on the flipside, bugs that were introduced today, please post them!

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June 11th Patch Notes - Necromancer

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Softspoken.2410

Drastically more than I expected. Also, regarding Spectral Grasp:

Go test them before getting too excited.

Surely they didn’t fix the pathing on Grasp still.

They didn’t, since I think that’s a larger issue than just that one skill. (Just tried it on a moderate uphill slope and it stopped pretty early, which has been typical of pull skills forever, to my knowledge)

But still, having the pull go its full 1200 range is nice.

Edit: Just used Focus 4 at 1200 with the trait. It hit. The secondary bounces are much shorter (600ish range?) but have always been like that to my knowledge.

Edit2: Anyone understand the note about Parasitic Bond? It’s the ‘heal when something dies’ minor, I didn’t think healing ever showed up in the combat log…?

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(edited by Softspoken.2410)

Suggestion on Spite V Trait: Spiteful Spirit

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Posted by: Softspoken.2410

Softspoken.2410

The style of build that this would probably hurt most is a ranged or 1v1 style build that flashes DS frequently enough that it would really feel an internal cooldown, probably from Near to Death. As it is, if you take Near to Death and Spiteful Spirit, you can have 60% uptime on retaliation as long as you’re willing to flash DS instead of actually doing anything inside it. That’s without any boon duration or other skills.

This thread’s version would do much better against multiple enemies, but requires you to be within 600 of said enemies to get any retaliation at all, and if there’s only a single opponent that retaliation won’t compare well to the required internal cooldown.

That said I really do like the idea behind this thread’s version, and it would definitely be visually rewarding.

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Necromancer Bug Compilation Mk II

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Posted by: Softspoken.2410

Softspoken.2410

You know what might be the problem? I just thought about it, it could be the Lyssa runes just have an internal CD of kitten . And since charge is 40s it doesnt trigger if you use it off immediately off cd.

Ya I just tested it myself, it has an internal cooldown thats not listed in the tooltip. So its not a necro bug, its a Lyssa tooltip and rune bug.

Ah, I see. Yeah I think Lyssa has a 40s cooldown? So you can get the proc off the summon, but not off a charge immediately afterwards. But if the golem survives long enough, you get another proc whenever you order it to charge.

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Bleed that lasts less than 1 second.

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Posted by: Softspoken.2410

Softspoken.2410

Also, another interesting thing we figured out that I posted elsewhere is that Melandru runes reduce BASE duration, not extended duration. It has been posted in error all over the forums, but + condition duration cancels out – condition duration exactly. Tested using BIP and melandru runes in SPVP.

Holy kitten.

The extent to which I’ve seen this stated as being the other way around is insane.

Yeah I posted that rumor/false fact as well, commenting that it was a well tested and accepted fact, and figured instead of sticking my foot in my mouth, I should do the 15 mins of work to test it.

Turns out it was not correct…

Well, I salute you for actually finding out. It had actually been bothering me that -duration would be such a strong counter to +duration, but having them interact additively makes it a much more appropriate balance, imo.

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Theory Craft "Condition Manager"

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Posted by: Softspoken.2410

Softspoken.2410

Does Plague Signet work properly now? Last I checked it jsut copies conditions from allies to you, without cleansing allies.

It’s worked properly for quite a while now. IIRC, it pulls one condition from one ally every three seconds. The rate may be different, but I know it cures them.

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Bleed that lasts less than 1 second.

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Posted by: Softspoken.2410

Softspoken.2410

Also, another interesting thing we figured out that I posted elsewhere is that Melandru runes reduce BASE duration, not extended duration. It has been posted in error all over the forums, but + condition duration cancels out – condition duration exactly. Tested using BIP and melandru runes in SPVP.

Holy kitten.

The extent to which I’ve seen this stated as being the other way around is insane.

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

Am I Wrong To Worry?

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Posted by: Softspoken.2410

Softspoken.2410

I just hope it doesn’t go the route of the recent Engineer “fixes”. There’d be minor bumps in skills or traits no one uses, and a popular trait would get nerfhammered into the ground.

Well, the point in balancing is to increase the power of things that are considered useless while reducing the power of things so good they’ve become essential.

Edit: What I’m getting at is, if they buff a trait, don’t complain that they buffed “the trait nobody uses”, since that’s probably why they buffed it at all.

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Corrupt Boon in WvW Updated

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Posted by: Softspoken.2410

Softspoken.2410

Interesting. I had forgotten that they added Unblockable to corrupt boon and epidemic: things like Shelter shouldn’t be stopping it. I take it you’re seeing this in PvP? The only thing in PvE I can think of with Block is crabs, and I can still corrupt their regen just fine.

Edit: Out of curiosity, does a warrior’s Shield Stance prevent you from using corrupt boon?

Also, if anyone wants to test this extensively, I’d be glad to provide characters in PvP rooms for target practice.

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(edited by Softspoken.2410)

Necromancer Bug Compilation Mk II

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Posted by: Softspoken.2410

Softspoken.2410

If you use Lyssa runes which gives all boons and removes all condis. Flesh golem which they fixed a bit allowed the charge and the summon to benefit from both.

HOWEVER, if you charge someone and don’t wait immediately and queue another skill or something, you do NOT get all the boons which sucks.

If you wait a few seconds you get the boons. This is really problematic especially when you need to rely on it for a stability stomp.

Berullos, are you seeing this in WvW, PvP…? As is, I currently can’t observe it in Heart of the Mists, unless I manage to cancel the charge with the skill I queue next. (I’m a bit hesitant to drop the 15g for a set of Lyssa runes, as well.)

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Theory Craft "Condition Manager"

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Posted by: Softspoken.2410

Softspoken.2410

I like the idea behind the build. I’ve always loved the idea behind Plague Signet.

But I think you’ve got far more precision in your build than what Sigils of Generosity will require to be useful. I’d rather see you focused on condition damage and vitality (or maybe even healing power) to eat the conditions that you either can’t transfer or just aren’t worth the recharge, than 1 transfer every ~10 seconds and maximizing Barbed Precision.

Maybe try Carrion with a side of Magi’s? That gives you much better condition damage so your transfers can really sting, at the cost of your direct damage.

Edit: Or maybe a Rabid / Magi mix? That would give you a lot of defensive power while still focusing heavily on condition damage, and having enough precision to get usage out of Barbed Precision and any sigils you so desire.

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(edited by Softspoken.2410)

Why do staff projectiles fly down?

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Posted by: Softspoken.2410

Softspoken.2410

Using right click to orient yourself, look up slightly, then try firing again.

There’s no protection to keep your character from aiming into the ground, so I find that if I attack without a target, most ranged weapons fire into the ground because that’s where I’ve got the camera (and thus, my character) pointed. But yes, I find at least some form of this on all ranged weapons.

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What's wrong and how it can be fixed

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Posted by: Softspoken.2410

Softspoken.2410

And then it all went downhill. As if I’d missed something critical, everyone started to do what I most loathe in games – exploits. Not botting, hacking, or whatever – massive moments of “well, just another MMO….”. People stacking at the feet of a dragon, people shouting for Warriors in map chat, people pulling the boss into one corner, doing the same exact thing in every Fractal because of dumb AI (I’m not blaming the developer, these things happen in every game, but they’re usually addressed quicker) In short, it broke the immersion that I was playing something truly unique. In a moment’s notice, it was all about the grind, the whole thing had become a job, as any other MMO tends to do. What’re these people even farming? Skins? And, naturally, I became pulled by that notion, because when everyone you’ve ever played with is suddenly doing these farm events, you’ll join in if only for the sake of company. What’re you gonna do, explore Tyria alone? Roleplay? When the mass mentality is to grind, you feel left behind, even if there’s nothing to grind in actuality.

I know it’s sort of selfish and probably wouldn’t fix the Overall Problems in the game, but I really, really want them to somehow remove easily abuseable and boring boss AI in dungeons. Dragging the queen spider into that tiny alcove is killing me inside, but it’s been concluded by The Community that it’s a kitten move to demand the group you joined actually fight it in the open. So, I’m stuck unless I want to build a group from the ground up, every single time.

Similarly, fights like The Howling King and the usage of stairs. I know these bosses can still be beaten without such exploits (Yes, even Colossus Rumblus, since Grast has actually gotten much, much better on his hammer attacks) but since easymode tactics have been discovered, I never get that opportunity. A lot of groups will give it a half-hearted try once, but will never give it a second shot after they’ve learned a few things about how the fight works by experiencing it.

Again, I know it’s selfish to demand people play the way I want them to. I know that I should just ‘Make groups with like-minded people’, even if that takes a lot longer and makes me look like a snob. But can we at least agree that the community as a whole tries to cheapen and trivialize dungeon content at every opportunity, instead of being surprised that they actually succeeded?

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(edited by Softspoken.2410)

Cursed Shore

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Posted by: Softspoken.2410

Softspoken.2410

I guess a question to consider is: Why should cursed shore have a greater slice of the population than another zone? Right now the only thing that demands a population there is the temple events, and I’m still of the opinion a competent group of 5 can clear most of those, with 10 people and some loose coordination capable of clearing anything*.

*Balthazar escort is iffy. I think there’s a way to bolster your starting morale if you open more of paths across the map, which few people do even if they’re leading around 30+ players, but I’ll admit it’s a very easily failed event.

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Necromancer Bug Compilation Mk II

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Posted by: Softspoken.2410

Softspoken.2410

Soft – didn’t realise there was a refreshed bug list.

Chill of Death – procs at the next hit after 15%, not 25%.

Really not seeing this. I just went through a couple practice battles with a boar, adding up all the damage dealt before and after the trait hit. Since I used no bleeding or retaliation damage, and had no allies doing damage, I could calculate the health of the boar very accurately. As well, since Chill of Death shows up in the damage log (as Spinal Shivers) I could calculate exactly when it procced. By switching to axe auto / locust swarm (while having some pieces of armor unequipped to lower my damage) I also got a pretty good resolution on when the trait would proc because individual hits were doing low damage. (Each hit of locust swarm was dealing around 1.2% of its health, rending claws about 2.2%, so at most I would be off by 3%, tops. And I showed it to proc at 75.1% on my third try, part of which was lucky, but is very distinctly not 85%. (First try had retaliation damage, second had interference from another mob.)

So all in all, while the health bar might make it look closer to 15% than 25% I’m very certain it’s proccing at 25%.

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New Necro looking for Advice on a DS Build

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Posted by: Softspoken.2410

Softspoken.2410

Remember that Axe training increases the damage of Life Blast if you have axe equipped when you go into Death Shroud. meaning Life Blast will hit for 20% more.

I think it’s 15%, but that’s actually a really intriguing combo, considering how the axe’s weakest point is its auto-attack.

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Lemongrass: The numbers don't lie.

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Posted by: Softspoken.2410

Softspoken.2410

Its no fun when kitten chill is turned into 0s.

:O I missed something here. How can a condition be reduced to 0 seconds? I’m only seeing -65% overall which is good but that isn’t 0.

Dogged march gets it to 98% reduction, if that trait stacks additively. It’s relevant because apparently everyone is a warrior and every warrior takes that trait, as compared to that one Warrior who is sick to death of being kited and burned a rune set, consumable buff and 10 trait points so it would stop happening.

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