Showing Posts For Softspoken.2410:

Signet of Renewal

in Ranger

Posted by: Softspoken.2410

Softspoken.2410

I’d bet that it makes the ‘pull condition’ effect trigger twice, first on the ranger, then second on their pet. This means that 9/10 times, when you pull conditions, they are immediately pulled to your pet as long as you are within range & your pet is still alive.

So I think that the interaction there is that signet of renewal can pull from more targets in a larger range.

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Thief changes INCONCEIVABLE

in Thief

Posted by: Softspoken.2410

Softspoken.2410

You used a particular word in your title.

I don’t think it means what you think it means.

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"Shoot to maim boys!"

in Ranger

Posted by: Softspoken.2410

Softspoken.2410

Okay. While I think the appeal of spike vulnerability could be made up in other places, I can definitely agree with the shortbow not having area control. I also hadn’t considered how much point-blank shot can save other people, whereas retreating shot will often just save yourself.

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"Shoot to maim boys!"

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Posted by: Softspoken.2410

Softspoken.2410

So I can see all of the Conditions aspect of this but I have to ask: why not go shortbow? It seems like the bleed-on-flank would be very beneficial, and poison on a weapon skill is nice too for condition damage.

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Best weapons / build to level?

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

Honestly? Just try it and see. I feel like people are way too afraid to experiment and find things for themselves.

That said, if you must have a recommendation…
Go dagger mainhand with focus / horn offhand, then take a staff as your secondary set. Unlock well of suffering and consume conditions first. Signet of the locust's passive is good for movement while levelling, and acts as a minor heal if you start getting surrounded and won't be able to run anyways. Most of the time your goal will be to rush things down with your dagger, but you have the staff option so you can fight from a safe distance when necessary.

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Spiteful Vigor and Well of Blood

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

It… Does work?

Edit:

I’m sure it’s a bug that the retaliation doesn’t apply if you’re using targetted wells.

Things I did not know. Added to the bug list.

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(edited by Softspoken.2410)

What is the cast time on Necrotic Grasp?

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

Did a quick test, and got an average time of around 1.4 seconds / hand when you’re just casting necrotic grasp on auto-attack.

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Necromancer Bug Compilation Mk II

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Posted by: Softspoken.2410

Softspoken.2410

Spiteful Talisman is still bugged on Reaper’s touch but works fine on Spinal Shivers in PvE and WvW.

Already on the list and has been that way since launch. Were a few threads on how Spiteful Talisman was half fixed with damage increase for Spinal Shivers but not the cooldown on Reaper’s Touch this last patch.

Perhaps we should make a thread about Spiteful Talisman on Bug forums just to get some attention to it, like the thieves did for Hidden Killer that got quickly fixed a few days later. Yep.

In ArenaNet’s defense (Something I rise to a bit too often, probably) Hidden Killer just recently got broken and was a gameplay-defining grandmaster trait. Spiteful Talisman doesn’t quite compare in its severity.

I won’t dissuade anyone from making a thread in the bugs forum. I just feel like this one is enough for me, since I’m rather certain it’s watched.

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JustForCuriosity:TheNecro'sMostUselessSkills.

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

If the damage increased like it is supposed to, it would be even better.

So I’ve seen this mentioned in a few places now, but I just tested it in Heart of the Mists and open world PvE, and I’m definitely seeing a damage increase. Are there more details I’m missing?

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(edited by Softspoken.2410)

Life With Minions: A Discussion

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Posted by: Softspoken.2410

Softspoken.2410

My major worry with minions is how naturally they dominate a build. It’s probably more psychological than anything, but once I’ve spent 40 trait points on minions I feel like every skill should be a minion. I don’t mind the thought of all minion builds or anything, but as it is I feel like I’m wasting my points if I only take a couple minion utilities, rather than filling my bar with them.

Maybe I should do some more experimenting in the vein of Zainey’s post.

You don’t have to spec full minion. Just dropping 1 minion for a slot opens up all kinds of possibilities as per my chill blind build no comments lol.

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(edited by Softspoken.2410)

Necromancer Bug Compilation Mk II

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Posted by: Softspoken.2410

Softspoken.2410

Weakening Shroud has a cooldown. When traited for 5 second Death Shroud, Weakening Shroud only appears once every 2nd death shroud.

I’ve been in two minds about this one for a while. On the one hand, traits not listing their internal recharge is a fairly regular thing, and is more the work of a wiki than a bug list. On the other, weakening shroud is the only “On entering Death Shroud…” trait to have a recharge, so it’s easy to think it would activate every time. I’ve added it to the list. If there’s significant complaint, I’ll take it off.

Spectral Attunement trait (curses X) does not seem to affect the duration of Last Gasp (Soul Reaping 15) minor trait. It still only procs for 6s instead of the 8s the skill gets from the trait.

Added. If Greater Marks gets to upgrade the relevant traits, and Banshee’s Wail works with Decaying Swarm, spectral attunement should work with Last Gasp too.

So is it just me or does the Chill of Death trait still seem to be triggering at something much lower than the 25% health stated in the tooltip? This is just me eyeballing it from using it on the golems in the mist. The GW2 wiki says it is triggering at 15% but it’s so hard to tell.

As far as I can tell, Chill of Death still works correctly (On land. Underwater it doesn’t show up at all. As lettucemode noted, it procs when you hit an enemy below 25%, similar to other % health trait procs.

While browsing the wiki, I found a pretty well-researched thing about Quickening Thirst (Doesn’t give 10% for dagger off-hand, no dagger main hand) so I’ve put that up as well. As noted it could be intentional, but the trait text implies exactly the opposite.

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Dungeon Patch Discussion: 3/26

in Fractals, Dungeons & Raids

Posted by: Softspoken.2410

Softspoken.2410

Looks like we can’t go underwater in CM p1. Also, Frost is now homeless. Anet took his house away.

Did they remove that freaking rock that lets you cheese Frost with impunity?

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Can u have more than 100% bleed duration

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

I believe that all duration bonuses cap at 100%.

However, the scepter trait is a bit different. I think it changes the base duration of scepter conditions to add the bonus 33%, rather than just adding on 33% to the multiplier.

So you can get +100% to all bleeds and still get full mileage out of the lingering curses trait.

PS: I think (though I could be wrong) that your bleed duration on scepter is 1.33 * 1.75 = 2.33 (or 233%, or 133% bonus duration) right now.

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JustForCuriosity:TheNecro'sMostUselessSkills.

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Posted by: Softspoken.2410

Softspoken.2410

Don’t focus all on skills. There’s lackluster traits too, like Siphoned Power or Reaper’s Precision.

Or, do focus on skills because that’s what the thread is about. Edit: Ugh, too late.

Gonna parrot complaints about signet of spite. Honestly I’d love to see it on a low cooldown, (30-45 seconds) and/or gain a more interesting passive effect than bonus Power.

Corrosive Poison Cloud isn’t quite as good at area denial as I’d like it to be. It stays there for a long time, yes, but it doesn’t punish a foe severely enough for entering it.

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Patch Notes - Necro - 3-26-13

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Posted by: Softspoken.2410

Softspoken.2410

So has anybody tested if heals work (regen, life transfer heal trait, etc.) work while in DS now?!?

No.

No it doesn’t.

The Regeneration boon icon just sits there, ticking down.

Taunting you… mocking you… laughing at you….

The same as it always has. But at least now it’s 100% clear about it from the first time you try it.

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Patch Notes March 26, 2013

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Posted by: Softspoken.2410

Softspoken.2410

D/D got kittened by this too. CnD -> BS -> AA chain -> repeat worked perfectly based on 3s revealed (hmmm… could it be that the skills were specifically designed with 3s revealed in mind… /gasp).

Probably not, considering those skills are all far older than the revealed debuff. It’s more likely that your behavior was shaped with the 3s of reveal specifically in mind.

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Patch Notes - Necro - 3-26-13

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Posted by: Softspoken.2410

Softspoken.2410

New Death Shroud UI is just what I wanted, but I didn’t expect it for another month at least. My favourite thing is how much it emphasizes that your health pool is constant while you’re in Death Shroud. Also it doesn’t crowd the screen the way the old one would.

I won’t have the opportunity to update the bug list for a day or two, :c but I’ll make sure to go through the whole thing when I do.

Edit:

Thank you, it’s good to see your energy bar and any boons/conditions you have, sucks you can’t see your utilities though or your heal cooldown at least, but at least it’s something.

Yeah, I’d love to see those as well. I’m betting they didn’t want to make it so that you could see the skills, but not actually use them, as it could be very confusing for new players. Maybe we’ll see that functionality later, but it would probably require a few more UI effects to communicate that you can’t actually cast those skills right now.

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Nice fix for Spiteful Talisman... not!

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

They fixed the part of the trait that actively handicapped you for taking the trait.

I would have liked it if they fixed the whole thing, but hey, progress.

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Pets after being downed

in Ranger

Posted by: Softspoken.2410

Softspoken.2410

Ranger pets can’t be controlled after you are downed which can get very annoying. My pet attacks the last target i was hitting after i’m downed, so my pet has to travel a good distance before they come back to heal me. It would save me many times if i could call my pet to me before my heal ability is off CD so i can more effectively use that ability. Otherwise, it can get pretty useless if my pet is chasing a target ways away, when i want it beside me once my ability is back up. It would be better if the pets menu bar would stay up, because ranger’s are not that good when they’re downed.

Inaccurate.

You can still use the keybinds to control your pet, including switching them out. F3 suddenly has a purpose in life.

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New player, what's wrong with Necro?

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

It’s also funny in SOTG where the developers (forgot his name) said that they were improving the Mesmer’s Greatsword because it is very hard for them to hit a Necromancer with minions all around. Hmmm… I wonder which is true coz I haven’t made an MM build.

Context for that sentence -
Xeph: So the beam does not pierce your target, so people can just run up and block the beam, away from their friend?
Karl: So right now, spatial surge will hit up to three targets. So this should always hit your main target. But then it’ll hit up to two other targets in between.
Xeph: But isn’t that a little too strong? A little too much AoE?
Jon: You’ve brought up the opposite side, which is you have somebody who blocks it for you. There’s a lot of skill and play in a body block. But then it gets into issues where what if you’re fighting a necro that’s got a lot of minions? Then you’re just screwed, because the minions are always in the way. So we’re gonna watch that very carefully, the balance on that, because there’s a lot of play ramifications.

They didn’t make that statement about how the greatsword currently plays, but how it would play once beam attacks were able to be body-blocked. As it is, spatial surge will ignore your minions completely if the mesmer is even a little competent at choosing their targets.

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New player, what's wrong with Necro?

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

Oh hey cool a thread about Oscar Pistorius. It’s always amazing to see how people can overcome perceived limitations. It takes support and determination, but he’s accomplished so much. That business about his girlfriend is such a tragedy though.

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(edited by Softspoken.2410)

ATTRITION: A discussion.

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Posted by: Softspoken.2410

Softspoken.2410

I know you didn’t say dagger, it’s just the quintessential LF generating weapon, in my mind.
So we’ve established that you don’t find a use for burst LF generation which honestly makes me shrug, but whatever. I can’t be the only person who thinks the claim that swiftness is useless during a fight odd though. I also find the claim that SA is never up odd, but I don’t PvP that much so maybe combat really is rapid enough that you’re losing two major fights waiting for it to come off cooldown.

“Burst” as the term is only so much of an accurate description. If you’re lucky then you’ll get hit… 10 times during that period? Maybe even 15 times for classes that attack a lot. At 3% LF gain for each attack, you’ll be getting only a third of your LF pool back. That amount goes away in 2 or 3 attacks once you are in DS, and against high DPS classes it drops instantly. You have to take enough hits in that 6 second timeframe to make a difference, and that doesn’t always happen. And yes, the recharge on SA at 90 seconds is so long that yes, you can go through two fights without it coming back again.

If you’re in a 1v1, yeah. I keep forgetting that we’re talking only in the limited scope of bunker vs bunker, apparently. I’ll gladly accept your 15 number for rapid attack builds, for 45% life force in those six seconds. Also I thought we were talking about the 72 second traited recharge, but I’ll defer the judgement of how many fights one gets to use a 72 second recharge in to people more involved in PvP.

I’ll give you that you have to give up one thing for another, and I’ll even give you that stacking fully on defensive traits probably isn’t a good choice in terms of overall performance, but I’m surprised that the argument against these traits is “If all you choose are defensive things, you can’t do the damages.” Obviously you’re sacrificing offensive output for defensive measures. How many seconds of damage life siphon heals back depends greatly on your healing power and toughness.

The argument is in response to the statement that you should be using these things altogether in order for them to matter. Standing by themselves they aren’t effective at all, and together they cost too much of an investment. Also, Life siphon scales quite horribly. If you invest 1000+ points into toughness, it amounts to around a 33% decrease in damage (and in respect, a 33% increase in heal effectiveness). Putting 1000 points into healing power amounts to a 20% increase in the healing potential of life siphon. Considering you can double raw damage with 916 points of power or double condition damage with 850 points of malice, it is highly counterproductive to try and maximize life siphon any further than 10 points into blood magic.

I cannot agree with the idea that you have to go full tilt into everything related to life steal, or spectrals in order for them to matter. I apologize if I somehow gave the impression to the contrary.

For the record, if 1000 toughness gives 33% comparative damage reduction, that would be a 50% increase in the effectiveness of healing on that character.

Then don’t bring up regeneration as a reason to not use life siphoning traits. “I can get a similar effect somewhere else” is only relevant if they actively conflict with each other.

Um no, it is relevant when discussing class balance when a renown class mechanic is impotent in the shadow of a widely available boon.

Again, just because there is a bigger fish in the bond, does not mean the smaller one isn’t worth catching as well. It’s like saying that burning is useless because bleeding can stack to a higher intensity, so why bother with it at all?

But what I am saying is that there are far better things to invest in, and that these systems as attrition mechanics don’t work at all.

I suppose that I just disagree: I think they work at least partly. Maybe there’s something better to invest in, but I suspect they have their incomparable trade-offs as well. Gaining extra life force and health over time and through attacking can do wonders for survivability, even (especially?) without being the sole focus of a build.

You may have noticed I’m picking and choosing what parts to reply to: I generally only reply to things I strongly disagree with. The rest I’m content to let stand.

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(edited by Softspoken.2410)

PvE - Full Venom Build

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Posted by: Softspoken.2410

Softspoken.2410

I did something like this for a while. It worked out okay, and sharing Basilisk Venom in a dungeon is hilarious. You bypass defiant! I’m not sure if you interrupt (I think you just… pause the enemy mid-animation) but it gives more breathing room in boss fights as well.

The build isn’t naturally high in damage, but it has a lot of control. (Spider poison will give weakness, ice drake for chill, basilisk for stone, etc) If you go 30 points into Shadow Arts (sharing is caring!), you get a lot of survivability as well, since you can choose 2 stealth traits.

My only problem was that I didn’t feel directly impactful unless I was using basilisk venom. I mean, looking around and knowing all the poison / weakness / immobilize / chill floating around was because of me felt nice, but outside basilisk, venoms never quite had the “Boom I win” moment that other utility skills could provide.

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Consume Conditions 1/2 second under water?

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Posted by: Softspoken.2410

Softspoken.2410

I just noticed this. On land its 1 1/4 second cast time. Under water its 1/2 second cast time. Has ANet given a reason for this? Or is this another over sight with this class?

This is a running theme with underwater skills across most classes. They tend to activate faster, possibly to keep underwater combat…

[shades]

Fluid.

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A newb Necro, and Spectral Walk.

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Posted by: Softspoken.2410

Softspoken.2410

I’m not really certain. I’d have to test it on thieves specifically, as the stone applied by Basilisk Venom is stun-breakable (Specifically changed way back in October, I think), while stone applied by basilisks in PvE is not.

I do have a suspicion though: there’s a trait that gives the thief an extra use of any given venom, including basilisk venom. In PvE, if they’re using Basilisk Venom as their elite, it’s probable they had Residual Venoms as well. So you may have stun-broke the first hit, only to get hit immediately after and take another 1.5 second stone.

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ATTRITION: A discussion.

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Posted by: Softspoken.2410

Softspoken.2410

No, the big point is that ultimately they are an ineffective waste of space, even when used at the same time. The problem being you’re always taking damage “sometime”. The point is that gaining lifeforce is vastly inferior to evasion and blocking and controls as a defensive mechanic. Given the option to take damage and gain LF or not take damage, the latter will beat out the former. Every single time.

Oh no, I’ll gladly agree with you that the option to not take damage is better than one involving taking damage. I just argue that in any given class, the option to not take damage is not always present. Everyone runs out of endurance, even if they (unlike Necromancers) have traits to manage vigor and the like. Plus, invulnerability / block on utilities is more the exception than the rule.

I also never said dagger. The weapon skills in general will outpace spectral skills when fighting against bunkers, and sure you can use those spectral skills to get a burst gain in LF, but you most likely don’t need a burst gain in life force when fighting against a bunker. You’re better off putting something else in those utilities. And the biggest problem with SW and SA is that, as utilities, they accomplish very little. SW is a stun breaker that grants swiftness, making it the most useless stun breaker a necro has. You can’t use it to grant yourself swiftness before the fight because then you’ve lost your stun breaker for the fight. SA is useful as a stun breaker because it grants protection, but is never around to do it. This makes the life force gain of SA at best a tertiary perk.

I know you didn’t say dagger, it’s just the quintessential LF generating weapon, in my mind.
So we’ve established that you don’t find a use for burst LF generation which honestly makes me shrug, but whatever. I can’t be the only person who thinks the claim that swiftness is useless during a fight odd though. I also find the claim that SA is never up odd, but I don’t PvP that much so maybe combat really is rapid enough that you’re losing two major fights waiting for it to come off cooldown.

And that is a big problem with traits and utilities: whenever you pick one you must pick it over another one. If you put your traits into life draining and spectral abilities and choose utilities and weapons to life drain and gain LF, then in the end you aren’t doing much of anything at all. First because SW and SA are horrible as far as utilities go and are horrible with gaining LF, second because life draining heals for paltry amounts when it does work and most of the time it doesn’t work. LIfe siphon is weak because it takes 3.5 seconds to heal away 1.5 seconds worth of damage, and does about a third of the auto attacks damage in that time.

I’ll give you that you have to give up one thing for another, and I’ll even give you that stacking fully on defensive traits probably isn’t a good choice in terms of overall performance, but I’m surprised that the argument against these traits is “If all you choose are defensive things, you can’t do the damages.” Obviously you’re sacrificing offensive output for defensive measures. How many seconds of damage life siphon heals back depends greatly on your healing power and toughness.

Again, the comparison between regen and vampiric traits isn’t that they are exclusive, but that it is far better to invest into something else and just use regen for healing, for investing in both requires requires a lot of resources to do not much more than just using regeneration.

Then don’t bring up regeneration as a reason to not use life siphoning traits. “I can get a similar effect somewhere else” is only relevant if they actively conflict with each other.

Running out of space in this post, so for the last part of yours: I won’t insist a spectral / life steal build is secretly great and that we should all convert now or anything. All I’m saying is, life steal and spectrals don’t have to be the complete basis of a build to be useful, and they don’t necessitate drastic investments in traits, either.

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(edited by Softspoken.2410)

ATTRITION: A discussion.

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Posted by: Softspoken.2410

Softspoken.2410

The idea of using both aspects of a spectral skill (the life force generation and the secondary effect) in order for the skill to be maximally effective should not be a shocking revelation. I also don’t see why using a dagger to generate life force quickly somehow invalidates them: they’re utility skills, not weapon skills. You can use them in tandem for further increased life force gain.

As for the statement “You don’t need to take damage to block damage” – Maybe not, but you do have to take damage sometime. Why not get a secondary benefit?

The purpose of Vampiric Precision is to provide a low investment trait that gives a healing/defensive/survival effect to precision builds. You would never take it over bloodthirst in any build that’s trying to focus on the healing power of life steal.

I also take issue with you pointing out regeneration as an alternative, as if it was an either-or situation. Investing in siphoning traits doesn’t suddenly remove all sources of regeneration from your character. Plus, regeneration has a capped intensity due to its ‘scaling with duration’ nature, which you can supplement with siphoning traits.

Edit: I wouldn’t ever recommend vampirism / life stealing as an entire build, although I’m sure someone out there has a spec to prove me wrong, but as an aspect to add to a build.

For a general build, you need 15 points of investment for bloodthirst and vampirism. 10 if you just want a little bit of healing and you’re already high on crits. 20 points if you’re a minion build looking for more vitality and healing, 30 points if you want your well build to acquire some surprising heals. (Which would be crazy high, if not for Ritual Mastery being in the 20 point slot)

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(edited by Softspoken.2410)

ATTRITION: A discussion.

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Posted by: Softspoken.2410

Softspoken.2410

I wasn’t saying every necro has that, I was just saying that’ what my build has, as an example. SG works fine, you just have to be aware of the terrain between you, and lead the enemy or it will miss, and not fire it at max range while they’re running away from you because that’s also a miss because it would have to travel more then 1200 to reach them in the end.

I believe SG has a pull range of 900. Its stated in the bugs section here.

It seems to be a pull distance around 1000, but I didn’t try too hard to find an exact number. The pull still hits from 1200 though. From what I can tell, if you hit a stationary target at maximum range (walk slowly from out of range until range indicator says it’s fine) the target will still be just out of melee range after the pull: you have to take a few steps to get to them, whereas normally it’ll pull them to your feet.

I don’t know for sure how it works with moving targets and such. But in short: you can use it from 1200 range pretty effectively, it just doesn’t transport your target a full 1200. But the 1000ish that it does transport them is very useful.

Edit: Yep, Bhawb got it while I was double-checking.

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(edited by Softspoken.2410)

Power vs Precision vs Prowess

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Posted by: Softspoken.2410

Softspoken.2410

(For those that don’t know, prowess was at one point the name associated with the Critical Damage stat. I like it more so I tend to use it.)

So I was trying to run some calculations for damage the other day about which stat would get a player the most direct damage in various situations. After some number crunching and over-zealous usage of spreadsheets, I was finding something interesting:
Stat point for stat point, power always boosts damage more than precision or prowess. (I assumed 10 power : 10 precision : 1% prowess for this)

Now I’m more than aware that my calculations could have been mistyped or ignoring some important variable or wrong in other ways. So I want to ask the forums at large: if you have the choice between those three stats, is power always the correct choice for maximum direct damage?

I understand that with the way stat points are bundled on items you can’t easily pick and choose one stat at a time, and that things like on-crit traits and fury change the relative value of precision / prowess, but just in the basic, straightforward situation: is power ever the wrong choice for direct damage?

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Pistol/pistol thief decent or bad?

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Posted by: Softspoken.2410

Softspoken.2410

If I have Sword/Dagger against your P/P, you are dead. You have no escapes and I’ve got a gap closer/snare and a spammable slow. My DPS is also much higher and I can circle you easily.

Before anything else: I’m asking this as a serious question / situation, not as a snarky “nope you’re wrong” reply.

The P/P thief uses black powder immediately after you use infiltrator’s strike. What do you do?

Black Powder applies 1 blind/sec, if he uses Pistol Whip which is 9 hits in 3/4 sec. I don’t see how Black Powder helps P/P in a situation like that. Even with Withdraw and RfI, i don’t really see how long Mr. P/P can hold on.

Well, the situation was introduced as a S/D thief, not a S/P, so pistol whip wasn’t really an option. That said, Pistol Whip would definitely be a problem. You’d have to burn a utility to get out of it, or just tank the damage since they evade for the duration.

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Pistol/pistol thief decent or bad?

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Posted by: Softspoken.2410

Softspoken.2410

If I have Sword/Dagger against your P/P, you are dead. You have no escapes and I’ve got a gap closer/snare and a spammable slow. My DPS is also much higher and I can circle you easily.

Before anything else: I’m asking this as a serious question / situation, not as a snarky “nope you’re wrong” reply.

The P/P thief uses black powder immediately after you use infiltrator’s strike. What do you do?

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Jagged Horror should explode.

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Posted by: Softspoken.2410

Softspoken.2410

30 points in death magic, AOE poison on minion death, pop goes the jaggie.

25 more points just to validate a 5 point trait

EHL OH EHL

This is kind of the core problem with Reanimator. The extra minion becomes stronger and stronger the more trait investment you have in minions, but without those, it kind of falls flat.

Balance-wise you can’t ignore the potential that an extra minion gives to a minion-master, even though the jagged horror is so close to useless for other build types.

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Pets are broken.

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Posted by: Softspoken.2410

Softspoken.2410

Unfortunately this is false as I have yet to see my pet grab and hold aggro vs npc’s beyond one hit. By then the npc is on his way to attack me and I didn’t even fire one shot.

Seriously? I don’t find this at all in PvE. If I let my pet go in first and do one or two hits before I start shooting / throwing axes, they tend to hold aggro until I switch them out. (Or until they die, if I’m being bad) If pets couldn’t do that for me, I couldn’t use shortbow because flanking would be far more difficult.

As for the topic overall: I’ll admit I don’t see it much in PvE, but I agree it’s there. I’m a bit surprised moving auto-attacks aren’t a thing… If that’s too difficult to do properly, maybe increasing the range of melee attacks or something? Keep the coding to have the pet move in close and it could improve accuracy.

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Remove stealth on miss/evade/block

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Posted by: Softspoken.2410

Softspoken.2410

The reason I like this idea is because it promotes proper counterplay to the thief. If they go into stealth to line up a big attack, blocking it ought to be rewarded.

The reason I’m nervous about this idea is because in typical combat (target sees the thief enter stealth) using a block in anticipation of a backstab isn’t that difficult. And if it’s long enough / used late enough the thief can’t actually attack their target, and is forced to wait for their stealth to drop anyways.

Well, I dunno. I’m concerned that it might punish thieves a little too much and be a little too easy to do.

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(edited by Softspoken.2410)

P/P should be like Gunslinger.

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Posted by: Softspoken.2410

Softspoken.2410

Body Shot’s entire purpose is to be a 100% combo finisher on pistol main hand. They could try things like making it pierce or be AoE somehow I guess? I mostly just wish it was cheaper, somehow. But 2 initiative is probably too cheap, so.

While I like the idea of more fluid animations, I can’t fault the ones there now. I think you’re right in that black powder could probably use something a bit more special though.

I… Don’t see any reason to add confusion to head shot than “I wanted to throw more even MORE damage and control into this weapon”.

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(edited by Softspoken.2410)

Why do spirit effects cooldown?

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Posted by: Softspoken.2410

Softspoken.2410

Another thing to keep in mind is that spirit procs aren’t limited to just one character. Take the Sun Spirit for example. Removing the cooldown would already be dangerous because it gives the ranger nigh-permanent burning (as long as the spirit survives), but even more dangerous in a group setting because now your allies are also permanently applying that same burning to all their targets.

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Do You Want CoF P1 Farming to be Nerfed?

in Fractals, Dungeons & Raids

Posted by: Softspoken.2410

Softspoken.2410

The most important thing about thieves : they don’t boost the group dps as much. Warriors give a lot of might stack and constant fury, plus banners like discipline (10% more crit damage), strength, tactics (longer boon duration), with 3 war you cover one banner per war. And the huge quantity of vulnerability on the single target..

Even if an individual thief could achieve a dps close to a war, 3 thieves will not be like 3 wars in a group, period. It might be difficult to notice the difference if you have, say, two war, one thief, but you’d certainly notice a huge difference if you tried to replace the cookie cutter CoF run with 4 thieves 1 mes or 3 thieves 2 mes.

Quoting this for effect/truth. I’m of the (somewhat unsubstantiated) opinion that it’s not the greatsword that’s brokenly good in regards to dungeon running, it’s stacking multiple “For Great Justice!”s and banners. The mesmer with signet of inspiration is just icing on the cake.

As to the actual topic though:
I want to see the farming route nerfed, but only when/if they do the complete revamp of CoF like what they did with AC, where opponents were altered drastically to change the gameplay.

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Necro skills and projectile speed?

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Posted by: Softspoken.2410

Softspoken.2410

Im surprised at the lack of poison on Necros; we have scepter chain 3 giving 2 seconds, chillbains/poison fields, corrosive cloud and signet of spite. Kind of wish I had rolled a human necro for the elite Grenth form. But Id like some sort of trait to add more poison options (maybe spectral skills applying it? spectral walk/armor having a small aoe poison)

This is the one I feel most. When “high access to poison” was mentioned in the necromancer’s class overview, but not in the thief’s, I choked on my drink a little.

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Bloodthirst vs Vampiric Precision

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Posted by: Softspoken.2410

Softspoken.2410

Hmm… Assuming everything’s at level 80…

To start, bloodthirst (BT) adds 12 healing to every vampiric hit, while vampiric precision (VP) is 32 to every crit. With a 50% crit rate, that’s about equivalent to 16 per hit. (I know you don’t want the thread to be about vampiric, but it’s there in your build so I’m going to take it into account.)

So without counting Life Siphon / Life Leech, VP is an improvement by 4 health per hit at 80.

The problem is, one use of life siphon with BT blows this advantage out of the water. At 80, you get a base of 200 health per pulse: BT improves that by 100. That’s the equivalent of 24 attacks with VP (25, but the pulse is an attack) and that’s per pulse. Even if you get interrupted halfway through and only land 4 pulses, that’s the equivalent of nearly 100 regular attacks that you’d need to land before the next life siphon attempt to make VP be worth more healing.

The distance only spreads further if you include non-trivial amounts of healing power, or the edge scenario of life leech (Downed 1).

So I’d say use bloodthirst. It looks like vampiric precision is more for builds that can only afford 10 in Blood Magic and thus don’t have vampiric, or aren’t taking a dagger.

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(edited by Softspoken.2410)

Spectral Wall + Putrid Mark

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Posted by: Softspoken.2410

Softspoken.2410

I think softspoken got at least part of it right. It used to be easier and now seems harder because you need to be on the wall and inside the mark to get the combo indicator. But you might be out of range of the combo message and it could still work when triggered – needs testing!

I have been testing.

The combo is created the moment you put putrid mark over top of spectral wall, and the heart pops up. The combo activates, and chaos armor is applied, when the mark is triggered, not when it is first placed, and applies to everything in about a 300 unit radius.

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SoTG: Necromancers have a lot of builds?

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Posted by: Softspoken.2410

Softspoken.2410

Seriously, I want to know where you’re getting this 5 seconds of fear from

I think it can be achieved with reapers protection + corrupt boon on stability + DS3 + Staff 5

The build Bhawb uses has double duration on Fear. He also said 4 second fear, which is Reaper’s Mark + Doom.

Edit for below: The link was in his signature, which was referenced in his post, which is also why I know Reaper’s Protection is not a factor.

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(edited by Softspoken.2410)

Spectral Wall + Putrid Mark

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Posted by: Softspoken.2410

Softspoken.2410

I know that it used to be that you had to put putrid mark wherever you were standing when you used spectral wall, not where you actually placed that wall. But I was also under the impression that bug was removed, so you just had to put the mark on the wall to get the combo.

It’s worth noting that putrid mark seems to ‘store’ the combo: it doesn’t activate chaos armor until something activates the mark, although the combo indicator pops up immediately.

Edit: So I guess what I’m saying is: you don’t have to be on top of wall (although you probably should be because protection) but you do need to be near putrid mark when it activates, and putrid mark has to be placed where the wall is active.

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(edited by Softspoken.2410)

Suggestion for dungeon testing

in Fractals, Dungeons & Raids

Posted by: Softspoken.2410

Softspoken.2410

Ooh ooh and then play it with only one utility skill and one elite.

And then try it blindfolded and underwater!

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Speed Runs Usually End Up Taking Longer

in Fractals, Dungeons & Raids

Posted by: Softspoken.2410

Softspoken.2410

Speed runs are faster if you can do them properly. They’re incredibly frustrating if you can’t though. So I avoid them, because people think everyone can just run past by default, and often there’s at least one person that can’t do so reliably, either because of lack of flexibility in their skill load-outs, squishiness, or not knowing where they’re running.

But I think you’re right that by the time you have to try and run past a group the second time, you would have saved more time just fighting them normally.

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(edited by Softspoken.2410)

SoTG: Necromancers have a lot of builds?

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Posted by: Softspoken.2410

Softspoken.2410

A pity that if you miss your attack, or the target is invulnerable or temporarily untouchable your pets will just ignore your orders.

“Man, I wish my minions attacked invulnerable opponents more often.”

Said no-one, ever.

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SoTG: Necromancers have a lot of builds?

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Posted by: Softspoken.2410

Softspoken.2410

Listen, we don’t have a “ridiculous” build. No ranger bleeds, no 100b, no d/d ele, no 100nades, no shatter, no bunker(?) guardian, no stealth, nothing.

This is kind of the point. Ridiculous builds are the ones that get nerfed sooner or later*, with other builds receiving cumulative, minor buffs until they gain a favourable position.

Please arenanet lets fix minion ai, buff our pretty “meh” conditions, or fix the tooltips.

I can agree with that last one wholeheartedly, minor as it is.

*I know ArenaNet says they want to ‘raise other builds up’ to the level of those ones, but I have yet to ever see that phrase followed to the letter. Nerfs will happen, and they are almost always aimed at the strongest builds.

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Something wrong with Focus?

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Posted by: Softspoken.2410

Softspoken.2410

I’d like to add, this bug has been here since launch day and could quite possibly be around for a looooong time.

Also, after the recent change to the focus 5 skill, the trait is even worse: if you take the trait, you will not get the bonus damage for boons removed.

Ugh. Just tested this myself in PvE, and this bug has just made it to the position of Most Annoying. Adding it to the list.

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Something wrong with Focus?

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Posted by: Softspoken.2410

Softspoken.2410

I was running dungeons yesterday and I found that even with the trait II: Spiteful Talisman which recharges focus skills 20% faster. Usually when I use Reaper’s Touch with Spiteful Talisman trait, the cd was 14 seconds, but from time to time it would go back to 18 seconds.

Yep. Sorry to say it, but the trait doesn’t work properly outside of PvP. Spinal shivers gets the right changes, but reaper’s touch doesn’t get any bonuses. (Even the first time you cast it, when it says 14 seconds, it’ll recharge for 18.)

It’s one of the bugs that annoys me most.

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ATTRITION: A discussion.

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

Question: does chill/cripple reduce the distance traveled by leaping gapclosers? (Such as ride the lightning, swoop, etc.?) I was under the impression it did, but would like to be sure because reasons.

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Death Shroud and its Traits:

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

As a side note, decaying swarm seems to interfere with Last Gasp. I assume they share the same cooldown?

Interesting. I’ll have to look into that.

What I don’t like about Life Blast is that the less Life Force you have, the less damage Life Blast will do. So how about a trait for Life Blast to be equivalent of a 100% Life Force Life Blast no matter how much Life Force you have?

Life blast’s base damage only changes based on if you have greater or less than 50% life force remaining. So any time from 51% – 100%, you’re firing at full power!

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