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Theorycrafting: Lich Form vs Flesh Golem

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Posted by: Softspoken.2410

Softspoken.2410

Btw Lich form has Marked for Death and Mark of Horror, also Lich Crits, Crit% damage

This reminds me, and I didn’t see it brought up in the thread: Lich Form increases your power (1832) and precision (916), so I think Taril’s
1000 * 2400 * 2.6 / 1800 = 3466
Should at least be
1000 * 4232 * 2.6 / 1800 = 6113
And needs to in some way to account for the increased chance to crit. (Unless that’s already in the 2.6 coefficient? I’m not totally sure how to get that particular number.) In any case, the increased precision gives around 40% chance to crit at level 80, I believe.

I’d suggest multiplying both results (Lich Form and Flesh Golem) by something like
((0.50 + (Critical Damage / 100)) * (Critical Chance / 100) + 1)
to give a good approximation of the added damage from crits. (Formula stolen from this wiki page, though I did manage to independently create something a lot like it myself earlier.)

If this is included somewhere in the calculations already, my apologies.

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Necromancer Bug Compilation Mk II

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Posted by: Softspoken.2410

Softspoken.2410

In the same vein as the spectral walk bug, if you leave lich/plague form early you lose all stability, not just the stability granted from that form. Seems Anet only knows how to outright remove a boon.

Does this happen on other classes? Like does dropping a thief’s dagger storm remove other sources of stability, etc.?

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Casting times

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Posted by: Softspoken.2410

Softspoken.2410

Other skills have a second hidden timer. Think about enfeebling blood, and how painful its second delay is while it is swarming around in the air after your cast has finished before it crashes to the ground.

True, but that one I was somewhat aware of. It just surprised me to realize that the minion skills, which already have such long cast times, had yet more delay on them.

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Casting times

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Posted by: Softspoken.2410

Softspoken.2410

Just noticed something whilst playing my Necro some more:

Summon Bone Minion – 1.5 Second cast on land, 0.5 in water.
Summon Bone Fiend – 1.5 Second cast on land, 0.5 in water.
Summon Shadow Fiend – 1.5 Second cast on land, 0.5 in water.

Would be nice to have summons being 0.5 at all times (Especially for Bone Minions/Shadow Fiend whom will die often and Flesh Wurm who needs summoning every fight)

Huh. That is weird. I also never noticed before that the minion summoning skills effectively have two casting times: the time it takes for your character to swing their arm, and the time for the minion to climb out of the ground/random point in the water.

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All Necro Guild!

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Posted by: Softspoken.2410

Softspoken.2410

Was wondering when that would happen. Oh well~

Is this going to be an international guild or an EU only or a US only? If US is able to join, I’d love to be a part of an all necro guild, just to learn from other necro mains, I am the only real necro in my guild so experience by immersion could really help me learn more about necro. Shoot me an invite if you guys are willing, otherwise I hope you all have loads of fun necrotizing the world around you

As far as I know, we’re an international guild. EU and NA dungeon runs have to be organized seperately though, because of the split between the two server groups. :c

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Necromancer Bug Compilation Mk II

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Posted by: Softspoken.2410

Softspoken.2410

Spectral Walk removes swiftness when going in or out of water while Spectral Return is active and you dont have Spectral Walk eqipped as both normal and underwater utility.

This has probably been reported before and is written in the wiki, but is not in the list here.
Imo it’s a bug because you can just double tap and keep the swiftness, but it’s annoying having to do so or wait for the the 8s to pass.

I’ll put a bug about it.

It’s not a bug that it removes the swiftness granted by spectral walk, since you’re supposed to lose the benefits of spectral walk as soon as it leaves your skill bar, which should include the swiftness. But it is a bug that removing Spectral Walk from your skill bar clears all swiftness, so I’ll note that.

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(edited by Softspoken.2410)

Necros Are Fodder in WvW

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Posted by: Softspoken.2410

Softspoken.2410

care to convince me?

Not really.

Don’t do try and play things you don’t want to in a video game. It rarely ends well.

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How were these OP in beta?

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Posted by: Softspoken.2410

Softspoken.2410

In beta:

  • Dark Path caused an AOE chill upon impact similar to sigil of hydromancy weapon swap.

Dark Path still does this.

120 radius, nothing compared to 360 (or was it 240? cant remember).

It’s a 240 radius from point of impact right now. It just doesn’t get the kind of graphic indicator that sigil of hydromancy does.

If it got reduced in size, that’s something, I suppose.

Im pretty sure its less than 240 (or at least is buggy with terrain) since i often dont get to chill enemies that are in the same location as when they oproced a mark that i placed between them.

There’s a couple things that I can think of that might be causing the discrepancy:

  • The 240 range isn’t centered around the target, it’s centered around where dark path hits the target.
  • All marks other than chillblains apply their effects in a much larger zone than where they are originally triggered. Chillblains is pretty strict.

That said, 240 is an estimate, and I don’t exactly have a meter stick in this game. Mostly I’m testing in the Heart of the Mists in the small field of Heavy Golems.

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(edited by Softspoken.2410)

Casting times

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Posted by: Softspoken.2410

Softspoken.2410

I’m actually testing it right now and…

I think chillblains w/ greater marks is a little faster. But oddly the animation is not. I think there might also be after-cast delay because of that? Because if I quickly cast chillblains > other mark, there’s more delay (you can tell by how much the casting bar fades) than after any other mark. But I can’t tell how much of a difference.

Anyways, I’ve added it to the “Chillblains is weeeird with Greater Marks” point on the buglist.

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(edited by Softspoken.2410)

Life Stealing needs to be better.

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Posted by: Softspoken.2410

Softspoken.2410

The full chain of dagger 1 averages out to around 1.5 attacks per second, not three. I’m not aware of a quick way to reset the attack chain that won’t make you lose damage overall, so I think you have to take the full chain into account.

The axe attacks slightly more quickly (1.7 attacks per second?) on its auto-attack, but still nowhere near three attacks per second.

Each part takes 0.5 seconds to do.

0 seconds -
0.5 seconds Dagger #1 (2 attacks)
1 seconds Dagger #2 (1 attack)
1.5 seconds Dagger #3 (1 attack)
2 seconds Dagger #1 (2 attacks)
2.5 seconds Dagger #2 (1 attack)
3 seconds Dagger #3 (1 attack)

8 Attacks in 3 seconds which is a full chain in terms of attacks per second which ends up being 2.7 attacks per second (~3, other abilities will interrupt the chain increasing the number of Dagger #1 attacks and such)

Also could account for Warhorn #5 causing at least 1 attack per second.

Axe #1 hits twice in 0.75 seconds = 2.7 attacks per second.

I challenge you to go and time the attacks yourself in game. The listed time on most attacks is the wind-up before the skill starts, but doesn’t include the time for the actual attack animation or aftercast delay (wind-down.) So when repeatedly using a skill, the attack speed is much less than implied by the casting time on the tooltip.

I won’t claim my numbers are exact, they could be off by easily a third of a second either way, (or more!) but you won’t get 3 attacks per second from dagger alone. Unless you’ve got quickness, in which case don’t forget to thank the mesmer.

Also, adding a warhorn is a clever way to rack up hits/second, but is somewhat unrelated to my post.

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(edited by Softspoken.2410)

Life Stealing needs to be better.

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Posted by: Softspoken.2410

Softspoken.2410

The full chain of dagger 1 averages out to around 1.5 attacks per second, not three. I’m not aware of a quick way to reset the attack chain that won’t make you lose damage overall, so I think you have to take the full chain into account.

The axe attacks slightly more quickly (1.7 attacks per second?) on its auto-attack, but still nowhere near three attacks per second.

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Still think these traits are good?

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Posted by: Softspoken.2410

Softspoken.2410

Vigor on heal- I think is good if you don’t have 15 points in acro but why not just take the extra 5 points to get feline grace?

You could take both, really. If you pair it with withdraw, which is itself a dodge, the chain dodging is exceptional, and you have nearly 2/3rds uptime on vigor from your heal alone.

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(edited by Softspoken.2410)

The thief and its gameplay - Your feedback [Merged]

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Posted by: Softspoken.2410

Softspoken.2410

As far as Blinding Powder at 25% hp, that’s a corner case for that trait that people complain about. Many times it saves thieves butts. Mesmer has a similar trait that gives decoy at 25% so I’m aware of the issues.

I fail to see how gaining a decoy at 25% is a disadvantage for you, whereas blinding powder proccing as you C&D (or attack in general) puts you on revealed for 3 seconds and completely negates all mitigation you may have gained. I promise you, it is a curse more than it is a blessing a vast majority of the time.

Decoy also puts the mesmer into stealth. Functionally the two traits are remarkably similar.

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MM or Condition leveling Talents question

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Posted by: Softspoken.2410

Softspoken.2410

I think I get what you mean. The adept level traits for Necromancer generally aren’t game changers.

For a minion master build, your first 10 points are in death magic for the actual minion master trait, full stop. Being able to re-summon minions frequently is too useful to pass up in my opinion. Blood magic for transfusion could be another good place for your next 10 points, since it gives you a heal for your minions. I don’t think minions scale with your power / weapon damage, so going defensive on trait stats doesn’t hurt as much on that front.
Utility wise I’d say bone minions are a staple due to their low recharge and fairly good damage when ‘splodin, and then either shadow fiend or bone fiend. (Shadow fiend hits pretty fast, but is somewhat more vulnerable because it’s melee.) Flesh wurm is really strong, but gets annoying to use when levelling since it can’t follow you from fight to fight like the others.

Trait wise, I’d guess that 10 in curses (Hemophilia or terror) is safe, alongside 10 in death magic again (this time for greater marks or staff mastery). Most people swear by greater marks, so try it early.
For conditions, epidemic is your AoE skill get it get it get it. Blood is power can also be a good choice, since Might boosts condition damage.

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How were these OP in beta?

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Posted by: Softspoken.2410

Softspoken.2410

In beta:

  • Dark Path caused an AOE chill upon impact similar to sigil of hydromancy weapon swap.

Dark Path still does this.

120 radius, nothing compared to 360 (or was it 240? cant remember).

It’s a 240 radius from point of impact right now. It just doesn’t get the kind of graphic indicator that sigil of hydromancy does.

If it got reduced in size, that’s something, I suppose.

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Bugs and Issues Compilation:

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Posted by: Softspoken.2410

Softspoken.2410

1st: Why can skills that have multiple attacks, and sometimes that’s not even needed, damage me while the enemy and me are in the black powder’s blinding field?

Black powder has a pulsing blind: it applies once per second. If someone is attacking more than once per second (often found in channeled abilities) they can get blinded, miss, then land a hit before black powder pulses and blinds them again.

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How were these OP in beta?

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Posted by: Softspoken.2410

Softspoken.2410

In beta:

  • Dark Path caused an AOE chill upon impact similar to sigil of hydromancy weapon swap.

Dark Path still does this.

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Is Ranger Longbow really this bad?

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Posted by: Softspoken.2410

Softspoken.2410

Regarding the original post:

Mesmer Greatsword.

Edit: Its only gimmick is that it does less damage the closer your target is to you.

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(edited by Softspoken.2410)

Low Hanging Fruit: Quick Fixes That'd Matter

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Posted by: Softspoken.2410

Softspoken.2410

Previewing weapons should put the character in a ‘battle ready’ stance, possibly with a toggle to sheath weapons to see what they look like when put away. It would help with previews clipping behind bulky armor, rendering attempts to preview a dagger or small weapon somewhat useless. (Unless you get naked.)

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Loot Dro kitten ue Confirmed: Feedback Thread

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Posted by: Softspoken.2410

Softspoken.2410

If I understand it correctly, I find it somewhat hilarious. The issue would only affect the players who would specifically notice it and be most annoyed by it: People in large groups of MF heavy gear. They’re the most likely to have gotten kill credit, but not loot credit, due to the sheer number of players (and potentially lower stats, as well.).

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(edited by Softspoken.2410)

easter eggs and references?

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Posted by: Softspoken.2410

Softspoken.2410

There’s a pair of Asura at the labs of Goldenlight Hallow (Timberline Falls, Fisher’s Eye Bridges) that are worried about their impatient customers. The conversation goes something like

“Sir, the buyers are getting restless about their orders. What should I tell them?”
“Tell them the prototypes have entered Alpha Testing. No! Wait! Tell them we’ll send out the product ‘when it’s ready!’”

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New Necro attempting dagger pve/pvp spec

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Posted by: Softspoken.2410

Softspoken.2410

First off: I’m talking from a PvE perspective only. Second off: I am Not A Pro. So these are just tactics to try and see if you like them.

Some things you might consider:
Consume conditions seems like a really good idea. The condition removal may seem redundant with the rest of your build, but well of blood’s recharge can get you killed waiting for it.

Running all spectrals is an interesting choice with D/D, since it generally doesn’t have problems generating life force, but if you want to use a lot of death shroud it could prove useful. I’d still suggest trying spectral wall instead of spectral armor though: you already have a stun break, and spectral wall can grant more protection on a shorter recharge. If you can drag mobs with you (or pull them with spectral grasp) you can get a lot of vulnerability out of it as well.
(Quick Combo for a mob that’s ranged and won’t chase you: Spectral wall just in front of you, spectral grasp to pull them through the wall, death shroud -> doom to make them run through again, then chase them through it for the protection boon.)

I’m not sure chilling darkness is a good choice. It’ll only be relevant on dagger 4 (deathly swarm?) and between dark path, spectral grasp and the occasional chillblains you’re not hurting for chill. Consider taking weakening shroud (Curses IV) instead. You’ll probably be going into death shroud often anyways, but not so frequently that the internal recharge will be an issue.

Plus, if you use weakening shroud, you could probably change dagger mastery to mark of evasion (Blood Magic III): the bleeds and regeneration would be nice, and I don’t think you’d actually give up much for it. The only recharge that’s really holding you back on D/D (in my opinion) is on enfeebling blood, and weakening shroud basically lets you cast it twice already.

I do like the choice of quickening thirst though: 25% bonus movement speed can be very important. Spectral mastery is a solid pick, and decaying swarm can give you a chance to chase down / escape / generate a bit of life force when you need it most.

This got really long, so one last thing: have you considered blood is power? Since you’re somewhat hybrid, you get the best of both worlds from might, and you have a method or two to pass the self-applied bleed back to your foe.

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Healing/Support Necro Build

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Posted by: Softspoken.2410

Softspoken.2410

In PVE, I always make sure I have traited for Transfusion. The heal from it is amazing. It just sucks that it doesn’t heal yourself. I’ve wondered how often other people trait it because most of the builds I see do not have it.

I think Deathly Invigoration is also worthwhile, but you must be sure to use death shroud at every possible chance to make the most use of it. I have had trouble getting the focus skill to work reliably, but you may want to try for yourself because I didn’t stick with it very long.

I actually first started playing with Transfusion when I was dabbling with minions: it was a way I found to top them up during a fight, in addition to mark of blood.

Something interesting about Transfusion / Deathly Invigoration is that Transfusion doesn’t scale with healing power, but Deathly Invigoration does. It actually becomes a pretty nice group heal if you double-tap death shroud every 10 seconds. (You can use Near to Death to really abuse it, but I don’t know where I’d pull 20 points from your build.)

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(edited by Softspoken.2410)

Vit/Healing power/Condition Damage

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Posted by: Softspoken.2410

Softspoken.2410

You may want to invest in a few pieces that are primarily toughness: toughness will make each point of health count for more damage you can take, as well as making each point of healing (and thus, healing power) more significant.

A good guideline is to try and make your armor:health ratio be about 1:10. (Not toughness : vitality! For necromancers, toughness:vitality ends up being about a 1:1 ratio, conveniently enough!) But if you have significant healing in your build, toughness will be better for you, and if you have trouble dealing with damaging conditions, vitality will serve you better.

EDIT: I had the ratio backwards! 1 armor to 10 health!

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(edited by Softspoken.2410)

Mechanics - 25 stacks of bleed poison/burn

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Softspoken.2410

Ugh, that’s depressing. I assume you had at least two bleeds on there that were really long (+8 seconds at time of Churn) duration too?

All my bleeds are over 13 or so seconds on cast, and BIP is 60. I had at least 10-12 bleeds on the target at the time of the churn over 8 seconds of duration left on the conservative side. By that setup, I should have maintained at least some of the stacks if a priority system was in place.

All 3 eles reported back seeing bleeds that looked like an normal churn amount.

Other conditions issues aside, this system should be updated to at least prioritize higher damage conditions in PVE, so that a single condition necro in a team isn’t getting his conditions pushed off by mesmer/warriors.

Ugh. Ugh ugh ugh. I was pretty sure you were competent enough to do so, but I think I just wanted you to be wrong somehow because I dislike that result so much. Thanks a ton for the reply.

I can think of reasons to do it this way. Applying a bleed to a monster always goes through, even at cap, unless 25 bleeds new bleeds are applied within 1 second of yours. But still, if I have 10 points in curses and am not running a condition build, I don’t want my 1 second, 300 condition damage bleed from Barbed Precision to push off someone else’s 5 second, 1100 condition damage bleed.

It really isn’t just a Necromancer issue either, and I hope that the issue comes up for discussion sometime soon. I doubt they’ll spontaneously change it, but I really dislike how it works currently. Replacing the oldest bleeds is okay, although I’d say it can still push super-long bleeds off too soon, but not even checking if new bleeds are worth a spot on the stack is just…

>:[ ArenaNet why you do this.

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The All-Necro Dungeon Adventures

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Posted by: Softspoken.2410

Softspoken.2410

Unless they have changed the dredge area (its been 2 months since I played it), you can just sit on top of the carrier, or in a little nook near it, and take no damage that entire fight.

They haven’t changed it, that hiding nook still exists. It just feels like cheese to sit in there though. (For some reason running all the dredge back and forth because they can’t quiiite catch you feels less cheesy to me.)

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The All-Necro Dungeon Adventures

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Posted by: Softspoken.2410

Softspoken.2410

The AC run went excellent we even have a video of phase 2. The se path 3 run went really well except for a few minor hiccups in communication that caused a few wipes. That plus the minions doubling up the damage on us on a particular boss.

I actually have an idea now for the Armored Dredge Carrier: it involves running in circles from the tank up the ramp to the top, then jumping down and making the dredge run back to you while you hit the tank. Get overwhelmed? Run back to the top and hit it from range until they start chasing you down again.

The problem, of course, is the dredge with ranged attacks.

Mostly I bring this up because: thinking about fights in new ways! An unexpected bonus of gimmick runs!

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The All-Necro Dungeon Adventures

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Softspoken.2410

Well, we played through and cleared Sorrow’s Embrace, path 1 tonight. It took us a little while and a couple wipes (Dredge Personnel Carrier has way too much health) but that is literally the first time I have done a full and legitimate clear of a Sorrow’s Embrace path. And I’m wearing two exotics from that dungeon.

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Lupicus using grub skill on necro minions

in Fractals, Dungeons & Raids

Posted by: Softspoken.2410

Softspoken.2410

I’d like to ask that if anyone finds a monster/boss whose mechanics unfairly target pets and minions, to please post about it here in this thread, and I will try to look into them to see what can be done.

General Molradovich in Sorrow’s Embrace P3. He casts rings of fire on pets / minions / clones, and there is no way for players to tell those minions to jump on the water and put out the fire, so the pets effectively set fire to other players.

Reposting this because it’s still very true. It’s not just the setting minions on fire directly: it’s that they catch and spread the wildfire, ‘infecting’ cripplingly large areas.

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Mechanics - 25 stacks of bleed poison/burn

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Softspoken.2410

I checked over the Wiki and I don’ think it goes into enough detail about what happens at 25 stacks of bleeding. The working for intensity stacking is very generic.

One of four things happens at 25 stacks of bleeding: .

1. New bleeds applied do nothing. Stack is full, bleeds don’t apply.
2. New bleeds applied push off oldest bleeds, regardless of duration.
3. New bleeds applied push off only older bleeds that are shorter in duration, and if none are available, they do not apply.
4. New bleeds applied are looked at for total damage done over their applied duration, and any bleeds sitting in the stack with lower total damage done over duration are kicked off. If none are available, bleed isn’t applied.

The best possible case is 4. It also is the least likely to be happening. I still think case 2 is what is happening. I am open to suggestions on testing.

I try never to quote myself, but I thought I would go ahead and end the speculation:

As it turns out the above option 2 is what actually happens in game, contrary to what people are saying.

I had 3 level 15 elementalists with no gear churn the same champion mob in wvw that I already had 20+ bleeds on… want to hazard a guest what happened?

It knocked off all of my bleeds but one. I can tell based on the fact that my damage tick bounced up once per second… pretty definative proof that the system DOES NOT prioritize damage on bleeds, or duration, or anything. New bleeds knock off old bleeds, simple as that.

This is really awful for condition based heros in PVE events…. and it really should be looked into. Everyone elses incidental bleeds knock off my high damage bleeds… pretty sad. Not happy at all with this realization.

Ugh, that’s depressing. I assume you had at least two bleeds on there that were really long (+8 seconds at time of Churn) duration too?

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Mechanics - 25 stacks of bleed poison/burn

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Posted by: Softspoken.2410

Softspoken.2410

I checked over the Wiki and I don’ think it goes into enough detail about what happens at 25 stacks of bleeding. The working for intensity stacking is very generic.

One of four things happens at 25 stacks of bleeding: .

1. New bleeds applied do nothing. Stack is full, bleeds don’t apply.
2. New bleeds applied push off oldest bleeds, regardless of duration.
3. New bleeds applied push off only older bleeds that are shorter in duration, and if none are available, they do not apply.
4. New bleeds applied are looked at for total damage done over their applied duration, and any bleeds sitting in the stack with lower total damage done over duration are kicked off. If none are available, bleed isn’t applied.

The best possible case is 4. It also is the least likely to be happening. I still think case 2 is what is happening. I am open to suggestions on testing.

They could also prioritize the bleeds based off of condition damage, so the lowest damage per tick bleed gets taken off regardless of duration. It could also be a hybrid of any of these ideas.

I really wish that I could come up with a good way to test this… I can think of ways to test if stacks are applied, but no good way to tell which stacks are removed.

To test application, you’d have a stack of 25 bleeds with at least 4 seconds of duration remaining on all 25 bleeds by the time they get on there, applied by other people.

Then immediately apply a few short-duration bleeds (1-2 seconds?) yourself with much higher / lower condition damage and see if you get numbers boucing off of your target. Since you don’t see the bouncing numbers for other people’s conditions, you’d know yours were on there. (You’d need to do it twice: once with high Cond. D, once with low Cond. D).

You could do a similar thing with blood is power to test if long duration bleeds (blood is power is easily one of the longest out there, so it’s easy to outweigh anyone else’s in that regard) get a bias for pushing other bleeds off the stack, at high or low Cond. D.

EDIT: Something like 3 necromancers providing the bleed stack and 1 testing for removal at various levels of Condition Damage? If they all use blood is power, deathly swarm, enfeebling blood, mark of blood rapidly, that’s 27 bleeds with at least 6 seconds of duration remaining, (assuming no bonus condition duration) which is more than long enough to test how throwing additional bleeds affects the stack.

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(edited by Softspoken.2410)

Why would anyone want a necro over others?

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Posted by: Softspoken.2410

Softspoken.2410

Regardless of one might personally opine (or try to prove with real numbers) about Necromancers in dungeon runs, the lack of any sort of response from the OP makes me think this is more about seeking excitable reactions than an actual quest for useful discourse or substance.

TLDR; OP is trolling Necro players for some reason or another. Please do not feed any longer.

why do i have to be trolling just because i dont respond? im reading. everyone just lists off all of necros spells and on paper they are ok spells but you would never use them because compared to your main epidemic build they are complete crap. “with healing power you heal for a ton” uh no you dont it heals for dog crap and you just wasted a stat on healing power. i would rather have a mes in my group over a necro any day, any way you slice it.

So I see you’ve found the One Build To Rule Them All. Care to share with the rest of the class?

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Mechanics - 25 stacks of bleed poison/burn

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

I think this could be fixed really easily if they just made the highest DOT tick first, that way you would always wanna aply conditions if you are in a cond dmg spec. It would also fix the issue with guardians stealing all the burning ticks from the condition dmg specced players.

My concern there is that someone with 1000 condition damage can apply a 2 second bleed and replace a 7 second bleed applied by someone with 700 condition damage. It’s more damage up front, but it can be significantly less damage over time, especially in PvE where condition removal is pretty rare.

You can get similar problems if you just switch it so it’s based on duration remaining. I wish I had a good answer for this but I really don’t right now. :S

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Mechanics - 25 stacks of bleed poison/burn

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

I have been curious about this for months, but I couldn’t find a good answer anywhere on the forums. I was distinctly under the impression that poison / burn always ticked the highest intensity version first, but that was based more off of ‘well that would make sense’ than any actual observations.

Somewhat related, but I’m really having a hard time deciding how I would prioritize bleed stacks myself. Which ones you would remove to give the most damage changes based on the situation, and it’s hard to tell from the perspective of a computer that doesn’t know your group’s play style.

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

Why would anyone want a necro over others?

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

I will always find well of power to be the most amazing Necro support skill, bar none. The dark combo field doesn’t matter really: it’s the fact that if you lay it down over a field applying burning to your team, you get to spam aegis on them. It’s that if enemies cause AoE vulnerability, you reverse that to AoE protection.

Next to that are shenanigans involving plague signet, which shines against bosses that apply lots of poison or infrequent but long burns.

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Idea: Extra Dodges cost 10% life force/hp.

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

Using life force to fuel endurance sounds cool, but I worry it might be too different for how endurance currently works to be appropriate. If a Necromancer fills up a bar of life force before a fight, they basically just get X dodges in a row rather than 2. There aren’t that many classes that can even build for 4 consecutive dodges, to my knowledge: many can build for high up-time on vigor or endurance regeneration boosting traits, but they don’t give an increase in the actual size of the endurance bar. (The thief is the only example I can think of off-hand: the trait that returns some endurance per dodge effectively extends the bar.)

The concern is, being able to walk into a fight and then dodge 5 times in a row (without even a using vigor boon your foe can try and remove) sort of changes dodge from a periodic ‘at-the-right-time’ defense to a long term ‘wear-them-down’ defense.

As well, ArenaNet’s conspicuous avoidance of life-sacrifice moves (The closest are Blood is Power and Corrupt boon, which are more easily handled than a chunk of direct damage) indicates a trend they plan on not breaking. So I don’t think sacrificing HP for a dodge roll will make it in.

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This class ... maybe time for a change?

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

so now that i’ve had my rant Im wondering if i should level up another class. if so which do you think would suit my playstyle. gw1 i mained a rit which i really wish they had on this, I enjoy getting into the thick of things, cleave is nice i guess, decent escapes. not squishy either.

I highly recommend leveling more than one class, no matter who your first class was. I just feel like you’re missing so much of the game if you only play one profession.

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The All-Necro Dungeon Adventures

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Posted by: Softspoken.2410

Softspoken.2410

I will come as long as i’m the only necromancer in the group, if I am, the other 4 will be useless.

Not sure if serious.

I’d have the bleed cap, poison cap, weakness cap… don’t know why you would need any other necromancers.

I deleted that post because I figured it was kind of rude and content-less, and also because I guessed I was misunderstanding your post in some way.

But as others have said: insisting on being the only Necromancer in the group for these runs isn’t just missing the point, it’s full scale against it.

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Chilling Wellomancer [Hybrid Build]

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

Consider taking Superior Runes of the Ice. You gain vitality instead of condition damage (which honestly you don’t seem to be capitalizing on anyways) and instead of chilling everyone when you heal, you get a 5% damage boost against anyone that’s chilled.

I only find Spectral Grasp unreliable at extreme range: if you want it for the chill / interrupt, using it at axe range should be pretty much a guarantee (unless there are serious shenanigans in play like projectile blocking)

I can think of tactics to make much grander chill plays, but they reduce the well focus of the build, so I’m not sure if they’d still be applicable.

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Necromancer Bug Compilation Mk II

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Posted by: Softspoken.2410

Softspoken.2410

I posted this at the old Bug compilation Thread. I think it’s a huge Bug and I am surprised so few know about this.

I notice that the AOE form the Plague Elite Skill is a lot bigger when a lager Character cast it.
In the Description of the Skill the range is set to 240. So the AOE Effect of e Big Norn are way to big.
I am a Asura and my Guild buddy is a Char his AOE is a way bigger than mine.

!!!

I’m really sorry that I didn’t get this one in there! The time I tried to add that bug may have been from the ‘One gigantic post’ period, where a lot of my edits were lost instead of saved.

When I did some research into this, I found that my Charr’s AoE was bigger than a 240 radius AoE (Lay down an improved mark, my Plague form was slightly bigger). However! It seems that the AoE indicator is not strictly accurate: in my experience, targets wouldn’t actually be affected by Plague when they were just inside the AoE ring – they had to be a bit further in yet, until they reached 240 from my location.

tl;dr for the last paragraph – the AoE ring indicator is bugged, the actual AoE appears to be a constant 240 radius across characters.

It should be on the list now.

EDIT: Turns out my character count on the first post is again nearing the limit. Since space is at a premium there, I cut a few things out (suggestions for submitting bugs especially.)

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

(edited by Softspoken.2410)

The All-Necro Dungeon Adventures

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Posted by: Softspoken.2410

Softspoken.2410

I’ll have to look into this. One-Profession-Only runs sound really funny to me.

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Daily Reset Time

in Guild Wars 2 Discussion

Posted by: Softspoken.2410

Softspoken.2410

There’s going to be a reset sometime, and it will probably mess with some group of players.

That said, could I get a warning / timer when there’s less than an hour remaining? I would have stepped up the pace if I had realized I was about to lose all my progress.

The only other thought I’ve had is the option to carry over your 80% progress from day 1 to day 2, and just be barred from getting a new set of dailies on day 2. But that might be abusable…?

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Anyone feel like a hero?

in Guild Wars 2 Discussion

Posted by: Softspoken.2410

Softspoken.2410

Honestly, my best “I am a hero” moments are in PvE when a downed icon suddenly pops up across the minimap from me. Can I make it in time to save the day?? Success is a rush, failure is really depressing.

Personal story quests are close, sometimes.

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Necromancer Bug Compilation Mk II

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Posted by: Softspoken.2410

Softspoken.2410

Consume conditions is bugged vs the ranger binding roots elite. You use your heal to get rid of the roots but this only happens very briefly and then you get binding roots on you again and immobalised again. Not sure why this is but its dam annoying.

I could be wrong, but I think Binding Roots Entangle is a non-standard debuff. It applies immobilize periodically until the roots are destroyed, so even if you cleanse the immobilize, another is reapplied. You can’t cleanse Entangle itself because it’s not a standard condition.

I mentioned this a long time ago, but dont’ see it in the bug list here: Greater Marks doesn’t increase the size of marks placed while in Lich Form.

Consider it added to the list.

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Weird party and group questing mechanics

in Guild Wars 2 Discussion

Posted by: Softspoken.2410

Softspoken.2410

Grouping does let you keep track of everyone. Try running with Guildies or friends w/out grouping. Its pretty easy to lose each other in this game.

Sure, and that is helpful no doubt. I do like that you can track the progression of other people in your party. But I still don’t understand why you don’t get group credit for completing objectives. It’s not like the mechanic is something new and they simply don’t have the resources it’s being intentionally left out and I really want to know: Why? It just doesn’t seem to fit with everything else in the game.

If you allow heart completion without actually participating in the task (for example, gaining some credit for a mob kill without even tagging the mob) you allow people to be get AFK completion without actually playing the game. It could also allow people to farm via multiple accounts and gain five times the renown heart gold reward than your typical player.
If you inflict some sort of penalty on group members for ‘sharing’ their progression, then you allow accidental leeching whenever someone fails to tag a mob in time. (Or purposeful leeching, which is even worse)

Those are the problems I can see, anyways.

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More condition removal.

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

I understand where op is coming from. We don’t have instant condi removal that can save our lives. Immobilized and about to eat a 12k shatter combo? Your best chance is putrid mark at this point which is long cd and has so many usess that it almost is always on cd. Not to mention it is tied to a weapon. This, compared to ele’s removing 4 conditions and stun break with cleansing fire. But I suppose we are built to eat the damage and move on more so than other classes, rather than avoiding the damage.

Technically you could accomplish something similar via Plague Signet, with the added bonus of throwing said conditions at a target. That said: different classes are different. I think it’s a mistake to ask for identical abilities across professions.

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(edited by Softspoken.2410)

Order of Whispers Armor?

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Posted by: Softspoken.2410

Softspoken.2410

Power / Precision / Condition damage seems like a fair choice in stats, since barbed precision is apparently a Big Deal for condition builds. Keep in mind that Order Armors are rares, so you could get the same stat spread just from the trading post.

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Is corrupt Boon bugged in pvp?

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Posted by: Softspoken.2410

Softspoken.2410

From what I know:

It shouldn’t work on invulnerable enemies. Nothing does. That’s what invulnerable means.
It should work on aegis, I believe it converts it to a short burning. You might still get the ‘blocked’ message though, from skills that place the user in a blocking stance, like protector’s strike and shield of wrath. As well as dodging.
It shouldn’t go through dodging. During a dodge, the target is effectively invulnerable.

I think it needs line of sight: the only skill I can think of that doesn’t is epidemic and that’s Just Plain Weird. I think you have to be facing your target for Corrupt Boon, as with most skills.

If you can get reproducible misses with Corrupt Boon (where dodging / blind / invuln are not involved) I’d like to hear about it in the bug thread. Honestly though, I haven’t had trouble with it.

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Necromancer Bug Compilation Mk II

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Posted by: Softspoken.2410

Softspoken.2410

Just tested in the Mists with a guildie – Aegis does block Grim Specter, the Lich Form #5 ability. Since the tooltip says it “rips boons off of allies” I think we can call it a bug.

You mean ‘foes’, not ‘allies’, right?

In any case, thanks for confirming this. It probably got missed in the pass that made most boon ripping skills remove Aegis properly, since it’s buried inside an elite form.

Also, I was looking into Signet of the Locust & Bloodthirst… As far as I can tell, they interact in very odd ways that change from PvP to PvE. I’ll look into it a bit more tomorrow, try and find before and after formulas.

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Out of things to do.

in Players Helping Players

Posted by: Softspoken.2410

Softspoken.2410

Take a break? Don’t burn out, just take a week off?

If you’ve only rolled one character to 80, I highly recommend playing a class very different from your previous one. How you fight can change drastically between classes.

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

(edited by Softspoken.2410)