Showing Posts For Softspoken.2410:

Not in Patch Notes

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

All trait cooldowns are in the upper right corner of the tooltip, with the little reversed arrow symbol.

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

Dirty fantasies you'd like to try out

in Fractals, Dungeons & Raids

Posted by: Softspoken.2410

Softspoken.2410

A full stunlock party composition. Something like a shatter mesmer with GS & */S, a thief with boosted initiative regen and */P + Sleight of Hand, then two builds with access to long duration stun / knockdown effects. The mesmer & thief peel 4 stacks of defiant every 4 seconds or so to set up for a long knockdown, during which they then peel yet more stacks of defiant.

Could be funny to keep a boss from doing anything for the duration of a fight.

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

Your favorite "i play the way i want" build

in Fractals, Dungeons & Raids

Posted by: Softspoken.2410

Softspoken.2410

You laugh at me because I’m different. I laugh at you because you’re all the same.

Do people still say this? I thought it lost its punch at the millionth t-shirt.

thatsthejoke.jpg

Just expressing surprise that anyone still clings to the cliché is all. I thought it had gone the way of lying cakes and bases belonging to us.

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

Your favorite "i play the way i want" build

in Fractals, Dungeons & Raids

Posted by: Softspoken.2410

Softspoken.2410

You laugh at me because I’m different. I laugh at you because you’re all the same.

Do people still say this? I thought it lost its punch at the millionth t-shirt.

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

SOTG 6/9/2013

in Elementalist

Posted by: Softspoken.2410

Softspoken.2410

Kinda disappointed in how people are taking that comment. It was in response to the suggestion that they should add more profession keys to the Ranger. (Ostensibly to control the pet?) Super brought up Elementalists as an example of a profession that already deals with a lot of profession keys, and J Sharp pointed to beginning players (Which I think he was taking PvE as a short-hand for, which is fair enough considering beginners probably play in PvE more than any other mode) will stick to two elements and not use all four because the reward isn’t there for the difficulty of juggling those other attunements. It wasn’t a statement that that’s how you play an elementalist effectively, or even that that’s how an elementalist should play.

Again, this was about skill floor and UI clutter for the ranger. Given how much focus ArenaNet as a whole has put on keeping both of those down, you have to have an exceptionally good pitch to convince them to add more buttons to the UI for any profession.

[/whiteknight]

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

Patch Notes - Necro 9-3-13

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

I don’t know what to tell you Andele, besides that you suck at testing traits.

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

Patch Notes - Necro 9-3-13

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

Another stealth nerf, at least in pve (dont know about other 2) Chill of Death (Spite major), procs at 20% instead of 25%, cooldown seems to be longer than 20 seconds but not sure.

Testing this in PvE against Fireflies (by adding up damage values in the damage log, and being sure to use no conditions) reveals that the trait triggers when the enemy hits 25% health, as described.

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

Your favorite "i play the way i want" build

in Fractals, Dungeons & Raids

Posted by: Softspoken.2410

Softspoken.2410

Venom share thief. I don’t really care if it’s effective, I just like the challenge of hitting more than two of my teammates with a venom when they kittening refuse to stack.

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

DS #2 Stunbreak DS #4 Healing

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

No, there is not a single skill in the game that you get immediate access to just by rolling a class that is a stun breaker (I don’t play thief much, so maybe steal?). There are abilities that are “unofficial” stun breakers that work off weapon skills, but those still require you to take that weapon, it is still some kind of “give”.

For the benefit of the thread: Steal is an instant skill, so it can be used while stunned but it will not dispel the effect. A thief will teleport to their target, and still be dazed / stunned / knocked down. I believe all weapon skills that ‘break stun’ (Phase Retreat, for example) behave like this.

other classes have similar/shorter cooldown stunbreaks not tied to utilities and don’t need to have a second resource bar to activate it.

Give me an example.

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

When pugs work : P4 Arah

in Fractals, Dungeons & Raids

Posted by: Softspoken.2410

Softspoken.2410

I managed to clear P4 with a pug as well, since I’m no good at organizing something like a guild run, and buying a path wasn’t as convenient as I’d hoped. I’m pretty sure at least 1 of the people in the group had cleared it already, but most of the others had not. Previously I had only cleared the path as far as Lupicus. It took us a while (3 hrs? I honestly don’t remember, it may have been closer to 2), but we got it done.

I think a truth of pugging p4 is: be good at Lupicus. Be able to defend yourself (and possibly revive others?) in p2 and manage good damage at the same time. Make sure everyone else in your group is similarly good at him. If your entire group can handle Lupicus, nothing else in p4 should give you any problems past your second attempt.

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

Charr necro mask

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

It depends really heavily on your charr’s horns and fur colour, in my opinion. For the one in that video I’d pick skull over demon, but I chose demon for mine (beige & dark red / maroon fur) and have never regretted it. But then, I knew he was going to be in dark reds forever.

I’d recommend Skull: it works with most any look, and is pretty traditional. Any idea of the overall aesthetic you want to use with your Charr?

Ty
As for the fur , I will make it yellow with black tiger marks. Horn will be as always ( got another 2 charrs ) which is Razor sharp horn.
Like that >>

Yeah, looking at those pictures, I’d go for skull.

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

Charr necro mask

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

It depends really heavily on your charr’s horns and fur colour, in my opinion. For the one in that video I’d pick skull over demon, but I chose demon for mine (beige & dark red / maroon fur) and have never regretted it. But then, I knew he was going to be in dark reds forever.

I’d recommend Skull: it works with most any look, and is pretty traditional. Any idea of the overall aesthetic you want to use with your Charr?

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

Q Anet : Mark of Evasion Inconsistency?

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

I’m of the opinion it’s intentional: it’s not uncommon for traits that cast a spell on dodging to cast a much weaker version of that skill. Uncatchable / Caltrops and Arcane Evasion (Earth) / Churning Earth, for example.

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

Necromancer Update Notes - August 20, 2013

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

I would have liked to see standardizing plague radii so that it isn’t based off character height. But pretty much as expected since it is before PAX.

AFAIK, the actual effective radius of the skill is always the same. The indicator is based on character model size, but does not perfectly match the actual AoE.

I think Putrid Mark is unchanged. :\

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

Giganticus Lupicus

in Fractals, Dungeons & Raids

Posted by: Softspoken.2410

Softspoken.2410

I would not have a problem with red circles being completely removed from this game. But instead of crying about misleading or unconsistent circles people will start crying even more that it’s impossible to stay alive. Also, lupicus’ red circles in p2 are bot misleading in any way, they are really accurate. You can simply get hit by projectiles that are on their way to the red circle.

Given that most every other red circle is ‘Standing outside of me means you are safe’, this still sounds pretty misleading.

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

How can I do CoE???

in Fractals, Dungeons & Raids

Posted by: Softspoken.2410

Softspoken.2410

If you’re willing to try and solo a dungeon just to get into PUGs asking for experienced members, really you should fight Subject Alpha repeatedly. By far what screws up the most PUGs is people dying easily to Alpha, then throwing off the rest of the group’s timing when they fail an attempted revive. If you know how to go up against Subject Alpha in melee range, you’ll save your group a lot of trouble.

Besides that, most of the fight gimmicks can be picked up as you go, or from watching a video run before hand.

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

The Improvisation trait is just broken!

in Thief

Posted by: Softspoken.2410

Softspoken.2410

Double venom burst build. 30/0/10/0/30. Venomous Strength, Improvisation, Residual Venoms, Cloaked in Shadow, Thrill of the Crime, Bountiful Theft, Sleight of Hand.

Weapon sets could be D/D & SB, but I’m indecisive on that just now. Stats would be Berserker for the Brave. Bar would include HiS, Spider / Skale / Ice Drake, Basilisk

Probably best in WvW, but could possibly see use in PvP as a way to quickly kill a single target.

Strategy is:
Pre-load all venoms. Close distance to target (HS without hitting, infiltrator’s arrow maybe) use C&D -> BS, then an auto chain for conditions / venom uses and HS a bit (once or twice?) as desired.
Continue combat as normal. If your enemy manages to cleanse off the conditions you’ve applied, and especially if they start booning up, steal + C&D, then reapply your venoms and backstab them again. You’re now sitting at 17 stacks of might, fury, vigor, swiftness, 2 boons from your enemy (if applicable) and your enemy should be floundering under intense condition pressure (chill, poison, torment, some weakness, a little vulnerability) and a lot of damage, while also being periodically stunned for 5 of the last 10 seconds.

You could also run a variation of this for more group-oriented play using Venomous Aura, but that’s more related to Venomous Aura and group coordination than improvisation, I think.

Alrighty. First question: Do you have enough time to apply these venoms while stealthed by CnD? Second: How do we prevent this? Because with a lucky proc, (1/5 chance) a thief specced out with the exact build you described could easily pull this off. Your suggestion that it recharge utility skills only could limit abuse, but you’d still get a similar situation with 3 venoms instead of 5 or another similarly bad situation. It’s still a step though. Any other suggestions (build or solutions)?

Given that it takes exactly 1s to apply all venoms (Basilisk venom has a 1s casting time, all others are instant and can easily be used while basilisk is being prepared) the stealth from C&D is more for the surprise element of your enemy not necessarily knowing you’re going to blast them with a full regiment of venoms again.
The 1/5 is the prevention. Running this with an 80% chance of the strategy coming to a grinding halt is enough of a discourager to prevent this from being considered seriously. As well, my suggestion was such that one of the utilities refreshes at random, not one category on your utility bar. In this case, you’d get either spider, skale, or ice drake venom, but only one of them.

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

(edited by Softspoken.2410)

The Improvisation trait is just broken!

in Thief

Posted by: Softspoken.2410

Softspoken.2410

Double venom burst build. 30/0/10/0/30. Venomous Strength, Improvisation, Residual Venoms, Cloaked in Shadow, Thrill of the Crime, Bountiful Theft, Sleight of Hand.

Weapon sets could be D/D & SB, but I’m indecisive on that just now. Stats would be Berserker for the Brave. Bar would include HiS, Spider / Skale / Ice Drake, Basilisk

Probably best in WvW, but could possibly see use in PvP as a way to quickly kill a single target.

Strategy is:
Pre-load all venoms. Close distance to target (HS without hitting, infiltrator’s arrow maybe) use C&D → BS, then an auto chain for conditions / venom uses and HS a bit (once or twice?) as desired.
Continue combat as normal. If your enemy manages to cleanse off the conditions you’ve applied, and especially if they start booning up, steal + C&D, then reapply your venoms and backstab them again. You’re now sitting at 17 stacks of might, fury, vigor, swiftness, 2 boons from your enemy (if applicable) and your enemy should be floundering under intense condition pressure (chill, poison, torment, some weakness, a little vulnerability) and a lot of damage, while also being periodically stunned for 5 of the last 10 seconds.

You could also run a variation of this for more group-oriented play using Venomous Aura, but that’s more related to Venomous Aura and group coordination than improvisation, I think.

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

The Improvisation trait is just broken!

in Thief

Posted by: Softspoken.2410

Softspoken.2410

Personally I’d like it if the trait just always recharged one utility on your bar. Which one of the three chosen would be at random, so if you have unused utilites, it might fizzle by just refreshing the one that’s already ready. But if you use all three of your utilities, steal with improvise is guaranteed to give something back.

If you restrict the trait to always picking a type that’s on your bar, the trait can easily be abused to get a full compliment of skills back immediately after using them, which just seems too strong.

But with how random and weak the skill is right now, it’s pretty much unusable. Thanks, but I’ll take “possibly abusable” (likely balanced by recharge of steal) double use of a highly restricted utility set over nothing.

If you turn something into ‘possibly abuseable’ then a week later it’s ‘thoroughly abused’ and a month after that it turns into ‘removed from game’.

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

The Improvisation trait is just broken!

in Thief

Posted by: Softspoken.2410

Softspoken.2410

Personally I’d like it if the trait just always recharged one utility on your bar. Which one of the three chosen would be at random, so if you have unused utilites, it might fizzle by just refreshing the one that’s already ready. But if you use all three of your utilities, steal with improvise is guaranteed to give something back.

If you restrict the trait to always picking a type that’s on your bar, the trait can easily be abused to get a full compliment of skills back immediately after using them, which just seems too strong.

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

The Improvisation trait is just broken!

in Thief

Posted by: Softspoken.2410

Softspoken.2410

As far as I know, the type of skill chosen for this trait is random. I’m also almost 100% certain that improvisation can choose a skill type that you don’t currently have equipped.

If you take Signet of Malice / any Trick / any Trap / any Deception / Basilisk Venom, you can guarantee one of those skills will be refreshed. Otherwise, there’s a chance that none of your skills will be refreshed.

Umm no read the description
All skills of ONE Type
The type is Trick, Deception, Signet, Trap, Venom.
So it chooses a type. If the type it chooses is Trick than all tricks you have are recharged.

umm no RE read his explanation of what happened…. he chose 3 types out of the 4. he used steal 5x and only once it managed to rechared one of the 3 picked. this happeneds to me alot. 9 out of 10 times at certain stretches.

This isn’t Star Trek. There are five types.

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

Feast of Corruption

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

I’ve always wondered if you could make a good spike out of this skill with a Sigil of Intelligence or something. It scales up pretty nicely at 4 or 5 conditions, which is quite possible with good planning.

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

Signets.

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

Signet of Undeath is rubbish. If it happens at all that a couple of allies are downed, they are rarely close together. And the cast time of the signet is so slow, that you might as well just revive normally. In fact, 2 players reviving a team mate together, is faster than 1 player casting this signet. What they should do is make the effect radius bigger, and make it a fast casting skill. What always confused me the first times I used it, is that it didn’t revive dead players, only downed players. I always wondered…. then what’s the point?! And I realize that ressing dead players during combat is probably not how Anet wants their combat to work. But it fits the necromancer, and it was what I initially expected this signet to do.

Plague – Very well designed, but I think it should pull 1 condi from 5 allies nearby every 3 seconds instead of only 1 ally.

Agreed. And I think the effect radius should be larger. If I equip this for a boss fight, I want it pulling conditions from all allies around me.

“Oh crap, my team mate got knocked down. Better go pick him up.” (Boss monster / enemy player turns around again and kills the reviver) and bam, two targets directly on top of each other that are downed. Also: “2 players reviving a team mate together, is faster than 1 player casting this signet”- I don’t see how this is a problem. SoU makes it so only 1 player is sacrificing time for the revive, and it allows them to do so from a safe 900 range. Having two people revive is tying up half of your remaining team to try and pick someone up off the ground.

iirc, the effect radius on Plague is 1200. It really doesn’t get much bigger than that.

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

Giganticus Lupicus

in Fractals, Dungeons & Raids

Posted by: Softspoken.2410

Softspoken.2410

I just went on my necro for the first time with a pug group of 3 GS-camping warriors and an ele. Of course they ranged so I didn’t get the chance for the full experience (chasing him around trying to melee is always a blast), but I’d say necros have it the roughest here with the lack of evasion moves and no access to vigor. Of course energy sigils would help that. As far as phase 3, I was able to save myself with a couple lucky spectral walks and flesh wurms. Aside from that, I don’t see much they can do for melee range if someone is dancing around causing bubbles. Death Shroud won’t save you at all.

Every other class has tons of outs.

I find the easiest way to deal with phase 3’s bubble is to have 30 in SR and switch in the Stability on Death Shroud trait for Deathly Perception. I realize 30 in SR may not be tenable for a high-end dungeon build, but for anyone out there willing to sacrifice an optimum set-up for a stronger safety net, it’s something to consider.

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

Soft cap on stats?

in Fractals, Dungeons & Raids

Posted by: Softspoken.2410

Softspoken.2410

Still it’s a decrease in efficiency. Once you’re at about 3000 power you better increase your precision instead of power.

^

That’s still not diminishing returns on Power. Adding more power is just as effective as it was before – only now taking a second option besides power is more effective at maximizing damage. Really, it’s accelerating returns (I don’t know the actual term there) on precision and critical damage – namely, in terms of damage, precision becomes worth more the more power and critical damage you have. There’s a similar pattern for critical damage.

Edit: Regarding the ‘diminishing marginal returns’ : a 10% boost at 3000 power is worth more DPS than a 10% boost at 1500 power.

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

(edited by Softspoken.2410)

Soft cap on stats?

in Fractals, Dungeons & Raids

Posted by: Softspoken.2410

Softspoken.2410

Possibly informative example: if a skill did 200 damage when you had 1000 power, adding 100 power would make it do 220 damage (10% increase, +20 damage). The same skill would do 600 damage at 3000 power: adding 100 power to that would make it do 620 damage. (3.33% increase, +20 damage) In both cases adding 100 power added the same amount of damage dealt to a target with constant armor.

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

Why an activation time on a shout?

in Ranger

Posted by: Softspoken.2410

Softspoken.2410

I think that the reason Guard can’t be used underwater is because of the ground targeting: most ground targeted skills are disabled underwater. No idea about the long activation time though.

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

Mesmer Phantasm 20% dmg nerf?

in Mesmer

Posted by: Softspoken.2410

Softspoken.2410

Can anyone provide proof or link plz. Ty.

Best part of the thread and so many people missed it.

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

help me find a certain skin

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

Pretty sure what you’re looking for is the light ‘named’ exotic set. Depending on the stats you want, its exact name changes.

http://wiki.guildwars2.com/wiki/Named_armor

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

Signets.

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

Locust scales okay, but I’m pretty sure it’s been capped at 5 for ages now. It about 2/3rds of a dedicated heal skill in 5 enemy scenarios though, which is pretty good in my opinion.

As for signets in general:
I like Spite a lot more now that it’s been buffed, since it’s like sacrificing some passive power in exchange for crippling an enemy completely. Give up some overall damage, get huge condition pressure. It’s a trade of two unlike things, but is close enough in efficacy to be worth considering, occasionally. (Before it just flat-out wasn’t.)
I love the idea of Plague, I just wish it was a little easier to use. The danger of killing yourself with conditions or not being able to pull conditions rapidly enough / pull the right conditions hurts it though.
Undeath is almost entirely its active – the passive is there as a space filler, but that’s okay, in my opinion. I never want someone to hesitate on using SoU because they might need that LF. It’s very much a ‘just in case’ skill, so having the passive be generally appropriate in all situations (if very low power) is a good match.

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

(edited by Softspoken.2410)

Necromancer Bug Compilation Mk II

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

Deadly Catch doesn’t pull downed players.

I’m not entirely certain anything pulls downed players, underwater or on land. I think the only thing that can forcibly move a downed player is a Launch.

I was in sPvP the other day (the one with the under water base) and a Mesmer polymorphed me into a Moa Bird so like the straight up baller that I am. I jumped into the water to see if the effect would ware off and it did! but I didn’t have access to any of my utility skills.

I don’t know if it can be recreated.

Haven’t tested this myself, but that would be an oddity of Moa Morph, not necromancers. :P

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

Lack of...

in Guardian

Posted by: Softspoken.2410

Softspoken.2410

Question: is there a mechanical difference between a stun and a knockdown? I know that Launches prevent stunbreakers from being used for a period of time, but I was under the impression knockdown and stun were functionally identical.

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

Balisk venom needs looked at

in Thief

Posted by: Softspoken.2410

Softspoken.2410

yes it ignores defiant but who uses balisk venom on a npc?? lawl, and yes its sharable but us thieves usually run solo, I never use share traits cause my job is to kill quickly not buff partys

I have legit run this (Residual Venoms, Venomous Aura, basilisk venom) in PUGs to save them. You can easily get 4 seconds of stone with zero coordination, which shuts down a boss enough for people to reposition, apply heals, or finish reviving someone that’s downed, without worrying about Defiant.

I’m assuming the OP is more interested in PvP contexts for this skill though – in which case I still think it’s fine. You can stun break it, but basilisk has the subtle benefit of not triggering most (if any) on-stun effects, while also setting a player up for a kill as you’re bursting them.

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

Lupicus bubble attack...

in Fractals, Dungeons & Raids

Posted by: Softspoken.2410

Softspoken.2410

Question: would Steal get you out? iirc there’s a bit of distance between Lupi & the bubble, so if steal doesn’t get blocked you could use it as an escape.

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

To baby necros who don't have GW2 liked on FB

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

Time to watch and be incredibly judgemental!!!

(Seriously though I may as well take a look see what they think we should be doing and all that)

Edit: Um. Not much there, I guess. Not sure what I expected but… Yep.

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

(edited by Softspoken.2410)

Dagger chain attack vs Axe

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

Should the fact that Axe has a dedicated +15% damage trait put into consideration?

Probably, but it’s only +10% now. It got nerfed when it moved from Grandmaster to Master.

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

Are there any changes coming to dagger ever?

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

I want Life Siphon to be good, but I think that really what I want is for Life Siphon to be on a different weapon.

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

Why is Dagger autoattack damage so low?

in Elementalist

Posted by: Softspoken.2410

Softspoken.2410

lightning whip can also hit 5 targets, thief cant.

by that logic lightning whip can hit up to 6 unique targets, but they would each get hit once. each of the 2 whip hits can only affect up to 3 targets

also, cluster bomb affects up to 5 foes

The comparison being made there was between the dagger kits of the two: bringing up thief shortbow is about as relevant as bringing up elementalist scepter. You’re very right about lightning whip though: it can only affect 3 targets per swing, with two swings per cast. Still, it’s multiple targets where the thief’s dagger auto and heartseeker are single-target only.

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

Question about mark of evasion

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

(because just like real calts you get additional bleeds on movement inside the aoe)

That’s not how caltrops works

Late edit for future generations: caltrops pulse their bleed & cripple every second, applying to targets inside the AoE whether they are moving or standing still. Movement has absolutely no effect on its proc rate.

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

(edited by Softspoken.2410)

The balance team should talk/discuss with us.

in PvP

Posted by: Softspoken.2410

Softspoken.2410

I cannot imagine the signal:noise ratio would make such an endeavor worthwhile.

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

Question about mark of evasion

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

That’s not how caltrops works.

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

Brainstorming: Torch

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

Oh my god, I never thought. The torch should… SUMMON A MINION. It can be like Shadow Fiend, but blue and flamey instead and dark and spermy

Edit: more seriously though, I actually am going to flesh out the idea of a minion for torch, I like the idea, and we could summon a “will-o-wisp” flame that inflicts short chill durations (either 1s every attack on longer attack timers like Flesh Wurm, or have flesh-golem like chain that inflicts on last hit), with an active like I described above.

But then I’ll lose my most basic complaint against Protection of the Horde!

Or they could add more weapon skills that summon minions and I’d get over it entirely. Hmmmmmmmm…

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

Why is Dagger autoattack damage so low?

in Elementalist

Posted by: Softspoken.2410

Softspoken.2410

Maybe if there were better auto attacks, but longer lockouts on switching? Not recharges specifically, but instead of being able to swap attunements every 3 seconds, once you go into water you’re stuck there for 5-6 seconds instead of hitting frost armor, cleansing wave and moving on. The idea is to make people commit to entering an attunement, instead of just committing to leaving it.

This would destroy cross-attunement comboing, which is a large part of what makes Eles fun.

It would destroy triple attunement combos (Are those a thing? Probably, I am not good at elementalist) – but technically you could still cross-combo between any two attunements. You just have to wait a few seconds before you start the combo. So Air → Fire (Ring of Fire) → Earth (Earthquake) becomes Air → Fire (Wait 5s, do other things) (then Ring of Fire) → Earth (Earthquake).

I’ll admit, I’m not totally comfortable destroying the “Switch all the attunements” playstyle, but I think it’s sort of Too Good to allow any sort of dedication to any attunement / specific combat style.

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

Make Venoms work like Mantras

in Thief

Posted by: Softspoken.2410

Softspoken.2410

My major concern is that often, with Mantra of Recovery / Mantra of Pain it’s just annoying to mash the button again and again when you really just want to use all the charges immediately. Now imagine instead of hitting it twice, you’re using spider venom.

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

Why is Dagger autoattack damage so low?

in Elementalist

Posted by: Softspoken.2410

Softspoken.2410

Maybe if there were better auto attacks, but longer lockouts on switching? Not recharges specifically, but instead of being able to swap attunements every 3 seconds, once you go into water you’re stuck there for 5-6 seconds instead of hitting frost armor, cleansing wave and moving on. The idea is to make people commit to entering an attunement, instead of just committing to leaving it.

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

Looking to make a light armor class.

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

How Srsbusiness do you take your dungeon running / fractals? If your group is running full berserker successfully in speed runs, a necromancer will lag behind because they don’t have the sheer DPS to be taken for that alone, or the ability to boost their party’s damage in any particularly strong / unique way. If you tend to take your dungeon runs a bit slower anyways and battles will take a few minutes, necromancer is a pretty solid choice.

One of the strengths of a necromancer is that they can easily apply debilitating conditions (chill, weakness) to entire crowds of enemies which can make fights a lot safer. Death Shroud can also which currently can let you soak a lot of damage throughout a fight if you can keep generating life force: the higher effective health and the bonus pseudo-healing has frequently kept me as a safe point to revive allies who were a bit more vulnerable.

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

Complaining about pvp necro again..

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

Next to that i still see loads of bugs on the necro. (report about 3 different bugs per day) retal doesnt work [cough …and is useless]
-When traited, heal on leaving DS is just silly and often doesn’t work or is so minimal you wonder why it’s in traits in the first place.
-Stunbreaks if i spend all my utilities on them, and i do, i still get trained down in seconds since i have 3 {vs 7 sec cd’s on stun kd’s etc) and a last resort plague. Still after using them i die because of no movability at all!!!!’
-Artricion went out of the window the moment Anet decided to make necros not sustain bursts at all.

-Making me to pop SW before battle and hoping to kill something before it runs out..

Just so we’re clear, you don’t think those are bugs, right?

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

Are Stat Scalings Being Looked-At?

in Guild Wars 2 Discussion

Posted by: Softspoken.2410

Softspoken.2410

I really do think it’s a content problem, not a stat problem. Maybe crit damage goes too far, maybe. But really, healing power and toughness (and to a large degree, vitality) are attrition stats – they have value only if you’re in a long fight and taking damage.

Currently the winning strategy for dungeons and the like is to take (almost) no damage at all: an idea I’d laugh at in most contexts, but is done regularly in boss fights and well-planned trash mob encounters.

If dungeons and content had a better way of forcing light to moderate damage on players without feeling unfair or like being cheated, toughness and healing power might gain more value because they’d become essential to some degree. But I’m not even sure that would be possible: ArenaNet has made a big emphasis on player skill and coordination being an adequate defense, for better or worse.

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

Necromancer Bug Compilation Mk II

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

This is so sad. I left the game 2 months after release because of how many bugs Necros suffered from (and how broken WvW is). To see that there are still this many bugs just shows how AN only cares about making money through gimmicky events and cosmetics but doesn’t fix what is fundamentally wrong with this game.

So, at risk of being an apologist or whatever the term is

ArenaNet has actually done a pretty good job with Necromancers, in regards to bugs. There was a lot more bugs listed here originally that had a much stronger effect on gameplay: about half of the list is in my opinion trivial, but noted here because I don’t want to draw the line between “pointless report” and “game-ruining bug” too high.

To me, there’s three major bugs with the necro right now: death shroud lock-out when dropping to 0% life force, putrid mark’s butchered functionality, and flesh golem’s hydrophobia. Beyond that there’s about 3 or 4 traits that don’t always work, and a lot of minor errors that can create confusion, but once known, have no effect on game play.

I just bring this up because I have seen the main post change a lot, and it’s drastically better than it was, and than it appears at first glance.

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

Why dont Condi builds work?

in Fractals, Dungeons & Raids

Posted by: Softspoken.2410

Softspoken.2410

Actually enemies with high HP favour burst too.

Case in point, the slave driver in COF p1 which can die in one warrior rotation.

I think the counter argument would be that if you can kill it in a single rotation, it doesn’t have high HP.

Granted, that means practically nothing in the PvE game has high HP when you take full-damage teams into account, but… Well, that’s hardly a surprise, now is it?

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