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Conditionele

in Elementalist

Posted by: Softspoken.2410

Softspoken.2410

Necros, Engineers, Mesmers and Warriors build around Rabid gear (as Conditions) because not only do they have a huge pool of Hit Points to start out with so they can afford to give on Vitality but mostly because they have traits (major or minor) where every time they Crit they have a chance to apply a condition (or in the case of Mesmers, their clones). This means even if their Crit Damage or Damage is low it didn’t matter because the real benefit is that potential Condition.

Elementalists do not have anything like that. At all. This makes any kind of Precision/Crit utterly wasted in the build.

What’s really frustrating is that there are two elementalist traits that try to fill this role, but can’t quite succeed: burning precision (1s burn for 30% of crits) isn’t quite enough alone since burning hits an effectiveness cap (and the elementalist is pretty good at applying it already, really) and arcane precision has an atrocious proc rate. (I’d estimate it somewhere around 10%. The wiki puts it at 7.5%. Either way: atrocious.)

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Lonly Off-hand Empty

in Thief

Posted by: Softspoken.2410

Softspoken.2410

Because it hasn’t been said yet: the reason thieves have “off-hand light” skills is so that when first starting the game / levelling, a thief that has yet to acquire an off-hand weapon still has three weapon skills. Without them, a thief would tend to quickly unlock Heartseeker or Infiltrator’s Strike or something, then have only that and the auto-attack until they find a shortbow or off-hand weapon.

Edit: Regarding below- To ANet’s credit, at least they’re obviously bad. Once a player sees unload, they know there’s no point in trying to make repeater work and move on.

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(edited by Softspoken.2410)

Let's talk: Interrupts

in Mesmer

Posted by: Softspoken.2410

Softspoken.2410

I actually really like how interrupts play in non-Defiant PvE, since you really can control a lot of enemies and keep them from doing anything meaningful: big attacks are telegraphed and have fairly long casting times whenever they’re powerful. Defiant complicates it by requiring you to spam control to be able to interrupt at the right time, but could still be salvagable, I think.

I’m of the opinion casting bars could be kept from the game if the casting time of skills across the board was increased. To me casting bars seem to be a good assisting tool for people to choose which attacks to interrupt and such, but the window of opportunity wouldn’t be improved enough by their presence. It’d also have the secondary effect of slowing down combat by reducing damage dealt by players.

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Trait Idea: Piracy

in Thief

Posted by: Softspoken.2410

Softspoken.2410

Posting in a Daecollo suggestion thread.

(I’ve already lost)

Also this trait tries to encourage people to use S/P with headshot as a ranged damage attack, which conflicts with what the set already does. Plus it’d still be horribly ineffective since dancing dagger, would still be more effective damage-wise.

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Trait Idea: Mind Funeral

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

Posting in a Daecollo suggestion thread

(I’ve already lost)

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Are Necros needed in todays game?

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

potentially we could have a spot if spreading weakness and blinds around meant the rest of the group could be even more glassy… but right now they can go full zerk glass and just kill everything before they become a threat.

Spreading tons of blinds around can mean this, for non-boss mobs and teams that don’t have enough cannon but still keep the glass. But the last time I executed a blindspam tactic, it was with a thief.

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(edited by Softspoken.2410)

[Merged] TA F/U

in Fractals, Dungeons & Raids

Posted by: Softspoken.2410

Softspoken.2410

The most hilarious conclusion to all of these shenanigans.

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Some fear and terror questions

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

Terror scales off of condition damage, so stacks of might will boost the damage done by Terror / fear since they increase your condition damage as well as your power. The power stat and stacks of vulnerability will not.

For runes, I believe Superior Runes of the Necromancer provide 20% bonus duration to fear, and there’s food that boosts condition duration by up to 40% (Super Veggie Pizza, among others).

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Are Necros needed in todays game?

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

Hey look 4 warriors did it faster.

I want Necro to be better, really I do, but it just isn’t.

No one’s arguing that Necros are faster, just that they’re reasonably competitive.

Still: necromancers don’t out-damage, they don’t out-buff, and the control they do provide generally pales when compared to the usefulness of reflection / projectile block fields. So where are they needed?

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Are Necros needed in todays game?

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

There has yet to be a single high-quality public demonstration for comparative Necromancer DPS or even team utility in dungeons. That’s what people are waiting on: one good video to prove that a necromancer can speed up a run.

Hey look 4 warriors did it faster.

I want Necro to be better, really I do, but it just isn’t.

Edit: I wish I could find that old thread that was the first 4 Necro 1 Mesmer speed run attempt, and how it basically got laughed out of the proverbial court. It’d give me better baselines to bring up for comparison.

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(edited by Softspoken.2410)

Are Necros needed in todays game?

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

Nexromancers have bottom tier DPS (things like terror not doing any damage to bosses doesn’t help), and little utility other than maybe chills and cripples for certain bosses.

Of course, the last time I was on one of these bosses, the leader dropped a tray of food that let everybody chill on a crit, so I was effectively bringing nothing special to the fight.

Necros can and do sustain higher dps than full glass guardians, anything that isnt a arcane build ele and non spirit/shortbow rangers.
From all the professions necromancers have the highest team hp utpime sustain (perma aoe chill, almost perma weakeness/permanent if cpc slotted in, high blind uptime, 4 strong and easy hard ccs/dont work on bosses but 3 are aoe so good mob blocks for rezzing and the only profession that can be a offtank no matter what setup) and mid combat reliable utility (so something that you can always use for a good effect, but not something situational like a reflect for a overpowered effect).
People just dont value it over 40k popping up as a number for a 2 second channel.
Look at nemesis’s last video for a quite nice rant on that.

There has yet to be a single high-quality public demonstration for comparative Necromancer DPS or even team utility in dungeons. That’s what people are waiting on: one good video to prove that a necromancer can speed up a run.

Edit: I’d like to make clear that I think there’s a very real possibility that Necromancers can do the damage desired, and that the community at large has just judged too quickly. Of course, the best tactic may not be well-known yet either.
Rangers are a great example of this: Spotter, frost spirit, and actually using a melee weapon turned out to bring enough personal and team damage that they could be a valued member of a run, rather than being largely reviled by people who thought they knew better.

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(edited by Softspoken.2410)

The Great Trait Debate

in Guardian

Posted by: Softspoken.2410

Softspoken.2410

In my opinion, downed state traits have a niche use for the classes they appear on, and that’s levelling to 80 in PvE. Especially when you’ve only got 35 or so trait points. There’s a lot of mobs that can be dropped from 50% or more while downed if you’re traited for it, and that ability makes certain encounters much less scary since you can revive off a trash mob on demand.

I can’t make a case for them in any other situation though. But to me it’s enough to justify their existence, since they’re only taking up one adept slot out of six.

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Panic strike too weak for GM trait

in Thief

Posted by: Softspoken.2410

Softspoken.2410

How about you try it and make this statement happened “…5 seconds of immobilization is using a condition clear or death.”

If you’re fighting someone that’s evade / dodge reliant. It’s a pretty important qualifier, so I’d like it included. If you’re up against someone who can tank your attacks for 5 seconds, or has a lot of blocking skills ready, then no, they won’t need to worry about you.

Really, given that a major use of devourer venom in PvP is to lock people down for burst combos, this seems like a trait that does the same thing and frees up a utility slot. Also a slightly shorter cooldown. Seems fine for a Grandmaster in the direct damage / condition duration line.

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Panic strike too weak for GM trait

in Thief

Posted by: Softspoken.2410

Softspoken.2410

Hmm… 5 seconds of immobilization every 30 seconds when your target is under 50%? I never thought about it before, but this could be some nice control for melee / chasing bosses in PvE. In PvP I think the appeal is more obvious, since if you’re fighting someone that’s kite / evasion reliant, 5 seconds of immobilization is using a condition clear or death.

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Am I the only one whos dissapointed?

in Fractals, Dungeons & Raids

Posted by: Softspoken.2410

Softspoken.2410

What I expected: Varied gold rewards across dungeons, probably based on aggregate data for how frequently and quickly they’re completed. (Relative to one another.)

What I got: AC is 1.5g per run, Arah is 3g per run (Except path 3) and everything else is 1g.

Really disappointed.

Edit: Hell, I thought they might get really clever and do some sort of ‘sliding scale’ thing so that every time a group completes a dungeon path, it would go down in value (dependant on how quickly they finish it) while everything else would go up in value to keep the total rewards across the game the same. Then they’d have a self-balancing system that would reward rarely done & difficult paths while minimizing the reward for quick & easy paths.

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(edited by Softspoken.2410)

Post Patch Dungeon Gold Rewards - Complete

in Fractals, Dungeons & Raids

Posted by: Softspoken.2410

Softspoken.2410

What I expected: Varied gold rewards across dungeons, probably based on aggregate data for how frequently and quickly they’re completed. (Relative to one another.)

What I got: AC is 1.5g per run, Arah is 3g per run (Except path 3) and everything else is 1g.

Really disappointed.

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Should Guild Wars 2 go free to play?

in Guild Wars 2 Discussion

Posted by: Softspoken.2410

Softspoken.2410

I don’t think GW2 should go F2P. It’d mean they’d have to market their cash shop items much more aggressively: currently they’re rather benign, all told. The worst they get is RNG items like Black Lion Chests containing event-specific unlocks. But if you turn the game F2P, I’d expect a lot more of the boosts becoming ‘essential’ with steeper XP curves and boosters for things like dungeon tokens and WvW badges.

Edit: You’d also see the gold:gem trading eliminated completely in legitimate venues.

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Doom bug with new patch?

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

Alright, let me guess: you have smart-casting on and are using a staff when you’re swapping into death shroud. This is a really weird bug that has to do with
*Switching skills on your skill bar
*Where one skill is ground-based or ground-targeted
*And the other is instant activation.

This thread has a pretty good explanation of it.

Or is it something else?

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"Anything less than "Zerk" is being selfish"

in Guild Wars 2 Discussion

Posted by: Softspoken.2410

Softspoken.2410

Berserker gear in dungeons seems like a variation of the Prisoner’s Dilemma to me. If one person runs it, but the rest of the group doesn’t, that person is very likely to get killed before the fight ends because the boss outlasts their burst avoidance, but they’ll still speed up the fight enough it gets cleared. If nobody runs berserker, the boss takes so long to kill that inexperienced groups will get attrition’d out before they clear its health bar. If everybody runs berserker and has some skill, the boss dies before the greater survivability questions become relevant.

That’s my understanding of how it plays out in dungeons anyways. Confirm / Deny?

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Taking Bets.

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

Not seeing anything different with Deathly Perception here.


Well, you haven’t played CM recently then. A few months ago they drastically altered the geography in the back area: the lake is now knee-deep, and the house is completely gone. So you can’t hide from Vallog underwater anymore. (Also, he can’t throw everyone off the tiny raft into the water anymore, so that’s a little bit fair at least)

He has some bleeding and a long-duration version of swirling winds (projectile reflect). Other than that, nothing worth mentioning.

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(edited by Softspoken.2410)

Basilisk venom? wut?

in Thief

Posted by: Softspoken.2410

Softspoken.2410

I find it weird when people complain about Basilisk Venom’s 1s cast time. The thief has a lot of builds that periodically enter stealth for 3s at a time: come out of it with a surprise in store.

I honestly believe it would be too strong as an instant, even disregarding traits: it’s a solid duration stun, and it doesn’t trigger a lot of (or any?) “On being controlled” effects.

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Why do Some Guards Refuse Wall of Reflect?

in Guardian

Posted by: Softspoken.2410

Softspoken.2410

Personally? I didn’t know that attack was reflectable until a few weeks ago: it really just doesn’t look the type. Of course, it’s tempting to say you should always have Wall of Reflection on when you’re in a dungeon anyways: reflection is incredibly powerful in dungeons, both for safety and for offense. In that context, it’s probably one of the guardian’s best utility skills.

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Aug 6 2013 patch notes, Necro edition

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

New graphic size on Wail of Doom makes it actually feel impactful. I mean the actual functionality is unchanged, but now it actually looks like a 600 range conal attack that dazes for 3 seconds, and that’s worth a lot to me.

Also, Doom got its reaper effect back!

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necro mark/well question

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

Healing power will effect mark of blood because healing power boosts the effects of regeneration. (0.125 ratio applied per second) The well siphon (Vampiric Rituals) is not affected by healing power, to my knowledge. The damage ticks applied by Vampiric (the minor trait) are affected by healing power, but only slightly. (It’s something like 6 health/tick per 1000 healing power) Of course, the heal from well of blood is also boosted by healing power.

I can’t really comment on if it’d be useful. I’m tempted to say no though, since you get a lot of healing just from the base values, and you sacrifice a lot of damage to get noticeable healing power.

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Fix Staff 4 or Stop with The Stealth Nerfs

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

From a non-necro perspective, staff needs something to tell from what mark is being cast. Honestly, all 4 animations look exactly the same.

Mark of Blood makes the necros hands glow dark, Chillblains summons a white snake in the air, Putrid Mark sparkles white instead of black on the place where the mark will be placed…
I think that the Reapers mark notification is a bug with radiant gloves, but it makes their elbow to start of hand give off the ds like leather black stripes for the poker card give animation (when necro does the horisontal hand move).

That aside, he’s right that you can’t tell which mark is which at a glance unless you really took the time to memorize the symbols. It’s not like, say, Elementalist staff spells, each of which is instantly recognizable and whose threat is obvious from the animation alone. It’s hard to say what they could do for Marks to accomplish that, though.

Show a symbol above the necromancer’s head as the animation is playing, or even directly in front of their face in the style of glyphs?

Edit: I’m just examining the animations now, and while a case could be made for chillblains (I hadn’t noticed that white-green streak before, but it is quite visible) putrid mark’s is nearly impossible to notice (hands glow black-green while casting) and I still can’t see any animation difference on the necro between mark of blood and reaper’s mark.

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(edited by Softspoken.2410)

I think I deserve some sort of Medal!

in Guild Wars 2 Discussion

Posted by: Softspoken.2410

Softspoken.2410

Impressive! I die all the time with all of my characters. I am simply not made for hardcore modes.

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condition stacking

in Guild Wars 2 Discussion

Posted by: Softspoken.2410

Softspoken.2410

Regarding #2 – I think it actually worked like this at one point, though I could be wrong. Either way, this would prevent non-optimal condition builds from contributing to a fight in any meaningful way during large PvE events, or mass 1vX events, since their conditions would never make it into the stack as long as there was 2 or 3 well-made condition builds present. Possibly to the extent of preventing them from getting kill credit.

Wouldn’t they still get full credit just for attacking and using skills on the enemy anyway? I was never entirely sure on how that works.

They might, but I know there’s a particular threshold for how much you have to attack to get credit.

Then again, I guess that threshold has been lowered over the game’s lifetime, hasn’t it? Maybe it’d still be enough. Still, it’d be blocking actual contribution if someone had ‘only’ 1000ish condition damage in their build, as long as a couple people out there were in full condition damage gear with 30 in the right trait line and some condition duration.

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Renewing Stamina: Why a major trait?

in Elementalist

Posted by: Softspoken.2410

Softspoken.2410

On the surface, I’d say it’s because there’s actually quite a few traits for the elementalist that either give them increased endurance regen or vigor once a condition is met: putting that on a minor (especially in arcana) risks making those redundant (endurance regen) or just overwhelming (other vigor traits).

That’s my guess anyways, didn’t see anyone else in the thread mentioning it.

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condition stacking

in Guild Wars 2 Discussion

Posted by: Softspoken.2410

Softspoken.2410

If that still isn’t enough, prioritize stacks by who is doing more damage . If my stack would do more damage than bob the warrior, give my stack priority. Why? Because it likely means I am condition build and he isn’t, and his stack is just being dropped as an afterthought by skull cracking skill he just used on his hammer.

I like this idea a lot. I would even take it a step further:
1. If the cap is reached and your condition is stronger than at least the weakest condition on the stack, the weakest one gets replaced.
2. If the cap is reached and your condition is weaker than every other condition on the stack, it doesn’t get applied at all.

Also, I don’t believe for one second that this is a bandwidth issue. It sounds to me too much like Anet looking for a scapegoat for an oversight in their game design.

Regarding #2 – I think it actually worked like this at one point, though I could be wrong. Either way, this would prevent non-optimal condition builds from contributing to a fight in any meaningful way during large PvE events, or mass 1vX events, since their conditions would never make it into the stack as long as there was 2 or 3 well-made condition builds present. Possibly to the extent of preventing them from getting kill credit.

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Dungeons where 3 gold/run is not enough

in Fractals, Dungeons & Raids

Posted by: Softspoken.2410

Softspoken.2410

I’ll actually specifically try to do SE path 2 after the patch hits, to be honest. I haven’t done it with a fully experienced group, so it’s possible that you could cut a lot of time off what I remember while also making some profits from all the champions. (Are the first set of foremen / bosses all champions?)

However, there’s practically no way I’ll be able to convince a group to go in there for reasons other than dungeon completion.

I really am interested in the “Champions give actual loot” feature, since it might make a few fights that are frequently skipped worth considering. Kholer, at the very least.

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make downed fear aoe based

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

Since Guardian has AoE knockback and Ranger has AoE daze I think that Necro having AoE Fear would be fair.

And the knockbacks and dazes can interupt an opponent mid-stomp. Fear cannot. Once the opponent’s stomp animation has begun, it is over for the necro.

This… Strikes me as entirely false. The stomp animation is at base 3 seconds long, right? Plenty of room to interrupt it.

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Unyielding Blast, Pierce to Splash

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

Little confused about the whole “pierce” mechanic in this game.

Do I have to target the furthest enemy to have max pierce or if I target the nearest enemy will it pierce for the whole 1200 range?

No matter who you target, it’ll go for 1200 range. However, I find it very difficult to line up shots that fire through a primary target into a secondary one behind it. Some height disparities between players / mobs can also lead to shots firing into the air or ground as well, especially if you and your target are quite near each other. So the way I personally take advantage is like this:

It’s actually quite rewarding targeting the furthest enemy, lining all of them up and blasting them to oblivion. In PvE or PvP. It may be a bit more difficult to pull off than some AoE explosion thingie, but it’s all about practice and placement.

Always target the more distant enemy, then move such that other ones are standing between the two of you. This also reduces the vertical angle of shots, so more of them fire along the ground and through enemy hitboxes, rather than off into the air or ground.

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Jagged Horror a different perspective.

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

Let me put it this way: I like corruption skills. I wouldn’t like it if both grandmaster traits and two minors in, say, Spite were only be useful with corruptions equipped.

I’m hardly advocating for the removal of minions, I just think they’re over-represented in the traits of a necromancer, to the point of choking the death magic line.

If you take offense in examples on how people act entitled that only speaks of your own issues it does not mean I ever said so to you directly or indirectly.

Stay classy.

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Whats up with Static Evades?

in PvP

Posted by: Softspoken.2410

Softspoken.2410

Are you seeing anything in your combat log? If it’s direct damage, there should be a damage entry between your hits of Pistol Whip.

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Jagged Horror a different perspective.

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

So your idea, because you simply dislike minions is to shaft it all, because you want staff skills not on curses line or any other place you already have points. But you can’t deal with compromise on minor traits that are in that line… That’s silly man.

-snip-

People are so kitten entitled. We want staff but we can’t deal with minor trait in that line even tho its one of the most dedicated to minions line and the trait is minion related.
Deal with it. Its the most necromantic trait from the whose trashy cesspool that is necromancer traits. Yet everyone wants everything to be tailored to what they play. This is no better then every mesmer crying about necro “damage”. No better then any thief whining about perma fears. No better then spvp forum witch hunting mob.

Pfft… so dedicated to minions… it has no more dedication to minions then curses has dedication to conditions.
No more dedication to minions then water tree is dedicated to healing/cleansing on ele.
No more dedication to minions then arcane is dedicated to atunments.
No more dedicated to minions then soul reaping is dedicated to DS.
If there is something there that you want. You put points on it and deal with passive bonuses. If you want 15 points trait from SR you take the whole package even if you do not care one bit about DS or LF.
You want clensing on ele…. welp guess what you are stuck with water tree. You want to swap atunments on ele not once a year but faster…. guess what? Arcane.

And considering minion master is stuck with minions and nothing else and single spec that is most hurt when skills are down… yeah… both boon duration and toughness make a whole lot of sense. Just because you disagree doesn’t mean one spec should be scraped just for thakittens there and thats how it was made. And frankly as far as I’m concerned minions and tanking make a lot more sense then anything else.

Hey now, I didn’t say I dislike minions. (I don’t like them, but it turns out that is not the point!) What I tried to say is that I thought devoting a trait line to a single category of active skills was a poor decision. I’d say the same thing regarding corruptions, wells, and signets. Unless every single one of those got its own trait line to dominate via two minors and featuring in both grandmaster slots, then I’d just say “Well that’s how it goes but at least it is fair”. [/tangent] Also, this is not about staff skills for me. Not by a long shot.

If you want my idea on what to do with the line, I could try and come up with something and get back to you tomorrow. But I am not going to waste the time coming up with that on the spot, because not only do I suspect you don’t want to read my attempt to revamp an entire trait line, but I also suspect a few other members of this forum have done that exact thing quite competently already.

My problem with minions is: minions are niche for a Necromancer. They are not on any weapon skills, and they work drastically better taken on mass with traits than here and there as a way to fill gaps in a build. They heavily encourage all-in builds, and require the usage of some of your utility / heal / elite slots. That’s not to say they are useless without those traits because they aren’t! However, they become significantly more powerful with traits, to the point one questions the relative efficacy of using them without.

In your list of examples of other profession trait lines, did you compare how well represented those mechanics are for that profession? Arcana is allowed to be all about attunement swapping because one of the primary stats in that line is increased recharge rate on attunement swap, letting an elementalist switch through attunements more rapidly / freely, while almost all the traits support that. Attunement swapping is the profession mechanic of an elementalist: it’s built into nearly every aspect of their play. Soul reaping can be all about boosting the capabilities of Death Shroud because that is a profession mechanic. It’s a large part of the class that plays into how a lot of abilities work for a necromancer, as well as providing an entire set of abilities. Minions are not a profession mechanic any more than spirit weapons are for the guardian. They’re a subset of abilities, not constants across all builds.

Minions just do not have wide enough play and availability on necromancers to justify devoting a trait line to them. If they were available on weapon skills I could see it, but as is, they are not.

I think I’m done here, since I really don’t appreciate the way you’re comparing me to witch hunting mobs and implying I’m entitled. I like a good debate, but I won’t abide being insulted by you.

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Blind needs to go back

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Posted by: Softspoken.2410

Softspoken.2410

Perhaps there could be a (relatively low) stacking cap on blinds so that only 3 durations can be combined. That way players don’t get stuck with a leftover 20s blind after a fight.

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Berserker's Stance game breaking for pvp

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Posted by: Softspoken.2410

Softspoken.2410

Heh, have you seen this trait yet?

Find a way to play around it.

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Jagged Horror a different perspective.

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Posted by: Softspoken.2410

Softspoken.2410

You state it yourself {Barbed Precision} isn’t worth much if you aren’t speced into conditions have gear to support it and have precision to proc it. Yet you at the same time say jagged is bad because it mostly has best benefits for minion spec. I just simply don’t understand this logic.

What I was pointing out is that there’s a difference between a minor that works well if you have high precision or high condition damage, two stats available on equipment, rather than a minor that only works well if your entire build is minion-oriented.

And as is? Minions do not properly relate to boon duration or to toughness. They only relate to boon duration in that they provide targets for your (sparse) boon application, and they relate to toughness in about the same way that they relate to power: they don’t scale with either one of them.

Curses is almost uniformly about precision and condition damage. The mismatched traits are more the exception than the rule. But Death Magic doesn’t have much relation to its own base stats because minions don’t have much of a relation to any stat, and minion traits completely dominate that line by virtue of taking two minors and both grandmasters.

So in summary: I think letting Death Magic be “The Minion Line” was a huge mistake, rather than making it be “The Toughness and Boon Duration Line”. I haven’t run the full numbers, but I think very few trait lines are so absolutely focused on one category of skills for a profession, and I think it’s a major flaw for Death Magic.

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Anyone even using torch?

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Posted by: Softspoken.2410

Softspoken.2410

Torch is easy burning. I’d use it again on a levelling build, since you won’t have access to the really good methods of high AoE burning application yet. Also, burning is really good in low-mid level PvE.

It’s just overkill on a full build though, and burning just doesn’t scale into ‘overkill’ territory as well as power / precision / prowess does.

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Fix Staff 4 or Stop with The Stealth Nerfs

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Posted by: Softspoken.2410

Softspoken.2410

I won’t lie: I don’t mind the change to 3 conditions per target. It puts greater reward on using the skill on multiple targets than before.

However, the loss of allied condition transfer is positively infuriating.

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Jagged Horror a different perspective.

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Posted by: Softspoken.2410

Softspoken.2410

I know it’s on entry, that is the problem. If I get a 10s stack of burning, I want to drop into DS and throw that sucker back, not cleanse it.

Well in a 1 condi situation, wouldnt it be better to then just plain cleanse it and use a chain of 2-4 Plague Blasts (historical name) to transfer over stuff?

No, not really? In a 1 condition situation I wouldn’t have anything else to transfer, unless I self-inflicted the conditions at which point I would just as rather use BiP and Corrupt Boon or whatever then transfer them all rapid-fire. (Plague Blast has a fairly short cast time right now, it’s kinda sexy with Reaper’s Might)

I mean that still doesn’t solve the essential issue: I get a condition that I want to transfer, and now a minor trait (not of my choosing) is stopping me from using it as an attack bonus. Again, it’s a niche enough scenario that I could shrug it off, but I’d love to see someone come up with a clever solution / better alternative.

Anyways, I just realized that I haven’t posted anything about reanimator / jagged horrors in this thread yet, which is quite egregious of me.

Regarding Jagged Horrors and Reanimator
I really, really don’t think you can talk too much about the extra damage given by a jagged horror. It’s a bleed and a relatively weak hit, on a fairly low attack rate (same as bone minions, I think?) tied to a fairly slow-moving ally.

The greatest value of a jagged horror is that it’s an extra minion. Death Nova, Fetid Consumption, occasional body blocking and such. But that minion isn’t worth nearly as much without investment in other minion traits.

Now to look at Barbed Precision, (a 5 point minor I think is excellently designed) it’s not worth much without condition damage or precision (or, more obviously, both) but those stats are available via equipment, not other traits. As well, it’s in the trait line for precision / condition damage, so at least it works well with what you’re getting.

By comparison, Reanimator isn’t worth much without other minion traits. This means that the 5 point minor is weak unless you’re invested in a particular way with other traits, which I would argue is a more restricting condition. As well, this tree is one of the only ways to gain boon duration, and spamming mark of blood on jagged horror just seems like a waste.

Above all else, this ally spawns after you kill something. Which means that it doesn’t do anything until after you kill your first opponent, unlike Gluttony, Barbed Precision and Full of Life, all of which contribute throughout the entire fight. I really don’t like on-kill traits, and the way that a jagged horror becomes more vulnerable as time goes on means unless you’re in multi-opponent fights, it’s even less effective than advertised.

See also: Parasitic Bond. There’s a trait I’d like to move / rework. It would be worse than reanimator, but it doesn’t have a 30s internal cooldown so at least in mass trash clearing scenarios it can be an ersatz sustain mechanism.

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Jagged Horror a different perspective.

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Posted by: Softspoken.2410

Softspoken.2410

There’s one slight complication though: it sort of conflicts with how underwater Death Shroud works. Specifically, life blast. I realize that’s a pretty niche scenario, but I’d love to see an elegant solution that includes it as well.

Its on entry, so not really a problem.

I know it’s on entry, that is the problem. If I get a 10s stack of burning, I want to drop into DS and throw that sucker back, not cleanse it.

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Jagged Horror a different perspective.

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Posted by: Softspoken.2410

Softspoken.2410

Wait what?? When did barbed precision become 2 seconds??? How did I not see this in patch notes or something else….

The wiki now clearly says 2 seconds on crit…. and I am certain it was 1 second on crit for the longest time.

When did this change? Or is the wiki wrong?

The edit went up shortly after the June 25th patch, so I’m inclined to think it happened then. And like I said in another thread: Stealth Ninja buff of the century.

Personally I think if they made shrouded removal the 5 point minor, many people would be much more likely to go at least 10 points into the tree.

I’d like this, as I would occasionally go 10 points into Death Magic just for that trait alone. It’s one of the most affordable on-demand condition cleanses in the game. (Personally I value the on-request nature of it far more than passive “every 10 seconds” removal traits)

There’s one slight complication though: it sort of conflicts with how underwater Death Shroud works. Specifically, life blast. I realize that’s a pretty niche scenario, but I’d love to see an elegant solution that includes it as well.

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(edited by Softspoken.2410)

More weapons? Sweet.

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Posted by: Softspoken.2410

Softspoken.2410

Which will be ugly. Because it will force you in a tree that gives you nothing else useful to your build. Seriously if they add a sword MH that acts as a power weapon with cleave damage, would anyone even consider using axe or dagger MH? Am 100% certain the answer is no. So how do you add a new weapon melee that needs to be only an alternative, without offering something which severely lacks from Axe & dagger?

1st – Sword & Dagger traits would go poorly together:
Probably! I was just giving an example of how trait effects could simply be tacked on to other existing traits, since the most pressing issue to me about adding new traits would be what you do with the old ones. (Unless you simply increase the number of available traits per line, which could become an option) Of course sword could actually turn out to be a highly vampiric / leech based weapon on top of direct damage with AoE cleave, but you could also combine its traits with Axe Training or something, if you want it in the Spite line.
What I should have pointed out earlier is that there are a few traits that already affect multiple weapons (Dual Wielding, One-handed Strength and such), and traits that augment underwater weapons are almost if not always bundled with on-land equivalents. Underwater ones are a bit of an exception since the opportunities to benefit from both halves of the trait are quite rare, but still.

2nd – Weapon sets need to be distinct and not be strictly better than one another
I agree that the weapons need to have very distinct capabilities, though I think you’re selling some aspects of the axe short. Regarding “So how do you add a new weapon melee that needs to be only an alternative, without offering something which severely lacks from Axe & dagger”, you make absolutely certain that sword (in this case) can’t compete well with axe and dagger in other ways. For example, maybe it doesn’t have a single control condition (The cripple on Unholy Feast / immobilize on Dark Pact) or is terrible at LF generation unless there’s multiple enemies present.

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(edited by Softspoken.2410)

More weapons? Sweet.

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Posted by: Softspoken.2410

Softspoken.2410

To be perfectly honest, I liked the relative exclusivity of certain weapons to certain professions. That’s not to say I don’t want more options on more professions (Is there a reason Necromancers can’t be allowed any form of on-land melee cleave?) but I think trying to make 19 distinct sets of weapon skills for each profession would be going overboard.

I also that scenario won’t be plausible for the better part of a decade at this rate, so I’m not too concerned.

Edit:

I have no idea how this will work. First, for every new weapon type, they will need to add traits that make it more effective – like for the weapons we already have.

One way I can think of would be combining weapon boosting traits, like making Necro dagger traits also apply to one-handed swords, for example.

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Putrid's Mark Blast Finish

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Posted by: Softspoken.2410

Softspoken.2410

Just tried it with spectral wall get the chaos armor finisher indication but I don’t actually get chaos armor.

Did anything ever trigger the mark?

It may not explain what you guys are seeing, but none of Putrid Mark’s blast finishers activate until the mark activates. Just something to try / keep in mind.

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Support - Necromancer vs Mesmer

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Posted by: Softspoken.2410

Softspoken.2410

The quote in question:

This isn’t really a challenge as much as a comparison of what support these classes bring to a group and what makes them so valuable compared to other classes’ supportive abilities.

Now to try and be on topic: I’d say that Necromancers have possibly the best condition control for a party in-game, currently. Well of Power alone can match Pure of Voice, and Plague Signet has some good support potential, especially in fights heavy on a single condition that stacks in duration. (Burning springs to mind, as does chill). If putrid mark still worked properly I’d say it was excellent all on its own, but I think it’s still not transferring conditions from allies so that’s >:C.

That said, the lack of reflection / projectile block is a serious flaw in the support capabilities of the necromancer. The lack of allied boon application is up there too, but the fact a necromancer is the only profession that cannot block a one-shot projectile for an ally (or, y’know, themselves but that is a different issue really) is a major problem.

Edit: Now I’m really curious. What profession can provide the best AoE / allied healing over 10 or 60 seconds? Maybe I’ll start searchin’.

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(edited by Softspoken.2410)

Down - then what?

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Posted by: Softspoken.2410

Softspoken.2410

Necro downed state is most effective against a single target, due to how Life Leech and Doom work. I find it to be passable in PvE contexts, but in PvP you really need your group to come through for you.

That said, you can make a really funny cheese build that is very capable of killing anyone who can’t pull a stability / stealth stomp off on you. (Rabid/Cavalier terror build with Death’s Embrace, Fear of Death, bloodthirst and vampiric precision to start, and maybe a bowl of Fire Salsa?)

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(edited by Softspoken.2410)

Chilled and initiative

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Posted by: Softspoken.2410

Softspoken.2410

it would slow down the ‘recharge’ of every weapon skill (besides 1) for a thief.

Congrats, you realized how chill works for any other class. If someone uses a skill under chill, they have to wait longer until the skill is ready again. That has the exact same effect if initiative would be chillable.

Missing the point of the entire post

Also incorrect. If initiative suffered from chill, the effect would be that if a thief used a skill, they would either be able to still use it again immediately, or have to wait longer to use anything at all.

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Clearing cond duration, MoT & Lingering Curse

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Posted by: Softspoken.2410

Softspoken.2410

From what I know:
1) Yes. I believe that Lingering Curse changes the base duration of the conditions of the scepter skills, then that new duration is boosted by any condition duration stats you’ve got. This may mean that Lingering Curses + 100% condition duration isn’t 133% bonus condition duration, but 166%.
2) It only applies to the base skill conditions, no equipment, utilities or even off-hand conditions will be augmented.
3) Nope! Lingering Curses is very special.
4) The simple answer is: it’s a probability. A 3.43s (damaging) condition has a 43% chance of applying 4 ticks of damage, and thus a 57% chance of applying 3 ticks of damage.


Conditions apply for fractional durations, but only apply damage if they’re active when the game checks for them, which it does once every second. The ‘check’ starts with the first (damaging?) condition applied to a target, and continues at a regular rate until the game checks for damaging conditions and finds none.
One implication of this is that with good timing, you can consistently get, say, three ticks of damage out of a 2.3 second condition (Think Doom), if you apply the condition just before the game checks for conditions. If you’re applying them without paying attention / fully randomly though, the extra duration is more like a % chance of getting an extra tick.

5) Sort of covered above, but yes: bleed, burn, and poison for sure act like this. I’m not sure how torment’s “double damage if moving” works in relation to this check, but I’m quite certain the base damage at least acts similarly.
6) You can see the benefits of 1.x second conditions. For an easy example, get 10% condition duration and a warhorn. Locust Swarm beside a target, and you’ll see the extra 0.1 seconds of cripple applied each second gradually stack up.

I actually need to test the lingering curses + condition duration thing myself a little, now that I think about it.

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