Showing Posts For SpellOfIniquity.1780:

The state of the havoc squad

in WvW

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

All I see in this thread is “we’re not zerglings but we’re a smaller group of zerglings because we like to PvD but we don’t like to be a blob because that’s so 2015. Things are hard to take now because we can’t just place some rams or catas and ninja stuff without any kind of opposition so we want it to be changed so that we can take things without a fight again.”

Yes WvW has changed and in many ways for the worse, often times favoring larger groups. But that doesn’t mean havoc is irrelevant it just means you need to develop better strategies and maybe to do something other than PvD or gank solos. Maybe you’re not what I’m assuming you are but that’s sure what it sounds like from the looks of the OP.

If anything is dead it’s solo roaming. Blobbing and small scale are still plenty active with what remains of the community and the veterans who make the best of what WvW is and has become.

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma

WvW Population parity in 2 weeks!

in WvW

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

It’s just not as fun anymore to go into WvW. Especially when you meet servers that avoid you the best they can daytime, and get rekt in every fight. And then tick 500 during the night.

Sounds like Sorrow’s Furnace.

We’ve been against them for 2 weeks now and somewhere around the end of last week I swear they made some kind of collective agreement with Crystal Desert to focus us down. Both servers since around last Thursday and continuing in to this week (same match up) have been doing nothing but pressuring us often at times in such a way that they’ll both be in our keep at the same time.

SF either avoids fights and builds open field siege or blobs us when they outnumber us 3 to 1. Then as soon as our server starts to sleep they magically all wake up and 50+ of them PvD their way to victory running down any solo’s they see.

Never had much of an issue with SF prior to last week. They’ve never been my favorite server to fight either but some kind of grudge has blossomed and I’m starting to feel the same for them as they apparently do about us.

PS. if any [MvM] see this, yes I’m going to be /sit spamming your corpses for chasing me around the map multiple times when I was alone and yes I’m going to siege things to the teeth when my server goes to sleep just to make your karma train difficult.

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma

(edited by SpellOfIniquity.1780)

What is your leasted used kit?

in Engineer

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

From most to least.

Elixir Gun
Toolkit
Mortar Kit
Bomb Kit
Flamethrower
Grenade Kit
Medkit

Yes I know I’m crazy for hardly ever using Grenade Kit but I strictly WvW with my Engi and I dislike nades.

I’m always running Alchemy so Elixir Gun is a must for that clutch stunbreak/cleanse/heal and Acid Bomb is great for finishers, damage and general mobility.

Toolkit is just hands down my favorite kit. I enjoy every skill in it and Pry Bar is one of my favorite skills just for how hard it can hit and how rewarding it feels to land it. Gear Shield is also a life saver almost more often than Elixir S is.

Mortar Kit is great for range, Posion, Blind and the water field. I enjoy dropping the blinding shell on melee targets for damage mitigation, helps a ton.

Bomb Kit is nice while I’m using rifle. Gives me that melee range pressure when I need it and keeps the Teef’s away from me. Also love blasting that fire field when ever I can.

Flamethrower is fun when mowing down zergs. I slot it when our group isn’t facing a lot of pressure and we’re mostly just plowing through our targets. Great for tagging and bagging!

Grenade Kit I’ll only usually equip when I’m running 4 kits. It’s not very often but a big part of why I love Engi is because I love all the options I have so running 4 kits is really exciting to me. Unfortunately without Elixir S it’s not very wise to roll that many kits in most situations and thus I don’t usually use Grenade Kit. Just dislike the feel of it over all.

Medkit, we all know the reasons. I don’t mind Bandage Self but the kit itself is just crappy. The AA needs to heal way more and personally anyway, I liked the old functionality where you just dropped medpacks at your feet and could run through them like the medpacks at Sentry’s. Was a lot more simple and reliable than what it is now.

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma

Fixing Core Necro. Share your ideas here.

in Necromancer

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

would you actually use that instead of a minion skill?

It could be of use for “Rise!”, Flesh Golem and making an otherwise crappy heal, Blood Fiend, more useful. But I see your point.

what kind of argument is that? skill X has a cooldown of 50 seconds, therefore skill Y has to have a cooldown of 50 seconds aswell because of reasons?

It’s not an argument. I just think that Spectral Armor has a good cooldown for what it does and Spectral Walk has slightly too long of a cooldown. Spectral Armor had it’s cooldown reduced a while back, I’m just opting for Spectral Walk to have the same treatment. No need to sound like a jerk about it.

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma

Elite well idea:D

in Necromancer

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

Well Of Vampirism

Target area pulses stealing health from foes and transferring it to allies. -

Healing: 325 (0.75)
Number of targets: 5
Pulse: 1s
Duration: 8s
Radius: 280
Combo Field:Water
Range: 900
Unblockable

Cast time: 1/4
Cooldown: 80s

Yay? Nay? /shrug. I just imagine the insane healing you could get dropping this in to a zerg in WvW with Vampiric Rituals. It’d be an almost insta-full heal and big group heal, lol.

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma

(edited by SpellOfIniquity.1780)

Fixing Core Necro. Share your ideas here.

in Necromancer

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

- Change Parasitic contagion to Blood contagion : whenever you bleed, you heal allies around you. Healing value being on par with the elementalist’s Soothing Mist traited with the grandmaster trait Soothing power.

I LOVE this idea.

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma

Fixing Core Necro. Share your ideas here.

in Necromancer

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

Reduce cast time of Life Blast. Make Life Blast a PBAoE, at close range it grapes and can hit 5 targets around you in maybe a 180 radius.

Increase Dhuumfire duration by 1second.

Reduce cooldown of Doom by 2seconds.

Increase Life Force gain from Life Transfer by 2%. Reduce cooldown to 25seconds.

Increase velocity of Dark Path to match Spectral Grasp. Replace Bleed with 2seconds of Immobilize.

Make Unholy Feast a blast finisher.

Reduce cooldown of Enfeebling Blood by 5seconds.

Increase velocity of Deathly Swarm.

Reduce cast time of Spinal Shivers to a flat 1second and remove aftercast.

Change active functionality of Signet Of Undeath to revive up to 3 fallen minions within a 480 radius. Reduce cast time to 1second. Reduce cooldown to 45seconds.

Reduce cooldown of Well Of Darkness to 25seconds. Change Dark Field to Smoke Field.

Increase blast radius for Spectral Wall so that it can more reliably be blasted with our limited options for blasting it.

Make Spectral Grasp a 100% projectile finisher.

Reduce cooldown of Spectral Walk to 50seconds to match Spectral Armor.

Reduce cooldown of Well Of Power to 40seconds. Increase on cast Stability to 2seconds.

Increase Blood Fiends rate of attack/Siphon.

Change functionality of Plague to instead apply pulsing AOE Bleed, Cripple, Poison and Blindness each at a duration of 3seconds per pulse (= remove skills 1, 2 and 3). Remove physical damage. Increase Stability to 2stacks per pulse. Reduce cooldown to 160.

Remove Unyielding Blast. Replace with new trait, Visceral Feast: Shroud skill 1 returns 2% Life Force on cast/per target hit.

Combine Fear Of Death with Terror. Remove Fear when downed. Replace empty slot in Soul Reaping with new trait, Indomitable Death: Shroud skill 4 grants 2stacks of Stability for 8seconds

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma

(edited by SpellOfIniquity.1780)

[Build] Corrupter

in Necromancer

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

I’ve been trying this build out for most of the night experimenting with Master Of Corruption.

While it has it’s obvious weaknesses, it’s also extremely fun and rewarding to play. If you miss your transfers you can potentially kill yourself but if you don’t miss… The burst is phenomenal.

Disclaimer
This build can kill you if not used properly. It is not an “optimal” build but it has very high burst potential and very strong sustained condition pressure. Do not use this build against another Necromancer unless you’re confident you can avoid their counter transfer. Do not spam Corruptions willy nilly, popping Corrupt Boon frequently enough can kill you just on it’s own due to the low cooldown and long duration.

Low Precision means you are reliant on the Intelligence sigil to proc Plague Sending. Using your Corruptions followed by a swap to staff will guarantee a free transfer + might + boon corruption from Signets of Suffering.

Stats can be changed, Trailblazer is not absolutely necessary but it’s what I’ve found to be the most comfortable with previous condition builds, the same goes for runes.

I’m sure someone has tried something similar in the past, I just felt like sharing with the recent thread about Blood Is Power that got me to thinking about potential uses.

Build here – Corrupter

PS. I landed the biggest condition burst I’ve landed in 2+ years of playing Necro tonight which is why I really wanted to share the build. In a matter of about 3 seconds I stacked every condition with the exception of Slow on my target and they died so fast I may as well have hit them with a Gravedigger. It was extremely satisfying, lol.

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma

(edited by SpellOfIniquity.1780)

Rapid regen vs mass momentum

in Engineer

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

No, it isn’t, it’s terrible. RR is atrocious. It A ) has a requirement and B ) requires 300 healing power to heal the base of backpack regenerator (117) with swiftness and has a lower coefficient overall. It is definitely not BiS in a situation where you can have might stacks or stability and lots of that is available for scrappers.

I have a question about Rapid Regeneration if you’re able to answer.

I just recently crafted a Celestial set for my Engi and although I haven’t been using the Scrapper tree I’ve been considering it for Rapid Regeneration.

With Inventions and Energy Amplifier I have over 700 healing power. I knew beforehand that Rapid Regeneration had poor scaling but I’m still unsure exactly how poor. The Regeneration boon itself gives me about 250 a second. How much would Swiftness give me with Rapid Regeneration and 700 (I believe it’s at 731 exactly) healing power?

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma

Please nerf Blood is Power

in Necromancer

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

To all the idiots that don’t see the satire, he is making fun of Blood is Power and corruptions in general due to the fact that they are the only profession skills in gw2 that harm the user.

What Anet needs to do is cut out the middleman (condi transfer) and just make it so the skills apply all the conditions to the foe instead of to you. BiP looks a lot stronger when you are inflicting 4 bleed stacks (and 2 torment when traited) instead of having to apply 2 bleed and 2 torment to yourself then send them. Either that or make all corruption skills grant you 1 or 2 seconds of Resistance.

You know I’ve recently been working with the idea of a Corruption based build and have concluded that it’d need a rather high skill cap to use properly.

Depending on Plague Sending for the initial transfer – using a few Corruptions to bring your self conditions to the threshold to proc Plague Sending and any conditions afterwards with other means such as Putrid Mark or Deathly Swarm. It would be an interesting way to pressure an opponent because if you do it at the wrong time, you’ll be putting yourself at risk. If you do it at the right time however, you could keep a significant flow of conditions on your target that you otherwise could not with just weapon skill rotations.

Not disagreeing that Corruptions are silly as they currently are, just that I’ve been thinking about how to work them in to a dedicated build and have figured it’d need a lot of patience and skill but could potentially be very strong. Eg. Blood Is Power (Bleed, Torment + Might), Corrupt Boon (Poison, Bleed + Boon Corruption) → Plague Sending → weapon rotations, could = a really significant burst.

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma

WvW Population parity in 2 weeks!

in WvW

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

Stop guilds like RKO night / early morning capping and you will end up matched with more evenly populated servers. Gandara and Abbaddons Mouth both have the issue of strong night crews carrying them into high tier matches due to a point gain that doesn’t truely reflect their active wvw popultion.

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma

Gunflame needs adjusting

in WvW

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

I’m not sure if gunflame is such an isolated issue, but this thread is a good testament to the severity of the issues that plagues WvW.

First, the big systemic issues needs to be solved. The maps and events, the scoring system and the server-server (or group-group) balance that comes with stability and the ranged CC spam.

Then, when all of those things are done, Anet will have a long backlog of issues with massive power disparity between old specs and new specs. Like I said, gunflame isn’t really an isolated issue, it’s the same as with CoR, new thieves that chew through 20k+ HP and 3k+ AR before a heal goes off internal channel or the insane base damages of abilities on builds like Scrappers and Reapers. It’s just twice as high with little to no motivation.

While alot of those abilities (gunflame included) are intended to be “big attacks” there is a gross imbalance between them and old “big attacks” in both figures, counters and difficulty of application (or accuracy). I like that there are big attacks like gunflame, gravedigger or whatever else but it becomes ridiculous when their base damages are higher, cooldowns shorter, cost lower and application easier – so a single button pressed does more damage than a full Mesmer shatter rotation or more damage from a simple application mechanic than an Eles notoriously difficult-to-land dragon’s tooth. The latter is a good example of how big attacks can work. The new specs didn’t take that into consideration, at all it seems.

I agree completely.

Regarding the hard hitting attacks, it makes me think of Pry Bar on my Engineer. It’s one of my favorite skills because it feels good to land it because with Power Wrench and a fully offensive build this skill can hit very hard but is tricky to land. It’s rewarding because you can’t just spray and pray with it, you need to set it up and if you land it, it almost always pays off. With a bit of pre-stacked might I’ve landed 10k+ crits with this skill (on players. Upwards of 20k on champion NPCs) and I always grin like a maniac.

There are too many skills post-HoT that require little to no effort to do absolutely massive damage. And if the skills some how miss or are negated, most of them aren’t on a long cooldown or difficult to land a second time.

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma

Warhorn #4

in Ranger

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

Pulsing Blind with every tick of damage it does sounds like a good enough change to me. Would be impossible to cleanse due to the pulsing (like standing in a Thief’s Black Powder) and would be great for ensuring melee safety.

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma

Open world Condi Reaper speed problem. Help

in Necromancer

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

FYI, you can just put Signet Of The Locust on your bar between fights and swap it out before engaging. It’s open world, the enemies won’t run at you if you don’t aggro them first.

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma

How Do You Beat Mesmers?

in Necromancer

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

Mesmers are also one of the natural counters to Necromancer

It actually is, and pretty much always was, exactly the other way around. Since HoT even moreso. And if you as a Mesmer happen to encounter two Reapers at once (doesn’t matter if teamfight or not), you’re dead before you can say “oh sh…”. Unless you quickly hightail out of there.

IF I want to have a chance to beat a Reaper in any fight, I need to seriously outplay them.

Then you’re not playing Mesmer right.

Reaper has a much easier time with Mesmer because it has good access to stability, cleave, Chill and Death’s Charge can really help with sticking on top of them.

Core Necromancer however is far too slow with poor cleave and no way to avoid Mesmers literally spammable insta-CC’s with Mantras on top of all of Necro’s huge cast times (most skills are 1second +).

I’m not going to take all the variables in to consideration or this will become a debate but the only time Mesmer should have trouble with Necromancer is if the Necromancer is condition. Even then, Mesmer can have access to quite good condition removal just that a lot choose not to.

High cast times, no blocks or invulnerability, no way to disengage, high cooldown skills versus the total opposite. Low cast times, lots of blocks and invulnerability and lots of ways to disengage.

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma

Druid Bugs and Inconsistencies

in Ranger

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

Oh and fix the kitten stuck movement bug, it happens right after Swoop and Ancestral Grace ALL THE TIME.

YES, OH MY GOD, PLEASE.

Cannot tell you how annoying this is. And although much less of an issue, it also drives me nuts when the Swoop animation persists after casting and you’re stuck with a perpetual bird flying on you.

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma

Axe feels terrible to use

in Necromancer

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

I refuse to use it. I stopped even considering it as a weapon-type I have available to use when they reworked the animation. I didn’t like it before then but at least every now and again I might equip it for the rare situation it might be beneficial. Now? No. It feels awful to use and the new animations for it just sealed the deal on not wanting to touch it ever again.

AA animation needs to be reverted. AA itself needs to be faster. 2 needs a reduced cast time and additional effect or increased damage, one or the other. And 3 should be reworked completely and added as an additional effect for dagger #3 (imo).

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma

unblockable marks nerf plz

in Necromancer

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

Don’t feed the troll

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma

How do we get rid of the hackers?

in WvW

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

But… but… how do you kill that which has no life?

Sad to see there are those that actually play like this anymore.

And yet hordes of Mag’s abuse the inner SMC exploit to capture it…

Maybe relay that “sad to see” quote to your server at some point.

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma

Gunflame needs adjusting

in WvW

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

In a skirmish or zerg fight, yes it is a powerful skill. That’s why if you’re in a coordinated group, or at least communicating with your server mates, you should always be sure to target and kill the Berserkers first.

I used to play quite a bit of Warrior and I dipped my toes in the Berserker spec as well. I didn’t care for what it had to offer because despite being able to one shot people from range, it’s only useful in team fights and even then, it’s not very good if you’re not capable of being extremely aware of the flow of a fight. Warrior’s might have high health and good defenses but trust me they will melt like butter on hot pavement if you put some pressure on them. Maybe not core Warrior’s, but a Gunflame Berserker definitely will. It’s not a whole lot different than being a full glass pew pew Ranger. You feel all big and mighty while you’re chewing through people’s health bars from range but the second someone turns their eye to you you run like a screaming little girl because you know if they spit on you you’ll die.

I don’t think the skill is OP to be honest. In team fights it’s very strong but again, just don’t let them free fire and it becomes a non-issue.

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma

(edited by SpellOfIniquity.1780)

Juvenile wolf needs nerf

in PvP

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

Many pets can hit this hard with a certain build. The ranger has to sacrifice most of his traits and utilitys for an easily avoidable very unreliable single big hit. Works best with drakes which can hit for 25k+ on glassy targets (under perfect conditions). And this is nothing new, it was already possible pre HoT.

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma

How Do You Beat Mesmers?

in Necromancer

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

Good Mesmers are a lot like good Thieves and Engineers. When they get to a certain skill ceiling, they become almost unbeatable.

That’s not to say they are unbeatable, just that the tools these professions have access to make them extremely difficult to beat if they’re skilled enough to use them all to their maximum potential.

Mesmers are also one of the natural counters to Necromancer due to a lot of low cooldown skills, the ability to force you in to dropping target on them constantly, fast attacks and insta-CC’s. All things that can be a huge problem for Necro’s to deal with.

If the Mesmer is glassy, dodging their burst is the best way put them on the defensive. Mesmers are not a sustained damage profession, they’re spike damage. They rely on hammering through your health in a split second which can be devastating if you don’t know what to look out for. Fortunately, this also means that they put a lot of skills on cooldown if they miss their burst. A lot of the time you’ll see them start with a greatsword throwing type animation followed by a phantasm coming at you from the right or left side. Dodge this as those skills and what they can follow it up with will deal massive damage.

If they’re condition, you shouldn’t have much trouble as a Necromancer. Condition Mesmers often have poor condition management and Necromancers are the masters of returning to sender.

Over all, practice makes perfect. Condition Mesmers shouldn’t be much of an issue for you as long as you have at least a few transfers ready which shouldn’t be difficult. And power based Mesmers are all about dodging that lockdown. Don’t tank their burst and make them waste their key skills to send them running.

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma

Is it just me?

in Necromancer

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

Reaper is a very “cool” specialization both aesthetically and thematically. With it’s release, I think it became one of the go-to professions for people new to the game with knowledge of it’s existence.

I mean butterfly’s and time manipulation, ninja with staff, paladin with bow or death himself with a massive scythe and blackened aura.

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma

What is your least used trait and why?

in Necromancer

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

Fear of Death.

Because Spectral Mastery and Vital Persistence are far superior.

Fear of Death has it’s merits but compared to the two it’s paired with it’s just never worth taking for me.

Maybe if Unyielding Blast and Fear of Death were combined, say, apply Vulnerability when you apply Fear, your Fear effects have increased durations, remove the AOE Fear when downed, I might take it. As it currently stands though, it needs to be moved or I’ll never use it. Much like the situation that Poison Master is in with Ranger. Both are good in their own right but their position in the trait trees make them unusable.

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma

I dare you to play Non-Meta

in PvP

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

I don’t get the hate behind “meta” builds. This is a game of build adaptation, you build for what’s necessary. All “meta” builds are are shared adaptations. Literally, that’s it, just shared builds proven to work… People can feel free to not share and accept information, but in the end you end up with a sub-par build that doesn’t fit the environment. If you’re fine with that, then okay, but to say “don’t run meta” is simply saying “don’t run well put together builds” which is just silly… o.O

I agree to an extent.

A lot of the current meta builds and some of the previous meta builds, are very low risk, high reward. Not all but a lot of them.

I can’t speak for everyone else but I know I dislike losing to someone who’s playing a build that’s low risk, high reward when I’m using a build that’s high risk, high reward. Not because I refuse to adapt but because whether I win or I lose, I put in twice the effort that they put in for the same reward.

Again I agree to an extent. It’s true that you should adapt or not blame the meta if you refuse, but denying that most of the current meta is brain-dead easy is nothing but ignorance.

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma

To the Bristleback complainers...

in PvP

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

I love coming to the PvP forums to read all the horrible grammar and “l2p” or “needs nerf” complaints. Always good for a larf.

Seriously though it’s maybe one in every 500 comments that actually have a valid complaint. The other 98% are just people frustrated at losing to something, refusing to understand it or relate to it and coming to the forums crying for nerfs.

Bristleback damage is high. It also just sits there like an Engineer turret and has extremely low health. It’s not like it’s difficult to watch where it’s shooting from or even to kill it if you want to go out of your way to do so. Also remember that it easily gets obstructed due to it’s F2 ability only being able to shoot on perfectly flat ground.

Think of it as a glass shortbow Ranger that doesn’t know how to dodge. It’ll die to a stiff breeze and will just keep pew pewing at you until you do something about it whether it be killing it or countering it.

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma

Spectral healing skill?

in Necromancer

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

Fun ideas here.

How about one called “Consume Shroud”? In a similar fashion to how Warrior’s “To The Limit!” works, you consume your Life Force turning it in to health. The heal is dependent on how much Life Force you currently have. When activated, you gain the green glowing Spectral effect (without the addition of any boons) which grants a 10% of all incoming strikes are converted to Life Force effect.

It would be a fun risk/reward heal, IMO. You could punish yourself by losing access to your Shroud and having to rebuild it but could recover a massive, potentially 99% HP loss. If in the right situation, you could also rebuild the Life Force extremely quickly thanks to the aura, such as maybe in a team fight or zerg fight (PvP/WvW).

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma

Being a Drummer Boy in Zergs

in WvW

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

Unrelated note but I remember once standing outside SMC with a few people this guy just rushed us out of no where and downed in about a quarter of a second. One of the people with me pulls out a trumpet and starts to play the soldier’s funeral song

Laughed so hard my stomach started to hurt.

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma

Mortar kit "auto" damage could be reevaluated

in Engineer

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

I feel like the AA could use a small buff but on my full zerk Engi it does between 3 and 4k a hit which is pretty decent. Orbital Strike between 4 and 5k.

Mortar Kit is more of a utility kit IMO, not a damage kit. The cooldowns are too long for it to be something you should be using for damage.

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma

Condi Wars 2 - The Reaper Strikes back

in PvP

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

In a nutshell (conditions removed)

19k condi damage taken compared to 250k power damage taken.

Condi OP!

Lol +1.

As I love to say in every one of the “condi’s are OP” threads; people just hate conditions because they get to think about it before they die.

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma

Post a useless skill/trait with your rework!

in Ranger

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

Spotter
Increases the effectiveness of Fury. Pulse Fury to nearby allies.
Interval: 3seconds, Radius: 600, Effectiveness increase: 50%

This actually sounds way too broken to me.

It would be strong for sure.

Re-reading though, I may not have worded it correctly so to clarify:
As long as you, the Ranger, are in combat, the effects of Fury applied by you are increased (30% critical chance) and will be pulsed to nearby allies.

Basically just a critical chance boost making Fury a better boon. Not much different than Spotter but it could be further buffed with boon duration stuff.

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma

Post a useless skill/trait with your rework!

in Ranger

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

Spotter
Increases the effectiveness of Fury. Pulse Fury to nearby allies.
Interval: 3seconds, Radius: 600, Effectiveness increase: 50%

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma

DH bow #5 ruins wvw small group players

in WvW

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

I call it the “time out circle.”

I don’t think I hate it quite as much as the OP appears to but it absolutely is an annoying skill. If it weren’t invisible 90% of the time it wouldn’t be as bad but more often than not you can’t see it at all. You just suddenly get knocked down, try to move again thinking it might have been something else, then get knocked down again and realize you’re in the trap.

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma

[Your builds] PvP

in Ranger

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

@SpellOfIniquity
I was actually thinking of a build like this. But I’ll be frank.

I suck at full melee so I naturally lost a lot. How much success did you have without a druid traitline? Since this full evasive game-play focuses on prolonged fights, I found having Druid a must. For both the nuke and CC. What is your insight on this?

This is a pre-season build so it may not be as effective any more, I probably should have included that in the description.

I had lots of success with it. Power builds had a lot of trouble with me with the exception of talented Thieves and Lockdown Mesmers. Holding a point was quite easy against the majority of builds just due to sheer resistance, evades and mobility (very high endurance regeneration + weapon evades). If you know when to spam greatsword AA for evades and when to swap to sword to stick to your targets it can be a very effective build.

You could try something more like this instead if you’d like to use Druid. I think it’s viable without but Rejuvenating Tides and Lunar Impact can admittedly make a pretty big difference. Granted, at the loss of additional endurance regeneration and projectile defense.

The meta has changed since I used this build so if you plan to try, it might need some adjustments. Otherwise, my past success with it I’d rate at least 80%. Always felt like I was contributing and rarely felt like I was being countered.

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma

[Your builds] PvP

in Ranger

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

Melee brawler

High poison uptime, high mobility, high physical resistance, medium on point sustain, medium damage.

Low ranged capability, low burst condition removal, no critical damage.

Strong against regen reliant builds via medium – high poison pressure. Strong against physically bursty builds due to extremely high toughness, access to evades and kiting potential through mobility.

Weak against bursty condition application such as Venom Thieves or Signet Of Spite Necromancers, etc. Weak against kiting reliant builds such as Greatsword camping Mesmers or competent longbow Rangers.

Not a burst and win build. This is a brawler, semi-tank build with medium damage pressure. Had lots of success with it by holding points when we needed it most and roaming between groups to support team reviving, stomping and pressuring.

Sigils are changeable. I don’t think they’re the “optimal” choices but I like them as they are.

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma

I played a game against 3 necromancers

in PvP

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

As a few others have said, Necro’s don’t stack well. Neither do Thieves or Warriors.

Necromancer has access to a lot of different conditions and can apply some heavy condition pressure. However, Necromancer is also slow and often times, unless they are very wise with their condition application, their burst would be far out done by an Engineer, Mesmer or Thief which can apply 8 – 10+ conditions almost instantly then CC you to make sure you can’t cleanse it.

Necro is more about wearing you down. We can maintain conditions on you better than the aforementioned professions which means you can’t plan to play attrition with the master of attrition. You need to either be aggressive, pressure the Necro immediately and avoid feeding their Life Force. Or, gank them. Necro is supposed to be difficult to deal with 1v1. Especially if there’s more than one attacking you, you shouldn’t expect to have an easy time.

Best tip I can give is what I already said. Don’t try to play attrition with the master of attrition. Anything with high damage output keeps me defensive or kills me pretty swiftly no matter what build I’m running on my Necro. I’m simply too slow and need too much time to build up my strength before I can really be a threat. You only die if you let me linger. Blind, blind and more blind. If core Necro, try to stay directly on top of the Necro. If Reaper, kite, kite, kite.

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma

Can we have target golems in WvW?

in WvW

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

Probably a strange suggestion but stats in WvW are different from PvP and PvE. I know plenty of people like myself that put a lot of work in to their WvW builds but the only way to see how they work is to find a fight. Which isn’t always the best way since you can’t really pay attention to every crit or condition floater like you can with a practice golem.

Adding 3 of them to the spawn waypoints, maybe near the siege vendors or something, would be really nice. Even just to take our frustrations out on them when we’re getting absolutely steamrolled, lol.

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma

No Counter?

in WvW

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

I don’t do the BL’s enough to know exactly where that is but if you give me a few hours I’ll come back with a solution for you. I consider myself a siege placement master (:

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma

[Vid] Full Zerk Power GS Reaper :^)

in Necromancer

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

Fun vid as always.

I still prefer core conditionmancer but I do roll power Reaper every now and again. Mostly zerk with some Valk and Wurm runes. The crits are delicious. Highest Gravedigger I’ve landed on a player was 19k.

I didn’t like greatsword at first either but in groups, I always go GS and Staff for heavy melee pressure and ranged utility. Solo though, it’s mostly Dagger/Warhorn and either GS or Staff. GS is fun but quite difficult to use by yourself just because of how slow it is.

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma

Scrapper New Meta

in Engineer

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

Human female, blue hair with the flower in it, annoying dubstep and/or anime music, generic PvP and/or WvW montage #2312.

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma

Why am I buying Superior Siege with Proofs?

in WvW

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

I won’t complain or ask for any changes personally. They removed the badge of honor requirement which was more than what I had wanted in the first place.

Proofs being account bound would be nice but siege is freely sellable. If I need to buy siege on one character I can always transfer it to another character.

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma

Elixir C - Resistance

in Engineer

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

Elixir C is already one of the most potent competitive abilities in the Engineer’s kitten nal.

Granting additional boons to this skill is practically begging to see it nerfed out of the game.

This said, your proposed change would certainly make the skill more attractive for PvE, where other Elixirs currently completely outclass C as you rarely need more than an occasional cleanse.

TL;DR: only as a PvE exclusive change.

Agreed. Low cooldown with Alchemy, Toolbelt skill removes one condition and converts 2 more, low cast time, it’s a very strong skill. I don’t think it needs any kind of buff. Look at Signet Of Stamina on Warrior. 60second cooldowns and removes all conditions. The signet only removes the conditions while Elixir C turns the conditions in to positive effects yet has nearly half the cooldown with HGH and less of a cast time.

Very good skill, doesn’t need buff IMO. It gives Resistance when converting Chill anyway.

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma

[Vid] (Condi) Necromancer Roaming Video

in Necromancer

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

Nice vid, high-five to another core Death Magic Necro using triple Spectrals. One of my favorite and most frequently used builds except you use it better than I do, lol.

What runes are you using? Perplexity? I prefer Undead just for the high base condition damage but I’ve been thinking about changing lately.

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma

Toolkit, some questions

in Engineer

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

yes but i don’t know if i ‘d play a build based on tools, scrapper and alchemy .it is strong but i’d choose one of the 2 … scrapper or tools… essentially for having space for something different ( nades… bombs … )

Actually Alchemy, Tools and Scrapper is exactly what I use. I lack the major sustain that the meta Scrapper has but I don’t mind. Personally, I dislike using builds that play themselves.

With Tools, I have a low cooldown block, higher damage output, a bursty melee range skill (Pry Bar) and faster utility belt cooldowns.

Build here

Magnet → Personal Battering Ram → Thunderclap → Throw Wrench → Rocket Charge → Pry Bar → Launch Personal Battering Ram → Electro-whirl

Massive damage combo. Takes a bit of patience to wait for the right moment but getting that rotation going should down just about anyone. Can’t tell you how many people I’ve screwed over from trying to heal after most of the rotation has gone through just to interrupt them with the toolbelt Battering Ram then finishing them off with Electro-whirl.

Of course the build has it’s flaws but I really enjoy it and it serves me well. Lots of damage, good sustain, easy to prevent kiting with lots of CC and potential for extra burst or extra Stealth with Kinetic Battery.

Toolkit is my favorite kit hands down and of the various builds I’ve tried with Engi, this is my personal fav (:

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma

RIP UFO Raptor

in WvW

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

-Sniffle-

I’ll miss the comfort of knowing he was just above… Watching over me like a… Vulture.

Attachments:

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma

Toolkit, some questions

in Engineer

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

No it’s not meta, but if you go glassy hammer, it’s not the worst option for when hammer skills on cd. Thinking stronghold offense maybe.

Pretty much what I do when using the AA. If my major skills are on cooldown and I’m still on top of someone, I swap to Toolkit to see how many AA’s I can get off. Like I said, the final hit can be a whopper sometimes so although it’s hard to get off, I think it can be worth it personally.

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma

All Hail Necro Overlords

in PvP

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

2 years of maining a Necromancer… Nearly 3k hours logged… Stuck with it through all the down times…

I will have absolutely no mercy on the souls of my victims. Run or be harvested for your skin and blood.

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma

Bristleback dmg output

in PvP

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

I’m extremely entertained by the amount of poor spelling/grammar in this thread and that all of those that are calling for pet nerfs are the ones that can’t even give a reasonable explanation as to why it needs to be nerfed other than “it does too much damage, needs nerf.”

Plz a Net.mes does to much dmg,sometimes it on shots me even, this is unacceptble, and game braking. Pls nerf.

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma

Are Turrets really dead?

in Engineer

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

While I disagree with turrets being “over nerfed” on most points, I do agree that they’re too situational to use most of the time.

The removal of Autotool Installation and cooldown increases were unnecessary. Damage nerfs and making them vulnerable to critical attacks/conditions were neccessary.

You won’t be able to use turrets as you’d probably like to but a couple of them still see use primarily for their toolbelt functions. Rifle Turret has a very short cooldown tolbelt skill which works well with a Static Discharge build. Thumper Turret has a decent stunbreak which can also be used for double/triple blasting Healing Turret’s water field and of course everyone uses Healing Turret still.

The rest don’t see much use but with a bit of creativity they can be a nice support. Just don’t expect to plant them and bunker down somewhere because those days have long since passed.

To answer your question: Turrets are effectively dead, yes. I think they need a small buff but again, most of the nerfs were justified. You shouldn’t be letting your AI play for you but at the same time, they shouldn’t be so ineffective that they become too situational to bother taking the majority of the time.

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma

Torment

in Necromancer

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

Conditions that don’t normally deal damage, dealing damage, is the Necro “thing.”

Terror and Deathly Chill.

But yes, I would love it if we had more access to Torment. It’s my second favorite condition in the game.

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma