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Just some ideas I had

in Necromancer

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

Torch skills


-Mainhand-

Visceral Ignition (auto attack)
Ignite your foes from inside with magical flames (non-projectile).
Activation time: 1/2
Number of targets: 3
Range: 900

Plaguewind
Chill, cripple and slow your foe with an expanding aura of cold effecting all who touch it.
Activation time: 3/4
Recharge: 10
Number of targets: 5
Radius: 240
Range: 900
Chilled (5s)
Crippled (8s)
Slowed (4s)

Ghost Of Winter
Set yourself ablaze gaining Frost Aura (Chill foes that strike you, -10% incoming damage). When this skill ends, it explodes, granting the effect to nearby allies.
Activation time: 3/4
Recharge: 15
Number of targets: 5
Radius: 360
Frost Aura duration: 8s

-Offhand-

Fear Of Death
Slide forward, leaving behind a trail of ice that freezes foes on impact and burns foes that pass through. Fear foes at the destination in an AOE.
Recharge: 20
Number of targets on impact: 3
Number of targets at destination: 5
Duration: 6
Evade: 1s
Freeze (3s)
Burn (3s)
Fear (2s)

Tormented Earth
Thrust your torch in to the ground creating a pulsing area of Torment. Foes in this area feed you Life Force.
Activation time: 1/2
Recharge: 25
Number of targets affected by conditions: 5
Number of targets that feed Life Force: 3
Duration: 8s
Radius: 240
Combo field: Fire
Life Force per pulse: 4%
Torment per pulse: 2 (4s)


I would imagine the mainhand Torch to have relatively high physical damage while the offhand has none on either skill, only effects and conditions.

I also imagine the look of the flame to be a blue-ish green instead of orange to fit the cold/undead theme.

Some of these skills sound a bit OP but so do a lot of skills already in game. It’s always different in practice than it sounds on paper!

I tried to keep the theme of the skills in line with Necromancer while giving it a bit more defensive and mobility options. I think the Torch would be very much a tank weapon for it’s effects but one that would hit like a train if you decided to go full offensive with your stats.


And that’s all!

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

(edited by SpellOfIniquity.1780)

Just some ideas I had

in Necromancer

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

There has been a number of threads where I’ve posted an idea building off an OP. All of those ideas I’ve now compiled in to a list and felt like sharing.

They range from adjustments, buffs and to complete overhauls.

I don’t expect people to like these ideas necessarily. They’re just ideas for things I would personally like to see. Both with what I would like and what I think would be good for the profession as a whole in mind.

Anyway, here they are:

New elites


Signet Of Trauma
Conditions removed: 2
Interval: 8s
Recharge: 40
Activation time: Instant
Passive: Periodically remove and preserve conditions up to a maximum of 3.
Active: Your next attack applies your preserved conditions.


Well Of Summoning
Recharge: 80
Activation time: 1/4
Summon skeletal hands to periodically knockdown and immobilize foes.
Immobilize (3s)
Pulse: 2s
Duration: 8s
Radius: 240
Combo Field: Lightning
Range: 900


Signet Of Trauma would be nice in tandem with Corruption skills. You would be able to cast a Corruption, have the signet remove the conditions passively, then later on get a bigger burst with a single attack. Eg. Blood Is Power w/ Master Of Corruption -> Signet Of Trauma removes the Bleed x2 and Torment x2 -> Activate Signet Of Trauma during the final attack in the scepter auto attack chain -> final scepter auto now does: 1 Corrupted boon, Bleed, Poison, Bleed x2 and Torment x2.

Well Of Summoning would be really nice both defensively and offensively. Either you could use it for kiting multiple people or you could use it to lock people down. First they get knocked down, then they get immobilized = great for keeping people still while we wind up one of our tremendously long cast time skills (Executioner’s Scythe) + with a leap like Death’s Charge = also dazes them from Lightning Field.

Utility and trait changes/overhauls


Well Of Darkness

  • Cooldown increased to 60 seconds
  • Pulsing Blind and combo field removed
  • Duration, cast time and radius remain unchanged

New mechanics

Well Of Darkness now functions similarly to a Smokescales “Smoke Cloud.” As long as you are standing inside the well, all incoming attacks will miss. This does not effect allied players.

Vampiric Rituals increases the radius and duration of Well Of Darkness instead of adding siphons and Protection.


Unyielding Blast

Shroud skill 1 now has an explosive PBAoE effect that can knock targets back once every 3 seconds. This effect is represented by a dark cloud quickly emanating outwards from the source.


Speed Of Shadows

  • Movement speed increase has been removed

New mechanic

As long as your target is affected with a movement impairing condition (Cripple, Immobilize, Chill) and you are in Shroud, you gain 1 second of Super Speed at 2 second intervals.


Soul Comprehension

Gain 2% Life Force for every condition applied to you.


Signet Of Undeath

  • Active skill no longer revives fallen allies
  • Cast time reduced to 3/4 second
  • Recharge reduced to 50 seconds

New mechanic

Activating this Signet will sacrifice 15% of your Life Force to convert it to health.

Plague


New ability

“Petrifying Plague” Add Slow to your Plague.


Unholy Martyr

  • Renamed to “Unholy Blood.
  • Completely overhauled

Every stack of Bleed you apply increases your Healing Power and outgoing Healing Power. Bleeds that are applied to you have a percentage of their damage converted to Life Force.

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

(edited by SpellOfIniquity.1780)

Smarter Dueling

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Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

Kill everything. No two kittens given.

I mean, it’s a free country and all, but… You don’t throw mud at someone just because you can, you know?

I don’t care if people want to interrupt duels. I understand that I don’t have any kind of “right” to be duelling. But no one has any right to be an as_wipe either. If me and the person I’m duelling aren’t bothering anyone, leave us be.

/shrug

I get that a lot of duellers are pretentious jerks who freak out if they’re interrupted. That doesn’t mean everyone is, though. And I can’t say I blame a lot of them considering how many zerglings like to sit on the nearest cannons and blast away after they’ve been told time and again to stop.

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

Solo Roaming

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Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

Meh, idk about you but I still get to solo towers even at T1. However what I want I hardly find which are people with balls to fight out of their zerg.

The only time I get to solo towers is if it’s retaking one of our own.

Finding fights isn’t an issue because I know where to look for them. And that’s not stalking zergs expecting people to fight me who are probably running builds that aren’t optimized for 1v1’s. If you want cheap wins, go to EOTM and knock people off cliffs.

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

Solo Roaming

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Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

The lower the tier the better.

Alpine Borderlands are always a good bet for roaming. It’s wide open and there’s plenty of space to see incoming zergs or ganks. Roaming in EBG is pretty suicidal, especially if you’re in a high tier. It can be done if you’re running something with high mobility and good map awareness, though.

Solo roaming has always been a dangerous hobby. You can’t expect to live long if you’re not using something with high mobility and either the skill or the build to deal with multiple players.

“Old school” roaming is pretty much dead, yes. That kind of roaming was doing PPT work and sabotaging the enemy by killing their tower defenses and contesting waypoints. Some of the very stubborn individuals still do it but with the buffed objective defenses and higher map populations it has become significantly more difficult.

You can still solo roam if you’re interested only in fighting and capping sentry’s. If you want to oldschool roam, which is a combination of a number of things, you’re going to have a hard time no matter the tier really.

Just remember one thing: “True legends never die, they respawn”!

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

Smarter Dueling

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Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

That’s a double edged argument. Duelers need to recognize that WvW is essentially a free for all on anyone not in your server. They can ask you to be nice and leave them alone, but they absolutely should not be upset if you don’t, because its part of the game mode that you can and will be attacked at random by people from other servers. They have no rights to get out of that simply because they like to duel, so they really should not be getting nearly as upset as what OP described or what you describe

I completely agree. The reason I find it hilarious that this keeps coming up is that it’s not all that complicated.

Don’t be a kitten, understand that accidents will happen, accept the consequences of your actions, and all should be good. Yet we keep coming back to people telling others how the game ought to be played.

Agreed.

Why it matters so much to some people how others choose to spend their time in WvW I’ll never understand. Leave the duellers be or have the proper etiquette.
__________________________________________________________________

At the OP:

As for the “duellers” in EOTM… There are in fact a lot of them that pose as duellers but are not duelling. Try to avoid that area unless you’re confident you can fight back. There are plenty of other routes that can get you to any part of the map without ever having to pass that area.

As for why they duel there? I couldn’t honestly tell you why that became a popular spot. Ideal duelling areas are in spots that are high visibility but not high traffic. Areas that roamers will often pass through but not zergs. In EOTM, there aren’t many places like that. Either it’s so out of the way that no one ever passes through there or it’s a regular zerging route. There aren’t many inbetweens in EOTM so I suppose the spot next to Inferno’s Needle was the best people could come up with.

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

(edited by SpellOfIniquity.1780)

Conditions doing too much damage?

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Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

I think that people are just unable to cope with the fact that something that doesn’t kill them instantly is still supposed to kill them. You’re not supposed to be able to clear every condition you take, just as you’re not supposed to be able to block or evade every hit. And just because your character is still moving and fighting doesn’t mean they haven’t taken a lethal blow.

Well said and better stated than what I’ve said myself many times in the past. I usually compare them to IRL situations such as being terminally ill versus taking a fatal wound to the head. In the former you have enough time to lament your life and in the latter it’s over before you have time to be mad.

I understand 110% the hatred towards conditions. I felt it when I was new to the game and there are absolutely times even now where I feel cheap shotted. It’s not the most fun mechanic in the game but I still believe that conditions themselves are perfectly fine. Again, only certain builds need to be adjusted. Not conditions as a whole. It would be like saying power damage is OP and needs to be nerfed because Gunflame does too much damage. It wouldn’t be fair to reduce power damage across the board just because one/a few skills are over performing.

No game is ever going to be perfectly balanced. There are always things that will need to be adjusted, things people will hate and things that will be exploited. Unfortunately, the way conditions were implemented in GW2, most people find it unenjoyable to play against.

Also, those that complain about Toughness having no effect against conditions – That’s the point… Toughness greatly reduces incoming physical damage. If the effect of conditions were reduced by Toughness, Protection, Resistance, condition clears, evades, blocks, invulns, reflects, blinds, interrupts… Everyone would just run high Toughness builds and be unkillable.

The people that hate conditions probably won’t agree with any of this no matter how many facts they’re shown or how much logic is in the speech. So I choose to have faith in ANet not nerfing conditions across the board and attempting to shed some light on the situation to those that are still in the dark.

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

(edited by SpellOfIniquity.1780)

Power necro weapon problems

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Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

Ok, i get a better picture now. I don’t use shroud that much, i have to get used to enter more often, that could be the reason i don’t find warhorn useful since i don’t pay attention to life force generation.

I really don’t want to use greatsword so i’ll stick to axe/focus since i’ve been testing staff and it looks like a weaker version of shroud (open world wise) i don’t use power in pvp. Thanks for the insight.

Warhorn is nice with dagger because Necromancer is slow and dagger is melee. Once you’re in melee range, Warhorn #5 cripples your target and helps to keep them in range on top of making you faster, generating Life Force and doing a pretty significant amount of damage.

Warhorn #4 is also great for preventing all of the blocks in the game, which there are a lot of. If I’m not mistaken, it can also interrupt Mesmers Blurred Frenzy.

As for Shroud, it should be used both offensively and defensively. Think of it as a shield not a sponge.

Say a Revenant begins Unrelenting Assault on you. Right as they begin, you should enter Shroud. This will protect your health. If the proper skills are off cooldown, such as Locust Swarm, Spectral Armor, Spectral Walk, etc., you can also use these skills before you enter Shroud. This way, your Shroud will slowly regenerate even while you are being attacked.

Life Force can always be regained. It’s like a more controlled source of renewable health. It’s not there to camp and facetank everything until it reaches 0. It’s there to facetank what you can’t avoid and to rebuild as soon as you exit the Shroud.

Offensively, I’m sure you’ve figured out that it is a powerful tool. Knowing when to use it offensively and when to use it defensively is what differentiates new Necromancers from experienced ones. I can’t tell you when those times are because they will vary depending on the encounter.

Just remember that Shroud is an invaluable tool that can be used in better ways than as a sponge. Consider it’s percentage, what skills will allow you to rebuild it when it’s low and when it’s a good time to use it both defensively and offensively at the same time.

Like with anything, all it takes is practice. Going from Ele to Necro is pretty opposite ends of the spectrum. Not completely but pretty close. So it might be a bit jarring at first but I’m sure if you like it enough to keep playing you’ll love it (:

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

(edited by SpellOfIniquity.1780)

Pls Nerv Condis

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Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

I am of the opinion that all of these players claiming condi as OP just do not want to bother with Condition cleanse. I look at meta build where pople model many of their builds from and have looked at any number of builds offered up in various topics and virtually all of them BY CHOICE ignore condition cleanse because they want to do more damage. Condition cleanse is added as an aferthought and then complained on when their build is weak to a Condition player,

JJust as example look at meta battle and the thief builds offered there. The top rated d/p build has next to no condition cleanse. It does not even trait EA. It has no SE or trickster and uses the sigils of fire and air.

The staff build skips SA as well along with EA.

Persons playing either of these builds have absolutely no right to complain about lack of cleanses, They CHOSE to do that. They feel if they can kill en enemy faster they will not have to deal with conditions. Ok do it. You made that choice.

I can go through virtually everyone of those meta builds and see much the same across a number of professions. All classes have multiple sources of cleanses, few took more then a handful. Virtually every power build uses sigil air/fire. Where is generosity and purity and please do not give me the “we need that extra” damage line. You can do lenty of damage without.

A condition build can not face roll anybody that has a good supply of cleanses. Faceroll happnes against the people who do not care to trait for them.

Just a by the way. those condition builds also have to deal with those same conditions. How do they manage it?

I agree but unfortunately these threads come up nearly weekly from players that aren’t taking the proper tools to deal with it/don’t know how to deal with it/don’t understand it.

Conditions themselves are fine. People are always asking for nerfs to conditions. It’s not conditions that are the issue. It’s specific builds.

Condition builds need defensive stats because their damage is over time. Power builds have the advantage of instant results. Yes, I understand that condition builds are capable of doing heavy damage while maintaining high HP/armor but it’s only if a) you’re not cleansing properly/didn’t bring cleanses or b) you’re face tanking the hard hitters. The same way you shouldn’t sit in a Hundred Blades, you shouldn’t sit in a Confusing Images (the bright purple beam coming from Mesmer scepter that stacks Confusion.)

I know the people who disagree will refuse to understand the logic but for some reason I feel compelled to argue it any time it comes up.

Once upon a time way back when I started playing, I didn’t like condition builds either. They’re frustrating to fight when you don’t understand why you’re dying so quickly. It takes practice and yes, they’re harder to bring down than a glassy power build. That doesn’t mean it needs to be nerfed though.

Specific builds such as D/D condi Thief and condi bunk Chrono do need to be adjusted, however. On top of high HP/armor, they also have high damage and lots of ways to avoid damage. Something needs to be traded off and IMO, it’s their access to conditions. They can be as tanky and hard to catch as they want but they shouldn’t be able to do a heap of damage as well.

I main a vanilla condition Necromancer and that’s how condition builds should be. I have a slow wind up, I’m slow on foot – easy to kite and slow attacks. I have a ton of HP/armor but I won’t be killing anything quickly that’s prepared for me and I won’t be escaping anything once I’ve engaged. I can potentially deal a lot of damage but only if you’re either face tanking it or bad at cleansing.

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

Remove Transformation Tonics

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Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

Ugh, please nooo. I love my tonics and I don’t use them for evil… Unless you count stomping people in Doll tonic form evil.

Remove the ones that are used in an exploitative way and leave the others.

It’s fun to play around with tonics, instruments and toys when you’re bored or wanting to show that you’re neutral when around an enemy player.

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

Divine Blood

in Necromancer

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

How about replacing Unholy Martyr and renaming it “Unholy Blood.”

Going off your idea,

Every stack of Bleed you apply increases your Healing Power and outgoing Healing Power. Bleeds that are applied to you have a percentage of their damage converted to Life Force.

Blood Is Power would give you Life Force with this trait, Vampiric, Vampiric Presence and Blood Bond would get a significant boost in effectiveness for every stack of Bleed you applied. It could be a pretty beefy sustain trait.

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

(edited by SpellOfIniquity.1780)

Sustain meta over the top?

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Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

My thoughts are that everyone dislikes something different. You or I may not like the sustain meta while others may dislike a burst heavy meta. It doesn’t matter how it changes, someone will be unhappy.

Either you can adapt and learn to enjoy it or you can leave and return when things change. GW2 does not have a subscription fee and therefore you can return at any time you like.

I do agree that the sustain meta is a bit out of hand but patience is all it takes until a new meta forms for everyone to criticise and lament.

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

How to counter zerg melee charges?

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Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

I find the best way to counter the melee zerg is to disperse so they can’t run over/bomb multiple targets. This does require that the majority of players in the dispersal group can handle their own because if the zerg tries to run you over, you need to be able to escape and reposition. There was a great video a couple of years ago now where someone recorded my server (Gandara) deploying these tactics to exhaust a tightly stacked melee group and kill them. It was a good example of how it can work, so I hope it hasn’t completely vanished. We deployed the same tactics last week and its still effective, despite the horrible resistance uptime.

Not having a tag and being totally disorganized actually works quite well, I agree. I’ve seen it happen many times and in fact, we did this on Maguuma a few nights ago and completely demolished the map. We had like two dozen people with tags up and we just came at zergs from every angle. As someone said during those fights “you can actively see them being confused about where they should attack.”

The problem is that a lot of players are afraid to die or don’t know how to function without someone leading. Everyone needs to be in a positive mood and willing to work as a team but also as individuals. Otherwise the group will split as soon as there are a couple downed.

Here’s a picture of that night. It was amazingly fun and chaotic. Especially with how our group would just zoom to where ever we saw orange swords, plow through the enemy zerg and zoom on over to the next battle. We were on a rampage and we weren’t on teamspeak or with a defined leader, just all hunting as wolves, lol

Attachments:

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

Dragonbrand - A Case Study in Sadness

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Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

Ah yes,

Dragonbrand. Wagonbrand. So many renditions of the bandwagon have come and gone. That said, the fact that it is getting CRUSHED in tier 4, when it was once one of the strongest three servers (thereby warranting no server pairing) is sad. This wasn’t an implosion that took place over months, it took place over weeks. An entire server population has been ravaged.

The volatility of servers has a very sobering effect on the WvW community. Every time a server rises and falls with the magnitude of DB, we will permanently lose players from the game. My guess is that 25% of the active WvW community of DB from 1.5 months ago was not in a guild who got paid to leave, is stuck on Dragonbrand, and based on the fall in rankings, won’t bother to log on anymore since the server is a ghost town.

Honestly this is why it’s time to end servers. For good. Make simple maps of R-B-G in skirmish format, and allow people to pick a team for each skirmish. Create incentives for people to join the “losing” team with buffs like higher magic find, increased WXP, etc. Give people a dynamic WvW environment that doesn’t need to be reset every week, isn’t reliant on the politics played by 1-2 guilds, and self-balances based on buffs for people to join the losing side. Friends can still play with each other. Yes, server pride dies for good, but at this point, who cares?

I care about community. I’ve outgrown server pride, although I do miss it at times.

I look for people I enjoy hanging out with and that’s what keeps me playing every day. It doesn’t matter to me if we’re losing, winning or being totally demolished. I come back so I can see the people I like, have some laughs and enjoy myself regardless of the situation.

EOTM provides something similar to what you’re suggesting (removing servers entirely) and I never stay there if there isn’t a commander. I have no incentive to roam or defend things because I only recognize a handfull of people and I don’t feel like I belong anywhere.

Community is an important part of what keeps people coming back each day. While I do agree that the server system is flawed, it’s an issue that many games other than Gw2 face.

Personally I would rather have fun and suffer mildly alongside friends than have fun for a brief period alongside strangers. I’m almost certain that a RvGvB format would see a huge rise in activity for a very short time before burning out completely.

And on the subject of Dragonbrand, Sanctum Of Rall fell even faster from T1 than Dragonbrand way back in the day. They went from kitten the very rock bottom in a matter of days. It’s called bandwagoning as you’ve shown you’re aware and sometimes it’s more significant than other times. At the moment, a lot of the Dragonbrand community as well as people from various other servers such as Tarnished Coast and Jade Quarry, have come to Maguuma looking for easy wins. Maguuma is the flavor of the month and it will fall just the same as Dragonbrand and every other server that gets bandwagoned. But because Mag has a strong core, it won’t fall as hard. The servers that fluctuate wildly are the ones that are the most full of fairweathers and bandwagoners. The ones that fluctuate only slightly are full of players that are in WvW and socializing regardless of their situation.

It sucks to have your server fall apart beneath your feet, I know, I’ve been there. You can’t expect everyone else to give up their homes just because yours got invaded by tourists, though. Either you can leave and look for another place to make yourself comfortable or you can ride it out and wait for things to normalize.

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

Death Shroud overhaul

in Necromancer

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

I’m sorry but in the event that this became a real possibility, I would be against it. I love vanilla Necromancer the way it is. There are certainly things that I would like to see changed/fixed but I’m very happy with Death Shroud as a whole. Very minor things like removing the after cast of Tainted Shackles, increasing velocity of Dark Path, etc. are the most changes I would want to see.

It was an interesting read and it’s fun to come up with ideas such as these but personally, I would be against it. No offense intended.

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

Nerf Endless Run-away specs

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Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

In most cases, everyone should be running elite specs unless they don’t own HoT.

Which is strange because generally in squad I am the only berserker warrior

I’m surprised you get a squad at all if you’re a Warrior.

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

Nerf Endless Run-away specs

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Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

The only people that are really brave are the ones still running vanilla (non-HoT) builds outside of zergs. Everyone else shouldn’t complain too much about builds being too strong and think about all the poor free-to-play-players they bash with their HoT-builds.

Brave or stupid? I’ve been called both.

It’s still absolutely possible to be successful with non-HoT builds but I’d be lying if I said it isn’t an uphill battle. Any time I swap out to Reaper or Druid, which isn’t often because I truthfully don’t like either, my success rate skyrockets and my effort plummets.

I don’t at all mind if I need to put in more effort to win, as long as I’m having fun. But that doesn’t mean I mistake my stupidity for bravery.

In most cases, everyone should be running elite specs unless they don’t own HoT.

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

Experienced Necros help needed

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Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

If you go condi reaper, it’ll work great in raids & pve. But in WvW ZvZ, condi is still quite useless unless you run with a guild that runs condi-heavy comps. However, condi is very powerful for solo/small group roaming.

There is a difference between how you play condi in raids vs WvW roaming however. Raids is all about pumping out max dps, and bouncing condi’s with epidemic. If you solo WvW roam, people usually tank up a bit and run more survivalist type of skills. Viper for roaming is quite…glassy.

Since you already have a power suit, you should just use that when you do WvW ZvZ. Power necros are still very meta in ZvZ due to well of corruption & suffering.

Actually condition Necromancer in zergs is alright, I run it a lot. Most zergs aren’t co-ordinated enough to have perma-Resistance.

The key is to look for downed players with a million condi’s stacked on them or Revenants with Pain Absorption. I quite frequently get the kind of Epi bursts where people domino in to downed state from the source and it’s probably the most satisfying feeling in Gw2 to me, lol. Like watching someone sneeze in a clinic and everyone in a 10 foot radius catching the cold.

Still, you’re right in the sense that it’s underperforming. Resistance stacking and constant cleanses make condition builds pretty crappy when zerging but I just wanted to state that they’re not entirely ineffective. It’s all about being intelligent with your Epi usage.

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

Nerf Endless Run-away specs

in WvW

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

Again, there’s nothing wrong with kiting and resetting, as annoying as those strategies might be. There are no rules stating that once you’ve engaged in a fight you must see it through to the end. Many people will attempt to run when the tables turn against them even if their class/build isn’t capable of running. I see Guardians and Necromancers do it all the time and I’m sure they know they’re not going anywhere fast.

I agree completely that resetting is obnoxious but if you’re looking for players to feed your ego you’re either going to have to; Look for duels, roam as a condi Thief in EOTM or do some YOLO Q in PvP. Because most players that roam today roam with a lot of mobility to dodge zergs and gank guilds that roll in packs of 6 – 8. I can’t say I blame anyone for not wanting to die every 5 minutes. I still wander around alone a lot on a Necromancer and the moments a deer puts me in combat as a zerg passes by you can bet I’m wishing I had some mobility.

Zergs gon zerg, runners gon run. Understanding is the first step to acceptance. Acceptance is the last step to “f_ck it I’mma roam anyway.”

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

Why do you love Necromancer?

in Necromancer

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

Let’s start a positive thread!

Why do you love your Necromancer(s)?
What are some of the most memorable moments you’ve had with it?
What made you choose to main a Necromancer?
Do you miss it when you’re playing something else?


There isn’t much for me to say other than that over the course of the last 3 years, my love has only strengthened. I have 2 main characters, a Ranger and my Necromancer, but my Necromancer I’ve always considered to be my “true” main. She’s my oldest, most played and the character I learned the most about GW2 on.

I’ve had my differences with the profession but I always come back. It’s the only truly satisfying class to me and I couldn’t be more happy that it was one of the first ones I ever played.

What made me choose to main it? I’m a bit of a “dark” individual IRL. I’m a huge horror and metal fanatic with a disturbed sense of humor. The brooding caster is always one of my go to choices in games that provide it although, truthfully, it’s bows and snipers that I I’ve always chosen first prior to Gw2. I’m not sure what it was about Necromancer that appealed to me more than Ranger at the time but I do recall how pleased I was when I began reading the skills. Back when Blood Fiend was our starting heal, I was so enthralled by this disgusting creature floating next to me that I almost immediately knew I was never going to look back on the choice I’d made.

I know how many people feel like Necromancer is a weak class or that it’s poorly designed but I also know how many people love it as much as I do. So if you feel like gushing, please share! The Necromancer section has always had the best community and I want to see some more of that trademark support.

Random picture of my Necromancer diving in Cursed Shore attached below because reasons.

Attachments:

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

Which Legendary Should I Work Towards?

in Necromancer

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

Scepter/dagger for condi build.
Dagger/warhorn/GS for rare power enthusiasts.

You should also be aware of the fact that legendaries don’t offer stat increases over ascended weaponry. Their only difference is that you can swap prefixes on them… and even that is questionable, considering how expencive they are to make.

Also be sure to consider what weapons your other characters can use. Say for example you also have a Warrior and Mesmer. All 3 of those characters can use a Greatsword so making Sunrise, Twilight or Eternity would be a good idea. That way they could all use the skin.

Even if you don’t wind up using the weapon as much as you’d like, you may find it works better on another character later on. Again for example let’s say you make Meteorlogicus (the scepter), you stop using it on your Necro but start using it on your Mesmer. As long as you have a few alts you should be able to find use for your legendary weapon somewhere even if it doesn’t happen to be on the one you made it for.

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

Nerf Endless Run-away specs

in WvW

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

Leaderboard Ranks: WvW: 971.

What kinda strange magic is this?

GW2Effeciency stats… not sure how accurate they are but its cool to see where you place for “most x” or what ever….

That number there is where I am for highest ranked WxP character, no EotM either. I’m in the top 100 for Yak escorts though

Holy kitten… I’m rank 20 for WvW rank. I’m both proud and depressed.

Attachments:

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

Nerf Endless Run-away specs

in WvW

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

I advise everyone not to take the OP seriously. This is another of many similar complaints from other individuals that demand things without considering any variables.

The irony is strong, you know a core concept of PvP is risk vs reward, the level of disengage of come classes/builds in WvW small scale/roaming makes a mockery of risk vs reward, mobile classes should have in-combat mobility, not “oh I kittened up, but unless I kittened up to the point I am going to get blown up, I can still simply disengage 90% of the time”, just one of the reasons as to why smallscale/roaming in this game has always been a joke.

Risk versus reward is testing your limits and improving on what gives you difficulty. Chasing someone when they have more mobility is stupidity. You can’t improve what you don’t have.

As I’d said in the comment prior, I agree that resetting is a frustrating thing to be faced with. It’s like chasing a car on your bike. You’re not going to catch up unless they want you to and at that point you’ve probably chased too far.

I still don’t think mobility needs to be nerfed. People just need to get smarter instead of expecting everyone to fight to the death. Some people prefer to run, it’s gonna happen no matter what changes might come. The sooner everyone accepts that the sooner they can develop strategies to counter it.

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

Necromancer October Balance Patch Changes

in Necromancer

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

The Flesh Wurm change is a great idea, actually. I’m not sure how I feel about the others but it’s always fun to brainstorm.

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

Nerf Endless Run-away specs

in WvW

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

I advise everyone not to take the OP seriously. This is another of many similar complaints from other individuals that demand things without considering any variables.

There are some professions/builds that do have a lot of mobility but honestly, I’ve never had a problem with this or found it to be game breaking. Kiting is a legitimate strategy. Resetting is a strategy as well but I’ll have to agree that it’s an obnoxious one. You just need to learn how to predict when people are going to attempt to run away so you can lock them down before they get the chance.

Also note that when someone resets, in most cases, it’s a better idea to run away as well. If I’m fighting a Thief and they run off to reset, I’m not going to chase them, I’m going to get the hell out of there, too. Why? Because I probably have major skills on cooldown, they may be baiting me to a location more to their advantage, and they could potentially be buying time until they get allied support.

Don’t blindly give chase to people who completely disengage or you’re giving them the advantage of what ever terrain they might consider works best for them. I use this on people all the time by poking them, baiting them out of their comfort zone and turning to fight when they realize they’ve gone too far.

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

Solo Roaming 2016 Nutshell, Uncut 7min

in WvW

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

Also @ mordran: Just because OP is a Druid does not mean she is using the meta carry build and by watching the video you can clearly see that.

And how is that relevant in that context ? He talked about the skill floor in hot in general,. If he is using a build that is not meta well good or bad for him, but that does not invalidate that druid is one of the winner classes in hot regarding too their effectiveness in roaming.

People use meta builds because they are what is most effective. They are adapting to the changes and there’s nothing wrong with it.

Certain builds are overtuned, such as the meta Druid, but not professions as a whole.

Often when a build is over performing, many people will be using it because they are adapting to what is at the top of the food chain. Yes, the players are at fault for using said builds en masse but ANet is also at fault for not properly balancing things. The blame isn’t squarely on the shoulders of ANet nor the players.

This is entirely beside the point that fighting is not all roaming used to consist of. As I’d covered in my earlier comment, defensive upgrades to objectives have made roaming a very one-dimensional hobby: Kill other players or try not to get killed.

What I said is absolutely relevant because OP is using a personal build and not an overtuned meta build. OP is using what works best for her despite the fact that it is not competitively the most effective. Being a Druid does not mean she is a part of the problem. The video was showcasing the quality of players and the consequences of being alone when you’re being constantly marked on the map. It had nothing to do with the build/profession being used. If it did, I’m sure OP would have been using the meta build to drive the point home.

Maybe I’m misinterpreting what you’re saying because you haven’t explained in a way that I understand. Still, I’m pretty confident that what I’m saying is completely valid even if it’s not answering your point.

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

Delete the Dolyak

in WvW

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

Honestly, the generator method used in EOTM is a pretty good one. I remember when EOTM first came out that I had thought they were going to implement it in to real WvW but they never did.

Dolyaks are okay as they are. I don’t think they’re in any real need of changes but I would agree that better things could be done. The generator system is a step up in terms of efficiency and balance but I’m not sure that I could see ANet ever actually removing Dolyaks.

And for anyone who’s unaware: Generators in EOTM are basically supply camps with buildable structures. Building the structures surrounding the generator increases it’s supply delivery. Every, I think it’s 60seconds? Supplies are instantly teleported to the nearest structure. It’s the same idea as Dolyaks really except that there’s no travel time between the camp and the objective. Meaning either you capture the generator to stop the flow of supplies or destroy the generators to reduce the flow of supplies.

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

Solo Roaming 2016 Nutshell, Uncut 7min

in WvW

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

It varies depending on your tier. Most people who continue to roam are one of a few things; Patient, not sore losers, extremely stubborn, or lazy and running carry builds.

Since the powercreep with the release of HoT, everyone has gotten “better” because of how effective elite specs are. As players, many people have gotten worse, as the OP has covered. If you’re not using an elite spec or at the very least, a meta build, you’ll be at a huge disadvantage in 90% of your encounters and will be fighting mechanics and not people.

Roaming used to be a lot more complex than just fighting other players, however. Once upon a time, solo roaming could mean; taking towers, contesting keep waypoints/contesting objectives, capturing supply camps and protecting them until they upgraded, killing dolyaks, killing structure siege (cannons, AC’s, mortars, etc.) and so on. Most people will only fight and flip sentrys now with structure contesting usually being accidental.

This is largely because of the defensive upgrades to objectives making them take far too long to capture and being constantly marked on the map becoming a beacon for everyone to see.

The video is a relatively good example of what roaming has become, at least in that tier; Fight bads -> eventually get ganked. If you want to be a little more specific; Fight bads, reset -> chase person(s) trying to reset -> reset -> eventually get ganked. Not very complicated and usually not very rewarding. Most classes have so many ways to disengage or completely recover that it has become very literally like chasing a squirrel.

Personally, I enjoyed contributing to my server in more ways than killing other players when it used to be an option. I’ve always loved fights but I also have always preferred to contribute in more meaningful ways on a solo-level. I miss the days where our zergs would be off fighting/defending somewhere while I pumped our score a bit by soloing things, keeping waypoints contested, defending camps and chasing down the zerglings trying to rejoin their fight. Now, most of what I do is stalk blobs and kill the ones that are too slow to keep up. As exciting as it can be at times (no sarcasm intended) it gets boring doing only that.

I respect the people who persist and continue to roam despite the abysmal state of it. I’ve long since retired and am quite simply, a sore-loser, who’s sick of being zerged everytime she tries to do something other than chasing the zerg.

Also @ mordran: Just because OP is a Druid does not mean she is using the meta carry build and by watching the video you can clearly see that.

I hate the meta Druid as much as the next person but that doesn’t mean the profession as a whole is a problem. There are certain traits/utilities/stats that are problematic, not professions entirely.

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

Does ANET care about roaming?

in WvW

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

No, no and no.
In summary no.

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

Servers with most WvW activity.

in WvW

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

If you get offended easily. Don’t look at Maguuma.

Maguuma is “trial by fire” as someone aptly put during a conversation in EBG a few weeks ago.

You’re not going to have a good time if you can’t laugh at yourself or if you take things too seriously. I find that the core Maguuman community like to do a lot of verbal rough housing. They’ll make fun of each other but it’s only ever playing around unless you get defensive about it.

Every server has a different personality and you can clearly see that even in this thread when people describe a community. Maguuma has a lot of team players and I can depend on people to back me up or to support me if I need it. Those are the things I look for when I move to a server so I know that when things look grim, I won’t turn around to find my teammates running for the nearest Arrow Cart.


As for the question asked by OP

Really any of the T1 or T2 servers would be good choices if you’re looking for high activity. It depends on what you enjoy doing, though. If you have any questions about the different cultures and communities on any of the servers, let me know. I’ve been on every server NA with the exception of BG, DR and AR. I’m familiar with what the people are like from both sides, on and against. Though of course, it’s all subjective so what I say won’t necessarily be factual.

Still, if you’ve got more questions, hit me up in game! My characters are: Carmen Stacy and Tsula Amayi.

Hope you find what you’re looking for!

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

[WvW] Support build advice

in Guardian

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

Are you talking about zergs or small groups? Base Guardian tends to be dominant in zergs because of the amount of sustain they have. DH misses out on valor, honor, or virtues— all 3 are a big deal in big fights. There’s really little variety in that, though people have been trying out mace/shield resbots.

But DH is great when it comes to smaller groups if you want to be a bunker to annoy enemies. Here’s a sample build; I just made up the stats so don’t copy and paste.
http://en.gw2skills.net/editor/?vVAQJAWRn8ABtDhFdCmCB8DhlKiSe2z9fPL8Ov0DbACgIA-TliFQB2S9HAcIA0kyAkokTd7PYJdBp7BAYFlgJ4KAgQlCkCwvlRA-w

This build is simply to troll for smaller groups. You have blocks up the wazoo and thanks to hunter’s determination you can remove condis per block. Every aegis heals as well if removed. Enemy stuns you? Well, you automatically put out a trap that gives out even more blocks. You can teleport to allies to quickly get to them/heal. GS is taken mostly for mobility either to or from battle (combine with wings of resolve)

You can ditch either set for mace/shield as well. Naturally bigger groups need “stand your ground” somewhere…. (probably ditch retreat). Retreat gives me on demand aegis and swiftness, which are nice because guardians are SLOW. But in bigger groups this is not a problem.

Also, you can take retaliatory subconscious instead of unscathed contender. It probably doesn’t matter too much. You can also try bulwark if you’re confident enough in your ability to stay with your group.

I was talking about zerging but trolling isn’t out of the question, lol. I’ve played some full bunk builds in the past and it’s always kind of fun to do a bit of roaming so you can chuckle while gankers fail to bring you down. It was most fun the time I decided to run a Shouts bunker Nike Warrior and had mini zergs chasing me around.

I’ll check out this build and the others here as well. As I’d said, I know very little about Guard so it couldn’t hurt to experiment. I’ve just played so much Necromancer and Ranger, I thought it might be a good idea to make something people actually want in their groups for a change. Not only that, I’m starting to actively work towards Ultimate Dominator now. By the rank I’m currently at… I probably should have had it by now but I never play “ideal” zerging builds. But that shall all change soon!

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

[WvW] Support build advice

in Guardian

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

I’ve already checked Metabattle and have tinkered with some builds on the editing site but I’m not sure what would be most effective for a tank/support build.

I’m interested in doing something that’s focused on personal sustain and group support. I don’t mind if damage is sacrificed. I also understand that Guardian mostly provides boons but is not the best for overall support.

Still, I’m interested in doing something very bunker. The meta traits (Valor/Honor/Virtues) works pretty nicely although I’d prefer to take Dragonhunter as well. I tried out some different gear combinations on the editing website such as Minstrel/Wanderer, Wanderer/Crusader/Cleric etc. but I’m truly not sure what would be “best” in regards to my intent. I have played very, very little Guardian so I’m really not sure what to do at the moment.

Any tips or builds would be appreciated!

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

Hardcore siege/ppt wvw guild

in WvW

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

[EYE] from YB is a pretty hardcore PPT guild. So far all I see them do is taking advantage of other servers being busy while they flash build rams/catas to snipe fully upgraded stuff.

This past reset night they tried like 10 times to take our keep.

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

Server Linking Discussion

in WvW

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

I can picture it now. Certain servers tanking for a few weeks so they can plow their way back to the top from the very bottom. Cough BG cough.

I’m also betting that most players will vote for rewards to take priority over match-making. Knowing how important many players consider loot to be, they’ll greedily request better rewards then cry that matches are still broken.

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

Viable WvW Kit-less Scrapper?

in Engineer

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

I call this one the Loser Bruiser (:

With Fury and when your target is Bleeding, you have 94% critical chance. Although somewhat low Ferocity does not benefit from this, you still have quite high Power/Might stacking potential, so the purpose is not entirely lost.

The Speed runes give a nice boost to Vitality as well as complimenting Invigorating Speed. This will mean nearly perma-Vigor and Swiftness.

Juggernaut makes up for your lack of blocks and stunbreaks by allowing you to stack Stability. Working Flamethrower in to your rotation will prevent CC’s. However, since you’ve asked for kitless, it also works to swap Juggernaut for Incendiary Powder for extra damage and Flamethrower for Elixir B. Toss Elixir B is a fine replacement for the stability granted by Juggernaut and more boons to boot!

Lots of boon duration to stack those delicious boons and lots of sources to produce them. Moderate Toughness, Vitality and condition removal to endure a beating as well.

Over all, it’s certainly not perfect but it has been serving me well. It’s not so squishy that it can be surprise bursted by a Thief and it’s not so tanky that it hits like a wet noodle. It sustains itself well and many of the traits/runes/general stats synergize with each other nicely.

If you decide to use it, change things around as you see fit. What works for me may not work for you.

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

Quick Question: Plague Sending

in Necromancer

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

Shroud counts as a weapon swap so you can use Intelligence Sigil (next 3 attacks are guaranteed critical hits) to manipulate the timing of your Plague Sending. This is a nice way to get around having low Precision.

Also, Signets Of Suffering will benefit Plague Sending. Which means you will get Might and corrupt 2 Boons when Plague Sending activates.

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

I disagree with the Legendary Weapon system

in Guild Wars 2 Discussion

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

I’m just going to say that a month ago, I was lucky enough to get Leaf Of Kudzu from the Mystic Forge.

It took me 48 hours to make Kudzu after that and I almost strictly WvW. Which means most of what I needed to make the weapon, I already had. I just needed to make a few trips here and there to grab items like Rune Stones, Gift Of Thorns, etc. and I was good to go.

Making Legendary weapons is incredibly easy. It’s just expensive if you want to do it quick and time consuming if you want to do it naturally.

I hate doing PvE as much as you hate doing WvW and I had to solo the entire Twilight Arbor dungeon a few times because I couldn’t find groups. At least to get the Gift Of Battle all you have to do is turn your brain off and blob for a few hours every day.

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

Design The Two "Missing" Elites!

in Necromancer

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

Oh this sounds fun (:

Signet Of Trauma
Conditions removed: 2
Interval: 8s
Recharge: 40
Activation time: Instant
Passive: Periodically remove and preserve conditions up to a maximum of 3.
Active: Your next attack applies your preserved conditions.


Well Of Summoning
Recharge: 50
Activation time: 1/4
Summon skeletal hands to periodically knockdown and immobilize foes.
Immobilize (3s)
Pulse: 2s
Duration: 8s
Radius: 240
Combo Field: Lightning
Range: 900


Signet Of Trauma would be nice in tandem with Corruption skills. You would be able to cast a Corruption, have the signet remove the conditions passively, then later on get a bigger burst with a single attack. Eg. Blood Is Power w/ Master Of Corruption -> Signet Of Trauma removes the Bleed x2 and Torment x2 -> Activate Signet Of Trauma during the final attack in the scepter auto attack chain -> final scepter auto now does: 1 Corrupted boon, Bleed, Poison, Bleed x2 and Torment x2.

Well Of Summoning would be really nice both defensively and offensively. Either you could use it for kiting multiple people or you could use it to lock people down. First they get knocked down, then they get immobilized = great for keeping people still while we wind up one of our tremendously long cast time skills (Executioner’s Scythe) + with a leap like Death’s Charge = also dazes them from Lightning Field.

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

(edited by SpellOfIniquity.1780)

Reapers pro's and con's:

in Necromancer

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

Vanilla Necromancer has more variety in condition application and high damage, homing projectiles.

Otherwise, yes, Reaper is a straight upgrade and better than vanilla Necromancer in really every way. As others have said, in PvE, there isn’t much reason to play a standard Necromancer.

Personal preference: I play standard Necromancer in WvW (which is nearly all I do) because I just plain don’t like Reaper. Strange, I know, but I very much prefer Death Shroud over Reaper Shroud and I like having 3 trait lines to play with instead of 2. (Although, to be totally honest, it’s only 2 trait lines to play with instead of 1 because I always take Soul Reaping.)

In PvE, I do use a full Berserker Reaper build but only because a) I rarely do PvE and b) because Reaper makes open world stuff insanely easy. Aggro everything and cleave it to death = cake.

At the end of the day though, play what you enjoy most. If you enjoy being effective, play what’s effective. If you enjoy what you find fun, play what you find fun. For me, I don’t mind if I put myself at a disadvantage, as long as I like what I’m playing. And I just don’t much care for Reaper.

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

Roaming life

in WvW

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

I can’t confidently say that what I do is “roaming” because I don’t put myself in quite that much danger.

I don’t wander to the offending side of the map all too often. Mostly I stick to my own side roaming between towers and supply camps stalking zergs/small groups, relaying their movements to /map and killing solos/duos or +1ing fights. I’m a scout but I’m an active scout (“patrol” maybe?) in the sense that I rarely AFK in towers refreshing siege or trebbing things. I’m constantly on the move circling our objectives and I get lots of fights doing it. I’m talking battles every 5 – 10 minutes, although this is in EBG not the borderlands.

I say that it isn’t roaming because I don’t often venture far from safety and I don’t attempt to solo towers or contest keeps. I just keep everyone updated on the status of our objectives while personally killing/delaying as many people as I can by myself.

Once upon a time, I used to do all sorts of destructive things. Soloing towers, keeping waypoints perma-contested, building ballistas to kill objective siege then whispering commanders that it was safe to attack, defending enemy supply camps until they were fully upgraded, camping near dolyak routes to kill yak escorts, stalking zergs spamming supply traps on them (which I still do), etc. But ever since HoT power creep, server linkings and most people no longer roaming solo, I’ve given up this hobby, at least in EBG where I primarily reside. One can only take so many gankings before they feel that frustration outweighs fun. I still get outnumbered lots while doing defense but I don’t have nearly as far to run after I die.

Why do I continue to do it? Honestly, I’m not sure what it is. I’m just a go where the wind blows kind of player. I do what interests me most at that specific moment. I see a zerg and feeling blobbing? I’ll do that. I feel like small scale stuff? Maybe I’ll stalk some zergs with friends and kill the slow pokes. I see that we’re losing a lot of our stuff? Maybe I feel like preventing that by doing some active defense. SMC is trebbing everything in sight? Maybe I feel like opening it up so I/the commander can stop it.

I just never sign on with a specific goal or wanting to do only one thing all day. I sign on and see what I feel like doing, which happens to mostly be scouting/defense for what ever reason.

Also important to note: I used to do my roaming on a Necromancer and I still main a vanilla Necromancer. So that might give you a better idea as to why I eventually got fed up with solo roaming.

I don’t think it will ever be a L2P issue if you’re outnumbered, but those are indeed the best fights

And I certainly agree with this. Last week, I won my first straight up 4v1 in a long while. I’ve won plenty of outnumbered fights but they’re usually very circumstantial in the sense that I had a supply camp or champion on my side, I killed them one by one as they split up, or something like that. This was the first 4v1 that I had won where I was actively fighting all of them at once, just kiting them through water and LOS’ing to stay alive. On my vanilla Necromancer at the time, I came out of that heart racing and feeling awesome for actually having succeeded. And last night I won a 2v1 against a condition Chrono and a shatter Chrono while I was trying to take their supply camp! I was just lucky that the condition Chrono was more focused on trying to hide behind things than fighting me or I might have gotten overwhelmed.

Again, I can’t exactly say that what I do is “roaming” but I’d like to believe it still shares some of the risks and responsibilities. But, I wouldn’t be insulted if someone disagreed either.

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

Less Tomes and More Siege

in WvW

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

I’m in need of tomes actually – I just crafted a bunch of legendaries and sold them. And also my favourite commander gets a few stacks of sup siege here and there. I rather have tomes than siege actually, at least tomes don’t have to use up inventory space, that’s a plus.
You can make gold with spiritshards, not only by crafting sup siege and legendaries, also by upgrading mats.

I’m covered on these things. If I had the gold to craft legendary weapons, I might do that. But WvW simply does not provide that kind of cash.

Attachments:

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

Less Tomes and More Siege

in WvW

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

Leave tomes …. just change your tomes to shards, farm your nodes for mithril and elder wood … go make your siege. It’s literally a free sup siege print each tome.

Just like PvE players have an excess of gold, WvW players have an excess of Tomes and Spirit Shards. We would like to make money by doing what we enjoy, I don’t think that’s a lot to ask.

Also, if you’ve ever tried making Superior Siege, it’s an incredibly tedious task. You don’t just make 5 or 10 Rams/AC’s/what ever else. You need to make hundreds of them. You burn through siege fast. Which means potentially sitting at the Mystic Forge for 2 hours while you slowly develop carpal tunnel. I would much rather buy Superior Siege over crafting it unless we get an option to craft siege in bulk instead of individually.

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

Flagging for open world pvp with outfits

in Guild Wars 2 Discussion

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

Open world PvP exists in WvW. You have what you want there. A large part of Gw2 PvE’s appeal is that there isn’t PvP there.

I personally live in WvW and the rare times I do PvE, those are the times I don’t want to be getting interrupted while I’m trying to make some gold for once.

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

Could something be done with the Flesh Wurm?

in Necromancer

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

Giving it a faster cast time and/or longer range would be nice. I don’t know about anyone else but personally, escapes are all I use this thing for. It feels to me like it doesn’t need to have an offensive component at all. It should be like Mesmers Blink except that it’s pre-cast not instant cast.

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

Ranger/Druid Not part of Current Meta

in WvW

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

The only thing I could see being used in ZvZ warfare as a Druid would be the traps. That’s AoE right there that could possibly take down a lot of enemies or at least slow them down. But weapon side…outside of Greatsword and MAYBE Staff, most of their weapons wouldn’t do much. And the pet would just be a burden. :/

Ranger is good as a picker. The way I use mine while in zergs is scanning for low health/downed targets to focus fire. I ensure all downed players reach dead unless they rally and I don’t let anyone stray from their zergs. As soon as they separate from the group and make themselves stand out, I pressure them until they’re dead or out of range.

That, or I follow behind the enemy zerg while our own zerg is in front. I pick off the backline with some friends and manipulate the stragglers by forcing them to burn through cooldowns.

Neither of these things are contributing as much as a meta profession palm mashing their keys but it does help in it’s own way.

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

Ranger/Druid Not part of Current Meta

in WvW

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

I’ll never understand why some people get personally offended when their favorite profession is disliked by others.

The medium professions don’t contribute enough to be an asset to zergs. That’s the black and white of it. Some commander’s will refuse to allow certain professions in to their squads. Though yes, it is some what rude, it’s also understandable, and in most cases not personal. They want their zerg to be effective and certain professions do not fall in to the effective category.

When I play Ranger in WvW and I decide I feel like zerging, I understand that I’m contributing very little and that I probably won’t get a squad invite. I don’t need validation to know that I’m doing my part to help, even if that part is negligible.

The medium professions; Ranger, Thief, Engineer as well as one light, Mesmer, all have their place in small scale/roaming. Though you can roam with any profession if you’re skilled enough, many of the others are a lot more punishing because they’re not as effective at 1v1/X. Ranger/Druid doesn’t need to be meta in zergs, it’s meta in roaming. If you like to zerg and you like to play Ranger, you’re going to have to accept that a lot of commanders won’t want anything to do with you and there’s nothing wrong with that. Have fun and suck it up.

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

Female Char called keep "lords"

in WvW

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

The majority of objective bosses are females, actually. EOTM included.

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

Less Tomes and More Siege

in WvW

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

It wouldn’t be as bad if they had a “use all” on tomes as clicking on them all really sucks. But I was definitely thinking tome rewards should be consolidated at the end chest, maybe a choice of things to get.

If you drag and drop your inventory until it’s right beneath the accept option on the window that pops up when you double click a Tome, you can just spam click from there.

It should look like the picture I’ve attached with the Tomes directly beneath the Accept option.

Attachments:

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

Less Tomes and More Siege

in WvW

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

I honestly just want other uses for Tomes besides guild upgrades. For those of us like myself (and I know I’m not alone) that prefer not to be in a guild, Tomes just kind of pile up. I literally have 6 entire stacks of these in my bank right now and then some. That’s over 1,500 Tomes and all I can do is; consume them for Spirit Shards, which I already also have a ton of, or throw them out.

Being able to trade them for blueprints sounds like a reasonable idea to me.

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

what is the purpose for wvw?

in WvW

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

Any of the veterans like myself who continue to WvW do it for the fun and the family.

We enjoy the excitement, not the rewards. We enjoy the victory, not the win. We enjoy the memory, not the trophy.

WvW is about friends, not loot.

PvE provides plenty of what you’re looking for in material gain. Changing WvW from what it is will only alienate the population causing the ones that hold it together to leave. If the benefits were too great for winning and the punishment too much for losing, everyone would transfer to one server and WvW would be no more. Yes, people already bandwagon to the winning server, but only the ones like yourself who care more about the number on the scoreboard than the time you’re spending with people you care about.

I apologize if that sounds condescending because it isn’t wrong of you, or anyone else, to prefer XP, loot and winning. It is a game after all and those things are often big parts of other games.

As far as I’m aware, the core of WvW, the players who are there day in and day out, the ones that keep that world turning, they, we, don’t care about anything but our friends and our fun. We don’t want WvW to be changed in the way that you’re asking so I can’t see you getting much support on it.

P.s. “What do we fight for?” We fight because we can.

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

(edited by SpellOfIniquity.1780)