I understand where you are coming from, then again, using an example, if someone has been playing from release, and they have not created a new “toon” since 4/15 update, then their opinion on Traits would be skewed, compared to say someone whom has as the new trait system SUCKS !!!
do you see what I mean ?
Opinions can be subjective and even a new person can notice something that a “vet” can see ..
I do agree however that Conditions etc should mean more as far as bosses go …. would maybe prevent the zerg so much too !
I have changed the first sentence of my “article” to avoid any more of these unintended and offtopic taughts.
Greetings Fvux.
The reason by saying that is because I have been observing this for a long time and have been thinking about this much more. It also implies that I do not think this subject up in seconds, but have been planning to post this for a while.
Next to that I do not have the intention to feel like a veteran or whatever. It is just to make my observation more believe-able-ish
There is some utility you can bring, like weakness, poison, vuln stacks, etc. but its all something someone else could do better, while also bringing other unique utility, fields, finishers, etc.
We need new mechanics, mainly ones that either buff our teammates with Necro-like things (life steal for instance) or unique unremovable debuffs for bosses to be meaningful.
Just like you said. When speaking in terms of weakness it doesn’t affect bosses. Poison: Enemies barely heal. Vulnerability: When you have a team of 5 man its really easy to stack 25 vuln cause you only need 5 pp. The fields aren’t really stunning too (blind => bosses).
Your idea does appeal to me very much.
You just noticed the moving spirits twice.
Let’s get our hayforks and torches, it is time for revolution!
Just add Hammer as a weapon. Imagine a skill: Unleash souls. You slam your hammer intot he ground unleasing souls. Each one damages your enemy like an Ice Storm.
hey guys,
Just what the title says but let me explain:
When makinga party you choose between classes for dps but also for utility. Think about the banners of Warriors, Time Warp on Mesmers, Frost spirit on Ranger etc etc.
Now think about necromancers. In terms of utility which are useful for your team nothing stands out that would define the necromancer good for a certain thing in dungeons.
Plague signet cleansing off conditions on allies? Let’s be honest…How many conditions do you get in dungeons…. Answer:Way too less.
Let me hear what you think!
Greetings Fvux
Hello everybody,
Since a long time a certain thing about enemies, mainly bosses has been bothering me. What I am talking about that monsters that use heavy conditions and use alot of boons are very rare. Mainly when we are talking of bosses. Arenanet has been reworking dungeons to make them more challenging (Think about how CoF has changed). However I think a good step would be to give more enemies and bosses damage through more conditions and make them use way more boons.
By doing this you make a dungeon or fight more challenging. When you know “Oh this boss has heavy condition damage” or “Oh this one leeches your boons” or whatever, you can go into more diversive gameplay. Think about making condition cleanse more usefullin dungeon, boon removal or even corruption by necromancers.
Well that was about it. Lemme hear what you think guys!
Have a good time! Fvux.
(edited by The V.8759)
pvp needs an underwater zone, or mix zones.
same wvw, could do with an underwater tower or something.
But…first, they need to bring in more waterbreathers. I got my first waterbreather drop from teq. And it was one I cant even use and “rare”, I have never seen an exotic waterbreather, and most on the tp aren’t usable by light armour wearers anyway.
It replaces helm in water, being able to craft a waterbreather, is something that should exist.
Yup, forgot about typing that: Edited.
(edited by The V.8759)
Hello everybody,
I run very much alterative charactars which I all enjoy. I want to discover every single bit of them: Including underwater combat. However it really feels for me that underwater combat is slowly getting more and more in the background of guild wars 2. This should not be happening because udnerwater combat is very well designed. However it is still disappearing. Why? Here are some reasons I can think of:
- Diversity: Underwater combat has only 1 or 2 weapons each class. This gives the player limited choise in how they want their build to work (Dps/Tank/condi etc.). Also Utility skills are not all usable which can synchronise very bad with your traits.
- Amount of underwater combat: In Tyria we find alot of water. However there is less to do in these waters. The player is not being approved to go into the water and do the event. The udnerwater events are small scale and people don’t seem to care about it.
- WvW?: In WvW we find very very less underwater combat. There are small area’s, however there is no such reason to fight over there. Since they added the Ruins to gain borderland bloodlust, the amount of underwater combat had been dramaticly decreased.
-PvP??: In PvP underwater combat is completely removed. Also the training area for UC has been removed. This makes the players forget that they had the option.
I personally like underwater combat. I miss it really much. It is definetly a shame that it has been removed from PvP. By doing this you are making it easier to let people be “Very skilled” in Pvp because you removed a big part of the game.
In WvW it would have been awesome to see more UC. This requires the groups/zergs to have more skilled commanders and people that know what they are doing.
PvE also can use some enhancement. There are no big meta events that take place underwater (Only the pre for Balthazar attack). By adding events with great rewards or bringing in more content for underwater the player will dive into the seas. Think about an epic underwater boss fight?
Next to that the combat system underwater could also use some new stuff. Think about adding weapons, more waterbreathers, create new look-a-like utility skills that replace the ones that can’t be used (Like tornado and Whirlpool). You could also go crazy and think about trait sets for underwater? (Not sure about this idea, but still I’m posting it)
Let me hear what you think. Does underwater combat need an improvement? How are your current plans ArenaNet?
Greetings, Fvux.
(edited by The V.8759)
Very good arguements against it and you got me guys.
Necros do not have low dagger DPS in dungeons, the issue is the lack of cleave DPS/lack of utility and team buffs.
Dagger is completely fine, if you want to add cleave then I suggest it gets added on a new weapon set (MH sword or GS). Axe could also use cleave but it would always be weaker as an overall DPS weapon because of its range.
The necromancer does indeed miss lot of utility. Like ele is used for FGS, warrior DPS, engi combo fields+vuln, guardian for boons and mesmer for TW. (For example).
I taught the problem would be solved by buffing cleave. getting to change my mind by that.
It feels for me that necromancer cannot provide anything very useful in dungeons. Any1 suggestions?
What would you suggest for axe cleaving? I’m getting interested.
Hello,
I run alot of dungeons and I enjoy playing necro. However I never play dungeons on my necro because they are lower dps.
Now my suggestion is to increase the range of dagger AA to about 1kitten
otic slash: Make the cutting lines bigger and cleaving.
Nerotic stab: Make it pierce in a straight line.
Nerotic Bite: Make its a very small blast that hits enemies in a 130 radius of the enemy you are hitting.
Whatdo you think?
Here is my feedback about the traits:
Engineer:
- Synaptic Overload: Seems very well in PvP modes mainly. Tried it out and works very well with rifle/bombs.
- Bunker Down: Haven’t found thebest use yet. It mainly seems to boost damage. However couldn’t compare if it was better than 2% bonus damage per condition.
- Fortified Turrets: Very well trait. Tried it out in WvW dropping it with deployable turrets. Also great for defending buildings.
- Experimental Turrets: Strong support. It feels well that engineer got abooston buffing allies.
- Gadgeteer: Great to see gadgets more traited. However it feels somehow weak: It does not share anyboons with allies and the boon duration is short in comparison to the cooldown and experimental turrets. It also doesn’t feel like it has a good position in the line that has ferocity in it.
Tips: Either way swap Gadgeteer with Synaptic Overload, OR make toolbelt skills from gadgets, actually gadgets,just like with elixers.
Guardian:
-Amplified Wrath: GREAT<3
-Radiant Retaliation: Also a great trait. Feels very good to change the system of a boon. Also can work very well in a tanky condition build.
- Communal Defenses: Doesn’t feel like it should be in any build. However this might be useful toswitch at in a certain pinch.
- Force of Will: Great for commanding. Seriously. Love it.
- Purity of Body: Altough it canbeshared with 5 allies, it still seems to be very low. I’dd rather had seen 25%.
Necromancer:
- Path of Corruption: Could use some more. Rather be “Shroud Enhancement”,also changing transfusion a bit.
- Unholy Sanctuary: Seems to be little weak. However I love the DS encouragement.
- Renewing Blast: Great to see that necro gain a support buff.
Tips: I’dd rather have seen also a small buff through traits for berserker builds in PvE, which are currently slightly weak.
I think it is too bad that the karkas Queen is on a long timer. We use to do it without oud small guild making it an actual challenge.
Next to that the teamspeak im in died of it. We used to run alle bosses, But since the change there is alot of time between the events making it not worth anymore. The fact that i Will be doing it with so many people in megaserver gives me a bigger feeling of taughtless zerging. The challenge in the bosses has gone completely lost for me.
Groetnis, fvux
Ps, dont get me wrong. There is still loads of other stuff i have fun in!
(edited by The V.8759)
Too bad if it is fixed. You can tell me it is OP, but from the other side, spirit weapons are like engineer turets: Completely unused, only in several situations. This actually made me thinking about playing a build around spirit weapons.
A forum app doesn’t give players with a smartphone any benefit in the game. It would just increase the involvement in the society. Next to that, yes I also would like to see a TP or chat or some kind, however I think there might be problems with app safety then because you are working on many different servers while on mobile phone. However still a good idea.
they’d have to fix this one first.
But what you can do without eating too much of your bandwidth is get an RSS reader app for your phone and subscribe to the boards you want.
Game discussion forum: http://forum-en.guildwars2.com/forum/game/gw2.rss
What is it actually? When I open the link it shows me a very strange screen….
lol pay for a forum app? Are you mad?
I think paying for an app is very normal. People spend working time on developing the app and that costs money. It would also give Guild Wars another income since they mostly rely on the income of the gem store and the game sell.
Next to that: If you don’t want to spend money on it, then don’t buy it. It doesn’t give you any disadventage.
Hello everybody,
Every day I go to my study by train. This takes about 1 hour traveling time. Every time I use my 4G (Internet) connection on my mobile phone to go to the Guild Wars 2 forum I have to make sure it is me. Now this made me think.
My taughts came to this: A Guild Wars 2 app, where you can easy access the forums. Specially made for mobile phones and tablets. I think this could increase the out of game involvement of players alot. If the devs make this app a one time pay, I am still willing to buy it. It would also increase the income of ArenaNet to expand more guild Wars 2 content.
I am really looking forward for an app like this, although I know that the chance is very little ArenaNet is working on it. I still would like to suggest this and I hope the Developers also read this. It might make them think about it.
Please let me know if hat you think about this.
Greetings Fvux.
Engineer mortar should have been done like Horrik from Fractals. A shoulder mounted mortar/cannon that allows the engineer to remain mobile, able to use it for a certain amount of time before it “overheats” or even making it an elite kit with the drawback of reducing movement speed etc, whatever. Point is: Non-stationary shoulder mounted cannon/mortar.
Make it happen, A-net.
Yep, I’ve ben thinking the same. Except that I think you could do it like conjure weapons but then otherwise and only one for you ofcourse. But like charge-wise. Every attack uses a charge. But going upwards instead of downwards. Starting at “1 stack of weapon heat”, going up to a maximum of ~25. When reaching 25 your weapon is going on cooldown (hahahaha).
This could sync very well with the elite skill trait, giving you more skills (~30 or 35?) to make it overheat.
I’ve also been thinking about a sharpshooter like kit. Been brainstorming a bit. The idea is that is also uses the overheat mechanic, but it is sniping :P
#1: Scope shot: Aim at your foe and take a high damage dealing shot. Dealing more damage on longer range. 1.1/4 cast time
#2: ….
Okay I can’t really think of much more. Maybe adding some skill which allows you to make some sort of trap. Adding some stealth maybe in it.
Just putting out some ideas here
(edited by The V.8759)
Ahhh finally, thanks mate! You really made my day, and it just started for 17 minutes!
Also RyanD, smooth dude, smooth.
Increase the damage GS does, and make 100blades actually useful/reliable in PvP, give it a burst skill worth using on a build that is reliant on sitting with full adrenaline, and I’ll gladly accept a mobility loss. As is, you need to be on top of your game in order to use GS effectively, so the only real draw the weapon has (other than being a generally popular weapon type no matter what game it is in) is it’s mobility.
Wait, you seriously want to make this class even easier to play, so people can stay on greatsword instead of changing to axe for eviscerate? The greatsword seems fine to me if talking about damage, it is already insane. I’dd rather recall a somehow debuff (maybe on recharge or something) instead of buffing it.
Back to the topic. For me the problem isn’t that rush is “OP”, but the combination of rush and whirl on one weapon is maybe too much. I think it would be a good idea indeed to lower some ranges.
I’dd recommend dagger #1 for sustain damage, mainly in PvE. Life blast however has great burst damage which makes it better for PvP. Good luck
Fvux
The biggest question for PvE is:
When I ‘interrupt’ a champion that has defiant stacks traits like Halting Strike, Chaotic/Bountiful Interruption will trigger.
What happens when I can’t interrupt a skill but cooldown it while it’s being casted? :ocry Pyro I think we need your help :<
This is actually something we speculated about on the podcast. I concluded that…we don’t know. There’s no mechanic in the game currently that does something like that, so we’ll just have to wait and see.
Well okay, I guess we have to wait then… I hope there is some use in PvE for it. Creating traits only for PvP isn’t really good thinking I guess.
Mace&Torch all the way
Talking about your legendaries:
Of course it feels painful. However I’dd like to add that it does have a small benefit of making a 2nd one of the same. You can always select your stats on it when you are ooc.
Small benefit, but still, I feel your pain mate
•Domination: Power Block – Enemy skills that you interrupt have an increased cooldown of 10s (no internal cooldown on this skill, just depends on cooldowns of your interrupts)
This is one of the upcoming new GM traits. Is this a trait that only has use in PvP/WvW situations, or does it affect PvE enemies?
Next to that, do PvE enemies even have “skill cooldown”, or are their skills pretty much random?
How are mobs programmed when it comes to skill use?
I’dd recommend it to use as a utility tool in WvW.
You can:
- Knockback
- Blind
- Fire Field (might)
- Burning at any time (With the Toolbelt skill and the burning on crit trait)
With these things I’dd recommend not to use it as a main weapon, but as a tool. Swiftly swap to the kit whenever you need something in it.
Don’t Judge the trait too fast. I guess it can be very well in a tanky build. And please note that ArenaNet can still adjust traits if they think it is too strong or weak (They said it at the 100% crit chance trait on adrenaline at warrior).
Give it a chance
Fvux
Hello everybody,
After the video release of the wardrobe I am pretty much concerned about the pricings of many weapon and armor skins. What I am mainly talking about are the weapons skins that are exclusive, mainly in Living World parts. (Like Grinning Shield etc.)
How can the wardrobe affect the economy?
The demand on these rare skins is currently very high. Since they can’t be dropped anymore the prices are raising like crazy. Making the skins account bound could could decrease the price alot (Since you can use it on your whole account).
What about legendaries?
Legendaries is something I also would like to note. I have been noticing that I see very much people lately with legendaries, making them not that rare anymore. With the wardrobe feature you will be able to run for example a twilight skin on you level 3 character. This makes legendaries even less legendary in my opinion. (Please note that you will still be missing you chooseable skills on the weapon, but legendaries are mainly cosmetic).
Am I disappointed about the wardrobe?
Definetly not. I am very happy to see this feature in Guild Wars 2. I am just brainstorming how this could affect the economics and about the lesser legendary-problem.
I am definetly wondering how you think about this, and also how ArenaNet thinks about it.
Either way, Thank you for the great feature Anet!
Fvux.
I have no problem with the current auto attack. For autoattack I go into kit’s either way.
Next to that your suggestion is pretty much…bad…
Let me explain:
The rifle is an engineer weapon made for enemy controll, high bursts. It is not designed to be a weapon to remain distance, and to as much damage on a long range.
If you want a weapon that does descent ranged damage go into grenades.
Currently more people are coming back to the game than there are leaving
Just saying.
Next to that, ArenaNet isn’t holding silent. If you check out the forum there are actually quite alot of threads which they reply to. However these threads are most of the time about major issues or seriously improvements.
Where ArenaNet does hold silent are threads that involve builds, complains about bugs, your own opinion about balances.
Why doesn’t ArenaNet reply to these threads?
The answer is easy: There is no way they can do that. This is not because people are flooding the forums with their self-made improvements, but because people have very different opinions about it. I am sure Anet DOES read them, and actually do form an opinion about it. But here is what happens if they react:
Option 1
They disaggree with your opinion, and people go hatin’ because people think they ARE right. This causes a negative discussion on the forums.
Option 2
They aggree. Other people go hatin’ like “Not true!” or “Why didn’t you reply to the thread I made?!”. Next to that if Anet aggrees with an opinion people expect it to see happen in the near future, which they definetly can’t do because they have more kitten to do, making people angry again like “You said this could be a good balance but still not patched??!”.
In short:
ArenaNet doesn’t want to promise anything they can’t realise yet. They are realistic.
People, your threads ARE being watched. Don’t cry that you don;t get comments from mods.
Thanks, Fvux.
First I’dd like to kitten this: They are also a true plague in WvW.
But why are they exactly in these large numbers? Let me explain.
Low skill level required.
The thief is a class which is really easy to play. Most builds can be found on the internet. You set these builds, and go for it. Nothing hard about it. Just make sure to go into stealth when you are out of spammable buttons.
Being a low-skill-class people like to play thief in WvW just because they actually feel powerful and good then.
Are thiefs really “OP”?
My answer is definetly no. I’dd prefer to call it extremely unbalanced. For me it is okay that thiefs can do very very high bursting (mainly with backstab), and seek my heart. Again the problem here is that it is way too easy to play it.
Next to to that it is unbalanced because it is concidered to be a very minor class in PvE (Because of lack of actual Teamplay skills), and to be effective in PvP/WvW there are just several specs available. Going into conditions is wayyyy less effective than the even easier to play p/d hack ’n slash build.
I have been struggling with this problem. On the first point you can’t do the socalled “taxi” (Right click on some1 in your party who is in the main and then join in….). No problem for me. This makes it easier for people who are from the server you are guesting to enter the main.
However. When you get in an overflow and go into the que is where the problem is. When my screen pops up which gives me the option to travel, leave and get in que again or leave que, and I click “Travel” I just don’t travel. It says something about my internet connection, but my internet connection is actually very fast.
Is this a bug? Or is it intended? Can it be fixed?:D
Greetings, Fvux
It maybe sounds crazy, but I would personally go Pistol/Shield. Pistol has more condition damage which is more useful in your build since you are most likely bunker. Also the shield knockback and daze is awesome for point holding and interrupting revive.
Next to that I would change Flamethrower for Elixer Gun. You already have enough burn from the trait, and Elixer Gun has better Utility in my opinion. You gain an extra stun break, single condition removal (Which is already missing a bit) with AoE heal and a blast finisher that gets you out of nasty situations.
Short question: Why can’t I find it anywhere in the Heart of the Mists? I can find all other dungeon runes (Like forge or nightmare), but I can’t find this one.
If it doesn’t exist in the shop, will you add it ArenaNet? Could use it really much in tPvP
Fvux
You might be a warrior if…. You play GW2 (everyone has one right) .
No i don’t. I have 5 lvl 80 classes, but i don’t have warrior. I once had one level 80, but it bored me too much. I personally feel that warrior doesn’t have much immersion. Mainly it’s utility feels really basic and only focussed on damage.
But it’s my personal opinion, so don’t start raging
Err definetly not. I’dd recommend you to check on some video’s on their channel and check out their classes. They are most likely playing everything. They are also having main characters which are also very diverse. Some have engineer, some have elementalist etc.
Read the Ranger CDI and I feel you will change that opinion very quickly.
Hell, we had 2 pets that we’re exactly the same model with the same skills for over 6 months before they found out. After we told them directly.
You didn’t hear me say dev’s are using every class alot. I am just saying that not all devs have warrior as main. Not speaking about them having ranger as main. I know a dev with a ranger is a very very rare phenomene.
- Aura: Some sort of aura connected to the kit you are using. Mainly unfluenced by the elementalist’s aura’s on attunement.
Pros: Does not influence any sort of style.
Cons: Magical aura’s on engineer? We haven’t seen that before…Personal opinion
I personally like the idea of aura’s. It may sound very stupid that engineers are using magic but let me tell you this.
Engineers are capable of investegating magic and to use it in a technological way. Take Scarlet for example. The investigated the magic under Lion’s Arch and the Thaumanova Reactor, manipulated it for her own use.
Engineers using magic does in this case not refer to “summoning magic”, but capturing magic, converting it into a certain power core, and use that in your weapons.
In this way engineers can be capable of using aura’s for their kit’s.Greetings, Fvux.
Dont think it was the auras that were actually recommended, but the icons of the specific kits that are being used, similarly to the attunement icons of elementalists. Its not like we have signets that would clutter up the UI. The existing utility skill icons are discernable enough from each other, and show well which icon is which kit. Much better than any fancy magical aura or ugly sack (on the back of the engineer facing you, letting you see about 5% of the actual sack)
Sir, you have a good point there. +1 for this idea.
Now ArenaNet has to work
I’dd like to hear an update from them if they even ARE working on this. It would give us some more hope dramaticly
Fvux
Attention: I am just clearing up what the problems are here
What are hobosacks?
Hobosacks is a name created by the maker of this thread to the visual bags on your bag that will show up when you equip and engineer kit.
Why don’t people like hobosacks?
When a hobosack is equipped, your Original back item will not appear, or it will appear bugged through the bag. Since most people play most in kits, you can’t really ‘show off’ with your back item which you put hard efford in.
Why can’t ArenaNet just remove the hobosacks?
Hobosacks are a way to show enemies which kit you are using. A skilled player can expect certain attacks then. Deleting hobosacks can give the player advantage because (for example) the enemy cant see wether you are using a bomb kit, grendade kit or healing kit.
What could be realistic solutions?
As stated by the many people, including a Developer itself, this is hard to make. Solutions to be noticed are:
- Cosmetic changes: The player can adjust the way your hobosack looks.
Pros: Giving yourself a nice fancy hobosack which you actually like.
Cons: Still does not show your self made backpiece.
- Moving the kits to other places: Idea’s for moving the kit to a belt, and/or actually wielding a weapons at some kits.
Pros: The backpiece-item-problem is solved, and the use of a belt would also make the term ‘toolbelt’ way more logic.
Cons: A toolbelt might influence your armor. Also wearing a long coat (like arah’s medium coat) makes the toolbelt barely visible.
- Aura: Some sort of aura connected to the kit you are using. Mainly unfluenced by the elementalist’s aura’s on attunement.
Pros: Does not influence any sort of style.
Cons: Magical aura’s on engineer? We haven’t seen that before…
Personal opinion
I personally like the idea of aura’s. It may sound very stupid that engineers are using magic but let me tell you this.
Engineers are capable of investegating magic and to use it in a technological way. Take Scarlet for example. The investigated the magic under Lion’s Arch and the Thaumanova Reactor, manipulated it for her own use.
Engineers using magic does in this case not refer to “summoning magic”, but capturing magic, converting it into a certain power core, and use that in your weapons.
In this way engineers can be capable of using aura’s for their kit’s.
Greetings, Fvux.
Err definetly not. I’dd recommend you to check on some video’s on their channel and check out their classes. They are most likely playing everything. They are also having main characters which are also very diverse. Some have engineer, some have elementalist etc.
You might find some more ideas here: https://forum-en.gw2archive.eu/forum/professions/balance/Suggestion-Necromancer-Combo-Finishers/first#post3715988
I made this thread myself so I vote a “hell yes”
This idea sounds like you are trying to make a mesmer into a necromancer to me. But however here is my opinion about the Scepter AA.
I do not aggree with the your opinion that the clone summon in the sequence is annoying or useless. I personally run a condition build, where if my clones die (not by shattering, but by replacing or being killed) they leave certain condition(s). The scepter AA is really useful combined with the clone on evasion trait.
On the other side I do aggree that the first 2 attack of the chain are really boring and time consuming (one chain is ~3,9s). Giving Ether Blast an extra effect could already buff this weapon enough to make it actually very well but definetly not overpowered.
An idea for Ether blast (2nd attack in the chain):
When the attack hits you gain distortion for one second.
This creates the same effect as with the 3rd chain skill in rangers greatwsword skill. The Distortion will occur on the end of skill 2 on mesmer, so it can be used to finisher skill 3, or to use it while casting something else.
The kit can be used very well.
#1: Mob tagger for loot.
#2: High damage
#3: Good CC
#4: Fire field for mights
#5: very well defensive ability
Not to forget: Toolbelt skill: Easy burning acces.
Now why would you use FT?
Kits have like 1 second recharge time in swapping. Which means you can easily swap between kits just to use one or two skills situational. FT has many skills that can help you out in certain situations.
Conclusion: Flamethrower is not made like a normal weapon. It is made to swap to it using it situational using the skill you need at that certain moment. => It is not made for AA DPS.
Watch from 6:30.
He says there is going to be…but I highly doubt it it’s high on their list
And don’t forget that if you fail and they get up, they will have some sort of debuff (Left under your HP tool) which lowers the ammount of health you start with when you get downed.
Nothing too quickly here.
Agreed with all of you. I wish Necro had a bit of mobility too
I can t catch up as necro against wars or thiefs who are running the wholle time out of combat
Yeah Necro is stupidly slow.
It’s a balancing factor in sPvP and works okay there, due to the small maps.Frustrating in WvW, makes it almost impossible to escape if you are ever caught in a bad spot.
I made a Thief for roaming, got sick of being so slow.
A friend of mine maining a Mesmer did the same. :PNecros are great when zerging around, though!
Also in PvE being slow just means that people need to wait for you in Dungeons and Guild Missions… doesn’t serve a practical purpose, just wastes your time.
Annoying. So I use Speed or Centaur runes to counter it at least a little bit.If Dark Path became a leap I’d be overjoyed, haha!
I don’t think that it’ll happen, though.
Makes Condi Necros step on toes of Condi Engineers too much.Means WvW and PvE players get the short end of the stick.
Power weapon with a leap could eventually happen, though.
This is getting off topic. The combo finishers is not about mobility, but about deversity and creating more options in combat creating more skillful combat.
Next to that: Yes indeed, i have been thinking and Axe skill #2 seems so be a good whirl finisher
Unholy Feast would do too much if it were a blast finisher. I’d rather it remain as is than getting current features nerfed or removed.
That said, Ghastly Claws (Axe #2) could be a good whirl finisher.
Well yeah I had this in my head but since this attack has an 8 second cooldown combines with high DPS, I am not sure if this is reliable. Something I definetly do not want to achieve is that this attack get’s “Nerfed”.
Deathly Swarm – projectile
Feast of Corruption – whirl maybe, 1/2 evade (hah)
Well of Darkness – smoke field
Well of Blood – water field (hah)
Life Blast – projectile
Enfeebling Blood – blast
Deathly Swarm: Sounds good.
Feast of Corruption: I do not think condition builds need a boost. They already are very powerful. Adding a Whirl could make it apply even more conditions.
Well of Darkness: Sais enough I think. Next to that it already blinds, so why would you add smoke field? Stealth doesn;t fit necro much tough.
Well of Blood: A light field is actually pretty good.
Life Blast: Good idea, but doubting to make it 20% or 100%. 100 seems a bit powerful, but 20 a bit low because of the 1s cast time and 1/2s aftercast. 50% would be ncie tough, but I don’t know if it is easy to program it in 50%.
Enfeebling Blood: Also sounds attractive to me. Being able to aim your blast in a combo field sounds amazing, don’t even know if it already exists.