Showing Posts For The Wizland.8435:

Knockdowns

in Guild Wars 2: Heart of Thorns

Posted by: The Wizland.8435

The Wizland.8435

If you’re a necro I’m gonna assume you took Reaper. Use CttB or Shroud #3. If you’re base necro… Pray to ANet that you get a good stability skill (pulsing stability on Well of Power plz). You do have stunbreaks though, like S. Armor/Walk and such. Personally I’m enjoying that you need to take stability and stunbreaks to have a chance here.

Jesusmancer

Legendary vs. ascended

in Guild Wars 2: Heart of Thorns

Posted by: The Wizland.8435

The Wizland.8435

Legendary armor for example. I see no reason why people who master raids can’t get a full set in a month. Sure that’s ok. But for players such as myself who really do not enjoy raids should still have a grind opting even if it takes 5 months outside of raids that’s usually just full of these hardcore players that aren’t fun to play with often times for any casual player

Legendary armor is proof that you did the raid. There should be exclusive content, especially when it’s cosmetic like the legendaries. If you can’t do the raids then you haven’t earned the gear, it’s as simple as that. Legendary armor doesn’t have much of an advantage either, so there’s no reason not to have exclusivity. If everyone can do everything, then getting legendary gear won’t be nearly as impressive.

Jesusmancer

Please allow Elite Spec at level 21

in Guild Wars 2: Heart of Thorns

Posted by: The Wizland.8435

The Wizland.8435

I think it’s fine as it is now. Unlock at lvl 80. That’s just one more reason for people to push through that horror that is the NPE. If they got the elite spec before 80, they might not bother reaching 80. By reaching the level cap, it gives players a chance to really get a feel for the profession (assuming they don’t cheat level with tomes and such) so that they can really appreciate the differences the elite specs provide.

I think level 60 is good. By level 60 you’ve already gotten a feel for the profession and can appreciate it, and there needs to be something to shake up the experience partway through leveling. As is the later levels don’t have much major unlocks besides extra trait lines, which are sparse.

Do keep in mind they haven’t revealed how exactly unlocked elite specs works btw.

Jesusmancer

[BWE2] Events are boooooooring

in Guild Wars 2: Heart of Thorns

Posted by: The Wizland.8435

The Wizland.8435

I want events that require/let you to do other activities than just killing mobs. That’s it. As for relevancy – I played this weekend with few friends, and our reaction was the same: “We were waiting three years to get yet another wave event. How boring.”

You’re looking for Adventures then. Most of that kinda stuff is getting moved to adventures, so try those. Personally I’m fine with straight combat events. Even the already existing events have some interesting goals, for example, in the Blightree chain you need to use stability and coordinate to make sure those using the bombs don’t get CCd.

Jesusmancer

Rise does not work...

in Necromancer

Posted by: The Wizland.8435

The Wizland.8435

It only spawns minions if it hits, same with CttB. You were probably blinded or something. The minions might’ve also died from AoE, as they’re pretty squishy right now.

Jesusmancer

Reaper Shroud A little Too OP

in Necromancer

Posted by: The Wizland.8435

The Wizland.8435

Look at what’s dealing damage to you and dodge those attacks. Is it Gravedigger, a huge spin? Executioner’s Strike, where the scythe is held up in the air? All of the attacks with big damage are slow and give clear indicators on when it’s being used. You can also just avoid being in melee range to stay safe.

Jesusmancer

Reaper coeffs and early thoughs

in Necromancer

Posted by: The Wizland.8435

The Wizland.8435

One change I’d like to see with GS #2 is that it’s cooldown resets if the attack brings the foe below 50% HP. There have been a lot of times I think the enemy is right below 50% health but not quite.
RS #1 feels fine to me. It hits twice as fast as GS #1 and procs traits fast so it’s pretty good. RS #4 and #5 does feel like it needs a little more damage, but not much.
Reaper feels pretty solid right now.

Jesusmancer

Guardian has bad downed spells.

in PvP

Posted by: The Wizland.8435

The Wizland.8435

Well, #2 doesn’t work for any of the classes against Stability (with exceptions like ele and thief that move themselves). #3 is fairly effective and brings you back up a fairly good amount (though it needs a lower CD). Just don’t get downed so much, the downed skills in general aren’t supposed to be good.

Jesusmancer

limit amount of might stackable on self

in PvP

Posted by: The Wizland.8435

The Wizland.8435

I don’t see why people hate stacking might so much. You still lose damage from taking Celestial because you could have might and an offensive amulet. It’s not necessarily overpowered (Cele Necro is fine), and if a particular spec is OP then nerf it, don’t nerf everyone. Might stacking is part of what makes celestial builds actually work, and doing something like this would make them significantly worse.

Jesusmancer

Enfeebling blood is weak

in Necromancer

Posted by: The Wizland.8435

The Wizland.8435

I’ve been wondering: what exactly is wrong with offhand dagger?

On paper it looks ok, but nobody takes it. I guess it is in far better shape than focus, scepter, and axe, but it’s not really in good shape either. Of course Warhorn being the best damage and the best utility outclasses everything else.

Nobody takes it because it’s main use is on condi builds, which are pretty bad on necro right now, and warhorn is better on all builds except condi.

Jesusmancer

Can we get increased range on Dagger aa?

in Necromancer

Posted by: The Wizland.8435

The Wizland.8435

Dagger #2 cast should be reduced to 2 seconds, #3 should shadowstep you to your targetted foe or have a reduced CD and cast time (1/2 second cast and 20 second CD).
There’s no need for any crazy reworks. The concepts are fine, they just need buffs. Dagger doesn’t need to be melee, it’s already our only core melee weapon.

Jesusmancer

Dagger/X + Axe/X?

in Necromancer

Posted by: The Wizland.8435

The Wizland.8435

Axe isn’t very good, as it deals hardly any damage. You’re better off using staff for the extra DS damage and utility (regeneration, poison, CC, condi-transfer, etc.) Switching to Axe won’t increase your damage, not by much anyway.

Jesusmancer

no use for shorud. condi necro Pve

in Necromancer

Posted by: The Wizland.8435

The Wizland.8435

I think regular shrouds auto should proc traits twice to balance it with Reaper. That’d make it worth staying in for Dhuumfire. It’d also be a bit better if DS #1 applies poison, DS #4 applied bleeding, and RS #1 applied bleeding

Jesusmancer

(edited by The Wizland.8435)

My reaper build with the websites URL

in Necromancer

Posted by: The Wizland.8435

The Wizland.8435

Nice explanation. And by that I mean there isn’t one. It looks like a hybrid power/condi build to me.

Jesusmancer

Deleted

in PvP

Posted by: The Wizland.8435

The Wizland.8435

Quickness and Slow should not affect your mobility with skills. A boon harms you and a condition helps you escape. It makes no sense.

Jesusmancer

Rangers and Necro's "Meta Worthy"?

in PvP

Posted by: The Wizland.8435

The Wizland.8435

Necro does not have a high tier build in PvE due to poorly designed encounters. If the encounters actually required lots of boon strips, condi transfers, and other things necro is good at then it’d be fine. But as is, nothing requires that.

Jesusmancer

HoT August 7-10 Review

in Guild Wars 2: Heart of Thorns

Posted by: The Wizland.8435

The Wizland.8435

Reaper works fine for condition builds for the traits, though I doubt greatsword was intended for conditions. Also this seems really late. You should probably just wait for the next BWE btw, they already released a list of buffs and changes to the specializations.

Jesusmancer

warhorn sound effect?

in Necromancer

Posted by: The Wizland.8435

The Wizland.8435

I get what they were going for with this sound but I don’t think it really worked…

Jesusmancer

why not every 20 precision = 1% crit

in PvP

Posted by: The Wizland.8435

The Wizland.8435

I see no reason to increase the base crit chance to 10%. Of course you shouldn’t be able to do something if you don’t invest into it. Power builds don’t use conditions because they don’t invest in condition power, why would a build that doesn’t invest in precision get crit chance? As for making 20 precision equal 1% crit chance… Alright I guess? Not much reason but okay. I’d rather they focus on doing other stuff.

Jesusmancer

[Concept]Will-o'wisp / Termagant

in Necromancer

Posted by: The Wizland.8435

The Wizland.8435

I think Dazzling Spurt should apply fear to work with Terror builds. What’s the cast time on Grenth’s Judgment? Grenth’s Judgment would only really work on classes with a high max health, so how about 25% of your missing health?
Low Heat should be 30% since it only effects burn. Ripped Shackle doesn’t have enough of a reward for removing those controlling conditions. Hypochondry might work well if it grants enough might. Burning Heart needs more LF. Sinister Equilibrium is good, albeit a bit boring. Blazing Strength should grant 2 might stacks. Grinding the Weak should have a 5 second ICD. Warm Coat and Solid Flame should be merged into a single trait. Shared Candle needs a bigger radius.
I think it’s a solid concept all in all, just needs a few buffs in some areas.

Jesusmancer

Death Shroud vs Dead or Alive

in Necromancer

Posted by: The Wizland.8435

The Wizland.8435

From what I saw of the numbers Dead or Alive heals much less, so you’re still vulnerable if it activates. Plus it only activates if you get brought to 0 health while Berserking. You also need to choose between using a T3 Burst skill or berserking and possibly being brought to 0 health. To contrast, necro always uses Shroud and doesn’t have any conditions, besides it being off cooldown and having enough LF, to use it to tank damage. I think Dead or Alive is more just to give you a second chance to get out of a poor situation.

Jesusmancer

(edited by The Wizland.8435)

Should Lingering Curse be made baseline?

in Necromancer

Posted by: The Wizland.8435

The Wizland.8435

I think the trait just doesn’t belong on Grandmaster as is since it affects all of 2 skills. It should be changed to granting 66% to everything and another 33% to scepter, meaning scepter gets 99%.
Scepter just needs a buff in general. How about scepter #1b applies 2 Bleed and #1c applies 2 Poison. #2 applies 3 bleed and cast time reduced to 1/2 second. #3 applies 2 stacks of torment and an additional 2 per unique condition on enemy and LF gen increased to 8% per unique condition.

Jesusmancer

(edited by The Wizland.8435)

A real solution to Diamond Skin!

in PvP

Posted by: The Wizland.8435

The Wizland.8435

I think diamond skin is fine, it’s not hard to take out 1700 hp or what ever, in fact I would say it’s next to useless unless you’re a bunker build.

I’m also pretty sure most players are forced into Fire/Water/Arcana at the moment too..

The issue with Diamond Skin is that it literally just locks out condition builds. If you are using a condition build, you absolutely cannot kill the ele without some help. I think this suggestion works much better and makes more sense than the current iteration.

Jesusmancer

Axe's Purpose?

in Necromancer

Posted by: The Wizland.8435

The Wizland.8435

It’s a ranged power weapon that stacks vulnerability, while giving us retaliation and using cripple to keep our enemies away. Our close range, high damage “shotgun” with control skills would probably be dagger and warhorn.

Jesusmancer

Let's help pitch axe rework ideas.

in Necromancer

Posted by: The Wizland.8435

The Wizland.8435

Axe as a concept is fine, it’s just severely undertuned. No need to try and reinvent it.
Axe #1 and #2 range increased to 900, damage increased, and hits up to 3 enemies. #1 cast time decreased to 1/2 second. #2 cast time decreased to 1.5 seconds and LF increased to 20%. #3 is now a blast finisher.
Spiteful Spirit ICD removed. This alone is probably enough with #3 now being a blast finisher, but the following is a cool idea (even though it’s probably completely broken and OP) so I included it: Each foe hit by Unholy Feast now spawns another Unholy Feast, Unholy Feast’s spawned from this trait do not activate Spiteful Spirit. Affects standard axe.
Unholy Fervor’s damage bonus should affect all weapons but that’s another discussion.

Jesusmancer

(edited by The Wizland.8435)

Increasing Players on Stronghold

in PvP

Posted by: The Wizland.8435

The Wizland.8435

I think 6v6 would work best. 8v8 sounds a bit too much, I already had plenty of encounters with enemy players in it’s current state. There are already goals that force people to fight each other.

Jesusmancer

superior sigil of powerlessness (un-might)

in PvP

Posted by: The Wizland.8435

The Wizland.8435

Having a sigil focusing on countering a single specific type of build and ONLY that build is terrible design. You’re literally asking for boon removal that only removes one type of boon. If a build is overpowered, nerf the build. Don’t try to introduce something that only serves to counter that build.

Jesusmancer

Sacrificial Skills with Torch?

in Warrior

Posted by: The Wizland.8435

The Wizland.8435

Well hopefully they don’t kitten it up like they did with corruptions. It’s a neat concept but the reward needs to be big enough to make up for harming yourself.

Jesusmancer

Rampage = Defensiv Skill

in PvP

Posted by: The Wizland.8435

The Wizland.8435

Rampage is fine now. No need to nerf it.

Jesusmancer

Life force generation

in Necromancer

Posted by: The Wizland.8435

The Wizland.8435

It’s definitely possible for weapons without LF generation on the auto to function. The main issue is that skills besides autoattacks tend to have undertuned generation. Axe #2 needs 25% LF generation. Scepter #3 needs to be increased to 8% per unique condition. This is pretty much minimum for it to really work. Here, have a bunch of math. Keep in mind all of these assume you use the skills as often as possible.
Dagger auto chain: About 2 seconds. Generates 8% LF, so 4% LF per second.
Ghastly Claws: 12% LF. 8 second cooldown, 2.25 second cast time. Assuming used as often as possible, about 10.25 seconds between each use (due to cast time). About 1.17% LF per second untraited. If traited, cooldown reduced to time between each use reduced to 6.5 seconds, time between each use reduced to 8.75 seconds. About 1.37% LF per second traited.
Scepter: 3% LF per unique condition, 10 second cooldown. Assuming 4 unique conditions, that equals about 1.2% LF per second.
Having axe and scepter increased to 20% and 8%, respectively, would make them more valuable for LF, though dagger would still have an edge over them. Here’s how they’d fare that way.
Ghastly Claws: 20% LF. 8 second cooldown, 2.25 second cast time. Assuming used as often as possible, about 10.25 seconds between each use (due to cast time). About 1.95% LF per second untraited. If traited, cooldown reduced to time between each use reduced to 6.5 seconds, time between each use reduced to 8.75 seconds. About 2.28% LF per second traited.
Scepter: 8% LF per unique condition, 10 second cooldown. Assuming 4 unique conditions, that equals 32% LF every 10 seconds, or about 3.2% LF per second.
In axes case, the lower LF per second compared to dagger is made up for with burst LF generation. Same with scepter. Admittedly this may be too high since you will be doing things besides using those skills, but they should be increased. I also suggest LF increases on OH dagger and Focus.
OH Dagger: 4% LF per condition transferred.
Focus: #4 LF increased to 4% per bounce (effectively 4% increase if all 4 bounces land).

Jesusmancer

(edited by The Wizland.8435)

What am i?

in Necromancer

Posted by: The Wizland.8435

The Wizland.8435

The staff skills grant a lot of utility. Chill to slow enemies, regeneration, poison to delay healing, condition transfer, crowd control, etc. I would say staff is more of a utility weapon than an offensive weapon considering it’s actual damage (outside condition builds) is not fantastic. I do find it useful to place Mark of Blood not on top of the opponent sometimes to bait them into wasting dodges.
As for lacking range without DS, that’s why axe needs to be 900 range and deal more damage.

Jesusmancer

Build Saver Loader Feature Please

in Guild Wars 2: Heart of Thorns

Posted by: The Wizland.8435

The Wizland.8435

I think we’ve been asking for a while now. Unfortunately, it doesn’t sound like anything’s come of it.

Jesusmancer

[feedback] HoT failed...

in Guild Wars 2: Heart of Thorns

Posted by: The Wizland.8435

The Wizland.8435

I’m inclined to disagree, the events were very good. Most of them were just bugged this beta weekend. I find them a more fresh and interesting experience than how Silverwastes did it (nothing against SW, it’s a nice map). Rather than having one central event, there are a variety of things you can go do. You could help the Itzel, grab Pact supplies, help capture outposts, etc. Also, using rifles is 100% optional.

Jesusmancer

Suggestion: Defeated players become Mordrem

in Guild Wars 2: Heart of Thorns

Posted by: The Wizland.8435

The Wizland.8435

“Corrupted Shia Le Beef”

But you know jiu-jitsu…
Seriously though, it’s a decent idea, but I’d rather keep PvP to the Mists.

(Also that should be Shia Le Salad D:)

Jesusmancer

Beta Experience Voice Overs and more

in Guild Wars 2: Heart of Thorns

Posted by: The Wizland.8435

The Wizland.8435

Shiro doesn’t sound nice to me. He doesn’t insult you or make great boasts, but he has that tone of contempt and a couple lines where he makes demands (such as releasing him). The way he talks makes it sound like he feels insulted by this. I haven’t played GW1, but I think I like how he acts now.

Jesusmancer

Punishment for leaving ranked

in PvP

Posted by: The Wizland.8435

The Wizland.8435

ANet already said they are reintroducing the Dishonor system. We’ll have to wait and see how that works out.
https://www.guildwars2.com/en/news/introducing-pvp-leagues/

Jesusmancer

Axe Resurrection!

in Necromancer

Posted by: The Wizland.8435

The Wizland.8435

I think #1 and #2 should be 900 range and they all need increased damage. #1 should have a 1/2 second cast time and #2 should have a 1.5 second cast time. #2 should have 25% LF gen (it takes a whole 40 seconds longer to reach full LF with axe than with dagger) and be a whirl finisher. #3 should be a blast finisher.
Spiteful Spirit at least needs to have it’s ICD removed. Even then I’m not sure if it’ll stand up to SoS and CtD, so how about each foe that Unholy Feast hits spawns another Unholy Feast (the new Unholy Feast does not spawn another one) and this affects normal axe.

Jesusmancer

Add one functionality to 1 skill.

in PvP

Posted by: The Wizland.8435

The Wizland.8435

Necromancer Axe #3 is now a blast finisher. This would be so handy for improving necro axe and adding group support.

Jesusmancer

Thorough Review of SPvP Reaper (w/ pictures!)

in Necromancer

Posted by: The Wizland.8435

The Wizland.8435

I agree that GS is pretty weak. Personally I would do this…

  • GS range on all attacks increased to 220. A simple range increase will already make it harder to escape.
  • Damage on all skills increased.
  • GS #1 first two attacks reduced to 1/2 second cast time, finisher reduced to 3/4 second, and chill duration increased to 4 seconds (prior to traits).
  • GS #2 continues spinning until it does not hit a foe below 50% health (up to 3 spins in one cast), recharge bonus applies if the attack brings the foe to below 50% health, recharge bonus increased to 100%, and movement speed increased by 15% while in use. This makes the skill very threatening while under 50%, while preventing enemies from just walking out of it.
  • GS #3 cast reduced to 1/4 second, LF increased to 5% per hit, CD reduced to 9 seconds, and range increased to 400. A range increase will easily make the LF generation much better, and personally I disagree that the LF gen feels tacked on and having it like this makes it feel more unique from dagger. This skill is an easy setup to go on the offensive while having your defense up. There doesn’t need to be LF gen on the auto for it to be good, it just needs to be reliable.
  • GS #4 pulses every second for a total of 8 pulses and aftercast reduced. It feels pretty solid right now, just unreliable due to the slow pulse rate.
  • GS #5 immobilizes enemies for 3 seconds, cast time decreased to 1/2 second, projectile speed increased, targets where the enemy is instead of where you are facing, and strikes in a cone. This mostly just serves to make it less awkward, while preventing your foe from immediately leaping away.
Jesusmancer

(edited by The Wizland.8435)

Olde School Balancing

in PvP

Posted by: The Wizland.8435

The Wizland.8435

So basically, make the game slower. I can see the point you’re making, but I prefer the fast paced style of GW2. This is a different game from GW1, and even if it was made slower, there would still be imbalances. There’s also the whole issue that it would take forever to actually do.

Jesusmancer

New mesmer, guard, necro skills in PVE

in Guild Wars 2: Heart of Thorns

Posted by: The Wizland.8435

The Wizland.8435

Greatsword feels pretty weak and clunky. It needs a boost in damage for how slow it is. #1 is just too slow regardless of damage and the chill from it is really short. Gravedigger needs 100% recharge bonus and it should continue spinning until it doesn’t hit a foe below 50% HP. #3 is unreliable for LF gen, needs a shorter cast time. #4 should pulse every second and have less aftercast. #5 aims where your character is facing instead of where the enemy is, making it hard to use. To be fair, it’s issues in PvE are partially alleviated.
Reaper Shroud feels great and powerful, though #2 is awkward to use since it doesn’t stop at your foe.
The shouts are pretty meh. They aren’t terrible, but they aren’t exactly great. “Your soul is mine!” needs a bit more healing and LF, or a lower cooldown. “Suffer!” needs a lower cast time. “Rise!” needs better minions to summon (personally I have the idea of blood minions that naturally degenerate 10% HP per second). “You are all weaklings!” should have longer stability (1 stack for 5 seconds for each target hit). “Chilled to the bone!” should have a longer stun that’s unbreakable, as well as a lower cast time.
A couple of the traits aren’t very good; Shivers of Dread feels short, Chilling Nova got overnerfed, Deathly Chill just deals very very low damage.

Jesusmancer

(edited by The Wizland.8435)

Chilled to the Bone needs to be 60 seconds

in Necromancer

Posted by: The Wizland.8435

The Wizland.8435

I think an interesting way to do it would be to reduce the cast time to 1.5 seconds, increase the stun to 3 seconds, and make the stun unbreakable.

Jesusmancer

Chilling Nova Nerfed

in Necromancer

Posted by: The Wizland.8435

The Wizland.8435

Chilling Nova’s original incarnation was quite strong when combined with Bitter Chill. It was going to get a nerf eventually, but I do think it was drastically overnerfed.

Yea. I think it would’ve been fine on a once per 5 second ICD or thrice per 15 second ICD. It was a bit strong before, but it’s too weak now. Bitter Chill got nerfed to only 3 vuln anyway.

Can you verify that the wiki coefficients for GS and Shroud skills are correct?

Unfortunately I’m not that good at figuring out that stuff, you’ll have to have someone else help you. Sorry.

Jesusmancer

Chilling Nova Nerfed

in Necromancer

Posted by: The Wizland.8435

The Wizland.8435

It appears this trait only procs once every 15 seconds now. Seems a bit unjustified to me, and honestly not worth taking now. Is an extra 3 seconds of chill every 15 seconds really worth it? It doesn’t deal much damage either. I don’t see why they made it not proc up to 3 times before having to wait for the ICD.

On a side note, GS deals too little damage for how slow it is.

Jesusmancer

(edited by The Wizland.8435)

give warriors 5 more baseline traits

in PvP

Posted by: The Wizland.8435

The Wizland.8435

A bunch of these have no reason to be baselined. Only ones, out of these anyway, that would be reasonable would be Inspiring and Powerful Banners. Traits become baseline when they are absolutely necessary to play a class or use a weapon, which most of these aren’t.

Jesusmancer

Portal for BWE1?

in Guild Wars 2: Heart of Thorns

Posted by: The Wizland.8435

The Wizland.8435

Probably not. If they do become important they’ll probably be obtainable again.

Jesusmancer

The state of SPvP

in PvP

Posted by: The Wizland.8435

The Wizland.8435

I think Unranked and Ranked should be changed to SoloQ and TeamQ and the maps no one likes (Skyhammer, Courtyard, etc.) should just be fixed. I think the randomness in map choosing is fine so long as all the maps are fine. Besides that, I agree with you.

Jesusmancer

(edited by The Wizland.8435)

Damage mitigation is soo cheesy in this game.

in PvP

Posted by: The Wizland.8435

The Wizland.8435

You are punished through having those skills going on CD (and therefore not being available for later). There is no need to have an active punishment for mistiming a skill, because the punishment comes from your foe.

Jesusmancer

Remove Stability From the Game: How and Why

in PvP

Posted by: The Wizland.8435

The Wizland.8435

I disagree, stability requires you to properly predict and time it while helping the enemy predict pushes. It also has counters with boon-strip.

Jesusmancer

Ode To a Necromancer

in Necromancer

Posted by: The Wizland.8435

The Wizland.8435

Someone is immune to sunshine and rainbows…

You might want to redirect your personal attack to http://www.gw2wvw.net/. It would fit right in there.

The video is neat and all, but he has a point. Necromancer’s primarily flaws don’t come into play in WvW, with only lack of support being an issue, while one of their strengths is much more important in WvW (AoE). I do like the video though.

Jesusmancer