Showing Posts For Tim.6450:

dagger aa > RS aa ?

in Necromancer

Posted by: Tim.6450

Tim.6450

Gravedigger can be very good but as the same problem of attack speed, the Dagger AA can deal exactly the same amount of damage, expecially if you use the vampiric aura (that’s sad).

  • Dagger auto 2.1s total time cast time. 2.8 total coeff. 1.333s coeff a second.
  • Gs auto 3s total cast time. 3.6 total coeff. 1.2 coeffs a second. ( this doesnt count putting grave digger whenever you can for a dps increase. )
  • Grave Digger spam 1.8s cast time. 3 coeff. 1.66667 coeffs a second.

dagger auto cant make up for 0.3 coeff especially since thats 0.3 is effectively 0.69 because of crits, which siphons cant do.

TL;DR Gs is good.

Don’t forget the inate greatsword damage increase of 10% compared to dagger.

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Every Elite feels like an update, except us?

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Posted by: Tim.6450

Tim.6450

Dragonhunter is a tradeof, instead of supportive aoe virtues they get more selfish (or at least self centered virtues) it’s fine, they may be a bit stronger but remember it costs a minor trait so that balances it out.

I’m more dissapointed in the other elites or at least their developpers. With reaper they had the guts and creativity to practically remove the old class mechanic and replace it with the new one. This forced the players to adapt to the specialisations and not vice versa wwhat you see in the other elites. This gave the class a new air from the start while other elite specs will slowly fall in line. People will understand the new tools and will create a (new) build/ playstyle with it. That being said the difference in playstyle will be a lot lower since they really can’t it give it much leeway in the changes to strengths and weaknesses.

A reaper gave practically all it’s inherent ranged damage capabilties for more melee damage and the tools necessairy to support this new melee playstyle. With a Daredevil they can’t give too much new strength and weaknesses since all other aspects of the class are still there.

While it is easy to bash on the dev’s it has to be said that the necromancer was probably one of the easiest classes to make this kind of change. The biggest reason for that is the decoupling of the shroud skills and the necromancer itself (sorry for the informatics term but it fits perefectly). That being said I had expected a bit more from the devs in terms of creativity to make it happen: Scrapper/Chronomancer is a huge dissapointment in that regard.

tl;dr
So don’t worry they get the “upgrade” but it is far lower then the “upgrades” we got. We did get some downgrades in return to balance it out.

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Meet the Scrapper [Elite Spec Discussion]

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Posted by: Tim.6450

Tim.6450

I doubt gyros will be as “useless” as turrest if they CAN get destroyed by attacks, because it kittening explodes and theres a trait that makes it stun enemies I believe

https://wiki.guildwars2.com/wiki/Explosive_Powder

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Defiance and Soft Crowd Control

in Guild Wars 2: Heart of Thorns

Posted by: Tim.6450

Tim.6450

Colin said about raids something like “we have a very good combat system, but it is only used to its full extent in PvP. Raids are meant to change that”. Well sorry to say, but this thread is a proof that PvE is not going in the right direction for this statement to be true, quite the opposite.

I aggree, I had high hopes for raids but the way I see it going suggests it will be the same of old only this time with mastery gimmicks. Kinda like crowned pavilion bosses. Also it is not only raids, fractals are suffering as well, who thought weakness was a good counter to the increased precision ,tough luck.

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Defiance and Soft Crowd Control

in Guild Wars 2: Heart of Thorns

Posted by: Tim.6450

Tim.6450

forum bug 15/char

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Improving Parasitic Contagion

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Posted by: Tim.6450

Tim.6450

I would make it work in shroud and then add the following effect:
“Condition you transfer use your condition stats/traits.”
This means that conditions we transfer are not only stronger (most cases you have a higher condition stats and your added duration), they also heal you and can proc some traits. It is very niche but I think it fits it very well.

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No place for Reapers in raids/dungeons?

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Posted by: Tim.6450

Tim.6450

I may be mistaken but does this not shut down the advantage of one our greatest pvp mechanics: boon corruptions? From what I understood is that bosses will have break bars up while they are charging up for their big moves. So it’s not up all the time. Boons on the other hand will be most likely be placed periodicallly during the fight and most likely not when the break bar is being charged. So when we corrupt fury when the break barr is not up, is the placed blind usefull at all? No. So is it not better to just invest in boon removal then corruption since corruptions come with wasted conditions which consume the skill budget?

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Scrapper - Engi Elite Spec Preview MMORPG.com

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Posted by: Tim.6450

Tim.6450

They named the thing scrapper??? Daring choice. I’m happy my engineer is not a char though. I would not want to associate myself with them.

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Defiance and Soft Crowd Control

in Guild Wars 2: Heart of Thorns

Posted by: Tim.6450

Tim.6450

Does the defiance destroying effect stack in duration or intensity? Because if it does in duration we may forget a good scalable breakbar system.

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HoT's plot 'selling points' make no sense

in Guild Wars 2: Heart of Thorns

Posted by: Tim.6450

Tim.6450

Also wouldn’t it be logical for an elder dragon to create instead of corrupt? Elder dragons are not dumb, so learning from the mistakes of zhaitan is not illogical. One of the things the pact did was negating the ability to corrupt (with the krait orb and destroying the ship full of corpses).

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HoT's plot 'selling points' make no sense

in Guild Wars 2: Heart of Thorns

Posted by: Tim.6450

Tim.6450

Well one thing that can be said is that with zhaitan , it corrupted a dead person, but with mordremoth it corrupsa living one which is a huge difference. Also the physical changes are optional (not sure), unlike zhaitan. So I think it will not be hate but more paranoia: any sylvari can at any moment become a mordrem minion without anybody knowing.

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Defiance and Soft Crowd Control

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Posted by: Tim.6450

Tim.6450

I dont really see the point in having soft CC’s if they dont actually provide unique effects. This is a bad change. It removes a layer of complexity to the game. And prevents certain approaches. Such as using chill and cripple to create a chance for players to recover by giving time to create distance (the entire purpose of those conditions).

Basically we have a ton of conditions in game but none of them work on anything anymore. It was bad enough that blind didnt work on bosses (although justified because of how overpowered it is). Now the rest wont work either. This is a step back.

I can understand you wanting to restrict these conditions due to broken effects like slow and blind. But that doesnt mean you should do it for every soft cc condition. Weakness, chill and cripple should all work as intended and not effect the breakbar. Immob is debatable.

This restriction further emphasizes the dominance of boons over conditions. And right before we even get the chance to see if harder content actually closes the gap and makes debuff conditions desirable. People were looking forward to debuffer classes maybe having a chance to compete with heavy buffers. Thats being completely shut down before it even started with this.

Really unhappy with this change. And i really hope you reconsider. Even if it means compromising and making some of those conditions work with reduced effectiveness on the big bosses.

Also whats the point in having unique hard CC’s and soft CC’s if they all provide the same predetermined effect/stun on breakbar destruction. Its dull. Please at least spare soft CC’s from this fate.

I too echo this sentiment. If debuff conditions do the same thing as hard CC, why even bother bringing them at all? You can’t relieve pressure on your allies and it dumbs down the game. Just bring someone with heavy hard CC instead and forget actual debuffing even exists. More efficient and probably more damaging anyway.

Plus, this really kills any shot of Necros being wanted in raids or other future content. Necros probably have the best and most reliable access to these debuffing conditions, but against Defiant foes, a Hammer warrior will deal more damage to both health and defiance bar as well as bringing superior party support.

Completely aggree with both.

EverythingOP

so if chill will deal damage (reaper) ...

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Posted by: Tim.6450

Tim.6450

I want to add a small something which is that both these suggestions have some flaws:

  • the “frost” effect would be uncleansable (because it is not a condition). This reason alone would probably prevent this solution from being applied. A way around it would be to link it to the chill, so that if the chill is cleansed, the frost effect too, but that would probably require some coding + would behave very weird.
  • the “torment” idea loses the “executioner” theme. Currently, most “executioner” effects are power-based, so having chill has the condi-executionner was a great idea. A way around that which I believe is the best compromise is to apply more torment if the enemy you chill is below 50%. This has the best of all worlds: it is cleansable, it stacks and it executes + it also punishes enemies trying to move which fits the “chill” idea very well.

So best suggestion (numbers are obviously just examples):
Deathly chill
Apply 2 stack of torment (5s) whenever you chill a foe. Apply an additional stack for enemies below 50%.

Honestly it doesn’t need the executionet theme, we have spite for that and the fact that conditions have a ramp up time. This makes that you are only in the bonus situation for a very short time.

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Reaper Changes for BWE3

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Posted by: Tim.6450

Tim.6450

Additionally, can you comment on Deathly Chill? This skill currently doesn’t work on 90% of PvE enemies. Any update on this?

I think the new icon will help with this. The damage is probably getting lost with the other attacks.

When you need an icon to see the effect of your grandmaster trait, it means something went wrong. I tried the trait in pve with a spite/curses/reaper build, It was rabid but I had some nice might stacks. This is what happed to me:
foe above 50% health
- condition damage is ramping up nothing, casting chill is too weak at the moment.
foe below 50% health
- Time for my chills. Chill of death + chilling nova procced. 2 seconds later enemy dead.

This may be a (little) exageration but it shows the problem clearly for PvE: Conditions is an executioner due to ramp up time, spite is an executioner due to health thresholds. Add deathly chill’s own executioner style due to it’s threshold. They all shorten the time they are effective while doing little to nothing to the ramp up time. So maybe just drop the threshold for it or make it more bearable (66%~75%).

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Pointless Map Voting.

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Posted by: Tim.6450

Tim.6450

In my eyes the vote is pointless if it’s already pre decided by an AI System! Also I did’t write this post to seem cool like someone said. Just expressing my self in the forums It’s called freedom of speech!

The decided map is not determined just the number that decides the map. The votes determine within which threshold the number falls. For instance AI decides the map number is 0.19. If 1 person voted Foefire (assuming it is the first) and the rest spirit watch it will be spirit watch. If 2 people voted Foefire (assuming it is the first) and the rest spirit watch it will be Foefire .

EverythingOP

(edited by Tim.6450)

Necro in Raids

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Posted by: Tim.6450

Tim.6450

Just imagine that you got a boss that use a flamethrower and is basically immune to physical or condi damage while it’s break bar is refilling. Just imagine that the only ways to damage him outside of the stun due to the broken bar are :
- retaliation
- life siphon

A design that mainly promote defensive gear/boons/conditions and healing stuff. See? everyone want a necromancer in it’s team for that.

I’m taking this:
http://gw2skills.net/editor/?vJAQNApeRnUJCdhgVhAGgA0hghigyGgHIAyg4HeesEahUA-TRSBABFp8z4DBAN7PEhSwBOBA3o+DK6DQw8HAPBAA-e

Sure, but still, the necromancer will be the best at giving darkfield for life siphon and you might want to take axe offhand instead of shield to trigger them.

2 Rev’s hammer? They even have the 100% projectile finisher auto attack (with shiro). Also the shield is used for AoE might generation.

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Necro in Raids

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Posted by: Tim.6450

Tim.6450

Just imagine that you got a boss that use a flamethrower and is basically immune to physical or condi damage while it’s break bar is refilling. Just imagine that the only ways to damage him outside of the stun due to the broken bar are :
- retaliation
- life siphon

A design that mainly promote defensive gear/boons/conditions and healing stuff. See? everyone want a necromancer in it’s team for that.

I’m taking this:
http://gw2skills.net/editor/?vJAQNApeRnUJCdhgVhAGgA0hghigyGgHIAyg4HeesEahUA-TRSBABFp8z4DBAN7PEhSwBOBA3o+DK6DQw8HAPBAA-e

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Necro in Raids

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Posted by: Tim.6450

Tim.6450

Two is damage soaking. With all of their life steal, high health, and DS/RS, necros are excellent at taking hits.

I’m not sure about this one to be honest even if you put the necromancer in a situation where getting hit is important or movement is impossible/unfavored, I think that a stance warrior is a better option. If the situation requires just survival , necromancerç may forget that role.

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Reaper Changes for BWE3

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Posted by: Tim.6450

Tim.6450

Very good changes, I doubt that life siphon on gravedigger is a good idea. Chilling force increases damage and survivability as well. Why not just give it a damage modifier instead of siphons? It may be “boring” but if we want to have higher damage as support it needs to be compatible in a group situation which extra might and crit chance aren’t. A damage modifier is well compatible in a group situation. Something like 10% damage while wielding a greatsword or 15% extra damage against chilled foes and we are good. I’m not sure about “greatsword skills do X% extra damage against …” since reaper shroud should be part of our offensive support.

For the rest suffer, shivers of dread and deathly chill seem to have some problems to me (suffer and shivers and dread underperforming and deathly chill seems not to be group friendly).

But still thank you for your hard work.

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Necro in Raids

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Posted by: Tim.6450

Tim.6450

Necro’s/reapers are very independant: we can buff ourselves with high might and maintain a high amount of vulnerability. So if an event demands we need to separate a player from the group we can be the best candidate.

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Greatest Fears of 2016

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Posted by: Tim.6450

Tim.6450

The revival off Scarlet Briar: it is bad enough that the writers want to shove her down our throat (even when she is dead she still haunts us) every possible chance during LS, but a full revival? I would scream. The only upside is that I can kill her. Again.

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Suggestion: F2 Reaper shroud

in Guild Wars 2: Heart of Thorns

Posted by: Tim.6450

Tim.6450

I have been thinking about it and if reaper had both reaper’s and death shroud, I think it would been only half as appreciated. By changing DS to RS they forced necro’s to rethink their build and gave the devs new opportunities in terms of weaknesses and strengths.
I also think this why most other specialisation s are less appreciated by other classes, the devs have a hard time creating new strengths and weaknesses to the new specialisation since every aspect of the base class is still possible within the specialisation with the loss of some trait combinations.

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Explain Staff to me

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Posted by: Tim.6450

Tim.6450

spoj is our resident PvE necro master, understandably he sees staff as a weak weapon. Just wanting to note that the OP is talking PvP specifically.

If axe and scepter were a bit better, I think most people would drop staf in the end.

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your soul is mine healing scaling terrible

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Posted by: Tim.6450

Tim.6450

@Arachnid Those numbers are fine and well but the problem is our heals aren’t that great either compared to other classes and that 1 health does not equal 1 life force.

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Wishlist: Differentiating Bleeding/Burning

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Posted by: Tim.6450

Tim.6450

Right now, [Bleeding] is basically just really bad [Burning], or the other way around that [Burning] is just [Bleeding] on steroids.

This is —- kinda boring. I wanted to bring up discussion on how we could make these two conditions different. This is NOT a “BURNING IS OPOPIE!”. The numbers currently definitely could use adjustment, however I want to keep this a constructive discussion on how we can make these two conditions different and FUN.

Two ideas I had.
First: Make Bleeding a condition that requires minimal Condition investment. “High” Base Damage, Poor Condition Damage Scaling. Burning is a condition that has the reverse properties, Low Base Damage, High Condition Damage Scaling. This allows builds that have both (Engies, Eles) to build in two different ways, One could go for power, and try to accentuate their damage with Bleed, while the other can go all out on Condition burst with Burning, while using bleeds as a cover condition.
The only thing that I kinda feel miffed about if this was to happen is that Necromancers generally speaking have bleed as a primary condition, and can only get burning through dhuumfire, while guardians are basically all about burning. Thematically it is just a bit strange for a necromancer to build primarily for power, and a guardian to build for condition. Maybe that’s just me though.

I hope you are joking right? right????

I mean if you look at the base damage / divided the scaling you will realize that burning needs 848 condition damage to double it’s damage and for bleeding 367. This means that burning has a much lower scaling compared to it’s base then bleeding.

This is intended as discussion on how to make the conditions different, not how they function now. Right now no one builds condition builds for bleeding, b/c bleeding is just inferior to burning.

Also, according to the wiki:
http://wiki.guildwars2.com/wiki/Bleeding
Bleeding has a .06 damage coefficient from Condition Damage.

http://wiki.guildwars2.com/wiki/Burning
Burning has a 0.155 damage coefficient from Condition damage.

So Burning is currently benefitting MORE from condition damage investment than Bleed. Bleeding just has REALLY LOW base damage, 22, as opposed to Burning’s 131.5.

That would be true if we consider stack per stack reference but conditions skills can apply conditions in multiple stacks and durations. So the only ‘valid’ reference is the ratio between base damage and scaling.

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Wishlist: Differentiating Bleeding/Burning

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Posted by: Tim.6450

Tim.6450

First: Make Bleeding a condition that requires minimal Condition investment. “High” Base Damage, Poor Condition Damage Scaling. Burning is a condition that has the reverse properties, Low Base Damage, High Condition Damage Scaling. This allows builds that have both (Engies, Eles) to build in two different ways, One could go for power, and try to accentuate their damage with Bleed, while the other can go all out on Condition burst with Burning, while using bleeds as a cover condition.
The only thing that I kinda feel miffed about if this was to happen is that Necromancers generally speaking have bleed as a primary condition, and can only get burning through dhuumfire, while guardians are basically all about burning. Thematically it is just a bit strange for a necromancer to build primarily for power, and a guardian to build for condition. Maybe that’s just me though.

I hope you are joking right? right????

I mean if you look at the base damage / divided the scaling you will realize that burning needs 848 condition damage to double it’s damage and for bleeding 367. This means that burning has a much lower scaling compared to it’s base then bleeding.

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your soul is mine healing scaling terrible

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Posted by: Tim.6450

Tim.6450

I really don’t get the point here. Necromancers were asking for skills, that would improve their team fight performance for a long time and this is exactly what they got. Skills, that will be much more useful in a team fight. This skill gets a cd of 13s, the lowest of all heal skills in game. Yeah, it isn’t as useful against solo targets, but it isn’t meant to be.

Well the skills are supposed to be good without traiting. Even if they were traited the expected amount of foes hit for a good effect is 3 not 5.

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Condi players are climbing on the MMR ladder

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Posted by: Tim.6450

Tim.6450

Solution is simple:

Make Condi builds require 3 non tank stats for optimal damage to achieve the condi bomb.

I’m sure eveyone would be ok with high condi damage if the player applying it is as glassy as a DPS burst player.

Precision, condition damage and condition duration? Also do you have any proof that dire builds outdamage soldier builds by a significant margin?

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Mordrem Guard and the Nightmare Court

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Posted by: Tim.6450

Tim.6450

From what I understood, the nightmare court is still connected to the dream, they are just against Ventari’s teachings. They hope to create a corrupted pale tree that matches their vision.It seems reasonable to assume that for Mordremoth, the nightmare court are just like every other sylvary: his minions. So I don’t think that the teachings of Ventari will make any difference to mordremoth.

Also the nightmare court still has meaning in this context not every battle has to be one force against another, three forces could give some interesting interactions (alliances, betrayels, conflict between mordrem and courtiers,… ).

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Reaper is hands down awesome

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Posted by: Tim.6450

Tim.6450

But debuffs are powerful. 25 Vulnerability is (now) better than might + fury tbh and scales with the latter as well. Immobilizes can also be pretty powerful.

You need 3000 base power for 1 Vulnerability to be equal to 1 might, lower and might is better, higher vulnerability is better. So unless you stack a warrior or a full sigil of bloodlust and vulnerability is better then might, Fury not included. So it’s safe to say that Vulnerability is not better than might + fury.

It should probably be the other way around, given that might improves condition damage as well. Ah well, balance problems…

Well, vulnerabity does now too :p. Makes focus an intersting sinister reaper offhand.

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Mordrem Invasion Feedback [merged]

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Posted by: Tim.6450

Tim.6450

They should have just granted the blooms by looting the dead vines at the end of an event, like they do with toxic spores, it would have caused far less issues.

I would combine this with a global reward based on the amount of incursions stopped.

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Soul Eater trait discussion

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Posted by: Tim.6450

Tim.6450

Well soul eater has to compete with a good sustain trait and a good damage increase trait all which have decent synergy with greatsword so I don’t think making soul eater’s life siphon compete with these is a good idea. An other aspect of greatsword is it cleaving and aoe potential so why not boost that?
One option could be to increase the range of skills allowing the greatsword reach it’s target limits more often plus it increase the effect of the pull distance allowing for a bit more chasing capabilities.
Another option is to increase the target limit of all skills. This comes with potential more life force and damage reduction from cold shoulder and easier gravedigger cooldown reduction. Limited effect in a low enemy fight though.
For the cooldown 20% flat should be fine. Making gravedigger the centric cooldown reducer was not a great idea since it was necessairy to save it for when the target reaches 50% health.

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Scepter ...

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Posted by: Tim.6450

Tim.6450

Don’t forget, the scepter rework should also be balanced for raid encounters. A typical raid boss fight is 3-4 minutes long. We won’t be seeing anymore of these stupid dungeon bosses that die in 15 seconds. Decreasing our ramp up time will help us, but we need a overall higher dps to compete with things like ele’s and thieves, and warriors. These classes are putting out 14-16k dps, meanwhile even our capped dps, ignoring ramp up time is only 9-11k. We need longer duration, less ramp up and higher stacks.

Do we really need longer durations? Our auto attack can reach up to 20 seconds, that is more then most condi skills in the game, scepter 2 lasts even longer and our longest bleed is 1 minute only beaten by tooth stab (a stolen thief skill).

Well it doesn’t really matter how we get there, but we should b e able to get to 12-14k sustained dps on raid fights. There are only 3 variables on getting there. Condition damage, condition duration and condition stacks. I think the necro theme is longer duration but less stacks. It is just currently our longer duration doesn’t make up for the pitiful stacks we can apply of low damage bleeds. And as far as I know, no condition build matches the sustained dps of a power build yet.

Well, yes we need higher sustained dps but a longer ramp up time is desastrous when the boss starts cleansing. Also there is a limit on how much duration you can give a skill without making the last moments of a fight unimpactfull, if we doubled the necro’s duration accros the board it would mean that at the last forty seconds the necros might as well run to the exit since even it’s auto attacks aren’t doing full damage anymore ( a bit of a hyperbole but you get the meaning). No duration wise the necro reached it’s limits with maybe the exeception of the curses minor adept trait.
What we need at this moment is more either more stacks or more damage per stack. Necro has reached already around 400 bonus condition damage so venturing further in that returns with diminishing effect.
So more stacks looks like a sensible solution. We have the option to increase the stacks/skill, add more damaging condition attacks or allow more usage of our high condition application skills. I think a good solution would be found by increasing these three aspects: give scepter #3 damaging conditions, introduce a cooldown reduction trait for scepter, up the stacks for dagger #5 (it has less tick then scepter #2 but double the cooldown ), improve corruptions, … .

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Scepter ...

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Posted by: Tim.6450

Tim.6450

Don’t forget, the scepter rework should also be balanced for raid encounters. A typical raid boss fight is 3-4 minutes long. We won’t be seeing anymore of these stupid dungeon bosses that die in 15 seconds. Decreasing our ramp up time will help us, but we need a overall higher dps to compete with things like ele’s and thieves, and warriors. These classes are putting out 14-16k dps, meanwhile even our capped dps, ignoring ramp up time is only 9-11k. We need longer duration, less ramp up and higher stacks.

Do we really need longer durations? Our auto attack can reach up to 20 seconds, that is more then most condi skills in the game, scepter 2 lasts even longer and our longest bleed is 1 minute only beaten by tooth stab (a stolen thief skill).

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Reaper is hands down awesome

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Posted by: Tim.6450

Tim.6450

But debuffs are powerful. 25 Vulnerability is (now) better than might + fury tbh and scales with the latter as well. Immobilizes can also be pretty powerful.

You need 3000 base power for 1 Vulnerability to be equal to 1 might, lower and might is better, higher vulnerability is better. So unless you stack a warrior or a full sigil of bloodlust and vulnerability is better then might, Fury not included. So it’s safe to say that Vulnerability is not better than might + fury.

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Name suggestions for a new reaper?

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Posted by: Tim.6450

Tim.6450

You can make a necro that’s pure white, but his cloak and clothes are black. Name him Ginosaji. Kudos if you get the reference.

But wer’e lacking in the spoon weapon skins, so that would be no fun.

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Shroud / Reaper Shroud Toggle Cooldown

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Posted by: Tim.6450

Tim.6450

Please no, some of us like to flash death shroud.

I’m assuming it’s for the fury toggle from going into shroud? Even if you like to use it just briefly a 1s toggle cooldown which exists for all of engineer’s kits is only going to help people not accidentally toggle it off.

It’s for the healing on exit, a second is a world of difference in this a game. Also better finger control will also help the necromancer or fixing lag in servers, but hey why solve the problem when you can use a bandaid solution that will hinder as much people as it will help.

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Will we ever see utilities in Shroud or nah?

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Posted by: Tim.6450

Tim.6450

I don’t get it, around half our utilities already work during death shroud. What makes it so different that you can activate them while in death shroud?

Nah, i don’t think that is the philosophy,

What philosophy are you talking about? Making death shroud the most non inclusive and backwards class mechanic? Eles can swap attunements during their casting without interupting the skill. I can even swap the type of effect of a glyph mid casting.

also they wouldn’t be able to implement shrouds with extra skills in future specialisations!

We have F2,F3,F4 and F5 for that one.

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Shroud / Reaper Shroud Toggle Cooldown

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Posted by: Tim.6450

Tim.6450

Please no, some of us like to flash death shroud.

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Anyone NOT planning on using the new specs??

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Posted by: Tim.6450

Tim.6450

I will be using: reaper, herald if the next changes don’t slaughter the them. Daredevil, tempest and berserker need some improvent with tempest needing very little. Chronomancer is an unknown to me. At the moment I will not be using dragonhunter unless some serious changes happen All of it is for pve.

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Will we ever see utilities in Shroud or nah?

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Posted by: Tim.6450

Tim.6450

I don’t get it, around half our utilities already work during death shroud. What makes it so different that you can activate them while in death shroud?

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Necro BW 2 My take

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Posted by: Tim.6450

Tim.6450

I disaggree, zerker may be optimal but if power/condition damage/ferocity is introduced it might become the (part of) norm (you just take enough zerker pieces for 100% crit and the rest increase condition damage or if the math allows it go full power/condition damage/ferocity). We then can boost dhuumfire,blood is power or epidemic.

You might be right but they have never announced it being added to the game and if it is we should test and see how usefull it is.
EDIT: Also as I said before the fact that you can get by youself to 100 crit chance makes makes many buffs banners fury etc go to waste.
Thanks for your opinion.

That’s what I meant you take enough zerker pieces to fill in the gap the banners, buffs leave (if neccessairy).

EverythingOP

Necro BW 2 My take

in Necromancer

Posted by: Tim.6450

Tim.6450

I disaggree, zerker may be optimal but if power/condition damage/ferocity is introduced it might become the (part of) norm (you just take enough zerker pieces for 100% crit and the rest increase condition damage or if the math allows it go full power/condition damage/ferocity). We then can boost dhuumfire,blood is power or epidemic.

EverythingOP

Length of Reaper's scythe?

in Necromancer

Posted by: Tim.6450

Tim.6450

I love my oversized scythe don’t change it.

EverythingOP

Why is condi so easy/boring to play?

in Guild Wars 2 Discussion

Posted by: Tim.6450

Tim.6450

Conditions are easy.

Why?

Don’t need 2 offensive stats to make it super powerful.

Eg. Dire.

Power requires precision and ferocity to hit hard, while condi dmg requires 1 stat only.

Literally 0 skill required to play condition based builds, because you get 2 free stat choices which you can use to make yourself harder to kill or tick even more.

Tell me how much damage do you think you do while playing dire and how much do you think you do while playing soldier??? Just because damage types seems to takes less stats (which is wrong btw condi builds require condition duration, precision and condition damage for max damage plus an extra aspect of time) it doesn’t mean that the damage is lower when both take an equal amount of stats.

EverythingOP

Reapers are WAY to tanky

in PvP

Posted by: Tim.6450

Tim.6450

Reaper has way, way, way, to high of dps to be as tanky as they are. Hands down Reaper was the best elite spec by far. The amount of damage that they can deal is absolutely ridiculous. Their only weakness at the moment is their lack of gap closers, and I can’t even imagine if you get stuck in melee range with one. The fact that you can stack 11 stacks of poison on someone with rs 4? Or that a shout for might can place 14-22 stacks of might on yourself? Or that gs3 into gs4 can take all/most of someone’s health? And all the while with two health bars to burn through like it’s nothing. I can’t honestly believe that Reapers will be let into the game without some serious tweaking.

don’t you mean gs3 into gs2?

EverythingOP

Reaper Shroud A little Too OP

in Necromancer

Posted by: Tim.6450

Tim.6450

I agree that Reapers are way to high in dps right now. The answer is constantly, “Well just stay away from them”. The problem is in conquest game mode you can’t just stay back. GS3 > GS 2 combo can wipe most people’s health bars, especially when you add in a shout that can give you 14-22 stacks of might. Oh and you can make it unblockable. And did I mention that RS 4 can put 11 stacks of poison on someone, all while having an extremely high damage coefficient? Plus the heartseeker skill just tops it off. Ultimately I can’t see how reaper can be allowed into the game as strong as it is right now, unless other professions get some serious buffs. This to me seems like the start of power creep…

That’s quite a lot of setup for one gravedigger reminds me of a recent stealth ice bow vid. Also how long do you need to stand in front of a reaper to eat that much poison, 3~4 seconds? also what heartseeker?

EverythingOP

Reaper Shroud A little Too OP

in Necromancer

Posted by: Tim.6450

Tim.6450

In the meantime while nitpicking about Reapers being good, anybody else see this berserker video? https://youtu.be/rG9-7XynxhY

Yeah…

Oh yeah I’m remeber that one, it’s quite funny to see but it seems to be only good in zergs due to the player density unlike in pvp.

EverythingOP

Nemesis's new video on necro DPS is brutal

in Necromancer

Posted by: Tim.6450

Tim.6450

All this talk about Elites got me thinking… I know this isn’t the Ele forum but what if they just swapped FGS and Ice Bow, FGS now is quite a weak elite, it’s nice for mobility and has a few DPS things to drop, but overall is pretty “meh” while Ice Bow is powerful. Ice Bow on a few minutes reuse makes sense with it’s potential power and would certainly quench the over-reliance on it quite a bit. Just a thought.

Does it matter if you need four or less ice bows to melt a boss if the icebows come at a 60 second cooldown or a 180 second cooldown?

The point is you can’t have a handful of icebows every boss. That is a meaningful change. You have people running full dungeons in close to 180s already

So it will still invalidate a (smaller) group of bosses.

Yup, but couldn’t you say the same thing about Reflects or really just party wide hard burst damage in general?

And you think I aggree with these skills/strategies invalidating bosses as well?

EverythingOP

Agury of death suggestion

in Necromancer

Posted by: Tim.6450

Tim.6450

It would be nice if the augury of death reflected more what the shouts are about. Demoralizing and intimidating the enemy.

Well augorary could inflict cripple on hit.

EverythingOP