Showing Posts For Tim.6450:

Agury of death suggestion

in Necromancer

Posted by: Tim.6450

Tim.6450

It’s not really the subject, but I feel that not putting fear on any shout (a Banshee shout) is a missed opportunity…
We have a trait that fear deals (too low) damage… but we barely have any fear outside of boon corruption. And of course the terror trait competes with a boon corruption… and not any shout that corrupt boons (they convert them to vulnerability)…

I know your feelings, my suggestion would be suffer inficting fear instead of chill while it may seem a flat upgrade with the reaper master minor trait, the fact is that both the shout and the trait are weak so why not.

EverythingOP

Nemesis's new video on necro DPS is brutal

in Necromancer

Posted by: Tim.6450

Tim.6450

I knew you were bad at math, but I didn’t know you were bad at reading too.
He clearly said that what he posted was your DPS in 30 seconds.

Well maybe I should calculate the dps of a phalanx warrior/staff ele when he is dead for 30 seconds. The number will be quite enlightening. Circumstance do matter for dps calculations.

Not sure what point you’re trying to make.

I mean they according to nem the first poster of the numbers took a (bad) case scenario (above 50% health which is a 20% dps loss, with weakness at the wrongtime, …) and impies it as “the dps of the build” that’s not a good reference, like I said the dps of a staff ele in a worst case scenario is 0, is it fair to refer it as “the dps” of the staff ele?

No, he said his DPS over 30 seconds was 8.2k, not “the DPS of the build” in general. Hence what I pointed out to Nemesis in my first post.

That, by the way, is why we calculate DPS in an ideal and controlled enviroment, to find a profession’s “true” DPS.

Well he compared it to the dps that happened over the entire fight. Also “controlled circumstances” how feasable is this scenario to occur and how much is the dps loss of each class in case it isn’t? I’m not saying it isn’t a valuable number but a lot of (bad) players use these (unrealistic) numbers to defend/choose their build.

The other fight took less than 30 secs, which is around how long most fights take when you properly use meta tactics. That’s the amount of time DnT usually uses for their DPS calculations, AFAIK.

The reason we assume an ideal enviroment when calculating DPS is to eliminate the “player skill” and “random” variables from the equation. Sure, bad players will most likely not do well with meta builds, but that’s not something we particularly care about. What we’re looking for is the optimal efficiency when clearing dungeons. When the player’s skill is sub-optimal, no build will magically make him do good clear times.
In the end, all we can control when making a build is its own effectiveness. That’s why it needs to be efficient, regardless of other factors.

Hope that explains it well.

Oh, like I said I have nothing against people using these numbers smartly or the numbers themsleves. Also I understand the use of them. The problem is that people use these numbers to justfy their behavior while they don’t even apply for these numbers.

For instance I’m not a great player I can’t run a phalanx warrior in fractal lvl 50 without swapping signet of rage for endure pain, run rifle instead of axe mace and even then I get downstate/ dead. I can never proclaim DnT numbers or whoever calculated them as my own kittene them to kick necromancers, the said thing that based on these numbers players/classes are kicked/excluded from the game. Even worse most players don’t even know the numbers, they just hear DnT say “necro is bad” (they might even folow with in perfect PvE) and then kick every necro they see.

I do not judge the DnT’ers for using these numbers, I judge the “scrubs” (for a lack of better word) for using these numbers wrongly.

If I understand correctly, you only have beef against half-baked elitists. The kind that makes LFGs with AP requirements and claims all Rangers and Necromancers are scrubs.
If so, then why are you siding with Nemesis, who specifically attacks the people forming the meta and making all these DPS calculations?

Well I don’t side with nemesis (elitist may do all they want for all I care as long as they don’t affect non-elitists who are not hindering them and you won’t hear me complaining),I’m not againt him either. I just post these because the half-baked elitists love to quote the best players and people tend to believe them because they are the words of the elite. I just place some context with these numbers to stop some people from people to get wrong ideas.

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.

EverythingOP

Nemesis's new video on necro DPS is brutal

in Necromancer

Posted by: Tim.6450

Tim.6450

I knew you were bad at math, but I didn’t know you were bad at reading too.
He clearly said that what he posted was your DPS in 30 seconds.

Well maybe I should calculate the dps of a phalanx warrior/staff ele when he is dead for 30 seconds. The number will be quite enlightening. Circumstance do matter for dps calculations.

Not sure what point you’re trying to make.

I mean they according to nem the first poster of the numbers took a (bad) case scenario (above 50% health which is a 20% dps loss, with weakness at the wrongtime, …) and impies it as “the dps of the build” that’s not a good reference, like I said the dps of a staff ele in a worst case scenario is 0, is it fair to refer it as “the dps” of the staff ele?

No, he said his DPS over 30 seconds was 8.2k, not “the DPS of the build” in general. Hence what I pointed out to Nemesis in my first post.

That, by the way, is why we calculate DPS in an ideal and controlled enviroment, to find a profession’s “true” DPS.

Well he compared it to the dps that happened over the entire fight. Also “controlled circumstances” how feasable is this scenario to occur and how much is the dps loss of each class in case it isn’t? I’m not saying it isn’t a valuable number but a lot of (bad) players use these (unrealistic) numbers to defend/choose their build.

The other fight took less than 30 secs, which is around how long most fights take when you properly use meta tactics. That’s the amount of time DnT usually uses for their DPS calculations, AFAIK.

The reason we assume an ideal enviroment when calculating DPS is to eliminate the “player skill” and “random” variables from the equation. Sure, bad players will most likely not do well with meta builds, but that’s not something we particularly care about. What we’re looking for is the optimal efficiency when clearing dungeons. When the player’s skill is sub-optimal, no build will magically make him do good clear times.
In the end, all we can control when making a build is its own effectiveness. That’s why it needs to be efficient, regardless of other factors.

Hope that explains it well.

Oh, like I said I have nothing against people using these numbers smartly or the numbers themsleves. Also I understand the use of them. The problem is that people use these numbers to justfy their behavior while they don’t even apply for these numbers.

For instance I’m not a great player I can’t run a phalanx warrior in fractal lvl 50 without swapping signet of rage for endure pain, run rifle instead of axe mace and even then I get downstate/ dead. I can never proclaim DnT numbers or whoever calculated them as my own and use them to kick necromancers, the sad thing is that based on these numbers players/classes are kicked/excluded from the game. Even worse most players don’t even know the numbers, they just hear DnT say “necro is bad” (they might even folow with in perfect PvE and it wouldn’t matter) and then kick every necro they see.

I do not judge the DnT’ers for using these numbers, I judge the “scrubs” (for a lack of better word) for using these numbers wrongly.

EverythingOP

(edited by Tim.6450)

Nemesis's new video on necro DPS is brutal

in Necromancer

Posted by: Tim.6450

Tim.6450

Either way I like to term that max dps number as Potential DPS or Theoretical DPS, as it’s not something you actually see happen very often. But then you do get people like Quin Marino(think that’s the name) that can get through a Lupi phase 1 in 11s doing 30kdps >.<

Well don’t worry about these best case scenario vids I once saw a vid about a world record mesmer fight against that boss (winged Mordrem Teragriff) with zephyrites masters. The poster daid himself that he had to try endless time to get the perfect scenario and normally mesmer suffer a lot in that fight, in another video for a world record twilight arbor run they practically gamble against Malrona (even called it the rng of malrona or something) so it’s either lots of luck or encounter specific (like lupi).

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?

EverythingOP

BWE2 Reaper feedback and GTAOE discussion

in Necromancer

Posted by: Tim.6450

Tim.6450

You mean the same helseth who made a video at how mesmer scepter auto attack inflicting torment would ruin the game? Also what makes helseth more experienced with dealing with reapers?

He is a pro player who knows a lot about the game and high-tier PvP and is a really experienced necromancer? I agree he overreacts often, but his word means more than the one of random people on the PvP forums.

So maybe the problem is boon spam and blighter’s boon is just a sympton from it?

Maybe, but just nerfing one trait that goes out of whack becauseo f the boonspam is an easier and less time-consuming solution to the problem in comparison to addressing all the boonspam.

I knew he played mesmer a lot but necromancer? Oh well, you learn something new every day. Well anet had the time to adress all conditions so why not boons? Also removing the symptons instead of the problem will not make the problem go away.

EverythingOP

Nemesis's new video on necro DPS is brutal

in Necromancer

Posted by: Tim.6450

Tim.6450

I knew you were bad at math, but I didn’t know you were bad at reading too.
He clearly said that what he posted was your DPS in 30 seconds.

Well maybe I should calculate the dps of a phalanx warrior/staff ele when he is dead for 30 seconds. The number will be quite enlightening. Circumstance do matter for dps calculations.

Not sure what point you’re trying to make.

I mean they according to nem the first poster of the numbers took a (bad) case scenario (above 50% health which is a 20% dps loss, with weakness at the wrongtime, …) and impies it as “the dps of the build” that’s not a good reference, like I said the dps of a staff ele in a worst case scenario is 0, is it fair to refer it as “the dps” of the staff ele?

No, he said his DPS over 30 seconds was 8.2k, not “the DPS of the build” in general. Hence what I pointed out to Nemesis in my first post.

That, by the way, is why we calculate DPS in an ideal and controlled enviroment, to find a profession’s “true” DPS.

Well he compared it to the dps that happened over the entire fight. Also “controlled circumstances” how feasable is this scenario to occur and how much is the dps loss of each class in case it isn’t? I’m not saying it isn’t a valuable number but a lot of (bad) players use these (unrealistic) numbers to defend/choose their build.

EverythingOP

BWE2 Reaper feedback and GTAOE discussion

in Necromancer

Posted by: Tim.6450

Tim.6450

Traits
Elephant in the room

  • BLIGHTER’S BOON – People say that this trait can scale out of whack when a lot of boons are spammed onto the necromancer, however I believe that giving it a 1s ICD would pretty much destroy the trait. I believe that it was ronpierce who originally suggested that the trait is given a “this effect can not occur more than three times over the span of one second” mechanic, which I believe would be a reasonable solution.

This will ruin the skill in a matter of seconds a blood is power -> 3 life force. Also reaper can cap this on its own for a while: chilling victory+sigil of strength+RS 3 for 8 seconds you are capped. No at best it needs number shavings (And I’m doubting about that one to) not a change in functionality, the guardin one works fine and guardian is a boon bot.

Also maybe there is too much AoE boon spam in PvP?

Edit: Added an afterthought.

Well, people report that our sustain is a bit too high, so we need a solution to this that doesn’t make the trait completely useless such as a flat 1s ICD.

The thing is though our sustain is only really high in situations where we are getting boon spammed, plus the bug in PvP with objects giving us LF. If we are by ourselves the only reliable boon generation we have is in the spite line.

Yes, I agree. But apparently getting spammed with boons in the middle of teamfights makes the reaper way too tanky. Hence the ICD implementation. If we see a nerf, I expect it to hit blighter’s boon and perhaps a scaling the LF gain from RS1 back to its BWE1 values. I obviously wish that does not happen but – what can you do?

So maybe the problem is boon spam and blighter’s boon is just a sympton from it?

EverythingOP

BWE2 Reaper feedback and GTAOE discussion

in Necromancer

Posted by: Tim.6450

Tim.6450

Well, people report that our sustain is a bit too high, so we need a solution to this that doesn’t make the trait completely useless such as a flat 1s ICD.

You don’t mean that pvp forum thread where the main poster is a condi mesmer right?

Even Helseth posted on reddit, saying that having passive sustain as amazing as this on a DPS class is a bad design decision and it needs to be toned down if we want a healthy game. So it is not like only bad players with l2p issues are seeing the current iteration of Reaper as an issue.

You mean the same helseth who made a video at how mesmer scepter auto attack inflicting torment would ruin the game? Also what makes helseth more experienced with dealing with reapers?

EverythingOP

Nemesis's new video on necro DPS is brutal

in Necromancer

Posted by: Tim.6450

Tim.6450

I knew you were bad at math, but I didn’t know you were bad at reading too.
He clearly said that what he posted was your DPS in 30 seconds.

Well maybe I should calculate the dps of a phalanx warrior/staff ele when he is dead for 30 seconds. The number will be quite enlightening. Circumstance do matter for dps calculations.

Not sure what point you’re trying to make.

I mean they according to nem the first poster of the numbers took a (bad) case scenario (above 50% health which is a 20% dps loss, with weakness at the wrongtime, …) and impies it as “the dps of the build” that’s not a good reference, like I said the dps of a staff ele in a worst case scenario is 0, is it fair to refer it as “the dps” of the staff ele?

EverythingOP

Nemesis's new video on necro DPS is brutal

in Necromancer

Posted by: Tim.6450

Tim.6450

I knew you were bad at math, but I didn’t know you were bad at reading too.
He clearly said that what he posted was your DPS in 30 seconds.

Well maybe I should calculate the dps of a phalanx warrior/staff ele when he is dead for 30 seconds. The number will be quite enlightening. Circumstance do matter for dps calculations.

EverythingOP

BWE2 Reaper feedback and GTAOE discussion

in Necromancer

Posted by: Tim.6450

Tim.6450

Well, people report that our sustain is a bit too high, so we need a solution to this that doesn’t make the trait completely useless such as a flat 1s ICD.

Like I said a 3 times/ second icd is suicide to the trait. Also the trait is related to AoE boon spam so maybe that is the problem?

EverythingOP

BWE2 Reaper feedback and GTAOE discussion

in Necromancer

Posted by: Tim.6450

Tim.6450

Well, people report that our sustain is a bit too high, so we need a solution to this that doesn’t make the trait completely useless such as a flat 1s ICD.

You don’t mean that pvp forum thread where the main poster is a condi mesmer right?

EverythingOP

New Necromancer Elite Specialization concept

in Necromancer

Posted by: Tim.6450

Tim.6450

Looks like fun, Vampiric gaze and transfusion interaction seems a bit shady. Orders look like fun. The focus 3 bleeding seems a bit unpractical, poison might be an alternative or a strong condi related (focus) trait. Also why the focus as weapon (seriously that’s the second mainhaand focus spec out of 3 that I’ve seen). I would think sword or pistol would be a better thing it’s not that each weapon is specialisation exclusive.

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This is going to get Reaper nerfed

in Necromancer

Posted by: Tim.6450

Tim.6450

So is the issue about hitting something which can’t be damaged? That doesn’t sound too complicated to fix.

Oh it can be damaged by trebs, skyhammer and doorbreakers, just not by playes (or enough by players).

EverythingOP

BWE2 Reaper feedback and GTAOE discussion

in Necromancer

Posted by: Tim.6450

Tim.6450

Traits
Elephant in the room

  • BLIGHTER’S BOON – People say that this trait can scale out of whack when a lot of boons are spammed onto the necromancer, however I believe that giving it a 1s ICD would pretty much destroy the trait. I believe that it was ronpierce who originally suggested that the trait is given a “this effect can not occur more than three times over the span of one second” mechanic, which I believe would be a reasonable solution.

This will ruin the skill in a matter of seconds a blood is power -> 3 life force. Also reaper can cap this on its own for a while: chilling victory+sigil of strength+RS 3 for 8 seconds you are capped. No at best it needs number shavings (And I’m doubting about that one to) not a change in functionality, the guardin one works fine and guardian is a boon bot.

Also maybe there is too much AoE boon spam in PvP?

Edit: Added an afterthought.

EverythingOP

(edited by Tim.6450)

Beta is now closed ... VERY Skeptical

in Thief

Posted by: Tim.6450

Tim.6450

Everything about Daredevil feels like an internal first pass that never should have seen the light of day: recycled placeholder animations that feel inappropriate, badly placed traits (and having the GM slot taken up by our “new mechanic”), physical skills costing initiative, long and clunky startup/aftercast delays making it impossible for dodges and staff animations to flow with the rest of our kit…

Between the unaddressed core issues with Thief and the unpolished nature of a lot of what was seen of Daredevil so far, I’m not feeling especially optimistic right now. At the least, they need to refine everything we’ve seen so far and make it smooth as hell. The current state of Daredevil is simply not acceptable.

Well I consider that a good thing, it means that the skils ae unpolished it means that they aren’t commited to them. They have limited man hours to work on HoT so replacing a full polished skill is a huge waste of time and therefor will be less likely to happen.

EverythingOP

Invulnerability > All (obv but lemme explain)

in PvP

Posted by: Tim.6450

Tim.6450

Condition damage still ticks while people are invulnerable…

But new ones aren’t applied you can simply walk through ring of fire ,eat a judges intervention,… and take no extra conditions.

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How to unlock Elite specializations

in Guild Wars 2: Heart of Thorns

Posted by: Tim.6450

Tim.6450

Well it can’t be 250 because if it was it would mean that with every expansion/update which adds extra specialisations it would mean they would have to add more then a tyria worth of skill chanllenges which is unrealistic.

EverythingOP

Nemesis's new video on necro DPS is brutal

in Necromancer

Posted by: Tim.6450

Tim.6450

It’s all just math. If the class sucks in a vacuum where math has shown the theoretical max for the class, it’s not going to magically get better in practice. You’ll assume each player is roughly the same so they drop that max by roughly the same amount leaving you at the same ranking you originally came up with in a vacuum.

That’s a very strange assumption. Some classes have easier rotations and some have harder rotations, easier rotations will less likely be deviated from due player error.
Also damage is in some rotations loaded on a select few skills and some are spread out over all skills. These damage loaded skills are most likely harder to land (100 blades come to mind) and will be negated (by moving or being forced to dodge) more then other skills.

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Necro could actually be meta.

in Necromancer

Posted by: Tim.6450

Tim.6450

And IDK why everyone is suddenly getting all excited about necro’s gaining life force from objects… This has always been around and numerous necro’s have done it in tourneys. So can someone explain? :o

The problem is that these objects should be interactable by trebs, skyhammer or self destruct only. I mean using locust swarm on the boxes in khylo is no problem since they are made to be hit by players.The tiles which break when you stand on, in skyhammer are a problem since they aren’ t made to be hit by players.

EverythingOP

Seeking- Partial reveal

in PvP

Posted by: Tim.6450

Tim.6450

I think seeking is a good idea. This can be implemented since it works for one player, and does not leave the thief without the bonuses from stealth. There is one issue though that may happen in higher pvp. One “seeker” who then inform the other where the stealthed targets are, the rest then cleaves/aoe the stealthed target to death. It could potentially ruin stealth but then again remove the “seeker” and you can stealth again.

EverythingOP

Reapers are WAY to tanky

in PvP

Posted by: Tim.6450

Tim.6450

There already is code for intervals like Ron described. One of the reaper traits even uses it. It’s probably what Blighter’s Boon will end up using.

“Used” it was removed since it was quite silly to proc on your own proc. But any icd will ruin it since it is meant as a scaling defense, the best would be a number shave (like 8% less healing and life force) . Also does anybody have an idea of what kind of build they are running? I mean all of it is pointed a blighters boon but in reality altruistic healing has been around for such a long time and is not considered OP, maybe there’s another aspect that’s the result off this tankiness or maybe it’s just a full bunker commitment.

EverythingOP

Nemesis's new video on necro DPS is brutal

in Necromancer

Posted by: Tim.6450

Tim.6450

I personally never found damage meters to be a bad thing for WoW. With a trinity they generally give a clear overview of who’s performing well and who isn’t (mostly for dps, it’s a bit different for healers).
Gearscore / ilvl on the other hand, now THAT was the dumbest piece of BLEEP factor people ever judged on.

But isn’t in a trinity game dps a group effort (this is my first mmo)? I mean if the healers and tanks do a bad job will the overall dps decrease? I think it would be like tequatl : dps will drop if you have bad turreteers.

EverythingOP

Nemesis's new video on necro DPS is brutal

in Necromancer

Posted by: Tim.6450

Tim.6450

I think a recount (dps meter) would be a bad addition to GW2. But solely for the fact that 95% of the people have no clue how to interpret them. They see the phalanx warrior doing 70% of the DPS of the others and don’t see past the fact that he’s using a sub optimal dps spec to buff the whole party for more overall damage.

But the problem in GW2 is, that people are still drawing the same conclusions. But instead of reading (and often misinterpreting) damage meters; people now base their opinions on “gutfeeling”, hearsay about “meta” and sites which proclaim which composition is optimal for their run.
Badly played elementalists are guaranteed spots even though they might be horrible; and well played necromancers are dismissed before even seeing combat.

I think this is closer to the truth then we would like to admit.

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Chilling defiantly

in Necromancer

Posted by: Tim.6450

Tim.6450

Having chill immunity in PvE against a profession that does not only apply chill. Reaper needs chill to function. Cold shoulder, deathly chill, chilling victory, chill nova all don’t work if no chill. Blighter’s boon gets reduced in effectiveness if no chilling victory. That’s just a disaster. At least make it work like with defiance stacks and fear.

EverythingOP

[Daredevil] - Feedback

in Thief

Posted by: Tim.6450

Tim.6450

After playing DD a bit in PvE I came with the following feedback:
- staff and dodges are clunky. Animations are a bit strange.
-Staff lacks a field (preferable smoke or poison) and an interrupt, I felt that pistol offhand had more synergy with DD.
-Fist Flurry felt a bit lackluster
-Distracting daggers need longer duration a shorter cast time,Distracting dagger might need to be instant.
-Driven fortitude needs a fix (bugged).

EverythingOP

BWE 2 Dragonhunter feedback thread:

in Guardian

Posted by: Tim.6450

Tim.6450

After a bit playing around with the dragonunter in PvE I came to the following conclusion: “I do not understand dragonhunter.” The trait combinations do not make sense, I tried to make a guardian based around blocking to extend the virue of justive active and blocking to increase burn damage, I also tried on with sword and big game hunter. But when I entere radiance I came to the realization that half my skill set had blinds as well even one on my spear making blocking not feasable, the pay off wasn’t worth the investment either for both.

EverythingOP

Thoughts on the new "Rise!"

in Necromancer

Posted by: Tim.6450

Tim.6450

Oh good lord, kiting mobs behind your minions you don’t play organized PvE at all.

Minions run straight at mobs. You walk behind mobs. You are now immune to cleave that would go to minions.

Champion etin uses smash: all your minions dead, you still take damage.

EverythingOP

Since Elite specs change class mechanics ...

in Necromancer

Posted by: Tim.6450

Tim.6450

How about we modify each default way of life force regen to the elite spec? I mean the current default way is bad outside WvWvW zerging (I think). For reaper we could have something like gain 1% life force taking a hit 1 sec ICD (per attacker if necessairy). Soul comprehension either needs to change or affect all default ways.

EverythingOP

Chilling Nova Isn't Quite There Yet

in Necromancer

Posted by: Tim.6450

Tim.6450

Just tested it, yeah it hits the main target too. Not that bad of a trait really, maybe could use some numbers adjustments on ICD/damage/chill length, but not too much.

They just should have kept it at 3 times/15 seconds ._.

I’m pretty sure it can crit therefore proc on itself which would be stupid.

EverythingOP

Greatsword Boring

in Necromancer

Posted by: Tim.6450

Tim.6450

In PvE the under 50% gravedigger spam is the highest dps we have as necromancer also the pulsing blind skill.

EverythingOP

Reapers tanky due to infinite life force bug

in PvP

Posted by: Tim.6450

Tim.6450

I knew the bug existed in skyhammer but since skyhammer was such a low occurence I did not think much of it but now with this, this needs to go ASAP.

EverythingOP

Scepter ...

in Necromancer

Posted by: Tim.6450

Tim.6450

So I’ve seen a lot of people asking for torment on scepter both in this thread and others. With the upcoming reaper spec wouldn’t it make more sense to add chills or blinds (which we could proc using Chilling Darkness into more chills) to scepter skills? Maybe replace the cripple on Scepter 2 with chill?

Not really since maybe with the next spec we might have a cripple elite specialisation. Also the main problem with scepter is low base damage, incredible ramp up times if traited (which you need for decent damage) and low life froce generation.

EverythingOP

Thoughts on the new "Rise!"

in Necromancer

Posted by: Tim.6450

Tim.6450

Forum bug
/15char

EverythingOP

Thoughts on the new "Rise!"

in Necromancer

Posted by: Tim.6450

Tim.6450

Well after a bit of testing in a lvl 1 uncategorized fractal to this shout; I came to the following conclusions:
-The health of the shambling horror is too low, I have cases where the ettin slaughtered them in one hit, The fire fields from the shaman killed the horrors at the start (or it was the rabid but I’m not sure), Old Tom slaughterd (or it could be very close not sure) my horror as well with his discharge move. They did survive for a hile in the asure fight if some luck with agro.
- the on hit mechanism need to go : During my fight with the raving asura I realized that my horror switched targets to the invulnerable raving asura farewell dark bond. It didn’t help I couldn’t cold shoulder him on top of it.

EverythingOP

Great Sword and Dealer's Shroud: Redundant?

in Necromancer

Posted by: Tim.6450

Tim.6450

The real difference is in solo ability, high toughness mobs/ protection granting mobs, and the encounter itself. It is far more self sufficient due to being able to grant might, vuln and burn. Also any encounter where mobs will either remove/transfer debuffs, remove boons etc etc, RS would come out on top because of what it can be traited to do. Not only that but your true hp is protected while you are at it, something i feel is overlooked alot.

This is an unfair thing to point out because it only describes potential and it also costs traits/specialisations which have their own (opportunity) cost.

You are going to take just the one spec and compare GS auto to RS auto because you have two other specs. If you are going to build around shroud you will take SR because thats the shroud modding line hence why its used in the comparison.

No point to compare this let alone anything in a vacuum because thats the most unrealistic situation there is.

The problem with that reasning is that by doing this that RS #1 will be only viable in a spite/soulreaping/reaper spec with dhuumfire and unyealding. Don’t ever think to take death magic or blood magic or using FitG because suddenly your RS#1 will lose those traits that made it balanced/competive. Skills have to be able to stand on their own especially class mechanic skills.

Its because for now they are the best lines we have for PvE, for both condi and power builds. Even as condi you may drop spite for curses some some of the stuff in there and rely on others for might and vuln. FitG isnt a choice as a reaper because of RS#3 as well and lower cooldown stunbreak on the shout.

I drop soul reaping for pve for my condi build and I’m very keen on dropping soulreaping for blood magic in PvE (I like my quadruple well build) so there goes dhuum fire and unyealding blast. FitG isnt a choice as a reaper is certainly a choice for reapers since reaper shroud #3 has a window of 14 seconds without stability.

EverythingOP

[BW2] Feedback Thread

in Elementalist

Posted by: Tim.6450

Tim.6450

While nice, 20% recharge on Warhorn skills on the grandmaster trait feels somehow wrong with us otherwise having 33% reduction on specific attunements instead of weapon CDR. Also with 2 of those traits combined you can get 11 sec CD aoe CC in air or 14 second boonshare in fire, not sure if intended.

It’s not that wrong, mesmers have this kind of cooldown interaction for a long time.

Water field on a 16s CD, while have a 2 blast finishers (water 3, earth dodge) always available, and earth 4 usually available IS OP. Mesmer phantasms don’t allow them to full-heal every 16s. If you balance the CD without this double stacking, it makes the weapon UNUSABLE without taking such traits.

It’s not just their phantasms, it is also clones which means their leap, their teleport, their burst skill, block,… . Also about the water field blast thing, I see your point but I never intended to imply that the whole group of things was balanced, I just find the interaction between multiple cooldown reductions normal. Personally the 20% cooldown on warhorn is not what I consider the problem here nor the warhorn skills themselves. It’s the 33% cooldown reductions. If you get it you need an extra requirement on the skills (aside from slotting them) or a drawback unfortunatly it does neither.

EverythingOP

Reaper Changes for Next BWE

in Necromancer

Posted by: Tim.6450

Tim.6450

My proposal remains “Receive 10% less damage from targets within range 300.” to keep that “Oh crap, the monster is on top of me!” feeling.

If people are still complaining that Reaper Shroud melts too fast, then that can be further baked into the trait: “Receive 10% less damage from targets within range 300. Damage reduction and range double (20%, range 600) when in Shroud.”

That’s an equally terrible idea since reapers don’t get any protection against ranged combat.

EverythingOP

Great Sword and Dealer's Shroud: Redundant?

in Necromancer

Posted by: Tim.6450

Tim.6450

The real difference is in solo ability, high toughness mobs/ protection granting mobs, and the encounter itself. It is far more self sufficient due to being able to grant might, vuln and burn. Also any encounter where mobs will either remove/transfer debuffs, remove boons etc etc, RS would come out on top because of what it can be traited to do. Not only that but your true hp is protected while you are at it, something i feel is overlooked alot.

This is an unfair thing to point out because it only describes potential and it also costs traits/specialisations which have their own (opportunity) cost.

You are going to take just the one spec and compare GS auto to RS auto because you have two other specs. If you are going to build around shroud you will take SR because thats the shroud modding line hence why its used in the comparison.

No point to compare this let alone anything in a vacuum because thats the most unrealistic situation there is.

The problem with that reasning is that by doing this that RS #1 will be only viable in a spite/soulreaping/reaper spec with dhuumfire and unyealding. Don’t ever think to take death magic or blood magic or using FitG because suddenly your RS#1 will lose those traits that made it balanced/competive. Skills have to be able to stand on their own especially class mechanic skills.

EverythingOP

Nemesis's new video on necro DPS is brutal

in Necromancer

Posted by: Tim.6450

Tim.6450

The PvE in this game is so laughably bad I honestly can’t believe people are trying to get into a kitten measuring contest over it. Has DnT ever released their ‘theoretical max DPS’ spreadsheet to the public so players can plainly see the class rankings once you factor out all the commonalities like the assumption everyone has a frost bow, 25 might, 100% fury uptime, etc?

They did once it is outdated though:
http://www.dtguilds.com/forum/m/6563292/viewthread/13987449-dps-estimates-for-each-professions-in-30s-battles

EverythingOP

Great Sword and Dealer's Shroud: Redundant?

in Necromancer

Posted by: Tim.6450

Tim.6450

The real difference is in solo ability, high toughness mobs/ protection granting mobs, and the encounter itself. It is far more self sufficient due to being able to grant might, vuln and burn. Also any encounter where mobs will either remove/transfer debuffs, remove boons etc etc, RS would come out on top because of what it can be traited to do. Not only that but your true hp is protected while you are at it, something i feel is overlooked alot.

This is an unfair thing to point out because it only describes potential and it also costs traits/specialisations which have their own (opportunity) cost.

EverythingOP

Condi transfers in pve

in Necromancer

Posted by: Tim.6450

Tim.6450

Are you asking if you can see the damage ticks like normal bleeding? Because that shouldn’t happen. Or do you mean the stack increase?

Wait what, omg have i been an absolute kitten all this time.. you can see the damage ticks flowing when you transfer condis right?

Im saying i think im not seeing the bleeds that i transfered to an enemy ticking

If i produce no bleeds myself but transfered 10 bleeds the enemy put on me i should be able to see it ticking right? lol

No you shouldn’t see it since they are not your conditions they are your foe’s, they use his stats,trait and are considered by the game as their conditions. If you on the other hand self inflict conditions and the transfer them then you should see them since you are the source.

EverythingOP

warhorn

in Elementalist

Posted by: Tim.6450

Tim.6450

I like the warhorn, it makes a better better partner for my scepter then focus and offhand dagger with scepter is just not my thing. Also the combined coolodown reduction is not that bad mesmer could already do this with their clone/phantasm generation skills.

EverythingOP

[BW2] Feedback Thread

in Elementalist

Posted by: Tim.6450

Tim.6450

While nice, 20% recharge on Warhorn skills on the grandmaster trait feels somehow wrong with us otherwise having 33% reduction on specific attunements instead of weapon CDR. Also with 2 of those traits combined you can get 11 sec CD aoe CC in air or 14 second boonshare in fire, not sure if intended.

It’s not that wrong, mesmers have this kind of cooldown interaction for a long time.

EverythingOP

[BW2] Feedback Thread

in Elementalist

Posted by: Tim.6450

Tim.6450

My tempest feedback is based around playing a bit around with scepter/warhorn in PvE (even did a dungeon).

overloads
Overload fire: Radius is way too short to be usefull outside prebuffing. Cast time felt bit too long and the might duration was too short.
Overload water: it felt fine.
Overload Air: I kinda find it lackluster or maybe it is just me.
Overload Earth: Seems pvp/wvw only.

Warhorn
WildFire: it deployed too slow If I tried too land dragon tooth on it I had too either cast it after WildFire or I had to stand to the side of my foe.
Sand Squall: it is great, it really doesn’t more functionality (so please no magnet aura).
Dust Storm: for PvE it is missing something, also I felt that it deployed too slow and didn’t stay long enough.

Traits
For the rest I have no remarks outside of the fact that for PvE I couldn’t find a suitable trait and that the protection from hardy conduit does not always cover my overload.

EverythingOP

Condi transfers in pve

in Necromancer

Posted by: Tim.6450

Tim.6450

Are you asking if you can see the damage ticks like normal bleeding? Because that shouldn’t happen. Or do you mean the stack increase?

EverythingOP

Chill damage is worthless

in Necromancer

Posted by: Tim.6450

Tim.6450

If Deathly Chill did, say, 50-100% more damage but upfront (only once, on application), we could burst by using a string of chills. That would also fit risk/reward design pretty nicely by “burning” our soft CCs. EDIT: only issue is how to prevent excessive damage of RS4’s whirl finisher in RS5’s ice field.

I also don’t like the “increased damage below threshold” part. We have too many execute-like skills/traits. I would either prefer an invariant version, or the polar opposite: the more life a target has, the more you can suck out of it. That would synergize well with our (awfully telegraphed that leaves way too much room for counterplay) Executioner’s Scythe.

What do you think ?

Sigil of ice, chill nova and chill of death could proc for at least 3K. Frost aura will become broken (even though we don’t have much).

EverythingOP

Chill damage is worthless

in Necromancer

Posted by: Tim.6450

Tim.6450

Chill damage hits for about 800ish with full condi damage gear and some might/vuln. I didn’t get enough time to thoroughly test it, but I guess that with max might and vuln (quite easy with reaper on a medium+ fight), you should be able to get 850 damage ticks on targets below 50% HP.

I got a tick for 934 in mostly exotic and some of it has celestial jewels.

I don’t think the skill is super weak. I mean if you compare it to bleeding, it’s equal to about 3-5 stacks of bleeding.
If the trait would have been: “Whenever you chill, you also apply 4 stacks of bleeding” people would be a lot more positive I think.

That’s becuase it would be ridiculous with epidemic . I could stack 20 extra bleeds with it.

I think the trait is still a bit on the weak side, mostly because unlike burning/bleeding it can’t be stacked.

Well I think its on the weak side because to get your damage to a reasonable amount you have to invest in chill, precision for target the weak and slot lingering curses.

Maybe a removal of the sub-50% restriction for it’s full damage would be a good thing to start with. This game is getting incredibly stacked with backloaded execute phases.

I think removal is a bit extreme but certainly a relaxation to 66%~75% would be fine especially since unlike power conditions have a ramp up time (necromancer’s is incredibly long) and if you go spite you will spend so little time with the augmented damage.

EverythingOP