Showing Posts For Tim.6450:

Why is Corrosive Poison Cloud so bad?

in Necromancer

Posted by: Tim.6450

Tim.6450

The most build restrictive corruption skill is a traited epidemic: weakness and an extremly short cd. Now CPC needs a serious buff so I suggest projectile destruction (since necro is the only class without projectile hate) on the skill and cripple as self hurt, the traited negative may be confusion or poison. A tick speed change with an appriate effect reduction would be nice.

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Chill damage is worthless

in Necromancer

Posted by: Tim.6450

Tim.6450

I’ve seen ticks of at least 800 hundred full condi geared, I expected around 800 but I used target the weak and lingering curses plus some might and vuln. So I think it needs a little more damage so it can become stand alone. What is more important is the condition of the increased damage. Unlike terror you can’t have it’s boosted damage up all the time (I mean an extra condition is not that difficult). Combine that with a long ramp up time for our conditions and a boost in kill speed when you’re foe is low health (you proc chill of death, you get some extra vuln and might,…) you won’t see that boosted damage a lot. So a change in the requirement (like 66%~75%) might be for the best.

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Glint overall thoughts

in Revenant

Posted by: Tim.6450

Tim.6450

Glint works great for my maxe/axe condi revenant. I couldn’t run the f2 for a while but even without it, it was good. Just activate fury and might, use the fire breathing skill and for the rest use the weapon skills . If you’re a bit in trouble activate your fury one and activate the regen one and heal if necessairy. My second legend is up for debat though.

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Reaper? Nailed It

in Necromancer

Posted by: Tim.6450

Tim.6450

after playing a bit around in the silverwastes I came to the following conclusions:
-Rise: felt vey nice it was a nice migitation tool, the instant cast made it feel fantastic. It made me feel my reaper shroud alot tankier.
-Suffer: I really wanted to put it in my utility slot but it just isn’t good enough.
-Deathly Chill: The damage when under 50% was nice but the damage above not. I’m not sure if it is good enough on its own since it got a serious boost due to curses (target the weak and lingering curses) . It also doesn’t help that the necro condi builds have an extremly long ramp up time which makes the occurence of the boosted damage rather low. So up the damage a little bit (5%~10%) and either change the threshold to 75%~66% or lower necro ramp up time.
-chilling force: might was noticable but not great. longer duration may be needed.
For the rest good job.

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condition wars 2

in PvP

Posted by: Tim.6450

Tim.6450

If only I could bash 12k damage without even making critical hits. That would be superb. It would be like … press #2 – 12k dps … #DealWithIt

Oh and what is is this magical #2 skill? Besides even if it exists (might be but not sure), it means that is a specific skill problem not a condition problem.

Besides if some power build is bugging you too much, ramp up that toughness and vitality and mock them. I see no condition armor outside condi cleanse. Besides Vitality, but vitality helps versus power builds too. Toughness even moreso

Ok the list of anti condi (meaning condi damage only) mechanics includes: conditon cleanse (includes conversion and transfer), resistance,-X% condition duration, prevention condition applictation (berserker stance) and -X% condition damage. Total number: 5.

The list of anti power (meaning power damage only) mechanics includes : protection,armor,weakness and X% damage reduction, full damage negation (endure pain and signet of stone). Total number: 5.

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Nemesis's new video on necro DPS is brutal

in Necromancer

Posted by: Tim.6450

Tim.6450

I never knew about line casting so thank you for informing me. I also aggree that ice bow needs a nerf. I do aggree that time warp later might have positive results then early. I haven’t seen his new build so I will wait with judgement with that. I do not think that comparing the dps of a support character and (2 banners, empower and might stacks) against a necromancer which offers at best 25 stacks of vuln and vampiric aura at best is a good idea. I also think that buffing is still more important then debuffing ( you need more then 3000 power to make 25 stacks vulnerability then 25 stacks of might).

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condition wars 2

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Posted by: Tim.6450

Tim.6450

Now if invulnerabilities were blocking condi damage as well ….

They do. The only thing they don’t do is stopping the damage you take from hits from before the activation of the invulnerability just like hits from power.

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Your opinion on this condi reaper

in Necromancer

Posted by: Tim.6450

Tim.6450

I assume this is for PvE because you have way too low life force generation to even think of going sinister. The general idea of the build seems strange to me: using scepter/dagger too load some conditions and then swap to staff throw some marks and then go into reaper shroud to generate might and vuln (or scepter dagger last is possible to). It might work but I’d suggest taking chilling nova instead of augary and suffer for epidemic (since if you loaded up multiple stacks of chill, you get lots of vulnerability) . Terror might be replaced for master of corruption but I’m not sure. Also plague sending might be overkill for pve so swapping it out for chilling darkness might be a good idea.

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Your opinion on this condi reaper

in Necromancer

Posted by: Tim.6450

Tim.6450

Can’t read link.

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Toughness on different armor classes?

in PvP

Posted by: Tim.6450

Tim.6450

yes, eles with 2800 toughness are hit harder then warriors with 2800 toughness . The thing is toughness increases armor and armor is what used for damage reduction. So eles with 2800 armor are hit equally hard as warriors with 2800 armor.

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ANETS amazing subtle brutality!

in Guild Wars 2 Discussion

Posted by: Tim.6450

Tim.6450

The last time we got “difficult” content, it got nerfed because players couldn’t handle a simple boon. So I don’t have high hopes.

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Runes for a soldier reaper?

in Necromancer

Posted by: Tim.6450

Tim.6450

I’m going to try svanir if my laptop is fixed during the beta weekend.

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Can the meta get worse?

in PvP

Posted by: Tim.6450

Tim.6450

How about minionmancer and turret engi?

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Hero Points for Elite specs

in Guild Wars 2: Heart of Thorns

Posted by: Tim.6450

Tim.6450

ty for the response

i am allready lvl 80 with all of my chars (saving tomes for my necro). do you know how many hero points more i need? one of my guild members said it would be around 175 for elite spec/skills and 250 in total for a special weapon on top. he said that was reveald through some datamining… i mean there are 189 hero points all over the world, soo… i would have to do almost everything just for the elite spec

There is no way that unlocking an elite spec would cost 175 hero points, since it would mean that every expansion (and any other elite spec update) should release +-175 hero points which is a full tyria worth of skill challenges. That can never fit in one or two zones.

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Death Shroud F1 and Reaper F2

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Posted by: Tim.6450

Tim.6450

I guess every vote counts, I completely disagree with this. Reaper is done how all classes should have been, which is a full alteration of the mechanic. Having base and more reduces the value of running a core build. Plus that just sounds janky as heck.

The problem is that “should have been”s is how the necromancer is being held back(no active defense and no meaning full support). I think that if reaper can’t keep up with the other elite specialisation opening the core shroud may not be a bad idea. After all it is fine as long as they share the same resources (cooldown and life force), it’s the basic for a lot of specilisations.

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Reaper Dungeons

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Posted by: Tim.6450

Tim.6450

I don’t get kicked when I join low level fractals on my necro for my fractal dailies, but I have no chance on a lvl 50 fractal the lfg says enough. Reaper will not improve this though.

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Am I hallucinating or...

in Necromancer

Posted by: Tim.6450

Tim.6450

My female human is still swatting bees.

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Future of our Specializations

in Necromancer

Posted by: Tim.6450

Tim.6450

Gimme a condition based sword, a cc based hammer, and a bow. I’d be happy.

we actually have a tone of CC weapons. Including Scepter, dagger MH/OH, warhorn, Staff, Axe, greatsword, death shroud, reaper’s shroud.

I think he meant hard cc like daze, stun, fear,… .

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What is our role in new raids?

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Posted by: Tim.6450

Tim.6450

I would say that our biggest trumps are self sufficiency and debuffing.

Debuffing has been nearly worthless against high value targets.

I never said it was good in current content but if content requires debuffing then we have a good shot at being optimal. There are some changes necessairy to make this work, I will admit that( the most important one nerf/remove skale venom.).

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Is Reaper's Shroud damage really good enough?

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Posted by: Tim.6450

Tim.6450

If you have to take 3-4 traits, including 2 grandmasters and all you get is dagger/Warhorn DPS, that sucks.

I’m not sure if you need to take 3-4 traits but I do aggree with the sentiment reaper shroud #1 should have dps close to dagger untraited. More targets vs better life force regen seems like a fair trade off.

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What is our role in new raids?

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Posted by: Tim.6450

Tim.6450

I would say that our biggest trumps are self sufficiency and debuffing.

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Future of our Specializations

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Posted by: Tim.6450

Tim.6450

I’ve always thought stuff like that would be a good idea. Turn life force into a resource for using skills rather than using it to soak up damage. Then the deva would have to give us better mobility and active defenses as utilities to make that play style work well hahaha.

You know even if we get life froce management through extra skills , we still would have death shroud, the traits base necromancer has demand it.

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Scepter ...

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Posted by: Tim.6450

Tim.6450

Tim – I’m assuming this would add a condition based on the presence of a stack of conditions rather then the stack size? To clarify, you would add one extra bleed per hit if the target had any number of bleeds on it?

It would also work with signet of spite pretty nicely…

yes stack size has no influence on this. Also it has lots of synergy bitter chill, target the weak, Shivers of Dread and chilling darkness benefit from this trait.

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Scepter ...

in Necromancer

Posted by: Tim.6450

Tim.6450

One idea I had with scepter was to make scepter #3 apply torment for every condition on a foe. On top of that I would make the duration increase from lingering curse for ~40% baseline and scrap the rest of the duration. The grandmaster then would be filled in with the following effect:
Scepter hits reapplies the conditions on a foe. Wielding a scepter grants 150 condition damage. Scepter skill cooldowns reduced by
Meaning if your foe has burn your -scepter hits apply burn on that foe. The durations would be rather short: fear, chill, immobilize and slow would be 0.25 seconds, cripple and weakness 0.5 or 0.75 seconds, burn,blind and confusion 1~1.5 second, poison 2 seconds, bleed and vulnerability 3 seconds.
The idea was that scepter would become some kind of condition preserver and as set up for scepter #3. It also had some synergy with dhuumfire (you blast a single life blast and scepter took over). I’m not sure about the idea myself since it overload some stacks quite easily but I want to know what you think about it.

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The problem with Conditions

in Revenant

Posted by: Tim.6450

Tim.6450

It’s extremely easy to avoid Power based damage.

You may try to avoid a frash air ele’s electric distarge/strike, it’s all instant.

Where as your average Condi build can just auto to apply tons of Condis or use very low cd abilities.

Oh no, it’s a scepter necro with an auto attack of 6 second bleed that’s like a whole 716 damage damage per hit. But fear even more it also has poison which does 523 damage the horror. But don’t forget the increible low cooldown skill grasping dead with a cooldown of 10 seconds or the other low cooldown skill enfeebling blood with a cooldown of 25 seconds. /sarcasm

Now to be serious, there are very few condition builds that does it main damage from auto attacks. Most of them get their damage via cooldown skills. See my first post about the lower cooldown skills in terms of damage and condition spike damage.

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(edited by Tim.6450)

A Little question about Speccializations....

in Guild Wars 2: Heart of Thorns

Posted by: Tim.6450

Tim.6450

To use an elite spec you need to have the expansion and be level 80 and unlock it using hero points. Since you’re boosted to lvl 80 and everything is unlocked in sPvP you’d just need the expansion for using it there. Here’s a link to the blog post where they discuss that: https://www.guildwars2.com/en/news/specializations-part-two-reward-tracks-and-elite-specializations/

Just read that link again and they lied in it

Some professions will be getting a single main-hand or off-hand weapon, but each weapon should really open up some new playstyles for a given profession.

How is that a lie? Some professiond did get a mainhand or offhand weapon.

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The problem with Conditions

in Revenant

Posted by: Tim.6450

Tim.6450

This trait is a little something called Fire and Forget. DoTs just like Pets can be put on or assigned to a particular target and once that is done you can now play the run around and avoid death while your damage that requires no further input from you kills your target. People using Power based builds do not have this luxury. They are forced to constantly sacrifice active defense (with the exception of evade skills such as UA or Staff 5) in order to partake in active offense which can be completely negated by a dodge.

If there is anything fire and forget it is power. You just hit a foe and the damage is done, no buts no iffs. When you apply conditions you have to make sure they keep ticking and are not cleansed by a foe. The ticks you see are remnannts from previous hits, if you were fighting a power build you would be already dead.

Also power builds actually do use plenty of active defense just take to the utilities of a d/p thief or a gs/hammer warrior.

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Why "on successful evade" traits are terrible

in Guild Wars 2 Discussion

Posted by: Tim.6450

Tim.6450

That’s why they are called daredevils. Not for dodging the moment they see the circle but staying in it until the last moment.

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Extra dodge is our mechanic change?

in Thief

Posted by: Tim.6450

Tim.6450

Well to be quite honest I consider the grandmaster traits to be the true mechanic of the daredevil: Completely changing the way you dodge. The 150 endurance is just a way to supplement it. It’s just like engineer’s and kits. The class mechanic is the toolbelt skills but the thing that makes the engineer special are its kits.

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Daredevil; super-hard counter to Reaper?

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Posted by: Tim.6450

Tim.6450

The Daredevil looks to be pretty light on stealth.

black powder+ leap on dodge?

Well, if thieves go for SA to get the truly annoying stealth traits along with DD, they will have to give up on CS or Trickery, both of which are excellent offensive lines. So I am not that worried about it.

Backstab+evasive empowerement might hurt a bit though.

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Daredevil; super-hard counter to Reaper?

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Posted by: Tim.6450

Tim.6450

The Daredevil looks to be pretty light on stealth.

black powder+ leap on dodge?

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Why isn't anything being done?

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Posted by: Tim.6450

Tim.6450

I hear this argument: It is not a necromancer issue, it’s a PvE issue.

Wrong. It is a necromancer issue.

If the necromancer can complete content, but does so in ways that screw up things for everybody else, then everybody else won’t want a necromancer. Further the supposed things that “a necromancer brings that aren’t wanted in PvE” aren’t really necromancer strengths either.

What necro brings is fear, chills, cripples, poison and weakness, not in any particular order; as well as second-to-none group condi management. Omitted vuln because while we’re good at it, so are most of the other classes,

What we do bring to the table is a debuff tank. We have the large health pool and undervalued damage of a tank, but instead of buffs we have debuffs and anti-boon skills.
.

Fear isn’t good in PvE since the mob runs away. Its functions the same way as a stun, (which other classes have far more access to), with a run away effect.

Poison access is all on scepter which is too bad to use in its current state (and minions which will not be allowed to be top tier)

Chill seemingly does nothing. Kiting PvE mobs isn’t a thing that exists.

Cripples the same. Plus cripple access isn’t very good, and is mostly tied to terrible axe and scepter weapons.

A necromancer can spec for a good amount of weakness by taking a grandmaster trait. But even this is weaker than more than 100% uptime weakness on autoattack which Elementalists and thieves have (and Revenant will get zero cool down weakness attacks), or stacking weakness by blasting poison fields.

I don’t even know what “group condition management” even is, but if it’s plague signet and unholy martyr, just stop. Those are bad. Real group condition management is interacting with fields for a group condition clear every few seconds.

Necromancer boon rips dont really excel either. Mesmer has boon rip on autoattack of a popular weapon. That’s far better for pvE than the necromancer having a lot of long cool down boon rips. Even excepting mesmer, The necromancer doesn’t outperform the boon rip sigil that anybody can take by much, and many other classes have a trait that boon rips every 10 or 15 seconds, putting them close to necromancer tier, at significantly less lost DPS investment.

(also necromancer boon rips turn stability into fear, which may be unwanted).

We do rip faster then one boon every 10 seconds but for the rest +1.

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Daredevil; super-hard counter to Reaper?

in Necromancer

Posted by: Tim.6450

Tim.6450

The back wards roll is only 400 so reaper can keep up nicely with a dash ,pull from greatsword or even some shouts. We do have some stability now so that will be fix the dagger stuff. The only thing worrying in my opinion is the anti chill that is thrown accross the board: berserker + cleansing ire, tempest with traited overloads, traited reapers and now anti chill on dodge for daredevils.

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"Daredevil" name feedback

in Guild Wars 2: Heart of Thorns

Posted by: Tim.6450

Tim.6450

I find the name fitting since the thief has to evade attacks to get some of it’s bonuses meaning it has to wait till the last moment. Seems very daring to me.

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Burning Stacks

in PvP

Posted by: Tim.6450

Tim.6450

The burning on some skills need to be revised and the other condition needs to be brought up to par with burning. Also introducing more resistance at the cost of condition clears might help (this does not mean add more resistance to skills that don’t deal with conditions, just find a skill which removes a decent amount of conditions and change the clear for resistance). A lot of burns are rather short in duration.

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Thief blog post is up!

in Guild Wars 2: Heart of Thorns

Posted by: Tim.6450

Tim.6450

Hype?….interesting?, its a Thief, a sneaky character there is killing and stealing stuff. The Dagger, Sword, Pistol and Bow do actually make sense….but a Stick…i’m going to sneak up on people with a Stick and club them?…what??! Give them the Rifle and become a Sniper or something, that would make sense, but a STICK!!
Take this scenario ….“I’m in the shadows, sneaking around in the dark allies….I see my kill target. I slowly get closer and closer, the target is still unknown about, that this is going to be his last seconds of his life. Right before I kill him he hear a faint sound and then he turns around, he see me CLUB HIM WITH A FREAKING STICK!!!”….no no….nooope, does not “stick” with the Thief.

Never hard about capturning people for things like information gathering, ransom,… ? Could be much eaier if your weapon could hit someone unconcious?

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Weakness vs Vigor

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Posted by: Tim.6450

Tim.6450

What kind of backwards logic is this, vigor is too weak, nerf weakness?

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The problem with Conditions

in Revenant

Posted by: Tim.6450

Tim.6450

The generic condition spike cooldown arguments?

Condi’s don’t need to land burst skills:
Just take a look at necro scepter, grasping dead hits for close to three times more for damage then it’s auto and dagger offhand #5 4 times more. No spike, they say.
Warrior sword: flurry hits for 3 times more then auto , riposte 4 times more 1.
Condi ranger: doesn’t even have a 100% condition auto attack.

Condi’s have lower cooldowns:
fastest no auto condi applier : shrapnel grenade 5 sec cooldown.
fastest no auto damage dealer: ligthning strike or mighty blow 5 sec cooldown.

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Thief blog post is up!

in Guild Wars 2: Heart of Thorns

Posted by: Tim.6450

Tim.6450

I’m getting worried with this anti chill stuff: first reaper (-66% duration), then tempest (overload cleanse chill and makes immune for the cast) and now daredevil (remove chill on dodge). At this rate will reaper be innefective by the start of HoT.

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Why isn't anything being done?

in Necromancer

Posted by: Tim.6450

Tim.6450

The old content may not be updated for HoT but the new content should punish Necromancer for its design themes much less

Also, Reaper seems designed for PvE content with shouts and hard-hitting cleaves.

To my eyes, PvE shortcomings are being addressed.

How do the shouts address PvE content?

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Potion Of PvP Reward after HOT

in Guild Wars 2: Heart of Thorns

Posted by: Tim.6450

Tim.6450

(right now, there is no source of whether there will be any such reward tracks, but you can betcha that it will come for sure, just look at SW and DT)

Don’t we have a stonghold champion reward track?

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[Suggestion] Master of Corruption

in Necromancer

Posted by: Tim.6450

Tim.6450

Why on earth would you want to remove the torment off Blood is Power? That’s a nice chunk of transferable damage you would be losing.

Strange considering the base negative effect is trippled in duration.

And dropping the cooldown reduction to only 20%… why make the trait weaker?

I really disliked the bonus 13%. It meant that your own transfers could not keep up, which was clearly a part in design of the corruptions. Traited plague signet can’t keep up with traited blood is power or corrosive poison cloud and you need to take dagger offhand and trait it to see even an advantage to 13% bonus of epidemic. It felt a bit to restrictive .

Also up to 30% global condition duration (that means other skills as well) and 20% cooldown reduction on corruption skills is not weaker then 33% cooldown reduction and an extra negative conditon.

re: BiP, fair enough, I missed that you had increased the effect. Though, I find it a bit puzzling that you think not increasing the duration of non-damaging conditions might be OP but removing the extra self-conditions (while buffing the ones applied to targets) aren’t (though I get you are trying to balance that with the corruption stacks, the decreased conditions on self just makes them easier to transfer)

WRT the cooldown duration, ok but you are losing an extra 13% cool down reduction on Epidemic (no big deal) and Consume Conditions (a very big deal, IMO)

I dislike the extra conditions mostly because a condi clear giving you a condi seems counterintuitive to me. I do not mind corruption skills ginving multiple conditions (there are limits though). I just think that the negatives should always scale with condition duration to make sure the extra positive does not get out of hand. And since all positives and negatives get boosted by condition duration (even epidemic though not directly). Just a little scenario:
Imagine a skill that gives 10 weakness to a foe and 3 to your self and is equally balanced with a flat 7 second weakness skill (because 10-3 =7). Now let’s boost both skills with 40% condition duration. The first one gives 14 second duration while still receiving 3 while the other one gives 9.8 meaning, the first skill nets 1.2 weakness more. If the negatice scaled to you get 4.2 which makes the skill banlanced again.
The scenario is quite simplistic but you get the idea. Also consume conditions got nerfed to 30 seconds because of that trait which in my suggestion was reverted.

I really disliked the bonus 13%. It meant that your own transfers could not keep up, which was clearly a part in design of the corruptions.

Staff 4 has a 20 second cooldown (and dagger is less than that as you already noted), which is exactly the same as Corrosive Poison Cloud, Blood is Power, and Comsume Conditions with a 33% reduction, which is how I came up with this build idea in the first place. It has a great rhythm to it. The cooldown of Epidemic is immaterial as long as it is ready when the others are.

Quite interesting, I can see how it works but doesn’t mean that at some point you are in staff with no condition moves to use? Or do you use dhuumfire?

Frankly I’m confused. If you weren’t using offhand dagger or staff with a corruption setup, what were you using? Regardless, there are two perfectly good options to transfer conditions.

I do use dagger off hand but I don’t use staff. I use focus instead. Losing 150 conditon damage is quite a lot, also staff is not the best condition weapon.

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[Suggestion] Master of Corruption

in Necromancer

Posted by: Tim.6450

Tim.6450

Personaly I would first make the self applied affects affected by condition duration.

Master of corruption
Cooldown reduction to 20%, no extra self applied conditions. Now grants a stack of corruption for a minute. Stack of corruption increase condition duration with 10% and can stack up to 3 times.

This makes the necromancer a much dangerous conditon applier but it also increases the self harm of your own corruption which you need to use to fuel your stacks.

Damaging self-applied affects already are increased by duration, while non-damaging ones are not. It is perfect the way it is, IMO. Increasing the duration of non-damaging effects was terrible when it worked that way, because the cripple from CPC screws up the transfer of the self-bleed from Blood is Power. You cast the cloud, then blood is power, then transfer weakness, bleed, and torment because the cripple has already worn off.

Well I find it a bit more consistent. A second more important reason was that corruption skills are stronger then normal skills should be but in return had a negative effect to compensate. Now stats increase effects from skills multplicatively so if the negative effect didn’t change it would mean that the positive effect would outshine the ngeative or the negative effect is much stronger when you dan’t too much stats. While it is simplified, I do hope you understand my sentiment.

Also only 1 condition on traited CPC anymore so that wouldn’t be a problem.

Why on earth would you want to remove the torment off Blood is Power? That’s a nice chunk of transferable damage you would be losing.

Strange considering the base negative effect is trippled in duration.

And dropping the cooldown reduction to only 20%… why make the trait weaker?

I really disliked the bonus 13%. It meant that your own transfers could not keep up, which was clearly a part in design of the corruptions. Traited plague signet can’t keep up with traited blood is power or corrosive poison cloud and you need to take dagger offhand and trait it to see even an advantage to 13% bonus of epidemic. It felt a bit to restrictive .

Also up to 30% global condition duration (that means other skills as well) and 20% cooldown reduction on corruption skills is not weaker then 33% cooldown reduction and an extra negative conditon.

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warhorn sound effect?

in Necromancer

Posted by: Tim.6450

Tim.6450

Please revert please, previous warhorn sounds were better.

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[Suggestion] Master of Corruption

in Necromancer

Posted by: Tim.6450

Tim.6450

Personaly I would first make the self applied affects affected by condition duration.
Then I would improve each condition and it’s self application.
Consume conditions
No self vulnerability and cooldown of 25 seconds.

Blood is power
Applies 12 stacks of 12 seconds might to you and your allies and apply 5 stacks of 12 seconds of bleed on your foe and 2 stacks of 30 seconds to yourself.

This means that both you and you enmey get the same amount of bleeding (each 60 ticks) but the durations are so tweaked so tha the foe gets a significant amount more damage.

Epidemic
Gain 5% life force and 5 stacks of 8 seconds vulnerability for each condition on your foe instead of the 3 stacks of vulnerabiliy.

This means that the skill has some solo use plus increaseing the risk. 5 conditions and you have 25 stacks on you.

Corrosive poison cloud
Applies 3 stack of 1 second poison and 1 stack of weakness. It is also is a projectile destuction field, applies 6 seconds of cripple instead of weakness to yourself but for each projectile destroyed apply another 2 seconds of cripple (icd of 1 second). Interval: 1 second.

This gives corrosive poison cloud a very strong control of the field but also makes the necromancer dedicated to said field due to all the cripple. It also ticks moe to give the nemies less chance off being condition free.

Corrupt boon
Corrupts all boons on a foe, applies 1 stack of 6 seconds poison to yourself for each condition removed.

Simple high risk high reward stuff.

Plague
Now applies 2 seconds of cripple with every hit, plague of pestilence does not apply cripple anymore.Withering plague applies 5 seconds of bleed and torment. Instead of self bleeding on entry it grants 10 seconds of weakness on entry.

A bit more control of the field in return for a stronger negative effect and a serious boost to the dammaging skill.

Master of corruption
Cooldown reduction to 20%, no extra self applied conditions. Now grants a stack of corruption for a minute. Stack of corruption increase condition duration with 10% and can stack up to 3 times.

This makes the necromancer a much dangerous conditon applier but it also increases the self harm of your own corruption which you need to use to fuel your stacks.

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Warrior Elite Livestream to a necro

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Posted by: Tim.6450

Tim.6450

Even more aggravating was them disregarding player feedback and leaving consume conditions, your least crappy heal, at an increase 30 sec cd AND still with the long cast time it had, with the self vulnerability as well.

The nerve….as if all necromancer heals weren’t mediocre enough and had long cast times, they proceeded to nerf the one players bothered to use.

They increased the CD because MoC reduces the CD by 33% instead of the traditional 25% so it was kind of bait trait they knew it was bad. That is aggravating.

The worst part of it is that that 33% cooldown is more trouble then it’s worth. The negative gets 33% cooldown reduction as well. So if you want make good use of a traited epidemic you better have a traited off hand dagger ,take 2 condi cleanses/transfer or being stuck with weakness of all stuff and that’s just 1 corruption skill in itself. Try to add “blood is power” and you need to add 2 transfers somewhere or a traited plague signet and even that doesn’t cover it.

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Warrior Elite Livestream to a necro

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Posted by: Tim.6450

Tim.6450

Even more aggravating was them disregarding player feedback and leaving consume conditions, your least crappy heal, at an increase 30 sec cd AND still with the long cast time it had, with the self vulnerability as well.

The nerve….as if all necromancer heals weren’t mediocre enough and had long cast times, they proceeded to nerf the one players bothered to use.

It is again one of these thematic over balance issues again, consume condition had to become a corruption skill and the corruption trait had to be place (which both were very stupid). They then had the issue that consume conditions became a full cleanse every 18 sconds which would be quite OP so they nerfed consume conditions instead of giving it the shelter treatment. But hey signet vampirism is being used, so progress am i right?

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Update Life blast to Plague blast Why not?

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Posted by: Tim.6450

Tim.6450

I do aggree with Ronpierce on this one, it’s to strong for a adept minor but to be quite honest it easily conflicts with siphoned power. So I suggest scrapping it and changing it something group orientated, a damage modifier or something (like while in DS gain a buff off 10 seconds that gives 5% damage ).

It would be too strong for an adept minor if the system still allowed you to go into a trait line partially without investing in the whole line. However, this isn’t the case so it doesn’t matter if it’s an adept minor or a grand master.

Don’t low levels get adepts only ? I mean it’s not like they immediately to grandmaster? ALso even if the system does not make any major difference between grandmaster and master, it still usefull as some kind of reference tool.

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Update Life blast to Plague blast Why not?

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Posted by: Tim.6450

Tim.6450

I think stuff like Vital Persistence and such mandatory features need to be baked into the core class much like the staff mark size was.

That’s what I said to Robert Gee, but, again, like anything, if it were to be, there’d have to be nerfs elsewhere to compensate. VP baseline + current spectral trait would likely be too strong, it would need something tuned down a bit, which is why its not such an easy decision.

I would prefer making 1% life force (considering vital persistance gives 2% life force/ second) gain baseline and make the cooldown reduction 20%. This way vital persistence is still valuable as a trait but making it less invaluable. Also streamlined cooldown reduction trait.

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Warrior Elite Livestream to a necro

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Posted by: Tim.6450

Tim.6450

The fact you can transfer those negative conditions is a bonus, it’s a combo unique to the necromancer. That shouldn’t however take away from the skills’ strength, which is what ANet is doing now.

It is NOT a bonus . Transferring is just a way necro can deal with condition pressure. The skills that deal with condtion pressure are balanced in itself. What people are doing is double accounting the value of a transfer when it comes to corrupting and transfers.

That’s exactly what I’m saying, is it not ?
(EDIT: Apparently "isn ’ kitten is counted as a swear word -.-)

Currently ANet seems to handle corruption skills as “strong enough” because “we can also transfer the selfhurt”.
I’m saying that corruption skill shouldn’t be balanced with the transfer in mind, but rather AS THEY ARE. In which case the abilities are WAY to weak for the negative aspect they bring along.

The fact you can transfer them is merely a combo we can do that also consumes the cooldown of a very valuable transfer skill.
And most of the time the negatives we get are too badly designed to transfer them in the first place.
(4 second 5-stack vulnerability is not worth my transfer skill, but it sure hurts like BLEEP when I’m getting wailed on).

I think you’re misunderstanding my use of the word “bonus” in this case. Maybe I should’ve used a better word, like ‘side-effect’ or something.

The way you described it was that there was some added value to be found because the transfers, while in reality this value is just part of the value of the transfer. My mistake then.

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