Showing Posts For Tim.6450:

Design The Two "Missing" Elites!

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Posted by: Tim.6450

Tim.6450

Signet of longevity

Passive: grants connection with death buff every 2~3 seconds. overwrites current stack.
Connection with death (4s): +15% extra maximum life force.
Active: quintuples max hp, current hp and incomming healing for 5~8 seconds.
Cooldown 60~90 seconds.

Well of despair:
Damage all enemies and grant cursed debuff.
Cursed (3s) : can’t regain health.
Duration: 5 seconds.
… (basic well stuff)
cooldown 60~90 seconds.

EverythingOP

An idea for Well Of Darkness

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Posted by: Tim.6450

Tim.6450

If it had a damage value from the start, similar to well of corruption, people wouldn’t feel the need to suggest new ideas for it all the time. Sadly Anet never sees this.

While giving it damage would certainly make it more useful, i dont think Anet will do this, because they clearly wanted it to be a defensive skill aka it would defeat is purpose (everyone would just use it for well bombing).

Because thematics are more important than actually being useful. My poor baby just wants to be loved and put on a skill bar for once.

Well theoretically you can make well of darkness useful without giving it more offensive power, they just need to do something (more then shaving the cd by 5 sec every year). But hoesntly i wouldnt be suprised if Anet thought that well of darkness is already a strong skill.

Well considering they nerfed Chilling Darkness because of its zerg use in WvW, I think you are hit the nail on the head. Sadly that was the only time it had any real use in the more meta side of the game.

Didn’t they nerf it for the reaper skills nightfall and death charge?

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Question about Necro Minions

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Posted by: Tim.6450

Tim.6450

All their stats are their own. Cleric, berserker it doesn’t matter they have the same stats only traits affect them.

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Balance this season

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Posted by: Tim.6450

Tim.6450

I just want guardian CC to go. Traps dazing is too much. They have quite a lot of invulns too that just need to be toned down.

What do you mean by “a lot of invunls”?

For some 2 seconds invunerability every 70-90seconds is to much…

Many still dont know that condis still tick while guard is using RF…. it is a 2 second from phisical damage only.

You are also immune for the application of new condi but people like to forget that. The damage that is taken is damage from previous hits.

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Soul Comprehension rework think tank

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Posted by: Tim.6450

Tim.6450

Another thought is that Death Magic is a tanky trait line.

Has anyone considered adding true hate management traits? Things like taunt could be added to some skills. Fear on Shroud could be replaced by taunt, for example.

Spikes of toughness could also be self-applied via skills in order to hold aggro. Corrupter’s Fever stacks toughness but is not an on-demand trait.

Right now, Necromancer is not especially good at hate-management but some tweaks to DM could make it viable.

Well aggro generation has no point if you don’t have the tools to deal with the aggro. So we can start with that if we are not so easibly focussed down.

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Soul Comprehension rework think tank

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Posted by: Tim.6450

Tim.6450

if it has to be a death trait then I would say grant stability and cleanses conditions on a nearby death. Personally I would love it to be a life force granting trait in combat.

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Stop complaining

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Posted by: Tim.6450

Tim.6450

People actually think that elite specs are so OP and need to be nerfed to the level of core specs which I consider an indesirable goal.

Actually we have every right to demand it since Anet did promise us (and lied just like about MMR reset) that elite specs will bring variety but won’t be stronger than core. The sole reason why elites are so overtuned is sales, nothing else.

If they were overtuned then why are most builds half core? Why don’t mesmers run 5 wells or engies 5 gyros? Why don’t I see quintuple rage skill torch warrior? Do you think reapers would be relevant without boon corruption which reaper does not offer? The fact stands that elite specs are stronger then their core counterparts because they can take any skill and trait core offers plus a set uniquely of their own. This one way exclusivety is an inherent advantage that can’t be underestimated. Basically more options-> more choices -> better choices -> power creep. Nerfing this inherent advantage would mean that elite spec skills and traits would actually be undertuned. So I don’t think they did it for the ‘sales’.

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Stop complaining

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Posted by: Tim.6450

Tim.6450

People actually think that elite specs are so OP and need to be nerfed to the level of core specs which I consider an indesirable goal.

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What happens at equal points?

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Posted by: Tim.6450

Tim.6450

Well I had a match and we ended with equal points. I know I won but did the enemy team also won? Is there secondary condition in case of a tie?

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Signet Chillomancer: Why Not Off-Hand Dagger?

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Posted by: Tim.6450

Tim.6450

The daze is unblockable which is quite usefull. Also dagger 5 is just too slow for me.

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Give necromancers Blocks

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Posted by: Tim.6450

Tim.6450

As a necro I don’t think giving us blocks or invulns is the way to go. We have never been a damage avoidance class and I see no value in turning necros into wannabe guardians just to suit a meta that will be gone in a month or two.

Necro focus is a thing in almost any meta. Also we are litterally the only class without blocks, evades or invulns while every other class has at least 2 of the categories in their kitten nal.

Necros problem in the current meta is that death shroud as a defensive ability does not scale with incoming damage which means we get screwed under focus fire. A potential solution would be to get a % of incoming damage converted to life force, thus allowing death shroud to scale better with focus fire.

you mean a percentual damage reduction like protect and rise? I don’t think it helped that much.

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A few much needed condition based buffs

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Tim.6450

The self conditions on corruption skills are a staple, as the necro has so many transfers. So if the plague form is a corruption skill, it has to stay. I like being able to punish folk for trying to condi-bomb me. Plague signet, suffer, dagger 4. Eat that plus everything I can put on myself in the meantime. It can be vicious.

Self conditions are a staple and guess what it makes the skills bad. But necros have transfer. If i slot a transfer it’s to transfer my enemies conditions not to make my own skills semi usable. There is no added value by giving your self conditions to transfer them to a foe in a competitive scene. The only reason it “works” in pve is because you have a free transfer and condi cleanse is not obligatory in pve. It would be like giving meditations conditions on usage because the guardian can transform them into boons. No guardian in their right mind would use them becaue it is stupid.

As for the ICD on deathly chill, that is combined with another change. If you just added it to the exiting trait, it would suck so bad nobody should ever take it. If, however it applied say… 4 torment stacks for 5 sec… then making it ICD at 5 sec, would prevent RS5,4, from putting up a 40 stack. This way, if you invest in duration, that trait could maintain an 8 stack at 100%. Without duration, it would maintain a 4 stack. Which I would argue, is a lot stronger than say… 4 bleeds most of the time, and a sudden 10 stack off of RS54. It would make it less of an “oh by the way” trait, and make it a mechanic that a proper rotation could keep going.

I’m aware of the added change you suggested but if your icd is only because your enemy is stupid enough to stand in ice field for 4 seconds while you spin for 3 seconds and they eat all the bolts then they deserve any stack they get. Also you assume the reaper can apply a chill every 5 seconds which is completely unrealistic : reapers mark is 1 every 32, chill blains is once ever 16 , terrify is once every 26, executioner scythe is once every 26 and chilled to the bone is once every 90. You can’t even reach that with this and if you did this kind of skill rotation you would be shooting yourself in the foot.

However if the ICD or that many torment stacks is still unworkable…. a simple way to fix it, would be add a single torment stack of matching duration to that trait. So each chill does 1, 8sec bleed and 1 8sec torment.

Applying a chill could result in 4 conditions at once, fear would be a staggering 5 conditions applied. I can just feel the qq comming, mind you it could be balnced though.

That single bleed stack is just not enough damage, especially when we bleed so much already. If you don’t take it, and take reaper’s onslaught to add more bring from dhumfire, you end up with more damage than you do from deathly chill. Assuming you took soul reaping. And it seems to me, that taking a non condi damage trait line, for one condi related trait, should not be better if you drop the big bad elite condi trait from reaper, to take the obviously power based a tack speed trait.

Aggreed but putting ICD on a a trait only because your enemy could die when they are stupid enough to eat a full burst (either by eating an obvious combo or receiving a chill skill chain rotation) is not a good idea.

EverythingOP

(edited by Tim.6450)

A few much needed condition based buffs

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Posted by: Tim.6450

Tim.6450

First icd are tool like any other but just like any other tool you need to apply it in the right context icd’s have ruined traits as much as balanced them. In this case an icd on chill application seems like a very inapropriate move. You put an icd on a very specific trigger itself which I consider overkill. The only excessive case of chill application lie within the shroud on very specific and obvious skills/combos all on a cooldown of 30 seconds.

For plague, there is an easy solution for that: just remove the stupid self application condis. In fact remove them from all the corruption skills and MoC (which is the most backwards designed trait ever) a good buff for condi AND power.

Also stack intensity for chill is again not a good idea in my opinion because chill is not designed to be stacked.

EverythingOP

why doesn't necro have an invul or immun

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Posted by: Tim.6450

Tim.6450

True, my mistake, I read wrong.
I stayed away from the gam for some months and make some mistakes, I’m sorry XD

About the LF, then, if an enemy hit me for 2k my LF drop only for 1k?
otherways I didn’t noticed any changes while out or in the shroud.

yes, it is a bit difficult to see with the degen but if the damage is high enough it becomes easier to see.

EverythingOP

why doesn't necro have an invul or immun

in Necromancer

Posted by: Tim.6450

Tim.6450

50% damage reduction while in shroud?
Did I missed a fix or something?
I just tried in sPvP against one of the mobs but the mob inflict me the same amount of damage, if I’m in or out of the shroud… is it different against players?
I truly never noticed that damage reduction.

Yeah, your life force bar drops only half of the depicted amount.

About LF, in sPvP is fixed at a precise amount that don’t depend to your HP, only if you have or not Soul Reaping trait, that increase LF by 15%.

It is actually not , you need to enter shroud to see the difference though (the bar will not shift on amulet switch). A fun way to use this practically use this is to useg plague when you’re about to proc the 50% mark (or just when focussed) the last gasp trait will activate and you get double life force.

EverythingOP

Tone Down Revive

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Posted by: Tim.6450

Tim.6450

This is something we’ve been monitoring for a while. We’re looking at a couple of different options here, but we do need to be careful making changes to something that is so integral to PvP gameplay (and as a note, we’d be making changes to PvP only).

Below are some suggestions I’ve seen on this forum over the past few months. We wouldn’t do all of them of course, but I figured I’d throw them out and see how you folks feel about them.

  • Implement 1-to-1 rally policy, similar to WvW. This means that only 1 player would rally per enemy killed, rather than up to 5. Would likely be the downed ally closest to the enemy player.
  • Cap the range at which someone can rally.
  • Bring back PvE-downstate policy
  • Shorten revive/downed “invuln” buff.
  • Reduce healing per tick when rezzing.
  • Further reduce downstate HP
  • Adjust outlier revive skills (Function Gyro)

I think adjusting outliers is certainly a given. I’m on the fence for 1 for 1 rallying. PvE downstate might be interesting but if you do this don’t forget to remove downed state traits and replace these the effects with something else . I don’t think incentivising down state is a good idea if it is a mechanic that is punished for being used.

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Buff Consume Conditions?

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Posted by: Tim.6450

Tim.6450

Well I would first remove that stupid vulnerability from it. The second thing I woul do is to revert the cooldown. Then we get the good old consume condition which was considered quite balanced due to its long cast time. The final change I would do to it would be to create a better master of corruption, the trait is just plain bad.

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Necro should start match w/ some life force

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Posted by: Tim.6450

Tim.6450

Staff auto attack gives 3% life force per hit. Your marks give between 10-15% life force per target hit. One Mark of Blood dropped in the initial team fight should give you just under half your life force (10% x 4 players), and with staff AA hitting every 3/4 second it should take you less than 20 seconds doing nothing other than AA and dropping marks to be at full force. And then of course every attack and ability while in Shroud generates life force, so as long as you don’t jump into a 1v3+ you should be able to generate it faster than you’re losing it.

What game version are you running and where can I find it?

Whoops I actually screwed that up a little. But anyway,
http://metabattle.com/wiki/Build:Reaper_-_Signet_Chillomancer
“all your marks are unblockable and build life force” through Soul Reaping specialization Soul Marks, 3% per trigger
Necrotic Grasp generates 4% life force per hit and is your staff AA, can hit up to 5 targets for 22% of your life force in one attack (if you’re specced in Gluttony, otherwise 20%)
Feast of Corruption (scepter 3) generates 8% plus 1% per condi on the target up to 5%
Staff 1 strikes every 0.788 seconds with no haste according to the wiki.

When I get back from work I could post a video of my baby necro going from 0% life force to full in about 18 seconds, but that is admittedly on the target golems that don’t fight back. I do think it fair to say that in a team fight where you can hit multiple foes going 0-full in 20 seconds is doable frequently.

This is just plain ridiculous. 0-100% in 18 seconds. any dps class can kill you well within that time. You also said if 3+ people are porting to you at the same time that is a l2p issue. What are you talking about? you cant prevent 3 people from porting to you even if you are staying behind. You really should play more pvp before writing paragraphs about it

If you have 3+ people focusing you within the first 10 seconds of a fight you were the first or only person from your team to get there at all play levels. end of story. It is a L2P issue. Don’t go charging headfirst into melee range in a team fight with no shroud, hang back and use the terrain and you won’t get focused because you won’t be on the point. Yes you won’t be building life force as fast as if you went all out spamming everything that builds life force into the thickest group of enemies you could find, but guess what? You’re not getting focused which means you have a significant amount of LF before you ever get attacked.

Actually this is not true you either don’t contribute at the fight or you are the target simple as that. First rule in a match is focus necro. Also shroud will not help against a true focus.

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Stop Nerfing, start Buffing

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Posted by: Tim.6450

Tim.6450

HoT would come with power creep that was a given. Being anything else would dissapoint me in HoT more then anything. Simply because true horizontal progression will create vertical progression. Basically more options, means better options, means power creep. All those options are condensed in elite specs so it isn’t surprising that elites are more prominent. They are free to take any core skills/trait but have an additional set of their own. Current builds are the clear example of this. Take a look at their skill bars: you see a clear combination of both HoT and core skills. Some classes are even being carried by their core capabilities: reapers without corrupts would be trash. So for those saying that HoT should be on the same level of core means reducing the inherent advantage of more options which means that HoT skills should be subpar which is not good balance. So yeah accept the power creep it is the consequence of horizontal progression.

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"Nothing Can Save You!" Cast time

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Posted by: Tim.6450

Tim.6450

I think they gave it a cast time so you can’t use it mid gravedigger so you can counter a blocking opponent at the last second.

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Shroud deplete faster but block all attacks

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Posted by: Tim.6450

Tim.6450

Why did Anet design the necromancers this way?

Can I get a legitimate answer. Like a legitimate reason as to why necromancers are designed as being perfect focus fire?

Probably the answer will look something like “conditions conditions bler bleh”

Honestly, “conditions conditions bler bleh” is the best answer there is. Reapers can pump out kittened amounts of condition damage. But if it was nerfed, they would be absolute kitten. A single Berserker can stay on you indefinitely with almost no problem whatsoever simply because you have no good escape. Flesh Wurm’s cast time is way too long, and it’s CD is also pretty long compared to catch up methods and other escapes on other professions. Shroud 2 only goes 600 range and a single cripple is enough to let you catch back up. With all the ways to kite now too, Reapers are easy to kite. So not only can they not kite themselves, but they cannot prevent kiting.

But because they do massive condi bombs when freecasting, they won’t buff defences. And to be honest, that’s a good thing. Reapers are a great example of the game’s powercreep situation and why you can’t make good balance from it. Their damage is too high, so they need weaker defences to “balance” it out. (I put “balance” in quotes because it’s not a real balance). If they buffed Reaper/Necro defences, they would be too OP.

I think one of the best solutions is actually nerfing the Soul Reaping line so they aren’t dependant on it (as well as making a couple things baseline like unblockable staff marks). This will open up the option to use the Death Magic or Blood Magic lines, with slight buffs to Death Magic to suit conditions specs a little better. This would be a good start because this needs to happen anyway, regardless of Necro’s state.

Can you give an example of these huge condi bombs full of damage or this massive amount of condition damage? I always love these condition statements. Also nerfing soul reaping will not magically open blood magic nor death magic because the trait lines are just plain bad. Nor will it change necro’s status as focus fire target #1. Another thing you talk is powercreep an then you say things like making things baseline which creates power creep.

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Nerfs in condition damage

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Posted by: Tim.6450

Tim.6450

No, that would add to the powercreep. The problem is that conditions do too much damage, and condition specs can stack conditions too easily, while also being tanky.

Sure that’s why most of the meta is power.

No spec should be able to apply powerful condition damage and then literally be able to run away while the damage ticks away. Or worse yet, the conditions continue to tick while CCed. Power specs are shut down from CC or being forced to run. Condition specs aren’t as much.

Well the difference with power spec is that when he runs away, the damage is already done. Also condi specs are shut down by cc: no application means no damage.

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Druid OP?

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Posted by: Tim.6450

Tim.6450

do people just say nerf on every class they have a hard time dealing?

Not just class even mechanic.

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enfeebling blood

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Posted by: Tim.6450

Tim.6450

from a pvp perspective I would say the skill would be more acceptable the cooldown was 30 seconds. For pve I would say hell no.

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Nerfs in condition damage

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Posted by: Tim.6450

Tim.6450

yeah nerf condis while the majority of the classes use power.

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Possible changes on Spectral skills

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Tim.6450

Spectral armor seems like shield of courage on steroids, I also dislike the shroud effect removal. Preferable I would like it more if spectral armor forceable starts (no 10% req) and forces death shroud but prevents the bar from dropping . the necro version of elixer S.

For spectral walk I don’t think we need the swiftness anymore if it teleports.

Spectral grasp pulls are already clunky as they are makeing it wait for 4 seconds will not improve on this. Even if it functions I dis like that the life force must come when you pull instead on the pulses themselves. Also I’m not sure if I would ever slot a utility for a skill like this.

Spectrall wall, I doubt it will be worth it with only 2% life force.

Lich form at least increase the duration back to 20 seconds.

spectral devouring will need testing but my guess will be that it will heal too little with the amount of counterplay: defiant stance comes too mind..

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3 changes that improve traits

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Posted by: Tim.6450

Tim.6450

It make death magic more useful because we can now create minions without having to take minion utilities. Minion traits might be taken by non- minion mancer builds. Minion mancer would even have more options to pick from.
this is how death magic is improved.

Reaper has like up to five jagged horrors and they don’t take them and reaper death, magic and blood magic seems like the recipe of low damage and low life force.

Taking reaper, deathmagic and bloodmagic is fine. A minionmancer actually doesnt need soul reaping (or spite) to work.

That said i dont want more traits that generate minions especially outside of deathmagic.

I know it works for normal minionmancers but he suggested a build which would use non minion utilities for minion generation. Instead of those minions you get shambling horrors which mean no life force from deaths and almost no minion damage except golem.

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3 changes that improve traits

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Posted by: Tim.6450

Tim.6450

I do not see how these changes make spite more desirable.

You are going to run wells without spite? Your damage will be like a wet noodle while have zero reaper synergy.

I think it does make blood magic more desirable because i think the wells trait would be really useful instead of feeling like a 20% cooldown reduction.

I think the trait is fine if wells themselves had some more presence.

It make death magic more useful because we can now create minions without having to take minion utilities. Minion traits might be taken by non- minion mancer builds. Minion mancer would even have more options to pick from.
this is how death magic is improved.

Reaper has like up to five jagged horrors and they don’t take them and reaper death, magic and blood magic seems like the recipe of low damage and low life force.

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dragon hunter f3 needs a nerf bat.

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Posted by: Tim.6450

Tim.6450

There is so many options versus “block”.

Read that to get better:
https://wiki.guildwars2.com/wiki/Unblockable

Print it and read it before sleep. After 2 weeks you will laugh at your own old ignorance.

It’s not that easy, guardian block is quite unique that it is not a channel. Channelled blocks are quite common and the counter play unblockables give is a lot higher. Because if you are blocking and you het hit by a blockable skill you are most likely not being able to react to it or you have to give up on your block. Some unblockable skills even break block like wail of doom. This resulted in a lot of unblockable skills being a lot weaker. Just compare thunderclap with reapers mark /wail of doom/static field. However guardians don’t suffer this disadvantage so unblockables are not that great against them.

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3 changes that improve traits

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Posted by: Tim.6450

Tim.6450

Also move unholy sanctuary to blood magic remove unholy martyr (which is objectively a worse version of vital persistance).

While i would like to see this it is unlikely to ever happen since the devs said that they wanted the grandmaster traits in bm to have atleast some support functionality (wells give aoe protection, ally condi removel, healing, rezz etc.).

I also recall the devs saying that warriors should be weak against conditions or necro’s being attrition. Either way the support value of this trait (if it really needs it) is that it allows you to use life from death more freely and your support actually has to live to do support.

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3 changes that improve traits

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Posted by: Tim.6450

Tim.6450

I don’t think it would make death magic more desirable but rather blood magic and spite. Honestly the tree is just bad: they already slotted 3/4 minion traits in and then they make the most niche/weak things in as well. So replace putrid defense, soul comprehension, reapers protection and deathly strength for some real defensive skills. Here is an old idea of mine for a necroish defensive trait:
shrouded resistance: when entering shroud your life force bar can’t decrease for 2 seconds, increase the cooldown off exit shroud skills by 2 seconds.
Also move unholy sanctuary to blood magic remove unholy martyr (which is objectively a worse version of vital persistance).

EverythingOP

(edited by Tim.6450)

why doesn't necro have an invul or immun

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Posted by: Tim.6450

Tim.6450

If you are heavily focused: Spectral Armor > Shroud … works technically like an invuln.

Is it clunky as hell? Yes of course, like everything on Necro:
- wurm teleport
- Spectral Walk teleport
- Death’s Charge leap

I had situation where 100% shroud melted in around 3 seconds. That’s around two spectral armors (or one in plague form) so much for like an invuln.

You are in some extreeeeme situations then, to have all that shroud gone so quick with Spectral Armor on. Honestly, the only reason I use Rise instead of Armor is because of traits. In some ways, it’s even better than Endure Pain. For one, traited, it’s lower cooldown and more than twice as long. Further, it scales well. I believe the one second icd is per attacker. So you get pretty kitten good mileage from it

That’s why invuls are better then what necro’s have, they cover all cases. One it is not per attacker so it scales very very poorly (or not at all). Second who actually traites spectral armor? Vital persistance is almost necessairy and better.

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why doesn't necro have an invul or immun

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Tim.6450

If you are heavily focused: Spectral Armor > Shroud … works technically like an invuln.

Is it clunky as hell? Yes of course, like everything on Necro:
- wurm teleport
- Spectral Walk teleport
- Death’s Charge leap

I had situation where 100% shroud melted in around 3 seconds. That’s around two spectral armors (or one in plague form) so much for like an invuln.

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Moa on warrior's rampage

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Posted by: Tim.6450

Tim.6450

it’s not like moa has some huge noticeable animation, because it doesn’t.

Time to buy glasses

Oh so noticeable, you turn purple and point just like every other Mesmer skill.

Thats outdated. It now has a massive signet abvove the mesmers head and a VERY lofty 1second cast time.

Its as obvious as day when a mesmer casts a signet. Just LOOK.

Actually the signet comes after the cast, just to rub it in more.

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Moa on warrior's rampage

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Posted by: Tim.6450

Tim.6450

There’s no counters to necro shroud.

Actually there is a counter to necro shroud: don’t let the necro get shroud. honestly if people expect that necro has no shroud when they just attack through spectral armor then that’s their fault.

That’s should buy 3s for you and the rest of the 3s is where this elite skill actually start working.

That’s not true, the elite already worked for 3 second by denying your skills.

As for animation being obvious or not, currently there is a bug with quickness but otherwise its really to do with how well you focus on the mesmer and how experienced you are. If you got hit by it when not paying attention then its fair game, the purple glow is a visibly (100 range diameter I’d say?) radiating bright purple glow unlike other shatter effects and its a good 1s cast. Average human reaction is 0.25s so you should have plenty of time to react to. I really don’t want to say L2P but nitpicking on animation details makes people look really bad, especially its been around for years and become popular for 2-3 seasons already.

However aside me forcing to recognizing diferent kids of purple it gets even worse when the different kinds of purple starts to overlap. It’s really not that obvious.

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Moa on warrior's rampage

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Posted by: Tim.6450

Tim.6450

Moa is a counter to very strong game changing transformations, this is a good thing. We need the game to offer counters to things not have everything be an almost guaranteed I press this button and I win.

Also Moa should be able to jump, would solve 90% of all Moa problems.

What’s moa’s counter?

Stability, dodge obvious animation, LoS and use 5 whiled moaed, its high cd would balance it without F5

I don’t think stability works given that it is a transformation and not a cc. The animation is not obvious (pointing and turning purple is not obvious for a mesmer). How do you loS on point? Skill 5 last what 2 seconds of the 6 plus you still cannot use your own skills.

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why did you remove hearts

in Guild Wars 2: Heart of Thorns

Posted by: Tim.6450

Tim.6450

I think hearts are a like training wheels. They give new players easy missions so they can learn to find events or learn exploring. So not having them outside hot is a good idea.

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1vs1 balance is hard, Rock/paper/scissor easy

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Posted by: Tim.6450

Tim.6450

I wonder if we really should balance in mind for 1v1’s because well we’re playing conquest. There is more to conquest then just 1v1 and while 1v1’s are important there are other aspects that are important like other match ups (1v2, 2v2, 4v4) and ooc utility (group stealth, mobility, portal,…. ). Focussing on a single aspect will simply not work (necro focussability will not be solved by 1v1 balance).

EverythingOP

Moa on warrior's rampage

in PvP

Posted by: Tim.6450

Tim.6450

Moa is a counter to very strong game changing transformations, this is a good thing. We need the game to offer counters to things not have everything be an almost guaranteed I press this button and I win.

Also Moa should be able to jump, would solve 90% of all Moa problems.

What’s moa’s counter?

EverythingOP

Does close to death affect condi dmg?

in Necromancer

Posted by: Tim.6450

Tim.6450

Only direct damage.

EverythingOP

Why do pwr and condi builds feel weak?

in Necromancer

Posted by: Tim.6450

Tim.6450

I don’t think so, we are the attrition profession and therefore most kill everything slower then any other class. So no damage modifiers but instead procs at half or lower health which gravedigger procs only once before the foe is dead since you spam gravedigger. So mostly those procs are useless against trash mobs or in general since the procs are might and vuln which are easier capped at bosses since well bosses are a group event. For condi it is the idea that longer conditions are better conditions which again is useless if your foe is dead in less then 10 seconds. So against trash mobs no chance.

EverythingOP

Utility in shroud

in Necromancer

Posted by: Tim.6450

Tim.6450

What about healing in shroud? Dont you guys think atleast the regeneration boon should still be effective in shroud?

I think you should get full healing and balance afterwards. However that will never happen, after all it is 4 years .

EverythingOP

Moa on warrior's rampage

in PvP

Posted by: Tim.6450

Tim.6450

SoH has quite an obvious cast.

I don’t think I would call it an obvious cast. I mean turning purple and pointing is not that obvious especially since that is something what mesmers already do. It would be more obvious if the symbol actually apeared before turning moa like with necro’s signet of spite.

EverythingOP

Moa on warrior's rampage

in PvP

Posted by: Tim.6450

Tim.6450

I mean if you see a Rampage war / Lich Form necro you just kite them until it expires OR moa them and now they need to kite you until it expires. How is that not fair?

because when you kite the lich/rampage form you get access to all your skills and when the necro/warrior kites in moa form he gets 5 skills where one is kinda good and the rest is terrible.

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Reasonable builds without HoT expansion

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Posted by: Tim.6450

Tim.6450

Full boon corrupt necro (signets + spite + curses + soul reaping) does pretty well in pvp (as well as a necro can do). I have hot but I like this more then the meta necro build.

EverythingOP

[sPvP] DS & ranged in dire situation

in Necromancer

Posted by: Tim.6450

Tim.6450

Lifeblast
cast time + aftercast .75s scaling .75 100% projectile finisher
or cast time+aftercast .9s scaling .9 100% projectile finisher

dark path cast time1/4s 10s cooldown
remove projectile
bleed5 8s
chill 5s

doom 20s cooldown
fear 1.5
stun break
quickness 4sec

i think this would be a good start
not sure about doom

Doom really does not need the quickness.
For life blast I rather have a bleed of 5 seconds then a 100% projectile finisher and dark path I would rather keep the unblockable projectile (though it may be faster) but rather make a follow skill where you teleport to the hit foe.

EverythingOP

Elite specs were designed for PVE

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Posted by: Tim.6450

Tim.6450

Nope, I think most of them were designed for pvp. Mind you some elements are pve-reletated like reaper greatsword. But elements like function gyro, the stability, the chill focus of reaper, … point more towards a pvp design.

EverythingOP

Warrior Resistance or Nec Corrupt too much?

in PvP

Posted by: Tim.6450

Tim.6450

First I want to argue that a lot of the boon corrupts are not cheap. The most common build run triple traited signets. Most signets with the exception of plague signet are acually bad and even plague signet pulls conditions to the user (even at the most stupid moments) . So for that boon corruption you sacrifice 1 grandmaster trait, your heal slot and 2 utility slots. Some variations of the build go even further and either revert back to core or go blood magic for more corruption. The only cheap boon corrupt is on scepter but the anti boon pressure it gives is low (even though I don’t like the skill). For the rest you have an additional boon removal in chill of death.

Second thing to mention is the amount of boons currently in the game. The amount is ridicously high. So a counter to it would be nice the only class really pushed towards this role is necro. Boons really don’t need to be more unchecked.

Also the boon corrupt is the only thing what keeps necro somewhat viable, we don’t have the boon output ,the mobility , …. . The only thing we can do is make sure the enemy doesn’t have it either so corrupting is mostly our only option.

EverythingOP

Sounds Familiar

in PvP

Posted by: Tim.6450

Tim.6450

But it seems, I think ; This is what they have been doing for years. To nerf class based on complain and cry from the majority.

I will never forget “Mirror Blade” which is a perfect example.

Yet power mesmer is still not a thing in current meta. Wouldn’t be surprise if D/D ele is still weak even when they bring back celestial, most likely will indirectly buff D/F healbot instead lol.

I believe they balance around PvE rather than PvP though, that’s where majority of player base lies. But if they do balance around PvP based on popular opinions, then DH is most likely their next target and they would inevitably double nerf and kill other DH builds……and beating rev while they’re at it.

If you think it is pve based balance, think again. It’s mostly pvp balance .The only things that get really done for pve are things that are completely broken.

EverythingOP

The Herald - made to facetank your dmg....

in PvP

Posted by: Tim.6450

Tim.6450

Last, always stop dealing dmg to a Herald when he pops up Facet of “Your dmg heals me for the next 2 seconds”

This rule only counts for power users. Condi user actually should keep up the pressure. If the condi you apply lasts more then 4 seconds (which most do) you will do more damage then you actually heal. The only way this is not true is when the rev does not live longer then 2 seconds after the heal. However this is unlikely because condition users can’t stop the healing from their previous applied conditions. So if you are carefull with moves you use you can keep up the pressure.

EverythingOP