Showing Posts For Tim.6450:

Balanced PvE (Making all playstyles viable)

in Profession Balance

Posted by: Tim.6450

Tim.6450

Changing some damage numbers or new gear type.
Increasing damage will just result that every party would have a zerk hammer guardian and the rest is dps.
A new gear type will also help nothing but it will stil be dps, dps, dps.

What we need is a redesign of our mobs. They are to bland, too simple. The best place too look at it is pvp and even wvw since there has been a variety of builds there. We could take some of the OP/strong specs and intoduce them to PVE (dhuumfire/terrormancer, Hambow, backstab thief,… ).

EverythingOP

Isn't DS/Second Health Bar awesome?

in Necromancer

Posted by: Tim.6450

Tim.6450

how can it be coding difficulty if we have a trait that heals into deathshroud?

Also healing in DS would hardly be OP. I mean every other class kan heal during their defense. stances, evades ,stealth, block,… all allow healing but deathshroud doesn’t? Sounds not really fair.

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[Warrior] Arcing Slice

in Profession Balance

Posted by: Tim.6450

Tim.6450

Why a blast finisher?

Also the point of cleansing ire was that it was coupled to an dodgeable skill giving it some counterplay but by making such fast aoe’s well you quite remove that one.

I also don’t see the point why the greatsword needs such move.

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On Reflects...

in Profession Balance

Posted by: Tim.6450

Tim.6450

Well I can quickly think of 2 solutions:

- all projectiles are blocked by reflect skills but some types are not send back. It keeps reflects as a reliable defensive tool but without being to kill some bosses to quickly.

- put a maximum cap on reflect damage. A bit more difficult since this has to be determined for each projectile but could work fine.

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Gauntlet Chance Rate Increase Ridiculous!

in Festival of the Four Winds

Posted by: Tim.6450

Tim.6450

Even then I do not see any reason to notificate players untill it is done. Say they said they would relook the drop rate and then decide that it is fine. Every player would have build their hopes up and would even be more outraged.

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Gauntlet Chance Rate Increase Ridiculous!

in Festival of the Four Winds

Posted by: Tim.6450

Tim.6450

I disaggree, players on the forums should not get an advantage over the other players.

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[PVP] Deathshroud needs redesign.

in Profession Balance

Posted by: Tim.6450

Tim.6450

And i didnt mean regenerating 50% out of combat i meant regenerating all out of combat but cut the base amount of LF by 50% cause i can assure you thats where the balance is. You can especially feel this on power necro, if you enter fight with more than 50% then you are unkillable life blast machine and if less then you just have to play recklessly by spamming skills just to get more life force.

So compared to our current life force we regenerate 50% but are capped at that even in combat? Right?

I’m not a fan of regenerating at max value since it removes some aspect of in combat life force management. You can’t prepare a reserve and store it for a better situation to use. The system also limits the players in his moves since you would lose life force. That’s why I suggest that instead halving max life force and regenerate to 100% out of combat , you keep the max life force and let the life force converge towards the balanced point (50% in this case) out of combat.

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[PVP] Deathshroud needs redesign.

in Profession Balance

Posted by: Tim.6450

Tim.6450

Then would it be acceptable of instead of regenerating to 50% out of combat and making that a hard cap in all situations (even in combat), life force would go towards 50% out of combat and faster the more difference there is?

So if you start at 0% it would take 2 seconds to reach 10%, 5 seconds to reach 22%, 8 seconds to reach 31%, 13 seconds to reach 41% and 22 seconds to reach 50%.

If you start at 100% however, it would take 2 seconds to drop to 90%, 5 seconds to drop to 78%, 8 seconds to drop 69%, 13 seconds to drop to 59% and 22 seconds to drop to 50%.

Life force on death will be moved to DM 2nd minor.

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Giving Counterplay to Minions

in Profession Balance

Posted by: Tim.6450

Tim.6450

I’m assuming you are referencing the parts of I that don’t deal with AI (the two buttons)? That’s basically exactly my worry about it. Desummon is to me more an issue of how quickly minions get bugged due to pathing when you are moving around, and this would help fix that. If they actually had a solid AI system that always worked properly then I’d throw the idea right out the window.

I am referring to all three. The desummon button is like picking up a turret without the cooldown reduction but without time loss. The return button is a ranger replica. The idle base state is like the guard/avoid combat button (but without the button) in my opinion.

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[PVP] Deathshroud needs redesign.

in Profession Balance

Posted by: Tim.6450

Tim.6450

Why not increase the life force gain per player death in pvp? I would say quintuple to 50% since it is the same with stacking sigils but that may be a bit overkill so perhaps 25% lifeforce?

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Giving Counterplay to Minions

in Profession Balance

Posted by: Tim.6450

Tim.6450

I certainely can find myself with II and III, but I rubs me the wrong way. I beleive you are trying to take the advantages of turrets and pets and combine them into minions. It devalues the other 2 skill types a bit in my opinon.

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Liadri and rage

in Festival of the Four Winds

Posted by: Tim.6450

Tim.6450

@Ozbrikk

It’s the fact that you fail so much that it gives you such sense of accomplishment. If you did it in your first try would it be an achievement? Believe me, I have thrown many tickets at it in season 1. I have tried it with a lot of classes with different builds but failed many times. But when I finally beat her it filled me pride.

So I wish you the best for you and hope you succeed in beating her.

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Suggestion: change WvWvW to W^N

in WvW

Posted by: Tim.6450

Tim.6450

While the idea sounds interesting it brings some consequences:
- Strategy becomes complicated: Now you have 2 servers to fight. With the new system you get the problem that there are servers battles to be fight. But these servers have also server to fight which you have to bring in account and those servers have servers to fight. So to make a good strategy you have to bring every ‘match-ups’ in account which is in EU 54 matches. (good luck with that)
-Victories become more RNG: If two equally strong servers are fighting can the victory be decided not by their skills but their other oponents. If one of the servers has easier they can place more man on their equally strong opponent giving them the victory.
-Quadruple-teaming becomes possible: With four servers as opponents one it becomes possible that they all decide to gank their common opponent. Not fun.
-Calculating fair match-ups become more complicated: 54 in EU ‘match-ups’ which all influence each other. Try balancing that.

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Everyone who did meta should get shiny wep

in WvW

Posted by: Tim.6450

Tim.6450

They just need to add a an unlockement of the skin in the wardrobe for 200 tickets (you don’t get a skin or weapon). Nobody cares about getting an exotic, they just care about the looks.

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Traits Reworked

in Necromancer

Posted by: Tim.6450

Tim.6450

-Cursed Tools: to strong for a master trait (affects too much).
-Dark Presence: is a bit on the weaker side since ferocity so maybe 200?
-Target the weak, not that it changes much.
-Withering precision: too strong for an adept minor trait, make it grandmaster minor.
-Weakening shroud: Already relies on “near too death” moving it too master will up the trait usage. Also blind with short weakness? Kinda a waste of the weakness.
-Banshee wail: absolutely not the cooldown reduction is worth too much.
-Barbed precision: too weak for a grandmaster minor trait and you lose some serious condition power as a 6/4/0/0/4 build so leave it as it is.
-Staff mastery: meh, nothing changes.
-shrouded removal: kinda weak for a grand master, keep it as it is but make it pulse.
-Death Shiver: not sure about that one.
-Unholy Sanctuary: still useless.
-Quickening thirst: sounds interesting.
-Unholy Martyr: too weak for a grandmaster trait.
-Unyealding blast: this will ruin life blast because ranger will be hit twice and therefore will be nerfed.
-Soul marks: doesn’t change much.
-Renewing blast: with unyealding blast OP or the healing will suck.( heal an ally three times)

I have the feeling that you have modified traits that are in good positions just so that your other changes can be done. Not a good idea in my opinion.

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Changes to Dark Armor and SotL

in Necromancer

Posted by: Tim.6450

Tim.6450

I somewhat agree and disagree with changing the passive bonus in general, because:
The only viable use this signet currently has is moving faster in cities or jumping puzzles. As soon as you’re in combat it is nothing but a wasted utility slot. Yes, you see a lot of people using it in both WvW and sPvP, but they are actually handicapping themselves.
So, should the signet be changed?
1. Yes, because atm it’s absolute garbage.
2. No, because that way it’ll take 2 sec longer for people to run from the mystic forge to their crafting station.

Movement speed has its uses in battle, I use this signet a lot in battle and out of it. Hell I even chased someone with it in wvw. So no the passive is fine.

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Warrior Banner changes

in Profession Balance

Posted by: Tim.6450

Tim.6450

I won’t judge on 1 since I’m conflicted with it (a chain skill wouldn’t hurt and probably would improve banner usage but a banner is not a weapon and therefore is supposed to be a bit cluncky).

2 on the other hand is out of the question since banners can be picked up by every class and therefor should fit every class. A burst mechanic in a banner would hinder this.

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Condition damage from might

in Profession Balance

Posted by: Tim.6450

Tim.6450

Little example from a 1v1 I had lately vs a berz Ham/Bow at the end I died with around 15k Burning and 8k bleeding dmg (ok that was quite embarassing xD) in the first 2 spots then ways lower the Hammer/Bow dmg skills with a total of about the same.

This just means that you migitated the power attack better (that or he wasn’t a zerk). By the way 15K of burn at 875 is 28 seconds of burn. Do you even cleanse?

The powergain from might may be quite op but compared to the direct dmg of a conditioner with might, the condition dmg of a dd with might is just insane and in no relation.

This has nothing to do with condition themselves but the weapons themselves. Condition weapons tend to scale very poorly with power while power weapons with damaging condition do not have that limitation. So the best option is to either nerf the condition power of those weapons or buff the power scaling of condition weapons.

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Curious short convo I overheard

in Living World

Posted by: Tim.6450

Tim.6450

funny thing is that as the Lionguard Quartermaster he had to give resources for free as part of the plan made by Kiel. It seems that he has made use of that ploy to promote his own situation. I find it quite sickening that those two are still playing the political game while Lion’s arch was/is in crisis.

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Condition damage from might

in Profession Balance

Posted by: Tim.6450

Tim.6450

The problem is more, that the Condition damage through might has become too powerful. There are currently a million builds (mainly ele and warrior) which can easily keep up 20+ stacks of might and therefor without having skilled on any condition damage making an enormous amount of damage through conditions. This comes mainly through the different scaling from the condition damage. Whereas Power based damage has the weapon damage as well as a higher base stat. Condition damage is at 0 if not skilled, as well as not modified via a weapon.

these are wrong assumptions for 2 reasons:

-conditions have a base stat it’s just different for any condition (bleeding 850, burning 1312, confusion 867, poison 840, torment 850). The values are hidden but you can calculate them by diciding the base damage by the scaling of the condition).

-weapon damage has no influence on the relative damage increase of might due the multiplicative nature of the influence between the stats.

All in all stacking might will not influence the damage of conditions relatively more then the damage of power.

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Laidri trial

in Necromancer

Posted by: Tim.6450

Tim.6450

You cant waste lifesteal procs, theres no icd.

the food has one.

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Share strategies for Boss Blitz bosses

in Festival of the Four Winds

Posted by: Tim.6450

Tim.6450

Since the title seems fitting I’m going to place one tip for shurakk.
If you’re dying too much,use single target,non projectile,ranged skills/weapons or aoe no power damage skills. I know it is not optimal damage but is better then a loss of damage due to you downing and allies ressing you.

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Necromancer Max Condition Damage Stat

in Necromancer

Posted by: Tim.6450

Tim.6450

Just to point out that those builds probably wont yield you the highest condi damage in most situations. They are dependant on you recieving 25 stacks of might to achieve that (which you cant do by yourself).

So if you want to maximise personal condi dps then you would build differently.

I’m not sure about that because the stack limits. It’s very common that your bleeds are overwriting by an ally, so investing in duration/precision will not always give you more damage so investing in pure raw condition damage might be optimal. Luckily the zerk meta gives the condition user some breathing room.

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Laidri trial

in Necromancer

Posted by: Tim.6450

Tim.6450

Show some pride and don’t use lifesteal .Do it the old fashoned way by dispelling her death shroud. It’s quite easy to beat Liadri as a necro without the crutch.

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Double Punishment in Reward for Boss Blitz

in Festival of the Four Winds

Posted by: Tim.6450

Tim.6450

Well I think the system works fine. You don’t need a guild to do this. Just look in your LFG tool for a taxi to a good server.

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Kill x bosses at the same time mechanic

in Living World

Posted by: Tim.6450

Tim.6450

I think the splitting up is a good idea since it increase the importance of the individual player. In some old boss fight I could manage my inventory while doing damage. Also it increases the condition stack that can be placed , 5 bosses is 125 stacks of bleeding.

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[pvp]Toughness Vs. Vitality

in Profession Balance

Posted by: Tim.6450

Tim.6450

Drarnor is if you look in his signature a necromancer and they have around 1800 armour and 18K health basic stats. EHP is HP*armor so to maximize your increase of EHP you want to take the increase that has the highest statincrease/stat. Since HP is 10 times higher in base the HP increase has to be 10 times higher then the armor increase. So for the necromancer to maximize EHP you have to take 10 HP/armor (which is refelected in the toughness vitality conversion rates).

Now necromancer is the class with highest base health and lowest armor, so every point of armor values (relatively) more then any other class. So all classes have more use with vitality in EHP then toughness. Vitality looks like the better stat since it increase EHP and works on every damge unlike toughness.

The problem is that EHP doesn’t account healing. Healing can be looked at as an direct increase in HP (it’s a bit more complex but it will suffice) the formula thus becomes (HP +healing)*armorso the values will shift more in favor in toughness back for power damage. As an example a warrior has to heal for 2,5K HP and toughness is the better stats regarding power damage and for a engineer 4,4K.

so to summerize vitality is better against:
-condition users
-burst builds (since you will heal for very little you healing will be less inportant, so if you want to protect against instagib take vitality)
-when you play a very low healing build and you are a low HP class.

Toughness on the other hand is better :
- against any non bursty power builds (you heal more since the fight takes longer)
- when you have a lot of active defense (you will heal more since you survive longer)
- when you have a lot of healing.
- when you have a lot of cleanses.

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Build/strategy for Necromancers and Liadri

in Necromancer

Posted by: Tim.6450

Tim.6450

I actually used a condition spec based around blood is power. Its high damage for little cast time allowed for walking forward which gave you better chances. Another thing that helped was spectral walk for extra swiftess. Unforunatly the spec used Dhuumfire so I don’t know if it wil still work.

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Issues with the Guardian Profession

in Profession Balance

Posted by: Tim.6450

Tim.6450

I actually don’t see the need for guardians to have the extra soft CC (well you have affliction and signet of judgement). I mean you have teleports /leap, multiple sources of swiftness, hard CC, and multiple sources of immobilize.

For movement speed, mah couldn’t care less since it is probably used only when out of combat and swapped when going into combat.

EverythingOP

one handed weapons

in Profession Balance

Posted by: Tim.6450

Tim.6450

what do you mean?

EverythingOP

Conditions do way too much damage.

in Profession Balance

Posted by: Tim.6450

Tim.6450

Runes like undead dont help this. Getting more damage from stacking toughness. What kind of logic is this? Turning reduced risk into increased reward.

Power does better better in increasing defensive stats for offense or vice versa.
Turning reduced risk into increased reward:
- deadly strength: 10% toughness to power (necromancer)
- retrebutive armor: 7% toughness to precision (Guardian)
- performance enhancement: 10% healing power to power (Engineer)
- energized armor: 7% toughness to power (Engineer)
- strength of spirit: 7% vitality to power(Ranger)
- armored attack: 10% toughness to power (Warrior)
- rune of the worm: 7% vitality to ferocity (rune)
- rune of exuberance: 7% vitality to power(rune)
- rune of exuberance: 5% vitality to precision(rune)

Then you have the once that turn high reward into low risk for power:
- practiced tolerance: 7% precision to vitality (thief)
- soothing winds: 7% precision to healing power (elementalist)
- death into life: 7% power to healing power (necromancer)
- great fortitude: 7% power to vitality (warrior)

Compared to:
Turning reduced risk into increased reward:
- rune of the undead: 7% toughness to condition damage (rune)
- strength of stone: 10% toughness to condition damage (elementalist)
- chaotic transference: 10% toughness to condition damage (mesmer)
- rune of exuberance: 5% vitality to precision(rune)

Then you have the once that turn high reward into low risk for condition:
- practiced tolerance: 7% precision to vitality (thief)
- soothing winds: 7% precision to healing power (elementalist)

Edit: added rune of the worm/exuberance

EverythingOP

(edited by Tim.6450)

Allow 2nd set of weapon for ele/engi ooc ?

in Profession Balance

Posted by: Tim.6450

Tim.6450

I think this suggestion isn’t fair I mean. If we consider the ele/engi one weapon to the 2 weapons other classes get, then why should engi/ele be the only one who gets easy out of combat swapping?

Also for sigil stacking wouldn’t that be giving a free stack sigil even if it’s just out of combat? I mean they wouldn’t have to sacrifice a sigil slot on their entire combat set anymore, while other classes should. Engi and ele get advantage in the weapon swap departement already compared to ther classes.

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Necromancer. Dark Path. Redesing.

in Profession Balance

Posted by: Tim.6450

Tim.6450

I would prefer a higher projectile speed and instead of the necro teleporting to the target ,the target teleports to the necro.

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This is getting a little pathetic now.

in Necromancer

Posted by: Tim.6450

Tim.6450

Edit: @ Tim that not correct ether… It should be no warriors instead of no ranger…

The attachment was just to show that it even happening with below average~ average difficulty.

EverythingOP

This is getting a little pathetic now.

in Necromancer

Posted by: Tim.6450

Tim.6450

You know,when this kind of thing actually happens to an entire class,something really needs to change in the game….

“Play how you want ,but build accordingly, and make the necessary characters specifically to what you’re ‘allowed’ to use. "

Corrected this for you.
edit: bold was placed wrong.

Attachments:

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(edited by Tim.6450)

Living World Content Considered Harmful

in Living World

Posted by: Tim.6450

Tim.6450

I think this needs some time to grow since I see some interesting stuff in living story namely the recycling of old content. Right now the festival of the four winds is reopening, the arena in divinity’s reach is reopening, SAB stilll has a world to open and don’t forget wintersday and halloween. These types of content are not permament but they are not lost forever.

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Change Incendiary Powder

in Profession Balance

Posted by: Tim.6450

Tim.6450

My point is that for engis with any skill whatsoever this isn’t going to make ANY difference at all in regards to “more skilled play”. It’s not hard at all to switch to the main weapon to proc IP. In fact, I consider it somewhat a buff since it gives engis more control on when to proc their burning (i.e. after the opponent’s cleanse). So if your intention was a nerf, I think it fails.

I never intended a nerf, I had a trade-off in mind. I also find it absurd that you claim that it won’t change anything while you showed that you could improve the effectiveness of the trait with skillfull play.

As for your Dhuumfire argument, that’s on a different profession with different mechanics, weaknesses and strengths. It’s dishonest to compare these two traits. I was simply pointing out that the argument that IP has no counterplay and that it’s passive can be applied to a ton of stuff out there. Why is IP being singled out? Especially since engis aren’t dominating any meta out there with burning.

Funny you just claimed that IP was just a proc like any other on another profession and was treated unjustly while dhuumfire (which is a more costly version of IP) has been in exactly the same position, but that is acceptable in your eyes.

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Change Incendiary Powder

in Profession Balance

Posted by: Tim.6450

Tim.6450

I don’t know how this promote skillful play at all since a skilled player switches between kits and weapons very frequently anyway and/or builds with no kits that require a lot less skill juggling can just stick to their weapons.
aren’t valid.

It promotes skillfull play since a player can now time his burn better. A player now has to hit with specific skill now to inflict burning so no grenade spamming into a point and getting a free burn. I don’t think any build without kits is even viable let alone a condition build.

Also, IP isn’t any different from any other procs on other profession. These complaints aren’t valid.

Well then let’s revert the nerf to dhuumfire and make it a master trait.

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Is there a support thief build????

in Thief

Posted by: Tim.6450

Tim.6450

Venom share is a very type strange support namely it does a bit everything if traited for it: Healing, boons, debuffs, power dps increase, condition increase, soft cc, hard cc are all contained in the venoms or traits surrounding venoms:

  • healing: Skelk venom heals for 700HP/hit ungeared without gear and with gear 900HP/hit, leaching venoms add another 325 HP/hit ungeared and 569 HP/hit to all venoms. So combined it gives with a full set of venoms it 286 HP/second ungeared and 456HP/second geared to allies .
  • boons: Venomous strength gives every ally 2 stacks of might for 20 seconds per venom.
  • debuffs: Skale venom can potentially give 20 stacks of vulnerability to the enemy for at least 10 seconds (I don’t know which player duration is used so I say 10 at the moment).
  • power dps increase: leaching venom gives every venom hit at least 350 damage per venom strike and it scales with the power of the receiver (not the thief)
  • condition increase: Skale venom gives every player 4 stacks of torment which is a very scarce condition which will not interfere with normal condition builds.
  • soft cc: Ice drake venom gives chill
  • hard cc: basilisk venom gives stun

    The advantages of this spreadout is that you always can support every player no matter what playstyle they have: ranged,condition, power, tank,… and in whatever team setting you are .
    The downside is that you cannot specialize well since some of your resources would be wasted.
    The three biggest downside are no stunbreaker, no condition removal and the short range of venomous aura. The condition removal can be solved by taking a sword (a very good choice since it can debuf with the auto attack), an off hand dagger with shadows embrace (together with sword you can steal boons from enemies ) or taking anti condition sigils/runes. The lack of stunbreakers can be solved by good use of dodges/evades. The only thing stopping venoms from being good support is the range. 360 is too short, 600 would be perfect.
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The Mists Explained

in Lore

Posted by: Tim.6450

Tim.6450

Do keep in mind, however, that at various points the Chinese lore differs from other countries’ lore. ArenaNet customizes it due to all the regulation the Chinese government has. For example, in China’s lore, Caithe and Faolain aren’t (former) lovers.

What Marjory and Kasmeer, are they still lovers in Chinese lore? Because if they don’t then living story would have to abbandon that part of their story, which would really remove any significant meaning it had.

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Change Incendiary Powder

in Profession Balance

Posted by: Tim.6450

Tim.6450

In my opinion the best way to make this trait a bit more skillfull is to change the proc from on critical hit, to on hit with a weapon (not kits). This should promote a bit more skillfull play with the trait while making it more reliable.

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New elites brainstorm

in Necromancer

Posted by: Tim.6450

Tim.6450

Wouldn’t that mean that if we trait for it we would have 12 seconds of stability without boon duration? Also wouldn’t have spectral skills too much stunbreakers?

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[PvX] Overhaul for Healing and Healing Power

in Profession Balance

Posted by: Tim.6450

Tim.6450

The point of going berzerker is that you sacrifice defense for offense but with this system you negate it. Also what about conditions? Do they deserve less healing then a zerker just because their damage requires extra defense(you have to survive the duration before your attacks count for full)?

So no this is not a good idea.

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Traitworks: Dead Last

in Necromancer

Posted by: Tim.6450

Tim.6450

fine by me:

the new grandmasters:

  • Parasitic Contagion: Very strong in PvE , it would be considered OP if the placement of your conditions were guranatueed.
  • Path of corrution: A strong pvp trait which is in the right spot.
  • Unholy Sanctuary: A grandmaster for getting regenaration in death shroud? Garbage trait.
  • Unholy martyr: A grandmaster for getting plague signet in DS with shorter radius but 5% life force in return? There is potential, increase the number of targets/pulse (2~3 would be fine).
  • Renewing blast: can’t really make an opinion on that one.

minors:

  • Armored Shroud: good for 1pt trait.
  • Soul comprehension: 2% life force for every kill? useless.
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Excited Necro noob needs advice

in Necromancer

Posted by: Tim.6450

Tim.6450

Ok for jumping puzzles I strongly advice you spectral walk when you reach a hard part of a puzzle just activate spectral walk and when you fail you can just teleport back. You can also jump from any height almost unharmed with this skill by jumping by activating the first part a bit before you fall and activate the return immediately afterwards.

For a build I can advice you a condition minionmancer. You are allowed to range with the scepter the enemy will your minions draw the attention of the enemies. Even if you get the attention of your enemies you should be abble to kite easily thanks to perma cripple and what little fear you have. If your minions are getting low health use ds #4 at a bit closer range to heal them. Even if you are hit your faithfull minions will heal you.

If you can’t be bothered to switch traits/skills us this build:
http://gw2skills.net/editor/?fRAQNArYWjM00WbXNG3wejCiBRyNhmcWuID0gqsA-e

If you can be bothered:
http://gw2skills.net/editor/?fRAQNArYWjM00WbXNW3webighQywzJz/j+IIC-e.
blood is power can be switched for any skill, epidemic, corrosive poison cloud,spectral wall and signet of locust are solid choices. If you face an enemy which has full bleed stacks use fear.

for both builds:
Focus on hemophelia first, and then the minion traits. The gear should contain condition damage .

EverythingOP

(edited by Tim.6450)

Uncatogorized fractal

in Lore

Posted by: Tim.6450

Tim.6450

Could it be possible that the uncategorized fractal is not above ground? When you fall you get teleported in the same way as when you are hit the electic beam created on the stairs on the way to Tom. So for all we know it could just be a structure in a cave that was made to look like a floating fortress/lab/etc, with on the ground generators for those teleports.

EverythingOP

[PvP] The state of Necromancers in PvP

in Profession Balance

Posted by: Tim.6450

Tim.6450

Correct but warrior has reliable acces to poison (sigil of doom + fast hands means 50% uptime of poison with one sigil)

So can Necro. The only difference is that Necro isn’t forced to use a valuable sigil slot to apply poison.

The conditon necromancer has to either take a staff or take a scepterand spam auto attacks.

Necromancer do not have reliable acces to aoe chill (unless you count epidemic).

Chilblains is a reliable access to chill.

forget that one, you’re right then.

Well, you have to consider that necro with aoe condition skills is actuallly a condition spec while the hambow is a power spec. By the way fan of fire is AOE.

But it still applies burning. Even in full condition build, all of the warrior’s condition are single target, except for burning.

Cleave is AOE, a small cone but still AOE. So technically bleed and burn are AOE.

Wrong, cooldowns come into play in this discussion. 3 out of 4 marks have 20 seconds cooldown or higher and mark of blood has a 6 second cooldown. Warrior longbow 3 skills with a cooldown lower or equal to 10 seconds. So while the necromancer marks hit easier (I’m not even sure about because fan of fire has a low tell). The warrior can use his skills more often and have more chances to hit someone thus more reliable.

Cooldown isn’t related with the reliability of a skill.
Casting a skill isn’t like rolling a dice and hoping that the skill lands.
Also, you, purposely or unpurposely, have ignored the LoS factor which is quite big in competitive play.

Yes it is, a shorter cooldowns means that it can used more often which means that are is a bigger chance the enemy has no defences left. Which means it is more reliable.
Also about LOS staff has LOS problems with marks, see attachments.

Fierce blow has incredible uptime of weakness unlike all those other skills. 75% uptime untraited, ungeared is alot more then 25%, 20%, 30%,25%, 16% uptime.The necromancer has at least with 3 of them to reach the same uptime then Firece Blow.

Uptime matters very little when you have to stay in melee range and can’t reliably mantain it.
Throw Torch has a much higher uptime compared to Incendiary Powder, but that doesn’t mean that Throw Torch is better compared to Incendiary Powder in terms of burning application.

First the basic principle of high level pvp is apparantly on point combat which is melee range, so in pvp it is very reliable. It is also has 10% more range. Also torch in incendintary powder have around same uptime of burning.

Attachments:

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[PvP] The state of Necromancers in PvP

in Profession Balance

Posted by: Tim.6450

Tim.6450

Necromancers have a set of conditions that can be easily used with defensive purposes, the soft CCs I was talking about are great if used defensively.
True, you can’t pop endure pain and eat any damage, but you’re making it look like endure pain makes warriors immortal to team focus for an unlimited amount of time. Endure Pain is just a skill to delay the damage you would take anyway for a couple of seconds, it does not provide warriors protection, nor a bigger health pool, nor defensive conditions and soft CCs.

The fun thing about endure pain is that unlike the necromancer counter part makes sure that a hit is a wasted effort. With all the necromancer defences combined does not do that , more damage on a necromancer will make him die faster.

If you think poison is valuable just because of damage, I’m afraid I’m starting to doubt your PvP competence.

Correct but warrior has reliable acces to poison (sigil of doom + fast hands means 50% uptime of poison with one sigil)

Damage is not everything.
It does not apply weakness or chill or poison or cripple. And warriors have only combustive shot as AoE condition skill.

Necromancer do not have reliable acces to aoe chill (unless you count epidemic).

How viable would be Necromancer if the only AoE condition skill is a combustive shot-like one? I’d say close to zero.

Well, you have to consider that necro with aoe condition skills is actuallly a condition spec while the hambow is a power spec. By the way fan of fire is AOE.

I talked about RELIABILITY.
Staff marks always hit and if traited are also unblockable.
Longbow skills are slow, with an huge tell, are projectiles (so subject to LoS fails) and can’t be traited to be unblockable.
It would be stupid to argue that staff is a much more reliable ranged weapon compared to LB, even for the most biased warrior hater out there.

Wrong, cooldowns come into play in this discussion. 3 out of 4 marks have 20 seconds cooldown or higher and mark of blood has a 6 second cooldown. Warrior longbow 3 skills with a cooldown lower or equal to 10 seconds. So while the necromancer marks hit easier (I’m not even sure about because fan of fire has a low tell). The warrior can use his skills more often and have more chances to hit someone thus more reliable.

Fierce Blow is a melee small cleaving skill.
Compared to Enfeebling Blood (and Weakening Shroud), CPC, Corrupt Boon on might (quite popular these days) and Signet of Spite, it is much less valuable.

Fierce blow has incredible uptime of weakness unlike all those other skills. 75% uptime untraited, ungeared is alot more then 25%, 20%, 30%,25%, 16% uptime.The necromancer has at least with 3 of them to reach the same uptime then Firece Blow.

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Conditions are killing the fun.

in Profession Balance

Posted by: Tim.6450

Tim.6450

While you are right about being able to negate a lot of condition damage, your conditional opponent will almost always be tougher and have more health than you do.

This is the amusing thing though.. We all know ignoring toughness is one of condition damages biggest strengths, but it can also become a weakness by the fact that a full berserker player is not nessesarily squishy.

You can go 100% full offensive stats vs a condi bunker with no side effects from poor defence, as long as you pack enough condi removal, and suddenly it means nothing that they are tankier than you.

In short – full zerker is harder to beat than full soliders on a condition build. Stop trying to “out tank” builds which are by design tanky and good vs other tanks because all you are doing is playing their game.

this +1. This is the true counter to condition damage go zerker since the condition user loses damage/second (on an average point of view) through the shorter fight.

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Signet of V & Spectral ICD's need lowering

in Necromancer

Posted by: Tim.6450

Tim.6450

The problem lies with mesmer clones/minions. Mesmer clones/minions don’t do much damage but they will trigger those procs healing you for insane amounts. ~900hp/s second would be godlike (practical situation of sov with icd of 1/4 s).

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