Showing Posts For Tim.6450:

Necro BUG listing:

in Necromancer

Posted by: Tim.6450

Tim.6450

parasitic contagion bug: conditions casted by corruptions on yourself don’t heal you for it untill you transfer them, other transferred conditions don’t heal as well.

EverythingOP

The state of Necromancers in PvP

in Necromancer

Posted by: Tim.6450

Tim.6450

Dear Blackmoa,
I main elementalist and after trying out multiple classes when the elementalist was nerfed to the ground I found the Necromancer and the engineer to be the most rewarding.
Engineer has an amazing burst and great mobility and perks. The Necromancer has very very high damage, high hp, quite tanky even if you go full zerker.

Just so ya know I start thinking a class/build is good only when you can beat people in a 1v3 which I did several times with the necromancer. Now I have not tried out many builds with the Necromancer I’ve just made a power minion build and when the minion AI was ruined I switched to just Power/DS-build. 15 stacks of vulnerability, 100% crit chance. It all adds up to 4-5k dps from 1200 range. Near double that in lich form so I don’t quite understand why you think that the Necromancer is in a bad spot right now in tpvp…

tpvp is not about fighting, it’s about capping points. So the pvp maps are in reality 3 concentrated spots you have to be and the rest is moving space. This will mean that team fights are quite common. Since the necromancer has no scaling defense (@manacraft a defense on finite resource is okay, it just needs to scale with the amount of enemies), it is an easy target for picking and make us bad in team fights. Our allies can’t protect us that well since deathshroud blocks healing (an important aspect of support),unlike any other class. So all in all we don’t want to be in a team fight, this wouldn’t be a problem if we could easily disengage and move to another point but the necromancer is just so slow that it is just a waste of time. So no, we are in a bad place in tpvp.

EverythingOP

Conditions are killing the fun.

in Profession Balance

Posted by: Tim.6450

Tim.6450

Either you preach to the choir (supporters who already know and agree) or you preach to the devil (who will never agree). Debate and forum threads are basically useless for all except venting, no matter how obviously correct you might be. People either disagree or agree before they even start reading, and no forum post has EVER changed someone’s mind if they had a strong opinion to begin with.

Have fun condi wars 2 players, that’s all you’ll have as long as you keep saying condi is fine. That’s all anyone is playing in pvp/wvw now, a bunch of condi stackers and a constant counterattempt to try to purge all the condis constantly placed. It’s no small wonder engi is king of the hill with necro not far behind.

Didn’t you see the pvp league? It was full of wariors and guardians.

EverythingOP

Where did everything go!

in Battle for Lion’s Arch - Aftermath

Posted by: Tim.6450

Tim.6450

vigil headquarters in gendarren field

EverythingOP

The state of Necromancers in PvP

in Necromancer

Posted by: Tim.6450

Tim.6450

I have been thinking at the fear idea (the fear non stacking and remove duration out of fear) and I think it will be be benificial for both sides if we make a few changes to some other things.

It will benificial for the enemies:
-fear stacking will no longer be a problem (chaining will but that aside)
-ridiculous long fears on necro’s will not be the norm unles heavily invested (see later why)

it will be benifical for the necromancer:
-diamond skin will no longer be uncounterable for a condition spec
-berserker stance can be countered by condition specs
- -65% condition will be more manageble

But I believe there should be som changes as well:
-rune of the necromancer’s fear bonus should be increased to 50% since otherwise it would be quite useless to take it.
-doom’s fear should be increased to 1.25 and 1.75 seconds of fear not for the condition spec but for the power specs who use that fear with 20%~30% condition duration
-master of terror will still work

Now about terror be more utility like I will have to say it would be not benificial since it would weaken the advantages the new fear would give the necromancer. Chill would cetrainly not work since chain fearing would be severely reduced

EverythingOP

The state of Necromancers in PvP

in Necromancer

Posted by: Tim.6450

Tim.6450

Proposed changes to achieve this:

1.) Increase range of Flesh Wurm and make it exchange place with the necromancer on reactivation instead of killing it. If used with poor positioning the Wurm will quickly be killed. If used to get out of a bad situation the effect will be nearly the same as now.
For balance reasons maybe increase the summoning cooldown.

To be quite honest I don’t see how this improves mobility but I think that a better idea may be to decrease the activation time.

2.) Give necromancers a way to prevent a stomp. Maybe make their #2 ability “Your downed health becomes lifeforce and you enter deathshroud for up to 3 seconds. Afterwards you are downed again with your remaining lifeforce as hp” You could still dps them down but stomps would be prevented and the necro could get into a better position to be rezzed

This will mean that you either sacrifice all your life force or you don’t preven a stomp so I’m conflicted about this.

3.) Flavorful access to vigor. A prime candidate for this would be the Spite 5 point trait(former 25) siphoned power. Proposed new trait:”Gain vigor when you remove a boon”(with internal cooldown of course). Maybe a buff to lifeleech trait base values but addition of an internal cooldown.

Why an ICD? Vigor is granted with 50% ptime for a 1 point traits so a 5 point trait could get 100%.

4.) Remove fearstacking. Fear and Immobilize are the only forms of CC that stack in duration and seriously, they shouldn’t do that (I still think immobilize stacking was the worst thing anet ever introduced including the loading screen bug which at least wasn’t intentional). Also maybe don’t make fear duration increase with condition duration, it simply is no fun to be feared for ~4 seconds just because the necro you hit had nightmare runes equipped. CC chaining someone should be at least somewhat reliant on team coordination and not just spam everything. Maybe lower dmg of terror and add more utility like a 1sec chill at the end of the fear.

That’s it from me, pls discuss

Well what do you do with the passive fear procs (rune of nightmare, trait in death magic)? If they don’t stack then that means that they can be procked on unreliable times (even more then now). Also not making fear increase with duration will make fear use less since it can be decreased with -% duration and terror builds rely on the extra duration. Also you just said that damage is on all time low and you want to decrease it more for what? A 1 second chill.

EverythingOP

Hide in Shadows does not remove Torment.

in Profession Balance

Posted by: Tim.6450

Tim.6450

While I don’t think Thief heal skills need to be even more loaded with functions, I do agree with the OP that the spirit of the heal isn’t being reflected. It’s incredibly obvious that it’s supposed to remove all DoTs.

What about confusion?

EverythingOP

Warrior Greatsword Needs Buff

in Profession Balance

Posted by: Tim.6450

Tim.6450

Conclusion:
Fine, I guess that you like getting owned by Hammer/Bow Warriors. Just want you to understand that if you do not promote build diversity you promote the cheese meta that currently plagues the class.

It is true Hammer/bow requires very little skill. But the problem will persist. Yes you are going to continue to be cheese, and yes I am going to laugh at you when you are facerolled.

Lack of build diversity promotes cheese but if you prefer to keep things as they are then so be it.

Their are going to be many more hammer bow face roll warriors because of a lack of other viable alternatives. So if you are one of the crybabies on this forum upset because a Warrior owned you then laughed, it’s probably your own fault.

That logic is flawed if we want to make something else then hambow make more common then we need to buff to the level of hambow or even higher . But since hambow is cheese (your words not mine) then the other option will be cheese as well. So instead of 1 cheese builds there would be 2 cheese builds and the warrior would still be cheese meta.

EverythingOP

Suggestions

in Necromancer

Posted by: Tim.6450

Tim.6450

Kraag what are the shoulder pieces?

EverythingOP

No more Nemesis guides

in Necromancer

Posted by: Tim.6450

Tim.6450

It’s sad that his account got hacked and I hope he will get his characters back, but I think it will take quite a while.

source:
https://forum-en.gw2archive.eu/forum/support/account/Account-Roll-Back-Takes-To-Long/first#post3980725

EverythingOP

Balance stance is NOT a true stance !

in Profession Balance

Posted by: Tim.6450

Tim.6450

I do not get why you are complaining because it is not a unique debuf but a boon means it is stackable with other forms of stability and can be extended with boon duration.

Also armor of earth (which is the same category as mist form) can be removed/corrupted.

EverythingOP

Do skill requirements differ too much?

in Profession Balance

Posted by: Tim.6450

Tim.6450

I noticed they have little acces to vigor, but I also noticed that many players who play necro do not dodge, at all.
Example. On my warrior, when I used Evis, many classes would dodge it, Guardians, Mesmers, Engineers, even some warriors. But Necromancers would always just get hit by it, as if they’d never learned to reflex to dodge giant hitting attacks.

I pointed that out because I suspect that while they do not have access to Vigor, they could still get sigils of energy but simply didn’t because the massive healthpool and relatively good armour allowed them to soak that damage instead.

I can think of three reasons why they wouldn’t dodge:

1. Learning to dodge on reflex is useless if you can’t have enough endurance to dodge at the required moment. Most classes have easy ways to augment their dodges so when they “dodge on reflex”, they will get rewarded more often. Necromancers on the other hand will not and therefore will give up on dodging and search for other defenses.

2. The necromancer thought it was benificial to take the hit for various reasons. Necromancers are designed for taking hits and punishing enemies for it, the amount of skills/traits that revolve around it are enormous. In fact I had once a fight with an ele and decided to eat it’s churning earth just to send back all the bleeds to the enemy. Ele died soon after. I did not dodge the highly telegraphed move but was it less skillfull?

3.He wants to save the dodge for when you pull out your mace, hammer,… .

On a final note I think that you make a mistake by considering dodging as the indicator of skill, I believe that resource management is equally (if not more) important and I believe necromancer is the class that require the most resource management or at least high on the ladder.

Ps: necros are a light armor class. :p

EverythingOP

(edited by Tim.6450)

Protection

in Necromancer

Posted by: Tim.6450

Tim.6450

I think it does.

EverythingOP

Protection

in Necromancer

Posted by: Tim.6450

Tim.6450

I think most people say that because we have most of the time 4 points in soul reaping.
So we have the minor trait last gasp which gives protection.

EverythingOP

No Anet word since last LS final chapter

in Living World

Posted by: Tim.6450

Tim.6450

I think it would be benificial to open SAB (without any new content) again. With the new wardrobe system the value of SAB skins has been upped.

So players who already did the content can find it worthwhile to play some more to get some of the skins whiwh they found in the past of very little value. Players who didn’t do all the content/achievements can complete what they haven’t finished in the past.

The instalation of SAB should be quite easy since it does not change much to the world, the only problem I see is the megaserver system.

I also think something that something similar can be done for zephyr sanctum (with the new patch celestial gear has been improved and can tempt people to try it out) though this one would require some more work(all election stuff has to be modified).

EverythingOP

[PvP]Runes of Strength, The cookie cutter

in Profession Balance

Posted by: Tim.6450

Tim.6450

Everyone has EQUAL access to runes, sigils, armors and so forth.

Seriously, what is wrong with some of us in the community ?

Why not complain about Not having Equal Access to things we don’t have; like stealth, invisible, invulnerability, Perm-Everything and God Mode, like the Thief class, like the Warrior class and like the Elementalist class ?

Stop Punishing our Freedom To Equal Access !!

Simple because not everyone has equal access to might.

EverythingOP

Condition Wars 2

in Profession Balance

Posted by: Tim.6450

Tim.6450

Yeah because mobility and fury is equivalent to the opponent getting hit by – weakness, chill, immobilize, cripple, vulnerability and blindness.

Take a Axe /dager necromancer and you can do all those things in power.

And yes, I said at once, but what is actually happening is the usage of abilities with very little animation/cast-time.

Of course it is, due to the nature of cleansing (it works after the condition was placed), it would be incredibly useless to even try condition builds if they had the same tells.

The abilities you pointed out are some of the strongest direct ones and they are far too few in total.

Strange, I haven’t even spoken about warrior hammer (75% untraited weakness uptime with one skill alone add cripple (I think AOE) and cc), guardian hammer (another damage/ control weapon with extra support), warrior mace main hand (5 seconds weakness on auto attack, daze and block), ranger greatsword ( blocks, evades, stuns, knock down and mobility), guardian greatsword (blind, pull, retaliation and might), mesmer greatsword (vulnerability,might, aoe boon stripping, aoe cripple, knock back), … (the list goes longer but I’m rather lazy).

By resistance I do not mean time duration. I mean actual resistance – % damage negated like toughness.

Well it kinda does , only it takes some time and is rather subtle. The stacks on you will be lower and you will take less damage/second.

Direct damage has this equivalent.

So power does not have a -X% duration equivalent.

Since it’s difficult to grasp, here is how condi builds feel right now – imagine a build with 60% crit chance, 2900 armor, 190% crit damage, 2200 strength and 23k health. This build can also CC you like crazy

Well that is your opinion but it does not say anything nor add it any value to this discussion.

and has a class survivability of either – secondary health bar with extra abilities; access to stealth and multiple invulnerabilities and evasions.

And this class is also ranged and has AI do some extra stuff sometimes.

Well that does not change for both power or condition builds.

EverythingOP

Condition Wars 2

in Profession Balance

Posted by: Tim.6450

Tim.6450

even before the patch they were OP, now they are ruling that part with heavy condi/bunker builds, just one small example : +175% bleed duration, just shout loud OP, still i refuse to run a cheasy condi builds.

What’s the point of having +175% bleeding duration when the cap is 100%?

also, aren’t we killing diversity in WvW roaming ? with suggestion like run(Melandru / Sunless / Hoelbrak / Resistance) or don’t even bother.

Well you also have the standard condition clears.

Yes they have SMALL effects. They do not stack as easily, thus affect the combat as much as condition based stuff that just loads 10 things all at once.

Either all the secondary conditions need to be toned down a lot for the condi builds or the reverse, as I stated.

Small?? Warrior greatsword itself is hated for it’s mobility alone. Warrior Axe offhand gives 50% uptime of fury. The thief black powder/heartseaker givest a massive amount of stealth. Thief sword 2 seconds of weakness/cripple on auto attack, teleport and immobilize. Mesmer sword 2.5s evade frame, teleport and immobilize. Necromancer axe Unholy feast AOE boon strip, AOE cripple and 20%~100% uptime retaliation depending on the amount of enemies. So I would not call it small.

And 10 things at once for conditions? That’s just a very big overstatement.

Not to mention that some kind of condition dmg resistance would be good.

Again melandru/resitance/hoelbrack/sunless.

EverythingOP

Condition Wars 2

in Profession Balance

Posted by: Tim.6450

Tim.6450

The issue is the complete segregation of direct damage and condition based weapons/builds. The condi builds can add so much extra as an effect, while direct damage is just direct damage. Imagine if conditions were just 10 different types of bleed and this problem wouldn’t occur.

Direct damage weapons/builds need more in terms of non damaging conditions as well and/or more boon application (more blinds, weakness etc)

Really because since I know a lot of power weapons have secondary effects aside their damage:
warrior greatsword: damage+mobility+minor debuff
warrior hammer: damage+cc
warrior mace offhand: debuff+cc
ranger sword: damage+mobility+evades

The reason why condition weapons do that sometimes on the same ability is because they have a slot reserved for a bit more power based move. example:
necromancer scepter: feast of corruption
necromancer staff: necrotic grasp
warrior sword: final thrust
mesmer staff: phantasmal warloc

EverythingOP

To much CC and conditions?

in PvP

Posted by: Tim.6450

Tim.6450

fear spamming necro’s with very short cooldowns? The shortest one is 17 seconds traited after that it is 32 seconds also traited. Also tell me again the necromancers condition skills on very short cooldown (ps. anything longer then 4(traited) or 5(untraited) seconds is trumped by hammer guardian).

EverythingOP

Condition Wars 2

in Profession Balance

Posted by: Tim.6450

Tim.6450

Totally Agree w/OP! Kinda ruined the game! Now they shouldnt Nerf condi’s at all they should add a resist skill and make new armor/rune sets with it on!

It exists it’s called rune of melandru.

This is the reason the post was made! Its brainless condi builds that require no skill at all! I always hated Sig of spite and now all of a sudden 2-3 classes have a ability thats the same power! Kinda pointless the way this meta is going!

brainless condition builds? How can you even claim that when power builds have acces to lots of X% damage boosters. Aren’t traits like those the epitome of mindlessness?

Sig of spite? If skills like berserker stance which completely denies the enemy to place a single condition on you are allowed, then why is it not allowed for a skill to make it harder to cleanse?

EverythingOP

[PvE]Shields

in Profession Balance

Posted by: Tim.6450

Tim.6450

engineer shields are quite usefull as a blast finisher.

EverythingOP

Krytan Same Sex Laws

in Human

Posted by: Tim.6450

Tim.6450

I think all of you are missing some points about humans in that case:
maybe in day past when humans ruled tyria they could simply not care about it.

but now humans are “struggling to hold their ground” -pushed out by chars, centaurs – and bandits are not making things better.

as in current state we humans are managed to sort out things with char (at lest for a while) we are still in constant war with chars – idea with watchwork soldiers that would decrease human looses on that war failed as we can see so population growth is still needed – maybe not in such extreme way liek chars are looking upon it – but still many humans may look with at least disagreement on such relationships – cause tho females or two males will not reproduce race – and in current state of human race reproduction is really needed.

While it is true you can also argue that since there is war there are also a lot of orphans. Those orphans have probably have a higher chance to become a bandit. If such child would be adopted the lickelyhood of those childs becoming bandits are becoming smaller. So as long as they adopt a child or two they should be fine, since they make the bandit army smaller and the Krytan army bigger .

EverythingOP

Fighting is far too difficult

in Profession Balance

Posted by: Tim.6450

Tim.6450

@OP by necro you forget all the fear and how hard it hurts.

EverythingOP

DS and build synergy

in Necromancer

Posted by: Tim.6450

Tim.6450

Things like vampiric, full of life, Parasitic bond, vampiric master, vampiric precision are blocked during death shroud.

True, but you dont lose that much when you hop into DS just to cast one or two skills. And blocking large amounts of damage for a moment is also better than trying to stay out leech a little bit.
Again, a matter of timing.
(and to be fair, only the heal-portion of the lifesteal is blocked, if i remember it correctly)

i still think lifesteal of all kinds should work in DS. not because i think the difference would be that big, but because it feels really clunky and ugly the way it is now.

what about parastitic bond, here we are talking about 1K (5% of our health)? Also I haven’t even started on heals from allies.

EverythingOP

DS and build synergy

in Necromancer

Posted by: Tim.6450

Tim.6450

Out of curiosity, if you run a Vamp build, how successful do you find it in your game mode of choice? I’m interested in seeing how effective people feel they are while still asking for buffs like allowing healing effects through DS. I’m not saying you are arguing this point in your post, Tim, but I often think that people ask for changes like siphons through DS to make their life easier. Easier isn’t always better/more balanced, though.

In PvE it’s quite useless , I had a moment where I ran 0/30/20/20/0 with 4 minions and conditions.The siphons bareley defended against me something noteworthy, the perma cripple and ditraction from the minions were more imporatant.

EverythingOP

Berserker amulet

in PvP

Posted by: Tim.6450

Tim.6450

It needs the extra stat to stay competitive with condis anyway

Then why is it only berserker and valkyrie (just noticed now)? What about the other power amulets (knight and cavelier have even less chance against condition damage)?

EverythingOP

Stop it with the toxic attidude to newcomers

in PvP

Posted by: Tim.6450

Tim.6450

I think posting this only in the pvp forum will not help you see the total view. That aside, a bit after the introduction of the balance patch I decided to pick up pvp again, I don’t do much of it but I have moments where I want to play some pvp and most of the time hotjoin (my rank was in the 20ish when the new patch hit if it is any indication of my time in pvp), but this time I decided to do a tournament match (soloque) because I do not like how the teams can change at any moment of the game. In the first or second game I got commented by a player:
“go back to your PvE!”. (just that, no advice no nothing and probably because I wore a lengendary.)
It totally ruined my fun and haven’t touched tournament since then, so yeah the toxicity ruined a part of the game for me.

EverythingOP

Berserker amulet

in PvP

Posted by: Tim.6450

Tim.6450

is it intended that the berserker amulet has an overal higher stat total compared to other amulets? Also didn’t the developers said that pvp would be unchanged by the ferocity change then why did the crit damage increase with 9,8%?

EverythingOP

[PVX] Mesmer Phatasm Damage

in Profession Balance

Posted by: Tim.6450

Tim.6450

I’m not sure but can it be from the increase from 300 ferocity to 447 ferocity?

EverythingOP

turrets = poor man's phantasms?

in Profession Balance

Posted by: Tim.6450

Tim.6450

well turrets are immune to condition damage if ’m not mistaken. Turrets offer more utility then phantasms. Also turrets are blast finishers.

EverythingOP

DS and build synergy

in Necromancer

Posted by: Tim.6450

Tim.6450

at the very least, completely untraited death shroud is:
-a free meat shield to absorb some crap being thrown at you
-a free instant interrupt every 20 secs. (dont tell me youre losing anything from double tapping death shroud
dark path and tainted shackles are also pretty good (but maybe situational) skills for every build

i dont understand how having all this free stuff could possibly hurt you.

if you lose viability when using our class mechanic, then youre not using it correctly (lets say youre playing a condi build and sit in death shroud for no apparent reason). but thats your own fault then, not the death shroud’s.
timing is important and that goes for pretty much every class mechanic in every build, not just necro’s DS: use it at the wrong time and you may be screwed.

Things like vampiric, full of life, Parasitic bond, vampiric master, vampiric precision are blocked during death shroud.

EverythingOP

Is it Time for a Royal Wedding?

in Lore

Posted by: Tim.6450

Tim.6450

Before we start I want to say I don’t know much about the lore of this game and just came here because the idea sounded quite nice.

It’s stated in the personal story (lvl 30 human) that Logan and Jennah cannot be “officially” together because regardless of his stature, Logan is not nobility.

I’m intrugued in this notion, but it raises some questions:
- nobility marrying nobility , aren’t there problems with inbreeding? So it isn’t logical to
assume that they have to introduce new genes at regular to reduce the risks?

- How much is actualy known of Logan’s heritage? And how much is true?

-Also why must Queen Jennah marry Nobility? Because to be quite honest Logan has a high standing (remember he helped slaying Zhaitan who made human corpses into mindless slaves). So the populous would be quite accepting of such marriage. So is there any laws/magic regarding this, that are unchangeable?

-Also is there a possibility to ascend to nobility (a lower form of nobility perhaps but nobility nontheless.)?

If anyone could answer them I would be happy.

Also if I remember correctly the statement came from Countess Anise (correct me if wrong). But from what I understand from playing the game is that Anise does not have Logan in high regards (I’m thinking about the scarlet drama in Divinty’s Reach, poor Logan). So would it possible that Anise was lying and there is a way. (Would be some cool living story stuff. First gain Anise’s approval or find the method yourself and then help Logan to execute it.)

EverythingOP

(edited by Tim.6450)

DS and build synergy

in Necromancer

Posted by: Tim.6450

Tim.6450

I don’t think DS has issues with the number of traits that buff it, so much as it has a few issues with things that don’t work with it.

My sentiments exactly. We need to recuce the things that are limited by DS. I think condition removal and healing are the most important ones.

EverythingOP

Now that Dumbfire is gone....

in Profession Balance

Posted by: Tim.6450

Tim.6450

Don’t worry Anet has a problem with splitted skills and with the current state of conditions in PvE, I think it’s most likelygoing to turn back to 3 stacks (on both skills).

EverythingOP

necro fear vs other classes...

in Necromancer

Posted by: Tim.6450

Tim.6450

you miss out the part where warrior’s fear me! has three times the cooldown, requires an utility slot and needs to be closer than 200 to his target, while necro only needs to be closer than 600 to get the full effect.

with both untraited, doom alone actually has a higher fear uptime than ‘fear me!’.

and thief, well, it’s his class mechanic.

If I’m not mistaken fear me! is aoe and unblockable so comparing it with doom is not the best choice.

And for the thief it steals, shouldn’t be a skill that necromancers have?

EverythingOP

Remove unbeatable 1v1 bunks, reduce condi dmg

in Profession Balance

Posted by: Tim.6450

Tim.6450

Anyway, if they truly wanted Vitality to be a counter to condis, then base healing should scale with Vitality, such that health regen/heals do a % of your total health. Your heal already scales with your Toughness considering each hit point is worth more, but Vitality gets none of that, and the rate of incoming damage vs. the rate of heals means you only really survive longer by the amount of extra health you get from Vitality in many cases (except Necro, who get more LF based on Vit, so it’s actually a stat worth considering more defensively). It always felt lackluster to me.

that suggestion would ruin toughness as a stat. Toughness would be worth nothing since the only advanatge it had was that against power builds their healing scales. Vitality on the other hand had the andvantages that:
-it increases hit points* armor the most on any class (except necro where they are an almost equal). So without healing vitality defends you more against power damage.
-it works against both power and conditions

So removing the only adavantage of toughness is not a good idea.

EverythingOP

[sPvP]Thieves: gameplay, concerns, possible solutions [merged]

in Profession Balance

Posted by: Tim.6450

Tim.6450

I’m not sure if it’s a great idea, I mean in order to remove aegis/block/… they would have to sacrifice extra initiative or use a unfavorable move (I’m especially thinking about shortbow) so perhaps we can shift the stealth skill to F2 with a one time activation per stealth.

EverythingOP

[PvX] We Require More Anti-Stealth

in Profession Balance

Posted by: Tim.6450

Tim.6450

So, it sounds like I had a good idea? Cool!

In that case, what skills should be stealth-strippers? No applying Revealed, though. Ideally, these skills would be ones that currently don’t see much use, and all must be AoE skills.

possible candidates are:
engineer:
-Thumper Turret (looks promising)
-smoke vent in flamethrower
-glue shot
-Elixer X
-bombs
-grenades
-maybe slick shoes.

mesmer:
-null field
-time warp
-chaos storm

thief:
-caltrops
-blinding powder

guardian:
-hallowed ground
-purging flames
-smite condition
- symbols
-shouts
-protecters strike (looks promising)

necromancers
-marks
-corrosive poison fields
-wells
-unholy feast
-enfeeble
-locust swarm
-plague form
-grasping dead

ranger
-traps
-shouts (both pet and ranger)
-bonfire
-whirling defense
-barrage
-healing spring
-spirit actives
-Call of the wild

warrior
-combustive shot
-stomp
-shouts
-plant standard (this one looks very promising)

elemenalist
-phoenix
-ring of fire
-shatterstone
-water trident
-earthquake
-churning earth
-ring of earth
-magnetic wave
-swirling winds
-lava font
-meteor shower
-ice spike
-geyser
-healing rain
-static field
-eruption
-arcane brilliance
-arcane wave
-glyph of storms
-lighting storm (hammer)
-magnetic surge (also looks promosing)
-Ice storm
-Fire storm
- Tornado

I think that’s all of them but I’m not sure.

EverythingOP

Necromancer or Ranger! The battle of green

in Profession Balance

Posted by: Tim.6450

Tim.6450

If we compare longbow ranger and minionmaster then ranger since minion AI is terrible.

EverythingOP

Armored Shroud ICD

in Necromancer

Posted by: Tim.6450

Tim.6450

ok thank you, was a bit confused there.

EverythingOP

Armored Shroud ICD

in Necromancer

Posted by: Tim.6450

Tim.6450

Can someon explain me why armored shroud needs an ICD?

EverythingOP

Feedback regarding Conditions

in Profession Balance

Posted by: Tim.6450

Tim.6450

It’s called condi-cheese for a reason.

In the past they said the earth was flat therefor the earth was flat at that time.

EverythingOP

Why moaning about conditions?

in Profession Balance

Posted by: Tim.6450

Tim.6450

Anyone with half a clue can see why conditions are completely broken.

It’s basic math, really.

please show me this basic math.

EverythingOP

[WvW/PvE] + Condition Duration Foods

in Profession Balance

Posted by: Tim.6450

Tim.6450

These changes would also somewhat offset the critical damage changes in wvw which would please many people by the looks of the forums.

they would probly whine that they cannot defend themselves from condition builds becuase they lost their -40% condition food, plus that 20 % is still too much.

EverythingOP

"When you activate an Elite skill" - UNFAIR

in Profession Balance

Posted by: Tim.6450

Tim.6450

The cooldown on the Krait runes seems to be aimed at preventing Necros froum doubling-up on the activation with Summon Flesh Golem/Charge. That is the only elite skill that can be activated twice in such a short time period.

I think a thief with improvisation can be lucky and activate it also twice in a very short period.

EverythingOP

Good bye Zerker

in Profession Balance

Posted by: Tim.6450

Tim.6450

I am actually happy with his change since it finally equalizes gear. It’s surreal that by shifting your where your stats are placed on gear you get suddenly more stats. People who only took zerker/valkyrie/… trinkets don’t have any right to complain.

EverythingOP

Parasitic Contagion!

in Necromancer

Posted by: Tim.6450

Tim.6450

The only thing I found strange is that it does not tick on the self damaging part of corruption skills. Is this a bug or not?

EverythingOP

I really don't get it

in Profession Balance

Posted by: Tim.6450

Tim.6450

It is amazing how every time I post here I end up regretting it.

The issue was NOT why put a CD at all on heal skill use, rather why is this CD so short.
Why do i even bother..

simple it is for mantra of recovery and healing’s turret ability.

EverythingOP

[PvX] We Require More Anti-Stealth

in Profession Balance

Posted by: Tim.6450

Tim.6450

Coghbyrn, What about Life Transfer and Tainted Shackles when they stealth? The animation may not show it but it hits (if proof look at your life force).

EverythingOP