Showing Posts For Tim.6450:

[Suggestion] Dhuumfire in PvE

in Necromancer

Posted by: Tim.6450

Tim.6450

The thing you could do without much interference is to give dhuumfire a burn attack when entering shroud while keeping it into soul reaping. The pvp population will problably not like it because A: it is instant and B: it is a straight buff to the frost and burn reaper which they don’t like since damage on a soft cc is OP. This could make the soul reaping line very interesting for pve thanks to speed of shadows, spectral mastery and dhuumfire.

EverythingOP

Vale Guardian vs Fear

in Necromancer

Posted by: Tim.6450

Tim.6450

Which is why I wish the chill on fear trait wasn’t baseline.

I have aggree to that, chill on fear sounds cool thematically to keep people close but sometimes you just want the distance and then this traits hinders a lot. The thing is though what do we swap it with?

EverythingOP

Vale Guardian vs Fear

in Necromancer

Posted by: Tim.6450

Tim.6450

While on the subject of fear and vale guard, can we bring up how fear doesn’t affect the breakbars of the split guys? At least I haven’t seen it work.

It is not just fear, I’m pretty sure it is every condition based cc. I find it quite stupid considering we introduced chill, cripple, weakness,… to the breakbar.

EverythingOP

Weakness effect on bosses

in Necromancer

Posted by: Tim.6450

Tim.6450

If the enemy has a breakbar, it only does some damage to the breakbar. So no damage reduction there. Also fumble means that you can’t crit so it has it uses.

EverythingOP

[EU] The red dawn wants to grow.

in Looking for...

Posted by: Tim.6450

Tim.6450

Due to circumastances (leavers and undecisive people) we have one or more free raid spots. So if interested PM.

EverythingOP

[EU] The red dawn wants to grow.

in Looking for...

Posted by: Tim.6450

Tim.6450

We reached 11 men for raiding so that will be placed on hold. For the other activities, you are still welcome so PM me if interested.

EverythingOP

[EU] Lf Raidguild or Raidteam

in Looking for...

Posted by: Tim.6450

Tim.6450

EverythingOP

Looking for raiding guild.

in Looking for...

Posted by: Tim.6450

Tim.6450

EverythingOP

EU Couple looking for PvE/Fractals/Raid Guild

in Looking for...

Posted by: Tim.6450

Tim.6450

EverythingOP

EU Looking for PVE/Fractal/Raid Guild

in Looking for...

Posted by: Tim.6450

Tim.6450

EverythingOP

[EU] LF Semi-hardcore raid guild

in Looking for...

Posted by: Tim.6450

Tim.6450

EverythingOP

LF a smaller guild in EU

in Looking for...

Posted by: Tim.6450

Tim.6450

EverythingOP

[EU][Ring of Fire] Looking for PvE guild

in Looking for...

Posted by: Tim.6450

Tim.6450

EverythingOP

[EU] The red dawn wants to grow.

in Looking for...

Posted by: Tim.6450

Tim.6450

Shameless bump.

EverythingOP

[EU]2 players lf semi-hardcore PVE guild

in Looking for...

Posted by: Tim.6450

Tim.6450

EverythingOP

Guilds: Activate Recruit Mode!

in Looking for...

Posted by: Tim.6450

Tim.6450

The Red Dawn TRD is in an european guild looking to become a smale scale guild for group content like (guild halls and raids).

For more info:
https://forum-en.gw2archive.eu/forum/community/lookingfor/EU-The-red-dawn-wants-to-grow/5761474

EverythingOP

[LF] Raid-Guild or Cofounders

in Looking for...

Posted by: Tim.6450

Tim.6450

This might interest you: https://forum-en.gw2archive.eu/forum/community/lookingfor/EU-The-red-dawn-wants-to-grow/5761474

The guild has still one active member (me) but I have to start somewhere. The guild also meant to do more then raids but I hope that is not too much of a problem.

EverythingOP

[EU] The red dawn wants to grow.

in Looking for...

Posted by: Tim.6450

Tim.6450

I’m Tim.6450 from the red dawn, a guild which started as a guild from friends to a personal bank guild but as the title says I want it to grow. I’m not looking for a guild of 100+ members but more among the lines of 15~20 members. The focus of the guild would be (PvE) group content like the guild hall, raids, guild missions, fractals, … but is not limited to it. I’m not an expert in it or have extensive knowledge about it but I’m willing to learn and adept and I expect the sam from future members. That doesn’t mean that I demand meta builds and watch hours of toturials, fun comes first. I’m normally very liberal with who I team up with but since the focus is a small group content guild I need to make some cuts:

1. I’m looking for players dedicated to the game, guild and its members. I’m not forcing you to play 8 hours a day and donate all your belongings to the guild, but if we want the guild hall to grow to its full potential we will have to work together. The same for raids and other group content. I’m not demanding any representation outside the content itself and an attentive ear at guild chat.

2. I ’m looking for at least 11 HoT players for raids. It might be required to have teamspeak and the required infrastructure (head set and microphone)

3. I ’m looking for people who are free at monday, tuesday and saturday around 20u GMT+1 to match schedules.

4. I do demand polite and friendly members kittenpect each other, I do not think we can have fun otherwise.

5. I do not demand lvl 80’s, ascended/exotic gear, certain classes, … . I have one character of each class and if gear becomes a problem for some players, I think we all can chip to help him/her. That doesn’t mean that I accept leeches see 1.

Together I hope we can become guild who can have fun together in the content and maybe hopefully become friends.

P.S. Since this guild evolved from a bank guild, the storage facilities are temporarely not availadable to new members. I have cleared the stash but I reserved that for the storage of subparts of guild hall upgrade components (like coarse sand and flax see). I do hope to solve that in the future if needed. All other (acquired) guild services and priveleges are accessible to all members.

Interest post in this thread or PM me ingame. Please do say if you have HoT or not and are interest in raids.

EverythingOP

(edited by Tim.6450)

Necro/reaper balance--if i were in charge

in Necromancer

Posted by: Tim.6450

Tim.6450

If I were in charge, here

7) Dagger 4 now provides 2% lifeforce for each condition transferred to an enemy.

This needs a rephrase: “Dagger 4 now provides 2% lifeforce for each stack of conditions transferred to an enemy”. If I transfer 25 vuln I would receive 50% life force with your version.

I think your phrasing is even more confusing…

25 Vulnerability Stacks and 2 Bleeding stacks.

2 conditions total versus 27 stacks of condition total.

I think the original phrasing was fine.

The original phrasing is certainly not fine, 25 vulns = 25 conditions. In hindsight mine is not much better (since you have both the stack as the total and the stacks as the individual condition). Perhaps something like: “2% life force for each type of condition transferred”?

But it’s the same as the consume conditions description…Heal more for each condition on you, implying each distinct condition. Having 2 stacks of bleeding on you doesn’t mean you have two conditions, it means you have two stacks of the same condition.

Well there are counter examples with bitter chill and corrupter’s fervor, which actually grant their effect per stack.

EverythingOP

Necro/reaper balance--if i were in charge

in Necromancer

Posted by: Tim.6450

Tim.6450

If I were in charge, here

7) Dagger 4 now provides 2% lifeforce for each condition transferred to an enemy.

This needs a rephrase: “Dagger 4 now provides 2% lifeforce for each stack of conditions transferred to an enemy”. If I transfer 25 vuln I would receive 50% life force with your version.

I think your phrasing is even more confusing…

25 Vulnerability Stacks and 2 Bleeding stacks.

2 conditions total versus 27 stacks of condition total.

I think the original phrasing was fine.

The original phrasing is certainly not fine, 25 vulns = 25 conditions. In hindsight mine is not much better (since you have both the stack as the total and the stacks as the individual condition). Perhaps something like: “2% life force for each type of condition transferred”?

EverythingOP

Necro/reaper balance--if i were in charge

in Necromancer

Posted by: Tim.6450

Tim.6450

If I were in charge, here would be my patch notes for Tuesday, Nov. 17.

Buffs:

1) Foot in The Grave—1 extra stack of stability, duration extended by 1 second (2 stacks for 4 s, from 1 stack for 3 s).

The trait would be good if we have more flash based ds style for ds. So I don’t think this will help much.

2) Parasitic contagion—5% extra healing (15% from 10%).

It’s still a trait which is only effctive when you are winning (== doing lots of damage).

3) Spiteful spirit: CD is removed, damage is normalized to the axe 3 skill. Secondary effect added which provides 5s of retal on critical hits with a 10s CD.

I would change the criticals to just on hit.

4) Make axe 3 instant cast.

Too strong.

5) Increase damage coefficient of axe 2 from 2.88 to 3.0.
6) Increase damage coefficient of axe 1 from 0.77 to 0.8.

4% increase in damage, I would call it meaningless.

7) Dagger 4 now provides 2% lifeforce for each condition transferred to an enemy.

This needs a rephrase: “Dagger 4 now provides 2% lifeforce for each stack of conditions transferred to an enemy”. If I transfer 25 vuln I would receive 50% life force with your version.

8) Blighters boon: In addition to the current effects, boons from allies now provide 1/2 the healing and 1/2 the lifeforce on a 2s cooldown.

So at best a 0.5% life force or 80 health every 2 seconds, this won’t change anything.

9) Soul eater: Remove life siphon from soul eater. Increases GS attack speed by 15%.

Goes against thematics and is too strong for a master.

10) Relentless pursuit: Additional bonus of receive 3 s of swiftness and 1 s of quickness when critically hit, CD of 10 s.

This is just plain OP.

11) Death’s charge and Grasping Darkness are now no longer buggy and working as intended.

Bugfix= bugfix.

Nerfs:

1) Deathly chill—reduce condi damage scaling from 3.0 to 2.5.

Oh come on people complaing about this. Power damage did this all the time: damage when applying a (soft) cc, now conditions do it (traited mind you) and it is a problem.

2) Rise damage reduction is reduced to 33% (from 50%).

What good does this, aside making it weaker in PvE (where this is not OP)? I mean the mionion will absorb a fixed amount of damage that didn’t change at all and it won’t change minion builds because it would give more time for the minion to receive heals or siphon.

3) Executioners scythe: CD increased to 35 s (from 30 s).
4) Soul Spiral: CD increased to 35 s (from 30 s).

I see wher this comes from but given the cast times and range I think it is balanced.

5) Lingering curse: weakness duration reduced to 4 s (from 5s) on critical hits.

I think you meant weakening shroud? I don’t think this is necessairy, I’m not even sure if it even matters since it might be cleansed before that second is run.

6) Vital persistence: Shroud skill CD reduction is removed from this trait and instead added to Unyielding Blast. (optional :P)

It is not the cooldown reduction that this makes this (too?) strong. So I don’t think it will do much but nerf a lot of shroud based builds which really don’t need nerfing.

EverythingOP

Guild Halls Done Right

in Guild Wars 2: Heart of Thorns

Posted by: Tim.6450

Tim.6450

The most annoying part is the composit elements. I mean if you need 100 sheets of coarse paper for an upgrade, it would be appreciated that instead you could just drop 1000 units of coarse sand, 200 jute scraps and 1500 green wood logs in the treasury . it would lower the threshold for donating a lot more.

EverythingOP

Viper stats.

in Necromancer

Posted by: Tim.6450

Tim.6450

Can someone please tell me the names of the exotic Viper’s trinkets? Also, where do get the recipes..?

Names of the trinkets are black diamond orichalcum amulet/earring/ring and I got my recipes of the TP.

EverythingOP

Missing Scribing Components?

in Guild Wars 2: Heart of Thorns

Posted by: Tim.6450

Tim.6450

Might be raid related.

EverythingOP

Corruption Revamp

in Necromancer

Posted by: Tim.6450

Tim.6450

The change to Master of Corruption is interesting, and at the very least I like the idea behind it: Corruptions are supposed to be high risk/reward, so make the trait increase both sides.

The problem with this is that aa general cooldown reduction already increases both sides, giving it a negative effect on top just skews the trait towards more risk.

Well the what I was trying to go for was this :

Corruptions would be potent utilities on really short cooldowns but at the cost of a lot of potential self damage. Use it once or twice and with a transfer and it’s fine, but if you want to abuse the cooldown by spamming you pay the price. Essentially. Like, it DOES increase the penalty twice in a sense because of the lowered cooldowns, but that’s the price of having the utility of super short cooldowns on powerful corruption skills.

And I was trying to aim for super short cooldowns for spammability along with long duration but low stacks of self conditions so that it’s harder to just nullify the self harm completely with transfers. For example : 30s cooldown skill that applies 6x bleed on self, it would be too easy to deal with and maybe too strong because it would almost always just be an instant transfer. As opposed to : 5s cooldown skill that applies 1x bleed on self, it would take some time and self damage to ramp up for an efficient condi transfer.

It’s pretty hard to have the trait straight up affect all of them equally though.

I was thinking of something else like making the trait just increase their effects substantially somehow, but then it just feels like a must have trait.

Well I understand the low cooldown thing but that does not mean it has to come from a trait. Especially when you lose more then you gain, people just won’t slot it then . Also for a trait boost both effects why not somethig like this:

Using a corruption skill gives you a stack of “Empowered Corruption”. Corruption skills have a 20% cooldown reduction.

In the end it is a positive effect but you will risk killing yourself very quickly if you do not monitor your corruption skil usage.

EverythingOP

Reaper build for open world?

in Necromancer

Posted by: Tim.6450

Tim.6450

So you think something like this then?

http://gw2skills.net/editor/?vRIQNBhQD7kZTodTslGw4GgeTskLYTDhlQSIeKmFHjQBgGwKA-TBBXgAAK/C1N0r+zjSQA-e

I always like dagger/warhorn as an offset for the swiftness buff as well as being able to bust through break bars fairly easily.

Utilities I’m kind of lost on however, I always like having a well or two to help AoE down mobs, spectral walk for the extra stun break and swiftness, and Your are all Weaklings for weakness, life force, damage, and nothing else I can think of to put there. Elite also for break bars or two make soloing packs of mobs easier, and because it’s fun.

Close actually but I prefer axe/dagger for the range it offers, which I need in some cases. I run consume conditions instead of YSIM for condi clear and rise instead of spectral walk as a means to stay longer in melee.

EverythingOP

Reaper build for open world?

in Necromancer

Posted by: Tim.6450

Tim.6450

I prefer a death magic/ curses/reaper viper condition/minion build using scepter/dagger and scepter/focus or spite/ blood magic/ reaper greatsword build.

EverythingOP

Corruption Revamp

in Necromancer

Posted by: Tim.6450

Tim.6450

It’s funny. Corruptions are powerful un-traited as is, yet they become weaker when traited. I don’t understand the logic behind that.

The trait just boosts the negative effect twice and the positive effect only once.

EverythingOP

Corruption Revamp

in Necromancer

Posted by: Tim.6450

Tim.6450

The change to Master of Corruption is interesting, and at the very least I like the idea behind it: Corruptions are supposed to be high risk/reward, so make the trait increase both sides.

The problem with this is that aa general cooldown reduction already increases both sides, giving it a negative effect on top just skews the trait towards more risk.

EverythingOP

Fixing Deathly Chill: Aura Based Damage.

in Necromancer

Posted by: Tim.6450

Tim.6450

While the consept sounds intruguing, I see a major problem with it. Condition (especially chill based ) builds are ranged by the nature of their weapons staff/dagger offhand/focus/ scepter. So by making the range 600 you actually promote a playstyle which conflicts with all the condition weapons. The only melee condition playstyle at hand is the dhuumfire reaper and they have reaper’s onslaught already.

EverythingOP

Best Damages?

in Necromancer

Posted by: Tim.6450

Tim.6450

Also, a problem with damage focused condi builds is that you can’t really afford to take Blood Magic, which means you are sacrificing a good portion of our already not-so-great support capabilities.

For a condi build that doesn’t have to worry about might or vuln stacking, this isn’t all that impressive, so it is probably best to go SR/Curses/Reaper in group content where other people have might and vuln covered for you.

Why not go curses/reaper/blood magic for a scepter/chill build or soul reaping/blood/reaper for dhuumfire build? Curse offers nothing little to dhuumfire builds (lingering curse does not work in reaper shroud) and soul reaping little to scepter builds (scepter auto attack is comparable to dhuumfire (since ingering curse does not work in reaper shroud).

One thing a Scepter/Chill focused build has going for it is that it is much safer to use because you only really go into full melee range to cast your Executioner’s Scythe for the Chill and get a couple of RS auto-attacks off while you are waiting for your cooldowns to refresh.

If you run scepter/dagger and scepter/focus you can perfectly maintin 100% uptime while being at 900 range.

EverythingOP

Chill as a damage condition

in Necromancer

Posted by: Tim.6450

Tim.6450

Why do some people say that Chill has a 5 stack cap and others say it has only duration? Is it split in each gamemode? I’ve never seen it stack at all so I’m sort of confused.

It stacks in in duration but each application of chill is still stored individually on the target. This storage has a cap of 5.

EverythingOP

Specializations Discussion: Curses

in Necromancer

Posted by: Tim.6450

Tim.6450

An extra comment: an easy way to band aid master of corruption is to make the next hit transfer a/the added condition after using a corruption. Could be some nice synergy if you implement a transfer trait.

EverythingOP

Specializations Discussion: Curses

in Necromancer

Posted by: Tim.6450

Tim.6450

The minors need indeed to shift more towards crits and less to conditions. With the addition of expertise as a stat and scepter shifting away as a bleed weapon, we can shift away from bleed duration. So maybe replace the bleed duration increase to either vulnerability application on crit , a life force on crit or a crit damage increase (condition yet to be determined) preferably life force.

Chiling darkness preferably goes into reaper (merge with shivers of dread) or it needs something extra, something reaper can’t exploit with it’s better blind acces. Merging it with the fall trait is not a bad idea.

I think you are spot on with the master traits.

For lingering cures in pve, I think the 150 condition damage is almost needed at this point to boost up damage at an acceptable level. I would suggest a cooldown decrease of 20% on scepter skills.

The idea of a transfer based grand master sounds fun .

EverythingOP

We Chose Lost Precipice to Glide

in Guild Wars 2: Heart of Thorns

Posted by: Tim.6450

Tim.6450

+1 from me. 15/char

EverythingOP

Gear setup for Condition reaper

in Necromancer

Posted by: Tim.6450

Tim.6450

The 5% modifier wont show an increase in stats because its not a 5% stat increase. Its a 5% damage modifier. Like bursting and force.

Sigil of bursting is a stat increase.

EverythingOP

Can We Delete Reaper?

in PvP

Posted by: Tim.6450

Tim.6450

I think it presents a problem when in a 20 second fight, Chill is the largest contributor to death in just damage (at a rate of 900 damage/second), that doesn’t even include how much of an impact it would have in a longer fight with the cooldown increase and movement impairment… you know, the previous primary reason for applying Chill.

Well, it’s a grandmaster on a condition with lots of counters, so it has to be strong. Another thing that has to be calculated is that the 900 damage a second is not all deathly chill only. Some of it is might, some of it is vulenrability and some of it is target the weak and maybe some other condition boosters (like sigil of bursting). So yeah if you invest that amount in it you should get some return. On its own in a rabid with nightmare runes it does only 615 damage/second.

First, as proven by many Grandmasters, a Granmaster doesn’t have to be strong. I think it should be, but it shouldn’t be a soft CC, cooldown increase, and strongest damage dealer all wrapped up in one.

Second, every condition and skill that does damage factors in Might, Vuln, and gear. What kind of a point are you trying to make?

Out of curiosity, how often is Chill the most damage with a Chillmancer? What % of the overall damage is it? It sort of seems like it being the “strongest damage dealer” is being taken as an objective fact, but it was sort of just anecdotally thrown into the mix. One of the main benefits that it has is that once Chill is on, it’s ticking nicely, as opposed to Burn and Bleed which need to build a few stacks to start rolling. However, I’d argue with all of the cleansing that can and does happen, a condi class like Chillmancer having access to a pressuring condition that can be applied while they build back up is one of the few ways to keep condi viable, outside of condi burst builds. Especially since building those stacks back up as a Necromancer can take some time.

Also, if the Chillmancer has his/her might stripped, odds are that chill is going to start ticking for much less. Like with any build, if you let the class get high stacks of might, the fight is going to become hard.

The idea that chill shouldn’t do damage also feels sort of arbitrary to me. It seems like a nice bridge for a condi spec to feel viable against cleansing, while also not allowing the Necro to spam up all of their Chill at once to stack 3600 damage/tick or anything crazy. It’s just steady, attrition-based play.

If they were to nerf the damage, what do you think would be an appropriate amount to nerf it by? The amount of damage it does against other players is going to depend a lot on cleanse timings and build. It just seems to me like there’s so much counter for chill in the game, if t’s that big of an issue that it’s destroying the meta, why not build against it? Is it bad if the meta has to be concerned about a chill-based condi spec?

How often is Chilled the main source of damage on a Chillmancer? Everytime. Typically by a significant margin. The screenshot was a short fight with multiple Reapers and the DD, and I use Relentless Pursuit and Hoelbrak. The problem is Chilled isn’t functioning as an attrition like it did before the buff, the damage was manageable and only really hurt when the person was close to losing. That was much more befitting.

Yes, Might makes things do more damage, thank you for pointing that out. I especially like Corrupting Might and Stability, but has less of an impact on the overall damage Chill will put out because of its continuous nature on the Reaper.

Meta? There isn’t even a real meta yet, it’s all a bunch of people complaining about DHs.

Revert Chill damage back to the way it was. Overall damage was around the same with a bigger snowball effect and it regains the attrition it was designed with.

You know that screen shot shows a dps around 560 damage / second and you want it to be lower then that? Also revert chill damage to the previous version does lower the damage significantly. Even if you reimplemented the 50% boost and balanced the damage to make it do equal damage overall, it would actually lower it’s attrition and make it more burst.

EverythingOP

Can We Delete Reaper?

in PvP

Posted by: Tim.6450

Tim.6450

First, as proven by many Grandmasters, a Granmaster doesn’t have to be strong.

How many of these not so strong grandmasters are actually taken over their strong counterpart?

I think it should be, but it shouldn’t be a soft CC, cooldown increase, and strongest damage dealer all wrapped up in one.

Well first, I think strongest damage dealer is subjective . It really depends on context, not only does it rely on your own build it also relies on the build of your foe.for example, you could fight a stealth thief with shadows embrace and it could easily be the strongest or you could fight a daredevil with unhindered combatant and it could be the weakest, so let’s rephrase that to a strong damage dealer.

In that case you could say that deathly chill is not something new we have a strong damage skills which also apply chill. They just use power damage instead of condition damage and therefor fall easier under the radar due the nature of the combat log.

Second, every condition and skill that does damage factors in Might, Vuln, and gear. What kind of a point are you trying to make?

The thing is that you place 900 damage/second without any context gives it little meaning. it could be without stats or with 25 vuln,might,… .

EverythingOP

Can We Delete Reaper?

in PvP

Posted by: Tim.6450

Tim.6450

I think it presents a problem when in a 20 second fight, Chill is the largest contributor to death in just damage (at a rate of 900 damage/second), that doesn’t even include how much of an impact it would have in a longer fight with the cooldown increase and movement impairment… you know, the previous primary reason for applying Chill.

Well, it’s a grandmaster on a condition with lots of counters, so it has to be strong. Another thing that has to be calculated is that the 900 damage a second is not all deathly chill only. Some of it is might, some of it is vulenrability and some of it is target the weak and maybe some other condition boosters (like sigil of bursting). So yeah if you invest that amount in it you should get some return. On its own in a rabid with nightmare runes it does only 615 damage/second.

EverythingOP

Death magic underperforms as a defensive line

in Necromancer

Posted by: Tim.6450

Tim.6450

About the unholy sanctuary part I think it is better to swap it with the unoly martyr trait. There is synergy between unholy martyr and death magic (condition cleanse, extra toughness) and between unholy sanctuary and blood magic ( extra healing power when on low health, banshee’s wail for extra life force).

Thats actually a fair point and i actually would be fine with that but i am not convinced that Anet will see it that way. Dont forget they both came in the game at the same time and Anet specially choose to put US in Death magic not bloodmagic. I recall their reasoning was that dm is more a selfish line then bloodmagic and US, unlike martyr, is pretty selfish.

I’m still looking for the group support in quickening thirst, banshee’s wail and vampiric.

EverythingOP

Specializations Discussion: Spite

in Necromancer

Posted by: Tim.6450

Tim.6450

I tend to aggree with everything but spitefull talisman: it’s not just focus being subpar. Boons in this game are very common and it is therefore very unlikely to get someone without a single boon for a significant amount of time. Even in PvE when boons are used they come pulsing. So I think a relaxation on the constraint to maybe 2 or lower boons,would be favorable.

EverythingOP

Death magic underperforms as a defensive line

in Necromancer

Posted by: Tim.6450

Tim.6450

About the unholy sanctuary part I think it is better to swap it with the unoly martyr trait. There is synergy between unholy martyr and death magic (condition cleanse, extra toughness) and between unholy sanctuary and blood magic ( extra healing power when on low health, banshee’s wail for extra life force).

EverythingOP

authenticator lost after crash

in Account & Technical Support

Posted by: Tim.6450

Tim.6450

Well, with a crash to my computer I lost the authenticator for my account. So how can I replace it?

EverythingOP

Why does everyone think necros are bad?

in Necromancer

Posted by: Tim.6450

Tim.6450

Also, I’m sure you know this, but the idea behind relative comparisons of numbers is that, given an equal situation in a boss fight where all classes have to dodge/lose up-time at an equal amount, the DPS will scale equally and the positioning of the classes will remain fairly consistent. Of course, that can easily be called into question given the nature of the damage rotations and the mechanics of each boss, but it isn’t completely off base as a rough sketch. So why go hard against it?

The reason why you could go hard against these kind of numbers as a comparitive basis, is because they could be (not are) compleltely off base. The mechanics of a boss can be made so that they make builds from nigh uselless to very desirable. Yes in some case they can be comparable but in some others they are simply not. The boss that teleports all over the place and reflects/negates all projectiles will make a staff ele’s dps plummit while a scepter necro might come out better.

EverythingOP

Gear setup for Condition reaper

in Necromancer

Posted by: Tim.6450

Tim.6450

Isn’t it always advantagous to run nightmare x4 + trapper x2 and switch out the excess duration with sinister gear? Stat wise the lost 100 condition duration from not running a full set, is lower then the gained condition duration from trapper since it is worth 150 expertise. The loss in power is also not a problem since our condition builds (outside dhuumfire reapers) have a terrible power scaling. Plus we gain a returnin condition damage from the investment in precision thanks to target the weak.

It still won’t solve the question if you need to invest beyond 80% condition duration or not though.

EverythingOP

Is viper armor working properly?

in Guild Wars 2: Heart of Thorns

Posted by: Tim.6450

Tim.6450

Self inflicted conditions are still unaffected though.

Sounds fair. You probably shouldn’t be punished for investing in a stat in the situation where those conditions are an unfortunate side effect, and in builds that send them to enemies, the condition duration will apply when you send them.

The problem is that it’s the only source of condition duration that does not work on your own damaging conditions. The transfer part is just plain wrong, transfers do not affect the conditions send.

EverythingOP

Is viper armor working properly?

in Guild Wars 2: Heart of Thorns

Posted by: Tim.6450

Tim.6450

Self inflicted conditions are still unaffected though.

EverythingOP

PVE and Fractals Armor Stat Set

in Necromancer

Posted by: Tim.6450

Tim.6450

Ye, keep runing valk/cavalier, QQ later that ppl still thinks that necro is useless

Bers is the only way to go if u want to be compete with different classes.

How is a reaper running valk w/ almost capped crit chance any worse than berserker?
It still has just the same amount of Power/Crit Damage Also the extra vit helps me facetank damage whilst rezzing zerker pug scrubs.

Well, if you run greatsword you miss soul eater which is a bit of a dps loss for both above and below 50% health.

EverythingOP

Deatly Chill "buff"

in Necromancer

Posted by: Tim.6450

Tim.6450

I’m not a fan of this honestly. Yes while it’s mathematically better, it lost the executioner theme. I think each condition should bring something unique in the way they damage. Now it’s just a simple damage tick with no thinking behind it.

yeah, executioner theme… . It is not that we don’t have enough of it with conditions ramping nature. On top of that we have spite which is even more execution added on top of it. Also terror’s bonus damage is so common that is basically a simple damage tick.

EverythingOP

Deatly Chill "buff"

in Necromancer

Posted by: Tim.6450

Tim.6450

This was not a buff… I had ~719 damage for <50% and now it is a static 690 (without might or condi stacks). Considering more time is spent when the mob is <50% due to having to build up to your five chill stacks (and hoping others do not rip you off due to that still unfixed bug) you get about the same or less… my guess is they aimed for the same number as an average, which means less overall due to spending that time building up the chill stacks.

Once they take away the bug of only stacking five times and getting overwritten by allies chill… we can count this as a potential buff.

However, the good thing about this change is the chill damage actually shows up in tooltips on skills!

Huh? Why do you need to built up stacks? chill stacks in duration. I consider it as a major buff though. My chill reaper for pve in beta was most of the time >50% due to ramp up time condition and the finishing nature of the spite line. With the intoduction of viper you can get an easy uptime (well as long viper is being bugged, it is a bit more difficult) without spite so I’m a bit longer <50%.

EverythingOP