Showing Posts For Tim.6450:

1 glider skin with HoT

in Guild Wars 2: Heart of Thorns

Posted by: Tim.6450

Tim.6450

Considering the gliders are a mastery feature, I don’t see this as a problem. It does not have a long lifetime since the moment we move out the maps ruled by the heart of thorns mastery tracks we lose acces to gliders. It means that glider skins add less value in the long term. Skins and outfits have a much bigger value since they can be used in any map. So what if we don’t have much unlockable glider skins through play? The next map released, might completely invalidate them.
I have more problems with the fact that gliders are depicted as an important feature in the customisation panel even though its Hot maps only nature.

EverythingOP

Issue Reports: Heart of Thorns [Merged]

in Bugs: Game, Forum, Website

Posted by: Tim.6450

Tim.6450

Just a person who see the condition duration of his viper gear not working.

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what are you using for 2nd set with reaper?

in Necromancer

Posted by: Tim.6450

Tim.6450

axe/dagger I needed something for quickening thirst and I didn’t need a third melee option.

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Greatsword Vs Dagger

in Necromancer

Posted by: Tim.6450

Tim.6450

Now Tim are you factoring in aftercast a into that, plus the possibility of locust storm combining with dagger spam? Though to be fair we would also need to factor in nightfall to the equation if we did that. And the fact if not hitting below 50% gravedigger goes on an 8 second cooldown….man I hate metrics, I sorta wish we had a dps meter now.

I just used the times that wiki are displayed in the wiki for the auto attack chain, so the aftercasts should be included. For gravedigger spam I assumed an aftercast of 0.75 seconds which matches my experiences.
The modifiers/second is just the damage in the animations so I did not consider cooldown and such. Also the nightfall vs locust swarm argument, nightfall is better in both damage and cooldown untraited (traited damage is better for locust swarm) while having the same cast time. The missing of gravedigger does not matter since I only calculated the damage done in the animation.
The results still speak for themselves the dps of greatsword without gravedigger is around equal to that of dagger/warhorn, every time you use gravedigger you are just improving it.

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Thoughts on Reaper in PvP

in Necromancer

Posted by: Tim.6450

Tim.6450

The Reaper is so good against steath escapers before Necro did not have anything to cleave the stealth, now if a Thief drop SB or Engi stealth, use shout Elite and then cleave everything to death

Before my D/D was great to cleave stealth now Reaper is awesome with it.

What are you on about? DS 4, DS 5, signet of locust, axe 3, marks,… .

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Greatsword Vs Dagger

in Necromancer

Posted by: Tim.6450

Tim.6450

According to the wiki and some calculations is the coefficient/second of the greatsword auto 1.2 and of the dagger 1.33333… now add the 10% weapon strength bonus of greatsword and you get 1.32 vs 1.3333 auto attack alone. Gravedigger has a coefficient/second of 1.5 so with 10% bonus is 1.65 so gravediggerspam is around 24% stronger. Also nightfall has a coeffecient of 2.8 which is very good considering the cast time.

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Remove duration from rise

in Necromancer

Posted by: Tim.6450

Tim.6450

I prefer a cap of 6 and no limit or a duration increase to 40 second.

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First Reaper nerf of the expansion!

in Necromancer

Posted by: Tim.6450

Tim.6450

I guess necromancers need to live in their own instances apart from the rest of the game, not being able to support or receive support

I’m fairly confident that boons will still apply their effects to necromancers even if this trait is not equipped.

Well we just lost the only way for allies to heal us while in death shroud so yes, receiving group support is back at the known low: abysmall.

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First Reaper nerf of the expansion!

in Necromancer

Posted by: Tim.6450

Tim.6450

To provide some context on this change:

We felt that Blighter’s Boon was providing too much survivability, especially with the amount of boon output that Heralds and Tempests can provide. (This is especially true in WvW and large PvE Zergs). I did like the interaction this trait had with your allies, but boon application from allies is too broad of a category for us to reasonably balance in all modes of the game.

We considered a lot of other possibilities for this skill including adding an ICD, limiting the procs to specific boons, limiting the number of procs from allies, but the majority of these types of fixes ended up taking agency and control away from the reaper which we felt wasn’t optimal.

Ultimately we felt this change helped to make the trait more specific to some builds rather than the best trait in all situations.

So how is a melee spec going to survive in a group fight (especially if the foes can focus) when most of it scaling defense is so little that it is basically irrelevant?

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First Reaper nerf of the expansion!

in Necromancer

Posted by: Tim.6450

Tim.6450

So instead of fixing the root of the problem they removed the symptons, good balancing anet.

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Vampiric Trait change

in Necromancer

Posted by: Tim.6450

Tim.6450

Vampiric aura shouldn’t be buffed, because it is balanced around the fact it doesn’t have an ICD. If you want to raise the amount of life siphoned, you have to put an ICD on it, that’s for sure.

For example: engineer is able to hit 15 times per second. With no ICD and raised stats for vampiric aura, the amount of life siphoned would be ridiculous.

The vampiric trait, which is just benefiting the necromancer himself, could be improved, because necromancers aren’t able to hit so many times just by using AA.

Does steel packed powder does have an icd? Or focefull greatsword? or sharper images?

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Coolest Reaper backpack ?

in Necromancer

Posted by: Tim.6450

Tim.6450

No one in the mood for tentacles?

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Vampiric Trait change

in Necromancer

Posted by: Tim.6450

Tim.6450

imo the vampiric traits are strong enough. life siphons are unblockable and not mitigated by armor. there is no real need to buff them atm imo.

I’m pretty sure that they are blockable. They are not migitated by armor though but atm they do around 40 damage/hit so to reach 1K damage with a single trait you need around 25 hits so it’s vey negligable.

Atm vampiric needs to be stronger baseline. Right now it scales poorly and competes directly with life from death. If it had stronger base values, it’d be really good for builds using the blood magic tree but aren’the invested in healing power. At the moment, vampiric aura is completely inferior to life from death.

Well the vampiric traits could compete due to their hybrid nature and not having to rely on flashing death shroud. Better scaling could make them a contender for people who hand a bit more offense while still going blood magic.

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Elite Spec Progression

in Guild Wars 2: Heart of Thorns

Posted by: Tim.6450

Tim.6450

And we also know that the skins, runes, and sigils are last (Who needs those DH gloves).

How are you sure of that one?

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Ring wraith !

in Necromancer

Posted by: Tim.6450

Tim.6450

Love the video of the Necromancer for Heart of Thorns love the ring wraith LOTR look , looks really good , absolutely gobsmacked will maybe have a try at necromancer after Revenant

?

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Corrosive Poison Cloud: category change

in Necromancer

Posted by: Tim.6450

Tim.6450

I agree that self-harming utility skills are bogus. Whatever novelty the corruption mechanic may have held once, it’s an unfair disadvantage in today’s game. There is NO bonus power.

Of course they have a disadvantage. They are used as balancing factors. Without the condi their cd shoots up. You can quite easily ignore the disadvantage though.

Really? Last time consume conditions got a condition added it got a cooldown increase. Just because MoC exists.

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Making old content, Obsolete (Hero pts)

in Guild Wars 2: Heart of Thorns

Posted by: Tim.6450

Tim.6450

The hero pts are not obsolete. They are hero points that do not require masteries. Of course there will be hero points like that in the jungle but enough to reach your character to 300~400 HP? I doubt it.

Colin confirmed there would be but doing the HP in Central Tyria will allow you to unlock your elite spec sooner.

If I recall correctly he only said that there are at least 40 hero challenges he didn’t say how many are gated behind masteries.

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So much for playing a Reaper on day one.

in Necromancer

Posted by: Tim.6450

Tim.6450

400 includes armor, weapon, rune, and sigil.

You only need ~170 for the traits according to the datamining.

You should be able to get all the traits right at 12:01am if you have all the tyria masteries unlocked.

200 hero points spend and you still have traits skills to do.

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Elite Specializations & Hero Point Feedback [Merged]

in Guild Wars 2: Heart of Thorns

Posted by: Tim.6450

Tim.6450

Is the entitlement that real?

If you mean with entitlement making sure that the new maps don’t become hero point train/zerg-fests because of some masochistic sense of progression, the yes my entitlement is that real.

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Future Elite Spec. Unlock Suggestions

in Guild Wars 2 Discussion

Posted by: Tim.6450

Tim.6450

I would keep the hero point based system but redistrubute trait/skills right now it seems that runes/cosmetic fluff is placed between skills. I would place the traits and skills first then the rest. I would redistribute the values 50% of the hero points are used for the skills/traits and the other 50% for the rest.

Unlike the current system I would only place 50% of the points required in the new maps. The rest would be placed in a training school in the core world similar to monster hunter freedom unite: you have to beat specific bosses/encounterswith a predetermined build. The builds all contain the elite specialisation of your class for temporary usage. Each build highlights an aspect of the specialisation (for instance on reaper a build based around boon generation for blighter’s boon) to familiarize players with concepts and mechanics of the specialisation.

The advantages of this system is that players have two ways to get the hero points required to attain the skills do the training school or explore the new zone. It also gives a little trial of the specialisation to see if it is your thing. The extra work for creating the encounters/bosses can be done since you have to implement only half the hero points. Full base class is still required though.

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Elite Specializations & Hero Point Feedback [Merged]

in Guild Wars 2: Heart of Thorns

Posted by: Tim.6450

Tim.6450

I am hoping this is the approach they took, and based on the comment of ‘function over frill’, that would make sense.

I think I saw a picture of a the daredevil line where the minor adept trait was on the 3rd place so don’t expect much logic.

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Elite Specializations & Hero Point Feedback [Merged]

in Guild Wars 2: Heart of Thorns

Posted by: Tim.6450

Tim.6450

It could well be set up to be front loaded in that the easiest things to get are the traits and skills. The part that requires the most points could be the cosmetic items and runes. This setup is actually how they have most of the game set up. You get the core skills and traits before you reach 80, way before level 80 for parts of it. But to make your char look good and get cosmetics is the grindy part. I have a feeling that most of the people who play the game can get the important parts unlocked at launch with the full unlock optional.

Read my previous post on this thread, the bolded part will explain it. Most likely you will still have some grandmasters (if not all) and an elite to do.

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Necro viable in Fractals/Dungeons/Raids?

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Posted by: Tim.6450

Tim.6450

forum bug 15/charr

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Necro viable in Fractals/Dungeons/Raids?

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Posted by: Tim.6450

Tim.6450

Yep but i guess they haven’t calculated timer for 10 ele, engi or whatever dps-racers with optimal builds and gameplay. So it will be possible for all classes to give its cents to the success

They don’t have to calculate that, they just have to design more significantly difficult content eventually they reach the margin that excludes certain classes. The more equal classes the less likely this is to occur.

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Today's bomb?

in Guild Wars 2: Heart of Thorns

Posted by: Tim.6450

Tim.6450

A nuclear bomb, dropped right on the queen’s palace, and from the mushroom cloud we see zhaitan arise, announcing his return with a thunderous “I’m back kittenes!”

That would be so cool.

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Making old content, Obsolete (Hero pts)

in Guild Wars 2: Heart of Thorns

Posted by: Tim.6450

Tim.6450

You forgot to add along side with making hero points in new area 10 per, instead of 1. Dungeons are getting gold reward nerfed to incentivize new content also!

Basically they are worried the new content sucks so they are forcing us to play it. At least that is my take on it. (otherwise why would you do soo much to force us to play there?)

They’re not forcing you and you’re making the mistake assuming that the only reason they could be making those changes is to get more people to play the expansion areas. There are more possible reasons than just that.

If I want to play the elite specializations they are forcing me. The entire world completion gives 200 points, you need 400 to unlock elite specialization (the only place to get the rest is new zone or wvw for months).

Plus the question of would you do dungeons if they gave you nothing??!?

We don’t actually know how many points it costs to just get traits and skills. For all we know 200 could be enough to unlock the traits and some of the skills.

To unlock all the skills traits you need more then 200.

It’s 400 points total to unlock everything in an elite spec training line – I just can’t remember off hand how many points folks have currently if they have done all the existing ones, but it’s right around 200. The rest you’ll need to earn in jungle to unlock the deeper skills/traits/etc. in the training line.

You only need 60 hero points to begin using your elite spec, the points you spend after that continue to unlock more skills, traits, skins, etc.

Again, hero challenges are worth 10 points each in the jungle. So no you don’t need to go do 200-400 jungle challenges.

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Making old content, Obsolete (Hero pts)

in Guild Wars 2: Heart of Thorns

Posted by: Tim.6450

Tim.6450

The hero pts are not obsolete. They are hero points that do not require masteries. Of course there will be hero points like that in the jungle but enough to reach your character to 300~400 HP? I doubt it.

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Elite Specializations & Hero Point Feedback [Merged]

in Guild Wars 2: Heart of Thorns

Posted by: Tim.6450

Tim.6450

  • should have all traits and skills unlocked right around the 200 point mark

This is just plain wrong.

It’s 400 points total to unlock everything in an elite spec training line – I just can’t remember off hand how many points folks have currently if they have done all the existing ones, but it’s right around 200. The rest you’ll need to earn in jungle to unlock the deeper skills/traits/etc. in the training line.

You only need 60 hero points to begin using your elite spec, the points you spend after that continue to unlock more skills, traits, skins, etc.

Again, hero challenges are worth 10 points each in the jungle. So no you don’t need to go do 200-400 jungle challenges.

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Necro viable in Fractals/Dungeons/Raids?

in Necromancer

Posted by: Tim.6450

Tim.6450

“Bring the players not the class” <- Do you remember?
Necro was, is and will be viable for every content.

“Meta” is just an invention of wannabe elitists and classists. There’s no need for elitism at all. The players who guess they are should play another game where they have to be elitists – and then they recognize they aren’t such hardcore they thought.

I disaggree with the introduction off enrage timers a minimum amount of dps is required while still bringing the other stuff required to counter the mechanics of the boss/encounter. Right now there is a reasonable amount of margin which can be filled by bringing supoptimal builds or suboptimal player skills. But with the introduction with more difficult raid encounters/bosses this margin will shrink until it can not cover the loss by bringing suboptimal builds. At that point classes with no optimal builds are simply not viable no matter how skilled the players behind it are.

q.e.d.

Could you clarify what you mean with that? Q.E.D. means that you have proven what you want to proof but there are so many things that can be proven in your initial post unless you mean that my post proves al your made statements.

It means that we don’t know we have to deal maximum dmg.

Well you are right, probably we will never have to deal 100% of the maximum dps of the optimal group in the content it is playing, in any content that will be released. But I never stated that I just spoke that we have a minimum dps required (due to enrage timers). By substracting the dps required by the enrage timer from dps of the optimal play/comp combination we receive a margin. This margin is the amount of dps we can lose due to suboptimal play or suboptimal builds.
I assume that more difficult content will have a lower margin then easier content. This is an assumption and can be debated but I consider this logical since you shouldn’t be allowed to make more mistakes in more difficult content. So if the margin becomes so small that it only allows the minimum errors made by players then only optimal builds can be be taken.
Of course this all theoretical but if a class has no builds that with optimal play can stay in the margin then it is not viable. If a class in its best build with perfect play brings a 5% loss to the group and the margin is 3%, well the class is not viable. The smaller this margin is (read the more difficult the content), the more likely that such situations occur.

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Necro viable in Fractals/Dungeons/Raids?

in Necromancer

Posted by: Tim.6450

Tim.6450

“Bring the players not the class” <- Do you remember?
Necro was, is and will be viable for every content.

“Meta” is just an invention of wannabe elitists and classists. There’s no need for elitism at all. The players who guess they are should play another game where they have to be elitists – and then they recognize they aren’t such hardcore they thought.

I disaggree with the introduction off enrage timers a minimum amount of dps is required while still bringing the other stuff required to counter the mechanics of the boss/encounter. Right now there is a reasonable amount of margin which can be filled by bringing supoptimal builds or suboptimal player skills. But with the introduction with more difficult raid encounters/bosses this margin will shrink until it can not cover the loss by bringing suboptimal builds. At that point classes with no optimal builds are simply not viable no matter how skilled the players behind it are.

q.e.d.

Could you clarify what you mean with that? Q.E.D. means that you have proven what you want to proof but there are so many things that can be proven in your initial post unless you mean that my post proves al your made statements.

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Necro viable in Fractals/Dungeons/Raids?

in Necromancer

Posted by: Tim.6450

Tim.6450

“Bring the players not the class” <- Do you remember?
Necro was, is and will be viable for every content.

“Meta” is just an invention of wannabe elitists and classists. There’s no need for elitism at all. The players who guess they are should play another game where they have to be elitists – and then they recognize they aren’t such hardcore they thought.

I disaggree with the introduction off enrage timers a minimum amount of dps is required while still bringing the other stuff required to counter the mechanics of the boss/encounter. Right now there is a reasonable amount of margin which can be filled by bringing supoptimal builds or suboptimal player skills. But with the introduction with more difficult raid encounters/bosses this margin will shrink until it can not cover the loss by bringing suboptimal builds. At that point classes with no optimal builds are simply not viable no matter how skilled the players behind it are.

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Elite Specializations & Hero Point Feedback [Merged]

in Guild Wars 2: Heart of Thorns

Posted by: Tim.6450

Tim.6450

Then how is this a sense of progression? The only difference with this and giving it at launch is the timing/cost.

Want a sense of progression?

Put 60 points into the Elite Spec at the start and begin using it. You can then watch it progress as you put more points into it.

BINGO! Progression! Win!

Oh…. OH…. sorry….you wanted INSTANT progression? The type of progression that isn’t progression, it’s the type where you just get given everything. Sorry, my bad.

That’s not progression, progression is not tying one hand behind your back and then loosening the rope a bit with every hero point you unlock just to get the use of your 2 hands back.

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Elite Specializations & Hero Point Feedback [Merged]

in Guild Wars 2: Heart of Thorns

Posted by: Tim.6450

Tim.6450

It would be progression if I wasn’t depowered when equiping it while uncomplete.

Use a non-elite spec build until you’ve unlocked the whole tree then.

There are plenty of viable builds which don’t require an elite spec.

As for me. I wont be touching Dragonhunter with my Guardian Main when I start HoT, but I will begin using the other elite specs before I’ve unlocked the whole tree…and you know what? I don’t even care.

Then how is this a sense of progression? The only difference with this and giving it at launch is the timing/cost.

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Elite Specializations & Hero Point Feedback [Merged]

in Guild Wars 2: Heart of Thorns

Posted by: Tim.6450

Tim.6450

please dont take this as rage or hate or anything but i gotta vent im a little ….meh.

So i main necro, followed the scrapper hype all through the info releases. After trying it on the beta weekend i was hooked. I had a partially leveled engy, so i finished it, grinded out all his skills, all his exotics, some ascended, crafting , bought skins went HAM.

now i find out, to even play the elite spec, i have to grind ANOTHER at least 170 points.

So doing the math, thats either basically doing map complete now in 3 days to find enough to unlock it. OR waiting till HoT, where they are 10 points each. BUT assuming 5-10 per map like currents maps, i will be half way through HoT open world content BEFORE even being able to use the spec properly.

Like i said im not raging but i cant lie, kinda killed the hype for release when i know its just going to be a grind to even START playing.

“Play how you want” ha, ya right.

To be fair, there where to be the “new progression” along with masteries. Wouldn’t be much progression if we had them almost immediately would it?

It would be progression if I wasn’t depowered when equiping it while uncomplete.

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Elite Specializations & Hero Point Feedback [Merged]

in Guild Wars 2: Heart of Thorns

Posted by: Tim.6450

Tim.6450

In any other mmo expansion you would need to level up 10 times before you could begin grinding for raid level gear. That progression would take 1-2 years for casual raider.

In GW2 you can begin the content right away as the content is character development. I have to say that anet failed in one area on this: Communication. Other than that I am OK.

Isn’t in any other MMO expansion the progression vertical instead of horizontal? So they are not depowered when used while not fully unlocked? In HoT running with a semi-unlocked elite spec is actually playing with a handicap.

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Elite Specializations & Hero Point Feedback [Merged]

in Guild Wars 2: Heart of Thorns

Posted by: Tim.6450

Tim.6450

I super like the solution presented!

While it gives a slight head start to elite spec training if you happen to have amassed excess hero points in the open world until now, it still preserves the fun of a gradual further progression when searching out and completing the challenges in Maguuma.

If with progression you mean, tying one hand behind your back on your own volition and then gradually loosen the bonds with every hero point then yes, you do get progression. Because that’s what it is, the elite spec is meant to be a side grade not an upgrade so it should be around the same strength (though the strength of the elite spec may suit the content more). So equiping an unfinished elite spec in content based on full trait lines is purposely limiting yourself and the worst thing is that you don’t have to weaken yourself.

The 10x is also good, as it keeps the amount new challenges to do in Maguuma down to a reasonable amount yet makes them much more important than just bringing pre-farmed points from the base game world.

And why should base hero points be less then hot hero point? You did content either way.
As it is the 10x is just a means to lure people into the jungle and farm specific masteries just to get their elite spec.

I understand the outcry because it is different than people may have expected, but this does not make the presented system any less than a very sound and wise decision.

Thumbs Up

The outcry is because the system will make HoT maps madatory to be explored and will turn the HoT maps into a trainfests where people will just run from hero challenge to hero challenge and zerg it down. I am expecting to see lfg posts in the form off “looking for hero train” for each map.

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Corrosive Poison Cloud: category change

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Posted by: Tim.6450

Tim.6450

Yeah let me just never use one of my own utilities until I get hit with a very specific condition even though it has a very specific type of defense, that right there is great design.

The idea isn’t that you hold your skills, it’s that you’re likely to be seeing those conditions on you anyway so, more than likely, you’re wasting nothing.

That is just very hopefull thinking. Also the moment the conditions you have exceeds the transfer amount this statement becomes even more misleading.

EverythingOP

(edited by Tim.6450)

Corrosive Poison Cloud: category change

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Posted by: Tim.6450

Tim.6450

A powerful skill has a drawback, fair design.
That skills drawback has numerous options across the class in the form of multiple weapons, multiple traits, and multiple utilities to not just counteract, but actually turn that drawback into bonus power = BROKEN DESIGN.

This is an illusion, the only thing you did is use the power which is inherently in your transfer skill and use it on your self inflicted condition, there is NO bonus power to be found in the corruption transfer combo.

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(edited by Tim.6450)

Vampiric Trait change

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Posted by: Tim.6450

Tim.6450

So you want to change a trait that focuses on healing power and benifits all builds(while also residing in a trait line that focuses on healing power) to be changed to focus on conditions and only benefit one type of build.

Pass

My sentiments as well, fixing vampirc and vampiric auro is not that difficult though. Just give it a better scaling for both power and healing power. I suggest 0.0325 for the aura, the other I haven’t checked. The idea is though 1000 stats is results in the base effect added.

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(edited by Tim.6450)

BWE 3 Reaper Specialization Feedback Thread

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Posted by: Tim.6450

Tim.6450

If you haven’t been reading about how you unlock Reaper you are in for a rude surprise…

I’m not worried about reaper, 60 hero points and I’m fine. ;-) If I can get rise with the other 140 points and I have the most I want from reaper.

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Elite Specializations & Hero Point Feedback [Merged]

in Guild Wars 2: Heart of Thorns

Posted by: Tim.6450

Tim.6450

The progression argument seems a bit strange to me since elite specs were meant to be side grades. So if the content has a decent difficulty it should be very hard to progress with an incomplete build. In other words the feeling of progression is basically the same as giving all the elite skills/traits at launch, the only difference is the timing.

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Elite Specializations & Hero Point Feedback [Merged]

in Guild Wars 2: Heart of Thorns

Posted by: Tim.6450

Tim.6450

Unlocking your elite spec is a training line in your training panel that costs hero points. You do need to have trained all the existing training lines before you’re allowed to put hero points into your elite spec.

If you’ve got all the hero points in the existing game you’ll have enough to train about half the elite specialization training line on launch day. The rest you’ll need to earn in the jungle or via the new system Tyler outlined yesterday from WvW. The number of points to fully train your elite spec is higher than other training lines – but hero challenges in the jungle are worth 10 points each, so it’s not actually as big as it appears.

With half the training line do you mean “the skills and traits” or “the skills, traits, runes, ascended weapon and ascended armor piece”? Also I hope those heart of thorn hero points are really challenging otherwhise map completion in normal maps became a joke.

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Master of Corruption Idea

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Posted by: Tim.6450

Tim.6450

My point is, I don’t think corruptions are badly designed, just poorly tuned. I think master of corruptions is a step in the right direction, but needs a little more oomph.

Master of corruption is not a step in the right direction, you paid double the price since your self inflicted condition had a 33% cooldown reduction plus an extra condition. You only get a 33% cooldown reduction. So you got 2 negatives and only 1 positive.

If they increased the conditions you self-inflict a lot (and the power of the upside of the ability, like say BIP granting 12 stacks), if you miscalculated your combos or get forced to use a corruption out of sequence, it may cost you heavily (like the 10 stacks of vuln they brought back down to 5 from CC, not that I’m advocating for that reversion but the idea was interesting). I think with some mild adjustments to the strength of the abilities and self-harm could go a long way.

Increasing the self inflicted harm on BiP is insane, right now it can traited reach 61% of your health and that’s without extra might or vuln on you. And you want to increase that?

The primary problem I think is the transferred conditions aren’t strong enough to be worth taking the transfers required. Perhaps MOC could increase the duration of self inflicted conditiosn by 50-100% too? That way the self-inflictions aren’t too strong on people not specced MOC.

The problem is with that thinking is that there is no bonus from getting extra conditions on you unless you are overstacked in condition transfers/removal which is unlikely outside PvE. But why invest in extra removal/transfers when you can take other skills/traits instead?

Bhawb the problem you are having isnt that Corruption design is bad its that you dont like the way Necro uses conditions to fight. There are so many things you can do with conditions on you that not only dont take away from a build but add to it.

On the contrary extra conditions on you will never add something since it means that other conditions are not dealth with.

If you make a low armour build with Spite and curses, you can get both a damage increase with the crit chance stacking, a free transfer and better and faster immediate heals with consume conditions and master of corruption traits which is what you will need for any build that cant take much of a hit. On the same lines you can also gain increased damage from traits like close to death, so what do you lose?

And what has this to do with the extra self inflicted conditions of corruptions?Unless you are speaking about the transfer, sadly it does not work well on 2 corruption skills if you are taking MoC (weakness means 50% less chance on a proc).

If you take Death magic you can cleanse the self conditions outright or transfer them for Corruptors fervour stacking bonuses which only just boosts the tanky side of the build

If you are running a condition build how can you not easliy cap the 10 stack? Scepter auto attack only is 4 stacks in 2~3 seconds, things like grasping dead only boost it.

Blood magic, you can focus on converting conditions to boons with well of power and lyssa runes. You dont lose anything there, you arent hindered by having more boons especially with the new Blighter’s boon trait. In fact they are both excellent for counter attacking. Stun break with well of power, stay immune to blind and cast your “chilled to the bone” or cast chilled to the bone when you take a condi burst to cleanse and counter at the same time.

Well of power nor lyssa runes can keep up in terms of cooldown with corruption skills especccially when traited with MoC.

You have to really try to avoid all the gains from using conditions on you and if you do manage it chances are it will be a bad build. So you have two choices, make a bad build or make your build better by using conditions

The problem is not “not getting gain from conditions”. The problem is “not getting gain from extra conditions”.

EverythingOP

Huge buff to PvE minionmasters

in Necromancer

Posted by: Tim.6450

Tim.6450

Minions are still lower damage in PvE than simply performing standardized rotations. I definitely expect that this will benefit PvE minionmancers substantially, but that doesn’t mean you suddenly start running one if you plan on moving through content quickly and efficiently.

Don’t be like that, think about the positives, rise might become a serious defense tool with this change.

EverythingOP

sinister stat

in PvP

Posted by: Tim.6450

Tim.6450

I think for example at a sinister necro ….

Sinister necro? Are you for real? Dire and rabid are far more superior choices since scepter is a poor power weapon.

EverythingOP

Reluctance to add dire

in PvP

Posted by: Tim.6450

Tim.6450

They can’t add Dire stats to PvP because condition damage is based off one stat, whereas physical damage is based off Power, Precision and Ferocity. Simply put you would be getting exponentially more bang for your buck stat wise. For example Berserker amulets would have to look like 1200 Power, 900 Precision, 900 Ferocity, 900 Toughness, 900 Vitality to compete – and lets not kid ourselves, that looks OP as kitten.

TLDR Dire doesn’t have a place in PvP.

There is one problem with your assumption: you assume that condition builds with dire armor does the same damage as power builds with berserker armor which it doesn’t.

EverythingOP

Scepter trait isn't good enough

in Necromancer

Posted by: Tim.6450

Tim.6450

I was actually thinking about that for a while now. Though how to buff it is a different story. Effectively if its given resistance its only a slightly better/worse Demonic Defiance and we run into the same problem. Having the corruptions skills buffed in some way could be neat. But I don’t know how that’d work out. Consume condition is already really powerful and I don’t know if buffing that or giving it resistance would be a good idea in the long run.

Master of corruption

Corruption skills self applied are inflicted on foes around you (radius 360). When using a corruption skill, you gain 15%~30% condition duration for 15~20 seconds (stacks by overwriting). Corruption skills have 20% reduced cooldown.

Master of corruption 2

Corruption skills have 20~33% reduced cooldown. The next skill after using a corruption skill transfers 1~2 conditions.

EverythingOP

Staff with new camera/targeting system

in Necromancer

Posted by: Tim.6450

Tim.6450

Unnecessary, marks are not powerful enough to warrant it. Nor do necros have the active defense to allow marks to start missing more often.

I’ll only support it if all marks are tweaked to be much more powerful first.

Basically this, the marks are not strong enough to warrant such counterplay. Also a lot of skills are ground target and have no travel time/tells (necro excell at those). The difference is that they are pulsing, but does it really make a difference if a mark is 1~2 pulses worth at best?

EverythingOP

Scepter trait isn't good enough

in Necromancer

Posted by: Tim.6450

Tim.6450

Ok that was “enlightening”. So how how about instead of replacing a decent pve trait with a terrible PvE trait, we switch MoC with LC and buff/fix MoC? That way the PvE usefull traits for condition builds are in both master/ grandmaster not master/master. The fact that a utility trait is a grandmaster has not ever bothered anyone.

EverythingOP

Scepter trait isn't good enough

in Necromancer

Posted by: Tim.6450

Tim.6450

Yeah, I do think Terror swapped with LC would be good. It allows for PvP to have a “burst” option at the GM tier, while PvE still gets their PvE traits at each tier.

And what would be the PvE trait?

EverythingOP