Retaliation, as far as I know, is the only mechanic split between the 3 game modes. It is based on the Power attribute. In PvP, all stats are reduced by, I think, 80ish percent. In WvW, the huge amount of stats you can build up there, it was absolutely ridiculous and OP with huge clashes/multi-target skills. In PvE, balanced has hardly ever mattered, from the PC perspective, minus a few skills, and was definitely never considered.
I understand completely and, perhaps, making Guild Halls, or the GvG area, should have a ‘PvP zone’ label slapped on top of it. The gray is strong here.
I would think a dev would say “this is a ‘civil case’” and want nothing, impersonal, to do with it b/c obvious ‘1984esque’ implications. My logical side argues, ‘well this is their world and they, ultimately, call the shots’.
What a pickle.
This is common. Has been reported for a while. Haven’t seen a single red post.
Quickness+downed Rev=stomp fail 99% of the time…yay. Most of the others could be concluded as one of several desyncs/teles/etc but Rev points to nothing more than a bug.
I’ve only been to the Silverwastes map once and just discovered it’s existence about a week ago because I’ve been away for the game for a good while.
I participated and killed the Mordemoth boss and he dropped the coat box for me first try.
Judging by your post… is it a rare drop and I was just one of those guys who happened to get it first time ever killing it?
I assumed it dropped the coat box relatively often considering my wife did it at the exact same time I did and received the box also.
It was mentioned that it always drops on the first kill.
Anet’s new Communications Officer for Glider Skin Purchase and Distribution is doing a rather great job Rubi! Get this guy a raise.
% percent modifiers stack multiplicatively. So you’d end up with -16.3% or about half of the effectiveness of the Protection Boon. Still not bad, especially on a profession profession that has no shortness of Protection application.
If it was adative, Tempest Ele would be the most broken tank ever I’m pretty sure.
ranger with a bow and try attacking while running forward.
9k hours in game and i never seen a ranger run forward while shooting his bow, only backwards.
Lmao! I literally logged into forums only to +1 this. hehe
This sounds like some pretty advanced coding tbh. What if, instead, we just allow the top 10% of PvPers to log in to PvE with Legendary Mob scaled builds and attack other players? This would achieve what you’re asking for and be easier to implement…
Phantaram with 300k health and 5k Celestial stats anyone? Nos with 500k HPs and Reaper’s Shroud? Lol
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Best IMO is the experimental rifle and experimental teleportation gun. There’s no where you CAN’T go with these!
Also Jar of Harpy Pheromones is another favorite of mine.The experimental teleportation gun is either bugged or nerfed. It won’t work properly if there’s a difference in elevation. For example, I tried to make a portal so someone could get to a higher level. The second portal that I tried to put at a lower level was up in the air at the same elevation as the first portal.
It has only a 900 range (1050ish with the portal radius). This is equal to the actual launch distance. It takes a bit of manipulation to port from/to lower levels. Always been like this. Trying to dodge backwards after launching or using a vertical obstruction can/will help.
Oh I was under the impression you crafted it through masteries. Hit me up ingame and we’ll see what I can do to help you out.
He said his pre was made from collections which are bound so he can’t sell it. The good news is that incini is actually about 600-800g(?) more to craft bringing your Roi on the collection up a bit. Honestly, Chaos Gun is only 300g right now so you’re better of just buying it off the TP. I know that doesn’t seem as ‘legendary’ but if it would make it better, you could buy the Chaos Gun and then move the ‘journey’ to the other 1200ish gold worth of things you’ll need to finish. Besides, dagger is a great weapon for literally every profession that can weild one so it definitely won’t go to waste.
A big +1 for this. I have to triple-check, but my masteries stop adding XP to the bar until I spend the points, with no rollovers for the next track. Luckily it hasn’t been near enough for a whole bar, please add the notification so we can take it to the next level ????
The mastery system automatically starts adding XP to your lowest tier mastery for your respective group (core/HoT) after you complete a track. No XP is wasted. I haven’t tested this past one completed track, so I’m not sure that you could start filling a third bar this way though. I guess if you can’t be bothered to just look down at least once every 1-3 million experience, losing mastery XP is the least of your worries anyway. You definitely don’t lose bunches of XP for completing a single mastery and continuing to gain XP.
I still agree this is a good idea though. Gw2, since launch, has been absolutely inconsistent and terrible at clearly and concisely letting players KNOW what’s going on as they learn the game. Some of that was fixed but this is definitely one of those times again.
2 YEAR OLD POST NECROING?
If it’s still relevant, why the hell would it matter versus starting a new thread?
I can only assume new Mystic Forge recipes is only a terrible example of what you are actually wanting? That still wouldn’t make any sense, but Forge Recipes were meant to be ‘discovered’. They’re not gonna code something that instantly renders that useless.
*edit: nvm, t sounds like you’re just referring to a search bar on the actual Material Tab, which would be fine I guess, and bringing up the Forge was never necessary. If not, then I stick with my original point, but 7 small Mat Tabs isn’t exactly a lot to scroll through.
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Chars automatically go into their ‘rest/idle’ animation after, maybe, 30 secs to a minute. No there’s no way to disable them the I know of. Oh wait. You could change your ‘autoattack’ skill to one that has about a 30sec CD (Ctrl+rt click). A heal skill or whatever. This should keep you out of the idle animations if you enjoy standing around.
Possibly stupid question inbound:
I downloaded the 64 Client-Downloading .exe (from my Account Tab) and then ddoubleclicked it. It opened the GW2 launcher and started downloading a bazillion files. Let the PC do his stuff over night. Now its finished. Sooooo is it now on a different folder or did it overwrite my old one or save in that directory?
I didn’t get a prompt or anything asking me where to install or anything.Note:
I am not interested in having both clients at the same time. I am just fine with the 64 bit one but where can I see if it is actually the 64 one and not the 32 one I start by using the Link on my desktop?You were supposed to drop it in your installation folder where you already had the game downloaded to.
You didn’t need to download the entire game again.
The game files are 100% the same, the only thing that is actually different is the .exe file itself which you downloaded and were supposed to put in your original installation folders location.
So to answer your question – it doesn’t matter which one you keep. The .dat files are both identical.
Yeah you pretty much now have 27(?)gigs of extra files. And yes it saved them in separate files. Go to either one and drag the .exe file to the other folder. You can delete the rest and save a bunch of her space. You can use that same folder to launch either version. (It’ll have the GW2 emblem next to it. You can right click either .exe file and scroll down to ‘properties’ and click on it to see which .exe file is which. Then make/ name shortcuts however you see fit.
This would have to be some silly build including 25 might/vuln/corruption +Sigil of Bursting and Berserker Runes. I’m trying to think of ANYTHING else and drawing a blank, unless one of the other % modifiers has been bugged.
Edit: or thie snippet is taken from WvW, which would be more feasible.
Edit2: or Anet broke the scaling which doesn’t seem to be the case in other posters’ experiences.
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Oh great, Anet!! Because of you, ‘Sliced Bread’ just texted me, “Plz delete my contact info…”!
It sends the excess to the lowest tier for the region your in. If you have a couple lower tiers that are still even, it goes to whichever requires the less xp to tier up first. Seems random at first. The only time I don’t think it will save if all tiers are even (you just finished the lower one but forgot to select). I don’t think it will pick a random higher tier to add xp. So yes you could still lose some.
Everyone always complained about how power/bruiser specs were OP b/c of problems with stat variants, co-efficients, and cooldowns. Devs changed all three aspects of the latter while already having a ‘good spot’ in mind for damage. What ended up happening (in a primarily conquest game mode) was a bunch of silliness. Instead of splitting and balancing almost every skill/profession for each game mode, they realized they should ‘stear into the skid’ and remove the Amulet. The game has ALWAYS been active and it has always been their intent for powerful, quick gameplay. I’m not even gonna drag up 1-3 yr old posts to ‘display’ their ‘old school’ form of game design b/c it has greatly been undone in new areas. PvP/WvW (and even base content (dungeons)) still suffer from these discrepancies. I’m not saying “you’re” silly for not seeing the problem here (PvP of course) but I still think it should be obvious. 5 full Zerkers (+/- anything in between) can be and is exciting with good players. 5 completely overcompensated bunkers (remember those new ‘adjustments’ cough Glintcough druid (Engi, Ele, Necro etc)) vs ANYTHING is boring and bad for conquest, although SH still supports non-minstrels bunker teams without a hitch. Most ‘Pro’ players probably didn’t see a need or even bother to explain fully how broken this was/is/would be etc.
If you want to argue ‘old Meta builds’ with or without this Amulet, then that would be more of a conversation for any non-HoT player, although mostly pointless for anyone who agrees with change/progression, which I’d assume is the PoV of the OP and etc.
It should be soulbound!
You shouldn’t even be able to make it on a different class!The collection is about your class and the “journey” it took to making all those pieces.
It’s a statsless Exotic it’s not going to do your alts any good anyway.That’s because you can select stats on them.
I’m with the OP, since any character could get the drops that contribute to these collections, it seems like an oversight.
Oh right, didn’t think of that! my bad..
Still think it should be soulbound to class that unlocked the collection.
I have 17 80s and that’s prolly on the low end of rich/alcoholics. It should be acct bound if it’s crafted, forged or from an achievement/collection. There is no reasonable argument against this.
Depending on how long you’ve been gone, getting acquainted with the new systems is not a bad idea. Granted, it might take an entire month, many people are already pushing into the new content. You might find that some of your old friends are gone or have vastly outpaced you and one month is a good alottment of time to make new ones and/or find a satisfactory guild. Either way, if you like the game, get in there! :p
I would lower the HP from the new maps from 10 down to 5 and change the requirements from 400 down to 200 its the same things still need 40 hero challenge to complete.some they need lower it to 200 so when you do brink/basin herou challenge you can play spec in another 2 maps. some people dont have time to do full map completion for each character what have.
Wrong, When they lower the HP from the new maps down from 10 to 5 and lower the requirements from 400 to 200 that means people can use HP from core Tyria to complete these. Players with map completion can unlock these right away
Would that be so bad?
I like the idea. What I think we’d need then is a way to use excess hero points.
Exactly. If you did core world completion on a character, being able to play through HoT with the elite spec seems fair. What is the point of having to complete the entire game before being able to use an elite spec that might actually add more enjoyment to the expac for the professions we’ve been playing for three years already. Granted there are still new build options to experiment with, elite specs were made to be a BIG DEAL (one they spent weeks on with teasers, and reveals and beta testing) as part of the expac. I hate to be ‘that guy’ that would refer back to the discord with the introduction of asc. gear vs. the easily obtainable exotics, but that was part of the premise of progression in the early days of GW2 (kinda like GW1, remember that game). Making the masteries a bit difficult to obtain/progress I can understand, but holding elite specs behind this huge wall is just…disappointing.
I liked the story riddle they did last year. Granted the dagger skin was sorta crap, they could have, at least, thrown us a bone this year with the limited time ppl have to actually enjoy the holiday combined with the HoT drop combined with hundreds of other new things to explore and expirements with. Instead of a fun adventure, it just seems like everyone is going ‘batty’ instead….
Unless it has been patched (which I doubt b/c the coding), Rune of the Ranger has always worked on all AI including elementals, minions, and clones/phantasms. In fact it was a Meta rune for Mesmer’s back in the ‘Phantasms’ build.
I finally decided it was time to make a full set of ascended gear, only to realize I only have one empyreal star…What is the fastest way to get the fragments?
I have the opposite problem. Some of the world bosses drop them like candy.
World bosses drop Dragonite. SW chest farm is the fastest way to get Dragonite and Bloodestone. Dungeon Speedclears are, by far, the fastest way to get Fragments, (cosely followed by WvW flipping.)
Guild Wars doesn’t have any control over Twitch. Twitch streamers play multiple games. Twitch streamers make their monies from streaming. Having ‘more lines in the water’ catches more fish. Participating in ‘big fishing events’ helps the streamer. The streamer having some ‘pet fish’ join him at this new watering hole helps GW2 get more exposure it might not otherwise recieve. The end.
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Ranger is cursed as aa ‘duality’. They HAVE to play that way standing up and they ‘get’ to play that wày while downed. It is not just ‘Ranger’. It is Ranger/Pet.
Also, if you don’t understand why/how a Power Necro would want to use CPC and how the awesomeness of the pulsing Poising on a node when you’re in turn hit with Weakness is detrimental, then I don’t think I’m the one who needs to brush up on game mechanics.
*Hint:Why would a POWER spec want to apply a lot of poison to an enemy?
*Bonus:What does Weakness do to Power specs?
Plz go be condescending to someone else.
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@Meow: Sacrificing a 5% HP (again just a number) is hardly a burden compared to taking 5% MORE damage from all sources when you actually need that heal. Not to mention how that blind is gonna treat things like Runs of Vamp and Scavange or Sigils of Blood and Leeching. ANYTHING else really.
I’ll agree that your changes (at least in concept if not math) are at the very least the better version of a forced mechanic of self harm. I’ll just argue myself into the grave though before I accept corruptions being forced into self harm though.
Thank you. I never meant for this to be any kind of arguement and I appreciate the de-escalation as we progress towards the fact that we stand on common grounds. The only difference seeming that you’re fed up and think it should all be done away with (which I whole-heartedly agree) and I’m just trying to put my own two cents in on the subject as I’m well aware that Anet’s version of ‘sadist corruptions’ aren’t going anywhere as they’ve already stated. We’re definitely not in any kind of opposition here and I can tell you’re seeing goal is not one of combativeness.
And yes I was going for a ‘better forced mechanic’ b/c that’s what we’re gonna get because themes and reasons. (Why Necro is the only profession subject to such imbalance for the sake of “yeah that’d be cool!”, despite all the balance problems and shortcomings it creates, is beyond me, but right now it’s what we have to work with and they’re not going to accept anything other than ‘Necro-ey’ suggestions. They made this clear in the specializations livestream outright and then backed it up with ‘Vampiric Presence’ and the ‘BiP buff’.
I’m only trying to come up with ideas suitable for the ‘corruptions/sadists/thematic’ gibber-jabber that they’re hellbent on pushing on this profession and this group of utilities.
Now as for my ‘at the very least a much better version of self-harm’…this is the middle ground I’m trying to find. And not for some Stoic reasoning but only that I understand what the devs ‘visions’ demand and also what we would like/expect as players. (For other posts I may trivialize my time with afterward, this is called being an adult and wearing big-boy pants.)
Now it seems like we can agree that HP/LF are much more directly manageable resources than things like condi clears/transfers/rotations/cooldowns/having that ‘one ally’ around at just the right moment, that a direct and predictable ‘sacrifice’ is the only way to go. I’ll admit that ‘sacrificing’ any percentage of ‘max hp or lf’ was/is unbalanced and quickly altered to a ‘percent of current hp/lf’ which makes this much more manageable and opens Corruption skills up to many other specs. The mechanics, this way, are much more flexible and easier to build around.
Now, as for the ‘problem with my math’, the 5-10% numbers were just thrown out there as I said, but that is nothing compared to 33% in GW (which actually involved some ‘sneaky thinking’ to even make work). Even at just 5% HP on the glassiest possible Power Necro spec (which is what I run) we have a base HP pool of 19k. That’s roughly 950 HP. That is a max HP sacrifice though. What if it were based on current HP? Suddenly a CPC at 5k HP only costs you 250 HP. This being the point at which you’d need it most and the ‘sacrifice’ would pale in comparison to the utility. Now Imagine this in a team setting. Charging onto a point with a full 25k HP (random mid-ranged necro hp number) you see your two friends getting pelted in a 3v2 by a ranger, a gs mesmer, and a warrior, so you sacrifice 1250 hp (this is one of the reasons I don’t think 10% of CURRENT HP is out of the question) to drop CPC on your buddies. The Ranger and Mesmer’s damage plummet and the Warrior is WEAKEND (I can’t stress how strong this condi is vs power/melee) and standing in poison field allowing a complete turn of the tides.
This is the kind of Anti/Counter/MasterofDeath/‘Neener!’ play that a SACRIFICE Necro deserves. Not some half-brained “well I think this skill is cool so let me select every single NECESSARRY thing that I need/have to to make it work, even though it’s usually to my own detriment.”
I’m just trying to be real given what we’ve been given.
Step 1) Remove all self-harm from corruptions
Step 2) Make Blood is Power worth taking ever
Step 3) Make Master of Corruption totally different
Step 4) Recycle self-harm as an elite specYou say this…
The first thing I said was remove all self-harm, your “fix” just changes the self harm, without addressing everything else I’ve been saying about Corruptions. The self-harm is still unnecessary, unless you used invisible ink to write the buffs to corruptions. At this point corruptions are too important to a wide variety of builds (CPC has our only projectile defense, CB is needed for a lot of burst applications, Consume is our best heal) to make the self-harm so meaningful that it has to be built around.
Well I whole-heartedly agree that the fundamental idea/mechanic/implementation of Corruptions is ridiculous and something no other profession has to deal with. Sorry, I guess I just misunderstood you’re idea of fixing them to be do away with the concept as a whole and just make a working and practical set of utilities, which I totally agree with and can support. The uses/usefulness of the effects of these skills is, like, not subject to any kind of debate. I spoke of the exact same sentiments regarding their base functionality.
The problem that WE’re faced with is Devs’ unyielding insistence on relegating Necromancers as THE profession to be weighted down to this ball ‘n chain of ’themeatics, even at the cost of fun, effectiveness, balance, and TEAMPLAY (that was supposed to be a big part of the game’s core philosophy right Anet?). NO other profession is so heavily burdened by this concept. (Although Ranger traitlines are a mess tbh.) Corruptions are the perfect example of this shortcoming with the “slow and hard-hitting, but ‘unstoppable’ greatsword Reaper” coming in a close second. Minions and Condi are not my style, but have mostly been the same ’ole story until some more recent changes that have improved them both a bit.
The Devs have said outright that Necro will always and only be a victim (*my word) of maintaining it’s ‘thematic identity’ and any changes/suggestions will/should take that into account. This understanding is how I came to my idea of this “neutered ‘fix’”.
Corruptions are gonna have some form of sadism attached to them no matter how it’s done. That’s the theme and that’s what we have to work with when making suggestions. The problem now is that they’re mostly geared toward condi builds and pigeonhole us into taking traits, weapons, and/or specific utility skills to make them work leaving you with a suboptimal build in nearly any case. I have to use my condi clears/transfers on self-inflicted only to then be bursted by a condi build. This is bad.
CPC is awesome and is, arguably, most useful for a power Necro. A pulsing poison field with projectile destruction but now I’m left Weakened making the poison useless and the proj destroy to only draw out the fight for a bit. Run offhand dagger? Meh. Swap to staff? Damage still sucks.
How about a condi build running Scavenger for sustain. Better pop my heal! Good thing that extra 1k leech is gonna fail. :/
I’m not saying my exact idea or the numbers are perfect but it’s still thematic and MUCH easier to work Corruptions into multiple builds.
As far as these “invisible buffs I’ve written into Corruptions”, I think making them more practical and initiative is a good enough start.
MoC makes also corruption spells instant? No more healinterupts <3.
That’s a bit much. Other players being able to counterplay is a good thing. Skills designed to directly counterplay our own build is a bad thing. :/
I might be alone by saying this, but please do not change the way it works. While I agree that it’s a little wonky when learning how to use it, I also believe it’s very rewarding once you get the hang of it and know how/when to use it. It has its own niche and I enjoy its play style very much.
So please, do not change it.
- A 1800+Hr Ranger Vet
+1 for sure. This thing is so good at doing what it’s designed for.
For those who feel like there’s something to ‘work around’, you should probably be using greatsword or Axe.
skills should not be about learning how to work around poor design. If this design is so good, then let’s give it to all swords and see how the player base reacts.
Additionally, enjoy your rooting and wonky movement while a sword wielding Revenant tears you apart…
Ranger sword could be infinitely better and there is not a valid reason why only 3 skills can’t be fixed or replaced… 3
It’s not about ‘working around poor design’ BUT, rather choosing a weapon that is designed for what you’re trying to do. This sword is awesome and is perfect at what it does.
New idea for Corruptions/Master of Corruptions.
Corruption skills sacrifice 5-10% of maximum HP. Master of Corruptions adds a 5-10% sacrifice of Life Force. If you don’t have at least 5-10% Life Force, you are Dazed for 1-2 secs.
Yay. Corruptions are fixed. Still thematic. Not counter-intuitive/‘pita’ to build around.
The numbers are just thrown out there. It could be instead, 5-10% sacrifice of current HP and MoC adding a sacrifice of 5-10% of current Life Force. If the current LF threshold isn’t you get a 0.5-1/sec self Daze, but the skill still fires.
In either scenario it makes for more skillfully play w/o being pigeonholed into stacking certain condi clear/transfers traits and subpar weapons (depending on build, which is my next point.. It opens up for versatility across ALL Necro builds. MMs, Condis, and Celes are hardly hurting for HPs. Then there’s skills like CPC which is amazing for Power Necro sustain but gives self Weakness, rendering it nearly useless. What good is a few secs of less pressure from that Ranger/Mesmer/Engi/staff Ele wrecking you from range while fighting on point if you self inflict Weakness, killing your damage, or have to take offhand Dagg, starving yourself of LF, or swapping to staff, which has bad damage anyway?
Plague might need a bit higher sacrifice as it is strong and MoC reduces it’s CD by a full minute. I would also like to see a 2-3% LF gain per enemy on Deathly Swarm to give those Condi guys a bit of love (especially with this gem of an idea going live.)
Ultimately this change would open build options (or rather release them), it stays in line with the self sacrifice theme, it stays truer to it’s GW1 counterpart, and is INIFINITELY more intuitive.
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New idea for Corruptions/Master of Corruptions.
Corruption skills sacrifice 5-10% of maximum HP. Master of Corruptions adds a 5-10% sacrifice of Life Force. If you don’t have at least 5-10% Life Force, you are Dazed for 1-2 secs.
Yay. Corruptions are fixed. Still thematic. Not counter-intuitive/‘pita’ to build around.
That’s an interesting definition of fixed.
Fixed = Neutered by the look of it.
Then you say this…
Edit: I appreciate the well thought out and constructive tone/nature of your ‘arguements’ guys. We need more of ‘this’ to have any hope of worthwhile change.
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Step 1) Remove all self-harm from corruptions
Step 2) Make Blood is Power worth taking ever
Step 3) Make Master of Corruption totally different
Step 4) Recycle self-harm as an elite spec
You say this…
New idea for Corruptions/Master of Corruptions.
Corruption skills sacrifice 5-10% of maximum HP. Master of Corruptions adds a 5-10% sacrifice of Life Force. If you don’t have at least 5-10% Life Force, you are Dazed for 1-2 secs.
Yay. Corruptions are fixed. Still thematic. Not counter-intuitive/‘pita’ to build around.
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Has anyone tried joining another player with this chapter open and ‘advance with them’ in order to get credit/progess? This has worked in the past with other similar bugs.
Sorry for thread Necro but a guildie was just having the same problem tonight and came to me as the ’all knowing guild leader, and, for once, I was completely stumped and felt useless/embarrassed/frustrated. :/
The Stability is literally only there to help cover the cast time so that the skill can be a stunbreaker in spite of having a cast time.
Except, after the stability changes, and WoP only getting 1/stack, I can’t count how many times this ‘stunbreak!’ Has been rupted and goes on 5 sec CD and or just completely fails to break a stun. Before the stability changes it was reliable but not at all anymore.
The skill needs reworked. 50% of the time it fails to break stun or do anything. It is flawed.
My idea for corruptions: make them upkeep skills that sacrifice portions of your health while they are active (lets say 500 hp per second). Then have the trait reduce their cooldown, maybe up the damage we self inflict, but add a POSITIVE aspect to the trait where our condition damage increases by a percentage the lower our HP is. (example: +10% under 75% hp, 15 at 50 and 20 at 25). This might be a problem with party healing, but the funny thing is we can just use our greatest weakness as our strength: hide in DS to avoid your party healing! XD
I can somewhat agree with this and I LOVE the mildly coy last sentence.
The condi aspect I have a problem with though. Skills like this (highly (somewhat really) aimed at active defense SHOULD NOT be relegated to a certain build type. The utility should be equally effective for a power/condi/hybrid spec. That’s WHY it’s called ‘utility’. How many other active defense skills in the game just flat out prefer ONE spec over ANY others. None, and that is why those skills are very useful on their respective professions. I still am adamantly convinced that the proj destroy should have gone to WoD. Power specs could benefit from the psuedo-invuln. Cele/condi specs are already taking Curses and that would have them make a bit of decision on their utility bar as well as giving a bit of an alternative to their Curses minor-major slot. Even MMs might consider it (with “Rise!”?) for increased sustain w/o popping Plague.
It would be similar to Smoke Screen. AND with Necro’s ZERO mobility and very little ACTIVE sustain it would be balanced (not to mention the much higher CD without going into an unorthodox trait line (which would buff the skill and make more valuable). That would actually be the ONE skill/change that could have given Necro a MUCH bigger influence on team fights.
*sorry for all the caps, but I can’t be more emphatic about how much better the proj destroy would have been on (the entirely neglected) Well of Darkness.
Edit: I know this thread is about changing CPC. Condensing the effects is a great first step. Adding stacks of Vuln could be good (CORROSIVE PC!). Adding a NEW effect could have been good (CORROSIVE PC!) ie. a ‘status effect’(can’t be cleared) debuff: Corrode your enemies weapon. They deal 10-20% (just spitballing numbers) less damage. 3 secs. per pulse. (Pulses with the poison effect).
Omg! Now we have TWO great utilities that are still thematic. And BOTH would be useful in a variety of specs (traitlines considered), but neither OP.
Thanks for replying! Here’s my thing though: adding my changes wouldn’t turn corruptions into more condi based skills. If anything, by removing the self weakness and adding a self dot effect you increase its viability got direct damage builds. Also: I DO actually use well of darkness in pvp. It saves me extremely frequently, especially as its ground targeted, you can put it on a ranged foe to give you some time to close the gap/ get your heal off. And it WRECKS melee fighters. In a way it serves a similar function to cpc but in melee range (I am aware that cpc also gives foes weakness which helps melee too I’m just saying)
I already understood what you were ‘just saying’. Necro is already proficient with Weakness. Maybe try ready me posts and then understand how my ideas are infinititely better ina variety of builds. Corruptions are fundamentally geared toward condi specs no matter how you try to spin it. Although I am already aware that you do realize the superior logic, balance, and implementation/usefulness across nearly every single Necro build. Maybe try reading my psts slowly.
- druids cannot leave astral form and keep the energy they had left: they start from 0
- druids cannot use this “energy pool” as a secondary life, though of course the amount of healing makes up for it… a lot
- druids can in principle use any weapon to build astral force, but in practice only one works. Oh wait, necro too
- druids cannot give much damage while in astral form
- druids can use their utilities while in astral form (grrrr)
- druids can receive healing while in astral form (grrrr)
so quite different. But druids and necro could benefit from each other’s mechanics
- no incoming healing in death shroud is hard (and maybe unfair) for necros
- not having the possibility to use astral form for 1 or 2 skills only and pop out of it after + having most astra skills with very similar function (i.e. healing) means astral form is spammy as kitten. I had high hopes but it ended up being super boring to play.
Totally agree
Reaper Necro is AoE dps
Druid Ranger is AoE healA match made in heaven… unless the Necro is in Shroud so, a match made somewhere else.
Indeed. Since a saw the Druid spec and Celestial form, all I could think about was a Reaper/Druid duo team. Just honestly think about the mechanics+build synergy possibilities and you have one (possible) ridiculously powerful mid duo.
I’ll try to add a couple builds to illustrate where my mind is at here.
I have no doubt that Reaper/Druid is going to be a nasty duo, but we STILL have no idea what new Sigils and Runesets are coming. Chrono/Reaper/Druid mid point domination?
Rune of the Wellomancers Reaper/Chrono+Rune of the Mesmer, Celestial Druids with 9 second Dazes! O.O
Just throwing silly ideas out there because cool factor. I just want to see new Sigils and Runeset so bad. The Meta is going to change big time and I still think most of the shift will come from things we have yet to see.
What exactly are flippers
Instead of buying something for honest purposes they buy stuff with the purpose of reselling it later.
are you implying that buying and reselling isn’t honest?
Did you seriously not know that zombie farming Silverwastes is the only legit/respectable way to take other peoples gold?
Stabilizing TP prices and keeping inflation in check for a small profit is a dispicaple practice. Surely most of this sentiment comes from complete ignorance on the subject, Or, just maybe, from jealous people who actually tried playing the TP and failed miserably and are now bitter. Lord knows we put no work into a craft and what we call “understanding markets, playing smart, and taking silvers and golds that people are literally GIVING AWAY!”, is really just that we’re the ‘chosen ones’ who J. Smith provides with insider info.
Wtb Recipe:Tinfoil Hat! Pretty sure it’ll make me richer for sure.
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“Salty Dungeoneers” title is gonna play out to have so much irony for the sillies that dare to make such troll assumptions and ignorant assertions.
The dungeons have certainly been a mainstay for making gold in game. My first concern is that Anet stated their future focus would be fractals and Raids. They have also said Raids in particular have already been identified as ‘challenging, elite’ activities that they expect only a small percentage of players will have the ability complete. Yet they plan to move toward better rewards in raids and lesser rewards from dungeons (which about any player is able to participate in). Don’t get me wrong, I agree with the idea of greater rewards for more effort.
I’m sure they will release more information, however, I’m concerned for the general population who may not be able to do raids, and players who don’t have the expansion. Their opportunity to make gold is lessened with dungeons devalued, and they may not have access or they can’t participate in Raids because they may not have that ability.
Early in the game I remember earning my first set of dungeon armor, and having a bit of gold. I was so happy, it was cool! I just don’t want newer players to miss that experience. Enhancing high end content is great, just don’t forget the newer or less skilled players who enjoy the game as well.
Ikr. After all the “Dungeoneer are toxic, elitist kittens” threads over the past 3 years, I can just imagine the QQs about Raiding. Not to mention the new Legendaries REQUIRING playing PvP and WvW. Not to mention Legendary armor REQUIRING successful Raid completions.
Personally I’m psyched though about it all and am wondering wondering if PHIW tears are gonna be a part of other recipes.
But the most gold generated is from silverwaste so why isn’t it getting needed?:/ just because dungeons generate more gold than fractals doesn’t mean it generates a lot of gold, 30 gold for playing 5-6 hours only once a day is hardly any gold I would nerf over.
Silverware does not generate more gold in the economy that daily Dungeon runners. Unless the silverware farmers are vendoring every single drop that they get.
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No whiteknighting nonsense!
- The gold from completing a dungeon is getting nerfed not removed.
- The TP will take on a new equilibrium for the majority of its items, high priced stuff like charged lodestones and giant eyes are surely to fall with map rewards while others are going up due to demand with HoT recipes.
- The demand for t5 materials is getting improved to get closer towards silk’s price with new HoT recipes.
- Dungeons will still generate a ton of blues/greens which are the biggest source of t5 materials.
- Salvage is getting revamped Some of these changes will reduce output to help us maintain scarcity, and some will rebalance heavily input materials with more rare materials to help even out some of the variation of scarcity we currently have.
this could imply that salvaging lv60-80 blues and greens wil reward t2-4 materials which are more rare than their t5 counterparts which will improve gold/salvage at this time.- Gold generated in dungeons was tremendously higher than gold generated in fractals by time.
Overal, the gold nerf is not outrageous considering that the TP is getting overhauled with it.
Can out get a source that clarifies the incredibly vauge wording of the Blog Post that dealt with these changes, or are you just throwing out you’re personal ssumptions and speculations as if they are facts? Because I’m completely confused about have you came to these detailed conclusions.
Because we don’t have good enough fields, or so they asserted.
We have fields that could be useful for some of our builds. As I tried to give some good synergies above. Also condi MM could make use of the with Nova fields. Not much into MM though.
I’m mostly interested in the use of focus in power Necro builds since we’re talking a bout a power offhand.
And power could use some small buffs at the moment.