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Focus needs some changes

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Posted by: Tman.6349

Tman.6349

People keep saying projectile finisher this, blast finisher that but it’s extremely irrelevant since necro doesn’t have proper fields to benefit from it.

No, dark field life steal is not good enough. Neither is 3 seconds of weakness.

Necromancer has quite a lot of access to fields. In fact, every single utility category provides a type of field (except for minions if you don’t have death nova). Even then, GS has a dark field built into it, and reaper will give a lot of access to a chill field with RS 5.

Signets have a field? Shouts have a field?

Focus is a power weapon so blasting poison is not what would make these two finishers useful. Power Necros general have wells. Blasting a a dark field gives aoe blind. Useful in team fights. The projectile finisher would leech health (and I still insist that the regen should be changed to Fury on Reaper’s Touch.) Both of this finishers might also encourage going ahead and taking Well of Blood which is a Light field and pretty decent for team support with the Wells trait. Also projectile finisher in light field would give an extra condi remove without having to swap to staff and when other clears are on CD. And blasting that light field provides aoe Light Aura (retaliation:scales with power;could even be good for MM builds:minions with retaliation is pretty nice). I HARDLY think they would be useless. This would be a great/incorrect buff to power builds and most of all, finally challenge warhorn as the unquestionably best option for power builds. Also, the traits for it are already in the power line, while dagger and warhorn traits are why over on BM. O.o

Focus needs some changes

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Tman.6349

And that is why I agree with the 100% proj finisher sentiment for Reaper’s Touch. And even went so far as to argue that it (adding 100% proj finisher would be as good/equal to reducing the CD by 15+%). Surely you aren’t advocating adding a blast finisher to Spinal Shivers? That would make one hell of an OP, ‘must have’ skill (not to mention traited CoD O.O).

Bawb, are you in the right thread? I think the 100% proj finisher idea has already been driven home…

The quote chain that put me on that directly said there was no need for a finisher because we can’t use it.

Why wouldn’t we be able to use it though.

*Also I was just being silly in my ‘question’ in previous post. I respect you and meant no offense.

Focus needs some changes

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Tman.6349

Blast finishers are probably more for Unholy Feast. Definitely not Spinal Shivers.

Chill of Death is strong, while Spinal Shivers is bad. The only real difference is cast time. It also means that they do have something they can tune to improve Spinal Shivers without buffing Chill of Death.

Which is exactly why reducing the cast of Spinal would be good. Adding a blast finisher would make it a bit OP I feel. And Chill of death is a very strong instant, passive process and would make adding a blast finisher to it very unreliable.

Remember this thread is about Focus, not scepter or traits.

Dungeon nerf and TP flipping

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Tman.6349

What exactly are flippers

Flippers is a school of dolphins.

They’re actually fairly clever.

Dungeon nerf and TP flipping

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Posted by: Tman.6349

Tman.6349

And here I clicked on this thread thinking it was a speculation on the Dungeon changes and it’s link for ‘real’ Dungeoneer to sell to buy orders to quickly clear their inventory. I was wrong. :/

Clickbait is clickbait…

Sorry it started as a “if you nerf dungeon rewards you must also nerf traders aka flippers” rage thread.

I guess I came in late OR the subtext totally flew over my little brain then… :/

Dungeon nerf and TP flipping

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Tman.6349

And here I clicked on this thread thinking it was a speculation on the Dungeon changes and it’s link for ‘real’ Dungeoneer to sell to buy orders to quickly clear their inventory. I was wrong. :/

Clickbait is clickbait…

Dungeon nerf and TP flipping

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Tman.6349

Wanze, have you looked into the ‘torches and pitchforks market’ recently….

Focus needs some changes

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Posted by: Tman.6349

Tman.6349

Blast finishers are literally the basis of entire sets of play in every game mode. WvW coordinated fights are heavily based around coordinated fields and finishers, just as much if not more so than any other buff. There are also entire PvP builds that exist solely because of field/finisher interactions, like D/D ele. And fields/finisher group buffing are a huge part of PvE, they provide both pre and during fight buffs to the team, plus things like Engi have heavily depended on the use of combos to fill their niche (engi’s use as a meta build was partly due to it being able to fill a certain level of stealth in lieu of a thief).

The combo system is inarguably a huge part of the game. It goes beyond just being a way to express skill, the game wouldn’t be remotely the same (in a bad way) if it were not for the existence of the combo system. Yes there are other ways to buff allies, but combos heavily dominate coordinated team support. And that is ignoring the very large addition they have to individual play.

And that is why I agree with the 100% proj finisher sentiment for Reaper’s Touch. And even went so far as to argue that it (adding 100% proj finisher would be as good/equal to reducing the CD by 15+%). Surely you aren’t advocating adding a blast finisher to Spinal Shivers? That would make one hell of an OP, ‘must have’ skill (not to mention traited CoD O.O).

Bawb, are you in the right thread? I think the 100% proj finisher idea has already been driven home…

Focus needs some changes

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Posted by: Tman.6349

Tman.6349

Let’s compare Reaper’s Touch with Mirror Blade, one of the more similar skills.

Cast time: identical.
Recharge: 18s for RT, 8s for MB. Large advantage to MB.
Range: identical.
Direct damage: RT has a coefficient of 0.75 vs 0.7 for MB. However, Greatsword has 22% higher weapon strength than Focus (given equivalent level and rarity), so MB actually does ~14% more direct damage per hit despite the lower coefficient. Opposing that, RT has an additional bounce and thus may still do more total damage.
Boon granted to allies per hit: RT grants 5s Regeneration, MB grants 3×10s Might. Advantage arguable, but personally I find the Regeneration to be a bit lackluster and would prefer a different boon, so I would give the advantage to MB.
Vulnerability applied to enemies per hit: 4×10s for RT, 3×3s for MB. Advantage to RT (duration benefit mostly canceled by the higher recharge of RT, but can stack up to 12 vuln on a single target/20 total on multiple targets vs 6/12 for MB).
Number of bounces: 4 for RT, 3 for MB. Advantage to RT.

RT grants life force per hit, while MB obviously does not. However, MB is a 100% projectile finisher per bounce and is unblockable. Advantage to MB.

In short, RT has an additional bounce, more Vuln application, and grants life force, but MB has a far shorter recharge, a more useful boon, is a 100% projectile finisher on bounces, and is unblockable. Total direct damage ends up being fairly similar, can go either way depending on the situation (MB does more per hit but RT has more hits).

Personal suggestion: reduce the recharge of Reaper’s Touch to 15s and replace the Regeneration boon with a different boon (Fury?).

I also support the reduction of Spinal Shivers to a 1s cast time.

I guess I replied too fast. :/ +1

Good analysis and great solutions. Literally exactly what I’ve thought for a while. The recharge reduction vs 100% proj finisher change could go either way purely depending on utilities/situation.

Rob Gee plz read this!

I was tempted to say ‘Geesus plz read this!’, for effect….and now I have.

(edited by Tman.6349)

Focus needs some changes

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Tman.6349

I always thought Focus #4 could use a better projectile, but that’s about it. #5’s cast time is a bit long (to the point where I’ve seen people recognize the animation and dodge, then get hit anyway because it was still casting), but it should definitely be at least 1 second.

I honestly Loled even though it is only sad….

Focus needs some changes

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Posted by: Tman.6349

Tman.6349

Ruduce Spinal Shivers to a 1 sec cast. Make Reaper’s Touch a 100% proj finisher and change the regen to 5 secs of Fury on ally bounce. (Even the trait knows this is a power weapon. :/)

Yay. Focus is now fixed.

Lock Ground Target at Maximum Skill Range

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Tman.6349

Is it two months ago already? ;p

[Suggestions] GW2 has much potential

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Tman.6349

I’m not sure that ‘Add more new/nostalgic stuff!!’ is really a profound or novel ‘suggestion’ , but +1 for effort all the way.

Is crafting Legendary weapons this expensive?

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Tman.6349

The legendary costs nearly the same for everyone no matter if you farmed the materials or not. Nearly because of the difference in buy/sell orders and prices changes over the course of the game.

Actually farming the mats can even end up being more expensive opportunity cost and gold wise since instead of farming you could have farmed gold and gotten more materials in the same time. Luckily this is a game, and maximum efficiency does not equal maximum fun. Still, don’t delude yourself in believeing you saved any gold on the process, because all those farmed materials could have fetched a nice price on the TP.

In fact, there are really only a few cases where you wouldn’t be better just selling all the mats and buying the Legendary from the TP, and all of those cases are only the ‘top-end’ Legendaries. For all of about 6 ((?) I’ve been doing to much PvP this year XD), you’re better off just selling the mats and putting in a buy order. An ironic fact for all the “I’m so epic, I farmed my entire Legendary and saved a ton of gold!” players out there. Really, you probably lost gold and wasted a bunch of time.

CPC - this has to change

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Tman.6349

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.

(edited by Tman.6349)

CPC - this has to change

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Tman.6349

In my opinion Corrosive Poison Cloud is fine as is and I hope they don’t change the durations. I think the idea of self-corruption and giving ourselves condition is fine but what is not working is Master of Corruption: in a condition build the effect is negligible while in a power build, most of the cases, is best to leave corruption non traited.

And that’s the problem really. Traited CPC is very good for sustain in a power spec, but the ‘corruption’ renders you nearly useless. A cele/condi spec could hardly care less about weakness, but already has sustain from raw stats. They added something we’ve wished for for ages, but in a way that is barely useful for any spec that would wish to use it. This is why I’ve argued for ages that the proj destroy should have gone to WoD. I was told, traited, that would be too stronk. then they nerfed traited WoD and I ‘knew’ it was finally going to get the proj destroy, but nope. They put it on CPC anyway and left us with two half- kitten d utilities. If CPC needed buffed (it did), then condesning the effect was definitely a good first step, but the utility should have gone to WoD which would have ended up being Necro’s ONLY psuedo-invuln skill. It would have been glorious (with GREAT team utility btw). I’m just THE bad necro though and probably don’t know much. :/

Toxicity in game modes

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Tman.6349

This is ridiculous and I don’t see how this thread was ever intended to be constructive, but I have a question. What is the definition of this ‘toxicity’ I keep hearing about? I’ve played since launch in every game mode (mostly Dungeon Speedclears and PvP), somewhat intensely, and have never ran into anything I’d consider ‘toxic’. Is this all sheer hyperbole? Seems more like someone got called a “doodyhead” two years ago and has stewed about it since.

Cheesy GW2 jokes here!

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Tman.6349

A Norn stumbles into a doctor’s office.
“What seems to be Ale-ing you?”

Stealth is not a viable argument

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Tman.6349

Only 3 references to Shroud and how ‘amazing’ it is? Surely you can be more silly…

Forcing Necros to Evolve

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Tman.6349

“Necro is too passive”. Plays condi mesmer. Kek

Lol. Last night, I literally had a ranked condi Mesmer run up to Quarry, stealth moa me, popped clones, stealthed again then went for a dual shatter Burst right as I was leaving Moa. They ate their entire burst right back plus an immob and WoS. Died in like 3 seconds. Then raged in /say about how cheesy Necros are and my faceroll carry build. :/ I play power variant with 19k hp….

(edited by Tman.6349)

Bug on necro downed state skill 2

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Tman.6349

This is the same on all professions and has to do with ‘skill queueing’ and how interrupts work. Yes it sucks, especially for professions with semi-defensive skills on their #2 that you might be more apt to pop as you’re getting low on hp and don’t have other CDs (dagger Necro, sword Mesmer, etc). Unfortunately, their only options for a fix would make combat feel super clunky. :/

As a new player, this really sucks.

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Tman.6349

Protip: To keep your gear up to date as you level (after level 30-40 anyway), every 10 levels, run a story Dungeon one or two times. You can do AC story at lvl 30 and Cm story at level 40. Both give you a fair amount of armor/weapon drops and can be completed in under 20 mins. This will also give you a good chunk of experience toward your leveling progression and it will give you a bit of coin as well. If you’d like some help learning them, feel free to contact me ingame.

Why can't my Flesh Golem swim?

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Tman.6349

They had no animations for it, and apparently were too lazy to ever make one.

This. In beta, it was fully capable of being submerged. It still attacked and everything. It just kinda… floated there though in the default standing pose, frozen. It still moved around and followed you, though.

A few weeks after launch day and they made it unusable under water stating that they would fix it soon by adding a swimming animation and give us back our underwater golem. That animation never came.

But at least they took away the Human female animations and ‘fixed’ the Necro Axe animation so that’s a silver lining right? ….wait, nvm.

this is why targeting is broken and abused

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Tman.6349

There is an overlay mod for Gw2 that makes accurate Aim System like it’s in TERA Online.

one thing I don’t really get from anet is limiting number of targets that can be hit by aoe skills.

Why not allow people to hit as many targets as many jump under your blade?

Because WvW blobs and PvE would be broken with unlimited targets. Not to mention balancing ‘on hit’ or ‘on crit’ procs.

this is why targeting is broken and abused

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Tman.6349

so we have 2 options, autotargeting or no autotargeting.

With no auto targeting, its a kittening chore to keep target on foes such as thieves, mesmers, rangers.. pretty much anything that can go invisible. because when they become revealed again, your tab or click target you did is invalidated and you need to “re-engage” them again. This is stupid and slows down your attacks a ton, and feels like im fighting the UI just as much as the foe im facing!

The lesser of two evils is having autotargeting switched on. With this, a simple press of my autoattack or a skill will re-engage a foe who just become revealed, making it much less of an issue.

Now we have minion necros, and ive been seeing them more and more lately. With autotargeting on, i cant even keep target on the necro because he has like, 5 kittening minions surrounding him that keep getting targeted. And I can’t switch autotargeting off, because then i have to deal with invisible enemies. PLEASE FIX THIS!

Anet you touted guild wars 2 as being an action combat mmo. Well it is, but it still relies on targeting and I cannot even begin to damage an enemy unless i have them targeted, which is making these “targeting avoiding builds” an actual effective strategy for players.

SIMPLE SOLUTION: If I kittening “click” target an enemy, keep that enemy targeted until I MYSELF CHOOSE MY NEXT TARGET! Is this so kitten hard to implement or are we just going to allow these crappy cheating exploiting players to abuse targeting the way it is by using builds or playstyles that are anti targeting?

2-3 minion necros is a successful strategy and it’s plain sad to see! >:( im getting mad about this.

That’s the breaks and it’s part of their defense. You’ll get better with practice.

Reapers are WAY to tanky

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Tman.6349

If, as some people like to argue, all enemies but the Reaper is a bunker, then chances are you should probably just… Leave that fight and go be useful somewhere else? That’d be my best advice.

well this is dumb, if you get something like ele ele guard reaper thief you can’t focus anyone. you pressure ele they get out of the fight and reset. you pressure thief you cant really pressure a thief if the thief is good. you pressure guard someone on your team will die to pressure before the guard does. you can only resort to good old focus the necro exept this time it will take 3x the time it usually takes to kill it.

Soo.. why are people only complaining about reaper and not the rest?

Pretty much this.

“Whaaah, Necro is less susceptible to being our rallybot!

If you face this ^^ comp, I HARDLY think the Reaper should be the reason for any QQ. It’s just a solid comp and I’m sure it will/has already seen plenty of play/theory crafting. (Yes, I’ve seen this comp already, cept minus the Thief and plus a Chrono. It was nasty.) I’ll be sure to tell you the Reaper was hardly the ‘backbone’ of a comp like this.

BWE2 - Stronghold Feedback

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Tman.6349

The main problem I have is that it is so incredibly hard to turn a match around (the ‘snowball effect’ as was mentioned above). Though it doesn’t seem like it at a quick glance, this has a LOT to do with the way supply is handled, IMO. Teams/matches are most efficient (and fun imo) with different players taking up particular roles or, at least, having some bit of focus in what they’re doing for their team.

Defending the Lord Room and managed to thwart the enemy assault? “Oh great! They dropped some supply! Nice!”. " Well, crap! I guess this stuff is pretty useless since one or both (or more) defenders will all have to leave the Lord’s Room to make any use of it…" :/

On the offensive and at the Lord’s Gate with a couple Door Breakers but have enemy defenders show up to foil your plans? “On great! I took out one of the defending enemies and grabbed a couple dropped supplies! On shoot! The other defender/s are taking out our breakers and I’m starting to get overwhelmed. I guess I can leave and run back to the other side of the map to use these supplies and start over…” :/

Both of these things are happening and it seems like it’s just gonna have to be a 15 min match that will be decided by who got that one extra, random Hero spawn for a few extra pts? “Oh great! A 15 min match comes down to a 10 pt score difference…how fun…” :/

OK now to my idea/point. What if, instead of each player having ‘personal Supply’ with a limit of two, Supply could be changed to a sort of team mechanic with a maximum limit of 10? I think this could allow teams defending to continue to do so while still being able to put together some sort of counter push. This would let players maintain their roles w/o having to abandon their objective to run back across the map. I know I’m not the only one who sees that the supply depot is a sort of ‘hit or miss’ mess and I think this change would also make it a bit more of a strategic point that isn’t completely neglected in a snowballing match, b/c enemy players KNOW you’re going to have to go on the complete defensive as there’s not much left you can do. This simple change, imo, would make matches much more fun, balanced, and allow teams to change the tides in a snowballing match when their back is against the wall.

OK. I know this isn’t perfect. It’s late and I, admittedly, don’t have a ton of SH experience under my belt, but what are some more experienced SH players’ opinion of a mechanics change like this? Also, what are some possible problems (respectfully) that I’m not aware of or haven’t considered?

Edit: Just adding in that MANY players I’ve encountered on teams have had no clue what Supply is, how it works, or how to use it efficiently, leading to matches starting with players not even using their supply or 4 Archers and 1 Breaker as well as a neglected Supply Depot. I know this is just subject to experience and SH knowledge.

(edited by Tman.6349)

DRYTOP, how do i make gold here

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Tman.6349

Mine Quartz as quickly as possible and then leave as quickly as possible…

Mounts [merged]

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Tman.6349

Yep its coming up again. And no I don’t want to play World of Warcraft. I’m a long time guild wars fan.

I find it odd we can have magic carpets and witch brooms but no traditional mount.. don’t get me wrong I love the game mechanics and the ability to way point. I’m not saying take that out in order to give us mounts.

Back in vanilla WoW mounts were essential for getting around. The game was designed to be a time sink to keep you playing and paying. But for us mounts would not be essential but more for looks and cool factor. And that’s what gw2 is all about. We are all about the no endless gear grind but unique skins. This game is a “fashion show”.

I think mounts would be so fun. They can do skins just like the hang gliders. I would love to drive a mechanical beast with my charr.

So get up a collection of Minis and have your fashion show

New player icons

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Tman.6349

I don’t think this is a very good idea to be honest- I think it would have more of a negative effect than a positive one.

It would be easier to single out new players, troll them and harass them. Moreover, many new players are familiar with MMOs already and don’t necessarily need babysitting or spoon-feeding.

I’m always an advocate of helping people who ask for it. Like you kinda mentioned already, with the mentor system, it will be easier for new players (or old ones!) to approach another person for help… shouldn’t necessarily be the other way around.

The trolling and harassing people I don’t see as the main problem with this, but, rather the metaphorical ‘target on the back’ of these players for gold sellers, scammers, and hackers/phishers. I do agree it’s a bad idea even though it seems innocent and full of good intention. I know we have systems in place to thwart these nasty practices, I’d rather not give them any concessions. Surely, Anet has already considered this idea and came to the same conclusions.

Personally, I think they just need to implement a sort of tutorial for the social aspects of the game to give new accounts a bit more confidence in asking for and receiving help in the first place (guilds and the ‘Rep’ feature for instance. I’ve had people who’ve joined my guild after asking for a bit of advice. Turned out they had left their first guild b/c “nobody would ever respond to them or help them”. They weren’t Telling the guild they had just joined and no care was taken for the officer/etc to explain it to them. They were on the verge of quitting after just a few days b/c they felt alone.

Sorry this got long-winded and for my tangent.

Streaming Necromancer PvP and more!

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Tman.6349

Hey! “Bad Necro” is my callsign! :/

How Do I Powermancer Now?

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Tman.6349

Wish for Reaper to come sooner and maybe your power necro can close the gap to Condi… it wont catch up but you will get closer.

Power Necro ‘closing the gap to condi’? Lol. Power is still light years ahead of condi.

Matching sPvP Stats

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Tman.6349

It’s Marauder’s Amulet btw, but, because of the much higher stats of PvE, your mix-n-match set will actually end up with quite a bit higher stats. You can, however, get a similar stat spread by mixing Berserker’s armor, Assassin’s (Opal) Jewelry, and Valkyrie’s Weapons and Backpiece (several exotic/Ascended Backpiece allow you to select from several sets of stats. I’m pretty sure Valkyrie or something very close will be an option). Your Sigils and Runeset will be easy to replicate.

It won’t be a perfect replication, but if your that bent on mimicing the Marauder’s Amulet, this setup will be the closest you’ll get. Good luck and feel fr3 to hit me up ingame if you need any help or clarification.

Pre-Cursors skyrocketing.....

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Tman.6349

The legend suffered more than other precursors under the price rise of elder wood, which gained about 50% in value in the last 2 months, as you need 10 planks per rare staff.

Rare staves are already spiking over 1g, so the high price of the legend is just a reflection of that, it has just become very expensive to forge.

There is also a dwindling player base, except maybe during beta weekends but any precursors dropped there, wont make it on the market, so there arent many legends being acquired through loot drops but with no significant game updates for over half a year, people find less new opportunities to spend their gold on, so precursor price is rising.

I guess my post wasn’t elegant enough!? Lol j/k Wanze. Definitely on the same page though you’re generally way better at setting people straight in these silly threads. /hi5

Pre-Cursors skyrocketing.....

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Tman.6349

Despite an article saying otherwise, people are under the mistaken impression that ALL precursors and legendaries will become account bound when HoT launches, hence the spike in price. The reality is that only the second generation precursors and legendaries will be account bound.

The announcement that only 3 new Legendaries will be released with HoT, many people that were holding off on making a Legendary till the ‘Gen Twos’ have decided to go ahead and craft ones they were already interested.

Rest assured that there are MANY factors that help to determine the prices of precursors, and it is certainly not a conspiracy. A lack of any heavy/intense farming events has reduced the supply of t5/6 mats. People taking breaks has lead to a decrease in cheap fares/exotics meaning forging Pres is more expensive. There are plenty more but I’m sure you’re getting my drift.

*As far as The Legend…Daredevil and Druid confirmed to use staff (a Rainbow Staff and a Unicorn shooting Shortbow Meta incoming..hehe), Rev uses staff, Necro uses staff, Ele uses staff, and Mesmer uses staff. That’s a LOT of profeßions that will be able to share the same Legendary (not to mention two Mediums and three Lights who can share Asc. Armor).

(edited by Tman.6349)

Why isn't anything being done?

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Tman.6349

stuff

We are not trying to bend PvE to help necros, we are trying to bend PvE away from its initial bad design. The game has many mechanics (immobilize, weakness, blinds, slow, chill, daze, interrupts, conditions/boon manipulation) which are negated or rendered useless by PvE content. You cannot play how you want it, because many ways you may want to play are impossible. Example, I want to be an interrupt mesmer, which is one of the key playstyle of the class. Well, my interrupt traits won’t proc very often, and if I interrupt the boss after all his defiant stacks have been removed, I am very happy with my trait proc, but my team-mate elementalist and its icebow wants to kill me now…

The proof of this failure is the huge gap between PvE and PvP. People keep complaining about “A-net should have a different PvE and PvP balance”. I disagree! Anet should have a PvE which uses all the mechanics that the game provides with a decent AI so that the PvP balance is meaningful also for PvE.

No, PvE sucks, and it just happens that the mechanics that are banned affect more necro than other classes. The solution is not to fix necro to be a second elementalist. There is not only 1 outlier, 99% of builds are outliers as far as PvE is concerned.

As far as the Speedclear in Dungeon Meta is concerned? Sure. That is player created and the Devs had nothing to do with it. If you would like to ‘play how you want’, then stop joining groups that have other expectations. The game is not the problem in this scenario. You are. Surely with all the ‘PHIW’ threads all over, you can find a welcoming group instead of trying to force yourself into a party that, obviously, wants noting to do with your ‘style’ or what you think you’re bringing to the table.

And it should be obvious why the Ele is upset that you just ruined his 5 sec Deep Freeze so you can get your own kick out of your 0.5 sec Daze which was probably not gonna be necessary anyway.

As for Necros, any good Dungeon group, outside of groups going for records, bringing along a GOOD Necro is not a problem. Look at Brazil and DnT, for instance. If you’re getting pushed out of general groups, they’re probably not that good anyway. This is all silly and remenescent of the ‘4 Warriors/1 Mesmer’ mentality of adges past. Dungeons are not hard with any comp. The ‘elitists’ most people complain about are generally just bads and lemmings. Any, truly good, Dungeoneer doesn’t really care for daily runs and are, mostly, VERY helpful and understanding. Heck, most can solo/duo the content anyway. These groups that claim you’re “holding them back” or w/e other excuse are probably just bad themselves and want to project on others by exclusion. I agree that it’s sad and pathetic, but, most often, they’re probably doing you a favor.

Please fix Blood Bond trait.

in Necromancer

Posted by: Tman.6349

Tman.6349

Well, with the last “fixed bugged Necro traits”, this should be working fine and dandy, like it’s supposed to, in just under two and a half years now. :/ whoot! Necro ‘buff’ incoming…

Why are the needed nerfs taking so long?

in PvP

Posted by: Tman.6349

Tman.6349

(PP) Thief > (PU) Mesmer
(A/F) Necro > (D/D) Ele
This is why they are not getting nerf imo. Its not that the builds are OP its just that people are not playing their counters. Again just my POV. Maybe if more people play the counters it can help the devs gauge the OPness of each builds more accurately.

Maybe talk about the utility that is actually strong vs. those builds instead of just bad Weapon sets. Focused range\aoe and corruption\boon steal, respectively. P\p and A\f are meh.

Why are the needed nerfs taking so long?

in PvP

Posted by: Tman.6349

Tman.6349

Mesmer doesn’t need anymore reductions. Eles being “OP” (eh, no problems) stems from burn damage being a bit over the top. I speak as a power Necro on a the matter.

The only things for mesmer that should happen is a supposed bug fix for The Pledge giving more cooldown then what it states(as some have posted in their sub forums) and/or PU getting reverted back to where it was pre-patch.

BUG fixes=\=nerfs. PU I don’t care about either way. It’s good vs. Thieves which were the majority of Mesmer’s problems. The solo queue teams I join that take 3 people to kill one Mesmer only make me sad inside and waste my time.

Why are the needed nerfs taking so long?

in PvP

Posted by: Tman.6349

Tman.6349

Mesmer doesn’t need anymore reductions. Eles being “OP” (eh, no problems) stems from burn damage being a bit over the top. I speak as a power Necro on a the matter.

Make "Unobtainable" armor obtainable!

in Guild Wars 2 Discussion

Posted by: Tman.6349

Tman.6349

“The Tribal armor set and other armor sets that were sPvP-exclusive will be obtainable again at some point in the future. There is no ETA as to when this will happen.” – Joey Thompson

To add. Tempest was wearing it during the reveal stream. So. My assumption is HoT is bringing it back.

It’s actually coming back with PvP League rewards. Surely I wasn’t the only player to notice the skin being shown as a reward in the blog post a few weeks ago…

Hmm mind giving a link? Went to see the blog post and didnt saw it show or mentioned

I guess you’ll have to take my word for it and trust indiscriminately…

Make "Unobtainable" armor obtainable!

in Guild Wars 2 Discussion

Posted by: Tman.6349

Tman.6349

“The Tribal armor set and other armor sets that were sPvP-exclusive will be obtainable again at some point in the future. There is no ETA as to when this will happen.” – Joey Thompson

To add. Tempest was wearing it during the reveal stream. So. My assumption is HoT is bringing it back.

It’s actually coming back with PvP League rewards. Surely I wasn’t the only player to notice the skin being shown as a reward in the blog post a few weeks ago…

Hmm mind giving a link? Went to see the blog post and didnt saw it show or mentioned

No it wasn’t mentioned specifically, but surely you can put in the effort of searching ‘guild wars 2 PvP leagues blogpost’ if it matters.

Make "Unobtainable" armor obtainable!

in Guild Wars 2 Discussion

Posted by: Tman.6349

Tman.6349

“The Tribal armor set and other armor sets that were sPvP-exclusive will be obtainable again at some point in the future. There is no ETA as to when this will happen.” – Joey Thompson

To add. Tempest was wearing it during the reveal stream. So. My assumption is HoT is bringing it back.

It’s actually coming back with PvP League rewards. Surely I wasn’t the only player to notice the skin being shown as a reward in the blog post a few weeks ago…

Odd pricing for dungeon armor

in Bugs: Game, Forum, Website

Posted by: Tman.6349

Tman.6349

Definitely a bug after the revamp. Report it the Bugs Forum. Should be 180-210-300-180-330-180 (from top to bottom, respectively)

*throws dinner/tablet on the floor and races off to login and check Weapon prices hehe

(edited by Tman.6349)

Necromancer is Now Meta in Spvp

in Necromancer

Posted by: Tman.6349

Tman.6349

Necro was only Meta during the very short lived ‘Dhuumfire era’ and has been reduced to obscurity since. The main problem here is that people are SO caught up in the ‘meta’ that very few consider running a ‘counter-meta build’. This is what the Cele Necro represents (and what Ne cro has always represented, for that matter.) I made this clear in the “Why don’t people run Meta” thread a while ago. This has always been my approach with Necro since starting to PvP with it last January-ish (had PvPed Mesmer since launch.) Although, I’m no hero of the Necro/PvP community, it is obvious that Necro is, and has always meant to be, a ‘counter profession’. Yes, there are some needed improvements (ie. 16 bugs went w/o fixing for well over two years), but the main problem with Necro being part of the Meta is people taking for granted that there could be an ‘ànti-meta that is just important. Necro has been wrecking d/d Ele LONG before this weekend, for instance. It’s just that ‘counter-meta’ has never (ever) been considered as a viable approach. With the recent buffs/bug-fixes to Necro, that idea/approach is coming to light.

Note: this counter-meta’ has always existed, but it was ALWAYS within the Meta itself (ie. Bunker vs Burst Meta). It’s only now that, with recent build changes, that this idea has become much more obscure/obvious (if that could ever make sense.)

The Hitpoint System is Outdated.

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Posted by: Tman.6349

Tman.6349

It does feel too much like a win-win situation for heal stat. Either you boost DPS, or you save the life of your team. There’s no risk to that play really so it should NOT be as rewarding as full blown DPS by a long shot.

You can’t have it both ways though where people insist that defense and healing should never be a factor in completing content but at the same time then say that if your party was able to muster high damage while having healing or defense they would somehow be overpowered. That’s simply a double standard at that point.

That makes no sense. You don’t go to the doctor’s and ask for antibiotics when you aren’t sick. You don’t put your arms in casts when they aren’t broken. You don’t go for healing when you have nothing to be healed.

It only makes no sense because you insist on thinking of hitpoints as broken arms and serious illnesses. Maybe it’s more like your character’s resolve or stress level. Giving a pep talk before a big game makes just as much sense as talking your team back up after a defeat.

For that matter, are we seriously having a realism discussion in a game where you venture into an ever shifting maze of quantum realities when you need new magic pants?

Pep talks are buffs not heals. And there are plenty of DPS oriented buffs that currently exist out there without adding in yet another one that makes no sense and makes other problems worse. Or can you not see the forest for the trees?

You’re only seeing the benefit you perceive your solution to have. You’re not looking at the consequences of the solution.

The three year old debate of PHIWs claiming ‘I want my passive/reactive/useless build to be more beneficial b/c ’reasons from past experiences’, hasn’t detered the most rabid of Trinity indoctrinated players, and it, most likely, never will. It’s a fruitless argument to explain that good players/teams are self-sufficient by being ACTIVE and that the ‘redbar hero’ is a thing of the past in this game. The ‘best’ part is, in that pug dungeon run, the ‘healer Ele’ (who still believes this is the same as ‘support’), gives himself a big Pat on the back afterwards, not even capable of conceiving the thought that it was actually the zerker Guardian and might/fury stacker that actually carried the entire run. O.O

As for the OP, ‘hitpoints’, [ie, ‘life/hearts/health/etc (even in Mario)] are a staple of nearly every ’win/lose’, non-strategy game that has ever been conceived and is hardly just an outdated idea. It’s more like a fundamental concept/mechanic.

Legendary Craftable Armors? *twitch*

in Guild Wars 2 Discussion

Posted by: Tman.6349

Tman.6349

They announced hopes of future Legendary jewelry/armor way back in early 2013/so I don’t understand has this could’ve ‘suddenly dawned on’ anyone. It’s not a bad thing either. I, surely, hope they keep most of the v8sual prestige tied into new/different weapons, BUT the idea of having ONE FULL SET of gear (apart from wight class restrictions, of course) that can be transferred between characters and has fully selectable stats sounds amazing. My only hope is that they don’t màke Legendary armor/jewelry/backpacks TOO ridiculous to craft and keep most of the gold/material sink aspect on current/future Legendary weapons. I mean, how sparkly does a set of armor or a backpack really need to be (compared to what we already have)? And jewelry can’t even be seen,..

It’s the stat swa0ping that we want/need!!!!

Keep it fairly simple for armor/jewelry and ‘GO ALL OUT’/on future Legendary Weapons is my true hope.

Specializations... Killing the game?

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Posted by: Tman.6349

Tman.6349

My opinion is that Specializations is a FAIL.

By having Trait lines and points we could have so many different builts.
e.g. (3-4-4-3-0, 6-6-2-0-0, 3-3-3-3-2 etc)

Even if many compinations were a “mistake” to use… We had the option to do it. It was OUR way of playing. And instead of giving us more… you limit us?

F-A-I-L !

Consider improving the game not downgrading it. Reason of an upgrade is not to see a new pretty city in GW.

Reason of an upgrade is not just give my Warrior a Greataxe to use.

Reason of an upgrade is to…

- Give my Warrior a Greataxe to use BUT most important,
- LET ME USE IT THE WAY I LIKE!

You had that and instead of improving it… You are KILLING it.

check: Specializations vs Trait Lines, Ricochet trait (Thief), etc. You are killing the fun of the game.

People make these complaints, but they were never true to begin with, this game has always had Top builds, and generally very limited, sure you can say “oh well, i could just make fun builds”… well they werent fun for ur group to play with cause more often then not it put them at a disadvantage playing with a player who Handicaps himself through building incorrectly.

this game has ALWAYS been limited in what u can viably do with ur proffession so i really dont understand the difference tbh, the way they are doing it is the most balanced way they can possibly do it, it also is alot better then just openly giving them a winner due to how much it’d really break combination wise, the idea is the NOT allow things

its much easier and more effective when it comes to balancing it also will prolly push players closer to Actual builds rather then troll ones aslong as all these elites are effective. lol, i feel the arguments invalid because the game just never had this “limitless build capacity” people try to claim it ever has had.

1) These Elites will have no effect on combinations, They are balancing it with The other specializations, not making the Elites overpowered.

2) They only offer another way of play just like any other Specialization, you dont walk into Mesmer and play Illusions / Domination / Dueling to play a PU Mesmer do you?… you take Losses in the specializations u sacrifice for your build, theres no reason why u should expect to be able to use any weapon anywhere, its just not what it is a Magic Necromancer isnt going to pick up a Greatsword… it just makes more sense they cant wield it.

3) the elites ALone havnt changed games or proffessions only given additional options, so There has been a Increase in combinations and New Playstyles which can be used in multiple ways… its also mainly done this way to make it easy to disable it for those who havnt purchased HoT.

You’re eating your timing trying to argue with people who ‘like to wear a tophat, a tank top, a leather jacket, swim trunks, and cowboy boots’ just because it’s an ‘option’.

Telling them it’s ridiculous and inappropriate is fruitless b/c speshul snoFLAKE reasons. The ‘Dungeon Elitists’ have already tried to explain that they’re a liability to our team’s success in the ‘fashion show’ but they’re adamant that we’re just being jerks and that they’re ‘just as good and can wear what they want!’.

Make Necromancer viable!

in Necromancer

Posted by: Tman.6349

Tman.6349

Necro is plenty ‘viable’. Ele/Mesmer/Guardian levels of awesome? No, not really, but most Necros are terrible and don’t even have a clue what tools they have available to them. Never mind how to use such tools. Quit reading Lordrosicky threads. He’s mostly bad and clueless.

“Can an experienced Necro help me with my Axe/Focus Spectral condi build plz plz plz!?! I’m having trouble picking traits.”

/sigh

Make wells add damage somehow

in Necromancer

Posted by: Tman.6349

Tman.6349

Well of Suffering already does exactly this (yes for both Power and Condi builds). Shoot! GG. Otherwise, +20% damage to any enemy standing in a Well would be stupid broken OP.