Yeah my friends always ask this problem, I always tell them to go order of whispers base “chantry of secrets” then they get their gift of exploration and star.
Hello,
I’m currently playing with my engineer and discovered a bug. When you use a kit on engineer and turn back to your main weapon(default equipped weapon) your “back item” disappears visually. In a normal situation while you are using your main equipped weapon, your back item must stay visible. Back item visibility stays activated, I think this is just a visual bug. This bug doesn’t always happen but happens in pve so frequently and sometimes in wvw. Please help, thanks. A screenshot of the bug is added.
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Find a pve server with champ farming in cs.
Oh boy, is warrior op ? Better nerf ranger and necro more.
I’ve bought it and activated it but items in bank collections tab still stack up to 250.
What’s wrong ?Because it affects collections as in the other tab at the bank. The one with all the mats and minis.
At least that is what I think it means.
I didn’t understand what you said. I already mean collections tab with craft mats and minis. For example I have 250 orichalcum ingot in my Collections > Common crafting mats section. It can’t go up to 500, stack size is still 250. I don’t mean normal bank tabs, I mean collections. I think this is a bug, I’ve sent a ticket to support.
And where’s new legendaries? I’m waiting them for my necro. (though i don’t have hope for serious, evil looking legendaries)
Please take a look at the new Necromancer skill. It’s a load of dog kitten.
The worst healing skill among the new ones… Litany of wrath is far better than necro’s new skill.
I’ve bought it and activated it but items in bank collections tab still stack up to 250.
What’s wrong ?
Stealth is ok, continuous usage with low cooldowns isn’t.
I’m not sure about weapons because of gold-sink problem, but trinkets must be account bound. Because trinkets aren’t gold sinks, they are just time gated items. I can’t see any reason for them to be soulbound. That would help us play with different alts and different builds easier.
I think every type of legendary weapons need to be combinable like greatswords/eternity before this. My class can’t use greatswords, so eternity makes no sense to me.
bleed caps alone is no where near the only thing needed to fix the problem
Yes, even without condition cap it’s still nowhere near a berserker warrior.
We need huge+huge buff for pve… We are currently one of the unwanted classes.
Arenanet has to give us a great advantage for pve to make necro useful in other players’ minds. Small buffs won’t change anything to be a preferable class over a warrior, they have to change their players’ minds first with a great ability buff for necro/ranger/thief. Currently pve is like “play zerk warrior or bye bye…”. Your screenshot is a summary of class balance of the game, developers must look at this ss and think.
Play wvw, you’ll run out of gold soon enough.
wvw is where I farm my gold…
I completely agree. Other classes even stomp in invulnerability skills which means 100% guaranteed stomp. We can’t even use ds to protect ourselves while trying to stomp desperately. (without unofficial f+f1 technique ofc, if this fails you have to wait 10s to re-enter ds)
Now, it’s time to make legendaries account bound. Please make it happen arenanet !
Let us play with our alts whenever we want, more alt friendly game, more fun without obsessing on one class or character.
Also ascended trinkets can be account bound even after use too. They aren’t gold sinks, they are bought with laurels, commendations or fractal relics/drops. We would make new builds easier by using our trinket collection on our alts this way. These would make player community much more happy.
I know this is suggested more than maybe 100x times, but please make these things more alt friendly with the new wxp feature. This would satisfy your playerbase much more.
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It would be great if we could custom-dye their weapon and effect/aura colors. With this way they don’t suit all kind of classes, for example necromancers(mainly use staff) need darker themes. Let us to customize color scheme of legendary weapons. After customizing proccess, their names are converted to e.g. “Staff Of (Nickname)” because it would be no longer for example bifrost/rainbow.
If fully dye customize system is really hard to implement in game, you can at least present us several pre-made color templates for each legendary weapon. We can select their color scheme by right clicking on item and selecting the color template/scheme from the list. Just like stats selection system of legendary weapons.
These templates will change weapon skin color, footprint color, weapon-swing trails, aura color and projectile colors. For example I would always prefer to use green/black color template of bifrost with my necro. As I said before, their visual item name may change if the user selects another color template because they may lose colors represented by their name. “Staff Of (Nickname)” after the change would be a good choice, players would feel more unique with their customized legendaries.
I wanted a necroish legendary staff
I have a bifrost, but it would be great if we could custom-dye their weapon and effect/aura colors. With this way it doesn’t suit all kind of classes, for example necromancers need darker themes. Let us to customize color scheme of legendary weapons. After customizing proccess, their names are converted to e.g. "Staff Of Nickname because it would be no longer bifrost/rainbow.
Now, it’s time to make legendaries account bound. Please make it happen arenanet !
Let us play with our alts whenever we want, more alt friendly game, more fun without obsessing on one class.
Also ascended trinkets can be account bound even after use too. They aren’t gold sinks, they are bought with laurels, commendations or fractal relics/drops. We would make new builds easier on our alts this way. These would make player community much more happy.
600 range is melee in wvw too, enter an enemy zerg/blob within 600 range and see how you become a ping pong ball because of no teleports, no invulnerabilities, no movement skills and no stability/mobility. Necro must stay ranged it’s main necro role. If you get closer with taking a risk to get facerolled by hammer and cc spammers, you need much better damage for that risk. Plus 100b is a multi targeted cleave skill which means multi kills in a zerg, axe is limited to only one target , these problems make it useless in wvw. And for pve aspect, why would other classes care? Warriors already don’t miss any skill against dumb ai mobs they stand still in front of you. This would make necros wanted in pve parties too without affecting warriors, currently necros aren’t wanted because of lower dps/efficiency compared to a warrior. Spvp is a whole different thing, these changes must be made for pve and wvw except spvp.
Necro has only one viable build and it’s condition build. You may kill unexperienced players with other builds but their dps is so low. As long as you aren’t berserker(which makes you squishier than an ele), power dps is low. They have to buff power builds’ damages. And there’s easier classes to play, for example warrior and s/x thief. Thief is maybe not that good against necro, but you can easily faceroll a necro with same skill level with warrior cc/stun spam build(hammer/mace shield) pluss 2x invulnerability 1x 8s condition invulnerability.(also invulnerable to fear) It’s easy to play and effective. Warrior requires less l2p issues compared to necro. We have less builds compared to other classes and only “really” viable one for spvp is condition build. And they are still thinking dhuumfire as our main trait, and nerfing all others because of this. Developers see our role as a condition supporter, most weapons have more condition damage and less base damage, no ranged weapon for power builds etc. So I wouldn’t bother making a 100% power build. Make a hybrid build if you want to go some power tree, you can still get the benefit of conditions this way.
I think axe #1 and #2 needs aoe cleave.(120-180 radius). Single-targeted skills are the main problem of necro axe.
Skill #2 damage needs to be on par with warrior greatsword #2(Hundred blades). That would be a good reason to want some necros in your dungeon party. Currently only warriors are wanted.
Skill #3 needs a blast finisher and more base damage. This would help us to support our teammates(specially in wvw raids) while they are opening combo fields. Plus extra base damage is needed because we need to go into a zerg within melee range to use this skill as a class with no mobility and no stability. It has to worth that risk.
These would be good reasons to roll a power necro instead of a condition build for a wvw player.
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Epidemic is limited to 5 enemies.
I think it’s a bug, even with 103% duration without master of terror u don’t get 2s fear. (tried this myself.)
Which skill are we talking about?
I had no problems with ticks when I went for +100% all condi duration (1 giver, lyssa/nightmare). How do you get 103% all anyway?
Then again there seem to be some problems (lag issues?): With +96% bleeding duration I sometimes got barbed to tick four times.Still, how do you get +103%?
30 points to spite tree
2x exotic mad king runes 2x rare mad king runes 2x exo lyssa runes
Sigil of malice
+40% cond duration foodStaff #5 and ds #3 both are the same, they don’t get 2s fear without master of terror. I don’t mean ticks, I mean cc duration.
Or you can go cheaper with 2 nightmare/lich and not get over the cond duration cap while saving the 2 gold.
Only thing that goes over 100% duration cap for condis is lingering precision since it increases the duration of scepter skills by 33% of their new values.
The problem isn’t condition cap, with +100% condition duration(cap) fear still isn’t 2s.
I mean fear cc condition duration here, not damage ticks. Also I’m not using this build since durations mean nothing in wvw. If they fix that cc condition duration problem, I may use it for wvw gang roaming.
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I think it’s a bug, even with 103% duration without master of terror u don’t get 2s fear. (tried this myself.)
Which skill are we talking about?
I had no problems with ticks when I went for +100% all condi duration (1 giver, lyssa/nightmare). How do you get 103% all anyway?
Then again there seem to be some problems (lag issues?): With +96% bleeding duration I sometimes got barbed to tick four times.Still, how do you get +103%?
30 points to spite tree
2x exotic mad king runes 2x rare mad king runes 2x exo lyssa runes
Sigil of malice
+40% cond duration food
Staff #5 and ds #3 both are the same, they don’t get 2s fear without master of terror. I don’t mean ticks, I mean cc duration.
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Engineer(which has heavy condition abilities like necro plus much more ccs) always had this trait before dhuumfire and no one bats an eye, give this trait to necro and everyone loses their minds. So much hate towards necros…
I think it’s a bug, even with 103% duration without master of terror u don’t get 2s fear. (tried this myself.)
Necros are far from the strongest, maybe mediocre. The strongest class is warrior in every aspect of the game.
In addition to my message above, I also think that 100% buffs to utilities or damage negating skills etc. and some percent of buffs to dps (for pve only) can improve some light/medium classes’ survivability and make them on par with these heavy classes in dungeons/fractals. At least they wouldn’t get instant kicks from parties like now. They would be demanded much more than current situation. Currently elite parties only look for warriors or guardians, you have to change people’s opinion first by making them easier to survive while having good dps. This will be for pve only so nobody will cry about 1v1 duel or pvp imbalance.
Every class can do well at the “same” level, but you have to break keyboard/rip keys while playing some classes just to survive in hard situations or dungeons while you only press 1 1 1 2 6 on a warrior or guardian. Its about difficulty. As I say everytime, warrior and guardian are the game’s master classes, they suit everywhere well. And they are specially wanted in pve or wvw groups, not other classes. Other classes are not mandatory, they are optional and played only for fun. They are a loss of efficiency if they taken into a group instead of warrior or guardian. Elitist parties will always kick other classes from their party without taking “player skill” into account. This is general opinion in pve parties. These are sad truths about non guardian-warrior classes. Also wvw depends on guardians and warriors too because you need to spam ccs on enemy zerg to win while having guardians in your party to give aoe stability to counter hostile cc spammers. Gw2 means = ("G"uardian "W"arrior) “2” master classes. (Just a joke.)
) Roll one if you don’t have any in your account.
That was the problem… And the solution is, seperating wvw, spvp and pve(wvw must be seperated too after spvp/pve) and making each class completely balanced in each of these modes. These balances must include difficulty to play/survive, dps balance, and survivability. Low hp/def classes are obviously harder to play in hard dungeons, utilities ccs etc. don’t really help against 10k+ mob damages, plus they generally have defiant buff. You may play as good as heavy classes with your skill this is a fact, but you have to deal so many difficulties while these 2 classes just play sleepy without real effort.
Here are quick suggestions to make power based aoe builds viable :
*Ritual mastery: Reduces cooldown of wells to 20% plus adds 30%(extra 2-3 ticks) to well durations.
*Spiteful marks: Damage bonus must be increased to 20% to be effective with current low base direct damages of staff skills.
*Ds #4(life transfer): This skill needs stability while channeling to make it useful in wvw.
*Ds #5(Tainted shackles): This skill needs a better direct base damage for power builds.
*Scepter and dagger(oh) skills need better direct base damage.
*Axe #1 or #2 needs to deal small aoe damage or bounce to make it usable in wvw or crowded pve areas. Only 1 target makes it unusable in crowded fights.
These are quick changes to make power aoe necros better and preferable to condition necros in pve and wvw. Btw, after new weapon additions, we need a real power based aoe weapon.
Necro and Engineer.
It isn’t even a good skill, nobody uses that. It’s more like pay2lose situation.
Use your plague
I also think that they have to remove our dependency to conditions by adding more power build options, more power traits, more power based utilities and more ranged and ranged-aoe power weapons. Even if they fix condi builds for pve, conditions will still be bad against crowded zergs in wvw. wvw must be held seperately for balancing.
In pve, defiant buff and 25 stack limit are the main problems for every condition build of every class. They have to allow condition skills to deal damage after 25 stack limit somehow, or the problem can’t be solved. Also condition based skills have to deal damage to structures, staff marks need to be triggerable by structures along with that.
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@maeggle you can be right in some points but cc system is in the same situation. ccs are spammable but stability has short duration and long cooldowns. it’s the same story, if you have a guardian in your party you have stability, if not, bye bye. it’s a paper rock scissors thing. some classes can’t remove necro conditions, but necro can’t get stability against their spammed ccs. they are saying us to make special builds to counter ccs and spend precious traits for stability, then these classes need to make special builds to counter conditions. If you are a scissor and want to beat rock, you have to give up many useful things. this is logic of the game.
also don’t think condition ticks as seperate strikes, a thief can hit 10k damage in single strike, and can spam #2 to continuously hit instant 4-5k but condition skills hit about 3k in 5secs(burning ex.). So whole 5x burning ticks belong to just a single strike compared to direct damage. 5x burning ticks=damage of 1 skill over time. You can’t say condition skills are spammable, because instant, direct damage is spammable too. They have same cooldowns as direct damage based skills. And yes you can dodge condition skills too, if you dodge the skill you won’t get any burning. ofc you won’t be able to dodge already dealed damage, it’s like trying to dodge backstab damage after getting inflicted with it. It’s the same thing, but it deals its damage over time slowly. Plus its removable, if you remove a 12s bleeding at 3s you basically get only 25% of the damage. Plus you have permanent options to reduce condition durations to -65% which means -65% less ticks=65% less damage + less passive conditions/ccs. But I don’t see an option to permanently reduce direct damages to -65%.
I’m currently playing as condition build but I would definitely prefer power based build in wvw if necro had new weapon types. Damage over time isn’t even preferable to instant, high damage in wvw. You have to try condition necro for a while in wvw zerg fights just to see how underpowered it is. Use a mark in enemy zerg and watch condition ticks, it stays for 3s max.
Our role is staying ranged due to the lack of stability, 600 range you mean for axe means getting so close to enemy hammer trains, plus its attacks aren’t aoe.(except #3, but it’s pbaoe which makes you get in enemy zerg) Mh dagger is already a joke for wvw. Many necros hate condition builds too but they are forced to use this build or damage hybrids because there aren’t 100% power based wvw-viable weapons to go for 100% power build, and utilities/traits depend so much on conditions. Currently I would prefer playing warrior(I already have with full items) instead of a 100% power necro with a melee range. At least it has long stability, more armor, more damage, more mobility, more invulnerability plus cc spam ability. I just play necro because I find warrior gameplay boring. For everything else warrior is the best choice.
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Scaling of vampiric specs with healing power was buffed but it’s still awful, lack of trait efficiency except some popular ones prevents us to go for new builds. Viable builds are so few.
Stack limit and defiant buff makes condition builds useless in pve if you are playing in crowded areas or killing bosses. But if you are going solo to not populated maps etc. it’s certainly better and it’s more fun to play.
I rolled a necro because people call out the other classes I play as, cheap, easy, forgiving, OP etc. Please tell me what class in this game isn’t OP? My options are running out
Ranger. Everyone hates them. Lot of fractals LFG discritptions contains “NO RANGER” (well, and “no necro” aswell.)
Well, currently every class except warrior and guardian is a loss of efficiency both in pve and wvw. Other classes are just played for fun and they are optional.
They are never specially wanted in somewhere, they are never specially searched in dungeon parties. Best wvw raids can be done with 65% hammer warrior + 35% guardians.
Aoe stability + aoe cc determines the winner in wvw. Because current wvw meta is cc spam to disable enemies before they use their skills.
Best dungeon speedruns are done with warriors. Other classes in this game are only optional, not mandatory.
What about invulnerable one button perma evade/stealth spamming thieves or perma stun/cc spamming warriors ? If you are speaking about wvw gang roaming these need to be nerfed before dhuumfire. I don’t care about dhuumfire(already not using it) if they nerf these too along with dhuumfire. I would be more pleased if they remove dhuumfire and give greater marks trait back to adept tier.(needs 20 points just because of dumbfire)
@maeggle currently most of players use -condition duration runes/foods plus they have aoe cleanse options it’s so rare to find a group that can’t cleanse your conditions.
wvw isn’t like spvp in which conditions are powerful. It’s only good if they don’t cleanse your conditions(with newbie builds) else it’s far from good. I’ll roll a celestial build for hybrid damage it’s the most logical one for now. If they add real ranged aoe weapons with direct damage in the future, I may convert it to full power.
How is your tagging ability compared to condition build in wvw zergs ? Can you reach required damage threshold easier than pure condition build or harder ? I currently have 2400+ condition damage, 32750 hp 2710defence with wvw buffs using dire build. I’ve focused on condition damage and survivability, I have 0% condition duration without food because I think cond. durations are irrelevant for zerg fights.(so many cleanses)
Ranged necromancer weapons/skills are heavily based on conditions, this makes condition build the only viable build for many areas. The main problem is conditions are losing effectiveness with more cleanse options with every patch. This means necro is indirectly getting constantly nerfed while other classes are being buffed.
Second problem if you want to roll a “power necro” there is lack of ranged weapons and aoes. Power weapons are melee weapons which a necro mustn’t use, necros can’t enter enemy zerg in a melee range like a guardian or warrior because necros don’t have stability. Current wvw meta is continuous cc spamming with hammers, lightningss you know… Enter in this train with a melee necro, that would be a ping pong ball effect.
Solutions to these main problems ;
*Addition of power(direct base damage) based ranged, aoe weapons.
*Having access to stability more than other classes. Necros don’t have movement, invulnerability, escape, stealth skills and has no mobility, so definitely needs more stability than other classes.
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Dhummfire is one of the worst traits for wvw, If they ll give my greater marks back, they can remove it. Also condition based damage can’t be op since it’s easily removable unlike direct damage spikes/bursts. I’ve never seen a condition lasting more than 1-3s vs a zerg or gang roaming party. But backstabs of thieves are instant, non-cleanseable damage, this is what I would call op.
We need dr system for ccs this is the only solution for spamming.
I’m thinking about this setup too, but I can’t decide about efficiency compared to my current dire set.(tanky condi build) You know, necro has little access to healing power scaled skills so it’ll be hard to compensate the loss of some amount of vitality and toughness with healing power. Eles are generally good with celestial because of all-around skills, but never tried on wvw necro. It may be good as a damage hybrid to overcome cleanses but I’m not sure about tankiness.
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- 30 trait points for 3s stability is so much. This 3s stability must come as default upon entering ds without any trait. If we depend on ds to survive, this is a must. Think this from an aspect of wvw player, wvw has become a massive cc/hammer spam fest. We need much more stability as a class with no mobility to escape.
-The same problem applies to life transfer(ds #4). This skill needs stability during channeling. It gets interrupted at least 70% of the time you try to cast it in wvw.
-Our power based weapons aren’t ranged but we don’t have enough stability to get in a melee range in wvw. This is a huge contradiction.
Class balances are being made based on spvp and pve(formerly only spvp). WvW is a whole different thing and needs seperate balances. For example chain cc spamming/hammer zergs are the current wvw metas for guaranteed winning. We don’t have mobility or escape option, but why do we have no stability along with that ? I think a class without mobility, a slow moving class needs more stability than a mobile class like warrior or thief to stay on position. We definitely need more stability. However, I think the best solution would be a diminishing return system for cc spams in wvw, I have a thread about it in wvw section.
Every new condition cleanse option is a nerf for wvw necros, we have to learn to live with that.
Conditions can’t stay longer than 1-3s on enemy in wvw due to massive area cleanses. And we have to play as condition necro because it’s the only viable and ranged build for necros. But it’s constantly losing efficiency due to more cleanse options with every patch.(plus buffs to cleanses of other classes)
We have to stay ranged because of the lack of stability. We have only melee power weapons yet we don’t have the stability to get in melee range in wvw. We are golf balls to be played with hammers in zergs. These contradictions are just ridiculous. Necro needs power based ranged+aoe weapons and more stability asap to get rid of inefficient condition builds. They are only thinking about pve and spvp, yet there’s no class efficiency balance in wvw.
Some other suggestions :
- 30 trait points for 3s stability is so much. This 3s stability must come as default upon entering ds without any trait. If we depend on ds to survive, this is a must. Think this from an aspect of wvw player, wvw has become a massive cc/hammer spam fest. We need much more stability as a class with no mobility to escape.
-The same problem applies to life transfer(ds #4). This skill needs stability during channeling. It gets interrupted at least 70% of the time you try to cast it in wvw.
-Our power based weapons aren’t ranged but we don’t have enough stability to get in a melee range in wvw. This is a huge contradiction.
Please seperate wvw from both pve and spvp, think of massive scale combats and zergs while making balances for necro in wvw. No mobility/escape concept may be ok, but you have to add us stability to compensate that. Our current situation is a “ping pong ball” for hammers. Sometimes we have to enter melee combat to use ds skills or power based weapons. The current situation forces us to play as condition necro to stay as a ranged class. We need solutions to these problems. I think you aren’t looking from the aspect of a wvw necro while making balances, because many of these changes are irrelevant for wvw. For example nerfs/buffs to conditions : These means nothing in wvw because they already get cleansed in 1-2 secs. Even the area weakness you nerf means nothing in wvw due to area cleanses. Nerfing it makes an already bad trait worse for wvw. Please make useful improvements for this class in wvw too, please don’t just think about the balance in spvp.