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Potential leak of 6/25 changes

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Unpredictability.4086

Any of you guys play GW1? There were skill leaks like this all the time, and many were true. I remember when Visions of Regret was changed in 2009, and days earlier there was a leak saying the exact same thing. So I am inclined to believe this one is true.

Now that the official patch it out, just want to say I told you so. lol

CPU optimization

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Unpredictability.4086

This is what happens when your minimum requirements are Intel Core 2 Duo 2.0 GHz, Core i3, or AMD Athlon 64 X2? Hard to balance between lots of threads and the lowest common denominator.

Final(?) 25/6 trait changes available

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Unpredictability.4086

lol nothing done to Death Magic. And that 50% recharge on DS now at 30%.

Necromancers… still dying.

Potential leak of 6/25 changes

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Unpredictability.4086

Any of you guys play GW1? There were skill leaks like this all the time, and many were true. I remember when Visions of Regret was changed in 2009, and days earlier there was a leak saying the exact same thing. So I am inclined to believe this one is true.

However, since this is Necromancer, and there a lot of incomplete tooltips in GW2, I think this will be the case for them:

Deathly Perception: You have a 50% greater critical chance while in Death Shroud. Only for 3 seconds, or triggers once every X seconds

Spectral Wall: Normalized the amount of protection gained to 7s for allies. Replaced the Vulnerability with a 1s fear when enemies try to cross the wall. Added 4% life force gain on hit. This may only trigger once per a foe

…and so on.

Suggestion: Burning Heart trait

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Unpredictability.4086

This is worse than some of my ideas for Reanimator, saying “I never knew I could do that!”, “It lives!”, or “It’s coming back to life!”

Why does she get to have

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Unpredictability.4086

She’s obviously from GW1 where necros could use swords.

Must be her great great great great grandmother or something then. Which means she’s been dead for a LONG time.

Disease

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Unpredictability.4086

Disease back in GW1 was the most hated and feared degen condition in the game."

I think somebody is being more than a little dramatic.

Axe Damage

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Unpredictability.4086

The Axe is a support weapon, first and foremost. This is evidence by the 600 range (midrange) and fact that it has a weak, vulnerability inflicting attack. It’s not made for 1v1, quick fights, or long range anything. It looks to me like it was made for team fights. Remember, vulnerability helps everybody on your team – they all do more damage. Likewise with the aoe cripple and so on.

Necro has to stay in the fight?

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Unpredictability.4086

One thing u can do is place a flesh wurn somewhere on the map when u enter WvW and hope that the enemy group is not coming from that direction or that there isnt a cliff or other obstruction in that direction.

This way when u see them u can use the teleport (which no matter where u are will try to port u to that direction) and with some luck and a speed boost (swiftness or signet of the locust) u can create some distance and hope that they dont want to chase you.

Its much inferior to what other classes but u have to make do with what u have i guess and i dont see it changing anytime soon.

Also dont forget that jumping of a high cliff is the best escape move necros have in WvW…

I once Spectral Walked away from a huge mob trying to kill me. It actually worked!

Daydreaming Necromancer Traits:

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Unpredictability.4086

15: Heal for 0.001% max health per tick of bleeds.

This has to be a joke, or you don’t get percentages. 0.001% is represented as 0.00001 (0.001 / 100). This means that with 27,000 hp, you would only be healed for 0.27 per tick. Less than 1 HP!

Sorry, I think I was tired. It was suppost to be a very low number though. Like 20ish per bleed tick with base health.

In that case, you could say 0.1% (0.001). That would be 22hp at 22,000 hp.
I did my own redesign of traits weeks ago, I like reading new ideas.

Daydreaming Necromancer Traits:

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Unpredictability.4086

15: Heal for 0.001% max health per tick of bleeds.

This has to be a joke, or you don’t get percentages. 0.001% is represented as 0.00001 (0.001 / 100). This means that with 27,000 hp, you would only be healed for 0.27 per tick. Less than 1 HP!

chaplan_: Necro gets burning via a trait.

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Unpredictability.4086

Burning doesn’t make sense lore wise. Sure, one could try to say “Oh, it has to do with the firey pits of hell” and whatnot, but hell doesn’t exist in Guild Wars! They have the underworld and mists instead!

Where's GW1 in GW2?

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Unpredictability.4086

Im confused, people are saying if they made a game like gw1 they would go there and never look back. Are the gw1 servers down? Did they give some kind of closing date?

The community left in droves, or rushed to complete everything available before the launch of GW2. That means that it’s a barren wasteland for the most part now, and it’s receiving no new content updates either.

This game has completely lost its way...

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Unpredictability.4086

The answer is in game already. Guest to a busier server. It’s free. it’s easy..people do it all the time.

Because there really is a huge sign in game saying exactly where to go based on what area you’re playing in. Not. And it doesn’t even solve the true issue, it’s just a band aid cure.

(edited by Unpredictability.4086)

What if Death Shroud had no natural decay?

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Unpredictability.4086

Would be this too much or a good change?

This game has completely lost its way...

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Unpredictability.4086

They need to work on consolidating dead servers in PvE to actually promote doing dynamic events. I lost a lot of interest in GW2 months ago… and as such I haven’t even finished my personal story or done anything in Cursed Shore. Doesn’t help that I’m on Necro either and there have no shakeups to Death Shroud. I’m waiting for the fix like the poster above), but I have to wonder, when I come back, will of the PvE content I haven’t done be impossible since everybody has already moved on? They need to work on making dead areas truly more populated, and not by making a stupid daily. I know every area has players in them, maybe not a ton, but they are too far spread between servers.

Crab toss daily bugged...again

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Unpredictability.4086

And now, because I put this off till the last day, I can’t even get “Joined The Crab Toss” or a SINGLE crab achievement.

GW1 vs GW2: Pros and Cons

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Unpredictability.4086

Pros of each game

GW1: Strategy
true teamwork
high flexibility in skill choice
ELITES
hexes and conditions
unusual gameplay mechanics (dervish and ritualist)
easier and faster to size up the battlefield
simplified critical chance based on positioning
auto run to target
quests with unique stories
easier armor and weapon setup
More fun PvP
Straight money numbers, not an additional tier (Gold)

GW2:
MUCH better character creation
MUCH better dye system
more expansive 3D world
more places to be social and foster communication
BLTC
multiple guilds
more side things to do outside of main story and just quests
crafting

GW1 is about strategy, quick reflexes, and the setup before the battle. GW2 attempted to fix the problems of GW1 (high skill library, fast reaction time needed, “Build Wars”) via reduced skill library and weapon linking to create homogenization. They also modified conditions to be either less strong (blindness) and made it so conditions can attrition (stacking, Vulnerability).

(edited by Unpredictability.4086)

Highest necromancer recorded hit...

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Unpredictability.4086

Video is longer than it should be IMO. But at least you explained why in part ofi t. However, you could have got it higher by adding Signet of Spite and Blood is Power. Then it will really be the highest recorded hit.

Ok, so after some thinking… you cold try to combine it with a Spectral Wall for 25 vulnerability and then doing it at 20% health for close to death too.

(edited by Unpredictability.4086)

Not going to spend money

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Unpredictability.4086

ArenaNet doesn’t directly get money you spend. NCSoft/Nexon does.

Remove the Wintersday Hero background

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Unpredictability.4086

Around Wintersday, the game was updated so that the background of the character in the Hero panel and preview panel became more colorful. It frankly looks awful and serves no purpose IMO. The game started out with a neutral, undistracting background, now there is one with rainbow like colors and junk in it.

Compare these two.

Original background: http://wiki.guildwars2.com/wiki/File:Tungsten_Dye_%28light_armor%29.jpg

Current background: http://wiki.guildwars2.com/wiki/File:Ocean_Dye_%28light_armor%29.jpg

Dark Path

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Unpredictability.4086

I really do like the concept of this skill, but it’s hard to use. First, you need to double click it (once for death shroud, then #2), and then you still need to wait for it to follow it’s target. When somebody is running away from you, it wastes time. How fast can somebody go DS, 2, and watch it follow target, hoping it will land? As a gap closer it is WAY too freaking slow because by the time you finally activate it, they have run out of reach or have swiftness on and you just wasted DS for it. It’s better used a teleport to use daggers or use it as a teleport then drop a well/marks/Spectral Wall.

Should we use an anti-leaver system like LOL?

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They had both of these things in GW1.

SOTG Interview: DS To Get a Unique Condition

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Unpredictability.4086

Had another idea for both a new condition and a DS 5 ability.

New condition:

Torpor: Abilities and actions take 50% longer to complete. (Fixed magnitude, stacks in duration, increases effect duration with % condition duration.)

Sounds nice, but this is not Necro at all! This is Mesmer. You just created Fustration.

Many ideas I have for traits

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Unpredictability.4086

Parasitic Bond having an on-down mechanic instead of on death in PvP would be awesome. We could get more reliable healing that way, and actually when we need it (during the fight).

For the longest time, I thought it was a freaking obvious thing to do, but I never brought it up.

Siphoned Might – why not have it start at say, 75%, and then have tiers: 0-25%, 25-50%, 50-75%, with each tier giving better might (either longer or more stacks). Have it fairly light at the higher tiers, and more the lower it goes (numbers are totally changeable, more the concept).

I never thought of something like that. That sounds really good.

Also, some of your proposed changes aren’t needed, or are a bit too strong. For example, +50% HP is already an awesome trait for anyone grabbing a few minions. Shrouded Removal is on par with similar traits (10s condi cleanse, which can go to 5s).

I guess I like more complex/wordy traits then. I mainly played Mesmer in GW1 and developed a mindset of “what does the game let me do that seems like a natural counter for the situation I’m facing”. I should probably be playing that class, but I was so let down by it in beta 1 that I gave it up. No energy denial!? No quick interrupts? And where the kitten are my hexes!? I was recently fighting those PITA Reef Drake on Southsun Cove, you know, the kind that pull your forward, stun you, and stick confusion and other conditions on you, either as a normal attack or in a constant AoE circle… to deal with them I let them build up slightly then throwing them back, converting/etc. I like my version of Shrouded Removal because well, I like being able to do that and this enables it easier. It’s hard to have them build up without the natural tendency to want to get rid of them when things start getting crazy. Plus people will see you have tons of conditions on you and then they’ll single you out – but you could warp into DS for a quick break to buy time, or to use it to gather more conditions, and shoot them back.

Part of the problem is also the tiered nature of the game. It’s not that you can simply fix a trait to be useful, it has to respect it’s position in line, which I don’t think is the easiest thing to balance. Like if somebody suggests something, and it seems good, but it’s too powerful for a minor or adept, then it can’t be used there. Either something else gets replaced in the tier up (original problem exists) or a new trait has to be invented (which I don’t see happening anytime soon). For every good trait that comes up… but we can only take a max 3 from that line as well. It seems limiting. I prefer GW1’s attribute point system. What if they let us use any traits like BWE1, but the strength of them was tied to how much we had invested in that line? Then, maybe even uber powerful traits would be ok to take in a weaker state. Plus it would make weaker stats better the more you invest.

(edited by Unpredictability.4086)

Destroyed 76 Marks of honor by mistake.

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Unpredictability.4086

This should go under Account support, not tech support.

Many ideas I have for traits

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Unpredictability.4086

So as a first pass, I’m not really a fan of traits that have a chance to proc on an action, rather than just “When you do X, Y also happens”. The exception can be you’re doing that thing at a very high frequency (getting hit, attacking a foe, getting a critical hit) but events like summoning minions and placing wells are a lot less frequent.

They’re just ideas, I put them out there because they came to mind and would be a change, not always because I believe they should be implemented. Think it’s good to dump all ideas out on paper, it may trigger something totally new in somebody else’s thought process.

I did find this take on Spiteful Marks interesting – for a while I’ve thought of retaliation as something really fitting for the necromancer, but wished they could apply it to their friends. Would this allow them to grant retaliation to allies?

I never thought of granting it to allies at all! I thought of it was a way to stick it to those who avoid triggering your wells. For players who don’t bring the mark size increasing trait or if the AI is improved and they learn to avoid marks – this trait would be kind of penalty for not triggering them. So I’m not really sure about allies. When does that get too strong?

For gluttony, a small chance to double is just a spikier/less consistent implementation of the current behavior. Plus, if you give a 10% chance (low?) to get 200% life force, that’ll average out to the same thing as 10% bonus overall.

No idea about the chance, just I have no idea what to do with this. 10% is just very small.

Shrouded Removal is odd. For one thing, I already really like this trait, so I know I’m biased, but… If it changed to your suggestion, the trait wouldn’t really ‘fix’ conditions or anything, it would just cause them all to pile up on you while you were in Death Shroud. Then when you left it, the 15 bleeds that your foe had been applying periodically would all tick through at once. I guess you could squat in Death Shroud and wait for allied cleanses to save you, but it seems like that’s making the Necromancer more dependent than empowered.

The build up of conditions was part of my intention. You could still be affected by non damaging aspects (like chill/cripple/etc), but after you leave DS you can quickly throw those back to somebody else with off Deadly Swarm, Putrid Mark, Well of Blood + finisher, Plague Signet, or convert them with Well of Power. I remember some quote were it said that Necromancers were supposed to be masters of conditions, and this plays into it – negate condition damage (special functionality) while providing more to throw around. I guess I could see it like a condition burst if used in this manor – enter DS, pile up, quickly throw back.

As for Call of the Dead, I already hate krait that can summon barracudas that can summon more barracudas. I do not want to be that krait, I want that krait removed from existence.

I completely disagree here lol. But do remember that, if they die pretty quickly or never get a chance to attack, they can’t keep regenerating themselves. Or I could add another RNG to it.

Major bug with Bouncing skills' mechanic

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Unpredictability.4086

Best parts? Majority of the game-breaking bugs that are undocumented is discovered 10mins into the patch by players. Just goes to show the quality involved in patch code checking.

Better add more gemstore items. Hey A-net, try adding a DLC with fixes for 80% of all traits and bugs of classes. I will buy it, even at 2000gems, the price of the deluxe upgrade.

The money does not go directly back to ArenaNet. It goes to Nexus/NCSoft. So you could be wasting your money if they don’t want to allocate money back to GW2.

Many ideas I have for traits

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Unpredictability.4086

Protection of the Horde

  1. Every time you inflict a condition, you gain additional toughness for X seconds.
  2. Every time you kill an enemy, your minions health and toughness is increased (max 26 charges, ends on down). [Better for PvE, just an idea though]

Flesh of the Master

  1. Minions have 50% more health and will occasionally absorb damage done to you.

Blood Magic
Transfusion
This is a weak heal tied to a 40s timer inside of Death Shroud. Ideas:

  1. Life Transfer heal allies for an equivalent amount of damage done. [Better healing – and almost like life stealing in it’s implementation, also in line with Blood Magic this way]
  2. Channeling grants vigor.

Deathly Invigoration
Another weak heal, tied to death shroud, and doesn’t scale.

  1. Heal in an area when you enter and exit death shroud. [Fast fix by doubling the Promotes shroud jumping.
  2. While standing in a well you gain vigor.
  3. When you gain vigor, you gain Life Force [since Necros don’t have natural access to vigor, the LF gain better be higher than some measily single digit percent – this is like a cross profession combo in GW1 – like Necro equipped with Barbs, assisting physical allies by following their targets. I did that all the time and it really added up, just watch where people go and synergize. You don’t even need to have a spear equipped.]
  4. You gain vigor after teleporting. [This helps Dark Path, Spectral Bond, Necrotic Transferal, and any other things, like using a Portal]

Blood to Power
I have no idea what to do about this one, but who seriously can maintain 90%+ health while in battle? It’s one thing to be in some stupid zerg, sitting on the outsides, just pumping out endless Life Blasts or auto attacks, but otherwise I don’t see this being able to be used much. Some ideas:

  1. When you bleed, you gain +Power. [Not really worth the master status, but it fits the name]
  2. Stealing health gives you Might (internal recharge or random percentage). [Lots of ways to seal health, so it may trigger multiple times]

Soul Reaping
Gluttony
10% is really not that much at all.

  1. Small chance to double Life Force gain.
  2. Your Life Force generating skills recharge X faster (based on seconds, %, or scales with Soul Reaping rank, like how GW1 scales skills).

Life Blast/Plague Blast
I thought of something different for this one. The skill will be similar to now, but with effects based on the weapon you select.

  1. Generates Life Force when hitting targets (staff).
  2. Rapidly fires – faster moving particle or lower activation time (main hand dagger or scepter).
  3. More damage against foes with conditions (scepter).
  4. Range increased to 1500 (axe?).

New trait ideas
Blood Bond

  1. Minions gain health when they attack and foes dying near them are healed. [References GW1 Blood Bond].

Call of the Dead

  1. Jagged Horrors create a jagged horror on successful attacks.
  2. Damage nearby targets when you gain Life Force. [Synchronize with main hand dagger, axe, and anytime melee gets close to you]

Extra fearful

  1. Doom is now AoE.
  2. Doom is now a mark.
  3. All your Fears are now marks.
  4. Marks you apply have a 10% chance to cause fear.

Soul Marks 2

  1. Deal damage to foes when you apply conditions to them or they remove your conditions [References GW1 Soul Marks]

Spontaneous Combustion

  1. Corpses you are near explode [Reference GW1 Putrid Explosion].

Trapped In The Well

  1. Wells have a 50% chance to cripple foes with conditions upon entering them.
  2. Wells have a 50% chance to cripple people with conditions inside them during each pulse.

Death Shroud Skill #5 / Disease

  1. Requires two condition removal to remove. The longer the target is affected by this, the shorter their boons last. [Plays into attrition and if reapplied].
  2. Requires two condition removal to remove. Conditions may spontaneously transfer or copy to and from foes.
  3. Requires two condition removal to remove. Condition removal skills may fail.

Unnamed Ideas

  1. Death Shroud lasts for X longer.
  2. Death Shroud is guaranteed to last for X seconds when you enter it.
  3. You can weapon swap while in Death Shroud.
  4. When you gain Regeneration, gain Life Force.
  5. Marks effecting 3+ foes grant you a random boon.
  6. Grasping Dead chills foes.

So… any feedback? Or things that may seem too much?

(edited by Unpredictability.4086)

Many ideas I have for traits

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Unpredictability.4086

I decided to brainstorm about trait changes for Necromancer. This is quite extensive. Some are small tweaks that could be implemented quickly, some are radical changes, some may not be considered necessary at all, and many don’t take balance into consideration, but my point wasn’t to just “correct” everything I thought was wrong – it was also to envision new or alternate mechanisms to play with, to the make the game more fun or interesting as a result. Things can always be infinitely balanced after anyways. I put brackets at the end of some suggestions to explain my thought process.

Since I have listed multiple ideas per trait, some could be split off and made into their own.
Spite
Parasitic Bond
In PvE, it can work with events that have a lot of enemies that drop like flies. However, in PvP, with deaths being harder to come by, it falls short. Ideas:

  1. Gain health whenever enemies near you are downed or die. [Minor change, probably quickest to implement, while helping reward downing enemies in PvP]
  2. Gain health whenever enemies affected by your skills near you are downed or die. [Necros have a lot of AoE skills, and this could help trigger PB faster].
  3. Gain health for every 20 seconds you have targeted an enemy (or used skills on them) [References original GW1 Parastic Bond skill + attrition].
  4. Gain health for every X hits per enemy.
  5. When you are downed, unleash a huge poison cloud.
  6. While you are downed, create a life stealing well at your location. [If Necromancers are supposed to be about attrition and surviving long fights, then you shouldn’t be getting downed easily – and if you do, you should be rewarded(?)/protected(?) a traits backing you up – the combination of downed skill 1 + life steal well should quickly get you back up].

Siphoned Power
If you’re at 25% health, you’re probably going to die. One measly stack of might ain’t gonna do KITTEN. Ideas:

  1. Gain Might when you reach 50% health. [Fastest fix + more time for the benefit]
  2. Gain Might when enemies around you reach 33% health.
  3. Your attacks steal Might when at X% health [This is what siphoning really means* – stealing it for your own use].

Spiteful Marks

  1. Gain retaliation while standing near marks (one trigger per mark).

Curses
Reaper’s Precision
This is a really low amount – 1%!? And it’s not even guaranteed! I get the feeling this is made for those with uber high precision and/or Signet of Undeath equipped – but not everybody uses that. Ideas:

  1. Your critical hits have a % chance of piercing.
  2. Critical hits while in Death Shroud generate Life Force.

Target the Weak

  1. Apply an extra damage packet for each condition on a target foe (each packet has a chance to critical hit). [Combines with +precision from Curses, may help trigger current in game Reaper’s Precision more ]
  2. Gain +condition damage for every unique stack and condition on a target foe (when you apply 1 stack of bleed, gain +X condition damage, same with 2, 3, etc… but if they remove the bleeds, you need to get up to 4 stacks to get a bonus… also get it when you apply chill, poison, etc – ends on target down and enemy based.)
  3. Your attacks do massive damage to Weakened foes. [Addresses Condition Damage vs Power dichotomy for those who may use other traits and feel they are very low damage].
  4. Blood Curse/Rending Curse/Putrid Curse have a chance to bounce to foes suffering from Weakness. [I have heard some people say Weakness is a weak condition (no pun intended), so this might give some incentive to focus on Weakness by turning the staff into an AoE auto attack].

Death Magic
Reanimator

  1. Summon a jagged horror whenever you kill a foe (no 30s limitation, maximum 10).
  2. Summon a jagged horror whenever you kill a foe (no 30s limitation, unlimited amount, they do not give lifeforce on death).
  3. 20% chance to summon a jagged horror when taking damage [currently they are weak as hell! Not sure if 20% is a good place to start, but it would promote minion armies].
  4. When you kill a foe, summon a random minion with high HP (since you will have no control over it, it better be able to take a couple hits first).
  5. Your minions gain health when they attack.
  6. Every time you summon a minion, there is a 40% chance to summon a second one.
  7. Minions have a ?% chance to resummon themselves upon death.

Shrouded Removal

  1. While in Death Shroud, you do not take damage from conditions (condition damage is “paused”, it does not affect your main or DS HP, however you can still get conditions, but they will only take effect when you leave DS – I believe that you can be damaged with conditions while in DS currently, right?)
  2. While in Death Shroud, you are not affected by conditions (they are “paused” and resumed upon leaving DS)

(edited by Unpredictability.4086)

Do you use high precision with Curses?

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Unpredictability.4086

I don’t, but I feel like I am neglecting one of the highest things I’ve put points in. Instead, I try to run a more “all around” build… not sure what kind of armor that should pertain to though. Right now I just have Carrion, but I wish for was something like Celestial or similar.

(edited by Unpredictability.4086)

Downed HP still not fixed.

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Unpredictability.4086

There have been occasional surveys done and stuff posted on reddit.

Besides that, just make a mental count of how many times you see them in PvP and PvE (hint: not much).

Deleting 80 Necro & rolling a Necromancer

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Unpredictability.4086

… why would you do something like that?

Necromancer Bug Compilation Mk II

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Unpredictability.4086

Or you could give me a day or two. I’ve largely been waiting for this patch to do another run through the list because of rumours it was going to have more substantial bug fixes. As it is I won’t be able to start that until tonight or possibly tomorrow, but I’m still around. I appreciate the enthusiasm(?) but don’t count me out just yet.

I wasn’t trying to be mean. I just noticed when I posted above, the forum thought I was bumping a dead topic, since it was 7 days since the last activity. Plus, it’s kinda natural for people to lose interest and then pass the torch, that’s all. Thought that was the case.

New bug I found with Dark Armor. It does NOT activate Deadly Strength!

When you activate DS #4 skill for example, your toughness goes up, but your power level stays the same. When it increases toughness though, it is supposed to increase your power as well. It doesn’t.

Percentage stat boost skills that draw from other stats (5% of X stat is used as Y stat, etc) work in respect to your base + gear stat values, not temporary bonuses from traits or boons.

Edit: Heh. That used to be on the bug list, actually. It isn’t anymore.[/quote]
That’s kind of lame if you ask me. I consider it a bug.

Downed HP still not fixed.

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Unpredictability.4086

Circular problems.

Not many people playing Necromancer > internal ArenaNet stats show this > lower priority for Necro updates as a result of low usage > less updates causes less people to play Necromancer > Not many people playing Necromancer > REPEAT

Necromancer Bug Compilation Mk II

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Posted by: Unpredictability.4086

Unpredictability.4086

This list is going to need a lot of revising today, but here is one bug that remains: Deathly Swarm still only cures one condition for each target it hits. It will copy three conditions onto the first target it hits, but it will only cleanse one. This goes against the description: “Transfer three conditions to your target on a successful attack.”

You could probably take over if you wanted. This bug posting seems to go through cycles. One person starts it, is enthusiastic, keeps it updated for a while, then that dies down and the topic dies… another person takes over and is enthusiastic, etc. It’s just a cycle. If somebody else wanted to officially take over, I bet they could in an instant.

Patch notes - Necro - 5/28/13

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Posted by: Unpredictability.4086

Unpredictability.4086

Wow, Dark Armor was working with like nothing before. Only transfusion?

I discovered today that it doesn’t work with Deadly Strength though. Posted in the (basically dead) bug list at the top of the forum.

Necromancer Bug Compilation Mk II

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Posted by: Unpredictability.4086

Unpredictability.4086

New bug I found with Dark Armor. It does NOT activate Deadly Strength!

When you activate DS #4 skill for example, your toughness goes up, but your power level stays the same. When it increases toughness though, it is supposed to increase your power as well. It doesn’t.

Most Useless Necro Traits + Suggestions

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Posted by: Unpredictability.4086

Unpredictability.4086

I find a lot of necro traits to be lackluster.

In Spite Minor:

Adept: Parasitic Bond. I have seriously never seen this thing matter in any way. If they’re dead, I’ve already won and healing is useless. If I’m losing, then they’re not dying and this doesn’t come into play. The heal is for so little that even in massive zerg battles and temple events it rarely matters. I thought this just gave Life Force for the longest time.

Major: Death Into Life. Healing power is the worst scaling stat in the game, so 5% of my power being converted = 100 or so healing power on most of my builds = basically nothing at all. Regeneration gives 12 more HP a second; no one cares.

Grandmaster: Siphoned Power. At 25%, an opponent is about to kill you. In PVE you’ll get 1 stack of might if you are lucky before going down. In PVP they’ll burst you to death at this point. The might doesn’t last long enough to heal up and use either, since the heal will eat up a third of the might’s duration.

Spite Major:

Adept: Spiteful Removal. In PVP you have to win to use this trait, making it nigh useless except in large zerg vs. zerg battles, where you’re probably winning and don’t need it again anyway. In PVE you’ll be much better off just transferring or curing conditions in some manner that doesn’t involve killing the veteran first.

Master: Signet of Power. This trait seems fine until you realize that necromancers only have one signet where it’ll be worth anything (signet of spite), with everything else being defensive or utility usage.

In Curses Major:

Reaper’s precision: a 1/3 chance to get 1% life force on a critical hit. If you have, say, a 50% crit chance, then you have a 16.6% chance to gain life force with each attack. The problem here is that this trait is only useful if you are running a pure Scepter/Dagger build, which as an extremely slow attack rate. There’s so many better ways to invest points to get lifeforce that this trait will always be on the bottom of the totem poll.

Death Magic minor:

Adept: Reanimator. The jagged horror summoned by this trait is nigh useless. It never distracts anyone, dies to AoE and itself really quickly, requires you to have already won the fight to summon, and does pitiful damage easily avoided by walking. The only time this trait is any good is when combined with a grandmaster trait that causes a death nova when it inevitably dies.

Master: Protection of the Horde. To anyone who isn’t a minion master this trait is completely useless. Toughness already scales horribly, and such paltry amounts of the stat mean very little in the grand scheme of things. Even with a minion master, the most you get 120 (presuming that jagged horror lives longer than 0 seconds), which isn’t turning any heads or really changing the outcome of the battle.

Blood Magic Major:

Master: Deathly Invigoration. The amount this heals for is so low that it isn’t noticeable. 260 points every 10 seconds makes it far inferior to… pretty much everything, really. I think this trait wins the award for worst healing trait ever, since parasitic bond has at least some use when fighting endless hordes of enemies: not wasting 2 seconds on a healing skill.

Soul Reaping Minor:

Adept: Gluttony. Life force generation works in such paltry amounts that a 10% increase doesn’t do anything for a player’s offense or survivability. Either they have a build that generates life force, or they do not. This trait will not tip the scale in any direction, and the effect even in long term is negligible. When, in any fight, has any necromancer ever thought “Gee, I wish I had 10% more life force, because then I could win” and not already been at maximum? Never.

I think the annoying thing is that all of the worst traits of the necromancer are the minor traits that you have to take in that line. If you want more power, you have to get the useless heal and the useless haling power increase and the useless might-when-already-dead traits. As for improvements, I’m not nearly creative enough for those. I can just plainly says what works.

But in general, if you make things do more of what they do, they become more useful. I.E. gluttony increasing by 25% instead of 10%.

OUCH! That was nasty! But I do agree with it. GW2 in general is inherently less complex with traits and skills. It is another way the game emphasizes balance and skill over complexity. Compare any enchantment or hex from GW1 to GW2 – you’ll notice that GW1 is often like “this special mechanic does _” and is quite powerful and specific. Because GW2 cannot start creating new conditions and boons out of nowhere, they need to reference what is already on the board. But there are only so many combinations and eventually everything starts feeling the same.

Minions Are Amazing

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Posted by: Unpredictability.4086

Unpredictability.4086

When you jump into water and they all go bye bye.

Necromancer - Casual player pov.

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Posted by: Unpredictability.4086

Unpredictability.4086

I don’t overly analyze the profession and don’t have fun with Necromancer though.

Why necromancers don't quite cut it (by Zzod)

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Posted by: Unpredictability.4086

Unpredictability.4086

Scepter: I think number 2 grasping dead should have a 2 stack of bleed on it and not 1.

It is 3 stacks of bleeding, it just doesn’t’ show it in the description.

Why Lich Form...Makes Me Feel Like A Reject.

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Posted by: Unpredictability.4086

Unpredictability.4086

Tell them they have their own elite skill and were too late to use it or chose a sucky one.

May 14th - Necro Patch notes

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Posted by: Unpredictability.4086

Unpredictability.4086

I don’t see why after all the months that has gone by, Specter 2 skill still doesn’t have the correct text: it applies 3 bleeds, but shows 1 on it’s description. This issue has been going on since BETA 1!

Weaking shroud trait bug, or hidden recharge

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Posted by: Unpredictability.4086

Unpredictability.4086

Probably intended. Tons of traits are not that descriptive, and that includes many with hidden internal recharges.

[Video] Necromancer's Lower Downed HP

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Posted by: Unpredictability.4086

Unpredictability.4086

I guess you can kinda make up for it with that Spite minor trait that enables you to do 50% more damage when downed. Does it heal you for 50% more too?

Idea's for Interesting Necromancer Traits:

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Posted by: Unpredictability.4086

Unpredictability.4086

Reversed Deterioration – this is way too situational, also goes against condition removal that necros have like that healing well, consume conditions, dagger offhand 1, staff 4, etc

Anet needs to make a decision on Mesmer

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Posted by: Unpredictability.4086

Unpredictability.4086

Maybe some kind of cast bar like we had in GW would be awesome. Builds focused on interrupting would be possible then.

I know you can do that already now by looking at the cast animations but try that against a small Asura.^^

Imo those interrupt builds were the most fun and required the most skill back in GW.

Second! I lived for that. There’s too many particle effects and movement though to be as efficient as GW1 currently though. You need to be able to size up people, builds, and general dynamics quickly – hard to do when everybody is moving 24/7, there’s all kinds of pretty lights and whatnot going off, and you can’t tell exactly when/what they are doing without guessing/digging deep into your own knowledge.

Should Necromancer's get the dot burn?

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Posted by: Unpredictability.4086

Unpredictability.4086

I think burning fits. Maybe not in GW2 universe, but our universe. Flames, like the flames of hell… or burning corpses that eventually into piles of bones.

What's Really Wrong w/Death Shroud (IMO)

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Posted by: Unpredictability.4086

Unpredictability.4086

You gave me a crazy idea with all the vitality talk.

What if Life Force increased your max HP in real time? Here’s an example, but ignore the numbers I use in terms of balance or not, just need to have numbers for the example: Lets say your max HP is 20,000, but when you gain life force, it slowly increases, and then eventually you have 30,000 (100% life force). If you are at 20,000hp while gaining life force, your current health does not jump up (keeping percentages), but you can now be healed up to that amount. With this change, the amount of life force you have should be able to let you take more hits, since the additional HP will ALWAYS be in effect (unlike currently where you need to activate Death Shroud to use it’s additional HP). When inside Death Shroud, you use the life force and the additional HP over your main amount when hit (so it functions like it currently is), but since it uses that top bit, it would and decrease your maximum (non death shroud) HP simultaneously (so if you enter with 30,000 total HP and take damage or use all your life force, you’ll have at 20,000 hp after warping back because it also controls your max and you decreased that). This would create a kind of dichotomy – do you hoard life force for defense or do you warp back and forth, like now, to use it’s skills and occasionally as a meat shield?

This change however isn’t perfect. It relies on needing huge or steady heals to get to the additional buffer zone when not in death shroud. Perhaps they could make some different traits to help it so you gain health when you gain life force for example. Vampiric would also help though.

(edited by Unpredictability.4086)