Completer. It’s nearly impossible to do. You only need to do 2 events, but most areas are completely dead, and group events need a couple people to complete them. Either you warp to cursed shore and replay something you’ve done 1000 times (might as well call it Cursed Shore Event Completer) or get lucky and run across some people doing an event… otherwise there is nobody there to do them.
Something seriously needs to be done about low population servers. I haven’t played this game that much (waiting for a real Necromancer shakeup), but if I ever do really get back into it, it will be a single player game. What’s the point of having group events and dynamic events if there’s never anybody there to play with? It’s like the content says “You can look, but you can’t participate!”
Too much has been fundamentally changed in GW2 to support GW1 like play. The non-instanced zones means that skills need to scale to an everybody level, and the fact that there are no hexes means that by design you cannot have complex skills (either that or all hexes would need to be conditions, which doesn’t make sense).
When in PvP, the party list will occasionally remove/add players from it, and in general it is very “active”. This is really annoying and makes using it that much harder. How about one that is static – when a player dies, just show it like that, not remove them from it temporarily.
Don’t focus all on skills. There’s lackluster traits too, like Siphoned Power or Reaper’s Precision.
Hate to state the obvious, but you get it from the trading post. Farming for a specific item is rarely worthwhile in this game, you’re much better off spending your time doing a gold-making activity like dungeons or event chests for rares and selling what you get to buy what you want. At current prices you can get 40 scraps of cotton for 1 ecto, which you can get in a few minutes doing events.
Apparently so. It’s weird because I was getting all the other higher/lower tier items, just not cotton. kitten I don’t play the game much so I don’t have much money to actually spend.
Wiki “Cotton Scrap” or easier yet…
Apparently you cant’ read, but I forgive you.
Where the ~kitten~ does anybody find cotton? I have tried the Wiki already
- gone to Harathi Hinterlands and harassed centaurs
- Tried Laughing Gull Island for pirates
- The Risen in Mole’s Head… and still not a SINGLE cotton scrap!
I can get Wool or Linen… but not cotton! Can somebody please give me some help? Literally hours and nothing.
I really like this skill. Remember that it’s a long lasting combo field too.
I thought vendors were just for looks and “realism”. It would be funny to be at an armor smith that has nothing to sell because they removed all of the crap they normally sell.
I am using associative math. I was simply explaining how the calculation can be done where it comes out to 80 percent. I gave you an 80 percent difference (key word) while you simply gave me an 80 percent increase. Isnt’ Math Fun!!!
So how would you do it?
(edited by Unpredictability.4086)
We all know that underwater build variety is less than land, because certain skills aren’t allowed underwater, you can only use 2 weapons, and because some traits end up applying to unallowed underwater mechanics. However, I recently wondered exactly how much and compiled some data to put it into perspective: https://forum-en.gw2archive.eu/forum/professions/necromancer/Build-Variety-Underwater I only did Necromancer since that’s all I play.
Now I want to do the rest of the professions to compare, but I would like to find somebody else who is willing to help me with it. I’ve already got a bit started, but I need somebody to ask questions with and maybe split the work with, plus I am not that familiar with all professions, so having somebody else there to bounce stuff of will help reduce errors before I finally post it. Anybody interested? This should only take a day max to do, I’ve already done some work. I just want to find somebody to work with before I get bored doing it myself and scrap everything.
So, anybody care to help? PM me if so.
(edited by Unpredictability.4086)
Limited Traits
There are also some traits that, while useful, are limited in their use underwater.
- Chilling Darkness – no direct way to cause blind underwater. You need to be blinded and transfer it to them via Plague Signet or Plague Blast (not sure if that triggers blindness first though or it transfers it first)
Not true. Death Shroud #2 pulses AoE Blind and Poison on a pretty short recharge. Haunt on the Shadow Fiend also causes blind in a small AoE (much longer recharge, though).
Thanks, I’ll remove that. I forgot about plague form too.
- All minion skills (Death Nova, Fetid Consumption, Flesh of the Master, Necromatic Corruption, Protection of the Horde, Training of the Master, Vampiric Master) – there are only 2 minions you can equip underwater (half of them are disabled). As such, you cannot make full use of these traits.
Seeing as how there are 6 minion skills and only two are disabled, you can still make very strong use of these traits. 3 utilities and your healing skill (and jagged horrors) means a lot of minions.
What are the other 2? I was thinking of only healing + utility skills, so 4, unless I’m missing something.
- Dark Armor – This trait basically affects only 1 skill underwater – Life Transfer, making it very limited in it’s use. (It also affects Life Leech too, but drowning is a state one is not meant to play in for a long so time, so I don’t even consider it IMO as it’s so infrequent).
Spear 2 and Trident 5 I believe are both channels. I could be mistaken, since I never use this trait anyway.
I used the list of channeling skills to determine this than actually doing it.
As you and others have pointed out, build variation underwater is a good bit more limited than on land. I’m not totally sure how to respond to it yet as a whole.
Do you use Excel? You could duplicate what I did with other classes to find information, and if you want to go even further, you could plugging the data into Tableau for power line comparisons.
(edited by Unpredictability.4086)
I’m glad to see bug fixes, but at the same time, there are still non-scaling heals like Transfusion and Deathly Invigoration. I would like to see those respect healing stats so it’s actually worthwhile. This is all just how the game was supposed to be originally rather than a shift in how it plays.
Guys, I do get that underwater in general is more limited, that’s what that last paragraph was for, but I was just trying to show exactly how much, and in the context of Necromancer. Just to quantify it more.
I was thinking about underwater combat and how there is less variety there compared to land… but instead of just thinking I decided to compile all the information and do some small number crunching.
Skills
There are 26 necromancer skills (not including generic race ones), 10 of which cannot be equipped underwater. That’s 38.46% less. These cannot be used underwater:
- Corrosive Poison Cloud
- Lich Form
- Spectral Wall
- Summon Flesh Golem
- Summon Flesh Wurm
- Well of Blood
- Well of Corruption
- Well of Darkness
- Well of Power
- Well of Suffering
Since there are two Elites in that list, Necromancers only have 1 profession based choice underwater.
Traits
Necromaners have 75 total traits, including minors. While all can be used underwater, 19 are useless because they rely on mechanics that are not allowed underwater, effectifely
ruling them out. An example is the fact that you cannot use Wells underwater, therefore all Well traits are wasted. 25% of current traits are like this!
- Axe Training
- Banshee’s Wail
- Dagger Mastery
- Death’s Embrace (Does It Affect Drowning)
- Focused Rituals
- Greater Marks
- Lingering Curse
- Mark of Evasion
- Mark of Revival
- Quickening Thirst
- Ritual Master
- Ritual of Life
- Ritual of Protection
- Soul Marks
- Spiteful Marks
- Spiteful Talisman
- Staff Mastery
- Toxic Landing
- Vampiric Rituals
[img]http://i.imgur.com/CgpKAtL.png[/img]
I was wondering if one category had more than another, so I made the chart above. Apparantly they are balanced between the lines evenly, with Blood Magic having slightly more. The numbers may not look like much, but remember this: there are only 4 master traits added at that tier, and 2 at Grandmaster. So a reduction of 1-2 for master is a lot, and 1 for Grandmaster is 50% less choice (not that there was much to being with anyways).
Limited Traits
There are also some traits that, while useful, are limited in their use underwater.
- Dark Armor – This trait basically affects only 1 skill underwater – Life Transfer, making it very limited in it’s use. (It also affects Life Leech too, but drowning is a state one is not meant to play in for a long so time, so I don’t even consider it IMO as it’s so infrequent).
I don’t know anything about the other classes, as I only play and care about Necromancer, but this was quick to do and useful I think. Somebody who has more enthusiasm for the game could go through each profession and come up with more data that way.
(edited by Unpredictability.4086)
I mentioned this a long time ago, but dont’ see it in the bug list here: Greater Marks doesn’t increase the size of marks placed while in Lich Form.
Remove the one every 30s limitation
Remove the self bleeding
Add a limit to having 10 max
Build up is the definition of attrition – so why limit to one every 30s?
If that’s too powerful, then make it so they don’t give you lifeforce on death.
Others can do things better than the Necro.
If you hover over the trait, it has (( and )) around the description, like it’s a holding place for something else in time. Or that’s what I interpreted it as.
I think they wanted to make sure the healer role (from the trinity) was gone.
However, it was done to the point where it renders a bunch of traits useless. Like that one where you heal when you leave deathshroud… for a whopping almost 300. Yeah, that’s really useful. Heal every 10s for less than 1 auto attack. Actually, I just remembered… that trait doesnt’ even scale with healing power!
Do it then. THe discussion page may grow huge though!
I say we start a new topic. He is clearly not here anymore, which means this thread should die as the first page will never be recent. Multiple people should take it over, that way if one user leaves the thread won’t be effecitvely locked.
Great minds think alike then! Nice term with underflow too.
Try messaging him here or in game.
They just need to implement GW1 hard mode.
auto targeting is’nt exactly what the op wants
Low level areas, severs that have low population to begin with, and day/nighttime can create extremely desolate areas. How about when one enters into a low population area they are given the option to switch to a higher population server? Or it could even be an alternative “low levels only” server, something special like overflow.
The axe is an ok weapon. I hate it’s range though. I see it as a support weapon. Vulnerability works better the more people are doing damage.
Your words fall on deaf ears and into a black hole
All of them. 133456
I was pretty good at it, but now the camera angle when using is so low that it’s MUCH more difficult (you can’t get really any top down view). When did they change this!?
What if the tax was used for something?
Powerball style lottery in game!? That’d be cool.
Or maybe they could make taxes based on daily revenue or weekly revenue (ie you sell all your stuff but only collect the profit when the daily changes or collect 100% value but at the end of the week there’s an automatic deduction) – that way it scales so the lower people aren’t taxed as much. Or maybe it could just be an item by item system – after you sell past X amount, the amount raises.
In GW1, you could talk to an NPC and preview what your character could look like, and if you had a token, change to that right there.
Tt looks like GW2 does the opposite. You need to buy the makeover kit first, then you can use it to launch the makeover window. What if I just want to experiment and play around with different combinations? I have to buy a makeover kit anyways and waste an inventory slot storing it? This should be changed.
1. build wars. lots of options to change your skills. Not in GW2 with the weapon linking and lack of options (like only 3 main heals or 3 elites).
2. knowing exactly what/when people are doing. They said they don’t want us to play the UI (so no casting bar in gw2), but it’s a lot harder to tell what is going on just by animation. There can be too many effects at once and it feels less strategetic. It also makes it harder to know when to dodge. The casting bar helped me learn the game faster by being able to put skill names to an effect in real time along with it’s animation, now it’s just “what are they doing? i can’t see” or if I can, most of the animations look similar to each other and I randomly dodge hoping I missed something big.
3. Armor. I loved a lot of the sets in GW1… meanwhile 2 is just fugly IMO. I went through every single dungeon armor for light + male. They are halloween costumes. They look ridiculous and are so bulky and gigantic. Crafted armor is 100% better. Even the starter caster armor blows most of the endgame armor away IMO.
4. You could easily get new items for PvP in GW1. Now, you need to play for a LONG time. Not only that but you can no longer make money playing pvp (well at least not tournaments).
5. Complexity in skills. There is nothing as complex as hexes or enchants in gw2. Nothing as punishing as interrupts either. I don’t have as much fun becuase I can’t be as evil and debilating as I was in GW1.
I think GW2 in general went too wild with the concept of balanced/even playing field. Everybody can do every role, everybody has similar skills, everybody has weapons designed in pretty much the same way. It sounds good but gets boring since you have less options.
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Yeah, I was. The names are even the same too. I was hoping the cheap ones were really the same skin, waiting to be transmogrified. Guess not. No dungeon armor for me now with these prices.
Every time I preview dungeon armors in Lion’s Arch, I get the visual for Cabalist armor, not dungeon armor. This has been going on since the game started, and I was wondering if anybody else had the same problem.
Tried the Terror trait after the patch hoping for ninja buff. Still did 76 damage LOL.
Fear is a condition, if you run condition it would deal about 800~900 damage (talking about jewels on xPvP). Of course with 0 condition damage it doesn’t deal much damage. Anyway as far as I know it would deal at least 400 damage, with 0 condition damage.
In my opinion Terror IS a good trait, the problem is our Fears are a joke.
That 800-900 is if you put condition damage into everything and get a critical hit. About 400 to 650 is more realistic.
In Bakestone Caverns. Wiki says Unknown POI and I can’t find any way to get near it. Is it even possible yet?
Bugged on Stormbluff Isle too.
Anet’s really busy trying to figure out spectral walk. I doubt they have time for this.
bahahahahaha
Is it weird that putting 30% into +Plus Life Force trait sets max life force to 87%, not 70%? That’s not how I envisioned it working when I heard about how we could tell when it was working.
I would assume something died when you tested this. I was somewhat alarmed because 87% is indeed not what it should be. So I did the test myself and it was 77% for me, which is what it should be (100/130=0,769). That’s how the math works: 100 is not a 30% increase of 70, but a 30% increase of 76,9.
nothing died near me. i don’t care enough to go back and check again though.
It’s 20%. I believe you see the combo effect every time even if it doesn’t happen.
If true, that makes absolute 0 sense.
Is it weird that putting 30% into +Plus Life Force trait sets max life force to 87%, not 70%? That’s not how I envisioned it working when I heard about how we could tell when it was working.
Necrotic Grasp (Staff 1) Is hitting alot further than 1200 range..
Yes, this is VERY apparant. Here’s an image comparison I did on it.
UPDATE: My estimation (using another player to help judge distance) puts new Necrotic Grasp at about 1430-1450 range.
(edited by Unpredictability.4086)
I give up on Necro. Only reason I’ll play it now is because it’s my furthest PvE character and I know it’s skills best. I was hoping for healing improvements and a Death Shroud that is actually fun.
Maybe you forgot, but when you summon a clone, every enemy automatically deselects you. The auto attack would effectively spam “do not target me”. That’s troubling.
Can we look up players from their GW1 names?
in Account & Technical Support
Posted by: Unpredictability.4086
Ever since GW2 has started, I’ve basically been friendless. Consequently the game as been boring for the most part as a result. All the people I knew in one either didn’t get 2 or just vanished without ever hearing from them again. They weren’t acquaintances/fake friends either, just none us never met in real life and I had a huge list, so it’s easy to forget people or they to forget me.
Is there any way I can enter GW1 player names and then have it come up with their GW2 identifier.1234 if they have a GW2 account as well? I can’t find ANYBODY online in GW1 anymore, so I can’t track them down to ask. I really hope this is possible.
Spectral Attunement does not increase the duration of swiftness (and it doesn’t increase the time you’re allowed to teleport back – which I think it should too).
Seems to have gone away but there was definitely some issues on Queensdale and/or CM in Stormbluff Isle. Right after I posted this and tried going round 2 with a new team, 2 people also had connection issues.
Is anybody having issues with Caudecus’s Manor? I tried to do it for the first time today and within 10 minutes, I was disconnected from the server twice (both were the same “could not connect to the login server” 58:11:5:504:101). I would like to do the dungeon and try again, but I’m afraid I would bog down or piss of my party, so I just left instead.