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Can Necromancers have an elite skill, please?

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Posted by: ZDragon.3046

ZDragon.3046

I’d like to see Plague have all three effects toggled at once and to not swap your weapon skills and utilities. Shorten its duration if you have to, but it’s only ever worth it to use if you’re wanting to either spam its Blinds or want the extra tankiness to survive something. But its always a net loss of damage capacity.

So basically like the human racial elite Reaper of Grenth, but a lot better?
On that note I might actually start using it now.

Why the heck is this not a necromancer utility skill to start with!!!?!?!?!?

Lich Form changes are horrible

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Posted by: ZDragon.3046

ZDragon.3046

I would still like an elite signet that works like a guild wars 1 skill where it strips all boons from foes and leaves a effect on them for maybe 10 seconds.
During that time any new boons that are applied will cause massive damage to the marked target or maybe be automatically converted to conditions. Maybe both to help supplement condition and power builds. While this does not help the pve world its just an idea for something useful

Wells need a boost I would like if they could remain snapped to the the current target when placed so people or at least the one you specifically want to target can just walk out of it. They have proven that they can make moving aoe fields at this point why is this not being done.

MAKE PLAUGE GOOD
I feel like plague would even be better if it locked onto one person pulsing bleed posion weakness cripple etc on the person for a set duration. ITS CALLED PLAUGE!!!
If that person stepped near another person then the aoe jumpes on to them too and now they can both start effecting each other as long as they remain close to each other
Think of it like a plague you aoe you put on the person but jumps around like epidemic if they overlap another character

This classes skills sets could be soooo much more interesting and lich form was just another comp out imo its always felt that way. Golem is just another match to complete the minion set, Chilled to the bone is a decent elite but I do wish it worked more like Ice bow 5 did where you cant just break stun it for free. It could be so much punishing for landing it on people. you would think something like that would be a big game changer in team fights or against monsters with break bars.

What the hell even is this class?

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ZDragon.3046

Every other Class Mechanic had a Power Up in HoT, but more frequently had a increased effect (dragonhunter) or an extra choice (mesmer).
Necro is the only class that had a Rework over his mechanic without a real change on it but only some Needed improvements. It got a Power Up, but that powerup was only mandatory to our really bad situation. That change added stability, a faster attack (to work better with our traits -Dhuumfire-), a finally viable condition application and a CC, all things that was good but that don’t really changed our mechanic. All things really needed for the class.
What’s the difference from a Gh and a reaper? The DH had already a comproved and perfectly functional mechanic and obtained an even better one, we had a problematic machanic and obtained only the right version of it.

With all the other classes ANet improved they’re already strong mechanics, with our they just fixed some of our problems without removing them or changing our mechanic. We still have LF generation problems and are Forced to use the staff and the Soul reaper Traitline to obtain the Trait for marks to obtain a good LF generation also in bad enviroments like WvW and PvP. We still don’t have any defensive skill. We still lack of movement (RS2 is good but have an aftercast that frequently make it useless to flee when an enemy is chasing you and also if the enemy move you miss him why the final hit of the leap need x/4 second to active, making you miss the enemy if he just move away).

At last a F1 DS + F2 RS can be a better way to add a better versatility between melee and ranged situations, granting us much more build diversity, gameplay and adding a sort of choice to what to use and when, adding a more “player skill” factor on the class.

We’re still struck in that Shroud that don’t grant us any new mechanic and make us unable to obtain defensive and movement skills.

this tho

What the hell even is this class?

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ZDragon.3046

Honestly, what is really needed is people to understand their class mechanics better.
I agree, there’s tons of problems with some classes, but they’re far from being weak.

I think people understand them just fine
Some mechanics just dont evolve well over time like for example thief and mesmer mechanics have.

You can only push on swap and toggle on and off mechanics so much as they have a very low cap for growing over time.

being several years in now these swap mechanics are not as rewarding as other profession skill mechanics making them feel underpowered. while they are easier to pick up and play they just cant keep up.

New elite "Spellbreaker" Dagger/Dagger

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Posted by: ZDragon.3046

ZDragon.3046

I still say they should just bite the bullet. Brin spears from under water and allow them on land for warriors and bam lancer spec this way warrior gets a new weapon without the question of something kitten like daggers or pistols which just dont fit warrior well at all.

At some point they are going to have to bring new weapons into the game or elite specs wont get very far at all. Might get 1 round or 2 then every profession will be able to equip every weapon thats not gemicky sounding in the game. I mean i cant see necro equipping a pistol and i cant see thief equping an hammer or gs for an spec either. They are quickly treading on thin ice with options.

Power build

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ZDragon.3046

Valkyrie is horrid if you know how to do math. Marauder’s has all the benefits of Valkyrie while providing more solid stats.

Power won’t work in spvp, but will work in wvw.

For pve it depends very much on what you’re doing. Many fractals (cliffside, uncategorized) where you have to keep your distance axe is fine and probably a good idea, whereas something like molten boss or the old tom fight you’re better going with dagger or greatsword.

Carry all the weapons and switch between them as needed.

I do like durability runes to boost some tankiness outside of raids.

I think you are forgetting that necro literally needs no precision Which means apples to apples Valkery is a much better option. More ferocity and power and more vitality. How is Mara better? I mean even if you mix Valk with berserkers how is Mara better?

Necro easily gets 100% crit rate with 0 precision in pve and more vitality means more life force to tank damage with. I think you got something confused there. If anything you would go berserkers over valk but not mara….eww toughness stat on necro is poop Vat is better in pve

Necro main hand dagger autoattack nerfed

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Posted by: ZDragon.3046

ZDragon.3046

After the third attack in the auto attack sequence, there’s a pause until the first attack starts again. I don’t think it was there before the patch.

That has always been that way. Necro dagger auto attack fallows the same animation as thief auto attack and while thief has slightly less after cast on the auto necro has always had that pause after the final strike. I remember that from the day i first started playing necro. Now depending on your ping at the time that pause can get worse or longer at times.

Really Terrible Patch

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Posted by: ZDragon.3046

ZDragon.3046

This is a MMO and every profession has a role and purpose to fill…

LOL, you obviously don’t get outside of PvP much, class balance wise across all 3 game modes this game has always been a joke and this patch is no different.

As I have said..thx god anet stopped listening to forum rants…the problem is not class balance for like 90% of the cases…the game can carry you just this much…you need actual practice after that

umm no….. some classes obviously have stupidly rewarding and generous builds out there mesmer and dragon hunter, druid before these changes even, hell even druid still because they can always just go menders and beast mastery trait line and keep healing till bristle back and smoke scale eventually kill the their targets because the pets still do stupid damage regardless of how the owner is built.

Condi mesmer shatters are way to generous
Dh sustain and use of blocks with all the damage they do in a2-3 skills are stupid rewarding with little risk.
Warriors adrenal health remaining unchanged.

Then you have those classes with decent skill caps that when played properly are totally under rewarded for out playing foes.
Power Necro
Engi
Elementalist (not running fresh air. )

If anything anet needs to start listening to these forums again. They need players who dont jsut say “Its bad” They need the players who look at things and say “It would be cool if x skill worked in y way instead of z” This is what brings on the better changes in the game period. There idea lf balance this time around is just going to let Druid, DH, Warrior, And Mesmer stay ontop in all 3 game modes awhile continuing to hold Engi, Ele, and Necro a the bottom.

In the middle you have Rev and Thief just kinda mashed in there.

This patch was the worst ive seen sense hot literally the worst. Its almost like there was no effort and they spent the last 5 days making up stuff just to throw up. If this was a minor balance patch before a soon upcoming bigger one i could understand but this patch hardly accomplished much.

No Sustain Changes

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Posted by: ZDragon.3046

ZDragon.3046

Necro is likely to always be free points to any half decent roamer with the reaction time of a turtle.

We have the absolute worst telegraphs in the game. If you die to a power necro, you made a huge mistake somewhere, maybe you let go of the keyboard. Maybe you decided to take a nap, but in most ideal situations, a necro isn’t going to outplay you in a power build.

Hey, now. We’re faring fine, remember? Patch notes said so. Clearly the Development team has vastly superior players and we’re simply missing something incredibly key.

LOL Nice ;D

What the hell even is this class?

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ZDragon.3046

Ele left behind? Wait, WHAT?

Yeah ele is pretty bad right now unless you are looking to roll a healing/ support build then it does ok. But the decent damage builds have been killed long ago. The only good one now is fresh air and that has such a high skill cap that most people wont touch it for long.

If i had to pick the 3 weakest professions that need a complete rework right now I would say its
necro in last place needs the most work
Ele, just really needs some numbers and things adjusted and it might be alright again
Engi, Some skill need to just be reworked totally, It also needs builds that are not 300% boon dependent. Because its so boon dependent its about the only thing that Necro rekts 9 times out of 10 right now.

No Sustain Changes

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Posted by: ZDragon.3046

ZDragon.3046

They really missed the mark on Necromancer. Doing well across all gamemodes? We are the worst class in small scale WvW and medicore in PvP because we have no survivability.
Buffing our damage just puts us further into this high damage but no mobility or defense issue. I’m not really upset with the changes that were made, but it’s so incremental that I feel like we were misled about the size of this balance patch.

Glad to know im not the only one who feels this way. Its just going to make necro a higher target in wvw and pvp which means people will compensate by taking more condition builds because you live a bit longer with them.
Necro is going to be forced into the condition corner which will likely get nurfed again it the future in anet’s attempts to get more people to play power which is terrible with no true defensive weapon skills or utility skills.

In short this class is doomed going to warrior now k bye :>

Let's make Spinal Shivers useful in PvE!

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ZDragon.3046

Focus is nice in my opinion, but it could use some love, making #5 aoe (affecting targets in 360 range of enemy hit for example) and #4 giving might or fury or vigor instead of regen.

4 has always been a hit or miss skill and honestly needs to be looked at how its projectile pathing works. IT could also be visually updated more so you can actually see it. the cast time on 5 should be shorter and the focus trait in spite has always been in question with me honestly :/

Moving from Necro to Warrior

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Posted by: ZDragon.3046

ZDragon.3046

I just cant do that anymore after waiting so long for changes and seeing what necro got….

So im back to giving warrior some time now…
Anyone got any creative builds that are fun? Post your favorite build and why its your fav.
The build does not have to be meta.

Im looking for things to try out on warrior.
I was playing around with the Wild blow rage skill yesterday and it was just hilarious Most fun ive had in a while on this game.

Power Necro buffs Oct 18

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Posted by: ZDragon.3046

ZDragon.3046

Quick reference to the necromancer patch notes for you……. "" ""We feel that necromancers have been faring quite well gamewide, providing play and counterplay in many spots over the last few months. In addition to a couple of minor bug fixes, we wanted to improve the viability of necromancer power builds, which have been somewhat lacking in presence.
Rending Claws: The damage of this ability has been increased by 15%.
Ghastly Claws: The damage of this ability has been increased by 13%.
Unholy Feast: The number of boons converted to conditions has been increased from 1 to 2.
Fading Twilight: The aftercast of this ability has been reduced by 0.11 seconds.
Chilling Scythe: The aftercast of this ability has been reduced by 0.06 seconds.
Death Spiral: The damage of this ability has been increased by 66%.
Blood Is Power: The recharge time of this ability has been reduced from 30 seconds to 20 seconds in PvP only.
Signet of Vampirism: When the Signets of Suffering trait is equipped, this skill will no longer corrupt boons on players who evade it.
Lich Form—Jagged Horrors: These minions will no longer lose health over time and will instead die 30 seconds after they’re summoned""""…..

So with the Axe buffs. Do you think we will see Axe replacing Gs or dagger in power builds? Of course we need to play with the numbers a bit, but I’m excited to get home and out the Axe to the dps test and see what comes of it. The faster attack speed with the %buffs could be enough to push it a little higher on the dps list. I don’t think we’ll see dagger being replaced because of the life siphon and dps above 50%health

No and No
Dagger will always deal the most dps on necro unless they nerf its ratios

Secondly none of these things address the real problems that have necros pushed into the corner. This class is bottom of the barrel now.
I would like to ask Robert why he has yet to do anything about fixing base shroud or utility within shroud options. Why these options are not being patched in for a chance during these balance changes.

You dont want to change too much at once so the better option is to just never let players try it and see how broken or how not broken it is?
Yet in the past we have seen other professions get these massive changes that otherwise people would agree are broken and some how are still currently in the game and being adjusted.
Necros never get that chance :c
This class will be dead till the next elite spec or when base nerco sees a major update. Till then its time to wrap it up.

Necro changes 18.10

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ZDragon.3046

Yeah, completely dead power nec get a LITTLE buff. no stability, no speed skills…

But absolutely OP warri get more dmg and more speed on axe, hmm…GG ANET

I’m a power necro. Stability comes from Shroud, and Swiftness comes from Warhorn.

Should try it sometime.

Shroud started this whole problem. Necro was in a great spot a few patches after Hot things started going down hill as soon as they removed chill damaged and changed it to a single bleed on application. (A good change for pve but bad for pvp) The instant ramp up of chill damage (while it was counterable by some professions aka dash thief) was what condi necro really needed to boost ramp up time with conditions.

Just another example of a skill that should have remained split from pve and pvp and wvw.

On top of that necro has issues with not having true defensive tools instead we get soft defensive tools that require us to get hit and take abuse.
Spectral armor
Plague signet

Necro is the only light armor class with no trait access to vigor or a plethora of other boons that should be there. No blocks, or reflects, the projectile destruction we have is a bad joke and implemented far to late in the game for it to keep up with other classes tools that do the same job but much better.

Power necro has become trash in pvp and wvw because other professions do the same damage in 2-3 seconds while it takes necro 7-10 seconds to do the same amount. Necro gets instantly blown up by most classes unless you take the tanker condition route. Anet really needs to fix base shroud before necro will really be on par with the other classes. Having 0 utility in shroud use to be ok now its just sick. There needs to be traits that allow access to some utility while in DS (signets of suffering would allow signets, master of corruption would allow corruptions skills, vampiric rituals would allow wells etc.

You would think that necromancer would be one of the hardest classes to kill even more so in smaller fights but the fact of the matter is its currently one of the easiest to kill due to low mobility and lack of true defensive tools. Will always be a first focus target ALWAYS

Axe auto still bad. 10%?

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Posted by: ZDragon.3046

ZDragon.3046

Well i think the problem isnt axe 1 anymore, but more axe 2. Axe2 currently only does DPS and generate lifeforce. IT isnt interesting enough for a DPS weapon, lifeforce is only our class mechanic resource, so compared to other classes this skill does nothing “on its own” for a power / burst weapon.

Maybe the damage per condition should go here instead of on the scepter where it was previously removed even if its only 1% per condition? ._.

Axe auto still bad. 10%?

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Posted by: ZDragon.3046

ZDragon.3046

One of the reasons we are more conservative about axe when it comes to balance is because axe uses a unique attack action in our game that cannot be avoided using positioning. Normal melee attacks have an attack arc and normal ranged attacks use projectiles. Enemy players can use positioning and movement to avoid these attacks. Axe 1 and 2 by contrast just hit you when you are in range regardless of your positioning. While some utility skills (like Corrupt Boon) also use this targeting method, it’s rare on weapon skills and thus we are wary of buffing it too much.

I can sort of understand this when it comes to the auto attack. But i still think you are being too conservative. However with ghastly claws a single dodge at the start of the channel makes the entire skill miss. So this reason is not really a good enough one to keep ghastly claws in its current state (terrible damage for the channel time).

In a pvp match forcing a foe to dodge at over 600 range from a weapon skill is something you can use to your advantage though. You know by defalt people only get 2 dodges and if the blow one at 700-900 range thats kinda a big deal that is if you pay attention to that sort of thing

That would be true….if it wasn’t also for the fact the 2 gives us LF….than again you do have focus 4. If that was faster on the draw then it’d be good.

My reaction to that is that…
Most people in pvp run soul marks over unyeilding blast these days (if you use a staff). You can force the other dodge by placing marks and you will gain life force regardless if they land or not as long as they get set off. From there you can go into DS for a few seconds maybe get a fear or dark path off and then by this time you may be able to swap back to axe and try again.

Im quite surprised focus 4 didn’t get changed I don’t have an issue with the cast time but i do with the projectile speed and reliability. If every bouncing skill acted like with the reliability of mesmers mirror blade no one would ever have to complain about them. But focus 4 is only great if you can get it off up close and personal (not ideal though).

Spiteful Spirit - No CD reduction

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Posted by: ZDragon.3046

ZDragon.3046

Okay if it’s not going to trigger on exit as well, let it corrupt two boons or grant LF per foe hit.

LF wouldn’t be given to you as you are now in DS so thats pointless. There are very few ways that you can actually restore life force in DS. I do agree with maybe entrance and exit or converting 2 boons over 1 boon.

I think adding triggering on exit or 2 boon conversion would make it somewhat more tempting to be in competition with the other 2 grandmasters. But still becomes quite useless in pve. In pve the only option worth taking is close to death for that 20%

Axe auto still bad. 10%?

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ZDragon.3046

One of the reasons we are more conservative about axe when it comes to balance is because axe uses a unique attack action in our game that cannot be avoided using positioning. Normal melee attacks have an attack arc and normal ranged attacks use projectiles. Enemy players can use positioning and movement to avoid these attacks. Axe 1 and 2 by contrast just hit you when you are in range regardless of your positioning. While some utility skills (like Corrupt Boon) also use this targeting method, it’s rare on weapon skills and thus we are wary of buffing it too much.

I can sort of understand this when it comes to the auto attack. But i still think you are being too conservative. However with ghastly claws a single dodge at the start of the channel makes the entire skill miss. So this reason is not really a good enough one to keep ghastly claws in its current state (terrible damage for the channel time).

In a pvp match forcing a foe to dodge at over 600 range from a weapon skill is something you can use to your advantage though. You know by defalt people only get 2 dodges and if the blow one at 700-900 range thats kinda a big deal that is if you pay attention to that sort of thing

Axe auto still bad. 10%?

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ZDragon.3046

the axe’s problem was never its range. It was its lack of useful abilities that hindered it. Even with 900 range on the first two attacks unholy feast is still 600 range. Arguably its most useful skills is still stuck in that range and this also causes another problem since the axe can’t keep people from running away from you when they’re beyond that 600 range. So, in my opinion the range buff was absolutely pointless.

I still see no reason to take this over the staff. Even with its vulnerability and boon corruption it wasn’t very good and you couldn’t justify taking it.

If I was to make some changes I’d play more into that corruption theme and probably have its damage scale up the closer you are to foes as opposed to the further away you are.

Axe 2 damage, when used at the right moments, is actually rather nasty as it provides a nice nasty burst of damage. The auto does not and 3 is made to hit multiple targets (I just question why its functionality is boon corruption.) which is ok ish.. I mean retaliation per target you hit. I dont think the skills are not totally un-useable. The range change is a massive boost. The problem i found more often with axe than anything was losing damage due to being out of range.

Axe auto still bad. 10%?

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Posted by: ZDragon.3046

ZDragon.3046

One of the reasons we are more conservative about axe when it comes to balance is because axe uses a unique attack action in our game that cannot be avoided using positioning. Normal melee attacks have an attack arc and normal ranged attacks use projectiles. Enemy players can use positioning and movement to avoid these attacks. Axe 1 and 2 by contrast just hit you when you are in range regardless of your positioning. While some utility skills (like Corrupt Boon) also use this targeting method, it’s rare on weapon skills and thus we are wary of buffing it too much.

As for the animation on axe 1, it was changed because of an exploit with cancel casting that allowed players to get significantly more damage from the skill by continually canceling it. At the time I tried to just adjust the original animation so we could keep it but due to its construction that ended up not being feasible. The resulting animation looked extremely choppy and didn’t sync well across races. You are always welcome to make suggestions on alternate animations you’d like to see, but going back to the original animation at this point is extremely unlikely.

And with that I call this case closed lol.
The animation never bothered me that much as i play a charr and eather way it looks charr-ish… to me maybe on races like asura i can see how it would bug people with the change.

Axe auto still bad. 10%?

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ZDragon.3046

Here’s the issue with the Axe autoattack: there’s very little counterplay to it, less so now that the range has been increased. This means the damage can’t be too high or it becomes incredibly obnoxious. Without having done extensive testing, I’d estimate 10% is probably on the high end of balance-able. If Anet wants to improve the Axe further (and I suspect they probably should), they’ll need to give it something other than just additional damage.

Mesmer greatsword autoattack would like to have a word with you.

Great sword auto attack range is virtually point blank though.

Mesmer GS aa is 1200 range and scales by the further they are the more damage it deals.

It also hits multiple targets if foes are close to the one the mesmer is targeting.

Axe needs to be able to hit foes near your target for some cleave. The damage is meh…. but its not like too bad considering its instant hit on use (no projectile travel time and it can’t be reflected) I mean for what it does… its ok ish…. But now that it has 900 range you cant expect it to be buffed much more than maybe hitting up to 3 foes max if they are close to your focused target.

Plus the fact that axe is a 1h weapon. I wish axe had a pull or something….that would be fantastic as we don’t have near enough pulls as we should for our lack of mobility.

I didnt even consider that but you are right its a one handed weapon. Its not going to have the strength of a gs attack even on autos. The comparison to mesmer GS was not really a good thing to go off of i guess. I still hold to my cleave suggestion though ^^;

Spiteful Spirit - No CD reduction

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ZDragon.3046

Ive played around with this trait.

Its fun, but still better off going with 20% damage or signets of suffering even if you use a hybrid condition build.

Honestly maybe because this affects DS entry so directly it should be rolled into one of the soul reaping traits. Just my suggestion. IT could be tagged onto foot in the grave or vital persistance. opening up something more worthy of a grand master in the spite line. It only will work on entry on DS so its at least once every 15 seconds..

This is one of those necro traits that i feel Robert should re consider working with because its a condition focused trait in the power line on necromancer :/ It just does not fit here and is not impactful for a grand master as the other 2 grand masters are.

That skill in general is a problem on axe the fact that it converts a boon to a condition on a power weapon is a bit of a “Why is this on this weapon?” Ive always questioned that but used it quite a bit more often in the recent updates in pvp. Sometimes you can get a lucky boon corruption like agies into confusion or something.

Axe auto still bad. 10%?

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ZDragon.3046

Here’s the issue with the Axe autoattack: there’s very little counterplay to it, less so now that the range has been increased. This means the damage can’t be too high or it becomes incredibly obnoxious. Without having done extensive testing, I’d estimate 10% is probably on the high end of balance-able. If Anet wants to improve the Axe further (and I suspect they probably should), they’ll need to give it something other than just additional damage.

Mesmer greatsword autoattack would like to have a word with you.

Great sword auto attack range is virtually point blank though.

Mesmer GS aa is 1200 range and scales by the further they are the more damage it deals.

And hits more targets.

Any serious mesmer would tell you though that it’s GS auto attack damage is crap… even at max range. Mesmer GS really shines because of mirror blade and the iBerserker phantasm. Oh and of course it’s knock back skill.

This is also true. Even at scale its not the way to go about effectively killing some one.

I dont expect axe damage to get any stronger but the range is a massive buff to making it more useful even if its jus to scrape that last 5% of hp off a mob or enemy. I still hope for maybe minimal cleave.

Axe auto still bad. 10%?

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Posted by: ZDragon.3046

ZDragon.3046

Here’s the issue with the Axe autoattack: there’s very little counterplay to it, less so now that the range has been increased. This means the damage can’t be too high or it becomes incredibly obnoxious. Without having done extensive testing, I’d estimate 10% is probably on the high end of balance-able. If Anet wants to improve the Axe further (and I suspect they probably should), they’ll need to give it something other than just additional damage.

Mesmer greatsword autoattack would like to have a word with you.

Great sword auto attack range is virtually point blank though.

Mesmer GS aa is 1200 range and scales by the further they are the more damage it deals.

It also hits multiple targets if foes are close to the one the mesmer is targeting.

Axe needs to be able to hit foes near your target for some cleave. The damage is meh…. but its not like too bad considering its instant hit on use (no projectile travel time and it can’t be reflected) I mean for what it does… its ok ish…. But now that it has 900 range you cant expect it to be buffed much more than maybe hitting up to 3 foes max if they are close to your focused target.

Necro Changes!

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ZDragon.3046

Condition duration is becoming a lackluster thing on all other professions I dont see why necro is still being held back by it. IF we look at engi and mesmer their conditions don’t last very long but they hit very hard because of the number of stacks applied. Necros can’t apply very many stacks so they want to try and make up for it in condition duration…. not really a good bonus these days like it was back 2 years ago.

I don’t see why that would be the case. It would be even better on things with short durations since you will likely get the full use out of the stat. Not sure what you’re on about, please elaborate.

Also I’d still definitely take Lingering in PvE. I have enough weakness with CPC and D5.

Even with the duration bonus the bonus of this trait being a grand master hardly feels rewarding over the other options for what it does. It helps you sustain conditons slightly longer on foes but non AI foes will be likely to clense conditions off meaning the 50% duration is a flat out waste. Because they want necro to build up damage over time instead of instantly necro can never really be viable through condition application.
Im suggesting that to fix this the devs should consider upping the number of stacks on these skills through the use of that trait.

What im thinking in simplfied way.

For example duration
you bleed someone for 10 seconds 5 stacks at max ramp (Lets just assume 100 per second per stack) with your attacks, but they cleanse the bleed at the 4th second. 60% of its duration was wasted. The bleed ticked 4 times so 2000 damage.

Lets assume here the Devs don’t give us duration with that trait but more stacks instead
You bleed someone for 6 seconds at 8 stacks with your attacks at max ramp, but they cleanse at the 4th second again. 33ish % of your duration was wasted. the bleed ticks 4 times doing 3200 damage.

I know max ramps would have alot more conditions, but im just usin this as a small example.

Most professions at this point have enough cleanse that longer durations are not going to matter. Most other professions to me seem to have these shorter durations that stack fairly and will do more damage in a shorter time than one would get trying to ramp up over a longer period of time.

Necro seems to be stuck with the problem of just have such a slow ramp up time but even when you get ramped up its not as rewarding as a profession that can burst you in easily 25% of the time and deal more dps even though they conditions didn’t last as long. It comes down to having more stack application or more condition variation not so much duration. Dont get me wrong Duration will help you deal more damage in the long run for sure but it seems that necro is too focused on duration when it comes to scepter and the stacks/veration is still a little lacking.

The only time Necro gains great dps condition wise is if they piggy back off another conditions by xfer or in pve blasting the focused target with epidemic.

Maybe you can help me see things the other way around if you have better examples. Ive got open ears.

Necro Changes!

in Necromancer

Posted by: ZDragon.3046

ZDragon.3046

not as many things as i hoped for, its a very tiny balance patch. but what was implemented is pretty good imo. Scepter is better now (more bursty is better then condi duration), CPC is much better, axe changes are a good start (needs a lot more though). What i would like is LF generation on off hand dagger, Its the weapon with most scepter synergy but your LF generation is very bad. Dunno why dagger is the only offhand without LF skills. Adding some LF there would be huge to really bring scepter condi into meta pvp.

Good start, but there is lot of work still to be done.

Bursty AND duration is what we need. We shouldn’t have to debate which form of 30% less dps we have to take… we should be competitive in our dps.

We dont need that much duration. I would take bonus stack per skill use over duration. The durations we have now are ok ish… but long conditions are a thing of the past I dont see why people calculate conditions here on the forums as if a enemy player will allow the full duration of a condition to stay on them. Even some pve mobs and bosses dont allow this to happen. The durations we have now are fine. What we need are better stacks without using duration to achieve this effect. I think a trait for 100% or even 50% duration is utterly pointless with the speed that scepter has currently. IF we swung the thing as fast as guardains do then it might be ok, but sense that is not the case i dont think duration is helping us at all. Duration through runes and food is ok but not in this trait It could be something so much better.

Necro Changes!

in Necromancer

Posted by: ZDragon.3046

ZDragon.3046

Spot the error.

LOL not scaling with movement wtf xD

Well yeah that skills useless af

Well, the upside is that my very short and basic testing seemed to indicate that it’s only the tooltip that is wrong, the torment still works as it should. :P

Its alot shorter than i expeced 4 seconds is not very good for a 3 scepter skill. I was expecting at least a 5 second baseline for it.

Well, remember it’s 6 seconds traited, then any condition duration you’ve got on your food/utility or runes.

I wouldnt take that trait over weakening shroud though. Weakening shroud will benifit you more than the 50% duration bonus. Honestly we could do away with the duration bonus completely and change that trait to apply bonus stacks on all scepter skills
AA
2 bleeds > 2 bleeds > 1 bleed 2 poison
Skill 2
Cant do much about the cripple here
4 bleeds instead of 3
Skill 3
3 stacks of base torment

^
This would make that scepter trait actually worth something imo. Over 50% duration

period. This would cause ramp up to spike to a much higher speed and make the weapon more bursty overall. Condition duration is becoming a lackluster thing on all other professions I dont see why necro is still being held back by it. IF we look at engi and mesmer their conditions don’t last very long but they hit very hard because of the number of stacks applied. Necros can’t apply very many stacks so they want to try and make up for it in condition duration…. not really a good bonus these days like it was back 2 years ago.

Necro Changes!

in Necromancer

Posted by: ZDragon.3046

ZDragon.3046

Reaper isn’t solid… it’s hard countered by anybody with a ranged weapon.

Life blast and doom are gone & scepter/axe/staff provide next to nothing damage.

Until the weapons are fixed, reaper is garbage.

Thats called being fair reaper converts necro into a high pressure melee brawler. You cant expect it to have ranged pressure anymore of course its countered by range play. Thus its actually is solid.

The problem is baseline necro not Reaper.

“High pressure melee brawler.”. —->. No defenses close ranged slow highly telegraphed glass cannon, with no other means of pressure. (and middle of the pack DPS in optimal circumstances)

This game shouldn’t be throwing around hard counters so generously.

All games do. There wouldnt be much point to any game if things didnt have hard counters it would mean that any profession would do nothing better than the other in any situation. While gw2 is a bit more free with this as many professions can do many different things the majority of them still do have counter play to them. Remember these elite specs offer more options to the profession they are not advancements that will forever change your character. This is necro’s melee option.

For what it is alone, just looking at reaper itself its ok… its not the best but its not bad either. Sure it could be better in many ways with the changes of a few traits but…. its still pretty solid. I would say the most un-solid one right now by just eyeballing them would be Dragon hunter and Druid. Not every ranged weapon will promise defeat of the reaper either. Ive beaten quite a few rifle engi’s and longbow rangers with it. Its harder but still doable. Not impossible.

Necro Changes!

in Necromancer

Posted by: ZDragon.3046

ZDragon.3046

So, scepter just got a buff to both its baseline and it’s traited version. Total amount of baseline ticks increase. Total amount of traited ticks remain roughly the same but you stack AA bleeds faster.
Same with Grasping Dead. Minimal damage gain through partial ticks when traited but the baseline is stronger.
Feast of Corruption lost what never should’ve been there(power per condi on a condi weapon) and got some conditions and more reliable LF at the cost of max LF generation. Torment not scaling with movement is likely a skill fact bug.
CPC buff quite welcome even if it lost a few ticks in the process though it maintains higher stacks now. I’d say it’s a net gain.
Axe is a step in the right direction. Gonna have to play with it to make further comments.
Rest is mostly bug fixes.

^

Thank you for understanding that
“Feast of Corruption lost what never should’ve been there(power per condi on a condi weapon) and got some conditions and more reliable LF at the cost of max LF generation.”

I could get why people would be mad over that if AA and 2 had more power connected to them but because they dont and are condition based it made no sense to have a power based bonus on a condition weapon and that should have never been written that way to start. If anything the axe 3 should have had that kind of bonus attached instead. Axe is a power weapon yet its 3 skill has boon conversion to condition WTF :/

Necro Changes!

in Necromancer

Posted by: ZDragon.3046

ZDragon.3046

Reaper isn’t solid… it’s hard countered by anybody with a ranged weapon.

Life blast and doom are gone & scepter/axe/staff provide next to nothing damage.

Until the weapons are fixed, reaper is garbage.

Thats called being fair reaper converts necro into a high pressure melee brawler. You cant expect it to have ranged pressure anymore of course its countered by range play. Thus its actually is solid.

The problem is baseline necro not Reaper.

Necro Changes!

in Necromancer

Posted by: ZDragon.3046

ZDragon.3046

Spot the error.

LOL not scaling with movement wtf xD

Well yeah that skills useless af

Well, the upside is that my very short and basic testing seemed to indicate that it’s only the tooltip that is wrong, the torment still works as it should. :P

Its alot shorter than i expeced 4 seconds is not very good for a 3 scepter skill. I was expecting at least a 5 second baseline for it.

Staff Autoattack speed is still bad

in Necromancer

Posted by: ZDragon.3046

ZDragon.3046

The staff auto attack speed of the projectile is still really unreliable. It would make sense for a class such as necromancer who apparently by design are based around long cast timed skills would have reliable auto attacks to at least provide a counter to blinds and such.

Staff autos are still really annoying to land because of the undesirable velocity of the projectile.

After seeing the druid staff it really makes me wish we had something of that nature on our staff autos.

When you think of auto attacks in pvp you think about things you generally can’t face tank that force you to line of sight, or avoid with counter pressure such as ranger longbow, mesmer greatsword, ele scepter, warrior anything, etc. But with necro staff autos you can face tank them and still be fine.

From a PVE perspective I feel so useless switching to staff on necro even though it has great utility, a more reliable auto attack would even a tiny bit help the current necro PvE crisis I’m always reading about.

Go ahead and give this post up man its not changing any time soon. You cant compare druid and necro staff auto attack to each other. Staff casting on all professions are slow Druid is not any faster either it just looks like it because its a mulit hit beam based attack.

The only reason to use staff auto is to pearce multiple targets to gain life force beause you have no other options of gaining it. Or as someone else said you won by a land slide.

The marks could use some buffing but the auto attack is the way it is for a reason.

Necro Changes!

in Necromancer

Posted by: ZDragon.3046

ZDragon.3046

Spot the error.

LOL not scaling with movement wtf xD

Well yeah that skills useless af

Necro Changes!

in Necromancer

Posted by: ZDragon.3046

ZDragon.3046

I feel like in smaller fights these scepter changes are actually pretty good. On large scale fights not so much. The 8% + 1% per condi makes it more reliable in small scenario situations. It’s much more reliable than the 3% per condi if you are the only one applying conditions. The torment will possibly add as nice spike burst in condi dps personally im not sure why damage was ever attached to scepter 3 in the first place its a condi weapon not a raw damage weapon. The AA changes don’t wow me but its an AA how many professions do you know that have a AA chain that applies conditions without traits? You cant expect AA with the same burst as engi using p/p.

Ramp up is still going to be painfully slow sadly which they just need to do away with. The attack speed could have been adjusted slightly to make up for this but what can you do right…

Adding 1 bleed to grasping dead and making it longer baseline is not really that much of a buff. The thing thats going to make and break scepter here is the 3 skill. So once people start playing around with it we will know quick if scepter became more useless than it already was imo.

Incoming War Buffs

in Warrior

Posted by: ZDragon.3046

ZDragon.3046

To be honest these updates are kind of useless.

Rifle damage was already OK. It is hampered by its range, lack of utility and synergy with warrior traits, and lack of defense.

Shield is already good and this might just put it above everything else making every warrior x/sh gs. Buffing something that already worked is stupid when there is so much that sucks.

Rousing resilience will still be trumped by both the other gm traits. Pretty much no reason to ever take it.

Last stand is a good update. It can compete with ci in builds now.

So basically warriors are in the exact same spot except that shield is stronger and you will have more people running last stand and frenzy so bad players can complain about how the big bad warrior stunned them with shield flury and gibbed them with 100 blades.

Ahhh back to the good old days huh lol remember those matches on raid on the caprcorn when warriors did that and no one had the reaction time or proper builds to get away from it.

Incoming War Buffs

in Warrior

Posted by: ZDragon.3046

ZDragon.3046

shame that axe skills and traits are still complete garbage compared to the greatsword

hmmm maybe because its a kitteng greatsword…. cant really expecta rinky dinky axe to hit like a gs dps… if it did you would just argue that greatsword skills and traits were not good enoughy anymore shrugs :/

D/D isn't THAT Op.

in Elementalist

Posted by: ZDragon.3046

ZDragon.3046

I think the nerfs were justified. It’s just that I see many other overpowered things that are never complained about.

Hopefully this helps balance a little but people can’t complain about celestial being super sustained, as that’s it’s purpose….on any class that utilizes it well, even engineer.

The problem was that ele could bypass the drawback of lacking damage when using cele with using might on cantrips. Now that the might is being stripped from the cantrips they have a loss of 12 might from the build. IT wont hit nearly as hard or condition nearly as hard and will be brought into line with how cele works on other professions IE engi/necro/ranger etc. It will be good just not godly.

Zerker nerfed. Cele untouched.

in Elementalist

Posted by: ZDragon.3046

ZDragon.3046

Its kinda funny that only eles think this change is unfair.

While im sure this hit zerker hard it did hit cele too. The reason it hit cele is because cele was still good damage with much less risk and with the might stacks your damage in power and condition could get kitten close to Mara, or Carrion type damage. While allowing you to be fairly defensive and heal like a boss. Ele was a god any time it ran into 1v1ing another profession. This should never be the case for any profession. Ele is becoming just as it should be for what it can do.

Im gonna be proud to stomp eles who continue to try and bs their way around with d/d come Tuesday. Instead of raging you could go ahead and spend time using other build options >.>.. Vigor uptime should have been nerfed long ago and they said that was happening across the board on all professions who had traits like that. So im sure it just wont be ele.

You are the person whining here.

D/D Ele will still running around with Perma vigor and 8s ICD of BA isn’t really changing a lot for D/D, for me, I don’t care less I was not using the traits that is nerfed anyway.

What is hit really hard is glass cannon Scepter/X Ele and I am sorry for you but you will only see more of urs hated D/D Eles around, that will be only effects of these nerfs.

Lol im not whining actually i dont main ele i do play it but my go to is necro so i could care less about ele nerfs im happy that i dont have to be lucky blown up by crossing ring of fire one time and getting 12 burn procs. And the might off cantrips will stop them from being stupid op with tanky builds. Cele will still be good it just wont be godlike. As for your perma vigor no not really… if you choose to still run cantrips you will have a high amount of vigor but you won’t be able to permanently maintain it. if you ever gett boon converted or stop fighting because of having to retreat/get interrupted with cc for too long. Before one could maintain vigor without cantrips with minimal boon duration and even without it because of the 5-second boon and 5-second icd now with that going to 10 thats a big gap to fill. With the lack of 12 might from cantrip your d/d damage is going to drop a good bit on every build.

and every d/d ele i see im going to stomp

You have better chances on scepter honestly. I find scepter harder to fight than d/d in most cases.

(edited by ZDragon.3046)

WTF A-net...

in Elementalist

Posted by: ZDragon.3046

ZDragon.3046

You should calm the eff down we dont know that that warrior signet is not going to change. They said vigor was being adjusted across the board also…. You will still have vigor on cantrip use just not the mgiht >.>
Stop crying…. god….

Its not like warrior has teleport skills or something like eles do, or access to 20 skills at any time they want.

Elementalist Overall Condition Damage

in Elementalist

Posted by: ZDragon.3046

ZDragon.3046

Torment in the burning line? I cant agree with that.

The only place torment May go on ele is probably in earth but that’s about it…. and even then that’s a long shot its kind of out of place on ele honestly.

I always ran signet ele so the burn changes hardly feel bad to me and the loss of might to me is not a big deal either…. I guess its a good thing im not use to playing cantrip cheese when i do actually play ele.

Zerker nerfed. Cele untouched.

in Elementalist

Posted by: ZDragon.3046

ZDragon.3046

Its kinda funny that only eles think this change is unfair.

While im sure this hit zerker hard it did hit cele too. The reason it hit cele is because cele was still good damage with much less risk and with the might stacks your damage in power and condition could get kitten close to Mara, or Carrion type damage. While allowing you to be fairly defensive and heal like a boss. Ele was a god any time it ran into 1v1ing another profession. This should never be the case for any profession. Ele is becoming just as it should be for what it can do.

Im gonna be proud to stomp eles who continue to try and bs their way around with d/d come Tuesday. Instead of raging you could go ahead and spend time using other build options >.>.. Vigor uptime should have been nerfed long ago and they said that was happening across the board on all professions who had traits like that. So im sure it just wont be ele.

Replacing Burning Fire

in Elementalist

Posted by: ZDragon.3046

ZDragon.3046

say good buy to those 12 might you use to sustain your damage in tankyer builds

……
………..
Gonna have to build a bit more ballsy now i guess. good luck

I agree the trait needs new functionality but cantrips shouldn’t have any offensive ability attached to them. I agree that the might should stay removed but the trait burning fire needs to do something else in its place. Cantrips already have regen and vigor attached to them from water line so….. that should tell you how they were intended to be used defensively.

The only thing I could honestly see the trait attaching to now is glyps maybe…

But then again this trait was super strong for a adept level trait maybe its fine just not having any bonus functionality. Maybe now others will start to use different things in the fire line…… and then just maybe….. in some months we will see it get fixed up with something but for now put some of those cantrips away and prepare to go back to your arcane use.

Balance Changes

in Ranger

Posted by: ZDragon.3046

ZDragon.3046

About time eles got shafted like every other profession has been at some point or another. I’m happy with the changes how ever….
I am scared that everyone will now just go back to arcana scepter burst which is also challenge to deal with as it is now. And scepter damage is getting a buff o.o

Druid Healer Confirmed - Feedback [merged]

in Ranger

Posted by: ZDragon.3046

ZDragon.3046

Am I the only one who thinks the staff and Druid should be condition damage and healer?

Would be too strong..
slam some conditions on and run like a coward while healing and letting the conditions tick on your foes

That would be my guess as to why its not done that way.

Druid Healer Confirmed - Feedback [merged]

in Ranger

Posted by: ZDragon.3046

ZDragon.3046

I’m seriously not sure how he got away with some of those traits though… The traits are ridiculously op in every stage.

Adept should not be that impactful
Master should be impactful
GrandMasters should be the Game changing traits

But in the case of the Druid almost all the adept and master traits are worthy of easily being as game changing as a grandmaster trait. The effects and ICD’s are stupid short. This guy should have honestly been overall the profession specs IMO.

Tempest being support is totally trashed by druid and makes me really wonder why the hell they even bothered to make tempest now. I hate to say it but in this case they did save teh best for last.

Since the Scrapper Reveal

in Engineer

Posted by: ZDragon.3046

ZDragon.3046

Then why are people complaining that the grenade kit outdamages a weapon with three leap finishers, a block, and a reflect?

People are complaining about the autoattacks, not about whole kit rotations.
It’s all about having an autoattack that won’t lose out to a kit autoattack.
Cause what will happen otherwise is that people will use those “three leap finishers, a block, and a reflect” when they aren’t on cooldown and switch to some kit for the rest of the time.

I’m sorry if you find what I’m saying offensive, but PvE players are exhibiting precisely this mindset in this thread. All they care about is DPS.

Maybe if DPS wasn’t the only thing that mattered in encounters for over three years, people wouldn’t have such a mindset.
Especially seeing what happens when they make tools supposedly purposed for other roles (med kit says hello).

Simple solution to end this problem… Nerf the grenade kit more…. oh whats that.. you dont agree.. ok then shush up. GAWD… Stop whining so much and stop trying to get more free damage lol. No one says you have to use a hammer you still have rifle and p/p. All you guys are gonna do 2 months later is say Hammer AA is super strong… nade kit is weak…. Nade kit should be better cause you have to give up a slot for it….. Buff nades……pls…..

(edited by ZDragon.3046)

Since the Scrapper Reveal

in Engineer

Posted by: ZDragon.3046

ZDragon.3046

The vuln/might don’t really contribute much to PvP since you don’t really AA there and the vuln/might is generally redundant in good PvE groups anyways.

On a tanky bruiser thing (like a cele ele) you do plenty of auto attacking. This role is just overwhelmingly filled by d/d ele currently so you don’t really see other classes doing much of that.

LOL they do auto attacking because it contributes to healing them signet of renewal Thats a large reasoning for auto attacking and ele auto attacks are not chain attacks. If not for the healing you wouldn’t see ele’s using auto attacks because outside of staff they dont hurt at all (Except for lighting whip… its the only auto attack that actually deals some damage).

(I think you should get a better reference, the playstyles are too different to compare what you are talking about to an Ele AA)

(edited by ZDragon.3046)

Reaper Changes for BWE3

in Necromancer

Posted by: ZDragon.3046

ZDragon.3046

You can get a max of 50% chill duration

In pvp you can get a max of 70% on a reaper. 20% from cold shoulder, 30% from runes of ice or grenth, 20% from sigil of chilling. 1s-> 1.7s , 2s -> 3.4s , 3s-> 5.1s , 4s -> 6.8s, 5s -> 8.5s

While the actual duration of a condition is never rounded, the display in a skill’s tooltip will show the duration rounded to the nearest quarter of a second (0s, ¼, ½, ¾ and 1s).

@About Deathly Chill
I would say it wont ever do more damage than terror because how easy chill is to access compared to fear. Though terror is also master tier so who knows.

I was pretty sure the cap even though you can equip stuff for more than 50% was 50% though? (Butttt… i could be wrong I just know i never felt that i needed more than bonus 50% total for my build to be effective.

Upcoming Revenant changes for BWE3

in Revenant

Posted by: ZDragon.3046

ZDragon.3046

It just hit me, if Unyielding Anguish doesn’t have a CD, then this skill is directly conflicting with the nerfed EtD. They both do the exact same thing, pulsing torment in area, just in a different way. Kinda like stability and break bars, they’re essentially duplicate functionalities, UA probably being the winner cost-effective wise. Even more reason not to change EtD!

Your posts literally blow my mind. You seem to be the most unreasonable person in this entire forum. I get that you are upset that Mallyx lost a lot of flavor I am too ,but some of the things you say are just completely void of logic. There are plenty of reasons to use EtD. Reason 1 EtD will be vastly superior to UA on any target that is moving period. You can move out of UA as long as the Rev is near you you cannot move out of EtD. EtD also provides a 10% stat increase where as UA provides chill. They both have their uses and EtD is definitely still deserving of being called an Elite. Please control your rage and use logic when you type.

A stack of torment per second is worth an elite? Are you serious? I am not even gonna continue this conversation with you lol

With a 10% stat increase yes. Especially when he plans to lower the cost and make torment do more damage on targets not moving.

Aside from a loss of flavor these changes make Mallyx significantly stronger then its previous iteration. I am going to miss displacement if it doesn’t get re-implemented ,but these changes really improve the Legend. Previously Rev’s could barely apply condis to their target if they weren’t getting slammed with condis themsevles. Not every opponent applies a ton of condies. If you were fighting a Power based opponent you barely did any damage to them because the only real condi application you got came from the mace and from a skill that you can easily move out of it. This is a huge step in the right direction at a cost to flavor sure ,but there can be a compromise.

Allow me to chime in on thise.

First off the displacment was causing game issues. I can see why it was removed im fine with that but I do think the 10second cooldown is too much. The cooldown should at least = the duration that the Aoe can stay up.

The elite was nerfed without reason. Roy has yet to answer my question as to what reason the condition copy was stripped from Mallyx. Without a doubt at -8 energy per second 1 torment stack (Which was already there) and 10% stat increase (which was already there) is not worth the cost or worthy of the elite skill. If they intend to remove the condition copy then something else should have been added to compensate for it. Maybe if it was 4-5 stacks of torment per second at least it would be worth it.

My suggestion is to make the elite view how many conditions are on you currently so if you have 6 different conditions applied to yourself from others then 6 bonus stacks of torment every second. So in total the elite is now doing 7 stacks per second. This makes the elite situational and rather more valuable than it sits right now as of these changes. Mallyx is supposed to get stronger as more conditions are applied to it. Banish enchantment is stronger when you have more conditions on you I don’t see why Embrace the darkness is not.

The whole thing with condition copy was the fact that it could send many conditions back to your foes making the elite rather deadly if you had a lot of conditions on. Now its not threatening or game changing at all. Ther is no pop, no wow factor, and no one is gonna think twice to keep beating your face in when you activate it.