Showing Posts For Zefrost.3425:

About Frontline Reaper Commanders

in WvW

Posted by: Zefrost.3425

Zefrost.3425

Maybe get good and keep up with the necros mobility.

So why wasn't gliding in new maps?

in WvW

Posted by: Zefrost.3425

Zefrost.3425

So, at some point along the development process – since the WvW maps were being designed at the same time as Heart of Thorns – didn’t any of the designers ever say,

“Hey, what about gliding? Shouldn’t we add that to WvW?”

No? Okay, wow. Because there is literally no good reason that the new maps weren’t designed with gliders in mind. Which makes no sense considering the verticality. Too much verticality, btw.

Especially from a marketing point of view. Did no marketers say, “We should add gliding as a feature to the new WvW maps but only people that purchase Heart of Thorns can glide.”

No? I would post an insult about the marketers but that would be bad in Anets eyes.

Anyways, that’s my post. Bye.

Tempests are Bullies

in PvP

Posted by: Zefrost.3425

Zefrost.3425

Doesn’t matter how good the reaper is if the ele is just as good. You won’t kill it.

And ya, going with what the other poster said. Berserker necro doesn’t fair any better. I’ve been using it quite a bit and the damage is insane… but against a tempest? lol. K. You can’t even 100-0 a tempest with zerker amulet with spectral mastery in a full duration lich form. Balanced. You’ll be lucky to do 50% damage to a good ele. And if you somehow threaten their life (which you won’t) they’ll easily escape.

Best example is the frost aura of the balancedness: ele runs away with frost aura: GG you can’t catch him because hitting him chills you. Oh yeah, and it gives him 10% decreased damage. Good game.

"Passively become invulnerable every 20s"

in PvP

Posted by: Zefrost.3425

Zefrost.3425

That 1 second of resistance is pretty crazy, am I right?

Yes, actually, since you can avoid over 9000 damage passively.

If you have say, 5 bleed, chill, cripple, vuln and some torment that’s probly over 9000. Because, if you aren’t chilled or crippled then you can actually move to prevent the rest of the like 6000 damage from physical attacks. And chill doesn’t affect you for 1s = your cooldowns are up quicker = blocks and heals.

And since that happens 3 times per minute…? kitten that’s a tanky rune. I’d say it prevents over at LEAST 27k dmg in a match. Might even be closer to over a million dmg per episode, even.

Vacuum calculations sure are fun, eh?

I want to see his reaction when he finds out just how much damage his armor rating prevented.

Celestial Ele with Soldier runes in PvP has an armor rating of 2548 outside Earth attunement. Let’s say he took 40,000 damage in a match. Armor rating alone prevented 101,880,000 damage.

https://youtu.be/kos7VKcIQTI?t=46

"Passively become invulnerable every 20s"

in PvP

Posted by: Zefrost.3425

Zefrost.3425

That 1 second of resistance is pretty crazy, am I right?

Yes, actually, since you can avoid over 9000 damage passively.

If you have say, 5 bleed, chill, cripple, vuln and some torment that’s probly over 9000. Because, if you aren’t chilled or crippled then you can actually move to prevent the rest of the like 6000 damage from physical attacks. And chill doesn’t affect you for 1s = your cooldowns are up quicker = blocks and heals.

And since that happens 3 times per minute…? kitten that’s a tanky rune. I’d say it prevents over at LEAST 27k dmg in a match. Might even be closer to over a million dmg per episode, even.

"Passively become invulnerable every 20s"

in PvP

Posted by: Zefrost.3425

Zefrost.3425

rune of durability is balanced.

it does not make you invulnerable.

But Rune of Durability with the other garbage “balance” is invulnerability. If you can’t die, you = invulnerable. The dictionary definition of invulnerability is: Impossible to harm or damage.

Welp, there you have it. Since you can’t harm or damage these skillful players they = invulnerable.

"Passively become invulnerable every 20s"

in PvP

Posted by: Zefrost.3425

Zefrost.3425

That’s what Rune of Durability might as well say.

Why do you even add this stuff to the game? Like, no, really. What actually goes through your heads? Who is the guy that designs this stuff? No professional game balancer would add such passives.

Balance the game please.

In other words, nerf everything to warriors level.

(edited by Zefrost.3425)

Traids: soul eater, back to the roots?

in Necromancer

Posted by: Zefrost.3425

Zefrost.3425

Just have the trait make gravedigger heal you for whatever damage it does, then it’ll actually be viable to cleave downed bodies or jump directly in the center of a fight.

Did I mention I don’t give a kitten about PvE?

Gravedigger problem...

in Necromancer

Posted by: Zefrost.3425

Zefrost.3425

Berserker Necro is, IMO, the most fun Necro build that you can play. But the problem I’m finding with Gravedigger is: why would I want to use gravedigger when my opponent is so close to death? I’d rather use a fast hitting attack that’s more likely to hit.

Example: I set up epic esports combo and opponent is now lower than 50% health. HERE COMES THE BIG HIT!!!!! HNGGGG!! 10K PLS!! Annnnnd the opponent blocked or dodged or blinded or whatever.

Makes more sense to switch to axe and use ghastly claws to finish the opponent off.
So… unless combat is going to get a new mechanic where massive hits like gravedigger or eviscerate “OVERKILL” the opponent instantly defeating them without downstate, Gravedigger should change.

Personally, I’d rather have an overkill mechanic introduced to this game. That would be huge. The thief already has one.

Diamond Skin Suggestion.

in PvP

Posted by: Zefrost.3425

Zefrost.3425

Ya it’s not like you can’t remove chill on dodge or anything lol. Or use svanir runes.

But I do agree that ele needs some changes to make other builds viable.

Too much qq in this game

in PvP

Posted by: Zefrost.3425

Zefrost.3425

New players shouldn’t be allowed to post since devs read forum comments and when they read comments like that, they go, “Hmm. That guys right! Balance is fine!

Should be required to have played 5000 matches in PvP to post in PvP forum.

Ive actually played around 8k games, but whatever. Also only noobs qq about balance. Balance in this game is fine besides war/thief which needs to be brought up to other elites level

I agree just keep buffing everything endlessly

Too much qq in this game

in PvP

Posted by: Zefrost.3425

Zefrost.3425

New players shouldn’t be allowed to post since devs read forum comments and when they read comments like that, they go, “Hmm. That guys right! Balance is fine!

Should be required to have played 5000 matches in PvP to post in PvP forum.

(edited by Zefrost.3425)

PLease dont say "GG" when you play the meta

in PvP

Posted by: Zefrost.3425

Zefrost.3425

I like to say “GG waypoint” to rub it in when the match deserves it. I know it’s supposed to be GG WP for “well-played”, but nah. If you lost you didn’t play well. It’s like, good game but go back to the waypoint again scrub!

rekt everitime

Buff NCSY To Counter Bunker Mesmer

in Necromancer

Posted by: Zefrost.3425

Zefrost.3425

Yes I know we have unblockable marks and warhorn daze, but those don’t really do anything. Having a timed duration of unblockable attacks adds much more pressure.

Buff NCSY To Counter Bunker Mesmer

in Necromancer

Posted by: Zefrost.3425

Zefrost.3425

This shout should get a buff. Not just to counter mesmer, but because it has always needed a buff since it is rather subpar. On the topic of bunker mesmer, however, this skill should help counter bunker mesmer. It has boon removal, grants you unblockable skills and it scales with opponents (mesmers have AI).

It’s just not good enough for taking down bunker mesmers or for anything else, really.

Current Shout
Nothing Can Save You!
Damage foes around you, converting their boons into vulnerability. Your attacks become unblockable for a short time. The duration increases based on the number of foes struck.
- 0.5s cast time
- Unblockable (4s): Your attacks are unblockable
- 5 Vulnerability (10s): 5% Incoming Damage, 5% Incoming Condition Damage
- Boons Removed: 2
- Number of Targets: 5
- Duration Per Target Hit: 1 s
- Radius: 600
- Unblockable

Changes are underlined.
Suggested Shout
Nothing Can Save You!
Damage foes around you, converting their boons into conditions. Your attacks become unblockable for a short time. The duration increases based on the number of foes struck.
- Instant cast time
- Unblockable (5s): Your attacks are unblockable
- Boons Removed: 3
- Number of Targets: 5
- Duration Per Target Hit: 1 s
- Radius: 600
- Unblockable

As you can see, not a very big buff. But that little buff should help it be a viable skill. That, and increasing the amount of health siphoned when using the shout trait, “Augury of Death”.

This won’t overshadow well of corruption, either. These two skills are vastly different. Well of Corruption deals quite a bit of damage, grants life force, is an area denial dark field and can technically corrupt 20 boons. Corruption of 3 boons every 17s-22s and 5s-10s of unblockable attacks is nothing to scoff at. Add some more health siphon to the trait and you have a good skill.

Will it overshadow locust signet with signet mastery? Maybe… but unlikely. Locust signet will still heal for more but it also grants 25% movement speed. Movement speed and trait spread/build variety is what would keep these two utilities from clashing. For example: Signet builds are a totally different – yet viable – build which use more than 1 signet.

Warriors are the only other class that is really capable of such things. Unfortunately, they are underpowered. Would be nice to see a 10k eviscerate (impossible) through a mesmers blocks, though.

My $0.2.

(edited by Zefrost.3425)

Vital persistence

in Necromancer

Posted by: Zefrost.3425

Zefrost.3425

Yeah being blinded by using your healing skill is a nice buff.

Vital persistence

in Necromancer

Posted by: Zefrost.3425

Zefrost.3425

Everyone keeps saying that but honestly, this should never happen in any universe. It certainly won’t help with the insane power creep this game has been getting for years now. I’ve used builds for forever without using this trait. I’ve used it once in awhile but never did I say, “I cannot necro without this trait – I need this trait”.

I see where people are coming from though… it’s the same old problem with Curses, Blood Magic and Death Magic being garbage for all eternity. A few problem traits where changes to the traits that would help with life force spread (more life force options are the issue) are:

Soul Comprehension – Should be some sort of life force gain “while in shroud” trait.
Corrupter’s Fervor – Say what you want but this trait synergizes with absolutely nothing. This trait was just thrown in there so that there’s another trait there.
Master of Corruption – This trait should probably have life force gain and not suck.

Banshee’s Wail – Okay. Be honest, who the hell is using this trait now? No one. No one should be anyway. It’s location and its trait line suck. I’m going to continue suggesting that this trait should change wail of doom to FEAR until it happens – since it should. I’m right – you’re wrong. I don’t care if it doesn’t affect life force like this topic is about, I want it. Now that that’s settled…

Parasitic Contagion – IMO, keep it a health regen trait – but improve it.

We should be buffing the traits that no one actually uses because that doesn’t (shouldn’t, with competent balance team) cause power creep.

Etc.

Off topic but one thing that I do think would make sense is not tying greatsword to reaper. Can you imagine casting a dark path and then pre-casting gravedigger so that it lands when you teleport? Should seriously not be tied to reaper. Melee shroud with melee weapon is bad. This is a playstyle that I would prefer over reaper to be honest. I miss my ranged life blasts. Greatsword would actually be decent enough to work. One of my favourite tricks used to be having tainted shackles immob the opponent then land my axe burst (I know – axe) on the opponent. I would love to immob -> gravedigger.

And then what if we give tainted shackles a trait that inflicts AOE taunt so that 5 opponents come into you for an immob so that you land a kitten gravedigger! One can dream I guess.

(edited by Zefrost.3425)

Possible stronghold meta build?

in Engineer

Posted by: Zefrost.3425

Zefrost.3425

Been theorycrafting which class could possibly fill a roamer role in stronghold. You need to be able to interrupt channels and while the engineer doesn’t really have boon removal, you should have damage to burst an opponent down or as an engineer you could possibly spam enough CC to remove stability stacks.

The biggest problem to overcome for a roamer role is, IMO, a guardian channeling under a sanctuary with stability stacks. A thief can do nothing against this except watch him get the channel. Necromancer can but you wouldn’t want a necromancer for your roamer role. A mesmer might be able to fill this role as well as an engineer but I opt for engineer because elixir R allows for clutch plays. But then again, so does portal.

I think the roamer role is between engineer and mesmer for stronghold.
Anyways, this is what I have came up with You would have sigil of agility as 2nd sigil.

Rune of Evasion is simply pretty good on engineer but it also creates an interesting synergy with evasive powder keg where you deal damage from where you dodged from and you deal damage where you dodge to.

Thoughts?

(edited by Zefrost.3425)

Reaper Cavalier Tank (raids)

in Necromancer

Posted by: Zefrost.3425

Zefrost.3425

I too think a cavalier tank would work. Something like this

You have survivability for yourself, huge DPS, CC, a lot of vulnerability stacking and you have support in the way of signet of undeath and signet of vampirism which is also a DPS heal for allies. Signet of undeath can save a wipe. You will also be granting allies might, swiftness and fury. Not too many things grant fury.

Could possible switch out spectral armor with wurm or something to teleport back out of the “lava”.

It might be possible to have a tank that also heals and does DPS with another class but no tank is going to do everything really well. A cavalier necro should be able to tank and DPS really well.

Can we have Friday night Reset back yet?

in WvW

Posted by: Zefrost.3425

Zefrost.3425

Yea. Our guild raids have like 5 people that lasts for like an hour now. WEEE fun. TY for ruining many of our “sit on kitten after working hard all week” day.

Stronghold

in PvP

Posted by: Zefrost.3425

Zefrost.3425

Then enlighten me. What depth exists in Stronghold?

There are more roles. One that would exist if stronghold took off is a supply bunker with CC to hold control of all of the supply.

SPvP Condi Reaper

in Necromancer

Posted by: Zefrost.3425

Zefrost.3425

For condi reaper the best build I have found so far is

Spite 3 1 1
Curses 2 3 1
Reaper 1 2 2

Carrion

Scepter WH ice and energy
Staff hydromancy geomancy
Grenth runes

Ysim, rise, sol or sop, ps, ctb.

You can swap out shouts for all signets and wurm but if you do swap out of Grenth rune for aristocracy, hoelbrek. Or any other condi related rune that will help.

Reason for Grenth is the chill on heal with chill on hit and condi damage and chill duration. And I found I still have a lot of might during fights even without the duration.

I’ve tried out similar and while I found grenth runes to be rather fun and fitting, I’ve opted for nightmare runes as the best. The %15 duration to all conditions and the fear causing CC (damage if traited for terror)->chill->vulnerability was too good to pass up. The chill when hit proc on grenth runes is negligible, IMO. It’s fear proc vs AOE chill when healing and for me the fear wins.

I also tried your soul is mine and it’s a nice skill but there is one reason that I never ever go for the route where your only condi clears are condi transfers: If an opponent unloads conditions on you and then runs away/negates your abilities/whatever you are toast.

I had this happen against a burn guardian once and I couldn’t do anything about it since he spammed blocks after unloading and I didn’t have unblockable marks. Had it happen in WvW before as well where a condition ranger destroyed me by unloading conditions and using evades/CCs.

To me, consume conditions is just too good to give up even though it has been triple nerfed.

The only way I might be willing to give it up is in WvW if you were to use sunless runes and sweet bean bun food to give you -55% incoming condition duration while still having 25% or more outgoing condition duration. Relentless pursuit on top of that is just lols. I tried that and while it’s fun and trolly, the 1G cost of the food makes it a no go for me.

(edited by Zefrost.3425)

Why Rune of the Reaper is trash

in Necromancer

Posted by: Zefrost.3425

Zefrost.3425

- Suffer! already inflicts chill
- Chilled to the Bone! already inflicts chill.

The chill also only lasts 1 second. The power and toughness stats are fine, but the effect needs to change. Sure, it’s called Rune of the Reaper but IMO, this rune should work for other class’ shout abilities too. And by work, I mean, they should want to use it because it actually does something useful.

How to fix Rune of the Reaper
- Shout abilities now corrupt 1 boon on enemies.
or
- Shout abilities now siphon health. (Better and more balanced option IMO)

(edited by Zefrost.3425)

Nerf the dmg on EVERYTHING

in Revenant

Posted by: Zefrost.3425

Zefrost.3425

As the title says. No other class can insta kill you so hard in WvW. In a 1v1 maybe you have a slight chance but when there are multiple players GF.

15 characters

(edited by Zefrost.3425)

Can't Finish "The Steel Tide"

in Bugs: Game, Forum, Website

Posted by: Zefrost.3425

Zefrost.3425

buuuuuump 15 chars

Can't Finish "The Steel Tide"

in Bugs: Game, Forum, Website

Posted by: Zefrost.3425

Zefrost.3425

I stopped trying to complete the personal story about 3 years ago and I suspect that this was the reason. I still cannot finish The Steel Tide on the Defend Caer Shadowfain part. I tried twice last night and got disconnection errors and then I tried this morning and on my way to rally at the tanks the game randomly – with no warning – kicked me out of the personal story and back into the cursed shore.

Please. I don’t care what bugs there are or how long it takes to fix them. Just mark the mission as completed for me so that I can advance the story and remove that annoying bar from the top right of my screen.

Greatsword Situation.

in Necromancer

Posted by: Zefrost.3425

Zefrost.3425

The problems, IMO, are Death Spiral (greatsword #3) and the greatsword auto attack. The auto attack just needs some tweaks such as putting chill on the 2nd strike and doing something with the 3rd attack.

Death Spiral needs to be more than, “Use off of cooldown because it’s just a damage skill.”

Someone had mentioned it before and I would also like to see Death Spiral turn into a “charge” attack that roots you as your character raises his greatsword and then charges forwards ~600 range or so and acting the same way that it does now. It would simply be a “leap” (charge forward skill).

"Guard!" In stronghold?

in Ranger

Posted by: Zefrost.3425

Zefrost.3425

I have no experience with ranger but I was thinking about roles that classes can fill in this game mode. Is it viable to create a ranger build where the ranger is focused on healing/support to escort doorbreakers/archers and have the pet all buffed out, utilizing the “Guard!” shout to have the pet guard the attacking enemy lane?

Can a ranger’s pet take out the doorbreakers/archers by itself?

Can sword get some improvements?

in Guardian

Posted by: Zefrost.3425

Zefrost.3425

Looking at this from a WvW front-line perspective.
Most guardians run either staff/greatsword or staff/hammer.
I would like to run staff/sword+shield.

It’s the sword that’s lacking.

Sword Auto Attack
This is what I would like to see for the chain:
- Normal slash (150 range)
- Short leap slash (300 range)
- Piercing ranged melee attack (300 range cone)
I would like the second part of the auto attack chain to be a short leap to help keep on the foe and then have the third part of the auto attack chain pierce enemies. Also, remove the “projectile” code of the skill. Keep it melee.

A short 1/4s evade on the leap part of the chain would be nice too.

Flashing Blade
Good skill but the actual hit needs to not be delayed. Also, increase blind radius to 240.

Zealot’s Defense
If you want to keep this skill self-rooting, then improve the tracking of the skill. Also, make the skill a true “block” against projectiles, causing “on-block” effects to trigger.

Really, these are just quality of life changes. Guardian sword auto attack is the definition of “I swung my sword again”, literally, because that’s all it says in its tooltips: “Slash your foe again”. Guardian sword auto attack is currently, literally, just, “Swing and ht 3 foes, then, swing and hit 3 foes, THEN! swing and hit 3 foes again but kinda differently!” How exciting…

(edited by Zefrost.3425)

Force of Will?

in Guardian

Posted by: Zefrost.3425

Zefrost.3425

Is it worth it to (WvW) stack vitality to use force of will? Would an increase of 20%-25% in outgoing healing be similar to stacking high healing power? By stacking vitality (like with sentinels) you will have fairly low healing power, like 100-300.

I don’t seem to read much about force of will.

Combine True Shot with Heavy Light

in Guardian

Posted by: Zefrost.3425

Zefrost.3425

Instead of having the grandmaster dragon hunter trait – Heavy Light – cause longbow to inflict knockback passively (and creating even less counterplay as per usual) add AOE-line knockback to true shot instead. Then “nerf” true shot’s cooldown to compensate for the buff.

Then, change the grandmaster heavy light to synergize with other guardian traits.
Then, bring back the two-handed mastery trait because everyone wants it.
Then, make guardian skills and traits not the worst in the entire game.
Then, when coming to the realization that this is true… get to work.
Then, make guardian spirit weapons not “lol”.
Then, make guardian signets not “lolol”.
Then, make guardian retaliation/radiance traits synergy in general not “roflol”
Then, make mace auto attack inflict cripple because it needs to so that it’s useful and then “gasp!”, so that it actually synergizes with dragon hunter.

Then make guardian sword #3 a true block against projectiles so that on-block abilities can proc.

Ok thnx for taking the time to think about actually changing guardian. Thnx.

You can bring back two-handed mastery and still have traits for each two-handed weapon. Example: Greatsword attacks do more damage and heal. Oh ya that exists already.

(edited by Zefrost.3425)

BWE 3 Guardian Feedback (Core/DH)

in Guardian

Posted by: Zefrost.3425

Zefrost.3425

Longbow 5:

Make each pulse create the fence which lasts like 1s or 0.5s to allow counterplay for opponents to escape between pulses.

Currently, it never hits because the ward hits at the end.

Longbow 3:
Please remove ground targeting…

Wings of Resolve:
Lower the aftercast. Sometimes immobilize doesnt work.

(edited by Zefrost.3425)

scepter builds i am testing

in Necromancer

Posted by: Zefrost.3425

Zefrost.3425

I wish I could take condi builds seriously but as long as diamond skin exists, all an ele needs to do is equip that and condi becomes useless/never becomes meta.

On my mark and Fear me underwhelming

in Warrior

Posted by: Zefrost.3425

Zefrost.3425

Fear Me should fear and Taunt and then the enemy should bug out due to not knowing wtf to do and fly upwards and then take enough falling dmg on the way back down to cause death. This would make fall dmg traits viable in competitive pvp;

My Gyro Ideas

in Engineer

Posted by: Zefrost.3425

Zefrost.3425

Unlike turrets, gyros should be an expendable and more spammable resource. Gyros shouldn’t be intended to survive for very long and should be designed with that in mind.

The Scrapper also needs to have all of its minor traits change the class in a unique way. Currently, the only thing that changes if you don’t take hammer or gyros is that you get a function gyro – big woop.

Baseline Changes
All gyros create a 180 radius lightning field when destroyed.

Minor Traits
Function Gyro – Good trait. But reduce/remove cooldown and add more functions.
Dynamic Gyro – Deploy a medic gyro when you dodge. (Combat only, maximum of 3)
Relentless Gyro – Deploy a blast gyro when you use a toolbelt skill. (No cooldown)
Single target toolbelt skills track the gyro to the currently selected target.
Ground target/point blank AOE toolbelt skills track the gyro to closest enemy.
Blast gyro does not reveal player from stealth.

Adept Traits
Recovery Matrix – Fine as is.
Mass Momentum – Moved from master to adept. Stat conversion decreased to 7%.

Master Traits
Final Salvo – Gyros grant 3s of AOE superspeed when deployed. (240 radius)
Perfectly Weighted – Hammer trait moved from grandmaster to master.

Grandmaster Traits
Stabilization Core – Gyros grant 3s of AOE stability when deployed. (240 radius, 1 stack)
Impact Savant – Increases outgoing CC duration by 25% and reduces incoming CC duration by 25%. Deal 10% increased damage to CC’d foes.

I got bored of theorycrafting. That’s all I got. Btw, even with just these ideas a frontline engineer would be possible. AOE stability and superspeed on dodge. Get rekt.

Without radical changes, engineer spec is worse than dragonhunter lol.

(edited by Zefrost.3425)

Make "Fast Hands" a baseline trait?

in Warrior

Posted by: Zefrost.3425

Zefrost.3425

They won’t do it because then 100% of warriors will say, “Why doesn’t weapon swap sigils work with 5s weapon swap? Plz change to work for 5s weapon swap.”

Blood/Death Magic & Scepter/Axe

in Necromancer

Posted by: Zefrost.3425

Zefrost.3425

• Blood Magic
• Death Magic
• Axe
• Scepter

All of these things still suck, let’s be honest.

Robert Gee said he’ll take a look at scepter and axe, so I’ll start with some scepter ideas. I’m afraid that if he doesn’t receive any real ideas then all we’re going to get are number changes.

_____________________________Scepter_____________________________
This is very clearly the necromancer’s condition based weapon but it pales compared to other class’s condition abilities.

Blood Curse (Scepter chain#1) – Fine as it is.
Rending Curse (Scepter chain#2) – Change to 5s of torment.
Putrid Curse (Scepter chain#3) – Increase poison duration from 4s to 5s.
Add projectile animation to chain 1,2 and 3 and change to 20% projectile finishers.

Grasping Dead
IMO, this skill is fine. You could change it to a pulsing AOE field but I don’t think it’s necessary.

Feast of Corruption
- First, change the skill to have a pulsing animation like the Risen Plaguebearer in Orr.
- Second, make every pulse (5 pulses like Risen Plaguebearer) transfer 1 condition and grant 2% life force per hit
- Alternatively, make every pulse inflict poison and grant life force.

The argument against a condition transfer change would be players deeming this skill to be too powerful. However, compare this skill to other necromancer condition transfers. Plague Signet is a 30s ICD, group support, 5 condition transfer, 1200 range instant cast stunbreaker. Putrid Mark is a 20s ICD, 1200 range, blast finisher that can be traited for life force and to be unblockable – also very fast cast. Our Plague Sending trait is also instant. Deathly Swarm is a bouncing blind condition transfer with a mere 18s ICD.

Feast of Corruption (scepter #3) would be a (2s?) channeled ability that simply transfers 1 condition per successful hit and grants some life force. Similar to other condition transfers, this skill won’t be very useful if your opponent doesn’t use conditions against you. We’ve also seen how powerful channeled abilities become after players become accustomed to them – see: rangers rapid fire. A very powerful skill on a 10s ICD as well but players now know how to counter it.

_____________________________Axe_____________________________
Dunno

___________________________Blood Magic___________________________
Minor Traits.
Mark of Evasion – Fine as is.
Vampiric Presence – Replaces Vampiric. Minions siphon health made baseline.
Last Rites – Fine as is.

Adept Traits.

Grandmaster Traits.
Vampiric Rituals – Wells now pulse protection and allies in your wells siphon health.

Anyway, that’s all I feel like thinking about. I’d like to merge some fear traits, remove some traits, change some traits like making banshees wail change warhorn skills (warhorn 4 becomes fear) but that’s a waste of my time and I’d have to think about creating entirely new traits by merging traits.

F-Gyro, Allies' Aid, & what I Envisioned.

in Engineer

Posted by: Zefrost.3425

Zefrost.3425

Ya… what exactly is the current engi specialization anyway? If you don’t take hammer or gyros, what changes? Nothing. The Impact Savant trait doesn’t even synergize with the 2 other minors. Decisive renown is crap anyway.

I would make all of the minors gyro based and make gyros more disposable with lower cooldowns. Maybe the second minor can create some sort of gyro when you use a healing skill. Or the 3rd minor trait create a gyro when you use a toolbelt skill.

Something that actually changes the class plz.

(edited by Zefrost.3425)

PvP Document | List of Needed Balance

in PvP

Posted by: Zefrost.3425

Zefrost.3425

7. Necromancer’s Spectral Armor while in Death Shroud Mode.

I had to lmfao at this.

The once upon a time considered to be a top warrior complaining about what is effectively a weaker version of defiant (due to ICD) stance on a necromancer.

Do you know what the counter is when a necromancer uses that skill? Don’t hit him. Do you hit a warrior with defiant stance? Hilarious that I should even have to tell you that. Unless he’s a large burst away from being dead, all you’re doing is healing him.

The best way for a necro to utilize spectral armor vs a warrior is to save it for when the warrior uses berserker stance so that the necro can survive the warrior for the duration. Do you know what counters necromancer? CC. I guess the warrior doesn’t have any CC though.

Maybe you should get some l2p tips from Rom.

(edited by Zefrost.3425)

Guard, Warrior, Ele, Necro or GWEN

in WvW

Posted by: Zefrost.3425

Zefrost.3425

1 Thief + shadow refuge + 1 Mesmer + gravity well + 1 warrior + gun flame = good gank squad.

Make Signet of Undeath an elite skill

in Necromancer

Posted by: Zefrost.3425

Zefrost.3425

I doubt there’s anyone who would be against this. And no, your special snowflake build that only you in the entire game run that uses lich form, signet of undeath, spectral grasp and corrosive poison cloud with clerics amulet and sigil of smoldering is not a good argument.

It’s not really a good argument to say that this would step on the toes of warriors battle standard either because ranger has spirit of nature which is also an elite rez. Many classes have elite transformations as well so it shouldn’t be a big deal to have more than 2 classes to have an elite rez.

Realistically, every class should have an elite to match their utility types – making signet of undeath our elite makes sense. The only problem this really creates is that we will need a new utility signet.

Explain Staff to me

in Necromancer

Posted by: Zefrost.3425

Zefrost.3425

Chillblains with chill inflicts vuln trait + cast on elementalist = elementalist cleansing fire passive proc burned immediately.

Same with reaper’s mark and reaper traitline when it comes out.

How I fought Necros on a Thief during beta

in Necromancer

Posted by: Zefrost.3425

Zefrost.3425

Sword/pistol interrupt daredevil thief – equip daredevil interrupt does damage trait.

Headshot, headshot, headshot, steal, pistol whip, fear, headshot, scorpion wire, headshot, etc…

Reapers were easy prey. I only ever played a thief during this beta weekend so I’m very inexperienced with it. Daredevils or thieves and mesmers in general are going to destroy necromancers/reapers in HoT.

Whenever a reaper went into shroud? Withdraw. Then let them waste their shroud being able to do nothing.

Necromancer greatsword is a PvE weapon and shouts are trash.

Can Backbreaker get the "finish" ability too?

in Warrior

Posted by: Zefrost.3425

Zefrost.3425

The daredevil has an awesome new elite skill that can finish opponents all in one go.

I’m sure many of us have landed a final backbreaker on someone, putting them into downstate. It almost looks like it should just kill them outright. However, that might be OP. But what about adding a chain ability to backbreaker if that skill puts the opponent in the downstate?

Have the chain do a final massive hammer slam right into their chest to end them.

Wail of doom is weak

in Necromancer

Posted by: Zefrost.3425

Zefrost.3425

An alternative would be to make the wail a pulsing CC like the moa CC screech. Could pulse 3 times and be either a daze or a fear or 1s per pulse.

Wail of doom is weak

in Necromancer

Posted by: Zefrost.3425

Zefrost.3425

Glad someone is using their brain. It should obviously be a fear. We have a daze… why?

Trying Axe in SPvP need help

in Necromancer

Posted by: Zefrost.3425

Zefrost.3425

When to use axe over dagger is technically never since dagger is supposedly better. If dagger#2 (life siphon) ever got a cast time decrease there would literally be no reason to ever use axe.

Not even I would use axe anymore and I’ve used it for over 2000 hours on my necro. Axe doesn’t even really make sense in my own mind for the way I think of necromancer since life siphon is sustain: “What does necromancer do better than any other class?”

Answer: Boon corruption? Nah. Necromancer gets focused better than any other class.

I just like the range on axe (which is why dagger#2 buff would kill axe for me) and being able to inflict an AOE attack with axe#3 whereas with dagger you would need to face your target to immob them.

The focus is supposed to be the ideal off-hand but because the skills on it suck, I use either warhorn or dagger off-hand. I really only care about warhorn for the swiftness though since I use rune of the pack which gives swiftness duration. I prefer dagger off-hand.

I’m salty though because removing stats from trait lines took a toll on my favourite builds since hybrid is impossible to do unless you go celestial now.

Axe skill 1

in Necromancer

Posted by: Zefrost.3425

Zefrost.3425

A very good kiting longbow/greatsword ranger reminded me the other day why I always used axe instead of dagger.

Backline berserker is gonna be a thing

in Warrior

Posted by: Zefrost.3425

Zefrost.3425

Hammer/rifle/shout berserker stat berserker warrior with banner new WvW meta?

Shake it Off! will even grant stability lol. As will berserk mode, allowing you to zerg dive.

Tempest issue: NOT A NUMBER PROBLEM!

in Elementalist

Posted by: Zefrost.3425

Zefrost.3425

Water Overload – Absorb projectiles while channeling.
Earth Overload – Stability while channeling.
Air Overload – Lightning strikes inflict blind while channeling.
Fire Overload – Evade while channeling.

That would solve overload issues without making them broken by making them all grant stability. You can’t just add stability to everything.

Maybe make water overloads bubble larger so you can block projectiles from allies too.