Showing Posts For Zenith.7301:

Forge gets Spirits Unbound?

in Engineer

Posted by: Zenith.7301

Zenith.7301

IF the Forge gets minions that follow it around and have passive or even active abilities, how is that any different to Spirits with Spirits Unbound?

Pretty sure Forge minions are basically its turrets except mobile versions. Spirits are physically kill able buffs.

aka crappier banners

Enfeebling blood is weak

in Necromancer

Posted by: Zenith.7301

Zenith.7301

Reduce the cast time, make it apply slow as well. Blast Finisher.

Wail of Doom should also be a blast finisher and apply chill.

Locust Swarm AoE for your group (5 people).

Reduce cast time of focus 5. Remove regen from Reaper Touch and apply protection/1-2 seconds quickness instead (regen is a terrible boon without healing power investment, and most people running offhand focus are offensive power specs).

Dagger 2 cast time condensed to 1-1.5 second cast. Damage increased by 30%.

Dagger 3 pulls your target to you and grants you and nearby allies fury if it lands on a target.

(edited by Zenith.7301)

Can we get increased range on Dagger aa?

in Necromancer

Posted by: Zenith.7301

Zenith.7301

We have a pull in spectral grasp, which is worse than binding blades. Spectral Grasp should be like Binding Blades and Temporal Curtain, and AoE pull of 5 targets. Would make it a lot more desirable in PvE as well.

so how do you kill ele ?

in PvP

Posted by: Zenith.7301

Zenith.7301

Signet Necro.

Realistically, get rid of Cleansing Water. As an Ele main, I can do without it easily.

_

Replace Diamond Skin in Earth Magic with Cleansing Water (call it, Cleansing Earth) and now Ele’s cannot have high damage, high condition removal and high recovery. They can only pick 2 of the 3.

Problem solved.

Cleansing Earth sounds nasty. Something like Erosion sounds more like it.

Can we get increased range on Dagger aa?

in Necromancer

Posted by: Zenith.7301

Zenith.7301

A shadowstep to enemy might not happen, but a pull definitely could, or a chill or something like that.

A pull into an Immobilize would be really neat. Not as drool-worthy as a shadowstep but it would certainly make the skill feel much better.

It’s actually better. A shadowstep puts you in enemy territory. A pull brings the target to you and your team.

Scale the on death/kill mechanics for pvp

in Necromancer

Posted by: Zenith.7301

Zenith.7301

I hate “on death” effects. They should be scrapped, since it means for PvE bosses yuou rarely get anything out of it, and in spvp people are avoiding death, so… it might take some time to get the measly effect.

so how do you kill ele ?

in PvP

Posted by: Zenith.7301

Zenith.7301

so how do you kill ele ?

they kill you 1v1
they chase you down and kill you
they survive 2v1

at least pre nerfed warriors can still be easily put down.

Those warrior tears.

You can always try the class your precious warrior stomps on with stances, a necro. Necro>ele.

Raids discussion

in Fractals, Dungeons & Raids

Posted by: Zenith.7301

Zenith.7301

Didn’t they also include some hard mode optionals for bosses as well? That would be so neat if ported into GW2.

Windborne Notes fix ETA?

in Ranger

Posted by: Zenith.7301

Zenith.7301

People use this trait?

Can we get increased range on Dagger aa?

in Necromancer

Posted by: Zenith.7301

Zenith.7301

Dagger 2 should be an aoe 600 range drain ala Life transfer with a 1.5-2.0 sec cast. Increase the damage to be an upgrade over dagger auto.

Dagger 3 should be a 1/2 sec cast and inflict 10 stacks of vulnerability.

Focus 5 cast time should be 1/4 sec cast and have a lower cd.

Locust Swarm should be an aoe 5 target buff, up the life steal. Reduce cd to 25 seconds.

Wail of Doom cd should be 20 seconds and apply 3 seconds of chill as well.

Why is torch considered so good for pvp?

in Mesmer

Posted by: Zenith.7301

Zenith.7301

Norn mesmer with the Howler and Frostfang would be so sexy if mesmers could use warhorn and axe…

Next elite spec is definitely going to be warhorn… you know, because we dont have enough offhand options yet.

The two warhorn skills will be “Buff me!” and “Don’t nerf me bro!”

Raids discussion

in Fractals, Dungeons & Raids

Posted by: Zenith.7301

Zenith.7301

I want a set of fights where playing optimally is far more challenging, I don’t want it forcing people to fight in tanky setups, there’s a big difference. I want to have to actively defend myself more often where things aren’t able to be trivialized by reflects. I want other builds to have more value in that playing at the optimal level is beyond the grasp of most players even if they know the correct tactics.

This does not require adopting the style of play in PVP.

PvP doesn’t involve tanky builds anyways. Mesmer/thief run zerker or marauder, as does warrior.

The only cele users are ele/engi and cele signet necro. Guardian can be both zerk or tanky bunker.

Either way I would not call most of pvp PVT-wearing scenarios.

Raids discussion

in Fractals, Dungeons & Raids

Posted by: Zenith.7301

Zenith.7301

Problem is some classes have utility with a lot more universal application than others.

Elementalist can bring glyph of storms, ice bow, and blast wave or signet of fire and they’ll always have a use for it.

What can a mesmer bring if reflect is not needed? Most of the signets besides inspiration are utter garbage, as are the mantras and illusion utilities. Decoy is entirely selfish, veil is just bad.

Similar story with the necromancer. You’ll bring your wells because they’re the only useful utility, but what about the third utility slot? Well of Darkness might not be needed, what can you fill it with when most of the utilities are selfish and not adaptable?

Warrior, ele have flexible utilities, there’s not a single situation you don’t want banners or conjures or glyph of storm. Thief can make good use of his self buffing signets and shadow refuge. Guardian, mesmer, and necromancer are much more specialized utilities — if you don’t need stability or reflects then you’ve eliminated most of their viable utility skills.

Why is torch considered so good for pvp?

in Mesmer

Posted by: Zenith.7301

Zenith.7301

Norn mesmer with the Howler and Frostfang would be so sexy if mesmers could use warhorn and axe…

What is our role in new raids?

in Necromancer

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Zenith.7301

This was a response from Robert Gee to the mesmer forum on why mesmers don’t have a bunch of blast finishers (sound familiar?).

From a design perspective, Mesmers are more about providing fields and less about activating them. It’s not just blast finishers, Mesmers lack reliable sources of many other finishers too. Necromancers fill a similar role. By contrast you might notice that Warriors have lots of finishers but not many fields.

We don’t always get this balance right (and I think there is a different discussion to be had about when we don’t) but I hope that clarifies what we were going for in the case of Mesmers.

His response makes it sound like profession (and encounter) design was supposed to allow for other professions to fill in the weaknesses that are inherent in other professions. And clearly, he knows there are some issues with this. Much like for mesmers, rangers, etc., getting this balance right for necros is a work in progress. They have a target they are shooting for and it’s either avoiding giving all professions what the current meta calls for, testing the waters for future content to see if that is what is needed or whatever design balance concept #3 is. This isn’t quite new info in terms of what they’ve said before about balance and design, but also remember that with the Blood Magic redesign, making blood is power a group buff, and giving Reaper Shroud 2 a projectile block, they are open to new ideas in terms of profession design/theme.

lol @ “warriors have a lot of finishers but not a lot of fields”

you know except permanent moving fire fields…. plus 2 other fire fields… but otherwise no fields, no fields at all…

I’d love to have no finishers like warriors have no fields!

Also lol at necros having a similar role as compared to mesmers… I’d love to know how to access necros quickness, alacrity, slow, and reflects.

Mesmers get utility, at the cost of utterly trash damage. As in, worse damage output than a necromancer. They are not a class you want to talk about, they are equivalent to a vanilla WoW shaman/paladin, gimmick buffbot.

I don’t want my necromancer to become a buffbot with trash damage. I want my necromancer to become like warrior/engineer/ele, great damage and great utility.

Memsers have very good damage, they just struggle to keep that damage alive because their phantasms die so easily. Not sure if this will ever change or not.

But either way, even with low damage mesmers are desirable. People want them in their groups in spite of their damage. Necros aren’t wanted even though they do more damage. There is nothing wrong with a buff bot. It may not be your particular play style, but it is a valid and useful role that will get a raid spot, something it doesn’t look like Necro is going to get.

Mesmers don’t have good damage. At best with 3 iSwordsmen up, they do single target DPS of 13-14k. Which is far below the 17k ele/thief/engineer/condi ranger are doing, and still below the 15-16k warrior guardian can achieve.

And that’s best case scenario iswordsman, with a ton of phantasm ramp up, and is single target only.

I hate buffbots. When you see a video where people are fighting a boss and all you do is run to the next spot to drop a portal, that’s irritating.

The problem with buffbots is you only need a few of them, whereas the real DPS classes are stacked. So a raid may include 1-2 chronomancers, but it will sure as hell stack many elementalists/engineers.

If necro is fixed, I don’t want him to be a buffbot on the lines of “we just need 1 necro for x buff, then deny any other necros being added to the raid and the rest we want are elementalists”.

That’s just terrible.

"Slow" application on Necromancer

in Necromancer

Posted by: Zenith.7301

Zenith.7301

Condition is one of the weakest conditions anyways. Even with a gimmick video of a mesmer doing 30+ confusion stacks it’s still less damage than 14 stacks of burning or poison.

It’s still worthless in PvE at least.

In general, burning is stupidly strong, Poison is OKAY, and Bleeding>Torment>Confusion are terrible.

“Damage over time” does not mean “damage right now.” The concept of conditions have always been in the vein of “pressure” mechanics. Allowing them to deal rapid, lethal damage (considering how easy it is to apply them) was a nonsensical idea that just shows again how easy anet caves to the whims of players who don’t really know what they want or have no concern for the holistic design of an entire system.

Except burst damage is always desired over pressure that will be healed up.

Your system only works in a model where direct damage skills do less damage overall than conditions and where conditions are allowed to tick their full duration instead of being removed all the time.

This does not exist.

I mean, why in hell would an ele/mesmer/thief ever choose a condition spec when they can do a burst combo and down most classes in a fraction of the time it takes a condition spec to do so.

This is also relevant in PvE where burst allows you to push through phases. Lupicus is a prime example of it. You can burst him down so he barely spends any time in his more dangerous phase 2. Same idea goes for Archdiviner or Molten Duo.

Molten Duo is actually quite the case study in how delayed damage works badly; the fight becomes exponentially more difficult the longer the guy is alive.

This even expands to fights where you have DPS checks and adds that need to be killed quickly. Historically through MMO’s DoT classes have a spotty performance history over frontloaded classes.

So you would have to buff the sustained damage of conditions to eclipse power builds, and then in PvE you would switch from berserker only to conditions only as the optimal DPS is always desired.

(edited by Zenith.7301)

Herald Might Ramp-Up Time

in Revenant

Posted by: Zenith.7301

Zenith.7301

Might is fine, other professions have too much efficiency in stacking it. Might stacking should be a group effort that takes more than “drop lava font and blast it with a PS warrior nearby”.

It should be a serious effort in utility usage and trait/gear investment to allow a group the payoff of 25 might stacks.

Warriors and elementalists are a problem. Guardian and Rev got it right.

Reaper Changes for Next BWE

in Necromancer

Posted by: Zenith.7301

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Yeah, if the frontline of the opposing zerg doesn’t play guardian/warrior pinball with your reaper shroud while you’re trying to go through the autoattacks =/

With the nerfed Infusing Terror, this seems to be the case.

Reaper GS gear

in Necromancer

Posted by: Zenith.7301

Zenith.7301

If they have pulsing aura damage or unavoidable aoe attacks that are toughness/vitality checks that go through immunities/blocks, some people will have to change away from berserk.

They can even make rez traits useful by introducing boss mechanics that automatically down people and part of the fight is rezzing people efficiently before a boss finishes them off.

Of course, the warrior’s elite banner would need nerfing for that. It seems warriors bring everything except reflects.

What is our role in new raids?

in Necromancer

Posted by: Zenith.7301

Zenith.7301

This was a response from Robert Gee to the mesmer forum on why mesmers don’t have a bunch of blast finishers (sound familiar?).

From a design perspective, Mesmers are more about providing fields and less about activating them. It’s not just blast finishers, Mesmers lack reliable sources of many other finishers too. Necromancers fill a similar role. By contrast you might notice that Warriors have lots of finishers but not many fields.

We don’t always get this balance right (and I think there is a different discussion to be had about when we don’t) but I hope that clarifies what we were going for in the case of Mesmers.

His response makes it sound like profession (and encounter) design was supposed to allow for other professions to fill in the weaknesses that are inherent in other professions. And clearly, he knows there are some issues with this. Much like for mesmers, rangers, etc., getting this balance right for necros is a work in progress. They have a target they are shooting for and it’s either avoiding giving all professions what the current meta calls for, testing the waters for future content to see if that is what is needed or whatever design balance concept #3 is. This isn’t quite new info in terms of what they’ve said before about balance and design, but also remember that with the Blood Magic redesign, making blood is power a group buff, and giving Reaper Shroud 2 a projectile block, they are open to new ideas in terms of profession design/theme.

lol @ “warriors have a lot of finishers but not a lot of fields”

you know except permanent moving fire fields…. plus 2 other fire fields… but otherwise no fields, no fields at all…

I’d love to have no finishers like warriors have no fields!

Also lol at necros having a similar role as compared to mesmers… I’d love to know how to access necros quickness, alacrity, slow, and reflects.

Mesmers get utility, at the cost of utterly trash damage. As in, worse damage output than a necromancer. They are not a class you want to talk about, they are equivalent to a vanilla WoW shaman/paladin, gimmick buffbot.

I don’t want my necromancer to become a buffbot with trash damage. I want my necromancer to become like warrior/engineer/ele, great damage and great utility.

Why is torch considered so good for pvp?

in Mesmer

Posted by: Zenith.7301

Zenith.7301

Even without a bugged The Pledge, the torch made its way into even power specs in spvp simply because stealth is one of the most powerful defensive utilities a class can have, and with the existence of thieves mesmers have been in need of a peel.

Nothing peels better than stealth, since it’s a mechanic with little counterplay as much as thieves would have you believe that every class has access to powerful non-targeted stealth that can cleave stealthed people to death. The truth is most classes rely on having someone targeted to use the vast majority of their skills and so stealth functions as practical immunity, with the added perk of allowing you to reposition or disengage safely.

It’s no coincidence that the two premier berserker classes are the classes with access to stealth. The other classes without it that are not a warrior with long immunity stances and high health get blown up by focus trains.

Stealth also guarantees stomps for the most part and is on a lower cooldown than distortion.

There are virtually no downsides to stealth. No reduced movement speed, no reduced damage, nothing to really balance the offensive and defensive gains it provides, so classes with access to stealth will get it wherever they can.

(edited by Zenith.7301)

What is our role in new raids?

in Necromancer

Posted by: Zenith.7301

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And although we are the most hated class, other classes aren’t really wanted either. Ranger is just as bad off as we are currently, and Engineer’s while not hated are not particularly sought after either.

People who don’t want engineers are idiots you should avoid grouping with anyways.

Sinister engineer does close to ele damage, has the best and most accessible water field in game, while also bringing fire and smoke fields, and come HoT it has the perk that a lot of its damage is condition based so mobs with high toughness will make engineer the new elementalist.

Raids discussion

in Fractals, Dungeons & Raids

Posted by: Zenith.7301

Zenith.7301

I believe they stated explicitly that forming your build would be a key part of the raids. They don’t want to enforce professions, not builds.

Also Necro has more damage Mitigation than most professions if not all, they lack avoidance of the damage though, which could be factored in, but if we use the term mitigation it kind of implies absorbing/reducing not avoiding.

The thing is an ele can achieve more effective hp due to the uptime of protection and if forced to, use of blinding ashes, in addition to all the heals to replenish HP.

In temrs of absorbing one big hit, sure, the necro can initially absorb HP, but what’s the value in that if the boss is gonna do that attack faster than you can replenish your life force and HP while the ele can not only easily and swiftly replenish his HP, but has a much easier time avoiding that damage altogether.

There’s a reason why in spvp eles have made far better bunkers than necromancers. If built for it eles can take a lot more punishment than a necro.

Necro recovery options need to be buffed and regen/water field blasts and allied heals need to work on them while in death shroud, as should their own siphons.

Curious how does Ele DPS compare when they do that?

Ask the spvp/wvw forums, if the QQ’s about OP ele damage are any indication.

You could trade berserker for valkyrie and be fine.

D/F ele is surprisignly survivable in PvE. In between Obsidian Flesh, vigor on crits, swirling winds, ice comet, ring of earth, arcane shield and mist form, there’s so much aggro/punishment you can afford to take.

And if any fight likes to use plenty of conditions, ether renewal becomes godly (basically half the cooldown of necro’s consume conditions for more healing and no self applied vulnerability).

Ele’s not lacking for survival except for gimmick fights like Mai Trin where several of her attacks plain ignore reflection/blocks without any indication.

(edited by Zenith.7301)

Signet of Ether - Adding 0 illusion heal

in Mesmer

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It’s just a crappier version of healing signet…. it should do more if the heal is not going to be changed.

Every passive healing in the game (save healing turret, and that can be killed) is just a lesser version of healing signet. Unabashed favoritism at its finest.

Granted, the turret is still the best heal ingame. It has the longest lasting water field on top of pretty nice aoe regen.

And then they went and nerfed the ranger’s healing spring water field duration lol. I’m not sure what they’re doing anymore.

It just seems like throwing darts based on the spvp forums complaint of the day. They got spirit rangers nerfed into irrelevance, and now mesmers are on their mark so you can rest assured the mesmer won’t be getting some much needed buffs in PvE.

"Slow" application on Necromancer

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Condition is one of the weakest conditions anyways. Even with a gimmick video of a mesmer doing 30+ confusion stacks it’s still less damage than 14 stacks of burning or poison.

It’s still worthless in PvE at least.

In general, burning is stupidly strong, Poison is OKAY, and Bleeding>Torment>Confusion are terrible.

(edited by Zenith.7301)

"Slow" application on Necromancer

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Posted by: Zenith.7301

Zenith.7301

Slow makes sense. Torment as well. Confusion, not so much on a necromancer.

Necro should be stacking more poison, bleed, and torment just in general. So buff those sources and stacks.

Then add slow to several of their skills. Could even have a trait that when you weaken someone, you also slow them.

Reaper GS gear

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Posted by: Zenith.7301

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Yeah, but I don’t want to tank. Let somebody else lose their scholar runes bonus instead lol.

Signet of Ether - Adding 0 illusion heal

in Mesmer

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It’s just a crappier version of healing signet…. it should do more if the heal is not going to be changed.

Why do mesmer lack blast finishers?

in Mesmer

Posted by: Zenith.7301

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Lots of lines have terrible grandmasters. After the Harmonious Mantras nerf for pvp reasons, PvE mesmers have no viable grandmaster in Dueling for PvE.

Illusion has terrible minors (confusion on shatter, useless for a power spec and confusion is the worst pve condition anyways) and either Ineptitude or Master of Fragmentation, both of which have nothing to write home about.

Reaper GS gear

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Yeah I think Valkyrie is better, getting Toughness means all PVE mob will aggro you. If you want to tank for the group sure go ahead but live I run power Necro with Valkyries and I hit the crap of the mobs none of them Aggro to me but goes to Zerker Guardians/Warriors

But for PVP you should definitely got for Power/Toughness/Ferocity but I am not sure GS will function in PVP.

Unfortunately, Valk’s is Power/vitality/ferocity. There doesn’t seem to be a Power/toughness/ferocity set.

I’m hoping for a Power/Condi/Ferocity armor to come out. We can make better use of it than most classes thanks to all of our Crit enhancing traits and Power/Condi that comes from GS2, RS1 + Dhuumfire, and RS4. I’m holding off on making Ascended armor for the slight sliver of hope we get this.

Oh man that would be the absolute best. We’d have pretty beastly damage with that set, actually.

power/toughness/ferocity is Cavalier. I think toughness is the mainstat however.

Even if Power/Toughness/Ferocity were an actual set, I’d take Valkyrie. More toughness = more aggro. I’ll leave that to the guardians/warriors instead.

Daredevil; super-hard counter to Reaper?

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I mean even a p/p thief can permanently kite you and wear you down if he’s smart. All he needs to do is stay at that magic 900 range and you really won’t have anything to hit him with as he whittles you down.

The problem is very few people in this game bother kiting since kiting is far less effective on classes like warrior or elementalist or another thief who can stick to you like glue.

But a necromancer is a really easy class to wear down from range if they’re power specced. It’s why greatsword mesmers are such a hardcounter to necro to begin with.

Raids discussion

in Fractals, Dungeons & Raids

Posted by: Zenith.7301

Zenith.7301

I believe they stated explicitly that forming your build would be a key part of the raids. They don’t want to enforce professions, not builds.

Also Necro has more damage Mitigation than most professions if not all, they lack avoidance of the damage though, which could be factored in, but if we use the term mitigation it kind of implies absorbing/reducing not avoiding.

The thing is an ele can achieve more effective hp due to the uptime of protection and if forced to, use of blinding ashes, in addition to all the heals to replenish HP.

In temrs of absorbing one big hit, sure, the necro can initially absorb HP, but what’s the value in that if the boss is gonna do that attack faster than you can replenish your life force and HP while the ele can not only easily and swiftly replenish his HP, but has a much easier time avoiding that damage altogether.

There’s a reason why in spvp eles have made far better bunkers than necromancers. If built for it eles can take a lot more punishment than a necro.

Necro recovery options need to be buffed and regen/water field blasts and allied heals need to work on them while in death shroud, as should their own siphons.

Reaper Changes for Next BWE

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Which assumes you can even complete the auto chain on players successfully. The warrior mainhand axe is also amazing when you pull off the atutoattack chain, but it’s not used for the very reason that landing the full hits is easier said than done in a zergball of CC barrage which infusing terror won’t really mitigate.

Is Reaper's Shroud damage really good enough?

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They clearly designed this skill more with pvp in mind.

Words to be spoken about every skill design and balance in this game.

What is our role in new raids?

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Zenith.7301

Colin says a lot of things that are little more than box selling hype.

I still remember their whole “everybody gets rewarded equally for their effort via our token system and we have a dynamically changing set of branching dungeons and personal story”.

All before they did their bait and switch into the mystic toilet and RNG drops as the primary venue of rewards and the personal story and orders all turned out to be meaningless and converging into the same outcome.

And now with this expansion, we get 2 new sets of armor in addition to the legendary armor, compared to the many more dungeon armor and weaponsets we got for the same $50 in the original GW2. No doubt most of the armors and weapons will still be cash store and black lion chest business as usual.

What is our role in new raids?

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They need to improve necromancer heals, instead of nerfing them for a gimmick trait they want you to take to un-nerf the heal that you were previously using that wasn’t total crap.

I mean, I look at Well of Blood, and what the hell. 200-300 healing ticks five times? That’s a pitiful 1000-1500 extra health for a heal that doesn’t even heal for much and is on a whopping 40 sec cd, is a worthless light field instead of a water field, and unlike healing spring doesn’t clear conditions.

Hell, the regen provided by healing spring is much better than the extra 1k of healing you get from well of blood’s pulsing, it’s just bad.

And that’s well of blood, virtually all our heals are terrible. Signet of Vampirism is just a much worse Healing Signet/Signet of Restoration.

You would think that for a signet that procs on you being hit, it would heal more than a tick of healing signet+adrenal healing, which are passive and don’t require damage intake to heal.

Before release, they said necromancer would be the hardest caster to take down and would require commitment, and fast forward an elementalist or PU mesmer makes for a far more durable caster since necromancer’s RECOVERY from damage is really bad.

(edited by Zenith.7301)

What is our role in new raids?

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They will never revert the AI to walk out of lava font. If you were in beta, you should have known the very reason they changed it is because players could then exploit this AI by keeping it permanently displaced, a form of free CC.

And ele doesn’t need staff for top notch DPS. D/F ele is only behind by ~1-2k DPS and it’s all mobile damage, and their melee range is actually larger than max melee range so they don’t even need to get in swinging distance of boss melee.

What is our role in new raids?

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What PvE reaper is going to spec into Signets of Suffering over Close to Death? You are giving up 20% extra damage below 50% health for some crappy boon rip on signets, which are also some of your worst and most selfish PvE utilities. That’s a metric ton of damage potential to give up just for boon rip.

Similarly, axe is a terrible weapon, what necro is gonna run it in PvE if they haven’t now? You might as well use focus #5 over it with dagger.

Dark Path is not available to Reaper, no boon removal there.

I don’t see how you people say mesmer has no boon rip. iDisenchanter removes 2 per hit, null field does removes 2 per pulse, your autoattack removes 1 (as do your sword clones), and greatsword #3 removes one as well. No trait investments involved or crappy utility choices for PvE.

What is our role in new raids?

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I meant burning on grenadiers. And yes, mesmers can keep them clean. I main a mesmer, it’s not the first time I’ve done so. If you interrupt the buffing dredge’s gong they don’t pulse out the boons. Which happens to be really easy with mantra of distraction/curtain pull.

Aetherblades don’t get to invulnerability phase with the current game’s spike, and that’s without ice bow. Take some engineers in place of ele and it’s the same, as well as pistol whip thieves.

People are overestimating ice bow on trash packs when its biggest impact is on large hitbox bosses.

What is our role in new raids?

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Posted by: Zenith.7301

Zenith.7301

Condis and boons will most likely be a thing for once in HoT so necro’s ability to convert those both should be found useful. They also have a sick ability to move downed players to less hazardous areas so that might see some play.

Necros are no more desired when dredge are around and dredge both use plenty of conditions and boons.

Why don’t people understand how little impact boon/condi conversion has compared to the damage loss the necro brings compared to an ele/engineer?

If it’s critical you just bring a mesmer with null field and iDisenchanter and he can cleanse boons/condis just fine.

Dredge hardly use conditions at all and spam boons on a 3 second cooldown. There is zero point to even attempt to strip them. Compare instead to Aetherblades, who do use boons and conditions, including often stacking to 25 Might. There, you practically need boon rips (and Necro boon ripping is great for it, since that Might is also accompanied with Stability).

Mesmer with null field and iDisenchanter+ sword autoattack will keep a group full of dredge boon-free all the way through their death.

And I don’t know what you mean by no conditions, grenadiers apply poison and the melee dredge swipe for poison.

You clear aetherblade by blowing them up with burst not cleansing their boons/conditions.

What is our role in new raids?

in Necromancer

Posted by: Zenith.7301

Zenith.7301

Condis and boons will most likely be a thing for once in HoT so necro’s ability to convert those both should be found useful. They also have a sick ability to move downed players to less hazardous areas so that might see some play.

Necros are no more desired when dredge are around and dredge both use plenty of conditions and boons.

Why don’t people understand how little impact boon/condi conversion has compared to the damage loss the necro brings compared to an ele/engineer?

If it’s critical you just bring a mesmer with null field and iDisenchanter and he can cleanse boons/condis just fine.

Why do mesmer lack blast finishers?

in Mesmer

Posted by: Zenith.7301

Zenith.7301

Due to the number of things entirely unique to mesmers, I find finishers and fields to be entirely trivial. I understand how useful some of these other fields are. But it just feels to me like a rich kid crying that his father got him the wrong color Mercedes.

“eww we have all these ethereal fields. I know that almost no other class has them and none with our number, but I want a FIRE field.”

Yeah, mesmer is totally Mercedes in PvE, not a Toyota. Clearly words from a bitter pvp guy on the “Mesmer OP QQQQQ” bandwagon.

What is our role in new raids?

in Necromancer

Posted by: Zenith.7301

Zenith.7301

No role. But at least we’re not pet reliant.

If raids are any indication, rangers are going to be screwed.

If what raids are any indication?

Large instant death aoe’s/pass-fail mechanics that will one shot pets ala Liadri.

What is our role in new raids?

in Necromancer

Posted by: Zenith.7301

Zenith.7301

No role. But at least we’re not pet reliant.

If raids are any indication, rangers are going to be screwed.

Raids discussion

in Fractals, Dungeons & Raids

Posted by: Zenith.7301

Zenith.7301

Anyone who’s done mai trin knows very well that necro is not a more survivable class than another class who can heal their HP to full and can do so often.

Necro heals per second is absolute garbage, and since shroud is a DPS loss arguing that life force substitutes for heals is a really bad argument since other classes heal up without gimping their DPS.

This is even more apparent with water field blasting, which won’t heal a necro in death shroud. And you can bet your kitten that water fields will be quite a staple of raiding.

(edited by Zenith.7301)

Reaper Changes for Next BWE

in Necromancer

Posted by: Zenith.7301

Zenith.7301

If Robert Gee is reading this: is there anymore Updates or Changes then the listed that we will see in BWE2 ? since its bin a few weeks since u posted.

Tnx

He posted just yesterday. On the mesmer forums.

Don’t expect much in the way of direct replies because anytime a developer replies, he invites replies and a discussion from the players, which in turn takes away from him doing actual development.

At least he and Roy are the developers with most player communication.

Why do mesmer lack blast finishers?

in Mesmer

Posted by: Zenith.7301

Zenith.7301

And light and dark fields are similarly as worthless as ethereal. Retaliation is a garbage boon in PvE so you don’t want a light field covering a fire field that would give you might instead.

Unfortunately the only worthwhile fields are frost/water/fire/smoke fields.

Nobody will use elite Well of Gravity in PvE. When it had the stun+pull it had some niche potential but as usual PvP balancing guts everything for the mesmer in PvE.

I mean, come on, and elite to accomplish something in PvE that a guardian can do with binding blades+ring of warding. It’s pitiful.

(edited by Zenith.7301)

Distracting Daggers

in Mesmer

Posted by: Zenith.7301

Zenith.7301

Yeah I’ve got my eye on this but we’ll see how it goes in the reveals and stuff. Just as mesmers wouldn’t/didn’t like people crying about chrono being OP before release and everything I don’t think we should cry either.

I don’t think it seems OP, but I’m a little miffed at them giving power block mechanics to another class, particularly the one that’s immune to it.

but it is totally OK for mes have mechanics from other classes lol

Oh, please. You have stolen ranger preparations (venoms), you stole interrupts that should belong to mesmers.

Mesmers can give you stealth back once their illusions actually defend them instead of just existing for mindwrack spam.

Daredevil counterplay?

in PvP

Posted by: Zenith.7301

Zenith.7301

Thieves had to get more sustain from somewhere so it was either evades or stealth. If they had mesmer-like stealth you’d all whine just as hard. Such babies.

@Lordrosicky evades are a defining trait of gw2, how are they the least fun thing?

Or, they could just give stealth and their “evade” 50% baseline damage reduction instead, instead of complete damage avoidance while being defensive.

There are plenty of ways to buff thief sustain without adding more immunity frames to them. Give them more healing sources.

And you honestly can’t ask for warrior-like sustain without nerfing spike and mobility.

Raids discussion

in Fractals, Dungeons & Raids

Posted by: Zenith.7301

Zenith.7301

Bring the professions you love to play into our raids. They take advantage of our innovative, fluid combat roles, so you can tackle the content with parties of any composition.

Yeah, right.

Necromancers and rangers have been rotting in neglect and prejudice for over 3 years, mesmers have been little more than portal bots, with balance changes (more like small tweaks) coming every 6 months. No fix to pets/minions/illusions being murdered by AoE. No meaningful changes to class utility for ranger and necromancer.

Not even serious attempts at DPS balancing across classes, with vast gaps in performance between classes in DPS. Just pvp 1v1 based balancing, nerfing already weak PvE specs.

And they expect us to believe they’ll successfully sustain raids when they can’t even get Wildstar/FFXIV levels of class DPS balance?

Who will be the dedicated raid design and class balance team to support PvE? Will they get quietly dismissed like Robert Hrouda and leave raids bugged and unfinished for years like all our current dungeons and fractals?

I’ll stick to FFXIV/Wildstar raids until I see meaningful steps to support instanced PvE players instead of constantly spitting in their face with balance changes solely geared for pvp.

(edited by Zenith.7301)