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Beta Invite Drop - Dry Top vs Silverwastes

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Same question… 90% of enemies in Sw don’t drop loot

Closed Beta Invites!!

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What is that armor?

Spiked Armour as a minor trait? OP

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That actually seems to be a pattern across all the professions. There are a lot of beefy Grandmaster minors now…

Well unless you are an ele or a necro. ele was straight up nerfed, and necro… well I think they just spun a wheel and randomly assigned random things to random lines, but even if they are the same power as before that makes them much weaker since the other classes got huge boosts.

Which Specialization First?

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Well seems pretty unanimous. You think we will see any information today or not until later in the week?

Gwynefrydd, Impossible drop rate.

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Trick or treat bags are at their cheapest price ever. if you want to get the mini now is your chance:
https://www.gw2tp.com/item/36038-trick-or-treat-bag

The necromancer class is a joke right?

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Necro damage may be ok for power builds but it is downright terrible for condition specs. Even if you somehow manage to build up your dps on a boss before it dies you will top out at about 4k dps. 5k with full might stacks, 6-7k burst with terror and burning.

Now compare that to an ele who can maintain a sustained 11-12k dps. or a warrior who can maintain 10k dps or basically any power build in the game.

Which Specialization First?

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Well we were told that specializations would be revealed starting this week. We were also told that each week would be a dedicated full reveal. Today starts the week so which class do you think we will be revealed first?

My bet is on ele since they let the name and picture slip in the live stream. Druid is the other obvious choice since they already told us the name. Third most likely is Necro since we know their weapon. I find it unlikely it will be any of the other classes, though the devs really dislike necro so it probably won’t be them either.

Increased Bleeding Stacks

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Just as an update we now know that:

Bleeding and confusion stack to at least 100
Burning and poison now stack intensity instead of duration
Numbers are still being tweaked

Hopefully there are some more changes coming as well. In particular I would like overall condition dps looked at. Currently conditions do an average of 3-4k dps while power based builds are doing 5-7k dps. (this is average, theoretical dps is higher for both)

Ferious Winds - worst trait ever designed?

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I think the general idea was to force every ele into staff builds. If ele’s only have 1 viable build then it is easy to balance.

Curses

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Bhawb, why does terror justify a grandmaster trait as it is? I mean MAXIMUM, you can get what 1250 × 3 damage if you happen to pull of 3 ticks. How does that justify moving to the grandmaster tier to compete with Lingering? In addition, I think terror has been part of every condi build I have ever played, now if I want to have decent duration, I have to drop it? Its too much in my opinion, and it is a net nerf overall.

Terror with Lingering Curses will have its damage output flat doubled, in addition to all fears having insane CC now. Doom 3s, Reaper’s Protection 4s (AoE), SWall 2s, Nightmare runes 2s, plus fears from corruptions and w/e else I’m missing. Basically, if you fear anyone who doesn’t have a stun break, they are dead because even if they don’t die to the 8k fear damage, the 8s of fear gives you so much time to free cast conditions onto them that by the time they get out they have to pop all of their cleansing, and lose the fight. It is way too much, and so Terror and Lingering Curse cannot exist in the same build.

Now, if Terror as is isn’t enough to warrant GM that is a separate issue, and if it is the case it should be buffed.

I would suggest separating the CC and the damage component of fear. Have terror be the CC and have fear be the damage. CC duration is not affected by condition duration so it becomes a non issue, and the damage component can still be cleansed away.

It is time to think outside the box a little. They are reworking engineer from the ground up, they can hopefully swing a few more changes for necro then moving 2-3 traits and adjusting some numbers.

Specialization system changes nothing (PvE)

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In regards to dungeons, everything will still work the same.

You pull mobs around a corner and cleave them down with Berserker gear and a couple aoe CCs.

Conditions are too slow to get going in these 5-10 second fights.
Tank builds don’t work if everyone else is squishy (you just hold back their rally).
Abusing easy rally system.

The entire meta of dungeons is fairly ridiculous as it is.
Only berserker. Only standing around corners. Every dungeon is the same.

I’m wondering if there is anything that can even be done about this?

They did do something… they fired their dungeon team and declared dungeons a “failed experiment”

Now you just stand in a zerg and spam 1 to destroy bosses, therefore ALL builds are viable!!!

Dhummfire clarification

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I think what people were talking about is that yes it is a 3s burn, but it takes 1.5s to cast so you can never get above 2 stacks of burning and that is assuming you are just camping DS and spamming 1. This means that this is ~66% nerf in damage to the trait, and it becomes significantly worse than just using scepter auto attack. Basically no condition user should ever take this trait, though maybe it is useful for power specs.

[Report] PvP Forum Specialist Report

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I’m a bit confused about one point that keeps coming up. Why is Terror “necessary”? Clearly, terror is in every single condition build right now and for good reason. It does a ton of damage and it’s really the only reason those build work. That said, what if I made a trait competing with Terror that said something like “All Death Shroud skills cause 10s of 3 stacks of bleeding every hit.” Terror doesn’t look so necessary anymore right? So why not suggestion some condi trait to fill that slot that can compete with terror instead of making terror baseline, thus removing any possibility of a good condi trait in curses?

Another thing is that a lot of people are saying that there needs to be some sort of power trait in curses. Why does it have to be curses? Why not some sort of vampiric set of traits in blood magic? Something crazy like Dark Path steals 1,500 health (doubled if from behind). I’ve always wanted to be a vampire necromancer! Think crazy and fun guys.

I think the problem is that terror is currently competing with lingering curse. Lingering curse is more important to a condition build than terror so we will now go from every build having terror to no builds having terror. It just isn’t GM material.

Adding another condition trait to compete with it would make the problem even worse. Every condition trait is smashed into curses so that condition players must take curses, but get very little benefit from the other trait lines. I would like to find powerful traits that help my build in multiple trait lines, not take 1 line and then just randomly pick two other lines since they don’t really do much to help my build.

I think people have been saying the curses needs a GM power trait because most power builds take enfeebling blood and banshee’s wail, and sometimes path of corruption. If power builds still want to take these traits they are now required to take a GM trait that has absolutely 0 benefit to them. This should never happen.

If the terror traits are merged and put in another trait line then condi specs have a real reason to take another trait line. Personally I think parasitic contagion should have stayed in spite, or moved to the sustain line as well. It is another completely useless GM trait. It will never be picked over lingering curses.

Has SPs going away causing a panic?

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Essentially they are turning skill points and skill scrolls into “skill currency”. Its functionality as a currency will remain identical to what it is now. The only difference is that it will no longer be used to unlock skills.

So for a level 80 character with all skills unlocked, SP’s will function identical to the way they currently function for you, just with a new name.

The necromancer class is a joke right?

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In it’s current state it’s one of the stronger classes in sPvP. Terrormancer and MM are absurdly strong builds, and DS burst is also incredibly strong in WvW.

They’re lackluster in PvE, but a class focused on control and conditions would be expected to be due to the way dungeons and world bosses are designed. We’ll also see what happens with the removal of the condi cap and poison being stackable. If anything, I’d expect to see condi sinister builds as providing the highest DPS by a far margin if the stack cap is removed.

ROFL are you kidden me they are NOT lackluster in PVE I do amazing dps and don’t have no issues doing it.

You really don’t. Try a top tier class, it won’t take long to notice the difference. I used to think the same as you, then I learned to play an ele. The difference was night and day.

[Report] PvP Forum Specialist Report

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Honestly these balance changes are something i’d expect for a normal balance patch, not an expansion. An expansion should significantly alter the class to bring it up to par with the other classes. The devs have had 3 years of feedback to do small balance changes, necro needs to be reimagined from the ground up. However the devs seem to have focused that effort entirely on engineer, so I assume those kinds of sweeping changes are off the table now.

If we are forced to work within the scope of these very minor tweaks then I think Spoj’s suggestions would make the best use of the least amount of changes. The biggest problems that I see are that power builds are forced to take the curses line but have no viable GM traits to take, and since we are no longer allowed to only spec partially into a line this is a problem. Additionally conditions have had all of their best traits smashed into one line and mostly at the GM tier, meaning we only get partial functionality and have two entire other trait lines that are essentially doing nothing for our condition damage.

I have not played extensively with all the necro specs, but it seems all of our heal and support traits have no effect on us, and only help others… it is hard to help others when we are focused and dead almost immediately.

[Theorycrafting] Make your post-Specs builds

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/delete necro
/create engineer
/profit

I’m still holding out a small shred of hope that our specialization synergizes well with condition specs and that is why it appears condition specs are completely screwed over now. I’ll hold off on trying to design a new build until we see the specialization.

I wouldn’t count on it. GS seems like more of a power-oriented weapon. But who knows?

Well I never accused the devs of making sense. Curses has very important power traits in adept and master tier… then GM screws you over unless you’re a condition spec.

So hopefully the greatsword line is similar lol

[Theorycrafting] Make your post-Specs builds

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/delete necro
/create engineer
/profit

I’m still holding out a small shred of hope that our specialization synergizes well with condition specs and that is why it appears condition specs are completely screwed over now. I’ll hold off on trying to design a new build until we see the specialization.

Terror should become baseline

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Posted by: ZudetGambeous.9573

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The problem with getting Terror as base, or even as a different tier to Lingering Curse, is the ability for Lingering Curse to double the duration of all non-staff fears (assuming it works in DS for Doom as well). This takes Terror from being a burst threat, to being a sustained damage threat that still deals burst-damage levels of DPS.

I think they should reduce Terror’s damage, and then move it, or change all fear-giving skills to deal damage if you interrupt with the fear (so make it baseline, but only on interrupts, and the damage is dealt immediately). But fear dealing this much damage baseline plus allowing Lingering Curses to effectively double fear damage on top is probably too much.

If they thought this would be a problem they could cap fear duration in a similar manner as confusion.

A more radical, but better solution would be to separate the damage component and the CC component. Have the CC unaffected by condition duration, but leave the damaging condition as is. Make the damage condition called “terror” and leave the CC as fear.

The necromancer class is a joke right?

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Posted by: ZudetGambeous.9573

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In it’s current state it’s one of the stronger classes in sPvP. Terrormancer and MM are absurdly strong builds, and DS burst is also incredibly strong in WvW.

They’re lackluster in PvE, but a class focused on control and conditions would be expected to be due to the way dungeons and world bosses are designed. We’ll also see what happens with the removal of the condi cap and poison being stackable. If anything, I’d expect to see condi sinister builds as providing the highest DPS by a far margin if the stack cap is removed.

I know right, necro is so strong, every team as 2-3 of them in competitive PvP….

oh wait…

there was what… 1 necro in the top 10 competitive teams…?

New traits current orientation PvP? PvE?

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ESports is their baby. Even if 90% of their revenue came from PvE players they could really care less about it.

Feedback: Fall Damage Reduction Traits

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It could be worse… you could be a necro. their fall damage trait now damages themselves and gives them 10s of weakness.

Confirmed: Numbers don't matter

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Can anyone point me to a single instance where the “numbers” not final reveal have EVER been changed before it went live? Every leak, and every preview i’ve ever seen has gone to live with the exact same numbers. I don’t remember any changes actually being made.

I’d love if they actually looked at the numbers and adjusted them, but I just don’t remember them ever actually doing this.

Stackable burning >> bleeding. A simple tweak

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I guess you listened to the presentation but didn’t watch it?

They showed off the new burning damage. based on the video it looks like it will take ~10 stacks of burning to equal 1 stack of current burning. It seemed to stack in a very odd manner. One stack did 320 dps… 2 stacks did 380 dps, 3 stacks did 440 dps. The damage formula must be different.

Did you check the durations? Tooltips were displaying total damage over the course of the condition.

I didn’t see the guardian part, but necro applied 1 stack of burning for 3.5 seconds on each life blast. The tick on a golem was 320 per tick for 1 stack, 380 for two stacks and 440 for 3 stacks.

Stackable burning >> bleeding. A simple tweak

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I guess you listened to the presentation but didn’t watch it?

They showed off the new burning damage. based on the video it looks like it will take ~10 stacks of burning to equal 1 stack of current burning. It seemed to stack in a very odd manner. One stack did 320 dps… 2 stacks did 380 dps, 3 stacks did 440 dps. The damage formula must be different.

The necromancer class is a joke right?

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Terrormancers are necros only real “burst” outside of lich. You load up on conditions and then chain 3 fears together to burst down an enemy. It is certainly no mesmer or thief burst, but it is all we are given. But the build was made completely unviable by the changes so it no longer matters. As was pretty much every necro build except minion master.

Why is ele getting nerfed so much?

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At least you aren’t a necro… the devs wanted to delete them entirely but they weren’t allowed so they just made them completely useless instead and nerfed them when every other class is getting buffed.

Necromancer Changes Are Kitten Garbage

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They nerfed all significant condition traits, even Parasitic….Contagion 15% of kitten what?!! Duration of what we got AoE cleansing that’s off the charts even with Epidemic, mesmer low AoE condition so we buff it and give more confusion and torment just what?!! I’m pretty minions will get annihilated even with more spam DS defensive traits. Every second of the necro section just what??!! It even ruined the ranger and warrior one for me hell I forgot my favorite thief build improved.

Parasitic contagion could be 50% and it would still suck with all the cleanse and because when your trying to stay alive you generally arent pumping out as many conditions on people. And healing for 15% so like even with 10 stacks of bleed (alot!!) = 140 healing a second. That is barely regen. And 10 stacks is unrealistic too.

Also it wont work with deathshroud so its even worse. THat trait is literally the worst in pvp.

Lets all have fun healing for 130 a second whilst getting hit for 6k auto attack + fire/air procs! Yay!!! Instead of losing 6k health we can lose 5.9k!

In PvP i’ll admit that PC is fairly terrible… however in PvE it is a huge survivability buff. I can get ~200hp/s per target in PvE. One epidemic and i’m healing for 1000hp/s… and that is with it at 5% and a condition cap… 15% is a fairly absurd amount of healing, but no one will ever take it because there is no reason to over lingering curses. With the removal of the condition cap you could potentially heal for 3000hp/s in PvE at all times. But again you would lose your condition upkeep ability and a huge amount of condition damage… so in the end no one will ever take it in its current position.

Necro Spec Notes & Feedback

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I posted in another thread but I think this post seems more suitable for feedback…

I think right now Condi Necros should actually be buffed. You actually have a lot more options. Curses will still be mandatory, but it got even better than what it was, imo.

If you go with something like Spite, Curses and Soul Reaping… you’d have really nice vulnerability application through chill (which is another condi that can cover up your damaging condis). Think about adding Ice Sigil to your weapons for chill + vulnerability on your scepter, for example…
-Then we could also grab Chill of Death, which would add even MORE chill, vulnerability and strip boons.
-Then add the Unholy Feast Grandmaster, which will cripple enemies around you when you enter DS, will remove a boon from them and will give you retal. If you’re a carrion condi Necro (which means you have a bit of power), your retal will be decent, and Chill of Death + Unholy Feast will hit nicely too.

If you go into Curses, you’d have Path of Corruption, which is even more boon removal.
-A thing I dislike a lot in Curses is the new Enfeebling Blood. I think it will be quite a bit weaker than it is now, and if we don’t apply weakness as well anymore, our sustain will go down. I think this trait should stay the same as it is now.
-If you take Chilling Darkness, you could do a blind with your dagger off-hand, which would cause vulnerability from your Spite trait as well (more condi pressure! and the blind bounces too, stacking chills and vulnerability)
-Your plague could now become deadly, if you use #2. You’d cause poison, blind, chill, vulnerability (hugeeeee stacking of vulnerability), and if you crit you can bleed. Would also be very cool if you had Krait Runes / Sigil of Torment… could do 2 stacks of torment AoE on top of the other condis… yummmm
-You could go with Banshee’s Wail instead of Path of corruption with a condi Necro now too. It would make warhorn realllllyyyy beastly for tanking… this will definitely be a hard choice.

With Soul Reaping, Soul Marks + Staff Cooldowns as a minor is simply amazing. That’s gonna be a HUGE sustain buff in my opinion, especially since many Necros don’t even use Soul Marks currently, and that trait is amazing.
-Dhuumfire on Life blast is going to be amazing….

The ONLY thing I’m personally not really happy about is that now I won’t be able to take Near to Death because that would mean giving up Soul Marks/Staff CDs… so you’ll be stuck out of Deathshroud for 10 seconds, which I think is a nerf to WvW roaming Necro sustain… Speed of Shadows seems sub-par, especially when compared to the new Soul Marks.

If you go Curses, Death and Soul Reaping I think you’d have realllllyyy nice sustain. Not as much boon rip and application of vulnerability, but you’d have Protection when leaving DS, Shrouded Removal (really good trait imo, also very good on warhorn condi Necros. Now you won’t have to sacrifice staff cooldowns to get it), Reaper’s protection or Greater Marks, and Unholy Sanctuary. Although we’ll be stuck out of DS for 10 seconds, the protection when leaving DS might make up for that. We’ll also have Unholy Sanctuary might help with that as well.

I’m not sure how I feel about Blood Magic though. I feel like that trait line needs more work. Other than that, overall I think the build diversity will definitely go up. I can’t really wrap my mind around some of the new builds that will become available, but I see at least 2-3 that I’ll want to try. HYPED!

There are a number of problems with your analysis:

1. You go on a lot about conditions and vuln application, yet conditions gain no benefit from vuln, so not sure what you are even getting at here.

2. Chill is good, but not nearly good enough to take sigil of ice.

3. Most necros don’t use soul marks because it wasn’t worth using, this may change now with the rolling of 3 into one.

4. Dumbfire is terrible after this change. 3s of a burn that does less damage than a bleed on a long cast skill that drains hard to acquire lifeforce. No condition spec should EVER take this new version of dumbfire, it is a HUGE decrease in damage over scepter auto.

5. Build diversity will definitely not increase. There is a clear best choice in almost every tier, everyone is just going to choose the same traits in a given tier. Condition users especially have 0 diversity because ALL of their good traits are smashed into GM curses or in the minon line…

Necro Spec Notes & Feedback

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Posted by: ZudetGambeous.9573

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I mostly PvE and play a condition necro because its what I find fun. Not much looks to be changing for me. Dhuumfire is cool, like really cool. I like the new target the weak. I guess I will go Spite/Curses/Soul Reaping?

Still for condition necro it doesn’t seem like there is much variety or change here. Well, I am assuming the +100% duration on Lingering curses is wrong because if not, holy smokes. Otherwise, I guess I will have a bit of burning now and no longer have any life steal because of the placement of parasitic contagion. I can’t really say doom because I don’t know all of the condition changes going on, but honestly it doesn’t even look like they tried with necro. As I am now, my character limps along, I don’t see that changing. If I am not missing something, I’ll probably be shelving my necro for a while.

Minions are getting a boost, but I don’t like playing minions. Blood still looks astoundingly bad, vampiric rituals looks like the only thing of any interest to anyone there. Power necros get some neat toys so I guess that is good for them.

Without the trait bonus that we get from Spite before, which was 30%, this really isn’t as big of a change as you think. Before we had a flat 63% while using it. This is really only a 27% buff to duration. Not as impressive as you think. But we also lose allot of condi duration if we don’t. A flat 30% loss just from the changes.

That is true, I mean it is something. The biggest buff is that it effects all conditions now, not just scepter ones.

They keep touting that this new system is to give players meaningful choices, but I don’t see anything interesting about building a conditionmancer here. Little synergy, straight forward choices. I cannot stress enough how low effort the necro changes feel next to the other classes I play. Even hearing specific nerfs, I found the mesmer and engineer changes really interesting and I could see what they are thinking. I don’t get that here.

I think that is all conditions while yielding a scepter. So I think if you swap to staff those conditions still don’t have increased duration. Not sure what happens in DS… do the current DS skills have increased duration when holding scepter?

It is also important to remember that burning is a stacking condition now. It does similar damage per stack as bleed. So Dhurmfire is a HUGE loss in dps for condition specs now. It is a purely power trait since their life blasts do big damage. Which leaves condition specs pretty high and dry as far as other GM traits go.

I think they should move either terror or parasitic contagion to another line and put a power GM in curses, that one change would alleviate a lot of the problems I am seeing.

Necro Spec Notes & Feedback

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My main criticism is that condition specs have lost all of their synergy… You MUST take lingering curse if you want to play conditions. That means you automatically lose out on both terror and parasitic contagion.

Dhurrmfire has stopped being a condition trait all together, it is now a significant LOSS in dps over auto attack.

Since there are no more stats on the trait lines that leaves condition necros with 1 must have line and subpar everything else. They are forcing us to max out 3 lines but they specialized each line to only synergize with itself… It’s like two teams decided to do two completely different things and didn’t bother telling the other one what they were doing.

Other things make no sense… why would I want to heal when entering DS? I can’t heal in DS, so that is a waste of a trait. Why am I forced to take minion traits if I want to spec into death magic?

Necromancer Specialization

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Dhummfire nerfed to hell…

Dhuumfire was buffed son.

going from a 10s burn that does 1000 dmg per tick to a 3s burn that does 200 dmg per tick and must now be spammed is not a buff… it is a complete waste of time. You will be losing significant damage over scepter auto attack.

Necromancer Changes Are Kitten Garbage

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Posted by: ZudetGambeous.9573

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Still no reliable sustain (they even said siphons looked too strong ????), still victims of chain CC locking, still no ways to gain LF out of combat, so basically what you’re saying is, we made dumbfire better, more scepter dmg, and some flashy new tooltips for traits. Meanwhile in thief-land…..

Err not sure how you think dumbfire is better… better animation I guess… significant nerf to the actual skill.

You now need to fire off 3 lifeblasts to get the burning of 1 dumbfire per nerf… in that time you could have applied 8 20s bleeds…

Necromancer Specialization

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Dhummfire nerfed to hell…
Terror nerfed to hell…
condition synergy nerfed to hell…

Guess they don’t want necros playing conditions???

Necromancer Changes Are Kitten Garbage

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Wow those changes were terrible… RIP conditionmancer…

They destroyed all condition synergy. Guess their “fix” for condition damage was to totally destroy all condition builds so no one plays them anymore…

Ascended Gear useless after HoT?

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The answer is that you can’t. After this you will be allowed to be one of 2-3 Anet approved builds. They don’t want any variations or diversity because it makes their jobs too hard.

Ready Up: 4/24 - Specializations AMA

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1. What exactly is happening to SP’s? Should I buy SP items now or wait until later?

2. What is happening with condition duration? The vast majority of it currently comes from trait lines, where is it being moved to?

3. Will HoT fix traits or just merge them? I find that most of my Necro’s traits and utilities don’t actually work.

Builds Are Now Outfits: Bye Choice Hi Clones

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Yeah everything is slowly being moved to cookie cutters. It’s like SWG all over again… why do devs insist on completely destroying their own games…

Removing things is not new content...

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

The new trait system is just the latest of many problems. They also have removed 4 PvP maps, 1 WvW map, All water combat from multiple zones, traits, armor, outfits, and some other things that I can’t remember at the moment.

And yes I will vote with my wallet… which I thought I made pretty clear in my OP…

Removing things is not new content...

in Guild Wars 2: Heart of Thorns

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

I don’t know how Anet got the idea that removing choice, removing variety, and removing content from the game was something i’d want … but it’s not…

Maybe that hasn’t been clear, but when I ask for NEW CONTENT I mean ADD content, don’t remove it…

Hopefully that clears things up for you… please change your expansion plans accordingly if you desire my money.

Will Zerker be meta for Revenant? (PvE)

in Guild Wars 2: Heart of Thorns

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Fact 2: The GM trait that gives 50% crit chance when under Fury means in organized groups with permanent Fury and Banner of Discipline the Rev can get to 100% crit chance without going deeper than 2 into the Precision Line.

Wrong fact there, the trait does NOT give 50% crit chance for fury, it gives 50% MORE crit chance and since fury is standard 20%, that mean you get another 10%, ie fury will give 30% crit chance

That isn’t how it worked in the beta. But nice try.

If it really gives 50% MORE crit then there is really no point is rolling any class other than revenant. Might as well just remove them at that point.

Precursor skins unlock for legendary weapons?

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

You will automatically unlock the new precursor skin for any precursor you already unlocked. The new skins are replacing the old skins completely so it will still be unlocked it will just look different. The old skins will cease to exist.

Verata's Armour Recipe Book

in Guild Wars 2 Discussion

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Yeah unfortunately it is not feasible to farm them yourself. However they are only 1-2g each on the TP. your best bet is to just buy them on the TP if needed.

Fractals only give 2 rings?

in Fractals, Dungeons & Raids

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Their RNG engine seems to use some non-random seeds which lead to doubles and triples being highly likely. There are over 100 different rare items, but if you do a world boss you have about a 50% chance to get 2 of the same rare item IF you receive more than one. I suspect the same thing is happening with the fractal RNG engine. You can overcome it by just brute forcing your way through it, but you will have a whole pile of doubles along the way.

Will we finally see dungeons in HOT?

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Never going to happen. Too many tears.

What happened to the Metrica lake?

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

This was part of Anets ongoing campaign to remove underwater combat from the game.

Their first step was to remove it from PvP
Next they removed it from WvW areas
Then they removed it from some zones through LS
Then they removed it from all the starting zones
Finally they stopped making underwater skins for new weapon sets

Fractals and dungeons are unlikely to ever be changed because Anet hates them already. The other zones will be dead once HoT launches, and I suspect there will be 0 water combat in HoT.

M OP: Exclusive GW 2 Maguuma Hylek Interview

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

It was a nice interview, though i’d rather get my lore ingame and my technical reveals in blog posts. Lore out of context of the game is quite hollow to me.

ETA? 2016?

in Guild Wars 2: Heart of Thorns

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

We can narrow down the release window using the information provided:

1. They said each specialization will get a full week devoted to it. We have seen 0, so the release is a minimum of 8 weeks away.

2. We know of at least 2 more blog posts related to legendary weapons are coming, so add another week minimum.

3. We know they plan on doing many beta tests which will need to include the specializations. They obviously won’t do these until they officially announce the specializations so they will have to come after the 8 weeks of announcements. Beta tests usually run for an absolute minimum of 4 weeks, so we can add another 4 weeks onto the time.

4. They will need at least a month before release to announce the release date. This can fall during any of the other information so it unfortunately doesn’t help us.

At an absolute minimum we are looking at 13 weeks until release. This is the minimum and it is 99.9% sure that it will be longer than this, but we can guarantee no release before that.

That puts us at a release of July 21st as the earliest possible release date. The august anniversary is far enough past that date that it seems like a good candidate, but if we miss that release we probably won’t get a launch until the Holiday season when sales can be higher.

Will HoT fix damask?

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

For everyone that complains about Silk, and as much as people seem to hate SW, I am swimming in Silk from SW salvaging, I’ve probably salvaged about 10000 scraps on my Ranger in the past 3 months, and I used to sell the excess scraps on the TP to the highest bidder; until I realized that refined Silk was worth even more, now I refine it. I used to sell the refined Silk to the highest bidder, but I’ve since stopped doing that and I’m just holding on to it, going to need another character soon just to hold on to my refined Silk, Elder Logs, Mithril, Ori, Thick Leather…and what ever else I have a full storage of.

10k scraps is how much you need for one ascended set(cloth).
sooo all your SW farming would take 3 months to get an ascended set.

That does seem fairly fast for an endgame highest tier gear set. Maybe they should cut down drops in SW?

I suspect you are looking at it backwards OP. Cloth and damask prices are exactly where they want them to be, it is leather mithril and wood prices that are lower than they want. But don’t worry I am 99% sure that precursor crafting will fix this discrepancy. Soon all the T7 mats will be roughly equal in price.

Will Zerker be meta for Revenant? (PvE)

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Any real fix to condition damage will increase the maximum dps of condi above that of power builds like it should be. Direct damage is supposed to be lower since it is instant and front loaded. DoT are slow build up, cleansable, and need constant pressure to keep them high and should therefore have a higher theoretical dps. This has been backwards since launch which always confused me.

I suspect that will make rampagers/sinister/assassins/zerker the new meta.

They should in theory balance out for different fights. Zerker/assassins being superior for short high intensity fights with rampagers/sinister doing more dps on longer more drawn out fights.

This would also put carrion and rabid equal to soldiers. That would give us 4 meta/3 second meta gear sets instead of 2/1.