<The Undead Lords>
Since 1994 – undeadlords.net
3 notes
1) it seems to be failing because of a rounding error which we are working on fixing right now.
2) we are buffing it next patch on top of fixing it.
3) carry on.Thanks for the update! I’m hoping the team realized that 5% is just absurdly small, and 20-25% feels much more appropriate.
20%-25% on the other hand would be a must-have for almost every necro. not sure if i want that.
Necrotic bite would go from 4% to 5%.
FoC would go from 2% to 2.5% per condition.
Necrotic Grasp would go from 3% to 3.75%
…25% is perfectly fine.
It doesn’t sound like a lot on paper but it adds up quickly. Not to mention at a 5 point investment for 25% faster life force generation is a bit crazy. That’s better than most of our grand master passive traits.
Just because our GM (and most other traits) are pretty terrible, doesn’t mean this is OP. I can name 6-7 minor traits on my Mesmer that are more powerful than this.
And to go a bit further— in comparison to my Mesmer, if their traits are a good baseline it wouldn’t be outrageous to have this trait:
“All abilities that inflict conditions recharge 20% faster” as a 5pt minor trait.
Basically, many classes have strong stuff out there — while 25% more LF sounds like a lot, I don’t think its really that much. If it gets buffed to 10%, it is still a very, very weak trait.
The issue I have with it isn’t that the rest of the skills are under powered. It’s that if this trait becomes THAT much better than everything else it becomes a must have for any necro. I don’t want to see anything become like that for all builds.
25% doesn’t sound like much, but that’s still 25% less time needed to generate life force which could be a big deal.
Well I believe some people might go out of the way to take the trait, but I doubt we’d see many people merely have 5 points in SR just for that trait. I personally still wouldn’t be taking it in my builds — not until DS is more useful for non-power builds.
I think there are also other video’s of players that don’t crutch on the GS.
Who said anything about GS. I prefer to run sword/focus/staff, shatter/melee in PvE. But it’s still frustrating grouping enemies up, dropping my warden only for my warden to sit there sucking it’s thumb while it gets ripped apart and the nearby archers pepper me with arrows instead of hacking my foes up in a flurry of arrow deflection and pain.
Your description of events when utilizing iWarden doesn’t match with what I am seeing in my gameplay. I can’t remember the last time I casted a phantasm that died before it fired its ability.
3 notes
1) it seems to be failing because of a rounding error which we are working on fixing right now.
2) we are buffing it next patch on top of fixing it.
3) carry on.Thanks for the update! I’m hoping the team realized that 5% is just absurdly small, and 20-25% feels much more appropriate.
20%-25% on the other hand would be a must-have for almost every necro. not sure if i want that.
Necrotic bite would go from 4% to 5%.
FoC would go from 2% to 2.5% per condition.
Necrotic Grasp would go from 3% to 3.75%
…25% is perfectly fine.
It doesn’t sound like a lot on paper but it adds up quickly. Not to mention at a 5 point investment for 25% faster life force generation is a bit crazy. That’s better than most of our grand master passive traits.
Just because our GM (and most other traits) are pretty terrible, doesn’t mean this is OP. I can name 6-7 minor traits on my Mesmer that are more powerful than this.
And to go a bit further— in comparison to my Mesmer, if their traits are a good baseline it wouldn’t be outrageous to have this trait:
“All abilities that inflict conditions recharge 20% faster” as a 5pt minor trait.
Basically, many classes have strong stuff out there — while 25% more LF sounds like a lot, I don’t think its really that much. If it gets buffed to 10%, it is still a very, very weak trait.
3 notes
1) it seems to be failing because of a rounding error which we are working on fixing right now.
2) we are buffing it next patch on top of fixing it.
3) carry on.Thanks for the update! I’m hoping the team realized that 5% is just absurdly small, and 20-25% feels much more appropriate.
20%-25% on the other hand would be a must-have for almost every necro. not sure if i want that.
Necrotic bite would go from 4% to 5%.
FoC would go from 2% to 2.5% per condition.
Necrotic Grasp would go from 3% to 3.75%
…25% is perfectly fine.
It doesn’t sound like a lot on paper but it adds up quickly. Not to mention at a 5 point investment for 25% faster life force generation is a bit crazy. That’s better than most of our grand master passive traits.
Just because our GM (and most other traits) are pretty terrible, doesn’t mean this is OP. I can name 6-7 minor traits on my Mesmer that are more powerful than this.
Maybe it’s time to try out warrior :p – or… any class for that matter I’ve always got bored before getting any alt over 40
Alternatively, we have other weapons.
Frankly, I’m a confusion based shatter spec (staff, scep, torch) and feel more powerful than I did a few months back.
I think there are also other video’s of players that don’t crutch on the GS.
3 notes
1) it seems to be failing because of a rounding error which we are working on fixing right now.
2) we are buffing it next patch on top of fixing it.
3) carry on.Thanks for the update! I’m hoping the team realized that 5% is just absurdly small, and 20-25% feels much more appropriate.
20%-25% on the other hand would be a must-have for almost every necro. not sure if i want that.
Necrotic bite would go from 4% to 5%.
FoC would go from 2% to 2.5% per condition.
Necrotic Grasp would go from 3% to 3.75%
…25% is perfectly fine.
This would be awesome. Mage is still weak though. He should do a cover condition on confusion. Retaliation is not a good fit for a cond build (melee range). Be better if he did aegis
Retaliation works for all direct damage, not just from melee. Though, you’d have to be fairly close to get the bounce back (600m).
FYI Mage uses cond duration on confusion. I usually have it up to 5 seconds with food and traits
Condition duration bonus don’t work with illusions.
3 notes
1) it seems to be failing because of a rounding error which we are working on fixing right now.
2) we are buffing it next patch on top of fixing it.
3) carry on.
Thanks for the update! I’m hoping the team realized that 5% is just absurdly small, and 20-25% feels much more appropriate.
Thanks for the update Jon!
Confusion specced IP Mesmer with Rabid gear — Thieves are by far the easiest class for me to counter in WvW.
I just wish the #4 was more of a neutral skill so it wouldn’t feel wasteful on a Condition Build.
At the very least it gives pretty good life force, which is something difficult to get for conditionmancers.
Focus 5 is fantastic, even for a conditionmancer.
I don’t agree with any of your trait stat distributions at all. They don’t make sense with ANY of the traits in those lines.
As I said in the note above:
“Of Note: This may (will) require some movement in current traits, for example you wouldn’t want Lingering Curses to remain in a Precision/Crit Damage trait line.”
The point was to pair the primary and secondary attributes that best fit to each trait line. From there, you can distribute the specific traits as needed.
There’s also extreme bias saying that the condition tree is our class mechanic when the necromancer is evenly split between all of his possible utility builds.
The crux of the entire argument was primarily dealing with Death Shroud. I’m not sure where you are getting the idea that I believe the “condition tree” (?) is our class mechanic. I merely wanted to bring up some ideas on making Death Shroud more fun and useful for various builds and playstyles, while also addressing one of our biggest problems — the lack of boons.
They get a second chance from me, at least until Darkfall:UW comes out in a few weeks. That game will determine my activity here, rather than vice versa — which is very different from what I would have expected a month ago.
I haven’t sat in a Q on SBI for over three weeks. Admittedly, however, I never Q up for EB and rarely for our home battleground.
Instant every single click, with most of those being prime-time EST.
Additionally— I’ve seen the outmanned buff on JQ, and I’ve had the outmanned buff several times this weekend. I’ve -never- seen the outmanned buff on SoS. (Though again, I think most of my time has been on the SOS BG).
I’m not sure if people quit or moved on to other servers. I remember when all Tier 1 servers had 1 hour++ queues.
As have I. What I was doing was merely correcting your assertion that SoS is the server that has the lowest coverage in T1 — especially considering it is likely the opposite.
SoS’ main force are doing fractals this week, dont get too comfy up there SBI, next week its back on.
That’s such a weak cop-out. Go all in during the ‘holiday/event week’ then expect to be taken seriously if you decide to relax the week after, when the other two servers get off their break.
Sounds like poor decision making being made by SoS to me. There are no breaks in T1, it’s week after week. If you can’t commit one week because you decided to go ‘all in’ the previous week, you may want to consider reviewing your decisions.
The weekend has just ended, there’s no excuse to be pulling the ‘next week’ card already. You can still come back and win, there’s no reason you can’t other than your own servers motivation (or lack of) to do so. Giving up now is basically admitting that you bit off more than you could chew.
It’s not about skill, but who has the best coverage.
JQ has their home map fully conquered at the moment which clearly means SBI and SoS don’t have any players on that map.
SoS is the only Tier 1 server I’ve actually been on that has instant queues. When I was on JQ and SBI they were over an hour.
I haven’t sat in a Q on SBI for over three weeks. Admittedly, however, I never Q up for EB and rarely for our home battleground.
Instant every single click, with most of those being prime-time EST.
Additionally— I’ve seen the outmanned buff on JQ, and I’ve had the outmanned buff several times this weekend. I’ve -never- seen the outmanned buff on SoS. (Though again, I think most of my time has been on the SOS BG).
Last week it was “SBI is known for crappy weekend attendance” to this past weekend being “round-the-clock presence”. Funny how a little motivation can do lots of good. I’m thinking next week, when neither side has an excuse to lean on (new content vs Thanksgiving vacations), will be very telling.
SBI had outmanned buff most of Saturday afternoon and a fair portion of prime time (EST) on SoS zone.
Main issue I have is just how kittening annoying it is to get a full set of Exotic Soldier gear. I have 6 pc armor and back so far. Thinking of just grabbing rare jewelry and weapons for the moment. I dread farming AC for weapons and WvW is not a viable farm for the gear. 30g+ for neck sucks as well and that is making it yourself.
You won’t see a noticeable difference in using exotic Knight’s jewelry.
2. We need more Boons
Necromancers have the following boons available:
Aegis- none
Fury- one trait
Might- one ability, three traits
Protection- two abilities, one trait
Regeneration- two abilities, one trait
Retaliation- one ability, two traits
Stability- two elites, one trait
Swiftness- two abilities
Vigor- none
Like the improvements to DS I suggested above, I’m not going to go and try to reinvent too much, as I don’t think that is likely to happen — and I think we can reasonably get to a good place with boons without creating too much new stuff. I’m going to base my suggestions around two traits that I believe work well, and would synergize with the changes to DS above — Furious Demise and Spiteful Spirit. To mimic the Furious Demise trait (Master trait for Curses), each trait line would have a specific boon in the Master (15 point) location of the trait line.
Spite Master Trait: Spiteful Spirit, gain RETALIATION when entering Death Shroud. I run this trait pretty often in my Condition build, and it is pretty decent, already in the game, and fits into the trait line.
Curses Master Trait: Furious Demise, gain FURY when entering Death Shroud. Already in the game, is a great trait and nothing to change here.
Death Master Trait: New trait, gain PROTECTION when entering Death Shroud. Adjust duration based on balancing needs.
Blood Master Trait: New trait, gain VIGOR when entering Death Shroud. Adjust duration based on balancing needs.
Soul Reaping: Keep Last Gasp.
These changes would greatly help our lack of Boons. Each build would be given appropriate boons to their playstyle, and would be able to use DS more than a meatshield or merely to fear. Being able to jump in-and-out of DS for a few boons would be more interactive, rather than jumping into DS and using most, if not all, of your Life force at once.
3. Adjusting Trait Lines
Every few weeks, someone comes onto the forums and says that “It would be great if Condition damage and Condition duration can both be in the same trait line”. Well, this isn’t going to happen, for several reasons (Balance, Primary vs Secondary attributes, etc). However, that doesn’t diminish the fact that our current trait line bonus’ are ill-designed. So lets get to my suggestions:
First off, Power and Condition Duration is going to stay the same. Every single profession has these connected, and I’m not going to suggest a change here. I also believe that Vitality and Compassion are correct to be linked together.
Based on the changes proposed above, it would be much more beneficial to have our Class Mechanic paired with Boon Duration, since the vast majority of our Boons would be coming from Death Shroud. Additionally, the current bonus of Critical Damage continues to be primarily focused on one playstyle, and this would continue the path of making DS more enjoyable for all builds.
Critical Damage makes the most sense to be paired with Precision. For those with balance concerns — this is already the setup for BOTH the Mesmer and Elementalist. It is, by far, the most logical place for Critical Damage to be located, and pairs well with the Fury buff from DS.
That would leave Toughness and Condition Damage, paired with Protection trait for DS. This line makes sense for condition damage, as this requires you to out-last your opponent. Toughness and Condition damage are already paired on the Elementalist — and these new trait lines would actually pair 100% with what the Elementalist has currently.
Of Note: This may (will) require some movement in current traits, for example you wouldn’t want Lingering Curses to remain in a Precision/Crit Damage trait line.
Of Note, Part 2: The third part of this thread is where I believe would run into troubles with the Devs — while I think the suggestion is reasonable and needed, I think it might be “too much change” for them to consider, unfortunately.
Thanks for reading!
Simple Improvements to Death Shroud and Boons
Some background on me: I’ve been following the Necromancer and posting on the Guru forums since pre-BWE, back to when Dark Path was a teleport that could go through ceilings, and when you could trait Necrotic Slash to be a ranged attack. I play some sPvP, minimal dungeons, and primarily WvW on my Necro, Mesmer, and Warrior.
I feel that the Necromancer and Death Shroud aren’t as bad as many here claim them to be. Surely we have several bugs, as most classes do. DS isn’t a great profession ability — its just about average, but a bit boring and a bit too lopsided for those that focus on power.
One area that the Necromancers are severely lacking is boons. Despite DS, my Mesmer is significantly more ‘beefy’ or ‘tanky’ than my Necromancer due to the high uptime of several boons like Aegis, Regeneration, Vigor, and Protection. As Necromancers, we are limited to some Regeneration, and very limited Protection. Note: Well of Power also provides us boons on conversion, but this has a high cooldown and is far from as reliable as other professions.
My proposal are some very simple improvements to both Death Shroud and some traits and trait lines that might help fix some of these issues.
1. Improving Death Shroud itself
As I mentioned earlier, I don’t feel that DS is really very underpowered. With a good amount of Power and Precision, it can hit pretty hard. However, its rather niche for those that are specced this way. I’m not going to try to reinvent new abilities to replace what we have — I don’t think that is a realistic option for the Devs at this point. However, I do believe that much of what would improve DS already exists, and it lies in the underwater version of DS (linked: http://wiki.guildwars2.com/wiki/Death_Shroud).
Some combination of these abilities would make for a well-rounded DS that is useful and fun for all specs of Necromancers.
Life/Plague Blast- Allow the land version to also transfer one condition to the enemy. This spell would also greatly benefit from being a shorter cast time. Adjust damage to balance, if necessary.
Dark Path/Water- I think these abilities work well as they are, and wouldn’t recommend any changes.
Doom/Wave of Fear- I’m a big believer that our Fear is underpowered, especially as it was billed as a key component of the profession. I’d greatly prefer the underwater version, and would help reaffirm Fear as being a Necromancer-focused condition.
Life Transfer/Gathering Plague- I am a proponent of having BOTH of these abilities in both land and sea forms of DS, putting one as the 4th skill, and adding the other for a 5th skill.
These changes work off of abilities that we already have in the game, and therefore have theoretically been balanced at some point. These would also make DS much more valuable for conditionmancers and support focused Necromancers, and make DS more enjoyable.
I am surprised you don’t take Chilling Darkness trait. I guess it makes sense since you are taking Lich Form. I take Plague Form with Chilling Darkness. Chill for one second sounds bleh, but applying blind every second with plague form so… I love it for WvW. When the group needs to push, I quickly flip to plague and move in.
Chilling Darkness doesn’t work with Plague.
It looks like people have returned to WvW this week on SBI. Last week showed us that we can’t afford to be lazy or take a break when we have a hungry server wanting to make their mark. The battles have been great and we still have a long week ahead of us.
Starting to get back, but still not what we were 2-3 weeks ago. We still have had outnumbered buff on a few borderlands during primetime.
Yeah, we’ve been outmanned a lot lately~
Welcome to “every single server except SoS”
Jibberish cut
I see JQ and SOS ‘ignoring’ each other far for often than I’ve seen us (SBI) going for JQ instead of SOS.
Mostly because I see SOS almost universally focusing (wisely) on SBI.
My Necro:
29,652 Health
2,791 Armor
3,191 Attack
I am a mobile fortress.
Can you provide your un-buffed stats?
Yes, I am playing less:
1. Holidays
2. Lost a lot of faith in anet due to introduction of gated content and gear grind
3. Relaxing prior to Darkfall 2.0
Aexrael.5918Time To Live in W3 engagements is so short that anything outside of burst damage is largely irrelevant. By the time you get around to stacking a few bleed stacks on a target, it will have been dropped to the floor by all the AoE flying around.
This. A conditionmancer has a ramp up time (stacking bleeds). By the time you begin doing damage that other classes do from time zero, your target is either already dead or performing a stomp on you.
Weather this happens in 1v1 or zerg vs zerg is irrelevant.
They should give us the option of doing our bleed damage from a farther distance that it would take for those other classes burst damage. Oh wait…
Why are you using 1v1s to complain about wvw?
have you played wvw?
Of course, that’s why I’m not the one saying that the part of the game we shine is a problem.
its not all zergs 24/7 you know?
Its not, but it is very, very rarely 1v1.
im not complaining about wvw? im specifically addressing the bleed build of the necromancer class for wvw situations…
Please refer to your thread title.
Why are you using 1v1s to complain about wvw?
Personally i still find them weak even in large battles. Conditionmancers rely to much on epidemic which can be easily counterd by a guardian using his shouts and the thingy that turns conditions into buffs. Rarley do i ever kill people by using epidemic. . . it does deal damage but it doesnt kill and more often then not it gets cleansed in a matter of seconds. I mean, i get my whole combo off and use nearly every skill i have and it can be counterd by pressing 2 buttons that both have a 60sec cd untraited.
So yeah, i mostly sit with my necro in yaks overlook and treb SM to take a wall down for the heck of it.
No matter what profession and ability combo you want to propose, Necro’s have the ability to put out more conditions much, much quicker than they can be cleansed.
What weapons and build are you using? I’m focused entirely on w3 with my Necro and Mesmer, and the condition Necro is absolutely strong in large battles.
- Necros can have decent access to both Chill and Cripple, but they’re outclassed in both by similarly prepared Elementalists, Thieves, and Rangers.
Most of what you wrote was spot-on, especially in regard to the traits. However, I have to completely disagree with this point, particularly in regards to Chilled. We have absolutely the best access to Chilled of any profession, especially in regards to AoE applications and duration.
There are two groups here:
– People who want max stat gear to take lots of time to acquire
– People who want max stat gear to be quickly acquired
I think it is more accurately:
-People who want max stat gear to be quickly acquired and character power on a leveled field.
-People who don’t want other people to have as strong statistical characters as they do.
Needs to be increased from 5% to 25% and that would make it appropriate for its tier.
Parasitic Bond doesn’t do anything, at all.
Staff and Wells power build is absolutely viable for PvP.
Necro condition damage won’t ramp up as quickly as some classes, but we have the ability to do it at great range, with more AoE, and IMHO most importantly easily stack additional debilitating conditions (most notably poison and chill).
Its better than it was before, but it is still quite buggy.
I sincerely doubt that the overflow was meant to allow people who did no access the event to access it.
Oh, no doubt. But that didn’t mean they had to reset it so those that didn’t get a chance could enjoy the event.
And ANet already stated that those who haven’t gotten a chance to do it and those who DC’d during the event will get their turn
I haven’t seen anything where anet states that those “who haven’t gotten a chacne to do it” will get a chance to see it.
https://forum-en.gw2archive.eu/forum/info/news/Disconnect-at-the-end-of-Lost-Shores-Event-Read-this
and I suppose i should be careful how I word it. This post says it’s only for those who disconnected not those who didn’t get a chance to participate
That post only discusses rewards.
This post is complaining about a “new build” to that prevented those that couldn’t enjoy the content from finishing.
(edited by alanis.6094)
THANK YOU ArenaNet for this Ninja Build , we alsmot finished the event and got everything reseted now i cant restart the event because you removed it , i hope you die !
It was an exploit anyway. They said players who didn’t get a chance to participate or those who got DC’d would have their chance.
Would appreciate this quote link, haven’t seen anything like that posted.
And ANet already stated that those who haven’t gotten a chance to do it and those who DC’d during the event will get their turn
I haven’t seen anything where anet states that those “who haven’t gotten a chacne to do it” will get a chance to see it.
Wouldn’t want those of us that had families and kids to be able to partake in the activities on the overflow servers. Was having fun enjoying the event until the reset…er, I mean “new build”.
Edit: meant 10pm PT
(edited by alanis.6094)
I can solo those things fine as a conditionmancer in full Power/Pre/MF gear. Sounds like a user issue.
It automatically went as a learned recipe, so use your regular crafting menu.
Every attack is blockable unless it says otherwise.
/thread
From 10/22/12 notes:
Corrupt Boon: This skill now properly removes aegis rather than being blocked by it.
How do I get these outside of the chests?
Necrotic Traversal is not fixed, however.
It appears that many of the unlock recipes that were added to JC all require currency from individual dungeons. Has anyone found a way to get these additional stat configurations with other recipes?
Or is this just another change that would require people to do content they don’t enjoy.
I noticed they have changed Spectral Walk slightly so that it will bring you back to the location you started from no matter what, so that’s good.
even across Y axis?
Correct. I’m currently using it on jumping puzzles and it ports me back to the top. I use it before a difficult jump.
I’m looking directly at the people who complained about exploiting the ‘Spectral Walk’ bug that allowed you to reap all the benefits with it not even in your Utility Bar.
And now we’re the only class who loses swiftness when we enter the water.
Fix the bug and screw balance.
I don’t lose it when I enter water.
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