http://twitch.tv/alemfi/
http://twitch.tv/alemfi/
dodging the cannon blast is a simple side step inbetween the checkers so you don’t need to move far at all to avoid if you disperse and stand still. Vs runing around.
agreed. only issue with this strat is that with five players, spreading out is a bit… tricky. Do you have 4 in the corners, and one in the middle? Form a pentagon? Sometimes i find the group manages it just fine keeping all five alive, but other times, I’ll be in a group where one person ends up dying due to people getting too close to each other, and the rest end up fine after the sacrificial lamb dies, ressing the dead one after the cannon phase ends.
http://twitch.tv/alemfi/
(edited by alemfi.5107)
Don’t use the Tower content as a bench mark. It’s designed to be solo content. I soloed all 3 levels with a warrior. I find the guard builds are better when in a group. Not everyone plays them that way but the benefits of having a guard far out weigh using other classes when in a full party. I don’t think they are useless.
Uhhh warrior is extremely strong in pve
My point is, utilize a better comparison. Fractals for instance. High level fractals can be done by any class. Guards are still a viable class. Yes, warriors are strong in pve, they just suck in pvp and wvw. No balance.
not really warrior is op in wvw and pvp too
Indeed. zerotwo clearly doesn’t play tpvp.
http://twitch.tv/alemfi/
Firstly – Any decent Power Necro still takes Scepter, for the reasons described in this thread.
The easy access to 3 damage conditions makes for horrific overall damage.
30 in Spite + runes with 10% condition duration as any decent Necro would take yields:From ONE Scepter auto-attack chain- 4 stacks of Bleeding for 8 seconds. 6 seconds of Burning and 5 seconds of Poison. That’s 1992 + 2556 + 615.
Nope. Only 3 seconds of burning. Dhuumfire is 2 seconds of burning in spvp.
http://twitch.tv/alemfi/
I see the big red anet logo on this thread but no dev post…
Did a dev post, revealing something they shouldn’t have, then delete it?
Yeah… it’s weird… linking to a red post wouldn’t make the topic have the dev replied post right? Although based on the link, it seems the trailer was created a year ago… meaning it might just not have taken into account those two fractals… I want to be hopeful, and hope they adjusted those tedious fractals… but I’m not sure.
http://twitch.tv/alemfi/
As far as I can tell they designed the final instance to be a moderately challenging instance if done solo.. and for scaling, essentially did a blanket multiply mob health by number of players… a poor excuse for scaling.
- First duo’ed the instance on my guard… was shocked by how bland the instance was, auto attack for a few minutes.. done.
- Helped guildies through the instance, up to parties of 5… same thing…
- solo’ed the instance (yesterday?) on my necro and found that i took some damage from boss, not sure if from bug fix, and finished it, and found it almost fun.
Biggest issue with this encounter is that I wish they took a instance designed for a full group to complete, and scaled downwards, as opposed to taking an instance designed for 1 person… and “scaling upwards”.
http://twitch.tv/alemfi/
(edited by alemfi.5107)
Change the icons to small dots of the opponent team’s color. (Much like in WvW)
It would be nice knowing what class the opponent is, but there is already a LOT of clutter on the mini-map.This way you can make a dot for each mesmer clone.
One thing is for sure though, if you want to keep the icons, you need to make them a LOT smaller.
this sounds reasonable but it would be misleading when you see 3+ dots on a point and think that there are 3 players but in fact it’s only one mesmer.
I thought of that, maybe we can have miniaturized dots with each color being a different class.
Purple: Mesmer
Blue: Guard
Green: Necro
Brown: Ranger
Ect…This way we can have multiple purple dots for mesmers and clones and still not have them get mixed up with other classes.
Seems fairly reasonable. They already have associated class colors based on the pie chart of the pvp window.
Also, thanks Tyler for keeping up with this.
http://twitch.tv/alemfi/
Mesmer clones should definitely not be showing up on the minimap. Just far too much clutter. In terms of gameplay, the only issue i can see this being an “issue” is if the player uses something like “decoy”, it becomes obvious that they are stealthed and the thing is a clone, because their icon is gone from minimap, but even then, it should be obvious if you are on the target and lose your target from stealth/ by observing behavior.
Overall a nice addition, although it might be harder to sneak away from a crazy mid fight to back cap a point.
http://twitch.tv/alemfi/
We are changing the tooltip to clear up the confusion for this skill. It is a 3 condition transfer from self to foes when they trigger it. None of the other issues are bugs.
Hope this clears things up. This skill has undergone major balance renovations.
It will no longer cleanse teammates and it will always give a full cooldown when interrupted because its one of the best skills in the game.
I would LOVE for you to explain how this is one of the best skills in the game. Go on I’m waiting.
Seriously… if it wasn’t for chillblains and staff+5 i would unslot staff. staff+4 sounds terrible now, 25s cd for a self 3 condi transfer?
This is a pretty disheartening example of a lack of proper communication, understanding, and future for this game. One would like to think that the dev post is just an honest case of ignorance, and that the behavior of this skill as it currently is, is a bug that they plan to address, but there seems to be a strange history of rewriting bugs into tooltips.
http://twitch.tv/alemfi/
A CTF mode is definitely something that I feel could be introduced into GW2 that would allow for a lot of fun without being to broken due to specific class mechanics. Regarding the flag, it would work similar to the orb in Spirit Watch ( invuln/shadow step dropping orb, can’t stealth etc. ), but I think the mode would work better with a setup similar to WSG, where you need to have control of both your own flag, as well as the enemy’s to score, as that creates needs for an assault/ defense team type of mechanic.
EDIT:
To avoid stagnation, there can be side objectives similar to those in our conquest mode. Perhaps a central orb that one can hold onto to start ticking for points every X seconds. Scoring flags will be the primary source of points, but the orb would allow for the game to keep moving, in case the two teams go full defense. Something perhaps like every 10 secs, the orb ticks for 5 points or something, while scoring flags will give 150 points. Subject to tweaking.
http://twitch.tv/alemfi/
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Hey Gasmic!
Just thought I’d say that this is a great idea, and aside from the whole practice dummies stuff (which could be moved to an instance or something, as you mentioned), would definitely be really great for the pvp community I think.
PS. Is GASM still playing anymore? haven’t seen you guys in a while.
http://twitch.tv/alemfi/
Recently encountered this same error.. stuck at a 0 progress screen. Anyone have a suggestion?
http://twitch.tv/alemfi/
Something I’d like to see is to allow for players to add time to arenas without having to be in one. Currently you can’t add time to start up an arena, something I tried to do for my guild, and am currently relying on gifting tokens to my guild leader, since he owns the arena.
http://twitch.tv/alemfi/
Just wondering what the community thinks of these skills especially as it pertains to use in a smoke field. When using rocket boots in a smoke field it is actually useful, because the stealth is applied after the rocket boots deal damage, so you don’t get revealed. On the other hand. with acid bomb ( elixir 4) stealth gets applied immediately, so when acid bomb deals damage you are also immediately revealed. Is this just an oversight/bug? Or is it intended? It does seem that the delay of the blast finisher on rocket boots is actually applied to all other fields/combos as well. which makes it a little gimmicky when trying to apply to allies. Anyways, I thought I’d see what everyone thinks first.
http://twitch.tv/alemfi/
videos finished uploading.
http://twitch.tv/alemfi/
Last night our guild encountered a weird bug with the guild jump puzzle:
http://youtu.be/rq5ZopT9uhA ( currently being uploaded)
http://www.youtube.com/watch?v=1g-mC0cO0TU
Skip to about 20 seconds into the second video.
We couldn’t make it past the first ice wall. (we’ve completed this puzzle twice before)
Has anyone encountered similar problems?
http://twitch.tv/alemfi/
… not sure if trolling or what.
The down arrow indicates your number is going down for rank, in otherwords going from rank 100 to 20 will show a down arrow, while going from 100 → 150 will show an up arrow.
Pointing out that the ui is unintuitive, fair point.
Seriously stating that it is doing the reverse of what it should be? Check your facts.
http://twitch.tv/alemfi/
Zone 3 achievement Completed, no credit
in Super Adventure Box: Back to School
Posted by: alemfi.5107
Did anyone else get this? Defeated the wizard and did the robber bonus level but didn’t get achievement credit. Oddly I have progress in infantile mode, but pretty sure we did it not on infantile mode.
http://twitch.tv/alemfi/
The Runes of Lyssa have an ICD already. It is set somewhere equal to or below 45 secs, but above 36 seconds, as is evidenced by the lack of a proc when using the elite skale venom on thief if traited. It is most likely 45 seconds ( not going to bother testing it ). This rune set is also fine, coming as someone who plays all the classes and primarily uses a necro for pvp.
http://twitch.tv/alemfi/
For now, just don’t play 16-man hot-joins.
http://twitch.tv/alemfi/
Hey everyone! We have elected to “hotfix” the Necro and split Dhuumfire to bring it down a bit in PvP. This change will be in today, with patch notes in the usual place.
Thanks for the feedback!
That is not enough. Death Shroud needs to be changed for PVE. If another one of these PvP nerfs reduces the necromancer’s survivability even more, it will be impossible for necros in PVE to still join Fractals or dungeons. And I assure you, people will simply stop playing a necro in PVE. This last change was already over the line. We need to be able to absorb burst damage in PVE. All other classes have evades and invulnerability. We have none, and many bosses do one-hit kills!
Give us more PVE defense, or change Defiant on all bosses. Right now we have zero defense against that kind of damage. Also, we need Cleave on our axe/dagger to have proper DPS equal to what other classes have. Our damage is really poor in PVE.
…. did you even read the patch? this has zero effect on pve.
http://twitch.tv/alemfi/
Just saying but i still have 5 second burning in the mists
It’s only in the mists/lobby area. If you enter a match, it will be the appropriate 2s+condi-duration.
Was confused initially as well.
http://twitch.tv/alemfi/
Saw an interesting post someone made about our about marks, and how they don’t give enemies the ability to react to them. They had a suggestion for it, and the term they used was “travel time” and compared it with engineer grenades. Now i don’t know about you guys, but I’m thinking perhaps an “activation time” might make more sense, where the mark first appears on the ground for about 1 second before it becomes effective. This allows for either allies to try fighting on that mark if they are low on health or under condi pressure, and also allows for enemies to react to the mark.
Discuss?
http://twitch.tv/alemfi/
This is a group of 3 or 4 necros which should help to understand certain concerns Allie. I have to say that 3/4 of these guys jumped all on the necro train. They maybe have 20-30 necro games.
http://www.twitch.tv/xsuperxgw2/b/435324465
I am fine with necros having decent survivability but in my opinion the burning has to go first. Maybe also changing weakness to some little bit more predictable since it can destroy entire direct damage burst (maybe permanent 10% damage reduction considering the duration one can stack). After that we can look how things will evolve. Also obvious animations for necro spells would be nice in future, just in order to predict and counterplay certain actions.
I had to stop watching after scrolling to 6:53 to 7:13. Based on the perspective of the necromancer we are streaming with, they are truly: " I have to say that 3/4 of these guys jumped all on the necro train." The order of execution of the skills is completely off. They consumed conditions after only getting burning, they applied spectral armor (while full on ds), THEN spectral wall, which doesn’t proc protection if you already have it.. just bad plays all around.
If you could point out certain sections of that clip that you’d like us to examine, please do so, as I’m sure we appreciate being able to see hard evidence, but I don’t believe we have time to look through an hour of gameplay that might not reflect anything.
http://twitch.tv/alemfi/
So last patch allowed necros to not need greater marks anymore allowing them to go further balls deep into offensive builds. Soon as I saw the patch, I immediately thought, “Welp, necros are going to be running 30-20-0-0-20 now to hit dhuumfire, terror, and fear duration+50%”. In addition, the 20 in Soul Reaping gives us extra defense in deathshroud and some life force generation, so we have some mitigation from pressure.
Combine that with the fact that necro performs best when they aren’t in the thick of the fight/ pressure, it makes it a REALLY annoying class to fight against. My main tactic usually involves hanging in the back while our guard stays on point. When I see incoming enemies, drop marks, signet of spite, epidemic, go in for the kill.
There’s few things incentivizing necros to get into the fight (or really subject themselves to be the focus of the attack), as dagger is underwhelming, wells can be traited to be ground-targetted, except for our deathshroud, (2 is a gap close, 3 is a longer duration when close, 4-5 affect the area around you), so we are seeing a very homogeneous playstyle between necromancer players, which is essentially hang in the back and apply pressure.
This isn’t to see the necromancer is necessarily OP, it is just forced into a situation where the best tactic is to position yourself in a way that you can destroy the other team unchecked. It is ENTIRELY possible to bring the necromancer down through a focused effort in very little time, though with the last patch this has been mitigated somewhat ( haven’t played enough tpvp since the patch, granted so I can’t say for certain, still with the reallocation of points into soul reaping, and prior experience with that traitline, as well as the bug fix to direct damage in ds, I imagine my statement about the mitigation, should be valid still ).
One issue that I have with the necromancer class is that it is build pretty much as only a caster class. Elementalists (d/d, s/d) and mesmers (s/f, s/p) both have playstyles that encourage getting into the heart of things, but somehow the pacing that necromancer’s act always seem more…. calculated. Perhaps it’s the cast time on abilities, lack of more immediate movement abilities (ds 2 needs to hit target, wurm/spectral walk need to have set up etc).
I’m not entirely sure where i’m trying to get with all of this, it sort of devolved into a stream of consciousness type writing, but those are general thoughts I had on the necromancer.
EDIT:
Thought I’d mention I REALLY like this idea: from DiogoSilva.7089, b/c apparently i can’t quote.
- Alternatively, just have the trait apply a Fire Aura on himself. Why not? It’s easier to counter, as it’s visually expressive and will require a conditional effect to spec. It can be stronger in certain situations (aoe burning spread, might-stacking), while being easier to deal with. Besides, fire aura makes far more sense in high-hp + DS necromancers than it does in evade-dependent elementalists;
http://twitch.tv/alemfi/
(edited by alemfi.5107)
I’m not Mr. Chapman but here is the breakdown of your points.
1st: There is a 3rd set with 15% Boon Duration, Altruism (albeit not for 2/6)
Runes of Altruism do not exist in SPVP. A lot of balancing is done with pvp in mind.
2nd: If you would please shed some light on what precisely that would break balancewise
45%(30% normally, but if it was made so, it would be 45%) runes + 30% traits + X% Giver’s Stats (+ consumable%?) = 75+% boon duration. Anet Balance usually tries to avoid permanent uptime for protection/retaliation which becomes quite feasible with that much boon duration increase.
3rd: There is currently no alternative to Healing Power as a stat in combination with Boon Duration, which is easily fixable by changing Santuary to Boon Duration.
http://wiki.guildwars2.com/wiki/Rune_of_Sanctuary
Healing power? I see vitality… is the wiki out of date?
If you REALLY need the boon duration. you can easily still get 40% from runes, as the majors can still be combined with the superiors. It can allow for interesting synergies (Had tinkered with multiple sets of runes of the flock, 4 sup and 2 major, both had the chance to proc, although they were on the same icd as far as i could tell)
http://twitch.tv/alemfi/
was this thread locked or something?
Edit: weird had a UI bug.
http://twitch.tv/alemfi/
Thanks Karl! was just about to post two screen shots, but thanks for the prompt response!
Edit: Although this will probably be VERY unlikely to be fixed in the upcoming election patch, will this be hotfixed relatively soon? This is fairly game breaking when trying to counter people reviving others and not being able to reduce the rate that they revive to try and ensure a stomp.
http://twitch.tv/alemfi/
(edited by alemfi.5107)
Can confirm. Just tested in heart of the mists against npcs with my necromancer. Well of Blood healed for the same amount regardless of poison. ( used corrupt boon for self inflicted poison ). I recommend also reporting this in the bug section of the forums.
http://twitch.tv/alemfi/
Are password protected rooms and progression exclusive? Just thought I’d verify.
http://twitch.tv/alemfi/
Also the damage is so gimmick. Pre-patch i could crit 5,6k. Now 2k crit is miracle
Thanx for gm response! anyone else noticed damage difference?
Nope. Landed my 6.5K damage ( leap and down ). Seems to be working fine.
http://twitch.tv/alemfi/
Huh. and here I was scouring the notes for a new viable stun breaker.
http://twitch.tv/alemfi/
Sighhhh why was I on vacation this week… Looks like an amazing matchup from what I’m seeing, YB & Kaineng. Hopefully we’ll still be playing together next week!
http://twitch.tv/alemfi/
It’s good that you found this bug; just a suggestion, you might want to edit the top post to explain the exact problem: The proc-on-heal/elite effects of runes are applying while in a transformation that strips you of your normal utility skills. Video evidence seems to alert the development team the best ( as seen by their acknowledgement of the necro downed state health on after video documentation ).
http://twitch.tv/alemfi/
(edited by alemfi.5107)
Ah…. you know, I think you are right actually about this than. I do recall altruism runes proccing while hitting my heal skill while transformed. Have you posted in the bugs/engineer sub-forums?
Thanks for clarifying the steps. Your initial explanation made it seem like it was on the USAGE of the elixir, not the actions you do while in the “transform”.
Edit: Basically this looks to be a bug generated from the removing of the ability to use utils while in Elixir-S, I imagine the same applies for mist-form etc.
http://twitch.tv/alemfi/
(edited by alemfi.5107)
Are you able to post a video of this? Can’t test currently myself, but no one else has mentioned anything about it so far. I’m finding it an unlikely scenario, since these type of abilities (heals and elites) seem based completely on the slot location usage of the ability, based on the other types of abilities that trigger on heal/ elite usage.
http://twitch.tv/alemfi/
no i hated WoW for the monthly fee. ’ma buy and play guy. I get annoyed by all the extra costs
You should realize that this “buy and play” concept can not work for a game that is going under continuous development. People don’t work for free. The fact they give you an alternative to real world currency/do not sell pay2win features gives you no grounds to complain about ingame currency transactions to gems.
Here are 3 cases for you, based on the what we have in gw2:
- The service you want to buy with gems are affordable/convenient enough for you to use in game currency to buy the item; great go for it.
- The service you want to buy with gems are gems are not worth the transaction your would have for to pay for with in game currency, but you are willing to pay for it with cash; great, you think it’s worth the money to spend on for a service of convenience, and the developers get paid (indirectly).
- The service you want is worth neither of the above, but neither does it stop you from progressing through the game; that’s fine, you apparently did not fall in the target market for that particular service. It is up to those that on sales to evaluate whether they need to adjust costs to get the largest benefit (usually comprised of customer satisfaction/income).
http://twitch.tv/alemfi/
Enemies will not be able to finish a combo with your combo field… The conditions that occur on the enemy is a result of them attacking you while you have chaos armor up.
In regards to the bug, I suggest creating a post in the bug forums showing that the field disappears during the extra traited duration.
http://twitch.tv/alemfi/
I use my engineer solely in wvw. I actually look forward to thieves trying to be clever and attacking me. Immobilizes/crowd control work wonders, and they are usually squishy enough that if you have some for of burst rotation they are down.
My suggestion if you are having trouble with thieves is to carry a stun breaker, and a form of burst. this way you can avoid there burst and then counter assault. The utilities I run are net turret, elixir r, and grenade kit, with a rifle main hand.
http://twitch.tv/alemfi/
My signature states what I would want to see in regards to bone minions.
Additionally for the others.. Would be cool to see bloodfiend have some condi removal, maybe similar to turret active on engi.
I approve of making ‘rigor mortis’ more immediate/ effective.
Something that occurred to me that would be —- humorous, when you mentioned the wurm and necro switching places on activating the skill would be if the wurm burrowed, then rose up engulfing the necro, and then shooting the necro out its poop chute to its original location (or 1200 or w/e the range is). Not practical but I think it’d look cool.
http://twitch.tv/alemfi/
As a necromancer who recently had their back piece visual bug fixed soon, i hope this gets fixed for you soon as well.
http://twitch.tv/alemfi/
As someone who is unable to login just yet, I’d like to inquire about the state of this back piece being hidden on the Necro’s DS? ( hopefully the state is fixed? )
Edit: It is indeed fixed.
http://twitch.tv/alemfi/
(edited by alemfi.5107)
Some people need to learn to present their thoughts in a way that’s not so abrasive. Anyways, it should also be noted that the necromancer’s deathshroud removes the shell backpiece.
http://twitch.tv/alemfi/
Bumping with 15 characters. Pure Epicness would ooze out of the game when this is fixed.
http://twitch.tv/alemfi/
Thought i’d note that sbi has a major bot problem in ebg. Looks to be a bunch of charr rangers with guild tag… [PREP] I think, can’t really remember.
http://twitch.tv/alemfi/
alright, got it, thanks. hmm.. I suppose I can still tinker with bleed on illusion crits, although I do think I remember hearing about this type of build before.. anyone know offhand how many stacks of bleed you can get on someone (in theory)?
Edit: well… from the wiki: “Illusions derive their precision, power, condition damage, critical damage, armor, and healing directly from the mesmer’s attributes”
So… they might appear to be the same thing? Has any actual testing been done regarding fury?
http://twitch.tv/alemfi/
(edited by alemfi.5107)
lollll… so not only was the the confusion-glamour build murdered, but they bugged the most reliable source of damage for phantasm builds as well (again)? Did I miss the memo for “Mesmers are only intended to play shatter builds”? Or was it the memo for “Stop playing mesmers” that I missed?
http://twitch.tv/alemfi/
Hey all, thought I’d ask the mesmer community (doing some build-crafting), on whose critical chance affects shatter? Is it the illusion’s (who might be templated off the mesmser?) so that you need to apply fury to each illusion to increase crit chance? Or is it the mesmer’s so fury on illusions doesn’t matter. Or is it… BOTH (I highly doubt it but imagine the awesome if such was the case)?
http://twitch.tv/alemfi/
The change to this trait has to be some form of mistake. Compared against other ConditionX-proc-on-ConditionY application, there is no other trait that has such a (ridiculous) internal cd (see: Guardian Blind_Exposure, Necromancer: Chill of Death ) for blinds. Even if we accept that we need the internal cd because CONFUSION OP (even though it was just nerfed in the same patch), such a radical change (it is radical, as there are many ways that it was possible to “burst” blind applications, all of which are now moot with this), deserves some form of compensation, the simplest of which would be increasing the # of stacks of confusion this applies (my opinion is that 3 stacks would be balanced, since two accounts for the 50% reduction nerf, and the extra is for the icd).
TL;DR: I use parenthesis when I rant.
http://twitch.tv/alemfi/
Just tail a necromancer running nothing more than BiP. Easy ten+ stacks of might. considering how few other boons they maintain.
http://twitch.tv/alemfi/