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does bleed dmg get rounded?

in Players Helping Players

Posted by: chaosgrimm.5837

chaosgrimm.5837

Does it round up all the time or down a .4?

does bleed dmg get rounded?

in Players Helping Players

Posted by: chaosgrimm.5837

chaosgrimm.5837

Say I have 1762 malice. The way I understand it, a bleed tick is:
1762*0.05+42.5 = 130.6
Is my dmg per tick 130 or 131? Or something else completely?

Any Leveling guides for necros?

in Necromancer

Posted by: chaosgrimm.5837

chaosgrimm.5837

on the contrary, it is, because most conditions won’t last long enough to make them worthwhile as the majority of enemies you will kill leveling to 80 aren’t veterans/elites

most of what you kill is trash

This will be my last post on the topic, I gotta move on xD. You are free to have the last word, but gm is not worth taking if you dont have the points, and would otherwise need to sac 100 con dmg or 10 con duration if your con dur is less than 100.

You can group mobs very easily in open world which will make up for gm in most cases. The biggest dps gain for staff is MoB @ a 6 sec cd… but you get 2 aoe bleeds on scepter/dagger already. If you only have say 15 points, it would be silly to lower the effectiveness of all 5 of your scepter/dagger setup and all 5 of the staff skills in many cases, just to make a slight gain in very specific and rare circumstances in which you cannot group a set of mobs tight enough by the time you have use all ur other aoe, and provided the mobs have enough hp left to benefit from applying marks, but not so much hp that a wep swap could lower your dps.

Any Leveling guides for necros?

in Necromancer

Posted by: chaosgrimm.5837

chaosgrimm.5837

Basically, you will NEED/WANT 10 points in death for the greater mark area. It’s almost a necessity in all aspects of this game, even in PvP.

Not at all a necessity for PvE content. Not even close.

Whatever you say. Enjoy your pathetic baseball radii.

It’s PvE. Not at all like it’s difficult to place marks on AI. Do you have difficulty in doing so?

Yes, problem? You also conveniently avoided the fact that you are often faced with large groups of mobs in PvE, especially solo. You will not be able to cover dispersed groups as you would with greater marks.

If you want to solo/level up, GM is a must .. as much as having a staff is for a group of mobs.

Dont forget this guy is lvling. It’s tough to justify taking gm over con dmg and duration, esp a low lvl.

Any Leveling guides for necros?

in Necromancer

Posted by: chaosgrimm.5837

chaosgrimm.5837

Basically, you will NEED/WANT 10 points in death for the greater mark area. It’s almost a necessity in all aspects of this game, even in PvP.

Not at all a necessity for PvE content. Not even close.

Whatever you say. Enjoy your pathetic baseball radii.

Meh, its about the alternatives. I sure he doesn’t skip it cause he wants a smaller radius. In open world you have alot of control in terms of how mobs are grouped. If its greater marks vs a needed 10 in spite to hit the magic 100 percent con duration, im ditching gm. That being said however, I usually run gm in a con build xD.

new necro build

in Necromancer

Posted by: chaosgrimm.5837

chaosgrimm.5837

Def needs epidemic, it is too good to miss out on for pve

Any Leveling guides for necros?

in Necromancer

Posted by: chaosgrimm.5837

chaosgrimm.5837

Unfortunately, meta has kinda shifted away from anything but zerker. If you do want condi dmg, id recommend going hybrid at least as there are some problems with going straight con: structures dont bleed and there is a soft limit to the amount of con dps any target can take.

At any rate, I find in open world, it is best to max ur curses then focus on traits and sigils that quickly add bleeds rather than best over time dmg. Pick things like geomancy, enfeeble on ds, MoB on dodge, etc.

nice open world rotation:
AoE wep bleed, dodge for MoB, ds enfeeble plus terror, weapon swap to activate sigil of geomancy, AoE bleed w/ other wep (if mobs still alive), epidemic.

(edited by chaosgrimm.5837)

What are the lines you hear the most?

in Audio

Posted by: chaosgrimm.5837

chaosgrimm.5837

Favorites:
“I am death!” Dont care for the ‘incarnate’ part
“Stand back! Watch me push a button.”
“By ogden’s hammer, what savings!”
All of the audio in the mission “the source of orr”

Dislikes:
The dredge gong noise
“For the tamini!”
“I can outrun a centaur”
Burrowing / digging sounds

Necro Marks and lack of Counter Play - idea

in Suggestions

Posted by: chaosgrimm.5837

chaosgrimm.5837

Part counterplay for mark imo are long cds, save mob, and poor dmg. Even so, they can be dodged by watching the cast animation. I would argue marks are good counter play to glass and minion/clones.

How long until we get a LFG tool?

in Fractals, Dungeons & Raids

Posted by: chaosgrimm.5837

chaosgrimm.5837

I hope they give it some juice because the Citadel of Flame section would crash the server…

Besides what wrong with gw2lfg.com? It sits in my favourites next to the website that tells me which servers are uncontested for dungeons and temples ;D

It’s not as convenient compared to an ingame tool that assigns the group and move everyone there. No party full errors. Other good mmos frequently include them. New player may not know of gw2lfg and be mislead to thinking that the dungeon community is lacking, etc

universal visuals adds - support skills

in Suggestions

Posted by: chaosgrimm.5837

chaosgrimm.5837

I think it all aoe support fields could use a visual addition that reflects the benefit given by the field as well as the field type (pref as large icons that hover over the field). This would help player interact better with other classes’ skills w/o having to simply know another classes skills

Ex: if a green plus and a light element icon hovered over well of blood, every player would instantly know they could gain hp from it and that it is a light combo field. Well of suffering could just have a dark element icon so that players know it is a dark field, but wont gain from standing in it.

What are your 3 biggest problems with GW2?

in Guild Wars 2 Discussion

Posted by: chaosgrimm.5837

chaosgrimm.5837

Too many single player activities in dungeons e.g. running, jumping puzzles, etc

Gimmicky meta: stacking, some boss fights, etc

No dungeon finder

So much role diversity within classes, that it limits that pride in class.

Fix the Dungeon AI please

in Fractals, Dungeons & Raids

Posted by: chaosgrimm.5837

chaosgrimm.5837

“but this are mostly single player, single archetype, homogenized train-wrecks that rely moreso on knowledge of the dungeon / prior experience than teamwork.”

The teamwork is there but players don’t need to talk to each other to do it. They know what’s required and they make it happen. If you look at a dungeon like CoE there can be a lot of teamwork but very little is said at all. PUG players are assumed to know common tactics and make it happen.

If you want dungeons to need people in roles then play that style of MMO and don’t complain when you’re sitting lfg for an hour waiting for a character to do the tank/healer/control role.

zerk, run, stack, zerk, run, stack….. When most everyone is doing the same thing it leans toward the gimmicky side of things. But yes, I do play an alternate mmo and am prolly going back until the next major gameplay update. I came back after this massive update on classes, but I was a bit disappointed when learning what meta is now. Looked through the forums to see if anyone had similar complaints, then posted my support in the hopes of bringing roles back to the role playing game.

Also, I dont see how the following are teamwork:

  • running
  • avoid the rolling rocks, electric bars, etc
  • jumping puzzles…
    To be fair you might see a guardian do an aoe aegis or speed buff. Maybe a mez with portal….. but that’s hardly a team.

Also, when the basic team combat mechanic is “everybody back in the pile” (south park reference xD), I think there is something wrong… The so-called evil “holy trinity”, is way more fun than pile and spam. Thing is, games that use the holy trinity are nice in the sense that everyone know the role they are supposed to fill, because of they way their class functions. New players in gw2 have no idea.

A quick note on waiting on these groups. You arent waiting for hours in most games for a balanced team… you were in gw1. Most of these games now have in game group finders and what have you to create groups fairly quickly. In gw2, it has a different problem. You can get groups fairly quickly for the popular stuff, but could be waiting forever on the less popular dungeons depending on the time of day.

Fix the Dungeon AI please

in Fractals, Dungeons & Raids

Posted by: chaosgrimm.5837

chaosgrimm.5837

Agreed

Recipe for a dungeon in GW2:

  • every man for himself run to a location
  • dog pile + spam cooldowns
  • a gimmicky boss fight
  • a gimmicky room or two
  • (optional) all or none every man for himself jumping puzzle or avoid the _.

I like dungeons in other games due to diverse PvE team combat in which everyone has a role to fill (its an RPG after all)… but this are mostly single player, single archetype, homogenized train-wrecks that rely moreso on knowledge of the dungeon / prior experience than teamwork.

Next up: Reanimator and Prot of the Horde

in Necromancer

Posted by: chaosgrimm.5837

chaosgrimm.5837

+1 to this (random stuff to hit char limit here)

Reasons DS/power got buffed out of its mind

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Posted by: chaosgrimm.5837

chaosgrimm.5837

I agree… but im not sure ive seen many if any posts about zerker builds being poor post patch xD. Condition builds on the other hand…

1. +15 percent of crap direct dmg is still crap direct dmg.

2. 100 percent well crit isnt a big deal on con builds. First bc they dont deal dmging cons, second bc the most u can hope for is a 66 percent chance of bleeding for 2 seconds. So for blowing a 35 sec cd u might apply a 2 sec bleed 4 to 5 times over 6 seconds with intermittent 1 sec instances in which 2 stacks are on the target… compare to MoB… aoe, regen, 3 stacks for 16 sec, 6 sec cd..

3. doesnt apply to con builds. Even if ur gaining might every LB, it isnt enough to make up for loss of stacks.

4. The longer u use ds in a con build, the less dps u do.

DS: Much better, but not quite there yet

in Necromancer

Posted by: chaosgrimm.5837

chaosgrimm.5837

It fits in to condition builds by allowing you to soak up more damage, acting as the trump card, the same way bleed/fire Eles use mist form. Load them full of conditions, when the crux of the fight comes and your opponent commits, pop DS and watch him bleed/poison/burn/torment to death while at no risk yourself.

Being forced from your current role into ds bc of ur hp vs actually wanting to use ds because it adds flavor to your intended role.

Im sry, but I dont think standing and watching is a good use of a class mechanic ie standing and watching shouldnt define the gw2 necro. It is boring and lacks synergy. I could be wrong, but feel the devs also look at it this way b/c of what they did for zerkers.

You mentioned another class to support ur example. Most/ all class skills dont penalize you with anything other than the cd on the class skill. Imagine if using steal on a condition thief locked you out of con skills for a time, or if using a ranger’s pet skills disabled all ranged attacks.

DS: Much better, but not quite there yet

in Necromancer

Posted by: chaosgrimm.5837

chaosgrimm.5837

I want to post this for clarity. I dont feel that ds is awful, I feel that as a class mechanic, that the level of synergy isnt where it needs to be for certain builds, con builds primarily.

With 2 (potentially 3 if traited) damaging conditions DS is fine for condition builds.

Disagree. TS is nice dont get me wrong, but a 40 cd, 3 stacks of terror, which in a pve setting will likely do less than 3 stacks of bleed. DP is bad compared to your scepter auto attack and has a 15 sec cd. Doom is 20 sec cs w/ a max duration of 3 seconds if im not mistaken.

So when running conditions, ur only likely to pop a ds skill then leave ds. If u stay in ds ur dps and overall effectiveness goes down.

On top of this, consider alternatives. MoB is a 6 sec cd, 3 stacks of bleed, AoE, regen, and a max bleed duration of 16 sec. If you were to commit 10 seconds of time to filling a condition dps role. Using the staff would be better than using ds. I dont believe the necro should work like that.

DS: Much better, but not quite there yet

in Necromancer

Posted by: chaosgrimm.5837

chaosgrimm.5837

I want to post this for clarity. I dont feel that ds is awful, I feel that as a class mechanic, that the level of synergy isnt where it needs to be for certain builds, con builds primarily.

DS: Much better, but not quite there yet

in Necromancer

Posted by: chaosgrimm.5837

chaosgrimm.5837

I disagree with essentially every single point that you have made on this post.

Just Doom and Tainted Shackles alone provide a condition Necro with more from their class mechanic than any other class with their respective class mechanic in my opinion. These two skills are the bread and butter of the Necromancer whether they are Power/Hybrid/Condi based. This is not mentioning all of the other benefits Death Shroud provides for condition Necros.

Death Shroud is not something the Necromancer is supposed to stay in for extended periods of time. It would be extremely powerful if we were able to stay in it longer than we already do for any Necro spec.

My only gripe with Death Shroud is my inability to see my utility cooldowns while in Death Shroud and Death Shroud abilities while outside of it.

As I said in my initial post. It may be a difference in opinion with the devs. Currently, in a con build, u pop ds, use a couple skill, leave ds. Or, you keep it up to attempt to not die. With the changes they made in the latest patch, zerkers now benefit from maintaining ds for extended periods of time. I would like the same to be true for con builds

DS: Much better, but not quite there yet

in Necromancer

Posted by: chaosgrimm.5837

chaosgrimm.5837

I’d like to start but just saying that this comments in this post moreso apply to condition spec, and be just be a difference in opinion about what DS should be.

IMO deathshoud should be:
Press for ‘temporary awesome’ button.

pre patch it was:
skill holder / dps spouge / oh kitten button

post patch:
‘temporary awesome’ for power / zerker builds, prepatch for others.

See bottom for TLDR skip the next 2 paragraphs;

DS is still something that in condition builds, you still take penalties for entering: cant apply significant bleeds for a bit, if you stay in you lose fury for your scepter stuffs, etc.
It’s tree also doesnt sync well, eg, crit chance is attached to conditions which dont crit, crit dmg is attached to ds…

As a class mechanic, it should be something necromancer want to be in. In most other classes, the class mechanic is an intricate part of a build or at the very least, icing on top of it. DS with con build doesnt feel like that… It feels more like a “dang i have to stay shrouded”. Granted it’s difficult to make 5 skills fit all builds, but here is my attempt at it

- TLDR -
My suggestions:
- Death Shroud – General -

  • allow actions such as reviving while shrouded
  • allow utility skills to be used while shrouded

- Soul Reaping -

  • remove the new grandmaster trait / replace it with something else.
  • add a +1 bonus to crit chance while in DS per point spent in Soul reaping.
  • give a base +20 crit chance when shrouded.
    essentially, integrating the new trait as standard in DS and meeting the +50 bonus when 30 points are spent. This makes use of the crit dmg bonus tied to soul reaping and also helps ‘on crit’ effects of conditions builds

- curses -

  • minor adept trait, add functionality: when you fear targets you also apply x stacks(s) of bleeding for y second(s) OR when fear ends on a target…
  • minor master trait, add functionality: Life Tranfer also applies 1 stack of bleeding for y second(s) every tick OR every other tick. (something on par with bleed dmg from Mark of Blood)
  • minor master trait: replace fury gained by extending the crit bonus from death shroud 5 seconds after leaving DS. (attempting to maintain the bonus but not penalize you for staying shrouded)
  • minor grandmaster trait, add functionality: Life blast now applies 2-3 stacks of bleeding for y seconds. (something to at least meet or pref exceed scepter applied conditions)
  • weakening shroud trait: could we reduce the cd to 13 seconds so that it can be applied every other shroud when DS cd is reduced to 7 seconds, pls arenanet xD

Just my thoughts anyway

small to mid sized guilds, Problems with guild functions + management?

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Posted by: chaosgrimm.5837

chaosgrimm.5837

Our guild is at a bit of a loss trying to find guild functions and managing our community. What activities can a small – mid guild do as a guild?

The wait times for WvW are terrible on our server. It’s very difficult to get several ppl into the same zone at the same time.

The max party size for tourneys and dungeons is 5. We are seeing internal cliques start to develop rather than true guild activities.

Map clearing with multiple ppl = less fun. Mobs get stomped way too hard while in a fairly sizable group.

We have kinda lead some guildies through jump puzzles at times, but it’s really a group event, more of a solo event with multiple ppl.

Are any other guilds struggling with this / what activities does your guild do?

Necromancer in end level dungeons. Seeking some guidance

in Necromancer

Posted by: chaosgrimm.5837

chaosgrimm.5837

Conditions are the way to go imo. We don’t really get hard hitting dps any other way. A quick note, vulnerability goes a long way in dungeons.

That being said, there are other roles u can fill, even if the guardians aren’t appreciative. 15/0/25/30/0. Staff axe focus. This can be used as an mm or wells tanking setup. You are able to be the main tank with this setup without dying. This isn’t to say tanking is ever easy as compared to ranged dps, but it’s doable and a nice change of pace from time to time.

You Favorite Epidemic Setup

in Necromancer

Posted by: chaosgrimm.5837

chaosgrimm.5837

Seeing how so many of use use Epidemic, please share how and when you like to use it.

Grasping Dead (Scepter 2)
Enfeebling Blood (Dagger 5)

Epidemic——>Deathly Swarm (Dagger 4)

I also use it on single target when I want to transfer 3 stacks of vulnerability say on a Veteran or Champion.

That is pretty much my setup as well, although ds enfeeble and MoB will make the cut somewhat frequently.

alternate necro build: tank

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Posted by: chaosgrimm.5837

chaosgrimm.5837

…and what are you going to do as a tank? Be ignored in PVP? Take pride in being the last man down in a full party wipe on a dungeon boss? Take ages to beat regular mobs while laughing at their already pitiful damage?

It acutally works very well. Ex: well spec tank, minion spec tank 15 spite, 25 death, 30 blood.

In PvE Well spec:
You prot AoE prot when using a well, cast a WoB on revive, and wells siphon hp which increases your tank. Just with the Staff you are able to transfer conditions, apply AoE weakness and maintain constant regen. With Axe/focus, you apply vuln for the rest of your party and can also apply more regen and regain life force for additional tank.

In PvE minion spec:
you gain +20 toughness per minion, 5% toughness is applied to power, 5% of power is applied to healing, and you deal more damage when hp is over 90%. (ntm cleric gear gives toughness, power, healing). Minions are able to siphon hp and give it to you, DS and LT AoE heal. And like the well spec, you staff can maintain your minions while vuln from focus and axe increase minion dmg.

In PvP, same trait point distrobution, you spec into daggers.
For sPvP, it’s viable b/c you are able to hold points very well. In a 1v1, throw down regen on yourself and 9 stacks of vuln on your enemy with a focus offhand, then immobilize. Even when you aren’t specced it delivers the pain. In many cases even if you lack the DPS to kill them, a single target will not be able to kill you, which is fine because you are holding the point anyway. If you are get cc’d by a KB, fear, etc, you are traited to auto fear them, or if that is on cd, you can activate DS and fear even when knocked down.

Necromancer bugs compilation. (discontinued)

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Posted by: chaosgrimm.5837

chaosgrimm.5837

Just a couple of minor things i’ve experienced. The trait that casts Well of Blood on a after a revive seems to have an undocumented cooldown.

Necrotic grasp, or whatever then necromancer’s pull skill seems to have some problems. In WvW I have had several occasions it which it hit, but didnt pull / didnt pull the target all the way to me. I think it is related to height, but it’s rediculous. Im not talking about pulling someone up a cliff, but just a very small bump or dip on otherwise flat land seems to be causing issues. I’ve only noticed the pull working if the ground is perfectly flat.

Dagger damage?

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Posted by: chaosgrimm.5837

chaosgrimm.5837

Just a minor note, if roaming around doing general PvE or PvP stuff with a dagger, the focus offhand as well as a skill like WoS (for pve) is a must if you are looking for high single target dmg. The regen from skill 4 is nice, but it also apply 9 stacks of vuln to whatever you are trying to kill. It makes a huge difference.

Dungeon builds

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Posted by: chaosgrimm.5837

chaosgrimm.5837

Personally Ive found success using 15 spite, 25 death, 30 blood. Mainly because most ppl in pugs go full dps and dont have alot of tank or heals. ive found this to be kinda the best of both worlds. Either minions or wells, you can easily tank most dungeon champions and bosses, and easily change specs by adjusting skills and major traits out of combat.

Stat wise this works with both well and mm builds just by making adjustments to your major traits and utility skills out of combat. Minor traits synergize very well, e.g. +20 toughness per minion, 5% toughness added to power, 5% power added to healing. This is great with cleric gear, as it gives bonus to power, toughness, and healing.

- weapon sets -
Staff: great, great support. regardless of spec, take the staff cooldowns. between death and blood the regen applied and reapplied with MoB is fantastic, great for healing party member and minions alike. Also, transfers conditions, blast finsher combos with self for area weakness or WoB for area retailiation, etc.

Axe (mainhand): builds LF for additional tank, armor debuff for inc dmg of players and minions, AoE cripple, and decent DPS. Also, the addition 15% con duration from spite makes this pretty nice.

For the off hand i prefer the focus, mainly because it has 9 stacks of vuln and extra cc during boss fights. It also applies regen. Dagger offhand is a decent choice as well due to the AoE weakness and con transfer.

- major traits -
Spite: I usually take the reduced focus cooldown

Death:
for MM, I usually take staff cd / minion cd and +50% to minion HP
for wells, i take staff cd and ‘wells apply protection’

Blood:
for MM, life transfer heals, leaving DS heals, and minions absorb hp
for Wells, WoB on revive, Well cooldowns, and wells siphon hp (great for tanking large groups.)

Just a minor note, i dont usually take ground targeted wells because most of the time you’re going to be close range with this build. With this i have been able to tank most dungeon bosses for the entire boss fights as wells as swarming trash.

(edited by chaosgrimm.5837)

Necro Jagged Horror Sound Bug

in Bugs: Game, Forum, Website

Posted by: chaosgrimm.5837

chaosgrimm.5837

confirmed for me. i’ve especially noticed it under water and on hard surfaces such as the floors in CM dungeon

Necro PvE/ Dungeon build help?

in Players Helping Players

Posted by: chaosgrimm.5837

chaosgrimm.5837

For Dungeons i prefer MM support atm. 20 spite / 30 death / 20 blood.
In spite i take focus recharge and minion dmg, in death i take staff recharge, minion hp, and minion recharge. In blood i take heal on LT and heal exiting DS.

Stat wise its nice b/c you gain toughness per minion, 5% toughness is given to power, and 5% power is given to healing. the blood and death lines give bonus to heal amount and buff duration (regen). Also, cleric gear gives bonuses to healing, toughness, and power, all of which will increase healing.

From here its pretty easy, heal with death shroud when you can, use mark of blood on cd to keep regen up on players and minions that have surround a mob. Use well of blood when it’s useful. Focus also applies regen, and i usually like to have a dagger or axe in the main hand for dps. note also a combo between well of blood and putrid mark applies AoE retaliation

spite gives bonus to condition duration. If using an axe you apply vuln and crip which are nice. Also, chillblains + putrid mark causes area weakness