Showing Posts For chuiu.4985:

Final Rest, how do you get it?

in Crafting

Posted by: chuiu.4985

chuiu.4985

Arah does seem likely then since relatively few people are running it.

Back when people were doing hundreds of token runs a day, we still weren’t seeing it as a drop. I’m beginning to think its too rare. I mean, its harder to get than a legendary at this point.

"Pact" exotic weapons only available from last mission

in Personal Story

Posted by: chuiu.4985

chuiu.4985

You’re seeing Exotic weapons? I saw screenshots on reddit that clearly show rare weapons. Not worth completing story to get them unless you really want the skin or 1 ecto.

Fear on the necromancer should of been a elite skill

in Necromancer

Posted by: chuiu.4985

chuiu.4985

Absolutely not. Terrible idea. Not only can you get out of fear, unlike moa, but a longer recharge? None of that makes sense.

Necromancer bugs compilation. (discontinued)

in Necromancer

Posted by: chuiu.4985

chuiu.4985

They didn’t fix 2. They fixed 1 and changed the other so its easier to cast but less effective.

End Story Loot. (spoilers)

in Personal Story

Posted by: chuiu.4985

chuiu.4985

There is a retroactive fix planned, and I’ve also been told that we’ll be using a GW1-style token system so you can choose a better reward item when you complete the story. (We agree that three green items isn’t cool enough.) I wouldn’t expect to see the new rewards and retro fix until the 10/28 update, though, because the upcoming holiday content is eating up our precious testing time.

Just saw what the vendors have to offer. This isn’t GW1 style. These weapons are rare quality weapons, and are completely useless to the vast majority of players who have either beaten the storyline or are waiting for you to fix the rewards so they can. GW1 had weapons with maxed stats on them. They were on par with the best weapons in the game. 15^50, +30hp and sundering or vampiric was a combination most players wanted for their characters. The caster items were useful as well.

Why are these weapons not exotics? Why is it not like GW1 where we can get a weapon with maxed stats on them (exotic)? Why do we not get a choice between varying different stats on weapons? The reward for beating the game is a rare weapon which any decent player wont even need by the time they get to that point. I have two level 80’s and have ZERO incentive to finish my personal story now that I know what the rewards are.

Now the fact they have unique skins is a nice touch, but I can see problems already with the way you’re implementing it:

1. They are rares. No one wants a weapon they’re just going to replace or want to salvage for ecto at the end of the game. My 2 guys already have full exotics. When my future characters hit 80 they will have full exotics waiting for them far before they have beaten the personal story. I’m never going to finish personal story on any other character if my reward is a rare weapon.

2. The tokens will probably be soul bound. This means I can’t get more than one weapon per character. I’m just speculating on this part since the game has a metric ton of arbitrary soulbound/accountbound items. But I still think it would serve a better purpose for these items to be not bound at all so players who don’t want the skins can sell the tokens to players who do.

3. The stats are completely useless to 90% of the population. I would love prec/vit/heal on my Guardian but for every other character I roll these stats aren’t useful. While GW1 didn’t exactly give you a choice between different stats it was much easier to obtain perfect stat weapons in GW1. Give us a choice between a 3-4 different stat types. You can tell which stats are commonly used by all players, just pick the top 4.

4. We killed Zhaitan. You know, the elder dragon. End boss of the game. Not just your normal run-of-the-mill mob. Reward us appropriately. I get rares as drops all the time, and I’ve even gotten exotics to drop for my characters. Map completion rewards us better than this! I’ve had a sour taste in my mouth for a lot of things changed from GW1 that didn’t make sense. But this one takes the cake. We understand you’re under a lot of pressure to fix a game which you delivered quite broken to us, the millions of bots, and the entire Necromancer profession. That’s fine, you have our money. But at least treat us like you still follow your philosophy and you care about your customers.

For anyone wondering what the tokens will get you, they are the pact weapon skins that no one has been able to get in game (preview in weapon locker) with prec/vit/healing as the stats on rare quality weapons. Reddit post:

http://www.reddit.com/r/Guildwars2/comments/114oe8/pact_weapon_vendor_now_actually_sells_stuff_at/

(edited by chuiu.4985)

Plague Signet stealth nerf/fix

in Necromancer

Posted by: chuiu.4985

chuiu.4985

One more good utility down the drain. At least we still have our 50/50 corrupt boon!

Oh, we got alot of our bugs fixed this week, yay!

in Necromancer

Posted by: chuiu.4985

chuiu.4985

@Volcano, it definitely ISN’T a case of the grass is greener. I’ve played a high level Mesmer and everything that made pve not fun was fixed before release for them, they got huge buffs to damage and improvements to many of their skills and utilities. I’ve played a friends 80 warrior, and its seriously the most OP kitten ever in PvE and a super strong class when I played one in sPvP. I have a level 20ish engineer, and they definitely do much more than 1.5x more damage. Its close to 2x damage with the build I use. And I have an 80 guardian and feel like it does far more damage and is a helluva lot more fun to play.

Oh, we got alot of our bugs fixed this week, yay!

in Necromancer

Posted by: chuiu.4985

chuiu.4985

Yeah its amazing to see their dedication to fixing our >100 bugs. You can tell arenanet are working very hard around to clock to address issues with what is currently the worst and most broken class in the game.

Get up to 57% LF out of combat before pvp starts

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chuiu.4985

@Angry Flying Squirrel, LF is basically just like adrenaline. You have to build it up to use it. The stupid thing is that it takes much more time to build it up. I feel like every damage skill should, by default, give at least 1% LF. Or we should have more skills that build it up.

Crit vs Condition dmg

in Necromancer

Posted by: chuiu.4985

chuiu.4985

Condition/toughness/precision. For trinkets I use a mix of chrysocola/coral to get more crit and health. Rune of the Undead for toughness + condition damage.

Blood is Power change your feelings?

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Posted by: chuiu.4985

chuiu.4985

OK time to hold my hands up. I had no idea that the damage over time of DoT remains consistent with your condition damage as it ticks away. I’ve always been under the impression that once its been cast that’s the damage it will do, which i just tested now.

I was going on the Toop-tip data provided before replicating 0 condition damage to after replicating 350 condition damage, which proved a 42% increase in damage. However i was unaware that 42% only applies to the first 12 seconds whist the might is in effect.

so…
(2,550 × 30) / 30 = 2,550 For before the change.
((3,618 × 12) + (2,550 × 18)) / 30 = 2,977.2 For after the change.

2977.2 – 2,550 = 427.2 which is 16.75% Overall increase.

Thanks for the class on live scaling condition damage.

Might actually retroactively affects your condition damage. So if you have 14 stacks of bleed on someone and suddenly gain 10 stacks of might, you will be going from, say 1652 damage a second to 1890.

So with the new change, its better to stack bleeds before you use BIP.

Necromancer bugs compilation. (discontinued)

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Posted by: chuiu.4985

chuiu.4985

Tested again with the fire pit in the mists:

0 SR → 14 life force lost per fire tick
15 SR → 14 life force lost per fire tick
30 SR → 14 life force lost per fire tick

Tested with falling damage:

30 SR → 37 LF lost for a fall (~8k damage)
15 SR → 37 LF lost for a fall (~8k damage)
0 SR → 37 LF lost for a fall (~8k damage)

And again:

0 SR → 42 LF lost for a fall (~9k damage)
30 SR → 41 LF lost for a fall (~9k damage)

I’m going to have to go with my previous conclusions here. Soul Reaping does nothing to our life force.

Necromancer bugs compilation. (discontinued)

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Posted by: chuiu.4985

chuiu.4985

Found another one. Soul Reaping does not increase Life Force pool. Both tooltip on life force and actual life force don’t change.

Full SR should show that your Life Force bar has 130% when full. After some testing:

0 SR with full LF bar = 26 seconds of DS
10 SR with full LF bar = 26 seconds of DS
30 SR with full LF bar = 26 seconds of DS

And because there’s a trait, I decided to test with Vital Persistence.

10 SR with full LF bar = 34 seconds
30 SR with full LF bar = 34 seconds

Which actually ends up being roughly 31% increase.

Necromancer bugs compilation. (discontinued)

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Posted by: chuiu.4985

chuiu.4985

@Alamir : If Lich’s casting is interrupted you get a full 180 secs CD?
@Angry Flying Squirrel : (NB0072) Glutttony status updated.
@Fynd : If you post it as a “problem” or “suggestion” i will add it to the list, make the description short please. (I got no time to do it, exams…)

don’t forget about

Corrosive Poison Cloud

Does not apply 5 sec Poison;
Does not apply 10 sec weakness;
Both are 2sec, per tick

Also the combo Field is not Poison it is Weakness.

This. It’s awful.

This is odd, I remember it being 5/5 around launch, a patch must have changed it. Either way it needs to be fixed, I agree. Its still very useful at stacking poison/weakness in dungeons because people can combo with it.

Mystic Forge recipe broke (fixed) - Became Gem Pendants

in Crafting

Posted by: chuiu.4985

chuiu.4985

@Calamity, its no different than runes of Divinity. You get +10 to all stats and +2% crit dmg. I think its nice that you get more overall stats because you’re basically ‘watering’ down whatever build you would normally have with the extra other stats.

Ori nodes not showing up as minable - Friend showed me spawns I see a ruined base like I mined it but I haven't, can mine 2 out of 5

in Bugs: Game, Forum, Website

Posted by: chuiu.4985

chuiu.4985

Patch notes 10/1:

  • Fixed some bugs
  • Added some more so we still have something to do later

Blood is Power change your feelings?

in Necromancer

Posted by: chuiu.4985

chuiu.4985

Love it! In spvp its going to encourage me to bring bip. For pve its a huge buff since deathshroud is generally less useful.

Temple of Balthazar Working Server Thread

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Posted by: chuiu.4985

chuiu.4985

Because there is a way to do it that doesn’t bug it, the problem is only a few people know how. So people are searching for a server where someone managed to do the event and the server has been active enough to hold it the entire week.

MAJOR inconsistency with dagger mainhand

in Necromancer

Posted by: chuiu.4985

chuiu.4985

It’s not a Necro thing, it’s a Dagger thing. Thieves #1 dagger also only hits 1 target, last I checked.

And thief dagger has massive crits, especially with backstabs. Necro dagger damage is kitten compared to scepter, which is a 900 range weapon.

MAJOR inconsistency with dagger mainhand

in Necromancer

Posted by: chuiu.4985

chuiu.4985

That or sarcasm.

MAJOR inconsistency with dagger mainhand

in Necromancer

Posted by: chuiu.4985

chuiu.4985

I don’t know, it seems balanced. I mean we’re a light armor class and this is one of weakest melee weapons in the game. Naturally it should hit less enemies.

Are necros any good at tagging mobs / getting loot in dynamic events?

in Necromancer

Posted by: chuiu.4985

chuiu.4985

Pretty much best way to do it is to pre-place marks on the ground. It helps to have sigil of fire for a chance to aoe fire blast.

1 Month since Launch

in Necromancer

Posted by: chuiu.4985

chuiu.4985

Necro was overpowered pretty much always in GW1. I think this is their way of balancing that. :P

Final Rest, how do you get it?

in Crafting

Posted by: chuiu.4985

chuiu.4985

Pretty sure its a specific mystic forge recipe. I’ve been searching for it since launch for my necro. :/

1 Month since Launch

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Posted by: chuiu.4985

chuiu.4985

To be fair we aren’t the only class in the game, and class bugs aren’t the only bugs in the game. There’s guild bugs, event bugs, skill point bugs, areas, dungeons, rebalancing, other classes, and etc.

Of course it’d be nice if we had more fixes, but I’m sure the people working there have lives too – and it’s been only one month since release and I’ve seen a lot of quick and nice fixes going around about a variety of things – including necromancers.

Most of these bugs were reported well before release, hell I remember reporting a dozen of them in bwe1. To be fair would be to have them focusing on our bugs first.

simple fix for mesmers: give it a cast timer or make it channeled.

in WvW

Posted by: chuiu.4985

chuiu.4985

Half of what I wrote should apply to every situation in WvW. Only the last part applies exclusively to Mesmers. And every class has their own unique abilities that can easily have a guide to countering them.

EDIT: I dunno, most people scream 2 is op as hell. Warriors already get tons of advantages in the game over every other class. They have the highest dps, they have the most finishers and arguably the best ones, they have many of the best utilities in the game, large AOE heals and condition removal with short cooldowns, the second most flexibility in the game and the most varied weapon sets. Highest health, highest armor. Warriors are easily considered the best and most well rounded class in the game.

(edited by chuiu.4985)

simple fix for mesmers: give it a cast timer or make it channeled.

in WvW

Posted by: chuiu.4985

chuiu.4985

Scout: Have players watch out for incoming enemy groups. They should be spread out pretty far to give you adequate time to react. If possible a scout should try to slow down the enemy by providing a distraction. Less skilled groups of players will fall for this and either chase or waste time killing the scout.

Spatial Awareness: Be more alert and aware of enemies and spell effects happening around you. If you have scouting and proper communication then knowing a Mesmer might be incoming isn’t a problem. And any experienced player can spot a portal on the ground.

Anticipate: If you can’t kill the mesmer in time, then watch for his portal and prepare your AOE spells. You know its going to come because you’ve either seen it before or are reading about it here. It should be obvious that the mesmer is likely going to drop a stealth field also, to help his allies get in and spread out more easily. But that doesn’t matter because:

Attack: AOE the mesmer portal and/or use cc’s and stuns to keep players in place while others AOE the portal. Just like it takes you time to load in the enemies, it takes them time to get oriented and attack when exiting a portal. They are weakest at this point in time.

With good communication you will see how easy it is to counter mesmer portals.

Lacking Combo Finisers

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chuiu.4985

Necromancer bugs compilation. (discontinued)

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chuiu.4985

I know this is beating a dead horse, but heres a helpful spreadsheet that shows how ‘useful’ necromancers are to a group:

https://docs.google.com/spreadsheet/pub?key=0ApbbAUHZTALUdFpCZ3B4azZGZkpBMk0wRFBmNVdMN1E&output=html

Staff dps ele vs necro

in Necromancer

Posted by: chuiu.4985

chuiu.4985

On top of that, its much easier to hit multiple enemies in a circle radius than it is to hit them in a line. Double on top of that, Necrotic Grasp moves at a snails pace.

Staff dps ele vs necro

in Necromancer

Posted by: chuiu.4985

chuiu.4985

Necro everything does less damage than ele anything.

Best AoE Dmg (WvW)

in Necromancer

Posted by: chuiu.4985

chuiu.4985

epidemic is nice but it has pretty short range, you are well inside the enemy aoe and ranged fire envelope to use it on them.
you need some kind of escape utility to gtfo, like spectral walk or wurm teleport

There are very few situations in WvW where epidemic doesn’t hit its max targets.

Best AoE Dmg (WvW)

in Necromancer

Posted by: chuiu.4985

chuiu.4985

Its definitely condition/epidemic. Think about all the conditions everyone else is putting on targets, when you use epidemic with high condition damage you are basically spreading it all around to nearby foes. There have been times I’ve spread 25 stacks of bleed, poison, and burning to a group of enemies and just completely decimated them. Without buffs that’s close to 4k damage every second to a group of enemies for the duration of the conditions, in addition to the effects of any other conditions that were transferred as well. I use rabid stats on armor/weapons and run a mix of chrysocola and coral for trinkets until Anet finally decides to add rabid jewelry to the game.

Combine with: http://wiki.guildwars2.com/wiki/Rare_Veggie_Pizza

Necros going power/wells: Don’t. Wells provide very little actual support and very little damage by comparison. Anything a well can do, a Mesmer or another class can do better. Its better to get more necromancers using epidemic with condition damage so we can spread around conditions more rather than having only 1-2 necromancers and the rest running wells for wall surpression. Staff and scepter/dagger are more effective at wall suppression, especially when you consider you can use epidemic without line of sight.

are you disappointed by weak damage and long condition?

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chuiu.4985

We have a thread for builds. Also this build is bad, I do way more damage with a scepter/dagger condition build than that.

Does +Healing affect Life Siphon?

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Posted by: chuiu.4985

chuiu.4985

It definitely improves well of blood, and if you get your +healing high enough the regen from it will heal more than the burst from the skill itself.

Does +Healing affect Life Siphon?

in Necromancer

Posted by: chuiu.4985

chuiu.4985

It doesn’t but I’ve noticed something can increase its healing. Because I use it a lot in WvW and sometimes I see it healing for 300+ on certain players but the normal 268 on others.

Temple of Balthazar Vendor: Possible Fix?

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Posted by: chuiu.4985

chuiu.4985

Balthazar bugged on every server. -_-

Where's the MAP?!

in WvW

Posted by: chuiu.4985

chuiu.4985

Easy way to implement it: from scoreboard screen make a ‘view map’ button you press to view it. Alternatively, make it another ‘level’ in the world map, when you click to view the lowest level, it shows WvW map.

Did I get screwed by the forge?

in Crafting

Posted by: chuiu.4985

chuiu.4985

You get crystals, T6, clover, or lodestones.

How would you change the stats assigned to our trait lines?

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chuiu.4985

Regardless, everyone who goes condition gets the sigil.

How would you change the stats assigned to our trait lines?

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chuiu.4985

An extra stack of bleed is always useful, you’re wrong. Its a minor trait so its pointless to argue about it, you’re going to have it if you run ANY kind of condition build. And it will be useful always.

How would you change the stats assigned to our trait lines?

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Posted by: chuiu.4985

chuiu.4985

Trait + sigil means precision is still very important in condition builds.

How would you change the stats assigned to our trait lines?

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chuiu.4985

That’s pretty much the only setup that makes sense for us.

Spectral Walk patch was actually a nurf.

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chuiu.4985

It is most definitely NOT a nerf. But since spectral walk no longer acts as a stun breaker unless you use its secondary ability to teleport, then it is a partial nerf. It needs to stunbreak when you activate the skill, not when you use the teleport.

Patch notes half-right, items not account bound

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chuiu.4985

Thanks for the response, Linsey!

Could we get more jewelry recipes please?

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chuiu.4985

At least you can get your stats on a trinket. We’re all still waiting to have our stats added to trinkets.

Anet, if you wont add recipes we can buy them from dungeon vendors. Could use condition/precision/magic find ones also.

Patch notes half-right, items not account bound

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chuiu.4985

So I log in to use my, previously soul bound, recipe on my alt. Only to find that I cant move it into his inventory or use it from the bank because its still ‘soul bound’. It says ‘account bound’ now, but I cannot transfer or use recipes and the obsidian shards.

Think we got some fixes.

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chuiu.4985

You don’t need to, it gives you a timer on the screen.

Think we got some fixes.

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chuiu.4985

CC Eva please re-consider the rework on Spectral walk, you’ve removed a lot of its potential and made it just a 30 second swiftness buff. Necromancers really cant take more nurfs.

No, no, no! Ignore this person!

Spectral Walk now has MORE potential than it did before. Before when you used it you had to wait for the 6s to get teleported back to your original location or choose not to. The new change allows you to chose exactly when you want to teleport back, making it a hundred times more useful in PvP, because you can fake out other players much more easily.

Mystic Battlehammer, WTK?

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chuiu.4985

You don’t have to inflict conditions with your weapon skills to benefit from condition damage. Guardians have a lot of utilities that inflict burning, inflict burning with virtues, and have traits to inflict burning as well. It is very obviously a Guardian weapon.