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.
I beg to differ if your build includes the new GM trait.
No love for sylvari or norn!?
Summer’s a sylvari.
Also, i notice a lot of necro tentacle love.
Had a bit of fun during my achievement run today. Found myself in Fort Trinity just as the cannons were being rebuilt, and i preceded to banzai in with D/W, wells and DS traited for crit. It was a glorious spectacle
On a hunch i guested to a “medium” server, home server is “very high”, after getting the error twice in a span of minutes. While only anecdotal, the error did not happen for the rest of my session.
I thought I read somewhere that ANet planned to review the events and their trigger mechanism to even things out a bit, but I can’t remember where that was now. Possibly in some bug report thread.
Anet seems to have many plans, but so far they appear to have enough just coming up with a new event each month.
Makes me wish ANet would allow us to continually fire an attack by holding the relevant key down. I get enough button hammering using grenades on my engineer.
To be fair, if players focused on killing the pillars (with the flame throwers) instead of shooting the dragon’s face for 25% damage or picking fights with the champions the fight would still be quite fast (still longer than usual though).
If only. The pillars are affected by culling. I have experienced more than once that a golem would fall apart on what appeared to be a clear patch of land, only to have the pillar de-cull a second later.
If the golems didn’t insta-collapse the moment they touched a pillar, it would not feel so futile trying to keep the path clear.
Picked my hibernating necro back up now, and ended up going 30 in Soul Reaping, something i have not bothered with since the game launched as i found DS a lackluster mechanic. Between the new GM trait, new skill and reworked Life Blast however…
The last part is not hard, just long.
Exactly this. The last part where you need to dodge the cannons is way too long.
ANet wants to push player “skill” over character stats i guess, and their way of doing so is to turn every big battle into a concentration test via continual dodge-or-die spam. In essence, the game is a third person action game masking as a RPG. And one with a lousy control scheme for such a genre.
So not only do you admit that you would rather win by just outgearing content instead of having some skill BUT you also think this is an action game…. I dont say this often but maybe you should go back to another MMO. That way you can just out level and outgear all the fights instead of having to “skill” through them. Never thought I would see someone actually put this shoddy of an argument into words on a forum.
Not so much outgearing as gear having a meaningful impact. I suspect that if the game had target zones like a shooter, “headshot!”, people would be one shot killing others in PVP naked. Right now defensive gear means bupkis if you have FPS style reflexes, making the game very much a action game in my opinion. This even more so when the devs keep sprinkling the game with dodge-or-die mechanics.
The only kitten part of this action “rpg” game is the controls. The aiming is one part action (the screens center line matters very much for what gets targeted) and one part classic RPG (mouse select and key cycle), with the action aim taking precedence over the RPG part (observe the number of people complaining about the game targeting mobs off in the distance while another is chewing on their toon. This because they have the camera set at a angled view to the action).
Kiting have even turned from being a semi-exploit, used to farm mobs above ones level, to a “must master” survival technique, in essence the GW2 equivalent of the age old FPS circle strafe.
Kinda weird, as you would think both current and max health would jump at the same time. This then leading to no noticeable change from the players point of view. But yeah, i have seen various big event mobs health jump lately now that i think about it.
Then again i have also experienced some networking issues as of late. And when i poked about the world selection i noticed that my server was listed as very high. Do wonder if some are hitting server saturation for some reason or other, and so is swamping the networking.
Ah yes, the evade part of the dodge only kicks in once the character model is upside down.
It IS a difficult dungeon, “No it’s not I did it with no armor” types are not likely telling the whole truth. If you happen to get lucky with finding like skilled players it’s going to be much easier for you, if you have one weak link it can prove impossible to get through.
All it takes is for that one person who dies often to distract the rest of the group whilst they apply aid for things to go totally wrong. Another thing to consider is that not everybody has the reflexes of a “nothing to do all Summer” child/teen so if you happen to be grouped with an older person you might find your job harder in comparison.
Not everybody has the same skill/reflex level.
I suggest to you to either find a group of players you can trust to go through the entire dungeon, or hope that the dungeon gets adjusted at some stage.
An additional issue is that once you start reviving, you’re locked in. Hitting an attack or the dodge key won’t do a thing. You have to move first. It is as if the devs never tested the revive mechanic using anything other than double tap to dodge.
Yeah, i guess the green should perhaps be more dayglo to fit in with the rest.
intothemists seems to be up to speed.
Hmm, i notice that the crit chance in the hero panel do not change when going into DS. A minor cosmetic issue really.
Hmm…I wonder if we have to remain in DS to maintain Tainted Chains. I hope we don’t, but we’ll have to see
Jumping out of DS do retain the shackle during my PVE testing, but i forget if the “shockwave” plays after 3 seconds.
Quoting myself as a followup on this, yes the immobilize triggers even after leaving DS!
Meaning you can quickly pop in and out of DS to apply the shackles rather than stay in for the duration.
or cast ds #4 at the same time ^.-
Quite so. DS #5 has potential both on offense and defense.
Server workload…
Hmm…I wonder if we have to remain in DS to maintain Tainted Chains. I hope we don’t, but we’ll have to see
Jumping out of DS do retain the shackle during my PVE testing, but i forget if the “shockwave” plays after 3 seconds.
Quoting myself as a followup on this, yes the immobilize triggers even after leaving DS!
Meaning you can quickly pop in and out of DS to apply the shackles rather than stay in for the duration.
DS have become real fun to play with in PVE. LB traited for piercing, and the AOE nature of LT and TS makes for massive takedown potential. With warhorn in hand and wells on the ready we can really throw ourselves into the fight now.
ANet’s PVE intent seem to be that we all should be roaming explorers, rather than farm specific events or areas until to roll over in exhaustion. Esthetics over substance in other words.
Well the mist didn’t get fixed in the latest hotfix…
Reflect has some many weird issues, thanks to the base mechanic of actually sending the very projectile in return.
My mistake! I made a tree spirit for the Heart of the Terebinth and must have inadvertently swapped all the normal oakhearts with the spirit version. :P
So the little fellow will be the spirit representation for the tree from here on? Nice.
Having a “chat” with a tree was a bit weird, even for a sylvari.
my error code number is different
Code=7:11:3:191:101
notice the 189 is a 191 instead
Digging around this sub-forum i see 189, 190 and 191 reports with very similar symptoms. Would love for ANet to explain exactly the difference between these codes so perhaps we can narrow down the causes.
Keep in mind that sometimes the interact popup do not show even when you are within range of a interact-able. Until now i have considered it a minor inconvenience, but with this change it may become a real bother.
Well, before Karka Queen there were people here in the forums asking for harder world bosses so that they would require large coordinated groups and more work to kill. Even without better rewards. They got one. Seems to be very popular.
Be careful what you wish for because you might get it.
Sometimes i wonder if those were “reverse trolls”, asking for more and more difficulty to grief those that actually play the game.
Oh joy, sounds like the “dodger” daily all over again. Being out of range by the time the hit hands do not count, you have to reckless enough to actually get the kitten evade message. Nice going ANet…
With the continued irony that ANet have the tech to deal with this, as they demonstrated with all the Personal Story instances that scale the mobs depending on the number of toons present. Why ANet do not use this for their living story instances is beyond puzzling.
That kind of damage output suggests the boss has at least 5400 power.
That labyrinth was fun. Lots of random people calling out the boss mobs so people could gather round.
The last part is not hard, just long.
Exactly this. The last part where you need to dodge the cannons is way too long.
ANet wants to push player “skill” over character stats i guess, and their way of doing so is to turn every big battle into a concentration test via continual dodge-or-die spam. In essence, the game is a third person action game masking as a RPG. And one with a lousy control scheme for such a genre.
The problem with adapting builds is how much of it is tied into worn gear.
This means you have to carry a second or third gear set, taking up maybe 12 inventory or bank slots.
When you research a new focus via artificer crafting, the icon given is very similar to a voodoo doll.
Well two of our non-elites heal out of combat now (the delay seems to be twice what it takes for us to exit combat tho).
Is it just me, or is there a short delay between landing the rocket boots and continuing forward?
yes sadly this trait makes Jump Shot act like how it was before the 6/25 patch(delayed-lagged on mid-air before landing). I was so excited for to be able to use rifle efficiently but hopefully we can get a fix soon.
Things like this makes me worry that the code for the skills is a massive tree of ifs.
On that note, i fear vampirics may be bugged now. noticed that it failed to show any green numbers while i ran around Gendarran Fields for a bit, even tho i had clearly taken damage and was carving up the mob in front of me. Could be that the “lovely” downscale bug is back…
Edit: ignore this, PEBKC error.
(edited by digiowl.9620)
The wall is hilarious in defensive PVE events. Seeing the melee mobs ping pong off the wall is just lovely.
The engineer pistol is particularly silly. Side by side with rifle, pistol #1 should fire faster than rifle #1. But if you fire up a stopwatch, they have equal rate of fire. This because the longer aftercast makes up for the faster windup on pistol.
Honestly, ANet should just come out and document the aftercast so that people can account for it being there. I have seen a pile of “what is aftercast?” since the patch notes landed.
Then again, it seemed to take a whole lot of community yelling before ANet even documented windup. I am just curious what they hope to accomplish by holding these kinds of things secret.
At some point they have to touch on that big hole, and supposedly someone ventured down the sewers right before the collapse.
Meh, as long as it is not stuffed to the brim with destroyers i’ll be happy anyways.
Hmm…I wonder if we have to remain in DS to maintain Tainted Chains. I hope we don’t, but we’ll have to see
Jumping out of DS do retain the shackle during my PVE testing, but i forget if the “shockwave” plays after 3 seconds.
The whole thing is a “kitten ed if you do, kitten ed if you don’t” kind of setup. Once the shackle is on, he’ll take damage if you run, he’ll take damage if he stays, and if he can’t decide, he’ll definitely going to stay.
(edited by digiowl.9620)
Gives some value to the 40s cooldown regen boon, as the heal itself was meh for that amount of cooldown.
that is only lousy ratio…
Nah, they designed the professions without considering PVE/WVW at all. What they did was to design each profession around a SPVP theme, with warriors being the walking DPS machine and guardians being boon dispensers. It just so happens that this works much better in PVE than in SPVP where mobs don’t dodge, and boon steal/remove/convert is rare.
That is just one of the events needed to be held, and it comes back to full force once the queen spawns. That’s why. And all the sneaking around takes more effort than simply 100b-ing through mobs elsewhere…
ANet is trying to cater to players who say they want harder content. Pity that demographic does not seem to be actually using the content that was supposedly developed for them.
I fear the game has at least its fair share of difficulty trolls. People showing up claiming that something is laughably easy, but that has never tried it. This simply to try goad the company into upping the difficulty to insane levels.
Dying 100 times while levelling up one of your first character through 80 levels isn’t a bad thing, is it? I mean, GW2 isn’t a game like WoW where dying is like “ultimate fail” – you are expected to die a few times and 100 isn’t much, to be honest.
And is dying 100 times over 80 levels really ruining your fun? I die a lot (I’m not very good), and don’t find it more than slightly irritating if I’m very far from a waypoint or if I was just about to win the fight but did something silly.
I usually steer clear of balance arguments, but I hear just as many people complaining that the Warrior or Guardian are difficult as I do that they’re “easy mode” and the same with all the other classes. Some suit different playing styles better than others. I am terrible with melee classes and get far better results with caster professions, while others cry foul and say they’re nerfed beyond all recognition. It’s different for each, but I’d say that if dying a few times ruins your fun, then it’s a bit of a shame.
You don’t get the point, dying 100 times or even 1000 times isn’t relevant and by 100 times I didn’t actually mean exact 100, it maybe more or less I didn’t count. It mean that I died a LOT as my elemantalist. However the point is that if you continuously die or get downed with every 3rd pull with 1 profession and don’t die at all with other profession then there is definitely some balance issue there.
For reference, mages in WoW are similarly squishy if enemy gets into melee range but they have lots of tools like slows/roots/stuns/blink etc to keep enemy at range while doing superior damage. GW2 lacks such thing, an elementalist wearing cloth armor has got to be squishy and is getting downed if 2 normal mobs close in to you but the problem is that they don’t have the dps and burst anywhere near to warrior to kill mobs quickly.
A warrior carrying a greatsword isn’t sturdy either but his power comes with his superior dps, the normal mobs and some veterans around him doesn’t last very long to be a threat. I charge 5-6 mobs regularly with my warrior and kill them in a single Hundred Blades strike without them getting the chance of hitting me more then once.
Try that with an elementalist and report back your results.
The issue is not so much that control options (root etc.) is not there, but that it is balanced for small PVP engagements where a well placed control is a set up for a burst takedown. Meaning they are not there so you can keep one or more mobs out of the fight while you deal with its buddies.
This is then compounded that mobs can shrug off bursts that can drop a tanked warrior in later zones. The health scaling on mobs are hilariously lopsided. As an engineer i can take out mobs in the start zones with a single lob of shrapnel grenades. But a similarly named and behaved mob in the later zones and it can shrug off multiple grenade throws, shrapnel and otherwise.
http://wiki.guildwars2.com/wiki/Tainted_Shackles
Bind nearby enemies with your life force, conditioning them repeatedly. If enemies move out of range of this ability, the bind will break. If the bind is allowed to expire, it immobilizes and damages them.
Damage: 292
3 Torment: 10 s (960 damage)
Range: 600Its like im playing LoL! Necromancer = Morgana.
No surprise, GW2 is a MOBA with a tacked on MMO world so that NCSoft would ok it.