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What legendary fits the necro?

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digiowl.9620

The cheerfull homicidal maniac?

What legendary fits the necro?

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digiowl.9620

There is a skull and spine staff that looks right at home in the hands of a necro, forgot the name tho.

necros and tourneys it does work

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digiowl.9620

So in essence you trait DS for condition removal and boon granting, and jump in and out of it to keep the boons up and the conditions away. And the AOE point damage is wells and Life Transfer?

Necromancer bugs compilation. (discontinued)

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digiowl.9620

3. Or they could reword it to say that it reduce target armor by x%, as that is strictly speaking what it is supposed to represent. Might increase damage, vulnerability reduce the targets ability to protect against it. As condition damage ignores armor in the first place, there would be no confusion.

What legendary fits the necro?

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Posted by: digiowl.9620

digiowl.9620

Well we get a scythe every time we go into combat with a staff, but beyond that…

Please, help me to understand somehitng about minions A.I

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digiowl.9620

There are two ways one can reuse code when programming.

one can either lay out the code using various techniques that allow different parts to call upon each other as needed.

another is to copy code used one place, and paste it some other place.

with the first way it makes for easier changes. Change it once and it applies everywhere that calls upon that set of code. But it can at times be quite a bit of back and forth to grasp what the code is actually doing.

the second way can result in what we are seeing with the AI. Different behavior because fixes that was done one place was not done another place.

Necromancer bugs compilation. (discontinued)

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digiowl.9620

Thing about plague form is that you only have to press any of the skills once to apply the effect for the duration of the form.

Death Shroud battle tank build

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digiowl.9620

I wonder, do the rune’s cloak effect trigger on DS entry?

How about we stop Alienating the Dev that plays Necro

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digiowl.9620

Part of the whining is likely a outcome of the games defensive side being so based on player reaction time rather than character stats. This means that if you get blindsided by a thief or warrior, or confused by the mesmer clones, you basically go down (meaning that the game at present favors those that can confuse, hide, or deliver a high amount of damage from the word go). There is also the very noticeable need to charge LF before DS can be used in any capacity, while the rest of the professions can do their thing out of the gate. The closest thing to LF is warrior adrenaline, but how dependent are they on it being charged?

Axe / Dag MH

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digiowl.9620

And then you get stomped the moment Lich is on cooldown. I thought Anet designed elites to be tide turners, not build centerpieces this time round.

Fear Duration

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digiowl.9620

Well there is always Terror:
http://wiki.guildwars2.com/wiki/Terror

Makes Fear do damage based on Condition Damage. If the math on the wiki is correct, it does about as much damage as a 3 stack of Bleed over the same period.

How about we stop Alienating the Dev that plays Necro

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digiowl.9620

Thing is that “you’re holding it wrong” can’t be constructively criticized.

It is on par with people coming in here claiming their build trumps all, but won’t share or they will loose their edge.

Direct Damage and the Necro

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digiowl.9620

And there in may lay the main issue. What works in small group PVP may not work out at all in WvW or PVE scenarios.

Necromancer bugs compilation. (discontinued)

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digiowl.9620

Retaliation only stack on duration, not intensity.

http://wiki.guildwars2.com/wiki/Retaliation

I know, but I’m hitting like 50 people with this and getting the same duration as is I only hit 5.

Because you only hit 5. All AOE effects are limited to a max of 5 targets.

Spectral Armor too long CD?

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digiowl.9620

I guess it is another case of DS taking the place of more conventional means. We can after all enter DS even in a stunned state.

Direct Damage and the Necro

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digiowl.9620

The main issue is really that the DD options for necro is either low DPS thanks to low fire rate (DS being as low as 1 second pr shot, with staff #1 not far behind) or require the necro to go melee. Wells, while potentially high damage, are DoTs and fixed location with a long cooldown. meaning that enemies are more likely to just walk out of the AOE unless someone is willing to stay there and goad them into remaining. They work wonders for open world mob cleaning if you drop suffering and darkness at the same time (tho you can only do that once every minute or so).

The Art of Death Shroud - complete overview

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digiowl.9620

http://wiki.guildwars2.com/wiki/Life_force

And i would say that unless your going to face a primarily condition damage threat, a balanced mix of toughness and vitality is a acceptable way to go. This because toughness, being part of armor, reduce the direct damage before it hits health. Armor in a sense acts as a health multiplier when faced with direct damage.

Invulnerable! Invulnerable! Invulnerable!

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digiowl.9620

Funny thing is that they claim you should be using terrain to your advantage (blocking ranged attacks and so on)…

How about we stop Alienating the Dev that plays Necro

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digiowl.9620

Yea, i am of the opinion that the main issue right now is the clunky nature of the DS interface. End result is that most ignore it beyond some kind of panic button, but some manage to drill their fingers into the sequences needed to use Dark Path and Doom as the situational utilities they are.

How about we stop Alienating the Dev that plays Necro

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digiowl.9620

Yep, the issue with hemophilia is that the initial number is so low that the increase vanishes in the noise.

As for the vampiric traits and healing power, as there has been no official feedback we do not know if it is a bug or working as intended.

And that may be the main issue, feedback. While there was a “nice work” comment on the initial issues thread, and we have seen some of the bugs being fixed based on that, other changes have caught the necro community by surprise (the change of BiP to a might granter for instance).

Checking the dev tracker i see devs engaging with the community about warriors, rangers, thiefs and likely others if i dig far enough back.

Then again, the game has been out maybe a month, and they have more things to deal with than simply balancing and fixing the professions. Patience is a virtue as they say.

Necromancer bugs compilation. (discontinued)

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digiowl.9620

Retaliation only stack on duration, not intensity.

http://wiki.guildwars2.com/wiki/Retaliation

Jon Peters plays necro (goes exactly how you imagine)

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digiowl.9620

Thing is that until there has been a new statement from the dev team about the state of the necro profession, we will have to go on the last made one and the changes seen in the patches. And the latest changes seems to indicate a disconnect between the dev team vision and the profession community vision.

In my personal opinion, if they simply managed to make the DS changeover less intrusive in terms of UI, it would be easier to build its special skills into the routine. As it is, one give up quite a bit of situational awareness when entering DS. And that is before one consider that going DS for fear or a distance closer involves more button presses than using similar abilities with other classes.

Jon Peters plays necro (goes exactly how you imagine)

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digiowl.9620

Well perhaps this will lead to some changes?

Death Magic bugs me

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digiowl.9620

Heh, you got me there. Still, it does require that you keep all those minions up. One solid AOE and that piece of armor is gone. While you have at least two weapon skills (never mind your main down state attack) producing channels, as well as a set of other actions. It just seems like a whole lot of points, and utility slots, for 100 extra armor.

The Art of Death Shroud - complete overview

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digiowl.9620

so far it seems all the trait based heals do not scale, or scale poorly, with healing power. Could be that they are running off the same section of code, and that code is buggy or poorly tuned.

Jon Peters plays necro (goes exactly how you imagine)

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digiowl.9620

I think he was basing that claim on observed DS usage during the BWs. Question is if that style of play is still possible with the modifications they did between the last BW and release.

The Art of Death Shroud - complete overview

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digiowl.9620

There is always the wiki.

Necromancer bugs compilation. (discontinued)

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digiowl.9620

2% will add 2 to 100, so if your attack do 1000, you will see a increase of 20 pr condition.

Death Magic bugs me

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digiowl.9620

Lets see, with full MM we end up with 5 minions out, resulting in a 100 toughness gain.

How much of an actual whop is that going to be regarding incoming damage? You get 4 times that while channeling by spending 5 points less…

The Art of Death Shroud - complete overview

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digiowl.9620

I originally started the post intending to compare to DS to all other class mechanics but it got too long.
Another biased oppinion and I dont know all the ins and outs of every class mechanic but I think DS is without a doubt the best mechanic

While there is potential there, i find the interface clunky compared to other professions.

If i want to quickly use the fear for instance that are 3 buttons that needs to be hit. That almost begs to be macroed if Anet thinks we should use it as a interrupt.

Death Shroud should depend on weapon set

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digiowl.9620

I would not mind using #2 on a condition build, if it did not drag me face to face with my target! And it is 3 stacks of bleed on a 5 second timer, with a 15 second cooldown. Not something to maintain a bleed stack with.

Anyways, i think weapon choice has some impact on Life Blast. I could have sworn that the numbers on it changed when i changed weapon set.

How Much "Health" does DS have....

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digiowl.9620

Well fall damage is done as percentage of health, rather than a set value. This so that level 1 and level 80 both end up defeated from the same fall height.

(edited by digiowl.9620)

Can "Armor" please be separated into Light, Medium and Heavy Armor categories?

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digiowl.9620

Minion Health Regen

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digiowl.9620

Heh, yea those bone fiends may well pack the biggest non-elite burst we necros possess at the moment. but in the grand scheme of tings, even that leave us wanting.

IF that golem did not regenerate out of fights i would take it as designed. But as long as it does, and the rest do not, i label their non-regeneration as a bug. The alternative, that we are supposed to drop WOB between fights, just seem like adding insult to injury. Especially as nothing else in the game seems to require that kind of post-fight care.

Heck, the whole game seems to be designed around discouraging support efforts (beyond the odd Samaritan action of reviving a fallen character while trekking between locations).

Balthazar Defeated ... finally

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digiowl.9620

Meaning that story design and game mechanics design do not mesh.

- support activity is not accounted for, at least not in any overt way, in the end of event results.

- the support skills we have are expensive to use thanks to long cooldowns, loss of passive effects, and the high chance of multiple uses (meaning wasted used) in a uncoordinated public event.

- no unified voice chat, or some kind of quick message system (heal, dodge, attack, retreat and so on).

- Heavy attack FX, making it hard to notice tells regarding big attacks.

- weak support FX, making it hard to locate a healing spot (turret, well, whatever).

The whole game engine seems designed around small, practiced and coordinated, groups fighting each other (no wonder given that Anet is pushing the e-sport angle heavily) that has been shoehorned into a open world MMO.

Minion Health Regen

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digiowl.9620

20 toughness, with 5% going to power, is a whopping +1 to power…

Honestly, looking at most of the percentage “bonuses” in this game results in them providing basically no difference unless stacked with extreme focus.

Reanimator trait idea

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digiowl.9620

Meh, replace it with a wurm i say. That way at least it may actually do some damage to a nearby enemy before it wastes away. Or optionally replace the current bleed with a reverse retribution, so that each time it damages a foe it does the equivalent damage to itself.

Balthazar Defeated ... finally

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digiowl.9620

Costs them armor repairs tho, as well as the waypoint expense (and the closest one is likely to be contested, so they will have to fight or evade their way thru mobs).

Maybe any profession that can should pack some kind of res utility? But i guess that is a bit much to expect, as i guess most show up in whatever they were out farming with when they see a major event light up.

Ugh, never mind. Seems like Anet specifically designed those to be hard to use. All are long cooldown abilities (rangers being the shortest, require a active pet, and still has a cooldown of 85 seconds for a single revival). Some are signets, meaning that the holder loose the passive benefit after use, while others are centered on the user or single target abilities.

(edited by digiowl.9620)

Balthazar Defeated ... finally

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digiowl.9620

Also, leaving people on the ground means that the event scales even tho they do not contribute to the DPS.

Fire Elemental at Thaumanova Reactor

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digiowl.9620

One thing to keep in mind in all this is that Lava Font has a 1200 range, and Embers spawn 3 of them in quick succession. Meaning that in theory a ember on one side of the elemental can spawn fonts on the other side of the elemental. Or for that matter, a ember barely out of spawn can drop fonts right on the bridge.

It is funny really, as i think about it i find embers annoying in general. I revisited Fireheart Rise, and it is crawling with them. And if they can see you they can drop fonts on you. And you know another annoying enemy that drop fonts? Destroyer Crabs. Lovely creatures, those…

didn’t Anet block people from bringing ember-spawning food to WvW recently? Should be a hint i think…

How Much "Health" does DS have....

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digiowl.9620

Supposedly 100% LF is the same as full health. Not sure how the 30% from Soul Reaping interacts with that tho (a numbered overlay would be nice, Anet!).

I ran into someone saying that there could be a bug poping DS in the middle of a incoming channel tho. He were not sure, but it seemed as if the damage was still done to health rather than LF.

Honestly, the way DS is designed right now drives me towards macroing so that i can one tap a quick use of the DS sub-skills without having to do a 3 button dance. Using the profession skills in any other profession is a one button affair. But if i want to use DS to for the AOE, it is a case of F1, 4, then F1 again once done (a “quick” fear becomes F1, 2, F1). If i want to AOE with my Engineer it is a case of F2 or F3 for grenade or bomb (maybe the others if elixirs are traited for damage or i packed the flamer turret).

Only one that comes close to that is the attunement dance of elementalists. But at least they trade that effort for a massive amount of skills.

Death minor traits in dire need of rework

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digiowl.9620

I found myself wondering if changing the current horror into something like a small flesh wurm would be a minor but effective change. That turns them into a ranged attack, meaning that they have a higher chance of actually do some, tho minor, damage before they time out.

The issues of PVP interaction and protection i am less sure about tho.

Death Magic bugs me

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digiowl.9620

Well there is #4 on off-hand dagger, unless it is bugged beyond use…

Annoyance Du Jour

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digiowl.9620

The main issue seems to be that water surface is neither on land or in water, but a in-between state that hide away most of your skill bar and makes you more or less ignored by mobs on both sides of the divide. Allowing someone to use swimming as a way to get around the place without being “mobbed” continually, basically.

Tho going either way afterwards should not produce a full cooldown but rather a interrupt cooldown, imo.

Deathshroud = Yooohoo please CC me

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digiowl.9620

Best i can tell from various sources is that Anet freaked when a couple of people figured out how to be virtually unkillable in one of the beta tests by keeping DS up constantly. So they reduced some stuff here, removed some stuff there, and then launched the game…

Jagged Horror/Death Nova

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digiowl.9620

I really like the thought of spawning a giant fleshreaver, miniature risen giant, or any variation of undead monstrosities at 30 points deep into the death magic tree.

Zombie chicken, anyone?

Anyways, i was wondering if not we could replace the horror with a small flesh wurm. Sure it would be stuck in place, but with the ability to do ranged attacks it may actually get to do some damage before it flatlines…

Deathshroud = Yooohoo please CC me

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digiowl.9620

Do not forget Death Shivers, AOE 10 sec vulnerability every 3 sec.

http://wiki.guildwars2.com/wiki/Death_Shiver

With so many bugs on the necro why play ?

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digiowl.9620

We love pain and suffering, why else?

10+ second fear - a bug/exploit?

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digiowl.9620

Could be they only fixed the necro triggering necro bug. From what i understand, a similar thing can happen with a mesmer thanks to this trait:

http://wiki.guildwars2.com/wiki/Mirror_of_Anguish

Plague Signet Bugged?

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digiowl.9620

Our spike avoidance skill is Death Shroud, or at least that is Anet’s thinking.