Leveling up characters takes skill news at 11. Just because you do not know how to counter my arguments and have to result to insults does not make me a troll. Also none of those classes really have any bad projectiles besides a couple rarely used Mesmer skills. You don’t know bad projectiles till you’ve played Guardian, Ranger and Warrior.
You have no arguments, its all based on different situations, different skills, different this and different that. Your arguments are nothing but opinion, bad ones at that.
You have shown that you have NO idea what you are talking about, Dark Path good? what you been smoking.
Please tell me how your arguments are any different besides that they are based off a 30/30/30/30/30 4 weapon set Warrior against a guy with no arms playing Necromancer. I just played Necromancer for 2 hours in Spvp again and Dark Path pathing is amazing in comparison to other projectiles. My arguments are all based off facts while yours are entirely what you’ve seen while being terrible. Also balance is completely impossible and no MMO game will ever be balanced.
dark path is a slow moving projectile that you can dodge, you see it coming and dodge thru it. O wait never mind you have two hours of necro play in hot join pvp you must be an expert now, my bad.
See the problem is you have only played Necromancer and not the other classes with projectiles. Dark Path is a homing projectile that can be cast from behind if you start from the front. I don’t care how easy it is to dodge because Necromancers have a ton of skills that are more important to dodge unlike Warrior that you clearly don’t know how to fight against. As I said in my earlier posts Warriors have only 4 ranged cc so although hammer has 3 cc, he wont ever hit with the other two if you don’t get hit by Earthshaker and he probably lacks the other 3 ranged cc. Also as I said earlier you won’t escape a power Necromancer without teleports. A good Necromancer starts off with Locust Swarm before he casts Lich Form and possibly a Dark Path, Signet of Spite or Spectral Grasp if the enemy isn’t near you.
besides the guardian and thief in my SIG I also have an 80 mesmer and an 80 warrior, I have a thing for trying to know my enemy. Getting Into melee as a warrior should not really be a problem. You have good mobility. Playing a power necro and having played as a Condi burst necro I can tell you hammer warriors built to last(not zerker) can and do counter necro. As of the last patch where hammer damage got put in line I see warriors moving away from it and now I have started to see Gs axe/warhorn much easier to deal with but harder to catch.
A hammer Warrior with mobility has to be using a greatsword or a sword which means he is sacrificing a possibility of 1 or 2 cc skills that these Necromancers complain so much of. No class has the condition removal to handle a condition Necromancer one on one so no it cannot last long at all after the initial Berserker Stance. They wont be hitting with a burst skill to proc Cleansing Ire if they aren’t using long bow and if they are a shout build they don’t even have Berserker Stance most likely. Greatsword and axe/warhorn is a spec made to counter snares but it is still useless against anyone with any in combat mobility skills in the slightest once they switch to axe and they lack all forms of cc and survivability besides stances. They also won’t be doing any damage without berserker gear. Getting into melee range against any skilled opponent is completely impossible without using greatsword or sword which only do their good damage against targets that don’t move. Warrior is an easy to play class but also the easiest class in the game to counter play with basic player skills. Problem is everyone who still plays this game lacks these basic skills now. This is once again the Hundred Blades complaints at the start of the game when no one knew how to play. Suddenly without any nerfs or buffs all the complaints started dying out and Elementalists without receiving any buffs thought they were the worst class started being god mode.
http://wiki.guildwars2.com/wiki/PvP_reward
Here says it should be phoenix. And judgin by other weapons i would make a wild guess that materials are 1 silver/orb/crystal, 1 phoenix token, 1 sword token, 5 powder. But seeing silver is usualy used for “better” looking stuff i vote for that :p. But there are also weapons that requires same ingrediants, so you could also havehere x% chance to get runic and x% to get something else.
Thisis just me wildly guessing. Am planing to try as soon as i get some time and think about cheapest way to get phoenix token. You can get it by salvaging specific new vendor gear right?
http://wiki.guildwars2.com/wiki/Transmutation
Also here says you cant transmutefrom pvp to pve or vice versa.
You can probably salvage dredge gear for phoenix tokens and make it from that, though its obviously very expensive and luck based.
Leveling up characters takes skill news at 11. Just because you do not know how to counter my arguments and have to result to insults does not make me a troll. Also none of those classes really have any bad projectiles besides a couple rarely used Mesmer skills. You don’t know bad projectiles till you’ve played Guardian, Ranger and Warrior.
You have no arguments, its all based on different situations, different skills, different this and different that. Your arguments are nothing but opinion, bad ones at that.
You have shown that you have NO idea what you are talking about, Dark Path good? what you been smoking.
Please tell me how your arguments are any different besides that they are based off a 30/30/30/30/30 4 weapon set Warrior against a guy with no arms playing Necromancer. I just played Necromancer for 2 hours in Spvp again and Dark Path pathing is amazing in comparison to other projectiles. My arguments are all based off facts while yours are entirely what you’ve seen while being terrible. Also balance is completely impossible and no MMO game will ever be balanced.
dark path is a slow moving projectile that you can dodge, you see it coming and dodge thru it. O wait never mind you have two hours of necro play in hot join pvp you must be an expert now, my bad.
See the problem is you have only played Necromancer and not the other classes with projectiles. Dark Path is a homing projectile that can be cast from behind if you start from the front. I don’t care how easy it is to dodge because Necromancers have a ton of skills that are more important to dodge unlike Warrior that you clearly don’t know how to fight against. As I said in my earlier posts Warriors have only 4 ranged cc so although hammer has 3 cc, he wont ever hit with the other two if you don’t get hit by Earthshaker and he probably lacks the other 3 ranged cc. Also as I said earlier you won’t escape a power Necromancer without teleports. A good Necromancer starts off with Locust Swarm before he casts Lich Form and possibly a Dark Path, Signet of Spite or Spectral Grasp if the enemy isn’t near you.
MOST classes are fairly balanced.
2 Classes need to move down to the middle.
2 Classes need to move up to the middle.
In each case, ONE class is needing to move up/down far more than the other.
This should be ANet’s focus.Warrior and Guardian are too OP and need to come down some.
Warrior has too many areas where it is too strong or top tier with no corresponding weakness. I needs the most nerfing.
Guardians need modest toning down.
Few non-warriors/guardians would disagree. Many would disagree over how and how much (that is the real question).In general, melee needs to be toned down making ranged more significant.
Needless, to say, the two classes needing boosts are ranged.Ranger needs a buff. Few would disagree even if they think you can play a ranger in WvW (skill beats challenges). Still, they need attention and much more than any other class. Part of it is the wonky pet mechanics. Part of it is the traits being bunched oddly that promotes over reaching in a skill line for a trait versus build diversity and common sense.
Elementalist is probably the second class needing a bit of attention. They have their moments (where the ranger has moments by player not class) but overall need a bit more.
Zerker staff Elementalist is the best zerging class in the game and needs no help in that department. Everything a Ranger does in WvW a staff Elementalist does better in just fire attunement.
Leveling up characters takes skill news at 11. Just because you do not know how to counter my arguments and have to result to insults does not make me a troll. Also none of those classes really have any bad projectiles besides a couple rarely used Mesmer skills. You don’t know bad projectiles till you’ve played Guardian, Ranger and Warrior.
You have no arguments, its all based on different situations, different skills, different this and different that. Your arguments are nothing but opinion, bad ones at that.
You have shown that you have NO idea what you are talking about, Dark Path good? what you been smoking.
Please tell me how your arguments are any different besides that they are based off a 30/30/30/30/30 4 weapon set Warrior against a guy with no arms playing Necromancer. I just played Necromancer for 2 hours in Spvp again and Dark Path pathing is amazing in comparison to other projectiles. My arguments are all based off facts while yours are entirely what you’ve seen while being terrible. Also balance is completely impossible and no MMO game will ever be balanced.
You may actually be terrible and never played another class. The projectile accuracy and speed on the skill is amazing compared to most other projectiles in the game.
Level 80 Necromancer, Ele, Engineer and Mesmer says otherwise. Seriously you making yourself out to be a terrible troll, it is embarrassing. The skill sucks and EVERY necromancer knows it.
Leveling up characters takes skill news at 11. Just because you do not know how to counter my arguments and have to result to insults does not make me a troll. Also none of those classes really have any bad projectiles besides a couple rarely used Mesmer skills. You don’t know bad projectiles till you’ve played Guardian, Ranger and Warrior.
EDIT: Also I just tested Dark Path and its projectile accuracy is amazing since it has a homing aspect and can even be cast from behind so I really can’t see the problem compared to other projectiles.
You are NOTHING but a troll. This comment alone confirms that. NO one that has EVER used that skill has EVER said it’s “accuracy is amazing” and been honest. Then again, i think most people knew you were a troll already, so nothing lost.
You may actually be terrible and never played another class. The projectile accuracy and speed on the skill is amazing compared to most other projectiles in the game.
Wonder how long you cripple last when warriors have -40 condition duration food, melandru runes and dogged march.
Of course, and how many Warriors dont take at least some, if not all of these options…
Then the 102% condition duration Necromancer destroys him since he doesn’t waste everything for the ability to be unsnarable against non condition duration builds.
EDIT: Also I just tested Dark Path and its projectile accuracy is amazing since it has a homing aspect and can even be cast from behind so I really can’t see the problem compared to other projectiles.
(edited by glaphen.5230)
No this is base health with berserker gear with a Lich Form hit till 1 life and then going into Death Shroud. Immunity is from the 30 second stability from Lich Form and Warriors do not have boon removal. You have to assume strongest build possible and not morons with weak specs played by bads. Death Shroud is a second health bar and does ridiculous damage with a power spec. A condition spec will only need to sit in Death Shroud long enough to cast 3 and 5 most of the time, you know a second or two unless you need to cast Dark Path.
So…assuming they have Lich Form and Assuming they use it. It is not immunity when it can be easily removed or corrupted. Check Warrior THAT is immunity. From the time you use the skills you are immune to damage or conditions, the conditions you have on you before you use it stay of course but you cant be given any more AND these can NOT be removed, unlike the stability from Lich Form.
Yeah it does do good damage, with the right traits shame it has no reduced damage or anything, say like a Warrior skill that makes them IMMUNE to damage…
NO necromancer relies on Dark Path, they use it in the hope the gods are smiling on them and it WORKS but most of the time, yeah its useless. Just a wasted cool down.
As I said Warriors don’t have boon removal and it does reduce damage you take by 50% since it doubles your health when used. Only 3 classes have reliable boon removal since Engineers don’t use mines normally but this is about one on ones anyways. The only way to escape a Lich Form power Necromancer is teleport skills since you will be crippled and possibly chilled for most of it.
No this is base health with berserker gear with a Lich Form hit till 1 life and then going into Death Shroud. Immunity is from the 30 second stability from Lich Form and Warriors do not have boon removal. You have to assume strongest build possible and not morons with weak specs played by bads. Death Shroud is a second health bar and does ridiculous damage with a power spec. A condition spec will only need to sit in Death Shroud long enough to cast 3 and 5 most of the time, you know a second or two unless you need to cast Dark Path.
PU is only good for trolling since it doesn’t really hurt people who ignore clones. Bunker could just sit on point all day /laugh at you easily out regening your 0 damage in a one on one. Multi vs Multi it would be decent paired with pet builds so you can soak up damage for them.
But they do not need the vigor to beat a Warrior. I am assuming 100% condition duration increase on the Necromancer for all my posts since that’s what a good Necromancer uses. Most classes do not have condition immunity and only Warriors, Elementalist and Engineers have it. Warriors take 8 seconds of kiting if he used it at the start of combat and then hes a free kill and if he uses it during the middle it won’t remove any conditions so the chill and cripple should make it easy mode. Elementalist takes 30 trait points for a useless trait that 99% of Elementalists don’t use and only useful against condition Necromancers. Engineer takes 30 trait points and it doesn’t remove already applied conditions so all you can do is hope he doesn’t remove all your damaging conditions which is unlikely.
So from the start you are assuming that the Necromancer is a Condition build. That alone is silly as Necromancer isn’t ONLY a condition based class. What about Power Necros? What do they not count for some strange reason?
Power Necromancers have 54k base hp with immunity to Warrior stuns and 5k auto attacks so I don’t know if you want to go that way.
Necromancer lacks in combat mobility but it has easily obtainable chill and cripple spam to stop Warrior mobility and as I said Warrior can easily be beaten by a class without vigor. As I said most Warriors will have only Earthshaker to let him hit with his other 3 skills and possibly Pin Down which is countered by many Necromancer skills. If he uses off hands for cc he lacks any form of ranged damage and they have long cooldowns. Bull’s Charge sacrifices a ton of survivability for an obvious animation cc that no one really uses.
Well… they DO need it. Without that they wouldnt stand a chance. Remember though most classes have either immunity to conditions through skills or traits and even come with it passively down some lines.
Also, if you going to say something make it HONEST “spammable” really!?
Dark Path: 5 seconds chill on 15second cool down…shame that it is VERY and i mean VERY unreliable to the point its near useless. Would be great IF it worked.
Chillbains – 4 second Chill 20second cool down. Not bad skill easily dodged most of the time
Unholy Feast – 5 seconds of Cripple. Mid Range skill 1 second cast time can be dodged. 15 second cool down.
Grasping Dead – 5 second cripple 10 second cool down, 3/4second cast time, can be dodged as well
Locust Swarm 2second cripple, 30 second cool down. Solid skill can hit more than once short range easily avoided by kiting.
Spinal Shivers – 5second chill, HUGE cast time and VERY easy to dodge. 20second cool down
Spectral Grasp – 4second chill, same issues as Dark Path, unreliable in most cases, 30second cool down
Signet Of Spite – 10second cripple, decent skill, plenty of conditions, long cool down.
PlagueForm – useless in most cases, decent in group and zerg fights mostly and long cool down.
But they do not need the vigor to beat a Warrior. I am assuming 100% condition duration increase on the Necromancer for all my posts since that’s what a good Necromancer uses. Most classes do not have condition immunity and only Warriors, Elementalist and Engineers have it. Warriors take 8 seconds of kiting if he used it at the start of combat and then hes a free kill and if he uses it during the middle it won’t remove any conditions so the chill and cripple should make it easy mode. Elementalist takes 30 trait points for a useless trait that 99% of Elementalists don’t use and only useful against condition Necromancers. Engineer takes 30 trait points and it doesn’t remove already applied conditions so all you can do is hope he doesn’t remove all your damaging conditions which is unlikely.
Turret cooldowns begin when destroyed so this isn’t really possible unless he keeps picking them up instantly for the 25% cooldown decrease which would kill the point of turrets. Using Supply Crate with Elite Supplies trait lets him have 8 turrets out at the same time but this is WvW so just move out of the area.
All classes have 100% endurance at the start of the fight and the base regen is 50% per 10 seconds. If you cannot dodge Earthshaker it is a huge learn to play issue since a Warrior cannot hit moving targets without a greatsword or rifle and neither does the damage to kill anything decent unless the target isn’t moving nor do they come with any ranged cc. If they use Bull’s Charge they are lacking stability or physical immunity and if they use Shield Bash or Tremor they lack all forms of damage on moving targets. Do not waste your dodge on anything but ranged cc on a Warrior and you will win 100% of the time if you kite him.
Right now look at other classes defenses, several of which can have near perma Vigor by just using Autoattack. We have NO access to vigor unless we take sigils, runesets or get them from allies. The All classes have 100% endurance at the start of the fight and the base regen is 50% per 10 seconds" simply falls apart when you understand we have NO self gained access to a VERY important boon without the use of food/sigils/runeset
Its okay saying “dodge this” or “dodge that”…Then what? wait 10 seconds before we can dodge again while being a punching bag while other classes can sit back and laugh as they have silly access to a very important and very strong boon.
we have lack combat movement abilities EVERY other class has access to. We have low survival options as well unlike classes that can make themselves IMMUNE to damage and/or conditions
Doom is pretty much our defense, that is it minus throwing down wells for a second or so of stability woohoo….
If as ANY class you can not catch a Necromancer then you have some serious issues, the SLOWEST class in the whole game, no access to say Rush, Ride The Lightening, Blink or other movement skills once we are IN a fight its going to end One of three ways:
1) We win
2) We Lose
3) The other person runs as we were close to killing them but with no access to mobility skills we simply cant catch them
Necromancer lacks in combat mobility but it has easily obtainable chill and cripple spam to stop Warrior mobility and as I said Warrior can easily be beaten by a class without vigor. As I said most Warriors will have only Earthshaker to let him hit with his other 3 skills and possibly Pin Down which is countered by many Necromancer skills. If he uses off hands for cc he lacks any form of ranged damage and they have long cooldowns. Bull’s Charge sacrifices a ton of survivability for an obvious animation cc that no one really uses.
How do you cc a Necromancer as a Warrior that isn’t terrible? Warriors have only 4 ranged cc and they all have obvious animations plus you can only have 3 in one build max, all of the complaint about builds use only 1. No class has instant cc besides Necromancer and they also have the counter skill to its counter.
That is still more access to CC than we have access to Stability….
You have access to Stability, you know when a Necro goes into DeathShroud there is a chance you will be feared so use that to your advantage. With stability Necromancer becomes MUCH less of a threat.You have skills that make you immune to damage and another that makes you immune to conditions as well as traits for condition removal iirc as well…
All classes have 100% endurance at the start of the fight and the base regen is 50% per 10 seconds. If you cannot dodge Earthshaker it is a huge learn to play issue since a Warrior cannot hit moving targets without a greatsword or rifle and neither does the damage to kill anything decent unless the target isn’t moving nor do they come with any ranged cc. If they use Bull’s Charge they are lacking stability or physical immunity and if they use Shield Bash or Tremor they lack all forms of damage on moving targets. Do not waste your dodge on anything but ranged cc on a Warrior and you will win 100% of the time if you kite him.
Explain the mechanics I’m missing for me then will you?
I told you I’m done trying to help you, play the game.
you have not tried to help in any way shape or form.
So explaining to him how to counter fear isn’t trying to help him? Or explaining that his gear selection will cause him to lose due to a lack of health pool needed to deal with the conditions? What is your definition of help?
Your “counters” only work on the kittened Necromancers. I don’t understand how you expect someone to counter play an instant cast ranged ability. Then also counter play another instant cast ranged ability that counters the one counter to fear. Health pool gives you what an extra 3-7 seconds of life by using vitality gear stats against condition builds? The more time passes the more conditions are on you so its not like those extra seconds are gonna make them all go away and let you heal up. As I said before this is only fear we are talking about. Necromancer can easily sustain 10 bleeds on you, poison and get a 6 second burning during this time. Once that’s over you get to deal with the massive cripple and chills as you die out to the damage conditions assuming you even lived through the massive terror damage with Doom almost up again.
You could just CC the necro and he is dead. We have no Vigor, very little access to Stability little to no defensive cool downs, we can’t escape a fight either.
How do you cc a Necromancer as a Warrior that isn’t terrible? Warriors have only 4 ranged cc and they all have obvious animations plus you can only have 3 in one build max, all of the complaint about builds use only 1. No class has instant cc besides Necromancer and they also have the counter skill to its counter.
Explain the mechanics I’m missing for me then will you?
I told you I’m done trying to help you, play the game.
you have not tried to help in any way shape or form.
So explaining to him how to counter fear isn’t trying to help him? Or explaining that his gear selection will cause him to lose due to a lack of health pool needed to deal with the conditions? What is your definition of help?
Your “counters” only work on the kittened Necromancers. I don’t understand how you expect someone to counter play an instant cast ranged ability. Then also counter play another instant cast ranged ability that counters the one counter to fear. Health pool gives you what an extra 3-7 seconds of life by using vitality gear stats against condition builds? The more time passes the more conditions are on you so its not like those extra seconds are gonna make them all go away and let you heal up. As I said before this is only fear we are talking about. Necromancer can easily sustain 10 bleeds on you, poison and get a 6 second burning during this time. Once that’s over you get to deal with the massive cripple and chills as you die out to the damage conditions assuming you even lived through the massive terror damage with Doom almost up again.
So as a necro I can do it with no vigor or stability, but you can’t as a warrior?
Are you serious I already said the only counter to Necromancers were other Necromancers and even then its first fear wins. Plus Necromancers actually has the extra health to survive conditions with their double vitality scaling and best healing spell against conditions in the game.
Explain the mechanics I’m missing for me then will you?
I told you I’m done trying to help you, play the game.
you have not tried to help in any way shape or form.
So explaining to him how to counter fear isn’t trying to help him? Or explaining that his gear selection will cause him to lose due to a lack of health pool needed to deal with the conditions? What is your definition of help?
Your “counters” only work on the kittened Necromancers. I don’t understand how you expect someone to counter play an instant cast ranged ability. Then also counter play another instant cast ranged ability that counters the one counter to fear. Health pool gives you what an extra 3-7 seconds of life by using vitality gear stats against condition builds? The more time passes the more conditions are on you so its not like those extra seconds are gonna make them all go away and let you heal up. As I said before this is only fear we are talking about. Necromancer can easily sustain 10 bleeds on you, poison and get a 6 second burning during this time. Once that’s over you get to deal with the massive cripple and chills as you die out to the damage conditions assuming you even lived through the massive terror damage with Doom almost up again.
(edited by glaphen.5230)
Just ask a Mesmer about his ways of carrying the orb…
Leaps work
Illusionary Leap wontLast time I even had the feeling I would lose the orb when using Mirror IMages
Illusionary Leap is what the clone does and you are using Swap which is a teleport.
Why nerf this? For some builds, this is basically the only access to stability and condition removal they have.
because some classes don’t have elite’s every 50 seconds for a full condi cleanse which does make it seem a bit unfair, wouldn’t you agree?
Nerf all runes that some classes cant use. Engineer cannot inflict fear so nerf Runes of the Necromancers 6th tier trait since it doesn’t benefit. Why does my Guardian only have 30+ second cooldown heals so I can’t abuse on heal runes as well as my Thief.
That’s not the point you kittening kitten , it means peopel can spam the rune while it has serious benefits, a full condi cleanse and all boons for 5 seconds. Tell me, how are other classes like elementalist or rangers supposed to get their condi cleanses/boons, through traits and far weaker runes like hoelbrak.
Elementalists have some of the best condition removal in the game so I don’t know what you want and Rangers have had a condition removal problem forever and it’s not like you can’t just use it with a higher cooldown.
lol no, ele’s got nerfed with their condi removal since it got moved a tier up. and that’s not the point once again. Every class has something different that they can do better than then the other class, for example a thief has the most acces to stealth, an ele will have the most healing abilities, a guardian has the better support skills, a warrior has more acces to stability and CC, and so on..
it doesn’t matter if ele’s or rangers have more condition removal than other classes. We’re talking about a spefic rune here and why it’s stupid that it gives so much without having an internal cooldown.
You said it yourself, it’s not like I can’t use the rune but that would mean I can only take advantage of it every 120 seconds or higher unlike every 50 seconds compared to a thief/warrior.
And give me the time to edit my post, don’t want to get infracted again by a mod lol.
Guardians actually have more cc and stability than Warriors and just because one Elementalist trait got moved doesn’t mean they still aren’t one of the best. If you are admitting some classes are better at things isn’t it obviously the same with runes. Also Guardian has more healing too lol.
Why nerf this? For some builds, this is basically the only access to stability and condition removal they have.
because some classes don’t have elite’s every 50 seconds for a full condi cleanse which does make it seem a bit unfair, wouldn’t you agree?
Nerf all runes that some classes cant use. Engineer cannot inflict fear so nerf Runes of the Necromancers 6th tier trait since it doesn’t benefit. Why does my Guardian only have 30+ second cooldown heals so I can’t abuse on heal runes as well as my Thief.
That’s not the point you kittening kitten , it means peopel can spam the rune while it has serious benefits, a full condi cleanse and all boons for 5 seconds. Tell me, how are other classes like elementalist or rangers supposed to get their condi cleanses/boons, through traits and far weaker runes like hoelbrak.
Elementalists have some of the best condition removal in the game so I don’t know what you want and Rangers have had a condition removal problem forever and it’s not like you can’t just use it with a higher cooldown.
So you have no idea what you are talking about and I am not missing any mechanics?
Explain the mechanics I’m missing for me then will you?
Health is a tiny extra buffer against a condition build and really does not help you kill the Necromancer before his conditions kill you. No class has enough condition removal to stand a chance against a Necromancer and you also need stun breaks to deal with fear. Once again any Necromancer losing to a hammer Warrior is spell it out with me kitten. A good Necromancer will never ever lose to a Warrior or any other class for that matter besides a Thief who can at least run away or another Necromancer and then its first fear wins since neither is using a stun break most likely.
EDIT: Yes please spell kitten out for me.
Why nerf this? For some builds, this is basically the only access to stability and condition removal they have.
because some classes don’t have elite’s every 50 seconds for a full condi cleanse which does make it seem a bit unfair, wouldn’t you agree?
Nerf all runes that some classes cant use. Engineer cannot inflict fear so nerf Runes of the Necromancers 6th tier trait since it doesn’t benefit. Why does my Guardian only have 30+ second cooldown heals so I can’t abuse on heal runes as well as my Thief.
You can use your PVT gear and multi vs 1 roamers hurray. All you are doing is implying that the Necromancer isn’t good. I’m implying a Necromancer knows how to play his class. Balance should be based around the good players and not the bads. Also why is it you are implying zerker characters should be destroyed by condition Necromancer and that is somehow balanced? I really don’t care if 90% of the Necromancers use Doom terribly but the 10% who do know how to play will destroy everything. A good condition Necromancer won’t use Corrupt Boon on anything but stability. Again all of this crap is only about fear when Necromancers have many more conditions on you at the same time. Only terrible Necromancers lose to hammer Warriors and that is a fact.
PVT gear is only good for zerging and nothing else. Obviously dire is what I was referring to by same set. You are implying that a Necromancer has to activate Doom as soon as he goes into Death Shroud but it is instant cast. The only way to dodge it is prediction or luck which is more of a bad enemy casting it when you are trying to dodge something else or he is trying to run away like a baddy. Using the Spectral Wall until right near the end of Doom is a waste of time and even if it fails you still get protection and he can’t hit you if hes melee. Bad Necromancers spam marks usually not even on top of you what else is new. Why would he even need to clear your boons in the first place since none of them hurt him or help you in any way besides stability if hes any good. You wont out regen it, chill>swiftness, Necromancer does not multi hit for retaliation, you wont have that many might stacks to matter, fury is only good on damage builds that will be destroyed by the Necromancer anyways and vigor is the only decent one. PVT is made for zerging and in small group play you would be better off going clerics no matter what build you use.
No no no no you will never kill anyone decent with pvt gear. You can get the same set with conditions and still kill people in seconds as a Necromancer. How does one save stability if you even have it till after Corrupt Boon? If he doesn’t have stability on he will be fear locked to death and if he does have it on it gets turned into more fear. Not many classes have more than 1 source of stability but Necromancers have multiple sources of fear and one of them can last 3 seconds on an instant cast with only a 17-20 second cooldown that is ticking down during it. Doom him and right before it ends make him walk into Spectral Wall. Walk around him to turn him the other direction for a bit and go around again to refresh the duration. You still have Reaper’s Mark whenever you want to use that too. Doing this well can give a 10+ second fear doing 8k+ damage with only terror and can’t really be counter played besides passive condition removal luck and multiple stun breaks/lucky dodges.
http://wiki.guildwars2.com/wiki/Item_nomenclature
I was talking about stats from gear. If you want to do power damage you forced into berserker gear which has 0 healing power, toughness or vitality. Condition damage builds can get toughness, vitality and condition damage all in the same build. Fear is also a huge survivability mechanic for Necromancers anyways since a guy without stability or Berserker Stance can be feared the entire fight and stability is still countered by Necromancers anyways.
(edited by glaphen.5230)
Condition builds get survivability stats so I don’t see the problem if you choose more damage over a stun break. Zerker Warrior drops fast when stances are over and every single weapon relies on one skill with an obvious animation to do any damage.
No they don’t.
Are you somehow implying its possible to have a condition build without survivability stats? The only gear that doesn’t is rampagers gear but that is hybrid.
I’m not implying anything. I am responding directly, to a directly inaccurate statement.
Please explain what is inaccurate about this statement then?
Condition builds get survivability stats so I don’t see the problem if you choose more damage over a stun break. Zerker Warrior drops fast when stances are over and every single weapon relies on one skill with an obvious animation to do any damage.
No they don’t.
Are you somehow implying its possible to have a condition build without survivability stats? The only gear that doesn’t is rampagers gear but that is hybrid.
Strong trait that none of the builds complained about use. It requires a hit to get the endurance besides longbow so if you dodge they don’t.
Condition builds get survivability stats so I don’t see the problem if you choose more damage over a stun break. Zerker Warrior drops fast when stances are over and every single weapon relies on one skill with an obvious animation to do any damage.
Even if your class doesn’t have enough dodges a stun break will still solve that.
50% warriors in performing guilds in wvw sounds balanced to someone here ?
Maybe it is because the class is challenging but absolutely not opActually most organized groups have as many hammer guardians as warriors in their squad. The only reason is they bring the most utility in zerg fights, not because they are really OP.
Ok this makes sense. Hammer warrior isn’t op, but hammer skills and utilities are.
In WvW 1v1 and small group fights, even in PvP they are not OP (they may be strong but are not OP cause they hard counter builds for them, rock paper scissors) but they bring so much CC and Blast Finishers to Zergs that any mob would be stupid not to capitalize on that. The problem is not the hammer, or the skills, it’s the WvW zerging game design.
In 1 on 1 they are countered by basic dodging skills as with every single Warrior build. The only blast finisher is Earthshaker which requires adrenaline and that degens out of combat. The cc they bring is crap compared to the line skills of Guardian, Necromancer and Elementalist.
The endurance gain is only 15 and, iirc, it takes 50 endurance for a dodge and you have a pool of 100 endurance – so it is not an infinite amount of dodges.
This proves you have never played Warrior or missed it on the wiki since it restores 50% per burst skill that used adrenaline.
Necromancer can get 100% fear duration without food and can do it in Spvp too.
I think what a lot of people saying warrior’s aren’t too strong keep conveniently ignoring is that warriors can take a lot of punishment. Thieves, mesmers, if/when they make mistakes and engage when they should disengage, will likely die. In contrast, when these warriors engage when they should disengage, there is very little penalty. That shouldn’t be the case.
What are you even talking about. Warriors have to leave earlier since they don’t have instant teleports and stealth.
That’s simply not true. There are very few classes/builds that can burst these runners down. They can stay in the fight, or continue doing what they’re doing until they’re at 30% HP and then zip away, regardless of what you try to do. In contrast, mesmers and thieves are constantly at risk. Getting caught even at full HP can spell death.
A 30% hp is around 5511 hp and even a single Heartseeker is enough for that and it gives almost the same mobility as a greatsword Warrior. If they have more than that they wont ever kill anyone and no condition builds use a greatsword. Meanwhile in Thief land they use Shadow Step and Shadow Refuge and are already impossible to kill. Mesmers aren’t meant to chase or escape in the first place as you can see with their amazing swiftness. They can still escape easily if they saved their stealth cooldowns.
50% warriors in performing guilds in wvw sounds balanced to someone here ?
Maybe it is because the class is challenging but absolutely not opActually most organized groups have as many hammer guardians as warriors in their squad. The only reason is they bring the most utility in zerg fights, not because they are really OP.
Ok this makes sense. Hammer warrior isn’t op, but hammer skills and utilities are.
Hammer skills are so op that it was known as the worst weapon in the game even though it hasn’t been touched since launch when the complaints started.
The only problem I have in WvW is the piece of kitten Thieves all using Shadow Refuge for immortality under any situation with their berserker gear ready to instantly kill anyone not built like a rock.
I think what a lot of people saying warrior’s aren’t too strong keep conveniently ignoring is that warriors can take a lot of punishment. Thieves, mesmers, if/when they make mistakes and engage when they should disengage, will likely die. In contrast, when these warriors engage when they should disengage, there is very little penalty. That shouldn’t be the case.
What are you even talking about. Warriors have to leave earlier since they don’t have instant teleports and stealth.
Hah look at these last 3 posts. These are the people that want to decide balance decisions. Adrenal Health is per 3 second regen so you only actually get 120 per second and every single class has better healing traits. Your rifle wont fire because you are not facing your enemy and if you stop moving it will auto aim for you in the direction of the enemy. If you are any good you could turn with your mouse and still fire at point blank range while moving.
lol if you played warrior rifle ever in your life you would know the bugs regarding rifle and a lot off other ranged weapons… If you are at point blank range and a person is smart and starts rotating in circular motion around you your skills will cancel so much. PS please do not talk about who should not or should be discussing balance when you are not even ranked cause that just makes you look like a fool.
Thank you for explaining the exact thing I just told you how to correct since it made you look like a moron. I do the same thing against bads using ranged weapons, but I do it with my own ranged weapons.
dude if a warrior ever beats your mesmer then you are really really bad, there is no way a skilled mesmer ever get killed by a warrior.
reroll other class, mesmer isn’t for you.
I count them getting away thanks to broken combat speed as a defeat. Of course you cant die to one unless they wait for you to attack a camp or something and use the NPCs or you finish killing someone and skills on cool down.
But as several classes its impossible to catch them, which simply is a joke. I don’t understand they slap that nerf on Ride The Lightening on Ele, yet they don’t do the same to Warrior…
Well, of course we actually know why that is. Bias.
If I had a choice between a dollar for every time an Elementalist used Ride the Lightning into Updraft and a 100 dollar bill for every time a Warrior hit with Rush I would make more on the Elementalist. Elementalist can escape better than a Warrior just by taking Fiery Greatsword elite and it can also be given to an ally. Sacrificing an elite slot when both the other two elites suck cannot be compared to sacrificing an entire weapon set or two for weapons that cannot kill on their own.
Hah look at these last 3 posts. These are the people that want to decide balance decisions. Adrenal Health is per 3 second regen so you only actually get 120 per second and every single class has better healing traits. Your rifle wont fire because you are not facing your enemy and if you stop moving it will auto aim for you in the direction of the enemy. If you are any good you could turn with your mouse and still fire at point blank range while moving.
It’s still completely amazing to me that Healing Signet has not been touched after the video upon video of how broken a full healing power build is with it.
How anyone can actually believe that it’s good for the game for a class to never have to use its heal and pick its nose all match just goes to show you how desperately some players need OP stuff to carry them.
If people are complaining about Healing Signets its on a build without healing power moron. Every single class can get way better hps than Warrior with a healing build.
you can’t brush off casual’s opinions
That’s just it. Something in need of balance is not based on an opinion. I started out saying that if you wanted the equations, algorithms, math, or rationale, to let me know. You do NOT balance based around “feelings.”
your proposal to healing signet will make warriors paper dolls again just like during launch. how is that balance?
It will not make warriors “paper dolls” as you so claim. It will force warriors to look at other Heal Skill options (there are other 3, you know?) for builds without high Healing Power. And it would probably also require you to bind your Heal Skill, which might be more buttons than you’re currently comfortable pressing, but I think you’ll be ok.
Also, warriors were never paper dolls. They were very tanky, what brought them down really quickly were conditions and they lacked proper tools to deal with conditions. Once they got Cleansing Ire and the new Berserker Stance they were fine. But ANet accidentally buffed Healing Signet too, and then they buffed Berserker Stance again. oops.
If you have to take a different healing skill depending on what role you want to play, I consider that balanced.
If you have to take the same healing skill on all specs because it’s too kittening good, that’s not balanced.
http://wiki.guildwars2.com/wiki/Shelter
http://wiki.guildwars2.com/wiki/Healing_Turret
http://wiki.guildwars2.com/wiki/Healing_Spring
http://wiki.guildwars2.com/wiki/Withdraw
http://wiki.guildwars2.com/wiki/Ether_Feast
http://wiki.guildwars2.com/wiki/Consume_Conditions
On the topic of Warrior.
Berserker Stance, what breaks the skill is the duration, it wasnt used much pre buff for a reason. I would say you nerf it to 4 seconds, 5 seconds with stance duration. For it to still be a good choice, the fundamentals of condi application in the game need to be changed. At the moment main amount of condis are applied through aoe skills, it is hard to predict aoe skills hence why a 8 or 10 second immunity is good. If condis were applied through single target skills, a 4 second window would still be worth because it woudlnt be impossible to make great use of it. if you could predict the condi applications and not just got aoe flucked in a teamfight.
Hah did you even know what Berserker Stance did before it was buffed? It used to be half a bar of adrenaline per second for 8 seconds on a 25 second cooldown and that was it. It was remade since it was useless when you had Signet of Fury give a full bar when you needed it and a passive precision boost when not needed.
That isn’t acting like clones that’s just abusing AoE limits to block single target attacks and non piercing projectiles which should be a Mesmer basic that too many don’t know how to do.