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So necromancer moral all time low right?

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Posted by: hennrick.4623

hennrick.4623

I know the feeling. Been waiting for over 2 years now and it starts to wear on you after awhile.

If it keeps this way i am starting to think it’ s done on purpose for enhancing the necromancer " dark mood experience"…

dang, i could really start believe that xP

So necromancer moral all time low right?

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Posted by: hennrick.4623

hennrick.4623

I don’ t know for everyone, but this is kittening depressing. Not in clinical terms but concede me poetry.

Not that is really bad as it looks, it’ s more a matter of feel: everything feels underwhelming, i can appreciate some challenging moments but the more things progress the more the future looks dire.

First the inherent problems of the class that can and can not be worked around in some cases ( i still rejoice from the foot in the grave change like it was my son!), then the trait exposition that not only felt uninspired about necros, but only raised eyebrows and compared to the uberflashiness of other specializations made us feel really underwhelming, and now the chronomancer that talks about wells taken from the necromancer, a thing that by itself is fine since skills alike exist in many ways but the wording adds a knife in an already open wound.
To this there is to add stuff about the revenant, that is basically the necromancer as it should be but melee, and a sparse sense of “what the heck we will have now?” about the future.

The forum only aggreviates this part, from whines to different proposals that sometimes gets drowned or scrapped totally and still no word about the elite, that is already doomed by some as half failed only because one spec on 3 can’ t save a whole build, coupled with usual posts of the great classics as “how can work pve necro” and so on that already darkens the mood.

Is not mostly a matter of actual situation, i mean we know traits and skills can be tought upon, but if we talk about morale it’ s so down that i still ask myself why the hell i keep looking at the Necromancer subforum.

Expanding Death Shroud

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Posted by: hennrick.4623

hennrick.4623

OK, time to expand the D.

…. on a serious note, your proposal does not solve very much: it makes the DS more powerful and more meaningful to access to, but not really more skillful or entertaining: i will still have to sit in DS for ages spamming 1 and i will have an horrible pain to access it with condi build, plus i will still have the feeling that i will only be able to do less in DS compared to the norm.

Still os a good and well-tought proposal, in the right direction

in barely related news, the chronomancer news that “chronomancers have access to the necromancer-defining mechanic of wells” and that their F5 is basically the beta death shroud makes me cringe. a lot.

They want necros to be selfish...

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Posted by: hennrick.4623

hennrick.4623

LOLZ, it.would be fun to strip boons from allies out of spite. Also childish and toxic >_>

Look at the bright side: with changes like these you can steal dem first place in DPS for example

[Report] PvP Forum Specialist Report

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Posted by: hennrick.4623

hennrick.4623

Well then i will mandrop my contribution:https://forum-en.gw2archive.eu/forum/professions/necromancer/They-want-necros-to-be-selfish/first#post5013430

Is a bit “excessive” and is just a theory, an exploration of different possibilities that might or might not be a good part for the new traits and the new system, but it is my contribution and i leave it to you to judge. The main reason i did this is because “utility/blast/ kitten DS” discussion are older than time, kept up from people wiser than me, so i went for other ways.

How To Fix Necro Specs

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hennrick.4623

I believe that the whole concept as “give us utility/aoe/blasts and we are k” is old as the forums are. However the suggestions are nice, and you are good at keeping up the tradition u.u

Attrition Ideas for Blood Magic

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hennrick.4623

I support reitalation and siphoning associated with it. i was thinking about the same after the stream where they exposed traits: since mesmers got reitalation removed because they did not deem good a thing where mesmers get hit in the theeth why not give it more to the necro, since both thematically and mechanically is more tied to this?
About siphoning or else, wathever – looks good enough to me.

They want necros to be selfish...

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hennrick.4623

Not really: for example having increased benefits from allied boons, higher heal income or a buff copypaste. It does not need to be an absurd gamechanger, but a decise one.

Well this is along the same sort of lines as what i suggested. I take back what i said. It is possible.

But those sort of traits create this weird situation where they can be just as strong solo. Thus ending up being just like giving us good self buffing. Or they end up just making the class way stronger than others when getting help from a team but pointless in all other situations. This creates a situation of “lets buff the necro because it scales the most with everything”. Its a nice idea. But i dont think its good for the game.

It would either be so good that everyone would feel forced to bring a necro into groups in all gametypes. Or it would be too weak so necros would be in the same situation they are now. Not worth taking or buffing and better off just having a full group of classes that can contribute to buffing each other.

Either way its an interesting concept. I just think it would be better to encourage group play and interaction in an MMO. And all classes should be able to do this to a respectable degree. Especially with the combo field and finisher system which is a really great part of GW2 combat.

I agree that the concept itself can have flaws: i don’ t have practice on the matter and it could take a wrong turn, even if it will be limited both by necessity ( since having more power-hungry team mates will most probably be not optimal ) and by meta tradition ( devs and community alike are more tied to the classic compos ).
In regard of the self-power given by some traits… it’ s intended: a bit of independence should always be for every character ( like the buffers that get buffs for themselves as well ) but i agree too that the doubt lingers, this is still just stuff on paper.

However, thank you for spending time keeping up with me! I don’ t mind convince you that i found the right way, as long is deemed at least an intresting one

I spend too much time thinking about this _

They want necros to be selfish...

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hennrick.4623

Not really: for example having increased benefits from allied boons, higher heal income or a buff copypaste. It does not need to be an absurd gamechanger, but a decise one.

About what spoj said, there are many ways in which a.. mechanic? tactic? like this can work. For example make a trait that increases might effect, not duration or stack: the character has his own ways to apply might but are rather limited, while when supported by other characters it can be way more successful.

For example, a trait in spite allows to gain a stack of might for each autoattack on DS. I chose this trait because it’ s one that i really dislike: it’ s boooooring! Let’ s make that, for example, the DS autoattack gains a way greater benefit from might!
The necro has already few cases in which it can apply might – in DS even less, like right after blood is power – but it’ s still a good trait for his burst… that becomes even greater while in group!
It’ s just an example, but there are many ways! Probably this won’ t be enough to keep the necro even in pve, but it can be something,

Dear diary

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Posted by: hennrick.4623

hennrick.4623

Today I understood why everyone in the forum says kitten instead of kitten.

Oh my kitten!

If some newbie like me tries to kittening reply why, i believe the will find the kitten soon enough!

Sincerly
Kitten

They want necros to be selfish...

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hennrick.4623

Selfish has a lot of different meaning, depending on how you intend it: i mean it as it does for itself, by definition, but it does not mean that the power it gets can’ t be used in favor of his allies.

besides, i think you misunderstood what i meant, and by a lot! Being reliant is different from being dependent to others, and i mean the first case: where you are selfish, but you can do even better!
A selfish class as you say will always be inferior to anything else, since either it is so powerful it needs no one ( and as such there is no need to synergize the team at all ) or it does not synergy and it stands there without contributing to the party, and our case in GW2 is the latter.
Since we are in the latter case and i don’ t want to think “how to rewrite the necro” i thought about making the latter viable – not by increasing pure power but increasing interaction, that is exactly what we lack!

Is not poorer, instead is richier. A bit different from the norm i agree, and probably it won’ t hold the peer pressure in a practical case but at least as i see it is a progress.

Why i am saying this: if you think my idea is kitten at least let me make sure you understood it well.

(edited by hennrick.4623)

They want necros to be selfish...

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hennrick.4623

I am not talking about personal power, i am talking about the capacity to gather power from others: basically is reverse supporting! Or making supports out of not-supports.

While many professions are focused on giving benefits for others (duh, basically everyone) i was thinking about a way to play that has bland team support, like necros now, but that have increased benefits from the surroundings: in this way they can actually be powerhouses for the whole team, while not having personal power by itself!

(edited by hennrick.4623)

They want necros to be selfish...

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hennrick.4623

… so why not empower that?

How would be a profession that picks the good things about the party and uses even better for itself? Not enclosed selfishness, we are talking about a game where there must be interaction between players so it needs to depend in some way on his allies.

Just an example: a skill that copies boons on nearby allies and applies on the caster ( with an averaged duration), or maybe a trait. A bit OP but it’ s just to give an idea.
Without going too much on complex things even giving projectile, leap or whirl finishers to abuse of fields ( not blasts because, cmon, we understood Aned does not like that) placed by you or other players might give some interesting results, or at least particolar.

Would you like see something like that?

Wait until Elite Specs come out

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hennrick.4623

Well, in my opinion the traits presented are so messed up that either the elite specialization won’t suffice to cover it up since at least 1 piece of the build won’ t be appropriate or the elite specialization will be so good that we will never mention the necromancer again, but only the elite specialization ( like they proposed to be for rangers, if they pick up the druid elite spec they are mentioned as druids).

Besides it is still early, we can give feedback and hope for the best! sure things are not promising, but it can be made better in amny ways.

About Stat-converting traits

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Posted by: hennrick.4623

hennrick.4623

Stat bonus traits are really boring. I wish they would have some extra effects added to them as well.

I agree, but that was just a simple example of what could be.
In few worlds, translate defensive/supportive stats in something more pve clear speed friendly.

About Stat-converting traits

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Posted by: hennrick.4623

hennrick.4623

I was thinking about those traits that give stats based on other stat percentage ( like % of toughness given as power ) and i was thinking: why not enforce that, since the traits now can be more powerful, in order to make more avaiable supportive roles in pve?

For example a trait can allow a % of healing power to be transferred to power or precision, and so on, but with big numbers in some circumstances ( like the necro trait that converts 14% of toughness to power in DS). Always by keeping a close watch to pvp obviously.

If flat stats are not flavourish enough then it can be applied to other side effects, like increasing damage dealt to npc and minions based on a defensive/supportive stat, useful for pve and for pvp allowing an easier npc cap, or something of the likes of that.

For sure this WILL NOT BE ENOUGH, but surely can give something to think on. opinions?

Necro Spec Notes & Feedback

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hennrick.4623

Here my toughts: i keep in mind this is only a preview, and i do not talk too much about proper balance but more for ideas and the direction they are heading, along with some more pratical concerns.

On a pvp note spite looks intresting: basically speccing here allows you to execute targets, too bad that some choices are really weird ( like vuln on<33% hp… if it is so low already why apply vuln? :P ) and that it enforces staying in DS with all the skills locked.
Some might say that for this reason is not good to always stay in DS and i give them right, but when you hit PvE it’ s boring and ridicolus to spam 1 for ages in DS and personally i really hoped they could change that; i can still choice other traits luckly but if you want to use DS that makes you dire of boredom.
However i like the damage increase on debuffed targets: that would be a really viable trait for PvE, probably the only of the whole exposition, that feels really like fun and powerful.

Curses separated terrormancers and condition damage mancers and i’ m not really sure how much i like that: if you want damage on fear then you will have either to go halfcondi or go power, but i can understand why because sharing all the condi increase from the specter with fears and such might not be a good idea…
besides, somebody can clarify if condition duration by traits is baseline like for other professions?
The dagger trait is weird: what’ s worth reducing cooldown, in pve and pvp? probably good for the offhand, but already the syphon was borderline ( maybe traited for aoe heals?) and the snare not always good to cast by its own.

Death magic is half trash. Only MM stuff ( but i like reduced damage from targets afflicted by poison… even if it is a bit random in execution and concept, really) and lots of stuff that is selfish… as always, i dunno what i exepcted.
Liking the tough to power doubled in DS, but again it feels nice but out of place…

Blood is trash. I hope that the vampiric lines get reworked in coefficients and whatnot, maybe having a proper effect in DS, but they basically kept all the clunky old traits with some exceptions; i hope martyr will be actually useful, but Invigoration might be the most successful trait… or the biggest failure.

I am happy about how they treated soul reaping: DS is accessed by everybody, so it is good to give Soul different choices based on your focus if you wanna get benefits from death shroud. Probably it will take some fixes, but i am good for the concepts.

In the end, it feels like this does not make us better in which we are dramatically behind: no buffs to pve, neither in raw power or team support, heal specs are still clunky and weird, MM traits are too much focused on single trait lines and i think they should be a bit more spread and Death should give access to more different traits besides MM, even if that is its focus.

(edited by hennrick.4623)

Jewelry and ascended trinkets

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hennrick.4623

They were introduced for fractals before ascended crafting became available a year later. We may see crafting soon when we can get jeweler to 500. Many speculate that jeweler will actually server another purpose such as allowing players to craft items that give the special effects such as the rare drop from VW or the items from the trick or treat bags.

Being available for laurels makes ascended more widely available to players due to how incredibly easy it is to get them. Players can get 55 laurels every 28 days just by logging in. Ascended trinkets also provide the bulk of the stat increases that ascended gives over exotics.

So Anet decided to keep a crafting way less useful compared to others so anyone can have a better time at entering fractals? not being salty, i just think it is so strange and unfair for all the other jewelers…

Jewelry and ascended trinkets

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hennrick.4623

Simply put: why there are ascended trinkets sold for laurels, instead of being like all the other crafting professions? Does not that make it jewelry really uneven and less useful?

Roaming engi help

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hennrick.4623

I am really liking the EG so far: blasts, weakness and so forth, while the toolkit is good for the block mostly, but i synergized not like the elixir gun and i am not really not into how it deals with enemies, even if i miss the block.

In which occasion i should prefer elixir gun over pistol for ranged damage, however? if i am teaming up with other allies for example? or just if i need to weak an enemy and jumo away?

Roaming engi help

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hennrick.4623

Thank you all for the responses so far!

I gave another look at the build and decided what i would like to play and what not, and how i see it: since as it is said pistol attack is the main form of damage by range grenades would be useful more fro medium/short range attacks, together with bombs. Adding a toolkit would mean either use it as 3rd utility and having no room for elixir S or boots or decide between grenades or bombs.
Since S and Boots looks most useful the choice goes between bomb and grenade: if i pick grenades then i would pick elixir S since i would lack many fields to blast on besides water, and with bombs i would go with boots.

But i don’ t like the trait choice for grenades, so i decided to go with pistol and bombs since not only they have more strategical depth, but have more freedom in traits and looks way more fun! I will run toolkit, but i don’ t exclude running elixir gun later on.
For the build i picked up the ArrDee proposal on gear and slammed on it the traits and skills
http://gw2skills.net/editor/?fdAQJAqelUUpvr9ZxkLseRCbBNqxAuNI2N2xP2gAA-T1hHABFp8jn9HaTPAAPAgFV/B4TAAUKBJFAMrBA-w

I picked the 5th trait on alchemy and i am not really sure about it, since i don’ t apply many boons by myself and is rather unreliable. I was also thinking about picking increased range on pistols rather reduced cooldown, but i guess that otherwise i lack too much damage ( and if i am too much distant i can’t use properly my somewhat tankiness and bomb kit), plus sharpnel because i need more to hit with bombs, than having bleed on bombs if they hit.

Roaming engi help

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hennrick.4623

Good to know that rocket boots proc blast where you casted it :P it looked like it procced where you finish!
in that case yeah smoke bomb + rocket looks promising. i did not mention shield because i forgot it, but i use that a lot too!

About the build, good to know that the fault was its part too! for example i assume that the grandmaster trait for the extended range is worthless, if used for this case?
I don’ t like much running double kit without stealth and elixir S, but i agree that the boots are too much good! Probably running S, boots and grenade is overkill for safety?

Roaming engi help

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hennrick.4623

So, i started just yesterday roaming as engi condi grenade/bomb for the first time, following blindly this build http://metabattle.com/wiki/Build:Engineer_-_Roaming_Bomb/Nade with some changes since i’ m poor and could not allow those exact runes.

in short, in most skirmishes i got rekt most of times even if i had a friend guardian and was never alone, having most trouble against mesmers.
Now, i am a noob on this and that is out of discussion and to compensate a bit and try to have a better time figuring out the profession i want to ask some tips about how to use grenades, pistols and bombs. Obviously i will also need practice, but a bit of theory at the beginning won’ t hurt.

I use pistol if i need to chase an enemy for bleed and poison and i keep the confusion-blind if an enemy engages, grenade when i attack from far ( but i don’ t know if i should zone or predict and always go for the hit, and in which occasions i should use freezing and poison grenade – while the enemy is ensnared mostly?) and bombs when i get hard engaged: big bomb and smoke if i need to abscond, big bomb and fire if i need to get space and go aggressive and the simple bomb for capping points or baiting for damage. I reserve elixir S and the toolkit skill as panic button mostly.

I got it right? any suggestions?

The character story at LS1

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hennrick.4623

snip

So basically you are just being a good dude, casually meeting always the same characters and at some point it simply decides to keep going with them, since they demonstrated to be worth the attention?

The character story at LS1

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hennrick.4623

Personally, i think that all of this need of choice in a story is a kind of masturbation: ok you like it, but keep it for yourself.
Not all the games are meant to have uber-ramificated choice paths, and a story that is not player-decision based can be good as well as one that it is, it’ s just a different kind. It’ s not even meant for all GDRs to be that way, let alone MMOs ( even if i really liked the personal development bit, and even without heavy story consequences i would gladly have it back); GW2 has a really good story development, both global and at a personal level, you might not judge it the best and can call favourites or better examples, but i don’t deem it half bad.

This said, acan we please stop going OT?

The character story at LS1

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hennrick.4623

I don’ t debate the need of decisions in this game – both for execution of the game itself ( that might get too much complex for a living story ) and because the narrative flows well when i am just a boss-follower so i am not doubting that.

Also, i want to explicit what i mean by decisions: i don’ t mean those that the player takes, but rather the ones that the PG itself takes, automatically. Like if it decide to go with Marjory and such or not and so on.

(edited by hennrick.4623)

The character story at LS1

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hennrick.4623

What happens to the PG during all the S1 and what decisions it takes?

Mind me, i am asking the stuff centered into the PG and not around him: i know who is Scarlet and what she done, i know that Marjory and Kas have an agency, i know of LA and on and on… buy why, for example, i am no more a general of the pact? neither apparently a member of my own order? Why i am the “boss” of someone? And if i am their boss why they treat me like i am their kindergarten friend, even if i never heard of them before?

Also, i want to explicit what i mean by decisions: i don’ t mean those that the player takes, but rather the ones that the PG itself takes, automatically. Like if it decide to go with Marjory and such or not and so on.

Consider i started playing right at the aftermath of LA

(edited by hennrick.4623)

Condition duration

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hennrick.4623

The cap for condition duration is +100%, but that does apply only to general condi duration or also specific condi duration?
For example if with food + trait investment i reach 70% duration and with runes and traits i get other 40% but only for a specific condi ( like, bleed) i do reach 110% or it remains 100%?

Why do devs keep injecting PVE into PVP?!

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hennrick.4623

Sorry, i can’ t take for serious somebody that calls himself Invoker

shudders

Traits Part 2

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hennrick.4623

Here is the official Trait feedback thread: https://forum-en.gw2archive.eu/forum/game/gw2/Traits-Part-2/page/3#post4780223

Good luck.

That slipped under my nose, thanks for reporting it to me!

Traits Part 2

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hennrick.4623

I started playing GW2 around a year ago, so i am not really the skillest dude around here, but i wanted to share a feeling i have on the actual traits.

First let me say i love GW2 build system in almost every aspect, but his trait choice sometimes leaves to desire: what i mean is that there are traits that are kinda niche and are forced on you and some others rather than enlarge restrict the build possibility of your character.

I take as example the Necromancer, but i saw recurrence in other professions.

1) By niche i mean that in a said trait line there are traits that you are forced to pick even if they tray way off your build. One example is Curses for necro where they force you to take bleed on crit in a condi/prec line. While perfectly in line of his own it forces power builds that want some crit to apply useless bleed that then overwrites more powerful bleeds from other sources ( a minor issue for the condi situation ). I acknowledge that stacking too much synergizing stats/effects it’ s not good for many reasons, but instead it could use a more generic tier 1 trait, like the one that gives life force on crit (an effect that could be evenly used in many builds) since it is an imposed one, while still retaining its core identity as a crit choice.

2) But the worst offender are traits that in some way forces you to restrict your build. I talk about those that increase power of restricted classes of skills: when it’ s a matter of utility skills it won’ t be useful to pick a X-improving trait without getting at least 3 Xs or so. Thematically wise is fine, you want to spend power for an improved class of skills and you get it, but strategically this shrinks a lot the build possibilities, and having such a gating in this way really saddens me, while a more spreading effect ( Buff for Y for a skill, Y/2 + something if 2 and so on ) would still empathize the choice of favoring a set of skill class, but would still concede easier hybridization with other skills.

Toughts?

EDIT: looking back at other responses, i congregate to the others about the actual trait unlock system (but i will not elaborate my view on that – what i wanted to say was already said and reviewed) and i want to focus more instead on the content, might it be an “at range” change or not.
Also i did a mess by the merge of my comments. If you see multiple of my comment don’ t worry, i did not become demented :P

(edited by hennrick.4623)

Zerk axe/focus DS build

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hennrick.4623

It really depends, i dinamically swap stuff depending on the situation. Usually wells are safe, but since i have already aoe with DS1 pierce and rune of aoe damage on crit ( don’ t remember the name ) i usually go for Blood is Power and leave wells to utility and Corrupt boon if i know the enemy is going to use boons ( few, but happens. and if you see a dredge with 25 stack might it is appealing…).
If you are facing the unknown don’ t bring more than 2 wells, who knows if you will have time to land them under the enemy feets…

Projectile finisher of minions

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hennrick.4623

Let’ s say i place a dark field and my bone minions proc the projectile finisher ( Life Stealing). In that case it is me that gain health or is the minion?

Necromancer Specialization Name prediction.

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hennrick.4623

I guess i will go on the line of “Medium” too, or at least “Souldblade” of the sorts.
Many weapons, katanas in particular, are renown in legend for housing spirits for harm and for defense, and also worldwide there is still lore of weapons that have an ill will of his own and are like possessed.

Since every specialization has a side of lore behind it and the whole “soul” thing is not fully explored on the actual necro then i would really like to see that…

Make well of blood a water field!

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hennrick.4623

Not to mention a Necromancer leaving a light field is the weirdest crap ever.

But… condi theme… and stuff.

(Note: I agree. Then again, does a Necro leaving a water field make much sense?)

Because bloodbaths are the bests u.u

with rubber ducks

How old will you be when you stop playing GW2

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hennrick.4623

I’ m 21 here. Playing not continually but heck having a good time and fully satisfacted with the game guess it wil take a hella lot!

Are you going to buy HoT?

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hennrick.4623

Nope, absolutely not.
My reaction when watching the stream was ‘This is it?’
How long have they been working on this and this is what they have to show for it?

Now comparing to another, well known MMO’s first expansion; […]

With all the respect, that is laughable.
I agree, materialistically burning crusade had more content. However, you do not consider that by introducing that they destroyed wathever they did before, like they do with any other expansion.
The new map content in bc was only necessary for leveling content because they raise level cap, making all the old content worthless, while all the stuff of HoT is a net gain.
With BC for example you had to quest throught new maps, fine, but in the end it only became a screensaver for new dungeons. In HoT all the old content will keep his value, and the map itself will hold said pve challenges.
New races are always a worthless addition to an MMo, since later races will always have a lesser value than inizial ones ( and will have a lesser impact too – look at draenei, they became the junk race after bkittenil wod) and are not ejooyable by all players ( only by those who use that race ), plus a wvw map that makes Wintergrasp pale in comparison, a new pvp map that is not a clone from others and specializations added for every professions ( posing at least 2 specializations per profession – just to keep low – widens so much the possibilities that is actually better than a new profession!) and a new profession in top of that ( that does not only mean new gameplay, but also new strategical choice in groups and new challenges to overcome in pvp).

I loved wow, don’ t get me bad, but this expansion is worth like 2 expansions of wow, just with only the things they teased.

Worst thing that could be announced at PAX?

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hennrick.4623

somebody said HoT is a book.
I say instead it is a sock.
Happy belated Christmas!

Heart of Thorns Wish List:

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Posted by: hennrick.4623

hennrick.4623

Wish list? hhm, i would really love to see a fix for previous living content. I started at the aftermath of Lion’ s arch and i did the new living story… who the heck is this people? why they call me boss? why that silvary is trated like s**t? i know tidbits by the wiki ( videos lasts far too much ) and at least being able to replay previous content or gaining an alternative to narrative would be OK.

Besides that I would mlike to see new game modes, new fractal floors… unsure about weapons classes and zones, because that woudl really split the community i think ( mostly zones) and instaurate a force-buy to the consumer… well, not like in most mmo games you won’ t buy aniway the expansion, but still…

[Sugg] How to fix the Zerker Zerger problem

in Guild Wars 2 Discussion

Posted by: hennrick.4623

hennrick.4623

Lol when I saw this my brain thought up this:

All DPS GONE, ALL PLAYERS NOW HEALERS.

ZERKER PROBLEM SOLVED.

well, if they add the possibility to overheal an enemy we can make bosses die of cancer…

[Sugg] How to fix the Zerker Zerger problem

in Guild Wars 2 Discussion

Posted by: hennrick.4623

hennrick.4623

It’ s only about a year i play.
The more i see the zerker builds, the more i scratch my head, and by looking at this thread i almost reached my brain cortex.

I understand damage is part of the game and a contribute for everyone, i also like the lack of healers and tanks but it took a bad turn in my opinion. Not only aboput zerker.

There are almost never drawbacks in building tough or vitality, both open pve and dungeon, and while every kind of damage is gated zerker does not only remain the only affordable one but also hyperscales! If you compare Sinister with Zerker, both are glass cannon, you can see a load of difference in many builds in Zerker favor because that’ s how ferocity works!

These are the two problems with stats: condi is broken and ferocity is broken the other way around! I am fine with crit damage increase but making a stat ( that by definition is a basic pivot where you can build your character and that should be indipendent by his own) that relies mostly on other stats or traits/boons gives rotten results…

on top of this the IA, because stacking in front of a boss and zerking him down is idiotic in any case. I still get fun in some dungeons, but only because there is a tactical decision on “how we rotate to delete istantly faster this boss” rather than a challenge of power and skill.

Zerker by itself is not the true problem, but is the catalyst that makes everything of this worse.

Tomes and Scrolls of Knowledge for badges?

in WvW

Posted by: hennrick.4623

hennrick.4623

At least once some gear was avaiable with badges only, but now it requires golds too T_T

if only i abused that before…

Worst troll build ever, or stroke of genius?

in Necromancer

Posted by: hennrick.4623

hennrick.4623

Well, so I was not the only one :D I got from chests 2-3 ascended cleric pieces and was wondering how I could use them! So I wrote down a build and tested that, but since I am still a noob it did not work well and prefered to study more the meta…

I tought about getting thoughness so I could abuse the high health pool and the life force, daggers for quick attacks and syphon procs. Precision looks really good, but for survival toughness overshadows vitality on a necro. Guess should be compared how much you syphon with precision and how much you mitigate with thoughness: Magi for highs and lows and cleric for a more conservative play.

This is my personal build
http://gw2skills.net/editor/?fRAQNAodWn0ISrNWbD+0A/NmIXokeHeh8d6g4IGCoCAA-TZRBwAcOBAiLDo5QAkc/BAPBAA
I feel it can have a true lot of improvement, especially runes, but I follow more or less the same thing as OP: a lot of presence in fight, being able to recover, reduced weaknesses to cc. I did not picked up death into life because power is not the highest stat here, Reaper’ s protection in order to survive in the thick of the fight and some CC’s: i plan to hassle and stick to a target while regenerating and giving healing benefits to allies.

EDIT: changed build. proposing the pvp version has more sense.

EDIT: also, i want to say that Focus 4 skill hits multiple times ( but much less), grants regen and vulnerability and has half the cooldown and it’ s ranged, but his trait in power is tier 2 and is easier to get.

(edited by hennrick.4623)