Showing Posts For idontnoso.9850:
Cause I don’t think they did, and I’m hearing a lot of people complain because of lack of group support for necro and its elite spec. Apparently just not being designed to be a support class – is off the table for some people. I love the elite spec, don’t care if it doesn’t bring group support, and if I wanted to support my group, I wouldn’t be playing my Necro, I’d be playing my Guardian or Elementalist.
Elite specs aren’t catered to the small minority that is the forum-speakers, nor were they ever supposed to give every profession access to every role. Just enjoy the breath of fresh air that are these changes, and again, if you’re so gung-ho on being a group-support player, then why are you playing Necromancer?
Ok so lemme touch on your comments:
1. no. Anent never promised us anything.
2. I’m sure there are a ton of people, including myself, who love the new spec but there will also be people who don’t (its inevitable).
3. Most people who are slightly upset, are upset because there are still a ton of issues that the Necromancer has, that could possible be overlooked AGAIN! (ex horrible minions, sucky siphoning, lack of support (not boons, just general support), and the ability to survive being focused but large groups of enemies. These are issues that have persisted, and Anet keeps turning a blind eye towards our situation. Yet, every other class gets things fixed in no time. Best example of this is our situation with our minions. If you haven’t noticed, our minion AI is complete bull, and this issue has been going on for months, and nothing has happened. So yea, the necro community does want to be heard otherwise this class would fall apart.
4. We don’t want to be able to stack 25 might easily, we just need some sort of utility that makes dungeons more easy using a unique ability that no other class can bring. Stealth isn’t an op boon, but it makes runs a bit more smooth, and can make rezing downed allies easy. Unless there is a boss that spreads major conditions that the necro will need to suck up, I doubt we will ever be needed. Plus there are universal bosses where reflects/blocks/projectile blocks are required, and we have absolutely none of those.
5. The elite specs shouldn’t be aimed towards the minority, I agree there. Yet if you go through months and months of necro forum posts, you will see that these issue are being stated over and over again by the MAJORITY of the necro community. I dunno about you, but if a LARGE amount of people are complaining about the SAME thing for MONTHS, I would assume something needs to be done.
6. The necro community is a stubborn one. We love the necro, but we also hate it. We want to keep playing it, but its continuously frustrating for us see other classes doing everything we can do but better. We offer no unique utilities that make people wanna go “we need a necro for this part” (referring to a dungeon).
7. In all honesty, I doubt you’ve played the necro that long to notice the issues that it’s mechanics have. I’m sure if you play if for a solid 3 months you will see everything wrong with it. HECK you can just look up videos, there are a TON of them. They will demonstrate everything wrong with it in no time. 30 minutes tops. That’s bad considering that there are videos out there that take 30 minutes to discuss issues with 1 class.
Congrats guys, we get the awesome Reaper!
So as the title states, what are your immediate thoughts on the reaper and pve?
Based on what was released, it seems like a pretty good PvP/WvW specialization, but I don’t see how they fixed any of our issues in PvE.
One of our biggest issues was the inability for our skills to scale up to the amount of enemies we were facing, but they sorta touched upon that with the reduced cool down of shouts based on the number of enemies hit.
But then our even BIGGER issue was our inability to support the team in any shape of form in a PvE setting. Yet, based on the info shouts may only deal damage to foes and nothing more. So I would assume we stay out of the meta yet again? I dunno, there’s not enough info yet to make this assumption.
HOPE: These shouts have negative effects towards nearby enemies & positive effects to nearby allies. This is my biggest hope because then, I would assume, there could be a total of 10 targets (5 that get hit with dmg and 5 that get hit with buffs). If this happens, then the synergy with the lowering shout cool down will be amazing.
Either way, I’m hoping that the devs actually paid attention to our MAJOR issues and didn’t just think we were ok with more dps. Because, in the end, we might just be back to square one but with pulls and heavy CC. xD
What are your thoughts/hopes for tomorrow’s announcement?
Lol I stand corrected. After finally getting it to work, I’m realizing that I’m healing my allies way more on a single Life Transfer that I would have ever hoped for with just Life Siphon(s). Shame we heal allies more with this one abilities than we can with all our Life Siphons put together.
So I know our Blood line is complete poo, but I go into it every now and again just for fun. I used some of the traits for a PvP match to just play around, and I decided to use the “Transfusion” skill. I was using as much life siphons as I could in the hopes to be of some help to my teammates, but then I notice that I wasn’t see any green ticks above their heads. At first I thought it was a bug, but then I read the trait more closely and realized that it only heals allies when using “Life Transfer.”
Was this how the trait always worked? Or was there actually a time where it shared Life Siphon and not Life Transfer?
I haven’t went into this trait line in so long that I wouldn’t be surprised if it was always this way or if it was changed.
I’m just really hoping they fix up this trait line for us, cause its just no use to us. Also our minions…..I love their life siphon ability, but it’s of no use to us when they can’t even attack our targets
I just really wanted to make a new build cause I was getting tired of all the common builds. I was previously using a HGH Nade build, but I quickly got tired of it and I tried making a different build. I based this build over the HGH build, but more centered on the use of pistols.
Minx’s P/P Condi Elixir Build
http://gw2skills.net/editor/?fcAQJAqalspSXnvSgF17IBoH5Vv4V0jHT5J/pAbB-TkAAzEfp+y9l5L5X2vGBMXA
Build Description:
This is a condition build that utilizes P/P as an access to conditions while buffing your damage with the use of Might. This build has a decent amount of damage while still providing great survivability. Every single Elixir ability (including tool belts) will remove a condition and give might for 20+ seconds because of the +30 boon duration your trait line provides. Along with being able to keep Burn on an enemy for a good amount of time. This is not a bunker build, so fighting on a Node is not recommended, but its not impossible. With this build you must keep your distance and utilize the blind from Static Shot and Glue Shot to immobilize and cripple.
Weapons:
Ok so obviously you use P/P to utilize its wide array of conditions. Sigils that you will use are Agony and Corruption. I say Agony is good because the #1 skill uses bleed, so longer bleeds will help. Then Corruption is good for continual increase in condition damage.
Runes/Amulet:
I personally use runes of Nightmare because I need that duration increase. Especially with Burn, + the damage helps as well. Rabid Amulet is good for the crit change which can burn and the condition so you can burn harder, and the toughness so you don’t die too fast.
Traits:
Now for the good stuff: 10/30/0/30/0
I went for Incendiary Power for the 100% chance to burn on a crit. This being buffed with Nightmare runes can be dangerous for enemies.
Hair Trigger so you can use pistol abilities more often.
Rifle Barrel for many reasons: Engaging enemies at a farther distance is great when running a condition build; stack as many conditions on an enemy before they reach you. Also, this is great for killing enemies who try to escape, and this helps to aid a team from a distance if your health is low or if you just wanna avoid getting hit.
Napalm Specialist combined with Nightmare Runes and Incendiary Powder is a great combo for high damage Burn Damage.
Fast Acting-Elixir because all your utility skills are elixirs…so it kinda makes sense.
Cleansing Formula 409 because conditions are deadly in any situation, but not when any of you Elixir abilities remove conditions (INCLUDING your toolbelt skills).
HGH because all your utilities and toolbelt skills would give you might. If you just so happened to use every single elixir ability back to back, you would have (I believe) 14 stacks of might for approximately 40 seconds. This increases your power along with your condition damage.
Fight Tactics:
Before you engage an enemy, you should use Elixir B for the increase in might, that way you are dealing better damage and then you can use it again in the middle of the battle for another might buff. As you encounter, hit them with Static Shot so they are blinded, and then you can go HAM with your conditions. You’re main goal is to Immobilize your enemy with Glue Shot, then hitting them head on with Blowtorch for high damage and high Burn damage. Throw elixirs if conditions become a problem; they will also give you more might. If you have more than 4-5 conditions use Elixir C. Elixir S is usually saved for near death situations and to get a quick stomp off. Its very important to save this if your are out numbered so you can get rid of a downed enemy quickly, or to give you some time so your other Elixirs can get out of cool down.
I hope you guys enjoy this build. If you have any questions or other ideas feel free to share.
(edited by idontnoso.9850)
Ok, seriously, thieves really need a buff and all but they DO NOT need a nerf when it comes to stealth. Here’s a little tip….THIEVES ARE NOT MAGICALLY INVULNERABLE WHILE IN STEALTH!
When a thief enters stealth conditions still effect them and they can still be hit from attacks. Oh and there is actually a way to take thieves out from a stealth under certain circumstances. Yet, there’s no point in explaining to people who don’t understand the thief.
I can fight thieves 1v1 and have no issues, because i know the class and I can anticipate certain things. Also, because I understand the thief I have had time where I down them from full health while they are completely in stealth.
If you want to nerf stealth, why don’t we also nerf things that completely make up a class, like a guardian’s barriers or a mesmer’s clones and phantoms, or maybe the necro’s minion and conditions?
What i’m trying to say is that stealth is what makes the thief a thief, nerf that and we are sitting ducks.
It just seems like thieves are getting worse and worse, while other classes keep getting better and better. I understand that there are other classes that could use a little buff here and there, but this is about thieves. When it comes to the patch notes it seems like we go one step forward and two steps back. Minor issues and abilities get improved while more essential things get downgraded.
The “kings” of GW2 seem to be (in my opinion) Guardians, Warriors, Mesmers, and Necromancers. I say this because these are the classes that have a good amount of survivability while still being capable of dishing out massive damage if traited properly. These classes can also provide a massive amount of support in PVE or PVP situations. Warriors can “tank” dungeons or Zerk their ways through them. Guardians can “tank” and also provide decent support. Mesmers have practical abilities that can be useful in dungeons. Necros (after the recent patch) are just deadly and can CC amazingly.
In my opinion, thieves are only good for about 3 things:
1. High damage. Thieves are able to hit like trucks if traited properly, but most of the time it comes at the cost of low survivability.
2. Medics (Revivers) : Thieves have the ability to stealth downed allies and easily bring them back up.
3. “Run throughs”: With the help of Shadow Refuse, a group can easily avoid any mob that’s in their way.
While I honestly have no issues with how the thief works in dungeons, my main issue is that there are so few viable builds for PVE and PVP. I’ve tried, on several occasions to create other builds; builds that could be more useful but they would usually fall flat.
Here’s an example: I absolutely love the thought of p/p. It use to be very good in PVP situations, but recently I’ve noticed that it’s beginning to lack a little something something. A p/p build requires fast, high bursts of damage through the use of the Unload ability. THATS IT! It can do absolutely nothing else. There are other abilities in the p/p line that MIGHT help in certain situations but more of them do little to nothing to aid in difficult situations. I find myself using 2 of the abilities (besides the number 1 skill); #3 and #5. Yet these abilities come at a high price of initiative and can’t be use as often, but that’s because they are so useful. The #2 and #4 skills can also take a lot of initiative, but fall flat in terms of usefullness.
This is just one of the many builds I’ve tinkered with. I’ve tried venoms (some what worthless). Stealing (worthless). Traps (worthless). So many useless abilities that are just wasting space.
By no means am I saying that other classes need a debuff, but I am saying that certain things about the thief need to be altered in order for viable builds to be made. Like WHY ARE VENOMS NOT IN THE TRAIT LINE THAT OFFERS CONDITION DAMAGE!?!?! SERIOUSLY!
If anyone has been successful in creating an uncommon build, please feel free to share!