“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.
(edited by kKagari.6804)
Well in a topic discussing Death Shroud, I’m not saying everyone traits curses, but its akittengood trait. Especially when DS is used as a burst soaker.
Besides, the chance of someone taking this as their 10 point offshoot trait in a 30-30-10 build is pretty high, its one of the better adept master traits.
(edited by kKagari.6804)
I see no mention of Weakening Shroud in this topic.
I am disappoint.
Congratulations, you know how to repeat what’s said in the bugs/glitches sticky.
Dungeons are not worth the time. NONE of the dungeon gear has the stats i want. Game is bunk. I can’t customize my character stat-wise.
dieing over and over? run back to boss spam? cya later
Why can’t you customize your character stat-wise? I’d agree with you IF the dungeon gear is the only gear available with the stats you want (which you said it isn’t). The rest can be acquired from the Trading Post, possibly the most cost-friendly ways to customize your character stat-wise, since all stat combinations can be crafted, and lots of it is sold there.
I have an issue with Cripple and Fear, in comparison to their similar counterparts. I understand the place these conditions hold in the grand scheme of things, but I question their validity. I’ve also made this topic in the PvP sub-forum because I think its in PvP where these issues are more prevalent.
My issue is that these 2 sets of conditions have overlapping roles, and reminds me of the days in GW1 where there was both block and evade. However, block and evade were mechanics that held even ground, Cripple versus Chill in GW2 are not. I feel that the existence of Cripple and Fear exist on the principle of ‘flavor’ rather than gameplay. Truth be said, if Hamstring inflicted Chill it would seem very odd, even if the outcome is similar. Again, I understand the place these conditions have.
Water hexes in GW1 had a place because they were movement speed controllers that were hexes, where as crippled is a condition. In GW2 however, they are both conditions. Chill in GW2 however, is also a condition, but one which is better than Cripple in every way, save for the fact that Cripple has a few more skills that can apply it.. This might mean something if most playstyles were afforded the option of ‘either’ crippling or chilling, but we are not. There is no need to ‘choose’ between crippling or chilling because often we are not afforded both options. at the same time. It almost seems as though having access to either Chill or Cripple can be seen as what sets professions apart, as a tool for balance, but they do not have a stark difference to matter enough, all classes will use both conditions as a means of kiting.
Which makes the secondary effect of Chill feel somewhat misplaced. A condition that kites better than Cripple by 16% AND has a secondary effect? What surprises me is that in PvE, crippling a charging boar will slow down the boar. Perhaps the effect is too strong because it renders the charge useless but I question why this is not implemented in PvP. Cripple does not affect charging attacks at all, but, if it did, IMO, could add a whole layer of depth in terms of using gap closing skills and positioning. Maybe crippled targets will have the range of charging attacks reduced by 33%? Prevent crippled targets from jumping?
I feel that Fear and Knockback share the same issue, that they exist for ‘flavor’ rather than gameplay. In my opinion these two effects are very similar in most cases, moving the foe away from the player. This is compounded by the fact that these two effects often relinquish the foe’s control for a similar amount of time, with the exception of a few skills like Fear Me! I have less of an issue with these two effects, and I do like how fear has evolved, since beta. At one point it penetrated Stability, which I thought was a good tweak to the skill, but now, it has returned to a state of being all too similar to Knockback.
P.S. I think it’d be cool if knocking a target into a wall inflicted damage.
I watched the entirety of that video recently and wondered afterwards why I wasted my time doing so. That player is like OP said; average. PvP is balanced at the highest level of play, tPvP, and at the highest caliber. Do you honestly think this video shows someone who has reached the skill ceiling and can do no further with the necromancer?
This is just like how balancing occurred in SC2; Blizzard doesn’t care about racial imbalances at bronze league, they look to grandmasters and masters.
in Necromancer
Posted by: kKagari.6804
I don’t think necromancers need a buff either, BUT, and very much this: FIX OUR TRAITS THAT AREN’T WORKING AS ADVERTISED.
I personally think Death Shroud is the most powerful class ability of all the classes. Phenomenal utility, with almost a skill for every situation.
Spectral Attunement does not increase the spectral duration effects (not for walk and armor anyways), you do gain the life force though.
Deathly Invigoration does not seem to heal the user. If this was intended, it should be made clear in the trait description.
Last Gasp does not provide protection, only the actual Spectral Armor. If this is intended, I think Spectral Armor as a skill, and Spectral Armor as a buff, should have names changed.
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