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Close but not quite there yet

in Necromancer

Posted by: lorndarken.3702

lorndarken.3702

id like to also add one more thing , necro pets should not be allowed to take buffs from other classes , lots of times in wvw people stack up to get 25 stacks of might and if my minions are near the stack they get buffed also . it hurts the group play when pets that are getting buffed over actual players and some of the players not getting the buffs . i think they may need to change this so that minion master would be welcomed in groups in wvw so that the minions wont get the buffs over another player . thats just my opinion on that matter .

add another thing to the cacophony of things i notice is the lack of reward based on the overall risk a necro faces more than most other classes in game in 1v1 scenarios comparative to that of a ele mes or thief . i am not alone when i state this . if people are looking for the constructs of balance , should it not also reflect the manner of speaking that some classes like engineers , rangers , necros , are in that place of being between a rock and a hard place when you look at the overall survive ability

this concludes my reason at how i look at the necro class like many others . attrition is meant to wear down . anet said that is what they want out of the necromancer to be . i share their insight in this , i don’t believe necros should be the end all be all of top tier
classes nor should they be pigeon hold into playing a certain way and that can and should be said in the likes of the other professions . i hope this is in good light and not considered a means of a way to over power something that true to it’s nature
and that is attrition !

(edited by lorndarken.3702)

Close but not quite there yet

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Posted by: lorndarken.3702

lorndarken.3702

AI is fine,yes Flesh golem has some issues on a very rare occasion, but the reality is that it works 95% of the time.

I don’t think healing should become a big part of life siphoning. It is against their design philosophy (they want proactive defense, not reactive, plus too much life stealing becomes a source of direct damage immune to toughness), and it shouldn’t be a main focus of the class. Even in GW1, the only builds that really had access to huge life stealing were Touch Rangers, otherwise necromancers really just had some side-life stealing to supplement HP, which is what we have now.

Increasing fear becomes insanely dangerous with Terror. A single 6 second fear means 6k damage from a terrormancer, along with 6 seconds of free damage. And guess what, you can epidemic Fears. Right now, it isn’t viable because by the time you epidemic the fear is gone, but with a 6 second fear you could fear entire teams for 3-6k damage, with two abilities, along with hard CC for the full duration. Its just too much.

the anet devs said that necromancer was an attrition based class , would not life stealing not be insight to that of attrition ?

and yes i know about that trait that would increase damage on fear making it 6k damage , maybe that should be nerfed instead . in other mmos when a player used fear it would not do damage to a player and it should not here but only be used as a form of cc . if someone has stability fear would not effect them and its not like some people don’t have access to break frees to prevent fear from running it’s course . i don’t currently like where fear is at in the moment , and i also believe that a increase of fear from 1 to 3 seconds would not be a huge problem for people in wvw /spvp , 6 seconds might be tough to deal with since lots of people don’t run break frees or stability in their utility bar but if that is the risk people want to take by not doing so , then it should not be a reason to keep the necromancers fear nerfed . when warriors have a 2-3-4 second fear depending how close they are to people , a thief when they steal from a necro they get is a aoe 3 second fear , and ranger pet that grants 3 seconds of fear . i don’t see the purpose as to why necromancers are the only ones to have their fear nerfed when necromancers are meant to be the attrition class .

Close but not quite there yet

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Posted by: lorndarken.3702

lorndarken.3702

necromancer is close to being op but not quite there yet

few things that could add to the tipping scale that would make it a power house

: vitality /blood magic / healing . should contribute towards life stealing
( Explanation ) – the the reason for this is so that your healing is subjected to the overall talent of sustaining ones health , in most mmo’s i have played the necromancer always had great life stealing because it was important to the class itself , but in this game currently blood magic /healing has no effect towards your life stealing since it is different , it is not the same as healing .

: minion ai . the ai in gw2 is lackluster at best sometimes, it’s been improved some
( Explanation ) – but it still lacks that responsiveness that it needs with being only allowed a total of 6 pets and a 7th sometimes with jagged horror , the attack speed and the overall damage the minions can do in total can be very nasty and has the potential to kill just about anyone in spvp / wvw but more often than not the minion pets will stand around while you attack pondering the meaning of life while you are getting destroyed . if minions also did not stop to then attack but attacked while they were moving it would help a lot , also the responsiveness needs to be tightened up a bit . and last but not least share some % of the armor rating on the necromancer and with protection of the hoard get buffed from + 20 to + 40

and now the subject that gets people to debate .

FEAR !!!

when in beta , necromancers use to have fear that last for 5 seconds , people complained and then necros got nerfed and had their fear changed to 1 and 1/4th of a second , people at anet thought fear should be used as an interrupt instead of a tool for mitigation and cc , our down state fear was a aoe fear for 5 seconds . our staff fear had 5 seconds , our ds fear was 5 seconds , and our under water fear was 5 seconds ,

we have all been feared by a thief , warrior , and ranger pets , ask yourself this simple question . when they use fear , do you think their version of fear is over powered , just right or weak ? imo i believe their fear is just where it needs to be , that balance of 3 seconds is just right .

what im suggesting is that necromancers can fear for 3 seconds across the board , and if necros want to get that trait Master of Terror to then get 50 % more out of their fear which would make it 6 seconds they should be able to do so .

one last thing , any insults to me or this thread is not welcome . im open for constructive criticism towards this topic , but please refrain from insults .

and with that im interested in your opinions !

(edited by lorndarken.3702)

What future weapons thief would use ?

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Posted by: lorndarken.3702

lorndarken.3702

a blackjack, throwing knives, staffs (non magical hitty staffs that game designers always forget exist), clubs, chains, stevedore hooks.

Thiefy weapons! Sort of saddens me that most the other posts want “ninja” stuff what happened to good old fashioned western medieval thievery!

i mentioned a whip and the darts could be throwing knives

Future weapons for necro

in Necromancer

Posted by: lorndarken.3702

lorndarken.3702

Scythe would be good, or war scythe which is pretty much a polearm.

Thinking if they did create a Scythe weapon who would get it.
Warriors don’t need it, already got 3 2 handed weapons.
Guardians same as Warriors, though Scythe would be a good fit in my eyes for mechanics.
I was thinking Ranger would be best and maybe Thief. Only need 1 other profession for it to go on.

necro , dervish , some other class

Future weapons for necro

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Posted by: lorndarken.3702

lorndarken.3702

Kamas – make more sense on necromancer then axe ever could.
Scythe – well… for lack of better explanation a much larger kama used with 2 hands.
Kryss – makes more sense then a dagger on a necromancer.
Spelltome while sounds fitting… anets idea of how weapons work would not be applicable here. I have a hard time imagining attack with a book… Twack someone and cause severe nosebleed and daze? And rip the cover off and scatter pages creating a cover for a speedy escape?

But its anet… with their asian necromancer. So you are more likely to get a blowgun that shoots insects ala d3 style epileptic witch doctor from the swamps.

the book would be spells your character has to read out for the attack to work . after all they do have focus and warhorn

Future weapons for necro

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Posted by: lorndarken.3702

lorndarken.3702

Hehe was thinking if they allowed Necro’s to use great swords then we could use Twilight. That would be pretty sweet xD

here is to hoping they add a scythe with a twilight blade to it

What future weapons thief would use ?

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Posted by: lorndarken.3702

lorndarken.3702

Double bladed staff – melee

that would be pretty cool

Future weapons for necro

in Necromancer

Posted by: lorndarken.3702

lorndarken.3702

here is a lit of weapons i could see the necro use

Scythe – 2h
crossbow – 2h
short sword – main
tome / book – off hand

thats all i got for now , what other weapons do you think the necro could use ?

What future weapons thief would use ?

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Posted by: lorndarken.3702

lorndarken.3702

it makes me wonder what future weapons the thief will use ,

here is a list of things that i can see they use

darts /shuriken – off hand
small sword – main or off hand
whip – main hand

thats all i can think of right now , what other weapons do you think thief would use

Why can not I kill anyone in WvW!?

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Posted by: lorndarken.3702

lorndarken.3702

if you want to 1v1 people , go with a 30 /0 /20/20/0 spec or 20/0/30/20/0 or 20/0/20/30/0 spec , being able to survive is your best bet against some of the classes in the game but don’t expect to go around like a thief , mesmer or ele anytime soon , according to some devs , i wont name them , but they think necros are powerful as is and they don’t want to make this game necro wars , necros are a support based class , not a killer

Please Nerf Fear

in WvW

Posted by: lorndarken.3702

lorndarken.3702

Are you a Guardian that accidentally hit “Save yourselves” after a fear bomb?

no but i do have one and a 1 sec fear from a necro would not be a problem to deal with , anything over 3 seconds might .

Stealth in World vs World needs a nerf.

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Posted by: lorndarken.3702

lorndarken.3702

Here is what they should of done with stealth in wvw , thief can go into stealth and stay in it as long as they want to but if they attack or get attacked they are popped out of stealth and once they are in combat they can’t reenter stealth until they are out of combat .

Please Nerf Fear

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Posted by: lorndarken.3702

lorndarken.3702

they really need to nerf fear on rangers , thiefs and warriors and buff fear on necros . it makes no sense why the " one class that was meant to be the only class to use fear " got changed along the way in the game and to further add more bs they purposely nerf the necros fear like as if that was needed to be done cause they must of been the best pvp based class in the game according to people who cried nerf on the necro fear in the first place , but are happy that warriors , thief and rangers have not had their fear nerfed as well , i say if necros can’t have their fear restored well warriors , thiefs and rangers should not have a better version !

and as to why do warriors thiefs and rangers even need fear ? is it not a learn to play issue ? lulz

Dream : March patch notes

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Posted by: lorndarken.3702

lorndarken.3702

Necromancer minion Ai has been improved , their response to attack will start as soon as the necromancer engages the target , if the necro switch’s target the pets then will attack the new target

Minion Health has been increased by 70%

Minion damage has been increased by 30 %

Flesh golems charge will grant the flesh golem and the necromancer stability for the duration of the buff .

the range on bone minions putrid explosion has been increased to 300 range

shadow fiends blind now last for 3 seconds

signet of the locus when used now life steals 10 % of a persons health

Fear on necromancers has been restored to it’s natural 5 seconds ; but the trait master of terror has been altered and no longer increases fear by 50 % it now life steals 2 % when you use fear .

ds now has 3 optional abilities
first ability f1 enters the necromancer into death shroud with the four normal abilities
second ability f2 can transfer life force into health towards your character and minions
third ability f3 pbaoe well that poisons , bleeds and freezes for about 6 seconds

Please Nerf Fear

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Posted by: lorndarken.3702

lorndarken.3702

on warrior , thief and ranger .

and buff fear on necro

The downed system- PVE: yes - PVP: no

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Posted by: lorndarken.3702

lorndarken.3702

i agree , no down state in wvw , if someone is down they should stay downed until they release or get resed

Other ways to get tokens from dungeons

in Suggestions

Posted by: lorndarken.3702

lorndarken.3702

Would be nice if all the currencies were interchangeable somehow, but that’d just lead to exploiting and farming whichever is easiest to earn and exchanging them. If you didn’t notice, Anet is trying to spread players out as much as possible, there’s no way they’d do something like this.

well what ever happen to " play the game how you want to " is that a lie too ?

I am really tired of this argument, there is really nothing preventing you from playing your own way. People assume that just because the rewards for doing a certain type of content are different from other it means you cannot do that content. All exotic armor sets are the same strength (with different stat allocation). You play however you want to play and get rewarded accordingly for your effort. It is not I can play however I want and get the reward I want. If you want a particular set you have to work for it, period.

i agree , and im suggesting that there should be other ways to get the tokens to buy the armor that is currently only for dungeon runners. i look at the arah armor and wish i could solo the dungeon myself on my necromancer but i can’t , no one can on a necro . so why should i be stopped at getting something i want , when no one ever wants to do the dungeon ? if there were other ways in getting tokens to buy the dungeon armor then people would still be earning that armor , it might take longer to get the armor . but it would free up the hassle of trying to get something then to bother with content that requires a group effort which most people don’t look forward to do . and just because you can get armor with the same stats is not the same as getting armor that looks better . they finally did something with ascended gear , i ask why not for the tokens to buy the dungeon armor ?

Other ways to get tokens from dungeons

in Suggestions

Posted by: lorndarken.3702

lorndarken.3702

Would be nice if all the currencies were interchangeable somehow, but that’d just lead to exploiting and farming whichever is easiest to earn and exchanging them. If you didn’t notice, Anet is trying to spread players out as much as possible, there’s no way they’d do something like this.

well what ever happen to " play the game how you want to " is that a lie too ?

Other ways to get tokens from dungeons

in Suggestions

Posted by: lorndarken.3702

lorndarken.3702

Hi , i like to make a suggestion for there to be other ways instead of 1 way to get tokens for dungeon gear . like a set amount of tokens for karma , or trade in laurels for some tokens , or badges from world vs world to trade in for tokens . i like many other people are not happy with doing dungeons and it can become tedious having to group with other players , just to get tokens from certain dungeons that in most cases you can’t find people for to do such dungeons like arah for example . and i saw recently that you can get ascended gear other ways than doing fractals . so why not other ways to get tokens that are from dungeons ?

Thief melee solo Lupi

in Fractals, Dungeons & Raids

Posted by: lorndarken.3702

lorndarken.3702

i wonder if this is possible with a necromancer , 1 million gold says no

BOC: Upcoming All-Necro Events and Update

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Posted by: lorndarken.3702

lorndarken.3702

It would be nice to have all necros on blackgate but no more free transfers kinda kills it. But I’ll be on the lookout for more blackgate necros to recruit for our wvw horde. We might be more demanded for taking out supervisors as dark fields are the only way to damage them(life steal projectile finisher) when they have Righteous Indignation. If you’d like to add me we can work on capping some camps sometime. Just 3 more needed for some hoarde action! I was riding hot on the reset yesterday and it was a blast when TS is involved and coordination with a good leader is involved. Although the culling and lag depresses me after a bit. A small 5 man+ would be better against this I think.

sure man im down i prefer to play in eb though , cant stand the borderlands because of that huge lake that despawns my golem

BOC: Upcoming All-Necro Events and Update

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Posted by: lorndarken.3702

lorndarken.3702

all of you should just come over to blackgate and do some wvw together . its a great place and imagine all of us in wvw right now zerging it up ., minion masters , curse masters , dsers , just up and owning the place !!!

Dervs and rits and sins and dark knight

in Suggestions

Posted by: lorndarken.3702

lorndarken.3702

imagining what future classes gw2 can bring i want

with a derv they wore cloth armor so they are a caster based

rits wore cloth also , so they would be a caster based also

sin wore medium armor , so they would be a adventure based class

as for dark knights they would be a tank based class ,

now as to what a dervs weapons would be
, scythe , sword , great sword , dagger .

rits would use
staff , scepter , focus , dagger , shield ,

sins would use
sword , dagger , focus , axe ,

and dark knights would use ,
sword , shield , great sword , warhorn , pistol

how each would play

dervs would be a high dps aoe based class that could cripple and empower themselves through out the battle , the longer the fight the more deadly they would become

rits would be a medium damage based single target class that could hit with range and their spirits could be set up as turrets that could attack from a good distance , the spirits would be stationary but if attacked they would hit with burn damage pbaoe

the sins would be a melee dps class that focused on high spiked damage that would chain attacks with one another , the more steps connected they would finish in blast finishers , more complex than a thief . they wont have access to stealth but they would have some shadowsteps to hit their target and bounce back .

the dark knight would be an anti guardian . use weakness , life stealing , freeze , turning boons into conditions , sorta like a necromancer but tank based . same damage like a guardian wise , but instead of major heals they have a major steals .

Necro Update Patch

in Necromancer

Posted by: lorndarken.3702

lorndarken.3702

Necromancer
Bloodthirsty: This trait now functions with the Vampiric Rituals and Vampiric Master traits.

oh heck yeah . i do love my minion master and now we are getting that 50 % more siphon health from pets too alongside with blood fiend getting that 80% , can anyone say monster ?

Necromancer attrition is not

in Necromancer

Posted by: lorndarken.3702

lorndarken.3702

A while back ago arena net put up a post describing what each class was to be .
when they got to the necromancer they thought that necromancers were meant to be an attrition based class . A class that is meant to wear down an opponent slowly and win a fight as long as the battle continued forward in their direction . However the necromancer has the tools to be considered such a class that is attrition based with abilities that it uses like fear , root , snare , and for survive ability they could life steal and have pets that would also attack their opponent and dish out dots that would do plenty of damage over time . The problem is very clear .
These abilities that the necromancer have are under powered , please let me explain myself .
A 2 second root that can only be used for up close combat or 2 second root that can be missed or dodged from a necromancers pet , a life steal that can only be used for up close combat , a 1 second fear that would only serve purpose to interrupt instead of actually fear for a good duration , life steal that is very very low that hardly makes up for damage in mitigation and last but not least conditions that can be removed as soon as you placed them on your opponent . These are a few of the things i tend to notice that hurts the class in that attempt to try and wear down someone when the crowed control is so short and meaningless it hardly makes up for the use at all .
But what about death shroud ? Death shroud is what I would consider a last ditch effort to try and sustain the life of a necromancer but fails at every attempt in doing so . Skill 1 is such a slow attack that it is hardly worth the use since it misses it’s attack more than it hits , skill 2 could have been great if the attack speed were faster but it misses more often than hits and the worst of all is that it ports you to who you are attacking { NO} this is not what i want to do , I want to stay where I am and they stay where they are during a fight not be up close in combat , after all necromancers are a caster class and not a melee based class . Skill 3 is once again a dreaded 1 second fear , however it is nice that it is and instant attack , and then we have skill 4 which is a pbaoe skill that does a lot of good damage for a short duration of time . So out of the 4 skills when a necromancer goes into Death shroud only 1 skill which is skill 4 , is the only good one ? Im sorry but that will simply not do .
Then you have the shroud it self . It acts as a buffer to take damage and prevent the necromancer from taking damage .
Once again this is a last ditch effort to try and save the pathetic necromancer with it’s already hindered skills to make up for the consistent problems that continue to plague the necromancer class .
People will argue with me over the semantics on why I am wrong and why they are right . But I assure you that my attempt for this post was with the best intentions of opening up peoples minds and to get them to think about what could be done more for the necromancer class than what there is currently on display . and I do not apologize for my opinion on what I see that is a problem that continues to fester the necromancer class .

Famous Quotes - Necro Style!

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Posted by: lorndarken.3702

lorndarken.3702

One Necro to rule them all , One Necro to find them , one Necro to bring them all , and the forums Bind them

Famous Quotes - Necro Style!

in Necromancer

Posted by: lorndarken.3702

lorndarken.3702

This is my Golem.
There are many like it, but this one is MINE.
My Golem is my best friend. It is my life.
I must master it as I must master my life.
My Golem without me is useless. Without my Golem, I am useless.
I must Charge my Golem true.
I must Cast straighter than my enemy who is trying to kill me.
I must hit him before he Hits me. I will…

Before Grenth I swear this creed.
My Golem and myself are the defenders of my server.
We are the masters of our enemy.
We are the saviors of my life.
So be it, until there is no enemy, but PEACE.

Full metal jacket

Create your own Necro Elite

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Posted by: lorndarken.3702

lorndarken.3702

Fear . when used it last for about 10 seconds .

make the necromancer an attrition class

in Suggestions

Posted by: lorndarken.3702

lorndarken.3702

A while back ago arena net put up a post describing what each class was to be .

when they got to the necromancer they thought that necromancers were meant to be an attrition based class . A class that is meant to wear down an opponent slowly and win a fight as long as the battle continued forward in their direction . However the necromancer has the tools to be considered such a class that is attrition based with abilities that it uses like fear , root , snare , and for survive ability they could life steal and have pets that would also attack their opponent and dish out dots that would do plenty of damage over time . The problem is very clear .
These abilities that the necromancer have are under powered , please let me explain myself .

A 2 second root that can only be used for up close combat or 2 second root that can be missed or dodged from a necromancers pet , a life steal that can only be used for up close combat , a 1 second fear that would only serve purpose to interrupt instead of actually fear for a good duration , life steal that is very very low that hardly makes up for damage in mitigation and last but not least conditions that can be removed as soon as you placed them on your opponent . These are a few of the things i tend to notice that hurts the class in that attempt to try and wear down someone when the crowed control is so short and meaningless it hardly makes up for the use at all .

But what about death shroud ? Death shroud is what I would consider a last ditch effort to try and sustain the life of a necromancer but fails at every attempt in doing so . Skill 1 is such a slow attack that it is hardly worth the use since it misses it’s attack more than it hits , skill 2 could have been great if the attack speed were faster but it misses more often than hits and the worst of all is that it ports you to who you are attacking { NO} this is not what i want to do , I want to stay where I am and they stay where they are during a fight not be up close in combat , after all necromancers are a caster class and not a melee based class . Skill 3 is once again a dreaded 1 second fear , however it is nice that it is and instant attack , and then we have skill 4 which is a pbaoe skill that does a lot of good damage for a short duration of time . So out of the 4 skills when a necromancer goes into Death shroud only 1 skill which is skill 4 , is the only good one ? Im sorry but that will simply not do .

Then you have the shroud it self . It acts as a buffer to take damage and prevent the necromancer from taking damage .
Once again this is a last ditch effort to try and save the pathetic necromancer with it’s already hindered skills to make up for the consistent problems that continue to plague the necromancer class .

People will argue with me over the semantics on why I am wrong and why they are right . But I assure you that my attempt for this post was with the best intentions of opening up peoples minds and to get them to think about what could be done more for the necromancer class than what there is currently on display . and I do not apologize for my opinion on what I see that is a problem that continues to fester the necromancer class .

All Necro Guild!

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Posted by: lorndarken.3702

lorndarken.3702

where is this guild located on what server ?

All Necro Guild!

in Guilds

Posted by: lorndarken.3702

lorndarken.3702

back in late mid october i tried to make a all necromancer guild , promoted the heck out of it and no one cared to join it . had raidcall and it was interesting . still no one cared back then and doubt many would care now .

superior sigil of demon summoning

in Guild Wars 2 Discussion

Posted by: lorndarken.3702

lorndarken.3702

please arena net change this sigil

WvW won't become what we hoped it would

in WvW

Posted by: lorndarken.3702

lorndarken.3702

This has been an on going problem since release . we see events that cater to pve casual players , we see nothing in regards to wvw except breakout events and that is to make everything all better .

when i did my research for gw2 wvw systems i saw a lot of good things and things that had potential but the one big glaring issue that made me know right away that this game would suffer is that when it comes to wvw . arena net thought of the concept as an after thought because they knew very well the game as a pve with the side order of spvp would not be enough to draw people to play the game

take daoc for example . their system was straight forward . they had realm ranks for character progression and they had darkness falls . for a time it was not only rewarding to do rvr in that game but it was the END GAME . that is why people played daoc . but once trials of atlantis came out daoc became a shell of a game that it once was because then players could get the armor or weapons that was better than you could get from darkness falls .

when i look at guild wars 2 , i see no darkness falls , i see no character progression such as realm ranks . i see no incentive for players to participate in wvw at all unless they were the few ones that wanted their legendary . and after they did that what then ? are they now to make another character and do it all over again or wait until arena net comes out with an expansion so that they can get new abilities for their characters .
i think arena net has got the messages and they know this and are working hard big time to fix this enigma . but it all depends on the "higher ups " if they are getting the message and are listening because their lack of concern or even acknowledgement to this ordeal has been quite showing when they do not post on the very same boards we use to encourage us . keep us motivated , im all for the waiting game , what im not for is apathy from arena net .

Obligatory 'best name I've seen' thread...

in Guild Wars 2 Discussion

Posted by: lorndarken.3702

lorndarken.3702

We all know of the infamous Mike Hawk and Mike Hunt references . but the one that takes the cake is obviously Dixie Normous .

superior sigil of demon summoning

in Guild Wars 2 Discussion

Posted by: lorndarken.3702

lorndarken.3702

this is probably the worst sigil in the entire game period .

26 stacks just to summon a minion that only spawns for a short duration . and once that spawn has been summoned or despawned or dies , you get no more stacks to resummon the fleash reaver . the only way to get it to restack is if you exit the zone and then you can use this useless garbage of a sigil again .

hey arena net could you do something in regards to this ? you have a rune that summons a rock dog 5% once you are hit , cant we get something like this towards the sigil like i don’t know like 5 % chance to summon fleash reaver when you hit someone with it ?

You are a dev , now what would you do to ds ?

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Posted by: lorndarken.3702

lorndarken.3702

in my opinion ds is a joke , 4 abilities that is jack crap , and does not help in attrition at all for survive ability . here is what i would do to death shroud

remove it entirely , give us necros 4 abilities that we can use much like with mesmers and guardians .

F1 major life steal that hits 2500 that not only weaken someone for 10 seconds but gives them 2 stack of vulner . recast would be 20 seconds

F2 would be major dot that freezes , poisons , 4 stacks bleeds , for 12 seconds , recast 30 seconds range 1200

F3 sends 3 bone minions that go to their target and blows up dealing damage , recast 40 seconds range 1200

F4 pbaoe that fears for 6 seconds , recast 60 seconds range 400

Necromancer Survivability?

in Necromancer

Posted by: lorndarken.3702

lorndarken.3702

when it comes to pve , necros are gods among insects . when it comes to pvp/wvw they are dead in the water like engineers .

Broken Stealth. Common issue.

in Thief

Posted by: lorndarken.3702

lorndarken.3702

really ? people are complaining about getting hit while in stealth ? seriously ? i bet any of you people who complain about getting hit in stealth would be saying it’s a learn to play issue like you all have done in the past to people that would come here and complain about the whole perma stealth that thief’s do 99% of the time in pvp /wvw . if the necro was using dagger which most likely he was and using the 2nd skill there is a solution to that if you are in stealth , just simply move a few steps back so that same necro can not life steal from you anymore .

Jade Quarry - 24/7 WvW Needs EU/Oceanics!

in WvW

Posted by: lorndarken.3702

lorndarken.3702

jq could use all the help they can get , they can barely manage to hold off blackgate after the start of the resets , which i believe why they have not been able to beat sos the past 2 weeks

instead of backpacks how about weapons ?

in Suggestions

Posted by: lorndarken.3702

lorndarken.3702

i notice the demand for more back packs of mudkips and other non threatening stuff in guild wars 2 for peoples characters , but i just wondered if we could see weapon skins also added to the back of a character for example two swords crossed on the back of a player or a weapon sheaf that is placed on the back .. and i know its been said before but how about some capes / cloaks ?

Guess what changes necro will get with patch

in Necromancer

Posted by: lorndarken.3702

lorndarken.3702

im going to assume that necros are going to get very little to no change at all that strengthen the necromancer

while other classes get buffed and changes that benefit the group better the end result might be a over all nerf to the necro just by being ignored once again .

what say you ?

The New Holy Trinity

in Guild Wars 2 Discussion

Posted by: lorndarken.3702

lorndarken.3702

Ele
Thief
Mesmer

that’s pretty much it ., sure you have people who play other classes out in wvw or spvp , but when it comes to these 3 classes , lets face it folks they have got it made

survive ability check , damage check , condition removal check , heals

but lets go deeper as to why i make this claim

ele’s have a little thing i like to call versatility , they have speed , heals , damage , snares knockdowns , they got a lot of good things going for them ,

mesmers have what i would call back at you damage , they can mitigate stealth and send all the damage they would take , send it right back and if that is not impressive they can play keep away , you don’t want to fight one of these bad boys when doing one on one .

and then there is the thief , thiefs have this wonderful little thing i would call now you see me now you dont , lets face it folks , thief damage is kitten near insane , add to the stealth they use often to either escape from certain death or send someone to their grave with a nasty back stab , and play keep away . it is no mistake why they dominate in pvp .

im not complaining , im just simply stating the facts , these 3 classes are the holy trinity of guild wars 2 . im sure the other classes wont mind so much as they do their part really well out in pve , but when it comes to pvp /wvw . if you want to win , roll one of these 3 bad boys !!

It amuses me to no end that ever since this game has been released many people seem to try and fit it into their nice preconceived notions of what an MMORPG should be. Since practically every MMORPG out there has rigid class structure and clearly defined roles then I guess so should GW2, right?

Fact is, you can’t. If you think that there are roles then your perception of the game is very skewed. You can, quite successfully run any dungeon with any 5 professions or 5 of the same profession. Is it easier to bring a specific ‘build’ of a particular profession for a specific dungeon mechanic? Perhaps. But this game truly is built on player ability far more than what profession brings what to the table. Youtube is quite packed with videos of all the different professions doing pretty incredible things based on player ability and not this massively skewed idea of total focus on the profession itself. Are there imbalances between professions? Probably. I will submit that no game out there can perfect the ‘balance’ between classes due to the massive amount of variables of interaction in the game.

So, let’s quit with these threads, please. There is no ‘trinity’ – there never will be and your own ideas of what professions are the only ones needed in dungeon runs just throws up a big huge sign of ignorance and only wrongly perpetrates this idea that only certain classes are needed in dungeon runs and all the others are useless.

i said nothing about running dungeons , i said pvp. learn to read better

The New Holy Trinity

in Guild Wars 2 Discussion

Posted by: lorndarken.3702

lorndarken.3702

Ele
Thief
Mesmer

that’s pretty much it ., sure you have people who play other classes out in wvw or spvp , but when it comes to these 3 classes , lets face it folks they have got it made

survive ability check , damage check , condition removal check , heals

but lets go deeper as to why i make this claim

ele’s have a little thing i like to call versatility , they have speed , heals , damage , snares knockdowns , they got a lot of good things going for them ,

mesmers have what i would call back at you damage , they can mitigate stealth and send all the damage they would take , send it right back and if that is not impressive they can play keep away , you don’t want to fight one of these bad boys when doing one on one .

and then there is the thief , thiefs have this wonderful little thing i would call now you see me now you dont , lets face it folks , thief damage is kitten near insane , add to the stealth they use often to either escape from certain death or send someone to their grave with a nasty back stab , and play keep away . it is no mistake why they dominate in pvp .

im not complaining , im just simply stating the facts , these 3 classes are the holy trinity of guild wars 2 . im sure the other classes wont mind so much as they do their part really well out in pve , but when it comes to pvp /wvw . if you want to win , roll one of these 3 bad boys !!

Is it possible for necros to beat mesmers?

in Necromancer

Posted by: lorndarken.3702

lorndarken.3702

a necros bad match up are including

mesmer
ele
thief
guardian
and now ranger

we can sorta do something to wars and eng , and of course other necros

power builds for the time being is about the only real option for a necro. conditionmancers like to brag about how they can do this and do that to people but chances are they are not facing many if any players that use condition removal .
minion masters are a good option if the pets were effective , and ds speced necros can be tanky and dish out a lot of dd but at the same time they lose out on the cc that they need for that mitigation .
necros just need to be looked at by the devs and then we can all see what needs help in some areas and where we dont need help in others .

What id like to see from the necromancer

in Necromancer

Posted by: lorndarken.3702

lorndarken.3702

fear being skill slot being 4 seconds with a 90 second recast .
life siphon increased by 15 % more from its current state .
pet ai / pathing fixed , they would attack what you attack .
ds getting a complete over haul with life stealing in place of attack number 1 , for attack number 2 change that with a root for 2 or 3 seconds , attack 3 being a heavy dot , 4 being a condition transfer to your enemy .
the snares , roots , fears should be more of a priority . pets should serve a purpose on tanking , so for a signet , the damage you would take 20% gets transfer to your nearest minions , hexes return to the necromancer , the list of hexes id like to see that were based on gw1

enfeeble , it weakened your enemy for a set amount of time so their damage was at 10 % ,

insidious parasite , it went like this when ever a target foe hits with an attack , you would steal health from them for a short period of time

a hex that if a condition is removed , the enemy takes damage based on the amount of conditions they had .

id like to see pets with a little more health than they currently have .

pet damage could use a little increase .

so what are your thoughts on my opinion of what the necro should be able to do ?

Not so much l2p but design flaw and bugs

in Necromancer

Posted by: lorndarken.3702

lorndarken.3702

the bad things

Downstate fear no longer works, and even if it did work it would only work against 1 person for 1 second , pets do not attack what you attack nine tenths of the time , life stealing is down right a joke , death shroud is a joke , poison damage is a joke , fear is a joke , pets damage is horrible even with trait , pets life is horrible even with trait , pets life steal is a joke, pets are a joke, still the only class with the must bugs , only good weapon necro has is literally the focus , condition damage is a joke due to condition removal being op , necros have the worst survive ability , gw1 necros had hexes but all of a sudden necros in gw2 never get them , where is my weaken and where is my insidious parasite ? pet ai pathing is a joke ,

good things

to be continued ….

make the necros fear 4 seconds long

in Suggestions

Posted by: lorndarken.3702

lorndarken.3702

and for the trait that increases fear duration by 50% . change that to a 50 % chance to cast fear when struck with a 90 second cool down

25 Days and counting...

in Necromancer

Posted by: lorndarken.3702

lorndarken.3702

yeah , some more useless event crap that no one want to play and no fixes to classes that need it .

Create your own Necro Elite

in Necromancer

Posted by: lorndarken.3702

lorndarken.3702

Aura of the Lich for about 60 seconds , your damage is increased by 10 & and you summon 10 flesh golems that degenerate their health and can last for 120 seconds . when one of your flesh golem’s kill something , another golem is spawned .

casting time 3 seconds
recast 400 seconds