Showing Posts For meow one twenty.4376:

bwe3 reaper is 99% perfect.

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Posted by: meow one twenty.4376

meow one twenty.4376

Serious question: did Death’s Charge become an Evade? I’ve been getting “Evade” popping up when I use skills against Reapers using It.

I’ve seen this evade a couple times while reaping in verdant brink. I still can’t figure out what’s causing it.

Ah, thank you! I was hoping I wasn’t the only one.

Anyone have ideas?

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Huge Decrease in Deaths From Burning

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Posted by: meow one twenty.4376

meow one twenty.4376

@OP:

I definitely am not seeing the same thing as you. Burn damage is still the #1 cause of any death.

Sorry

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bwe3 reaper is 99% perfect.

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Posted by: meow one twenty.4376

meow one twenty.4376

Serious question: did Death’s Charge become an Evade? I’ve been getting “Evade” popping up when I use skills against Reapers using It.

It shouldn’t have … are they projectile skills? It does destroy projectiles.

Even if they were projectiles it shouldn’t say “Evade.”

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bwe3 reaper is 99% perfect.

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Posted by: meow one twenty.4376

meow one twenty.4376

Serious question: did Death’s Charge become an Evade? I’ve been getting “Evade” popping up when I use skills against Reapers using It.

Alright meow, where were we?

Huge Decrease in Deaths From Burning

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Posted by: meow one twenty.4376

meow one twenty.4376

Whatever the reasons may be, it has really upped the enjoyment value to see a variety of factors causing death. It’s possible that it is just due to the variety of builds being played, nerfs to a Burning based build, or the Beta weekend, but I don’t know what my main cause of death was until I actually check. The Era of 9/10 deaths by Burning is hopefully over.

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3rd NA All-Star Karaoke Tournament

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Posted by: meow one twenty.4376

meow one twenty.4376

LMFAOOOOOOO IM DEAD

Nooooooooo! You can’t experience the karaoke if you’re dead.

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Axe auto still bad. 10%?

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Posted by: meow one twenty.4376

meow one twenty.4376

It needed way more than a 10% increase. Why was 10% settled on on all the bad autoattack weapons for necro and mesmer, while thief is receiving 25%+ damage boosts?

Because the pistol’s power scaling was worse than Axe’s with arguably just as poor utility and suffered from projectile problems. Actually, the pistol is still really bad because Body Shot is pretty much the worst skill ever made.

Axe has crazy burst LF generation and with excessive damage would make it a safer dagger with range and no projectile deficiencies. While it might not be perfect as is, it’s better to see incremental buffs in the right direction (we’ll also see what goes on with the Reaper due to its LF-generation dependencies) rather than monsters emerge like PU mes and burn builds did after the 6/23 changes.

Methinks you overestimate Axe. LF generation isn’t crazy, it’s good. Comparable damage to Dagger wouldn’t give it Dagger’s utility.

Agree with incremental changes as long as they don’t take a year or three to do it, unlikely thanks to #Geelieve, but still a point nonetheless.

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Bring back old Scepter 3 Feast of Corruption

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Posted by: meow one twenty.4376

meow one twenty.4376

^ agreed.

Scepter is ranged Condi weapon and Axe is a ranged Power weapon now. Nothing more, nothing less.

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Axe auto still bad. 10%?

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Posted by: meow one twenty.4376

meow one twenty.4376

I don’t get it. Trident have every bit the same tatical advantage as axe auto And it hits multiple targets, don’t see how axe auto can’t cleave
And don’t even get me going on underwater ds1

Anet isn’t balancing underwater combat.

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Axe auto still bad. 10%?

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Posted by: meow one twenty.4376

meow one twenty.4376

Can’t someone post a link of this horrid animation for me? I won’t be in-game for a bit

It was posted above, but here it is.

The real issue:

For those, who will never forget and never forgive:

The Good ==> The Ugly

Good Asura ==> Ugly Asura
Good Charr ==> Ugly Charr
Good Norn ==> Ugly Norn
Good Males ==> Ugly Males
Good Females ==> Ugly Females

Edit: not to minimize the actual numbers balance. But i recently posted a suggestion on how to change the autoattack to fix it, which still seems like it would work, so it seems redundant to also address that here.

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Axe auto still bad. 10%?

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Posted by: meow one twenty.4376

meow one twenty.4376

Here’s the issue with the Axe autoattack: there’s very little counterplay to it, less so now that the range has been increased. This means the damage can’t be too high or it becomes incredibly obnoxious. Without having done extensive testing, I’d estimate 10% is probably on the high end of balance-able. If Anet wants to improve the Axe further (and I suspect they probably should), they’ll need to give it something other than just additional damage.

Mesmer greatsword autoattack would like to have a word with you.

Great sword auto attack range is virtually point blank though.

Mesmer GS aa is 1200 range and scales by the further they are the more damage it deals.

And hits more targets.

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I Support Moa Against MM's

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Posted by: meow one twenty.4376

meow one twenty.4376

There are two massive differences between MM and Spirit Ranger/Tourrettes Engi

  1. MM relies really heavily on proper use of the abilities, which means not only using them at the right time for strong effect, but also knowing the rough positioning of your minions so Flesh Golem doesn’t charge into a wall, Bone Minions don’t explode 10ft away from the enemy, Bone Fiend doesn’t immobilize itself behind a wall, and Flesh Wurm actually works. Spirit/Turrets didn’t have that, you activated skills off CD and they basically hit (or it didn’t matter in case of Spirit).
  2. MM has interplay. Spirits were used because the passive benefits were strong, but there was no need for the Ranger to use CC or heals to keep the Spirits alive. Turret engi didn’t have to do anything with the Turrets, except at the highest levels track HP and pick them up just before they died for some extremely minimal min/maxing of CDs. MM however has to time and chain CC, debuff enemies, heal minions, summon them (and plan when to do this), and use their own abilities to keep themselves alive. There is a lot of play that goes on between the MM and their minions, you don’t just end up summoning the minions and forgetting, you summon them and then have to track 4-5 extra moving entities on the field, both their positioning and health, while also playing your own build. It is like playing DPS, support, and control all at once. Contrasted to Spirit/Turrets which was like running 5 signets that you never activate, so you only have to screw with weapon skills.

See, so many people are saying that you shouldn’t keep down mechanics based on performance. Here I am saying that mechanics should stay consistent and the performance should come from that. All Primary + Secondary activation skills (NOT passive + active) should be ended and begin cooldown upon transformations forced from enemies. Seemingly you are saying that it would be okay for the skills, which have the same mechanics as Minions, from Rangers and Engies could reasonably be inconsistent from Necros because of performance.

To address your points…
Spirits are just plain stupid. There’s nothing anyone could do to convince me they took any preparation or contemplation. Turrets on the other hand took just as much know-how for positioning compared to Minions and also had the overload abilities. It’s like they were two different ways of doing the same thing,

" Spirits were used because the passive benefits were strong, but there was no need for the Ranger to use CC or heals to keep the Spirits alive." Do you say this because you get the bonuses of Condi cleanse/transfer, and toughness bonuses from keeping your Minions alive? What’s great is everything after that sentence has nothing to do with what I’m saying, because at no point do I bring up “skill.”

FYI this has absolutely nothing to do with how I perceive MM’ers efficacy as players. I haven’t met a single one that I haven’t been able to kill given enough time. I don’t want you nerfed, and I even offered a really strong trait idea that would mitigate the effects of your hardest counter without rendering Moa useless against you.

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Balance discussion on twitchcon

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Posted by: meow one twenty.4376

meow one twenty.4376

I really hope they fix curses. One useful minor, 3 competing masters, 1 useless grandmaster and another underwhelming grandmaster that seems out of place, an extremely weak minor that would be extremely powerful on any other profession but necromancer. cough barbed precision cough

And how many alternative methods of increasing Crit chance/Vuln do we need?? Target the Weak, Death Perception, Decimate Defenses and Chilling Darkness, Bitter Chill, Rending Shroud (, and I’m counting Axe auto because it is worthless besides the Vuln). Eventually these thing start being redundant and taking away from what could be potentially good options because they have capacity limits. We have no way of really benefiting from the max Precision because of the cap limit and no Power/Ferocity/Condi armor to turn our traits into fully offensive benefits.

Also, Lily I have disagreed with you on things, but I realize I haven’t shown how much I agree with you on other things. Keep up the good comments.

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I Support Moa Against MM's

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Posted by: meow one twenty.4376

meow one twenty.4376

@OP

Do you play an Elementalist? Ok… do you use cantrips? Ok.. how many? 4. ok.
Now…. how would you feel if another class used an elite skill, and put every. single. one. of your cantrips on cooldown? Yes, this includes Armor of Earth, Lightning Flash, Mist Form, Ether Renewal and Cleansing Fire, and I guess Tornado. All of those would be put on a max cooldown – yes, your stunbreak and heal skill too. Feels good, right?

Do you play warrior? Oh, ok. Do you use shouts? Maybe stances? How would you feel if another class used an elite skill which puts every single shout you use on cooldown? Every single stance on cooldown? Your stun breaks? All of your cleanse?

Same with shout guardian – all shouts on a cooldown. No more stability, no more cleanse, say bye bye to every trait associated with your utilities.

Same with meditation guardian.

Well… that’s literally what Moa does to a MM Necro. There’s literally no argument that what it does is legitimate…. 3 years after the game came out.

I don’t play any of those classes. I also explained why Minions are different than all those things (they are currently active) and said I believe currently active skills from other classes should have the same fate as Minions. Turrets, Spirits, possibly Mantras, should all go on cooldown as soon as you are moa’d.

A compromise? Moa still destroys all minions but resets the summoning cooldowns. That way if necro survives being moa’ed they can at least re-summon and re-engage without waiting up to a minute.

I suggested the same thing 5 post earlier, read before post

I would actually like to propose a trait that competes with a current MM trait that would reduce cooldowns on Minions by, let’s just say… 10% for every minion on cooldown. So, with one of my other acknowledgements (Minions should begin going on cooldown as soon as you are Moa’d) + you get up to a 50% recharge bonus to constantly help you sustain keeping Minions up, but you have to give up something like the extra damage or the Condi transfers. It would help MM’s get back in the fight without making Moa pretty much useless, and force compromises.

Edit: Are you saying that minions differ from other heal/utility/elite skills in that they’re permanently available and providing passive support, as opposed to more conventional skills that need to be activated for immediate short-term benefits? If so, I think that’s a valid distinction, but you also have to take into account the drawback that minion masters can be locked out of their utility/elite skills by randomly cleaving them down (I’m not actually sure if it’s optimal to run with full minions – some of the more bunker-y builds I’ve fought took Well of Darkness to help sustain their minions on point). It’s also more difficult for minion masters to turn around losing fights or escape disadvantageous situations – whereas more active builds might be able to pull off those clutch invulnerabilities or blinks, minion masters are stuck with out-sustaining enemies. If they lose too many minions, they’re essentially kittened.

You get it! +1 to your post and +10 to your respect points.
The MM taking Well of Darkness is the exact type of adaptation that I would LOVE to see more people do.

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I Support Moa Against MM's

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Posted by: meow one twenty.4376

meow one twenty.4376

As the expert MM Bhawb said & I agree with him , afk MM is a bad one . MM build ( specially reaper MM ) require more skills than any other one because you need to pay attention to 10 minions + yourself instead of just yourself ! . You should use your skills according to each minion situation. Using blood/death/reaper traits will make MM the tankiest class in GW2 , specially with cleric/soldier gear. I really hope that Anet change all transformations in the game so they don’t destroy our minions.

Lol I sure hope an AFK player is a bad one.

And as a note to everyone else who keeps telling me that “MM takes skill.” Uh, yeah. Look through my history and I have never said the words “X takes no skill,” because it is true that for everything performed by any number of people at any time in history there are varying degrees of skill. That in itself would prove contradictory to say “there is no skill involved.”

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I Support Moa Against MM's

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Posted by: meow one twenty.4376

meow one twenty.4376

Okay, I’m not so impaired right now. Hopefully that means I can communicate better this go around! Here we go.

- Most (all?) people just sit with all their minions out. This is hard for me to put down into words, so bear with me, please. Most every other build in the game requires timing for skills to be effective, MM with all minions does not.
- A skillbar completely filled with the same type should not be as effective as diversifying at least a little.

This is flat out ignorance. Just because you don’t understand how to play MM or how its played doesn’t mean the build should have this kind of interaction. Let’s say you are right for a second (you aren’t), then MM should be nerfed, not have two very specific skills that hard counter the build, with nothing else that can deal with it.

Also the idea that you should be actively punished for stacking skill types is stupid.

I already mentioned that it was hard for me to describe what I meant at the time, but first, wow the bitterness is real! MM is like Turret Engie and the old Spirit Ranger. They all have all their skills active at all times (healing notwithstanding), before a fight, during a fight, and after a fight they are there. Basically what I’m saying is that, Minions are always there and always attacking (with improved AI, pre-fix this would be no argument…afk minionfest). Turrets and Spirits should have the same fate as Minions to Moa, but neither have any presence in PvP right now. Had Moa countered Turret Engie we would have had a great Engie>Thief, Thief>Mesmer, Mesmer>Engie triangle.

Name another build that (hasn’t been nerfed that) stacks 5 skills of the same type and remains effective. The reason for all these different skills is so that you have tools for different jobs. You put all your eggs in one basket and then cry when all your eggs break.

  • Hardcounters aren’t necessarily bad
    – Sure, it sucks to be at the bad end of a hardcounter, but they help keep certain builds from being too powerful or common.

This also makes no sense. Hard counters don’t make sure that builds aren’t too common, they make sure builds are unplayable in some matchups. Soft counters are great, things like Signet Necro being a really strong soft-counter to boon heavy builds because of its heavy corruption is great because it not only provides some cyclical balance, but soft counters can be outplayed through skill. Things like Diamond Skin guaranteeing a win against any condition reliant build is stupid and bad game design.

“Hard counters don’t make sure that builds aren’t too common, they make sure builds are unplayable in some matchups.” They do both. There were few high level Mesmers Pre-June 24 because Thief obliterated Mesmer, that much is irrefutable. That ends this little argument.

- Mesmer has few other alternatives for killing MM’s. I remember people here telling others that MM was a hardcounter against the OP Mes builds post June 24, it might not be that lopsided but MM holds its own very well.

The overall matchup doesn’t matter. No skill in the game should completely disable your build. If Moa Morph put every single skill you had in every single build on full CD you wouldn’t even try to argue this point. If you were going around on your well Necro, got moa’d, and all of a sudden every well you placed down was erased and all your skills were put on full CD you wouldn’t be here arguing this. It is literally just out of ignorance over MM “taking no skill” that people think this is okay.

I’m just hoping that ANet understands game design better than that.

If I throw all my Wells down on someone and they teleport away while invuln, isn’t that the same effect as having no skills? If I use all my skills at once who am I to complain that they all go away at once? And yes, summoning your Minions is using your skills, they just have a subset of skills as well.
_________________________________________

Minions SHOULD be recharging as soon as they are destroyed, I believe that 100%.

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PU nerf unnecessary

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Posted by: meow one twenty.4376

meow one twenty.4376

Heres the thing, I created this post expecting my mesmer brothers to come out and go nope. What do I get instead a bunch of people who dont play the profession who want to complain because the class is not an easy kill no more.

All you are doing is making the Mesmer community look bad. They have a pretty darn good reputation, maybe discuss this with them instead of telling everyone that you need to be able to Stealth all the way across maps.

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I Support Moa Against MM's

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Posted by: meow one twenty.4376

meow one twenty.4376

I know this is the opposite of what most everyone else here is thinking but I have to say it. I support Moa destroying minions.

Here’s why…

*It discourages using 5 minion skills at once
– Most (all?) people just sit with all their minions out. This is hard for me to put down into words, so bear with me, please. Most every other build in the game requires timing for skills to be effective, MM with all minions does not.
- A skillbar completely filled with the same type should not be as effective as diversifying at least a little.

  • Hardcounters aren’t necessarily bad
    – Sure, it sucks to be at the bad end of a hardcounter, but they help keep certain builds from being too powerful or common.
    – Mesmer has few other alternatives for killing MM’s. I remember people here telling others that MM was a hardcounter against the OP Mes builds post June 24, it might not be that lopsided but MM holds its own very well.

Feel free to flame.

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Balance discussion on twitchcon

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Posted by: meow one twenty.4376

meow one twenty.4376

So far as math is concerned . . .

Look, I can admire one’s dedication to analysis, but are we seriously obsessing over the effectiveness of a player mashing 1? Is that the pinnacle of the game? It really feels like it (especially with condition builds). Is this what people had in mind with a rework? Is this what people had in mind when “dynamic gameplay” was the buzzword several years ago? It’s really a shame that “more passive damage” and “longer range for your attacks that are already aimed for you and potentially don’t even have projectiles to mitigate” is the “rework” that devs shove out nowadays.

If it only impact Scepter he has a point.

Here’s to hoping it’s universal and applies to Dhuumfire, Fear, etc!

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Rangers reaction to Druid Reveal

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Posted by: meow one twenty.4376

meow one twenty.4376

I’m sure Anet is happy that you are happy.

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Balance discussion on twitchcon

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Posted by: meow one twenty.4376

meow one twenty.4376

I tell you that is very op, if it now is already very strong accumulation condition fear + burn + x1 torment (sigil torment) + poison + bleed in pvp… i do not want to imagine what would be after the update, adding x7 torment are going to notice much difference.

It is very simple to understand to know what’s op, use signet of spite ( x6 condition different) + feast of corruption (x 7 torment) + fear (fear inflict chill dps with specialization reaper) = op

The torment condition is very strong if you’re moving, and fear is a control condition, inflict x7 torment suddenly easily each 10 second is op… It should be reduced 2-3 torment and gaining life force for each condition on them.

Let’s see how it is before calling anything OP. Currently, it is obvious that condi necro is underwhelming. And the scepter needed a buff. Torment is not an amazing condition in terms of damage + they didn’t say how long the torment will last.

Now, I doubt condi necro will be OP. At best competitive. Maybe a concern could be condi reaper, because in the last beta, the reaper shroud in condi build was a beast! The only problem was the lack of condi out of shroud, which will now be fixed in great part. But even that seems fine to me, especially because having the reaper line means you get only 2 more lines. SR is mandatory for Dhuumfire, and if you want terror, you’re locked into curse. I personally thought condi Reaper worked better with spite, so … we’ll see!

I tell you it is very op, if with the mesmer inflict many torment along with other conditions (bleed, confusion and burn, but not poison, fear dps and chill dps) is already strong, I do not want to imagine with the condition fear (condition control and dps), it will be the straw that breaks the glass of water, each 10 second inflict x7 torment without relying on the enemy, and in one hit, is op compared with illusionary counter (inflict x5 torment, but It depends on the enemy attack, and it’s easy to dodge, because the enemy discovers), and not only that, but these constantly inflict bleed and poison, then inflict burn and chill DPS (6 dps condition except confusion)…

I repeat, these x7 torment is very op, it should be reduced 2-3 torment and gaining life force for each condition on them. It is like giving a chance mesmer to inflict taunt (in this case taunt not inflict dps, but if you forced to move and attack) an enemy with x12 torment and x8 confusion, would not be op? especially in pvp, then well imagine an enemy with 7x torment forced to move by condition fear and inflicts damage over (with other conditions), is very op.

I think it will definitely beat up low health builds with low condi cleanse. Signet of Spite + Scepter #3 will absolutely tear apart current Mesmer builds. Or better yet, prime it with Tainted Shackles.

This gives Necros powerful condi presence without throwing Burn out like the other classes.

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Balance discussion on twitchcon

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Posted by: meow one twenty.4376

meow one twenty.4376

i knew this class was gonna get buffed

They told us like a month ago we would be buffed.

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Balance discussion on twitchcon

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Posted by: meow one twenty.4376

meow one twenty.4376

Little worried about that nerf to lingering curse they briefly mentioned, but without knowing all the other changes to scepter it’s impossible to know what that actually looks like….

I might have had hallucinations because the changes were so awesome, but i think what they said was they made Lingering Curse from 100% to scepter condis to 50% for ALL conditions. If that is while wielding a scepter or always…no idea, and again, I might have hallucinated.

If it works in Reaper Shroud… Oh my.

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[Vid] Power Necro Gameplay PvP

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Posted by: meow one twenty.4376

meow one twenty.4376

It was fun to watch someone who knows how to play power Necro.

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Druid BM's everywhere

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Posted by: meow one twenty.4376

meow one twenty.4376

It offers no utility, mobility, boons, conditions, damage migration or damage. It’s just raw healing. Which, works so great with ranger other specs and weapons like OH WAIT

So it offers no mobility, yet has a 1200 range movement skill, AOE superspeed (trait) or 33% movespeed trait, with -33% duration on movement impairing condies, okay…

Oh sorry, it offers SOME mobility. Mobility to run away from foes, something the ranger CLEARLY needs?

Get smart.

Im pretty sure GS/Staff Rangers will be able to cover 2400 units faster than Warriors. What do you want, Z axis teleports?

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oRNG Lord rush... what? VoD of Todays Go4

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Posted by: meow one twenty.4376

meow one twenty.4376

If your baseball team is up 5-4 and you hit a homerun is that clutch? No. Is it a good play? Yes.

Will you take my word for it that this analogy doesn’t work or do I need to prove it?

Will you take my word that you have no idea what you’re talking about or do I need to prove it?

This could be fun. Prove it.

You just provided the proof by changing the subject.

Oh man, I just got told!

Annyways, here we go.

Baseball is like Conquest in that it has a score and it has teams, that is the extent of which they are similar.

*Baseball has separated offense from defense
– This is supremely important in the fact that no one can score while on defense, and obviously the converse is true as well, no one can be scored on while playing offense.
– This is a huuuuge difference from Conquest where both teams can score at any time, whether it be from capturing points, killing players, or killing PvE characters; there’s effectively no true “offense” or “defense.”

You can’t end a game by scoring a homerun when you are leading 5-4
– I agree there is nothing clutch about scoring a homerun while ahead 5-4, because it’s not a vital moment.
– All this does it put you further ahead.
– *The other team still has a chance to win. This is very much unlike the move oRNG made which finalized the game.

*Teams don’t temporarily “lose” players
– There will always be 9 players on the field at all times playing defense.
– With Conquest if you lose three players at once you are setting yourself up for a snowball effect, which can only happen psychologically in baseball. In this way hockey would be even more relevant than baseball.

A better baseball analogy would be snagging a would-be 2 run homerun while ahead 5-4 in the bottom of the 9th (or later). Or better yet, don’t use baseball as an analogy because it is so incredibly different it’s stupid to compare the two.

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Who else isn't going to reaper?

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Posted by: meow one twenty.4376

meow one twenty.4376

It is looking like I wont be buying HoT, so I’ll stick to my little Necro.

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Stunbreakers with cast times

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Posted by: meow one twenty.4376

meow one twenty.4376

I’d rather have wells be instacast instead of ground targeting. It’s not like you benefit from protection anyways if it isn’t placed where you stand

What does Protection have to do with ground targetting? (Serious question)

Before June patch, wells were not inherently ground targeting and must be traited if you wanted it.

They gave us a freebie by making all wells ground targeting.

I was saying that I’d rather have wells be instacast for its good synergy with vampiric rituals.

Edit: I changed some phrases to sound nicer

My question was directed at associating a baseline with a (grandmaster) trait, but I guess if you are considering neither being baseline I somewhat see your point? Just a weird relation to make, imo. And yes it would be somewhat convenient if defensive Wells automatically placed at your feet, but offensive wells benefit tremendously from ground targeting.

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PvP in One Sentience

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Posted by: meow one twenty.4376

meow one twenty.4376

Actively reacting to other players passives. #feelsbadman

So, uh, I see you actively dodged my skill. Unfortunately that means im going to passively do 50% more damage to you next skill.

#Revlogic

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Stunbreakers with cast times

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Posted by: meow one twenty.4376

meow one twenty.4376

I’d rather have wells be instacast instead of ground targeting. It’s not like you benefit from protection anyways if it isn’t placed where you stand

What does Protection have to do with ground targetting? (Serious question)

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oRNG Lord rush... what? VoD of Todays Go4

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Posted by: meow one twenty.4376

meow one twenty.4376

If your baseball team is up 5-4 and you hit a homerun is that clutch? No. Is it a good play? Yes.

Will you take my word for it that this analogy doesn’t work or do I need to prove it?

Will you take my word that you have no idea what you’re talking about or do I need to prove it?

This could be fun. Prove it.

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oRNG Lord rush... what? VoD of Todays Go4

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Posted by: meow one twenty.4376

meow one twenty.4376

If your baseball team is up 5-4 and you hit a homerun is that clutch? No. Is it a good play? Yes.

Will you take my word for it that this analogy doesn’t work or do I need to prove it?

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Why can't my Flesh Golem swim?

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Posted by: meow one twenty.4376

meow one twenty.4376

Same issue, changing design is going to cost them time to do model/texture, animations, etc. Even if they just stole the rigging of an existing mob and just painted over the model, it still takes them some time that they probably don’t want to use on something that is an extremely minor problem that shows up fairly rarely.

Its not an issue of being unable to do it, but unwilling to allocate resources. Don’t get me wrong, I’d really like it, but I don’t see it happening before we get an underwater rework in general.

AKA: maybe Guild Wars 3.

Alright meow, where were we?

oRNG Lord rush... what? VoD of Todays Go4

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Posted by: meow one twenty.4376

meow one twenty.4376

Don’t see how that’s clutch when they were already winning. If they were down and got the lord to win that would have been more impressive. It was good play but I don’t see that qualifying as “clutch”.

It was more enjoyable to watch the video with the sound muted so I didn’t have to hear the annoying “call caster”.

Clutch play… hardly. They were already winning, already in a good position to capture and were looking to end the game.

And can we stop with calling everything “hype”?

You dont have to be impressed , thats perfectly fine. Clutch doesn’t only happen when you are losing the game, to think that is a bit silly. They were on their way to getting wiped but with one person having proper positioning and some good tools he was able to reverse the wipe, his team trusted him enough to set the stage for lord (a risky move that could’ve ended up with a 3 cap and 2-3 downed), and because of those two things they sealed the win.

Being down and getting a lord kill happens somewhat often, so I guess I wouldn’t be all that impressed by that.

Alright meow, where were we?

Death Shroud F1 and Reaper F2

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Posted by: meow one twenty.4376

meow one twenty.4376

Explain to me how you will fight a ranger with 1500 of range?

Serious question or are you trying to make a point? It seems like you are just acting out, so it’s hard for me to tell.

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3rd NA All-Star Karaoke Tournament

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Posted by: meow one twenty.4376

meow one twenty.4376

Please let this have a better turnout than other main tournaments. (plsplspls)

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Why can't my Flesh Golem swim?

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Posted by: meow one twenty.4376

meow one twenty.4376

Except then people would wonder why we’re suddenly being followed by a Risen despite that being a massive break of lore, as well as visually weird when you go in and out of water a bunch having a Golem/Shark spawn/despawn constantly.

Lore went right out the window when they added those crazy kitten super saiyan hair styles to charr, the crazy colored eyes and hair dyes, wings, holographic laser swords, wings, and 8-bit nintendo weapons with 8-bit sound effects to the game. Did I say wings yet?

All that and you forgot to mention wings!

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oRNG Lord rush... what? VoD of Todays Go4

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Posted by: meow one twenty.4376

meow one twenty.4376

What the…

…oh we have 2 people down and another going down, yeah let’s go rush Lord and win.

Cluuuuuutch

Alright meow, where were we?

Queue is taking too long recently

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Posted by: meow one twenty.4376

meow one twenty.4376

5 minutes isnt even that bad? 4-7 minutes is pretty average for me.

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Silly amounts of superspeed and swiftness

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Posted by: meow one twenty.4376

meow one twenty.4376

I’m going to back OP up a little bit.

-He didn’t say he was beaten by anyone, they could just run away constantly.
-He said “seems to be able to constantly keep super speed up” which is not the same as constant uptime. It’s possible to make it seem like it is being used more than it is by smart movement (ex, not necessary when using gap closers, rooted skills, etc.).

Im not definding his points though, only his actual words. I couldn’t care less if a Ranger is quick or confusing since they aren’t a real problem.

Rangers have literally zero access to superspeed unless using trapper runes. OP is either wrong or lying.

To be fair Quickning Zephyr gives super speed but it’s 6 seconds on a 60 second cooldown….. I’m not sure how that would qualify as a “silly amount” unless by silly amount the op means rangers should have more access to super speed.

That argument would make sense since rangers are a class that relies on evasion to survive and they don’t have access to teleports which is one of the reasons thieves and mesmers will always be used over them in competitive play. While super speed will never be as good as a teleport on the current PvP maps it might help lessen the gap between the roaming classes.

I kind of agree. With how important rotations are Rangers could really do with more access to Super Speed. They could potentially play a really good point contesting-roaming role, like a less OP Ele.

Alright meow, where were we?

Duels - Minion Reaper vs Well Chronomancer

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Posted by: meow one twenty.4376

meow one twenty.4376

BM/DM/SR Wellmancer vs MM goes completely in the other way in a straight up 1v1, from my experience. Unless I have never ever fought a decent MM (plausible) or I am better than I think (plausible). I have seen a MM successfully win a 2v1 against some teammates, then at another time I walked right over him.

Can’t say I’ve faced this before, so I could only speak on a theoretical level. I don’t see it being any more than a skill matchup though. You are essentially the same as the MM build, just built differently, but it is an attrition setup, and the only build that really out-attritions MM is D/D ele, which is only true because D/D is OP as hell. I’d have to play the matchup though, because obviously I could be totally wrong.

I control where your minions go as much as you do and I’ll use them to heal myself. Position myself in a way that breaks LoS and I can pull all but the Wurm, and your Golem will just run into a wall trying to escape. My LF generation is better since I can take Spectral Armor and your minions will always attack me when I have it up. There’s basically nothing you have worth dodging besides Golem and Warhorn 4, and no condi pressure (my only weakness).

Works for non-conquest well, but in conquest it is really difficult to clump them up on top of you without inviting yourself to pound town, and without going off point. Its the old “I’m not stuck in here with you, you’re stuck in here with me” thing, sure you can deal a lot of damage to them all, but you’re also standing right on top of two Death Novas (not including any more you cause by killing minions), you’re taking their full damage, conditions are flying right back at you, and I’m not being pressured at all. And you still need to be able to burst your way through 25k HP, which isn’t happening outside of heavy damage builds. That’s why incidental AoE is stronger, they die as a by-product of you simply doing what you’d always do, instead of using burst to deal with them. Also as a side note SA has a 1s ICD, just about any fight will have it proccing at that rate, the minions won’t trigger it more.

If we’re not talking PvP, I could see it working though.

Do Wellmancers just throw down all their Wells at once against you? That’s pretty silly for an attrition fight.

The thing is you don’t out sustain an MM. You can’t out heal them, you won’t realistically slow them down with conditions, and they’ll either have Death Nova making it insanely difficult to out sustain because of weakness/poison, or they have Unholy Sanctuary which basically resets the fight every time DS is popped.

But again, I’d have to play the matchup and I haven’t.

It works in conquest really well.
I actually find it to be a soft counter to MM builds (Vampiric Rituals healing with 2-3 Wells against all your minions is pretty insane). Anyone who played Power Necro pre-patch should be able to hop on it and be effective against any power class.

You should find someone to try against you, if you have the patience for an attrition vs attrition fight! :P

Alright meow, where were we?

Unique Well of Darkness Idea

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Posted by: meow one twenty.4376

meow one twenty.4376

I kind of like your suggestion, nyan-chan.
An ability to override fields is interesting.

I googled nyan-chan. I’m not sure if I’m okay with this…

Wait, is it because of my name??

Alright meow, where were we?

[Request] In light of the many reveal effects

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Posted by: meow one twenty.4376

meow one twenty.4376

That one minute cooldown SR that you dropped to rez a teammate? Don’t worry, engi can pop a 900 unit aoe reveal on a 30 second cooldown.

Seriously! Doesn’t Engie have enough anti-Thief abilities already?

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I Hated Necromancers with a Passion

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Posted by: meow one twenty.4376

meow one twenty.4376

I love you guys… :}

My ex’s would tell you I never know the proper response to those words… Im just going to give a +1.

I +1 you, too, Meow… I will +1 you until the day we die.

I tried making this my sig but I couldn’t get it to work correctly (I guess it’s just not meant to be). It’s probably the most romantic thing that’s happened to me in a year lol!

Alright meow, where were we?

(edited by meow one twenty.4376)

Forcing Necros to Evolve

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Posted by: meow one twenty.4376

meow one twenty.4376

Good for you for helping people fight Necros, but dude… Forealsies did you even think when you tried making your points?

But what if one day, the enemy actually knows how to prevent a necro from transferring the condi back to him? What if one day, a necro finds most of his condi transfers missing or failing?

Those are all available. Transfers don’t go through Evades or Invulns, which every class but Necro has. Burst -> Invuln/Evade isn’t complicated and people with experience already do it.

I hope to see that day come. I hope to see the day when necros actually seek to learn and dodge bursts, condi or power. I hope to see the day when necros don’t sit in shroud thinking it is sufficient. I hope to see the day when necros don’t blindly soak up on the condi bursts thinking a simple transfer is going to work.

Seek to learn? We don’t dodge often because we can’t. I don’t understand what you are trying to say here. Do we want to dodge this burst or the next burst? Or that knockback…or the burst coming after the knockback… If we didn’t have at least some transfers we would be on the ground all the time thanks to our lack of defenses.

Alright meow, where were we?

I Hated Necromancers with a Passion

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Posted by: meow one twenty.4376

meow one twenty.4376

I love you guys… :}

My ex’s would tell you I never know the proper response to those words… Im just going to give a +1.

Alright meow, where were we?

Silly amounts of superspeed and swiftness

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Posted by: meow one twenty.4376

meow one twenty.4376

I’m going to back OP up a little bit.

-He didn’t say he was beaten by anyone, they could just run away constantly.
-He said “seems to be able to constantly keep super speed up” which is not the same as constant uptime. It’s possible to make it seem like it is being used more than it is by smart movement (ex, not necessary when using gap closers, rooted skills, etc.).

Im not definding his points though, only his actual words. I couldn’t care less if a Ranger is quick or confusing since they aren’t a real problem.

Alright meow, where were we?

I Hated Necromancers with a Passion

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Posted by: meow one twenty.4376

meow one twenty.4376

Mesmer forum and Necro forum you’ll find the most helpful ppl gurantee

Before I decided to focus on Necro I was lurking in the Mesmer foum a lot, they have some really great people there.

Where else you’ll find ppl who thier class got buffed so much they felt to express on forums how thier class is way buffed and even came up with suggestions on how to nerf it?

Necromancer forums. <3
(Dhuumfire.)

I feel like this is a good group hug moment.

Alright meow, where were we?

I Hated Necromancers with a Passion

in Necromancer

Posted by: meow one twenty.4376

meow one twenty.4376

Mesmer forum and Necro forum you’ll find the most helpful ppl gurantee

Before I decided to focus on Necro I was lurking in the Mesmer foum a lot, they have some really great people there.

Alright meow, where were we?

[Request] In light of the many reveal effects

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Posted by: meow one twenty.4376

meow one twenty.4376

Since there are ways to make skills unblockable, we should also have ways of knocking people out of Evades, right?

We do actually have a few of those methods already in the game. Line of Warding, Ring of Warding, Static Field, Unsteady Ground, and Spectral Wall will all interrupt through evasion (and interrupt the evasion itself).

I’ll concede after I ask my question and I mean it sincerely, do those work against Mesmer Sword 2 and Thief S/D 3 or only when you dodge into them? Ive never seen it happen so I honestly dont know.

Alright meow, where were we?