Even the most balanced matchmaking ever isn’t going to change the fact that players en masse are transferring from losing servers to winning ones.
These transfers are the source of the imbalance, not anything anet does.
Just like the Tequatl fight, where imbalanced pve has resulted in most servers giving up on the event in their home, players will flock o where the rewards are.
What anet should be doing is (1) making it more costly to transfer to winning servers (2) incentivizing players on losing servers to at least show up. #2 could be done by altering rewards, but it also could be done by altering maps.
I got this done in about an hour and a half (my server was steadily losing ground but but not being totally destroyed at the time) by
1. Only needing 3k to rank up the first time.
2. Getting 2 drops of liquid wvw exp as drops
3. Logging onto lvl 3 alt which only needed 1k, not 5k world exp to rank up and had 200ish world Xp already
4. Using the drops on this character and finishing the rest with a couple tower, camp and sentry
I guess that we’ll have to hoard our consumables, because otherwise this one will take hours.
World Ranker needs to go. It is 10x the amount of work as the other dailies.
I got this done by getting two drops of wvw experience and transferring to a lvl 1 alt. The lvl 1 characters need less than 5k exp to rank up.
Basically, we’ll have to hoard the consumables, as this daily will take hours otherwise.
There was also a new daily the other day for spending 25 badges.
The Ruins capper is extremely slow and boring. Maybe more mobs on the cap, or gold/exp/karma rewards for a cap, or anything else.
The other one that needs to go is siege defender. This one can only be used if you have a tower, and if that tower is being defended, and if that tower is being attacked in some ways but not other ways (walking into a full gate Aoe is insta death, but repairing a trebled SM is trivial).
Please consider a generic spending supply daily.
I don’t know why capturing the ruins doesn’t give exp, karma, and gold.
Minions are pretty godly underwater.
All of the pathing issues they have above ground are gone. Foes dont one shot them or aoe them to death underwater either. (This includes the fractal enemies, boss, Hotw bosses and frostgorge underwater champions for example). Most of the time underwater enemics are spread out and can be focused. Minions can also combo off your Death Shroud #2 long lasting poison field which is necromancer’s best underwater skill.
Ok, your condi traits arent optimal underwater, but minion DPS is unaffected by traits so you are mostly ok.
I did the new path on my first try and we finished it in 40-50 minutes, wiping only twice. Not bad for a new dungeon.
Most of the dungeon is great for a necromancer. We are great at the ooze part. Our Ds #3 is great control for the lava elementals. But I just used my non-cleaving dagger and axe and killed them. Never ever thought I’d want that as a feature.
The first boss is a duo of bosses that can be epidemiced. Unlike the flame and frost duo, they do not regenerate hit points on death, ant it was nice to spread weakness and vulnerability around.
Then you have tons of mobs to Aoe, which we are great at. Then you have burrows to kill. Flesh golem, axe and dagger are good. Anything but scepter really.
Then there is a boss to kill inside a small bubble. Going outside the bubble=pain, like one of the gauntlet bosses. Wells were nice here.
Theres a puzzle. Time for l33t standing on a button skills.
More burrows to kill, more mobs to kill, and you are at he final boss.
I thought th final boss was nothing but pain, bringing all of the weaknesses of the necro back into play (no sustain, no finishers, no vigor, long cooldowns, little protection, no reflection or blocks…). Go into range and he throws high damage gears at you (really wells that stay around for a long time). Even if you stay ranged but close, your team will trigger this by going to get the electricity. Stay at melee and you can’t damage him from the side or back and can’t take a hit from the front. I hoe you get good recognizing the attacks. It’s a lot like the old F/U boss that you had to perfect to beat.
Some other groups were just hundred blade down the boss and putting up invulnerable for the bosses’ 30 attack, and I fear this will become the pug way to do things. It’s easier to ignore the mechanics and if that happens Necro will be shunned.
The post boss tasks are easy for necro. Just equip your signet of locust to get them all done in time.
The stomp bonus is huge so the ruins don’t need any ppt.
But how about some gold/exp/karma for taking all 3 ruins and holding them? Surprised this isn’t there already.
It was too long. Even the baby mose for W2 z3 is too long to begin with. But Trib mode wasn’t as bad as I feared. The checkpoints are in good spots and the zone doesn’t require you to make dodge jumps all the time.
W2 z2 was far worse.
One Big problem was that a lot of the difficulty was front loaded. The hardest parts are at the start. Block out a 4 hour time when you will not be interrupted and push through.
There was a rock right at the start that bugged out your camera if you jumped near it. That rock was responsible for most of the deaths in the Clocktower. Since death o bugged camera is not fun, I hope it was fixed.
There was a rock at the start of the path the old clock tower. If you jumped anyplace near it, you camera would bug out. Nothing Wong with having to take a second to readjust you camera, but the puzzle was on a hard timer. This rock was responsible for like half of the clocktower deaths, and it hopefully will be removed, as it was promised.
We dont have support -> looks at Sgrasp, 4 out of 5 wells, epidemic, aoe count and fun little facts called best chill and second best weakness application that have been increasingly more useful with each new fight (well not Tequila but he is a massive cooperation wall/anti leecher system).
SGrasp is garbage compared to Mesmer focus 4.
Chill and crippled are terrible on non melee bosses.
Well of darkness is an inferior but larger pistol 5 (a spam able vs long cooldown skill)
Well of corruption is great in one of the guild bounties, Well of power is great in one fractal fight, but that’s it for both of those skills which are useless most of the rest of the time.
Mesmer sword boon stripping is far superior to anything we have on long cool downs, and the boons are hardly important in pve anyways. The karka Queen what else?
Most of the team support on Staff got nerfed.
Well of blood is no water field, and necromancer has few finishers.
The last boss I fought literally told me “Your weakness makes me laugh.”. It didn’t stay on him long either due to how conditions work on bosses.
The bug with fear is that sometimes it does interrupt but most of the time it does not, so it seems random/bugged. DS 3, downed 2 will not interrupt, but you can get interrupt procs under right circumstances from every other fear skill in the game.
Use these runes and you will sometimes, but not most of the time, get confusion procs for staff 5 or spectral wall.
What I like about this server is it has a Dedicated core group of diehards.
Borliss pass has a good number of dedicated casuals and hardcore who will show up every day, no matter the score. It is for this reason that it has been a very long time since Borliss Pass has lost a match completely (3rd place), even when outgunned. The band wagoners quit, the die hards don’t.
This week matched up against 2 higher ranked servers, and with every incentive in the world to lose, we will take second in our matchup.
Borliss pass also has good (not great) coverage from bandwagon casuals, and antisocial roamers. Such players help the sever gain and keep the buffs alot more than you would expect. Of course, you can’t rely on they players but interest in WvW is good on the sever for its population.
What the server does not have is a core GvG guild. Of course, this just means that the next one to arrive will be the first and get all of the GvG resources for itself.
If you have fought against Borliss pass, you know that our Commanders improvise, and boldly swap tactics on the fly, which allow for varied play styles. Also, the server is getting closer to a working offense/defense mix.
Ranked 12 right now, this server will end match play ranked higher than that and will surprise a lot of people doing so.
I got a torch and a pistol.
Honestly they need to have more stuff to buy from Moto next time around. The skins he offers should be new or should rotate and players should get another chance at the swords and shields next time.
Excited For World 3/4/5? Comments to World 2?
in Super Adventure Box: Back to School
Posted by: nekretaal.6485
The zones were too long.
Even on baby mode they were too long. W2 and W3 should have been split up. The boss at the end of w3, for example could have been made harder and been his own level (since w3 already had a yeti end boss).
Doing baubles on W2 and W3 (in baby mode mind you) required me to block out 4 hour increments of playtime when I couldnt be interrupted because you can’t save your progress. This was ridiculous. I have run out of times where I can schedule long play times with no interruption so I will not finish w2 z3 trib mode.
Something like world 1 checkpoint 2 to 3 murder run is what we were expecting. Short, Low punishment, really hard until you know what to do and have muscle memory.
Instead there is a ton of backtracking and semi required dodge jumps, that the game doesn’t always register causing a lt of fails. Which just makes the no saving hurt all the more.
Blood is terrible. Broken nobody takes it/joke terrible
1. You can’t heal in shroud.
You have this healing line and it doesn’t even work with your class mechanic.
2. Healing power Affect few skills and scales poorly.
Some Abilities like transfusion don’t scale with healing power at all.
3. Necromancer weapons are really slow and siphons are really small.
This is a bad combination.
4. Food will get you as much siphoning as 30 points in Blood (so why not spend those points elsewhere
5. Necromancer low toughness and good condition removal means you typically need burst heals not sustained low heals.
6. Terrible, build specific 30 point traits. Wells or Minions.
But no necromancer builds used by actual players in wvw, sPvP or dungeons tend to use 4 wells or 4 minions. How about for 30 points you get something awesome that every build wants, like a transfusion that heals you too?
7. Low damage.
I loaded up all my life steals and tried many times to kill Liadri with siphons before she went into please 2. Liadri wasn’t a very high health boss but I typically could only get her to 40% health before failing when the timer ran out with this method.
Or you could just take life steal food which is cheap and gives you ballpark more heal than 30 points of traits do and any class can take. This frees up your trait points to give yourself some more power and condition damage and also get that critical major spectator armor trait.
Another way of saying this is:
1. The fight requires organization and is on a hard timer
2. The boss spawn is not on a hard timer and this timer is not known to players
So when the boss spawns, you have to have your group (100+ people) ready, but the people aren’t ready because there is no way to tell when the boss will spawn, other than just waiting afk. GL with that.
This isn’t a problem with the karka queen, players spawn that boss, and if players are able to complete the Camp Karka event at the same time as other events, then there are at least enough players to realistically attempt the boss on the map.
Our whole server has given up (Borliss Pass). As early as he first day, many of our servers best players were guesting or trying to guest on Blackgate.
Without them, there is no leadership. Sometimes people will try to do it but, as soon as they die a few times, they either quit or move to the turrets. There are usually 2x the people near the turrets than near Tequatl. This doesn’t mean the turrets do a good job, the extra people just scale more and tougher mobs, and the bone wall goes up every minute and a half.
There are at least 80 people around always so the problem isn’t enthusiasm.
But every event ends the same way, not even close and a lot of ppl yelling at each other.
Just do this:
Tequatl replaced by old Tequatl. When Tequatl dies, Instance opens. New Tequatl is in the instance. It can be limited to the first 80 or be part leader selectable. Either way, the opening does not stay for long.
Bingo: Large raid created, all players inside are not AFK, no more issues with players running to the even scaling up mobs away from Tequatl. Meanwhile Open world still has some meaning.
There is something just off/wrong with Warhorn
Despite the Necromancer badly needing a movement speed boost, Warhorn doesn’t see all that much use because the movement speed boost doesn’t work. You use it, accidentally tab some critter, and now you are moving even slower than before.
WH 5, while terribad for being a speed boost, does do a pretty good amount of damage and does a cripple (useless inpve, great in pvp). The good damage is balanced by the fact that the class can’t take a hit in melee.
WH4 needs some attention. It’s another skill like epidemic that is highly situational to use and does no damage. The cone is hard to aim, and seems to fire slower than the time stated by the tooltip. At least it hits 3 times.
WH4 is the necromancer’s best bet for getting an interrupt for daily interrupter or the confusion runes, since DS3 and downed 2 are bugged and staff 5 requires the target to be moving and channeling which you wouldn’t get often in pve. (Forum white knight alert: this indeed a bug, wolf fear, “fear me,” staff 5 all trigger interrupts, so I don’t want to hear the explaination about how anet intended fear not to interrupt).
Given that the main hand weapons are so poor for the necromancer, especially dagger which has little utility othe than DPS, Warhorn is a curious choice as it requires melee and doesn’t offer defense. Most of the time Dagger (ranged skills and condi clear) or focus (ranged skills and boon strip) are better.
I don’t see how WH can ever be that viable with out a rework or new MH weapons, but a possible game changer is lifesteal being boosted to actually work (and to work in shroud). Since WH 5 does hit a lot, the lifesteal heal could be part of the sustain that the meless necromancer doesn’t have.
Does a Necromancer even help the event, or does this necromancer hurt the event because his contributions are less than the scaling?
1. Necromancers are good at condition damage, but Tequatl clears your conditions before they even tick due to the condition cap
2. Non condition damage necromancer buils are based on critical damage (because attacks are very slow), which is worthless against Tequatl.
Look at Necromancer weapons:
1. Staff: 4 of the 5 skills don’t hurt Tequatl other is low damage
2. Scepter: Condition damage overwritten, low and slow attacks
3. Axe: low damage, poor range, for stacking vulnerability overwritten
4. Dagger: put the Necromancer in melee with no vigor or defensive ability
None of these are good. People have told me that you can help out by defending turrets, but the class is even worse off there because the fingers count as walls, which could take 10 mins for a necromancer to auto attack down. The one skill that sorta helps, Golem charge, prevents the class from taking Lich form to help with damage after the laser fires.
What’s left is a bunch of people sitting around spamming staff 1 and bringing no utility. That’s real fun.
Well of Blood isn’t a water field, isn’t wanted. The buff wells only buff 5 people and are on long cool down. Necromancer stun breaks are terrible/long cooldown, but if you don’t take them fear takes you out of the ight for 30 second when he does it. Necromancer has no wanted fields and no finishers that work in the fight. Minions get 2 shot and are on long cooldown. At least you can pull conditions from allies. But is this even good when other classes can wipe the conditions and not get killed?
Ok, these are not new issues. It was hard to get gold on old Tequatl, until the threshold was lowered. But they remain frustrations nonetheless.
SB, Maw, FE and Jungle Wurm should have changed to have fail able pre events, not buffed to insane HP levels so that the lazy band wagoners have even more time to arrive and tag the event.
It is pretty bad to be a necromancer on Tequatl. My first memories on old Tequatl were of barely ever bent able to get bronze, until the damage threshold requirement to tag the event and to get gold were lowered.
1. Staff only has one skill that hurts Teq, but it is poor damage and is really our only ranged option. Only staff 1 even hits him.
2. Tequatl might as well be immune to conditions, since your conditions are cleared after one tick due to how the condition cap works.
3. Power builds rely on crit % for most of their DPS since auto attacks are really slow. But Teqatl is immune to crit. No quick attacks Except for dagger.
4. Minions get 2 shot and have long cooldowns.
5. Obviously having no/few defensive skills or vigor doesn’t help. Necromancer stun breaks are terrible/long cooldown, which means that Teq’s super long fear destroys the class.
6. For whatever reason well of blood is a light field, not a water field, which means that the healing support you can bring isn’t wanted. (Also you have few or no finishers)
There are more reasons. Time to Reroll?
The Toad is fine. The lily pads are borked. The responsiveness or how long you can stay on one before dying seems to be much smaller than normal mode, requiring your jumps to be much more precise. Also, if the Toad is doing a stomp attack, the lily pads don’t work at all. So in summary
1. Be prepared to die a lot to learn the timing of the lily pads
2. Stay on the Rock until the after the king does his stomp, then quickly move to the King.
Once you are close to the king, do it the same way as in. Normal mode.
1. All of our Mad king armor pieces were destroyed/converted in the Magic find patch, so hopefully we can get new Mad king armory that we can sell.
2. Hopefully candy corn return with new, better crafting sinks. The twisted portal for example.
3. The Greatsaw! Halloween themed weapons are the most fun especially for necromancers.
4. Hopefully the clock tower returns, but hopefully not the trib mode clock tower for those who thought the clock tower was too easy. I never beat th cloctower, which was more about fighting the engine and camera than making difficult jumps
5. I like the idea of having last years mad king fight randomly pop up as a fractal.
6. Mad King says!
7. Witches costume back in the gemstore, or even better a Y2 witch costume.
What I would like life steal to do is to give me the 200 or so point of healing (whatever almost nothing amount it is) on Death shroud 1, 2, and 4.
This shouldn’t be broken. DS 1, 2 are long cast, easy to dodge, DS 4 is long cooldown.
I hate hate hate how I can fight somebody to a draw, but with lousy mobility I can’t leave while my opponant can disengage to get his heal and his shorter cool downs back, then come back and kill me. If I had even the tiny heals from blood I could try to continue pressure without having to drop shroud.
This patch is a big nerf.
1. Improvements to Blood traits don’t matter until we can get healed in shroud. What other class has a trait line with no synergy with their class mechanic?
2. Everybody else is getting big/mass condition removal
3. Pve minion improvement don’t matter because of anet design philosophy (they hate AI based damage and wouldn’t have done this unless minions still are terrible against high lvl pve).
Ground targeting will still be clunky, but the improvement will help a but
How do you get the achievement? I understand what the genie was trying to tell me but I ave no idea where to do it?
So we will be able to cap out our MF% from consumables salvaged from blues and greens. MF armor owners will retain their stat, hit the MF% cap faster, but otherwise be unaffected. No new armor changes will be made. And whether it still makes any sense to run MF will depend on how easy it is to cap out MF with the new consumables.
Is this about right?
I just spent 250 skill points on an anomaly. It horrifies me to think that I paid such a high price or a non max weapon.
Or am I just supposed to transmute it, my molten daggers, shark tooth axe, volcanus, final rest, et all?
Hopefully we will be able to ascend our existing equipment, because the skins-cosmetic endgame sure looks to me like a pure ash grab if anet doesnt either introduce a huge variety of new, better looking skins, and really expects us to transmute all of our existing skins. (Including previously purchased cash shop skins).
My guild mate thinks necros are OP. His reasons are:
1. He mains a thief and necros are what he dies to, because his stealth is not as much of a get out of jail card against conditions.
2. When he plays a necro in solo Q or hot join, he can rack up high point totals due to tagging everybody before they die.
Never mind that tagging everybody is actually bad due to how the downed system works. Never mind that he has no defense and drops like a rock when focused on his necromancer. Never mind that his high point totals depend on his team winning with the others on the team doing the heavy lifting.
Doom wouldn’t trigger an interrupt either. Neither will downed #3. Spectral wall and Reapers Mark can theoretically proc the perplexity, but the conditions for this to happen are very difficult. Basically, u need to use the long cooldown Warhorn skill. But, the good news is that when the runes get nerfed, it will not affect you so much.
The hard to see circles are an indicator of WHERE the shadowfall is coming, they are not an indicator of WHEN the shadowfall is coming. The only way you can know when they are coming is by cheaply dying a bunch of times.
The boss is not skill it is just cheap twitch plus memorization.
In pretty much every video that I have seen where somebody beat the boss, at some point the player was caught inside the shadowfall, couldn’t get out, and had to dodge.
However, there is no visual or audio tell for when the shadowfall is coming. The only way to know when to dodge is to memorize the timing by dying so many times that you know the timing. This is cheap design. It is not skill, it is just twitch gameplay combined with memorization.
It reminded me of Saddam Hussein or the way any other 3rd world dictator put up big pictures of themself all over the place. Weird, because there are other members of the council, no?
My opinion is that the new repeatable achiement rewards from activities are ridiculous and will overwhelm most of the other AP sources fast. Akitteng in crab toss seems to grant more reward for time than farming tickets to do the queens gauntlet and the dying to Liadra 40 times because my necromancer can’t easily dodge and it is hard to see the red circles.
I alone wish that the daily pve achievement points could be faster. The WvW points are so random, sometimes they take 20 minutes, sometimes 2 hours.
Nexromancers have bottom tier DPS (things like terror not doing any damage to bosses doesn’t help), and little utility other than maybe chills and cripples for certain bosses.
Of course, the last time I was on one of these bosses, the leader dropped a tray of food that let everybody chill on a crit, so I was effectively bringing nothing special to the fight.
Im not going to sign. I am hoping that skills will be added (vigor blocks reflects), that wouldn’t be OP because of the new DS, or that traits will be tweaked (Blood traits not healing in DS) that fix this for us in a way that is fair to the spike classes.
The siphons need to heal us when we are in Death shroud. That they don’t work with our Mai. Class mechanic is a big reason why they don’t get used.
I’ve been complaining about how hard it is for my necromancer to get “daily interrupter,” forever. Flesh golem charge, the only skill that reliably works, does not advance the daily interrupter. The only other things that work but only sometimes are Warhorn and staff #5.
I do not understand why staff #5 works but Death shroud #3 does not work. Fear should interrupt. That is the whole real world point of the condition.
As a side note, getting an interrupt from Warhorn because of the cast limitations is a pain, and getting an interrupt from staff #5 which requires the mobs to be both moving and casting at the same time is an even bigger pain. Getting daily interrupter is such a pain that I usually just go swap to thief for pistol #4 when that daily comes up. I shouldn’t have to. Something that comes up in a daily shouldn’t make me swap classes.