Showing Posts For pierwola.9602:

several tips for the next patch

in Necromancer

Posted by: pierwola.9602

pierwola.9602


(edited by pierwola.9602)

How to make "defending" more important.

in WvW

Posted by: pierwola.9602

pierwola.9602

Thats 12 mails in a day, I think the mailbox size is 10 or 20. I don’t need this.

n/c

How to make "defending" more important.

in WvW

Posted by: pierwola.9602

pierwola.9602

It’s completely unnecessary, it’d require me to delete them again and again and … or they would fill my ingame inbox in a day or two.

I’d rather see them making defending a keep less pointless.

It’s 1 mail every 2h LoL and it’s necessary if you want to receive your reward after you log off.

How to make "defending" more important.

in WvW

Posted by: pierwola.9602

pierwola.9602

Mail? I think that would become counter-productive very fast

What’s wrong with 1 mail every 2h ?

How to make "defending" more important.

in WvW

Posted by: pierwola.9602

pierwola.9602

War score
WvW matches take place across four maps each containing four different types of structures. Every 15 (change it to 2h)minutes, the structures controlled by each world are totalled and added to that world’s cumulative score. …

Rewards
Every 2h player receive reward (mail) for “successful” participation in siege. Player does not receive any reward if his world lost that Structures before the score tick (2h)

Please Give Necro Marks Unique Animations

in Necromancer

Posted by: pierwola.9602

pierwola.9602

And I like the idea of them having a seen casting location. As it is now you kind of need to assume the Necro is going to hit you, which isn’t good play either.

That would be nice but only with unblockable/undodgeable marks (AoE).

"Healermancer" Suggestion

in Necromancer

Posted by: pierwola.9602

pierwola.9602

Reaper’s Touch (focus) Steal health from foes.
Healing: 400 (x2)+0.3*Healing Power

Mark of Blood (staf) Steal health from foes when they trigger it.
Healing: 200(v1) 300(v2) 350(v3) 375(v4) 387(v5foes) +0.2*Healing Power*foes

Deathly Invigoration (trait) Steal health from nearby foes when you leave death shroud.
Radius: 360
Healing: 400(v1) 600(v2) 700(v3) 750(v4) 775(v5foes) +0.2*Healing Power*foes
Damage: ….

e.g.
Deathly Invigoration, 1000 healing power.
1foe(360 radius) – 600 heal
5foes(360 radius) – 1775 heal

(edited by pierwola.9602)

How to use a Spectral wall effectively?

in Necromancer

Posted by: pierwola.9602

pierwola.9602

It won’t stop them from moving, but it is significantly easier to deal with someone when they have 0 control of their character.

but still it’s pretty meh when you compare it to Line of Warding
(Create a line in front of you that foes cannot cross. Foes trying to move across the Line of Warding will be knocked away slightly in the opposite direction of their movement.)

How to use a Spectral wall effectively?

in Necromancer

Posted by: pierwola.9602

pierwola.9602

This can be used offensively to keep someone from running away….

You can’t do that with SW

Why so much Healermancer hate in wvw?

in Necromancer

Posted by: pierwola.9602

pierwola.9602

I roam with something similar to “Healermancer” and it work great if you ask me.

Marin's Mobile Necro Guide - WvW

in Necromancer

Posted by: pierwola.9602

pierwola.9602

“Pretty nice” but what are you doing to catch up your enemies ?

Finish this build

in Necromancer

Posted by: pierwola.9602

pierwola.9602

Replace rune of dwayna with something else. Mark of Blood x2, Reapers Touch and Full of Life is more than enought to get perma reg.

i use something like that:
http://gw2skills.net/editor/?fQAQJA2tiM6N7JApCWPp47tpUAA6A-TIAjP2fA

(edited by pierwola.9602)

Perplexity proc on fear

in Necromancer

Posted by: pierwola.9602

pierwola.9602

I do not run those runes or do I know what they do but if it says proc on interrupt and u interrupt someone then yes it should proc the skill… b/c I know spectral grasp interrupts… lol jk who runs that anyway… well horn 4 does and many of our skills do so I would say ya it procs. Only way to be sure is to test it out

I do…

same here

changes to Dhuumfire...

in Necromancer

Posted by: pierwola.9602

pierwola.9602

I would like to see something like that:

1st step
Replace bleed with torment (Barbed Precision/Weakening Shroud)

2nd step

JonathanSharp
We also like the idea of making Terror scale with # of conditions on your target, so there’s more “play” to trying to load your target up with a lot of condies before you hit them with Fear. Your opponent can try to keep condies low, so that Terror won’t hurt as much.

3rd step

JonPeters
Even though we wont do it for Dec 10. I just wanted to throw out a wacky possible idea for Dhuumfire that we could discuss…

  • Life Blast has a 100% chance to cause Burning on hit (2 seconds long). 6 seconds ICD.

immobilize on hit. 6 seconds ICD. Range: 0-600 (1sec), 600-900 (2sec), 900-1200 (3sec).

changes to Dhuumfire...

in Necromancer

Posted by: pierwola.9602

pierwola.9602

Tormented: Inflict 5 stacks of Torment for 3 seconds Critical hit. 10 second cooldown

So basically you ask for a better version (more OP) of Dhuumfire(burn)

Class balance in WvW is just fine

in WvW

Posted by: pierwola.9602

pierwola.9602

Dark Path is amazing since you can’t avoid it with movement.

I don’t get it.

What I would like to see for Necromancer

in Necromancer

Posted by: pierwola.9602

pierwola.9602

And you are trying to downplay how not-worth-it this Grandmaster trait is because it doesn’t come at as high of a cost in YOUR build. The point Ash is trying to make is that, regardless of your build, this trait isn’t good enough to warrant the 30 SP you have to spend to get it.

Nop im trying to say that this is a good trait but you have to build arount it (near to death), like in every other buld. Maybe for condi/power heavy build 30 points is too much and flashing ds is not a option but for (suport healing build) me this is a great trait when you combine it with spiteful spirit,weakening shroud, furious demise, shrouded removal,deathly invigoration, near to death.

p.s try to tank something in DS and you will see how nice this idea is, few sec and your LF(perma stab) gone.

(edited by pierwola.9602)

What I would like to see for Necromancer

in Necromancer

Posted by: pierwola.9602

pierwola.9602

“But 3 sec of stability for 10 point is rly good” n- No, simply no. It is a THIRTY point trait. You have to spend THIRTY points to get it. Now if you are already 20 points into it, then yes it costs an extra 10 but still at the end it still costs THIRTY trait points.

No it’s 10 (20 in soul reaping is the must for “flashing”) and at the end it costs 70 trait (for me) points. Signet Master/ Shrouded Removal/ Deathly Invigoration/ Near to Death and then Foot in the Grave and it works because i did the same thing what you did with your power build -

i take Vul and Might with Life Blast, lower reduction in degeneration as well as the AoE Vul while in DeathShroud along with Deathly Perception.

I took similar traits(stats/skills/weapon) to create “1” Build

From my perspective you are trying to change something just because it don’t fit to your build. (You wanna spam Life Blast with perma stab)

I actually saw "NEED NECRO" on LFG today

in Necromancer

Posted by: pierwola.9602

pierwola.9602

who started the LFG ? necromancer ?

What I would like to see for Necromancer

in Necromancer

Posted by: pierwola.9602

pierwola.9602

So, you think builds that flash it are more important than those that don’t?

i dont but i dont understand why you want to nerf my build “flashing DS” and bost another one

Isnt the only trait – i take Vul and Might with Life Blast, lower reduction in degeneration as well as the AoE Vul while in DeathShroud along with Deathly Perception. Your point is?

my point is that you don’t take FITG when you want to hit hard in DS.

More than enough? Do you only do PvE? Because with the fact with have no access to Invuls, Aegis, Vigor and such, i know i wouldnt count on 2 dodges and 3 measly seconds of stability at a THIRTY trait point cost and a minimum 7 second cool down if you take the trait being good.

more than enough to get to the tower, during the fight i have 50% Endurance every 10sec.
btw under heavy attack you won’t even reach 3sec with your idea.

I never use it.

And what about DS/SW and falling dmg ?

And 3 second of stability for a grandmaster trait is too little, imo: buff the duration, move it in the adept section or better yet give us 3 seconds of innate stability upon entering DS.

But 3 sec of stability for 10 point is rly good. In my case Near to Death is the base not Foot in the Grave. Condi removal, 800hp , 3sec stab every 7 sec, pretty nice if you ask me + i can still use my normal skills, resing people and dont be interrupted.

(edited by pierwola.9602)

What I would like to see for Necromancer

in Necromancer

Posted by: pierwola.9602

pierwola.9602

I have no issue healing as it is, rarely get interrupted when i need to heal and worst comes to worst i have DeathShroud just in case.

are you pve player ?

What about builds that BUILD around DeathShroud? i guess they get ignored becuase you dont build that way?

What about build that BUILD around flashing DS ?

Pretty hard to kill your foes? maybe if you aren’t built for DeathShroud, when you BUILD for it, it is VERY powerful so that one is wrong.

Deathly Perception

What about when you need to get into a a tower or keep with all that stuns and AoE fields everywhere, you think that THREE seconds will save you? You’ll be laughed at and then turned into a ping pong ball until you die.

3sec stab + 2 dodge, for me it’s more than enough

Who says this is for Shroud Stomping? which requires a bug to actually do it seeing as its not part of the mechanic without cheating around it.

guilty

What I would like to see for Necromancer

in Necromancer

Posted by: pierwola.9602

pierwola.9602

Name them then. We have very little access to stability and you REALLY think for a 30point trait that its good?

1-10 – you can combine it with your normal skills e.g. stab + heal
11 – works better with rest of the “flashing” traits
12 – you won’t get more than 5/10 sec of stab with your idea
13 – it’s pretty hard to kill your foe when you are in DS
14 – you are not dependent on skills with LF regeneration
15 – you don’t need more than 3 sec if you want to use your DS skills w/o interrupt
16 – you can’t be interrupted during shroudstomp

(edited by pierwola.9602)

What I would like to see for Necromancer

in Necromancer

Posted by: pierwola.9602

pierwola.9602

I have at least ten reasons why “Foot In the Grave” is better than your idea.

What I would like to see for Necromancer

in Necromancer

Posted by: pierwola.9602

pierwola.9602

Foot In Grave – Gain Stability while in DS removed on exit, can be removed by skills

And what you will do with that perma stability in DS ?
For me this is the worst idea ever

Suggestions to nerf necro.

in Necromancer

Posted by: pierwola.9602

pierwola.9602

From no on you can gain LF only from your own death.

Diamond Skin, Too Powerful

in Elementalist

Posted by: pierwola.9602

pierwola.9602

there should be at least a Diamond Skin icon on Elementalist when he is about 90%

How Would YOU do a Signet of Vampirism?

in Necromancer

Posted by: pierwola.9602

pierwola.9602

Signet of Vampirism
Siphon health (165hp) whenever you hit a foe.
replace ICD with siphon cap per sec, etc. you can’t get more than 400hp/1sec (scale with healing power)
or
Heal (325hp) when struck by a foe.
replace ICD with siphon cap per sec, etc. you can’t get more than 600hp/1sec (scale with healing power)

Signet of Vamp - A first look video

in Necromancer

Posted by: pierwola.9602

pierwola.9602

test build 1v1/2/3

After few hours with that signet i know one thing, there is almost no difference between perma rege(250hp),deathly invigoration(7s) and SoV,perma rege,deathly invigoration.

imo Rennoko you should forget about SoV vs CC and try to compare your build with and without SoV

(edited by pierwola.9602)

Signet of Vamp - A first look video

in Necromancer

Posted by: pierwola.9602

pierwola.9602

I play with similar build (perma rege and Deathly Invigoration/7sec) and for me SoV has nothing to do with your survivability.

several tips for the next patch

in Necromancer

Posted by: pierwola.9602

pierwola.9602

Necromancer, dude you CANNOT get away from.

Dark Path: Send out a claw and pull your foe to you, chill and bleed them.

Recharge time: 15 s
Activation time: 1/2 s (obvious animation)
Range: 1200 (fast projectile)
3 Bleeding: 5 s
Chilled: 3 s
Unblockable


Spectral Grasp: Mark your target with Spectral Grasp and gain life force.

Recharge time: 20 s
Activation time: 1/2 s
Range: 600 (no projectile)
Life Force: 15%
Duration: 4s

Sequence skill: Teleport your foe to the point where Spectral Grasp began.

Activation time: 1/4 s
Unblockable / Unevadable


Tainted Shackles: Bind nearby enemies with your life force. If enemies move out of range of this ability, the bind will break conditioning them.

Recharge time: 30 s
Activation time: 1/4s
Range: 600
Duration: 4s
10 Torment: 3 s
Unblockable / Unevadable

Sequence skill: Immobilize and damage your foes.
Activation time: 3/4 s
Range: 600
Immobilize: 2 s


Immobile is a condition that prevents movement, turning, and dodging. Victims can still attack if their target is in range, although any associated movement will be cancelled, including leaps , teleports, and shadow step skills.

(edited by pierwola.9602)

Conditions in WvW are OP and out of control

in WvW

Posted by: pierwola.9602

pierwola.9602

Dodging has the same issue; there is no key condition attack to dodge or the attack isn’t telegraphed. I’d love to dodge doom, but it’s instant cast. I’d love to dodge corrupt boon, but it’s instant cast. I’d love to dodge those on crit burn traits, but I can’t predict the future of rng nor dodge every single crit that could possibly land.

at least you can dodge

Conditions in WvW are OP and out of control

in WvW

Posted by: pierwola.9602

pierwola.9602

+ 40% Condition Duration food exasperates the problem. Practically every Condition build uses this food for good reason. It’s much more powerful (relatively speaking) than any other food buff out there.

Without that food i have practically no chance vs -65% condi duration (armor/food) so for me it’s more like “you have too take it” than “i take it because i like it”.

Personally i don’t have anything against removing condi duration food (+40% and -40/20%) from WvWvW, leave only +15% chill/burn/poison etc food.

[Merged] Signet of Vampirism and related changes

in Necromancer

Posted by: pierwola.9602

pierwola.9602

I would like to see something like that.

Passive
Vampiric trait x5 (replace ICD with hp limit on skill, max 1000hp from 1 skill)

Active (recharge time: 20 / activation time: 1)
Initial Heal: 50% Life Force (reset DS recharge time)
Heal: 2000 (Absorbs target’s HP)

[Merged] Signet of Vampirism and related changes

in Necromancer

Posted by: pierwola.9602

pierwola.9602

Active has to be unblockable otherwise it will be a meh and i still dont like how this thing work with Plague signet (conditions).

(edited by pierwola.9602)

[Merged] Signet of Vampirism and related changes

in Necromancer

Posted by: pierwola.9602

pierwola.9602

Pretty useless passive that don’t work very well with another signet “Plague”(taking dmg when no one hits you)

Siphon on hit is way better than Siphon when getting hit.

(edited by pierwola.9602)

[Merged] Signet of Vampirism and related changes

in Necromancer

Posted by: pierwola.9602

pierwola.9602

Vampiric Signet
passive: Siphon health whenever you hit a foe (Life siphon damage: 300/Life siphon healing: 300)
active: gain 100% life force

Healing in DS please.

in Necromancer

Posted by: pierwola.9602

pierwola.9602

It would be nice to have something like “Gain Aegis when you enter death shroud and under the effect of Regeneration.” as a minor adept trait.

Bowl of Saffron-scented Poultry Soup

in Necromancer

Posted by: pierwola.9602

pierwola.9602

Is that normal that i can remove condi with it ? (vampiric trait)

Dec. 10th Balance Preview (Necromancer)

in Necromancer

Posted by: pierwola.9602

pierwola.9602

Near to Death - Reduces recharge on Transform skills (30% on DS / 20% on Plague,LIch Form)

“While in Plague form, the necromancer’s base Power is doubled …” replace power with condition power.

(edited by pierwola.9602)

Who is the easy target ?

in Necromancer

Posted by: pierwola.9602

pierwola.9602

By 50/50 i mean that there will be no tie in Necros fights (cuz we can’t espace) and from what i remember he said something like that not you.

So yes, you could say upleveled players in WvW are the easiest targets for a necro, then again, that’s the easiest target for any class so it doesn’t really have any relevance

Same as half death enemies …

(edited by pierwola.9602)

Who is the easy target ?

in Necromancer

Posted by: pierwola.9602

pierwola.9602

You are wrong if you think that necromancer can’t run away, yea it’s hard when you fight versus a few opponents but here we are talking about normal 1v1 and in fight like that good necro will know what to do to lose that 1 enemy(necro).

So your post with “you win or lose v necro, 50/50” is wrong

(edited by pierwola.9602)

Who is the easy target ?

in Necromancer

Posted by: pierwola.9602

pierwola.9602

You don’t count “tie”(opponent ran away) as a win but you count win v half death opponent as a normal/good fight.
What can i say, good job…

Who is the easy target ?
upscaled opponent(wvwvw)

(edited by pierwola.9602)

Who is the easy target ?

in Necromancer

Posted by: pierwola.9602

pierwola.9602

If you are almost full CD and less then half HP from a previous fight you’ve just won, and you see me on the horizon… do you stand and fight ? You will lose…. why would you stay and lose when you can escape, as a thief… mesmer… warrior… elementalist…

That won’t be a tie because you didn’t even start the fight

But if me as a necro are almost full CD, and half HP from a fight i just won… and i see a thief on the horizon… by the time i turn around to run i am already 1 shoted…

We are talking about necro v necro (1v1 not 1v2). When i will see you(as a necro) on the horizon i will just run away and you can’d do anything to stop me. (tie?)

p.s It’s not my problem that you put everything on 1 card (full cd)

(edited by pierwola.9602)

Who is the easy target ?

in Necromancer

Posted by: pierwola.9602

pierwola.9602

You may have a point here… you would win percentage wise more against necromancers since they can’t escape… so if you win you win, unlike other classes…

I stay in the fight because there is always a chance for winning not because i can’t run away.
In 1v1 you have only 1 target so ….

WvWvW roaming build

in Necromancer

Posted by: pierwola.9602

pierwola.9602

I know but i dont really care about maxing stats.

tip: you dont have to waste your heal for that 2 stack of torment, just press DS(Tainted Shackles) before CC activation time ends.

Who is the easy target ?

in Necromancer

Posted by: pierwola.9602

pierwola.9602

+1 flow

can’t say before the fights begin

WvWvW roaming build

in Necromancer

Posted by: pierwola.9602

pierwola.9602

I like this build, but have one issue. Why the need for the rabid gear? I have a full dire set and it seems like it would be a lot better for the traits you have. Besides that, I love the set up and might try it out before the reset.

i don’t have gold for new weapon/earring/back so i play with the old one

WvWvW roaming build

in Necromancer

Posted by: pierwola.9602

pierwola.9602

Staff/Scepter+Focus
Roaming build
-safe stomp (8% boon duration from platinum doubloon)
-safe heal
-1 free dodge every time you swap weapon
-5 stack of AoE torment every 40sec (2 every 20sec)
-800hp/stability/1condi removal every 7 sec
-regeneration 220hp/sec + vampiric (melee)
-2 stun breaks
-still pretty nice dmg
-lots of “chill”
-5 skills with LF regeneration
-Spinal Shivers (6 boon every 40sec)
-Spectral Grasp (pls ANet allow me to pull downed players)
-Plague Signet (i will kill you with your own weapon)
-Spectral Walk (because it’s a great skill)
-Flesh Golem (hard to say)

Dec. 10th Balance Preview (Necromancer)

in Necromancer

Posted by: pierwola.9602

pierwola.9602

Dark Path (replace bleed with to torment)
2stacks within 900 units
4stacks above 900 units

——-
Spectral Walk (Spectral Recall)
Return to the point where Spectral Walk began and remove target from enemies

Dec. 10th Balance Preview (Necromancer)

in Necromancer

Posted by: pierwola.9602

pierwola.9602

Foes trying to move across the Line of Warding (Spectral Wall) will be knocked (feared) away slightly in the opposite direction of their movement.

It would be nice to see something like that on SW, right now SW is pretty useless when it comes to stopping opponents from running away.
———
A minimum of 10% life force is required to enter Death Shroud.

I think that its a good time (we cant block dmg with life force anymore) to remove that restriction from DS