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Article On Ten Ton Hammer About Necros

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Posted by: ronpierce.2760

ronpierce.2760

Applaud…. nice article didn’t hit everything but hope someone from Anet reads it.

Hitting everything would result in the Bible ;D

The comments will take care of the rest. :P hehe.

Interesting seeing the Reddit reaction: https://www.reddit.com/r/Guildwars2/comments/3528jq/are_necromancers_really_so_bad/

Seems they think necromancers are amazing :P

I see two things. WvW zerg rushers, which i could see… Not exactly a role that I feel should definite a class… A zerg is a zerg. I also feel like life steal is held back because of, exactly that, its ability to steal from many targets at once in WvW zergs where you can just toss a mark anywhere or well and hit the cap of people on every tick. Thats not really an issue I know how to fix, but WvW is terribly unbalanced in EVERY way for many reasons and certainly shouldn’t be a reason to hold a class down from EVERY other section.

And the other thing I see are people who just don’t have a clue. I mean, it’s reddit. You’ll have those. :P

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

lifesteal secretly the king of dueling?

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

I wouldn’t get too worked up over a single player doing pretty well in WvW in a few 1v1 and 1v2 scenarios. There are a lot of TERRIBLE players in WvW and it isn’t unheard of to see some class pull off 1v3 and 1v4 fights in some situations. I could probably go out there naked or traitless and tear some of those guys apart no problem.

Food/other buffs also tend to skew results. I’ll be really impressed when a blood line build works in sPVP’s more “normalized” stats.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Article On Ten Ton Hammer About Necros

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Posted by: ronpierce.2760

ronpierce.2760

Applaud…. nice article didn’t hit everything but hope someone from Anet reads it.

Hitting everything would result in the Bible ;D

The comments will take care of the rest. :P hehe.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Lets be nicer to Anet guys :D

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Posted by: ronpierce.2760

ronpierce.2760

Treat others as you want to be treated.

+1 baby. That’s exactly what were aiming for here. Yes I know it won’t happen, but, it could be better than it is right now. That’s for sure.

That’s a two way road.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Article On Ten Ton Hammer About Necros

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Posted by: ronpierce.2760

ronpierce.2760

Funny is that he didn’t mention anything from the lack of healing in death shroud which is another aspect that holds us back enormously.

I mentioned a few things in the comments, which he acknowledged. Frankly, I think there are just too many issues that make it hard to condense it all.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Article On Ten Ton Hammer About Necros

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Posted by: ronpierce.2760

ronpierce.2760

I gotta wonder, whats with all of the Ten ton hammer publicity recently? Is it centered around the upcoming HoT expansion entirely or have I just not noticed their interest in GW2 before? o.o

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Lets be nicer to Anet guys :D

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Posted by: ronpierce.2760

ronpierce.2760

The developers develop what they told them by their bosses, not what they want to develop nor what we want them to develop.
Remember that they are employees.

That’s only partially true. They hire people for their competencies. A “boss” in a company is not an army knife (entirely). There is a bit of leniency involved within boundaries given to the →Balance team<-, who are in charge of making decisions for balance and designing.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Lets be nicer to Anet guys :D

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Posted by: ronpierce.2760

ronpierce.2760

What you described as “great at 1v1” is when they already snowballed enough life force. Starting at 0% life force, most classes can take advantage of you fast enough before you’re a problem, yet our defense actually scales TOO good 1v1, and terrible for team play (on top of being hard to support with healing, mind you).

Don’t you get some life force after respawn with the new trait system? I agree with you that not being able to heal a necro in DS is terrible, but it’s still a design choice that Anet made. I think that’s a bad one, but I don’t feel like they OWE me to fix it. I think Diversion not being an AoE is a terrible design choice (it looks and feels like an AoE), but I got over it.

Theres a difference between a spell being AOE and an entire trait line working against the core of the class though. While it is their choice, its possible to make legitimately bad design choices and it shouldn’t be shrugged off, it doesn’t make it “okay” because it’s their choice.

And as far as I KNOW I haven’t seen any initial LF gaining mechanisms. I feel like I’d remember it if I saw it. Doesn’t really change the fact that we actually scale too strongly for 1v1 (given we have some starting LF) and not enough in team fights. While yes, much of this IS a design choice (except bad AI), I still feel its possible to call it out as “bad” and expect some sort of adjustments.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

[Report] PvP Forum Specialist Report

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Posted by: ronpierce.2760

ronpierce.2760

Yeah, you’re right. The boon sharing opens up for some GROSSLY overpowered anti-aoe. While I feel we deserve it for a minute, no one would realistically be okay with the retaliation combos possible with Boons working that way on command. If not for retaliation, maybe I could see it, but I’d also like to avoid further technical complication. It’s fine how it is (sort of…)

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Article on Ten Ton Hammer About Turrets

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Posted by: ronpierce.2760

ronpierce.2760

Hey, welcome to the Phantasm Mesmer, Mm necro, Spirit Guardian world! Even games with traditional tab targeting has standard pet AOE defenses, yet the game where EVERYTHING is an aoe/cleave has absolutely no checks… Seems legit.

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[Report] PvP Forum Specialist Report

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Posted by: ronpierce.2760

ronpierce.2760

Okay, realistic small changes time:

Steps:
-snip-
Create Phylactery for 10 seconds when you enter Death Shroud. Destroy it upon leaving Death Shroud

Phylactery - Minion. Invulnerable for first 2 seconds after spawning. Immobile, doesn’t attack. Spawned with health equal to 10% of total Life Force amount. Infinite health cap. Whenever you lose Life Force, minion gains equal amount in health. Redirects all health Master would gain while in Death Shroud. Heals the Master upon destruction for total amount of health stored.

9. Unholy Sanctuary – 150% of current amount. Phylactery is invulnerable for bonus second and also heals all allies within 600 range around Necromancer. Healing Power has better scaling for Lifesteals and Regeneration.

10. Shadow Fiend – Haunt cast time reduced. Replace Blind with 1 second Fear. Steal health equal to 15% of total condition damage affected targets suffer from. Remove LF gain.

11. Bone Fiend – Rigor Mortis cooldown reduced, now gives Life force on use. When Rigor Mortis hits, all your and allied units (within 600 radius) attacks become unblockable for 5 seconds.

12. Blood Fiend – Taste of Death now fully restores other minions health and makes them invulnerable for 2 seconds. Minion now steals health similar to Mordrem Leecher.

13. I have yet to think of something for Golem. In progress.

14. Signet of Vampirism – Passive – All Lifestealing effectivness increased by 100% + current effect. Active – Lifestealing effectivness increased by 300% for X seconds. Recharge other Signets cooldowns.

15. Something Replacing Master of Terror. Yet to think of.

16. Lifestealing is now flat amount of steal and damage. % x (1.5 Healing power + 1.0 Power)

17. All minions inherit Boons you gain.

18. Signets work in Death Shroud.

19. Dagger’s Life Siphon is now a lifesteal and steals from up to 4 other units within 360 radius from selected target.

For now. I’ll maybe continue further the road.

Don’t move NC to curses. MM is still bloated as a utility type requiring 2 trees for good potential (blood and death), it REALLY doesn’t need a third. In fact, it’s one of the few (only?) utility types that require more than one tree for max potential after the reworks. That minion soaker idea is neat, but would be fine being tied into Flesh of the Master. That’s the main criticism I wanted to throw out. Trait placement for MM ATM is pretty good except having 2 in the GM spot and none in the Master if they really feel like bloating MM is necessary, maybe dropping Death Nova down or merging the two GMs in a fancy way (as I had explained once a while back).

Beyond that; Minions gaining Boons the master gets, eh… I feel like it might be OP, but frankly makes sense considering they are a PART of the master. Maybe they would have to not get them by default to balance it out for not double dipping. Would be cool if they also got the master’s Auras and other effects if we went the sharing route.

Dagger being an ape siphon (and maybe even compacting the cast time/ticks a bit) would be a dream come true… Too much so to realistically happen.

Making Life steal a hybrid scaling source, good stuff there too. Your numbers are a bit irrelevant as each source would require unique amounts of scaling but the idea of combined scaling is nice.

Signets obviously should work in DS. Yay for DS…

Shadow fiend… Idk, I like the blind. Would be great if it just did it instantly… Adding a – sec fear mitt get him more general play though, but not sure it’s necessary.

Bone fiend buff seems excessive. Just lowering the CD a tiny bit on the active would do wonders.

Blood Fiend, he needs to change to do 200 healing per second passively to the master and additional leech on hit, about 500 (3 sec swing timer) so that he isn’t useless when he can’t hit his target or it stealths. That’s about 366 hps which is decent for a heal with a lot of counter play. That, or redesign the active to not sacrifice it. The healing is too low (both while active and on use) to be worth it. I also agree, it’d be cool either the pulse heal (in my suggestion) or his leech hit healed other minions as well.

Flesh Golem needs to cleave up to 3 targets, which would make up a bit for its nerfs. And to fix the stability nerf, it would be awesome if he just passively gained 1 stability every 3 seconds. Kind of a rock steady pet by default.

That’s my thinks.

Edit: I don’t know about the taunt suggestion, but Bone minions having an are check for their enemy might not be so bad either, kind of working like shatters. Would be nice specifically because of how they work (they blow up closest to you, not the enemy…)

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

(edited by ronpierce.2760)

Please, redesign minions :( !

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Posted by: ronpierce.2760

ronpierce.2760

I really doubt they will, but I’d be in full support of some visually updated minions… But lets be real. They can’t even fix them attacking and have cut art-work to producing just Outfits. I doubt new minions are in the works.

PS. I love the Blood Fiend. Too bad he’s not very good even in a full MM build (especially against targets that can stealth, kills HPS). I’d love if his appearance was swapped with any of the more useful ones so he could get some play. </3

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

(edited by ronpierce.2760)

Lets be nicer to Anet guys :D

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Posted by: ronpierce.2760

ronpierce.2760

Then you know, joking about it. “We deleted Necromancers”. I could chuckle at that, but the sad truth behind it is they have been neglectful toward a portion of their player-base, and that’s not really something to be proud of as a company.

That maybe a dumb question, but why do necromancers whine all the time about their profession being broken? I see a lot of them in ranked and unranked games, and terrormancer is one of the best 1v1 build in the game. Arguably, power necro is a pretty stupid build, but you’re not forced to play it. Sure, it’s not as meta as a warrior, but you don’t see as many complains coming from rangers and mesmers, despite them being out of the meta as well.

^ That, is a common occurrence across the game (pvp,wvw,pve) with all minions. That alone has been a very long-lasting bug that should be highly criticized in a high quality MMO company.

Beyond those bugs, damage isn’t the problem (never really has been, even when we got Dhuumfire for whatever reason). There is a very deeply rooted design issue with Death shroud. For instance, Blood magic is all about healing and siphoning, yet Death shroud negates all healing, which means they also are hard to support beyond the fact that their core mechanic works against an entire trait tree of theirs. On top of that, they’re all about attrition yet have some of the worst sustain in the game, 0 effective mobility (swiftness is hardly “mobility” on a scale of swiftness to teleportation) and yet can’t really stop people from fleeing. They’re incredibly susceptible to CC and easily focused down because they have no multiple-enemy scaling defenses (such as evade frames, blocks and protections which negates a portion or all from all enemies, Death shroud is a finite amount).

What you described as “great at 1v1” is when they already snowballed enough life force. Starting at 0% life force, most classes can take advantage of you fast enough before you’re a problem, yet our defense actually scales TOO good 1v1, and terrible for team play (on top of being hard to support with healing, mind you).

The best I could say is, you’d have to be a necromancer to really understand why it sucks. It has horrible design flaws beyond “balance” that should be obvious to any decent game designer. This coupled with the fact that most devs sound like they have 0 idea of how necromancer works tends to really hurt any future hope.

Quotes such as “Necromancers essentially have two life bars” and “[mesmers don’t want to be hit] where as other classes, such as necromancer WANT to be hit because they have a high health pool.” just goes to show the major disconnect between the developers and the class and its players. These are things brand new players would say about a necromancer.

That’s a quick rundown of some of the frustrations. All of which have been an issue since day 1 and in many cases have gotten (literally) worse over time.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Lets be nicer to Anet guys :D

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Posted by: ronpierce.2760

ronpierce.2760

Not sure you understand the concept of escelation of frustration.

You need to work on your anger issues. I am frustrated by certain things in this game (mainly the leaderboards at the moment), but I won’t lose my cool nor my politeness over it, and I suggest you don’t either.

I’m typically not a rage head, I’m speaking in masses here. But I will call something unprofessional and lazy if I feel it fits, and it certainly has applied in several cases here. I’m not particularly “mad”, but its incredibly facepalm-worthy when people get paid to upkeep a AAA MMORPG and leave things like minions literally standing around doing nothing for -YEARS-. Let it sink in… People are not fixing game-breaking bugs, some that are very obvious, for -YEARS-.

Sometimes you have to let people be held accountable. They’re getting paid for doing their job, after all. Not holding people (in any job) accountable for their lacking areas is a recipe for disaster or negligence. You don’t become successful by “oh, well, we have fans and they’ll wait for us to maybe get around to stuff one day, probably…”

I’m just saying… Years.

Then you know, joking about it. “We deleted Necromancers”. I could chuckle at that, but the sad truth behind it is they have been neglectful toward a portion of their player-base, and that’s not really something to be proud of as a company.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Opinions on fan focus skin?

in Guild Wars 2 Discussion

Posted by: ronpierce.2760

ronpierce.2760

Yeah, I felt like the price was too high for a single weapon skin (off-hand no less). Didn’t buy. It looks nice though, but I can certainly live without it.

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Warlord Sikari (80 Scrapper)

Lets be nicer to Anet guys :D

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Posted by: ronpierce.2760

ronpierce.2760

Not sure you understand the concept of escelation of frustration.

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Warlord Sikari (80 Scrapper)

Minion AI - Can I have a new one, plz?

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Posted by: ronpierce.2760

ronpierce.2760

Minion AI (currently) isn’t separated from mob AI, which is part of why they haven’t fixed it yet. So considering there is a very good chance mob AI will get a look-over for HoT (since a lot of their new AI is good), there is a good chance that minion AI will come with it. Its not like they are going to specifically fix minion AI, but more fix the issues that plague all AI which will also fix minions.

I know they say that, but I still have a hard time believing it. I’ve never ever had mobs just stand around and not attack me. There is additional information related to commanding player spawned AI through actions that locks them up. The issues we have with them are not standard issues.

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Lets be nicer to Anet guys :D

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Posted by: ronpierce.2760

ronpierce.2760

I can assure you on the class forums bugs have been nicely and calmly handled for a very very long time. Certain things after literally YEAR definitely becomes a “okay, seriously, still?” situation. This isn’t an indie game, nor is it their first and some of the serious game breaking bugs and polish issues still in the game after 3 years and ample amounts of feedback should be called out… I’m not sure what world you live in, but quality is important, and plugging your ears because your customers are meanie heads does absolutely nothing for you.

People wouldn’t be as frustrated if they admitted more often when something is an issue they’re looking into, better feedback and above all MORE ACTUAL FIXES. We see more tooltip updated than anything. I have thread with rev responses from over a year ago saying “we’ll look into it” and still nothing, and we can’t even get an update. That’s not how you run a business or handle customer’s legit complaints. Defending devs for lack of progression also doesn’t help anyone. They are professionals and don’t need fans to hold their hands. Some responsibility should be taken seriously.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Minion AI - Can I have a new one, plz?

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Posted by: ronpierce.2760

ronpierce.2760

That doesn’t actually solve anything, it still forces them to rework the minion AI, it just allows them to potentially ignore these issues when they do that.

I’ve lost a lot of faith in them handling AI in a proper way (beyond even just how it functions and bugs out). At least spirits could be strategically placed. It’s a trust thing at this point. I don’t see AI for necromancers being a high priority for them anytime soon.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Minion AI - Can I have a new one, plz?

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Posted by: ronpierce.2760

ronpierce.2760

Honestly. I wish they would replace our ground moving minions with something like ghosts or ghouls or whatever theme that fits the Guild Wars lore but allows our minions to float and move through objects. I think this would solve a lot of the AI pathing issues.

Spiriiiitttsssss.

I still have my hopes for ritualist.

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Warlord Sikari (80 Scrapper)

And the new Guardian Elite is called...

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Posted by: ronpierce.2760

ronpierce.2760

I still think it’ll be pit. There are pretty much all the pieces in the game to make a Pit, too. The answer seems too obvious to me.

Attachments:

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Tell Us Your Dev Priorities!

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Posted by: ronpierce.2760

ronpierce.2760

1.) Minion AI (Some of that is design related, AI is just broken…)
2.) Healing (Especially in relation to Death shroud)
3.) Support. (Unique support > Finishers)
4.) Counters
5.) Scaling 1vX Defenses.
6.) Fields/Finishers.
7.) Condition Damage. (Conditions need more work than no cap, and all the while, I’m afraid of their outcome, honestly…)

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Make life blast faster but less damage

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Posted by: ronpierce.2760

ronpierce.2760

I havent done PVE in a while. I couldn’t believe how great Life blast felt underwater.

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Lets be nicer to Anet guys :D

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Posted by: ronpierce.2760

ronpierce.2760

As customers, I’d say we have a right to be frustrated. We bought the game, some of us still pay for things, because we enjoy the game and like to support them, but they have proven to be pretty negligent at times… For instance, since release Moa, simply because it is a “transform” kills all minion pets. Or minions COMPLETELY stop attacking and stand around. Then on the other hand, they take a (broken) spec such as turrets, and with AMPLE warning, completely destroy it, rather than allocating proper resources to improve its design instead. Balance patches went from every few months to every 6 months (granted now they’re focusing primarily on HoT).

Then, after a lot of legitimate reasons to be frustrated, having employees say that their problem is that you write things in a “negative light” and act snarky. You’re kitten right I put something in a negative light when you refuse to do your jobs for very obvious and game breaking issues…

Point being, frustration is natural and frankly, pretty well earned. The game is nearly 3 years old. At this point they shouldn’t have basic skills that are literally completely broken and unresponsive.

I was nice for the first 2 years, I’ve done more than a fair share of write ups and tried reaching out. Anymore, its just annoying to try to get them to recognize that there’s a legit issue without them literally laughing about real problems that have existed in the game for ages.

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Warlord Sikari (80 Scrapper)

Guardian --> Paragon <3

in Guild Wars 2: Heart of Thorns

Posted by: ronpierce.2760

ronpierce.2760

It’s not going to be called Paragon, it will probably be some type of Angel or Archangel.

The wings are too obvious to be connected with its name.

The same thing for the Chronomancer, you could see clock faces/gears inside the shield.

http://old.wallcoo.net/game/guildwars_wallpapers_1024/wallpapers/1920x1200/guildwarsnightfall-paragon-wings.jpg

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
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Guardian --> Paragon <3

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Posted by: ronpierce.2760

ronpierce.2760

I’m still confident that Necromancers are getting spirits and Ritualist. Reasons:

- Majory is Canthen and is they key character for necro specialization.
- She has ties to spirits and wields a spirit weapon.
- Necromancer has spiritual abilities already (spectral skills) (not my own conclusion, so if it’s off base, I take no credit.)
- They want specializations to use pre-existing utility types. Rangers have Spirits.
- They announced just recently they want to remake ranger spirits into immobile utilities and make them much stronger and interesting.
- Note: There are utilities that are much more deserving of a rework (turrets) but they made a point to re-work Spirits which would otherwise have no real effect on HoT, where their major focus is.
- Necromancers are the most likely to receive spirits of any other base profession, and ritualist was a popular class.
- Devs love their GW1 call backs.

The sudden spirit rework and it’s goal being more similar to GW1 spirits strikes me as curious. And who knows, if they’re good, I’d welcome them. I love pet builds and everyone knows MM aren’t there (lol AI). Maybe repositionable spirits will give me the play style I love with less frustrations, maybe even a higher skill cap! Plus if they look like updated gw1 spirits I’ll be happy as hell.

But Guardians have Spirits. and Revenant is closer to Ritualist lore wise than the Necromancer which doesnt even deal with death anymore.

Rev channels spirits of legends to fight like them. They won’t have a ritualist. Guardian… Already has spirit, not likely to get them twice. They’re also spirit weapons which aren’t the same thing as a spirit. (Functionally, even, they’re just a fancy name for a minion)

Also, by definition, these elite specializations are unique classes that spawn from the roots of the previous class. Necro has things like ritualistic wells, spectral skills and so forth, plus the huge list above of other curious things. Plus thematically, gw1 spirits seem like they’d fit necromancer more than the others.

Skill Types are all going to be put in general types across classes. like I said, Guardians already have Spirits as do Rangers.
Necromancers arent connected to Ritualist from GW1. Necros deal with Death, (well they did in GW1 not anymore) and Revenant deals with Mist Spirits like the Ritualist from GW1 did.

So thats already three classes right there that deal with spirits on a lore level, and 2 of them already uses Spirits in skills in the game.

They said classes (within themselves) will extend ability types to their other spells. Spirit weapons are so entirely different than “spirits”. Spirit weapons are mobile attackers, much like minions. They said they are reworking “spirits” to be immobile and more potent. Notice, they never drew that line to Guardian Spirit WEAPONS. They are entirely different things mechanically.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
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Guardian --> Paragon <3

in Guild Wars 2: Heart of Thorns

Posted by: ronpierce.2760

ronpierce.2760

I’m still confident that Necromancers are getting spirits and Ritualist. Reasons:

- Majory is Canthen and is they key character for necro specialization.
- She has ties to spirits and wields a spirit weapon.
- Necromancer has spiritual abilities already (spectral skills) (not my own conclusion, so if it’s off base, I take no credit.)
- They want specializations to use pre-existing utility types. Rangers have Spirits.
- They announced just recently they want to remake ranger spirits into immobile utilities and make them much stronger and interesting.
- Note: There are utilities that are much more deserving of a rework (turrets) but they made a point to re-work Spirits which would otherwise have no real effect on HoT, where their major focus is.
- Necromancers are the most likely to receive spirits of any other base profession, and ritualist was a popular class.
- Devs love their GW1 call backs.

The sudden spirit rework and it’s goal being more similar to GW1 spirits strikes me as curious. And who knows, if they’re good, I’d welcome them. I love pet builds and everyone knows MM aren’t there (lol AI). Maybe repositionable spirits will give me the play style I love with less frustrations, maybe even a higher skill cap! Plus if they look like updated gw1 spirits I’ll be happy as hell.

But Guardians have Spirits. and Revenant is closer to Ritualist lore wise than the Necromancer which doesnt even deal with death anymore.

Rev channels spirits of legends to fight like them. They won’t have a ritualist. Guardian… Already has spirit, not likely to get them twice. They’re also spirit weapons which aren’t the same thing as a spirit. (Functionally, even, they’re just a fancy name for a minion)

Also, by definition, these elite specializations are unique classes that spawn from the roots of the previous class. Necro has things like ritualistic wells, spectral skills and so forth, plus the huge list above of other curious things. Plus thematically, gw1 spirits seem like they’d fit necromancer more than the others.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
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Guardian --> Paragon <3

in Guild Wars 2: Heart of Thorns

Posted by: ronpierce.2760

ronpierce.2760

I’m still confident that Necromancers are getting spirits and Ritualist. Reasons:

- Majory is Canthen and is they key character for necro specialization.
- She has ties to spirits and wields a spirit weapon.
- Necromancer has spiritual abilities already (spectral skills) (not my own conclusion, so if it’s off base, I take no credit.)
- They want specializations to use pre-existing utility types. Rangers have Spirits.
- They announced just recently they want to remake ranger spirits into immobile utilities and make them much stronger and interesting.
- Note: There are utilities that are much more deserving of a rework (turrets) but they made a point to re-work Spirits which would otherwise have no real effect on HoT, where their major focus is.
- Necromancers are the most likely to receive spirits of any other base profession, and ritualist was a popular class.
- Devs love their GW1 call backs.

The sudden spirit rework and it’s goal being more similar to GW1 spirits strikes me as curious. And who knows, if they’re good, I’d welcome them. I love pet builds and everyone knows MM aren’t there (lol AI). Maybe repositionable spirits will give me the play style I love with less frustrations, maybe even a higher skill cap! Plus if they look like updated gw1 spirits I’ll be happy as hell.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Guardian - longbow spec confirmed

in Guild Wars 2: Heart of Thorns

Posted by: ronpierce.2760

ronpierce.2760

Ehhh
The armor is less glorious thant I thought it would be.

Mesmer is still winning.

Also,I doubt there will be a new bow,this is just Azureflame

PS: But I’m still excited ,also,wings!!!

Hope it is called anything but Paragon,please.

What’s wong with classic prof names?

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Warlord Sikari (80 Scrapper)

And the new Guardian Elite is called...

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Posted by: ronpierce.2760

ronpierce.2760

sandwich maker
/15

That’s warrior.

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And the new Guardian Elite is called...

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Posted by: ronpierce.2760

ronpierce.2760

Pit.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
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Guardian - longbow spec confirmed

in Guild Wars 2: Heart of Thorns

Posted by: ronpierce.2760

ronpierce.2760

Until they get Mantras, teehee.
Paragon
Chants.
Mantras.
GL

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Warlord Sikari (80 Scrapper)

Guardian elite spec in this week's stream.

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Posted by: ronpierce.2760

ronpierce.2760

Hambow 2.0!!! Get rekt.

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Turret Engi Patch - How are we faring?

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Posted by: ronpierce.2760

ronpierce.2760

AI companions need an overhaul. It needs to go back to the drawing board and start from the scratch.

There is no way for an AI to be viable and not expect people to be angry that it is viable. The current AI system is just bad because it is either useless(spirit weapons) or OP(pre-nerfed turrets). There is no way to get the right balance.

As an MM lover, I agree. They need better control, less passive damage, better use AND survival from aoe (like turrets had, which wouldn’t be as much of a problem if they weren’t so kitten passive overall), and more pet-player interaction and required* synergy in order to be effective.

Problem is, it’s a far shot from where we are and I don’t think Anet has the resources they want to sink into it. Plus the AI stigma is already so bad because of the initial design of dos sticks…

Mm is still my favorite as it requires a pretty good amount of interaction and control to allow pets to be useful. Unfortunately pets are still bad because of their weakness to AOE and a bit too much passive damage making them strong against lesser skilled players and useless against good teams.

Ah well. I still play MM because I enjoy it’s unique play style and I understand it’s stengths and weaknesses. Haters can keep hating. :P

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Warlord Sikari (80 Scrapper)

Minion AI - Can I have a new one, plz?

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

Would likely be too much work for Anet to care, but if they did it anywhere, spvp first would be great!

And in improve general responsiveness.

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Necro Utility Speculation (Existing)

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

I’d be excited for spirits if they handle them well. It could fix our reliance on poor AOE if we just have high control of placement and re-placement. Spirits might also help with support. If they get AOEd down by everything like minions then they might as well save everyone the time because they won’t be useful if they get wrecked by everything (assuming that is their plan for utilities).

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Make life blast faster but less damage

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Posted by: ronpierce.2760

ronpierce.2760

Which is exactly why i said make it a blood magic master trait. :P

I was agreeing with you and elaborating on why. :P Just saying its a good idea but has to be carefully handled because a terrormancer with dhuum and return condies could easily get out of hand.

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Does medi have too much burst in PvP?

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Posted by: ronpierce.2760

ronpierce.2760

Didn’t they also buff the healing from the meditation trait in a patch post launch? Like when they did with shout heals?

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Make life blast faster but less damage

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Posted by: ronpierce.2760

ronpierce.2760

I know but we dont have a transfer above water without taking high cooldown weapon/utility skills.

If they made it xfer above water it would pretty much have to be Blood magic trait oriented. Blood magic needs love, especially with its connection to Death Shroud. And it needs to be relatively “out of reach” for condition necros, because their return is fine while power could really use some love with condi removal. And if it’s a master trait, it lines up well for power necros wanting to take ritualistic wells.

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Necro Utility Speculation (Existing)

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Posted by: ronpierce.2760

ronpierce.2760

I still sort of hope Necromancer gets Ritualist and spirits. Call me crazy but that’s one of the reasons I ended up playing Necro/MM. I’d love to be a real ritualist. :P There is enough evidence supporting the idea, too.

- Majory is Canthen and is they key character for necro specialization.
- She has ties to spirits and wields a spirit weapon.
- Necromancer has spiritual abilities already (spectral skills) (not my own conclusion, so if it’s off base, I take no credit.)
- They want specializations to use pre-existing utility types. Rangers have Spirits.
- They announced just recently they want to remake ranger spirits into immobile utilities and make them much stronger and interesting.
- Note: There are utilities that are much more deserving of a rework (turrets) but they made a point to re-work Spirits which would otherwise have no real effect on HoT, where their major focus is.
- Necromancers are the most likely to receive spirits of any other base profession, and ritualist was a popular class.
- Devs love their GW1 call backs.

That’s enough for me to believe it.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Make life blast faster but less damage

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

lifeblast transfer conditions should be a master trait in blood magic. So you can have synergy with unholy martyr. :>

That would be smexy as hell but not likely.

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[tin foil hat] necro spec is ritualist

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

Just something to consider:
1. They wanted to reuse existing ability types.
2. Necromancers have enough similarities to pull off ritualist as a sub-class.
3. Out of practically no where, devs decided to rework spirits of all types…
4. They wanted them to be more impactful and immobile….

Coincidence? We’ll see, but it wouldn’t surprise me.

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Turret Engi Patch - How are we faring?

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Posted by: ronpierce.2760

ronpierce.2760

Turrets only fire every 20 seconds… Learn to dodge

Rifle turret – rate of fire 2s
Flame turret – rate of fire 3s
Net turret – rate of fire 10s
Rocket turret – rate of fire 4s
Thumper turret – rate of fire 3s

Your credibility – zero

;3

Meant 2s I fixed the error

As for street cred I’ve killed you in pvp

Shots fired! (Every 2 seconds)

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Make life blast faster but less damage

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Posted by: ronpierce.2760

ronpierce.2760

I’ve always felt the cast should be 3/4, and reduce the pre/after cast and slightly reduce the damage. I don’t however condone the idea of land transferring conditions because #opaskitten

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Minion AI - Can I have a new one, plz?

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Posted by: ronpierce.2760

ronpierce.2760

@ Ron

Honestly, I do not think detour path is a real thingie.
Minions are pass -fail.

Here, yes. I’m talking about how other games have handled AI by giving them compensation mechanics. (ie flat speed bonuses or more complex mechanisms) I definitely think pets need to “learn” to chase an enemy over a ledge. It’s so ancient feeling to see your pets take the long ways down ramps when people dropped 5 feet down. It almost single handedly kills the usefulness of pets in any mode with terrain (see: all) if the enemy is smart.

@Bhawb, I disagree that it’s meaningless. Hell, if a guy can control 1 we should get SOMETHING for our 6… It means a lot because sometimes it is INCREDIBLY important to stomp your pets from chasing an enemy. The most important example would be if your pets latch onto a fleeing enemy but a thief is stealthing various times and your pets rather than waiting to assist you with the thief try to run for someone irrelevant which leaves you completely defenseless. There’s just no reason for it. Frankly, we don’t need 2 controls. A toggle passive/aggressive would probably be good enough, but is not a trivial thing.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

[Suggestions] Game-Play Control Improvements.

in Guild Wars 2 Discussion

Posted by: ronpierce.2760

ronpierce.2760

These are good suggestions, especially the max distance fast casting which would be super useful for infiltrator’s arrow. Also, only checking if you are facing the target at the end of a cast would be super useful for skills like ray of judgment (which fails if you don’t keep your target in front of you from the moment you press the button until the moment the ray comes out).

Personally I prefer to turn my character by holding right click and turning the camera, but that’s why options are good

Yeah, I figure each would have to be an option, minus maybe the single facing-check on casting.

Just so in clear though, right click, in my suggestion, would turn your camera still. The only difference is that it would ALSO turn your character when standing still, much like when moving, and turning your camera but not your body would still work with left click.

Essentially the idea is left click would turn only your camera always (as it does now) and right click would always turn your camera AND body (as it does now, but does not do when standing still for some reason).

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Minion AI - Can I have a new one, plz?

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Posted by: ronpierce.2760

ronpierce.2760

I wish they’d have some sort of mechanic for handling long detour paths. Let’s call it “determination”. In many games when a pet gets out of range of the master or enemy they actually move faster than standard players (or in WoW, always… Go figure Hunter pets are useful…). But let’s assume they don’t want minions to outpace players, they should really have some sort of calculation for distance and z-axis that triggers a determination buff, greatly increasing speed until it overcomes the obstacle.

Examples being: Ramps, terrain dips and gaps, platforms and long walls:

Aaaaaaand the ability to jump down a freaking ledge after an enemy….

City of Heroes had AI that could jump all over the place and do anything it wanted, there’s really no reason AI has to be ‘this’ bad… It’s held back because it’s super standard and does nothing to correct its shortcomings.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

New Necromancer Shout Confirmed!

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Posted by: ronpierce.2760

ronpierce.2760

Necros are getting glyphs. I know because I am an anet employee.

I’ve been curious on ways to give glyphs to other classes, but I can’t think of any other class that has multiple “forms” that would cause a glyph to change its use. Pretty sure the only thing that makes a glyph unique is that it changes its ability based on attunements. :/

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New Necromancer Shout Confirmed!

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

“I’m Useful!”
Applies 1s of Might (1s) to one nearby ally.
120s CD

C’mon, Bhawb. What happened to you? You used to talk with logic and cared about balance. Devs will never listen to us if all we do is spout out OP bs.

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Lets see your Necromancers/Reapers!

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Posted by: ronpierce.2760

ronpierce.2760

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
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