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Your minions.....

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Posted by: ronpierce.2760

ronpierce.2760

Can’t, you can only put shadow fiend on your bar once. So your army would consist of 1.

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

Kasmeer's Staff on Necro

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

People yell at me cause its a Mesmer staff, but I’m a Toxic Nightmare, and I think it fits me just fine. :P Haters gon’ hate, but I think I look suave.

Edit: I’ll get you a picture of the shadow scythe soon, it IS a little off center just like… idk, EVERY staff ever. IDK why they don’t just adjust it already. :/ Long story short its a bit off, but no different than any other.

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

Town Cloths in PvP

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Posted by: ronpierce.2760

ronpierce.2760

Town cloths are fun for people, AND there is money to be made because there are a lot of town cloths already buyable, but doesn’t serve a good purpose. I know engineers would buy the flight-helmet and the list goes on from there. So its income for them and more fun for the players. Plus you also have to realize there are different teams that work on PvP. To add this it wouldn’t shut down the whole group of people that work on PvP. :P

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

Sikari's MM Duscussion & Suggestions [II]

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Posted by: ronpierce.2760

ronpierce.2760

Bhawb, you’re right I had a clash of ideas and forgot to update Dagger 1, the idea to add LF to dagger 2 was a late-addition. So, for that, I reduced the dagger 1 LF gain from 0/2/4 to 0/2/3, then adding LF generation from Dagger 2 to make it a more worthy ability. Plus adding life force in addition to some healing makes sense when draining someone’s life (force). This may still put dagger at a slightly high LF gain curve, but may stay pretty even with the staff changes, and considering it’s our only melee weapon that requires being close quarters, I feel the slight lead on the LF curve is warranted. This is especially true considering we have so few melee splash defenses and are easy targets of cleave. Axe may need some LF from perhaps Axe 3, but I’m not sure. I believe they wanted to keep LF off of Axe 1 iirc. I don’t currently have a good suggestion for Axe LF generation.

As to minion siphons, I’d say, it probably wouldn’t hurt too much if it siphoned per enemy hit. In PvP chances are it would still mostly hit 1 target, on occasion 2 or 3 but I’d say not very frequently that it would become an issue. Plus this would be a good alternative to the loss in single target damage. Additionally; evades scale VERY well when fighting more than 1 target (fully evading as many hits come at them in that frame) I don’t think it’d be broken considering MM quickly goes down hill versus more targets. In PVE it would be a slight buff, but MM isn’t so powerful that it would break anything. So all in-all I think it’d be fine. Obviously it’d have to be tested but I think the difference would feel very minimal in the long run. WvW flesh golem would still die in a matter of seconds…

Also; I agree Death Shroud healing would make for a good Grand Master; but if it was, I’d say 100% healing through Death Shroud (since we still wouldn’t have access to our #6 heal) but a Grand Master trait for Blood would be sufficient. And this way it would buff all siphon builds and fit very well in the blood line. Blood might actually see some use while bunkering if this happened. And without access to #6 I can’t imaging letting us regen and siphon in DS would be game breaking….

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

Blood Fiend = Cruddy Healing Signet?

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Posted by: ronpierce.2760

ronpierce.2760

Well that’s really for the balance team to decide. I kind of enjoy the counter play of people killing it. (PvP) But I think we can all agree it DEFINITELY needs help. The healing numbers are low (9000 over 30 seconds assuming 100% uptime/never CCed/Never Evaded/Always locked on/The enemy doesn’t stealth/block/invuln, plus all the down sides of it… Simply put; it never even close to reaches its par POTENTIAL, so yes, it has got some issues.

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

GW2PvPTV 2v2 Tournaments! Starting 11/23

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Posted by: ronpierce.2760

ronpierce.2760

Or; just don’t ban anything because the FML 2v2 tourney was missive amounts of fun and no one was playing build police. People came to have fun not be bossed around… And guess what happened? People had fun and there were a lot of nail biting plays and unique comps…

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

Light armor looks for my necro

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Posted by: ronpierce.2760

ronpierce.2760

This is how necros should look :P

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

Sikari's MM Duscussion & Suggestions [II]

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Posted by: ronpierce.2760

ronpierce.2760

Weapons:
- Staff: Staff lost a lot, and it was heart breaking to see how it was all handled… That said, staff is a support weapon, not a selfish one, keep that in mind when moving forward, ANet.
– Staff 2: Mark of Blood now grants Regen to nearby allies within a 450 radius (900 total range), and doesn’t require the allies to be standing in the mark when it is triggered.
– Staff 4: Putrid Mark should now transfer 3 conditions from all nearby allies to enemies when triggered. This no longer rips more from the caster per enemy hit.
– Staff 5: Reaper’s Mark now has a 1 second cast time, but has a 35 second cool down, now, and the mark visual is more red-like now, while the others are still green.
– Staff abilities should no longer start a full cooldown when interrupted.
– All staff marks now gain 2% Life force when triggered. Trait now doubles this to 4%. (Up from 3%.)
– Staff 1: Necrotic Grasp is now a shadow scythe projectile much like focus 4, and has a wider hit-zone. The visual has changed to the necromancer swinging the staff as they would a scythe. Reduced life force gain to 3%.

- Dagger: Dagger 1 is nice, but it leaves the rest of the dagger feeling a bit empty.
– Dagger 1: Now gains life force as 0%/2%/3%, which reduces the total LF gain from the dagger a little bit to allow more from dagger 2.
– Dagger 2: Life Siphon now deals the same damage but in 2.5 seconds, instead of 3.5, in addition, each pulse gains 1% LF. The healing is reduced by 10%. This way Dagger 2 can act as a slight damage boost, and has more use beyond spamming dagger 1.
– Dagger 3: Range increased to 900 range so that it may act as a gap closer, and keeps enemies from running a little better, as is the necromancer’s niche.
– Dagger 5: Reduce cast to 1/2 to compensate for the long animation.

- Focus:
– Focus 5: When traited, reduce the cast time from 1 1/4, to 3/4. The boon rip now prioritizes stability first, always.

- Axe: Needs to cleave.
– Axe 1: Rending Claws now “cleaves” by striking enemies near the target hit. The claws will now strike directly in front of the caster (130 melee range) when no target is selected. Additionally, it deals 20% less damage, but hits every 1/2 second instead of 3/4.
– Axe 2: Ghastly Claws now also hits enemies in melee range when no target is selected.

Sikari’s PvP Minion Master build:
http://gw2skills.net/editor/?fQAQNAodWjEal69aua07JAJFRT90DuBPcIF5KNA-ToAA1EIpQyhkBJJSWkGhsCZWA
(Blood fiend is exchangeable for CC, but I prefer Blood fiend for heal through stuns. Also if you’re roaming a lot I’d suggest shadow fiend over the flesh wurm.)

First thread: Sikari’s Push to Revive the MM Necro
https://forum-en.gw2archive.eu/forum/professions/necromancer/Sikari-s-Push-to-Revive-the-MM-Necro/first

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

(edited by ronpierce.2760)

Sikari's MM Duscussion & Suggestions [II]

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Posted by: ronpierce.2760

ronpierce.2760

Cast Times: Summon cast times are a bit too long, as they also suffer an animation-time and a lock-on time. All summons should have a 1 second cast time instead of 1.5. (They are .5 second casts underwater already!) Flesh Wurm should have a 1/4 (so it isn’t “instant”) cast so that it may be used as a long-cooldown mobility tool without having to be casted for half the walking distance.

Call Back: Simply put, a necromancer is a pet class, even if not all builds USE them. They are so heavily invested that they can run around with somewhere in the ball park of 6-7 pets. They NEED an f2 that calls them back. A “call back” is not a “cool” ranger feature, it just makes them work right with pets. Having minions and not being able to call them back feels super clunky and just lowers the quality of the game. F2 call back can be hidden unless a minion is summoned, that would work just fine.

Pet Dodging: This actually goes for ALL pet users. Simply put, to avoid HP inflation of pets (which absolutely isn’t needed) all pets on all classes should dodge with the master and gain an “invulnerable” 3/4 frame buff to avoid damage while the master is dodge rolling. This is for many reasons; it adds some active protection of the master, which is good for the play of any “commander” builds, but also with all of the PvE 1 shots, and the Treb in Khilo, having your entire build wiped out because they simply stand there, even if the master plays flawlessly is no fun. It prevents the entire build from being useful in specific cases.

Pet Scaling: While I can sympathize with ANets thoughts on making pets not scale with stats because it takes away from niches, they should undoubtedly scale with armor LEVEL. As a player gains Agony Resistance, pets should gain that resistance, and when a player starts to upgrade to higher tiers of armor in PvE/WvW pets should scale their own power in a ‘relative’ manner (Hp/damage/toughness etc increased slightly as a player upgrades so they don’t lose effectiveness over armor tiers).

Death Shroud: Death shroud is our only defense, and unlike other classes with their blocks, protection and so forth that we don’t have access too, their regens and other heals still affect them. This makes them better in groups because splash healing continues to affect them when they are defending themselves, while necromancers can often miss big heal, and even their own healing mechanics, and it can often lead to an unfair death.
– When in Death Shroud, siphons, Blood fiend, regen and outside sourced heals now heal you for 50% effectiveness. While this does put a damper on outside healing, it doesn’t make the class feel like it’s fighting itself by killing off benefits from its own heal, and traits.
– Death Shroud 2: Dark Path should have a fast cast time, like 1/4 and the animation move much quicker. Alternatively, Dark Path could retain a longer cast time but instantly teleport to the enemy.

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

(edited by ronpierce.2760)

Sikari's MM Duscussion & Suggestions [II]

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Posted by: ronpierce.2760

ronpierce.2760

Greetings everyone, it’s High Warlord Sikari, again. This is my second big Minion Master write up. Here I’ll be highlighting key changes/updates the Minion Master needs to see, some basic pet mechanics, and thoughts about the minion master in general. For anyone who cares about the Minion Master build, hopefully you’ll be able to relate here, and as always I appreciate support, feedback and discussion!

Introduction:
Minion Master is still one of my favorite builds. However, it is heavily haunted by the “AI” stamp that’s often incorrectly thrown around. Minion master is one of those builds, admittedly, is easy to pick up and be effective with. That shine, however, fades away the higher tier of play you go, and this is when it is the most fun! I like think think of the minion master as a commander of sorts, we demand a huge army that, without the master is flimsy and powerless (if someone says they died to minions and the master just ran in circles, they did something incredibly wrong). The beauty of being a Minion Master is the art of control, and being the ultimate hybrid. We, ourselves are not flimsy, however we lack many defensive cooldowns, we have a decent amount of control over the flow of battle, which is used to ensure our army of flesh can meet its prey, and furthermore our damage is good, while not matching other high damage specs. Hence; the ultimate hybrid, which makes us the “King” of all “Jack of all trades”. Here are some pros and cons of the Minion Master.

Pros:
- Able to apply streaming pressure, causing enemies to move frequently.
- Middle-high survivability via death shroud and siphoning in 1 on 1 situation.
- Several methods of slowing and controlling the enemy.
- Good amount of body-block defenses.
- Strong when AoE buffed.
- “AI” out-sourced damage.

Cons:
- Very weak to AoE.
- Power greatly diminishes versus more targets.
- Very little AoE damage.
- Only 1 CC break at the cost of a strong minion.
- Limited direct control over units.
- “AI” has pathing issues, and sometimes can be unresponsive.
- Incredibly weak when minions are dead.

Minion Masters Need Changes:

Minions:
- Minions Damage: Minions do a bit too much damage 1 on 1, and we have almost no group use.
– Reduce Training of the master’s damage boost from 30% to 20%.
– Flesh Golem and Shadow Fiend now deals 25% less damage per swing (remember this gets double nerfed with training nerf), but now cleaves other nearby enemies.
– Bone minions: Explosion now deals 25% more damage (sub set of trait nerf, plus gain a little more damage), but is no longer unblockable. Bone minions (only) now run 25% faster so they can be positioned quicker. This way the explosion is still very useful, but has a bit more risk to it.
- Blood Fiend: Currently, blood fiend is just an all-around worse healing signet. It’s killable, avoidable, heals for less and has a large cast time once on cooldown. Changes are definitely needed to bring them in line with other heals in the game, and to make it a choice to use versus Consume Conditions.
– Blood fiend should now attack once every 2 seconds (from 3), but deal 25% less damage and heal for 25% less. This would take it from 308 healing per second to about 347 healing per second. (Still less than healing signet.) In addition, every 3rd attack would remove a condition from the master.
– This way the healing is a little more in line, still not as good as signet is, still has all the draw backs as before, but also helps with conditions as CC does.

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

Blood Fiend = Cruddy Healing Signet?

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Posted by: ronpierce.2760

ronpierce.2760

That’s pretty much the point in a nut shell. I don’t mind it dying, because it’s a minion. It’s part of having them is watching them die; however the issues are:
- It heals LESS than signet.
- It is killable/ccable/Losable
- The heal tick can be “dodged” by the enemy.

The damage it does isn’t a big deal. 25 dps is pretty shruggable for… basically anyone. It’s kind of like having half a 0 condi power bleed on the enemy at all times that can be evaded, not a big deal.

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

Blood Fiend = Cruddy Healing Signet?

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Posted by: ronpierce.2760

ronpierce.2760

I’d say something like this:
Reduce damage and healing by 25%.
Now attacks in 2 second intervals.
So it’d be 695 healing every 2 seconds. (347) Still not as good as healing signet, but it gives it more chances to actually hit/missing isn’t as harsh.
And add: Every third leech removes a condition from the master.

What about that? Leave the sacrifice the same.

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

Longer casting times

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Posted by: ronpierce.2760

ronpierce.2760

Why are you using a Staff as a Necro in a 1v1, it’s the wrong weapon to try and attack a single moving target with.

Guardians need longer cast timers? Are you serious?
Guardians have several of the longest cast timers in the game and many of the most obviously telegraphed attacks / combo sequences. DPS Guardian damage is easily avoidable. The Scepter won’t hit strafing targets and the GS is very easily avoided.

As far as the Scepter goes with its 1/4 cast time, please nerf it down to 1/2 second per cast, but in return I want it instant hit like the Necro Scepter, fair.

Necro scepter:
1# 1/2s
2# 3/4s
3# 3/4s
4# 1/4s
5# 3/4s

No instatnt skills here.

I think he means no travel time. I could see Scepter 1 having a travel time and being okay. I could agree with that. Other than that, yeah necro are one of the worst with long cast times versus other classes. (Necro/Guardian/Warrior would likely be top contenders of long cast times.)

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

Longer casting times

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Posted by: ronpierce.2760

ronpierce.2760

Why are you using a Staff as a Necro in a 1v1, it’s the wrong weapon to try and attack a single moving target with.

Guardians need longer cast timers? Are you serious?
Guardians have several of the longest cast timers in the game and many of the most obviously telegraphed attacks / combo sequences. DPS Guardian damage is easily avoidable. The Scepter won’t hit strafing targets and the GS is very easily avoided.

As far as the Scepter goes with its 1/4 cast time, please nerf it down to 1/2 second per cast, but in return I want it instant hit like the Necro Scepter, fair.

… I was saying those are the ones that have appropriate cast times… DPS guardians are where cast times SHOULD be. (or really guardians in general, except that they have a lot of instant utilities/plus the virtues). Calm yourself. Scepter is fine how it is. In fact, I wish Necro scepter had a travel (bug flies like WH 5) animation. I was saying Warrior/DPS guardian and Power necro all have cast times of how it SHOULD be.

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

Longer casting times

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Posted by: ronpierce.2760

ronpierce.2760

u want necro to chanell marks? Before i will chanell anything thief and mesmer gonan one shot me , realy it will not work , not withe the sustain and mobility of necro

This I also agree with, while we do need longer cast times, marks are already 3/4 cast time aoes. That’s pretty long compared to most other cast times. Plus if the target is moving, landing a non-traited circle can be a challenge, especially with a lot of moving parts/random evades yada yada. STaff has already gotten nerfed a TON the past 2 big patches, I think enough is enough. It’s borderline terrible as it is, now and after the patch nerfs.

However, overall we do need longer cast times across the board. (See Dps Guardians, hammer/mace Warriors, Power necros edit: for good examples of how animations should be.)

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

(edited by ronpierce.2760)

Blood Fiend = Cruddy Healing Signet?

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Posted by: ronpierce.2760

ronpierce.2760

I kind of think Blood fiend deserves some sort of change/buff. Warriors have many more blocks/defenses, we can’t heal in Death shroud, so why does blood fiend heal for so little?
- Healing signet heals for roughly 400 HPS, any time it keeps ticking.
- Blood fiend:
*Heals for 926/3 sec (swing timer) = 309 HPS. Doesn’t scale with HP unless you have siphon, which you’d be able to push about 330 hps if you’re lucky. (All assuming no misses, 100% up time.)
* Does about 25 dps
* Can be killed.
* Can be evaded.
* Can be CCed.
* Can be LOS’d.
* Doesn’t heal us through our “blocks” (DS)
* Doesn’t heal us when the enemy is stealth/running.

Doesn’t anyone else feel its a bit lack-luster?
I mean these are both high HP classes, we have fewer active defenses, our defenses cut the healing, and ours is much much less effective and our heal can miss.

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

GW2PvPTV 2v2 Tournaments! Starting 11/23

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Posted by: ronpierce.2760

ronpierce.2760

Not to mention; Moa 1 shots all of my pets, and I wasn’t saying ban mesmers, even though THAT is considered a bug. :/ You just learn to deal…

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

GW2PvPTV 2v2 Tournaments! Starting 11/23

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Posted by: ronpierce.2760

ronpierce.2760

Exactly… I mean through practice we’ve lost quite a few times (and even in the last tourney we lost at least once in most match ups we had), its far from unbeatable. It’s not a mess to watch neither as long as shout casters turn minion name tags off. Most people just don’t do that and then complain when they see name clutter all over the place. The clutter isn’t bad at ALL even necro vs necro mm if you jut turn off the enemy names but turn on Player names.

Granted; because its such an issue and people never learn when I explain this to them, they need to just make a default setting turning all minion names off in PvP (pets/spirits/spirit weapons/elementals/minions etc.)

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

Make Nightmare Armor more Accessible :P

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Posted by: ronpierce.2760

ronpierce.2760

I need to look like this, please.

Just saying, that looks rotting behind rank 80, lets show it some love. <3

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

Rate the Necromancer look above you

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Posted by: ronpierce.2760

ronpierce.2760

@ L. Stranger

8/10

I like the dark character with the dark/cultural armor, I just don’t like the Axe and helm. Great colors though.

I’d say 7/10. It could use more color mixtures to define the details a bit better.

Updated my necromancer, High Warlord Sikari, and he is now the Toxic Nightmare :P

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Warlord Sikari (80 Scrapper)

How does the Forum Thumbs up work?

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Posted by: ronpierce.2760

ronpierce.2760

Does anyone know just how the thumbs up system works? Such as how many thumbs up equates to a basic thumbs up and how many equates to a star thumbs up? I was just curious, because it shines some insight on preference of suggestions/comments, and it’s just beneficial to know. Thanks.

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

GW2PvPTV 2v2 Tournaments! Starting 11/23

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Posted by: ronpierce.2760

ronpierce.2760

I say let us Petting Zoo play… Things to know about the team:
- No stability between either character.
- Only 1 stun break between both players, which causes sacrificing a minion to do.
- Huge weakness to AoE. (And CC)
- “Trickable” Ai when using ground leverage.

Please let us play.

Wow, didn’t quite expect that much support to get a star thumbs up, maybe that will help him change his mind? I’d love to be able to run our original comp. We’re currently planning on doing MM+Support guardian, which honestly will probably be just as effective, but its just not “us”.

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

Show off Your PvP Armor *^*

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Posted by: ronpierce.2760

ronpierce.2760

Updated High Warlord Sikari, he’s now a Toxic Nightmare.

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

Poll: Team size for "Play Now"?

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Posted by: ronpierce.2760

ronpierce.2760

1 year and 7 months late . guys take note of this. pvp will be balanced accordingly to this time gap

Stop giving them hell, they’re doing their best to up productivity and communicate better (externally and internally), and posts like this make it impossible to want to reach out, because random lashback when they’re trying doesn’t help anything. If you want the game and community to progress then treat it in such a way.

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

Longer casting times

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Posted by: ronpierce.2760

ronpierce.2760

Wanted to hop in here and say I agree, in general too many classes have too fast of abilities, especially with too powerful effects which severely limits counter play. Burst is too high (and bunkering is a bit too effective too in some cases), and a lot of that is becausd the mass amount if instant tactics available. Moves like spinal shivers have long cast times, but good effects. Warrior moves are rather slow, many non-utility guardian abilities are too. This is more how things should play. No shorter than .5 sec casts up to about 1.5 depending on how powerful it is, shorter cooldowns but less burst and people could actually watch the fight and it wouldn’t be whack-a-mole spam fests. Things like condi spam necro and grenades just need new direction period.

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

Let us Prioritize our Cleanses?

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Posted by: ronpierce.2760

ronpierce.2760

HAHAHA realy i think u dont even know what u are talking about , it would broke everything in pvp , every condi build or boon rip skills/traits/utilitis would be usless :P

I can respect your view on it hurting condi builds too much… But what? How in the hell would it make boon rip skills/traits/utilities useless? It’s buff them… I couldn’t imagine how on earth this would ever be a nerf to ripping lol.

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

Let us Prioritize our Cleanses?

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Posted by: ronpierce.2760

ronpierce.2760

if you can prioritize your cleanse, I should be able to prioritize what boons I remove/corrupt.
its only fair

I said that already.

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

OP PvP healing from....

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Posted by: ronpierce.2760

ronpierce.2760

Personally I hate thief Withdraw. Not because its healing is off the chain but its both a semi-cc break+instant heal with an evade is a bit much for a heal. But then again, maybe they need it.

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

Let us Prioritize our Cleanses?

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Posted by: ronpierce.2760

ronpierce.2760

No, just no. This would make some conditions “useless”, this would make covering conditions useless, etc.

Condition cleanse should simply be LIFO.

For the uneducated, every single condition removal/boon rip skill has its own priority table that it follows. For example, ripping booms with bountiful theft will always prioritize Aegis and Stability, but corrupt boon will never take stab, if there’s other 5.

That being said, I don’t agree the different tableechanic there is, it makes cleansing conditions an absolute kittenshow.

Furthermore, I support the idea of cleanses being LIFO. It creates the possibility of actual counterplay at a high skill level. But I think the current system for boon rip is fine.

I do not like current boon rip. Spinal Shivers can’t be used for an effective counterplay against boonheavy classes (the one with the most stability, warriors/guard/ele) for stomp-stops, like Shivers→ DS → Doom, because its so easy for people with stability to have 4 or more boons.

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

OP PvP healing from....

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Posted by: ronpierce.2760

ronpierce.2760

Is it already that time of the month for Henry’s whine thread about something that counters his class?

On a serious note: it’s called rock-paper-scissors balance. Sure, it’s not perfect (far from it, probably), but it could allow to shake the meta
Your team has trouble facing another team that runs with an AR Engi? maybe bring a burst class to kill it, since AR does jack kitten against direct damage. Stuff like that.

Also, as other people have stated, it’s still possible to kill an engi with conditions, you just have to use them smartly. It’s the same thing that happened with immortal eles after all, just wait for their water attunement to be on cd and burst those 14k hps down.

That’s only partially true. Burst builds that are melee (dagger necro) that rely on conditions chill/immob/snare to keep on the enemy in order to do damage and has low mobility otherwise actually have a horrible time with AR too. Hell the anti-cc is the worst part about this trait imo.

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

Unblockable and Instant

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Posted by: ronpierce.2760

ronpierce.2760

I’m a long time MM. Not ashamed! 1v1, yeah a little bit… But they’re fun/rewarding and not OP in TPvP/2v2/3v3 type formats. They have some pretty specific issues, AoE, very vulnerable to CC. People who hate them just refuse to look at the beauty of them. They’re not like every other build where you spam your best moves and dodge the enemies. They’re like swinging a big wrecking ball, and your goal is to keep people in place so that it can hit, and trying to avoid it from being demolished. I get people don’t like them, but as much as they have their ups, they also have very demanding down sides that have to be compensated for.

Again; yes 1v1 they’re pretty annoying to fight, but they’re not the only ones!

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

Unblockable and Instant

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Posted by: ronpierce.2760

ronpierce.2760

You’re acting like these bone minions are juggernauts xD They explode for 2k, thieves/warriors/burst eles are all way more deadly. I think you’re being a little silly. Are they annoying because of unblockable? Sure. I don’t often exlode them anyways when people are blocking because I prefer to use them in a burst CC-chain combo. Doesn’t effect me much. But are they OP? Not even close… They don’t hit that kitten hard and don’t scale with crit/power.

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

Unblockable and Instant

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Posted by: ronpierce.2760

ronpierce.2760

what it comes down to is never let the mm necro or his minions get anywhere near you. this is why its horrible to play against because you are forced to basicly kite them to death like in pve. unless you have some massive fast acting aoe like dps guard with spin/smite condi/tele you’re in for a long running away fight. but the putrid explosion isnt really the issue tbh, its just an ugly form of play which relies on AI. anyone who says it doesn’t rely on AI is lying to you.

Saying it relies on AI is kinda silly though. Eles have arcane spells that are instant. Engies have Static Dischage when can send out 3-4 bolts of lightning in an instant that does more damage. And all AI does is slow you don’t from positioning and lets it get killed before you can use it. I’ll tell you I’d pretty well rather have an unblockable ground targeted version of it instead. that’d be worse :P So don’t complain its AI. It could be worse if it wasn’t.

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

Let us Prioritize our Cleanses?

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Posted by: ronpierce.2760

ronpierce.2760

Well I run focus on my necro and I’m all, hell yeah! I’m going to use Spinal Shivers and removal that stability, drop into DS, doom him and help my buddy! Oh wait someones’ generic 1 might aoe splashed onto him so he has 4 boons now and stability is the lowest priority. Cool, well so much for trying to be awesome.

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

Unblockable and Instant

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Posted by: ronpierce.2760

ronpierce.2760

Necro has a number of unblockable abilities though. That actually may be a flavor of the class seeing as how its the only class without a form for block/evade/tp etc, maybe its part of their niche to be able to bypass some of that from others.

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

Let us Prioritize our Cleanses?

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Posted by: ronpierce.2760

ronpierce.2760

If this does go through, I would like to add; it’d be nice if they split Bleeding stack priority into 2, <6 and 6+, cause the severity of either is quite different. I mean, its not 100% necessary, but bleeding is one of those things where 3 is no big deal, 25 is a game ender, so its… a big deal. But either way. I would love at least a basic prioritizing system.

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

Let us Prioritize our Cleanses?

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Posted by: ronpierce.2760

ronpierce.2760

I know this might be hard for devs, I’m not a coding wiz like most internet goers would have you believe about themselves, however I do think this would add a very next complexity/depth factor to the game.

Give us a UI menu that allows us to order our Cleanses (on one side) and boon rips (on the other side of the menu).
- Side-by side it’d have conditions and boons listed in ripping/cleansing order.
- You could move up or down conditions and boons in order you’d prefer them to be ripped or cleansed.
- Gives player flexibility and control of their dispels.
- Allows room for improvement instead of being forced to swallow a bad ripping/cleansing order. (Like stability being last? Unable to remove that 20 stack of bleeds so you remove the last bit of something useless.)

I know it may be hard, I’m not sure, but I really think this would be a nice improvement to allow us to prioritize our own removal standards. Anyone else agree?

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

Just made my own teaser.

in The Nightmare Within

Posted by: ronpierce.2760

ronpierce.2760

I liked it. Nice job.

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

Unblockable and Instant

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Posted by: ronpierce.2760

ronpierce.2760

Or like pokemon rpgs our name so when I tell my necro to use charge he’ll be all “High Warlord Sikari- Sik- Sikari!”, ah yes. :}

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

Unblockable and Instant

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Posted by: ronpierce.2760

ronpierce.2760

Bone minions have a rather long cast time, position time, pathing issues, low HP. If your game breaking issue is with bone minions, you might wanna step it up… Evade, use some ranged, aoe, chill/cc them couple things you can do to not die from a 2k explosion…

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

GW2PvPTV 2v2 Tournaments! Starting 11/23

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Posted by: ronpierce.2760

ronpierce.2760

I say let us Petting Zoo play… Things to know about the team:
- No stability between either character.
- Only 1 stun break between both players, which causes sacrificing a minion to do.
- Huge weakness to AoE. (And CC)
- “Trickable” Ai when using ground leverage.

Please let us play.

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

GW2PvPTV 2v2 Tournaments! Starting 11/23

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Posted by: ronpierce.2760

ronpierce.2760

Way to kill Petting Zoo team for no reason.

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

Stop UI from interfering with AoE targeting.

in PvP

Posted by: ronpierce.2760

ronpierce.2760

I actually agree with this as well. It is annoying.

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

Please scale kits with ascendend weapons

in Engineer

Posted by: ronpierce.2760

ronpierce.2760

All things with non-scaling entities will have this issue, I tried to warn them about this, but it ruined “niches” they said… EVERYTHING in an mmo with gear stats needs to scale… Pets or not.

- Ele pets don’t scale
- Ranger pets don’t scale
- Minion Master Necro pets don’t scale

And in the long run, what’s going to happen? They’re become useless and out of date OR they’re buff them and they’ll be OP for low-tier… Just make things scale!

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

Brainfreeze

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

You know the only problem with this idea is that some Dev will go. “Hey, that sounds like a pretty fitting trait name for a Mesmer! We just need to swap it around, because Mesmers really can’t inflict Chill, so it is chill on Confusion application!”

I’d be livid…

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

Brainfreeze

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

You guys are thinking about this all wrong… Sure, it might be pretty good… but thinka bout how COOL IT IS! And how great the trait name reflects what it does! /signed

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

Shield/Focus 5 seems reversed?

in Guardian

Posted by: ronpierce.2760

ronpierce.2760

TBH, if you want to get niddy-griddy with details, I always wished shield 4 would act the way it does now but have a slightly longer protection, and daze in a cone (be more like WoW’s prot warrior Shock wave, but daze instead of stun), that’d be really kitten cool. Then, make shield provide the blocks and the focus have the knockback. And tbh a slightly lower cd on either might be okay. 3 blocks for a long CD or infinite blocks for 3 full seconds on a shorter cooldown for warriors? I feel like our block is a little lack-luster in general, even with the potential damage.

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

Brainfreeze

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

Applying chill gives confusion. Do it. :P

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

[Suggestion] "Bravery" + Bonus!

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Posted by: ronpierce.2760

ronpierce.2760

So there has been a lot of talk about 4v5s and this and that. I saw a few people suggest what I had suggested once before, that they could allow people to toggle on the ability to “join progressed games”. Someone brought up a good point, though, who would do that? So what if they had a bravery bonus?

Bravery [checkbox]: Opt to join any match, including ones in progress. Joining a game in progress will award you with 100 additional Glory.

And have an achievement for so many bravery matches to get a bravery title.

Thoughts?

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

Serious PvP stealth suggestion.

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Posted by: ronpierce.2760

ronpierce.2760

To be honest Thief is a lot closer to what I once imagined most classes in this game’d be like, but to each their own I guess.

I’ve said I agree with this. My only point is it’s far too late. :/ It’s easier to make 1 class like 7 others than 7 classes like 1. It’s unfortunate, and you’re right, but they’re not able/willing to make smalled “big changes”, there’s no way they’d redo the entire class system, all abilities and traits.

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