4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Hell yes it is fun.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Thank you for sending me free stuff on the mail and for this awesome patch! Love you guys mucho! Thanks!
Ps. Yes, this is a thank you post. ( Buzz off haters )
I’m curious…in your opinion, what was awesome about this patch? And what is your main profession?
For me, Minions getting a hp buff.
I can finally play a minion master.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
After I summon the first fleshweaver, the sigil won’t generate anymore stacks.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I assume that you want to buff bad classes because so that they become more viable in dungeons equal to the good classes.
In my opinion, I don’t want buff or nerfs to any classes at all. The huge offenders are the dungeons themselves.
Notice the bad professions. They are all good at control. If control roles shine in dungeons, the bad professions will shine in dungeons. Mobs need to be changed so that control role is worth it.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
This is for dungeons pve.
When your group are stacking on a corner, use your flesh golem’s ability.
It is like the Norn beastform giltch, except it is easier and doesn’t require you to turn off auto-target. Plus the recharge is only 30 seconds instead of 480 seconds.
Thanks to the new minion hp buff, golems can survive easier.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Then trait Poison Nova…
or am I feeding some troll?
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Played AC p1 today with my Necromancer.
Minions are now awesome. Thanks Anet!
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Sounds unreasonable. Why should Fortify stay, when you drop the shield that gives you the skill?
Multiple reasons.
- To give you invulnerability while channeling skills.
- Great support option for other professions that uses channeling skills. They too can use the AoE pull → Fortify → Barrage/Meteor shower/some other channeled skill.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Perspective Insight:
- What in your opinion is conceptually more difficult:
a) Soloing two players with the downed state mechanic?
b)Three without?
- Which accomplishment would be more satisfying to you?- What would you deem more fun - considering all mindsets:
a)Downing two players solo but dying to a third; rallying the aforementioned downed players?
b)The same scenario minus the downed mechanic?- One or more players overwhelm you and defeat is inescapable. Would you:
a) Rather delay death by entering the downed state?
b) Die and sooner re-spawn?- Two contingencies square-off and you are soon plummeted into downed state. Would you:
a) Prefer an ally immediately rehabilitate you?
b) Linger there for awhile until someone is able to rejuvenate you?
c) Just die?
- I could tell you what the enemy most desires.[/spoiler]
1. Soloing two players with down state mechanic
1b. Soloing two players with down state mechanic. If this was two months ago before Anet put in the permanent Finisher, I would say that “Three without” is more satisfying. I find that Cow finisher more satisfying than soloing 10 players in WoW.
2. Don’t care, I’m dead.
3. Delay death. The longer I delay death, the more chances that my team will come to me and rescue me.
4. A or B. I am no defeatist.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
(edited by runeblade.7514)
1. Cheesing Bosses – In most games when you wipe on a Boss you get up and try again. But in GW2 players can often drag-out encounters for ages allowing their fellow player to resurrect the dead. This can make Boss fights last forever and is mostly not good for the game as it makes it hard to really fail.
It also resulted in plenty of cheese tactics for various bosses, especially in the Fractals that evolve around dying and then resurrecting dead players. The fact that most of these encounters were changed or mechanics altered to mitigate this kind of behavior shows that it is not in the devs intent for players to cheese-rezz their way through encounters.
Iirc it was only thanks to one of these tactics that people were even able to reach the very high fractal-levels early on, before this too was patched.
To cure a nose-bleed, cut the throat?
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Hopefully no.
Staggering blow has only one use, to knock people back.
Ring of Warding has multiple uses, trap enemies in, keep enemies out.
Staggering blow has a pitiful radius. One dodge and you are free.
Ring of Warding has a huge radius. One dodge and there is a chance you still get trapped in. Therefore you have to fight in a small space.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
The problem is that then you wouldn’t have the endless item sink that is soulbound gear. ANet wants you to create new weapons and new armor everytime you want to try a new build. They want you to destroy sigils and runes and replace them with other things. It’s an item sink. Otherwise, items like runes of divinity would be dirt cheap.
I don’t agree with this, because I think variety is great and has more potential to keep the game interesting to me than grinding out a single build. But I’m a minority in this.
Then here is a simple fix, Runes and sigils would be soul-bound only.
As long alts exist, demands will go high. There is a need for a collection of runes.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
But that aside, the biggest problem is probably the reward.
Wrong!
The biggest problem is that Tequatl is poorly designed.
Tequatl isn’t hard at all. It requires that all hundreds of people to have full DPS gear and must fully DPS Tequatl down within a time limit. This is as if devs didn’t even learn about Simon.
This is difficulty taken to the wrong way. It is a cheap kill, requires gimmicks instead of teamwork.
The best way to fix Tequatl is to nerf the HP or remove the time limit and make it have tactics that go beyond stacking and DPSing.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
http://wiki.guildwars2.com/wiki/Magnetic_Shield_
Can Fortify get a buff?
I would like to be able to cast spells while in Fortify, but however, while in Fortify, the ele still cannot move. This way, I can cast Meteor Shower while being invulnerable.
With that, I can see Magnetic Shield being a great choice along with staff.
Also, since Unsteady Ground no longer cripples, I would like it if Eruption cripples instead.
Therefore, I can do the burst: Eruption -> Magnetic Shield -> Magnetic Shield aoe pull -> Fortify -> Meteor shower
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I think that Bull’s Rush and Rush should switch slots.
Bull’s Rush is very useful for Hundred Blades, but isn’t really all that useful for everything else. Maybe except Eviserate, but Shield bash helps more.
This way, GS warriors will have a great reliable burst on one weapon bar while other weapons can have great gap closers.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
If your not a warrior (my little hatred to how powerful they have been since launch)
Except, they were never powerful at launch.
People started to complain about warrior when healing signet got buffed.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
The mid teamfight lasts not that much. Once one team takes mid, the manforce is completely spread around the map and there is no way to have another teamfight like that for the whole match, unless in some occasions.
Not to say that even the first mid teamfight is imblanced a lot of times because it would be way more profitable to just split to take the far point if it is not bunkered instead of wasting time fighting on mid.Those are different situations.
King of the Hill does not encourage team splitting as much as Conquest do, neither Capture the flag or Deathmatch.
I don’t see what is wrong with team splitting.
- MOBA games split teams, and I think MOBA are fun.
- Capture the flag split teams. Someone defend flag carrier, someone attack enemy flag carrier.
- In FPS shooters team deathmatch, you would see people splitting up all over the map.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Conquest is not addictive for me.
It’s the only mode in all mode in pvp who don’t require personal skill. From the time you make a mode who winning fight don’t influence the victory, as putting 10 bot in a game is the same thing.
That’s sad !
You are wrong.
- Defecktive, a pro warrior player, said that winning the first team battle influence who gain the lead. This influence the victory.
- If your team loses and wipes, then there is no around to defend all of your capture points. The enemy is free to free cap other points. This influence victory.
- Dying gives the enemy 5 points. This is useful at late game, early game, or times where players are equal in points. If you kill a player at late game, you will reach 500pts faster before the other team capture points can generate points to reach 500pts. In early game and times where both pts are equal, it decides your lead. Killing player influences victory.
- If you see a enemy attempting to ninja cap, this is where your personal skill comes in. You kill the player and you get the capture point back.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
(edited by runeblade.7514)
Conquest mode feels unrewarding: …….. ~
You are assuming that capping points are just nothing more than ninja-capping.
What gives players the most thrills when capping a point is when there is a huge battle involved beforehand.
Agreed, but I that doesn’t make the quote from the OP wrong.
Yes it does. Lets look at the quote that you chose to cut out and ignored.
Conquest mode, compared to other gamemodes, feels much more unrewarding because capping points doesn’t give you the same thrill of victory that stomping an enemy does
In the Toulmin model, if one of the grounds(evidence) is wrong, then the claim(Conquest mode feels unrewarding:) is wrong regardless even if 99 other points are true.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
You can’t deny that most teamfights are unfair and one side outnumbers the other.
Yes I can. Maybe some teamfights are unfair. But mostly the beginning of the matches are the fairest part. After everyone caps homepoint, they travel to midpoint for a epic battle to the death.
That’s the point.
You are not engaging to kill your opponent, neither for the sake of fighting.
You’re just engaging to keep the node white as much as possible, otherwise you’re wasting time.
In a Deathmatch, I am engaging to kill my opponent so that my party gets more points.
In a Kill of the Hill map, I am engaging to kill my opponent so that I get control of the Hill.
In a Capture of the flag map, I am engaging to kill the map flag carrier, or people that keeps the flag carrier alive.
It doesn’t have to be conquest so that I engage to kill instead of fighting.
Most of the fights in conquest are based on numerical advantages and proper man-force distribution. Individual combat skill has only a secondary role.
You can be an average-low skilled team and easily win against a very skilled team by having just a better control of the map.
This is what gives Conquest depth instead of it being linear like you are trying to make Conquest sound like.
Does depth ruin games in general? I don’t think so.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Perfect fight:
Any profession soloing 10 players.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
The cases in which there is a fair battle involved are close to 0. Most times one side outnumbers the other and it is just a matter of holding enough to let the other teammates cap the other points.
The cases for you is 0. Unless you have scientific and peer-reviewed proof that someone else may have this. But your case and your small sample is not the same for everyone.
The cases for me is over 0. Definitely not even zero or close to it. Maybe because I like running builds that are most useful in a team fight rather than a 1v1 only duel and actually try to find team battles to pick a fight in.
When there is a battle involved into capping points, you are wasting time and thus not helping your team. That’s why in conquest people just avoid combat as much as possible, unless they really need to get/defend that point.
There is a reason to fight a battle that involved capping points, it is so that your score reaches to 500 faster if you get it. If you let the enemy capture it, not only will your team score reaches to 500 slower but your enemy will get to 500 faster. If you have a team peel off from the battle, you run a risk of lowering your chances of winning that battle and then your team wipes.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
- Conquest mode feels unrewarding: we should be honest with ourselves. Everyone likes to see the “Player kill” popping up on your screen and performing your finisher on a downed enemy and knowing that, in that moment, you outplayed your enemy and helped your team reaching the win. That is the reason of why most people in hotjoin play like it is a deathmatch and most of the custom arenas are occupied by people doing duels. Conquest mode, compared to other gamemodes, feels much more unrewarding because capping points doesn’t give you the same thrill of victory that stomping an enemy does and, yet, killing enemies isn’t what makes you win in conquest mode.
You are assuming that capping points are just nothing more than ninja-capping.
What gives players the most thrills when capping a point is when there is a huge battle involved beforehand.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
And you think something like deathmath and ctf would be less zerging?
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Pretty much you want more zerg vs zerg fights.
Okay.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
runeblade.7514
Also, Necromancer getting vigor for PvE will effect PvP Necromancer no matter if you care about PvP or not.
Never did I ask for Vigor on Necro, I suggested an evade or block at a significant cost to Lifeforce. Also I love and care about sPvP along with every other aspect of this game. (Proudly PvX)
It doesn’t matter, vigor increases the rate of dodging and dodging is just pseudo-version of blocking/evasion. What matter is that your solution will not fix the problem to Necromancer’s role in dungeon/PvE. PvP necromancers are fine and do not need buffs.
I rather have all of the necromancer tools be useful in dungeons than necromancer be buffed and I rather have dev change the dungeon than some stupid band-aid fix like your suggestion.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
runeblade.7514
In that case, you can use Staff 3 + 4 for area weakness and then use spectral armor.
58-83% damage reduction. Your hp pool should be high enough to survive a focus.
It helps and as said before I play a fair amount of sPvP, but the entire game is not sPvP. Nor would this change make Necro OP in sPvP. (Generating the 50% Lifeforce required to use it and it burning 25% is a huge resource barrier in sPvP.)
I am going to talk about the PvE side now. PvE has so many wrongs in it that makes Necromancer worthless. It made PvE too dodge-dependent. 99% of the Necromancer’s tool are worthless in PvE. If a fix were to be made, I rather have Necromancer’s tools to be worthwhile than having PvE to be saturated into a dodgefest.
For example,
- All mobs get a 10% passive speed boost, a single chill, cripple, immobilization decrease the mob’s speed but also removes the passive speed boost. Ranged mobs will kite melee players, so ranged weapons become much more useful
- Mobs getting an increased attack speed. This will make weakness much more worthy.
- Prevent mob stacking in the first place, this will make single target skills much more useful.
- Disabling skills like Fear actually become worth using. Example of that is mob displaying teamwork. When a mob tries to self-heals, other mobs will prevent your party from killing the low health mobs. Another example is CC mobs will stun-lock one of your party members and another one will kill him. A single disturbance on one of the mobs, like fear, may actually effect the battle.
- Boons become way more common so that Boon removal will not be a niche.
These small fraction of a change will give a tremendous impact to control and support role. It will give necromancers more depth than dodge-fest will ever do. Also, Necromancer getting vigor for PvE will effect PvP Necromancer no matter if you care about PvP or not. I believe that PvE itself should be changed, not the necromancer.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
(edited by runeblade.7514)
You can spit.
Just type, /e spit.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
@runeblade.7514
For PvP 1v1 I agree. tPVP team fights it is not even close to what a 2sec Block can do.
In that case, you can use Staff 3 + 4 for area weakness and then use spectral armor.
58-83% damage reduction. Your hp pool should be high enough to survive a focus.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Necromancers don’t need any more defensive skills.
Our defenses is in our offensive CC. The best skill that describe this is Doom.
Many times, thieves tried to burst me down with HS. One fear and their spike is gone. After that, Dark Binding or other snares will make HS spam worthless.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Pure exaggerations isn’t truth.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Necros have no stability, use S/P and stunlock them forever.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Test it with Steady weapons. If your damage increased when Frost spirit is out, it isn’t broken.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Ballista are really good and has a place.
You see people doing arrow cart spam, build a ballista and destroy all the arrow carts.
Any kind of AoE knockback in auto-attack is just overpowered.
No.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
>It would not be overpowered
Wrong.
A necromancer will now have an escape utility by combining smoke field with blast finisher. Any professions can do this now, and it will be stealth wars.
no.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
You are not a true poster unless you get infracted once.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
This is a build I run, http://en.gw2skills.net/editor/?fQAQNAoYWjMaV6ZaabM8JEoHvnu4MRFGGqHrD78hA-TsAg0CnI0RFkLIjOycs5MEZJysAA
The point of this build is sustain damage and sustain survivability. It is good against anyone that isn’t glassy or can teleport all over the place.
Sword/sword allows you to overwhelm the enemy with condition like bleed and torment. Plus, you can leap and cripple the enemy. Therefore, you can always do damage almost 100% of the time, compare this to the Greatsword, it is slow but have high burst damage. You would be doing damage around 20% of the time if the enemy actually kites you. Savage leap and cripple combined makes it so that the enemy cannot escape you in Sword/sword.
The banner is in there for sustain. Healing sig + Banner regen + adrenal health gives you high regeneration. This is great against players that are not glassy. If the enemy is not taking away noticeable chunks of health in short intervals of time or isn’t killing you instantly, you will have a high chance of winning. Because the regenerate rate is so high, you don’t actually have to waste dodges for auto-attacks. Instead, you can actually use it for bursts that will kill you.
Spiked armor is great for retaliation. It does dps when you are out of position meaning that the enemy is flanking you. I also like it because that huge fist icon with red numbers pressures the enemy flanking me to slow down. When the enemy slows down, it may save their life but it will also get my hp up.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Until they do something about pets standing in AoEs until dead, its essentially IMPOSSIBLE to have a patch Rangers will be happy with. Anything positive just looks like a cheap bandage while you have that gapping mortal wound in the gut of the class.
At this point I think its just mule-headed pride that they won’t even consider the tested, proven WoW solution of AI-stupid pets/NPCs having some degree of automatic mitigation against AoEs.
They already did do something about it.
The F3 key.
Oh wait, you want a pet that is fire and forget? Well, you don’t get any. I like how this is done and I wouldn’t change it.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Why there isn’t more casual PvP?Hot join can’t be played with friends and i don’t won’t go play Tournaments.
We do have casual PvP.
It is called Hot join. Your friend can join you. They just need to be on the same server as you. After that, get on the same team if you want to play together.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
it’s mainly the axe off-hand that sucks, axe main hand is good for any game mode because it’s focus on raw damage, but if you don’t have anything to complement it (axe off-hand doesn’t complement it) then you’re really wasting an off-hand weapon slot.
Recently, it is the opposite.
Axe off-hand is underrated. Axe main-hand is getting bad.
Whirling axe got a nice buff.
Axe main-hand stuck all of the damage at the last hit. Making it hard to deal the full damage.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Its an observation about the state of all classes and the risk vs reward of these.
I disagree.
This is a thread about exaggerating how OP spirit rangers are based on a one in a million chance scenario.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
There’s nothing wrong with churning earth as it is.
yeah, except the 3 seconds that you’re standing there channeling it, while your opponent just casually steps aside or waits for you to use lightning flash and then they dodge it.
Usually, elementalists who use Churning Earth, use Earthquake to knockdown foes and/or chill with Frozen burst, cripple them with Ring of Earth, Immobilize them with Magnetic graspso it is hard to escape the huge AoE.
Churning Earth is fine.
None of which last long enough to keep your foe in place for the skill to finish. It’s already got a huge telegraph; it doesn’t need to channel for 3 seconds.
Churning Earth that is reliable 100% of the time will be OP.
Those skills will help you raise the chance, but Churning Earth should never have a 100% reliable chance.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Imagine a completely new person walking their way into Orr. Imagine the rage that would be generated by the said person on the forums. Levels serve their purpose as a tutorial with increasing difficulty.
In that case, I would make Orr be balanced around three players. It requires fighting from tooth to nail if you want to solo Orr.
What made pre-nerfed Orr fun is that you were forced to party up.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Flamethrower is mostly fine.
Air vent and Blindness are pretty strong.
The moment you see a Shadow refuge, you can deny the thief their stealth.
The blindness is great because when you see a eviserate incoming, you can quickly blind the warrior instantly. It is also versatile so that you can blind stomp your enemy.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Here is a list of stun-breakers that also break fears;
- Spectral Walk
- Spectral Armor
- Well of Power
- Necrotic Travel
- Plague SignetAnd if you do PvP without stun-breakers you can expect to never really peak above average.
Even if you don’t have stun-breakers. Necromancers have Doom.
Every necro have Doom and it is extremely useful and versatile. Great for stopping burst, shutting down an enemy, etc etc…
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Any pet that works and isn’t trash like every other pets we got.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Warriors are brokenly overpowered right now, because:
- They have the best CC in the game.
- They have the best cleanse in the game.
- They have the best sustain in the game without speccing into it.
- They have the best stability uptime in the game.
- They can reach ridiculous critchances with amulets not featuring precision.
- They have the best (or second best) mobility in the game.
- They are insanely easy to play right now.
Lost goes on…….
How I´d fix this?
- Delete warriors
FTFY
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Why is this thread still alive?
This is just pure chance. The ele put himself into a bad position and died.
Attachments:
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant