Another interesting fact is that Zephyrites seem to be aware of Destiny’s Edge and possibly of the Pact but apparently they don’t know about the most recent info regarding Glint found in Arah p3.
Can you enlighten me on the info about glint in arah p3? Or any lore related to the arah dungeon paths would be most appreciated.
I don’t remember Anet changing the cost of anything that NPCs sell. They won’t this time. Buy it or not. The end.
Ok. I won’t. Nor will tons of others. And a perfectly good mini-game will be ignored more than all the others.
You can still do the mini game. You just need to buy 1 of the kits to do the pvp achievements.
Also Graster is practically impossible unless you use the “woo” signature move. Heals far to often to counter in any other way.
Graster was the first one I fought so I had no signature move, he takes significant damage from regular drinks and his water will not replenish much without his signature up so it is safe to let him drink as much water as he wants, just save your belch to the moment his signature hits and you will beat him easily.
Oh and don’t fake against him, you want your hp to be around 2-3k for as much time as possible.
I was doing that, but then he would get his heal 2 moves later and id be so low id be forced to bluff or w/e and he would just regain it back again. He was spamming it so much and not taking enough damage. I was forced to give up and come back after unlocking woo. There were a few times where i almost beat him without it and then he would spam his sig so much at the end that he regained to full while had no options but to drink myself to death. Think i just had bad rng tbh.
Its completely reasonable. If 100g is too much for you, dont get the infinite kit.
Here we go again with people using words they don’t know the meaning to.
Definition of REASONABLE
1
a : being in accordance with reason <a reasonable theory>
b : not extreme or excessive <reasonable requests>
c : moderate, fair <a reasonable chance> <a reasonable price>
d : inexpensive
2
a : having the faculty of reason
b : possessing sound judgment <a reasonable man>
— rea·son·abil·i·ty noun
— rea·son·able·ness noun
— rea·son·ably adverbhttp://www.merriam-webster.com/dictionary/reasonable
1 a, 2a, and b are not applicable to the discussion. Leaving only 1b, c, or d that can be applied. In this case, it is not “reasonable” at all. I’m judging this by simply comparing it to other items.
I personally don’t care about the whole minigame. If I want a contest of skill there are other places for that provided, which are free.
Other infinite use items cost far more (mostly because they drop from BLC, but still). If it was 10g everyone would buy them and there would be no point in the smaller kits, 10g is too little. You guys just want everything for nothing.
Honestly the QQing on these forums is really tiring. You can buy the cheap kits for next to nothing and still enjoy the mini game or you can play it against the npcs for free….
Wish the ICD was lower in pve.
You can switch out your weapons constantly. Its a good habit to swap weapons and utilities for different situations. Dagger provides the highest single target damage with its auto attack so its worth having one (with a warhorn).
Because its infinite uses. There is no rush to get it, its a permanent addition. And the game needs far more large gold sinks to fix the economy…. If people didnt spam farm cof so much things like this wouldnt need to be so expensive.
10g for an infinite use item is ridiculously cheap lol.
When fighting Adnul use boast for when he brings you to low hp and you are forced to drink because of his signature move. Rest of the time keep your hp as high as possible, bluffing whenenever he doesnt have his signature buff up with the occasional heal. Try and save your belch + heal for when he has the buff so you can take 2 stacks away without losing any hp (unless he burps in your face). He was definately the hardest to do for me but you just have to be patient.
Also Graster is practically impossible unless you use the “woo” signature move. Heals far to often to counter in any other way.
Human one i found the easiest. Just spam bluff.
Its completely reasonable. If 100g is too much for you, dont get the infinite kit.
The fixed it ages ago. It use to heal your actual hp even without the trait (i think, i dont remember ever using it and i experienced the heal a few times) if you got kicked out or if you left manually. Then they fixed it so it cancelled if you left DS manually.
Haha wow……..
Poor thing looks like its going to drown.
Cant believe this troll thread has been going on for 5 pages lol.
Theres no point us all suggesting the same changes over and over. The general point we are trying to drill into your dense head is that a nerf on CC isnt needed. Seeing as you want suggestions ill just repeat a few that people keep mentioning… BF is a minion so make it more survivable or automaticly give the heal when its killed. WoB could have higher base heal or just a lower cooldown or even some condi cleanse (per pulse or make it a water field). Happy?…..
They fixed the coe golem turret exploit. Thats something!
Idd, masochists.
Although we are still underpowered and useless with any semi interesting build. And completely useless in high level pve.
Definately rangers with warrior banners.
We should just be nerfed into the ground so noone plays a necro again and everyone is happy.
This is what i believe most people use.
Most are fine with a thief for the gate controller. The problem is lots of thieves are terrible at it and so some groups would rather pick a warrior.
Yep beserker phantasm build. You want signet of inspiration and feedback to never leave your bar. Portal can stay on aswell but you can swap it for mirror images on the slave driver.
Focus pull the 2 mobs to the right wall by the turret at the start and feedback them to prevent the turrets from hitting your group while bursting them down. Use signet to double boons from warriors FGJ before all boss fights and before gate controller (so many groups dont do this but it helps so much). You dont need blink for the boulders, just get your warriors to warhorn the npcs and then another warrior to warhorn you or use ur focus swiftness to run through the boulders without blink (Make sure you are running into the wall before it opens so you dont miss your chance). And ofcourse feedback the knockdown aoe on the effigy.
Sit on the backline in a zerg and absolutely melt your enemies in zerker gear with wells and marks. The loot bags are glorious. You have to make sure you dont get caught out though, otherwise you are a free rally. Luckily DS can save your life and get you out of some nasty aoe and reposition to a safer spot.
what happen to playing the way I want?
That quote is exactly whats wrong with the gw2 community. Anet basically encouraged everyone to leech. In wow you dont take all healers or all tanks, you take what you need. Why should gw2 be any different? The advantage gw2 has is that any class can play any of the roles relatively well and you can provide support while still dealing good damage. The problem is noone realises that and they try to all play full support or tank with 4 other full support tanks and so the dungeon is a horrible snail paced fiasco.
People are so determined to play how they want that they forget they are supposed to be working as a team to clear dungeons. Most dont even swap weapons or utilities to deal with each situation more effectively. Its just selfish and those players are far more toxic than so called “elitists”.
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Id certainly be happy to see shortened versions of molten facility and aetherblade retreat. But the rewards do need to be better aswell.
Well nerfing CC will only make us even more useless in pve as we wont even be able to sustain ourselves anymore. We dont need to propose a suggestion, CC is perfectly balanced and far from too strong. You can propose a buff to the other heals if you want. I dont really care, the only one id use is WoB but i think thats strong enough as it is.
As far as im concerned there is no issue. Every class has a favoured heal and very rarely use the others. Mesmers use Ether feast, warriors use healing surge and guardians use signet of resolve unless they are playing pvp where they use shelter.
I didn’t say “Let this thread die!”, however I wanted you to understand the impact of this little nerf on many builds. I run 30/10/0/0/30, with consume conditions, well of suffering, well of corruption, Spectral walk, and lich form. I’m sure many run the same build or a close one. With little health regeneration, I totally depend on this single heal to provide me with whatever extra heal it gives, even it it was as low as, say 500 HP. Considering the fact that adding points in Blood Magic will kill my dps greatly, I would never switch to that. All you will end up doing is giving me less heals.
If you stuck with the other suggestions, without trying to nerf this, I would have agreed with you, to promote other builds.
Then propose your changes!
Criticism is when you say “I don’t agree with you”, constructive criticism is when you say also “but I’d do that, instead”.
Weve all said just buff the other heals but leave CC alone. CC is balanced, the other two are a little weak even for their niche roles.
You can run p1 4 times then switch to a new char and get 60 tokens again. Theres no need to run p2 inbetween.
Nice, congrats. What was your reason for two mesmers if you dont mind sharing?
The trait has an internal cooldown of 15 seconds. I believe they forgot to nerf the weakness duration like they did with dagger offhand though.
I’m getting tired of repeating the same things over and over.
I’m not up for a straight nerf to CC. I think Necromancer healing should be buffed on all the line. But if ANet doesn’t want to do that, I proposed another solution to the REAL problem I’ve tried to point out in this topic the lack of variety among healing skills.
Don’t kittening get mad every time you see something which barely resembles a nerf proposal.
But your solution is a nerf. Thats not an option!
How about a boss that has huge amounts of armour when it has defiant stacks. Means you have to take a large amount of cc. Or a boss which has phases of being weak to condition damage and then raw damage. At the moment its just raw damage on everything. Need some mechanics which force us to take other options on occasion.
The axe itself doesn’t even need to be important. Look at the weapons we use right now, warhorn is the only one that is properly “used” as a weapon, and even then that is just blowing into it to cast the effect, which has little to nothing to do with the warhorn itself (you could just as easily use a cardboard tube). Every other weapon is used more as a ritual tool as an aid to cast the ability itself (no idea if lore supports this, but the animations show it). There is no reason that if they added a greataxe it would be actually used as an axe, and not as the same kind of tool, like everything else.
These were my thoughts on my gs/axe skills i posted earlier in the thread. The auto attack would be the only thing which looked like the necro was using that weapon. The rest would be kind of ritual casting animations and effects.
Thats funny because the only boss i range is the shaman in grawl fractal. Melee’d GL plenty of times. Also never range trash mobs in fractals, los and cleave/aoe them down quickly.
So you also melee Ashym, Dredge Powersuit, Ice Elemental and Old Tom.
I guess you also kill attack face to face Mossman and Bloomhunger.I’d really like to see how fast your team wipe when doing those bosses in melee.
Yeah, although on dredge and ice elemental you do range while kiting, but melee burst under the lava to speed the kill up. Bloomhunger is easier in melee. Mossman is probably the hardest to melee but entirely possible with a good group. Ashym you only need to range for the last 25% of his hp to stop him from using the fiery gs. And you range old tom? lol.
I just facepalmed when you said you should range in pve. You have something called dodge, you should try it sometime.
You should really try fractals.
Also, all the toughest bosses, when you really need some support, can’t be done in melee range. Take Lupicus, for instance.
Thats funny because the only boss i range is the shaman in grawl fractal. Melee’d GL plenty of times. Also never range trash mobs in fractals, los and cleave/aoe them down quickly.
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MoB isn’t that reliable as you are saying.
To have a MoB trigger, you need an enemy stepping on it.In a PvE environment (which I guess it is the situation we are talking about), most bosses and enemies should be fought at range because of their insta-kill abilities at melee range.
If your teammates fight at range, you have no way to reliably give regeneration to your allies, as you can’t give regeneration to any ranged profession.Soothing Mist stacks in duration, if I’m not wrong, and it is 9 seconds applied each 3 seconds while attuned to water. With Lingering Elements (a trait any elementalist will have), you can easily maintain Soothing Mist permanently, as long as regeneration (attunement dance is a core mechanic of any arcana elementalist).
The point is, why should any serious team bring a support Necromancer over an Elementalist or a Guardian?
There is absolutely no reason to do so.
Why should Necromancers run Apothecary set and force them to have condition damage in PvE when only regen and WoB scale with HP?
There is no reason here too.
I just facepalmed when you said you should range in pve. You have something called dodge, you should try it sometime. You are right about no decent group taking a necro though.
I think the balance team doesn’t care about rangers in general. They helped necros and engis out. Maybe it will be complex to help the pet system. They should really show they want to help the rangers out. I mean that in the way that they have interviews like State of the Game and are like yeah…. yeah….yeah… Rangers. then SO GUESS WHAT WE DID FOR THE WARRIOR IN THIS Patch. that how it is…. unfortunately. Sucks if you got a legendary on a Ranger too. Like its nice but for what..
They dont care about PvE full stop. Necro’s arent any better in pve but are currently very strong in pvp thanks to the patch.
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Even interrupting with dodges its still more dps. You cant compare solo to a group setting anway. But even if you do, your ignoring that on that giant kill i didnt have bloodlust or force on my weapons and i still came close to beating the DS build. If i had a fully stacked bloodlust im pretty sure I would of cut off atleast 5 seconds. Bare in mind every attempt I made i was on target for a 18 second kill until I had to dodge twice at the end. In a longer fight I would of made up for the lost time.
My conclusing of those tests was that the DS build is better for solo but in a group setting dagger builds are always gonna out dps even if you have to dodge constantly. DS builds generate buffs for the necro, but in a group you dont need that as much as your group will be buffing you. Anyway I dont to derail this thread. They are different playstyles, play what you want to but if your trying to maximise damage melee is the way to go even for a necro.
Bloodlust stacks give 250 power, which at around 2500 base power, give around 10% damage boost or 10% faster kill speed which would make it 22,5 seconds, which is around same as mine. And I’d like to note that I did dodge once there when the giant stomped. I don’t know what sigil you used in place of force though.
Had accuracy. Were you using undead potion? I wasnt :P. I was far from optimally geared but w/e. Im not gonna bother discussing these things anymore. Its pointless argueing with some of the people on these forums. The amount of times i try to help new players and get stuff thrown back in my face by someone who doesnt even do high level pve on multiple classes is depressing.
Ps. That wasnt directed at anyone in particular, some of you guys are some of the more intelligent and polite posters in these forums. :>
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Even interrupting with dodges its still more dps. You cant compare solo to a group setting anway. But even if you do, your ignoring that on that giant kill i didnt have bloodlust or force on my weapons and i still came close to beating the DS build. If i had a fully stacked bloodlust im pretty sure I would of cut off atleast 5 seconds. Bare in mind every attempt I made i was on target for a 18 second kill until I had to dodge twice at the end. In a longer fight I would of made up for the lost time.
My conclusing of those tests was that the DS build is better for solo but in a group setting dagger builds are always gonna out dps even if you have to dodge constantly. DS builds generate buffs for the necro, but in a group you dont need that as much as your group will be buffing you. Anyway I dont to derail this thread. They are different playstyles, play what you want to but if your trying to maximise damage melee is the way to go even for a necro.
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The curses line isnt that bad for power builds. Warhorn cooldowns is good, adds to dps with locust swarm uptime. Weakening shroud adds some dps when flashing DS and contributes bonus damage to target the weak. After the Withering precision nerf its not really worth going 30 in curses though. Just go 25 in curses then 15 in soul reaping for the crit damage. So basically your two best options for dps builds are 30/10/0/0/30 and 30/25/0/0/15. If you are going for dps then I recommend beserker gear, it may take some getting use to but putting yourself in danger is the fastest way to improve as a player.
I dont range anything in this game except fiery shaman boss in grawl fractal. Sometimes it helps to have some ranged options when you need to duck out a bit, but the dagger 2 and DS is enough for that. If you melee everything it is more damage even when taking into account dodges. But obviously not everyone is capable of doing that or its just not their playstyle.
Theres no point in blood magic at the moment. So yeah its either go for a target the weak build or go for a more DS orientated power build. They are both strong but have a different playstyle. The target the weak build generally achieves higher damage though.
There is a cap. I remember reading about a warrior with over 100% crit chance and failing to crit like once every 30 hits. So its a small chance but it does happen.
Guys, stop being so arrogant with this “if you’re a more advanced/skilled player, you can melee in safety which makes it okay!”
Everyone half skilled can dodge, position, and heal properly, but that misses the point of DPS uptime completely. How much DPS are you doing when you’re dodging? Healing? Repositioning after dodging? While you are constantly evading (which no one is saying impossible or hard to do), the ranged DPS is applying nearly constant DPS. So unless your melee dps is greatly higher than ranged dps (such as Warrior melee vs ranged), ranged dps will put out more.
There is no point arguing, since some of you will most likely reply with “oh, I never really need to dodge, I’m just really pro” stuff that I’m already seeing. To all the new players, test it out yourself. Don’t be fooled by big numbers and think that you are doing fantastic DPS. Even if you are not downing, the fact that you are spending several seconds at a time evading, healing, and getting back to the Boss cost you tremendous DPS.
Sometimes I really wish they allowed DPS addons in this game like WoW, it would solve a lot of issues with all these theorycrafting gurus.
Great guide, Nemesis.
The game is designed to do more damage in melee. The tradeoff is danger. Even dodging and healing you still do more dps.
Think you only get infractions if someone reports you. I got an infraction for being slightly hostile towards someone after they outright flamed and insulted me. :P
I personally believe that a condition/tank/support necro build Is 10x better In pve situations. I feel high damage is only needed in pvp/wvw where it can be used to pressure people into using their healing skill then running away.
Content is made easier by high dps. Conditions are a massive problem in pve at the moment due to having a cap of 25 stacks and some bosses clearing condi’s. Raw damage always wins out. Full support and tanking is useless and selfish at the moment. Doing support while providing high dps is the best you can hope for. This wont change until the core dungeon mechanics are improved and expanded.
Something you also have to realise is you cant kill things if your whole group is supporting or tanking. GW2 doesnt have a trinity like other games, people need to realise that. Anet did define their own trinity (Damage, support, control), the thing is support and control are things you can and should only be doing while also providing damage. Focusing on the other roles too much is causing you to leech off of the people actually running dps specs as they can sustain themselves fine without the need of someone “supporting”.
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Haha wow…….
If your talking about pve. There is no reason for damage mitigation in most pve content. GW2 isnt like other mmo’s. Everything is made easier by dps and dodging key attacks. There are a few exceptions but in those cases the damage mitigation necro has is overshadowed by other classes which have boons like aegis, vigor and protection (blind is good but other classes have plenty of it, weakness is ok but not needed in pve).
But yeah melee beserker necro is viable. Its the most damage you can do in pve content with a necro. Its just not the best choice for organised and optimized groups.
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Nemesis,
Will you update your others builds? I hope soI will after we get nerfed… game might changed a bit more, and what ever i do now will not be up to date then. I am waiting for the 9th this month to see what happens.
The nerf will most likely be end of the month. So you might be waiting a while.