Oh dont worry. In a few weeks/months when the meta is publicly established necros will go back to being unwanted.
Necro should be still using assassins as well. But once Reaper comes that will be a bad idea.
The main concern i have is not the scaling balance. Its the addition of an arbitary player count requirement (which is what seemed to be implied was going to happen). Im happy with it being balanced to start scaling at 10+ players. But i still want the possibility of me entering and attempting it solo/duo. And i dont want to suddenly run into a switch which requires 5 players to stand on different spots.
More assasin gear/precision food is needed now for people that want to get 100%, even the ones with prec signet will need some changes (apart from warriors I guess, cause of the signet trait). Guardians will be ok with 1-handed weapons, but hammers and gswords are more appealing than ever now. And you lose out on the virtues or honor line if you go with radiance. On the other hand this does make ranger a bit more appealing.
But screw the meta and fiddling with crit chance, new Ursanway is here – https://forum-en.gw2archive.eu/forum/game/dungeons/Easy-mode-Team-comp-for-dungeons/
Wut? It was rescaled so you still have about 4% crit chance with base precision.
Pretty much. Stupid change. Was it really an issue having 8% base crit chance.
yeeah.. boss magic made me replace spite. SPITE. ITS SO OP.
Spite is even more OP though. Vuln stacking on mobs under 33% hp. Up to 20 might stacks when fighting mobs with less than 50% hp. Then all those delicious major traits.
Just in case people arent aware. Crit chance is calculated differently now. Which results in lower crit than before patch even if you have more precision now.
New formula is:
crit = (prec – 916)/21
Old formula was (prec – 822)/21.
https://forum-en.gw2archive.eu/forum/support/bugs/Precision-Calculations-were-adjusted/
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Yeah im hoping this is a bug. Or a change they will reconsider. I have lost 2% crit chance despite having more precision than before the patch.
Or at the very least can we have a reason for why it was changed.
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Yes fall damage avoidance was fixed. You can still use the recall portion of the skill mid air. But the save position must be cast while touching the ground. This means no more jumping from cliffs or double jumps.
If you still cant manage the skips with the advice given here then ask for an ele to drop you an fgs. Or buy an executioner axe (halloween toy) and use some stealth consumables.
A lot of players are using zerk builds, now that the stats are gone from traits and all stats are in the armor, wont a lot of people find it harder to survive?
The difference is insignificant. And many builds have more survivability due to the base stats getting buffed to 1000.
If I’m not mistaken… It’s the only on-dodge trait that triggers while out of combat. Things like Engi’s dropping bombs, Rangers getting protection or Warrior’s damaging foes only happens when they’re in combat. Seems weird that ours happens both in and out of it.
The Thief trait Uncatchable also triggers out of combat, so Mark of Evasion is not the only one. (The wiki entry on Uncatchable even states that is the only one to trigger out of combat! :P)
I too would very much like to see both changed to in combat only.
Fortunately for thieves uncatchable is a major trait. So they dont have to pick it.
Why would they suddenly be a waste of time and a death wish? I havent seen any nerfs to berserker or buffs to mobs that would make berserker impossible to survive in.
Since the patch i havent seen a single successful blast floater go off even though they were definitely placed in the field. Same issue with necrotic traversal. The delay makes it awkward enough.
Can we please have something done about these blasts. If we arent going to get any on weapons. At least fix our current ones so we can actually use them reliably! I dont care how its done. Ground target, blast on player location, increased blast radius. Just do something.
What mourningcry said.
Theres a really simple solution. Add a spirit shard to the bonus gold chest. So we no longer get the extra experience. But we still get the spirit skitten first completion per day.
“kitten defence”
edit: aww it censored tu_rd
We all know that any size group will be able to start the claiming expedition. ANyone who figures there’s going to be a lockout is dumb. ArenaNet has never implemented a minimum-size lockout in any GW game, to the best of my knowledge. Anyone can try anything solo if they want it.
What this discussion seems to be wanting is for the content to be designed for solos/twobies, then scaled up for larger groups if necessary. That’s horse manure. It’s completely and utter crap and we all freaking know it, eh? If the content is designed for twobies and then told to scale up, guess what? Everyone will do it with twobies – even the largest five hundred-man guilds. Because that’s what it was built for.
The content should be designed for that fifteen-man balance point. Or, if I were to have my perfect-world wish here, it’d be designed for a ten-man team, but either way. If it scales down, it scales down to five and no lower. If a solo or a twobie or three beer buddies from Wuv want to tackle the content, then they can run it below that scaling level and feel even more awesome when they manage to claim what should have taken between two and seven more guys to manage.
But you do not get to scrap the claiming event entirely, or turn it into a lowball milk run. Again, there’s not going to be any “you must have this many in your party to start this event” junk, but if you’re honestly hoping they’ll redesign the event to be built for solos…well, maybe the ‘Guild’ part of Guild Wars isn’t your thing.
So you’re saying that you don’t want us to devalue your sense of accomplishment. However, because we don’t meet ‘x’ size, it’s perfectly fine to devalue ours instead by making us PuG it.
That’s like saying it’s ok to devalue a group’s ability to run dungeons, or high level fractals by making them intentionally soloable. This is meant to be content for groups, for groups of groups even. It’s not quite a raid, but it’s working on it, I suspect.
So yes, it’s ok to “devalue” your accomplishment by forcing you to PuG because you don’t have the necessary numbers to handle it on your own. Someone will always be dissatisfied. Better to have the group of five dissatisfied than the group of hundreds.
Again you are misunderstanding Lanfears intention. We can solo dungeons and fractals but they are designed for 5 man groups. The only ones we cant solo are ones which have player checks (cof p1 gate). This is the kind of thing Lanfear and other small guilds would like to avoid. It doesnt mean the content should be designed for groups that small. It just means it should be possible even if it is incredibly difficult.
I think he just means all condi builds do some direct damage so power is useful too.
Noone is suggesting lowering the difficulty so that less than 5 can complete it easier. They are simply saying dont add a minimum player requirement. So with enough time, effort and skill even a solo/duo/trio guild can do it. Id imagine such a group would have an extremely hard time. But thats part of the desire to do it in that small of a group.
It certainly wouldnt be a realistic method for the average players to unlock their guild halls. It would be like soloing scale 50 fractals. Very few people can do it (but it is possible which is the key point). Most players will go for the easier method and get some extra help. The point is players that dont want outside help can still at least attempt and maybe succeed if they truly put the effort in.
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My warped imagination then. Thanks for the clarification.
A trait like this should not trigger when out of combat. Your opinion on skipping mobs should have no impact on this.
Besides devs have stated that some mobs are meant to be skipped by design. Also in open world you dont clear every mob. You run past mobs all the time and often you dont want to be put in combat randomly. And all the other damage on dodge traits from other classes only work in combat.
It wouldnt be such a big deal if it was a major trait. But its a minor. So whenever we equip blood magic we have to deal with the self trolling. Swapping out a spec line just to stop a minor from procing while running around is beyond ridiculous.
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Yeah exactly. Shame some of the stuff posted in the rush is kind of wrong. Which is why im holding off on my guide. That and i was too busy to do anything with it until now. x)
I know theres lots of demand for info right now. But its kind of difficult to publish stuff when some things are going to change very fast and soon for a while.
If you jump and dodge at the same time it does not trigger.
Also why you dodging out of combat?
It actually does trigger sometimes. It just happens when you land.
I feel like it should trigger at the start of the dodge. And obviously fix it so it doesnt trigger when out of combat.
If you arent speced into fire you have 1000.
Id love to solo guild hall claiming for the challenge. But if you are absolutely set on having a player count requirement at the most 5 should be enough. Standard party size. Also makes sense for small guilds that focus on dungeon/fractals/sPvP.
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bump
Its that trait. Its giving 150 as base to ele. And then 150 bonus while in fire. Its a stealth buff with no tooltip change or a bug.
Ele is just getting an extra 150 for no reason? Guess its a bug.
Well clearly you are going to hit less with rampagers instead of berserkers. You have less power and much less ferocity. You also lose a fair amount of stats and weapon power just by not having ascended.
Believe it was less than 1 second a while back. I thought the change happened this patch because i remember seeing something in one of the old proposed balance changes. Maybe im just losing my mind though.
8k+ dagger autos and 10k+ lich autos in arah. Could have been more if unholy fervor wasnt ruined before the patch and if we had a ranger in the group.
What about the SoV?
In PvE you’ll never take Signets of Suffering because Close to Death is too important. As a result, you won’t want to run Signet of Vampirism.
Also they increased the cast time of SoV. Not sure why they felt the need to nerf it. SoV used to be alright for PvE because its low cast time meant it was the heal that provided the lowest DPS loss when cast. Dont believe thats true anymore.
It doesnt.
WoS, WoC and Signet of Spite.
I didnt see this coming. /s
Most groups will have the group might covered (even pugs all seem to have a PS warrior these days). BiP is only 8 second duration. Its basically the new staff guard might. Totally useless in most situations as you will overwrite your parties long duration might stacks with crappy 8 second might stacks.
I need to do a load of maths. Dont really fancy it. :<
New fractal portal gets its own pedestal. Dont really consider that one an after thought.
Did anyone else noticed if the superior sigil of strength lost its internal cooldown? I’m playing my necro with dagger+warhorn and life siphon and he is getting 18 stacks of might almost instantly when i fight a bunch of mobs.
Edit: i took a print. Notice that i didnt use DS or any skill that gives might and i’m playing solo the personal story instance, and still i managed to get 12 stacks of might.
Edit 2: I got 19 stacks of might this time just from the sigil of strength.
Look at siphoned power in spite. It can potentially stack up to 20 stacks of might. I was getting 16 consistently.
Mark of Evasion triggers even when out of combat. This is the only damage on dodge skill that does this.
Its also a pretty seriously game breaking bug in PvE. You literally have to unequip blood magic everytime you want to skip past some mobs otherwise you cannot dodge unless you want to get stuck in combat and mauled to death.
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Only reason i didnt go for curses was because i didnt have a need for the crit chance. So i figured the 5% mod and spectral mastery would do a lot more for me. Id imagine in bad groups curses would probably be the right choice.
If its really that bad i expect a nerf.
Reaper’s Might and unyielding blast arnt totally useless, you use them to clear trash of 3 or more mobs.
Yeah… No.
Maybe if lifeblast was AoE splash damage. But it isnt.
Full groups it makes very little difference. We still melted the bosses in seconds with 0 might and me on necro who barely even got a chance to pick up the icebow.
A good group will get more out of the vamp aura than you will get out of banshees wail. Its not about the sustain. Its the small dps increase. The sustain is just a nice bonus and makes scholar rune bonus that much easier to maintain.
It is difficult to choose though. VP is such a small bonus right now. Maximum damage ticks i was getting in arah was 42. Had a PS warrior for empower allies, banner of str and might. It does scale slightly. Without the might and banners i had 38/39 ticks.
To put this into perspective this coupled with 4 icebows and 2 lightning storms going off equates to over 7k armour ignoring damage (assuming all impacts hit). That might not seem like much. But it ends up being about an 8% damage boost during the burst phase.
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So is there some new trait that lets necros fear twice maybe 3 times as much now?
Theres not much discovery going on with necromancers right now. Most are busy doing this: https://youtu.be/BE-Kp3sVWgY
All of the bonus gold chests have this placeholder number instead of text. Guessing they missed something when they were changing the chest pop up graphics.
Thats pretty much what i was using. And i was using it with my usual dungeon group. Banshees Wail isnt really necessary with kill times as they are. You want to swap quickening thirst for blood bond for fights though. You can trigger it with a dodge and a dark path. Or you can just pick up an icebow (ideal method of proc).
Also for some stuff you might consider swapping vital persistance for spectral mastery. So you can have longer lich form duration.
The only issue with it is that unyielding blast, reapers might and deathly perception are pretty much wasted. Which is why i am leaning towards dropping soul reaping when Reaper comes out. Even if camping RS becomes meta we can get the crit chance from the reaper line so we dont really need soul reaping either way.
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Your food does actually work in AC now. So remember to buff up.
Damage is lower in dungeons like AC. Not by much though.