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Mark of Evasion procs while out of combat

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Posted by: spoj.9672

spoj.9672

This bug has been causing me great annoyance in dungeons this evening.

unholy fervor (axe training)

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spoj.9672

Another big glaring issue. Mark of Evasion procs even when you are out of combat. Was trolling and annoying the feck out of me in arah.

unholy fervor (axe training)

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Posted by: spoj.9672

spoj.9672

This can’t be right. I worked with them on this, and they confirmed how we previously thought it worked was correct… I need to email someone right away.

It could be faulty testing on the stream. I hope this is the case. And plan to test before i believe either way anyway.

gw2dungeons.net: Week 26 discussion

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spoj.9672

Thats my opinion. We dont need to reset right away. But i do think it should be a full reset for this patch. Having certain paths reset and others stay is just confusing. And creates extra work.

unholy fervor (axe training)

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Posted by: spoj.9672

spoj.9672

I hope this is wrong. I really do.

Suggestions to MoC

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spoj.9672

I think the best way to deal with CC, if they insist on making it a corruption, is having it apply cripple or chill when it starts channeling. That way, you gain a disadvantage when using it, but the skill itself is still a properly functioning condi cleanse.

This is what i suggested in another thread as well. Its a bandaid solution. But its much better than what we are getting. The ideal would be no conditions on the base versions of corruption skills.

Suggestions to MoC

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spoj.9672

Corruptions in general and MoC both need a serious look at.

For CPC it could be made into projectile destruction as base. Self conditions should be scrapped on the base versions unless you buff all of them considerably. MoC should do more than just cool down reduction. It should increase effectiveness of corruption skills or add some other condi related effect (condi transfer on life blast).

Consume conditions should not apply conditions after the cast is complete ever. This completely destroys its function as a condi cleanse. It prevents the player from getting out of combat. And there is no benefit to having self conditions on this skill. If you want to transfer you would transfer before using consume which means you lose the health bonus and then the final transfer to send the vuln is wasted. It doesnt make sense.

Karls necro

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spoj.9672

Realistically the only bad parts of the patch were Corruption related. Everything else was arguably fine, some great maybe a little bit mediocre here and there, but if we could ignore everything related to corruptions we’d have a very different opinion.

The problem is Consume Conditions got wrapped up in that, as did Plague.

Even then, BiP becoming a AoE might buff was rather nice, though the new duration is kinda low (at least, people snub their noses at Guardian staff 4 for a short duration, and it lasts 10 seconds… though it does take almost three seconds to channel it)

I have zero complaints about the BiP change. They nailed it. A lot of us were saying it should be AoE might and that’s what it became. Prime example of great corruption implementation.

I wouldnt say they nailed it. The duration was already on the short side. Now its even worse. Which means its like staff guard. People are going to yell at you for overwriting long duration might stacks from fire fields. You are better off running bone minions and double blasting with the group or not running any extra might generation at all. You get higher duration and lower cooldown on bone minions and only 2 less stacks.

BiP got nerfed to provide a group use weve been asking for. But that means its main use (solo buffing) took a huge hit. And the group buffing side of it is still very very weak. In all honesty i prefer the old BiP. I recommended using it on my guides as one of the main utilities. Now i will struggle to justify that.

(edited by spoj.9672)

Blood Bond & Vampiric Presense

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spoj.9672

Not necessarily but yes those are other things to consider. The vuln can be considered unneeded. And the other options might not be worth it.

On the other side of things blood bond and vampiric rituals also create DPS increases. So its really not clear until we actually get our hands on it.

Blood Bond & Vampiric Presense

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spoj.9672

You wont be using warhorn when reaper comes out so theres that. And for VP the real question is whether it adds more than the 5% modifier in soul reaping. Which means it only needs to total 5% of your personal damage. So lets say in a fully buffed group you deal 12k dps. For VP to be better than strength of undeath it needs to give the group over 600 dps. Which is actually pretty reasonable.

Its not a huge group dps increase. But its a sustain increase and it ends up being a net gain over you taking more selfish traits. Could certainly do with being a bit stronger to make it a bit clearer of a choice for groups though. You have also got to remember that lifesteal is armour ignoring damage. So it will be more or less effective depending on the enemies armour.

(edited by spoj.9672)

Blood Bond & Vampiric Presense

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spoj.9672

Did you test if its capped to 5. Ive always assumed those buffs were capped. But im wondering if thats true. Or if minions ignore the cap because they are linked to you.

Blood Bond & Vampiric Presense

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spoj.9672

Yes there is a good possibility that we will want blood magic. Vampiric Presence will be sustain and a group DPS increase. Well cooldowns is also useful. Blood Bond would be the only DPS choice in the adept slot.

And soul reaping wont be necessary for Reaper. Decimate defences will be the master choice in the reaper line. So there will not be much reason to go soul reaping.

This is all speculation though. It comes down to whether a bit of lifesteal beats a 5% mod or some extra crit chance (curses). Spite is the only 100% certain line for now. And when Reaper comes out it will be Spite and Reaper that are 100% certain.

(edited by spoj.9672)

Blood Bond & Vampiric Presense

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spoj.9672

Power Reaper might have a problem procing it. Loss of dark path bleeds for example.

Rise! and mark of blood/evasion skills will easily perma proc blood bond.

That means i have to take a useless utility skill.

If im going to use a utility slot to proc it i will use BiP. But i would rather not.

And staff is already out of use as far as PvE is concerned.

(edited by spoj.9672)

Blood Bond & Vampiric Presense

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spoj.9672

Reaper shroud has a different version. Which applies poison instead of bleeds. Im speculating for HoT.

Blood Bond & Vampiric Presense

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spoj.9672

Power Reaper might have a problem procing it. Loss of dark path bleeds for example.

gw2dungeons.net: Week 26 discussion

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spoj.9672

Im sure the reset wont come into effect immediately on the site. I will at least look at them this week when i have time.

gw2dungeons.net: Week 26 discussion

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spoj.9672

I like the idea of option A. But for the patch on tuesday i feel like it should be a full reset regardless of what we pick for the future. Its the largest balance and combat patch the game has seen since launch.

I dont want to see penalty times. That will just create more work and confusion for the future.

Has anyone else been fulfilling a bucketlist?

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That run can be done with no swiftness and no skills easily. :P

The hard part is doing two orbs on your own.

I will miss spectral walk. But not enough to make me go do a load of suicide falls.

Necromancer healing skills

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spoj.9672

They are making the active work through DS. Thats a slight improvement. Signet passives dont work in DS so they need to completely rework stuff before they can make the passive heal through DS. Id like to see the passive changed to on hit or just contant pulse heal.

Blood Bond & Vampiric Presense

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spoj.9672

Vampiric presence is the necro version of empower allies, spotter and strength in numbers. I doubt it will work on minions. And even if it does it will have a 5 player cap and will prioritise players first.

Ascended Rings from fractals

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spoj.9672

Someone on reddit also said it does not apply to trinkets like rings. In December 2013, Anet said they would allow us salvage Ascended Rings. In 2014, they said they could not follow through with their original plans because their systems have change. In 2015, they have been silent (as far as I know).

That comment explicitly says not to delete your hoards of ascended rings.

What do we actually need?

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spoj.9672

I’ve made whole thread of changes, so I won’t dive into it.

At this point I think we should just wait for the next update. We’ve done what we could.

Who knows, maybe there’s something we don’t know about. Maybe we’re indeed so strong on their test builds because of the changes to other professions.

I just hope that Shoutbow will dissapear from PvP. My only wish at this point.

No matter how strong we are on their test builds. As long as we lack core concepts that are highly important to the game we are going to suffer. PvP can get around this because the roles, approaches and uses are much more varied. And some group PvE can avoid it somewhat by having the group carry you. But the more challenging and engaging content becomes the more something like ‘no extra active defence’ becomes a major issue. And the more that teamwork is required the more problematic not having sufficient finishers becomes.

Ready Up - Additional Infos

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spoj.9672

Again, I don’t think it’s the damage from those bleeds that had them worried, but how multiple applications of those bleeds would let you proc things like Blood Bond and Corrupter’s Fervor frequently without having to heavily invest in any Condition-based skills and traits.

I doubt that. Blood magic gives you mark of evasion for free which gives you 2 stacks of bleed. You only need 2 more procs after that for Blood Bond to proc. Blood Bond has an ICD to restrict it. Corruptors Fervor has a limited duration per stack and a stack cap. Plus both of those traits are in completely different lines. I severely doubt those traits are the reason for barbed nerf. And i really doubt the proc rate was the issue. Because even with the reduced proc chance the trait is enough to trigger both those traits plenty.

What do we actually need?

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The main things are combo finishers, projectile defence and active defence.

only zerker

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spoj.9672

From the math ive done precision should be the same when using berserker. Power will be slightly higher. Lots of classes are getting their modifier traits in certain lines switch to crit chance. This means assassin is falling out of the meta even on classes it worked on.

Where is necro bad? PvE, sPvP, WvW?

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spoj.9672

im trying to wrap my mind as to how a necro doent bring anythign to a party?

1) dpser and group healer all in 1 toon?
2) AE heals on skill 4 of DS

2) spec well/vamp/power

3) dps is low? how is that? 3k dagger and lifeforce bolts hits is low?

4) just how exactly?—- in many of these O no a necro! groups, many of the times I am the last one standing, I rez all these fools using my signet, and we fin off the boss.

Its a ignorant stero type. I am not sure wh created the META site, but that person is a fool.

Heals are useless in PvE. Any heals you might need can be covered by a single dps staff ele switching to water for a water field.

Yes dps is low. You cant look at this in a vacuum. Necros dps isnt terrible but it isnt great either. Necro has one of the lowest sustained dps of any class in PvE. A big reason for this is the lack of damage modifier traits and high damage coefficient skills the necro has compared to other classes. Necro has good front load burst but its completely outclassed by ele and conjures. The other classes all bring something unique to the gametype to give them a place.

Guardian provides blocks, reflects and stability. Thief provides stealth, mobility and spammable finishers. Mesmer provides reflects, utility and portals. Warrior provides banners, EA and perma 25 might. Ele provides the best damage (AOE), conjures, fury, combo finishers out the kitten , aoe swiftness, might and loads of other utility in varying degrees. Then you have engi which is good at vuln, a small amount of stealth and perma immob. And ranger which provides spotter, frost spirit and some other small utility.

The necro doesnt have this small utility that all the other classes have that is useful to PvE. This mostly includes projectile defence, finishers, useful combo fields, unique buffs, group boons and unique utility. Necro also has no additional active defence. Which means in some fights the necro is completely reliant on other classes carrying them.

That said the changes coming into the game next week are improving things. Necros damage should be better. They will have some unique group buffing (vampiric presence). Some unique utility in the form of ressing downed allies (will be mostly useless however). And conditions will be better so there may be more desirability for necros simply because of epidemic (necros actual condi damage is weaker than warriors and engis).

The class will still lack specialised unique utility of meaningful value, reliable combo finishers and active defence to become truly self reliant in difficult encounters. So necro will probably still be bottom of the barrel no matter what happens. A few more core issues being addressed and better content will ensure the difference is so small that its not worth worrying about. But we arent at that stage yet.

PS. Sorry for rambling wall of text. Went on a bit of a rant. x)

(edited by spoj.9672)

New Instanced content incoming

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spoj.9672

We can go on guild hall claiming raids! Keep deleting and recreating guilds for epic dungeon experience. :>

EU guild recommendations?

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spoj.9672

I just have memories of auto joining all these random chat channels. Or not knowing how to join the ones i wanted (didnt know the name of specific chats for example). It wasnt an intuitive system when it gives too much choice. And theres so much channel clutter that makes the chat box feel very messy most of the time. Im sure it can be done in a way that doesnt create that cluttered messy feeling. But i dont think hundreds of custom channels are needed. Just the core ones we have now and single private group chats maybe.

What im really getting at is that i dont mind custom channels. But im completely against custom big gamewide public channels. They create unnecessary segration in the game. We have map and say chat for that. I think thats all there should be for public.

(edited by spoj.9672)

General Dungeon Discussion Thread - Part 2

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spoj.9672

Why would we get compensation? The core game is just a free addition to the package. The price isnt that bad for standard.

The no character slot on standard edition is questionable. And we dont have much info on everything we have. But those are the only issues. I will happily pay more than £35 for the game. I just wont do it yet. I dont know what im paying for after all.

PS. Kind of sucks that the conversion to £ isnt correct. We are paying more in the UK.

EU guild recommendations?

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spoj.9672

Yeah ive seen those chat channel things in a lot of MMO’s. Ive never been a fan because they can be confusing and overwhelming for new players. I think this cross guild chat is a good middle ground. But it would be nice to have private chat groups as an addition as well (maybe friend/followers chat).

Your best LFG reads and puglife stories

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Pretty obvious warning to avoid.

Attachments:

EU guild recommendations?

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spoj.9672

I gave up on guilds long time ago and use the forum. You may wanna consider building a strong fl.

Now imagine ANet introducing alliances GW1 style. It would be amazing to keep guild identity but at the same time play with likeminded people

We are getting pseudo alliances with the cross guild chat coming into the game. Just means we all need to be invited as guest ranks to other guilds we dont rep. Should be interesting.

Your best LFG reads and puglife stories

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spoj.9672

I was literally typing when he posted. So unfair. :<

Guess its not so bad. I had a nice juicy steak with peppercorn sauce for dinner today anyway.

Your best LFG reads and puglife stories

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spoj.9672

Abomination fgs?

EU guild recommendations?

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spoj.9672

rT takes bribes for invites.

Necromancer Changes

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spoj.9672

So a heal skill requires you to take dagger offhand or plague signet whenever you use it? Yeah thats not a problem at all. /s

Corruption skills have suffered from this problem for way too long. They arent nearly strong enough to justify the restrictive building we are forced into to get decent use out of these skills.

Ready Up - Additional Infos

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The charges have a 1 second icd so increasing the charges on the lesser signet wont improve it for solo. I think its fine kitten stacks. I do still think the icd should be removed from both versions and the passive of the heal should be overhauled.

Revert the Consume Condition changes!

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spoj.9672

Has anyone here even stopped to think about what build they will go with. Has anyone here actually thought about what the new meta will be. Has anyone here even considered how much this change to CC improves condition builds. Of course not because the ones complaining here probably started playing a few months ago or doesnt even main necro.

Oh the l2p card. Havent seen that one before. /s

Ready Up - Additional Infos

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spoj.9672

Mark of evasion is a minor. You get it for free.

Edit: too slow

Revert the Consume Condition changes!

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spoj.9672

You would have a point if it was instant cast and if condition access wasnt also being buffed. But conditions are getting buffed in both potency and access. So all that time you take to cast or before you cast is time you lose more health. And then the vuln leaves you vulnerable to further condition pressure right afterwards. This potentially destroys the benefit of the heal in the first place.

In PvP players could save a secondary burst/condi burst for after the heal and take advantage of the vuln. It creates risk vs reward. But the reward seems to be weighted towards the enemy player. Which is kind of absurd for any skill (especially a heal).

And the whole getting stuck in combat after cleansing is really stupid. Id even take a nerf to the number of conditions cleansed over this iteration of the skill.

(edited by spoj.9672)

Revert the Consume Condition changes!

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That doesnt make sense. Surely if conditions are becoming more dangerous our cleanse should be buffed not nerfed?

If they keep CC the same...

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spoj.9672

For PvE WoB, blood fiend and signet will be satisfactory in most cases. Not good but satisfactory. You dont really need much heal in PvE if you play right. And life steal will cover that.

Prayer of Dwayna though. Human female meta.

(edited by spoj.9672)

hi guys newbie question about changes

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spoj.9672

You probably wont be running curses for power builds anymore. Blood magic will provide a nice group DPS boost through vampiric presence. And you get bonus sustain and well cooldowns for free.

Standard base necro will be spite, blood and soul reaping. And we will end up dropping soul reaping for reaper after HoT (maybe drop blood instead). Blood is actually worth taking in a lot of situations now.

Ready Up - Additional Infos

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Agree. They did a good job. And the justification for a lot of the stuff is sound. I do agree with the points you have brought up as well. Barbed seems a bit of an over nerf and the terror thing is still a bit of a problem.

Something extra to add. I really dislike the whole corruption approach though. Its not just Consume and Plague. Although those are the biggest issues. Its also the fact that corruption skills are not strong enough in their current states to justify a single negative condition. Baseline should be no self conditions. And the trait should add conditions but boost corruption skills with more than just cooldown reduction. So either double effectiveness or add additional effects like projectile block to CPC and blast finisher to epidemic when traited.

If they address corruptions I will be very happy. After that we only need our active defence and combo finisher problems resolved and then we will be on an equal level with the majority of other classes.

(edited by spoj.9672)

Downscaling to be changed next week

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Dungeons should scale up though. Just like fractals. I understand the avoidance of scaling up in open world. But it doesnt make sense in instanced content.

Revert the Consume Condition changes!

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spoj.9672

It doesn’t put you in combat.

Cast corrosive poison cloud (or w/e that utility is called) and see if you’ll get in combat with the self weakness. Try the same with Epidemic. Does it put you in combat?
I know poison cloud doesn’t, but if epi doesn’t either, the consume conditions won’t either, 100%.

I’d write a bit more if I wasn’t on a train…. on a phone X_X

Both don’t I tested it already.

They dont put you in combat. But if you are already in combat they prevent you from getting out of combat. So if you take fall damage and use this skill you are stuck in combat for longer. Or if you just want to cleanse conditions to get out of combat faster you can no longer use Consume for this.

hi guys newbie question about changes

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spoj.9672

Yes dagger necro will most likely still be meta for PvE. Its very difficult to believe conditions will be better unless they make them completely broken. In that case everyone will be running conditions regardless of class. Necro has much weaker condition damage potential compared to other classes.

(edited by spoj.9672)

Robert did a great job of selling the changes

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spoj.9672

Im really happy with most of the changes. I dont agree with the plague and consume conditions nerfs though. And the BiP change is nice but i feel the uptime versus cooldown makes it far too weak (might from blasts lasts 20 seconds so running bone minions would be far superior assuming group has fire fields). And there are a few other minor things like more blast finishers, spinal shivers cast time and projectile block on WoD/CPC.

But overall im pretty happy.

Also another big thing. I find it very hard to believe anyone will run master of corruption now. Its only cooldown reduction for extra negative effects. Corruption skills arent strong enough to even justify their base self harm conditions. This trait should reduce cooldown and double effectiveness. Or corruption skills should have no self harm conditions as base. But this trait adds them to the skills while also doing slightly more than cooldown reduction.

I get that the extra conditions can be strong with transfers. But we have to build around those and we dont enough easy access transfers to justify such extreme negatives. Wasting your heal or transfer just avoid self weakness is definitely not a strength to the skill. These conditions restrict the way you build when you run corruptions and they hurt your midplay choice by forcing you to cleanse in a lot of situations.

(edited by spoj.9672)

Consume Conditions: Change vuln to Weakness

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Weakness is way too strong. That would be an even bigger nerf. It doesnt need a self harm condition on the base version of the skill…

What they could do is give 25 stacks of vuln at the start of the cast so we are vulnerable during the cast. But we fully cleanse it afterwards.

General Dungeon Discussion Thread - Part 2

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I think the amount of upboats i recieved makes it clear who won that one.

http://www.reddit.com/r/Guildwars2/comments/3aamx8/gw2_lash_and_love/csatnlt