Showing Posts For striker.3704:

Insufficient Legendary Weapons

in Suggestions

Posted by: striker.3704

striker.3704

I’d like at least 2-3 legendaries of each weapon type. right now the ones that are the most insulting are:
-unicorn long bow
-flower clown gun
Not to mention some classes don’t even have an option that matches them for legendaries:
-necromancer
-thief

D/S/R necromancer F/A/T elementalist
S/I/F engineer Z/R/D guard

sexyness ?

in Suggestions

Posted by: striker.3704

striker.3704

I don’t think the OP has seen the number of elementalists running around in this game quite yet. There’s plenty for eye candy.

Shoot, I’ve even seen some man-kitten armors for warriors.

D/S/R necromancer F/A/T elementalist
S/I/F engineer Z/R/D guard

Should Anet Allow the Community to Make ADDONS?

in Suggestions

Posted by: striker.3704

striker.3704

Good heavens no. I don’t like how addons end up becoming mandatory to do certain things in any MMO that allows them. Not to mention most of them would probably end up making me look at my UI more or take away any skill (deadly boss mod warnings).

D/S/R necromancer F/A/T elementalist
S/I/F engineer Z/R/D guard

lower level zone rewards/scaling

in Suggestions

Posted by: striker.3704

striker.3704

There seem to be some issues with lower level zones, particularly specific stat scaling and reward scaling. The early level zones are still too easy at level 80 (even on my condition damage necromancer I can 2 shot enemies with my auto attacks) while rewards from being in those zones aren’t high enough outside of dynamic events/dungeons.

I think we should be scaled down even more stats wise, that way ordinary enemies can drop gear our level so we at least have merc fodder. As it is 60-70% of the time spent in lower level zones is a waste as the enemies you fight between zones don’t give 1/10th the exp or gear drop value.

specific stats in question don’t scale down enough compared to the enemies in the zone.

-power doesn’t scale down enough as my condition based build 2 shots enemies with the staff auto attack despite my lack of focusing on power.
-toughness doesn’t scale down enough as I hardly lose more than a sliver of health from enemies in lower level zones.

D/S/R necromancer F/A/T elementalist
S/I/F engineer Z/R/D guard

Which healing skill do you use in PvE?

in Necromancer

Posted by: striker.3704

striker.3704

I personally use the blood fiend, but I’m running a pure minion master build, so it’s much more effective on me than lets say consume conditions.

In PvP I’d either run consume conditions or have to take the trait that transferred conditions from me to my minions.

D/S/R necromancer F/A/T elementalist
S/I/F engineer Z/R/D guard

Legendary skins

in Crafting

Posted by: striker.3704

striker.3704

My only issue is that the initial release of legendaries were obviously designed to cater to warriors and mesmers (In look, levels of detail, and design). I don’t know what the thought process was behind the unicorn bow though.

D/S/R necromancer F/A/T elementalist
S/I/F engineer Z/R/D guard

Has Guild Wars 2 been worth your $60.00?

in Guild Wars 2 Discussion

Posted by: striker.3704

striker.3704

I’ve had 275 hours of great enjoyment out of the game and going. For time and enjoyment, it’s great.

My only disappointment with this game is that a large portion of armor and weapon design favors a specific class extremely heavily (mesmer/ranger/warrior).

D/S/R necromancer F/A/T elementalist
S/I/F engineer Z/R/D guard

over 1000(edit)tries taped...

in Crafting

Posted by: striker.3704

striker.3704

I think the issue here is that you are focusing way too heavily on the mystic forge. You’d be better off looking at the journey (doing dungeons with friends, going through Orr, fighting the claw of jormag, ect) and treat the mystic forge as something to do with your down time.

Yeah, if you play the game like it’s a grind, then you won’t have fun. It’s not Anet’s fault you decided to farm the same location endlessly to get the skin.

D/S/R necromancer F/A/T elementalist
S/I/F engineer Z/R/D guard

How to make legenday precursors more epic

in Crafting

Posted by: striker.3704

striker.3704

Those are all terrible ideas that promote spawn camping and avoiding other players.

D/S/R necromancer F/A/T elementalist
S/I/F engineer Z/R/D guard

Here's the thing about "getting" a legendary, give or take 3 years.

in Crafting

Posted by: striker.3704

striker.3704

I think everyone is confusing what WoW grind actually is.

In WoW you literally could not participate in a dungeon, no matter how good you were, simply because your gear determined how ready you were more than how skilled you were. In GW2 I can participate in all content with my measly level 80 blues. I don’t need to grind in order to play the game.

Legendary weapons seem to encompass multiple achievements:
-map completion shows you did everything in the over world
-the gift from a given dungeon shows a factor of PvE skill
-the gift of battle shows skill in PvP
-the gift of fortune shows perseverance in the face of luck
-the gift of [your weapon] simply shows your ability to collect what’s needed

The legendary technically shows many different things. To say it doesn’t show any skill would be false.

D/S/R necromancer F/A/T elementalist
S/I/F engineer Z/R/D guard

Staff sound. is too loud/long?

in Necromancer

Posted by: striker.3704

striker.3704

the focus #5 used to make the same sound as the lich auto attack, I’m not sure why it got changed to the staff auto attack sound. I personally preferred the “picture taking” sound on #5.

D/S/R necromancer F/A/T elementalist
S/I/F engineer Z/R/D guard

Fear Duration

in Necromancer

Posted by: striker.3704

striker.3704

The staff fear I believe should stay at one second, it’s a long range, AOE fear, and is useful as is.
Doom however (our death shroud fear) I feel would be better at 2 seconds, as it’s a single target fear that does nothing else.

Anything more then 2 seconds however, would be potentially over powered, as you would easily be able to turn a 3 second fear into a 5 second one, even more in WvW because of food buffs, and that’s more ridiculous then the thief’s AOE fear.

Anet said they don’t balance the game around WvWvW, so don’t bring that in as an argument.

I actually feel like the fear from the staff and the fear from death shroud should both be longer. I think if both of them were 2 seconds it would be really nifty.

D/S/R necromancer F/A/T elementalist
S/I/F engineer Z/R/D guard

over 1000(edit)tries taped...

in Crafting

Posted by: striker.3704

striker.3704

RNG can be fun. People literally throw all of their money away in casinos because it’s fun, so what she said isn’t necessarily false.

D/S/R necromancer F/A/T elementalist
S/I/F engineer Z/R/D guard

The effect of bots being gone

in Black Lion Trading Co

Posted by: striker.3704

striker.3704

The title says it all, what do you think the effect(s) of bots disappearing would have on the market? I see more bots than players roaming around, so I would hope a profound effect.

D/S/R necromancer F/A/T elementalist
S/I/F engineer Z/R/D guard

Necromancy - why am I allowed to raise undead

in Lore

Posted by: striker.3704

striker.3704

Necromancy in guild wars 1 was always considered weird but never evil. Necromancers usually have a profound respect for the dead, and needed to beseech grenth for the power over the dead.

In GW2 it isn’t that different. Necromancers have the most respect for the dead, despite what others think. When I was doing the Durmand priory storyline I found it interesting that when I chose to contact the dead pirate, the NPC said I was defiling the dead, yet the Necromancer who helped me treated the dead with great respect.

All in all bodies in the guild wars universe aren’t sacred, however nobody wants to see their recently killed friend kittened with.

As for bringing the dead out of nothing, we need to consider that our spells now are stronger than they were in guild wars 1. In the hall of monuments, the spirit of the skill trainer won’t teach you any spells because he believed they were nothing compared to what you could do.

D/S/R necromancer F/A/T elementalist
S/I/F engineer Z/R/D guard

(edited by striker.3704)

Tyria Evolving on Oct. 22

in Lore

Posted by: striker.3704

striker.3704

I’m hoping they address what happened to the underworld and what not. Though the gods left tyria, surely the afterlife outside of the mists exists.

D/S/R necromancer F/A/T elementalist
S/I/F engineer Z/R/D guard

Six Elder Dragons not Five * Spoilers *

in Lore

Posted by: striker.3704

striker.3704

I believe there is a plant based dragon, yes, as there is a room in the crucible of eternity where some inquest are being attack by 5 types of corrupted (we only know of 4). a corrupted, a risen, a destroyer, a branded, and a corrupted husk.

It’s interesting that you only see the corrupted husk here, and with the nightmare court.

I think it’s the other way around. I believe the sylvari and pale tree, for all intents and purposes, are pure. However, it’s possible that like the sons of svarnir, the 6th elder dragon is silently corrupting them from afar, turning them to nightmare. This would explain the plant dragon in the dream and the corrupted husks in CoE.

To add to this, Alpha also has a move called fangs of mordromoth. Giving us not only an enemy type, but also the dragon’s energy itself and possibly name.

Also the books addressed the dragons alignment. The dragons are not evil, they are simply hungry, endlessly hungry. That hunger is how, after all, snaff disabled kralkatorik. The dragons more or less want to shape the world around them, consciously or not.

D/S/R necromancer F/A/T elementalist
S/I/F engineer Z/R/D guard

(edited by striker.3704)

How the Humans became Gods

in Lore

Posted by: striker.3704

striker.3704

@Narcemus: You’re assuming that killing Dhuum would give Grenth the rest of his powers.

Firstly, one has to be physically present to absorb a gods’ power it would seem (based on the fact Kormir literally jumped into Abaddon’s power). So that means that means Grenth wouldn’t get the power.

Secondly, there would have to be a new god (or a god present) to keep the Underworld from being destroyed by Dhuum’s power. Given the fact that Grenth didn’t absorb all of Dhuum’s power previously, there’s bound to be a reason for such. Maybe it’s that Dhuum found a way to prevent his power from being stolen, or that having been a half-god, Grenth could only absorb so much of the power (and it had to be returned to Dhuum as a container of it – though that wouldn’t explain why the Reapers didn’t take some of the power – or maybe they did and that’s why they’re the Reapers).

The half god thing can’t have anything to do with it, as Kormir (a simply ascended human) was capable of absorbing the entirety of Abadon’s power. I think it would be more likely that, since Dhuum has control of absolute death, he makes himself immune to it’s effects.

It’s also possible it’s Grenth who let’s dhuum live. Would it not be hypocritical of Grenth to kill Dhuum permanently if he allows others to resurrect? Grenth may be the god of death and revenge, but he isn’t unjust. He may even have allowed Dhuum to live simply to give Dhuum the chance to get his own revenge.

Back to the main topic, I think it’s far more likely for Humans to have come from south of Cantha. We know the dragons are essentially living natural disasters and have the power equivalent of a god, it’s possible the human gods actually killed dragons that have risen in the past. We don’t know how old Tyria itself is, so the dragons could have risen numerous times in other areas of the world. (the world of tyria we have explored is so incredibly small compared to the total land).

We also have the great dwarf to look at. It’s possible the great dwarf came about in this same fashion. He simply defeated a dragon, came down, and created the dwarfs because he knew the dragons would rise again. This is bolstered by the fact he literally left them a book saying “destroyers be coming yo get ready”.

Even if the human gods came from the mists, we know that the mists simply link alternate existences of the same world as told by the wizard who discovered how to get to the mists, not to mention World v World v World is simply a giant gladium arena created by the dead for their amusement as we fight, and we simply fight alternate tyrias. However it’s all still the same tyria, so the point is moot.

Another thing we need to take into account is that the races aren’t [that] smart. The world to them might simply be the continent. (think about how the world was considered flat until Christopher Columbus sailed around the world).

Overall we need to take some points into account the most when judging sources:
1. Each race will have a story that shows themselves in a better light, the only truths we can gather are things universally shown across all races.
2. The powers of a god can either be achieved through extremely great works (Ancient powerful monsters gradual growth over thousands of years) or defeating something of great power.
3. The older the character, the more likely they’re recounts are accurate. (I’d trust the wise lost jotun over rytlock).
4. Context is very important as the world and the continent are both tyria.

D/S/R necromancer F/A/T elementalist
S/I/F engineer Z/R/D guard

Staff vs. Axe

in Necromancer

Posted by: striker.3704

striker.3704

Staff is a lot more versatile while also supplying you with a 6 second cooldown regeneration for your allies and minions. If they buffed the axe/focus and gave us a ranged power based weapon, I would consider them.

D/S/R necromancer F/A/T elementalist
S/I/F engineer Z/R/D guard

Necromancer bugs compilation. (discontinued)

in Necromancer

Posted by: striker.3704

striker.3704

If you use the flesh golem charge while he is chilled, his charge moves at the same speed as a chilled walk. effectively cutting the charge distance from 1200 to 200.

D/S/R necromancer F/A/T elementalist
S/I/F engineer Z/R/D guard

Minion Master not as fun as I hoped

in Necromancer

Posted by: striker.3704

striker.3704

@derek I do agree minion master is far from perfect. I certainly like it more than GW1 though. I just hope that in the big halloween content patch we see a lot of bug fixes and something done to jagged horrors.

D/S/R necromancer F/A/T elementalist
S/I/F engineer Z/R/D guard

over 1000(edit)tries taped...

in Crafting

Posted by: striker.3704

striker.3704

There’s always been RNG in guild wars. In guild wars 1 the mats you needed for your armors were all RNG to get, and the rarest of the rare items only dropped at the end of the most difficult dungeons. (mini dhuum, stuff needed for tormented weapons, ect)

However, I do agree in that too much RNG is a bad thing. It shouldn’t be a dice role to see if you can get your pre-cursor or not. Even if gambling is fun once in a while.

D/S/R necromancer F/A/T elementalist
S/I/F engineer Z/R/D guard

Legendaries Are Not Created Equal

in Crafting

Posted by: striker.3704

striker.3704

yeah, as a necromancer I really don’t feel the bifrost. Originally I was gonna get it, but now that I’ve watched the video again, the rainbow effects are too prominent. Hopefully this Halloween update will give us another alternative for legendary staffs.

D/S/R necromancer F/A/T elementalist
S/I/F engineer Z/R/D guard

Another week

in Necromancer

Posted by: striker.3704

striker.3704

Like the others said, that was a hotfix. Pathes only really happen on mondays.

D/S/R necromancer F/A/T elementalist
S/I/F engineer Z/R/D guard

Necromancer bugs compilation. (discontinued)

in Necromancer

Posted by: striker.3704

striker.3704

I’m not confident it’s a bug or not, but if you use a minion skill (flesh golem charge, bone fiend immobilize, shadow fiend blind) while the minion is currently cc’d (during, not interrupted), it puts the skill on cooldown without the minion doing anything.

D/S/R necromancer F/A/T elementalist
S/I/F engineer Z/R/D guard

Condition Damage/Prescision/Toughness

in Necromancer

Posted by: striker.3704

striker.3704

iirc Anet said that later expansions would introduce different stat combinations rather than increasing the level cap. We could probably hope to see more specialization for our stats in the future. I myself would like healing power/condition damage/vitality accessories, but can only get that combination as armor.

D/S/R necromancer F/A/T elementalist
S/I/F engineer Z/R/D guard

Necro worth playing?

in Necromancer

Posted by: striker.3704

striker.3704

Your priorities should be fun factor first, then effectiveness. If you don’t enjoy your necro, play another character. For that matter if you don’t enjoy your necro, i don’t know why you leveled him/her to 80.

D/S/R necromancer F/A/T elementalist
S/I/F engineer Z/R/D guard

Minion Master not as fun as I hoped

in Necromancer

Posted by: striker.3704

striker.3704

@merch: boons that effect allies in an area effect minions as well. However it prioritizes allied players first, then minions.

@Derek: Minions were more tedious in guild wars 1. They degen health, required constant maintenance, Required bodies, and for them to do decent damage required you to dedicate your entire bar to buffing/summoning them. It’s definitely a step up in effectiveness/engagement levels, but it is a step down in wow factor. They are smaller, less impressive looking, and in smaller numbers.

D/S/R necromancer F/A/T elementalist
S/I/F engineer Z/R/D guard

Death Magic bugs me

in Necromancer

Posted by: striker.3704

striker.3704

Lets see, with full MM we end up with 5 minions out, resulting in a 100 toughness gain.

How much of an actual whop is that going to be regarding incoming damage? You get 4 times that while channeling by spending 5 points less…

100 toughness is the equivalent of a piece of armor, that isn’t anything to sneeze at. Also, you won’t be channeling for close to the same amount of time as minions are up.

D/S/R necromancer F/A/T elementalist
S/I/F engineer Z/R/D guard

Death minor traits in dire need of rework

in Necromancer

Posted by: striker.3704

striker.3704

The problem is, MM may need those two minor traits, but everyone needs toughness. And its not fair for all OTHER builds to lose out on extra defense, just because the line has mandatory skills that can not be used universally.

If the death line is strictly for pets, then remove all the other pet crap from the other lines major sections, and give the other builds the opportunity to get more useful skills that can either increase defense or killing speed, so we wouldnt be restricted on being squishy by force and either use better offenses, or better defenses to survive.

And also remove the non pet skills from the death line, and spread them around. Staffs and wells are useful in just about any build, give the rest of us the opportunity to improve our staff abilities and well abilities without taking traits that have absolutely nothing to do with our build.

There is a difference between taking the good with that bad and taking the good with the useless.

Actually that would be bad for everyone. Already minion masters are required to take death magic because half the minion skills are in that line, so if you remove the rest from the other lines, then minion masters would be severly nerfed due to being forced to choose between half of their currently available traits for minions.

Having traits beneficial to your spec spread around is a good thing as it allows you to get more than a single tree of benefit.

At the same time, if Re-animator remains, it needs to be in the same tree as protection of the horde as protection of the horde only benefits from reanimator as far as trait synergy goes.

D/S/R necromancer F/A/T elementalist
S/I/F engineer Z/R/D guard

Minion Health Regen

in Necromancer

Posted by: striker.3704

striker.3704

Do the Jagged Horrors (from the DM trait) get better, when u get higher lvl?
I now have a lvl20 Necro with (also) 5 poinst in DM. Gives u the passive trait to sometimes get a Jagged Horror after killing a foe.

I already read they were bad.
But say my jaw dropped when seeing how utter bad and useless they are.
Without taking any dmg it died on its own after 3 seconds (maybe 4).
So, mostly they were already dead before even reaching a foe.
O.O

An utter joke they r, to me atm.

Hmm. I would like to see at least one normal minon type to regen health out of combat. At least u have that when leveling towards getting the Elite minion.

they do get a bit better. their HP scales faster than the degen, and if you are a minion master the +50% hp from flesh of the master boosts them as well. however, even with mark of blood regen and life transfer transfusion heal, it’s impossible to have more than 1 up at a time.

D/S/R necromancer F/A/T elementalist
S/I/F engineer Z/R/D guard

Minion Build: Amazing in solo PVE

in Necromancer

Posted by: striker.3704

striker.3704

I run MM fine, however some points that lack any “wow” factor:
-solo a veteran mob
most classes can do this, pretty easily actually. The only class that I think would have an issue would be elementalist.
-kill multiple normal mobs solo
once again, relatively easy on most classes. Even the ele would probably be better due to massive AOE.

D/S/R necromancer F/A/T elementalist
S/I/F engineer Z/R/D guard

Minion Health Regen

in Necromancer

Posted by: striker.3704

striker.3704

I guess they might not have given minions out of combat regen as it would make it incredibly easy to afk farm. (stand still in one spot while all of the minions kill stuff for you) Anet already stated minions are meant to be disposable meat bags. Melee minions typically die very quickly in higher end PvE, however you mainly bring them for their active skills. Ranged minions tend not to die, but have weaker actives as compensation I guess.

Mainly, I think it would be more beneficial for the minion master trait to reduce the cooldown on the minion actives. This would help boost their design philosophy of them being disposable meat bags.

D/S/R necromancer F/A/T elementalist
S/I/F engineer Z/R/D guard

Death Magic bugs me

in Necromancer

Posted by: striker.3704

striker.3704

Death Magic=summoning undead minions. Nuff said.

Yes it does, at the same time though mango and the others are right. The death magic tree shouldn’t only benefit Minion masters. In guild wars 1 death magic was also used a lot for single target degeneration and special conditions(disease<3). Not to mention the traits themselves are terrible compared to what they were probably designed around in the first place (jagged horrors not degening, summoning 3-5 bone minions instead of 2, summoning 2 bone minions, ect.) Since we can’t maintain as large a minion army as we were originally going too, these traits seem petty.

Once again mango is also right in that they need to change it around in a way where it doesn’t shaft minion masters. Minion mastering is currently ONLY useful for solo PvE. Minions get wiped out easily in dungeons, and if you spec entirely for their benefit, it kinda sucks to lose them all in the blink of an eye. So if they/we get nerfed, it would be another kittentorm.

D/S/R necromancer F/A/T elementalist
S/I/F engineer Z/R/D guard

Necromancer minions

in Necromancer

Posted by: striker.3704

striker.3704

None of us know when. At the least it’s a known problem.

D/S/R necromancer F/A/T elementalist
S/I/F engineer Z/R/D guard

Gathering Plague in underwater DS is awful

in Necromancer

Posted by: striker.3704

striker.3704

from a supporting stand point it’s pretty good, taking conditions off of your allies. However, the weakness duration is far too short in my opinion. by the time you fire it off it’s already half over, and you will end up losing more damage yourself than the enemy will.

I’m more bothered by the fact that we are forced to take plague form underwater. This pretty much forces all necromancers to run a condition build if they know they will be fighting underwater, otherwise you’re stuck with an elite skill you’re better off never using.

D/S/R necromancer F/A/T elementalist
S/I/F engineer Z/R/D guard

Oh, we got alot of our bugs fixed this week, yay!

in Necromancer

Posted by: striker.3704

striker.3704

I’m kinda disappointed only one of the currently existing 75 bugs were fixed.

D/S/R necromancer F/A/T elementalist
S/I/F engineer Z/R/D guard

Vitality, Toughness and Condition?

in Necromancer

Posted by: striker.3704

striker.3704

personally I’m going for conditiondamage/healing power/vitality.

D/S/R necromancer F/A/T elementalist
S/I/F engineer Z/R/D guard

Issues with the trading post: please post here [MERGED]

in Black Lion Trading Co

Posted by: striker.3704

striker.3704

I tried to buy some ancient wood logs. When I placed my order it gave me an error, took my 24 silver, and didn’t give me any logs. When I placed my next order it gave me a partial success, gave me half the logs I ordered, but still took the full 25 silver out of my inventory. I ended up spending over 60 silver on 24 logs.

If an error occurs, it shouldn’t take the money, it should only take as much as you are actually given.

D/S/R necromancer F/A/T elementalist
S/I/F engineer Z/R/D guard

Necromancer bugs compilation. (discontinued)

in Necromancer

Posted by: striker.3704

striker.3704

Regarding the October 1st game update of:
“Haunt: This Shadow Fiend skill now triggers instantly.”

I just tested this, and Haunt still takes the Shadow Fiend 3 seconds to cast. New Bug to be filed under Slot Skills/Utility.

No this is intended. Originally your character had a channel time, and then the shadow fiend itself had a cast time. so you’d spend upwards of 4 seconds for a 4 second PBAOE blind that did a little over the shadow fiend’s auto attack damage.

D/S/R necromancer F/A/T elementalist
S/I/F engineer Z/R/D guard

Death Shroud Lacking in Fun Factor?

in Necromancer

Posted by: striker.3704

striker.3704

I don’t find death shroud that fun, however I do think the animations on it are excellent.

D/S/R necromancer F/A/T elementalist
S/I/F engineer Z/R/D guard

So can ya link me to a minion based build please?

in Necromancer

Posted by: striker.3704

striker.3704

like others have said:
-get at least 20 into spite for +30% minion damage
-get at least 20 into death magic for -20% minion cooldown and +50% minion health
-get at least 20 into blood magic for vampiric minions
put the last 10 into death magic for death nova or boon removal. (boon removal is more PvP)
or
put the last 10 into blood magic for the trait that makes your minions draw your conditions.

get a minion for each slot. If you’re about to fight a boss in PvE bring the flesh wurm instead of bone minions As it’s DPS is higher than the bone minions. Otherwise bone minions are better as they deal good burst AOE damage.

staff is core for minion master. ATM the secondary weapon set is up to you.

D/S/R necromancer F/A/T elementalist
S/I/F engineer Z/R/D guard

Necromancer bugs compilation. (discontinued)

in Necromancer

Posted by: striker.3704

striker.3704

jagged horrors do have an issue with sound under water. Rigor mortis does Immobilize, however more often than not the bone fiend won’t attack the target with the immobilize until the duration is over.

D/S/R necromancer F/A/T elementalist
S/I/F engineer Z/R/D guard

Flesh Golem - Stability

in Necromancer

Posted by: striker.3704

striker.3704

flesh golem is a pretty good elite on it’s own. It’s got 1/3rd the cooldown of the other elites, is a seperate target from you, supplies a consistent cripple, does pretty solid damage, and gives you an on demand powerful AOE CC. (Not to mention the charge technically CCs multiple times, so he can knock down most bosses in the game even with defiant.)

D/S/R necromancer F/A/T elementalist
S/I/F engineer Z/R/D guard

DS only really great if you spec into it...

in Necromancer

Posted by: striker.3704

striker.3704

it’s funny i would rather trade 4 or 3 extra abilities on both my 80s for a huge extra hp bar.

ppl just dont know how worth it is. you can bait it for other people burst’s combo and after that is all your turn.

I don’t think you know just how easy it is to blow death shroud away.

D/S/R necromancer F/A/T elementalist
S/I/F engineer Z/R/D guard

Make Flesh Wurms Skill Necrotic Traversal More Reliable

in Necromancer

Posted by: striker.3704

striker.3704

necrotic traversal only allows you to go back to a place you have already been, NOT skip jumping puzzles.

Flesh Wurm is a ground targeted ability. If you’re clicking your skills, move your cursor around the screen.

oh my mistake. In any case, many other classes have abilities that do the same thing (engineer leap comes to mind) so I don’t see why it’s an issue for necros to have it as well.

D/S/R necromancer F/A/T elementalist
S/I/F engineer Z/R/D guard

Make Flesh Wurms Skill Necrotic Traversal More Reliable

in Necromancer

Posted by: striker.3704

striker.3704

yup we all want to skip 90% of every jumping puzzle and luls our way through…… rofl
also climb up mountains and dump all over the vista area

ofc it has 1 awesome use atm
the wurms teleport can be used to skip through the fire boulder part in CoF path 1 Thumbs up

necrotic traversal only allows you to go back to a place you have already been, NOT skip jumping puzzles.

D/S/R necromancer F/A/T elementalist
S/I/F engineer Z/R/D guard

OK time to fix these things, at least...

in Necromancer

Posted by: striker.3704

striker.3704

Bleed cap makes sense when Epidemic come in play: if you have good timing you can copy indefinitely the conditions from one foe to another: in PvP stacking bleed focusing a target is easy and if you epidemic an enemy then epidemic again the other one you can transfer a indecent amount of bleed indefinitely. In tournament this would be an incredible exploit.
Instead I would suggest to keep the cap only for sPvP and tPvP.

wouldn’t a single condition removal nullify all of that? bleeding is (if I remember correctly) the first condition removed. On top of that I’m not sure why someone would go into PvP without condition removal.

D/S/R necromancer F/A/T elementalist
S/I/F engineer Z/R/D guard

DS only really great if you spec into it...

in Necromancer

Posted by: striker.3704

striker.3704

If it wasn’t for the traited might gain and transfusion traits for DS I wouldn’t use it period on my minion master necro. I only really use it for the meager utility it gives and nothing more.

D/S/R necromancer F/A/T elementalist
S/I/F engineer Z/R/D guard

how do the minions work?

in Necromancer

Posted by: striker.3704

striker.3704

Minion master is wonderful for leveling. Minions tend to suffer in dungeons due to wild AOE. in any fight where the boss has a single target disable it’s useful though. for example: [spoiler]in the fight with alpha in crucible of eternity, his crystal prison will periodically be cast on your minions instead of allies. [/spoiler]

D/S/R necromancer F/A/T elementalist
S/I/F engineer Z/R/D guard