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Necromancer: Patch Notes

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Posted by: vicious.5683

vicious.5683

monthly trollfest on necros!

SOTG Interview: DS To Get a Unique Condition

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Posted by: vicious.5683

vicious.5683

Doesn’t matter. It could tick for 1 damage and It’d still be overpowered.

Nah just kidding, anything about 200 though and people would be crying for nerfs just because of me.

200 DPS, while a chilled is up, while the opp is moving (totally avoidable), being chilled a low duration condition is OP to you?

Actually its a great idea. It improves our attrition skills.

Does close to death apply to conditions?

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Posted by: vicious.5683

vicious.5683

whatever they planned it was kittened up in the betas

Patch Notes - Necro - 3-26-13

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Posted by: vicious.5683

vicious.5683

Because we would become incredibly difficult to kill. It would basically be you can’t hurt my health, I am recouping my health, and you are being hurt in the process. If you traited for the 5 percent CD on DS, you would essentially have invulnerability with regen while dealing damage every 5 seconds. Considering Life blast can hurt and you could use fear and Life Transfer to heal. You would be next to impossible to ever kill 1v1.

i read this answer at least 6 times now and it still doesnt make sense in my head. why exactly would it be OP? and what is this about invulnerability??

at least we should be able to receive a portion of regeneration/heals, while in DS, like 50%.

welcome to the happy necro-world of Bhawb n Bas, where necros are on par with eles, guards and mesm

Possibly OP...Or A Solution?

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vicious.5683

… the central dynamic of the Necromancer which is to do a little bit of everything very well.

*Elementalist

GW2 pvp survey. Thanks for your time.

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Posted by: vicious.5683

vicious.5683

Your feelings towards the new matchmaking chart??
it looks like community gives MM the finger

SoTG: Necromancers have a lot of builds?

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Posted by: vicious.5683

vicious.5683

That isn’t accurate. You need to land one attack, then start another attack. For example auto attacking once with dagger, then casting focus 5 will begin aggro the instant focus 5 starts casting; even if focus 5 is interrupted for any reason, they will continue attacking.

you’ve done some sirious test o.O. I’ll try this

SoTG: Necromancers have a lot of builds?

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Posted by: vicious.5683

vicious.5683

Bone minions can get wonky, and flesh golem sometimes bugs, but usually when he does its my fault.

so… now it’s our own fault if the game bugs, yeah that makes sense.
if you are right, usually I could avoid it, but other times… simply not.

I’m not that mad at minion’s AI. I just wanna read a post from devs that say something like this: “we know necro minion´s AI needs some love and we are working on it”

SoTG: Necromancers have a lot of builds?

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Posted by: vicious.5683

vicious.5683

I think the minion AI should react upon the start of your attack, not upon you hitting the enemy twice. Hitting the enemy twice is very conditional. The necro should be the one controlling the minions, not the enemies.

They react upon the start of the cast of your second ability. Meaning if you auto attack once, then do something like focus 5 with a long cast, they will aggro on the beginning of the cast, not when the enemy is actually hit by it.

dagger auto attack wont make minions to start their attack if you are not in melee range. your attack must be succesfull or they will do nothing

SoTG: Necromancers have a lot of builds?

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vicious.5683

I’ve played minions in PvP almost exclusively since beta. The melee minions sometimes screw up, but it is incredibly rare.

no, is not that rare.

here is another one: In downed state, sometimes the flesh golem hits your target, sometimes not, this happen half the time (it’s so good when it actually attack).

No one target the flesh golem, cause it’s not a problem in terms of damage or condition. They just have to run a little to avoid golem’s attacks, until the minion lose target.

Really, you should pay more attention.

SoTG: Necromancers have a lot of builds?

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vicious.5683

I don’t know about others, but flesh golem and bone minions do need some serious work on their AI.
Half the time that I explode a bone minion, it is at my back and not on my target (who I’m attacking for a while, of course).
They dont attack if I’m using AoEs, even if I have a target.
sometimes, If I switch target, they keep hitting my previous target.
sometimes if i run they run, sometimes they keep fighting.
sometimes if I roll arround my target, applying weakness or chill, minions stop their attack.
sometimes, sometimes, sometimes… AI is not consistent, hence its not ok.

Anyone saying something else, is not playing minions (again I refer to mele minions).

Dream : March patch notes

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vicious.5683

do you know how perfect the ai system is? or how much damage they actually do per second? didn’t think so. their vitality could use minor work. your other opinions would make the necromancer too overpowered.

Sorry, for a moment I thought you had said minion’s AI was perfect…

Attacking your target and the flesh golem doing nothing, well, that’s not ok at all.
To make it attack, you have to use the charge skill, which have a 40 sec CD, so when you really need the knock down, you can’t use it.

Each minion is an utility skill, and some of them are totally not in par with other great skills we have. More hp, damage or attack rate would make it.

For other points, I just going to say the necromancer should not be punished for stay in DS. Its our profession mechanic not some unfair advantage. You can’t see your boons/condis, can’t heal hp, can’t see hp(even otrher players can) or CD’s on utilities, the more you stay the weaker you are, etc.

Dream : March patch notes

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Posted by: vicious.5683

vicious.5683

-excessive CDs on various skills, reduced by 15-20% (like warhorn skills, wells, flesh golem, a couple of signets, spectral armor)
-Minion AI improved
-Minion HP and Damage increased by 15%
-DS UI improved so now we can see our boons, hp, conditions, CD’s on utility skills
-Regeneration of HP while in DS
-LF degen removed
-life blast lowered damage on 50% LF removed
-Blood is Power: 2 bleed increased to 4 bleed and 30 secs reduced to 15 secs
-Axe #1 damage increased 10%
-Scepter#1 third attack generates 3% LF

Please Give Us Class Swap Option in Store

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vicious.5683

i can easily agree, but unless you shift to a scholar profession (since you are a necro, but for every one that chose to shift the problem is the same) you throw away hours of farming for gears, you should start all over again and that’s the time you need to become lv 80… the only thing you will truly save times is the world completion (and the dye you learned for your main toon).
btw if you read the professions forum, no one is ever happy with his/her professions there is always someone willing to complain that will never be happy with anything at all.
i know that this seems to be unlikely now, but the game itself is really young, there will be a lot of changes, adjustments, improvements, and maybe also some annoying feature, but i think it’s a bit to early to jump at conclusions for an entire profession right now.
you could regret your changing profession and restart all over again with the old one…

this last patch for istance it seems to have answered to a lot of problem addressed by players (some very improvement where posted in suggestion board on this forum, i know couse i read a lot of them, and the patch it sounded kinda familiar when i saw the new features).

if they will ever implement a profession change, and you still want to shift to a new one i’m happy for you, what i said is just a different point of view, not a critic to your post or anything like that.
what profession would you like to play? just out of curiosity

so, another no-necro player talking about necro’s complains.
Go to all class sub forums, count the number of complaining post. Do the same with bug thread posts. Then, make a necro your main class just to learn something about necro real problems in this game.

Gluttony

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vicious.5683

I think an easy way to make this trait useful is to make it add 3% LF gain on every skill. Staff already has 3%? It gets bumped to 6%. All abilities that don’t normally give LF should give 3%

Too powerful.

I think the trait would have been fine at 20-25%.

yeah, but all other clases are too powerful too. Currently, ANet thinks we are ok just cause we have a lot of HP for a caster class.

SPvP: Everything is not the developer's fault

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vicious.5683

The top teams on EU or NA do literally nothing for the community besides streaming, and I am just sick of it. You guys (should be) the voice of balance and the community in general

As a pvp lvl20 necromancer player, this is absolutely not true.
The game is for everyone, not just a bunch of “top tier gamers”. Just one or two builds per class is used in torneys, then the balance on other builds would be totally forgotten. In teams, Necromancer may be very usefull, but in 8vs8 you can’t stand agains medium skilled eles, warr, guardian, thiefs, mesms on 1vs1, and thats just not fair, totally unbalanced and IT IS UP TO DEV’s.

True balance rests in each class being able to defeat any other on 1v1 and be defeated in 1v2

Forums have TONS of info about ppl perception how good/bad their classes are. TONS of bugs reports no one read or take care about.

Signet of the Locust runspeed buff

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vicious.5683

I’d rather make my enemy slower than be faster myself. Lower casting times/CD’s and larger duration in chills we have its the way to go. That makes a difference between classes with the same effect.

Currently SW + LS( wh5) give us perma swiftness, other well known changes are required before this one.

About LF degen...

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vicious.5683

When entering DS, you lose 4% LF per second, no matter how much LF pool you have.
Because of this, your LF pool takes 25 seconds to empty (from 100% to 0).

The thing is, when you invest some points in Soul Reaping, lets say 30, you should have more LF (i.e. 130%), but the green bar takes the same 25 seconds to empty( from 130% to 0).

This means only one thing. The 4% degen turns into 5.2% degen, just for invest 30 points in SR.

The logic says, if you have more LF, it should take more time to deplete.

I really hope this is not working as intended.

You Sir have failed at basic arithmatic. Perhaps you should read up and educate yourself on how percentiles work.

*arithmetic

make the math and tell your correct answer. You sir, have failed at reading and orthography

Simple Improvements to Death Shroud and Boons

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vicious.5683

I can say we are working on updating the UI for DS so that you can actually see your health bar, boons, conditions, etc. We think this is the first step for DS.

so, we’re getting some aestethic improvements in some time in the future, while rangers and even thiefs are getting buffs in damage this patch… sounds fair enough for me.

About LF degen...

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Posted by: vicious.5683

vicious.5683

When entering DS, you lose 4% LF per second, no matter how much LF pool you have.
Because of this, your LF pool takes 25 seconds to empty (from 100% to 0).

The thing is, when you invest some points in Soul Reaping, lets say 30, you should have more LF (i.e. 130%), but the green bar takes the same 25 seconds to empty( from 130% to 0).

This means only one thing. The 4% degen turns into 5.2% degen, just for invest 30 points in SR.

The logic says, if you have more LF, it should take more time to deplete.

I really hope this is not working as intended.

Pointless speculation on 14/12 necro changes!

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vicious.5683

Hi everyone,

Please refrain from trying to derail the thread or get in flame wars. This thread is meant for some healthy speculation so please lets keep it up.

I don’t think the speculation is really healthy.

We want a lot of fixes/rework we wont have.

Example: every necromancer want to see their normal UI when in DS, but never hear something like that from Devs. Also, we ask for raw numbers on LF pool, not silly %s

necromancer needs fixes BIGTIME

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vicious.5683

Did we really need another one of these posts,

Short answer, yes.

Long answer, yes, cause we need feedback about our class being fixed. And I mean, all of the big bugs, not just two minor 5 point traits.

Wellcromancer/Markomancer Build

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Posted by: vicious.5683

vicious.5683

please, oh please stop with changing the name of the class.

It’s getting more and more stupid each time. Maybe the next one will be kittenomancer.

How Is Stolen Fear Not Broken?

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vicious.5683

Your entire question is pointless as thieves dont care. Does the thief who steals your car in real life care? What you need to do is buy yourself some “omg that thief stole my fear” insurance and next time you will get some silvers to buy a new fear. Better yet next time take better care of your fear.

Thieves do care indeed. They know how OP they are. Sure you’re afraid of the incoming nerfs.

The "Post your top 3 issues" thread

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vicious.5683

this post should be sticky and replace the one about bugs.
All these issues are what we need to be fixed ASAP.

Also, we need an answer from Devs to our problems. We are players and customers. We deserve the attention that other clases obtain.

Reanimator lasts 10s or more, Video proof

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vicious.5683

minions scales with character lvl. no surprise there.
Jon Peters not testing the useless jagged horror… no surprise there too

New class balance patch anytime soon?

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vicious.5683

Balancing too often can be just as bad, or worse, than never balancing at all. At least if there’s no balancing patches the community can develop strategies to compensate for things that are out of whack. If the rules change every week then it’s almost impossible to come up with viable counters to common builds, because the common builds change every week.

bug fixing is not balancing

Necro minions need some serious love.

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Posted by: vicious.5683

vicious.5683

Minions should share boons with the master.
So if you wanna heal your minion, only have to use regen boon.

Modest Necro change suggestions for ANet

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Posted by: vicious.5683

vicious.5683

3. When you enter Death Shroud, have it work more like other Elites and form changes: lock out the top five skill slots, swap the bottom five utility slots, and swap the health and life force meters so that the ball is green and shows life force while the horizontal bar is red and shows health. If conditions/boons affect you in Death Shroud (I’m not sure, personally), move them to the appropriate place: by the ball if they affect you in Death Shroud form, by the horizontal bar if they affect you once you leave. Also, change the trim around the life ball, so even a red-green colorblind person can tell that it’s now life force and not health.

That way, you can watch cooldown timers, conditions/boons, etc, and it would be more consistent with other forms. I imagine that at some point Death Shroud was unaffected by boons/conditions, and since health cannot change in Death Shroud (either increase or decrease), it made sense to hide all those details. But it no longer makes sense.

+1

Sigil of hydromancy

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Posted by: vicious.5683

vicious.5683

I use dagger/focus dagger/warhorn. Sigil of air on dagger, sigil of hydromancy on warhorn. If sigil of air procs → swap weapons → no area chill efect. Unless I wait 5 secs.

It´s like they share cooldown.

The "Post your top 3 issues" thread

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Posted by: vicious.5683

vicious.5683

1. Minions: not atacking/sticks in every wall

2. Lack of stability/vigor

3. Wells: too long CDs

PHEW...

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vicious.5683

It would be nice if when we went into DS it gave us a glimpse into the spiritworld and we could see everyone’s spirit. Therefore Thieves in stealth would be seen as a spirit form and would not be stealthed and a Mesmer would be also seen as a single target in spirit form and his illusions would be not visable. (similar to wearing the ring in LotRs movies) This would provide an excellent boost to DS and would allow the Necro to have a counter to these classes.

That’s the coolest thing anyone has ever said ever.

This post should not be lost!

Repair Kit Port (BoK Unbalance)

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vicious.5683

“Which class other then a necro has a second lifebar?”

lifebar doesn’t degen itself and doesn’t starts at 0%, just saying

Bleed duration

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Posted by: vicious.5683

vicious.5683

bleed from scepter = 4 1/2 second, so 11,16 max duration