Showing Posts For vicious.5683:

[Feedback] In-Combat stealth

in Guild Wars 2 Discussion

Posted by: vicious.5683

vicious.5683

give to a couple of classes the ability to see enemies in stealth, done.

Constructive necromancer thoughts.

in PvP

Posted by: vicious.5683

vicious.5683

Honestly, some people are so clueless and in denial in this thread, gonna stop replying.

agree with you, you need to stop posting your ignorance about necros.
see my post where I quoted you.

It's already happening, "nerf warrior CC"

in PvP

Posted by: vicious.5683

vicious.5683

so they need to be punished for not bring condi removal too?

Constructive necromancer thoughts.

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Posted by: vicious.5683

vicious.5683

… since a necro can pull up to 3 fears after eachother, (nightmare runes, staf 5 and deathshroud 3)

eeeeehhhh lol?
rune of the nightmare 6th bonus: 5% chance to cause Fear when hit. (Cooldown: 90s) this is not on demand and high CD, I’ll just laugh at this.

Look at the first video, he dropped from 14k health to 0 within 2 seconds while he was running a full sustain build
No class should be able to instagib someone within 2 seconds.

It was not just a necro, it was 2 or 3 vs 1 in each video. PLus, the warr should saw the marks on the floor, they are big and red, means you SHould NOt Step In!

Atleast for pyshical classes there are several ways to counter a burst such as protection weakness, retaliation, and even dodges. What is a dodge going to do while the condi’s are already on you and literally eating you alive.

you can roll before the condis are applied. Necro has long cast times on several skills.

Constructive necromancer thoughts.

in PvP

Posted by: vicious.5683

vicious.5683

Dhuumfire should be moved to adept tier to match engi’s Incendiary Powder (same trait with only 10 points investment) , necros would take just 10 points in Spite (10% condi duration instead of 30%) and All condis would last shorter.

Dhuumfire -> Dhuumfreeze

in Necromancer

Posted by: vicious.5683

vicious.5683

No, that idea is awful.
you copied the concept and the name from this forum and modified to make it worse.

necros can perma chill already, so no one would take that trait.

New Armor Preview!

in Guild Wars 2 Discussion

Posted by: vicious.5683

vicious.5683

mustache Ironman?

Attachments:

Prepare for "Death Shroud is OP"

in Necromancer

Posted by: vicious.5683

vicious.5683

Unless I’m mistaken those videos used Spectral Armor, which means you can just casually say “Mist Form” and walk away.

None the less I was pleasantly surprised by how good it is 1vs1 now.

Yeah you can damage and fear people in mist form and elixir s so it’s balanced.

yeah you get stability from spectral armor and ignore all damage with it.

You guys make Necromancer sound bad.

in Necromancer

Posted by: vicious.5683

vicious.5683

…(we) are currently the strongest condition class in the game.

as it was meant to be since the beginning of times.

necros are average/bad in other builds

Truth and justice

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Posted by: vicious.5683

vicious.5683

Its 60 sec CD from spectral armor. Do you even know something about necro skills? Or are you complaining with no arguments like everyone else on this post?

Truth and justice

in PvP

Posted by: vicious.5683

vicious.5683

Remove necro, put an ele with the same build with mist form.
Now do the exact combo against the other ele in mist form.
What do we get? Zero damage on a build with high dps.
Double standard? I doubt it. It’s just a nonsensical whine

Killing the game.

in PvP

Posted by: vicious.5683

vicious.5683

I hate leavers too

So you want us to use Deathshroud?

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Posted by: vicious.5683

vicious.5683

give necros the ability to see stealthed ppl in some way.

So you want us to use Deathshroud?

in PvP

Posted by: vicious.5683

vicious.5683

not sure if still working, but sumon bone and shadow fiends when the 10 sec countdown start, then change those skill for your desired skills and gain LF in the process. You have to be fast though

July 23rd patch notes: hidden buffs edition

in Necromancer

Posted by: vicious.5683

vicious.5683

don’t worry guys, necro still broken op.

necros are nerfed because ppl like you.

Dev: “necros want to nerf themselves?, yeah they should be nerfed then”

Post 23/7 Advice?

in Necromancer

Posted by: vicious.5683

vicious.5683

+50% downed damage, 6 runes of afflicted and bowl of fire salsa.

this is fun!… and sad

What if...

in Necromancer

Posted by: vicious.5683

vicious.5683

here is my suggestion from another post a couple of days ago

Change Dhuumfire to Dhuumfrost:
Chilling does damage

apply chill and dagame it would be too much. Necros have a lot of skill to apply chill, along with sigils and runes.

The idea is to have a build with theoretical perma chill with slow damage over time. This would fit the attrition role very well.

If is ok for Fear to do damage, why not chill? ofc it would be a lot less damage since the uptime its way longer.

(edited by vicious.5683)

What if...

in Necromancer

Posted by: vicious.5683

vicious.5683

Probably would be OP: permachill would be so easy to achive, and doing damage on top of that, and with epidemic on top on top of that… Oh man, I would love that!

a lot of good ideas die before they can see the light just because of epidemic

Axe #1 needs to be changed.

in Necromancer

Posted by: vicious.5683

vicious.5683

It won’t cleave either because it’s a ranged weapon. There is no such thing as a 600 range cone cleave area in the game, they won’t invent it for the necro axe.

do people even play this game?

You are talking about an aoe attack, not cleave.
A cleave attack is when you hit the adjacent target(s) of your target.
Axe 1 is a single target, no area attack. This means a cleave attack on axe aa should be something like hit your target, and then hit the targets beside them and not all the targets between you and the target.

What you want is to change the animation of axe#1 to match your expectations.

Axe #1 needs to be changed.

in Necromancer

Posted by: vicious.5683

vicious.5683

do you know Spite it’s the condition duration tree too, right?

it doesn’t hit as hard as dagger and it will never do. It would be a better dagger because it hits at range.
It won’t cleave either because it’s a ranged weapon. There is no such thing as a 600 range cone cleave area in the game, they won’t invent it for the necro axe.

adding condi damage(making axe more hybrid than already is) is a feasible solution to the damage lacking of the weapon.

sure torment is the rarest condition, but I only see it as a better bleed, dont know how it would be problematic to put some torment on an auto attack.

ofc it shouldn’t be as powerful condition wise to replace scepter (as it doesn’t hit as hard as dagger in the direct damage department )

Axe #1 needs to be changed.

in Necromancer

Posted by: vicious.5683

vicious.5683

Dagger is the pure power weapon. I see the axe as an hybrid weapon with some direct and condi damage on it. Poison would be great too on aa

Except it has absolutely no damaging condis on it.

That’s why torment or poison could be a great addition to axe.

beside, you can use Dhuumfire on it without a great crit change, because the axe counts with a lot of hits, 2x on aa 8x on #2 and up to 5 in #3. At least one will be a crit.

Axe #1 needs to be changed.

in Necromancer

Posted by: vicious.5683

vicious.5683

Dagger is the pure power weapon. I see the axe as an hybrid weapon with some direct and condi damage on it. Poison would be great too on aa

Axe #1 needs to be changed.

in Necromancer

Posted by: vicious.5683

vicious.5683

Change vuln for torment on #1 and we are done here

armor vs toughness

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Posted by: vicious.5683

vicious.5683

you forgot about protection, aegis, regen and stability on guardian, boons almost nonexistent in necro

The "Make-a-great-trait" competition

in Necromancer

Posted by: vicious.5683

vicious.5683

Eluding Death
Gain 4% life force when you dodge roll while in combat

Add “while in combat”. Otherwise, sounds pretty good.

yeah sure, that’s exactly what I was thinking, tnx

The "Make-a-great-trait" competition

in Necromancer

Posted by: vicious.5683

vicious.5683

New Spite Adept Major:

Forstbite. Deals damage to the target when you inflict Chill. (scales off Power)

Makes for an interesting synergy with something the necro is already very good at. Damage wouldn’t have to be high, due to the ease for necros to cause Chill, but on the upside, it’s something every necro can make some use of. It’s also not a DoT, so the damage can’t be cleansed off.

Change Dhuumfire for Dhuumfrost:
Chilling does damage
Don’t listen to ppl who will say “oh no that would be too OP” it would not.

another one:
Eluding Death
Gain 4% life force when you dodge roll

(edited by vicious.5683)

The "Make-a-great-trait" competition

in Necromancer

Posted by: vicious.5683

vicious.5683

explain this
“- balanced (e.g. will not combine too well with another trait)”
most of our traits lacks synergy and you’re proposing the new ones should be the same?

Axe #1 needs to be changed.

in Necromancer

Posted by: vicious.5683

vicious.5683

Dagger mh: power, dagger oh: condition. And we have a trait for using both at the time.
Axe#3 is AoE but no cleave on aa or #2
Marks works better at melee range but they are 1200 range.
Focus have ridiculous long casting times and don’t have a specific purpose.
WH long CDs short effects.

Axe #1 needs to be changed.

in Necromancer

Posted by: vicious.5683

vicious.5683

All I can say is necro weapons are terrible designed.

Why we are being viewed as "OP."

in Necromancer

Posted by: vicious.5683

vicious.5683

to tell you the truth, just one necro build have too much condi damage+ heavy CC

Constructive balance lists go here!

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Posted by: vicious.5683

vicious.5683

Far point/bomb engis – Just way too strong. The only counter to it is a necromancer (which we know will be nerfed). And even then the necromancer cannot stay on the point so it will get decapped anyway. This build beats everything else 1 on 1 with extreme ease AND, further to this, even if they cant kill the other person 1 on 1 then all their knockbacks will still decap the point. Being able to res yourself is just broken. The amount of spam is ridiculous. They can get so many conditions on someone by just pew-pew ing. The burning is too much I think.

Bomb engis? Really? lawls…. For them to be effective damage wise they have to be 30 in the power line and only 2 bombs are really considered “damaging” aside from the AA. Fire bomb and concussion bomb. The last two are CC of a sort.
Anyways for a bomb engi to have somewhat decent damage they have to take forceful explosives otherwise the explosion radius on all bombs is pathetic.
After that they have the option to take incendiary powder OR explosive powder one causes burning on crit the other increases explosion damage by 10%. After this they are going to take the recharge reduction. Now if they take incendiary powder, your a necro you can send those conditions back not once but multiple times through multiple sources. And at least burning from engineers makes sense.

Also they don’t beat anything else 1v1 currently the 1v1 god is a phantasm mesmer, Sorry to burst your bubble. It really seems like you and vicious just don’t want the necro god status nerfed. So many necros agree they didn’t need the massive damage buffs they got. And bomb engi doesn’t need nerfed because it is a good example of risk v reward. For the bomb engi to be effective he has to be melee leaving him open to all sorts of damage. Necro damage can be spammed from afar.

Until this^, the post was entirely constructive.
Shame on you guys

Why we are being viewed as "OP."

in Necromancer

Posted by: vicious.5683

vicious.5683

necros are ok compared to this
http://www.youtube.com/watch?v=4MlXskSmfpI
=P

What if Dhuumfire applied Torment instead?

in Necromancer

Posted by: vicious.5683

vicious.5683

here is another idea.

Change Dhumfire to:
100% chance to inflict burning for 5 seconds when a channeled skill is used. This effect can only trigger once every 10 seconds.

This would benefit to axe and dagger, weapons used in hybrid builds and terror builds will only proc it each 40 secs on DS#4.

This would reduce the bursting on terror without nerfing any other build.

Any thoughts?

Very good idea there. I think this would be a fair solution.

I disagree. Hybrid builds typically run with axe and scepter. Dagger/axe would be more like a power build, which would not run with Dhuumfire anyway. So that change would make it a Grandmaster Trait no one would use.

You’d have it in axe #2 and the idea its to link Dhuumfire to weapons other than scepter staff and oh dagger.

I would like to think the developers would want to make Dhuumfire an attractive alternative to Close to Death. If it was tagged to channeling attacks, then it would only be attractive to power builds that would use both axe and MH dagger. But those builds don’t run with +condition damage, so they’d still take Close to Death.

http://wiki.guildwars2.com/wiki/Burning

still hits hard with 0 condition damage

with condition damage you can take axe/x + staff or axe/x+ scepter/dagger
so ppl would take it anyway, allowing more build diversity and preventing the terror+burning damage.

but anyway, what’s your idea?

GG ANet

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Posted by: vicious.5683

vicious.5683

People are so mad about someone pointing out just how ridiculous certain classes are right now…. And a thief is prolly one of the least useful classes in PvP compared to others right now. He was just more having fun with it in his picture why is everyone immediately thinking he is calling for a nerf. And yes I do think necro is beyond OP but I think his picture is speaking a truth here. Also class stacking too if it was 3 engis on that point he would have had a rough time too.

There are no ridiculous classes, just ridiculous crying ppl asking for nerfs when they don’t know nothing about other classes abilities.

"New" Terror = balance ? (suggestion)

in Necromancer

Posted by: vicious.5683

vicious.5683

I’d prefer if terror simply had terror’s damage reduced. Although it is cool that I can get it to tick for 1400 or so in WvW, before the recent changes the only time that would happen was with Reaper’s Mark and Doom, and only for a single tick.

I used it in much the same manner that I use terror now: a finisher. After sustaining in the fight a bit, I fir off my remaining fears in an attempt to chain-stun my opponent to death. Back when I received only 3 ticks of fear this was more balanced: I could do about 4.2k unavoidable damage with fear, but unless used wisely this would wipe my defensive abilities, leaving me helpless. But now that doom is 50% better and spectral wall is 1000% better, I routinely fear other players for 6-7 seconds at a time. Note: this is not a dedicated fear build (only have 50% duration increase).

I now burst for twice as much damage: about 8.4k now. This damage goes right through protection and toughness, hitting their HP directly. This is bad news against anyone who stacks protection/toughness, or anyone who has low HP. The low HP classes being thieves, elementalists, and guardians: 3 of the 4 most played PVP classes (the other being mesmer). Knowing that, a lot of the QQ starts to make sense: A class with 2900 armor can get burst down from 75% health by these darn necromancers, and they’re stunned for the duration of it, too.

If we look at the situation mathematically, a simple solution shows up. If all necromancers received at least a 50% increase in fear (doom), then arguably terror should do 50% less damage. As it happens, terror does 50% more damage when the opponent has a condition, so if we remove this bonus, then terror becomes much more manageable. Doing this, my terror damage goes to 930 a tick, coming to 5.5K for a full fear burst.

With the combined difficulty of stacking fear (positioning with spectral wall is not easy against a smart opponent), as well as the ability for stun breaks and stability to stop / prevent the burst, this is an understandable number to have. It is slightly higher than what was available to me pre-patch, but it also has the potential to be lower than what was available to me pre-patch.

100% this.
Good and well explained post.

FEar is better than before patch. 50% more damage its not needed anymore

GG ANet

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Posted by: vicious.5683

vicious.5683

What a bunch of qqers.
Just dodge in and all those marks will disappear.

Normally I would, but given the wide range of those marks, there’s no way that I could evade past all of them. I’d still be hit by at least one or two of them once I landed, and possibly even three.

But if you’d like to show us a video of yourself dodge rolling through seven marks spanning that distance, please, be my guest.

You can wait some seconds for the rest to disappear.
Two necros put those marks, why you think it should be easy to stay unharmed?

Why is Dhuumfire OP?

in Necromancer

Posted by: vicious.5683

vicious.5683

Not your own condi cleanses. You are cc’ed remember?
if you count your cleanses plus team cleanses its still easier to remove burning

GG ANet

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Posted by: vicious.5683

vicious.5683

What a bunch of qqers.
Just dodge in and all those marks will disappear.

What if Dhuumfire applied Torment instead?

in Necromancer

Posted by: vicious.5683

vicious.5683

here is another idea.

Change Dhumfire to:
100% chance to inflict burning for 5 seconds when a channeled skill is used. This effect can only trigger once every 10 seconds.

This would benefit to axe and dagger, weapons used in hybrid builds and terror builds will only proc it each 40 secs on DS#4.

This would reduce the bursting on terror without nerfing any other build.

Any thoughts?

Very good idea there. I think this would be a fair solution.

I disagree. Hybrid builds typically run with axe and scepter. Dagger/axe would be more like a power build, which would not run with Dhuumfire anyway. So that change would make it a Grandmaster Trait no one would use.

You’d have it in axe #2 and the idea its to link Dhuumfire to weapons other than scepter staff and oh dagger.

Why is Dhuumfire OP?

in Necromancer

Posted by: vicious.5683

vicious.5683

and burning is easily stopped by condi clease, what is your point?

So is Terror. The point is burning can be applied more, does more damage per application, and has less ways to remove it to Terror.

As far as I know there are more condi cleanses than stun breakers and with shorter cd’s

Why is Dhuumfire OP?

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Posted by: vicious.5683

vicious.5683

That means burning will tick with 748/s, so Dhuumfire will do at least 3740 damage.

And btw no, it’s not that easy to land a 5 sec fear chain on another player. And even if you do, you just put all your sources for fear on cooldown. Dhuumfire on the other hand is ready every 10 seconds.

So objectively… saying one is more powerful than the other is situational at best.
But if you look at the damage output alone then Dhuumfire is stronger.

You can’t look at damage alone, you have a CC effect on fear. You don’t have such effect on burning.
And those numbers may be achieved with 30 points on Curses, but actually you don’t need 30 in curses to take Dhuumfire.

You guys are sooo biased. Dhuumfire it’s not as powerful as you think

Why is Dhuumfire OP?

in Necromancer

Posted by: vicious.5683

vicious.5683

I would put both Dhuumfire and Terror as grandmaster trait in curse. Move the weakness on crit to spite

yeah because Spite it’s the precision tree… lol

Dhuumfire it’s 100% proc because of that same reason.

Why is Dhuumfire OP?

in Necromancer

Posted by: vicious.5683

vicious.5683

If you factor in normal condition duration, terror will tick for a total of 2600 damage (2 ticks) Dhuumfire will tick for about 3700 (5 ticks).

In terms of bursting, remember you can chain fear, getting bigger numbers from terror in shorter amounts of time. And those 5 ticks don’t hit that harder, I’d say the damage for those 5 ticks its around 3200. Fear can hit for around 5000 in the same 5 secs if you chain it, something very easy to accomplish

1300 damage per fear tick with the 50% bonus means you have about 1700 condition damage (1682 to be precise).
That means burning will tick with 748/s, so Dhuumfire will do at least 3740 damage.

And btw no, it’s not that easy to land a 5 sec fear chain on another player. And even if you do, you just put all your sources for fear on cooldown. Dhuumfire on the other hand is ready every 10 seconds.

So objectively… saying one is more powerful than the other is situational at best.
But if you look at the damage output alone then Dhuumfire is stronger.

And to top if off, terror damage is easily stopped by stability.

and burning is easily stopped by condi clease, what is your point?

Why is Dhuumfire OP?

in Necromancer

Posted by: vicious.5683

vicious.5683

If you factor in normal condition duration, terror will tick for a total of 2600 damage (2 ticks) Dhuumfire will tick for about 3700 (5 ticks).

In terms of bursting, remember you can chain fear, getting bigger numbers from terror in shorter amounts of time. And those 5 ticks don’t hit that harder, I’d say the damage for those 5 ticks its around 3200. Fear can hit for around 5000 in the same 5 secs if you chain it, something very easy to accomplish

Why is Dhuumfire OP?

in Necromancer

Posted by: vicious.5683

vicious.5683

I don’t want any nerf btw, but IF something it’s nerfed, it must be the OP side of the combo and not a single 30 trait points which engis got for 10.

There are no OP sides, the combo is the problem.

If terror is nerfed, you won’t be forced to take Spite IX because you already use it.

If Terror is nerfed you will be forced to take Dhuumfire regardless of whether you had it before or not.

At least the terror build won’t be destroyed. You still have an option.

I quite don’t get that guy. Nerfing Terror will destroy more balanced condition build that doesn’t use dhuumfire than dhuumfire nerf. Just say it, you just want to keep playing 30/30/10/0/0, and don’t give a kitten about all those other 5-6 condition builds using terror without dhuumfire. Hence why you keep suggesting to nerf terror. Good try…

I don’t play 30/30/10 and I dont use terror in my build(s). Your idea of balance takes into account that every build use terror, but thats not true.
Try to make a build with dhuumfire as a major contribution to damage, then nerf it. That build it’s not viable anymore.
And in case you didn’t read it, I don’t want any nerf. Just saying that nerfing terror makes much more sense than nerfing dhuumfire.
Objectively, Terror it’s more powerful than Dhuumfire, I hope you agree with that at least. At this moment, a 30 point trait in spite it’s worse than a 20 point trait in curses and equal to a 10 point trait in Explosives(engi trait).

Tell me how it’s logic to nerf Dhuumfire.

Why is Dhuumfire OP?

in Necromancer

Posted by: vicious.5683

vicious.5683

I don’t want any nerf btw, but IF something it’s nerfed, it must be the OP side of the combo and not a single 30 trait points which engis got for 10.

There are no OP sides, the combo is the problem.

If terror is nerfed, you won’t be forced to take Spite IX because you already use it.

If Terror is nerfed you will be forced to take Dhuumfire regardless of whether you had it before or not.

At least the terror build won’t be destroyed. You still have an option.

Why we are being viewed as "OP."

in Necromancer

Posted by: vicious.5683

vicious.5683

It is weird that there is no boon paired with torment. Every condition except torment has a counterpart in form of a boon. Maybe with an introduction a tomren counterpart boon things will get evened out a little…

but that counterpart it’s not unique. There are more conditions than boons. When using Well of Power Bleed and Chill turn into vigor and cripple and immobilized turn into swiftness. So you don’t need a new boon for that purpose.

Why is Dhuumfire OP?

in Necromancer

Posted by: vicious.5683

vicious.5683

what? you want to nerf my terror build? Nerf Dhuumfire instead of terror

I don’t want Dhuumfire nerfed because I use it.

nice…

I was telling the other guy that I use Dhuumfire, and he think I didn’t. Don’t get me out of context for your post next time. My reasons for not nerfing DF are well known.

I don’t want any nerf btw, but IF something it’s nerfed, it must be the OP side of the combo and not a single 30 trait points which engis got for 10. And there is a difference if you still don’t see it: You actively ask for nerfing a trait that you will use it anyway.

If terror is nerfed, you won’t be forced to take Spite IX because you already use it.

Why is Dhuumfire OP?

in Necromancer

Posted by: vicious.5683

vicious.5683

oh, that’s a brilliant question. I don’t want Dhuumfire nerfed because I use it.

it’s that enough reason or should I write a wall of text explaining it?

My Necromancer Suggestions

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Posted by: vicious.5683

vicious.5683

A necro without burning just becomes a worse engineer again. Either nerf burning or nerf both the necro and engi burning traits.

Replace burning with Torment and you achieve the same effect only with less condis to cleanse.

You’d need like 5 Stacks of torment for that.