Showing Highly Rated Posts By striker.3704:

Thoughts on Ascended Gear? [Merged threads]

in Guild Wars 2 Discussion

Posted by: striker.3704

striker.3704

They’re really going all the way for gear progression.

So much for no gear grind,
oh, those dungeons that we started with?Arah? Ascalonian catacombs? What about crucible of eternity? they are all obsolete now!
So much for the “different from other MMOs”

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

Axe auto still bad. 10%?

in Necromancer

Posted by: striker.3704

striker.3704

As for the animation on axe 1, it was changed because of an exploit with cancel casting that allowed players to get significantly more damage from the skill by continually canceling it. At the time I tried to just adjust the original animation so we could keep it but due to its construction that ended up not being feasible. The resulting animation looked extremely choppy and didn’t sync well across races. You are always welcome to make suggestions on alternate animations you’d like to see, but going back to the original animation at this point is extremely unlikely.

Thank you for the clear direction on how we can help ya’ll come up with alternate solutions.

The problem with the current animation (at least for human male necromancers) is that the swing arcs are too smooth with what the animation seems like it’s trying to portray. It makes it look like the necromancer is either trying to throw the axe, or isn’t actually trying to hurt someone.

I think the easiest solution would be to improve the existing animation by giving it more life. Right now the animation doesn’t have the same fervor present in the old axe animation or the dagger auto attack. A simple way to fix this is to speed up the first swing initially, and have the character halt at the end of the arc (as if he’s actually lodged the axe into something) then have the second “swing” do a very forceful pullback, as if he’s tearing whatever he lodged the axe into open. This would give the existing animation more life.

The best way to imagine this, would be as if the necromancer was doing it in an axe murderer fashion. He swings the axe in a very exaggerated overhead arc, stops as if he lodged the axe into his target, then pulls it backwards as if to tear whatever he landed the axe into open.

Whatever ya’ll decide to do or go with, please make sure the hit animation matches the swing arc used. It looks really weird when you swing the axe vertically but see a horizontal hit animation.

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

(edited by striker.3704)

Dec. 10th Balance Preview (Necromancer)

in Necromancer

Posted by: striker.3704

striker.3704

IIRC I said it earlier in the thread, but I’ll say it again. Reanimator functionality should be changed from “when an enemy dies” to “when either an enemy or non-jagged horror ally dies”, you could also set it on a 20s cooldown or just leave it at it’s original 30s. The problem with reanimator isn’t[] its cooldown, it’s how often you can proc it when needed. The only time the every 15 seconds would be more effective is overworld trash mob slaughters or in WvW. In sPvP and dungeons, the problem with the trait is that it only really is there after the fight is finished. Most of what you fight in dungeon instances are groups of 3-5 silver enemies who usually die around the same time anyway due to stacking. In PvP It’s very likely you won’t be killing another player within 30 seconds, let alone 15s.

Long story short: This adjustment would make jagged horrors a much better trait, and even by extension make bone minions useful for other necromancer builds outside of the blast finisher effect. Other builds that didn’t have anything that really filled a utility slot could go 10 into death magic for some blast finisher and “free bleeds” goodness. This will also help the “protection of the horde” trait along but, as the math the guy above me posted shows, the trait is weak even for minion master builds.

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

Suggestion for Axe The hard way

in Necromancer

Posted by: striker.3704

striker.3704

reversing the weapons roles arbitrarily like that makes no sense.

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

Strategies for Beating Mesmers

in Necromancer

Posted by: striker.3704

striker.3704

-If you’re built tanky, unholy feast (and by extension spiteful spirit) combined with death shroud can really punish them for attacking you even if they have distortion. You’ll get plenty of retaliation duration off their illusions.
-dodge roll the big shatter damage
-channel skills continue to hit even if they stealth in the middle of it. If you have siphoning, you can see the heal numbers pop up on you to track where they are. (this works on them being downed and stealthed too.) This same trick also works with locust swarm+dagger attacks to find a stealthed mesmer.
-build life force at all times, death shroud is your best friend.

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

nerf vital persistence?

in Necromancer

Posted by: striker.3704

striker.3704

Nerfing vital persistence isn’t the way to go. Necromancer isn’t OP with vital persistence.

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

Thoughts on Ascended Gear? [Merged threads]

in Guild Wars 2 Discussion

Posted by: striker.3704

striker.3704

This honestly DESTROYED my love for this game. I bought it because I was hoping for something different, a new MMO experience.

Yeah, dynamic events give it to an extent. However what I loved most about the game was the lack of gear progression.

Now that it’s in, the game is basically turning into WoW 2.0 slowly.

it seems whatever soul that was in this game, is no more.

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

Thoughts on the new "Rise!"

in Necromancer

Posted by: striker.3704

striker.3704

Considering it’s flat mitigation, it’s extremely potent. This also allows non-condition damage builds to utilize “Rise!” more effectively. Though it relies on the minions attacking, It’s fair to note that jagged horrors are rather responsive, so the same can be said of shambling horrors.

These minions will have a LOT of synergy with DM/BM/Reaper minion master builds, as the siphoning and redirection will have a large impact on the builds effectiveness. I can easily see more DM/BM/Reaper MMs running transfusion instead of unholy martyr once these new minions drop.

It is fair to note though, that and curses/DM/Reaper builds will have less access to bleeding by extension, thus this will nerf their damage.

Dark Bond was a really strong GW1 skill. It redirected 75% of all incoming damage from yourself to the closest minion. Though the skill wasn’t that good.

Speak for yourself, I used dark bond and infuse conditions on my fort aspenwood MM PvP build all the time. You’re basically unkillable once you get your minions going.

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

(edited by striker.3704)

How important armour is in levelling?

in Necromancer

Posted by: striker.3704

striker.3704

If you’re running wells you should be using dagger+warhorn/staff, with either power/precision/critical damage, power/precision/toughness, or power/toughness/vitality (basically power builds). Condition damage is worthless on a well necromancer as none of your utilities deal condition damage.

You should try to keep your armor within 5 levels of your character’s level. In overworld PvE it isn’t that important, but it certainly makes the process a lot quicker.

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

What's going to happen to current dungeons?

in Fractals, Dungeons & Raids

Posted by: striker.3704

striker.3704

One of the things I enjoyed most in this game was that no matter what, all the dungeons were beneficial for me to do as they lead to me getting stuff that was useful to me at one point or another.

However, now that ascended gear is being introduced, it seems to me like all 8 of our current dungeons and their rewards will become obsolete. There won’t be a point in running any of them besides getting the skin you want or tokens for a gift for a legendary weapon.

I detested how all content became obsolete as soon as the newest raid was introduced in WoW. Does Anet plan on going that same route? Are they just gonna let everything they had starting out be blown into the wind for this ascended stuff?

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

Dungeon Patch Discussion 11/15

in Fractals, Dungeons & Raids

Posted by: striker.3704

striker.3704

RNG in fractals was terrible decision. Ascended gear should be tokens just like every single other dungeon in this game.

If you want to cater to the WoW baby RNG players, do it with skins, not with top end gear.

Also the old dungeons aren’t worth doing except for skins. There needs to be even more incentive to do them.

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

[PvP] Ele's Meta-Viable? Give them Revealed

in Profession Balance

Posted by: striker.3704

striker.3704

Hard counters are a big no-no. Ele’s already got a hard counter to the Conditions meta (diamond skin) we don’t need even more rock-paper-scissors gameplay like that atrocity.

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

Minion Change Suggestions (Sikari & Bhawb)

in Necromancer

Posted by: striker.3704

striker.3704

I disagree with changing the minions to scale with precision and ferocity. As soon as minions are able to scale with something else, they’re gonna get nerfed in another area so they don’t become too strong base.

I also disagree with the change to the blood fiend. It’s one of the most reliable minions with attacking, and doesn’t make any sense flavor or mechanics wise to heal you without attacking.

cleave on the bone minions and shadow fiend are completely unnecessary. Bone minions have terribly low attack damage, and are there as explosion fodder. The shadow fiend, while decent with attacking, doesn’t really need cleave. If anything, make the AOE on his blind active bigger.

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

(edited by striker.3704)

Flesh Golem Charge

in Necromancer

Posted by: striker.3704

striker.3704

Considering the flesh golem is an elite ability, I think the flesh golem’s charge should be a leap finisher. All the aura’s he can gain from it would synergize immensely with how he simply runs into the enemy and eats damage.

The flesh Golem isn’t really a bad elite skill, but I feel like he needs that little bit of extra oomph when compared to the other elites.

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

Corrupt Boon fixed

in Necromancer

Posted by: striker.3704

striker.3704

If that was/is seriously all of the changes I would be beyond mad, and transition into sad.

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

LF a good MM build for the new patch!

in Necromancer

Posted by: striker.3704

striker.3704

I play a necromantic corruption necromancer (corrupter’s fervor):
http://intothemists.com/calc/?build=-38c3-0-sHFE0z3VI-K0;9;4896;0037257058;4Xw0;3F-03F-036i
Soldier’s gear
Rune of the lich
Sigil of frailty and sigil of peril for axe+focus
Sigil of leeching and water for dagger+warhorn

This build has:
-high sustain from life stealing
-lots of condition mitigation
-good single target damage
-lots of CC
-decent mobility for a necromancer
-a good amount of boon hate

This is mostly for sPvP, I feel in dungeons you would probably wanna run a more damage focused build that uses death nova.

Here’s the beauty of the build:
-Axe+focus applies a lot of vulnerability which keeps corruptor’s fervor up and allows your minions to deal more damage. It also helps lock down enemy boons as you can remove up to 5 at once (spinal shivers+unholy feast+spiteful spirit)
-Unholy martyr draws conditions off of minions, which means that you constantly trade conditions with your minions, generating a LOT of life force. This makes necromantic corruption+unholy martyr a life force battery! Even if all your minions die, you still can generate that life force from allies.
-Vampiric aura works on minions, so you still get the maximum effect even if there are no players around. This also still heals you along with the regular vampiric trait.
-Last rites gives you plenty of healing power, so you don’t need to invest in healing power to make the siphoning strong.
-Since you get a free unholy feast from entering death shroud and protection from leaving death shroud, flashing shroud is a viable option, and since you generate a lot of life force in death shroud, staying in it is also a good option, giving you freedom to choose based on the situation.
-Mark of evasion alone gives you enough bleeding to proc blood bond by itself thanks to the condition duration from your runes of the lich. Even then, if the jagged horror that spawns from you lands a blow, you are also very likely to get the proc from only one dodge, letting you use your dodge aggressively in some situations.

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

Necro minions need some serious love.

in Necromancer

Posted by: striker.3704

striker.3704

I think there needs to be a skill that bleeds us and heals the minions. So basically sacrificing our health for a short time to heal the minions. There was a skill like that in GW1 that I used all the time with my MM build. I forget what it was called, but basically it gave you -3 health degen and +10 health regen on the minions. Now of course the minions in the last game gradually lost health, so a +10 health regen was very helpful but not overpowered because they’d start losing health immediately afterwards.
Anyways, I also use Well of Healing instead of the healing minion on my necro and I tend to jump into the middle of my minions while they’re fighting and use the Well to keep them healed (and myself). Works pretty well for me and I also have tons of Vitality and Toughness to keep me alive while doing this.

The skill you’re thinking of was vereta’s sacrifice. It was an OK skill but it was outshined by blood of the master (which was core to minion army builds).

As for the main topic the things minions need are an AI fix, and for the blood fiend buff to be fixed.

2.Bone minion root to be instant cast
3.Minion master trait reduce the minion active cooldowns.

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

(edited by striker.3704)

What is workaround for minions not attacking?

in Necromancer

Posted by: striker.3704

striker.3704

If you make the shadow fiend use his blind as your first attack, it usually makes all the minions attack that target.

It also helps if you attack the enemy from <600 range.

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

Healing in Death Shroud just became dire...

in Necromancer

Posted by: striker.3704

striker.3704

Reaper is designed to be in shroud as long as possible. If you reduce the ability to stay in shroud for extended periods, you effectively shoot reaper in the foot.

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

So, if you are thinking of quitting, what would have to be in the next patch to change your mind?

in Necromancer

Posted by: striker.3704

striker.3704

I’m not quitting at this point buuuuuuuuuut:
-useful jagged horrors
-minion AI fixed
-minions no longer killed by transformation elites
-flesh golem can swim underwater
-focus buffed in some way for bigger fights
-axe damage increased
-health siphoning improved
-general bug fixes
-A legendary that matches necromancers

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

I feel like necro got shafted

in Necromancer

Posted by: striker.3704

striker.3704

Rangers got group support that they lacked, necros got to become melee monsters and got a small bit of mobility that they lacked. Win/win imo.

If you want to talk shafted, visit tempest, daredevils, and dragon hunters.

I honestly love tempest and dragonhunter, come at me.

Anyways, reaper is by no means getting us shafted. Thematically it’s extremely cool and flavorful, and mechanically it honestly works out very well with a few tweaks needed here and there. It gives the necromancer stuff it’s been missing for a while, so it’s doing it’s job just fine.

Druid doesn’t give you a life shield, so in reality it’s very different. I don’t feel threatened by it at all.

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

Class popularity in pvp

in PvP

Posted by: striker.3704

striker.3704

Are engi, necro, and ranger bad in the current meta or something? I want to play a range class, so with ele and mesmer out of the windows, those are what I was looking at.

Engineer requires some serious finger acrobatics. Engineers have some of the most versatile traits, utilities, and combinations I’ve ever seen. However, you can get a lot of the same power with less effort on other classes.

Necromancer suffers from a number of issues with a number of builds (well cooldowns, minion AI being poop, wonky signets, lack of stability, ect). Necromancer can be good, but every single build they have is lacking just a little something.

Ranger suffers from pet AI and the same deal as necro. All of their builds lack in different areas.

In regards to OP, the most common are D/D eles, Mesmers, followed by burning guardians and thiefs.

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

Siphoning Not a Beneficial Strat. At All.

in Necromancer

Posted by: striker.3704

striker.3704

I can’t edit my post so I’m just gonna reply again. Siphoning isn’t supposed to heal faster than damage, it’s supposed to simply slow down the rate you take damage. You also need to keep in mind that when you siphon you deal as much damage as you heal. So if you were to hit the enemy with the axe 2 for the 8 x hit and siphon for 25 per hit, that’s a bonus 200 damage on top of 200 HP healed.

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

New update!

in Necromancer

Posted by: striker.3704

striker.3704

I’m honestly surprised they STILL haven’t fixed their blood fiend buff yet. It’s still the default value.

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

Mini Tequatl!

in Tequatl Rising

Posted by: striker.3704

striker.3704

If it is sellable it will be 1000 gold. You will have to do teq 100000 times to get a .001 chance of getting it. Save your gold!

Gamblers Fallacy, you could do Tequatl 10000000000 times, doesnt mean your chance is getting any better, the drop rate is individual…..

yes and no, yeah your chances of getting it don’t increase, but it is very unlikely that you wouldn’t get it after a while.

IE: if you flip a coin your chance of not getting tails once in a row is 50%, twice in a row is 25%, three times in a row is 12.5%, ect. however your chance of getting either tails or heads individually is always 50%.

so yeah, his chances of getting it don’t improve, but it is statistically unlikely he won’t after that many tries.

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

[Merged][PvP][Warrior] Healing Signet is Too Powerful

in Profession Balance

Posted by: striker.3704

striker.3704

You all are right, it was too fast, shouldve thought of all you slow thinkers.
Here is another FACT:
Game is balanced by devs as warriors have base HP of 18k.
if you are saying the ‘return to full health’ is not a good measure because warrior (and necros) has the most HP its basically saying that before a fight even began:
warrior >> others classes if no ones uses heals.
Now this may be true or not but it’s a whole different issue and not related to HS.
If say game was balanced for warriors with 15K hp, then HS would heal to full at 37sec which sounds definitely stronger and might have been OP compared to others,
but again it isn’t.

And here is another something to think about for the guy with ’it’s always on’ answer.
Engi vs warrior on a fight that takes
70sec: engi heals at 10, 30 ,50, 70 = 4*7400 / 70 = 422hps
50sec: engi heals at 10sec, 30 and 50 = 3*7400 / 50 = 443hps
30sec: engi heals at 10sec, 30 = 2*7400 /30 = 493hps
much more then HS 392.
You can see that the shorter the fight the better normal heals are. Of course this is just an example of potential and any fight can go differently, one can use he’s heal every 30sec, or not use it at all, that’s up to you, point is potential is there.
HS is fixed 392hps for better or worst, if your heals get interpreted all time coz you play like a noob then its for the better, but if u can burst down real fast and cast your heals when invisible, or the heal is an evade or a block or its knock ppl back anyhow then HS is a sure disadvantage.

You can’t throw around those numbers and exclude the signet active heal. The problem with the heal signet is that you get the passive heal ON TOP OF the ability to use an active heal. so add another 4k HP or so to that heal number.

The biggest problem is IMO is actually the active heal. If we reduce the passive without doing something to make the active useful, we are just creating a different problem. Truly the active on this skill right now is in the following place. When I see someone press it I think “No No No don’t do that!” We are discussion some options here so if you want this to be constructive give suggestions towards improving the active. Reducing the passive is easy to do but we will not do it without solving the other problem. Also we will not greatly reduce it because it is giving Warriors a sense of sturdiness that we want their profession to have. Without strong heals, Warriors feel too much like everyone else. Setting them apart with strong heals has been good for changing their playstyle feel, but we agree it needs some tweaks.

Jon

You are showing an awful lot of concern about nerfing a healing skill that is universally considered too strong, yet you’re willing to nerf vampiric master without a second glance despite the fact that siphoning is already in a weak place. Why are you making the warrior’s sustain better but nerfing the necromancer’s? Is the warrior gonna be the king of both damage and sustain?

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

(edited by striker.3704)

[All] ANet - Do You See This as Balanced?

in Profession Balance

Posted by: striker.3704

striker.3704

Considering they’re nerfing necromancer siphoning, especially the siphoning of a spec that has only been popular in PvP as of recently for a very specific team build, and a trait type that people have been desiring a buff to since the start of the game, I don’t think they have a clue anymore. Warriors are the most vocal and numerous class, so they drown out the rest of us leading to Anet heavily favoring them.

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

Trahearne: I personally find him to be probably worst character. :SPOILERS:

in Personal Story

Posted by: striker.3704

striker.3704

He doesn’t bother me quite as much. He mostly took up the “political” position of leadership while you get to do everything that’s actually fun. At the very least there was a logical reason he got the leadership position instead of you and he also makes sure you contribute to the decisions.The only things that really bothered me were his magical god sword that is the mcguffin device and everyone surrounding him. Most people talk of how amazing he was, but even he himself admits that he mostly just sat around watching stuff.

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

Necromancer's only defense!

in Necromancer

Posted by: striker.3704

striker.3704

Now you guys are being completely inconsiderate to tPvP.. you know.. the players who actually have “skill” with their classes. From a high end pvp standpoint & many other top tier players will agree that necro’s in their current state are now over the top. Their insane condi pressure & general condi spam is detrimental to team fights especially when used in conjunction with epidemic. Now a deathshroud / spectral armor combo is absolutely ridiculous. See for yourself :

http://www.twitch.tv/helsethgw2/b/434824077

Inconsiderate to TPvP? Why would an ele continue to spam all of their cooldown spike onto a necro obviously in his most defensive state?

By you “logic” warriors, eles, thiefs, basically every class is EVEN MORE over powered because they can go invulnerable and take no damage and if you spam all your cooldowns on their invulnerable state, you have done nothing.

un-freaking-believable.

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 starting to think we need to make a new thread since we are hashes hasn’t posted or updated in two months, and a lot of the bug list is outdated.

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

Necromancer: Feature Patch Preview Questions

in Profession Balance

Posted by: striker.3704

striker.3704

Will death nova direct damage eventually be added to bone minions putrid explosion with them becoming blockable?

Why is the sustain of the necromancer, Specifically minion master vampirism, getting nerfed more than the warrior healing signet, when the minion vapirism requires you to dedicate an entire utility set and major+minor trait to get the most out of it, while the warrior signet is a grab and go? Hell, the warrior signet is getting a net buff since the active is getting buffed along with the nerf, and I believe there are even more complaints about it than minion vampirism!

A more shortened extension of the question above, will the necromancer ever get MORE sustain instead of damage increases?

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

Minion masters will be gods again !

in Necromancer

Posted by: striker.3704

striker.3704

With engineers having access to moa morph as well as the increase in the number of mesmers (many of which who also have moa just to counter rampage/lich/MMs) being an MM now is both amazing and horrible. It’s amazing because of it’s newfound synergy, it sucks because your entire utility bar gets put on cooldown very very often.

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

Sikari Leaving. I'll miss you! <3

in Necromancer

Posted by: striker.3704

striker.3704

I don’t particularly much care for threads like these as they are pretty off topic. But whatever good luck and all that.

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

Serious Problem Starting to Trend.........

in Necromancer

Posted by: striker.3704

striker.3704

You should keep in mind that the groups who say they only want X class usually do the worst.

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

Signet of Undeath idea

in Necromancer

Posted by: striker.3704

striker.3704

Increase the amount of life force it gives and reduce the cast time to 1.5-2 seconds. That’s all it needs really.

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

Minionmancers are saved

in Necromancer

Posted by: striker.3704

striker.3704

I don’t see MM becoming meta anytime soon.

MM will never be meta as long as MOA remains the hardest counter known to man (and so kittening common holy kitten. Literally every single engineer runs it just about, and at least half the mesmers if not more run signet of humility too). I’ve never seen a single skill counter an entire build in any videogame as hard as moa counters minion master.

It doesn’t help that both moa morphs can be done out of stealth and finish their cast animation before it hits, thus leading you to getting moa’d without any counter play in the game existing.

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

Bug? Golem charge interrupt

in Necromancer

Posted by: striker.3704

striker.3704

The minions have their own tables for proccing things on hit and causing effects. That’s why their siphons are different and they don’t proc confusion for you (otherwise a mesmer could kill you by putting 9 stacks of confusion on you and using evasion in your minions). Likewise their CCs aren’t you doing the CCing, but them.

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

Necromancer Life Force as Initiative

in Necromancer

Posted by: striker.3704

striker.3704

hell, I’d be happy if they removed death shroud and gave us 4 skills that cost life force:
1. summon jagged horror: costs 10% life force (same cap of 5) no cooldown
2. life blast: same skill 10% life force
3.dark path: 25% life force, grants a temporary health shield on top of it’s original effect
4. Doom: AOE 2 second fear from self that costs all life force. (minimum of 50% life force required and has a 60 second cooldown)
Then a lot of the traits for DS could be changed around in a way that actually benefits other specs. As of right now DS only has a meager synergy with other specs (transfusion for MM, dark path bleed for conditions, might for power). Even the spectral skills designed to work with DS can’t be used with it, only when DS is down.

If life force was turned into a recourse and DS totally removed in place for these abilities, necromancers as a whole would be better.

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

Minionmancers are saved

in Necromancer

Posted by: striker.3704

striker.3704

They are a hell of a lot better now, this made more of an impact than I thought, it’s incredible!

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

Necro Changes

in Necromancer

Posted by: striker.3704

striker.3704

The scepter is already argueably our best weapon, it doesn’t really need another buff.

I would also like to see staff one skill apply a bleed or some sort of DOT like the mesmers number 1 skill on their staff.

We probably don’t get any dots on the staff because we gain life-force on hit with it instead.

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

Thoughts on spectral walk and flesh wurm?

in Necromancer

Posted by: striker.3704

striker.3704

The wurm is more or less the minion master’s form of a stun break/get out of jail card. You set it down and either the enemy rushes it (making them easy pray for you) or they ignore it and take the 1k damage every couple of seconds on top of knowing you can stun break+teleport at any moment. I consider it to be a purely PvP skill.

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

So when is the ele and mes nerf comming?

in PvP

Posted by: striker.3704

striker.3704

Honestly D/D ele is so kittening bs that it kills all the fun in PvP for me. If the enemy team has 1-2 D/D eles and mine doesn’t I seriously consider just closing the game every time. It doesn’t matter how good you are with the absolutely bullkitten amounts of damage mitigation they have:
-incredible passive healing through signet of restoration
-massive amounts of blinds
-Lots of condition cleansing and stun breaks
-disengage out the wazzo
-10 stacks of stability available from one skill
-2-3 hard CC skills
-lots of burst healing from water attunement without even having to use the actual heal skill
-can just about permanently maintain vigor, regeneration, and protection. Boon hate has little to no effect at all since the boons are so easily brought back.

Lets not forget that the blinds, CC, water attuenment healibng are all AOE which help allies too

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

Thoughts on the Class balance philosophies.

in Necromancer

Posted by: striker.3704

striker.3704

“lots of access to poison” like what? 2 weapon skills? Sure as a minion master I have a lot of poison, but that’s only because of death nova and my minions constantly being destroyed by AOEs.

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

Make Moa Form not destroy our Minions!

in Necromancer

Posted by: striker.3704

striker.3704

A long time ago the transformations killing minions was going to be looked into, but then they slapped those “these forms kill all minions” tags on the skills and called it a day. When only mesmer had access to moa it honestly still wasn’t that big a deal.

However, now that both engineer and mesmer have access to moa, and both of them can do it from stealth, it’s extremely bothersome in some matches.

A minion master getting moa’d is, as far as I know, the only instance in the game where another player can put your entire skillbar on cooldown, not to mention FULL cooldown. It’s plain silly and really cripples the spec from being anything other than “solo que PvP fun” as it is the hardest counter to any build I have ever seen in the game. Yes, even more so that stone heart in my opinion.

I don’t mind our own transformations killing our minions as they are designed for other specs really, but moa killing minions stinks.

From what I’ve learned though, the reason this kills minions is that it breaks the “chain” skill link minions all have. It’s apparently extremely difficult to work around this functioning in this manner. I don’t expect a change any time soon.

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

Ever gonna fix minions?

in Necromancer

Posted by: striker.3704

striker.3704

Minions in GW1 would at times have issues with responsiveness in PvP as well. I played a lot of fort aspenwood as an MM, and there were a couple of specific corners where all your minions could get stuck.

The difference in GW2 is that minions are much more valuable since this game has a much more action oriented combat system where your minions abilities and attacks can have a big impact on how well the fight goes for you. There simply is no excuse for bone minions to idle behind you when the enemy you need them next to is far in front of you, or for your elite skill (flesh golem) to idle next to you while you’re downed when his attacks would let you rally.

Minion AI simply needs to be more responsive for PvP. Reverting the AI back to it’s release version for PvP exclusively might help tremendously.

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

Necromancer Revamp

in Necromancer

Posted by: striker.3704

striker.3704

Wow those changes are massive nerfs to minion masters. You made it to where all of their actives kill them but left in all the traits that boost their damage and health (both of which are pointless with these changes) AND you removed the only trait that was beneficial to these changes (the trait called minion master).

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

PHEW...

in Necromancer

Posted by: striker.3704

striker.3704

I can see how the attrition aspect works with each spec
(but each of them suffers from a big weakness):
-wells give you a “stand and fight” mechanic that punishes enemies for stick around
(but are pretty easy to simply walk out of due to the pulse mechanic)
-condition necromancer can send conditions placed upon him back to the enemy while maintaining conditions
(countered pretty easily by the large amounts of condition removal in PvP)
-minion master can repeatedly summon minions to draw the enemies attention or hammer them for being ignored
(AI is balls, death shroud prevents the use of minion skills, don’t have an underwater elite)
-death shroud spec’d necromancers can create a new health bar repeatedly
(the soul reaping tree DS specific boosts don’t seem to work)
-life siphoning necromancers draw from the enemies health pool
(life siphoning is incredibly small per hit and doesn’t scale in any noticeable manner with healing power)

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

Can we at LEAST have minions regen?

in Necromancer

Posted by: striker.3704

striker.3704

A full pet build also takes ALL of our utility slots. That is a pretty steep cost. It is true that mesmers have Phantasm utility skills but they are widely ignored, especially in regards to pvp situations.

You don’t need to go to the extreme to surpass the Pet Profession, Ranger. Heck, the Flesh Golem (Elite slot) is already as good as a pet: it regens and can be commanded to attack. You only need to use one more utility slot to have twice as many as a Ranger, leaving two free slots… IF Minions are basically as good as pets.

The fact that you could fill your utility slots with Minion-like Pets is just adding insult to injury.

I would rather jagged horrors just flat out not decay. 9/10 they’ve decayed and died before I even get to the next fight.

I’ve never heard a Necro that likes JH. I’ve seen and mentioned three or four changes in other threads. JHs are a totally different kind of thing which isn’t summon, minion, illusion, or pet. And it doesn’t really work very well.

2 things:
1. the ranger’s pet is far stronger than anything we get as utilities. The ranger pet not only scales with much more intensity than necromancer minions, but they also have 4 abilities of their own and are much easier to control. The only reason the flesh golem is comparable is that you have to use your elite slot to get it in the first place.

2. The jagged horror is a minion, the problem is that it doesn’t do much [read: anything] even if the necromancer is running a minion build. I personally like Jagged horrors myself, but it simply is too lacking to be useful.

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

Feedback on karka mechanics and the Lost Shore

in The Lost Shores

Posted by: striker.3704

striker.3704

the karka are an interesting enemy, however I can’t quite follow their mechanics.

I am guessing that when their armor is on they are immune to cc as they gain stability if you get through defiant. However sometimes if I break their armor and then fear them they gain stability anyway? Is this a bug or are they supposed to just be immune to cc?

Otherwise I like fighting them. They’re well equipped for dealing with players which I think is nice, they supply a good challenge and are actually daunting.

The lost shore event was cool, going in and actually building the island. However the island itself is really quite small, I was kinda expecting it to be more along the lines of a full fledged zone’s worth of content.

Outside of events and enemies, the island is very aesthetically pleasing.Both the Island and the fractal instances are some of the most beautiful zones I’ve seen in guild wars.

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