Showing Posts For tim.5617:

Disappointed at PvP variety...

in PvP

Posted by: tim.5617

tim.5617

the current map selection is really boring, you can only do the same thing so many times, even if you have differently themed maps but with identical gameplay!

i want a ctf map, where holding a flag disables all benificial movement effects, skills and utilities (to stop certain classes from being overpowered, think sorc in swtor’s huttball) but make it so you can pass a flag (600 range) but also intercept a pass!

i want a large deathmatch map, with either a guild vs guild option or 8vs8 (maybe 16vs16?)

and why not try to invent something new, even though swtor had it’s faults it had rather unique pvp maps and modes, especially huttball and the assault map where you blew up or defended doors and planted a bomb at the end forgot it’s name, i’m sure anet has it in them to create something amazing

for me the pve experience they created in this game is probably the best i’ve played so far, so please work your magic on the pvp experience too!

i also wish you could pvp in your pve gear, not for gaining ranks or stuff or whatever, but just for fun, guild vs guild in pve gear, i mean why not? i can’t be the only one that would enjoy that?? maybe give some wvw tokens if you win a match but even that isn’t important

i want to be able to que for a certain map while pve’ing, and after the map finishes i want to be back in pve where i was before, i fail to see why this isn’t possible right now? (when every other mmo seems to be able to do it)

i personally don’t care for tournaments or paid tournaments, or hardcore 5vs5 teams duking it out, that’s not the type of game i enjoy, i understand some people do like it, but why not offer a no reward pve geared freely queable pvp system (like so many other mmo’s offer) to people like me that like to casually pop in and out of pvp and have a bit of pvp fun between a dungeon or an event chain???

Power-Bleed build

in Necromancer

Posted by: tim.5617

tim.5617

well of course every single hit from those 2 skills (dagger and axe #2) can and will crit, with the last couple of hits if specced and geared for it (+ crit damage and percentage) those attacks can actually crit for a lot, especially when 80% of them crit in a row (last one in axe #2 -> 5k+ easily in berzerkers gear and a 20(30)/20(10)/0/0/30 spec so imagine 8-9 hits/crits in a row each one harder than the previous one leading up to the last one getting at 5k+ when it also crits)

not sure how you never noticed them critting??? unless you have an extremely low crit chance % ??

and yes they can potentially stack 1 or 2 bleeds from the trait if you are lucky

Need a general AOE Farming Build/Node running build/WvW build

in Necromancer

Posted by: tim.5617

tim.5617

Tim,

I’m intrigued with DS being instrumental in farming, but aren’t you kittening your uptime without the lower wells CD trait in blood?

I’m guessing you are using something like this build in order to maximize DS usage:

http://gw2skills.net/editor/?fQAQNAW3djQaZ6daia87JCoH769OLqwxoe4uyhOA

yeah that’s almost exactly what i’m using, though i’ve taken axe mastery instead off the 20% extra damage to enemies below 50%, i’m not sure if that trait works :/ as i haven’t seen any noticable difference in damage for some strange reason

i’d rather have all the bonuses to ds, power, crit and crit damage than 20% faster well recharge and a lot of other things nd stats that really don’t help me kill faster, but i guess it’s just my general preference

it’s really a worthwhile spec i’ve found AND a lot more fun as well than a pure condition build, remember that you’re not just increasing damage while in ds or ds usefullness everything that does damage and can crit will do it 30% harder, and with berserker gear it’s easy enough to get to around 35-40% crit chance and around 70-80% crit damage, probably even 45-50% crit chance with the right runes and sigils, and that’s where the most damage will be coming from, and let’s be honest it’s always nice to see big numbers and extra power means extra damage across the board

all i need to test out now is check if dagger would be better for pure dps than axe, but i’m kind of fond of my axe and can’t afford a berserker exotic dagger yet anyway,
after that 6x divinity runes, and i think it might be very powerfull for farming in pve

and also remember with all the ds improvements your life expectancy increases as well, being able to pop in and out of ds every few sec is so handy

(edited by tim.5617)

struggling to figure weapons

in Necromancer

Posted by: tim.5617

tim.5617

and don’t forget ds #4 just run into the group of enemies and press that button while running back to the group of players, you’ll have tagged most if not all enemies and you’ll have done very decent damage even at lower levels, add to that your wells as well and you’ll be doing very high damage

other than that, as mentioned, scepter #2 and dagger #5 are your friends, dagger #4 as well since i hops to multiple targets if you want to just tag them

Need a general AOE Farming Build/Node running build/WvW build

in Necromancer

Posted by: tim.5617

tim.5617

since you’re equiped with berserker gear, you’ll want to max your power and crit damage, so imo a 20/20/0/0/30 or a 30/10/0/0/30 build would be better suited, not only have you given yourself an extra dps boost (extra power and crit damage) but your death shroud will be instrumental in farming multiple enemies in pve, i’m currently using axe and focus with staff on offhand (although i don’t switch to staff that often anymore unless i fight a vet to pull him into marks before wells)

pull a group, lay down your 3 wells, switch to ds and press #4 after the channel ends everything inside the wells is dead, it’s as simple as that, if something survives use axe #2 to refill your lf pool and rinse repeat, i took down a veteran giant like that somewhat easily as well, took 3x 3 wells though and some dodging haha

for traits, take chill on blind very handywith well of darkness, axe mastery: axe #2 is very powerfull in pve, i had it crit in it’s final hit during the channel for over 5.5k on regular occasions, faster skill cldwn in ds, slower lf depletion, faster ds recharge so you can pop in and out very easily, to survive or get might stacks

my axe has a quickness rune and my focus has the chance to chill on crit rune

i’m currently saving up for an exotic dagger and warhorn in offhand, so i can daze if need be and to get dagger #2 and #3, and of course warhorn #4 and #5 can both be very handy if things go wrong

as for armor runes, i took the advice in the mr freeze thread, but i’m currently looking at divinity runes (so very expensive right now:( ) to improve my overall stats instead (i want to give my crit% another push) of just increasing frozen duration (which is handy in wvw though if you ever run into 1vs1 or 2vs2)

Minions

in Necromancer

Posted by: tim.5617

tim.5617

i’ve never bothered to play with minions past lvl 20 because of mutliple reasons, one of which included the looks of most minions, i’ve talked about this ingame with a couple of other necros, and some of use felt that the minions didn’t really give us a sense of being very necromancery (hahah :P)

not but seriously, let’s fix minion ai and general usefulness first though, i want to play with minions at lvl 80 and have them be a competitive alternative

I feel like we are missing something here.

in Necromancer

Posted by: tim.5617

tim.5617

i wouldn’t mind confusion, although i don’t feel like i miss or need it in my skill rotations

burning is a good condition to have, and would potentially give us a little boost in damage, depends if they remove another skill or tack it on to an existing one, or make it an on crit trait 33% chance to burn enemy with unholy flame for 3 sec make it look greenish black :P (they could easily replace the useless reanimator trait, doubt anyone would miss it ever)

staff 5 is the best way (only way?) to stop multiple people from rezzing a downed opponent so you can have a chance to stomp them, so no, i don’t want to get rid of that

Axe build

in Necromancer

Posted by: tim.5617

tim.5617

i got a bit bored with my condition spec and scepter swinging, so i picked up an axe with focus offhand and have been having quite a bit of fun, the biggest downside though, going from conditions to power/crit is that i dropped down from 30k hp to 20k :/ in an effort to push my dps through gear choices, i’m currently running a 20/20/0/0/30 build to max my crit damage and ds (faster recharge on abilities, might gain, faster ds recharge, stability, etc.) especially being able to pop into ds every couple of seconds helps out a lot, though the rebuilding of lf could be a little bit faster sometimes, especially if your chanelled axe 2 skill misses :/ , if it hits though and the channeling crits then you can see some really nice numbers, the last one has crit for 5k+ on regular occasions (usually with might stacks) so that’s a nice amount of damage since the channeling does a lot of hits with potential crits, but again it’s easy to dodge it or get out of it’s 600 range, but focus 5’s chill helps out in keeping enemies close (i use the runes described in the mr freeze thread to increase chill duration +40%)

for utilities i switch between spectral grasp(so much fun if it works), well of darkness(chill on blind trait)/corruption, spectral walk and bip, elite is plague form for it’s #2 skill so i can survive, but i want to try lich form with all this extra power and crit

i plan to try out dagger/focus/warhorn/axe combinations and figure out what’s best for my personal playstyle, but so far i prefer the axe to dagger, since while dagger 1 is actually good, with axe you never have to run into melee range, of course dagger 3 can be a lifesaver, it’s hard to pick because every combination has it’s pros and cons

Necromancer Problems...

in Necromancer

Posted by: tim.5617

tim.5617

@ Andele.1306 you are right, i was crafting carrion exotics and was looking at stats for this gear not the pvp stuff, my bad, sorry!

Necromancer Problems...

in Necromancer

Posted by: tim.5617

tim.5617

my fix to ds:

damage calculation should be based on (condition damage+power)/2
skill 1 should add 2-3 random conditions if it is kept the same it is now, or! improve it’s fire rate and remove the damage restriction when it low lf

plague form is quite excellent, just wish skill 2 worked with the ‘chill on blind’ trait, right now it doesn’t which makes me a little bit sad :/

spectral grasp, beside from the occasional failure due to it having terrain issues is an excellent skill, just would have prefered it if it would teleport the enemy to us instead of pulling them, although pulling the enemy over a couple of marks feels very good so the terrain issues should be fixed

@Andele.1306 carrion gear is superior to rampager since it offer vit where rampager offers no survivability