Showing Posts For tuman.6593:
Well of darkness is a joke, look at Nightfall(our greatsword 4th skill) – 4 pulses, cripple, blind, combo field, damage – 25s recharge time. And then look at well of darkness with 50 sec recharge lol
Same thing for me…
same for me and 1 of my friends
good but I still didnt get reward for Verdant Brink map complition and cant continue story after its bugged when I found last Rox’s sign…
If you focusing on DS Life Blast it would be better to take Death Magic instead Blood Magic that gives you additional 480 toughness and gain power based on your toughness(14% in DS).
I just want to compare our elite shout with revenant elite ability Jade Winds:
“Chilled to the bone!” – 1.25 sec cast time, 2 sec stun, 90 sec CD;
“Jade Winds” – 1 sec cast time, 3 sec stun, 5 sec CD.
Our shout deals 2.5x more damage and apply chill for 8 sec , as revenant its cost 50 energy, but anyway too much difference in favor of revenant, isn’kitten
I am not sure but I seen some streamer got full asc gear for free(from some bag or whatever) include aquatic headgear… How can I get it?
I edited my post with the answer above a few minutes ago
thx dude! <3
I am not sure but I seen some streamer got full asc gear for free(from some bag or whatever) include aquatic headgear… How can I get it?
tested it, looks like no
Blood Magic is good but I prefer Curses with perma weakness, boon conversion and 1 additional plague signet.
In PvE we need an ability that doubles current amount of condition on target(capped at 25 stacks)
btw does Unholy Fervor trait affect on DS 1-3 skills while wielding an axe?
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All what we need right now is ability that doubles conditions on target.
DS is good but my suggestions is:
1. Life Blast gain Life Force (2% per foe). Make life blast a projectile finisher.
2. Life Transfer should apply stability to you but you cant move while channeling.
3. Gain health instead Life Force while in DS
+ add some combo fields and finishers to DS abilities.
And make a new animation to Dark Path and make projectile speed a bit faster… something like you release shadow that leap/follow your foe…
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If you don’t want the new DS, don’t need the new traits, don’t like GS, etc. then that doesn’t really matter. For example if the new specialization removes DS and you were planning to build an unholy sanctuary spectral bunker, then you really don’t want to lose DS.
May be, but I still feel it is unfair or … I dont know. And idk why, may be because they give to us only 1 Elite specialization on start and we can choose between old stuff and new one only(and old one is a bit broken you know) but not between few new things.
And I afraid that new elite specialization will be just a booster for our DS mechanics and in current state it will be rly “must have”. I want rly something new from elite tree but I want old DS to be usefull too. But now it feels like Elite tree for the win and old stuff for the weak
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New ways that will not replace old? If yes it will be kinda must have… Its better to make our Soul Reaping spec as Elite and leave slot with golden frame for Elite Specs only but 2 other slots for our 4 core specialisations and same for other classes… But Ideal would be to give us to choose 6 minor + 2 adept + 2 master + 2 grandmaster traits from any of our 4 core specializations + 1 of 2(Soul Reaping and new one) elite specialization into golden slot. But if Soul Reaping still be core it will be bad design IMO…
It won’t necessarily be must have because to get the specialization you need to give up one of your three trait lines. You can only have 3 lines, and of those lines, you can have 1 elite specialization. So if your build relies on things outside the elite spec, then it won’t be must have. The only builds I see becoming reliant on it are GS or whatever new skills we get based builds.
Yes but If you abandon new Elite tree you will lose new DS things, new traits, new skills, new weapon and dont got anything instead of it. But if you want to pick new Elite tree you will lose nothing except some traits only. So this option that give us to choose only 1/1 elite specialization on start is kinda wrong design IMHO
So the right way should be like I said: 2 slots for 1 of our core trees and 1 slot for elite specializations only(or second variant with 1 slot for elite tree and slots for single traits from any core trees)
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Our current 5 “specializations” are core specializations, our elite specialization will be something brand new we haven’t seen yet.
And no, they have only suggested that we will have new ways to use Life Force, and people are taking this to mean all kinds of things.
New ways that will not replace old? If yes it will be kinda must have… Its better to make our Soul Reaping spec as Elite and leave slot with golden frame for Elite Specs only but 2 other slots for our 4 core specialisations and same for other classes… But Ideal would be to give us to choose 6 minor + 2 adept + 2 master + 2 grandmaster traits from any of our 4 core specializations + 1 of 2(Soul Reaping and new one) elite specialization into golden slot. But if Soul Reaping still be core it will be bad design IMO…
Or new specialization will be just like a booster for DS(+ access to new skills and weapon) and kinda must have?
Will Soul Reaping be elite specialization in HOT?
I just cant get one thing… They promised to us new DS mechanics(or unique mechanics that will replace DS) with new specialization, right? So how Soul Reaping will work with new Elite Specialization at the same time if new mechanics will replace old one on choose?
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finally finally finally finally finally
IMO cleave(and pierce) with all weapons must work like 100% dmg to main target(or first) and less dmg(70% or 50% or 30%) to other targets.
gs = 5 targets; sword = 3; dagger = 2 etc
how about to change runes to traveler and pick Mark of Evation trait instead Quickening Thirst ?
Anyway we are a selfish class, id like a +150 ferocity for party trait:)
this!
http://youtu.be/FRM8majX7J0?t=11m30s
something like this. Just wait for Berserker Stance end and use CB if you see stability on him, then burst. Always keep distance against warrior and kite kite kite alot. Dont forget to stack poison. Correct me if I wrong.
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Very nice! How do you remove the interface (map, skill bar, exp bar, objectives tab, etc) at the end of the vid when u were dancing? Is there an option or it in the menu?
ctrl+shift+H by def
yep but i prefer sigil of rage on a lich cuz all lich form abilities have very slow cast speed and its not bad for autoattack too
Playing the same build in SoloQ but with Sigil of Rage on my dagger for better cast speed (always swap to dagger when want to use Lich Form) and Sigil of Air(or Sigil of Battle) + Sigil of Fire on my staff for DS. Its also good with Valkyrie Amulet + Runes of Pack.
IMO Necromancer need to get more DS skills.
Skills that interact with Life Force and make your enemies weaker and himself stronger:
- DS-7: Necromancer sacrifice all life force and steal Power from target enemy to self for a few seconds(numbers or time depend of life force you spent).
- DS-8: Same for Condition Damage.
- DS-9: Same for Toughness.
And ability to enhance the effect of DS-7-8-9 by self-sacrifice:
- DS-6: Transform some of your HP in Life Force.
And teleport skill, we need it because our role in tPVP is all about position:
- DS-0: Necromancer spends all collected Life Force for move him into the target zone.
Plus we need to make possible to use Life Force as a shield outside from Death Shroud by additional button near DS button(call it Spectral Shield). Foot in the Grave trait must be applied to Spectral Shield too, but Vital Persistence cant.
So who we are? Minions and Conditions manager(or boon remover) – yes, fear is our strong feature too, vampirism a bit. But mainly we are Life Force masters, who takes the life force from enemies and use it against them.
I think thats a great idea, opens up some interesting options ^^
Sad but nobody else think so
((
IMO Necromancer need to get more DS skills.
Skills that interact with Life Force and make your enemies weaker and himself stronger:
- DS-7: Necromancer sacrifice all life force and steal Power from target enemy to self for a few seconds(numbers or time depend of life force you spent).
- DS-8: Same for Condition Damage.
- DS-9: Same for Toughness.
And ability to enhance the effect of DS-7-8-9 by self-sacrifice:
- DS-6: Transform some of your HP in Life Force.
And teleport skill, we need it because our role in tPVP is all about position:
- DS-0: Necromancer spends all collected Life Force for move him into the target zone(range depends on Life Force).
Plus we need to make possible to use Life Force as a shield outside from Death Shroud by additional button near DS button(call it Spectral Shield). Foot in the Grave trait must be applied to Spectral Shield too, but Vital Persistence cant.
So who we are? Minions and Conditions manager(or boon remover) – yes, fear is our strong feature too, vampirism a bit. But mainly we are Life Force masters, who takes the life force from enemies and use it against them.
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Coz this game mod is not about killing but about capturing the points and map mechanics. Other modes – other rules… But wait… We have only conquest mod
I think it is really good idea to allow players to choose the appearance of the models in PvP for better orientation(for players and viewers) and more. What do you think about it? Sry for amazing english and paint skills xD
I really want off-hand scepter for my necro as defensive/control weapon(like hodgins from AC)
And SCYTHE as two-handed power melee weapon for sure. And I want they to add it as soon as possible! xD
Off-Hand Scepter as fear based defense weapon. Like shield and off-hand sword hybrid and their alternative. Skills… something like Riposte “Block your foe and fear when attacked.”(15-25 sec CD) and Spectral Dome “Create a dome around you that fear foes and gain life force for each enemy you feared”(40-50 sec CD) or Spectral Shield(Chaos Armor principle) “Create spectral sphere on yourself , which fear melee attackers and gain life force for each absorbed projectile.”
Almost every high tier Necromancer disagrees with you. We have awful bleed stacking, bad access to any other damage conditions except Fear, which has the most counters of any condition in the game, we have no stability, no unique support, we are the easiest to focus in a teamfight, have no cleave, only burst AoE (not particularly that strong either), and subpar defensive mechanics that actively counter each other.
About stacking bleed. Mark of Blood(2) + Mark of Evasion(2) + Sigil of Geomancy(3) + Enter DS(2) + Dark Path(3) + Grasping Dead(2) + Enfeebling Blood(2) + Blood is Power(2) + Transfer Self Condition from Blood is Power(2) + Signet of Spite(2) + Scepter AA(2) = 24
Ofc with Barbed Precision it will be more but there a lot of traitable/sigils/utility skills and if we ignore them we got 14 stacks. Plus it stacking too slow and we need to increase our bleed duration. Also we have slow cast time and enemy can avade some of these skills. Now someone can tell me how other classes stacking their bleed and how quickly.
I think necros should be able to use shields to give them more defensive options allowing them to function more as an attrition class and providing them with some tools to avoid focus fire. A potential skill could be for the next 3s enemies that attack you are feared for 1s, essentially the same as a block skill but with a necro twist, which of course could be countered with stability.
Scepter or torch in offhand for magic shield f.e.
Thought I’d post what my build does and how it works in tpvp. Its just a simple tpvp match with guildies.
http://youtu.be/U9WUMIo-XOQ
2/6/0/0/6 valkyrie?
What do you think about adding tridents aa “Crimson Tide” to staff? Or something like this.
Trident’s auto is basically a 1200 range scepter auto, but more focused on bleeds (1s longer bleed, no poison, lower direct damage).
S
1/2 sec cast time(staff have 3/4), its instant, not projectiles and tridents aa hit through walls and other obstructions plus bleed foes around the target.
And yes I talking about mechanics, not about characteristics.
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5. Staff Auto needs a change. Its bad!
What do you think about adding tridents aa “Crimson Tide” to staff? Or something like this.
…If the developers wish to maintain their attrition outlook on the class, we don’t really need more escapes but better tools to stay in a fight…
Traitable permanent stability while in DS for sure! \o/
If they dont want to give us vigor, aegis, block, etc…
Or Tainted Shackles will transfer damage that takes binded foes into life force. And links must break only if enemies goes out of range. Or… nvm…
Sigils of energy, stun break abilities, condition transfer and boon conversion skills, some chilling… Engineers have no a lot of condi removals, and use dodges, stun breaks and chilling against warriors. Its hard but not impossible. We have only one weakness what make us useless – we have no escape abilities. Only flesh wurm.
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Necromancers should not have such strong mobility according to the profession vision of anet.
Sad… btw whats the key points of their vision?
The idea is to redesing Dark Path’s mechanics. Make it similar as mesmers Blink or elementalists Lightning Flash(ofc with increased cd and other fixes). To make it nontarget and give us one more escape ability. Is it good idea or imba, your opinion?
Too strong. A 15s 900 range targeted teleport with an unblockable few bleed stacks and chill is crazy (note that elementalists with an actual utility skill have double the CD on a skill that does nothing but teleport).
It just needs to be more reliable on running targets.
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This wouldnt fit the necromancer theme.
Why not?
It should work reliable. Tracking range should be increased to 2400 ( not cast range) or the projectile should fly and track the target for as long as you remain within 1200 range of your target. At the current state its not very usefull on long range when your target is running, which is one of the main situations you use this skill
And the second situation is conferting boons with Path of Corruption trait.
I don’t have a problem with Dark Path. Maybe make the projectile move faster, or ‘die’ at a greater distance, because it’s practically unusable at 900 range.
I am not talking about problem with using, but about making it nontarget to use it like escape ability.
The idea is to redesing Dark Path’s mechanics. Make it similar as mesmers Blink or elementalists Lightning Flash(ofc with increased cd and other fixes). To make it nontarget and give us one more escape ability. Is it good idea or imba, your opinion?
The idea is to redesing Dark Path’s mechanics. Make it similar as mesmers Blink or elementalists Lightning Flash(ofc with increased cd and other fixes). To make it nontarget and give us one more escape ability. Is it good idea or imba, your opinion?
Fantastic. Achievement hunters often drag others down.
I blame Arena for making achievements so hard to get.
HARD to get? Srsly… You don’t even need in successful completion of this event to get meta…
