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Dschromm.2946

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Everything posted by Dschromm.2946

  1. well, this one is tough... i love the idea behind the shortbow, but it somehow feels clunkz and not as impactful as i hoped it to be. autoattack: PROs: nice attack speed and the vulnerabilty helps to feel like a offensive support - enabling your allies to dish out more damage. CONs: the detonation doesn't apply weakness as stated in the tool tip, puts on vuln instead. the damage feels incredibly low when you are out in open PvE. the damage may be okay in PvP, WvW or instanced content (no clue about PvP or WvW whatsoever), but if you just want to be the nice guy during world events, it feels pretty bad... i mean, it deonates and shocks enemies... skills 2-5: PROs: i like the animation of the toggled skills and the potential behind chain reactions. CONs: ground-targeting makes it feel clunky and very frustrating against moving targets (i assume it's even worse in PvP and Wvw). the inital attacks have no damage and no effect, feeling like wasted actions. the containers all look the same except for colour. i have problems to figure out the shortbows identity: is it offensive or defensive support? -> barrier (skill 2), healing (skill 3), blind, weakness and potential area blindness (skill 3) as well as slow and potential chaos auras (skill 5) imply defense -> autoattacks, might, vuln and potential area might from skill 4 imply offense -> skill 5 is useful for defense and offense can it compete with mace/shield as defensive support? -> since shortbow isn't range support and somehow forces you to go into mid-range or melee, mace/shield seems to be better... by a lot. other users have stated why above. potential fix ideas: - give it an identity - preferably offensive support/direct damage hybrid (personal preference) - get rid of ground-targeting on skills 2-4 - make the inital hit impactful was well - give it damage and/or an effect/non-damaging condition offensive support idea: autoattack: more power damage, maybe make it an "explosion" as well. 20% projectile finisher. arrows of skills 2-4 now stick to the prime target: essence of animated sand (skill 2): initial attack (IA): fire an arrow equipped with a payload dealing damage and crippling the prime target. toggle (T): detonate container, deal damage again against your prime target and surrounding enemies. on detonation, cripple the prime target and surrounding enemies (up to a total of 5) , cripple again with every pulse (5 pulses), grants (low) barrier to allies; explosion finisher chain reaction (CR): if you use this skill's toggle effect to initiate a chain reaction, every other container from skills 3 and 4 detonates as well, dealing damage again (less damage than the initial toggle effect of course), grants additional barrier and inflicts a condition or a boon (as chosen by developers) skill 3 container: applies poison on affected targets (condi version, CV) or grants allies around the prime target resistance (boon version) skill 4 container: applies additional vuln on affected enemies (CV) or grants allies around the prime target fury (BV) skill 5 container: if skill 2's toggle manages to chain react with skill 5's ground-targeted container, you immobilze your prime target and surrounding enemies (CV) or elongating the effects of alacrity and quickness on your allies by x seconds (BV) essence of living shadows (skill 3): initial attack (IA): fire an arrow equipped with a payload dealing damage and blinding the prime target. toggle (T): detonate container, deal damage again against your prime target and surrounding enemies. on initial detonation, blind and weaken the prime target and surrounding enemies (up to a total of 5). the prime target becomes a moving dark field for you and your allies to combo with. The field pulses (low) damage and additional weakness to enemies within the field for 5s. chain reaction (CR): if you use this skill's toggle effect to initiate a chain reaction, every other container from skills 2 and 4 detonates as well, strenghtening the dark field (ramping up the pulsing damage) and inflicts a condition or a boon (as chosen by developers) skill 2 container: detonates (explosion finisher!) and applies short time-fear around on affected targets (CV) or grants allies around the prime target swiftness and vigor (BV) skill 4 container: grants allies around the prime target short time quickness and might (BV) skill 5 container: if skill 3's toggle manages to chain react with skill 5's ground-targeted container, you chill your prime target and surrounding enemies (CV) or granting life steal to your allies for x seconds (BV) essence of liquid wrath (skill 4): initial attack (IA): fire an arrow equipped with a payload dealing damage and inflict high-impact vulnerability (10 stacks, 5s) on the prime target. toggle (T): detonate container, deal damage again against your prime target and surrounding enemies. on initial detonation, burn the prime target and surrounding enemies (up to a total of 5) and grant allies might (5 stacks). the prime target becomes a moving fire field for you and your allies to combo with. The field pulses additional might to allies within the field. chain reaction (CR): if you use this skill's toggle effect to initiate a chain reaction, every other container from skills 2 and 3 detonates as well, strenghtening the fire field, granting additional might stacks and inflicts a condition or a boon (as chosen by developers) skill 2 container: detonates (explosion finisher!) and applies blind and burning to affected targets (CV) or grants allies around the prime target quickness (BV) skill 3 container: dazes (short) affected targets applies confusiongrants allies around the prime target resolution and regeneration (BV) skill 5 container: if skill 4's toggle manages to chain react with skill 5's ground-targeted container, you slow your prime target and surrounding enemies (CV) or elongate the effects of might, fury and quickness on your allies by x seconds (BV) essence of borrowed time (skill 5): initial attack (IA): ground-targeted, explosion finsher: fire an arrow equipped with an ethereal mine. other than your other inital attacks, this one causes no damage in the area. instead, it creates a ethereal combo-field where it lands and waits for detonation. toggle (T): detonate container, deal massive damage against enemies in the area. on initial detonation, inflict a random condition on enemies they don't already have (never applies fear) and replenish the ethereal combo field. allies gain superspeed and stability. chain reaction (CR): if you use this skill's toggle effect to initiate a chain reaction, every other container from skills 2, 3 and 4 detonates as well, strenghtening the ethereal field (1st additional container for CR: knock down, 2nd additional container for CR: float; 3rd additional container for CR: launch). skill 2 container: detonates (explosion finisher!) and triggers the field to deal its damage again (the later it triggers in the CR the stronger it gets: 50/75/100% of ethereal field's toggle damage) skill 3 container: the pulses of the dark field grant barrier to allies (the barrier pulses are stronger the later it is triggers in the CR) skill 4 container: when it triggers, all boon effects on allies are elongated by x seconds. the duration increases the later it triggers in the CR: 1st: +1s; 2nd: +1,5s; 3rd: +2s) well, just an idea... a thought. just had fun goofing around 😄 cheers.
  2. going to the pvp lobby, equipping the elite weapon and returning to pve works. so maybe this is a bug?
  3. no. and they don't have to... yesterday i was running around with a thief and sceptre at lvl 25ish
  4. since nov 7th update i cannot equip elite weapons on newly generated characters. does anyone know a solution or why that is? thanks in advance.
  5. Hi everyone. I recently started a new character, because "hey, why not?". Since I leveled my last alt we got a new achievements category called "character adventure guide". For every achievement you do out of this category you are rewarded with bonus XP. i can understand that you want new players to reach end game and expansion zones fast, but this is just ridiculous. i started a bnew toon and after doinf 4-5 heart quest i was already lvl 10. now i'm midst my personal story lvl 10 chapter, explored 34% percent of caledon forest and just hit lvl 22! that's too much bonus XP! i pretty much lost interest in my new toon. not only is the core game easy, but now it is just boring with the amount of over-leveling. please give aus the opportunity to turn off these achievements during character creation or make the one-time-only achievements and not for every single character. what is your guys opinion? thanks in advance.
  6. Hi folks, here are my two cents concerning the state of harbinger after the last beta event. First of all, i wanna say thank you to the developing team for addressing many issues we, the players, had after the first harbinger beta. Even if i'm going to critisize a lot, i'm aware of the hard work you put in the harbinger's (and other classes') overhaul. Thank you for listening! Pistol Pistol is fine as it is and i made my peace with it being a light copy/paste of engineer's pistol. Especially skill#3's stun is very much appreciated. I don't mind that it is a projectile weapon (concerning the projectile hate in the game), it is a pistol after all. But, i find myself hating the sound of the bullets fired being the same to other pistols. We are necromancers after all and kind of imbue our shots with blight/corruption. I would be very happy if we could get another set of sounds – more vile and eery. Another problem i see are the core off-hand weapons. In my eyes, necromancers have the very few choices and they are all pretty weak or lacking synergy. a) Focus Harbinger seems to be designed to be a condi spec, therefore the only thing focus adds to harbinger is a little bit of LF generation. The boon strip is nice, but lacks „oomph“ in condi builds. b) Warhorn Harbinger's weapon set seems to be designed around ranged pressure leaving warhorn#5 almost useless. The daze is nice, though. c) Dagger Dagger is the only condi-off-hand option we've got and it could be useful. But concerning that we are nearly defenseless while taking harbinger, please consider reducing the cast and animation time of dagger#5. Using either of these off-hand weapons feels either clunky or underwhelming, especially when we got used to a monster-like scourge-torch which synergized very well with scepter as main-hand weapon and even the other main-hand weapons for niche builds. Maybe you can consider buffing core off-hands a little or maybe give them improved #5 skills at a certain blight treshold. Elixirs Thank you for the rework and making them throwable. It may feel a bitt clunky right now, but i think we can get used to it. Nevertheless, the a-boon-for-me-and-a-condition-for-you mentality is a little bit boring and some of them aren't really worth taking them. Heal) E of Promise – In my eyes the best elixir there is. We get an average heal, some regen by regeneration and the according less-healing-for-you-debuff on our enemies by poisoning them. U1) E of Risk – I don't really know if i would take this skill except i'm gonna go for a boon share build. Since I don't think harbinger will be a competitive might bot compared to other specs, i would suggest to strip might from the elixir and give it quickness next to fury instead, opening up E of Anguish (U2) for another set of utilities/boons. U2) E of Anguish – We get 10s of swiftness and 5s of quickness and some cripple on foes on a 25s CD. Compare it to elixir U from engineer: 6s of quickness, 6s of stability (2 stacks), 6s of vigor and a stun break on a 40s CD. I think in comparison necro gets the short end of the stick and consicdering that you want harbinger to be able to function as a boon support, E of Anguish has to be altered. Suggestion: Take the quickness and give it to E of Risk (U1) instead of might making E of Risk the offensive, risky elixir it is by name. Move the swiftness from this elixir to E of Ignorance (U4) (next to the stunbreak and resolution buff it would be the harbinger's „kitten-i'm-outta-here-elixir). This ends up with E of Anguish having no boons for the harbinger left. Suggestion: Put the might from E of Risk (U1) here and add 3-5s of alacrity so that we can bestow anguish (i.e. more damage) on our enemies. U3) E of Bliss – Good elixir, maybe add 2-3s of Aegis (maybe with a CD increase to 30s?) U4) E. of Ignorance – Good elixir, but i would add the swiftness from E of Anguish (U2) here. Also one or two stacks of stability for 3-5s would be nice (increase the CD accordingly, but we really need stab!) Elite) E of Ambition – Borderline OP, potentially 10s of every boon is a real monster. If you think it's justified, i'll take it 😄 Over all, I don't see harbinger as a boon support who can provide any boon permanently, but is the one who can jump in, when a boon in a squad is needed still. This gives harbinger the opportunity to compensate suboptimal group composition. I would also be fine with decreasing the base boon durations of elixirs a little bit for giving it a wider spread set of buffs (additonal alacrity, aegis and stability as suggested above) Harbinger Shroud This shroud confuses me a little bit. Is it ranged? Is it melee? Honestly, i don't know. Shroud auto attack and #2 are ranged projectile skills (yet, even more projectiles next to pistol and thrown elixirs). But shroud #2 loses a lot of potential damage when cast from far away. Shroud #3 and #4 are designed as engaging mobility skills, because their effects trigger at the end of the traveled distance. Shroud #5 is a melee CC. Since harbinger loses lots of sustain and defense with its kit, i found myself avoiding melee combat often leaving me with a powerful impression of shroud, but still missing the high reward for the risk by forgoing my denfeses like a second healthbar and damage mitigation. What i wish for is access to our utility skills while in shroud, we're a lot squishier now and still got no active defenses yet. Additonally, please revert the 900 range of skill #3 at least (skill #4 would be very much appreciated as well). Furthermore, i miss fear in shroud. Why didn't you put at the end of shroud #3 instead of torment? Would it be that OP to give a squishy class a little bit more CC? Honestly, i don't get it. Thats it for now. I'll try to post my feedback concerning traits and synergy as soon as possible. Once again, thank you for caring about what players have to say. I love this game and i love this class and all of the above was written in good will.
  7. After the Presentation of the Last three e especs, there's another flaw with the harbinger spec that caught my eye: mobility or the lack thereof. You sold it to us as the high risk, high reward, mobile necromancer spec by giving us a dash and a leap locked behond the new shroud, which makes us equally mobile to core necro outside shroud. Untamed: gets shadowstep on pets on a very low CD, next to the rangers already high mobility from core. Mechabists: this beast of an espec gets a shadowstep for both, the engineer and the golem. Spectre: the highest mobility class in game yet gets another six Potential shadowsteps. Willbender: gets shadowsteps and increased mobility Warrior and revenant especs don't get anything special here, but are already mobile by their choice of weapon or utility skills. Ele and mesmer mobility stays the same, but mesmer is naturally evasive already. Not to mention both classes have access to Instant teleports. So compared to all this, where stands harbinger's mobility now? I don't think we are that mobile in comparison and still one of the slower classes. Our additional mobilty is hidden behind shroud and considering that staying in shroud doesn't protect our health anymore but deminishes our healthpool, we are in a really poor place when on the defensive. In competitive modes we will still be forced into fleshworm and spectral walk. One of which has an insanely long cast time and mediocre cast range, and the other must be activated First, then lure the Opponent away to them be reactivated and teleported back to the starting Position. Both, likewise, cannot be used whilst unser pressure and have to be cast in advance if something goes wrong. For core necro, reaper and scourge this isn't as bad as for harbinger, which has near no access to protect its health Pool. Please give this more mobility to this spec or at least access to our utility skills whilst in shroud. We don't have any payoff for the blight mechanic already...
  8. Just watched the spectre presentation. When the elite spec of another class is a better necromancer than the necro itself... and here we are, with harbinger... so glad for thieves, so deeply disappointed in necro right now.
  9. i was just watching the second preview for the upcoming especs for rev, warrior and ele. i gotta say that i'm pretty disappointed with the first three especs after watching, especially with the harbinger. with the second bunch we have tons of beautiful animations, skill icons, nice mechanics, thought-trough traits and an over-all theme. harbinger, imo, is lacking almost all of that. animations + skill icons - the pistol animations are recycled engineer and thief animation with no real "wow"-effect. the engineer skills-mimicing pistol gives you more the feeling of playing a gothic engineer than a new necro-themed espec - harbinger shroud auto and #5 are beautiful, but the other skills feel kinda lame and recycled. - elixirs are a disappointment. they are copy/paste of engineer elixirs (drink and get boons). no real animations and the icons looked all the same except for color. class mechanics - to me the new shroud isn't exactly what i would define as new. i kinda feel like a little bit like core necro restricted to auto attack (and the aoe version of the auto attack in form of harbinger shroud #2). the CC in form of shroud #5 is nice, but hiding our mobility skills behind shorud #3+4 makes them less accessable (and since we lose lots of health mechanic-wise can easily be a death-sentence). during the beta i was bored really fast, switch between pistol burst #2 and h-shroud #1+2. btw, where's fear? - blight is really punishing. we lose up to 50% of our health and have no real active defenses outside shroud. the healing by draining life force outside of shroud is nice, but doesn't really compensate our immense lacks of defense now. furthermore, there is no real interaction between the class mechanic and skills or traits except for gain x % damage buffs. this makes the mechanic feel more like a punishment than a real mechanic. traits - i don't get why there are power traits, when power is clearly superior to condition damage with this kit. it's okay if you chose to give us another condi spec, but, please, consider giving us diversity within its theme insteas of pushing non-rewarding traits on us. - boon support has no, i mean literally 0 interaction with blight. power and condi only get x % damage buffs based on blight stacks. this feels somehow lackluster. - the grandmaster traits are disappointing. in every case we get a pulsing aura. two pulse damage, one pulses quickness. who do you thin would pick the damage auras? quickness is just so good that you wouln't miss out on it. and three auras is just unimaginative. theme - as it stands now, i felt like an kung fu-gothic-engineer whilst playing the harbinger and i had nearly no necro-feelings at all. maybe narrow it down to some central aspects you want to represent and try to bring back necro to the espec. please - again a torment centered espec which was already taken by scourge. some ideas - consider reworking elixirs, you can use liquids in many other forms than drinking and getting boons. throw them and let the set free chemicals (smoke, alloys etc.) in an AoE that provide buffs or boons to allies or debuffs and cinditions to enemies. you could coat your weapons and ammonition with them to give you an advantage for a short time. thinking about it, thief venoms would have been a better type of utiliy skill, i guess. - please, please, please also add pistol off-hand or rework existing off-hands. i'm also one of the players that cannot stand the weak and clunky OHs we already have any longer. - please rework dagger MH or give us another one-hand melee weapon with this spec (mace/pistol?!?) - give us mobility/stabilty/evades or things similar outside shroud, please - please add fear to shroud kit - please check the espec trait line for synergy with existing ones. there isn't much as far as i notced and it's a shame. - please consider to switch out the torment focus of the kits to another condition or another wider spread set of condis. during my first look at the trailer i was screaming "yeah, it's gonna be poison-based" -the sound design for the skills of the especs of rev, war and ele were great. is it possible to get something unique for necro? like howling bullets? or just another shooting sound. - shroud: as mentioned above i'm not a big friend of h-shroud. just an idea: as we use life force now to heal what about losing shorud completly? spending extra life force to imbue or curse our weapon attacks and bullets? like "coat your weapon/bullets in jade tech magic, inflicting opponents hit with a curse. when hit, create actual h-shroud #5 at the location of your opponent"... i know that's a lot, but i'm only this niggling because i care for my favorite class and this game. i always appreciate the effort you put in this game and i won't stop playing it by any chance... but for the first time i feel like switching mains which is especially hard for me who accomplished almost everything on his account on his necro-darling. keep up the good work like with the e-specs shown in the last stream. Dschromm ❤️
  10. wow, the stream has been a journey. regarding all the topics that pop up in this sub forum, players have a lot to talk about 😄 here are my five cents regarding my first impression. I. theme i suspected the harbinger to be a van helsing-esque class and your turn on that going into magitech is highly appreciated. i flooded my basement as soon as the first pictures rolled over my screen. II. pistol MH i haven't done any calculations about physical and condition damage yet, but pistols looks really powerful. the bouncing effect on AA is good for tagging ans ramps up against your primary target if you fight against only two enemies. i suspect it will rely on your second weapon set which aa you will use in what kind of build. the second skill remebers me of the old engineer pistol #2 which was altered because the shot were too unreliable. don't get me wrong, the spread might be nice for tagging, but in a fight i would prefer it to focus on one target (we also have the better shotgun effect on h-shroud#2). the third skill is a very much appreciated CC with a short daze. hell yeah! thank you for the short cast time and CD. since many players whine about loosing fear in shroud and the necro imbues their bullets with magic, maybe you could switch out the short daze against an equivalent amount of fear?!? both are countered by stability nevertheless and it would give us the opportunity to get a little bit more distance to our foes. the downside would be that fear is negate by the new boon "resistance" (except if you've treated for terror, i guess). III. matching OHs here's where i get my headache, because i find every off-hand weapon of necro to be a little bit underperforming. OH dagger could be nice for condition builds, but dagger#5 is clunky as hell and has an insanely long cast time. for an elite specialization that's high risk the cast time's just too long. warhorn's daze is good defense on a reasonable longer CD, but warhorn#5 is underperforming. the damage is very low compared to the bit of utility it gives. i rarely use it and as a harbinger i won't be in melee as long as any other necro profession, i guess. concerning focus#4, i'm sure you already know how the necromancer community feels about that skill. IV. second weapon sets i think sceptre as as second weapon set is fine and let us stay in range even if projectile blocks and reflects are up. staff as a utility swap is also possible, but like the core off-hands it's lacking nowadays. i'm not a concerned about condition specs as about power specs. axe is very bursty but unrealiable over time and has almost no utility besides a boon corrupt on skill#3. it will end as a burst switch in like in pistol stuff>swap to axe>axe#2>shroud... the problem here is that you are either forced into staying in shroud for at least 8 seconds so that you can axe#2 burst again and switch back to pistol (which decreases your health's max by 16% at least) or you are forced to hit your foe with a wet noodle when you come out of shroud early and weapon swap isn't ready. dagger as a kind-of-melee weapon forces you to go into the thick of the fight to get most out of it's primary use - life force regeneration. as squishy as harbinger seems to be, dagger will be very risky and it's damage is pretty low for that. but i can see some potential in taking bloodbank, inflicting blight and bumping up barrier with dagger#2 and an old heal skill. we'll see how it plays out. V. harbinger shroud to be honest i never expected these kind of martial art animations and i'm so glad you did this. it was a big surprise to me and looks so satisfying. but that's just the looks. skills#1 and #2 look really strong and if i image that we can bump up the damage by up to 25% with blight, 10% by spiteful talisman and another 20% with close to death. boy oh boy. i love the mobility skills #3 and #4 and i am thankful that none of them seem to require a target and one of them got an evade. we won't catch up with a willbender and cannot run from them, but ... who can?!? *jk* #5 looks sick and the AoE CC on a 20s CD will be used a lot, i think. as squishy as we are, it'll give us the opportunity to pack our things and run if the fight gets too hard too handle. to sum up, h-shroud looks promising, but i think, that it'll need a tune-down damagewise. VI. torment this is the only thing i'm a bit disappointed about. why yet again? scourge is build around torment. why did you choose torment over poison, which would have been my favourite? don't get me wrong, torment is nuts ATM, but poison fits the theme better IMO. whe could have trait synergy with death magic for once and reducing the enemies healing would be so fitting theme-wise. VII. elixirs i was hyped seeing harbinger getting elixirs as utility skills and your intent to give us the opportunity to play as a boon support is very much appreciated. concerning this is 2021, i would have hoped for better animations for drinking elixirs and their effects. the heal skill seems to be way to weak for a 25s CD. we loose 10% of our health for a heal that gives a little bit of life force and heals for 2k? 2k?!? why this small number? i don't get it. honestly, i've been thinking about it since the stream ended and i have no clue. why should i take it over consume conditions? consume conditions heals a lot more, cleanses all conditions on my heals me additonally. all that with a CD that's only 5s longer that the elixir. if the heal of the elixir would be stronger than our other heals it would compensate the health loss caused by the blight debuff. the other elixirs are great buffing opportunities and i'm excited about to find out when to use them effectively, but i'd hoped they'ld give a little bit more survivability against mobile foes and CC. the stunbreak one and the condition cleanse elixirs are great, but i's hoped we'd also get a defensive one with protection or, better, stability. short amount would be sufficient, i guess. and maybe superspeed for 2s on elixir use or something like this. i know we're necros and we are meant to be susceptible to CC, but with the blight debuff and no second healthbar we are way too squishy without oh-kitten-buttons. VIII. blight speaking of blight. i really like the idea of inflicting a harsh debuff on myself to boost the rest of my kitten up like hell. but with the potential to lose 50% of my health as a scholar class with comparatively few active defenses, i would have suggest shroud to allow me to use my utility skills 7-9 at least. imagine that i get caught in shroud and my health's max is already lowered considerably i need to have a stunbreak ready. when i have to leave shroud first, i'm probably already dead. IX. traits i like the traits concerning the elixirs a lot and being able to keep up quickness on my friends is a group-oriented alternative for necromancer. thank you!!! but please consider that boon support builds get nothing out of accepting blight. while the damage builds get damage per blight stack, the support varaint gets nothing. the other traits seem to be strong, but very uninspired. the traits for power or condition necromancer a pretty much the same which is really boring to me. deal 1% more damage per stack of blightness you have (direct damage or condition damage), convert 13% of vitality to x (and THB, even condi builds will probably pick the power trait) and pulse damage/torment while in shroud... sorry, but that's lame. it evokes the feeling, that power and condition harbinger will play almost the same when on pistol set or while in shroud and that's not what you wanna sell to us, am i right? to sum up, i'm still excited, but also a little bit worried. harbinger, to me, lacks identity in its power and condition builds. furthermore, i'ld have hoped for more active defenses outside shroud. elixirs look fun, but the animations are very underwhelming. for condition damage builds i'm a little bit disappointed that we once again focus on torment. nevertheless, thank you for the hard work you put into the expansion. even though i have plenty to critisize on the first look on the harbinger, i'm well aware of the effort it takes to create new elite specs besides all the other stuff for EoD. i main necro since i started playing again 2,5 years ago and i love this class. there's no ill intent in the points i've made, i just wanted to communicate my thought to fellow players and you, the developers. thank you for your time and hard work!
  11. Congratulations. Guardians will have the game all to themselves from now on. Jeez, again they get everything but better...
  12. i really like the idea of a pistol wielding necro. i come to think of the elite spec as a hybrid of necro and engineer base classes - van helsing style. by infusing its bullets with alchemy (elixirs) or supporting itself with tools (gadgets) or kits could be real fun to play with. the only thing i pray for is that they consider giving necro main- and off-hand pistol, because tbh base necro off-hand weapon suck. they are very underwhelming compared to other classes off-hand options. concerning the class mechanic i'm very curious what they came up with... and if they got finally rid of life force as a way to protect your health bar, what new tools we get to defend ourselves 😄 fingers crossed, everyone
  13. We tried to get this achievement in a 2-men-party during our replay of "Hidden Arcana". We managed to get the facet from 75% health to 0% health in approx. 5 seconds and didn't get the achievement. The qualification for this achievement persisted throughout the rest of the story instance until the very end.
  14. My main...https://streamable.com/kmez83
  15. My "Rattenfänger von Hameln" Build/ My "Pied Piper of Hamelin" Build support reaper for group events: power variant: greatsword, axe/dagger or axe/warhorncondi variant: sceptre/dagger and greatsword(deathly chill)/staff(reaper's onslaught)mixed variant: greatsword and sceptre or axe/dagger utility skills: consume conditions (extra condi cleanse) OR your soul is mine (extra life force), summon bone minion , plague signet, rise; elite: lich formdeath magic: shrouded removal, necromantic corruption, corrupter's fervor (more reliable) OR death nova (for more dps)blood magic: ritual of life, vampiric presence,unholy martyrreaper: augury of death, chilling victory, deathly chill (for condi heavy gear) OR reaper's onslaught (for power gear) plague signet and unholy martyr load you with conditions from your allies, your bone minions and minions from rise take them from you und transfer them to your enemies (which increases death's carapce). if you really want to have fun with death nova try bone minions, rise and summon madness (lich form #4) to load your screen with your little skull babes and poison fields. it's not super effective damage-wise, but it's durable and super fun to watch :D
  16. Didn't read all posts, but with the changes to shades and how/where your shade skills trigger, we do need a "detonate sand shade" Button. As scourges you have so little defense Mechanisms that i'll hurt immensely to lose the f4 fear on you when a shade is up.I get that we are ment to play with our shades instead of casting them elsewhere, but that loss is huge!!!
  17. Is there a set time per week where the evolved jungle Worm event is organized in EU Servers? I need the Mastery points ?
  18. When i Think about the commander being Branded and becoming the legendary Champion of aurene that new Heroes have to face... https://media1.tenor.com/images/eb3389efeb2a7d2531a943d6b73d3023/tenor.gif?itemid=9898104 I was crystallized and now i'm a glama-zombie b**** ready for the runway
  19. Well, keeping in mind that the elder dragons are up to consume/destroy tyria, maybe the mother of dragons may be a pyromanic maniac from westeros called khaleesi aka daenerys Targaryen...
  20. @Thornwolf.9721 said: It's dated from back when the game launched, It and danger main-hand along with I think to some degree focus are all kind of lack-luster when compared to the necro's other weapons in their current form. They all need reworks (Staff and mainhand dagger need a complete overhaul/rework) so that they can be made more engaging and fun to play with; Main hand dagger and Staff are two weapons that always screamed occultist to me outside of scepter and focus. Out of those scepter shines and is strong but the others kind of feel... sub-par. It will probably be redone one of these days and brought to the games new way of function, role and unique feel. This is pretty sad. There are so many great staff skins out there, but i dont find myself using it due to its skills (and due to the pretty lame animations of staff 2-5) ?
  21. Hello fellow necros, I am fairly new to the game and finally decided to main necro through the content of this awesome game. But, i find myself struggeling to understand the role of necro staff. While other main hands seem to have designated roles (as far as i understand: dagger - sustain, axe - power burst, scepter - condi application), i am confused by staff: Slow moving, lf generating auto that looks cool, but hits like a wet noodle (power)Aoe bleed and regen. So some kind of sustain, Support and condi application (condi)Aoe poison and chill. So condi and CC (condi)Aoe condi transfer coupled with Power damageAoe fear- CCSo what's it role? Power damage? No. Condi damage? No. Support? Not really. CC/tank weapon? Maybe, but why then ranged? So, Help and advice is much appreciated. See you ingame \○/
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