Zoser.7245
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Being necromancers... a transformation into invulnerable worms with Superspeed would be great. ππ¨
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I reported it two days ago when other people were thinking that they got a pulsing circle in PvE. The "initial boons" are applied in a 360 radius, the first pulse or initial action. Then you have the same as before in the following pulses so if you need to re-apply the stability to your allies around you that are not crossing your path/trail.... you must move yourself above them like a dizzy duck as in the past. BUT NOW, i tested it........ you only receive the "initial boons". SO if you pass above an allie, he receive the boon from the following pulses or if he cross your path/trail but you don't . It seems that you don't get the boons of the following pulses only your allies. Not only you don't get it directly like in the past if i remember well, you also don't get them by crossing your own path/trail, try to cross your own path, nothing will happen. Go to an arena and test with a friend or with a creature that push you like the Alpine Minotaurs in Gendarran. After they push you the stack of stability is removed and not reapplied. But i tested that you reapply it to your allies if you move/run above them. They win, you lose π€ͺ If it is intented, a fail coding by the designed develover or a limitation of what they can do... i don't know, report and good luck. But the skill's behavior is clear if you test it properly. Basically they added a small tweak to deceive some folks, get less criticism and avoid a warcry in the forums due to the transfursion nerf removing the pull that made it great and unique. CONGRATULATIONS, "YOURSELF" NOW WON A "SINGLE" TRUE AOE STACK OF STABILITY AND SWIFTNESS! π₯³
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I remember when they reworked several skills/traits and also removed some features or funcionalities from the mesmer to watch later that they were added a better version of those ones to other professions. The look of astonishment and amazement that was on our faces was immense and the fool one too. So to make something less played or undesirable... they even don't need to remove things , it's enough with give others a better version of what you can do, if they also shave your capabilies or rework them to something else, it's done. π Never feel safe with the Janet balance team. If any of them like/want a certain Necromancer feature or skill for their favorite... It's only a matter of time before they make the change or add a better version of what they crave. It won't be the first time they do it. The current trend that we have seen for some time now is to eliminate unique features and make everyone able to do the same thing but not equally well/good... π€
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I tested it and on the golem and with some creatures in open world it seems to give the same amount as you mention. But in the convergence, the numbers i got outside the shroud were higher than in shroud, often a lot higher. So it's strange, maybe it works as intended but not everywhere or who knows, the spagetti code here can do miracles. Report it, with luck, if they change it in a bug fix, the result could be an increase up to the 10% of the damage dealt for several months, years or forever. π
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Will no longer play necromancer, anyone else feel the same?
Zoser.7245 replied to Shade.8037's topic in Necromancer
I will continue to play my Reaper and Harbinger but I will certainly not play my healer-scourge anymore as it doesn't bring anything unique or do anything better than others. So i guess that my scourge is no more on the table for now as for dps role i certainly prefer Reaper and Harbinger. I enjoy them more than the Scourge since the last nerf of the dps Scourge. Edited: What strange, i saw this afternoon 180 radius on Transfusion, now after the last hot update it is 600 again. Curious.... Or i was blind or they were testing that and went live for a while. π -
Edited: Ohh the famous 180 radius. Well, for some reason i saw 180 radius inTtransfusion too this afternoon but now after the last hot update i see again 600. Curious.... I wonder if i was blind or if they were testing that and it went live for a while. π Anyways without the pull... I guess that i'll go with chronomancer and sometimes with others. From now and until something is added to make it unique again in some way and worth to play it, my heal scourge will be waiting indefinitely in the coffer of the forgotten things/trash bin.
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But be aware that the single stack of stability and swiftness in 360 radius is only applied in the first pulse, "the initial boons" and only in PVE. After that, if you need to apply more stability to allies because they have lost it, you have to try to dance/move like a dizzy duck to achive it if they are static and/or not crossing your path as in the past.
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The single stack of stability and swiftness in 360 radius is only applied in the first pulse, "the initial boons" and only in PVE. After that, if you need to apply more stability to allies because they have lost it, you have to try to dance/move like a dizzy duck to achive it if they are static and/or not crossing your path as in the past.
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Where is the group stability added to the necromancer support role in compensation? I can't find it. And i'm not talking to add one stack and/or one second stability to the well of power, i mean to add something useful like guardian's "Stand Your Ground" with 5 stacks of stability for 5 seconds!!! The necromancer's spear is far from having the same utility as others spears. It's a shame to look with envy at those of other professions. But at least Extirpate with Extirpation had its utility and a niche of gameplay with its own flavor. What's the reason? Did any developer see their afternoon of endless boonball ruined? So now you ruin the spear for everyone and turn it into a vulgar π© weapon with no identity whatsoever!?! How about at least spending a few hours of work remodeling/reworking it and turning it into something useful? How about a ranged weapon with support? I envy the mesmer's one. That would be useful. Necromancer doesn't have any weapons of that type, and not even a single useful healing-support weapon for the group as the warhorn is still garbage plus only two skills are available there. As I imagine we won't be lucky enough to receive something good in exchange for those big nerfs... Where can we request a refund of the expansion money or part of it? Or did they sell us the spear without any warranty? Shouldn't that be illegal? π /r A final reminder: A long time ago devs started a rework of traits that reduce skills recharge time (cooldown) as a new philosophy to gain versatility in builds and make them less a mandatory like still happen with "Master of Corruption", for example. There are still a lot of them waiting for attention: https://wiki.guildwars2.com/wiki/Recharge#Traits_that_reduce_recharge_of_profession_mechanics When will we see some work on them again? Overall, the changes were appreciated and it was an improvement in several professions. Although, in some of the traits, the add of something more was missing... It would be great if that pending work could be resumed. Thanks.
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Alliance exploit that Anet should be aware of.
Zoser.7245 replied to Evenge.4067's topic in World vs. World
The real hell will arrive if someday Alliances become a reality with certain players and guilds bullying it. It's not that hard, people are still learning. Let them figure out a few more things... they still have not discovered to complete the circle. -
Alliance exploit that Anet should be aware of.
Zoser.7245 replied to Evenge.4067's topic in World vs. World
If our beloved PvP is the mirror of what WvW will be and how the developers act accordingly... Better prepare for the worst. -
Servers for me. And looking at the survey, I'm guessing that like me and some friends, there are a lot more people who left/abandoned WvW to play something else. The only reasons that would make me play there again is if the servers come back or if I run out of Gift of Battle and even then I'll put in the least effort possible to get it. Hopefully, they'll add a way to buy it outside of WvW in the future. Bye. πͺ
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@Rubi Bayer.8493 Hello. There are still traits that reduce skills cooldowns. It would be great if in a near future devs can spend time finishing that work they started a long time ago and updating/reworking those traits and their related skills. Thank you π
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It never worth use it for the Harbinger. I remember trying to get the attention on it a long time ago. Since the Harbinger was released. Sadly it seems that they never dedicated two neurons and time to code or rework it in a way that worth for the Harbinger. It has exceptions or conditional code for different specializations but for the harbinger as it does not exist. A grandmaster trait that only ticks a single ridiculous heal.... imagine. As i guess that it will continue like that, who knows if forever, it will be @Rubi Bayer.8493 nice if some dev can dedicate few minutes to update the tooltip of the "Transfusion" trait by adding the bold part: Transfusion: Bla bla bla.... ........ ............. Harbinger: "It s*cks. Don't waste your time with this trait" That will save a lot of testing time for new players and old ones hoping that it works now and "WORTH" and the developer will not have to worry about it anymore, as before and until today. Thank you very much. π€βΊοΈ
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Don't feel safe. They have already warned... What they've done is a general nerf to everything they thought passed the level they wanted. Above all, it has affected condition builds, but that is not going to save any power or condition that stands out from now on. It's time to let it all settle down and look at the new stats, anything that sticks out...any head that sticks out above the limit they've set will be cut off. Just like what happened today. They're just going to look at the statistics. and proceed. It doesn't matter if it's done in the right way or not. Or if the whole profession is gutted due to a single reason or specialization. No more void talks about reworks, better mechanics, etc. Easy going, easy life from now!!!!!! They have evolved, they have learned. ππ