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I use focus currently on my necromancer, Pistol/Dagger as primary and Scepter/Focus as secondary. For PvE, the vulnerability is decent and the chill is good for breakbars. For PvP, the chill removes 3 boons (fantastic) and does a good amount of damage - the vulnerability isn't as great but is still nice either as a cover condition or just for pressure. For power necros, Axe/Focus is fantastic as well.
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Harbinger Feedback Thread [Merged]
Aplethoraof.2643 replied to Fire Attunement.9835's topic in Necromancer
I went into Harbinger just recently feeling a lot of dread after the betas. I was pleasantly surprised to find it not only viable, but very fun to play in PvE and PvP (haven't tried WvWvW yet). It doesn't seem too busted (it is exceedingly squishy but can output some serious damage) and it is nice to finally have a cDamage spec (that Reaper nerf was not nice). Now I'm just legit worried about how Anet is going to screw it up. They seem to have a track record at-least from my eyes of giving a really nice solid fun Necromancer build and then just pooping all over it and turning it into crap. I'd love for Anet to prove me wrong this time; I'm really dreading moving all my gear to my Mesmer again if Necromancer becomes dung. -
Scepter + Torch in primary, Staff in secondary. Use Staff for breakbars (fear + chill) and spamming out some minor bleed/regen while waiting for weapon swap to come back up. Staff can also be a great condi cleanse. You don't really have a choice - Axe and Dagger are both worse than Staff for condi. You can also go the dual Scepter route, but personally I like Staff's utility.
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I wonder if scaling down ability slots, traits, and gear would help in addition to level. So your gear gets scaled down. . .level 1-10 = basic gear stats, 11 - 20 = fine gear stats, 21 - 30 = masterwork gear stats, 31 - 40 = fine gear stats, 41 - 50 = exotic gear stats, 51+ = ascended gear stats. Ability slots could be scaled down in the same way. Slot 1 unlocks at level 11, slot 2 at 15, and slot 3 at 19. Elite skill is unlocked at level 31. So if you go to a place and are scaled to level 10, you don't have any utility slots. Maybe traits could work in a similar way for down-leveling. Level 1-10 = 1st line of traits unlocked, level 11 - 20 = 2nd line of traits unlocked, level 21 - 30 = 3rd line of traits unlocked (I think that is about approximate to how players would be unlocking their trait lines normally. Might even be a bit generous.) That way, players can't just steam-roll through mobs. It takes them the same amount of effort as any other player. This has the added benefit of making adventuring with lower level players more fun (since everyone contributes equal effort to making the kill). I personally wouldn't mind having everything down-scaled so I could enjoy going through earlier level zones, it makes more of the world fun to explore in the end. It is no fun just being able to look at mobs and they die.
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Iterative improvement is important though. You look at what other people are doing that fits into your title, you take what they do, and you improve on it. Improvements in gaming literally comes from that; cloning or copying what other games do is very important as a whole. Otherwise we'd never see improvements from game to game. Oh, Doom is this style of FPS? Well I guess we can't make that, because we need to be uniqqqque. If game devs thought along these lines, we'd have never seen Duke Nukem or Blood. Instead, we saw the Blood devs improve on the Doom experience and through that improvement create a whole new experience.
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100% agreed. Plus, have you seen how much damage necro dagger does? And it is so quick too. Practically no point to quickness when you have a weapon that attacks 300 times a second. Lich Form should def be just removed. Maybe replace it with a signet elite that does the effects of Thief's Guild (though it should be a bit weaker and the thieves should be renamed to "undead thief"). No passive though, the signet of undead thief's legion doesn't need one - it is powerful enough already. Also remove dagger. Brokest kitten ever seen
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I still have no idea why this is, lol. My GW1 necromancer is rocking in his grave hearing that line. I guess GW1 and GW2 are separate universes or GW2 is a soft reboot or some other crap lore. They had Death Magic with all of its array of summoning, poison, disease, and cold damage possibilities. . .and then they said "you get armour lol".
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Its that time of the season again...
Aplethoraof.2643 replied to Paradoxoglanis.1904's topic in Necromancer
I still remember it being Mesmer. It was only recently that I found out that Mesmer has in-fact never been Anet's lovechild and it just a dead meme profession (and of course always has been). Sometimes I think the GW2 forum community is actually a training ground for historical revisionists. -
I wish necro would be nerfed so I could play one.
Aplethoraof.2643 replied to AppleSauce.4578's topic in Necromancer
MMO balance comes and goes.At some point in an MMO's history, every class will be OP or underpowered in some respect. GW2 is probably one of the better MMOs for this, its highs and lows are far more mild compared to others. Like posters said - for the longest time, necros used to get booted from PUG parties. It is only fairly recently that they have been considered viable. In WvWvW, you can pretty much play anything. Most classes have something they can offer for both blob fights and roaming. Necromancers fair slightly better in blob fights and are terrible to play roaming - compared to others. For sPvP, it doesn't matter what you play, the following holds true always - if you ask enough people, every single profession is both the absolute weakest and the absolute strongest. Until you get to the top 50-100 (and find out that everyone playing seriously will use power reaper or support scourge, unlike the lower tiers where condi scourge can do OK), what you play on necromancer is generally irrelevant - you can do well on a good number of builds with gold/low plat and below players. So yeah - if you are being serious (it doesn't sound like you are FYI). . .stop trying to be a tryhard and play whatever the hell you want. -
Separate discussion, but 100%. Dagger (mainhand) should be focused on condis. Life Siphon should cripple + bleed and the #1 chain should be bleed (with vulnerability for #3). #3 could probably inflict vulnerability as well, considering it makes the necro bleed. It is bizarre that #2 synergies with bleed but nothing about the weapon (mainhand) makes enemies bleed. And that offhand is a decent condi/utility weapon while mainhand is the weakest power weapon.
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Dragonhunter is ruining the gamemode. It should be disabled until anet can take the time to balance things properly
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What is the point of the agony mechanic?
Aplethoraof.2643 replied to FizCap.6573's topic in Instanced Group Content
It is to basically replicate the gear treadmill in other MMOs - for the players who enjoy grinding from +1 to +2 to +3 etcetera, only to be in the exact same place relative to the mobs. -
Presumably if I were in charge - I wouldn't want to be fired. So I'd either say: 1) Cash Shop OR 2) No Cash Shop, sub fee OR 3) No Cash Shop, higher base price, high price per expansion, also sell mini-expansions that would normally be larger updates. #3 might be a little dubious since it isn't constant income (if there was say. . .a DLC every month or every 2 months, it could be). #2 and #3 leave room for my successor (after I leave this job) to add in a cash shop (cash shops can be added in at any time). So I'd pick #1 for sure, since it is harder to add in a sub fee or increase the prices of expansions suddenly than add in a cash shop. TL;DR - Yes I'd put in a cash shop.
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Harbinger Feedback Thread [Merged]
Aplethoraof.2643 replied to Fire Attunement.9835's topic in Necromancer
IMO: *Blight should be replaced with one of each (non-CC) condition. So poison, burning, bleed, torment, and confusion. One stack each per stack of blight. Then reduce the self-blight a little to compensate. Another idea is to have blight pulse these conditions every second or so instead of being -max HP. *The support tree (or boon-giving tree) should be more attuned to turning conditions into boons and then transferring boons to allies (similar to how necromancer can transfer conditions). The necromancer thus becomes sort of a "glass support", giving lots of boons away, turning conditions into boons, but always having some conditions on them thanks to blight and never keeping boons for themselves (unless no allies are around, in which case why are you running support?). *Instead of a power tree, there should be an offensive support tree where you get more abilities to inflict conditions (instead of blight) on yourself, take conditions from allies, and transfer it to enemies. These should supplement (instead of replacing) abilities necromancer already has for transferring conditions. *Instead of +condi damage for blight, you should get +condi damage per stack of each condition you have on you. This gives you an incentive not have them cleansed as soon as you get them. *The heal should give you conditions, and give you barrier + vitality per condition for X seconds (as well as a small heal so you don't die if you use it at the wrong moment). *Each elixir should give you conditions, then do X effect which is dependant on how many conditions you have. You could have one elixir where you replicate and bottle the conditions you have when you initially use it, then you have Y seconds to throw it at someone and spread them. Just as an example. Maybe the elite elixir could freeze condition timers on both yourself and enemies nearby you for X seconds (they can still be cleansed, but they'll continually tick then when those X seconds are up they'll count-down like normal - effectively adding on X seconds to all their condition stacks). This will focus the spec around what I think they were going for (thematically, since they balance around themes). Putting conditions/damage onto yourself, and getting a benefit from it (this encouraging you to do it, making you into a glass cannon). Shroud 3 should definitely have some condition transfer as well. Pistol's 2 or 3 should also transfer conditions. One other thing that this spec is missing (that is rather core to necro's identity, given every weapon can do it nearly) is boon conversion. Maybe one of the elixirs converts X boons, where X is the number of conditions the necromancer has on them. As well, maybe pistol #3 converts 3 or so boons (in line with other weapons).