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Nimon.7840

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Everything posted by Nimon.7840

  1. Training run: Rune of mercy Major: Healing powerMinor: vitality Nothing more needed
  2. Why magi gear over shaman gear? Is it really worth it to sacrifice damage for a bit of extra healing power? If you want damage you run hybrid with plaguedoctor and scepter.Plaguedoctor seems like a pretty bad choice here. Wasted stats by taking concentrationPretty low amount of healpower
  3. @bigo.9037 said: You're playing Necro. That's the problem. Lol. Pretty much all necro builds will lose to soulbeast. Sure necro is weak against long range attacks. But that's exactly the point.The soulbeast oneshot build that goes around right now doesn't have a big weakness It does have a big weakness. Most classes have some kinda dmg mitigation or at least being able to survive the initial burst. After that the 1shot soulbeast basically has nothing left. He has his weapon swap but his utilities are gone.. no stab.. no dmg immunity ( unless he uses SoS but that sucks anyway ) That's not really a weakness. LolYou can run away, reset, try to burst again.Where is this a weakness?I'd love to do that with my necro. You even can get dmg immunities as ranger while still doing insane burst dmg and having maybe one of the best mobility in the game Ofc you can reset against a necro. But whenever I fight these 1 shot rangers ( ofc they tend to get me the first time cus I'm not always expecting it, or if I'm busy fighting someone else and they show up ) I literally just dodge enough of their burst to stay above 50% health and then kill them with no issue. I see other classes like holo do that to them as well. And vs warrior their build doesn't work cus of passive EPIf a ranger looses a 1v1 right now in wvw.Either the ranger player was freaking bad or the opponent just much much much better. Rapid fire can do around 34k dmg. (And you still have time after that to autoattack for 6-8k per auto)That's killing low health classes 3 times, medium 2 times and even against high health classes that's easily enough to kill them from a range, that no other class has counterplay to other than popping invincibility. So guaranteed kill, Even if you dodge once. That is op. You have to admit that."But every class has 2 dodges" - so what? Ranger is still 5kilometers away you won't reach the ranger.Mobility wise.no other class has more mobility than ranger. Ok maybe thief. We aren't talking about the necro-soulbeast matchup.As a ranger you can reset against any other class.You can always choose, if you want to fight or if you don't.And if you choose to fight, the fight is over in 3seconds. Either you oneshot enemy or you didn't manage to do it, run away and try again in 30seconds, or choose to kill another target. Mobility of GS and beastmode with a bird = insane distance traveledGS can block as well. You can even take stone signet and still to lots of dmg. So way enough time to get to a keep or tower to hide in. If you can't make it..... Oh did I mention bad player? And there's not just that one build, that is really freaking strong. There are several other builds (3more to be precise) that have almost no counterplay available as well. If you think that isn't op. I think you don't know the meaning of "op"
  4. @bigo.9037 said: You're playing Necro. That's the problem. Lol. Pretty much all necro builds will lose to soulbeast. Sure necro is weak against long range attacks. But that's exactly the point.The soulbeast oneshot build that goes around right now doesn't have a big weakness It does have a big weakness. Most classes have some kinda dmg mitigation or at least being able to survive the initial burst. After that the 1shot soulbeast basically has nothing left. He has his weapon swap but his utilities are gone.. no stab.. no dmg immunity ( unless he uses SoS but that sucks anyway ) That's not really a weakness. LolYou can run away, reset, try to burst again.Where is this a weakness?I'd love to do that with my necro. You even can get dmg immunities as ranger while still doing insane burst dmg and having maybe one of the best mobility in the game
  5. @bigo.9037 said: You're playing Necro. That's the problem. Lol. Pretty much all necro builds will lose to soulbeast. Sure necro is weak against long range attacks. But that's exactly the point.The soulbeast oneshot build that goes around right now doesn't have a big weakness
  6. Great I dodges lb2.Now enemy SB penetrates me with 6-10k autoattacks from 1500+ range. The whole buff thing into pewpewpew isn't why ranger is freaking strong, or overpowered. Now people often come up with "but I have to be full glass cannon. Yeah maybe, but there isn't a single build with a 1500range teleport to get close to such rangers.Also the ranger still has so much mobility, that it's always pretty easy to run away, as soon as the enemy gets near you. And btw. I'm necro main, I don't have invincible skills or dodges on skills
  7. Instant NCSY would just make it a crappy version of warrior's signet.I agree it needs to be more than instant before its really relative to being a decent shout. My idea for NCSY instant cast (though not required would be nice if it was instant cast) applies 3 seconds of reveal on hit (needs this badly) always applies the 10 vuln on hit always strips stability, resistance, and protection on hitThat suggestion is ludicrously overloaded for a 20s untraited cooldown skill.Quick reaper fix guide: Death's charge and Death Spiral are now frontal blocks.Death's charge yes... death spiral thats a bit questionable but maybe..... it would have to lose some of its current mechanics as its currently pretty loaded as is for 1 skill as is.I think you are confusing Death Spiral with Soul Spiral. Grasping Darkness is no longer negated by projectile destructs.Just make it unblockable ez fix (its still going to be buggy though)Grasping Darkness is not buggy tho, they fixed it a long time ago. It's just overly penalized due to being negated by all projectile destructs. Executioner's Scythe will always apply it's stun the current target instead of picking one target at random to apply the stun to.Im not sure this is a major thing either, Honestly the skill should technically just be partly reworked First of all it should at the very least be able to strike 3 targets (your target and/or the 2 closest foes to the landing center of the aoe) increase the stun duration in addition to the current damage based on foes hp value3 targets is too much for how much damage the skill does. Also the stun duration is fine. 1.5s is already very punishing. Chilled to the Bone cast time reduced from 1.25 to 0.75 to bring it inline with similar skills on other classes.This is not a necessity but its would be a nice QoL although i don't see this as some sort of marvelous changeIt's very necessary in order to improve the ability to clutch with the skill. Moreover Anet has been moving similar skills on other classes down to 0.75s cast. (see Chaotic Release change) Gravedigger's reset mechanic is removed and Gravedigger's power scaling increased by 25%.Needs more tbh 25% is not worth the cd reset going away in its on its own. 25% Power scale increase Delivers a 2nd strike on foes under 50% hp after a short delay (this strike uses the same damage values as the normal strike) The cd reset has no value. You ain't hitting anyone twice with gravedigger and you will be lucky to hit someone once. The purpose of the change is to make gravedigger worth using. 25% does that because it puts the skill firmly in the 7k-10k critical range, whereas right now it's 5k-8k critical range and 3-5k non-critical which isn't worth the 1.25s cast. You second strike mechanic isn't desirable because it still leaves the skill worthless when the foe isn't below 50%, while at the same time being a guaranteed insta kill against a foe below 50%. You also forgot a few important things on your listAugury of Death Shouts now Life Siphon into hp and life force on hit.In addition to the current cd reduction mechanic that this trait grants, all shouts now have their recharges partially reduced when other shouts you use strike foes. 2% per foe struck (the more shouts you run the more you can use them generally)That would be too much as a full shout build could potentially YSIM every 10s.Deathly ChillIncreases the effectiveness of chill from -66% to -77% movement and cooldown recharge, and additionally reduces the effective distance of skills that cause movement by an equal amount, Rush, Swoop, Bull charge etc (Blinks and shadow steps are not affected)No, that's too brutal. You'd be able to completely and effortlessly lockdown any class that doesn't have passive chill removal. It's too binary.Well I'm currently playing a chill-power reaper. And I have to say, most classes have passive cleanses or immunities, they just don't care about the chill. Current build:http://gw2skills.net/editor/?vRAQNAndxik0gpNwejliBjqJMFqVx9wh4SMKA8tKAA-jVSGQBX7QAUO9BA4EAQI1XSiSvCqMQiKBFkKEG4JAQKgAnsB-w With fireworks rune
  8. It doesn't really hit harder than other classes...
  9. Ok, my final build: http://gw2skills.net/editor/?vRAQRBIhh+xJJNQVvgpNA7NYpbw07pH1k60DYAEAo6AjgDFA-jVyGQBQVJYQV1QRqlAgnAQb0Pwh9HqlyHydSAWqSoAAHAv39u39g3f/93f/96+7v/+7v/+7v/epA8bmF-w Good things:Healing well heals for ~1200 per tickRegeneration heals for ~410 per tickVampiric presence: 90 heal per trigger (max 2 per second)= 180hpsSo we have permanent 500-600 heal per second with just VP and regeneration.Transfusion is also almost equally high as full magi. Problems I encountered:-Cannot outheal the heavy ticking dmg from golem test room -So with the most recent nerfs to druid, I guess we cannot guarantee a 100% vigor uptime anymore:Mark of evasion: Is heavily dependant on vigor, else you will be out of dodges very fast -life from death, seems fun to play at first, but is pretty much useless if players are already full health. I found vampiric presence more useful. Also some math: Life from death: 17 seconds + 3 second = 20 seconds cd with harbingers shroud equipped. Heals for 3400. Vampiric presence: minimum heal: 0 assuming noone does any hitsMaximum heal assuming a hit ever half second: (90x2x17)+(175x2x3)= 3060+1050= 4110 healAverage heal, assuming 1 hit per second: 1530+525= 2055 heal Assuming normal raid encounters with like no attack downtimes:VP is betterTrait choice is heavily dependent on boss encounter.
  10. What if we do something crazy:http://gw2skills.net/editor/?vRAQJBIhcSSDU1LYaDweDW6GspHgAAVHYEco07pSqA-jVyGQBLVJXb0DoIVSCq6GQVJIH2fgcnAgapcAAPAgAAHAv39A493f/93fvu/+7v/+7v/+7vXKA/mZB-w Keep allies alive with regeneration, transfusion and barriers from f3. Ok. So even though I first thought that harbingers shroud would be bad, this build could make use of it.It would dish out a very good amount of barrier on 10 people with harbingers shroud and might even get big heals from life from death. (9k barrier from f5+f3 should max out the barrier amount of any raid member) Well with these stats that should be around 450-470 hps from permanent regeneration.And I'd still play vampiric presence. Never really investigated, if outgoing healing affects lifeleech. Water sigil should still be proccing very often.And the well is very nice to rezz people or to pump out around 1400 hps for 5 seconds. Sure this is just as second healer. Gonna test this build this evening.
  11. I think if you have to use mercy runes you either failed your job or the group is just very very bad, and you might not want to stay with them...
  12. Lol it isn't a pve focussed change. Pve the other 2 traits are way better.That's purely a wvw change aimed at wvw
  13. Is it really a big or is it wanted? Just compare it to desert shroud, is it possible to cast desert shroud then replace your shade, while it's pulsing, and the pulsing effect stays? Also I don't think that harbingers shroud is better than desert empowerment.Sure you will reach higher barrier uptime on 10 targets, but your subgroup has less barrier uptime than with desert empowerment. But since scourge is never used as solo support in 10man content, you might want your subgroup to get more barrier, as the other group will have another healer. Also keep in mind, that harbingers shroud will give you less Condi cleanses on your subgroup and less might uptime
  14. how about no How about yes. But this would need much more work to be done. Like giving necro blocks and/or evades on weapon or utility skills But that would make necro much more easier to balance
  15. The KP and LI is the demand for proof of experience. Or at least successful boss kills. Especially Dhuum and Qadim are bosses where you will not just get to tag along. Way to many mechanics which unless practiced will wipe your entire raid. You getting kicked had nothing to do with being on necromancer but more with not pinging the relevant kill proof and/or LI. It has to do with necro.I recently joined some groups as necro, because I got kps on him.Instantly got kicked before I even had the chance to ping kps. Well, who is to blame?-necro has low single target DPS-and only average supportThe only thing necro is good at is rezzing people, but in my opinion, if you need to rezz someone, you failed your job as a support/healer Problem:If scourge gets more DPS, scourge stacking will be a thing again, so you don't need healers due to barrier overflow. Well there would be solutions No it doesn't. If you do not have the raid experience as to why TC got kicked, read my explanation above. TC was not kicked due to being necromancer in this instance. If you want to make this about necro in general, fine. But that has nothing to do with this specific instance and situation.Ok your post sounded more like: it's only his fault, but it's clearly not all the time this players fault. The community (and anet) in general is pretty much ignoring a lot of things (Yes normally I'm also more like: I want to do my kills fast, but then, I'm not allowed to play my favourite class because it benches 4-6k below meta classes)
  16. Something that is good at single target DPS, and good at 1v1/ 1vx for necro
  17. The KP and LI is the demand for proof of experience. Or at least successful boss kills. Especially Dhuum and Qadim are bosses where you will not just get to tag along. Way to many mechanics which unless practiced will wipe your entire raid. You getting kicked had nothing to do with being on necromancer but more with not pinging the relevant kill proof and/or LI. It has to do with necro.I recently joined some groups as necro, because I got kps on him.Instantly got kicked before I even had the chance to ping kps. Well, who is to blame?-necro has low single target DPS-and only average supportThe only thing necro is good at is rezzing people, but in my opinion, if you need to rezz someone, you failed your job as a support/healer Problem:If scourge gets more DPS, scourge stacking will be a thing again, so you don't need healers due to barrier overflow. Well there would be solutions
  18. Thats kinda low dps try berserker stats instead. Try to hit between 15k to 20k dps I find very unlikely a profession can hit those numbers without boons...Not really unlikely, reaper has access to permanent 25might and doesn't need fury due to decimate defenses, also permanent quickness while in shroud. But has the least scaling power of all classes. All classes settled around 10k DPS unbuffed when we last tested it. The problem is now, that some classes scale better with buffs than others do. Let's take scourge for example (cause I'm main necro) adding all buffs results in up to 29k DPS, so buffs increase dmg by 19k (which is insane in my opinion, better scale down the bosses and make people do less dmg)But other classes have 24k dmg increase.So they scale better with buffs. And the other problem that some classes have easy access to some boons (mesmer, necro,...) because they are build in in their maximum dmg build.
  19. But, like you say it's only partially adressed, only in fractal and like I say, the more player you got bashing at a single foe, the less impact the mechanism get. Bringing more boons in PvE objectively won't make boon corruption better in fight where you are 10 players facing a single foe, in fact it might just make things worse. In GW1 where mobs were designed around having "boons" and supporting each other, boon corruption was adapted, but in GW2 mobs just aren't close to be designed the right way to make this work. Also, power damage on boon corruption is bound to create issues in PvP/WvW leading the kind of mechanism to rot into a non crit thing while PvE would need the thing to be able to crit as hard as possible. And since ANet's policies is to avoid mechanism splits, it make the idea extremly unlikely. It isn't "Passive invincibility", it's "Passive power damage immunity". The difference is huge and the counter is condition damages. Also, most professions have similar traits with ranger's, thief's and elementalist's having almost the same degree of efficacity. Don't spit on warriors because they are an easy target to spit on, please! This kind of trait is pretty common in game. That was just an example. I could have also named the other classes. Dark defiance was a flat buff to the traitline. More access to protection and potentially 20% more defense against condition damage. Yes it would be neet to have better access to protection like guardian's hammer auto attack but the necromancer is far from being "bad" at generating protection. And I don't think that dark defiance was the buff, the buff was needing last gasp. Making soulreaping having no sustain/defensive trait
  20. Hm... About deathmagic:I don't think it got better. The traitline is still lackluster for anything else than minion builds (which you can honestly only use in open world) I do use it on one particular build though, because it gives me some defense via protection. But it's a pretty gimmicky build. The real problem I have is how the Devs try to make deathmagic better. They aren't buffing the traitline itself, like they would do on literally every other class, they just hardnerf the sustain/defense out of every other traitline. AND THATS PRETTY ANNOYING! Especially if you look at ... Warrior, that still has passive invincibility. I'd also like to see some changes to staff. Make it a more supporty weapon, less aoe spam (especially considering wvw)But there are also other things that need some serious work focus4
  21. That's funny. I think it's the exact opposite way. Most PvP players are just too stupid to play.And loose fights in wvw even against not so good players.If you are looking for "good (challenging) PvP" gw2 is the wrong game for you. Most people in PvP be like: haha, scourge is for noobs, I stand on a point and loose because I facetank everything. Instead of kiting or pressuring them from range. And when they get into wvw, where the first challenge occurs in crafting a good build, they often choose pretty poorly.Because spvp makes you not flexible by having these stupid set stat amulets Sure there's always exceptions. I met this spvp good player (the one with the crown) in wvw and spvp. He wrecked people in both modes with his daredevil (and people say thief is bad lol)He even killed people in 3v1 situations. And then there players like another one I met, who showed me that he was top 100 in spvp, but he lost in wvw against an average roamer that even I with my necro could beat. You can't just say that wvw isn't good PvP. It actually is. But you need to find these people that are as good as you are. And there's actually a lot of players, that play wvw only. They just get into pve, when they want a legendary weapon or something else, like a skin. Me myself am raiding pve 1-3 times a week, so 2-6hours. Rest of the time I'm in wvw. Which might be 2-3hours a day, if not more.
  22. -If they add breakstun to both spectral walk cast and spectral recall then it will be much better utility for use because lets be real necro needs some breakstuns as it doesnt have mobility. That's exactly how it works right now... actually its not. Spectral recall does not break stuns. its just a teleport. They changed it? God damnit. Another hidden nerf
  23. -If they add breakstun to both spectral walk cast and spectral recall then it will be much better utility for use because lets be real necro needs some breakstuns as it doesnt have mobility. That's exactly how it works right now...
  24. You won't be hitting this high anymore. Maximum should be at ~44-45kBut only with enemy having 25vulnerability, chill.And you having 25 might. In wvw I never saw it hit more than 12-14k, because you have to gear for some defensive stats. Which will lead to less power or ferocity.
  25. It's good that people get marked more.More enemies for me to fight and kill^^ Playing solo necro btw when roaming.So I should get outclassed by any other class if they know what to do against necro. Well about 80-90% don't know. Even though it's so damn easy to kill a solo necro. To me as well, the original post sounds like: I get killed at roaming because I can't go stealth anywhere I want and for as long as I want. If you really are a roamer, you want fights no?Or do you just want to go from supply camp to supply camp and that's it?For this it's a nerf. But it's a PvP gamemode
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