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Lahmia.2193

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Everything posted by Lahmia.2193

  1. I find it odd that necro lacks a melee condi weapon, and is the only profession unable to wield a sword, yet anet decided to give us another condi ranged weapon.
  2. I'm the best Necro player because I have only ever seen 100% of my fights and no others.
  3. Corruption would still be taken even if it had no damage attached and Darkness, as others have said, didn't have damage a short while ago, so I'm okay with the nerfs.To quote Samuel L. Jackson:"It could have been worse, John. It could have been a lot worse."
  4. The last time they changed the variance of wvw zones, it was arguably the worst mistake anet made (introducing Desert Borderland).If you want more pve, go play pve.
  5. I'm assuming you probably don't use comms much.
  6. Just avoid getting close to neutral mobs whilst you flee and you will have no problem. It's only 180 radius after all.
  7. I just want Firebrand to be deleted. Its not even the meta I dislike. I just hate Firebrand, and its dull playstyle.
  8. The current Scourge setup doesn't use staff anymore though. All about the axe/scepter boon corrupts. Two more weapons with AoE corrupts along with Reaper Shroud that need nerfing for the good of all? If the balance team really wants to drop Necro from zergs to please the WvW community, they could limit all Necro AoE and cleaves in WvW either 1 or 2-target although I would increase the number of boons corrupted to compensate. I doubt they would limit boons that way, though.Removing Boon/Condition conversion from the game would be the best step to take, and just make it removal instead. That would also help with the WvW lag.
  9. The current Scourge setup doesn't use staff anymore though. All about the axe/scepter boon corrupts.
  10. Pretty sure the only sources of stab were plagueform and lich form. I seem to recall that Well of power stab was added later because the skill was supposed to be a stunbreak yet had a cast time and it was counter productive so they added a few second of stab to help (something they did for similar skills on other professions). I'm not sure if the fear conversion to stab wasn't added later as well. Regarding Well of Power - the stab is for 1 second and, if you stand in the circle, you can get up to 5 seconds of stability since it pulses once every second for 5 seconds. The problem being you have to stand still for that long to get its full effect. Great when you are fighting a boss in PvE or even an NPC in WvW, but not so good fighting other players. If you stand still, you are normally dead. The skill has always been broken, and each "fix" was a bandaid that did little to make it useful in WvW.There is no pulsing stab, only might. The stab is only on cast.
  11. I think this is a sign that Scourge Shades will get a revamp soon.
  12. Death's Charge didn't exist when the 3 second ICD was introduced. That was done before the Specialization update pre-Heart of Thorns. We have literally never gotten to use no-ICD Chilling Darkness and Reaper together. You*Obviously. They have nerfed the trait because of the beta.It was nerfed because of the interaction between the newly introduced Bitter Chill and Well of Darkness, meaning each pulse granted unblockable Chill, Vuln (3) and blind. But yes it's very likely it was also a preemptive nerf because of Reaper.
  13. Just fyi, he mains a necro. And as someone that now plays Scrapper for the most part, I wouldn't really care that my F5 less useful. It would now be freed up for pure superspeed, which is fine by me.
  14. As seemingly one of the few people that uses Dagger mainhand, that's the literal last change in the game I'd ever want to see. And I'm not using hyperbole here.
  15. This trait is a fine example of Power Creep in gw2. It was nerfed originally (of which I'm still bitter about) because it was deemed too powerful when combined with Bitter Chill and Well of Darkness, back in Pre HoT. Now they just straight up added Chill to Well of Darkness.
  16. “Train yourself to let go of everything you fear to lose”.
  17. Not every weapon needs to be very effective in every game mode. Staff is fine as it is.
  18. Being reflectable made it an almost suicidal skill too, at times.
  19. I wouldn't say that it's useless, just that it's a counter-intuitive trait. It's basically here to create a 3rd temporary health pool when you are at full health which isn't exactly what you're looking for when you are at full health. Anet probably thought that people would appreciate a use for wasted healing at max health. But forgot that the times when Necro would need to have use of it, they wouldn't be at max health.
  20. Vampiric Wells was a relic from the pre specialization era. A trait that was an amalgamation of most of the previous Well traits, that didn't really make sense together.
  21. Is scourge still meta in zergs? Because if it is, that doesnt make sense to me. Ofc it is, It still brings the most corrupts in the game, ontop of all the barrier and still has pretty strong damage I'm not a meta expert myself but the commander I run with who's been playing since launch suggested that Scourge will probably be useless in meta. Maybe I misinterpreted his statement and it will still fit a certain role in smaller numbers, but the statement was that Scourge players will have to reconsider whether they will be running Scourge at all in the future, when I asked whether I should make any immediate changes to my build. Is scourge still meta in zergs? Because if it is, that doesnt make sense to me. Not much has changed. No one took Sand Savant after the previous nerf and now it remains the same. Until Anet revamps scourge altogether, it will never die in WvW. Its design is just too perfect for it. We were still playing with Sand Savant. 5 targets on target or self is still great. 10 targets obviously overkill.I'm guessing you're talking about gvg in guildhalls? Because Sand Savant hits 2 people on shade and 2 on yourself in WvW. Unless you take for the extra range (there are better siege clearing classes), it's a self nerf.
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