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Jayce.5632

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Everything posted by Jayce.5632

  1. PvP: I think Arenanet did a really good job in designing the core mechanics of this specialization. You essentially have two resources to manage. Blight and Life Force. Improperly managing either one of those resources will often mean death. Take Blight for example. It can used as both a heal over time or a burst heal when the stacking effect ends. Feel free to correct me on that as I could not verify it from the combat logs, only from what I believe what was happening from watching the health UI. This form of healing is also separate from Dark Disciple, otherwise known as, the heals from consuming Life Force out of Shroud. During this beta, I only tested the Condition spectrum over Power due to the Pistol and Shroud skills. I do think the scale is tilted a bit too much towards the risk side of the table. Vitality, for instance, is probably one of the best ways to sustain due to the way the mechanics work. I like to Min/Max build at times before optimizing and did not notice any significant damage increase when dropping Vitality for more damage oriented stats. Death, on the other hand, saw a substantial increase. With no defensive stats, you could end up with less than 10k health at 25 Blight stacks. Shroud overall felt good, aside from cripple and chill condition bug affecting the movement effects of Shroud skills 3 and 4. I only regret having to pretty much stick to the Deathly Haste trait. I couldn't get over the flow interrupting cast time of Elixir of Anguish into Shroud. I also wish you could maintain Shroud as long you are landing you attacks, even against a single target, since your health is always at risk. Eventually, you would have to leave Shroud to restore health loss from Blight and to regen/heal from Dark Disciple. Pistol skills felt good as well. I'm not ready to recommend adding more ways to interact with Blight as currently being heavily suggested, especially a way to remove it. Doing so would create a safety net for bad management skills.
  2. I believe, and this from my own theory of understanding, this spec is going to be a health regen beast. And, in my opinion, even without blood magic. I only really care about how well the spec will perform against other players, and regeneration appears to be its main defense. I am worried that two dodges and one evade could be problematic when coupled with the loss of the innate damage reduction from shroud, but I also think the spec will easily disrupt enemy defensive cool down rotations early in fights. There is going to be a lot of dead Harbingers, but I still think it could work.
  3. As a Scourge, I would love to run Berserker's amulet, but can't, which also includes any amulet without vitality. Core Necro and Reaper could make it work. But Scourge, in my opinion, must have vitality before any other stat due to the high resource cost at base.
  4. Scourge here, Carrion/Curses/Soul Reaping to be exact. I don't keep up with the current events of PvE, but I feel comfortable enough to say (assuming equal skill levels) that if you can't kill a blood scourge in conquest, then you need more damage in your build. In SPvP, Scourge is already heavily nerfed compared to its PvE counterpart. Would be quite sad, but funny if some of those adjustments found their way into PvE. I may be doing it (conquest) wrong, but I haven't seen any support build that trumps damage.
  5. _Death Magic *Trait* After using a healing skill in combat, your next attack skill causes *Trait*:Deals damage at the end of duration. Spreads to nearby foes while duration is active. Ends duration early if you are downed or if a foe moves out of range. This effect can not critically hit. *Trait* This ability cannot critically hit Damage:[0.1-(3.0)]*2 per second (at Level 80) Duration:12 seconds Stacks: Intensity (1 per source) Spread Radius:180 Damage Radius:240 End Range:900 When suffering from *Trait*, your health bubble fills upward in yellow to show projected damage as the duration progresses._
  6. **Yawn** Scourge here. You know what I hate fighting against? I-Frame Attacks. As a Necro, I currently have 3 (too many imho) IFAs, 2 of which are only projectile immunities, with only 1 of those having maximum skill synergy. Guess which class has more than 3. This is a mechanic that actually breaks PvP balance at its most basic fundamental level and should almost never exist. Even if you do include such a mechanic into your game, it should be an extremely rare occurrence, elite skill comes to mind here. But in GW2, it's handed out like candy. I hate IFAs so much I quit competitive PvP back before they even had seasons. I hate IFAs so much that the only thing I do now is to try and help people learn how to fight against Necros, Scourges in particular. I hate IFAs so much that the dwindling population is even lucky that I even look at the unranked button, much less actually click on it. You want to have a serious talk about balance, start addressing that IFAs kitten first. Until then, NF mate, IGNF **Goes Back To Sleep**
  7. I wonder how hard it would be to make a headpiece, that when equipped, would flag (perhaps orange instead of red until combat has initiated) that player as attackable to any other player(s) wearing the same type of headpiece. Something like a Dueling headpiece, a FFA headpiece, or even a Server/World headpiece. Ok, jk about the last one, but you get the idea. Such a headpiece would be disabled in areas like Fractals, Raids, Dungeons, etc. But everywhere else should be fair game. Largest Arena ready to go.
  8. You can try all you want in convincing yourself that condi build are equal to power builds in terms of effort requirements....that won't change the actual facts : to play condi builds you need a single stats...rest goes all in defense , easier than trying to juggle between dmg, sustain, crit dmg and precision that must reach a certain threshold to be actually useful: crit chance 40%+ and crit dmg 185%+ to be worth the investment So what we need is either: 1) A true one stat Condition Damage Amulet. Since we don't need those defensive stats or Power mucking up the point allocation, let's just put those numbers to good use and add them to the one we do need. 3000 Condition Damage primary with no secondaries Amulet should work here. 2) Condition Damage has been uncoupled from Power Damage and is now affected by Precision, Ferocity, Weakness, Armor, and Protection. Bleeding, Burning, Confusion, Poison, and Torment can no longer be removed. Damaging Conditions from a single source will no longer stack in intensity, only in duration. But hey, why stop there. I'm generally curious now to see what a critical heal looks like against light and heavy armored allies under various condition effects such as vulnerability for the ally and/or weakness for the caster. Thank you for this.
  9. Well Scourge, which last time I checked, is a Necro, lost 50% and over 60% of its respective base damages in the Feb20' patch.
  10. I've only ever seen one true Capture The Flag variance in all my years of gaming. I've tried to make only 2 subtle mechanical changes that would make this form of CTF fit more easily into GW2, without really compromising the normal combat feel/experience. One change is movement speed buff cap mechanic when carrying a flag for obvious reasons. The other change is the flag (drop) mechanic. Your skills will function the same as they always have, even when carrying a flag, as long as you are mindful of the game mode's drop mechanic. When viewing these two changes with the overall Big Picture of the game's description, I believe some of you would understand more quickly than others. Also keep in mind, some additional ideas/changes may be required, but the goal here is to not include too many additional mechanics, especially with weapon/utility skills. The less work to be done, the better.
  11. Capture The Flag Placement of Objects:Your team's flags should be spread out over the entire map, but rarely beyond your team's side or half of the map, with only one of those flags located somewhat close to your team's spawn point. Your team's Flag Bay for capturing enemy flags should also never be located near your team's spawn point. Win Condition:Capture all (ex. 7/7) enemy flagsMost flags captured when timer expiresMost flags saved > capture drawMost kills > saved draw > capture draw Special Mechanics:Speed buffs capped at 10% or 15% when carrying a flag3 second channel (interrupted by damage, stealth or invulnerability) to pick up or save a flag Flag Drops Caused By:DownedGround targeted teleports without an enemy player within its aoe radiusLeaps, Rushes or Teleports without a targeted enemy player within the skill's range (Facing Recipticle required from Action Cam users)StealthInvulnerabilityAll Hard CC, excluding Dazes and Stuns Flags dropped will timed out after 180 seconds which can be reset each time that flag is picked up. Once timed out, that flag will return to its initial placement location. Reserved for further adjustments:None at this time
  12. Since the Feb 2020 patch, I've only ever seen Shrouded Lich Form really gape people in spvp, and even then, it required max damage modifiers, zerker and I believe thief runes. But you'd have a better chance at running into Batman than SLF. Still super easy to counter, just watch for it as soon as any teammate goes down in a team fight or make sure you down the nec first if you believe they are running Lich.
  13. I'm almost certain it was a Scourge you were fighting. I don't recall the logs ever showing Core Necromancer or Reaper absorbing damage when in Shroud. Barrier, on the other hand, can seem like an ever-present effect depending on your own damage output. If you are spec for survival, your own damage output, whether it is power or condition, may not be high enough to remove their barrier in a timely manner, especially if the Scourge is also spec for survival too. One last thing, the Scourge can only cast 2 applications of barrier while under a hard Crowd Control effect. If not CC, they can cast up to 6 different applications, although most will only spec for 3.
  14. Well, here we go again, and again... https://en-forum.guildwars2.com/discussion/comment/1047354#Comment_1047354 Edit: Yes, you should only switch when you see where your team comp may be weak in order to give your team the best chance to win. But you certainly should not be able to see what you're going up against, and switch to counter opposing individuals, or in some cases, the entire opposing team.
  15. I will keep this build in mind if I ever want to stall a fight or perhaps revisit toughness in general. Otherwise, I'll just stick with my Yolo-build. 1k+ Shroud ticks, 3.5k+ Suffering ticks, 7-8k+ Shivers. Full on Man-Mode.
  16. You've all heard the argument. Power requires three stats to deal viable damage, while Condition only needs one stat. Everytime I see that condi jab being made, I can't help but wonder how insane that person really is. Should Condition Damage require three stats (or even four stats if you count Expertise) to increase it's risk to reward factor? Are people really prepared for full-on-man-mode (or insert Berserker equivalent here) armor ignoring Damage-Over-Time ticks that can crit? To save some possible discussion time, I'm going to assume that, Damaging Conditions will finally be affected by Weakness and Protection, but will still ignore armor as long as it's base stat remains zero.
  17. Ignoring game mechanics? Your kitten bias is so strong I doubt you can even list them. Far be it for me to defend some aspects of core synergies, but at least the Necro doesn't break pvp mechanics like every other class in game does.
  18. I'm generally curious. Did Scourge really need a 50% and a 60% base damage nerf? The spec has already been dumpstered after that whole shade mechanic fisco. Right now, you can barely scratch minions and clones take 3 shade attacks to kill. And for some kitten reason, I can't get a feather duster and Tickle-Me Elmo out of my head.
  19. Get a top notch internet service provider and remove the AOE cap entirely. Simultaneously reduces the number of Scrouges while forcing the breakup of zergs or, at the very least, thin them out. Then bring back orbs.
  20. No, in pvp, Necros are focused because they are food. It's just that after the patch, Necros become an all you can eat buffet for the next 15 seconds if they drop a shade.
  21. Yes, if this change goes live in it's proposed form, then casting a Shade in sPVP will virtually be a death sentence, which is why this change should only occur when selecting the Sand Savant trait. 15 seconds is an eternity to go without being able to defend yourself because you will not be able to kite damage, which is arguably one of the Necro's main form of mitigation. And the first person who says just stand in your Shade, that 180 radius Shade, can just take a short walk off a very steep cliff.
  22. This functionality change had better only come from selecting the Sand Savant trait, especially in sPVP. I mean really, did no one even subconsciously think about how this would effect a Scourge in Conquest?
  23. Let people switch all they want, as long as they can't see the enemies names or professions until the match officially locks with the start of the 10 second countdown.
  24. 5 and 1/2 years ago in a galaxy far, far away...2014-01-26 00:41:03 UTC - No class should be able to simultaneously attack while evading (invulnerable) incoming damage.You were suppose to bring Balance to the Force, Not leave it in Darkness.
  25. So 4 out of the 27 specs running condi. Since this mob-train has no brakes, might as well keep this discussion going.
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