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ZeftheWicked.3076

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Everything posted by ZeftheWicked.3076

  1. I absolutely agree on the sentiment, just not the method. Mobs need hp buffing, that is true. I feel this applies to any regular mobs pre PoF, and maybe some veterans. Elites and above are good. That being said however, there is quite the dps difference between top dogs and bottom dwellers such as core necro. Happily boosting mob hp will make the life for the latter insufferable. I think first a-net needs to reign in the damage of top dogs via selective nerfs, and once that's brought in line, go for mob buffing.
  2. News of my death was grossly exagerrated, commander. But returning to topic at hand...well ... well.... well. Given necro's rather long list of "do nots"there's very litte options here. Power, condi or support (which we have yet to have). Cause certainly not leaps, evades, blocks or such stuff.
  3. They're butchering support scourge to the best of their ability. Ressing gutted, barriers gutted. And now what defined the e-spec and made it unique - ability to place shades and support allies that aren't stacked in one place - that too. Terrible change.
  4. Normally I would remind you that we do not speak of deceased here, but as these are necro forums... feel free to proceed.
  5. I proposed this in a way via making Blood Bank ally shared (at expense of not getting barriers from outside heals). But nobody bothered to comment... You can see the whole idea here:
  6. Guess I didn't express myself clearly enough here, mixing some sarcasm into serious statements. When I said scourge doesn't outpace anyone as support I meant it's practically dead last. And beggars can't be choosers. If all the supports outpace you by a country mile, then you're in no position to scoff at having a supportive weapon. They have theirs and it works. Also a supportive weapon does not mean instant death to it's dps. Revenant staff is quite supportive, yet if put on a power build it does respectable damage next to it's utility. And let me make myself crystal clear here - the staff in no way, shape or form can stand next to reaper's greatsword and call itself a proper 2h necromancer weapon. The power budget for a necro 2h is way bigger than what staff received. Which means it could get new funcionality without tossing it's damage output out the window.
  7. I'm sure it'll have some sort of healing. I mean look at necro staff - we get a 100% regen uptime on that thing! And warriors have 3 burst levels so that might even be 300% regen uptime! I'm calling it today - warrior heals will be busted! Our necro ones are. You see staff necro? Run, cause you won't be killing anything within 1200 radius vicinity of that thing!
  8. Oh yes the support baked into the spec - true to staff's own if you catch my drift. Last time I checked scourge wasn't outpacing anyone when it comes to supporting, at least not post July 27th patch. And somehow other professions that are better at it and don't sport warrior sized arsenal of weapons still have one or even two supportive picks. Like staff and warhorn for rangers, staff and shield for revenants, staff and shield for guardians, mace for engies, scepter for thieves. Meanwhile necro staff is allowed to exist in it's pitiful state for two reasons only - one is need for aoe to catch ppl/tag mobs, and other is shroud that can save a horrible weapon such as this by replacing the weapon slots with shroud skills until you can swap back to a real weapon...
  9. Sure, but here's the deal, raw truth, I want to make legendary staff and hold it close and dear to my necro as I heal ppl on my scourge. I don't want them giving me the stares asking "why the hell you run staff"? Boon hate? None. CC? Pistol + wh or torch has more. Boons? Regeneration...1 stack. Healing? Look above.. Even as a hybrid damage weapon it fails - GS on condi reaper is a real hybrid weapon doing real damage. Revs, Guardians, Druids - these guys get to enjoy real staves that actually do stuff. Rev staff for example is both a competent power weapon as well as a great healer weapon with massive utility no matter your stats. Blocking, digusting breakbar damage, aoe heals - this is how staff should look like. Ours refuses to do even it's basic necro things - like corrupting/ripping boons. On a two handed necro weapon..
  10. Am i the only one here noticing how the role of dedicated support weapon for necro remains unstaffed? Come new xpac we'll see support scourges running around with pistol/torch combos..so exactly the same as condi ones. Meanwhile staff, that's supposed to be the supportive one is butting heads with axe over the role of ranged power burst weapon. Swap to it, pop the skills and escape into shroud before it'd dysmal autos destroy your day.. Let's make staff great ag....or rather finally. Real boons. Real cc. Maybe some barrier or healing for allies. Right now whatever staff has, other necro weapons have it beat. Except axe maybe...
  11. From the very start not all xpacs had same goals. This one isn't about tons of new content, but about tons of new ways to play, as combat system is getting massive rebalancing with relics, new weapons and e-spec weapons unlock. On paper this sounds like a lazy way to go about things, but it's not. Balancing this whole thing will be a nightmare. A new set of e-specs would exist within existing framework of balance. And I dare say that would be the easy way out. But instead they're chosen to blur the line and bend the rules of existing system. Given how much already exists within it's confines this either be one very harsh lesson for a-net, or a display of their game design and balance prowess.
  12. Ty all for you feedback. Made myself a build using your tips, now i'll just get and set it's missing components and I'll be raid training ready.
  13. My beta character already had full legendary armor set thanks to me owning one in live game. I simply wish anyone who comes test things for no reward whatsoever (beta progression wiped, not even a title to keep) could at least enjoy such comfort of testing. Instead of dealing with mountains of junk that still limits their ability to test stuff (max 4 sets of gear and very limited rune selection). And from business perspective (and not your ad hominem one) this is a win-win decision. Anet gets better feedback from players. Players get to test drive legendary gear, making some stay ingame to craft their own. Reward for test participators (be it single leges for few lucky souls or a much lesser but guaranteed reward for everyone) increases above gains. Simple, good business practice.
  14. I won't say you're wrong...and that's why I won't. Science is all about failure, mistakes and refining them into good ideas. And my idea has merit. Elite weapons can be both buffed and nerfed on other specs. Buffed in terms of feasability to be used on specs that don't have tools to make them work where necessary (like untamed hammer giving us selection of skills for each slot). And nerfed when they're clearly overperforming. Along side with core weapon reworks here and there. Recent rework to necro dagger was amazing for example.
  15. An explosive mix of puzzle jumping, flying and map meta mechanics - air raids! Imagine a map meta where a limited amount of npc griffons can be mounted for combat! Ground troops (majority of players) will be able to receive air support with major impact as they press onward. However it won't be as easy as just strapping your butt in and not falling off the griffon! As ground forces advance, they would be able to secure passages for griffons to fly through to reach and support them. Griffon pilots would have limited time (sorta like guild rush but much shorter) to fly through hazardous flying puzzles to reach the ground forces and provide air support. Imagine a horde of monsters like in Tarir meta where enchanted armors were needed to keep them at bay. Here they're headed to intercept your ground forces but a squadron of griffons can cut them off and bomb their passage so they stay locked outta action. Ofc this is just an example, but bottom line ground forces can take extra mesures to make things easier for griffon pilots and in return have their lives made easier by them. Imagine the morale boost seeing a squad of friendly griffon pilots swooping in for some death from above as you're about to reach your enemies. Or griffon pilots earning their mettle by beating the challenges of flying and dropping their payload, as griffons are far faster and harder to control than skyscales! Done right it could be big fun! Also not that i'm suggesting anything but.. Achies for good griffon piloting! Skins for acclaimed griffon pilots! *wink, wink, nudge, nudge*
  16. As above . I plan to go raids but i hate squishy glass cannon gear and want nothing to do with berskerker stats. Is Dragon viable enough to pass the muster for a power dps role?
  17. While I love catas (such easy kills!) I will say no more as I don't want my cata-b-gone method removed from game because someone mains an ele..
  18. It does have a downside - you're always getting blighted. Current design gives you the option to avoid that which in some situations might be beneficial (like trying to run for your life and not reducing your max hp making it easier on enemy to kill you).
  19. Supports should not have 100% party prot uptime unless they're defensive build or taking a major hit elsewhere for it. And an adept trait is no place to get this much of it. Also it suffers from the same problem as stab on martial cadence - it's a reactive/defensive boon chained to proactive/offensive mechanic (bursts). Flurry is something I will give credit for, finally it's a functional burst, not punishing you for main hand sword.
  20. I was thinking of necro on the defensive/supportive side and came up with these these ideas: 1. Life Eternal - make the protection applied to allies as well. Protection sharing was already present in the past on core necro with now non existing vampiric wells grandmaster. Bringing bit of that back on a defensive grandmaster trait seems fair and balanced to me. 2. Blood Bank - when you heal yourself, grant proportionate barrier to allies (self included). Ratios of healing to barrier - 20% below full health, 50% when overhealing yourself. Blood Bank now becomes a truly supportive trait that benefits others, at cost of not getting big fat barriers yourself because someone else healed you 3. Sand Savant - your shade skills heal allies in range, and barriers from scourge skills are converted to heals. This change adds great degree of control over how your healing scourge heals. Barriers don't scale with outgoing healing bonuses, but heals do. Barriers are not weakened by poison however, while heals are. The goal of the blood bank and sand savant changes: Now the 4 big support traits (Transfusion, Blood Bank, Desert Empowerment, Sand Savant) create a net of options, though each choice has it's drawbacks. If you go Blood Bank you greatly increase your barrier output, but lose potent revive option and some healing from Tranfusion. Sand Savant gives you massive healing output at cost of losing majority of barrier sources and alacrity sharing. You can pair it up with blood bank to give both heals and barriers (from overhealing yourself), but then not only alacrity bur potent ressing is lost as well.
  21. Ah, that makes sense now. kitten move they pulled, but I can see why you'd seek to improve. https://snowcrows.com/builds/necromancer/reaper/power-reaper This is the 40k power reaper build. With instructions on how to perform your rotation. Keep in mind practice makes perfect and this is golem dps. A lot of your dps depends on being reactive and good decision making (when to fight, when not to fight, how to change your rotation to adapt to situation). Also encounter knowledge will help a lot. Imagine boss dashing away as you begin your soul spiral and losing huge chunk of dps..
  22. After June 27th patch Berserker's Eternal Champion grandmaster trait has a tooltip from good few patches ago, even prior to it's mini rework.
  23. On my new necro the skill didn't work at all. I could use dark path and mark the enemies, but there was no flip skill (Dark Pursuit) to teleport to them. Now, that my necro is lvl 80 with full e-spec unlocked (reaper) upon trying out core it works just fine. Seems this issue has something to do with being below lvl 80, pretty sure even when i was in my 50+ levels i still could not use it at all.
  24. Whoa there, mate. You're being pretty vague here. Were you kicked the moment they saw you cause you play reaper? Or were you in there fightning and it turned out your dps was bad and then they kicked you?
  25. Back in the day it was GW2styles.com But where do fashionists go these days to show off their creations?
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