Jump to content
  • Sign Up

The Boz.2038

Members
  • Posts

    143
  • Joined

  • Last visited

Everything posted by The Boz.2038

  1. > @"Lan Deathrider.5910" said: > A FB Minstrel pushing toughness and vitality via traits can get something like 4048 armor and 26813 HP. A full glass cannon Soulbeast with OWP+Rapid Fire can hit that for 43,050 damage not taking into account protection or aegis on the part of the FB. No, I did not include Sic'em in the damage numbers either. Could you expand on this? I get something like 25k damage vs armor 2600 by my calculations, at 100% crit chance and 260% crit damage. Vulnerability and Force help a tiny bit, but target's Armor is significantly higher than 2600...
  2. > @"Crab Fear.1624" said: > Every class should **NOT** be able to do every role. > > As a matter of fact, there should be roles that each class is explicitly excluded from to eliminate confusion. > > Edit: Furthermore, reduce roles for each class to 2 max, depending on game mode it can be slightly more flexible at a dear cost to efficacy. No. Please leave.
  3. > @"KrHome.1920" said: > Scourge does not work in PvP for the same reasons ele does not work: the lack of a fitting amulet. Deadshot is PvP only.
  4. If the effect of the skill doesn't change, the icon of the skill shouldn't change. Do not confuse players and play wonky with the UI.
  5. > @"Aplethoraof.2643" said: > As long as Necromancer in turn gets just as easy access (as everyone else) to active blocks, evades, boons, and mobility - I am OK with this. > > As it stands, boon removal is the one niche that Necromancer does really well. Pretty much everything else is done better than them by anyone else. Taking that away from Necromancer means that you need to make Necromancer far more competent in all other fields. Everyone: Boon removal. Most get it sparse, one boon removed here and there. Some, like Spellbreaker, Mesmer, Thief, get multiple removals on a few skills. Necromancer: Boon corruption. Mass removal. Punishment. There, i fixed it.
  6. PoF offers some high intensity, diverse fights if you're new to it. Initially fun. They get kinda old fast. However, what gets old instantly, is the absohuge aggro radius and miniscule respawn timers. It's as if they're there to slow you down and make you pay an additional month's subscription. -10% aggro radius and +33% respawn timer is a very simple edit to make, would do nothing to the actual difficulty of the individual mobs, but would improve the exploration and play experience around the PoF areas immensely.
  7. Nobody is afraid of Fear on Core Necro. All the theoretical traits you posted technically work with fear (as they also work with daze, because half of them are "on condition", so your list is fairly inflated). The only relevant bits was the reaper, in which case it is either power reaper and negligible extra damage based on conditions, or condi reaper, whose presence is about as fear-inducing as core necro. There is no *hard* block on changing the 2s daze into 1s fear, or something like that. All the numbers are easily fungible. Pretending there is one shows a lack of imagination.
  8. Oh, it grants might up to 10 targets? By itself, does it? No other trait involved? Hurm. Looks like the skill info only shows it affecting five targets. You need another trait (albeit a popular one) to affect ten targets. And in that case, why, it might be fair to compare that to Facet of Darkness with Shared Empowerment, which gives *ten* (apparently this is the bar now) people around you fury *and* might, while giving you a full stack of 25 might. Additionally, FoStrength is further made clunky by the cast time on its consume, which is the longest consume cast time of all the six facets, and the one it makes the least sense for.
  9. I unsarcastically, unironically want a land use spear for some classes. Ranger, for example.
  10. Don't you just love it how your upkeep skills randomly fritz out upon contact with water, and continue to be in their "on" state, draining energy, but not actually working any more?
  11. ...and? You're acting as if a Reaper switching away from GS/Shroud isn't already going into a massive DPS decrease. (also, condi reaper, lol)
  12. Turrets scale with stats. This is not an option; this needs to happen with all summon types; elementals, minions, everything. Core needs actually viable, polarized weapons options. The half-and-half power rifle and two-thirds-condi-but-not-good pistol needs to end. Some utility skills and their related toolbelts need to be rethought, possibly switched. The design of the class needs to be a tiny bit rethought so they're not so "utility overload for PvP and WvW", because that approach will forever doom them in PvE. Better uptimes for offensive buffs in PvE is a good option. Possibly radical option: Make utility slot 3, IE skill 9, a mandatory toolkit. This would be the only toolkit available. Gotta place a toolkit skill in that slot. Can't have more than one, or less than one. Hugely streamlines the power and utility availability, allows for compensation of weapon switching, without leaving a utility overload option via three kits available.
  13. The gamebreaking part is the "this one trait entirely makes redundant an entire skill and trait on its own".
  14. Please wean yourself off Soldier stats as soon as possible. You are suffering, and you don't even know it. Marauder is the perfect compromise of "Berserker, with a dash of health sprinkled on top".
  15. > @"Anchoku.8142" said: > Fear is difficult to balance. For one thing, fear is a gap-opener, which is the opposite of what a low-mobility, debuffing profession needs. Conditions and control effects that act as gap-closers are needed; e.g., taunt, bind, chill, cripple, torment, or slow. Necro also has Fear baked into every build and some modifiers available in traits. Fear also counts as an interrupt where it was excluded in the past. Adding a short fear to a weapon sounds attractive but __Arenanet could simply add another pull like greatsword's Grasping Darkness to any weapon.__ You only "need" a gap closer on a low-mobility debuffing profession if you are melee and beefy. If you are ranged and fragile, you are well served with a gap opener.
  16. There are *so many* stat combos that we *need* and can use in the game, it's not even funny. Example: Condition. Previously, in ancient ages past, conditions "had" the advantage of scaling off two stats: condition damage and condition duration. This "could" leave you with a stat free for getting vitality or toughness. However, there was also precision, which was of critical importance for additional condition procs. There is STILL no three-stat condition damage, expertise, precision gear set. The four-stat power gear, marauder, is near perfect. What did conditions get? Viper and, for hybrids, grieving. Why no condition damage, expertise, precision, vitality/toughness? Oh, they do exist. But only on PVP, as wanderer and deadshot sets. And trailblazers, with no precision, for going full on soldiers, but even tankier, with even lower DPS.
  17. Not really. We need an actually useful hammer as a default, core ranged weapon, and we need a 4th skill for each legend, just to make loadouts that tiny bit more customizable.
  18. Incensed is kind of insane, not gonna lie. No idea how to change it without gutting the PvE Herald.
  19. Beastmaster. No pet swap; both pets active at same time. Land use spear as weapon, medium or melee range skills. Trainings as new skill types; hybridizations of stances and preparations that affect your pets only, and you through some traits. Heavy use of the attack of opportunity mechanic. Medium mobility, but lots of mobility control, chase and peel. Spirit Of The Pack elite calls two additional spirit copies of each of your pets for a short time.
  20. Thrown traps just become fireballs if the don't have an activation delay upon landing. A hefty one at that.
  21. > @"killfil.3472" said: > I do think that some of the necromancer's core weapons could have some effects tied to minions. > > For example ; > Dark Pact could grant all your minions superspeed for 3 seconds. > Mark of Blood could grant all your minions a sizeable life-steal effect for 5 seconds. > Enfeebling Blood could grant a 10 second buff to the minions in the area of effect that makes their attacks inflict bleed. > Unholy feast could grant minions in the area of effect 3 seconds of quickness. > > This set of new effects could be a replacement trait for Necromantic Corruption, which I find quite underwhelming in its current form. Lots of trait opportunities here.
  22. I never unrestood why the warhorn wasn't fear, tbh.
  23. I was pretty sure that only applied if your masteries were maxed for a given area.
×
×
  • Create New...