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KrHome.1920

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Everything posted by KrHome.1920

  1. What makes marauder so good, is that you are flexible in your trait choices. E.g. not picking soul reaping on berserker gear hurts. You end up with 13k shroud and a poor instant crit chance (no death perception). Decimate defenses needs a vulnerability ramp up. And curses is useless for a power based build in pve besides the crit chance traits. With marauder gear you can play any trait combination without having to worry about losing too much life force or crit chance or damage. > @"Agrippa Oculus.3726" said: > If you really want to change your build/gear and still diss out a lot of damage, you're probably better off choosing a different class. Any DPS Thief/Daredevil/Deadeye build with [invigorating Precision](https://wiki.guildwars2.com/wiki/Invigorating_Precision) in combination with Marauder gear for instance! > > Necro is capped at the lowest max. DPS of all classes. You're pretty much expected (if you still want to do a lot of damage) to go with full Berserker/Viper gear. You are missing the topic. He didn't ask for a meta dps build.
  2. PvE? Marauder is all you ever need there. The rest is a matter of your selection of skills and traits. Blood Magic for healing Death Magic for damage reduction Curses for critical hit chance Spite for damage Soul Reaping can be selected for damage or sustain Spectral Armor and Walk have a ridiculously low cooldown in PvE and grant a ton of sustain. (I didn't take condi builds into consideration as condi necro isn't that great in PvE - huge ramp up time and then even not that great damage.)
  3. > @"mzmz.6289" said: > everytime the fights end in less than 1min, doesnt matter how many ppl you have. imagine you r in the ts with crowded ppl, and you just get run over and die in a sec. Well, if another group runs over your group, then I know at least one group that doesn't share your "no game experience".
  4. Lich: - slow classes (necro, guard) can facetank it in shroud or with blocks up - mobile classes (every other class) can disengage for the uptime - ranged builds (deadeye, lb ranger) can generally laugh at it The earlier you use it, the easier your encounter will avoid it (because defensive sills are off cooldown) and the later you use it, the more vulnerable you are into it (casting lich on low health is suicide). Lich form needs a rework... not because it is OP, but because it is a skill that either wins fights that would have been won anyway or that kills the caster. And all that uselessness has a 120s cooldown.
  5. > @"Nightcore.5621" said: > > @"yoni.7015" said: > > Just play WvW and PvP and you will drown in transmutation charges. > > In other words play the worst things in the game? Playing PvE means getting a lot more gold than playing WvW, which means you have a lot more gold you can buy gems for, which you can spend for transmutation charges. Non-issue thread If a WvW player would ask for the option to exchange transmutation charges to gems (e.g. I have 300 of these charges rotting in my bank despite changing the appearance of my characters pretty often)... ...that would be a topic worth discussing. But even then I would argument that ANet has to earn money with something in the game.
  6. > @"DeceiverX.8361" said: > > @"Jski.6180" said: > > It needs to stop coving over movement speed effects. The endless means of immunity to cripal and chill is not good for the game. > > It doesn't cover over them. The superspeed buff itself boosts mobility to the in-combat movespeed cap by brute force due to how much it provides. > We don't actually see the effects a true 100% bonus would have because OOC is capped at what swiftness offers and the in-combat movespeed maximum is just a lower number threshold. The in combat movement speed cap is the same as the out of combat movement speed cap - both is 400 units per second. Regarding the covering of movement impairing effects: Superspeed grants +100% movement speed, which results in that a chilled target with superspeed moves as fast as a non chilled target with swiftness: 100% - 66% + 100% = 133% movement speed Superspeed has the effect of a not strip-able swiftness to a chilled target, which is absurd. Speed rune does only result in: 100% - 66% + 66% = 100% movement speed Speed rune does also cover chill, but does not additionally put a swiftness-like effect on top that can not be stripped.
  7. The signet nerfs were anet balancing at its best. Hardnerfed them, because core necro could stop shroud from degenerating with them while healing itself at the same time - overpowered without a doubt! But: After the nerf, anet increased core shroud degeneration - which they could have done in the first place to not have to nerf the signets. But I am sure that there is some deeper meaning in that - we plebs just don't get it.
  8. For what purpose? Independently from the purpose: power core necro and power scourge ideally run staff + axe/x (focus or warhorn). Avoid dagger (mh and oh)!
  9. The game runs fine from an external SSD. When using a USB 3.x controller, you won't notice any difference to an internal SSD. You can even use an old USB 2.0 controller and it loads faster than from an internal HDD, because the access times of the SSD are more important for the game than the bandwith of the USB controller. Over the years I have run the game from an internal Samsung 850 Evo (SATA III), an internal 970 Evo Plus (PCIe 3.0) and a Samsung 860 QVO (plugged in with a USB 2.0 and USB 3.1 external controller). Except the USB 2.0 controller, which increases the loading times for a few seconds, the other 3 options show pretty much the same performance. To run the game from an external drive you just have to copy the "gw2-64.exe" and the "gw2.dat" into a folder and start the .exe. The game will then download a few video codec files into that folder and create another folder for your language- and ingame-settings in your appdata\roaming folder on drive C:\ and that's it. The game does not need to be installed or uninstalled. Just delete the 2 folders above to remove everything the game ever creates on your PC.
  10. The players left in this game will kill it eventually.
  11. CTRL + 12345678 CTRL + Space for Mount/Dismount aka. the selected standard mount (which is Warclaw for WvW)
  12. If you say griffon is useless you can't handle it. That thing is crazy good if you know how it has to be controlled. It's fast and it can rise and sink endless times as long as you don't drive it into the ground, which is your fault then. Yes you need some elevation to get started, but to get there is what the springer is for. This takes 10 seconds.
  13. > @"Dawdler.8521" said: > Necro has seen a *massive* revival as of late in smallscale too, reaper + lockdown tempest seem to be the new small guild meta. Any lockdown build would work much better with a shortbow renegade, that spams the hard hitting hybrid attacks from distance. I am roaming as a duo with an immob deadeye from time to time and this does already feel extremely cheesy and for that reason isn't that much fun to me (but the guy is a deadeye main and one of the very few extremely skilled players on my server, so what should I do). If I imagine I was playing shortbow renegade instead of reaper... ridiculous! That's like punching 5 year old kids. Pick a target and blew it up.
  14. I guess they drastically lowered the drop rate with the addition of ascended and legendary wvw gear. 5+ years ago my inventory was overloaded with ascended weapon- and armor chests while these days I get maybe one every 500 hours. But who cares, after 500 hours in wvw you can afford a whole ascended wvw armor with selectable stats from the npc with ease.
  15. > @"Anchoku.8142" said: > A net removed damage from skills with control effects, which meant control effects no longer ate large portions of Life Force resulting in a surplus, especially on core necro. That, alone, was a giant boost to Necro's sustain and had to be nerfed. Esp. reaper got a hit from that. Grasping darkness, chilled to the bone and exec scythe... all were big burst skills. So this nerf goes in both directions. The only fight that became easier is against herald, which you can stunlock in infuse light without healing it (a herald won't dodge when infuse light is up for obvious reasons). That's pretty cool and I am doing this every day. The stuns you have to tank in shroud now, do only have to be tanked because you can't break or avoid them anymore because foot in the grave was reworked to trash and the stability uptime of infusing terror became a joke. Reaper lost all its burst skills and combos (GS5 > skill cancel > GS2 or RS5 > RS4) which makes it far easier to kite. Core never had burst combos in the first place - one of the reasons power core necro it is trash. Slow, immobile and no burst => trash tier. Thieves can tank soul spiral for a second, then comfortably interrupt it or dash out of it with super slow reaction times. > Dagger has always been square solution to a round problem. Feel free to browse the myriad dagger complaint threads for fun to get a sense of Arenanet's apathy. True, about this weapon basically everything is said. If you want to be a snowflake you can play a GS + D/Wh speed rune build and spam dagger3, GS5 and spectral grasp followed by shroud attacks. That's quite funny at times, but far from a serious contribution to a team fght.
  16. The sustain of necromancer is weaker than pre feb patch. ANet did nerf every meta sustain skill: spectral armor, spectral walk, vamp signet, undeath signet. They did further hardnerf paladin amulet which was the best amulet you could pick for reaper. They nerfed the life force generation in blood magic and the toughness in death magic - both are the necro sustain traitlines. They nerfed core life force degeneration. They nerfed the swiftness uptime speed rune grants. They removed swiftness granting sigils. The spectral walk cd nerf was also a nerf to the swiftness uptime. All these nerfs have an at least equal impact as the overal 30% damage reduction, which btw. did also affect necro as you have to stay at close range for a higher duration to kill your target, which is exactly what necro struggles at. If you say necro became stronger because the life force pool wasn't nerfed (the generation was definitely nerfed!) then you do also have to mention that the mobility of other classes which counters necro was also not nerfed. The sustain of shroud is only a temporary sustain - it degenerates! The mobility of other classes if permanent.
  17. The problem with daredevil is, that dash is a ridiculously strong gm trait. It should have been nerfed in the first place years ago. A good start would either have been a range decrease from 450 to 300 or if it in this case would be too similar to a normal dodge, then it should not remove soft cc instead and just be a dodge with an increased range - but not increased range AND soft cc removal. Regarding core: in theory (!) a core traitline should be as strong as an elite traitline. The latter should just give us an alternative playstyle. So nerfs to core skills should have an equal impact to core and elite specs. This can actually work, if you don't fail at game design (e.g. dash or mirage cloak). ANet is pretty inconsistent. If mirage cloak justifies losing a dodge, then dash should too. If anet followed their own nerf logic and balanced overperforming dodges with a reduced number of dodges, then dash daredevils should actually have one dodge, but kept their 1200 range steal and their 6 ini cost on shortbow and a few other things like more damage on autoattacks.
  18. You can play this. The build is almost as viable as the blood magic metabuild. Death magic is more selfish than blood magic, but on the other hand you can cleanse conditions from allies with your shouts. Double energy sigil is always good for reaper. Like Dadnir said you might be overwhelmed by the big increase in pacing and mobility the game took with the release of path of fire. I did run trooper/soldier rune for years and it worked great. But since PoF I am having a hard time playing any reaper build that does not use rune of speed. This rune is boon and bane at once for reaper. It can greatly increase your survivability but on the other hand is pretty much mandatory for a lot of encounters. Personally I'd like to see it removed and toned down the overal mobility in the game.
  19. Except for zergfights in WvW, necro is niche everywhere. You might be disappointed. Nevertheless I did even change my main character from thief to necro, because thief is EZ mode everywhere - since the release of deadeye even in boss fights (39k dps at 1k range). Another minor reason was that necro (reaper!) can complete living story and open world content pretty quickly, which is important to me as I don't like PvE (too trivial) and want to go through this content as quickly as possible.
  20. I am trashtalking all day to gankers, griefers, duell spectators deciding to kill me after I passed by to not disturb them and so on. The game mode is unbalanced, some classes promote toxic playstyles, multiplayer video games are generally full of failed real life existences looking for a compensation, the average age of the players in GW2 (at least in WvW) is fairly young, because the game is cheap. One leads to another. If someone has fun to annoy me, I annoy him too. Everything else is just unhealthy for oneself. After telling an idiot, that he is an idiot I am instantly feeling better. Feel free to block or report me. You have every right to do so. Side Note: Esp. the server the OP is on is well known for gank squads. That irony...
  21. Balancing for plat vs. balancing for silver: ANet did draw their conclusion from this discussion before it even started. Skilled players ask for other things to be nerfed than not so skilled players. ANet then target things nobody asked for and nerfs these. Besides that: plat players are way too busy studying metabattle for the latest fotm. They haven't the time to post in a forum.
  22. > @"Shroud.2307" said: > > @"KrHome.1920" said: > > It is tormenting rune. I have no issuses countering condi revs that dont use the rune - neither 1v1 and nor smallscale. > > > > It's also a no brainer that it is preferable to rework a rune that causes problems on one single class and damage type (and that is even sub par for other classes) in a way that it does not break this specific class anymore. Why on earth would you touch the class itself, if all you need to do to get things in line is doing a tweak on a rune? > > > > If you want to abuse this thread for infuse light nerf demands: you are missing the point. > > Your experience doesn't dictate the balance of the game. Neither does mine nor does yours. Pretty pointless introduction to a posting that is simply your opinion. We could bet what will be nerfed. I tell you tormenting rune will see a nerf. And this wouldn't be the first time my experience is spot on in terms of what's going to happen next in the game.
  23. It is tormenting rune. I have no issuses countering condi revs that dont use the rune - neither 1v1 and nor smallscale. It's also a no brainer that it is preferable to rework a rune that causes problems on one single class and damage type (and that is even sub par for other classes) in a way that it does not break this specific class anymore. Why on earth would you touch the class itself, if all you need to do to get things in line is doing a tweak on a rune? If you want to abuse this thread for infuse light nerf demands: you are missing the point.
  24. Condi rev is not broken. It's the tormenting rune which gives it absurd sustain combined with trailblazer or dire gear. This rune buffs the rev's damage and at the same time heals for more than its 2 heals combined. https://wiki.guildwars2.com/wiki/Superior_Rune_of_Tormenting Remove this rune or rework the 6th bonus and condi rev becomes a a far less threat. Basically every condi rev in wvw uses this rune (that's why it costs 8 gold - it's more demanded than speed rune!). It's easy to spot as the regeneration it grants is almost on warrior regeneration levels - and warrior has regeneration as class mechanic. > @"Spartacus.3192" said: > And yet i haven't seen a single condi rev while roaming in NA T1 /T2 in months. > its a constant plague of thieves and soulbeasts. So that makes me think the builds the thieves and soulbeasts are running could possibly be the current "braindead" flavor builds. It's a smallscale plague that combined with a support wins every attrition fight with brainless button mashing. Put 10 torment on the target: 1700 healing. And a rev can apply a lot more than 10 torment. The scaling is absurd. 1v1 you can cut the effect of the rune by avoiding the torment application. But it's still pretty strong.
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