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Zepoolpe.9217

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Posts posted by Zepoolpe.9217

  1. > @"Junkpile.7439" said:

    > Yes necro can run away if 5 necros hunt him. Trapper druid or norn race is safe bet.

     

    Try out Summon Flesh Wurm => get past the 1200 range => Spectral Walk => continue to run way (and now you can use the environment to your advantage (like going down cliffs) => just before the 10s limit hit Spectral Recall, then Necrotic Traversal right away, then see if many classes can follow you...

    If you are against a smart mesmer or necro , they would have activated their Portal Entre (if they have it equipped) or own Spectral Walk (usually a necro has it equipped) when you activated yours so they might keep up with you (and then only a mesmer can match your Necrotic Traversal with his Blink (again, if he has it equipped). As for the necro there is little chance he also placed his wurm close to yours (if he placed it at all)..

    Add Runes of Speed on top of that, plus some Death Charge (Shroud#2) if you are a reaper...

     

    And that's only if the people chasing you have an inkling of the skills of other classes because there are some great chances that they will think that you have either Alt-F4 to avoid the fight or cheated.

  2. > @"georgessj.4198" said:

    > I didnt expect guilds to play such a big role in wvw but since aaaaaaaaaaaaaaall im asking for is a server that has a commander for more than 1 hour per day and the answer is find a wvw guild it must be true.

     

    The problem these days is that apart from the overstacked servers, you don't have that much activity anymore, and thoses servers are usually full, so you can always trasfer on a linked server, but then it's a gamble at each relink.

    You can join your server community guild (ex: Quak on Gandara) or any other laid-back guild (assuming you are ot looking for something more hardcore) and see who is online as they might be happy to have someone to party with.

     

    Regarding Gandara, as Subversion mentionned, it was one of the few server that was quite stable over the years in term of core community. then downside is that recentmy more and more players have become bored or delusioned with the game and either have complelty left, or at least only come once in a while...

  3. > @"JTGuevara.9018" said:

     

    > Nice try...but that is not what I said....you're more than welcome to keep pretending though!

    >

    > An MMO lives and dies with its community, period. No ifs, ands or buts about it. ANet doesn't need my or _anyone's_ protection, they are a multi-billion dollar entity. I could care less.

     

    Oh yes right ... When something is wrong in a MMO, it's always the community, never the company that makes the game, right .. how could have I missed that! =)

     

  4. > @"Elmo Benchwarmer.3025" said:

    > If you're into WvW for PvP then there is literally no way you can be OK with the current system.

    Of course we are into WvW for PvP: WvW is a form of PvP! if we were not into it, we would have stayed in PvE..

     

    > @"Elmo Benchwarmer.3025" said:

    > I find it curious that build diversity is a recurring argument to defend a deficient gearing system. Since the very start PvE gear and items have bread nothing but broken builds. From Perplexity runes (the first implementation) over Expertise and Concentration attributes to now Trailblazer or Minstrel gear, the list is seemingly endless. The ascended power creep aggravated an already existing problem.

    It's not an issue of "PvE gear", it's an issue of the 4 stats sets. this gives both an increaseed stat budget compared to the older 3 stats sets, and the fact that now you can have effcient fully tanky sets with TB or Minstrel, where you near max out toughness and vitality while still having a near optimum condi dmg capability (TB) or a near otpimum healing and buffing capability (Minstrel).

     

    On top of that the design of the eilte specs were absolutly not thought through and you end up with bluids that pile up tons of condis on top or tons of buffs and the number of broken builds is reaching an all time high.

     

    With the initial system you still had some broken builds from a stats point of view (ex: Dire) but not as much as now and you had to make choices in your choice of stats and decide between dmg vs tanky vs healing (cele is an oddity but it was never broken because it has always been in synergy with specific builds, otherwise you are just average at everything but can't shine in anything).

     

    Also, funily enough other MMOs are using similar gearing system in both PvE and PvP and have managed to struck some form of balance eventually...

    The sPvP gearing system is good to even out the gearing and level field and have all players play in the same category instead of having several tiers when leveling, then a end-game tier for max level, tier in which the newcomer is at a disadvantage because he has not grinded yet his gear.

     

    That's the only benefit from the amulet system, and it's done at the expense of some people being able to really min/max the stats for your use (more or less dmg vs more or less survivability, etc..).

  5. > @"JTGuevara.9018" said:

    > ....sigh.....

    >

    > I used to be like most people on these forums, constantly blaming ANet for the state of gw2, but as time goes on I find that the _community_ is more at fault for the state of the game then they let on. I look at the situation like this: _the wvw community has made their bed, now they need to lie in it_. I've played since the release, the big ET, HoT, etc alliance, the tournaments. The community has done more to ruin wvw than ANet EVER did. The guild politics, the server stacking, the griefing, the culture, you name it. Looking back, I give ANet the benefit of the doubt because they at least made an attempt to keep it alive as opposed to say spvp. There they pretty much catered to the "elite" bunch who sucked off conquest for 8 years.

    >

    > There used to be roamers, who were the heart of this whole thing. Where are they? Here on DB, only a handful of us roam. The rest of us just stack on EB to ride the bag train. Instead, people just troll on both team/map chat all night where communication gets lost and just creates a bad atmosphere for everyone else.

    >

    > Now about this stream, I don't think it's that much different than previous ones. Balance is the usual conversation of these, I don't even see what the big fuss is.

     

    I was surprised to see this thread without at least one post going "Bad bad WvWers, you are the problem, no aNet which is sooo wonderful and did absolutly nothing wrong so now stop complaining".

    Pheeewww... we came close, but disaster averted: you can sleep safer tonight!

  6. > @"Taylan.2187" said:

    > Is this normal? Am I doing something terribly wrong? L2P? The other character I've been playing in WvW since months is a zerg scourge and clearing camps is totally easy peasy with that build once I get all NPCs on one spot so I thought a roaming build should be more effective on it, not less.

     

    If you are playing SD thief the same way a s ascourge, then yes, you are doing something terribly wrong.

    Ask thieves for pointers (Widmo & Spell already gave you some tips in the post above)... For example, try asking to some Youtubers that main thieves and post build and guides videos for some tips: they are usually more than happy to help (for thief, I'd suggest Noody)...

     

  7. Guys .. no need to check if it's breaching this or that rule.

    it's all fine to try to see if it falls under the match manipulation rule or not (it does not) or the harrassement (this could stick, but it's kind of a long stretch)

    _(FYI harrassement rule is "While playing Guild Wars 2, you must respect the rights of others and their rights to play and enjoy the Game. To this end, you may not defraud, harass, threaten, embarrass or cause distress and/or unwanted attention to other players")_

     

    The fact of the matter is that aNet does not really care, even if it is breaching a rule.

    The best example is cheating: many have reported cheaters and exploits for ages, with pics and vids, and yet many of the exploits are still here (many towers and keep are still accessible via shadowsteps or mount exploits) and many cheaters are still playing.

    So if that is still an issue, what makes you think that they will do something about a troll?

     

    As long you don't have a massive outcry or it does not threaten their end-goal (money), they'll advance on these topics at the pace of an asthmatic slug.

  8. > @"AliamRationem.5172" said:

     

    > Even when there were several legitimate 1-shot builds available, I didn't see a lot of pros complaining about losing to noobs. Have they just been keeping quiet to protect their memes?

    >

    That's because pros usually don't loose to noobs.. quite the reverse in fact :)

     

     

  9. I used to roam on guard ages ago and i was looking for a build go back on it when i found your post.

    Very interesting and well thought build and certainly a lot of work done to explain it!

     

    Have you thought about switching the runes to either:

    * Superior Runes of Antitoxin: +140 condi dmg, -25% incoming condi duration, + 1 condi cleanse

    * Superior Runes of Orr: +140 condi dmg, -25% incoming condi duration, +1450 hp

     

    You trade off a little stat increase and +25% movment speed for additional survivability.

     

    If with your current setup you don't have issues with incoming conditions, you could even try Superior Runes of the Undead (+280 condi dmg, +190 thoughness).

  10. > @"whoknocks.4935" said:

    > > @"Shadowcat.2680" said:

    > > I've always thought "ganking" meant 100 to 0ing someone unexpectedly (e.g. from stealth).

    >

    > "Ganking: It is a word commonly used in online video games, usualy used in an MMORPG. Ganking is the process in which a group of characters gang up on one or more players that do not have a chance to defend themselves..." Meaning, outnumbering.

    Does not mean necessarly outnumbering you: some builds can make it so that if you open on them by surprise (usually that means opening either from stealth or by shadowstepping from a "hidden" position), you down them before they can react by a combination of bursts and stunlocks (ie: one-shotting).

     

    Can you tell if they are good or bad player by that feat? Not really: the only way to tell if they are good players or not is if the initial attack does not kill you (either because you are good and managed to react before eveything is over OR because you are using some build that prevent being one-shotting by using defensive procs or high health.

    Then you can tell if they are good players or not: once in this position, most bad players will either try to reset the fight (by stealthing or running away) or just quickly die. Why? because they just know that one-shot trick and nothing else really about their profession so they cannot really sustain a longer fight.

     

    I've been ganked by some players that knew their profession and build so well that even when quickly outnumbered 3 or 4 v1 were able to hold their own. until they were either crushed by sheer number OR by doing that 1 big mistake from which you cannot recover...

     

    Also, you spoke about the WvW rank.. WvW rank does not means they player is a good duelist .. hell .. it is not even means he's a good player: it just means he spent a lot of time in WvW.

    What did he do during that time? K-trains on EotM? Zerging during off-hours? Blobing during prime time on a stacked server?

    That does not makes you necessarly a good WvW player, and that certainly does not makes you a good roamer or duelist, and even if they are, they could be on a zerging build which might not be that effective for a 1v1...

  11. > @"Luranni.9470" said:

    > Reminds me of the ole auto-assist script in warhammer.... you killed the target maker and all the other players just stopped dead and milled around looking confused. If you get utterly disabled at the loss of ONE player... Might I suggest yer doin it wrong? :D

     

    We don't have auto-assist script in GW2, yet it still happens more or less this way (except with less stopping dead and more running around like a headless chicken) ;)

  12. > @"Vova.2640" said:

    > I know this wont fix the main problem, blob guilds will just run 2-3 squads, but at least it will make coordination harder for blobs while not punishing groups that run smaller.

    > Step by step try to lower whole number meta.

    > The game becomes so much more fun when fights are on a smaller scale, rather then a lagfest of 50v50v50 squads.....

    >

    > EDIT:

    > Just to clarify.

    > Im not saying this is a all-in-all solution that will solve blobbing once and for all.

    > Im just suggesting something minor that could help discourage blobbing (by making it harder to coordinate + share boons/heals between squads) and empower smaller groups.

    > Thats all

     

    More than 90% of heals, cleanses, boon sharing is limited to 5 persons within the party. If you have less than 5 persons in your party (or if some are too far away) it'll go to an ally outside your party.

    It's akways like that whatever the number of over all people in your squad.

    As someone pointed out, there used to be no suqad, just a group of parties of 5 and it was already blobby.

     

    As for coordination, you have the voice coms which are not affected by the size of your squad.

     

    The only advantage of a squad vs a bunch of parties is that the comm can organise himself (or his lieutenants) the parties in his squad as he wants. That's all.

    (I would even say that having indenpendent parties was better because people were a lot more careful about their party whereas with a squad, they just assume that the comm will fix it...)

     

  13. > @"subversiontwo.7501" said:

    > **To all of you just looking at your one class:**

    >

    > They are treating most of the existing balance roughly the same over all classes. Going forward that is obviously not the way to balance out classes but like CMC is stating in the announcement - this is not a balance pass it is to set a new base point - balance passes will come later. Almost every single one of these changes slashes things down towards 0.5 of previous values. The healing stuff seems to gravitate closer to 0.5 slashes with more diversity among the damage stuff. Assuming the healing-damage balance values were scuffed and only obscured by the damage-tank values: that doesn't have to be a bad thing.

    >

    > Obviously they will need to iterate on the changes and look for class balances going forward while keeping somewhat of an urgency of that considering for how short of a time we have been in the recent better balance. However, nothing in this thread stands out from what has been communicated: This is a broad sweeping slash. Balance is for later and balance issues will appear. Hopefully the sweep is broad enough to at least let the imbalances that appear feel like "fresh" problems for a while. When this patch drops however, do not expect the typical class-class (or my class!) balance that people tend to stare themselves blind on to be better than it is now. Expect it to be worse for a while. Expect broader systemic things to work better.

    >

    > Most of this stuff is as expected and will bring about a much needed return to base tank values again. If there is any disappointment with the information at this point in time, it would be the kind of stuff that Lhiash brings up above. I really thought they would be looking into some of the more glaring design (as opposed to balance) problems with a select few specialisations. Some of them have issues with whatever role they are designed for and now would have been a good time to adress that before making balance passes. The Deadeye is a poor design. The Druid has design issues with its role etc. Those are not balance issues or base figure issues. They are design issues and would be good to get out of the way quickly.

     

    I agree: this is basically aNet pressing down a big reset button and whatever result we'll get, it'll be following by a serie of adjustment patches.

    I don't have any issues with that at all, provided of course that the adjustement pashe will be done with delicacy than the usual hammer swing that we got many times.

     

    However, this reset only impact damage, healing and durations/CDs and does not adress some of the fondamental flaws of the design of some of the game mechanics or some of the classes/elites.:You mentionned Deadeye... This is obviously one the best example of a broken class that has access to a broken mechanic (stealth).

    I don't mind that a glass cannon class is able to kill you fast by a combination of stunlocks and burst skills. What I object to is that he should not be able to (near) perma stealth at will and have high mobility all at the same time (all that while being able to burst you from 1500 range). Same goes for classes that are able to dish out massive damage while (near) perma evading all attacks on him.

     

    This patch addresses the issue with the current Power Creep meta. Good!

    But if aNet's goal is really to bring balance, then these broken mechanics needs to be reworked in great depth.

  14. > @"steki.1478" said:

    > Just join Gandara and learn from them. That server has mastered the use of siege and clouding in general, but sadly that's the only thing they can do.

     

    Or just join Deso and place some ACs & a treb next to the Fire's keep lord's room to attempt (and fail) to retake it. =)

  15. > @"LucianTheAngelic.7054" said:

    >

    > Also Scourge is the main reason for pirate ship. Hammer Rev only does well because of Scourge. It’s not nearly as strong in “Push” metas.

     

    Scourge is the reason for pirate shipping? The reason for pirate shipping is not having a strong enough melee group.

    Also Hammer Rev does well not only thanks to scourges, but also to spellbreakers: without boon strip right now, no group is able to have good damage against a structured/competent enough opponent.

    As long as you don't fix the boon generation issue, you solve nothing at all.

  16. > @"RisenHowl.2419" said:

    >

    > check out the window in the top right, total damage is the left number while damage per second is the one in parenthesis. Notice that it spikes up to 89.2k damage per second from the shade bomb alone. It's very WeAk AnD pAtHeTiC, aBsOlUtElY lAuGhAbLe

    >

    > Show a video of any other class pulling that kind of spike damage if you want to be taken seriously

     

    On the other hand by the looks of it you are the only scourge showing serious boon removal, the rest of them are not doing any real thing even though it's there #1 job: No boon strip usually means decreased dmg.

     

    EDIT:

    Message to all WvW scourges out there:

    DL and install ArcDPS. Apart from the very useful build template feature, the stats are very useful: do like on the vid and always have your dmg and boon removal windows open. This is not for DPS shaming or anything but it shows you where you are in term of effectiveness: if you don't know how you are doing, you cannot improve. If you are consistently doing 70% as much removal as the top scourges, then you are on the right path. If you are consistently doing 20% as much removal as the top scourges, then you are doing something wrong. There is nothing wrong in that, there is only something wrong in not wanting to improve, so ask the top scourges how to do it correctly: most of them will take a few minutes to give you some pointers (and if they don't, they are just arseholes so no worry and ask someone else ;) ).

  17. > @"Irenio CalmonHuang.2048" said:

    > **Guardian**

    >

    > * Stand Your Ground: Reduce the stacks of stability granted by this ability from 5 to 3 in WvW.

     

    Tread lightly when changing stab.

    There clearly too much boon flying around in a WvW zerg and that needs to be addressed, but Stab is the last boon I'd touch if I were you. I'd say: fix the rest first then work on stab.

     

    > **Necromancer**

    >

    > * Oppressive Collapse: This skill will require line of sight on the activation.

     

    Hmm... Ok.. I don't entirely like it (I'm maining necro so I admit i have some bias) but it's ok.

     

    > * Sand Cascade: Reduce the base barrier granted by this skill by 33% in WvW & PvP, increase the healing power contribution by 20%, as the healing coefficient is already pretty strong.

    > * Sand Flare: Reduce the base barrier granted by this skill by 25% in WvW, increase the healing power contribution by 33%.

     

    I completely agree that the impact of barrier needs to be toned down in large scale fights but with this change your doing it on the expense of small scale.

    Scourge (like all necro variant) has low mobility and, with the loss of shroud as an extended HP pool, has usually a low sustain when on its own. Barrier helps counter that.

    Instead I would make it:

    * either so that the barrier granted to the caster stays the same and the barrier granted to the party members is reduced.

    * or so that the barrier granted is scaled down if it is granted to more party members (ex: caster only: 100%, caster + 1 other 95%, caster + 2 others 90%, etc..)

     

    > * Desert Shroud: Increase the base barrier granted by this skill by 10%, increase the healing power contribution by 15% and reduce the damage inflicted by this ability by 20% in WvW.

    > * Sand Savant: We've wanted to address the target cap issue with this trait in WvW for a while, however it is an incredibly gnarly problem because this is a large functional change that would need to be preserved between game modes. This was why the cooldown split was made on this trait originally. We hear you that the trait is an issue and we're working on it. This is a tough case to crack in a manner that does not leave one mode suffering due to the changes made for another.

     

    I would not touch DS damage that way, I would rather reduce the replication of that damage by the shade(s). That way, the AoE around the caster is still high, but it's range projection through shades is lowered.

    As for Shade Savant, the trait itself is fine. For large scale fights it's a requirement as it both make it easier to place your shade efficiently (the fight is dynamic so it's easier to manage 1 shade rather than 3 shades without interfering with using other skills) and so it makes also a bigger bomb (easier to manage means catching more enemies which means more damage dealt). This itself is perfectly fine IF you reduce the shade's damage replication I proposed above.

    For example:

    * DS does 840 dmg/ticks for 7 ticks so overall 5880 dmg.

    * You spoke about reducing DS damage by 20%, so let's apply that reduction to the shade dmg output only: 672 dmg/tick for 7 ticks so overall 4704 dmg.

    * The same reducing is applied to the condis generated by the shade.

    That way you balance the ranged damage while keeping the "melee" damage of the scourge F skills (and that melee damage is important when having to deal with melee classes focusing on you).

     

    > * _Feast of Corruption: Reduce damage by 20% in PvP & WvW. The existing split from PvP of corrupting 2 boons is brought to WvW. This ability continues to corrupt 3 boons in PvE._

    > * _Devouring Darkness: Reduce damage by 20% in PvP & WvW. The existing split from PvP of corrupting 2 boons is brought to WvW. This ability continues to corrupt 3 boons in PvE._

     

    Like I said there is too much boon flying around so reducing the boon removal capacity of the scourge is not the way to go. In large scale fight, boon removal should be the scourge #1 job. Barriers and damage is second to that: less boons means the rest of your group is more effective at dealing damage (and eles and revs are more effective than scourge at dealing huge burst damage to overloads the other team's healers - i'm speaking on a 1 to 1 comparison ofc).

    Balance boons first then we can talk about nerfing boon removal capacities.

    And if the goam was to nerf the damage output of the condis created by the boon corruption (I mean more than the 20% you annouced - i assume that it impact condis too) then instead of having 3 boon corrupted, make it so that it's 2 boons corrupted + 1 boon ripped (ie: removed but not replaced by a condi).

     

    Last thing:

     

    > **Warrior**

     

    I've said it before, I'll say it again: Endure Pain needs to be redesigned closer to Engi's Elixir S and Guardian's Renewed Focus.

  18. > @"greysen.2506" said:

    > > @"Zepoolpe.9217" said:

    > > > @"greysen.2506" said:

    > > > Should be giving some nice buffs to PVE while at it. This class is currently garbage in PVE. I don't mean that to insult anyone but I just did every story quest in the game on Necro ( which was a god awful tedious experience due to what felt like some of the lowest damage possible) and then on a Ranger (which was like heaven by comparison). Will be using Necro for farming SW only now. There should never be that big a disparity between two classes where you feel like one was pure trash in its ability to kill stuff. And I wasted plenty of gold messing with the build but nothing made it much better. That there are currently no metas out there for Necro also says quite a bit about it. Most every class has some kind of meta build except Necro. Please buff this for PVE. It's a tedious grind to play it. Things take forever to die.

    > >

    > > I don't mean to insult anyone either but posts like this always make me laugh...

    > And these posts are always insulting when you say what people write makes you laugh. Rude and insulting. So you missed your objective to not be insulting. Once you laugh at something someone says or writes you have insulted them. Pretending to not want to insult anyone then being dismissive and insulting is actually worse than just straight out being a rude person. And you know your intention was to be insulting.

    >

    > Power reaper lacks single target damage. That was the specific problem in PVE doing the stories. Specific bosses were a tedious chore due to the lack of single target dps. https://snowcrows.com/raids/builds/necromancer/reaper/power/

    >

    > Many situations in this game's stories require you to focus single target bosses. In some, range is the only decent option. I don't use a staff ever and the alternative weapons provide terrible dps. So fat hp hitbags take forever and are a chore. Perhaps not for you because you laugh at others but I've read enough about Necros to see that my thoughts on this are actually far from uncommon. When someone like you comes along and dismisses people with a laugh because for whatever reason it is easy for you, you just come off like a jerk. An elitist jerk who wants to pretend to not be one.

     

    Right... The fact that you seem to have stopped reading at my initial jest (it was a jest, maybe a poor one, but on intend to replicate your own "i don't mean to insult...") and then went on to try to explain me why Reaper is a bad class citing a site about raid builds kinda makes my point: in my post i tried to explain why players should not look at the so called "meta" as the Almighty Truth in all cases because it is only meaningful in very precise cases.

    Raid builds are for raids only... in fact, they are not even for all raid fights because depending of the raid boss, the optimal class & build configuration will change.

    Is any Reaper (or Core Necro or Scourge for that matter) good for raids? No, absolutely not.

     

    But you were not talking about raids, you were talking about a generic PvE environment (ie: the Open World) and the quests it contains (either story line ones or world events) and that you usually do solo (I'm counting events as solo, because even if you are in a group, there is no synergies and it is more a mass solo party than a real group).

    Is Reaper good for this solo environment? Hell yes! I'd even say that's it's one of the best.

    Why? Well the post right after yours summarised it very well:

     

    > @"Ganathar.4956" said:

    > Necro, and especially reaper, is by far the easiest class to solo PvE with. And no, the damage is only sub-optimal in raids where everyone gets full boons and buffs. If you remove supports, reapers do very high damage because they have pretty good access to self-might and quickness. Reaper doesn't have a single weakness as a solo build and if there was challenging solo content that was relevant it would be the undisputed meta. Stop looking at raid strategies and thinking they have any relevance in solo play.

     

    Let's look in detail why Reaper is a good soloing class: it's a jack-of-all-trades! They self-buff (not all buffs, but some of the most important ones for DPS like stab, might, quickness, etc...), they rip boons, they have an extended HP pool (aka the shroud), they can CC (hard and soft), they have interrupts, they can reach close to 100% crit chance (when in shroud), they have a very good melee weapon (greatsword) and a very good ranged weapon (axe) and you have one of the best AoE burst in the game with Reaper Shroud #4 (aka #spin2win ;) )

    Then there is the build: like i said, if you want to cheese everything, including most champions, use the minion master build: they will heal, they will soak damage for you, they will tank for you, they will CC for you. A reaper Minion Master is basically a one man army.

     

    You want to do fractals? Well, try Discretize's Reaper build (btw, check their website and read whet they are saying about reapers in fractals). Is part of the usual fractal meta? No, of course not, but you don't really need meta if you are not doing T4 CM fractals, good builds are enough.

     

    Ok.. that's for the class and the build.. now let's look a the player (and by player, i don't mean you, i mean a generic player).

    You mentioned Snow Crows meta builds. Ok.. Then let's take an average player, give him a meta class/build with fully optimised ascended gear and ask him to reach the same kind of dps on the (static) training golem that shown on the Snow Crows vids: most players will only reach 40 or 50% of the max DPS shown on the video. Then put them in an fight with a boss that has fight mechanics and they will do even less.

    Why? Well..

    * Is he a clicker or does he use keybinds?

    * If he is using keybinds, are they the default ones or are they optimised for his position on his keyboard?

    * Is he using a gamer mouse with button on the side or a normal mouse? (a gamer mouse is not an absolute necessity but it greatly helps)

    * Does he know his optimum skill rotation or does he just smash his keybinds at random as they come out of cooldown.

    * Does he hold a particular skill in his rotation even though it's out of CD just because he know he will need it of a coming fight mechanic or does he go blindly in a fight.

    * etc...

     

    All that to say to you these two things:

    1. Always look at a class & build in the context of the content you are actually doing (which also means that yo can have different toons with different classes for other contents)

    2. If you are not performing well, don't go "that class is awful" right away, but look at your gameplay and ask yourself "what I am doing wrong and how can i improve it".

    Trust me: I've been there and then someone pointed out exactly what I've just pointed out to you and it helped improve my gameplay a lot.

     

    PS: sorry guys for the wall of text ;)

  19. > @"greysen.2506" said:

    > Should be giving some nice buffs to PVE while at it. This class is currently garbage in PVE. I don't mean that to insult anyone but I just did every story quest in the game on Necro ( which was a god awful tedious experience due to what felt like some of the lowest damage possible) and then on a Ranger (which was like heaven by comparison). Will be using Necro for farming SW only now. There should never be that big a disparity between two classes where you feel like one was pure trash in its ability to kill stuff. And I wasted plenty of gold messing with the build but nothing made it much better. That there are currently no metas out there for Necro also says quite a bit about it. Most every class has some kind of meta build except Necro. Please buff this for PVE. It's a tedious grind to play it. Things take forever to die.

     

    I don't mean to insult anyone either but posts like this always make me laugh...

     

    In PvE the only thing you need meta for are raids and high end fractals (CMs), that's all. Even for normal fractal, you only need a good build, use foods & utilities, and knowing your class is more than enough, specially if you know the fights mechanics. You speak about "trash damage", well, I do fractals (normal ones, not CMs) on a Power Reaper build and in 75% of the time i ends up top damage even against classes seen as "meta". Why? Because I know my class, build and rotation well enough, I use food & utilities, etc...

     

    Most players look at build bank site such as Metabattle's, Snow Crow's or Discretize's and think "oh! I'm gonna pick that class/build, it's meta so I'm going to be top dog" but end up doing 30% of the build potential when another player on a "lesser" build will bring far more to the party because he's using 80 or 90% of the potential of his build/class.

     

    Also, what most people fail to understand what meta really means. Meta means that certain builds, in a certain group composition, will have the best potential for a certain fight. Try the same fight but with an improper group composition and the fight won't go as well.

    And then a certain meta build will work well in certain fights and then be quite useless in others. Just look at Snow Crows' site: for each build they give a rating for each boss ad you can see that no build is meta/recommended for all bosses.

     

    If you have trouble going through story as a necro, i honestly think the issue lies somewhere else. I did all my story quests on a necro with the Power Reaper build and it was a constant cheese. Hell.. you might even use the minion master reaper build if you want an even bigger build: that build is so OP for solo play that you can solo most Champs in open world if you know what you are doing.

  20. I agree, this is not the right approach...

     

    Splitting the effects of skills between game modes is a good thing as it gives you the potential to fine tune the balance for one mode without upsetting it for the others but then you really need to change the way you look at balance.

     

    Too often aNet is trying to bring balance by tweaking the skill numbers rather than by tweaking the skill mechanics. For example make it with a decreased efficiency for each person it is granted to: Sand Flare granting barrier to 1 person only (ie: the caster) -> 100% / 2 persons -> 94% each / 3 persons -> 88% each / 4 persons -> 81% each / 5 persons -> 75% each. That way you nerf the effect in zergs but keep it viable for small scale/roaming.

     

    I think someone on a previous post pointed out the imbalance of warrior. he was right: warrior is one of the best example were you really should look at the skills mechanics rather than the actual effect numbers: being able to chain several kind of invulnerability while being able to dish out massive damages need to be reworked.

    I'm not saying Endure Pain for example should be nerfed to the ground but make it more like Engi's Elixir S or Guardian's Renewed Focus.

     

    Stealth mechanics is also something that should be reworked too. For example grant stealth for a longer time but make most stealthing skills only work if you are out of combat. Then for classes that have access to stealth, make it that of their stealthing skills works differently when they are in combat. It could for example work that way: They are in combat, then the skill take them out of combat and stealth them but they cannot be stealthed again for 90 or 120s or until they are again out of combat. the skill itself is still on his normal CD, so other effects would still work (ex: Hide in Shadows) but not the stealth bit.

     

    PS: I'm just speaking from a WvW point of view.

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