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kybraga.7103

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Everything posted by kybraga.7103

  1. > @"Dadnir.5038" said: > > @"kybraga.7103" said: > > Main thing I'll say Necromancer needs reconsidered in Life Force generation, it never got considered in instances where damage was gutted across the board. Skills like Spectral Walk, Spectral Armor, Grasp, Reaper's Touch, etc. The numbers could be toned down a _little bit_. > > I'm sorry to have to say that you're wrong here. > > The issue is not LF generation, LF gen is high simply because the necromancer need LF for both damage and defense. To work properly, the necromancer need a relatively high LF gen just like the warrior need a relatively high rage gen. > > If you consider that the increase of survivability is due to damage being gutted, what the necromancer need is a reduction to it's LF pool, not it's LF gen. Because reducing the LF pool effectively reduce the number of hit he can take while in shroud. While reducing the LF gen effectively impair the necromancer's ability to go through it's skill rotation. > > The focus of what you suggest is equivalent to focusing on elementalist's attunment CD to balance it's survivability. Yes, by increasing it's attunment CD you'll end up reducing it's survivability but you'll also hurt it's whole gameplay dynamic. In many ways I agree, but it's more likely that what I had said would happen than the actual thing of 'scaling down the LF pool.' My suggestion is the more realistic end-goal although I would love to see the pool scaled down a little bit instead. ~~Also bully barrier on things like Weaver because that gets kinda old especially with upcoming MAT using it.~~
  2. I didn't read any of this. I already knew most of it was going to be dumb- just honest. Main thing I'll say Necromancer needs reconsidered in Life Force generation, it never got considered in instances where damage was gutted across the board. Skills like Spectral Walk, Spectral Armor, Grasp, Reaper's Touch, etc. The numbers could be toned down a _little bit_. Other than that. This is a L2P issue, simple as that. Ranger has the ability to punt with instant-swap to LB 4 (especially with Revocation sigil) and remove Stability to punt anyway. Yeah, Reaper could dodge, but you could dodge too. Vicious circle of fighting and trying to win, almost as if intended. Edit: Oops, wrong formatting.
  3. Fire Support Tempest (D/F with Radiance, D/W with Dwayna) http://gw2skills.net/editor/?PGAFgsFaYZEMLWHzjhij90ZbH-z5AXGZWBdnCiMA Basically the metabattle build with my own preferences for playstyle/usage.) Water Tempest http://gw2skills.net/editor/?PGwEYCNssAmHbj1wKx096qtB-z5AXGZWC9mBiMA Aimed towards more passive recovery and water fields for allies to blast. Don't get that classic AoE heal but instead overload more often. Earth Tempest http://gw2skills.net/editor/?PGwEYCNssAmHbj1wKxzf6stD-z5AfGZqE6VG4wB Aimed towards bullying Renegades and their aggressive abuse towards anyone who hiccups without a block or reflect. LR Weaver (D/F with Superior Elements, Sw/F with Master's Fortitude) http://gw2skills.net/editor/?PGABg2x3lZwGZZMPmJW0XavMA-zZILkMrgeTguDBRGA Both focused on the goal the meta CC Weaver and how it plays. Sword offers more cleaving downs and 1v1ing, but sucks at team fights... Dagger offers more teamfight but less sustain. Fire Weaver http://gw2skills.net/editor/?PGgAw2lZw8YZMJmJOSXAvbA-z5YXGJUARmAOMA Focused towards sidenoding/1v1ing to keep the node busy while staying up. Strong cleanse but sucks against competent players at the end of the day. * Can use Blinding Ashes instead for more sustain and less might/damage. I have a lot of builds honestly. A lot. These are just the first few I'd publicly recommend.
  4. Depending on the gamemode, elites all get used in one way or another. PvP: Rebound is a decent clutch-survival utility and grants useful auras if it times out OR activates the safety net. Weave Self is used for LR Weaver (D/F or Sw/F) as an alternative to be a bit more of a bruiser instead of the standard alternative. Tornado is used both offensive and defensively. It's used for decapping/burst damage with Tornado 5 and 4 which can do gnarly damage as LR. Fiery Greatsword was used originally by Fresh Air Core and Fresh Air Weaver as a means of AoE damage, evading, and mobility. It was Elementalist's way of RPing their mobility on par with Warrior with a GS. Nowadays it's kinda _eh._ Glyph of Elementals is great for Core D/D, D/F or really just anything core. It adds a burst heal/knockback via Water, weakness and protection via Earth, a short cooldown stun via Air, and a solid AoE burn/power attack. Granted, this can be pretty squishy against condis and power, they're strong when you're stacking them all together. Best two IMO are Tornado and Weave Self since they both provide a noticeable difference to the class, a close third being Rebound for the team support with A.E.D lite.
  5. Honestly you'd think it wouldn't be hard to reduce the after-cast on Phantasm skills. I'm pretty sure that's what the issue is, with aftercast. Then again, I've seen Phantasmal Swordsman take ~instant to 2s to despawn lol.
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