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#452 Nov 08 2012 at 9:57 AM Rating: Good
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Yeah, that definitely says Thief to me.

What REALLY surprises me is that they didn't go with an archaeologist theme for their leather sets. Maybe some coiled rope around the shoulders, or other tools for climbing/repelling? Would have been perfect, imo.

Imo, the Priory easily has the weakest gear sets. The light armor really just looks like just another robe, the medium looks like just another set of leather (albeit, with some really nice detailing). Only the heavy set is really all that unique, imo. I don't love the shoulders, but I like the rest of it.

I definitely like the Vigil gear the best, which is kinda a shame, because they're the least interesting Order to me. Smiley: lol I think they do the asymmetry fairly well. Why they decided to give the male heavy version two shoulder pads I have no idea, but I'm very unhappy about it. The shoulders are the weakest part, but they would have worked if the spikes were closer to the body and not flinging out. Just one of them would have made everything more interesting.

Order of Whispers gear certainly isn't boring, but it's not exactly my aesthetic.
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#453 Nov 08 2012 at 6:55 PM Rating: Good
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All this talk about Engineers, so I went ahead and made one. Wish I hadn't, because now I have something to compare my Necromancer to. It's not pretty.
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#454 Nov 08 2012 at 7:57 PM Rating: Good
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Hey Maz, go make a Warrior. Doitdoitdoit.
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#455 Nov 08 2012 at 8:25 PM Rating: Good
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Spoonless wrote:
idiggory, King of Bards wrote:
I think that set works well, as long as you use a different head item. Goggles maybe.

Certain aspects of it just really jump out at me. Obviously, the coat. It's more prim than I'd expect a thief to dress. It's scholarly, artistocratic even. The gloves are big and clunky. Good for protecting yourself from sparks, heat or sharp edges when working on gadgets (and the general wear and tear of working with your hands), but not what you want to be wearing when you attempt to pick someone's pocket.

Another small but great detail? The knee pads. The engineer is going to spend a lot of time kneeling when he's out in the world, fixing things, deploying turrets, mixing elixirs, etc.

You can just imagine those canisters on the side of his body hold gunpowder or other explosives/abrasive fluids for his mad scientist needs.

I'm not saying that it's the pinnacle of the engineer look, but I do think it's better for Engineers than the other two. Only thing I have an issue with is the hat.
I actually like the set a lot. Agree on the head gear, though. I like that it's a much heavier-looking leather set than you'd really expect a thief or ranger to wear. What I'm really bummed about is the Priory gear set. The Priory is sold as the inventions kind of place, which an Engineer should fit right into. But the gear doesn't really scream "inventor" to me. I don't know what I'm looking for. Maybe a little bit more "steampunk" for lack of a better term. More goggles, more heavy-looking gearsets. More metal worked into the gear.


What do you think about the Sorrow's Embrace dungeon gear?

Here's one from Dulfy:

http://dulfy.net/wp-content/uploads/2012/07/image542.png



#456 Nov 08 2012 at 8:29 PM Rating: Good
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I guess some engineers might want to walk around inside a tank?

[EDIT]

Also, hitting level 20 on a Warrior is hilarious. Going 10 points into Arms gives you +100 Precision, +100 Condtion, a 33% chance to cause Bleeding on crits, and then you can pick the Major Trait Deep Strike, which gives +40 to Precision for each unused signet you have equipped.

At level 20, you can have 4 signets.

Healing Signet- Regenerate Health (use for a small heal)
Signet of Might- +24 power at my level (use for 5 stacks of might)
Signet of Precision- +24 precision at my level (use for 30 adrenaline)
Signet of Endurance- Faster endurance regen (use to cure ALL conditions)

Besides the Endurance signet, pretty much all of these remain on passive forever. So I get +160 Precision from them.

Net outcome:

+284 precision, +100 condition damage, +24 Power, passive health regen (which is definitely way OP at this level), passive endurance regen, 33% chance to cause bleeding on crits.

My crit chance? 95%

I just aggroed a veteran oakheart thing, and litereally every other mob around it, and auto-attacked all of them to death without once dodging. My health never even hit 80%.

Oh, and did I mention that I'm using a GS? So my first two attacks in my AA chain cause vulnerability, my 2 is Hundred Blades, an 8-hit attack that'll hit anything immediately in front of me (say, 120 degrees), my 3 is a moving AoE whirl attack, my 4 is throwing my GS so it'll hit anything in front of me in a 900 range then loop back and hit them again, and my 5 is a "charge" with a 1200 range that lets me close gaps super fast.

And because it's a greatsword, by swing arc is huge, so I hit just about everything in a 180 arc in front of me.

I feel so ridiculously OP right now. I know it won't last and as I level this precision will matter less and less.

Next I'm going to go down the power tree, I think. In 5 levels, I'll get +50 Power, +50 Con duration, and I'll damage foes at the end of my dodge roll. We'll see what my crit levels are at 30, when I can get the trait that buffs my damage by 3/7/12% depending on how much adrenaline I have. If my crit is still high enough, I'll go for the special stat tree, which increases the damage of burst skills and crit damage. I'll have to see what the +damage actually IS for 10 points to make that choice, but the trait is that you move faster with melee weapons equipped, which is very pretty.

And about 1/3 of my hits grant bleed, which I get +100 con damage towards.

Oh, and at 30 I'll unlock my elite signet, which grants passive adrenaline when inactive (plus the 40 precision from my trait), or mightx5/fury/swiftness for 30s when active.

Warrior, I love you so much right now.

[EDIT2]

Okay, 10 points in Discipline is +10% Crit Damage, +10% Burst Damage. Honestly, I'm so powerful right now I never use my burst skills (especially since the GS skill grants a crit boon LOL DON'T NEED THAT). So I'll probably go power. I get +100 for my attacks (should translate to around 80 per hit for my chain, with maybe 120 for the third hit... something like that), and just keep my adrenaline full so I'll always get 12% increased damage. My crit should still be absurdly high, I'd wager, >60% at least.

Oh, and I was afk for a while just now. Came back to two mobs wailing on me. My health was full from the regen. LOLOL.

[EDIT3]

Oh and I forgot something! I have a rifle with one of those +5 Condition Damage on kills, stacks 25 times runes in it. So if I cared to, I could easily get another 125 con damage for my GS bleeds. OR, just use my rifle (which inflicts bleed on its normal attack) and enjoy causing an extra bleed every 3 shots.

:P

Okay, done bragging about how ridiculously OP my profession is because traits balanced for level 80 don't scale. It's like leveling a Frost Mage during WotLK all over again. Smiley: lolSmiley: lolSmiley: lol

Edited, Nov 9th 2012 1:27am by idiggory
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#457 Nov 09 2012 at 4:16 AM Rating: Good
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I already have a Warrior ("Buttercup" - a Norn dude Smiley: lol). I like the Warrior, but the Engineer is awesome with the sheer amount of stuff you can do. Seriously, I have a grenade, flamethrower, bomb and elixir weapon kit, plus the medic weapon kit with the only pure healing weapon set in the game. For events I can put down turrets and go grab a sammich while I keep the good guys alive and the bad guys dead.

The Engineer is kinda like the Necromancer in many ways. You choose between pets (turrets and minions) and versatility (weapon kits and wells/signets), but the Engineer's stuff is way cooler and way better. Sure, throwing down a Well of Corruption and watching stuff around you melt as you blow up your Bone Minions is kinda neat, but my Engineer just throws down a Thumper Turret, switches to the Flamethrower kit and does the same amount of AOE damage with more survivability. The Pyrotank build gives my Engineer +200 toughness for using the Flamethrower kit and +90 toughness for wielding a shield. My Necromancer gets +20 toughness per minion active, which is two Bone Minions for the time it takes me to blow them up. On top of that, my Engineer wears medium armor while my Necromancer wears light armor.

I hope they'll patch the Necromancer in the upcoming November patch, because I really want to like the profession. It's just difficult once you get a taste of what everyone else is experiencing the game with. My Engineer's Flamethrower auto-attack hits as hard as my Necromancer's dagger auto-attack. And it's a cone attack where the dagger is single target. Yeah, it's not even close.

--edit--

My Warrior is only level 15, but yeah, the passive signets are hilariously OP at those levels. The health regen alone is ridiculous.

I wish my Necromancer had awesome signets. He can get 10% movement speed and +power. That's about it. Well, and a signet that removes conditions from nearby allies and puts them on him instead. Yeah, sounds awesome, if most of the Necromancer stuff wasn't bugged beyond belief. That dagger off-hand that is supposed to transfer all (or is it three?) conditions from you to the target? Only transfers one. And it has an 18-second cooldown. Putrid Mark (staff) has a 25-second cooldown and you need to be in melee range. The signet's active ability allows you to transfer conditions from you to the target every 60 seconds, but it sometimes bugs out.

You take a lot of damage while waiting, especially in big events where everyone suddenly gets a couple of conditions on them. It's sad that you have to build your utility abilities around two specs: powermancer or conditionmancer. If you go conditions then you need to pick up all the condition utility abilities so you can debuff yourself and pass it on to your targets. If you go power then you need to pick up all the wells so you can survive long enough to kill off the enemies one by one.

Other professions have way more freedom in that regard - especially the Engineer. The only thing I miss on my Engineer is a condition remover. Being able to transfer them every 25-seconds or consume them to heal myself is the only thing I miss from my Necromancer. Once I hit level 20 I'll get Elixir C which turns conditions into boons, though. Long cooldown, but well worth it considering level 20 is when NPCs start using conditions like it's going out of style.

Edited, Nov 9th 2012 11:32am by Mazra
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#458 Nov 09 2012 at 4:41 AM Rating: Good
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New post because new topic, sort of.

Jon Peters just gave some folks a short preview of the upcoming patch notes.

https://forum-en.guildwars2.com/forum/pvp/pvp/GW2-is-dying-a-change-of-priorities-is-mandatory/page/4#post674835

Noctred wrote:
According to Jon Peters in the mists a few hours ago:

- The profession part of the upcoming patch notes is roughly 5 pages long.
- ~16 bullet points for rangers.
- ~30 bullet points for engis.
- Mesmers saw the fewest number of changes.
- “Tons” of bug fixes.
- “Some” balance changes.
- Portal is a cool ability that’s important to the game but has some problems (whatever that means from their perspective idk).
- The ability to use custom dyes in pvp is possibly coming in a December patch.
- Broken treb and lord announcements should be fixed soon.
- Target of target and player cast bars are low priority but something they might look at in the future.
- Probably no hope of ever letting us disable the terrible skill queue.
- Custom rankings, obs mode, etc. all “on the way” (as usual).


Quote:
- The profession part of the upcoming patch notes is roughly 5 pages long.


Dear god, let there be Necromancer changes in there.
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#459 Nov 09 2012 at 4:49 AM Rating: Good
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Mazra wrote:


Quote:
- The profession part of the upcoming patch notes is roughly 5 pages long.


Dear god, let there be Necromancer changes in there.

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#460 Nov 09 2012 at 7:33 AM Rating: Good
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Mazra wrote:
Other professions have way more freedom in that regard - especially the Engineer. The only thing I miss on my Engineer is a condition remover. Being able to transfer them every 25-seconds or consume them to heal myself is the only thing I miss from my Necromancer. Once I hit level 20 I'll get Elixir C which turns conditions into boons, though. Long cooldown, but well worth it considering level 20 is when NPCs start using conditions like it's going out of style.

Edited, Nov 9th 2012 11:32am by Mazra
You can also throw the elixir, which will remove one condition. Additionally, there's a 30-point trait that makes you immune to conditions below 25% health.
#461 Nov 10 2012 at 10:24 AM Rating: Good
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Smiley: lol I forgot I had some Karma Boosters. Getting around 7k Karma per jug using booster plus a guild banner is pretty sweet. Should be able to complete my Engineer's Karma Exotic set this coming week.
#462 Nov 10 2012 at 11:06 AM Rating: Good
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By the time I hit 80 on a character, due to my altitis, I should have at least 60 jugs. XD

With a karma booster, the guild karma buff, and a guild banner, they go up to 7650 according to the wiki.

Hitting level 80 with a free 500k karma? Smiley: drool

Of course, I'm sitting here thinking of how much fun <insert profession other than Warrior or Guardain> sounds, so we might be looking at more like 120 jugs...
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#463 Nov 15 2012 at 11:55 AM Rating: Excellent
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Just catching up on this thread and... I feel sad that Maz hates his necro. Smiley: cry I LOVE my necro. Just when I was despairing ever finding a main, I discovered that I didn't have to play a necromancer as a pet class, and that on the contrary, I could build it to never ever use all those disgusting little minion things, and not suffer for it. I haven't looked back since. (Um, that was like 3 days ago.) I can wear the pretty light armor clothes without being too squishy, I get to stab things with daggers and play a warhorn at the same time, I have shadowform, and when I attack things with my staff, it turns into a scythe. Necro is WIN.


Edit: Said necro is level 34 as of this posting, and I've been using a slightly modified version of this and really love it. I feel very survivable, I kill things fast enough to suit me, and even when I get into trouble, the downed state seems so much better than other classes I've tried, I almost never actually die. I've been having a blast with it, but as I am low level and not doing difficult content, I realize that the rest of you who hate it have a broader view than I do.

Edited, Nov 15th 2012 1:27pm by teacake
#464 Nov 15 2012 at 2:16 PM Rating: Good
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Dyadem seems to do pretty good on his necro. Now I want to try it, but I am out of slots. :(

I've got 2 80's already but for my third I am playing Ele which is another class everyone complains about. There were some points around 15 or so where I felt horrible underpowered. But then I discovered the joy of Dagger/Dagger.

Class is still kind of squishy but I am enjoying the high risk high reward style of D/D solo. It's bursty, and burny! Also you can knock down Risen brutes and Harathi Lancers back to back and they die before they have a chance to do it back to you. Something really really satisfying also about knocking down an Ettin with earthquake. "Oh you thought you were going to smash me with that club?" BUUUUURRRRRNNNNN
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#465 Nov 15 2012 at 2:38 PM Rating: Excellent
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I liked my elementalist fine, although I was much happier with the staff than d/d. Setting things on fire is cool. GW2 has really awesome animations in general, in my opinion. In any case I don't really have the kind of complaints about elementalist that others do. I just got too lazy for all that constant swapping. Start in earth, DoT them up, swap to fire, burn them down, swap to water, heal up, swap to air, run away. You didn't need to do all that for easy fights of course, but in a tough situation, it felt like I was swapping around an awful lot just to use 1 or 2 buttons, then swap out again (with the exception of fire). That's not a complaint against the design, though - there's nothing wrong with having all those other skills there for situational use. But like I said, I just got too lazy for it. One of the things that I really enjoy about GW2 is the lack of button clutter, so I like having to memorize less buttons with 2 weapon sets versus 4 elements.

Plus with elementalist, as with mesmer before it, I had a really hard time finding a build I liked, let alone one that matched the weapons I liked. Thank goodness we have the Mists to test these things with before we spend too much time leveling a character we won't end up liking. I like every class up to level 10 or 20. Then I have to start working out a build, and synergizing it with my preferred weapons, and it often falls apart right there.
#466 Nov 15 2012 at 5:20 PM Rating: Good
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I completely changed my build from my last one posted...but have still managed to adapt to it and really enjoy some aspects... I was dismayed to find out that 'precision' seems to be class based, which is what I maxed in the new build in an attempt to skyrocket my crit rate...but it really didn't do as much as my ranger for example.

LINK

Since Precision was under curses I maxed it, I still found that I liked the traits that it offers though... In my last build I had just 10 points in it for a few of the first skills but always used the same one (33% chance to get life force), but I was unaware before that ground targeted wells were in this line. I am so happy I found that out now. I usually change the 3rd around depending on if I'm solo/zerging, or in easier areas just to try them all out.

Full Curse Line = Possibly the BEST DS build...Ever. At least for me, All the traits are useful, so again I sometimes change these up.

Now I'll talk about Rangers for a moment... They are fun pet class. Semi-intelligent pets, they don't get you killed (often), are a great asset to a class that feels like a glass cannon. I've done some of the same content on him that I did leveling my necro... and if I see it first I'm generally ok and its dead quick. I prefer not to talk about the opposite side of that.
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#467 Nov 15 2012 at 6:21 PM Rating: Excellent
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Patch Notes:

https://forum-en.guildwars2.com/forum/info/news/Game-Update-Notes-November-15-2012

The Lost Shores Update
Something is stirring in the Sea of Sorrows. Ship wreckage is washing up on shore, whales are beaching themselves, local quaggans are leaving their undersea homes, and strange new creatures are being spotted along the Tyrian coast.
Head Researcher Levvi has been pleading with Captain Magnus, leader of the Lionguard, to heed her warnings of imminent danger to the city of Lion’s Arch and other coastal settlements. Magnus remains unconvinced, though the disruption of maritime trade has the Ship’s Council concerned.
Something new is coming ashore in Lion’s Arch at 12:00 p.m. Pacific Time on Friday, November 16. This epic event will change that city forever, even as it introduces an entirely new twist on dungeon play. Come to the defense of Lion’s Arch and race to discover the secret behind a mysterious new menace.
At 12:00 p.m. Pacific Time on Saturday, November 17, the second phase of this epic adventure will take players to a place they’ve never been in Tyria, where they’ll meet a new pet creature and discover previously unknown crafting resources that unlock new recipes and a unique way to upgrade gear.
Join us at 12:00 p.m. Pacific Time on Sunday, November 18 for your chance to take part in an unforgettable, once-in-a-lifetime final event!

Dungeons

General

New dungeon rewards have been added to all dungeons.
Each dungeon has a new set of unique items with new stat combinations, ranging in rarity from masterwork to exotic. These items have a chance to drop off of certain bosses in the explorable mode of each dungeon.
Story and explorable bosses and encounters have a chance to drop Bags of Wondrous Goods, which contain coins and karma. Bags of Wondrous Goods obtained in explorable mode also contain dungeon tokens.
If the owner of a dungeon instance intentionally leaves his party to kick out players and invite new players, it will now also kick that owner out of the dungeon to prevent people from kicking PUG members and inviting guild members for the final boss of a dungeon.

Fractals of the Mists
There are new stories being told in the taverns of Lion’s Arch, usually in hushed tones by broken and bloodied adventurers. They weep into their ales and shake as they speak…not about dragons or the undead, but of something new, a mysterious portal that has emerged in the city, beckoning the bravest to venture through it.
Introducing a dungeon experience like no other—Fractals of the Mists! A series of unique “fractal” minidungeons, increasing in difficulty, offers players unlimited levels of challenge! With great risk comes great rewards, including new weapon sets, a back slot item, new Ascended loot, and much more!

New level 80 dungeon with dynamic leveling so you can bring your friends!
Endless and scaling. The deeper you go, the harder it gets!
The portal to the Fractals of the Mists will activate with the Lost Shores content Friday at 12:30 p.m. Pacific Time. Head west of Fort Marriner to the entrance and try your luck. Perhaps you’ll survive and reap the rewards, or perhaps you’ll be lost forever to the Fractals’ bloody secrets.

Items
There are two new major features added to items in this update. For more detailed information on these features and how they tie into the new Lost Shores content, check out this blog post!

Added new crafting materials as part of the Lost Shores update.
Crafted Halloween potions are no longer account bound.
The mighty Zommoros has slightly increased the drop rate on Legendary precursor weapons from the Mystic Forge from both Rares and Exotics.
The drop rarity of Rare and Exotic weapons from certain places in the world (champions, veterans, and players in WvW) has been increased. Rares and Exotics should be much more likely to drop and every champion should be guaranteed to drop loot. This was to ensure that world loot drops were not a significantly worse way of acquiring rare and exotic items than crafting and running dungeons.
The amount of loot that drops for downscaled players has been increased. You should now be able to receive level-equivalent loot until you are fighting at a downscaled level that is less than 2/3 of your actual level. You should also receive loot a greater percentage of the time as well as receiving a greater percentage of experience, gold, and karma. For level 80 characters, this means level 55+ areas will be able to drop level 80 gear and give about 75% or so of the other rewards. Previously, these areas would give level 77 gear at best and closer to 60% or so of your rewards.

New Rarity Type: Ascended

Ascended rarity falls between Exotics and Legendaries on the rarity spectrum.
Ascended items have higher stats than Exotics and come with slots for the new upgrade type, Infusions.
Ascended rings and back slot items have been added to the game.

New Upgrade Type: Infusion

Infusions are a new type of upgrade component that can only be slotted into a matching Infusion slot.
Added 12 new Infusions of the offensive, defensive, and omni types to the game.
Create Infusions through the Mystic Forge using new crafting materials.

PvP

Paid tournament rewards have been improved. We’ve spread out the rewards for paid tournaments, so that more finishing positions receive rewards. We’ve also made it so that qualifying points are rewarded to the following finishing positions:
1st place—Tourney Chests, 500 glory, 500 rank points, 120 gems, 5 qualifying points
2nd place—Tourney Chests, 400 glory, 400 rank points, 80 gems, 3 qualifying points
3rd place—Tourney Chests, 300 glory, 300 rank points, 20 gems, 1 qualifying point
4th place—Tourney Chests, 300 glory, 300 rank points, 20 gems, 1 qualifying point
5th place—Tourney Chests
6th place—Tourney Chests
7th place—Tourney Chests
8th place—Tourney Chests
Paid tournaments also provide each finishing place a small chance to win gems in the following amounts. The chance of winning one of these is approximately 1 in 4. No player can win twice.
10 gems
35 gems
80 gems
120 gems
1000 gems
Free and paid tournaments will now use individual respawn timers. Public games played via the PvP Browser will still use time-based wave spawning.
A new map set in a kodan dojo is available. “Temple of the Silent Storm” is a beta version of the map, but we’re letting players play it now to give us feedback.
We will also be putting up some PvP Browser hot-join maps so that some are 5-on-5 and some are the current 8-on-8.
The map rotation for PvP Browser hot-join maps will be:
Temple of the Silent Storm
Forest of Niflhel
Legacy of the Foefire
Battle of Kyhlo
Raid on the Capricorn
Daily and monthly achievement rewards are now available in PvP.
Daily rewards: 1 tournament ticket and 1 glory boost
Monthly achievement rewards: 10 tournament tickets, 5 glory boosts, and 5 salvage kits
The /rank command will now show your PvP ranking. This only works in the PvP lobby and cannot be used inside an active PvP game.
Added tracking for Qualifying Point Leaderboards. The current leaderboards are being shown here: https://forum-en.guildwars2.com/forum/pvp/pvp/Leaderboards-for-Qualifying-Points/.
PvP Mystic Forge: You can now convert PvP Mystic Forge components into other components. This requires purchasing an Arcane Converter from any glory vendor. The conversion recipes are as follows:
25 Arcane Orbs + 1 Arcane Converter + 1 Arcane Crystal + 25 Arcane Powder = 11 Arcane Crystals
25 Arcane Crystals + 1 Arcane Converter + 1 Arcane Sliver + 25 Arcane Powder = 11 Arcane Slivers
25 Arcane Slivers + 1 Arcane Converter + 1 Arcane Orb + 25 Arcane Powder = 11 Arcane Orbs
Raid on the Capricorn: Reduced the number of sharks from 10 to 6. They should no longer cover the Ruins capture point.
PvP downed health is now 75% of what it was. This change was made so that in fights where players are slightly outnumbered, they can win those fights by killing off downed enemies through damage rather than needing to use a finishing move. This should not have too much impact on 1v1 fights or big team fights, but it should help players win 1v2 and 2v3 fights if they gain the initial advantage.
The hit area for the trebuchet in the Battle of Kyhlo has been updated to prevent players from dropping massive AoE attacks (e.g. Meteor Shower) and having every single attack hit the trebuchet, destroying it without any counter. All normal attacks should still work against it.

General

The Fire Elemental encounter in Metrica Province has received a balance pass.
The Shatterer encounter in Blazeridge Steppes has been updated.
A UI confirmation window will now pop up on large vendor purchases.
Players will now be warned if they do not have enough inventory space to acquire an elemental fragment during the Dierdre’s Steps jumping puzzle.
Harvesting tools are now account bound.
Updated Rune of Water to provide 10% boon duration instead of 15% in PvP.
Updated Rune of the Monk to provide 10% boon duration instead of 15% in PvP.
Updated Rune of Earth to provide 15% protection duration instead of 20%, and 3 seconds of protection instead of 4 seconds in PvP.
Updated Rune of the Citadel to properly grant power instead of healing.
Rune of Svanir’s block of ice effect will no longer allow players to capture points while they’re invulnerable. Removing the stun from this effect will remove the invulnerability as well.
Rune of Air’s lightningdamage has been reduced by 25%.
“Unblockable” skill facts have now been added to various skills.
Rune of the Pack’s on-hit effect now works properly.
Many skills, items, and traits were applying healing to an infinite amount of targets and have now been limited to 5 targets.
You can no longer view opponents’ account names through reporting in WvW.
Fixed a bug that caused many piercing, boomerang, and bouncing projectiles (those that hit more than 1 target) to continually increase in damage the more targets they hit.
Fixed a bug preventing melee attacks from hitting static objects in the world if the character was not moving. As an example, this should help players using melee in Ascalonian Catacombs to hit graveling burrows, amongst other offending objects.

Commerce

The Consortium Chest has been added to the gem store in the Consumable category for 250 gems each or 10 for 1800 gems. No key is required to open these chests; simply double-click them in your inventory.
When you open the Consortium Chest, you will receive some number of crafting materials and one random item.
Some items in the chest include: shoulder skins, breathing masks, weapon skins, hats, and minis.
All items in the chest are new and have never been available before.
Weapon skins are rare, and the minis are very rare.
All items can be sold on the Trading Post.
The Consortium Chest will only be available for a limited time.
All the items found in the Consortium Chest can also be obtained as rare drops from any creature from the new Lost Shores event.
The Consortium Dye Kit has been added to the gem store in the Consumable category for 125 gems each or 5 for 500 gems.
The Consortium Dye Kit gives one random blue dye and one random yellow dye.
The Consortium Dye Kit will only be available for a limited time.
Dye Packs now come in bundles of 5 for 800 gems.

Events

Fixed a bug preventing Captain Penzan from retrieving his treasure in Bloodtide Coast.
Fixed a potential blocking bug for the event “Protect Orl’s research krewe” in Metrica Province.
Fixed an exploit with the “Assist the skritt with their fortifications” renown region in Mount Maelstrom.
Fixed a bug that would cause Fleshgrazer to turn permanently invulnerable.
Fixed a blocking bug that could occur during “Escort Brugh to Morgan’s Spiral” in Caledon Forest.
Fixed a blocking bug in the event “Help the Priory return the energy core to the Henge of Denravi” in Brisban Wildlands.
The Priory Explorer Plinx event chain in Cursed Shore will now occur less frequently.
The event “Defend Rimtooth, the pack marmox, from dredge” in Diessa Plateau has been updated to avoid situations that could block progress.
Fixed a bug that would occasionally prevent the event “Return the stolen cattle to Stonefall Estate” in Diessa Plateau from starting.
Updated the “Royal Forum Waypoint” in the Straits of Devastation so players will no longer get stuck in nearby props.
Fixed two bugs that could prevent progress with the event “Cull the undead horde gathering outside of First Haven” in Gendarran Fields.
Fixed a bug that could prevent progress with the event “Protect krewe leader Dobbs as the krewe clears the excavation site” in Timberline Falls.
Fixed a bug that would allow the player to remain transformed after the event “Disguise yourself and gather special roots for Drysdan’s medicine” in Mount Maelstrom.
Fixed potential blocking bugs with the event “Help the Soundless villager return home” in Caledon Forest.
Fixed an issue that prevented the spectral weapons from respawning in the Malchor’s Leap event “Defeat spectral weapons and bring them to Byanca.”
Fixed an issue that caused Ghostnight to become stuck on his path in the Diessa Plateau event “Defend Faint Ghostnight as he searches for a new devourer egg.”
Fixed an issue that was preventing Nia from continuing on her path in the Fields of Ruin event “Help Nia rescue Cymbel’s hounds.”
Fixed an issue that caused NPCs to become stuck while reviving allies in the Straits of Devastation event “Escort the northern invasion Pact squad to the Pact rally point at Triumph Plaza.”
Fixed an issue that could prevent the Straits of Devastation event “Help the Pact reach the Altar of Betrayal before their morale is depleted” from starting.

Story

The story step “The Hatchery” has been fixed to allow players to progress.
The story step “Source of Orr” has been fixed to prevent a possible blocking issue.
The story step “Estate of Decay” has been fixed to avoid a problem where allowing Hekja to die resulted in preventing progress.
The story step “Conscript the Dead Ships” fixed a possible blocking issue if you used movement skills to board the ships or talked to Jeyne while she was building the gangplanks.
The story step “The Stone Sheath” has been fixed for engineers that were previously unable to complete the quest.
The story step “Dredge Assault” now progresses correctly when destroying either door into the dredge cave.
The story step “Critical Blowback” has been fixed to avoid a problem that could prevent progress.
The story step “The Ghost Rite” has been fixed to avoid a problem where players were able to defeat the final boss too early.
The story step “A Light in the Darkness” has been fixed to avoid a problem that could prevent progress, and the difficulty has been reduced.
The story step “Ships of the Line” has been fixed to avoid a problem that could prevent progress.
The story step “Trading Trickery” has been fixed to avoid a problem that could prevent progress.

Profession Skills
Elementalist

Ride the Lightning: This skill should now track moving enemies more reliably.
Magnetic Grasp: This skill should now track moving enemies more reliably and end correctly when you reach your target.
Evasive Arcana: This trait no longer creates unintended blast finishers.
Ether Renewal: This skill’s cast time has been reduced from 4.75 to 3.5 seconds. There is no change to the total amount of healing.
Healing Rain: This skill’s tooltip now states the correct duration of 6 seconds.
Armor of Earth: This skill’s tooltip now states the correct duration of 6 seconds.
Churning Earth: This skill’s description no longer references “hold and release.”
Signets of Earth, Air, Fire, and Water: These skills should now have a cast animation while wielding a Fiery Greatsword.
Ring of Fire: This skill on Conjure Flame now lists itself as a Fire combo field.
Dragon’s Tooth: The blast finisher for this skill now triggers at the spell location rather than the character’s location.
Magnetic Wave: This skill’s missile-reflect portion now has an accompanying icon.
Phoenix: This skill’s tooltip now states the correct duration of 5 seconds of vigor that this skill applies.
Blasting Staff and Geomancer’s Alacrity: These traits now work together for the Eruption skill.
Mist Form: This skill now works with the Water Magic trait Cantrip Mastery.
Soothing Wave: This skill now properly applies regeneration to the elementalist when using Conjure Frost rather than only when the bow is picked up.
Healing Ripple: This skill’s scaling with healing power has been reduced by 50% in PvP only, as it had scaling that’s normally reserved for main healing skills. The maximum number of targets has also been reduced from infinite to 5.
Obsidian Focus: This Earth Magic trait now grants toughness when channeling the Stone Shards skill.
Ice Spike: This skill’s tooltip now states the correct amount of vulnerability when traited.
Conjure Frost Bow’s Deep Freeze: This skill now applies 1 second of chill per pulse, preventing extreme stacking of chill on a target.
Conjure Frost Bow’s Ice Storm: This skill now applies 5 seconds of bleeding per hit instead of confusion.
Tidal Wave: This skill’s responsiveness has been improved.
Tornado: Leaving this elite skill now removes the stability it grants in order to make it consistent with other elite transformation abilities.
Vapor Form: Fixed a bug that allowed this skill to contest a capture point.
Flame Axe: This weapon now grants the wielder power and condition damage.
Frost Bow: This weapon now grants the wielder increased condition duration and increased healing power.
Fiery Greatsword: This weapon now grants the wielder power and condition damage.
Magnetic Shield: This weapon now grants the wielder vitality and toughness.
Lightning Hammer: This weapon now grants the wielder increased precision and critical damage.

Engineer

Elixir
Elixir X: This skill now only requires one cast to transform the user.
Toss Elixir R: This skill’s recharge is increased from 85 seconds to 120 seconds.
Elixir S: This skill is now improved by the Alchemy trait Fast-Acting Elixirs.
Tool Kit
Box of Nails: This skill now shows its proper area of effect.
Gear Shield: This skill now blocks for an extra second.
Magnet: This skill’s range has been doubled.
Grenades
The projectile speed of all grenades has been increased by 10-15%.
Grenade: This skill’s damage has been decreased by 10% in PvP only.
Shrapnel Grenade: This skill’s damage has been decreased by 15% in PvP only.
Freeze Grenade: This skill’s damage has been decreased by 10% in PvP only.
Grenade Barrage: This skill’s damage has been decreased by 10% in PvP only. It also now works correctly with the Explosives trait Grenadier while underwater.
Turrets
Smoke Screen: This skill’s graphic has been updated to show the area of the screen. It now pulses every 2 seconds for 6 seconds instead of every second for 5 seconds. This makes it more effective against enemies using attacks at normal speeds but prevents it from being abused to shut down quick-attacking enemies completely.
Automatic Fire: Increased the duration of this skill’s Overcharge by 100% on Harpoon Turret and 25% on Rifle Turret.
Electrified Net: Increased the velocity of the Electrified Net by 100%.
Thump: Increased the damage of the Overcharged attack by 25%.
Bomb Kit, Med Kit, Tool Kit, and Elixir Gun: These skills can now be equipped in the air.
All kits can be stowed in the air now.
Toss Elixir C: This skill’s cooldown will be set from 60 seconds to 30 seconds when underwater.
Elixir Gun’s Fumigate: This skill will now be cancelled when using other skills on the weapon to improve responsiveness.
Rocket Turret: This turret can now be detonated underwater.
Power Wrench: This trait now applies to Gear Shield and Magnet.
Incendiary Powder: This trait now states that it can only trigger once every 3 seconds.
Elixir U and Elixir C: These skills have had outdated skill facts removed.
Potent Elixirs: This skill no longer grants improper boon durations.
Elixir B: This skill grants fury, retaliation, and swiftness for 10 seconds base, with might being applied for 30 seconds base.
Smoke Bomb: This skill’s radius has been reduced to 180 from 240 when traited. Smoke Bomb is now active for 4 seconds, pulsing every 2. This change also affects the Autodefense Bomb Dispenser trait.
Homing Torpedo: This skill is now a small projectile combo finisher.
Retreating Grapple: This skill is now a projectile combo finisher.
Timed Charge: This skill is now a projectile combo finisher.
Net Wall: This skill is now a projectile combo finisher.
Harpoon Turret: This turret will now spawn at the engineer when the Deployable Turrets trait is equipped.

Guardian

Protector’s Strike: Fixed a bug that allowed this skill to be cancelled and retain the blocking benefits.
Shield of Judgment: This skill’s protection duration has been set to 3 seconds from 5 seconds in PvP only.
Courageous Return: This trait now uses the correct icon.
Power of the Virtuous: This trait now uses the correct icon.
Orb of Light: This skill’s velocity has been increased by 50%.
Empower: This skill’s might duration increased from 8 seconds to 10 seconds.
Selfless Daring: This trait had an efficiency with healing power that was reserved for healing skills only and has now been reduced to its intended level. Heal scaling has been reduced by 50% in PvP only.
Merciful Intervention: This skill has been updated to be instant when traited and will now always be based around the guardian.

Mesmer

Moa Morph: Targets transformed by this skill have 5 new and less-frustrating skills, and this skill can also be used underwater to turn enemies into tuna. This skill now removes Death Shroud from the target instead of the necromancer being stuck in Death Shroud.
Portal: This skill’s recharge has been increased to 90 seconds.
Illusionary Duelist, Phantasmal Swordsman, Phantasmal Mage, Phantasmal Defender, Phantasmal Disenchanter, Phantasmal Rogue, Phantasmal Warlock, Illusionary Mariner, Illusionary Whaler, Phantasmal Berserker, and Phantasmal Warden: These skills must now be cast in line-of-sight of the target. These skills now behave as normal attacks that the mesmer must connect in order to summon the phantasm, and they will fail if the mesmer is blind or the ability is cast on an invulnerable target.
Phantasmal Mage: This skill’s confusion has been increased to 3 stacks for 3 seconds from 1 stack for 9 seconds. The recharge on Phantasmal Mage’s skill has been increased to 6 seconds from 5 seconds.
The Prestige: This skill’s damage has been increased by 100%.
Phantasmal Haste: This trait now works.

Necromancer

The Soul Reaping trait line now properly increases maximum Life Force.
Ghastly Claws: This skill’s damage has been increased by 10% and updated to indicate the correct life force gained.
Reaper’s Touch: This skill applies 4 stacks of vulnerability per hit instead of 3.
Mark of Blood: This skill now uses the standard staff scythe cast effects.
Spectral Wall: This skill now applies its recharge at the correct time instead of both during and after casting.
Dark Path: This skill now applies it recharge at the correct time instead of both during and after casting.
Spinal Shivers: This skill’s casting effects and audio are now consistent with or without the Spiteful Talisman trait.
Soul Marks and Mark of Revival: These traits now work together to grant 3% life force to players when triggered.
Death Nova: This skill now properly activates when using Taste of Death and Putrid Explosion. The internal cooldown has been removed. This skill’s field duration is now 4 seconds, and the rate it pulses has been increased to every 2 seconds. Its poison duration is 5 seconds per pulse.
Weakening Shroud: This trait now functions underwater.
Mark of Evasion: This trait is no longer a blast finisher when the mark is created.
Plague Blast: This skill’s casting time has been reduced.
Death Shroud: Moa Morph now removes Death Shroud from the target instead of the necromancer being stuck in Death Shroud and using their entire bar while in the transform.
Deadly Catch: This skill now pulls enemies to the necromancer in a reliable fashion.
Summon Blood Fiend: The Blood Fiend’s survivability has been increased, and its attack now heals the necromancer for 200% of its previous heal.
Spectral Walk: This skill now sets its underwater slot appropriately on recharge.
Corrosive Poison Cloud: This skill’s duration tooltip has been corrected.
Frozen Abyss: This skill now lists the vulnerability it applies.
Spectral Grasp: This skill’s projectile velocity has been increased by 33%.
Lich Form: Leaving this skill now removes stability from the player to make the removal consistent with all other transform elites.
Feast: This skill no longer causes damage to the necromancer.
Sinking Tomb: This skill now has a correct range of 1200, cannot hit targets above the water, and has to hit the target to cause the sink effect.
Vampiric Precision, Vampiric Rituals, and Vampiric: These traits have been updated so that they don’t heal enemies when in lower-level areas.
Signet of Spite: This skill’s description now indicates all conditions applied.

Ranger

Improved the effect chance on ranger spirits to 35% base and 50% when traited.
Beastmastery minor traits now use the correct icon.
Splinter Shot: This skill’s damage is increased by 150%, and its bleeding duration is increased from 3 seconds to 4 seconds.
Counterattack: The blocking portion of this skill can now be used while moving. Ranged attacks will not trigger the second half of the skill.
Protecting Screech: This skill now states the correct duration of 4 seconds.
Call of the Wild: The Wilderness Survival trait Off-Hand Training now applies to this skill.
Throw Torch: The speed of the projectile has been increased.
Maul: This skill’s damage has been increased by 40%.
Sun Spirit: The tooltip for this skill now displays the proper burning time of 3 seconds.
Whirling Defense: This skill was updated so that it interacts better with combo fields.
Splinter Shot: This skill is now a small projectile combo finisher.
Coral Shot: This skill is now a projectile combo finisher.
Feeding Frenzy: This skill is now a projectile combo finisher.
Mercy Shot: This skill is now a projectile combo finisher.

Thief

Piercing Shot: Fixed an error in this skill’s damage tooltip.
Dancing Dagger: This skill’s damage has been reduced by 50%.
Blinding Powder: This skill’s recharge has been reduced from 60 seconds to 40 seconds.
Smoke Screen: This skill’s height has been increased to help it absorb projectiles.
Shadowstep: This skill is temporarily disabled underwater to keep players from circumventing walls when using it.
Tactical Strike: This skill’s damage has been increased by 10% in all formats. This skill’s daze duration has been reduced from 2 seconds to 1.5 seconds in PvP.
Leeching Venoms: This trait now scales based on the thief’s power.
Cluster Shot: This skill’s damage is reduced by 15% in PvP.
Cloak and Dagger: This skill’s damage has been reduced by 33% in PvP only.
Body Shot: This skill now allows players to activate other skills sooner after the ability ends.
Sneak Attack: This skill will now only apply the Revealed buff on the first attack that hits an opponent.
Stab: Damage for this skill has been normalized so that it doesn’t deal less damage from behind the target.
Bountiful Theft: This trait no longer applies aegis at odd times.
Scorpion Wire: This skill’s range has been increased to 1200.
Shadow Trap: This skill no longer shadowsteps the thief when the trap is triggered. This skill now has two additional abilities: The first ability becomes available when Shadow Trap is cast and will destroy the current trap. The second ability, Shadow Pursuit, becomes available when an enemy triggers the trap. The thief may choose to activate this ability and shadowstep to the enemy that triggered the trap. If this ability is not activated after 10 seconds, the ability will fade and Shadow Trap will be available.
Piercing Shot: This skill is now a small projectile combo finisher.
Ink Shot: This skill is now a projectile combo finisher.

Warrior

Dual Shot: This skill’s damage has been increased by 10%.
Bull’s Charge: This skill’s range fact now properly reflects the actual range of the skill.
Reviver’s Might: This trait now uses the correct icon.
Stick and Move: This trait now uses the correct icon.
Forceful Shot: This skill is now a projectile combo finisher.
Brutal Shot: This skill is now a projectile combo finisher.
Split Shot: This skill is now a small projectile combo finisher.
Knot Shot: This skill is now a projectile combo finisher.
Repeating Shot: This skill is now a small projectile combo finisher.
Triple Chop: This skill’s responsiveness has been improved.

Racial Abilities
Human

Avatar of Melandru: This skill now properly removes stability when players leave the transformation.

Sylvari

Grasping Vines: This skill now immobilizes enemies when the vines connect with the enemy.
#468 Nov 15 2012 at 7:18 PM Rating: Good
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Hey Tea! I don't hate my Necro, I just don't like how bugged out it is right now.

Looking over the patch notes, it seems like they only just scratched the surface. Necrotic Grasp is not getting a speed buff, meaning I can still catch it with swiftness up. And minion AI hasn't been sorted out either, so Minion Master is still meh.

They didn't really do much on the Engineer side either. They fixed some stuff and nerfed Grenades. Kits are still horribly unbalanced. Equipping a kit unequips your weapons, meaning you lose stats and sigil effects. Horrible design.

Oh well, let's hope the next patch has just as many bullet points. We're getting there. Smiley: smile
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#469 Nov 15 2012 at 10:02 PM Rating: Excellent
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Mazra wrote:
And minion AI hasn't been sorted out either, so Minion Master is still meh.


Yabbut. The minions are gross anyway. Wells FTW. They're like lovely little bubbles of invincibility, and you have enough cc to keep things trapped in them forever. I actually have 3 wells on my utility bar right now, 4 if you count the heal, which is probably dumb, but that's okay because I'm having so much fun.

I am actually dreading the day they fix minions, just like during the betas when I was playing mesmer I was dreading the day they fixed shatters (which they never did while I was playing one, have they since?). Those are sort of thematic cores of both classes, which I suppose is why you'd want them to, you know, work, but selfishly speaking, I don't like them and don't want to be boxed into using them if they're good. Smiley: lol If I wanted to play a pet class I'd stick with my ranger, her pets are pretty and not evil. (Except that wolf, what is up with the wolf's face?)

Maz, I hope you joined the Order of Whispers. One of the first quests requires you to win a drinking contest. Smiley: grin I joined the Priory on a different (since deleted) character and their quests are boringboring. Glad I made a different choice this time. OoW armor is sluttier cooler anyway.
#470 Nov 16 2012 at 9:19 AM Rating: Good
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I realized today what Engineer gear is lacking: pockets. Lots of pockets. Instead of a longcoat, some sort of vest with like six pockets down the front, and a sleeve pocket or something. Some cargo-type pants, with a wrench in a loop. Who cares if it looks nonsensical on a Thief or Ranger? There are plenty of sets that look stupid on Engineer. More goggles. I wish that town Aviator Cap could be used for regular armor.

#471 Nov 16 2012 at 10:35 AM Rating: Good
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Tea, let me get this straight: You like evil scythe staff of doom. You like wells of rot and darkness. You don't like minions with skulls for faces?

You're weird. Smiley: tongue

Anyway, I haven't joined any orders yet. I'm level 31 on both my Necromancer and Engineer and not really sure what I'm going to do at the moment. Both professions (why could they not stick to classes?) are kind of meh right now. Having issues soloing some events, despite out-leveling them by 5-10 levels and wearing updated gear. I know champions aren't meant to be soloed, but veterans? I feel horribly squishy, despite putting points in vitality and toughness. The game's not really big on visual cues either. Spotting an Ettin's knockdown or painful attack can be pretty difficult if you're fighting a bunch of them inside your AOE.

I'm also starting to experience some latency issues for the first time since I bought the game. Normally I have maybe 100 ms latency, but I'm getting two-second spikes regularly now, which is not ideal when combined with the aforementioned squishiness. Thinking about switching to a European server for a while to see if it clears up.

Like many games before it, GW2 seems to still be at the beta stage and with only two developers in charge of fixing it all (not even kidding, there are only two of them). If it wasn't free, I'd probably unsubscribe at this point. Since it is free, I'm instead thinking about switching to another profession again, but while the heart quest leveling system is pretty neat, it still gets boring after a while. I'm afraid having to drag another character through 30 levels of doing the same sh*t again is going to snuff out whatever I still feel for the game, hence my current predicament where I'm not sure what to do.

I really like both the Necromancer and the Engineer as concepts, but the bugs and the squishy feeling just isn't my thing. It's probably all those years of playing WoW that has ruined me, but I miss being able to take on more than one enemy at a time without having to kite or die. I hate kiting, and having to do it every damn fight is getting on my nerves. I'm a badass Necromancer, dammit! I should be able to take on four centaurs and laugh them in the face while I kill them, but instead they knock me down and proceed to stomp my *** while I'm incapacitated. Smiley: mad

Edited, Nov 16th 2012 5:36pm by Mazra
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#472 Nov 16 2012 at 10:46 AM Rating: Good
Mazra wrote:

I really like both the Necromancer and the Engineer as concepts, but the bugs and the squishy feeling just isn't my thing. It's probably all those years of playing WoW that has ruined me, but I miss being able to take on more than one enemy at a time without having to kite or die. I hate kiting, and having to do it every damn fight is getting on my nerves. I'm a badass Necromancer, dammit! I should be able to take on four centaurs and laugh them in the face while I kill them, but instead they knock me down and proceed to stomp my *** while I'm incapacitated. Smiley: mad


Engies are squishy? Try a flamethrower. They fall behind a bit in midgame (made up for with a third-tier talent) but in early and lategame they kill EVERYTHING and don't give a **** how many there are. Combines well with "chance on crit" foods since their base attack is 10 small hits, particularly the ones that give might on crit during the day. And at night a constant chill which isn't bad but isn't 15 stacks of might. Unfortunately it replaces your weapon when out so sigils don't work, flame or air would be incredible.

The flamethrower line also gives benefits to the elixir gun, which has some good utility and support as well.
#473 Nov 16 2012 at 10:59 AM Rating: Good
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Flamethrower isn't all that once you get into the late 20's and early 30's. Its auto-attack is bugged, making it nearly impossible to kite anything with it, and #2 doesn't work on anything in melee range. You also lose the stats on your weapon(s) and you only have one AOE blind on a 20-second cooldown for survivability.

If you go Flamethrower, you have to go heavy toughness and vitality, which makes the auto-attack quite underwhelming. And stuff will still kill you in ten seconds flat if you stand still, which is a requirement for Flamethrower due to rubbish design.

Edit: Of course, it is entirely likely that I just have no idea what the **** I'm doing. I know that I'm supposed to go toughness, vitality, power with a Flamethrower build, but I don't know the priority. I went toughness through traits and power/vitality through gear, so I've got a mix of all three. Still get roflstomped fast, though.

Edited, Nov 16th 2012 6:26pm by Mazra
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#474 Nov 16 2012 at 12:30 PM Rating: Excellent
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Mazra wrote:
Tea, let me get this straight: You like evil scythe staff of doom. You like wells of rot and darkness. You don't like minions with skulls for faces?

You're weird. Smiley: tongue


The scythe is cool! The minions are just nasty! They look like alien bugs and give the impression of being slimy. That blood fiend is what kept me from even trying the necro for ages because I saw people running around the starting area with them and dismissed them out of hand. But really I just don't tend to like playing pet classes for long. I love my ranger due to the archery but I have the same problem with that one overall.

Mazra wrote:

Anyway, I haven't joined any orders yet. I'm level 31 on both my Necromancer and Engineer and not really sure what I'm going to do at the moment. Both professions (why could they not stick to classes?) are kind of meh right now. Having issues soloing some events, despite out-leveling them by 5-10 levels and wearing updated gear. I know champions aren't meant to be soloed, but veterans?


I am befuddled. I get chewed up and spit out by champions, but I can take a veteran my level with adds without even setting down my glass of wine. Maybe you just haven't gotten to the sweet spot yet with your skill points - if you haven't got Well of Darkness and Well of Suffering yet, I'd suggest hanging in there until you do. If you stack power, precision, and some health stats, you can just stand in the middle of your wells, pop into death shroud when they're all on cooldown and use your second health bar until they're ready again, and watch everything melt around you while you giggle. Or maybe the giggling is more the wine.

In all seriousness, Well of Darkness makes a HUGE difference. Casters are still tough because they're hard to round up, but with WoD spitting out blindness every pulse, if you have enough power/crit for some decent damage, melee are dead before they can even hit you.

With my necro I can't kill things as fast as some other classes can, and I can't survive the way a guardian can, but what I like about it is that it feels like a happy medium between the two. I don't mind not being the flashiest killer on the block if I don't have to be nervous about exploring or tentative about taking on a bunch of mobs at once. With my necro I don't even count them. Why, it's almost like playing a bear druid again! I have no doubt that there are different phases of leveling where it's more or less powerful, as always seems to be the case, but at level 36 it's pretty smooth sailing.
#475 Nov 16 2012 at 4:54 PM Rating: Good
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I switched around some traits and some utility skills and things are starting to look better now.

Put 10 points in Blood and Death Magic for Greater Marks and Mark of Evasion, meaning I now have access to an extra Mark of Blood every 10 seconds by dodging. It's a nice bit of extra damage and it means regeneration never falls off. As for weapons, I decided to go with axe/focus (wat...) for my secondary (single target) weapon set. I really like #4 for single target fights (14 x vulnerability) and #2 has a shorter cooldown than dagger's #2 (although it doesn't heal). #3 also gives me retaliation, which is awesome in AOE situations. Dagger still does more damage, but I disliked the melee range on it due to latency.

Bought some new gear as well, with +power/healing on it (wat?!). Because of regeneration being up almost all the time, I decided I might as well dump some stat points into boosting it. Not sure if it's better than precision, but so far I have no complaints. Bought some Minor Sigil of Bloodlust for my weapons so I can stack power with every kill. Another +125 power (until downed) is pretty nice for leveling since getting downed is rare (haven't tried an event since, though).

As for utility abilities, I replaced Bone Minions with Signet of the Locust. Not sure about that one, but I barely used my Bone Minions as it was and +10% movement speed and more self-healing for heavy AOE fights can't hurt. I also put Well of Darkness on (don't like the 60-second cooldown) and finally had enough skill points to get my elite: Plague.

All in all, my survivability and damage capability has gone up significantly. While I almost always go axe/focus for single target fights, I have a lot of ways to deal with AOE. I love throwing down a Mark of Blood while running up to a group, then dodging into it for another Mark of Blood, then Chillblains and Putrid Mark for some kaboom followed by another Mark of Blood. That kills most regular stuff my level. For the tougher guys, cycling Wells and using Death Shroud is key.

I hate fighting champions because even if I don't join the fight until halfway through, I still end up pulling aggro. Same goes for my Engineer, so it's not a Necro thing. I guess other players aren't able to handle all ten keybinds. Smiley: oyvey
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#476 Nov 16 2012 at 8:29 PM Rating: Good
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I decided to pick up the game again.

And my highest level, my mesmer, is only level 20. Smiley: lol
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