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| Guild Wars 2; @ people who pre-purchased | |
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| Topic Started: Apr 26 2012, 10:03 PM (1,537 Views) | |
| Captain Vanguard | Jul 23 2012, 02:50 PM Post #76 |
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Honorary wielder of the Paladin Button.
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Come launch I think im still gonna be boring and pick a human first, but after my human we will see. Norn ive kept comming and going back to but I really struggle to like them. Charr are a bit of a two sided coin, its a marmite issue with Charr, sometimes I like the storyline sometimes I think its too cliche. Sylvari was... well exactly what I expected them to be. Asura, was actually the real surpise, im pleased to see just how much effort they made to make the Asura an interesting race considering their tiny, cute and hard to take seriously. Untill you realise they are Lawful Evil psycopaths :3 Either way, I did enjoy the beta this time, and im definatley sure ill enjoy the release. |
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Justice must be forfilled, at any cost. People must believe to be believed in. One cannot expect power freely. Imagination is the key to insight. Industry is born from progress. Gods interfere with mans ambition. | |
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| DemonAbyss10 | Jul 23 2012, 06:17 PM Post #77 |
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Namer
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Thinking of switching the pre-order to a prepurchase for the headstart. not sure yet. I most likely will play on an RP server though. |
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Characters -Moriarcis: Lvl 20 Necromancer -Ordethus: Lvl 20 (21) Telepath Warlock/Alienist -Orionis: Lvl 8 Dirge of Tiamat -Zaed Nahalis: Lvl 28 Hextorite Blademaster -Skor Addamar: Lvl 22 Ex-Collector -Ven: Lvl 9 (10) Old School Assassin -Vai'aian: Lvl 18 (20) Zerth Monk
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| Lucereflame | Jul 23 2012, 06:40 PM Post #78 |
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Namer
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Right now me and Tarot play on Tarnished coast or.. something like that its the Us unofficial Rp Server. and omg i love the lil guys. i fooled around with an engineer though wasnt feeling it. then i played a silvari ranger and i think i am either going to do that.. or a human rogue |
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| The_Tarot | Jul 23 2012, 11:58 PM Post #79 |
Greybeard
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I didn't have as much fun in this BWE than the last, but that was due to the severe weakening of my favorite class (Necromancer) atleast, the devs stated that Necromancer was one of the two professions that needed the most love. I didn't bother playing either of the two new races as I didn't want to spoil their areas before launch, In fact, I didn't spend any time in PvE, shooting past the introduction areas with nothing but Humans. I absolutely -loved- the ease of inventory management they introduced into the game though. You can directly deposit several item types straight into a collection bank from anywhere. (Crafting Resources/PvP Trophy Weapons etc.) Makes being a complete packrat less of a burden. - Those of you that ARE interested in the possibility of RP on the game should look into both the NA and EU, community driven RP events that will happen soon after launch. Don't even have to make the servers your home. The Guesting feature would more than likely be enough to participate. I gave a link to the community website earlier in this thread. |
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| Silverfish | Jul 24 2012, 08:24 AM Post #80 |
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Blood
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How've necromancers been weakened? I didn't play much necromancer since it's one I'll definitely play at launch. Got mine to about 6ish the beta before last. |
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| The_Tarot | Jul 24 2012, 08:57 AM Post #81 |
Greybeard
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Well, After the events of Beta Week 2, the devs stated that Necromancers should have more viable builds that are not so dependent on the durability of Death Shroud and merely outlasting their enemies. So, Beta Weekend 3 hit, and people were (including myself) were expecting a buff in damage as well as a weakening of their class mechanic. However, it was only weakening. Death Shroud had a very noticeable drop in it's durability (For those who didn't play a necromancer, Death Shroud is a form the necromancer takes, gaining what is essentially a second health pool, and 4 abilities they can use while in it's form. It expands a necromancer's ability to survive quite a bit) Many lovely traits that enhanced it's function were also reduced in power. A few weapon skills had been changed, stripping partial effects from some. Various Utility Skills had been weakened as well. While retaining their large cooldowns. Namely, Well of Power, and Well of Corruption. Power used to change all conditions on yourself and allies in the well to random boons, every two seconds, for 8 seconds. Now it only changed one condition at a time. Corruption did the exact opposite. Changing enemy boons to conditions every 2 second, it was effected the same way. Powerful abilities, but they had a large cool-down period to compensate. Other changes adding cast times to formerly instant utility skills. Our traits, suck, as well. Every Minor trait seems to point the Necromancer toward Power based builds. Even the trait lines focused on dealing condition damage (bleeding and poisons) There are a few other things, and you should also take note that this is purely from a PvP standpoint. While I'm sure it effects PvE to some degree. "Balance" or lack thereof is more pronounced in a competitive scenario. |
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| Silverfish | Jul 24 2012, 10:23 AM Post #82 |
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Blood
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See, I didn't get the feeling that necromancers were overpowered or overly reliant on death shroud. I used it a bit and found it veery enjoyable, but not unbalanced in any sense. Indeed I found that although I had good survivability, I didn't kill all too fast. The necromancer was thus unique when compared to elementalists or mesmers, both of which are lower survivability casters. The necromancer class had its place and in all honesty it has had that place since GW1. Necromancers have -always- been tanky. In GW2 they're tanky, so what does ANet do? Make them less tanky :/ ! |
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| The_Tarot | Jul 24 2012, 11:24 PM Post #83 |
Greybeard
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Yep, I estimate a drop of about 50% in their tankiness. This'll probably be changed, like I said, ArenaNet stated that Necromancers need some love. Alot of my disappointment comes from the class not really having any satisfying attacks, most of the time, the best attack for any given situation is spamming the auto attack one skill. Their Staff weapon comes pretty close to feeling and functioning well, and Dagger Main hand is the worst thing in the entire game. The only saving grace I've found for it is the immobilize coupled with an Epidemic utility skill. Take for Example an Engineer or Elementalist, both have attacks that just feel 'right'. An engineer with a Rifle (More like, shotgun) can get real close, Blast them with their 'rifle" and send both the target and you back. It's hilarious, and effective. It's very satisfying seeing "interrupted" on a boss enemy as he faceplants into the dirt. Elementalists with Ride the Lightning. Best skill, ever. Turn into a ball of lightning, fling yourself across the field really fast, explode. Great for escapes and attacks. I can't express my love enough for that skill. |
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| Silverfish | Jul 25 2012, 12:31 AM Post #84 |
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Blood
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See, I greatly value the utility kits available to the engineer. Being able to coat the ground in mines and then toss a bunch of grenades out is fantastic. I've not used turrets much and I don't know if I really will, but it's certainly another viable option. For necromancers it seems death shroud, well / mark caster and minion master are all good options, or a mixture of the three. |
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8:49 AM Jul 11