Addressing Necro Issues [Merged]

Addressing Necro Issues [Merged]

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Posted by: Roe.3679

Roe.3679

According to the balance update, the following is the description of necromancer changes for 9/9:

Anet:

Necromancer

Our focus for necromancers in this balance update has been on improving their survivability through utilities and traits as well as improving the overall effectiveness of their melee and skirmishing weapons. You’ll see that the dagger auto-attack will now hit two targets, while the axe’s animations have been tuned to be more fluid. Along with weapon skill updates, your utility skills have been updated to provide more survivability over time.

Changing 1 single utility is hardly enough to give meaningful impact to necromancer sustain and doesn’t even fit in line with your own description.

Below are issues and suggestions regarding necromancers from a post I made some time ago.

Necro PVE

https://forum-en.gw2archive.eu/forum/professions/balance/Anet-this-is-just-wrong
-Summary: Necromancers unwanted in PVE Dungeons, this is unacceptable.

https://forum-en.gw2archive.eu/forum/professions/balance/Necromancer-utility-idea-Bone-Wall/first#post4191750
- Summary: Idea that addresses necromancer’s lack of group utility in PVE groups.

https://forum-en.gw2archive.eu/forum/professions/balance/PvE-Necro-needs-team-support-buffs/first#post4168935
- Summary: Ideas to improve necro, needed because of lack of utility for groups in PVE and cleave damage.

https://forum-en.gw2archive.eu/forum/professions/balance/PvE-Necro-Sig-of-Undeath-shorter-cast
- Summary: Signet of Undeath’s cast time is too long to be meaningful and the passive is weak too.

https://forum-en.gw2archive.eu/forum/professions/balance/Necro-Cleaving-Weapon/first#post4124139
- Summary: Necromancers lack cleave – only class that does.

https://forum-en.gw2archive.eu/forum/professions/balance/Suggestion-Necros-stronger-as-fight-goes-on/first#post4124077
- Summary: Highlights the idea that necromancers should be stronger as a fight goes on, although they currently don’t do that.

https://forum-en.gw2archive.eu/forum/professions/balance/PvE-Necromancer-Can-we-get-a-rebalance/first#post3995987
- Summary: Necromancer is unwanted in PVE, concerned for lack of direction.

Necro Stunbreaks

https://forum-en.gw2archive.eu/forum/professions/balance/necro-Well-of-power-a-secondrate-stun-break/first#post4201607
- Summary: Well of Power doesn’t function as well as most other stunbreaks.

Necro Traits

https://forum-en.gw2archive.eu/forum/professions/balance/Necromancer-Foot-in-the-Grave/first#post4200217
- Summary: Foot in the Grave is weak, despite high hypothetical stability uptimes. Promotes potential fixes to justify 30 point trait.

https://forum-en.gw2archive.eu/forum/professions/balance/Necromancer-Path-of-Midnight/first#post4190025
- Summary: Path of midnight offers a strangely smaller reduction in cast times compared to many other cooldown reducing traits.

https://forum-en.gw2archive.eu/forum/professions/balance/PVE-PVP-I-hate-necro-traits/first#post4177832
- Summary: Outlines weak Necromancer traits and lack of trait synergy.

Lack of DS Synergy/Functionality/Design

https://forum-en.gw2archive.eu/forum/professions/balance/Why-can-t-necros-stomp-and-res-in-DS/first#post4198456
- Summary: Discusses necromancers being unable to stomp and rez in DS.

https://forum-en.gw2archive.eu/forum/professions/balance/Death-Shroud-Show-Skills-6-10-Cooldown/first#post4185839
- Summary: Display utilities while in DS so necros can make better decisions about leaving DS.

https://forum-en.gw2archive.eu/forum/professions/balance/Deathshroud-or-why-Blood-magic-is-pointless/first#post4093766
- Summary: DS prevents heals from all sources, including our own traits and class minor mechanics like siphons.

https://forum-en.gw2archive.eu/forum/professions/balance/PVP-Deathshroud-needs-redesign/first#post4084407
- Summary: Death Shroud is overwhelming when full and a big weakness when empty. A smaller more refillable bar may be better for everyone.

Lack of Necro Sustain/Attrition

https://forum-en.gw2archive.eu/forum/professions/balance/put-stability-on-locust-signet/first
- Summary: Necromancers aren’t able to stay in fights well due to CC, although the class requires aggression to function well.

https://forum-en.gw2archive.eu/forum/professions/balance/recieving-heals-inside-ds-is-needed/first#post4060897
- Summary: Teammate heals are wasted when necromancers are in DS, and many Necro skills are also wasted by entering DS – including three #6 heal skills, all regeneration and siphon-like traits.

(edited by Roe.3679)

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Posted by: Roe.3679

Roe.3679

https://forum-en.gw2archive.eu/forum/professions/balance/Necro-Why-Unholy-Sanctuary-seems-so-weak/first#post4003721
- Summary: Discusses why a 30 point trait that gives occasional regeneration is weak.

https://forum-en.gw2archive.eu/forum/professions/balance/PvX-Necro-SoV-by-the-numbers/first#post3967658
- Summary: Discusses why SoV comes up short against many other heal skills.

Necro QoL/General

https://forum-en.gw2archive.eu/forum/professions/balance/The-truth-about-profession-balance
- Summary: Outlines issues that Necromancers have and speculates to their origin, as well as outlines why Necromancer features look good on paper but less so in practice.

https://forum-en.gw2archive.eu/forum/professions/balance/Necromancer-Dark-Path-range-out-of-range/first#post4086921
- Summary: Discusses the ease that Dark Path can be outrun and ways to improve it.

https://forum-en.gw2archive.eu/forum/professions/balance/PvP-The-state-of-Necromancers-in-PvP/first
- Summary: Discusses many Necromancer weakness and causes of said weaknesses in PVP.

https://forum-en.gw2archive.eu/forum/professions/balance/Necro-dude-you-CANNOT-get-away-from/first#post4001986
- Summary: Discusses how a necromancers lack of chasing can regularly mean that they can still be escaped, despite the class aim to be hard to escape from.

https://forum-en.gw2archive.eu/forum/professions/balance/PvX-Necro-Bugs
- Summary: Outlines a multitude of bugs that affect the class.

https://forum-en.gw2archive.eu/forum/professions/balance/Necro-Flesh-wurm-cast-time/first#post3967258
- Summary: Outlines reasons to and reasons why small buffs to Flesh Wurm could improve the class.

https://forum-en.gw2archive.eu/forum/professions/balance/Now-that-Dumbfire-is-gone
- Summary: Asks for buffs to “shaved” skills since Dhuumfire was nerfed in sPvP.

https://forum-en.gw2archive.eu/forum/professions/balance/PvP-X-Necro-Can-i-haz-swap-sigl-on-DS-plz
- Summary: Requests that necromancers can swap weapons in DS like they could at launch.

https://forum-en.gw2archive.eu/forum/pvp/pvp/One-necromancer-in-semifinals-zero-in-finals/first
- Summary: Discusses weaknesses of necromancers in high end PvP.

These topics don’t even begin to really touch on:

- the lack of blast finishers and combo fields on necromancer weapons (least of any class)
- the complete absence of movement abilities on weapons (only class without any)
- huge variation of life force regeneration among builds
- the absence of more active defenses (only class without vigor and others as discussed ad nauseam)
- Very long cast times/after casts

I’m posting this not to demand answers, or to get promises, but to ask for recognition of the class weaknesses and hope to give ammunition for the Necro Skill Bar. Another reason is to highlight that there are dozens of viable suggestions in these posts as well. If that isn’t enough, check out the necromancer subforum. I remain hopeful that many of these changes can be made while remaining balanced and addressing the real issues that hold the class back in some regards. From these topics, I think it’s safe to assume that those main issues would be:

- A necromancer cleaving weapon, either through redesign or a new weapon
- A more friendly DS that gives more information to teams and the necro themselves, and potentially a revised life force pool and life force regeneration to allow for less tankiness and more skill based attrition.
- Allowing Necro more functionality and synergy in DS on some level (no heals/healing traits or signets work in DS, and weapon swapping is disabled).

In the short term, some changes that could make sense are:

- Improving movement speed of staff 1 so that it is a more reliable skill, since it’s not necessarily weak but ineffective due to the slowness.
- I’m not sure what would be best, but making axe more useful
- Improving reliability of skills that fail regularly like Corrupt Boon and Dark Path
- Reducing cooldowns on stun breaks, especially spectral skills
- Improvements to active life force regeneration
- Reducing cast times to flesh wurm and various other skills
- Allowing Necro traits to work through death shroud, even if other heals don’t for now (examples of traits would be parasitic contagion, siphons, potentially signet of vampirism) AND potentially giving necromancers their version of Soothing Mist that can work through death shroud.
- Adding blast finishers to offhand dagger and warhorn, and potentially combo fields (i.e. a dark field on grasping dead)
- Adding back in some of the bleeds lost due to dhuumfire nerfs.

TL;DR – Necros are lacking and could use some love.

Thanks for reading. Please feel free to add your thoughts as well.

(edited by Roe.3679)

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Posted by: BrunoBRS.5178

BrunoBRS.5178

can people please stop putting “skill bar” on the title to try and grab free clicks? you’re not discussing skill bar (the mini-show), you’re discussing necro balance. so don’t put it on the title.

LegendaryMythril/Zihark Darshell

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Posted by: Roe.3679

Roe.3679

can people please stop putting “skill bar” on the title to try and grab free clicks? you’re not discussing skill bar (the mini-show), you’re discussing necro balance. so don’t put it on the title.

It’s in reference to the upcoming skill bar discussions as I clearly state in the first paragraph.

I would appreciate if you left feedback regarding the topic and not trivial details in the title.

(edited by Roe.3679)

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Posted by: BrunoBRS.5178

BrunoBRS.5178

no, i’m not gonna read it, out of spite. call it childish, see if i care.

point is, this entire forum is dedicated to profession balance. the skill bar segment is just showing the fruits of the discussions in this forum. therefore labelling a thread “skill bar” because it’s things you hope to see on the segment is redundant. the whole reason we label things on this forum is to make it easy to understand and find out what the thread is about. this is just another balance thread. it doesn’t discuss what the skill bar segment has shown, and thus the “skill bar” label is just misleading bait.

no, i won’t let go of it. proper formatting is important, especially if you want devs to give you the time of day.

LegendaryMythril/Zihark Darshell

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Posted by: Roe.3679

Roe.3679

Thanks for the bumps, but I’m only interested in discussing my main class in regards to upcoming balance changes.

(edited by Roe.3679)

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Posted by: Poplolita.2638

Poplolita.2638

- A necromancer cleaving weapon, either through redesign or a new weapon
- the absence of more active defenses (only class without vigor and others as discussed ad nauseam)
- Reducing cast times to flesh wurm and various other skills

It was intended. As of now, anet doesn’t want necromancer to have mobility. They also said the lack of cleaving should be a necromancer weakness, so it’s pretty much working as intended as well.

- Improving movement speed of staff 1 so that it is a more reliable skill, since it’s not necessarily weak but ineffective due to the slowness.

I feel like staff 1 just lacks synergy with 2,3,4,5 overall. I think they should completly rework it.

I agree with the rest of the balance suggestion.

@BrunoBRS.5178

Leave it to the moderator. Don’t act like one, it’s annoying. For the record, I don’t see you out there walking children in nature.

(edited by Poplolita.2638)

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Posted by: BrunoBRS.5178

BrunoBRS.5178

For the record, I don’t see you out there walking children in nature.

what?

LegendaryMythril/Zihark Darshell

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Posted by: Roe.3679

Roe.3679

- A necromancer cleaving weapon, either through redesign or a new weapon
- the absence of more active defenses (only class without vigor and others as discussed ad nauseam)
- Reducing cast times to flesh wurm and various other skills

It was intended. As of now, anet doesn’t want necromancer to have mobility. They also said the lack of cleaving should be a necromancer weakness, so it’s pretty much working as intended as well.

- Improving movement speed of staff 1 so that it is a more reliable skill, since it’s not necessarily weak but ineffective due to the slowness.

I feel like staff 1 just lacks synergy with 2,3,4,5 overall. I think they should completly rework it.

I agree for the rest of the balance suggestion.

@BrunoBRS.5178

Leave it to the moderator. Don’t act like one, it’s annoying. For the record, I don’t see you out there walking children in nature.

The lack of mobility would be easier to accept if we didn’t trade all mobility and active defenses for death shroud in its current state. Right now it’s simply not an even trade, and you can see this with the simple “focus the necro” sub-meta you see in pvp.

Cleave might currently be intended, but due to necro’s standing in PVE, and given other necro weaknesses like sustain and stability, I don’t really see a necro cutting down warriors and guardians with a new cleaving weapon – not that you implied this. I don’t think it would change much in pvp but would make a huge difference in PVE.

Thank you for your post.

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Posted by: Seiishizo.7162

Seiishizo.7162

Very good post, lets hope they check something out

Owner and creator of http://www.gw2score.com
Btw: It’s Sey-Shi-zo ^.^

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Posted by: Apokriphos.7042

Apokriphos.7042

This is a great summary of Necromancer issues/potential solutions in PvX. I wholeheartedly hope the developers take a look at this thread.

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Posted by: Bhawb.7408

Bhawb.7408

To correct something, to my knowledge ANet has never said Necromancers shouldn’t have cleave, they said they didn’t want us to have a lot of sustained AoE direct damage DPS. Cleave isn’t great sustained AoE damage if you just put it on one skill and the rest do mediocre damage (look at staff), what is good sustained damage is full DPS staff ele which gets 5 AoE skills, three of which have near 100% uptime. Just giving a control weapon (for example making greatsword a necro weapon with cleave and high control) wouldn’t give us sustained high power AOE.

But of Corpse – Watch us on YouTube
My PvP Minion Build

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Posted by: Poplolita.2638

Poplolita.2638

To correct something, to my knowledge ANet has never said Necromancers shouldn’t have cleave, they said they didn’t want us to have a lot of sustained AoE direct damage DPS. Cleave isn’t great sustained AoE damage if you just put it on one skill and the rest do mediocre damage (look at staff), what is good sustained damage is full DPS staff ele which gets 5 AoE skills, three of which have near 100% uptime. Just giving a control weapon (for example making greatsword a necro weapon with cleave and high control) wouldn’t give us sustained high power AOE.

Ah ok! Thank you for clearing a misunderstanding on my part.

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Posted by: RlyOsim.2497

RlyOsim.2497

Just wanted to add my support to these concerns.

Also, @Roe, thanks for taking the time and effort to put this together.

The Ghost of Christmas Past

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Posted by: Bhawb.7408

Bhawb.7408

notsureifsrs.jpg

But of Corpse – Watch us on YouTube
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Posted by: Holl.3109

Holl.3109

Only thing really buffed was DS stomp/rez, but necro’s could already do that (exploit). For the rest, meh… i think we should have gotten more.

/discuss

All 80’s – PvP/WvW
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Reapers gonna reap ¯\(°_°)/¯

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Posted by: Roe.3679

Roe.3679

Anet:

Necromancer

Our focus for necromancers in this balance update has been on improving their survivability through utilities and traits as well as improving the overall effectiveness of their melee and skirmishing weapons. You’ll see that the dagger auto-attack will now hit two targets, while the axe’s animations have been tuned to be more fluid. Along with weapon skill updates, your utility skills have been updated to provide more survivability over time.

So reducing spectral armor’s cooldown by 10 seconds counts as the utilities (hint: plural) that were improved? That somehow addresses necro sustainability?

No change whatsever to siphons, signet of vampirism’s passive, life force generation, stability access? Nothing?

I was quite excited after seeing the Guardian changes as it seems like they got changes based on feedback guardians had given. Necros got some slight buffs and interaction in DS, which never should have been an issue to begin with. On top of it, Lich form got a 33% uptime reduction. Overall I feel nerfed from a bad spot to begin with.

I am really disappointed in these changes, and also fairly certain that Necromancers are bottom of the barrel in pvp since many other classes were improved. For shame, Anet.

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Posted by: Muchacho.2390

Muchacho.2390

It was reduced by 20 seconds but i tend to agree SoV, the whole bloodmagic tree and unholy sanctuary are still useless.

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

none of my necromancer topics were addressed.
- path of midnight
- foot in the grave
- death shroud showing skills 6 – 10 recharge time
- etc

very disappointed.

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Posted by: Roe.3679

Roe.3679

It was reduced by 20 seconds but i tend to agree SoV, the whole bloodmagic tree and unholy sanctuary are still useless.

It was reduced by 10 seconds. You saw 40 seconds in the video due to the trait that reduces spectral cooldowns.

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Posted by: Bhawb.7408

Bhawb.7408

I agree we could have gotten more. They needed to nerf Reaper’s Protection/Nightmare Runes, and they needed to buff siphons, introduce a better team UI for DS, allow at least self healing through DS, buff a few other sustain traits (reaper’s precision), or at the very least told us why they didn’t touch them (like hey guys we want to update the UI but its not ready yet).

Overall the changes were fine though, completely positive, just not as much as people were fairly reasonably expecting from other notes. I think the biggest issue was that it didn’t actually change anything. Builds that aren’t viable now won’t be viable after the patch, no changes to how DS works, etc. If this patch hadn’t taken so long it’d be okay, hopefully they make these level of changes, but every 2 months at most.

But of Corpse – Watch us on YouTube
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Posted by: Bhawb.7408

Bhawb.7408

Nah, we’re in exactly the same spot after patch as we are now. Nothing big changed, positively or negatively, which is why so many people are mad.

But of Corpse – Watch us on YouTube
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Posted by: Loyo.8526

Loyo.8526

Disappointed. Was expecting decent buffs and maybe some way to deal with the big problem with necromancer; being a punching bag.

Arena net, Thanks for making guardian look much more attractive than my actual main.

Khloe Deschanel – Human Necromancer/ Ami Ginju – Human Ranger [DOLO] -SBI
I stream sometimes: http://www.twitch.tv/kidtofu/
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Posted by: Tommyknocker.6089

Tommyknocker.6089

I played a necro main from beta hoping we would get anything to compensate for our lack of mobility, stability, blocking, evades, vigor etc etc, but alas it will never happen; or at least within my lifetime I fear.

I just rolled a mesmer and even though they don’t have any extreme movement skills like the thief they are far in away the better class (without the buffs coming) due to the fact that they can stealth and clone their way to victory. I also will be dusting off my dual axe warrior for the extra damage axe 5 offers, but I am sadly gonna put my necro in the waiting room at this point.

Spectral abilities and a seconds shaved off here and there will NEVER make up for the fact that we are just sitting ducks for the duration of the fight.

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Posted by: Muchacho.2390

Muchacho.2390

It was reduced by 20 seconds but i tend to agree SoV, the whole bloodmagic tree and unholy sanctuary are still useless.

It was reduced by 10 seconds. You saw 40 seconds in the video due to the trait that reduces spectral cooldowns.

Really? Ok sorry i didnt notice…

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Posted by: Poplolita.2638

Poplolita.2638

- As a first step, they should’ve revert scepter/staff #2 bleed change, or add 1 stack of torment to scepter #2 or #3.
-Improve some of our useless utility by adding something like 6sec reveal (FFS, we’re supposed to be an attrition via debuffs which you can not escape from) Or reduce some of their cast time such as Corrosive Poison. They didn’t even touch locus signet, it’s as useless as ever. Why they did not do this is beyond me.
-Bloodmagic trait. ’nuff said.
-Remove that nightmare rune.
-Lich form #1 nerf, and 2 or 3 improvement like they did with guardian elites. Hell, they even buffed their strongest elite… meditation guardian will be insane.

From what I can tell, we’re basically the only class that they almost never take half of our feedbacks into consideration. Hint: We are the #1 focus target. We are just the “I don’t care class”.

(edited by Poplolita.2638)

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Posted by: Merlin Dyfed Avalon.5046

Merlin Dyfed Avalon.5046

I won’t have to exploit to stomp anymore.
Unless the transform into DS breaks the action. but i doubt it. (if so.. i.. i don’t want to think about it. ) ^^

Still:
-Wondering if the dagger AA will target roots.
-How to counter the now considered OP vs necro Channeling time of other professions weapons compared to our axe #2 and Dagger #2 Where is the reflect or counter to that? Last Gasp? is that it?.. last gasp….gasp…
-To be honest the new auto DS on Unholy sanctuary Death Magic traitline is not very helpfull..

54 infractions and counting because a moderator doesn’t understand a joke when he/she sees it.
E.A.D.

(edited by Merlin Dyfed Avalon.5046)

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Posted by: Brujeria.7536

Brujeria.7536

The sad thing arent the underwhelming changes, but that the direction they take things makes no sense. They buff traits and add functionality, although they needs to get changed entirely, because they make no sense where they are.

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Posted by: Liewec.2896

Liewec.2896

perhaps they’ll give you something in 6 months time.
there were some good changes, notably the deathshroud downing/rezzing.
but the nerf to lich was incredibly harsh,
cutting the duration by a third and cutting the damage output considerably.

atleast this should stop thieves and eles complaining about getting the biggest kick in the teeth

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Posted by: Roe.3679

Roe.3679

perhaps they’ll give you something in 6 months time.
there were some good changes, notably the deathshroud downing/rezzing.
but the nerf to lich was incredibly harsh,
cutting the duration by a third and cutting the damage output considerably.

atleast this should stop thieves and eles complaining about getting the biggest kick in the teeth

That change to lich’s damage was fine, since that damage scaled with fire/air/chill of death procc and was just crazy. But I don’t know why the duration had to be changed, with the same 3 minute cooldown.

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Posted by: Solori.6025

Solori.6025

perhaps they’ll give you something in 6 months time.
there were some good changes, notably the deathshroud downing/rezzing.
but the nerf to lich was incredibly harsh,
cutting the duration by a third and cutting the damage output considerably.

atleast this should stop thieves and eles complaining about getting the biggest kick in the teeth

? I was still seeing lich hit for 4.9k in the skillbar?

Do you mean a dps loss due to duration?
Because nothing is alive for that long after it gets liched in the face


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Posted by: BlackBeard.2873

BlackBeard.2873

Reducing the CD of spectral armor, combined with the ability to res/stomp in DS makes Foot in the Grave incredibly strong. You can get about 50% uptime in stability with tons of life-force generation due to 2x spectral armor with a shorter CD (take the right traits and you can have spectral armor for about 50% of the time).

Really do some theorycrafting and testing after the changes before you start crying.

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Posted by: Liewec.2896

Liewec.2896

yeah, pretty shabby, especially since we’ve seen classes like mesmer getting massive buffs.
power creep of most other classes will probably put necro pretty low on the foodchain after this patch.

there is so much that should have been done.

(edited by Liewec.2896)

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Posted by: TheLastNobody.8319

TheLastNobody.8319

perhaps they’ll give you something in 6 months time.
there were some good changes, notably the deathshroud downing/rezzing.
but the nerf to lich was incredibly harsh,
cutting the duration by a third and cutting the damage output considerably.

atleast this should stop thieves and eles complaining about getting the biggest kick in the teeth

? I was still seeing lich hit for 4.9k in the skillbar?

Do you mean a dps loss due to duration?
Because nothing is alive for that long after it gets liched in the face

Think what he means is that it sounds like dropping wells before going Lich will no longer work.

A knight in shining armor is a man who never had his metal truly tested.

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Posted by: Roe.3679

Roe.3679

Reducing the CD of spectral armor, combined with the ability to res/stomp in DS makes Foot in the Grave incredibly strong. You can get about 50% uptime in stability with tons of life-force generation due to 2x spectral armor with a shorter CD (take the right traits and you can have spectral armor for about 50% of the time).

Really do some theorycrafting and testing after the changes before you start crying.

Why bring up FitG? It will remain just as lackluster as it is right now. And spectral armor change is positive, but in no way effects the class-wide issues with generating life force and being focused. That type of change needed to happen across many more utilities, not just one.

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Posted by: Brujeria.7536

Brujeria.7536

It would be really easy:

DS#1 removed after cast, reduce cast time to 3/4, base damage reduced by 25%, now applies one stack of torment for 4-6 seconds based on distance.

SoV : Added a second passive effect: Your siphons and self healing traits now benefit while in Deathshroud, this passive lingers for 6 seconds after active use

Corrosive Poison Cloud: Now blocks projectiles.

3 changes that would help a lot of builds and game situations.

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Posted by: Loyo.8526

Loyo.8526

I find it funny people are remarking about Foot in the grave and stomping even though that has been possible for months before this patch even happened.

Khloe Deschanel – Human Necromancer/ Ami Ginju – Human Ranger [DOLO] -SBI
I stream sometimes: http://www.twitch.tv/kidtofu/
“Revenant is actual proof that devs read the necromancer forum”

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Posted by: Bhawb.7408

Bhawb.7408

Yeah this doesn’t affect FitG at all. Its a nice change, but totally unrelated to that.

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My PvP Minion Build

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Posted by: BlackBeard.2873

BlackBeard.2873

Why bring up FitG? It will remain just as lackluster as it is right now.

One primary complaint is the inability to deal with focus fire and CC. Foot in the Grave gives access to tons of stability, and that stab just got WAY more valuable because you can now stomp and res with that stability.

If you don’t understand the value of high stability uptime, then you clearly don’t understand how powerful of a boon that is.

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Posted by: Sagat.3285

Sagat.3285

Decent but nothing for siphoning some how in DS,kind of dissapointed. It’s all up to feedback and next patch.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
The Dhuumfire thread

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Posted by: Narkodx.1472

Narkodx.1472

Why bring up FitG? It will remain just as lackluster as it is right now.

One primary complaint is the inability to deal with focus fire and CC. Foot in the Grave gives access to tons of stability, and that stab just got WAY more valuable because you can now stomp and res with that stability.

Do you even Necro?

It was possible before this patch. Changes nothing!

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Posted by: BlackBeard.2873

BlackBeard.2873

Why bring up FitG? It will remain just as lackluster as it is right now.

One primary complaint is the inability to deal with focus fire and CC. Foot in the Grave gives access to tons of stability, and that stab just got WAY more valuable because you can now stomp and res with that stability.

Do you even Necro?

It was possible before this patch. Changes nothing!

You had to have perfect timing, and could only execute these actions directly when swapping to DS.

Maybe FitG doesn’t fit into the kind of necro builds you run, but I think all of the sustain potential could work into a new kind of bruiser build that is a beast with sustain, pressure, and control.

Combine high stab uptime, high spectral armor uptime (thus prot as well), naturally high HP/life force, weakness on DS swaps (I would take the trait to swap every 7s), the ability to handle boons and conditions easily (due to transfers), and you can make a build that will be able to easily handle hambows and celes d/d eles. I legitimately think you could see necro side-point holders in the right build.

(edited by BlackBeard.2873)

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Posted by: CratZ.6270

CratZ.6270

It is clear you have no clue about the necro class whatsoever.

-1s duration increase on signet of vampirism. LOL!

- Unholy Sanctuary. Can’t you just make it effective at what it is supposed to do? healing while in DS, not come up with these BS additional functionalities that necro players does not even have a real control over when to trigger it?

We have a useless traitlin called blood magic. But it does contain a mechanic that could easily be a valid form of survivability. life siphon! why cant you buff it? 33-40 healing per hit is a joke in a game where autoattacks hit for 3 to 4 digit amounts.

Axe, dagger buffs, interaction in DS are nice though, I admit that much.

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Posted by: Narkodx.1472

Narkodx.1472

SoV is the sustain we have all been waiting for! Attrition is here!

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Posted by: Muchacho.2390

Muchacho.2390

Why bring up FitG? It will remain just as lackluster as it is right now.

One primary complaint is the inability to deal with focus fire and CC. Foot in the Grave gives access to tons of stability, and that stab just got WAY more valuable because you can now stomp and res with that stability.

Do you even Necro?

It was possible before this patch. Changes nothing!

You had to have perfect timing, and could only execute these actions directly when swapping to DS.

Maybe FitG doesn’t fit into the kind of necro builds you run, but I think all of the sustain potential could work into a new kind of bruiser build that is a beast with sustain, pressure, and control.

No i dont think so, bloodmagic is still lacking.

Sorry if this is not the right answer to you post but the lack of bloodmagic buffs made me sour…

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Posted by: CratZ.6270

CratZ.6270

I find it offending that they tried to hide its useless active healing in the demo by using dagger #2 while it was on.

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Posted by: Poplolita.2638

Poplolita.2638

I’m going to bump this thread because it’s apparently still really really relevant.

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Posted by: Sagat.3285

Sagat.3285

I find it offending that they tried to hide its useless active healing in the demo by using dagger #2 while it was on.

Didn’t really pay attention to that until now, wow just wow. Siphoning(healing part) in DS shroud be allowed they did made DS more appealing to conditions and interacting. Other sources of heal shouldn’t affect it but siphoning deserves too.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
The Dhuumfire thread

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Posted by: Merlin Dyfed Avalon.5046

Merlin Dyfed Avalon.5046

Reducing the CD of spectral armor, combined with the ability to res/stomp in DS makes Foot in the Grave incredibly strong. You can get about 50% uptime in stability with tons of life-force generation due to 2x spectral armor with a shorter CD (take the right traits and you can have spectral armor for about 50% of the time).

Really do some theorycrafting and testing after the changes before you start crying.

Entering this form removes other spectral effects.
Stomp Res in DS depends on the way it will work with the action. if you can flash it while preforming the action then yes.. it will be a good change.. if not (what is see on the video is ressing in DS it wil mean just they promoted the exploity bit to what it should be from day one.

54 infractions and counting because a moderator doesn’t understand a joke when he/she sees it.
E.A.D.

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Posted by: Wasbunny.6531

Wasbunny.6531

Thanks for bumping this Poplolita. It really makes clear why so many are disappointed with the upcoming necro changes. Not one single major weakness of necros was addressed in any meaningful way (except a cleaving weapon I suppose). Just seems like an obviously missed opportunity.

~An intellectual says a simple thing in a hard way. An artist says a hard thing in a simple way.~