(edited by Thedenofsin.7340)
Necromancer: Feature Patch Preview Questions
Will the utility cooldown bug when exiting DS be fixed?
Will the Lich form not-remembering auto-attack settings bug be fixed?
Will our new heal (Signet of Vampirism) be reworked/improved? Noone uses it.
(Sorry 3 questions but I didn’t want to post 3 times in a row)
With the Dhuumfire change, will it be relocated? It never felt like a Spite trait, and now it doesn’t feel like a Grandmaster one. Also, several things, such as Terror, were nerfed because our condition pressure was too high with burning. However, with the change, the frequency of burning applications will decrease. Hence, will such things be restored to their former glory?
Also, several Necros have made it clear that they are against the existence of Bloodthirst and Near to Death. Those two have caused other effects to be weakened since things must be balanced for “peak” conditions, but in cases where they are not chosen, the affected traits become sub-par. What is your opinion of this?
(edited by Balefire.7592)
Will the nerfs introduced to offset the strength of Dhuumfire be reversed, now that Dhuumfire will be changed?
Will the utility cooldown bug when exiting DS be fixed?
Will the Lich form not-remembering auto-attack settings bug be fixed?
Will our new heal (Signet of Vampirism) be reworked/improved? Noone uses it.
(Sorry 3 questions but I didn’t want to post 3 times in a row)
Those are all very good questions. The first and third one are the same questions I’d like answers on.
Necromancers are supposed to be the attrition profession, but currently are played almost exclusively as glass cannons with a kill or be killed mentality. This is mostly due to the Necromancer having almost no means of escape once a fight begins.
Since the Necros have the worst mobility in game, they NEED to see a fight to it’s conclusion, they were given deathshroud as a means to allow them to stay in fights longer than other professions. However, the Necro is known to have the least viable sustain options compared to every other profession, actually boasting the lowest win rate whenever a fight extends itself.
My question is; how did we arrive to this situation? Are there any measures being taken to decrease the short term burst damage of the Necromancer while increasing his long term damage and survivability? The survivability issue is especially glaring in the context of WvW and PvE content.
Will death nova direct damage eventually be added to bone minions putrid explosion with them becoming blockable?
Why is the sustain of the necromancer, Specifically minion master vampirism, getting nerfed more than the warrior healing signet, when the minion vapirism requires you to dedicate an entire utility set and major+minor trait to get the most out of it, while the warrior signet is a grab and go? Hell, the warrior signet is getting a net buff since the active is getting buffed along with the nerf, and I believe there are even more complaints about it than minion vampirism!
A more shortened extension of the question above, will the necromancer ever get MORE sustain instead of damage increases?
S/I/F engineer Z/R/D guard
Will signet buffs and healing ever be allowed to work with Death Shroud?
It’s currently possible to take lots of signets and spec into the blood tree (siphons), and have none of your skills or talents work at all while in DS.
It would be such a great answer to our attrition/sustain problems.
Will we ever see our old functionality back to survive one-hit kills in Death Shroud? Why was this strategic element even removed?
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)
So you tell us to post 1 question while you ask 3. Ok.
Will necro ever get cleave?
Will necro get a boost to team support through boons and general utility?
Well of power/darkness have pretty long cooldowns. Will these get reduced?
Are you ever going to buff siphons to be good enough for a bunker build?
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.
So you tell us to post 1 question while you ask 3. Ok.
Hi all,
Please post your question (1 question per post please), and I will periodically update the OP with a list of most frequently asked questions.
Learn to read.
(edited by Thedenofsin.7340)
Reanimator and Protection of the Horde?
First of all, sorry for my english (is not my language).
I understand that the nerf of Vampiric Master respond to the objetive of make the builds more depending of the player actions. But, even in that case:
- Why the very hard nerfs in the Minions/vampiric build will be not compensate with better active skills for the minions?
Outside of vampiric master and to a lesser degree vampiric wells (strong but easy to avoid) our vampiric traits are lack luster even after the recent change. Are these traits getting looked at? Also dagger mastery and quickening thirst should really be a single trait almost all weapon cool down reduction skills have a secondary effect save dagger. If not combine then add something to dagger mastery to bring it inline with other similar traits.
It was 2 vs 20 but its ok we got’em both!
Good questions so far. It’s shaping up. Keep them coming.
will we ever be able to heal , revive, stomp, … in death shroud if not why?
I’d like to mine in Death Shroud too. a simple QOL issue that would be a big help.
Yeah those DS QOL updates would be amazing.
Oh word, didnt see that part. No need to be a kitten.
“Will the utility cooldown bug when exiting DS be fixed in the FP?”
When will the utility lockout upon leaving all transformation be fixed?
Needs to be on all transformations.
My questions:
-Will necromancer’s be able to blast their own fields in the future?
like archane wave.
-And will the necro’s stomp be adressed together with out traits doing more damage when certain quota’s are met.. (since even our strongest dps can be outhealed on downed) iow rework of downed skills in general?
E.A.D.
(edited by Merlin Dyfed Avalon.5046)
I think that about sums it up. Let’s hope the CMs forward our questions to the developers for the upcoming preview.
Oh, I have another one:
Is the incompatibility of our biggest sustain mechanics (death shroud and siphoning) intentional? If so, why? Would you ever consider weakening one or both to have them function together?
Necromancers are hardly the tanking beasts we were in the betas, and can barely bunker a point, so I don’t see how the pitiful gains from siphons will unbalance us if extended to Death Shroud.