[Necromancer] Foot in the Grave

[Necromancer] Foot in the Grave

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

http://wiki.guildwars2.com/wiki/Foot_in_the_Grave

Foot in the Grave ~ Tier Grandmaster | Type Major
Gain stability when you enter death shroud.
Stability: 3 s

Trivia
Does not break stuns.

for a grandmaster trait … 3 seconds is … not enough.
i often heard that many people comment that necromancer is weak to cc, does not have enough stability etc …

let us change that, there needs to be more viable builds for all professions.

proposal 1, increase the duration.

Foot in the Grave ~ Tier Grandmaster | Type Major
Gain stability when you enter death shroud.
Stability: 5 s

Trivia
Does not break stuns.

simply increase the duration from 3 seconds to 5 seconds.
now necromancers will have decent stability access with the lowest recharge time (6 seconds with trait) ever! perma stability if they have 30% boon duration making it 6.5 seconds of stability every 6 or 10 seconds.

well they do need some life force to keep this going and going though.

next …

proposal 2, make it a stun breaker

Foot in the Grave ~ Tier Grandmaster | Type Major
Gain stability and break stun when you enter death shroud.
Stability: 3 s
Breaks stun

we keep the duration at 3 seconds but make it into a stun breaker.
now necromancers will have the stun breaker with the lowest recharge time (6 seconds with trait) ever if they take this grandmaster trait.

the catch is, they need some life force to kick start this.

proposal 3, increase the duration and make it a stun breaker,

Foot in the Grave ~ Tier Grandmaster | Type Major
Gain stability and break stun when you enter death shroud.
Stability: 4 s
Breaks stun

come on, grandmaster traits are supposed to be powerful!
make this happen!

fellow necromancers!
what say you?

oh by the way, it will be balanced nonetheless because stability is a boon, which can be so easily stolen, removed, corrupted etc.

update:
revised proposal 3 duration from 5 seconds to 4 seconds as advised by Tim.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
addition:
proposal 4 contributed by Exedore
somewhat buffed by me!

Foot in the Grave ~ Tier Grandmaster | Type Major
Gain stability when you enter death shroud. Gain life force when you are disabled (stun, daze, knockback, knockdown, sink, float, fear,pulled, or launch) and have less than 10% life force.
Stability: 3 s
Life force: 10%
Recharge time: 10 s

update:
recharge time reduced to 10 s as suggested by Stand The Wall.

Notes
10 seconds recharge time is for gain 10% life force effect.
still gains stability each time entering death shroud.

however …. looks weird though.
would be a good addition nonetheless.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
addition:
proposal 5 contributed by Bhawb !
added some notes.
nerfed it somewhat.

Foot in the Grave ~ Tier Grandmaster | Type Major
You cannot be disabled (stun, daze, knockback, knockdown, sink, float, fear,pulled, or launch) while in Death Shroud. Lose 4% of total life force pool for each disabling attempt prevented.

Notes
You still can be petrified by Basilisk Venom.

there is some counter play as the necromancer still can be petrified.
counter play still possible as massive amounts of control effect spam will quickly deplete all remaining life force.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
addition:
proposal 6 contributed by Jayce!
i buffed the duration a bit.

Foot in the Grave ~ Tier Grandmaster | Type Major
Gain stability when you leave death shroud.
Stability: 4 s

Trivia
Does not break stuns.

(edited by Deimos Tel Arin.7391)

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Posted by: Tim.6450

Tim.6450

I think 3 is the best (duh) but 2 will probably be the most balanced while becoming more usefull.

1 will in my opinion not change much since people would just wait for the stability to leave, you could flash death shroud (DS in, DS out in a ver short frame) for 100% stability uptime but you sacrificed your only migitation tool.

2 on the other hand will allow the necro to use deatshroud far better against stuns since they don’t have to anticipate the stun. It has the theoritically lowest cooldown for stunbreaker but again the necro either extends his cooldown or scrifices it’s only migitation tool.

3 would be a tad too strong, necro are supposed to be weak so maybe just 4 seconds.

Also remember the 6 second cooldown for DS is only due a master trait so even if necromancers take this combo they sacrifice our 50% fear duration.

EverythingOP

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Posted by: Merlin Dyfed Avalon.5046

Merlin Dyfed Avalon.5046

hey, we might even be able to stomp something with 5 secs of stability.

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Posted by: Roe.3679

Roe.3679

I always thought 4 secs of stability would be fine.

If you make it 5 secs, you could theoretically have perma stability with near to death and boon duration, so 5 won’t ever happen, even though constant flashing of DS is a bad way to play for the most part. And a stun dealer on a potentially 6 second cooldown? It would need an ICD to ever happen.

It isn’t a strong trait but these suggestions don’t seem in the realm of possibility.

(edited by Roe.3679)

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Posted by: Blood Red Arachnid.2493

Blood Red Arachnid.2493

Remember to factor in Near To Death

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Posted by: Carighan.6758

Carighan.6758

Hrm… do GM traits really have to be so weak? What about a passive 50% CC immunity while in Death Shroud? Or getting CCed while in DS gives you 5s of Stability, non-stacking?

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Posted by: Muchacho.2390

Muchacho.2390

Remember to factor in Near To Death

Actually that is the reason why most of those gain a boon or something else when entering or leaving Ds are subpar…

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Posted by: Bhawb.7408

Bhawb.7408

I’d prefer something like permanent Shade but only while in DS. You can’t flash for the effect, it can’t be removed, but while in DS (and only while in DS) you are immune to CC.

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Posted by: Sagat.3285

Sagat.3285

I’d prefer something like permanent Shade but only while in DS. You can’t flash for the effect, it can’t be removed, but while in DS (and only while in DS) you are immune to CC.

Too much immunity 4 sec is perfect lowest stun-breaker people just don’t want to use it.

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Posted by: Exedore.6320

Exedore.6320

Increasing the stability duration too much limits counter-play. Death Shroud on a power necro can be very powerful; if you toss on near full immunity to most CC, they start to become broken because they have fewer viable counters. I’ve seen decent builds that have very high life force generation, so using life force as a balancing factor is not the best solution.

At first glance, the stun break idea is nice, but a stun break on a 10second cooldown is a bit much. It also takes away from the design of necro being more vulnerable to CC but also being able to tank damage better, i.e. ride through the CC.

I would recommend a different change:

  • Gain Stability for 3 seconds on entering Death Shroud (current effect)
  • If you are stunned, knocked back, dazed, etc. and under 10% life force, your life force is immediately set to 10% (enough to enter death shroud). 30sec cooldown.

This addresses the problem of necros being extremely weak when they have no life force, which is one of their big weaknesses. At the same time, it maintains one of the design aspects of the class: vulnerable to CC, but able to soak damage. Numbers could be tweaked slightly.

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Posted by: Zefrost.3425

Zefrost.3425

There is nothing wrong with Foot in the Grave. What you want is alternatives to using this trait.

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

Tim,
ah, thanks for the feedback!
i have edited proposal 3 to 4 seconds instead of 5.

Merlin Dyfed Avalon,
hmmm quite possibly.

Roe,
i think it will be balanced because necro sacrifice their death shroud awesomeness if they want a 6 seconds stun breaker.

well, anet hardly checks these forums anyway, i’m just having fun here. :p

Blood Red Arachnid,
i did, hence, 5 seconds. :p

Carighan,
that is too powderful liao sowee. O_O

Muchacho,
aye, unfortunately so.

Bhawb,
that would be very nice!
unfortunately, people would complain “no counterplay” though.
at least stability boon still can be very easily removed, stolen or corrupted.

Sagat,
the current grandmaster trait only gives 3 seconds.
even with 30% boon duration it becomes 3.9 seconds,
not exactly 4 seconds.

if the base is increased to 4 seconds,
with 30% boon duration it will be 5.2 seconds,
it will be much better.

Exedore,
aye thanks for the comprehensive feedback.
hmmm i do not agree because stability boon can be easily removed, stolen or corrupted.
this is not “taking away from the design” but instead giving more viable builds for necromancer.
i dun think everyone specs full into the reaping line.

thanks for the proposal i guess i will list it up as proposal 4 by you.

Zefrost,
there is nothing wrong, but it could certainly be better.
alternatives? what do you mean?

aye, again, thanks everyone for the feedback!

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Posted by: Zefrost.3425

Zefrost.3425

I mean that necromancers continually hate on foot in the grave for no reason, when the issue is that there is a lack of alternative options, such as other traits or skills. Foot in the grave won’t help builds that already don’t even use it anyway. Those builds, such as condi, need ways to defend against CC a different way.

Though I’m kind of against it anyway because condi is ridiculously OP in this game.

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

I mean that necromancers continually hate on foot in the grave for no reason, when the issue is that there is a lack of alternative options, such as other traits or skills. Foot in the grave won’t help builds that already don’t even use it anyway. Those builds, such as condi, need ways to defend against CC a different way.

Though I’m kind of against it anyway because condi is ridiculously OP in this game.

i see, but my necromancer uses this trait though.
why do they hate it?

i thought some stability is good?
at least my life transfer will be less likely to be interrupted.

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Posted by: Bhawb.7408

Bhawb.7408

As to the no counerplay to my idea, yes there is. It is a grandmaster, one that excludes you from having Death Perception (which means sitting in DS isn’t that strong of… well anything), and is tied to an HP bar. You still take full normal damage, but simply can’t be CCed. If you are full tank, it puts you extremely heavily into a tree that doesn’t offer a lot of extra tankiness, and if you want any kind of long duration CC immunity it will bar you from using all of your support/tank skills, if you aren’t tanky, then it is far easier to burst you down anyway.

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

As to the no counerplay to my idea, yes there is. It is a grandmaster, one that excludes you from having Death Perception (which means sitting in DS isn’t that strong of… well anything), and is tied to an HP bar. You still take full normal damage, but simply can’t be CCed. If you are full tank, it puts you extremely heavily into a tree that doesn’t offer a lot of extra tankiness, and if you want any kind of long duration CC immunity it will bar you from using all of your support/tank skills, if you aren’t tanky, then it is far easier to burst you down anyway.

ah, i see. thanks for the explanation!

i shall append your contribution as proposal 5 !!!

thanks Bhawb !!!

edit:
i added some notes.
nerfed it somewhat.

do let me know what you think of the nerf i added.
is it fair?

(edited by Deimos Tel Arin.7391)

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Posted by: Jayce.5632

Jayce.5632

There is no need for stability in DS as it’s not the HP you should be worrying about protecting. If it triggers when you leave DS, then it will be worth investing in as you won’t have to blow a dodge on exit just to set up your next combo, heal, etc.

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

There is no need for stability in DS as it’s not the HP you should be worrying about protecting. If it triggers when you leave DS, then it will be worth investing in as you won’t have to blow a dodge on exit just to set up your next combo, heal, etc.

but if there is no stability when entering death shroud, life transfer could very easily be interrupted.

eh, regarding life transfer, can we activate it, and then dodge, and it will still continue to channel until finish during the dodge?

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Posted by: Jayce.5632

Jayce.5632

but if there is no stability when entering death shroud, life transfer could very easily be interrupted.

eh, regarding life transfer, can we activate it, and then dodge, and it will still continue to channel until finish during the dodge?

And how is that (easily interrupted life transfer) any different than what we’ve been putting up with all this time since launch? So you’ve bought a few more extra seconds to stay in DS. Losing all life force is not going to kill you. Losing all health points will.

No, dodging while channeling life transfer will interrupt the channel.

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

but if there is no stability when entering death shroud, life transfer could very easily be interrupted.

eh, regarding life transfer, can we activate it, and then dodge, and it will still continue to channel until finish during the dodge?

And how is that (easily interrupted life transfer) any different than what we’ve been putting up with all this time since launch? So you’ve bought a few more extra seconds to stay in DS. Losing all life force is not going to kill you. Losing all health points will.

No, dodging while channeling life transfer will interrupt the channel.

hmmm i still dun understand what you are trying to tell me.
in this topic of discussion, i am trying to buff a grandmaster trait yet you are telling me about something else.

ah, thanks for sharing that. moving around, attacking, activating other skills will not interrupt the life transfer channel yes?

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Posted by: Jayce.5632

Jayce.5632

hmmm i still dun understand what you are trying to tell me.
in this topic of discussion, i am trying to buff a grandmaster trait yet you are telling me about something else.

ah, thanks for sharing that. moving around, attacking, activating other skills will not interrupt the life transfer channel yes?

There’s nothing wrong with you wanting to buff this grandmaster trait. I’m just pointing out, and this is purely from a pvp perspective, that stability in DS will never be as important as stability out of DS. Currently, DS by it’s very nature is designed to protect or extend your normal HP. Stability only prevents you from being interrupted. No one that knows better will waste their CC (short of immobilize) on a Necro in DS. They will wait till you’ve exited DS before starting table tennis because your normal HP is now in play. If Foot In The Grave triggers when DS ends, then the stability will help to protect your normal HP as they will have to remove stability if they want to CC you when you are really vulnerable, i.e. not in DS.

If you take any actions besides moving around or casting Doom while channeling life transfer you will interrupt, cancel or end the channel.

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

hmmm i still dun understand what you are trying to tell me.
in this topic of discussion, i am trying to buff a grandmaster trait yet you are telling me about something else.

ah, thanks for sharing that. moving around, attacking, activating other skills will not interrupt the life transfer channel yes?

There’s nothing wrong with you wanting to buff this grandmaster trait. I’m just pointing out, and this is purely from a pvp perspective, that stability in DS will never be as important as stability out of DS. Currently, DS by it’s very nature is designed to protect or extend your normal HP. Stability only prevents you from being interrupted. No one that knows better will waste their CC (short of immobilize) on a Necro in DS. They will wait till you’ve exited DS before starting table tennis because your normal HP is now in play. If Foot In The Grave triggers when DS ends, then the stability will help to protect your normal HP as they will have to remove stability if they want to CC you when you are really vulnerable, i.e. not in DS.

If you take any actions besides moving around or casting Doom while channeling life transfer you will interrupt, cancel or end the channel.

oooo okies! thanks for explaining it better! i get it now!
okies, i shall put forth what you wrote as proposal 6 !!!

aaah thanks again for clarifying about life transfer.
kitten! this means i can only move around or doom then.
using life blast or tainted shackles will cancel it ooo?

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Posted by: Bhawb.7408

Bhawb.7408

I’m just pointing out, and this is purely from a pvp perspective, that stability in DS will never be as important as stability out of DS. Currently, DS by it’s very nature is designed to protect or extend your normal HP. Stability only prevents you from being interrupted. No one that knows better will waste their CC (short of immobilize) on a Necro in DS. They will wait till you’ve exited DS before starting table tennis because your normal HP is now in play. If Foot In The Grave triggers when DS ends, then the stability will help to protect your normal HP as they will have to remove stability if they want to CC you when you are really vulnerable, i.e. not in DS.

That isn’t strictly true. See Earthshaker flying in, but don’t have dodges left? Jump in DS and completely void the CC. Get hit by Earthshaker because you weren’t quite paying attention? Pop DS so they can’t follow it up with any CC. This accentuates what Death Shroud is supposed to be about, giving you defensive breathing room, and that is exactly what this version of FitG accomplishes.

So then what, they sit there and can’t CC you, so you are free to take any DS related actions until your LF runs out, or your CDs come up. This is actually key because if they sit around with a finger jammed up a specific location, by the time it wears off you’ll have tools up to deal with them, they are forced to attack you if they want to get your immunity away. Also, in a team setting, you don’t have infinite time to camp on someone, this gives your team a chance to peel the person (who can’t stop you from at least walking, except through immobilize) off you, to come reinforce the fight, etc.

Its all about creating breathing room, which is what FitG is about already. Changing it to anything but CC immunity while in (or flashing, which presents a meaningful trade off) DS changes what the trait is about, and not necessarily in a good way.

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Posted by: Jayce.5632

Jayce.5632

aaah thanks again for clarifying about life transfer.
kitten! this means i can only move around or doom then.
using life blast or tainted shackles will cancel it ooo?

While you are channeling, you can’t cast life blast or tainted shackles. You can cast tainted shackles first then life transfer if you want to use both at the same time.

That isn’t strictly true. See Earthshaker flying in, but don’t have dodges left? Jump in DS and completely void the CC. Get hit by Earthshaker because you weren’t quite paying attention? Pop DS so they can’t follow it up with any CC. This accentuates what Death Shroud is supposed to be about, giving you defensive breathing room, and that is exactly what this version of FitG accomplishes.

So then what, they sit there and can’t CC you, so you are free to take any DS related actions until your LF runs out, or your CDs come up. This is actually key because if they sit around with a finger jammed up a specific location, by the time it wears off you’ll have tools up to deal with them, they are forced to attack you if they want to get your immunity away. Also, in a team setting, you don’t have infinite time to camp on someone, this gives your team a chance to peel the person (who can’t stop you from at least walking, except through immobilize) off you, to come reinforce the fight, etc.

Its all about creating breathing room, which is what FitG is about already. Changing it to anything but CC immunity while in (or flashing, which presents a meaningful trade off) DS changes what the trait is about, and not necessarily in a good way.

I can’t think of any case, including the ones you’ve just mention, where I could see stability on DS entry more beneficial than stability on DS exit. If they are doing those things while I’m in DS, then my normal health pool doesn’t care, not one bit. It doesn’t matter if I have stability or not, when they are eating the green bar and not the red bar. Besides, there are far more tools to deal with those scenarios outside of DS than from within, and with stability available for those tools, the Necro won’t have to have their teammates peel for them nearly as much as they would have to right now.

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Posted by: GoogleBrandon.5073

GoogleBrandon.5073

To be fair, in my own experience the stability is not much needed itself, the stunbreak is way more potent (I personally use the trait for stomping)…

Though I fear (pun not intended) that the Necromancer’s core design is going to be flawed if you can “counter” it via traits that give you a stunbreak every 5 seconds, in the form of a Deathshroud flash build…

Other stunbreaks on any class seem to have noteworthy cooldowns – and I know, a Necromancer suffers from way more than just having stunbreaks, the lack of vigor and blocks also add up to a list of things – but I still think it’d be a bit overpowered if the stunbreak would count ever 5s…

As funny as it may sound, I think that if there is going to be a stunbreak implemented, it should have an ICD, to bring it in line with other stunbreaks…

I am personally the most in favor of, instead of a stunbreak, giving Necromancers a certain percentage of Lifeforce each time they are CC’d… Maybe going even further, recharging the cooldown of DS immediately when CC’d so that Necromancer’s when CC’d are able to use their defense – similar as to how Fresh Air works on an ele… only without the crits…

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Posted by: Roe.3679

Roe.3679

Though I’m kind of against it anyway because condi is ridiculously OP in this game.

You should check any one of the weekly “condis are OP” threads that pop up where this idea is spanked and put to bed since it is utterly false.

To be fair, in my own experience the stability is not much needed itself, the stunbreak is way more potent (I personally use the trait for stomping)…

Though I fear (pun not intended) that the Necromancer’s core design is going to be flawed if you can “counter” it via traits that give you a stunbreak every 5 seconds, in the form of a Deathshroud flash build…

Other stunbreaks on any class seem to have noteworthy cooldowns – and I know, a Necromancer suffers from way more than just having stunbreaks, the lack of vigor and blocks also add up to a list of things – but I still think it’d be a bit overpowered if the stunbreak would count ever 5s…

As funny as it may sound, I think that if there is going to be a stunbreak implemented, it should have an ICD, to bring it in line with other stunbreaks…

I am personally the most in favor of, instead of a stunbreak, giving Necromancers a certain percentage of Lifeforce each time they are CC’d… Maybe going even further, recharging the cooldown of DS immediately when CC’d so that Necromancer’s when CC’d are able to use their defense – similar as to how Fresh Air works on an ele… only without the crits…

Someone had posted a bit ago about replacing reaper’s protection from fear to gaining 10% life force when getting CC’d with no ICD, that worked through DS. I would love that as a change.

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Posted by: GoogleBrandon.5073

GoogleBrandon.5073

Someone had posted a bit ago about replacing reaper’s protection from fear to gaining 10% life force when getting CC’d with no ICD, that worked through DS. I would love that as a change.

Sure, that sounds solid…

Though as a grandmaster, the idea of having DS back when getting CC’d (and maybe end up getting killed), to me it would seem like a good idea to give the Necromancer acces to the one class mechanic they have to mitigate damage – namely Deathshroud… Hence the cooldown recharge when you get CC’d…

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Actually, given the recent Ready Up where they went over design philosophies for the classes, weakness to CC is apparently NOT one of ANet’s designed weaknesses for necros.

Given the tools they have to deal with it, you could have fooled me, but hey.

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Posted by: Exedore.6320

Exedore.6320

Actually, given the recent Ready Up where they went over design philosophies for the classes, weakness to CC is apparently NOT one of ANet’s designed weaknesses for necros.

Not explicitly, but implicitly. Necromancers are designed to stay in fights for a while and soak up damage, not escape from fights and avoid it. Part of that is not having a lot of CC avoidance. If you can escape from CC, you can avoid a lot of the damage.

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

Actually, given the recent Ready Up where they went over design philosophies for the classes, weakness to CC is apparently NOT one of ANet’s designed weaknesses for necros.

Not explicitly, but implicitly. Necromancers are designed to stay in fights for a while and soak up damage, not escape from fights and avoid it. Part of that is not having a lot of CC avoidance. If you can escape from CC, you can avoid a lot of the damage.

having more stability, stun breaks or preventing control effect does not mean the necro has extra mobility to disengage from fights effectively.

it just means prolonging the necromancer’s death a bit if the necromancer is greatly outnumbered.

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Posted by: Lightsbane.9012

Lightsbane.9012

I think 3 is the best (duh) but 2 will probably be the most balanced while becoming more usefull.

1 will in my opinion not change much since people would just wait for the stability to leave, you could flash death shroud (DS in, DS out in a ver short frame) for 100% stability uptime but you sacrificed your only migitation tool.

2 on the other hand will allow the necro to use deatshroud far better against stuns since they don’t have to anticipate the stun. It has the theoritically lowest cooldown for stunbreaker but again the necro either extends his cooldown or scrifices it’s only migitation tool.

3 would be a tad too strong, necro are supposed to be weak so maybe just 4 seconds.

Also remember the 6 second cooldown for DS is only due a master trait so even if necromancers take this combo they sacrifice our 50% fear duration.

the problem is in the last part of what you said. if you’re going to increase the stability , you increase the uptime of it. right now the uptime(i run the DS cooldown reduction, currently my stability uptime is 50%) however…that doesn’t make it totally useful. in a wvw zerg, after my stability is gone i find myself mashing the living kitten out of the q button(my f1 is Q) and usually end up…dead.

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

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Posted by: The Primary.6371

The Primary.6371

I think 3 is the best (duh) but 2 will probably be the most balanced while becoming more usefull.

1 will in my opinion not change much since people would just wait for the stability to leave, you could flash death shroud (DS in, DS out in a ver short frame) for 100% stability uptime but you sacrificed your only migitation tool.

2 on the other hand will allow the necro to use deatshroud far better against stuns since they don’t have to anticipate the stun. It has the theoritically lowest cooldown for stunbreaker but again the necro either extends his cooldown or scrifices it’s only migitation tool.

3 would be a tad too strong, necro are supposed to be weak so maybe just 4 seconds.

Also remember the 6 second cooldown for DS is only due a master trait so even if necromancers take this combo they sacrifice our 50% fear duration.

Maybe you would have it as a stun breaker then?

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Posted by: Muchacho.2390

Muchacho.2390

The sad thing about that traits is that with it necros can have the highest up time of stability (if you build for it correctly) of all professions but in practice is is bad as you would have to DS dance on cd, which is the worst thing you can to in pvp…

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Posted by: Roe.3679

Roe.3679

The sad thing about that traits is that with it necros can have the highest up time of stability (if you build for it correctly) of all professions but in practice is is bad as you would have to DS dance on cd, which is the worst thing you can to in pvp…

Highest uptime, yes, which is probably what keeps it from being a better trait. But to reach this you need to trait for it, essentially give up DS, and only have stability in 3 second increments which isn’t that hard to wait out.

But because of that theoretical, sell out your build for another second of stability uptime, it’ll likely remain rather useless.

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Posted by: Stand The Wall.6987

Stand The Wall.6987

Buffing FitG to god status isnt the way to anything. With some boon duration necro would have perma-stability. That isnt a solution. Adding a stun break fact (even without the stability part) would also be broken. The best idea is #4 but that would have to be buffed to every 10 seconds gain 10% LF from stuns.

Team Deathmatch for PvP – Raise the AoE cap for WvW – More unique events for PvE

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

Buffing FitG to god status isnt the way to anything. With some boon duration necro would have perma-stability. That isnt a solution. Adding a stun break fact (even without the stability part) would also be broken. The best idea is #4 but that would have to be buffed to every 10 seconds gain 10% LF from stuns.

thanks for the feedback! i have updated it accordingly !

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Posted by: Stand The Wall.6987

Stand The Wall.6987

Um. Ok. I sounded a little empirical there but yeah I think #4 with some tweaks would be a good idea.

Team Deathmatch for PvP – Raise the AoE cap for WvW – More unique events for PvE

(edited by Stand The Wall.6987)

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

Um. Ok. I sounded a little empirical there but yeah I think #4 with some tweaks would be a good idea.

ooo eh what do you mean by sounded a little empirical eh? sorry but english is not my first language. T_T

and my campaign to buff necromancers continues on!
fellow necromancer players!
come and give your feedback!

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Posted by: Xavi.6591

Xavi.6591

FitG is fine as it is now.

Fantasme Bloodwen [R.I.P. Mesmer] | Andi Runi [Warrior] | Bonedoggle [Necro] | Zooerasty [Ranger]
Angry Intent [AI] | Yak’s Bend |

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

FitG is fine as it is now.

well, i think it is not good enough, and could use some buff.

and i think many others would agree!

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

since they are revising professions 2 at a time, hopefully they consider some necro buffs too!

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Posted by: Ezeriel.9574

Ezeriel.9574

…..every time I use deathshroud I get stunlocked and killed, and it feels like I would have lived longer if I hadn’t bothered using it at all.

The only way to play the engineer is to exploit it.
Playing the engineer “as intended” is simply not viable.

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Posted by: balmung.6217

balmung.6217

I sometimes wonder if being immune to CC while in Ds is asking for too much,have they tested it?Did it really tip the scales that much even though we can still be blinded and such while in ds?.This combined with the idea in the other topic to atleast be able to see our 6,7,8,9 Cd in Ds would maybe make those healing skills they added last patch worth taking since CC wouldn’t be a problem anymore.

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Posted by: BrunoBRS.5178

BrunoBRS.5178

i wish thief could get 3 seconds of stability from their grandmaster trait >.>

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Posted by: BrunoBRS.5178

BrunoBRS.5178

I sometimes wonder if being immune to CC while in Ds is asking for too much,have they tested it?Did it really tip the scales that much even though we can still be blinded and such while in ds?.This combined with the idea in the other topic to atleast be able to see our 6,7,8,9 Cd in Ds would maybe make those healing skills they added last patch worth taking since CC wouldn’t be a problem anymore.

not being able to stun the necro build that does the stupidest amount of raw damage? eeeehhhh… nope.

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

…..every time I use deathshroud I get stunlocked and killed, and it feels like I would have lived longer if I hadn’t bothered using it at all.

perhaps there are already too many opponents around you when you entered death shroud?

in 1 vs 1 situation death shroud should be a life saver though.

I sometimes wonder if being immune to CC while in Ds is asking for too much,have they tested it?Did it really tip the scales that much even though we can still be blinded and such while in ds?.This combined with the idea in the other topic to atleast be able to see our 6,7,8,9 Cd in Ds would maybe make those healing skills they added last patch worth taking since CC wouldn’t be a problem anymore.

what do you think about the 5th proposal?

Foot in the Grave ~ Tier Grandmaster | Type Major
You cannot be disabled (stun, daze, knockback, knockdown, sink, float, fear,pulled, or launch) while in Death Shroud. Lose 4% of total life force pool for each disabling attempt prevented.

Notes
You still can be petrified by Basilisk Venom.

while the necromancer may be immune to all control effects except petrify, preventing any control effect this way will quickly deplete their remaining death shroud. or the life force % drain per control effect prevented should be higher than 4% to better justify it?

i wish thief could get 3 seconds of stability from their grandmaster trait >.>

1 second does seem quite low.

perhaps you ought to start a new topic regarding that. i do not play thieves very often myself so i will probably not start a topic to buff them myself.

I sometimes wonder if being immune to CC while in Ds is asking for too much,have they tested it?Did it really tip the scales that much even though we can still be blinded and such while in ds?.This combined with the idea in the other topic to atleast be able to see our 6,7,8,9 Cd in Ds would maybe make those healing skills they added last patch worth taking since CC wouldn’t be a problem anymore.

not being able to stun the necro build that does the stupidest amount of raw damage? eeeehhhh… nope.

high amount of raw damage in death shroud? are you talking about life blast or life transfer?

the damage is only high if the necro has a decent amount of power though.

plus, necromancer do not have many skills that allow them to quickly disengage from the battle.

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Posted by: BrunoBRS.5178

BrunoBRS.5178

yeah, i’m talking about power necro. it’s just that giving anyone semi-permanent stability is insane, giving it to death shroud would mean everyone would run a DS build just so they can ignore any and all CC. LF necros with perma-stability could kick warriors out of the meta, to name one side effect, and would further estabilish power necros as part of the GWEN meta on WvW.

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