[PvE][Necro] Sig of Undeath shorter cast

[PvE][Necro] Sig of Undeath shorter cast

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Posted by: ZeftheWicked.3076

ZeftheWicked.3076

Well i joined 2 teq runs today (and epic ones they were, especially fist one, killed it in last secs), and i decided to be team player and run support/ress necro. And so signet of undeath landed on my skillbar for it’s active.

Problem is the cast is way too long. By the time i’m done casting the downed player is either up, or dead. I know this is a powerful skill and WvWvW might have it’s concerns about it, but in pve that cast should be way faster. The skill already has huge cooldown to offet it’s powerful effect. And forcing 3 seconds of castime is not balancing it, it’s killing it’s functionality as a tool for ress necro.

So please, consider severely cutting down the castime in PvE. Cooldown and lackluster passive are penalties enough.

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Posted by: Devon.9375

Devon.9375

Not sure if I will be battered or not, but this would make a party of 5 necros invincible in any dungeon run…. I see where you are going with this and I would love for this to happen to but it just wouldn’t work I would guess. This gets up 3 of your teammates every 35 seconds with 5 necros. My advice would be to predict a falling teammate and pre-cast. Or I would love it if Anet made it res only 1 person and give it a 1 sec cast time with 100 sec CD or something of the sort…

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Posted by: zapv.8051

zapv.8051

The skill is useless in all gametypes, it could use a buff to the active and passive. Devon, I’m not sure if you realize, but 5 clerics guardians quite literally would never die. There are hundreds of 5 man comps that won’t ever die in a dungeon. Heck, good 5 man zerker groups won’t die in dungeons if they are skilled. Overall, your point just doesn’t stand.

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

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Posted by: Mega Skeleton.8259

Mega Skeleton.8259

I think a 180 radius is so ridiculously small for these types of skills to be any decent. especially when 3 of the 8 classes have moves that teleport them. The amount of times I’ve had an ele thief or mesmer teleport out of the small handful of times I’ve TRIED to make use of this skill is extremely disheartening. I’m honestly not sure if I’ve ever gotten a useful revive out of it.

For reference, Battle Standard’s radius is 600, I know it’s an elite an all but the 180 radius just makes it totally unreliable. For a skill with an 150 second cooldown, that seems rather unacceptable.

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Posted by: Sleazebag.9427

Sleazebag.9427

out of five of the utility spells that revive allies, three (including sig of undeath) have terrible casting times and ~3min recharges, so necromancers aren’t alone in this.

the guardian version also has a rather dubious passive effect. the guardian one also revives only one target and has a slower casting time.

the elementalist version only offers a passive bonus if you are in fire attunement after you succesfully use the glyph, though it is a very nice effect if you can actually pull casting it off. and you only get the three revives if you are in earth attunement.

the exceptions to the rule are illusion of life and search and rescue. with illusion you have a 15 second time limit to kill something or you’re going down again, but it revives 5 people at max i think? and it has a shorter cooldown than the other utility revives.
and search and rescue on the other hand is a terribad utility where you lose control of your pet and he only revives at about third the rate of a player.

so the only revival abilities worth a kitten are illusion of life and the elites, and both battle standard and spirit of nature are extremely good.

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Posted by: Bhawb.7408

Bhawb.7408

Not sure if I will be battered or not, but this would make a party of 5 necros invincible in any dungeon run…. I see where you are going with this and I would love for this to happen to but it just wouldn’t work I would guess. This gets up 3 of your teammates every 35 seconds with 5 necros. My advice would be to predict a falling teammate and pre-cast. Or I would love it if Anet made it res only 1 person and give it a 1 sec cast time with 100 sec CD or something of the sort…

Heaven forbid a group of the worst profession in PvE be “invincible” while they do the dungeon.

Anyway, this signet needs both a passive and active buff. Its just awful, frankly, as is.

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Posted by: LastDay.3524

LastDay.3524

It used to have a 2 sec cast time in all game modes, but was nerfed because it was so strong in sPvP.

I don’t think that it should have ever been nerfed in PvE at all.
Very few used it in PvE to begin with, but it was a nice attempt at redeeming a bad dungeon run where people can’t beat a tough boss.

Now it’s just plain awful everywhere.

Benight[Edge]

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Posted by: Mad Queen Malafide.7512

Mad Queen Malafide.7512

I never find a use for this signet. With the limited range, it is miracle if it raises more than one person at all. But usually by the time I finish casting, a team mate has already revived the fallen party members manually, or the downed player is dead. And if a manual revive is that fast, why even bother with the signet?

The solution would seem obvious: Make the radius much bigger, and speed up the cast time.

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Posted by: spoj.9672

spoj.9672

Horrible cast time. Horrible range. Horrible radius. Only 3 player limit. Horrible cooldown. Horrible passive. Yeah it needs some changes.

Same should also be said about the guardians signet of mercy. But that has a lower cooldown.

(edited by spoj.9672)

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Posted by: Afya.5842

Afya.5842

aka unnerf pls.