got too close, no skill for you!!

got too close, no skill for you!!

in Profession Balance

Posted by: unlucky.9285

unlucky.9285

please change axe 2 and focus skills on necro.. they are basically rendered useless against anyone who can keep rubbing their face against you because they get shoved on cool down if someone gets too close, they don’t even need to pass through me!!

you give people ways to get close (gap closers invulnerabilities) and ways to get rid of our soft cc (dogged march condi cleanses etc), at least let our weapons work while they rub their faces against me with nothing I can do about it for gods sake

axe being useless most of the time is the only reason I use dagger .. oh and it doesn’t need a target one of the only ways to kill a thief that keeps dropping it -.-

(edited by unlucky.9285)

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Posted by: dancingmonkey.4902

dancingmonkey.4902

Have you tried backing up?

Have you tried taking a step forward, and turning around?

Have you tried using spectral walk or flesh wurm to create or close your own gaps?

got too close, no skill for you!!

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Posted by: Atherakhia.4086

Atherakhia.4086

Have you tried backing up?

Have you tried taking a step forward, and turning around?

Have you tried using spectral walk or flesh wurm to create or close your own gaps?

Have you tried letting go of the left mouse button and letting it auto track on its own?

got too close, no skill for you!!

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Posted by: unlucky.9285

unlucky.9285

1 im not talking about the auto attack but that’s my fault for not saying what specific skills

2 did you know walking backwards is slower then running forwards?

3 sure I can cast wurm or run around taking hits while using spectral walk to teleport away only to see my enemy use a gap closer and be back at square one aka pointless remember axe is only 600 range

(edited by unlucky.9285)

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Posted by: Merlin Dyfed Avalon.5046

Merlin Dyfed Avalon.5046

dagger is the same story, condition transfer and projectiles same story.
Out of the 10 times i transfer in a split second situation, it basicly fails 99% of the time.

Basicly the counter to necro melee is standing in the model. melee won’t hit, projectiles won’t hit, transfer won’t hit..

immagine this, immobilize> jump in model (happens automaticly with mose professions with the heatseaking leaps,blinks etc etc)> and spam away keeping the opponent in place. (immobspam/stacking) just by moving next to or into the model you negate about 1/2 of the necro’s skills.
Not to mention all the instants and leaps negating projectiles.

But hey, this probably not noticed because of the ton of evade/block/immune/ignore etc etc going on.

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: Muchacho.2390

Muchacho.2390

I guess you mean axe 2 not 3 since 3 is an aoe around you and doesnt do what you described.

While kiting it always better for necromancer there is also the possibility to simply stay still then your character should be turning automatically to your enemies and you shouldnt miss. As i already mentioned that not a good way to play this game since you should always be in motion if you can but maybe knowing that will help you.

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Posted by: lorndarken.3702

lorndarken.3702

necromancers as a caster class , which means they wear light armor and are subtle to taking more damage than other classes that wear medium or heavy armor classes , and are being forced into melee combat range . and arena net and other " geniuses " thinks that this is okay , and this builds attrition for necros how ??????? logic train need not apply on this one !!!!

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Posted by: Muchacho.2390

Muchacho.2390

necromancers as a caster class , which means they wear light armor and are subtle to taking more damage than other classes that wear medium or heavy armor classes , and are being forced into melee combat range . and arena net and other " geniuses " thinks that this is okay , and this builds attrition for necros how ??????? logic train need not apply on this one !!!!

No, the different armor types dont matter that much for melee range. Things like blocks, dodges and invulnerabilty and even protection help alot more for withstanding melee damage then armor does.

Look at d/d eles. They have the lowest health and armor and still can be in melee range just fine due their skillset.

But all that doesnt really apply to the op anyways since he is talking about axe and focus which are both 600+ range which is obviously not melee range.

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Posted by: lorndarken.3702

lorndarken.3702

when the classes only true ranged weapon being staff gets shut down fact because of dumb recast lengths unless traited it forces you as a necro to switch to another weapon based on your design it does force you into combat range , what part of forcing you into combat range do you not understand ? the other class you are fighting is going to be near you at all time , conditions for cc gets removed so fast that reapplying them makes no difference , power specced gets you face rolled due to the lack of survive ability . and don’t even get me started on our death shroud which is meant to be a tool to help necros have attrition which forces necro to spec out of what they want just to have a tiny sustain . it is pathetic . dagger close combat , scepter close combat , axe close combat , staff is 1200 in range but even that matters not when smart players can just avoid marks on the ground and straff the skill 1 attack that moves so slow !!! anet hates necros !!

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Posted by: dancingmonkey.4902

dancingmonkey.4902

1 im not talking about the auto attack but that’s my fault for not saying what specific skills

Yeah, I know what skill your referring to. It is problematic. I have the same problem with engineer rifle #3 and #4 skill, some of my S/S skills on my mesmer, D/D skills on my eleand some sceptor skills. the off occasions I play rifle on my warrior and sword on my warrior, sword and mace on my guardian,

2 did you know walking backwards is slower then running forwards?

Yup, but if you change your camera angle so that you are backing up in the opposite direction the opponent is walking forward, it can help. This is a problem with multiple professions.

3 sure I can cast wurm or run around taking hits while using spectral walk to teleport away only to see my enemy use a gap closer and be back at square one aka pointless remember axe is only 600 range

Yes, I know axe is 600 range, but you never mentioned what your other weapons set in the build was. I use wurm and/or spectral walk very successfully.

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Posted by: lunacrous.6751

lunacrous.6751

This right here is symptomatic of what I consider to be the biggest balance problem with Necros currently. We are supposed to be low mobility, and have a hard time engaging and disengaging from fights. The flip-side to this is that we are supposed to be difficult to disengage from, and be good at the sort of attrition fights this design leads to. Right now, running from a Necro (or at a Necro, in the case of the OP’s problem) is as easy as you could ask for, and we’re only vaguely passable at attrition fights. We’re getting all of the negatives of this element of design philosophy, and little to none of the positives. I’d be interested to hear whether this design philosophy has changed or whether they’ve simply failed to follow through on half of it, but can’t say that I ever expect to.

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Posted by: unlucky.9285

unlucky.9285

dagger 2 still does its thing no matter where your enemy is unless they dodge

(edited by unlucky.9285)