Loving the new necro!
Yeah, I also love my necro until I meet HS/PW rogue, then I want to punch somebody.
There is absolutely nothing I can do about them, once I dodge twice I just watch my health bar drop like crazy.
Yeah, I also love my necro until I meet HS/PW rogue, then I want to punch somebody.
There is absolutely nothing I can do about them, once I dodge twice I just watch my health bar drop like crazy.
You need to fix your build then.
Yeah, I also love my necro until I meet HS/PW rogue, then I want to punch somebody.
There is absolutely nothing I can do about them, once I dodge twice I just watch my health bar drop like crazy.You need to fix your build then.
I have 2 stun breakers (spectral armor & signet). Fight goes like this usually vs pistol whip thief: stun > break+dodge, stun > break+dodge, fear > stealth, thief repeats > I don’t have stun breakers > I die
vs HS thief: HS > dodge, HS > dodge, fear, HS > HS > HS > I die, If I don’t, stealth and repeat, now I don’t have 2 dodges and I’m dead
This is in 1v1 fight, in team fights if a thief goes on me combined with some random CC from the 3rd guy I got no chance.
I played about 15 tpvp games with a necro for the first time last night. When ever I ran into a quickness build, I’d just pop Death Shroud until their quickness runs out. I’d think that any necro build could do that.
If you have enough life force, Klinch. That’s sometimes a real deal breaker
Yes, thank Grenth that Necros start all fights and matches with a full Life Force bar.
Well I seemed to have enough life force when I needed it, even if it wasn’t full.
… Why don’t they start every fight with a full Life Force bar? I mean as a design decision, why not automatically fill Life Force whenever the Necro leaves combat? I mean, I appreciate the gameplay involved in managing Life Force acquisition and the economics of time with respect to being in Death Shroud, but outside of Elite Skill cooldowns (and some of the Guardian utilities, like Sanctuary, which was elite in beta), I don’t know of any other mechanic that gives a player a disadvantage in a fight (or strips him of an advantage) besides Death Shroud. Adrenaline drains out of combat anyway, so I think there’s a notion that the default state of a Warrior coming to combat should be no adrenaline; Ranger pets auto-revive now too, but what’s the default state for a Necromancer? Some variable amount of Life Force between 0 and 100%? That seems a little chancy, the overall dynamic nature of PVP notwithstanding.
I can see the problems with Necros trying to run to force combat to break so they could get the bar to fill up, but that’s really no different from any other profession breaking it for health. And the cooldown parity between other profession mechanics seems to already be in the DS skills, rather than the bar (with the exception, maybe, of the Guardian and Mesmer F4’s).
I’m not really lobbying for a change here, but I think it’s an interesting question, and I’d love to hear the thought process behind this from the developers responsible, since I think overall the Necro needs looking at. Maybe ultimately that doesn’t lead to buffs, but a look can’t hurt.
(edited by Xhieron.2168)
… Why don’t they start every fight with a full Life Force bar? I mean as a design decision, why not automatically fill Life Force whenever the Necro leaves combat? I mean, I appreciate the gameplay involved in managing Life Force acquisition and the economics of time with respect to being in Death Shroud, but outside of Elite Skill cooldowns (and some of the Guardian utilities, like Sanctuary, which was elite in beta), I don’t know of any other mechanic that gives a player a disadvantage in a fight (or strips him of an advantage) besides Death Shroud. Adrenaline drains out of combat anyway, so I think there’s a notion that the default state of a Warrior coming to combat should be no adrenaline; Ranger pets auto-revive now too, but what’s the default state for a Necromancer? Some variable amount of Life Force between 0 and 100%? That seems a little chancy, the overall dynamic nature of PVP notwithstanding.
I can see the problems with Necros trying to run to force combat to break so they could get the bar to fill up, but that’s really no different from any other profession breaking it for health. And the cooldown parity between other profession mechanics seems to already be in the DS skills, rather than the bar (with the exception, maybe, of the Guardian and Mesmer F4’s).
I’m not really lobbying for a change here, but I think it’s an interesting question, and I’d love to hear the thought process behind this from the developers responsible, since I think overall the Necro needs looking at. Maybe ultimately that doesn’t lead to buffs, but a look can’t hurt.
Well, death shroud allows you to take absolutely no damage for a good amount of time, and if activated only for the amount of time needed, can be used again in 10 seconds. If the life force recharges out side of combat, I would consider that OP. You could NEVER burst a necro down. On top of that, they would jus be able to use it too frequently considering what the effects are.
I think Death shroud charging to 50% max when out of combat would be fine. (if it turns out to be OP, nerf it to 30%)
I would be fine with the life force bar filling up to/draining down to 35% after every fight at a rate of 3% per second.
What about a trait or signet that caused you to passively gain LF while also out of combat (when out of Death Shroud)? —Maybe not at the rate you gain health out of combat, but a non-zero amount. Would it justify a utility slot or a trait slot? I agree that allowing a Necro to start every fight in DS is a tricky proposition, but I can recount times on my Necro (tanky bleed+conditions build w/ scepter-dagger/staff) that I’ve started a fight with a full LF bar and lost a 1v1 despite it, and other times when I’ve been outright butchered in large part because I didn’t start the fight with enough LF (not that I was the one initiating the fight), despite the fact that I had no way to adjust for that possibility.
I think the point I’m trying to make, at its bare bones, is that I dislike the idea of “If your Elite is on cooldown, you die,” and with few exceptions, I don’t think the game is balanced around that; it shouldn’t be. Similarly, I dislike the proposition “If you have no LF, you die.” That’s certainly not a fair summation of necro balance by any means, but it’s a factor, and while I dislike the converse just as much (“If you have full LF, you win”), I feel like the chance-based nature of having or not having LF at the outset of a fight should be less of a factor in determining outcomes as currently implemented. Sure, a decent necro in the present environment is trying to never exhaust his supply of LF unless he has no choice, but I’m not really concerned about incidents in which fights are being strung together in sequence. My issue is the scenario in which the necro survives an onslaught, leaves the point (or keep), and gets into another fight 90 seconds later, out of LF. —being out of LF isn’t the problem so much as the fact that during the 90 seconds of travel leading up to the ambush, the Necro had no way to bring his DS abilities back on line.
Anyway, like I said before, this is food for thought; I’m not advocating for changes by any means, or even suggesting I dislike the current system. I have a lot of fun on my necro. But it’s a good conversation to have.
EDIT: Signet of Undeath isn’t what I’m talking about. The problem isn’t LF management in combat—that’s basically fine. It’s LF state between combats.
(edited by Xhieron.2168)
As far as i know DS does not prevent 100% dmg.
I played about 15 tpvp games with a necro for the first time last night. When ever I ran into a quickness build, I’d just pop Death Shroud until their quickness runs out. I’d think that any necro build could do that.
Warriors get access to shield block with makes them block all damage for a short period of time. My main used to be warrior (although I think that will change now). DS is like shield block on steroids, it has an incredibly short cooldown, can be toggled on and off whenever you want so that you you don’t waste it. It’s just plain awesome.
With dagger siphon and the Death Shroud siphon combined with the incredible rate at which you generate Life Force (depends on your build) you have practically an infinite HP pool. If played well necros are more tanky than guardians and many times more mobile (especially now, with recent changes to certain skills), this makes hem incredibly difficult to kill.
As far as i know DS does not prevent 100% dmg.
It is like a second HP pool. All the damage that you take while in death shroud reduces that second HP pool while keeping your real HP intact. So, yes it does prevent 100% damage.
What about a trait or signet that caused you to passively gain LF (when out of Death Shroud)?
There is already a signet hat does his (in combat), it’s called Signet of Undeath. It Signet’s active ability is incredibly good too.
LF generation has not been a problem for me, but I can’t speak for all necros. Some weapons are better than others at generating LF. I myself play a Dagger necro. Remember, you can’t just pop DS and stand there and take hits. Your second HP bar is still an HP bar and it does get damaged. Your main defense is should be your mobility. The plethora of chill and swiftness abilities available to necros give them a significant mobility advantage over their opponents. I rarely stay in DS for more than 3-5 seconds at a time, it depends on the situation
er.. didn’t they just fix a few bugs out over a hundred? I wouldn’t call it a new necro, just a necro that is slowly coming into what it was intended to be. It is only a little more effective as it stands.. it’s always been extremely tanky and pretty good at taking guardians apart in 1v1s in my experience.
er.. didn’t they just fix a few bugs out over a hundred? I wouldn’t call it a new necro, just a necro that is slowly coming into what it was intended to be. It is only a little more effective as it stands.. it’s always been extremely tanky and pretty good at taking guardians apart in 1v1s in my experience.as far as ds goes.. it seems to migitate a large amount of dmg. You do take “dmg” while in ds, just the amount taken is seemingly reduced and of course it doesn’t touch your “real” health.