(edited by RaynStargaze.6510)
Nerf Putrid mark
Seriously, why just not delete necromancer while we’re at it.
I’m a proponent of making all powerful skills have clear and distinctive animations that reflect their potency. Having fight changing abilities that are less recognizable than an auto attack is part of the trouble with balance.
Ele and warrior are great examples of how powerful skill animations should look, but most classes either cast their most powerful abilities almost instantly or they lack an obvious casting animation.
we may consider whether or not there is an incarnation of [ele] that would be viable
but balanced. For now, we do not expect it to see serious use.” – ANet
The circle is now complete, every class has had its time in the “OP” light.
The circle is now complete, every class has had its time in the “OP” light.
Except for warriors? Dont tell me 100b + frenzy (before nerf) was op.
This is getting ridiculous.
It was already stealth nerfed. Now removes 3 conditions per target hit like deathly swarm. 1v1 it is no longer a complete clear.
The circle is now complete, every class has had its time in the “OP” light.
missing engineer still I think
To “hharry”: Warrior was OP during the beta weekends, eviscerate was a one shot skill…
to “Criminal”: lol engie was the top class for 2 months and still one of the best classes, nobody should whine about that class
R.I.P. my beloved Meh-Mer, the most hated class by ANET itself.
Winner of the first HxH 1v1 tournament! WOOT!
The circle is now complete, every class has had its time in the “OP” light.
Except for warriors? Dont tell me 100b + frenzy (before nerf) was op.
It was OP and cheap, but Anet did nothing to compensate for the loss (that was all warriors had).
Agree on class animations. If every class behaved more like warrior (minus all the skills that root, yuck!) the game would have less cheesy builds.
Of all the things that may need nerfed in the current build… I doubt Putrid Mark is deserving to be near the top of the list. Just another I don’t think I like this, so let me go make a nerf thread.
lol I forgot that but I still don’t think engineers have had any other viable builds besides the bunker, I don’t think they have ever had an offensive roaming build ever.
lol I forgot that but I still don’t think engineers have had any other viable builds besides the bunker, I don’t think they have ever had an offensive roaming build ever.
Idk 10/30/0/0/30 is fun as hell to roam with in spvp :P 100-0 in 1.5 seconds with some splash damage is well worth being squishy.
Warlord Sikari (80 Scrapper)
lol I forgot that but I still don’t think engineers have had any other viable builds besides the bunker, I don’t think they have ever had an offensive roaming build ever.
Idk 10/30/0/0/30 is fun as hell to roam with in spvp :P 100-0 in 1.5 seconds with some splash damage is well worth being squishy.
lol you are one of few sir ill give you that I can personally say I have never seen a roaming engineer that was viable since the first couple weeks of the game. if you are good at it you are one of the few that is skilled enough to do good, so feel privileged!
If I would go about nerfing necromancers with the sole purpose of making other condi classes viable in addition to necros then I would start with putrid mark.
Simply put, putrid mark is the shortest CD full condi clear in the entire game and clears condis off allies as well.
More than dhuumfire, more than terror, more than the CC or survivability, the ability cleanse all conditions on yourself and any ally in the putrid mark as ewll as turn them onto your enemies where you can then epidemic them is just insanely broken given the fact that it is on a weapon set and has a 20s CD. It was tolerable pre-patch because necros were severely underpowered.
Compare putrid mark to plague signet. Plague signet deals large amounts of condition damage on yourself, putrid mark does not. Plague signet has over double the cooldown of putrid mark. Plague signet has less reliable condi clear on allies. !!!!Plague signet takes up a utility slot!!!
While putrid mark is how it is you will never see another condi class outside of back-points in a competitive team unless necros are nerfed to the point where they were as bad as they were pre-patch.
@$20 an hour! It’s worth it!
(edited by Ostricheggs.3742)
In short, plague signet is kitten – unreliable, random and rather buggy cleanse with a massive cooldown, not to mention the skill also functions as a stunbreaker, so you might end up using it for one of the functions, leaving you vulnerable to the other.
What you are also forgetting is that putrid mark is one of the few blast finishers necros have – as a matter of fact, more often than not it is the SOLE blast finisher – so one needs to make a decision whether they will use for that purpose, or save it to transfer condis back. In other words, you make a trade off by choosing it to function as one or the other.
Besides, it is a full cleanse only for the necro himself, and even then only if it’s not dodged or evaded.
I am certain it is hard for engis, who have loads of blast finishers, to imagine how it is like to have a single blast finisher on a skill with such a lengthy cooldown, and with another really important effect on top, which might not even be called for when the other one is – in other words, like with psignet, the effects tend to be mutually exclusive.
Besides, how are the necros supposed to be ‘masters of conditions’ if they’d including their self heal, staff 4 and a mediocre up-to-3-cond-clear on dagger offhand, which only cleanses more than a single condition if you’re fighting vs multiple enemies/pets.
Necros have far stronger cond cleaning capabilities on GW1, although they were/are rarely utilitzed in 8v8 due to protection monks’ restore conditions (e.g. foul feast, a 1/4 cast spell with 4 s re instantly pulls ALL conditions from a single ally, while plague sending sends back up to 3 conditions to the target and everyone adjacent to it). Those skills gave the necro a really strong support role in 4v4 arenas, especially after conditions became rampant with the introduction of dervishes, and I’d be delighted to see a change in the aoe-happy direction gw2 took to promote more support of this kind, instead of limiting it to aoe cleanses or application.
(edited by KarlaGrey.5903)
Learn to dodge trough giant red circle = strongest mark and one of the 3 condi removals necro have are gone (yes marks pop even if you dodge trough them.
Also it and Mark of Blood are the 2 marks with specific icons (serpent fangs and giant skull respectively).
Not to mention if the one of 3 viable (out of 5 usable, lich and plague signet being the 2 ok you could use them) condi removals (no, nor spiteful or shrouded removal aint because of the slots they would fill) the necro has get removed, you would need to rebuff necro condi cleansing.
(edited by Andele.1306)
cry cry nerf necros in every aspect please, because i cant beat em! cry cry, must be nerfed! cry cry, broken class obviously!! cry cry, nUrf!!
Agree on class animations. If every class behaved more like warrior (minus all the skills that root, yuck!) the game would have less cheesy builds.
Of all the things that may need nerfed in the current build… I doubt Putrid Mark is deserving to be near the top of the list. Just another I don’t think I like this, so let me go make a nerf thread.
Yea having a clear animation on such a powerful skill would be the least.Like adding a 0.5 second duration huge aoe skill cue that putrid mark is coming up. This way good ppl could still dodge putrid mark in teamfights but necro could use a “fear” into putrid mark combo in 1v1 to hit it reliably anyway and hard counter condis classes
I feel like at least the burn is alright – the amount of fear (especially deathsroud (3) which again is instant and therefore can not be dodged reliably!) and putrid mark is not.
Putrid Mark is just such a HUGE shutdown for opposing condi classes in teamfights especially on foefire in mid when necor can spam marks from top very fast and easy to support the big teamfight
And as it has been said THIS skill is waaaaay better than plague signet which is a utility skill – in fact even if putrid mark would be utility it would still be so good i`d say you`d have to bring it.
and @ Andele as i have said before putrid mark can not be dodged realiably because all mark cast animations look the same and only idiots would precast putrid mark
(edited by RaynStargaze.6510)
especially on foefire in mid when necor can spam marks from top very fast and easy to support the big teamfight
How is that different from offensive/defensive support any ranged class, or ranged weapon using melee class are able to provide on that and other similar maps?
You’re looking at a map design issue here, and the necro has nothing to do with it.
(edited by KarlaGrey.5903)
ITT: People fail to pay attention and realise that it has already been nerfed in sPvP.
It was already stealth nerfed. Now removes 3 conditions per target hit like deathly swarm. 1v1 it is no longer a complete clear.
AKA, it only removes 3 conditions if it hits one target.
ITT: People fail to pay attention and realise that it has already been nerfed in sPvP.
It was already stealth nerfed. Now removes 3 conditions per target hit like deathly swarm. 1v1 it is no longer a complete clear.
AKA, it only removes 3 conditions if it hits one target.
Just tried it. My bad i will fix that then.
Its still a massive shutdown for condi classes nontheless imo.
I think Putrid Mark should be blockable but it not being blindable is fine in my opinion.
http://www.youtube.com/user/ceimash
http://www.twitch.tv/ceimash
especially on foefire in mid when necor can spam marks from top very fast and easy to support the big teamfight
How is that different from offensive/defensive support any ranged class, or ranged weapon using melee class are able to provide on that and other similar maps?
You’re looking at a map design issue here, and the necro has nothing to do with it.
It is to some extent with the fact that necro with both mark cooldowns + mark size traited is arguably the best class to have sitting on that Ledge in 5v5 teamfights
But my main point wasnt about the mark spam but just the single putrid mark in a 5v5 teamfight that can be gamechanging on a very low cd with no real defensive options for the opposing team
(edited by RaynStargaze.6510)
I think Putrid Mark should be blockable but it not being blindable is fine in my opinion.
Putrid Mark is blockable. It requires a 10 point Death Magic (arguably, one of our worst trait lines) trait to make it unblockable.
The problem is, necro staff is so useless without the accompanying bigger mark size that no necromancer worth their salt will ever try to use staff without taking that trait, pigeonholing us into a trait line we don’t want. It has been one of the most requested changes since the game went live that ANet make the “Greater Marks” size the default size of marks to diversify builds, while merging the unblockable part with the 20% cool down trait available at 20 points in Death Magic. Most of us don’t care about the unblockable part. Its the bigger mark sizes that we need, because without it, staff is useless.
Furthermore, why are we complaining about this now? It wasn’t OP before. Literally nothing has changed about this skill until this patch, which actually nerfed it to a 3 condition transfer from a full condition transfer. Why is it that when necromancers suddenly get burning (which we never asked for, we wanted survivability, not extra damage), every other single aspect of that class is now OP as hell and needs to be nerfed? Why?
(edited by Kravick.4906)
I think Putrid Mark should be blockable but it not being blindable is fine in my opinion.
Putrid Mark is blockable. It requires a 10 point Death Magic (arguably, one of our worst trait lines) trait to make it unblockable.
The problem is, necro staff is so useless without the accompanying bigger mark size that no necromancer worth their salt will ever try to use staff without taking that trait, pigeonholing us into a trait line we don’t want. It has been one of the most requested changes since the game went live that ANet make the “Greater Marks” size the default size of marks to diversify builds, while merging the unblockable part with the 20% cool down trait available at 20 points in Death Magic. Most of us don’t care about the unblockable part. Its the bigger mark sizes that we need, because without it, staff is useless.
Furthermore, why are we complaining about this now? It wasn’t OP before. Literally nothing has changed about this skill until this patch, which actually nerfed it to a 3 condition transfer from a full condition transfer. Why is it that when necromancers suddenly get burning (which we never asked for, we wanted survivability, not extra damage), every other single aspect of that class is now OP as hell and needs to be nerfed? Why?
wow spending 10 trait points to make a weapon viable thats really an investment which is not worth the reward.. no other class has to do this…
it was OP before as well i just didnt care because no one played necro ever
wow spending 10 trait points to make a weapon viable thats really an investment which is not worth the reward.. no other class has to do this…
Can’t tell if sarcasm or genuine.
I have to say: we basically face tank whereas vigor lovers and other boon hugers avoid it, it sounds OP but skills are balanced within the classes kit, not on an overall basis. And as someone said, its a cleanse that requires a nearby enemy AND can miss/be dodged. Also a 3/4 cast time isn’t particularly fast so its interruptible. Now that said, I Agree it needs its own animation to make the above justified.
Warlord Sikari (80 Scrapper)
I disagree completely. All of this just sounds like desperate calls for random nerfs now.
The reasons why we’ve been over the top since the patch have been stated numerous of times by a lot of people. There’s no reason to just starting pointing fingers at old weapon/class defining skills when something else is over tuned, especially when, in this case, these skills add up to our ability to survive and disengage from a fight, which we lack the most.
Asura Quagganmancer
To the no animation thing, necro staff gets a giant scythe, they move their hands like dealing a spread of poker cards in blackjack (unlike the windmill swing of the auto attack) and a black swirl pops on the ground for 1/4 of a second (more than on a lot of mesmer and engie skills that people still dodge on a pretty reliable basis). if that isnt a sign move out of the way/dodge trough the mark idk what is.
:popcorn:
Stream- http://www.twitch.tv/thezombify
Twitter- @ZombifyGW2
I think Ive seen just about every necro skill asked to be nerfed by now in the last week. Its starting to sound very desperate now.
To the no animation thing, necro staff gets a giant scythe, they move their hands like dealing a spread of poker cards in blackjack
You didnt read.
I said all the mark cast animations look the same so you have no way of telling which mark is going to be cast.
I have to agree it should not transfer all conditions. Just like carrupt boon should not convert all boons
I think Putrid Mark should be blockable but it not being blindable is fine in my opinion.
Putrid Mark is blockable. It requires a 10 point Death Magic (arguably, one of our worst trait lines) trait to make it unblockable.
The problem is, necro staff is so useless without the accompanying bigger mark size that no necromancer worth their salt will ever try to use staff without taking that trait, pigeonholing us into a trait line we don’t want. It has been one of the most requested changes since the game went live that ANet make the “Greater Marks” size the default size of marks to diversify builds, while merging the unblockable part with the 20% cool down trait available at 20 points in Death Magic. Most of us don’t care about the unblockable part. Its the bigger mark sizes that we need, because without it, staff is useless.
Furthermore, why are we complaining about this now? It wasn’t OP before. Literally nothing has changed about this skill until this patch, which actually nerfed it to a 3 condition transfer from a full condition transfer. Why is it that when necromancers suddenly get burning (which we never asked for, we wanted survivability, not extra damage), every other single aspect of that class is now OP as hell and needs to be nerfed? Why?
wow spending 10 trait points to make a weapon viable thats really an investment which is not worth the reward.. no other class has to do this…
it was OP before as well i just didnt care because no one played necro ever
It was OP before but it isn’t OP now. As people have said, it scales with how many people you catch standing in it so it’s pretty good if you ask me. It rewards skillful play.
http://www.youtube.com/user/ceimash
http://www.twitch.tv/ceimash
lol I forgot that but I still don’t think engineers have had any other viable builds besides the bunker, I don’t think they have ever had an offensive roaming build ever.
Idk 10/30/0/0/30 is fun as hell to roam with in spvp :P 100-0 in 1.5 seconds with some splash damage is well worth being squishy.
lol you are one of few sir ill give you that I can personally say I have never seen a roaming engineer that was viable since the first couple weeks of the game. if you are good at it you are one of the few that is skilled enough to do good, so feel privileged!
Posts like this make me wonder do you even play GW2 seriously , if you’re attempting humour please notify us.
I have to agree it should not transfer all conditions. Just like carrupt boon should not convert all boons
It doesn’t…
Why do people not read threads any more?
I think Putrid Mark should be blockable but it not being blindable is fine in my opinion.
Putrid Mark is blockable. It requires a 10 point Death Magic (arguably, one of our worst trait lines) trait to make it unblockable.
The problem is, necro staff is so useless without the accompanying bigger mark size that no necromancer worth their salt will ever try to use staff without taking that trait, pigeonholing us into a trait line we don’t want. It has been one of the most requested changes since the game went live that ANet make the “Greater Marks” size the default size of marks to diversify builds, while merging the unblockable part with the 20% cool down trait available at 20 points in Death Magic. Most of us don’t care about the unblockable part. Its the bigger mark sizes that we need, because without it, staff is useless.
Furthermore, why are we complaining about this now? It wasn’t OP before. Literally nothing has changed about this skill until this patch, which actually nerfed it to a 3 condition transfer from a full condition transfer. Why is it that when necromancers suddenly get burning (which we never asked for, we wanted survivability, not extra damage), every other single aspect of that class is now OP as hell and needs to be nerfed? Why?
The problem isn’t just the one spell Kravick. It’s every buff that the necro had. Necro’s damage was far from UP before this last patch. And they had solid utility with boon strip and condi cleanse as well. But Anet added burning (damage boost), torment (extra condi= more damage from other sources), Spectral wall (more control), Across the board well cooldown reduction, Easier life force gain, and the general change to weakness (a condition that necros can apply more often than most other classes) helping the necros survivability.
That’s a lot of changes that, instead of fixing the real issue (being necro survivability and escapability) made an already solid damage class overpowered. There’s no reason to bring any other condi class, because nothing can bring near as much pressure and team support as a necromancer can.
Check out my S/D Ele tPvP guide: http://intothemists.com/guides/202-aiden_frosts_sd_sustain_burst
I think Putrid Mark should be blockable but it not being blindable is fine in my opinion.
Putrid Mark is blockable. It requires a 10 point Death Magic (arguably, one of our worst trait lines) trait to make it unblockable.
The problem is, necro staff is so useless without the accompanying bigger mark size that no necromancer worth their salt will ever try to use staff without taking that trait, pigeonholing us into a trait line we don’t want. It has been one of the most requested changes since the game went live that ANet make the “Greater Marks” size the default size of marks to diversify builds, while merging the unblockable part with the 20% cool down trait available at 20 points in Death Magic. Most of us don’t care about the unblockable part. Its the bigger mark sizes that we need, because without it, staff is useless.
Furthermore, why are we complaining about this now? It wasn’t OP before. Literally nothing has changed about this skill until this patch, which actually nerfed it to a 3 condition transfer from a full condition transfer. Why is it that when necromancers suddenly get burning (which we never asked for, we wanted survivability, not extra damage), every other single aspect of that class is now OP as hell and needs to be nerfed? Why?
The problem isn’t just the one spell Kravick. It’s every buff that the necro had. Necro’s damage was far from UP before this last patch. And they had solid utility with boon strip and condi cleanse as well. But Anet added burning (damage boost), torment (extra condi= more damage from other sources), Spectral wall (more control), Across the board well cooldown reduction, Easier life force gain, and the general change to weakness (a condition that necros can apply more often than most other classes) helping the necros survivability.
That’s a lot of changes that, instead of fixing the real issue (being necro survivability and escapability) made an already solid damage class overpowered. There’s no reason to bring any other condi class, because nothing can bring near as much pressure and team support as a necromancer can.
You want remove dhumfire from necro. You want to nerf terror damage. You want to necromancer to get back to 1sec doom. You want to remove fear from spectral wall. You want to nerf corrupt bone even more. 5 boon max wasn’t enough. And now putrid mark? Just what do you guys exactly want for heaven sake!?
That’s a good question exactly. I had been wondering about the same thing myself. And whoever said that life force is easy to gain is not really correct. You have to trait to get 3% life force from people triggering marks. And you have to actually hit people with scepter 3 while they have conditions on them to gain bonus life force. That’s not really easy life force gaining especially if you are fighting solo. Before anyone jumps on me about other weapons having good life force gaining, I will say that conditionmancers will mostly run those 2 weapons.
I think Putrid Mark should be blockable but it not being blindable is fine in my opinion.
Putrid Mark is blockable. It requires a 10 point Death Magic (arguably, one of our worst trait lines) trait to make it unblockable.
The problem is, necro staff is so useless without the accompanying bigger mark size that no necromancer worth their salt will ever try to use staff without taking that trait, pigeonholing us into a trait line we don’t want. It has been one of the most requested changes since the game went live that ANet make the “Greater Marks” size the default size of marks to diversify builds, while merging the unblockable part with the 20% cool down trait available at 20 points in Death Magic. Most of us don’t care about the unblockable part. Its the bigger mark sizes that we need, because without it, staff is useless.
Furthermore, why are we complaining about this now? It wasn’t OP before. Literally nothing has changed about this skill until this patch, which actually nerfed it to a 3 condition transfer from a full condition transfer. Why is it that when necromancers suddenly get burning (which we never asked for, we wanted survivability, not extra damage), every other single aspect of that class is now OP as hell and needs to be nerfed? Why?
The problem isn’t just the one spell Kravick. It’s every buff that the necro had. Necro’s damage was far from UP before this last patch. And they had solid utility with boon strip and condi cleanse as well. But Anet added burning (damage boost), torment (extra condi= more damage from other sources), Spectral wall (more control), Across the board well cooldown reduction, Easier life force gain, and the general change to weakness (a condition that necros can apply more often than most other classes) helping the necros survivability.
That’s a lot of changes that, instead of fixing the real issue (being necro survivability and escapability) made an already solid damage class overpowered. There’s no reason to bring any other condi class, because nothing can bring near as much pressure and team support as a necromancer can.
You want remove dhumfire from necro. You want to nerf terror damage. You want to necromancer to get back to 1sec doom. You want to remove fear from spectral wall. You want to nerf corrupt bone even more. 5 boon max wasn’t enough. And now putrid mark? Just what do you guys exactly want for heaven sake!?
It’s not that everything needs to be nerfed. Just something needs to. All these things piled together make a necro OP. Reduce the viability of one or two of those things and they’re closer to balanced.
It’s not my job to decide how to nerf them (thankfully)
Check out my S/D Ele tPvP guide: http://intothemists.com/guides/202-aiden_frosts_sd_sustain_burst
1) Putrid was already nerfed this last patch. It transfers 3 condis off yourself per target hit. I believe it also just transfers 3 condis off allies now as well regardless of the number of targets hit but I haven’t gotten around to testing that yet. IMO this was a good change.
2) The spectral effects (e.g. spectral armor/walk) working in DS was a huge buff to survivability. This was a very underrated change for Necro survivability. It raised the skill floor since you don’t have to manage your DS with spectral effects anymore, but now these skills are VERY effective at surviving vs focus fire.
3) All I want now in terms of Necro survivability is a revamp of siphoning and being allowed to be healed in DS. I know the devs keep saying how OP Necro tanks were in beta, but I do not see how being able to be healed in DS will make them invincible tanks. DS itself has no heals, so outside of regen and specific healing traits the only heals the Necro will be getting is from allies, which promotes team work rather than restrict it.
edit: I also agree Necro condi damage is out of control. They buffed power Necros quite a bit this last patch, but they also buffed condi Necros as well and they are still the apex Necro build in tPvP by quite a large margin. But ANet already said they are going to tone this down so we’ll see what they do.
(edited by Skyro.3108)
But Anet added burning (damage boost), torment (extra condi= more damage from other sources), Spectral wall (more control), Across the board well cooldown reduction, Easier life force gain,
No one wanted burning. I have no idea why they gave it to us and I wish they’d take it back. It doesn’t fit the theme of the class in the slightest. This one trait is going to get us nerfed back into uselessness. ANet is stubborn and won’t admit that they made a mistake, so they’ll take a chuck out of something else to compensate. Most likely terror because its the most complained about thing right now. This will hurt us over all in a bad way and break all of the old, still functional, builds that did not go 30 points into spite. This will pigeon hole condition necros into going 30/30/10 if they even want to maintain a decent level of damage output any more.
Torment sucks. Seriously, look at your combat log after a necro kills you. Torment will be the last on the list and it will have done less than one quarter of your life in total damage.
Spectral wall is a L2P issue as it does not fear you unless you run INTO it. Spectral Wall will not do anything to you if you have it dropped on top of you.
Wells are a power thing. Condition necros do not use wells except for maybe Well of Darkness/Power, which both do 0 damage and do not give any LF.
“Easier Lifeforce gain” on weapons that actually generated life force in the first place. The only skill that gives life force on scepter is the number 3 skill, and you’ll only get maybe 8% if the target has enough conditions on them. Thats not enough to even go into DS if you had no life force to begin with. Dagger off-hand has no life force generation what so ever. Staff auto attack got a 1% increase per hit, but you’re not going to hit anything with it. You must spend 20 points into a tree that does not benefit condition specs in any way to achieve a 3% life force per mark (Soul Marks) triggered trait (not per target, per trigger. One mark = 3% period, regardless of how many people it hits). This OP spec everyone is complaining about does not go into this tree, so they do not have this trait. You must give up burning to acquire Soul Marks. A condition necro is not going to be using any other combination other than Scepter/Dagger and Staff. Possibly Scepter/WH and Staff, but this is pretty rare and not normal. WH doesn’t generate LF for squat and was not buffed by the increased LF gain.
Beyond this, two things got nerfed this patch that also hurt us in a bad way. Corrupt Boon now only corrupts 5 boons, stability being the last on the list to be corrupted. AKA, if the target has 6 boons and one of them is stability, stability will not be corrupted. We can no longer break bunkers as a result. Putrid Mark also got nerfed (this was a stealth nerf, they didn’t even tell us about this one). It is no longer a full condition transfer. It now only transfers a possible total of 3 conditions per target hit from the necromancer, with allies only transferring 3 conditions period.
(edited by Kravick.4906)
But Anet added burning (damage boost), torment (extra condi= more damage from other sources), Spectral wall (more control), Across the board well cooldown reduction, Easier life force gain,
No one wanted burning. I have no idea why they gave it to us and I wish they’d take it back. It doesn’t fit the theme of the class in the slightest. This one trait is going to get us nerfed back into uselessness. ANet is stubborn and won’t admit that they made a mistake, so they’ll take a chuck out of something else to compensate. Most likely terror because its the most complained about thing right now. This will hurt us over all in a bad way and break all of the old, still functional, builds that did not go 30 points into spite. This will pigeon hole condition necros into going 30/30/10 if they even want to maintain a decent level of damage output any more.
You are making some good points, kravick. Furthermore, I would like to add that nerfing terror instead of removing dhuumfire is not the right solution. It will just make us less effective at puting pressure with condition, and engi will just take our place back. I also believe there is a lack of synergy between professions currently in tourny, and removing burn instead of nerfing terror to the ground will not only make necromancer balanced but also make engineer less of a weaker version of necromancer bringing those two professions at a balancing level. (Currently, engineer is taken over necromancer hence why double necromancer insteaf of something like necro+engi in almost every team that focus on condition pressure.)
(edited by Poplolita.2638)
1) Putrid was already nerfed this last patch. It transfers 3 condis off yourself per target hit. I believe it also just transfers 3 condis off allies now as well regardless of the number of targets hit but I haven’t gotten around to testing that yet. IMO this was a good change.
This is not true at all. Putrid mark was buffed substantially by making it TRANSFER blinds instead of blinds making it miss. This was the only change to putrid mark.
@$20 an hour! It’s worth it!
1) Putrid was already nerfed this last patch. It transfers 3 condis off yourself per target hit. I believe it also just transfers 3 condis off allies now as well regardless of the number of targets hit but I haven’t gotten around to testing that yet. IMO this was a good change.
This is not true at all. Putrid mark was buffed substantially by making it TRANSFER blinds instead of blinds making it miss. This was the only change to putrid mark.
Could at least test it before claiming putrid mark didn’t get any nerf, or read his post once again?
“It transfers 3 condis off yourself per target hit”
Pre-patch it tranfered all the condis. Now, if we count blind, it only transfer 2 conditions. I’d rather have the old version that transfer all conditions but blind instead of the current putrid mark.
You people…seriously. You won’t be happy until there’s only one class in the game with one ability.
lol I forgot that but I still don’t think engineers have had any other viable builds besides the bunker, I don’t think they have ever had an offensive roaming build ever.
100Nades cheese build
Sophea Sladorian – Charr Ranger – [DECM] | Sea of Sorrows
Sophea Of Elements – Human Elementalist – [DECM] | Sea of Sorrows
You guys crack me up.
Anything involving the transfer of conditions has always transferred conditions, and isn’t subject to the negative aspects of them. Why shouldnt a skill that TRANSFERS conditions do just that?
“Oh im blind, let me TRANSFER this condition to someone else.”
Putrid mark got a nerf, and now people complain about it?
Lets run down the list:
Warriors – Frenzy + 100 Blades / Killshot = OP
D/D Elementalist 0-10-0-30-30 = OP
100 Nades Engineer = OP
Beasmater Rangers / Trap Rangers = OP
Backstab/Pistol Whip Thieves = OP
Bunker Guardian = OP
Mesmer = OP
Now
Necromancer Conditions/Terror = OP
Can you all shut up now?
1) Putrid was already nerfed this last patch. It transfers 3 condis off yourself per target hit. I believe it also just transfers 3 condis off allies now as well regardless of the number of targets hit but I haven’t gotten around to testing that yet. IMO this was a good change.
This is not true at all. Putrid mark was buffed substantially by making it TRANSFER blinds instead of blinds making it miss. This was the only change to putrid mark.
You are incorrect sir. I’d rather have pre-patch Putrid Mark all day every day.
Also I just tested it vs allies. Putrid Mark no longer cleans ANY conditions off allies. It is essentially comparable to Deathly Swarm now with a 3 condi transfer per target. Whether this is a bug or stealth nerf I don’t know, since the tooltip didn’t change.
Also there is a strict priority with which conditions are transferred now (for both Putrid Mark and Deathly Swarm). The priority is roughly (hard to test exactly since it is 3 condis).
Blind
Immob
Weak
Vuln
Chill/Crip/Burn
Poison/Bleed
Not sure about Torment/Confusion/Fear I didn’t test everything. Also note that condition removal skills does not behave this way. Condition removal skills still appear to be random (or at least not a strict priority order).
Buff necro even more ,i’ll say. So i can read more of thous posts )