2 changes for mobility

2 changes for mobility

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Posted by: zapv.8051

zapv.8051

Dark Path: Now a leap skill 900 range. Chills and damage all enemies within 240 radius, 3 bleeds apply to target or person closest to explosion. The leap would be similar to burning speed on elementalists, but longer range and with no evade frames.

Path of Corruption would be the same as the bleeds or you could change it to corrupt one boon on all foes hit.

Spectral Wurm: Shadowstep to targeted area summoning a Spectral Wurm wear you stood, 1200 range instant cast. 40 second cooldown. Remove spectral recall to compensate.

I think this would go a long way to fixing the necromancers mobility problems.

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

(edited by zapv.8051)

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Posted by: SaintSnow.6593

SaintSnow.6593

So you want wurm to be like thief ’s shadowstep? Get the Tele instantly and be able to return back to the wurm? I think the wurm is fine mechanically, I would just lower the initial cast time summoning the wurm.

Säïnt

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Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

So you want wurm to be like thief ’s shadowstep? Get the Tele instantly and be able to return back to the wurm? I think the wurm is fine mechanically, I would just lower the initial cast time summoning the wurm.

This ^.

The intent behind necro design is a dark caster that cannot easily escape a fight once they are in it & grows stronger the longer the fight lasts.

That being said I would much rather some innovation in terms of survivability (in balanced ways) then more escape mechanics.

If I wanted escape mechanics I’d play a mesmer.

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Posted by: Ravezaar.4951

Ravezaar.4951

We don’t need more mobility.

Best joke of 2014 didnt come until December, gotta to love this

Underjordens Furste 80 Necro Piken-server
Servant of Dhuum

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Posted by: HeadCrowned.6834

HeadCrowned.6834

Im in favour of the leap idea of dark path, indeed something more like an ele could do. About wurm I don’t know, I think it’s fine the current way.

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Posted by: zapv.8051

zapv.8051

I apologize for not being clear, with this change spectral recall would just be removed. Spectral Wurm would be a port and a summon to function similarly to other classes ports. Basically a instant port and a minion on a 40 second cooldown. If comparing to lightning flash from an ele (same cooldown), they get instantaneous damage, we get sustained damage through a minion.

We don’t at all. Spectral Walk and Flesh Wurm are enough, and giving necromancers any more would make us overpowered. The problem is a lot of people just have no idea that positioning is even a concept, so they constantly get killed and then blame the game.

The fact is necros are the only class that require the level of positioning your talking about because every other class can go invuln or disengage easily. That is terrible design. Furthermore, there are specs on the class, aka any dagger or axe spec, that won’t be able to mitigate the vast majority of damage with proper positioning because they need to be in range to deal damage. I don’t care how good you, or anyone else is at positioning, until necros get some kind of mobility, stability, and/or invulns necros will not be on par with eles, engies, thieves, guards, warriors, or mesmers in general.

The current meta build (I’ve only seen one on tpvp streams recently) relies on necros choosing all their traits, and 2/3 utilities to generate space. Meanwhile, other classes either get blocks, or space creators on weapon skills. The class is and has been in sore need of changes in pvp, and pve for a long time, and just because you are good enough to do well on the class doesn’t mean it is balanced (Power builds are still terrible, if you think I’m wrong get good at a shatter mesmer, fresh air ele, thief, ranger, medi guard, and you’ll see just how outclassed power necros are). I’m not saying I want the class to be buffed into godmode, but currently necros have to sacrifice too much just to get even remotely close to the disengage ability that thieves, mesmers, and eles have by default, and can’t ever get to the sustain level of a guard, engi, or warrior.

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

(edited by zapv.8051)

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Posted by: Pelopidas.2140

Pelopidas.2140

I apologize for not being clear, with this change spectral recall would just be removed. Spectral Wurm would be a port and a summon to function similarly to other classes ports. Basically a instant port and a minion on a 40 second cooldown. If comparing to lightning flash from an ele (same cooldown), they get instantaneous damage, we get sustained damage through a minion.

We don’t at all. Spectral Walk and Flesh Wurm are enough, and giving necromancers any more would make us overpowered. The problem is a lot of people just have no idea that positioning is even a concept, so they constantly get killed and then blame the game.

The fact is necros are the only class that require the level of positioning your talking about because every other class can go invuln or disengage easily. That is terrible design. Furthermore, there are specs on the class, aka any dagger or axe spec, that won’t be able to mitigate the vast majority of damage with proper positioning because they need to be in range to deal damage. I don’t care how good you, or anyone else is at positioning, until necros get some kind of mobility, stability, and/or invulns necros will not be on par with eles, engies, thieves, guards, warriors, or mesmers in general.

The current meta build (I’ve only seen one on tpvp streams recently) relies on necros choosing all their traits, and 2/3 utilities to generate space. Meanwhile, other classes either get blocks, or space creators on weapon skills. The class is and has been in sore need of changes in pvp, and pve for a long time, and just because you are good enough to do well on the class doesn’t mean it is balanced (Power builds are still terrible, if you think I’m wrong get good at a shatter mesmer, fresh air ele, thief, ranger, medi guard, and you’ll see just how outclassed power necros are). I’m not saying I want the class to be buffed into godmode, but currently necros have to sacrifice too much just to get even remotely close to the disengage ability that thieves, mesmers, and eles have by default, and can’t ever get to the sustain level of a guard, engi, or warrior.

We have beautiful DS sustain with some spectral investment. And that’s also where the recent nerf hit the hardest.

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Posted by: zapv.8051

zapv.8051

We have beautiful DS sustain with some spectral investment. And that’s also where the recent nerf hit the hardest.

Then why haven’t I ever seen a tanky necro tpvp streaming?

That’s not true. Mesmer requires even better positioning, and it also picks two of three utility skills for mobility.

It’s also good design — different classes are different, and that’s a good thing. Elementalists and engineers require more muscle memory for combos and cooldowns. Thief demands a much bigger need for disengagement and map awareness for easy-to-gank targets. Guardian requires better awareness of ability range and teammate positioning for support purposes. Ranger and warrior require a sturdier face for the amount of rolling necessary on a keyboard. That’s just how class-based games work.

Mesmers have decoy, blink, portal, mass invis, phase retreat, and distortion to help them disengage as opposed to wurm, walk, and plague in our meta build. They also can and do frequently go into melee range to shatter.

I’m not trying to make all the classes the same, I have 7 of them at 80 to experience the diversity of the classes and builds in this game. The problem is that in this game they removed the traditional idea of being tanky, which was to lower incoming damage and get healed a lot, and replaced that with dodging, blocks, self healing, invulns, and spacing. Instead of giving necros the best of those mechanics, they gave necros DS which is basically a second health bar and energy source. The problem with DS is that you either need your DS generation to increase by number of opponents for it to be balanced (this is why necros are strong 1vs1 and weak 5vs5). Currently it doesn’t, so that leaves two options. Either one you make necros DS scale by the number of opponents, which would be a lot of work because many skills would need to be changed, or you give us other ways to deal with multiple opponents in team fights (I vote mobility and buffing siphons) and make DS even more into an energy type resource.

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

(edited by zapv.8051)

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Posted by: zapv.8051

zapv.8051

Even with all those tools, mesmers require much better positioning. The fact they have to go into melee range sometimes (similar to necromancer) only reinforces their needs for good positioning.

Condition necromancers are fine as they are right now in PvP. Power needs some love, but it has little to do with survivability — it needs better utility and sustained damage.

The reason I disagree on mesmers is that they simply have more tools to escape once they get caught in bad position as compared to necros, and have more ways to avoid damage in the first place due to perma vigor. As far as necros in general, we will just have to agree to disagree, or just disagree if you don’t want that.

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: Atherakhia.4086

Atherakhia.4086

Dhuumfire: When exiting Deathshroud, the Necromancer explodes knocking all targets away 600 units and burning them for 2 seconds. Once burn fades, they are immobilized for 1 second. 20 second cooldown.

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Posted by: Muchacho.2390

Muchacho.2390

Dhuumfire: When exiting Deathshroud, the Necromancer explodes knocking all targets away 600 units and burning them for 2 seconds. Once burn fades, they are immobilized for 1 second. 20 second cooldown.

This is a good idea. The current iteration of Dhuumfire is useless and doesn’t really match the theme of the necromancer. Your idea is much more in-line with the class.

Yeah it is a good idea but why would you think it is more inline with the class? It still causes burning and i wouldnt say knockbacks are really a necromancer thing.

Netherless i would take it over the current dhuumfire^^

(edited by Muchacho.2390)

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Posted by: Lightsbane.9012

Lightsbane.9012

a leap on a weapon would solve so much. but no, we haven’t earned it yet.

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