A way to give necro's more stability?
doubt that will happen.
SA is probably the closest skill to what anet think we should have.
Making Reaper’s Mark give allies in the area Stability would be pretty good, IMO.
As far as skills go, I’d rather see it tied to either signet of locust or signet of undeath. Currently both of those are very lackluster, and could use a buff. Spectral Armor is currently great as is because with spectral wall you can get a good amount of protection overall. I’d rather see stability on a trait though because we would get more overall stability. For instance, they could give 5 seconds of stability on spectral, or signet use.
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.
As far as skills go, I’d rather see it tied to either signet of locust or signet of undeath. Currently both of those are very lackluster, and could use a buff. Spectral Armor is currently great as is because with spectral wall you can get a good amount of protection overall. I’d rather see stability on a trait though because we would get more overall stability. For instance, they could give 5 seconds of stability on spectral, or signet use.
I vote signet use.
I’d like to see death magic reward reward stability in some way so it can stop being the lackluster trait line that it is.
Makonne – Hybrid Regen Ranger
Making Reaper’s Mark give allies in the area Stability would be pretty good, IMO.
Ya, that’s a pretty good idea. Either that or what zapv was saying
As far as skills go, I’d rather see it tied to either signet of locust or signet of undeath. Currently both of those are very lackluster, and could use a buff. Spectral Armor is currently great as is because with spectral wall you can get a good amount of protection overall. I’d rather see stability on a trait though because we would get more overall stability. For instance, they could give 5 seconds of stability on spectral, or signet use.
Signet of locust should be buffed, for sure
http://wiki.guildwars2.com/wiki/Foot_in_the_Grave
Guess what. While it favors power, its also decent for condi.
http://wiki.guildwars2.com/wiki/Foot_in_the_Grave
Guess what. While it favors power, its also decent for condi.
that’s the issue, aside from taking 30 in SR or using our elites which have a 180s cd we dont have any way to gain stability for ourselves.
http://wiki.guildwars2.com/wiki/Foot_in_the_Grave
Guess what. While it favors power, its also decent for condi.
that’s the issue, aside from taking 30 in SR or using our elites which have a 180s cd we dont have any way to gain stability for ourselves.
Well.. we can also cast well of power to get 1 second of stability and then on the small chance we are feared and well of power is cast we will also get some stability.
Also.. 20 seconds of stability in plague and 30 seconds in lich are really good… the only thing is that the stability goes away once the transformation ends… i rarely stay in either one of them for the full duration… so it would be nice for that not to happen. But either way even being in the transformation for the full duration you get around 10 to 15% stability up times in fights that you use these.
Necro Alt – Spazza The Troll
Maybe someone can enlighten me on why so much stability is necessary? I personally don’t think it’s an issue. I think it’s fairly obvious our class was designed to use fear and Spectral armor as a means of negation rather than stability because stability creates maneuverability which isn’t a design focus for this class anyways.
focus on Dungeons, Fractals and Raiding.
Because a necro’s defense is based on landing attacks. As such, anything that prevents us from attacking hurts us far more than other professions.
http://wiki.guildwars2.com/wiki/Foot_in_the_Grave
Guess what. While it favors power, its also decent for condi.
that’s the issue, aside from taking 30 in SR or using our elites which have a 180s cd we dont have any way to gain stability for ourselves.
Well.. we can also cast well of power to get 1 second of stability and then on the small chance we are feared and well of power is cast we will also get some stability.
Also.. 20 seconds of stability in plague and 30 seconds in lich are really good… the only thing is that the stability goes away once the transformation ends… i rarely stay in either one of them for the full duration… so it would be nice for that not to happen. But either way even being in the transformation for the full duration you get around 10 to 15% stability up times in fights that you use these.
yea but you are not able to really so much in plague exept soak up damage to 20s, also ranged attacks will keep damaging you and lich form you are locked out of your heals so you will die if you are focused by any decent group (you turn into a very large target lol)
Maybe someone can enlighten me on why so much stability is necessary? I personally don’t think it’s an issue. I think it’s fairly obvious our class was designed to use fear and Spectral armor as a means of negation rather than stability because stability creates maneuverability which isn’t a design focus for this class anyways.
spectral armor only gives us a little breathing room but protection will only help so much. our heals are around 1s cast time which is plenty of time to stun/knockback/fear.
Fear while is a great tool, is basically countered by stability and condi removal. which many classes have enough of one or the other.
We has stability once
E.A.D.
I don’t even use “Foot in the Grave.” I have 0 Stability and run in zergs with no problem. I really don’t want that to sound egotistical I’m just saying that I’m wondering in what instance is everyone running into so many stuns that it is necessary. Maybe that’s a better way to phrase it.
As a disclaimer I have one “get out of jail free” card which is the trait “Reapers Protection” (fear enemies when disabled) and it has always been enough.
focus on Dungeons, Fractals and Raiding.
I don’t even use “Foot in the Grave.” I have 0 Stability and run in zergs with no problem. I really don’t want that to sound egotistical I’m just saying that I’m wondering in what instance is everyone running into so many stuns that it is necessary. Maybe that’s a better way to phrase it.
As a disclaimer I have one “get out of jail free” card which is the trait “Reapers Protection” (fear enemies when disabled) and it has always been enough.
I saw Zerg and I understood why you dont have an issue.
try running in a small group or solo then come back and let us know if you still feel the same.
Fair enough, I do know Guardians in the zerg give everyone stability.
focus on Dungeons, Fractals and Raiding.
Fair enough, I do know Guardians in the >zerg< give everyone stability.
You would understand if you have ever been stunlocked in spvp or WvW roaming.
Foot in the Grave (Near to Death)
I just don’t roam on my Necro. I don’t like to carry multiple sets of gear on me heh. So I zerg on Guardian and Necro and roam on Ele and Thief /shrug.
focus on Dungeons, Fractals and Raiding.
The sad part about necros and stability is, that necros can have the highest updown of stability of all professions, but at the same time it is useless, simply for the fact that our stability is on a to short duration with a short cooldown. But what we truly need is a skill with a longer duration of stability and a longer cooldown (and a stun break at the start). An other problem is that it is tied to ds.
The sad part about necros and stability is, that necros can have the highest updown of stability of all professions, but at the same time it is useless, simply for the fact that our stability is on a to short duration with a short cooldown. But what we truly need is a skill with a longer duration of stability and a longer cooldown (and a stun break at the start). An other problem is that it is tied to ds.
This is actually the problem. To get high uptime stability, we have to forgo our defense.
Once upon a time, in beta, death shroud gave you passive stability. Funny how when something gets nerfed it often goes from one extreme to the other. :P
Solo & Roaming Group WvW Movies
Once upon a time, in beta, death shroud gave you passive stability. Funny how when something gets nerfed it often goes from one extreme to the other. :P
Shade
Soul Reaping Minor
Prevent knocked back, knocked down, launched, slowed or stunned while in Death Shroud.
http://wiki.guildwars2.com/wiki/List_of_historical_traits#Necromancer_traits
It was a bit more than a simple stability and OP as a minor trait.
Once upon a time, in beta, death shroud gave you passive stability. Funny how when something gets nerfed it often goes from one extreme to the other. :P
Shade
Soul Reaping Minor
Prevent knocked back, knocked down, launched, slowed or stunned while in Death Shroud.
http://wiki.guildwars2.com/wiki/List_of_historical_traits#Necromancer_traitsIt was a bit more than a simple stability and OP as a minor trait.
Good find. Yes, it was totally OP and needed to be nerfed. But, look at the situation now. That was my point about how it swung from one extreme to another.
And that trait from beta is why we can’t stomp while in deathshroud today. Of course, that wasn’t changed after the trait was removed. :P
Solo & Roaming Group WvW Movies
(edited by Oozo.7856)
Sanctuary Runes synergize pretty well with necros. It’s not the best alternative, but it’s saved me more than a few times. /shrug
I troll because I care
I would like Ax 3 to give stability
YOHO (A Pirates Life for Me)
If we get the toxic dome sometime, it would be neat that it gives stability too.
I would like to see wells provide more party wide stability. This would provide us with more party support for dungeons as well. Wells already have a short duration, and a long cooldown, so that would balance things out.
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)
I would like to see wells provide more party wide stability. This would provide us with more party support for dungeons as well. Wells already have a short duration, and a long cooldown, so that would balance things out.
Well of power would be a good choice of it.
Id like to see a new dps well with no additional effects other than damage and a low cooldown (20 seconds).
Id also like to see the toxic krait reflect bubble be introduced as a spectral skill.
In regards to stability. I feel like well of power should tick stability for caster and allies in the well for the full duration.
Spectral armour should grant stability.
With these simple changes our stability problems would be gone.
Here is something that would really shake up the necromancer, and by proxy the GW2 world. Move the grandmaster stability trait to 20 in SR, and keep it at 3 seconds. Move master of terror SR trait from 20 to 30, and give it an added effect, like for example, a siphon for Life Force. In that, when you fear someone, you gain Life force while they are feared. THat woudl be amazing, and not OP imo. Give us more sustain, give us an ability to get some stability for more builds
Example of a good SR Grandmaster Trait.
Soul Drain: Grandmaster Trait – Upon applying Fear on an enemy, a parasitic bond is created whereby draining the target of life essence and transferring it to the necromaqncers life force.
—Alternative variation – Upon applying Fear, the damage done by the necromancer to the enemy while feared is siphoned to the necromancers health (max 2k health healed as example..) Healing while in deathshroud?
(edited by Gryph.8237)
Id like to see a new dps well with no additional effects other than damage and a low cooldown (20 seconds).
Doesn’t Well of Suffering kind of already do that?
In regards to stability. I feel like well of power should tick stability for caster and allies in the well for the full duration.
^ This. The measly 1 second of stabo it gives is kind of pointless. It should just tick per pulse. Heck, take the duration down to 4 seconds if you have too lol.
I troll because I care
Id like to see a new dps well with no additional effects other than damage and a low cooldown (20 seconds).
Doesn’t Well of Suffering kind of already do that?
Well of suffering is on a 35 second cooldown and applies vulnerability. Im talking about a low cooldown pure dps well. It wouldnt have vuln or any additional effects so a lower cooldown wouldnt be overpowered. Either that or I would like another reduction to well cooldowns.
Id like to see a new dps well with no additional effects other than damage and a low cooldown (20 seconds).
Doesn’t Well of Suffering kind of already do that?
Well of suffering is on a 35 second cooldown and applies vulnerability. Im talking about a low cooldown pure dps well. It wouldnt have vuln or any additional effects so a lower cooldown wouldnt be overpowered. Either that or I would like another reduction to well cooldowns.
Well yeah. Traited it’s only 28 secs though which is pretty good considering it’s a well, I don’t think they are supposed to be spammable. The vuln simply lets it hit a little harder, kind of slightly magnifying it’s own damage.
I troll because I care
Problem is that trait is very inaccessible for dps builds and therefore not worth it. And ive never liked that necro has high cooldowns for aoe burst. I would like some more sustained aoe. A slightly weaker lower cooldown well would be nice. But we are getting offtopic. xD
Indeed! And ele has even more amazing burst aoe skills which actually work more effectively on larger hitboxes. Necro aoe only hits once per hitbox.
(edited by Spoj The Second.7680)
Problem is that trait is very inaccessible for dps builds and therefore not worth it. And ive never liked that necro has high cooldowns for aoe burst. I would like some more sustained aoe. A slightly weaker lower cooldown well would be nice. But we are getting offtopic. xD
Yeah true.
Wells seem like they were made for power necros, yet the traits for them are not in Spite nor Soul Reaping. Reminds me of my Ranger traits…sad panda.
I still think the Well of Power idea is solid though.
I troll because I care
I’m just saying its there and if people dont wanna use it thats their problem.
Other classes have practically no stability.
I’m just saying its there and if people dont wanna use it thats their problem.
Other classes have practically no stability.
Other professions also dont need it as much…
Maybe i should be more precise. Professions like warriors/guardian/necros who are mainly in the fight need stability more then those professions that are more like poking in and out like thieves/eles/engies and mesmers.
(edited by Muchacho.2390)
I’m just saying its there and if people dont wanna use it thats their problem.
Other classes have practically no stability.
Yes, but Thieves have tons of evades and short cooldown stunbreaks, as well as the ability to escape when things go badly. Necros lack these things.
Its stupid considering necro is designed as the face-tank proffesion.
IMO the best idea i heard, was: A death magic GM trait which gives stabilty during chanels.
Its the boon & defense tree , we have 3x chanels and the useless trait for them, and it would not be a minion trait. Imagine urself on power necro, the #2 u never use can give u 3s stabilty to break a chain hammer combo and force the no brainer back into longbow.
Granted, its not a fix for DS-stomps not working and still being 0.2s too short, but i find at least trait placement perfect
I’m just saying its there and if people dont wanna use it thats their problem.
Other classes have practically no stability.Other professions also dont need it as much…
Maybe i should be more precise. Professions like warriors/guardian/necros who are mainly in the fight need stability more then those professions that are more like poking in and out like thieves/eles/engies and mesmers.
Every class needs stability especially in spvp, why do necros need it so much more than say an ele or mesmer.
That said I still never got why well of power never gave stability per tick instead of just 1s at the start, its not like power necros are the OP class right now and i have to say it sucks to play one when the other side of a match is 3 wars/thief/engy like it usually is. Or maybe add it to a spectral skill but at that point the class would have more stability than everyone other than a war or guard which would just be silly, seems like everyone is overestimating the stability other classes get (eles 6 seconds on a 90s CD is OP!)
Aeneaaa – 80 engineer
Aeeneaa – 80 Ele
(edited by Sizer.5632)
I’m just saying its there and if people dont wanna use it thats their problem.
Other classes have practically no stability.Other professions also dont need it as much…
Maybe i should be more precise. Professions like warriors/guardian/necros who are mainly in the fight need stability more then those professions that are more like poking in and out like thieves/eles/engies and mesmers.
Every class needs stability especially in spvp, why do necros need it so much more than say an ele or mesmer.
That said I still never got why well of power never gave stability per tick instead of just 1s at the start, its not like power necros are the OP class right now and i have to say it sucks to play one when the other side of a match is 3 wars/thief/engy like it usually is. Or maybe add it to a spectral skill but at that point the class would have more stability than everyone other than a war or guard which would just be silly, seems like everyone is overestimating the stability other classes get (eles 6 seconds on a 90s CD is OP!)
Other classes don’t need it because they aren’t supposed to stay in the middle of the fight. A necro is designed to be in the middle of a fight. Necros don’t have blink, they don’t have stealth, and they don’t have invulnerability skills which are often better than stability. Honestly, based on what arenanet has said necros need more sustain and stability than any other class in the game except guardians. All the other classes are faster, have invulns, and blocks. That’s why they don’t need stability because they stun break teleport, or invuln and run. Necros don’t have that option.
Whoever had the idea of another grandmaster trait that give stability please stop. We need skills or adept/master tier traits not another 30 point investment in a tree with bad minors. Also, our channels are limited. We a way to get something close to 10 seconds of stability so we can actually do something instead of sitting flashing ds.
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.
Elementalist and especially Mesmer have combat mobility/escape options that Necromancers will never have.
The two main mitigation methods in this game are to either not get hit; or be immune. Necromancers are not being allowed the first to anywhere near the same degree as any other class; and they need more stability analogues to truly be able to do the second.
Buff " Foot in the grave " to 4 seconds will be very good and not OP imo . But it’s just a dream …