Anyone else pumped about the Necro!

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Posted by: Zoso.8279

Zoso.8279

Necromancer

Death Shroud: Reverted a change that caused this effect to incorrectly cancel abilities (such as stomping) when the necromancer’s death shroud runs out.

Necrotic Grasp: Increased the velocity of this projectile by 50%.

Life Siphon: Increased this skill’s base healing by 25%, and increased the scaling with healing power by 75%. Fixed a bug in which this skill increased by 25% instead of 20% when traited with Bloodthirst.
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The DS while be great because the forums always complaining about that so 70% of the necro forum users should be happy. Personally the Life Siphon is what I really want to play around with.

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Posted by: GreyWraith.8394

GreyWraith.8394

any thoughts on whether siphons are worth a kitten with the buffs? Still seems sketchy to me given the trait investment required and the lack of synergy with DS.

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

any thoughts on whether siphons are worth a kitten with the buffs? Still seems sketchy to me given the trait investment required and the lack of synergy with DS.

None of the siphon traits got buffed. Just Dagger #2, aka Life Siphon.

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Posted by: GreyWraith.8394

GreyWraith.8394

any thoughts on whether siphons are worth a kitten with the buffs? Still seems sketchy to me given the trait investment required and the lack of synergy with DS.

None of the siphon traits got buffed. Just Dagger #2, aka Life Siphon.

kitten . I fail reading. I remember that from the readyup but for some reason misread the patch notes. Oh well…

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Posted by: Anchoku.8142

Anchoku.8142

It is all the more reason not to run axe. A lot of professions received performance boosts in less popular weapons or skills. Warrior OH mace now deals 10 vulnerability. I should compare it to Necromancer’s MH axe.

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Posted by: Flumek.9043

Flumek.9043

The biggest change is staff.

To keep it real, condi has and is only viable role, which is always lacks life force and has a awfully horrible snowball mechanic if u die and start with 0% LF. If it helps you land just 2x more hits – thats +8% LF to every condi build we have.

To dagger#2.

Our only semi-viable dagger builds were zerker. I still think dagger#2 will have a too long start casting time , you simply eat too much dmg during the chanel for what u get…. Like you would gain more dmg and more survival if u keep AA and get life force.
Use dagger#2 only as “gap closer” and proccing air/fire if target is running. 300hp more on zerker and clunky skill is nothing

Also, they (again) added absolutely nothing beside stuff they mentioned in the previews funny how they still always get me on this topic

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(edited by Flumek.9043)

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Posted by: Afya.5842

Afya.5842

The biggest change is the sinister stats. I wonder how the dps would be for long boss fight compare to zerker given the condi cap not reached.

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Posted by: Anchoku.8142

Anchoku.8142

Am I right in thinking the damage on life siphon is unchanged?

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Am I right in thinking the damage on life siphon is unchanged?

Correct.

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Posted by: Jelzouki.4128

Jelzouki.4128

The biggest change is staff.

To keep it real, condi has and is only viable role, which is always lacks life force and has a awfully horrible snowball mechanic if u die and start with 0% LF. If it helps you land just 2x more hits – thats +8% LF to every condi build we have.

To dagger#2.

Our only semi-viable dagger builds were zerker. I still think dagger#2 will have a too long start casting time , you simply eat too much dmg during the chanel for what u get…. Like you would gain more dmg and more survival if u keep AA and get life force.
Use dagger#2 only as “gap closer” and proccing air/fire if target is running. 300hp more on zerker and clunky skill is nothing

Also, they (again) added absolutely nothing beside stuff they mentioned in the previews funny how they still always get me on this topic

Nobody ever listens when I say the cast time too long. Thank you.

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Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

I’m hyped about that staff change, personally. I always avoided the staff as much as I could because I hated how slow the AA was. With this change though, I’ll actually want to use my staff (:

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Posted by: TheLastNobody.8319

TheLastNobody.8319

Might put chill sigils on my staff now for my condition Minionmancer since the AA moves faster. Would help in keeping up with the target.

A knight in shining armor is a man who never had his metal truly tested.

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Posted by: Thustlewhumber.7416

Thustlewhumber.7416

OMFG necro is so op right now. 6/2/0/6/0… thats all i’m sayin… basically god mode, lol.

WvW Necro

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Posted by: Zoso.8279

Zoso.8279

After playing a bit I have to say I’m really liking the Siphon and Staff velocity. Siphon is really helping me with sustain and thats saying a lot because my build was already good on sustain. The DS fix is also very nice lol. Now if only they could fix the minion AI from being idle.

Necromancer Main

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Posted by: Ario.8964

Ario.8964

If they reduce the cast time of dagger #2 significantly and buff vampiric precision and the minor one that siphons with every hit to like 100 health for each one I will be completely satisfied. The cast time on dag #2 is just way too long to get any benefit from because 9 times out of 10 you will be interrupted or just take more damage than you heal in the channel time. Shortening it to like 1.5 seconds would do wonders for that skill.

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Posted by: Merlin Dyfed Avalon.5046

Merlin Dyfed Avalon.5046

Not really.
it’s little baby steps in the right direction. but i feel the real issue is taking 3 steps back before daring to take one forward..

Then again any help the necro can get i’ll take, even if i rerolled to cheese.

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Posted by: Anchoku.8142

Anchoku.8142

Started last night with the same 6/4/4/0/0 hybrid zerker perplexity build I was using in the labyrinth. Dagger’s siphon seemed the same or slightly better for sustain. I will try a few other builds later, today, traiting the Blood Magic line or using equipment with healing to see how it scales.

The projectile velocity change on grasping claws looks nicer but will take some time to see if it improves tagging in PvE or connects more often in PvP.