Attrition? not even close
You guys understand that we, as necros are in a bad place right now, and I predict that will really not improve unless they redesign DS as it is now. Point being, they designed DS around a downed mechanic, and unless they actually recode DS properly, we will never get the ability to heal ourselves in DS via regen, or other player heals (i.e. blasting water fields while we are in DS). I don’t see ANET doing that, as it would be too much work. Rather, they will keep slapping bandaids on our class that will never really address the true issues.
Saying that we are an attrition class is a huge joke, because the minute you go into DS, you basically limit your chances to do anything. Damage drops, the ability to sustain bleeds drop, the fear is one person only, and its highly unlikely you will ever get a full DS 4 off unless your running the SR stability trait. Sure DS can be used offensively to some respect vs one opponent, but its really only vs 1 opponent that it’s decent because you can fear, chill, and add a bleed to one opponent. DS4 in a condition build is kittened and useless even if you do finish the channel. Plus, because its a downed mechanic, it really seems to not matter where my toughness/armor is, as it acts like a flat armor rate (which has to be lower given the rates DS gets pounded down.
DS is our supposed attrition mechanic because it’s this second life pool. the devs have too much flawed logic when it comes to the necro.
(edited by Gryph.8237)
Every profession is capable of attrition. All have heals.
Necromancer is supposed to start slower on damage and be tough enough survive until it can make up the damage lag through conditions and DS. That is all. I doubt the dev’s intended the kind of attrition you are thinking of. They probably only meant Necro to heal at a bit better rate than other professions; i.e., more HP out and more HP in while sustaining mild dps. Consume Conditions can potentially do that.
another thing, some of our highest damage abilities are likely never even finished before we get CC/ping ponged around the battle field. I know when I am fighting an enemy necro on any other class, i use my CC’s when they do their channel ability (Dagger 2, axe 2). Giving us stupid traits like +400 toughness when we chanel is useless because it does not prevent a one click CC skill that ends the channel, and thus our supposed secondary heal (i.e. dagger 2).
They nerfed necros so globally in the late stages of beta and it seems they did no testing based on those changes. They just nerfed anything that gave necros an advantage and called it done. The change from beta to now is just appalling. Yeah, we were slightly OP at the time, but if you were to add some of those abilities back, we would likely only be competitive, and not op given the current pvp meta.
(edited by Gryph.8237)
True, Glyph, but other professions can go from full HP to zero pretty fast once their heals are used, if their escape attemps fail. Necromancers are just more fun to pick on because escape is less likely and downed state is cake to finish.
haha yeah, when a necro goes into a down state, its easier to just finish them with damage, than stomp
Here have a blast finisher on a mark.. that an enemy has to activate.. lol..
The blast finisher activates twice on putrid mark. First when u lay the mark donw and a second time when the mark is activated.
Just though i should clarify this.Can i blast someones field with it?
Visually putrid mark activates on a field without enemy, but its only visual. There is no effects whatsoever. You can try well of blood+putrid mark on yourself and you see “area retaliation” pop up and nothing happens. If it triggers on enemy on a field, it shows 2 activations visually, but in reality only the trigger one gives effects.
So basicly the blast ‘finishers’ are useless, since you will need a trigger by a foe.
iow the only blast finisher we have is exploding minions wich will trigger things like lifesteal on projectiles and blindness.. [yup we are useless after all ^^]
E.A.D.