Changes in the Sept 2014 Feature Pack (WOOT!)
I find that Necromancer is one of those professions that was designed more with PvP in mind. I’m sure all of the professions were made to have viability in both PvE and PvP, but I feel like certain ones were made to be stronger in one or the other. The changes don’t sound that exciting as of yet, but as someone who spends most of their time in WvW, I like what I’m seeing thus far.
It’s unfortunate we’re so horrible in PvE but I’m thankful that we’re at least very devastating in WvW/PvP. And if the changes are anything like I imagine, we’re only going to get meaner. So while I’m not exactly thrilled it appears we still won’t be very viable in dungeons, I am still happy we could potentially become even stronger in WvW/PvP.Necromancer is not strong in PvP, how many necros do you see in good teams? Necros lack support, can easily be focused and killed because of the lack of defensive skills. Even the defs openly said in that post that necros lack defense. Class has no real burst compared to other professions so zerker is underperforming. Pointcapping isnt that great because our only way to push people out can be cleansed. Tanking? Engineers, Guardians and Warriors can do it better.
The only place that necromancer have in a player versus player enviroment is mindlessly spam marks and wells into an enemy zerg in WvW and roaming as terrormancer.
I disagree.
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma
I find that Necromancer is one of those professions that was designed more with PvP in mind. I’m sure all of the professions were made to have viability in both PvE and PvP, but I feel like certain ones were made to be stronger in one or the other. The changes don’t sound that exciting as of yet, but as someone who spends most of their time in WvW, I like what I’m seeing thus far.
It’s unfortunate we’re so horrible in PvE but I’m thankful that we’re at least very devastating in WvW/PvP. And if the changes are anything like I imagine, we’re only going to get meaner. So while I’m not exactly thrilled it appears we still won’t be very viable in dungeons, I am still happy we could potentially become even stronger in WvW/PvP.Necromancer is not strong in PvP, how many necros do you see in good teams? Necros lack support, can easily be focused and killed because of the lack of defensive skills. Even the defs openly said in that post that necros lack defense. Class has no real burst compared to other professions so zerker is underperforming. Pointcapping isnt that great because our only way to push people out can be cleansed. Tanking? Engineers, Guardians and Warriors can do it better.
The only place that necromancer have in a player versus player enviroment is mindlessly spam marks and wells into an enemy zerg in WvW and roaming as terrormancer.
I disagree.
You can disagree as much as you want, but necro still is one of the weakest calsses in pvp at the moment, if not even the weakest. They offer basicaly nothing another class doesnt do better while being incredibly easy to focus and then being a nearly guaranteed stomp. The thing necros are exceptionaly good at is rallying opponents, which isnt realy a sought after quality.
never blinking “specialist”,
When are the (melee) minions going to be fixed?
I find that Necromancer is one of those professions that was designed more with PvP in mind. I’m sure all of the professions were made to have viability in both PvE and PvP, but I feel like certain ones were made to be stronger in one or the other. The changes don’t sound that exciting as of yet, but as someone who spends most of their time in WvW, I like what I’m seeing thus far.
It’s unfortunate we’re so horrible in PvE but I’m thankful that we’re at least very devastating in WvW/PvP. And if the changes are anything like I imagine, we’re only going to get meaner. So while I’m not exactly thrilled it appears we still won’t be very viable in dungeons, I am still happy we could potentially become even stronger in WvW/PvP.Necromancer is not strong in PvP, how many necros do you see in good teams? Necros lack support, can easily be focused and killed because of the lack of defensive skills. Even the defs openly said in that post that necros lack defense. Class has no real burst compared to other professions so zerker is underperforming. Pointcapping isnt that great because our only way to push people out can be cleansed. Tanking? Engineers, Guardians and Warriors can do it better.
The only place that necromancer have in a player versus player enviroment is mindlessly spam marks and wells into an enemy zerg in WvW and roaming as terrormancer.
I disagree.
You can disagree as much as you want, but necro still is one of the weakest calsses in pvp at the moment, if not even the weakest. They offer basicaly nothing another class doesnt do better while being incredibly easy to focus and then being a nearly guaranteed stomp. The thing necros are exceptionaly good at is rallying opponents, which isnt realy a sought after quality.
Ranger are also pretty weak in spvp, though i am not sure which one is weaker but they are really close in that regard.
ranegr atleast brings combo fields and group support with his elite, and they also fit the bunker meta better than necro, so i’D say tehy are slightly better than necro atm
never blinking “specialist”,
If they don’t give us a block, reflect or protection with retaliation on utilities to negate the channeling #3 weapon skills i see no point in playing necromancer next patch.
And where is the siphoning?!
Survivability over time….. survivability over time..
What use is survivability over time when most profession spike you with skills that are instacast?
I don’t see necro’s surviving anything with a regen boon or with just more toughness.
we need a reflect to begin with.. NEED as in .. if we don’t have it next patch it’s buh bye necro in high tier.. (not that it’s necros running in high tiers but still)
E.A.D.
Another thing that really needs to be addressed is give us a proper unavoidable stomp, DS stomp, worm stomp, plague form stomp are all basicaly exploits.
I am a Necro noob pretty much, but why exactly do they need more survivability? Is that really the reason why some people consider Necros weak?
I am a Necro noob pretty much, but why exactly do they need more survivability? Is that really the reason why some people consider Necros weak?
To be honest, casttimes are the real enemy, sustain is great but it’s really useless if you can’t get those spells off.
E.A.D.
I am a Necro noob pretty much, but why exactly do they need more survivability? Is that really the reason why some people consider Necros weak?
Necros cant 100% negate damage like the other classes. They only have the base dodges + extra if taking energy sigils. They are forced to tank most damage with DS, prot etc. Other classes have evade skills, blocks, invulns and vigor on top of their base dodges. Necro has an extra health bar to compensate. But that doesnt work that well especially when being focused. For example an invuln or evade skill will negate an infinite amount of damage in a small period of time. Necros DS can only soak up a limited amount of damage. And doesnt scale to the number of players you are fighting. Its a severe disadvantage mainly in PvP. But it also has implications in PvE aswell.
Its not the main reason necros are so bad in PvE. But it is definitely a factor.
(edited by spoj.9672)
necros need survivability because tehy have some of teh worst survivability in teh game, if not the worst in pvp due to lack of any defense other than hp.
never blinking “specialist”,
Let us be a pingpong ball for a little longer. At least we can enjoy the scenery while being full CC’ed to death. Thank you !
guardians, who are our slow-as-molasses-in-the arctic-winter brothers and sisters.
excuse me, what ?? I would be delighted if i had the mobility of a guard on my necro, the greatsword leap alone is nice, i dontĀ“even start talking about the instant teleports though. sure the guardian is not the most mobile class in gw2 but compared to a necro it is a speed train.
And we have Flesh Wurm, SWalk, and gap closers ourselves.
The worm ? maybe in SPvp, in WvW it is more or less meaningless, Swalk is good though. What gap closer are you talking about ? Dark Path ? Wow that is slow as hell and can be dodged.
Mobility isn’t key to living through damage, and it makes no sense with our profession design.
Mobility is absolutely king to survive, maybe you should run a little bit with one of these Nike warriors who are so common these days through the border lands or you should visit a few classes with a thief whom you trust.
(edited by mordran.4750)
The worm ? maybe in SPvp, in WvW it is more or less meaningless, Swalk is good though. What gap closer are you talking about ? Dark Path ? Wow that is slow as hell and can be dodged.
Sorry but flesh worm is really good for WvW roaming. It saved me more often than spectral walk. It may not as good as the options other professions have but saying it is meaningless in WvW is simply wrong.
The worm ? maybe in SPvp, in WvW it is more or less meaningless, Swalk is good though. What gap closer are you talking about ? Dark Path ? Wow that is slow as hell and can be dodged.
Sorry but flesh worm is really good for WvW roaming. It saved me more often than spectral walk. It may not as good as the options other professions have but saying it is meaningless in WvW is simply wrong.
Agreed. I also think guardian mobility isn’t that great considering almost none are useful for retreating, and they need it with no soft CC.
I am a Necro noob pretty much, but why exactly do they need more survivability? Is that really the reason why some people consider Necros weak?
To be honest, casttimes are the real enemy, sustain is great but it’s really useless if you can’t get those spells off.
I agree 1000%. The heal cast time is probably a large reason for lack of sustain in PvP. The necro heal is basically the only heal in the game which you can consistantly interrupt as the necro has no way to protect the heal and the cast time is huge.
Also skills like corrosive poison field just have a cast time which is stupidly long. It single handedly stops that skill being used.
I would like to see blood is power be a stun break, poison field get a cast time reduction, focus skills get a cast time reduction and add some traits to give vigor and/or aegis.
A good candidate could be giving spectral mastery a buff so that it also grants vigor on use of spectral skills and spectral attunement a buff so it gives aegis. Maybe soul marks could grant life force on use and grant vigor. Maybe we could gain aegis when we enter death shroud in addition to the healing on unholy sanctuary.Those would be cool ideas.
Necromancer/Casual Warrior
[Team] Best WvW guild of all time. EASILY.
I love when my tiny asuran turns all blue and everyone spams interrupts!
S P E E D Starr #0 Necro NA or
I Am NeXeD awful d/D ele NA
The cast times are a joke. Its basicaly here an extra +0.5s to all your skill so you “feel like caster”.
Like we know the whole game is spammy with most skills requiring the infamous random dodge, but just look at the skills the were actualy rebalnced:
- warior bow#5 from 1/4s to 3/4s , our dager stays same with 1s and no 6x gratis bleeds
- engie flamethrower # ? knockback … instant or 1/4s to 3/4s , one of the 2 prime uncounterable knockback from decap engies
- plague signet cant hit backwards anymore ,dont know if corrupt boon ever worked as instant , its not even though it shows
OK, lets heal through condis (and maybe place it another traitline or combine and make it work with sanctuary, but ok )
How should you heal through offense, if youre CCed the whole time? Or better – 100% immunity!
In (my version of) a perfect world, they’d remove stability and the stun break from Well of Power and combine it with Well of Corruption, thereby giving us a necromantic counterpart to a Guardian’s Contemplation of Purity and a Mesmer’s Null Field. Call it Well of Strife or Well of Malice or something. Certainly would make us a little less selfish in team play and more viable for dungeon parties.
Give the stun break (and perhaps stability) to Well of Darkness, which to me seems the more logical skill to have it. I envision a Necromancer getting knocked down or stunned, and in response he unfurls a soupy well of darkness that both anchors him in place (if he so wishes) and blinds his attacker. That fits the bill for giving us better survivability.
So far previews of other professions’ balance changes indicate that lesser used traits, skills and setups will see a buff. Therefore I expect to see some tweaks to signets, maybe defensive wells and some minor to useless tweaks to siphoning. All in all, we may get some more stunbreaks or instant casts to increase survivability during being CCed, Protection and perhaps some unpopular trait converted to a signet trait along with general improvement of unused traits.
I didn’t expect them to break their word about “no cleave for necros” policy and was somehow surprised to see the cleave on dagger, but on a second thought I think they still followed their policy. Hitting an additional foe in dungeons or fractals or anything do not carry much value comparing to the cleave of other classes, but it ensures that necros can now do double damage like everybody else to big targets – more specifically world bosses and the future content of LS. With both of thief’s and necro’s best sibgle target power weapon now being allowed to double damage, I suppose all professions can now reliably use their max damage setup on world bosses and LS without a second thought. I am not saying the cleave in dagger isnt nice, but it should not be looked from instanced PvE perspective, but open world and LS PvE perspective in which Anet is putting most of their focus on.
(edited by Pregnantman.8259)
I dont really like the fact that anet seem happy with the fact they dont see the need for us to have more mobility or stability.
A large portion of the game is moving between points having someone sit on a point seems counter productive, and i hate having to rely on others to gain stability.
not to mention vigor, aegis, so on and so on.
Im not going to beat a dead horse thats not they way the see the class, But if you dont allow us to have the above then there needs to be suitable alternatives.
I have kind of always felt with necro that i really need 4 utilities to do alot of what the other classes can do easily and im forced into taking certain options because its needed to survive.
Speaking from a power perspective. i like running double wells and i feel im forced to take flesh wurm as an escape because as soon as your targeted its only a matter of time.
In regards to dagger its good they want to add a cleave although i have never found the damage from dagger to be the problem its the fact i have to get in melee range to use it, running a power build this can be straight suicide.
in regards to long term solutions i dont have the answers.
But as an idea
Increase axe range to 900.
i think a set amount of damage something really low less then 5%( not sure of actual numbers) heals you.
healing applies through ds.( maybe self healing only)
1. It makes axe a more useful weapon.
2. You will be able to handle the ridiculous burst that you will face.
Alternatively
Ds shroud starts at 50% it increases with ability usage just as normal and drains the way it does normally.
However when its exhausted it begins to regenerate to 50%
This could also help us survive a little bit better.
Thoughts anyone?
Hey nooooow, don’t be so negative! We finally got cleave, or at least 2/3 of it, after only 24 months of asking for it! Anet are clearly listening! Come on guys, what’s our wishlish for June 2016?
Hey nooooow, don’t be so negative! We finally got cleave, or at least 2/3 of it, after only 24 months of asking for it! Anet are clearly listening! Come on guys, what’s our wishlish for June 2016?
For minions to relinquish their status as pacifists and actually . . . y’know, attack things. I know that daisy at your feet smells really, really sweet, Mr Flesh Golem, but your daddy’s being eviscerated over here.
Im not expecting much for spvp for condi specs since they didn’t mention nerfs to the rng/passive fears which are honestly bad for the game as a whole,Powermancer even though its my fav spec is just as bad cause really at the end turns into 1111111 and i wish it had a bit more depth,i won’t comment on MM since its just completly bad to me.Sadly you should prob pray they don’t over buff us again like dhuumfire since people don’t understand how hard warrior got nerfed/thief getting a lil nerf basically gave us and every other profession a buff already.I really wish they would redo Ds its not creative to me or fun yet some people claim to like it and i hope we don’t become the next warrior for a year.
Agreed. I also think guardian mobility isn’t that great considering almost none are useful for retreating, and they need it with no soft CC.
Wait, what?
A common roaming weapon set is GS – S/F. with meditations, you have:
GS3: 600 Leap in low CD.
If you see one NPC or enemy no matter how far is (enough to target it) you have:
Sword2: 600 teleport.
Judge intervention: 1200 teleport witn StunBreak.
Basically if you can target a enemy/neutral you have 2400 range instant mobility to get away from bad situation. You have no idea how much times this save me from a bad situation. And i didnt talk about the insanely amount of blocks and stability to help you in the process.
Necro is kill or die. Worst mobility in the game by far.
Agreed. I also think guardian mobility isn’t that great considering almost none are useful for retreating, and they need it with no soft CC.
Wait, what?
A common roaming weapon set is GS – S/F. with meditations, you have:
GS3: 600 Leap in low CD.
If you see one NPC or enemy no matter how far is (enough to target it) you have:
Sword2: 600 teleport.
Judge intervention: 1200 teleport witn StunBreak.Basically if you can target a enemy/neutral you have 2400 range instant mobility to get away from bad situation. You have no idea how much times this save me from a bad situation. And i didnt talk about the insanely amount of blocks and stability to help you in the process.
Necro is kill or die. Worst mobility in the game by far.
Actually with fleshwurm and spectralwalk and some preperation you can get across more than 2400 range instantly. Not saying that it is easy or useful in WvW but it is possible.
If it’s not viable in the situation he is talking about I’m not sure what the point in even mentioning it is. Swalk is not getting you away from a zerg unless they are lemmings. Wurm, yeah you might get away if they don’t chase you…. but a mobile warrior or an ele or a theif is still going to catch you eventually
S P E E D Starr #0 Necro NA or
I Am NeXeD awful d/D ele NA
If it’s not viable in the situation he is talking about I’m not sure what the point in even mentioning it is. Swalk is not getting you away from a zerg unless they are lemmings. Wurm, yeah you might get away if they don’t chase you…. but a mobile warrior or an ele or a theif is still going to catch you eventually
I used it so and it worked so it can be viable though it may not work against smart groups and well hope that the wurm teleport doesnt bugout…
And true a mobile warror, an ele or a thief will eventually catch up but sometimes you have enough time to get out of combat to use Way Points.
But all that aside yes why may be the profession with the worst mobility (which we were always supposed to be) but we have some tricks that can us help to get away. Though i wouldnt mind a leap on mainhand dagger, but that is wishful thinking.
(edited by Muchacho.2390)
What I meant was you can’t go 2400 one way, you can use swalk to juke but moving that far in one direction like his guardian can do is impossible.
I doubt we get the leap on dagger, if I had to guess it would be on whatever new weapon we eventually get.
S P E E D Starr #0 Necro NA or
I Am NeXeD awful d/D ele NA
What I meant was you can’t go 2400 one way, you can use swalk to juke but moving that far in one direction like his guardian can do is impossible.
I doubt we get the leap on dagger, if I had to guess it would be on whatever new weapon we eventually get.
You can if you place the flesh wurm far way activate swalk run run away from the flesh wurm, shortly before the swalk buff ends port back and then use fleshwurm teleport with that you can go over 2400 range instantly but i guess you mean that by juking…
Preparation for a single teleport and juking morons is not the same as mobility. Its a 1 trick escape and if it fails thats it. Classes with mobility can keep using those skills without preparation.
Even so i dont think they will ever give necro real mobility. Id like some, but ive accepted that we probably wont get it. We do need far superior sustain and close range power if they dont address our lack of escapes. Hopefully the feature patch will address some of that. Although i wont get my hopes up.
What I meant was you can’t go 2400 one way, you can use swalk to juke but moving that far in one direction like his guardian can do is impossible.
I doubt we get the leap on dagger, if I had to guess it would be on whatever new weapon we eventually get.
You can if you place the flesh wurm far way activate swalk run run away from the flesh wurm, shortly before the swalk buff ends port back and then use fleshwurm teleport with that you can go over 2400 range instantly but i guess you mean that by juking…
Still juking, is not the same. Every class have at least one dash/teleport/leap under 30s CD, even under 15s. Necro don’t and that is pretty frustrating.
Lets put in this way. If you make a race, one direction, 10k units long, necro will be the last. Maybe mesmer closer, but mesmer can be builded PU with a lot of stealth to get out of everything, and is a pretty common roaming build. And mesmer teleport have less CD than wurm.
The problem with this game is the lack of mounts or unified out of combat mobility. Anet don’t understand the difference between mobility IN COMBAT and OUT OF COMBAT. Mounts or out of combat speed in a decent mmo game if for give to all classes the same movement speed to move around the map. This game has a huge problem with that cof cof nikewarrior cof cof.
Mesmers mobility is actually pretty decent with runes of centaur + staff and blink. Its still one of the slowest classes. But it beats necro very easily.
Shadowsteps > leaps > target ports > DS+ cast time +proj. travel time + line of sight + target hit , in range
The cooldown is ok though
Look the “Necros have bad mobility” card gets played quite a lot. But the argument can be made that mesmers are worse with almost no swiftness and no movement signet (for WvW), guardians have gap closers but no soft CC and again, those gap closers aren’t the most useful, and then there is us with dark path, SW and wurm.
So while someone can say, " but a guard can just target something way off in the distance and be gone," that’s true sometimes, but we can also use dark path and wurm to teleport, or jump off a ledge. Plus that guardian mobility is less impressive in spvp, whereas ours becomes stronger.
I don’t know, I get frustrated sometimes with my necro about this or that, play another class and realize the grass isn’t that green there. I wish we had many of the tools we don’t, but I find many of them to be overstated and we look at them in the situations that they are best executed when we do actually have plenty of tools at our disposal.
You can not target something in the distance with dark path and tele.
S P E E D Starr #0 Necro NA or
I Am NeXeD awful d/D ele NA
Come on, Flesh Wurm might be good, but only in comparison to all our other stunbreakers. It’s range is VERY small in real terms – 1,200 in a straight line, but the teleport line isn’t direct like it is with Spectral Walk or other professions’ teleports: it’s along the ground, meaning travelling distance around obstacles is counted into the max range. By contrast, other teleports like Mesmers’ Blink can target a point 1,200 away in a straight line. You still need a path along the ground to that point (you can’t target a ledge across a bottomless chasm), but that path isn’t restricted to the 1,200 range like the Wurm’s path is: only the target point is range-restricted.
And while it may be useful in spvp (although it requires preparation, and setting it up at a safe point basically nullifies the Wurm’s offensive capabilities, making it nothing more than a very limited teleport/stunbreak with a cooldown substantially longer than other such abilities), it’s pretty much useless in WvW because you’re constantly on the move and you never know when and where you’ll meet an enemy. If the cast time was substantially shorter maybe you could put it down just as you see someone in the distance, but as it stands it’s a wasted utility slot.
Come on, Flesh Wurm might be good, but only in comparison to all our other stunbreakers. It’s range is VERY small in real terms – 1,200 in a straight line, but the teleport line isn’t direct like it is with Spectral Walk or other professions’ teleports: it’s along the ground, meaning travelling distance around obstacles is counted into the max range. By contrast, other teleports like Mesmers’ Blink can target a point 1,200 away in a straight line. You still need a path along the ground to that point (you can’t target a ledge across a bottomless chasm), but that path isn’t restricted to the 1,200 range like the Wurm’s path is: only the target point is range-restricted.
And while it may be useful in spvp (although it requires preparation, and setting it up at a safe point basically nullifies the Wurm’s offensive capabilities, making it nothing more than a very limited teleport/stunbreak with a cooldown substantially longer than other such abilities), it’s pretty much useless in WvW because you’re constantly on the move and you never know when and where you’ll meet an enemy. If the cast time was substantially shorter maybe you could put it down just as you see someone in the distance, but as it stands it’s a wasted utility slot.
Flesh wurm really is terrible. Honestly it is terrible.
I run it for the ONLY because of warriors and hambow warriors in particular. With another class they can easily train you down in a team fight and the flesh wurm is very valuable.
Vs thieves it is pointless. They port up right after you and the last thing you want to do is die away from a possible res. So all in all the skill isn’t great.
1, You need to set it up – so using it twice in a fight is unrealistic often (the cast time is huge)
2, Other people can kill it so then no stun break
3, It gets killed when you plague form (a big deal)
4, Sometimes it fails completely
5, The cool down isn’t really very short
It is still good vs necros and warriors and things I guess. But the downsides make it a pretty poor skill. But one which is used because it is the only port necro has and ports are really useful.
I think if warriors get nerfed so they dont just wreck necros in team fights then running the wurm might not be so important anymore. I probably won’t run it after the patch as the warrior changes seem pretty significant and should bring them down. Also with more life force generation we should not need it as much
Necromancer/Casual Warrior
[Team] Best WvW guild of all time. EASILY.
So they’re giving more survivability… to a class which didn’t need any more survivability in PvE…
I understand this might be cool for PvP, but it really sounds like they are ignoring all the problems in PvE. Cleave on Dagger autoattack wont do anything, Necros need some form of team support to justify their existence in dungeons.
When will certain people realise the balance of this game isn’t related to PvE. Christ.
Flesh wurm could use some improvements as a lot of the functionality missed the mark, but saying flesh wurm is terrible is amusing to me. That skill has saved me numerous times from zergs and other nasty situations, more than any other skill has by quite a bit. If you think it’s bad in WvW I’m curious how you think Flesh Wurm should be used? In WvW you can place it I’m any safe spot on the map and it will still work. If anything flesh wurm is stronger in WvW. Unless you’re looking at using it for the DPS, I suppose. But it’s an escape exclusively in my eyes.
Flesh wurm could use some improvements as a lot of the functionality missed the mark, but saying flesh wurm is terrible is amusing to me. That skill has saved me numerous times from zergs and other nasty situations, more than any other skill has by quite a bit. If you think it’s bad in WvW I’m curious how you think Flesh Wurm should be used? In WvW you can place it I’m any safe spot on the map and it will still work. If anything flesh wurm is stronger in WvW. Unless you’re looking at using it for the DPS, I suppose. But it’s an escape exclusively in my eyes.
Even when running in a zerg and not needing an escape, it’s great fun to stick it up on top of a wall. It hits deceptively hard, even untraited. They either kill it, relieving some pressure from your group as you take down the gate/wall, or they leave it alone and take heavy hits every few seconds.
The port can be a wee bit unreliable at times. Still a good skill, don’t use it much in wvw though.
S P E E D Starr #0 Necro NA or
I Am NeXeD awful d/D ele NA
And we have Flesh Wurm, SWalk, and gap closers ourselves. Not to mention bunker builds for Guardians which are good enough to tank aggro in a 5v5 teamfight have absolutely 0 mobility past some swiftness on staff. Mobility isn’t key to living through damage, and it makes no sense with our profession design.
anet has shown that they don’t know what our profession design is, so i will reiterate; we need mobility. every class but us has a leap or a free use gap closer(RTL, whatever daggerfire#3 is on ele). without this, we still have no true attrition, life transfer might give us life force back while in deathshroud, but it’s incredibly minimal and negligible.
As true as Odin’s spear flies,
There is nowhere to hide.
And we have Flesh Wurm, SWalk, and gap closers ourselves. Not to mention bunker builds for Guardians which are good enough to tank aggro in a 5v5 teamfight have absolutely 0 mobility past some swiftness on staff. Mobility isn’t key to living through damage, and it makes no sense with our profession design.
anet has shown that they don’t know what our profession design is, so i will reiterate; we need mobility. every class but us has a leap or a free use gap closer(RTL, whatever daggerfire#3 is on ele). without this, we still have no true attrition, life transfer might give us life force back while in deathshroud, but it’s incredibly minimal and negligible.
Sadly we will never get more mobility. I think it is more likely that they will buff our sustain via bloodmagic to op levels than give us more mobility. And nether options are really likely. But buffing blood magic mainly the life siphons for more sustain is in my opinion the better option than giving more survivablitiy to DS. Especially since i would like a viable bloodmagic power build that doesnt need the 6 points in soul reaping.
That said i would really like a leap skill on mainhand dagger. Not that it will ever happen but i still can dream…
But buffing blood magic mainly the life siphons for more sustain is in my opinion the better option than giving more survivablitiy to DS. Especially since i would like a viable bloodmagic power build that doesnt need the 6 points in soul reaping.
You still need to invest 6 in soul reaping if you want to have a decent access to stability. Unless they’ll give us some stability on utilities in the upcoming patch.
There is absolutely no reason that we “need” mobility. Guardian has craptons of defense just fine without any mobility in their defensive sets, their mobility is all in their offensive setups, which have absolute garbage defense.
I might add….
Dear Arena Net,
Please expand Death Shroud and give us more, unique abilities in place of utilities 6-0, consuming Life Force as a resource.
Thanks,
Rym
;3
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
Since we are on the subject And anet is trying to bring up unused traits…
Maybe they will make http://wiki.guildwars2.com/wiki/Quickening_Thirst a minor, or better merge it or something..
Problem solved. (for me) ^^
E.A.D.