The Order of Dii[Dii]-SBI→Kaineng→TC→JQ
Necro Encyclopedia-http://www.youtube.com/watch?v=BrAjJ1N6hxs
Talking about this.
http://wiki.guildwars2.com/wiki/Confusion
Back in GW1, necro and mesmers both have “confusion” like spells. Mesmers’ focus on anti-spell, while necro’s focus on anti-attack.
Now comes GW2, mesmer kept their ability to cause confusion. Necro, on the other hand, have almost zero kitten to confusion. I think there are only 2 ways:
1: Spectral Wall+Staff 1 (way to situational)
2: Well of Corruption and Corrupt Boon, by removing retaliation (again, way too situational)
I believe giving necros confusion will help the profession a lot.
3. Transfers.
4. Perplexity.
5. Chaos Armor (even more situational than #1.)
Would it help? Definitely. Do necros need it? Meh… don’t know, some builds might, some others don’t.
Spectral Wall+ Bone Fiend is far more reliable than staff. Double the effect, too.
Personally, I’d rather see them give us better access to torment. That was supposed to be necromancer’s condition and we can barely get 6 stacks of it (tainted shackles then epidemic). I’d be very happy if they put it on staff 1. Back on topic, if necromancers had confusion they would have every condition in this game. That could be a little op.
A necro with Dhuumfire wielding a scepter and a dagger, equipping Spetral Wall and Bone Fiend can already apply every condition in the game with no outside help. Once Dhuumfire gets changed to being on life blast, they can even do it without any RNG determining it.
What a necro needs is reflection, cleave, and invulnerability.
What we don’t need is confusion. It doesn’t fit the necro, and it’s a pretty annoying mechanic as it is.
Personally, I’d rather see them give us better access to torment. That was supposed to be necromancer’s condition and we can barely get 6 stacks of it (tainted shackles then epidemic). I’d be very happy if they put it on staff 1. Back on topic, if necromancers had confusion they would have every condition in this game. That could be a little op.
Pretty much this. We should have enough torment that people actually consider not moving.
Confusion is fine, torment is fine, neither would particularly fix anything on its own.
What a necro needs is Cleave, Stability and Regeneration.
What we don’t need is confusion. It doesn’t fit the necro, and it’s a pretty annoying mechanic as it is.
“Fixed” a bit, reflects and invul are as needed as confusion, as in so little why bother.
Ofc all of this only applies if we get bug fixed.
Confusion is fine, torment is fine, neither would particularly fix anything on its own.
More torment less bleeds (im looking at you Grasping Dead and/or Feast of Corruption), might help a lot actually.
(edited by Andele.1306)
Necromancers have so many problems that this isn’t something that is on my radar at the moment. Although I really do want us to have confusion, I personally think that we should focus more on our other problems. Such as Death shroud.
hmmm not sure if i like confusion on my necro. id rather have them fix the bugs and improve combat mobility and defense. we already got a ton of conditions….and with diamond skin and all the condi clears, im not sure how long condi necro will still be strong…..
Talking about this.
http://wiki.guildwars2.com/wiki/Confusion
Back in GW1, necro and mesmers both have “confusion” like spells. Mesmers’ focus on anti-spell, while necro’s focus on anti-attack.
Now comes GW2, mesmer kept their ability to cause confusion. Necro, on the other hand, have almost zero kitten to confusion. I think there are only 2 ways:
1: Spectral Wall+Staff 1 (way to situational)
2: Well of Corruption and Corrupt Boon, by removing retaliation (again, way too situational)I believe giving necros confusion will help the profession a lot.
NO , just no…..look what happened when we got dumbfire……. that should tell you how stupid giving us confusion would be…
Burning wasn’t the issue with dhuumfire, dumbfire was the issue with it.
oh dear god no. If you want Confusion on your target, just take Corrupt Boon and/or Well of Corruption and runes of perplexity. If anything, condition damage overall needs to be toned down a little bit, not just by necros, but every class.
a necro can slap down roughly 10+stacks of bleeding along with poison, chill, weakness and cripple with little effort and pretty much call it a day. (slightly exaggerated)
However, what I think would be better is if Spiteful Spirit (spite V) got buffed by a couple seconds or so. Its true that Well of Blood is also a 10 second light field, but necro has only 2 “reliable” blast finishers (staff 4 and Necrotic Traversal) So, retaliation would be something that I might vote for on necro, but not confusion
oh dear god no. If you want Confusion on your target, just take Corrupt Boon and/or Well of Corruption and runes of perplexity. If anything, condition damage overall needs to be toned down a little bit, not just by necros, but every class.
a necro can slap down roughly 10+stacks of bleeding along with poison, chill, weakness and cripple with little effort and pretty much call it a day. (slightly exaggerated)However, what I think would be better is if Spiteful Spirit (spite V) got buffed by a couple seconds or so. Its true that Well of Blood is also a 10 second light field, but necro has only 2 “reliable” blast finishers (staff 4 and Necrotic Traversal) So, retaliation would be something that I might vote for on necro, but not confusion
Confusion is more at home for the necromancer then retaliation. If we look at the history of the necromancer that is. We used to have multiple ‘confusion’ like skills back in gw1. Spiteful spirit, Soul Leach, Insidious Parasite, Spoil Victor, Cacophony, Price of Failure and Depravity if you want to count that last one even though it doesn’t actually do damage. It was both surprising and upsetting to me when I started GW2 to find out that we didn’t have confusion as it was one of our primary means of damage back in GW1.
Usually I refereed to those types of skills as punisher skills. Skills that are designed to punish action or inaction. Which the necromancer had a lot of those. The mesmer and the necromancer being the two primary users of punishment hexes. While the necromancer only has torment now as a punishment condition. Yet The only skill the necromancer had that was like torment was weaken knees. The Assassin, ritualist and elementalist all has similar skills but it was rather uncommon in the first game.
Retaliation like effects in gw1 were far less common. We wont count single hit skills that blocked one attack and was done as those seem closer related to aegis or block skills. Holy Wrath, Retribution, being the only true examples I can find. Although the necromancer did have enchantments that did cause problems for melee attackers, these were Tainted Flesh and Withering Aura.
The shift from a profession that punished foes regardless of who they attacked to a “attrition” profession who relies more on dots and generating a shield rather then utilizing punishment and life stealing has been a rather jarring adjustment.
I’m far more in the camp of giving us Confusion over more retaliation. However, like I said before, this isn’t a primary concern considering we have loads of other problems that really need to be addressed. Life stealing and Death shroud being major problems that should be considered before we get into this.
oh dear god no. If you want Confusion on your target, just take Corrupt Boon and/or Well of Corruption and runes of perplexity. If anything, condition damage overall needs to be toned down a little bit, not just by necros, but every class.
a necro can slap down roughly 10+stacks of bleeding along with poison, chill, weakness and cripple with little effort and pretty much call it a day. (slightly exaggerated)However, what I think would be better is if Spiteful Spirit (spite V) got buffed by a couple seconds or so. Its true that Well of Blood is also a 10 second light field, but necro has only 2 “reliable” blast finishers (staff 4 and Necrotic Traversal) So, retaliation would be something that I might vote for on necro, but not confusion
Confusion is more at home for the necromancer then retaliation. If we look at the history of the necromancer that is. We used to have multiple ‘confusion’ like skills back in gw1. Spiteful spirit, Soul Leach, Insidious Parasite, Spoil Victor, Cacophony, Price of Failure and Depravity if you want to count that last one even though it doesn’t actually do damage. It was both surprising and upsetting to me when I started GW2 to find out that we didn’t have confusion as it was one of our primary means of damage back in GW1.
Usually I refereed to those types of skills as punisher skills. Skills that are designed to punish action or inaction. Which the necromancer had a lot of those. The mesmer and the necromancer being the two primary users of punishment hexes. While the necromancer only has torment now as a punishment condition. Yet The only skill the necromancer had that was like torment was weaken knees. The Assassin, ritualist and elementalist all has similar skills but it was rather uncommon in the first game.
Retaliation like effects in gw1 were far less common. We wont count single hit skills that blocked one attack and was done as those seem closer related to aegis or block skills. Holy Wrath, Retribution, being the only true examples I can find. Although the necromancer did have enchantments that did cause problems for melee attackers, these were Tainted Flesh and Withering Aura.
The shift from a profession that punished foes regardless of who they attacked to a “attrition” profession who relies more on dots and generating a shield rather then utilizing punishment and life stealing has been a rather jarring adjustment.
I’m far more in the camp of giving us Confusion over more retaliation. However, like I said before, this isn’t a primary concern considering we have loads of other problems that really need to be addressed. Life stealing and Death shroud being major problems that should be considered before we get into this.
http://wiki.guildwars.com/wiki/Order_of_Pain
http://wiki.guildwars.com/wiki/Barbs
http://wiki.guildwars.com/wiki/Mark_of_Pain
http://wiki.guildwars.com/wiki/Spiteful_Spirit
Still tho as said id rather have:
http://wiki.guildwars.com/wiki/Unholy_Feast
http://wiki.guildwars.com/wiki/Blood_Bond
http://wiki.guildwars.com/wiki/Order_of_the_Vampire
http://wiki.guildwars.com/wiki/Unholy_Feast
(ok and spiteful spirit)
Back and working.
oh dear god no. If you want Confusion on your target, just take Corrupt Boon and/or Well of Corruption and runes of perplexity. If anything, condition damage overall needs to be toned down a little bit, not just by necros, but every class.
a necro can slap down roughly 10+stacks of bleeding along with poison, chill, weakness and cripple with little effort and pretty much call it a day. (slightly exaggerated)However, what I think would be better is if Spiteful Spirit (spite V) got buffed by a couple seconds or so. Its true that Well of Blood is also a 10 second light field, but necro has only 2 “reliable” blast finishers (staff 4 and Necrotic Traversal) So, retaliation would be something that I might vote for on necro, but not confusion
Confusion is more at home for the necromancer then retaliation. If we look at the history of the necromancer that is. We used to have multiple ‘confusion’ like skills back in gw1. Spiteful spirit, Soul Leach, Insidious Parasite, Spoil Victor, Cacophony, Price of Failure and Depravity if you want to count that last one even though it doesn’t actually do damage. It was both surprising and upsetting to me when I started GW2 to find out that we didn’t have confusion as it was one of our primary means of damage back in GW1.
Usually I refereed to those types of skills as punisher skills. Skills that are designed to punish action or inaction. Which the necromancer had a lot of those. The mesmer and the necromancer being the two primary users of punishment hexes. While the necromancer only has torment now as a punishment condition. Yet The only skill the necromancer had that was like torment was weaken knees. The Assassin, ritualist and elementalist all has similar skills but it was rather uncommon in the first game.
Retaliation like effects in gw1 were far less common. We wont count single hit skills that blocked one attack and was done as those seem closer related to aegis or block skills. Holy Wrath, Retribution, being the only true examples I can find. Although the necromancer did have enchantments that did cause problems for melee attackers, these were Tainted Flesh and Withering Aura.
The shift from a profession that punished foes regardless of who they attacked to a “attrition” profession who relies more on dots and generating a shield rather then utilizing punishment and life stealing has been a rather jarring adjustment.
I’m far more in the camp of giving us Confusion over more retaliation. However, like I said before, this isn’t a primary concern considering we have loads of other problems that really need to be addressed. Life stealing and Death shroud being major problems that should be considered before we get into this.
i see what u mean by that. But for how conditions are currently thrown around, especially by necro, people would hate even more on necro because currently, Confusion is a pretty powerful condition, even if you don’t spec for a lot of condition damage. I acknowledge your passion for the play-style of a necro back in GW1, i loved it too and the adjustment to GW2’s necro was something quite different, yet unique with Death Shroud and building life force for it.
I agree with you in the Life-Steal/siphon aspect, because it is a significant mechanic of the necro from GW1 that carried over into GW2, but atm, it isn’t quite so viable yet. But i think that we’ll see improvements to it after the feature update patch for sure. and death shroud also has seen some pretty big improvements lately
i see what u mean by that. But for how conditions are currently thrown around, especially by necro, people would hate even more on necro because currently, Confusion is a pretty powerful condition, even if you don’t spec for a lot of condition damage. I acknowledge your passion for the play-style of a necro back in GW1, i loved it too and the adjustment to GW2’s necro was something quite different, yet unique with Death Shroud and building life force for it.
I agree with you in the Life-Steal/siphon aspect, because it is a significant mechanic of the necro from GW1 that carried over into GW2, but atm, it isn’t quite so viable yet. But i think that we’ll see improvements to it after the feature update patch for sure. and death shroud also has seen some pretty big improvements lately
Don’t get me wrong. I do agree that Confusion is a powerful condition. I don’t want us to have a whole tone of confusion if we do eventually get it. However, like I said this isn’t the most important thing that needs to be addressed for the necromancer. Us not having confusion is pretty minor. And at the same note I think giving us more retaliation is a minor thing as well.
Yes, Death shroud has seen some improvements. However the mechanic itself is flawed from its roots. A few things need to be addressed for death shroud such as its lack of being able to be healed in death shroud, stun locking, the inability to stomp or revive in death shroud. These are all very big problems that should be addressed and a lot of the problems with it are not simple problems to fix. The healing problem is a very difficult problem and its hard to change it for balance reasons. Sure, if we can be healed it might make us too powerful in 1v1, yet still probably wouldn’t be good enough in a 1vX fight adding to the fact we don’t have a reliable means of escape.
Life stealing has been bad for a long time, which has been an honest shame because that was something GW1 got right and I have never seen another game that did it so well since then. Something is going to need to be done. And I doubt we are going to get the attention we need for a long while considering that we aren’t a very popular profession. And seeing as arena net desires to address problems based on popularity.
I agree here! Give necro a confusion condition!
Necro’s have acces to confusion, yet because of a bug we don’t.
Fear should interrupt, combine that with a confusion trait and maybe the confusion runes.
This isn’t Guild Wars 1. Comparing it to Guild Wars 1 and trying to use that as an argument for balance changes is both ill-advised and insane. I understand people loved that game, and I did too, but wishing GW2 was more like it won’t actually make GW2 more like it.
Better to evaluate the class as it is in the current landscape of GW2 than argue what it was and try to shoehorn that in somehow for the sake of nostalgia.
This isn’t Guild Wars 1. Comparing it to Guild Wars 1 and trying to use that as an argument for balance changes is both ill-advised and insane. I understand people loved that game, and I did too, but wishing GW2 was more like it won’t actually make GW2 more like it.
Better to evaluate the class as it is in the current landscape of GW2 than argue what it was and try to shoehorn that in somehow for the sake of nostalgia.
It has nothing to do with nostalgia, and everything to do with class flavor. Confusion perfectly fits Necromancers, bringing GW1 in only cements that fact. We want the Necromancer to feel like a Necromancer, not the incredibly watered down experience a lot of builds give you right now. No one is asking for them to put 5 stacks of confusion per scepter auto attack, we’re simply asking for a balanced source of confusion.
This isn’t Guild Wars 1. Comparing it to Guild Wars 1 and trying to use that as an argument for balance changes is both ill-advised and insane. I understand people loved that game, and I did too, but wishing GW2 was more like it won’t actually make GW2 more like it.
Better to evaluate the class as it is in the current landscape of GW2 than argue what it was and try to shoehorn that in somehow for the sake of nostalgia.
It has nothing to do with nostalgia, and everything to do with class flavor. Confusion perfectly fits Necromancers, bringing GW1 in only cements that fact. We want the Necromancer to feel like a Necromancer, not the incredibly watered down experience a lot of builds give you right now. No one is asking for them to put 5 stacks of confusion per scepter auto attack, we’re simply asking for a balanced source of confusion.
Confusion does NOT fit Necromancers. Necro in GW1 cast curses, NOT confusion. There is nothing confusing about a Necromancer, nothing at all, its pretty straight forward.
Calling necro ‘watered down’ shows you have no experience with the class.
Every single class now has access to a ridiculous amount of confusion, that lasts forever, thanks to perplexity runes. There is an overabundance of the condition, and frankly it needs to be removed as it does NOT promote skilful play, just passive play auto win.
Necromancers already easily spam every single other condition easily, and instantly reapply it when removed. But you want to throw in ANOTHER condition to the already overpowered condition necro? Wow.
If it is that much of an issue for you, buy perplexity runes and faceroll even more.
oh dear god no. If you want Confusion on your target, just take Corrupt Boon and/or Well of Corruption and runes of perplexity. If anything, condition damage overall needs to be toned down a little bit, not just by necros, but every class.
a necro can slap down roughly 10+stacks of bleeding along with poison, chill, weakness and cripple with little effort and pretty much call it a day. (slightly exaggerated)However, what I think would be better is if Spiteful Spirit (spite V) got buffed by a couple seconds or so. Its true that Well of Blood is also a 10 second light field, but necro has only 2 “reliable” blast finishers (staff 4 and Necrotic Traversal) So, retaliation would be something that I might vote for on necro, but not confusion
Confusion is more at home for the necromancer then retaliation. If we look at the history of the necromancer that is. We used to have multiple ‘confusion’ like skills back in gw1. Spiteful spirit, Soul Leach, Insidious Parasite, Spoil Victor, Cacophony, Price of Failure and Depravity if you want to count that last one even though it doesn’t actually do damage. It was both surprising and upsetting to me when I started GW2 to find out that we didn’t have confusion as it was one of our primary means of damage back in GW1.
Usually I refereed to those types of skills as punisher skills. Skills that are designed to punish action or inaction. Which the necromancer had a lot of those. The mesmer and the necromancer being the two primary users of punishment hexes. While the necromancer only has torment now as a punishment condition. Yet The only skill the necromancer had that was like torment was weaken knees. The Assassin, ritualist and elementalist all has similar skills but it was rather uncommon in the first game.
Retaliation like effects in gw1 were far less common. We wont count single hit skills that blocked one attack and was done as those seem closer related to aegis or block skills. Holy Wrath, Retribution, being the only true examples I can find. Although the necromancer did have enchantments that did cause problems for melee attackers, these were Tainted Flesh and Withering Aura.
The shift from a profession that punished foes regardless of who they attacked to a “attrition” profession who relies more on dots and generating a shield rather then utilizing punishment and life stealing has been a rather jarring adjustment.
I’m far more in the camp of giving us Confusion over more retaliation. However, like I said before, this isn’t a primary concern considering we have loads of other problems that really need to be addressed. Life stealing and Death shroud being major problems that should be considered before we get into this.
well Minion Master builds were also good back then , look at them now….complete joke lol
It doesn’t suit their theme and they don’t need it either.
Also, stop comparing GW1 with GW2.
It doesn’t suit their theme and they don’t need it either.
Also, stop comparing GW1 with GW2.
They are games in the exact same universe. In certain issues I agree, but in issues of flavor and lore, no. If someone made a Star Wars game where “good” Jedi started Force choking and lightning-ing people, there would be issues, because it goes against what has been.
It makes no sense that the class based on punishment and attrition lacks the best offensive condition at punishment and attrition. Especially when we had this exact same mechanic in not only multiple skills, but multiple extremely popular builds (SS builds were one of the most common builds throughout GW1). Its absolutely stupid that multiple core mechanics of Necros in GW1 didn’t make it through, and this is one of them.
well Minion Master builds were also good back then , look at them now….complete joke lol
MMs are no weaker than they were in GW1, they just aren’t as broken when they work, and don’t suck nearly as badly when they don’t.
As much as I would love them to bring back spiteful spirit style punishment abilities for necro via confusion I think I would first like us to have better access to torment given the condition was designed specifically for us yet we have about the lowest amount of it available of the classes that have it.
What a necro needs is reflection, cleave, and invulnerability.
What we don’t need is confusion. It doesn’t fit the necro, and it’s a pretty annoying mechanic as it is.
+1000
However if they gave us the ability to combo off our fields, that s needed too and would also a good access to confusion
Convince someone somewhere else to make fear count as an interrupt so it works for perplexity runes if you want confusion so much…we need torment access not confusion. oh hey get hit by a necromancer’s Tainted Shackles then laugh it off until mesmers/warriors/thieves feed you their own version and dare you to move around as much. yeah so much for conditions that fit well with a class’s theme.
So you think we need confusion? Like the old Pitch Black trait in the second beta? (when you blind, you apply confusion).
Based on lore, necromancers should have more access to confusion, and torment. If A-net wanted to make that happen they’d need to get rid of burning and lower the bleeds we put out. Then they could put more torment and confusion application on skills.
This isn’t Guild Wars 1. Comparing it to Guild Wars 1 and trying to use that as an argument for balance changes is both ill-advised and insane. I understand people loved that game, and I did too, but wishing GW2 was more like it won’t actually make GW2 more like it.
Better to evaluate the class as it is in the current landscape of GW2 than argue what it was and try to shoehorn that in somehow for the sake of nostalgia.
It has nothing to do with nostalgia, and everything to do with class flavor. Confusion perfectly fits Necromancers, bringing GW1 in only cements that fact. We want the Necromancer to feel like a Necromancer, not the incredibly watered down experience a lot of builds give you right now. No one is asking for them to put 5 stacks of confusion per scepter auto attack, we’re simply asking for a balanced source of confusion.
Confusion does NOT fit Necromancers. Necro in GW1 cast curses, NOT confusion. There is nothing confusing about a Necromancer, nothing at all, its pretty straight forward.
Calling necro ‘watered down’ shows you have no experience with the class.
Every single class now has access to a ridiculous amount of confusion, that lasts forever, thanks to perplexity runes. There is an overabundance of the condition, and frankly it needs to be removed as it does NOT promote skilful play, just passive play auto win.
Necromancers already easily spam every single other condition easily, and instantly reapply it when removed. But you want to throw in ANOTHER condition to the already overpowered condition necro? Wow.
If it is that much of an issue for you, buy perplexity runes and faceroll even more.
Calm down, this is we already have acces to confusion and the only reason we don’t have acces to it is a bug. so your entire statements is a bit of a over reaction.
Also confusion is the one skill that comes close to punishment skills like every necromancer playing guildwars was used to..
“Convince someone somewhere else to make fear count as an interrupt so it works for perplexity runes if you want confusion so much”
Convince who? fear should interrupt.. as it was intended..
(edited by Merlin Dyfed Avalon.5046)
Personally, I’d rather see them give us better access to torment. That was supposed to be necromancer’s condition and we can barely get 6 stacks of it (tainted shackles then epidemic). I’d be very happy if they put it on staff 1. Back on topic, if necromancers had confusion they would have every condition in this game. That could be a little op.
Agreed, torment fits the necro more than confusion. That fits the mesmer more is my opinion.
Torment now on necro is weak, and other professions can deal it easier(mesmer and warrior with torment wtf) and higher stacks. That makes no sense.
Citing gw1 so much is going to make you guys sad I tell you. I personally don’t think confusion can fix much on this class. For starters a lot of things need to be reverted (or changed in anets case since I doubt they will back peddle after flipping so many things upside down) and tacking on confusion during this will probably just bring us back to square one. Besides it’s just another condition being masked and I think necro’s barf out far too many at the moment.
I’m all for more torment and less bleeds though since the idea of it on necro radiates well with me.
I think they should just give us the old Spiteful Spirit again. Is there any reason not to? That skill was awesome.
I think they should just give us the old Spiteful Spirit again. Is there any reason not to? That skill was awesome.
+1000000 this :P
Because they don’t want to bring back the old hex system. This game is supposed to be fairly friendly to new players, and having dozens and dozens of individual skills, effects, and icons to learn isn’t new-friendly.
If the real SS came back, it’d be confusion application.
Because they don’t want to bring back the old hex system. This game is supposed to be fairly friendly to new players, and having dozens and dozens of individual skills, effects, and icons to learn isn’t new-friendly.
If the real SS came back, it’d be confusion application.
Or it would be a grandmaster trait that cast a weaker (no retal no cripple) Unholy Feast each time you lost more than 5% LF by a enemy skill.
What necros need is skeleton minions, one with a sword/shield, one with a scepter, and one with a bow. Trust me.
What necros need is skeleton minions, one with a sword/shield, one with a scepter, and one with a bow. Trust me.
no
Although I don’t think necro condi builds need a damage boost, I also agree that confusion and torment feel much more appropriate fluff-wise than bleeding. Yes I also preferred Curses builds in GW1 and I really miss watching over-eager wammos kill themselves by attacking through my hexes!
I don’t think so. Why would you buff conditions on the necro? It is already perfect.
Next to that confusion is a rare condition. Mainly The mesmer has acces to it, making confusion almost a mesmer condition (Just like fear is typically for Necro’s).
And yes engi’s can also acces it, but not as compact as mesmers.
Cleave on dagger (or a new weapon altogether, POWER MELLEE)
Reflect on Spectral wall, (traited if you have to )
and Blast finishers on the warhorn skills.
those things would change necromancer in a good way. Confusion doesn’t sit in my head right for some reason. at least Necromancer casting it. If it came from a corruption THAT would make sense.
To be honest confusion not so much but torment is the one that I would like to see more of given to us. Its strange that Thief who already has good mobility has the thing attached to a weapon that can be easily applied over and over again.
Yet the class that needs this skill to try and help kill classes that run away gets it on a skill that uses a long cooldown.
I’d rather see us have more access to torment. It was designed to be mainly a necro condition yet we are the class that applies it the weakest.
If they fix conditions then it doesn’t really matter, but it would make a huge difference if they aren’t going to fix conditions.
I would prefer confusion over dhuumfire.
No, we need an offhand axe that applies single target Torment stacks and a Leap Finisher.
/thread.
Welcome to Guild Wars 2, Guild wars 2 is a different game from the previous. Just ask the mesmers.
Mesmer is much closer in spirit to the original!
Honestly, if we were going to have Confusion on a Necromancer, they shouldn’t have Burning too. That is when I would allow it. It does make sense that Necromancers “confuse the oppenent”, but that is what Fear is for. Make Dhuumfire a Grandmaster Curse trait and put “Fear applies 3 stacks of confusion” with a x second cooldown. This is only a suggestion, but Necromancers already have a ridiculous amount of unique conditions to throw out there easy enough.
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