Curses IV
while I really miss the original trait, I personally don’t think any dev is going to look at the necromancer community let alone try to address their concerns which they have voiced so many times.(I hope I am totally wrong though)
But one thing is clear; they are trying to push the necromancer out of the meta. I guess they want Mesmers and warriors to lead for the next period.
Expect a nerf to terror or it being moved up to grandmaster to break the current meta build even further in the coming days to have engineers replace the necromancer as the main preferred condition appliers.
I dunno if we are the worst class for this balance period but I’d like to think we fair better then thieves, elementalists and rangers right now.
“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
A number of people (including me) in the patch preview thread suggested that a way to nerf this trait without moving it into master would be to make it just inflict weakness. The devs actually liked the suggestion at the time, but it seems they decided to implement it very differently.
Personally I don’t take it anymore, I’ve replaced it with chilling darkness.
maybe they (not me) think that since you can hit a potential 5 enemies that it does 10 s of weakness.
Its better now than it was. Its more balanced for condi necros and it works how all DS flash traits should work (no icd). Its very good for power necros because the base damage is still there. It was a valid nerf for condi necro and good buff for power necro. I do not want it changed back or altered any further.
I’d at least like to see the weakness increased from 2 second base to 3 seconds. I think that would make the trait worth taking as a defensive measure again.
Its better now than it was. Its more balanced for condi necros and it works how all DS flash traits should work (no icd). Its very good for power necros because the base damage is still there. It was a valid nerf for condi necro and good buff for power necro. I do not want it changed back or altered any further.
Lol no its not better, its worse, for power necros and condition necros a like. Especially for power necros as they are the ones which are the longest in ds normally (spamming lifeblasts). The only build which could, in theorie, be buffed from that is the ds dance build. But that build sucks in spvp/wvw and in pve its damage is sub par to a standard power build, and will never be more than a fun build like a freezing build…
(edited by Muchacho.2390)
You do realise staying in DS is terrible dps in pve. The DS flashing build is the highest dps build and this trait makes it even better. I can agree the weakness might be a little too short duration. But getting some extra aoe every 7-10 seconds is pretty strong.
You do realise staying in DS is terrible dps in pve. The DS flashing build is the highest dps build and this trait makes it even better. I can agree the weakness might be a little too short duration. But getting some extra aoe every 7-10 seconds is pretty strong.
ds auto is after lich and main hand dagger our highset dps. Ok if you can melee the whole time it may be better in pve (but hey i mainly pvp so i dont care) but in pvp its defentely not…
On the side note isnt weakness not really weak against bosses?
Edit:And damage wise which is better 2 stacks of bleed for 10 seconds every 15 seconds or 1 stack of bleed for 6 sec every 10 (7 traited) sec? Even with the direct damage taken it account i dont think the damage is much more…
(edited by Muchacho.2390)
Its the direct damage every 7 seconds instead of every 15 seconds which makes it so good. The bleed and weakness were pretty much useless in pve before, they are even more so now.
I think if the weakness was 3 seconds i would have been ok with the nerf, afterall the weakness is/was my main reason to take that trait. 2 seconds of weakness is not useful at all.
So the removal of the cooldown is advantageous for dummy-style PvE where you can run a strict rotation and optimize DPS without much concern for the boss teleporting or the ground spawning fire that kills you.
In my opinion, builds or mechanics that condone either not using your profession mechanic (see: Adrenaline Hoarding for stat gains) or “flashing” it (see: Death Shroud) speak to poor design. I know often the PvE mentality is that you render the encounter/rotation down to whatever it takes to approach the theoretical upper bound for damage done (with respect to DPS roles), so often it doesn’t matter if you’re even just putting 1 on auto-cast and making a sandwich. I see it as taking something that could be interesting and making it a boring shell.
“He’s like a man with a fork in a world of soup.”
I seriously just lost braincells. I think ill avoid this subforum for a while again.
I seriously just lost braincells. I think ill avoid this subforum for a while again.
If you’re going to present an unwavering narrow-minded opinion, then insult anyone who disagrees with you, perhaps it’s better if you stay away.
“He’s like a man with a fork in a world of soup.”
So the removal of the cooldown is advantageous for dummy-style PvE where you can run a strict rotation and optimize DPS without much concern for the boss teleporting or the ground spawning fire that kills you.
Yeah because It wasnt totally unwarranted.
So the removal of the cooldown is advantageous for dummy-style PvE where you can run a strict rotation and optimize DPS without much concern for the boss teleporting or the ground spawning fire that kills you.
Yeah because It wasnt totally unwarranted.
Welcome back.
“He’s like a man with a fork in a world of soup.”
Thanks.