Downstate fear
Its actually a 2 second fear, plus they have to cover the distance to get back to you. So its more like 3-4 second delay, and if you trait it up to 4 seconds, it delays longer. Consequently even getting to your 3 skill will not likley save you unless they were almost down as well.
You are just used to the IWIN button that is guardian down state 2. You will get used to the notion that if two people are trying to stomp, you are done for.
In my opinion it should be an AoE fear with the same mechanics as the Warrior’s “Fear Me”. The closer your enemy stands to you, the longer the duration.
At the moment it’s completely useless unless you only have a single opponent standing next to a cliff. Even then it will usually target some random NPC instead of the player trying to stomp you. It’s ironical that the necromancer has about the most useless state next to death.
Not saying that necromancers should have a powerful downed state, in my estimation no class should be able to do much more while downed other than to lay on their back. But that’s not how it is at the moment.
(edited by TheGreatA.4192)
Even then it will usually target some random NPC instead of the player trying to stomp you.
You could always target the player stomping you yourself.
It’s pretty obvious, and nobody’s impressed.
I just wish the cast time wasn’t so atrocious.
Even then it will usually target some random NPC instead of the player trying to stomp you.
You could always target the player stomping you yourself.
+1 for beating me to it!
Even then it will usually target some random NPC instead of the player trying to stomp you.
You could always target the player stomping you yourself.
I reckon you’ve not been in a large scale fight with clones, minions, pets and random NPC’s all over the place? Where it would’ve been perfectly possible to survive in all the chaos if not for a single enemy trying to stomp you. You click that enemy, and it targets somebody else because there’s too much going on.
Guardian doesn’t have to worry about targeting, neither does the mesmer, thief or elementalist. Make it a level playing field, or don’t make it at all is what I’m saying.
(edited by TheGreatA.4192)
I reckon you’ve not been in a large scale fight with clones, minions, pets and random NPC’s all over the place? Where it would’ve been perfectly possible to survive in all the chaos if not for a single enemy trying to stomp you. You click that enemy, and it targets somebody else because there’s too much going on.
Guardian doesn’t have to worry about targeting, neither does the mesmer, thief or elementalist. Make it a level playing field, or don’t make it at all is what I’m saying.
In regards to the bolded sentence: UI too strong? I sympathize with having difficulty clicking the correct target (the camera angle for downed mode is really disorienting, in my opinion) but this is honestly the first I’ve heard of the downed fear actually firing at a different target than the one the player chose.
As to a level playing field: mesmer, thief and elementalist have escapes, rather than a hard interrupt. This can actually make it easier to finish them because if they don’t teleport far enough (in the case of the mesmer and thief, due to obstructing terrain and the like) someone can actually kill them without breaking the channel on their original finisher. Even if they do teleport far enough, a foe who is paying attention just has to walk a bit further and start again – something that can take less time than recovering from / escaping the hard CC of another class’ interrupt.
Edited for a better response regarding ‘level playing field’
It’s pretty obvious, and nobody’s impressed.
(edited by Softspoken.2410)
I accept death like a man. Its the necro way.
alts: Fangyre (Necro), Hardrawk (Ele);
Jade Quarry
In regards to the bolded sentence: UI too strong? I sympathize with having difficulty clicking the correct target (the camera angle for downed mode is really disorienting, in my opinion) but this is honestly the first I’ve heard of the downed fear actually firing at a different target than the one the player chose.
As to a level playing field: mesmer, thief and elementalist have escapes, rather than a hard interrupt. This can actually make it easier to finish them because if they don’t teleport far enough (in the case of the mesmer and thief, due to obstructing terrain and the like) someone can actually kill them without breaking the channel on their original finisher. Even if they do teleport far enough, a foe who is paying attention just has to walk a bit further and start again – something that can take less time than recovering from / escaping the hard CC of another class’ interrupt.
Edited for a better response regarding ‘level playing field’
The fear does not target another player, but in a mass group of people it will be difficult to target the enemy stomping you considering that the effective time window you have to work with in order for the stomp to be interrupted is about 1 second, due to the cast time on the fear. With a mass of players and NPCs surrounding the stomper, it’s quite difficult to find an area in which to click him and target him.
If you haven’t come across problems with the downed state fear and believe it’s on par with other classes downed skills, then I don’t know what to tell you. Necro is a beached whale once they go down, which is the way it’s supposed to be, but other classes do have legitimate options of getting out of harm’s way. I’ll take a teleport/stealth/clone any day over a single target fear even if 1% of the time you are stuck in a bad place.
I find it odd that the class that deals with death has about the worst state near death.
(edited by TheGreatA.4192)
It should really be an AOE fear centered on yourself for 2 seconds, and they should outright replace our downed 3 because it’s abysmal.
The fear does not target another player, but in a mass group of people it will be difficult to target the enemy stomping you considering that the effective time window you have to work with in order for the stomp to be interrupted is about 1 second, due to the cast time on the fear. With a mass of players and NPCs surrounding the stomper, it’s quite difficult to find an area in which to click him and target him.
If you haven’t come across problems with the downed state fear and believe it’s on par with other classes downed skills, then I don’t know what to tell you. Necro is a beached whale once they go down, which is the way it’s supposed to be, but other classes do have legitimate options of getting out of harm’s way. I’ll take a teleport/stealth/clone any day over a single target fear even if 1% of the time you are stuck in a bad place.
I find it odd that the class that deals with death has about the worst state near death.
Now we’re getting to stuff I can agree with!
I do feel like the casting time on Fear is unnecessarily long, given its interrupting nature. I also agree that Necros are something of a whale once they go down: they can’t get anywhere, but it takes them a while to actually die. If you have a teammate preventing a finisher, Life Siphon can actually rack up a lot of damage and healing for you.
I won’t claim that the downed state of the Necromancer is just as strong as the others, but I will assert that class balance doesn’t require every classes’ downed state to have equal strength.
It’s pretty obvious, and nobody’s impressed.
Nope but the game would benefit from every classes downstate being as bad as the necromancers. It gets a bit annoying to have to tank 10 seconds of damage in order to get someone out of there. And necro doesn’t exactly get too many benefits in comparison to other classes anyway.
(edited by TheGreatA.4192)
every1 likes to ignore the warr dont they? in terms of the enemy being determined to somp u id say only thief and ele have it better than us. in terms of the enemy/enemies just wanting to shoot/hit u to death necro#1 in downed state(especially with trait)>all because it can keep u alive long enough for an ally to come by and possibly save you. also another note, siphon trait+lifesteal food=you can get urself up using #1 while downed which i do all the time when im not being focused in a zerg fight or w/e but i am getting aoed here and there to rupt my #4
every1 likes to ignore the warr dont they? in terms of the enemy being determined to somp u id say only thief and ele have it better than us. in terms of the enemy/enemies just wanting to shoot/hit u to death necro#1 in downed state(especially with trait)>all because it can keep u alive long enough for an ally to come by and possibly save you. also another note, siphon trait+lifesteal food=you can get urself up using #1 while downed which i do all the time when im not being focused in a zerg fight or w/e but i am getting aoed here and there to rupt my #4
You forgot Mesmer. All 3 can prevent a stomp nearly 100 percent of the time, stability or not. Also guardian down 2 can hit someone stealth stomping you, and is aoe, so it is better all around. Necro downed beats out warrior, hunter, engy only IMO.
That being said, we do have the best 1 skill hands down, made up by having nearly the worst 3 skill. Overall as is often mentioned, we are middle of the road on downed state overall