Elite Skills Fixed!
We felt the base health of necromancers were too high, causing increased survivability (especially when speccing into blood). There fore we switched the base health of guardians and theives to 20k and reduced necromancers to the intended 16k. This will now properly reflect the previous change of deathshroud working as intended, but as we said we are not sure how its intended to work.
downed skill damage increased by .25% near crafting stations
While the actual bugs can be annoying, ayone complaining about lack of viability of condition necros are bad at the profession.
AKA: Darkshines, Schroedingers Mesmer
Spectral Grasp:
Spectral grasp no longer pulls the enemy, instead the enemy is slammed onto their face causing all other enemies in the area to swarm the Necromancer, as intended.
I thought this was a joke until i looked at the elite skills.
Now i don’t think it’s funny anymore.
“Oh we’re too stupid/lazy to fix this bug so just put it into the tooltip and call it a feature”
Dibrom said:
"
Unpredictability.4086:
Death Shroud now fits it’s name more accurately. During Death Shroud, the player has an unremovable, exponential health degeneration to their main HP bar.
Oh I like this one. How about the abilities?
Life Blast
Lose 5% of your health, heal the enemy for 5% of their health
Dark Path
Apply blindness to yourself for every step you take
Doom
Player takes the fetal position and yells “Not the face!”
Life Transfer
Drains your health and restores the health of foes
EDIT:
@Dibrom, if it’s inconsistent between classes, as you claim (and I haven’t tested it so I don’t know), then I think that should be standardized across the classes, one way or another. If necro minions are considered different from all those other for balance reasons, that should be explained to us.
The reason is…
Death Shroud!"
Not the face! I just busted out laughing and startled my office cube mate!
Digging this thread, keep them coming! +1
Feed them and they multiply.
Please do not feed them.
Glyphe of Karl McLain
Active : As the new savior of necromancer forum, we added Karl Mclain as a summon. Once you summon him, every Necro in a 9000 yard range will be pulled around him. Fear will be cast upon Karl Mclain, and he will teleport to the closest thief as a boon.
Passive : Each time you use cooking to craft something, you have a random chance to create an extra toast bread. You might be able to see Karl Mclain visage on the toast bread.
Server : Anvil Rock (Since Release!) [SOLO]
LOL omfg amazing. ^
Bugfix: Glyph of KarlMclain
“We realized this glyph had no cooldown. It now has a one time use. Ever. Also, the passive was used to feed other professions thus giving necromancers some sort of role. We have removed this to compensate.”
Plague signet’s tooltip now correctly states:
“Active: Using this signet sometimes does nothing.”
“Chill” guys. These posts are just worsening our “conditions” as necromancers.
Lich Form
Using this elite skill caused all summoned minions to disappear and also turned player into a giant lich which is able to actually deal some damage which was not the intended behavior. Now it only despawns minions.
Doom
Upon activation, turns your Windows/Mac into DOS, GW2 into DOOM I, sets the hardest difficulty level, gives you pistol with no rounds and spawns you in front of the final boss.
Death Shound Underwater Mode
Many players complained that DS is weak underwater. The problem is there is still not even a single necromancer who mastered DS. We think it is still overpowered. To balance this, we removed all skills except Gathering Plague (4) and altered it in a way that not only you draw conditions from allies and inflict weakness on yourself but all conditions are now impossible to remove and you recieve 25 stacks of each condition no matter how many stacks allies had.
Grasping Dead
This ability does not inflict cripple and damage anymore. Instead, it summons two hands that clap every time you get hit.
Life Siphon
This ability now siphons health from necromancer to his/her target.
Summoned Creatures AI
Sometimes summoned creatures were actually helping necromancer killing the targeted enemy, to balance this, we removed summons AI.
Spectral Armor
CD was increased by 180 seconds. The reason was that the first necromancer to master DS would be able to gather LF faster and have huge advantage overy every other class in the game.
Well of Suffering
Now it inflicts damage and conditions on necromancer and his allies to match the ability’s name.
“An error in the character creation was fixed. The class necromancer has been removed.
This was clearly a bug and the remaining 3 who still play the class were banned for exploiting.”
xDDD good stuff
fixed
Corrected a bug that allowed Necromancers to be revived once killed by another player. Instead, upon being killed they correctly obtain the ability “Haunt”, which can be used on the player who killed them. This effect lasts indefinitely.
While “Haunting” another player, the Necromancer’s skills are replaced by the following:
1. Moan: the target is occasionally whispered haunting messages to invoke sorrow and remorse.
2. Wail: emit a wail of sorrow that only the Haunted player can hear.
3. Scream: emit a chilling scream. This ability refreshes the cooldown on “Moan” and “Wail” abilities.
4. Walk of the Dead: summons a ghostly image of yourself and other necromancers whom the Haunted has killed, to follow them around for a short period of time.
5. Track: pin-point the player’s location and teleport to them instantly.
This was to create fun, exciting game-play for the Necromancer profession.
Fixed a bug where necromancer was playable. Added multiple detrimental bugs to fix necromancer
[BEAR] www.gw2bear.com
[DATE] www.tyriadating.com
- Well of Blood has been disabled for all male necromancers, and now has a 30 day recharge rate.
-Epidemic will no longer function against players located in Madagascar.
-Wave of Fear will now causes the necromancer to wave bye-bye to the cruel, cruel world. Can only be activated when below 10% health.
-Grasping Dead is now “Grasping at Straws”, which automatically creates forum posts with conspiratorial overtones, such as “Jon Peters hates us because he lost a loot roll to a Warlock in WoW” or “Necromancers are broke because ArenaNet is full of religious zealots who have it out for Harry Potter and Halloween.”
-Signet of Spite has been corrected, to now read “Signet of Sprite”, allowing the necromancer to enjoy the crisp, cool lemon-lime flavor of our newest sponsor.
-Doom has been changed to “Gloom” and now allows the necromancer to post hilarious fake patch notes in an effort to try hiding the feeling that he or she will forever be a sad, broken, miserable shell of a profession.
(edited by Retro.6831)
Even if i`m rather sad about the current state of the necromancer, I cannot stop laughing when reading this. You guys rock!
3 wvw kills
-Doom has been changed to “Gloom” and now allows the necromancer to post hilarious fake patch notes in an effort to try hiding the feeling that he or she will forever be a sad, broken, miserable shell of a profession.
I’m still laughing XDDD
At least we can get some fun from the ashes of a profession.
Minions
They were not attacking as intended. They have been now fixed to attack their summoner.
(edited by Overkillengine.6084)
Quick fix to necro balance issues:
Epidemic:
Turn all allies in range into necromancers.
You know, if I were a dev, I wouldn’t even fix the Necromancer. The amount of cynicism is just disgusting.
But then again it is the Necromancer forum.
You know, if I were a dev, I wouldn’t even fix the Necromancer. The amount of cynicism is just disgusting.
But then again it is the Necromancer forum.
Cynical Curse
We have been receiving numerous comments about necromancer being underpowered and useless. We take players’ feedback very seriously and that is why we added the new skill that will balance the necromancer class. It replaces all necromancer abilties since most of them were useless anyway and allows necromancer to post comments in this thread filling it with cynicism.
A few bug fixes in the upcoming patch:
Soul Reaping’s 30% life force boost has been reworked and now synergizes with Gluttony. You gain .065% extra life force per skill usage instead of .05%
Target the Weak, having been found to have no effect with condition damage whatsoever, has been retooled and now pings unfriendly necromancers, elementalists, and rangers on the mini-map
Due to PvP balance issues, minions now have a 5% chance per second to turn on their master
http://www.youtube.com/watch?v=n1CnYOe0kiQ&feature=plcp
(edited by Hufflepuffer.4201)
Target the Weak, having been found to have no effect with condition damage whatsoever, has been retooled and now pings unfriendly necromancers, elementalists, and rangers on the mini-map
This is golden! Ha!
Plague- Due to the high amount of complaints from Theives and Warriors not being able to kill a Necromancer within 3-5 skill uses, we have given the Necromancer 25% of the health he originally received in this form and tweaked the Blind in this skill. The Blind now only affects devs and this effect makes them completely blinded to the 2nd sticky in the Necromancer forums.
(“Big Hat”)Praise the Sun!
Quick fix to necro balance issues:
Epidemic:
Turn all allies in range into necromancers.
Tears in my eyes
Pain Killer [pK] | Blacktide EU | PVE: Corruptionmancer | PVP: Support Wellmancer
Minions
Due to reports of minions actually being useful by distracting NPC enemies from their summoner, minions have been upgraded with a 100% aggro redirection to their master.
“-Doom has been changed to “Gloom” and now allows the necromancer to post hilarious fake patch notes in an effort to try hiding the feeling that he or she will forever be a sad, broken, miserable shell of a profession.”
This takes the cake! You guys make me laugh, at least some good has come out of our suffering!
Reanimator – Any foes near you that are downed/dead are instantly revived (1500 radius).
On staff #1 and daggers…
“Necrotic grasp damage have been reduced by 50%, we deemed 500 damage hits on a 3 second delay projectile while being full exotic was overpowered.” – This apply`s mainly to power builds.
“Also the range on all dagger skills have been reduced by 120. Necromancers must be exactly inside the hitbox of the enemy to have a chance at hitting them now.” – We thought the requirements to be in melee range was unbalanced in favor of the necromancer.
Recruiting necros & guardians. Whisper ingame.
Legendary thread, keep going guys !
You know, if I were a dev, I wouldn’t even fix the Necromancer. The amount of cynicism is just disgusting.
But then again it is the Necromancer forum.
Well, the amount of fun playing a Necromancer in WvW / sPvP is 0, so …
bump! This thread shall not die!