Guess what changes necro will get with patch
do you know any beneficial bugs the necromancer has?
they will be ‘fixed’ for sure.
some useless minor changes to one or two traits/skills nobody uses anyway.
nothing else.
Gunnar’s Hold
It would be nice to get a damage buff to Axe… i’ve started playing this spec because i was bored with conditions and the whack, whack, whack, whack, whack…
It’s ok.. even in full Zerker gear the damage is pretty laughable compared to any other spec on any other character I have.
Dagger has much higher DPS, but requires you to be right in someone’s face… which often means a warrior or something.. not keen for that.
80 Ranger (3), 80 Warrior (3), 80 Thief (3)
80 Ele (2), 80 Engi (3), 80 Rev (2)
I think that we will get DS UI improvements, pets’ AI a bit better, some bugs fixed, some nerfs, none buffs and overall we will feel slight disappointment.
DS UI improvement would be sooooo nice….
Spectral Walk, can no longer be used as parachute.
I’m betting on DS UI improvements as the major thing for this patch. As it was mentioned in December, if I’m not mistaken, that they are working on this. Also, reanimator+lupi and similar issues will be addressed.
They said they were working on minion AI as well, but I expect that to be in the february/march patch as this was a lot later than the DS UI post and it probably needs a lot of testing internally.
I would guess nothing….
I don’t think the devs play, or care, about necros at all.
When they infracted Ruufio for asking a question about shroudstomping, when they asked for people to ask questions, I gave up on caring.
https://forum-en.gw2archive.eu/forum/game/gw2/Developer-Livestream-Questions/first#post1228926
Playing the engineer “as intended” is simply not viable.
- Wells now share a 10 second cooldown to prevent AoE stacking.
- Wells radius has been decreased to match that of staff marks.
- Greater marks now affects wells.
- Putrid mark damage has been toned down to be brought in line with rest of the marks.
- Reanimator jagged horror AI has been made more responsive.
- Rending claws damage has been increased by 2%
I would guess nothing….
I don’t think the devs play, or care, about necros at all.
When they infracted Ruufio for asking a question about shroudstomping, when they asked for people to ask questions, I gave up on caring.
https://forum-en.gw2archive.eu/forum/game/gw2/Developer-Livestream-Questions/first#post1228926
Pretty much this. I also saw it and ever since then I only ever feel like trolling the “should i play necro” threads instead of ignoring them or overing advice/my opinion on it.
So what I expect for this patch? AoE (staff, wells, epidemic) get hit by the nerf bat, but we will get a DS UI (they said that they would rework the ingame UI so if they dont add a DS UI im rerolling guardian). Maybe fix minion pathing by a little bit. Maybe buff axe, but not in damage but probably by adding some useless utility (2 causes a 2 sec poisining and 3 also syphons life or some useless stuff that noone would care about) that sort of stuff.
I’m going to guess that the damage component will be removed from wells that have one.
Marks will have a reduced size when traited, or Greater Marks will be moved to be a Master or GM trait.
I can’t imagine that the new DS UI, if one even exists, will be in this patch. There are probably still a lot of bugs with DS itself that would have only surfaced with a better look at what’s going on with LF and boons/conditions.
Outside of that, they seem to be pretty satisfied with the other weapon sets so changes there seem unlikely.
Spectral Walk, can no longer be used as parachute.
This, and epidemic now requires LOS.
Also I could see them removing the damage component from Corruption Well. I really can’t see them completely removing the suffering well damage component without making it stacks weakness and then something else, like bleeding possibly. I definately think they want to push all the wells over to what the darkness well is, which is a utility AOE field, that gives a powerful effect without being used to bomb choke points for damage.
The famous one: Minion AI will be fixed, to attack you and your allies xD
I’de really hope that life siphoning necro’s get a slight buff (as in hp actually increases how much you heal). it’s sort of underwhelming to see green 30s pop up with over 1.4k healing power.
Makonne – Hybrid Regen Ranger
Oh. It’s this thread again. I’m glad we waited for the patch before we started another one.
Oh well, I see people with the same overall tone as the last one so I may as well copy/paste my response from the original.
My expectations are as follows:
-Players will proceed to flood this board with complaints because Anet didn’t devote an entire balancing patch to Necros.
-Players will continue making ‘DS mastery’ jokes until Zhaitan has raised that dead horse so that we can cudgel it and drag it around some more. (I would like to point out that this point has already been proven false as I haven’t seen the joke on this forum all month. Thank you, all of you, for proving me wrong.)
-A Dev, probably Jon Peters, may come on the board to get people to calm their kitten. It won’t work, people will just turn whatever he’s said into another bad joke to run into the ground.
-We’ll probably see some more ’I’m quitting the game’ threads.
-Thus is my prophecy made, and so shall it come to pass!
I’m guessing 1-3 traits will be modified/moved. DS UI won’t be fixed, that’s probably still a ways away.
I’m guessing something will be done with Wells, possibly a small AoE reduction or a 22% damage reduction on Well of Suffering or some such.
Minion AI won’t be fixed either, that’ll come Feb or later no doubt. They may fix their Blood Fiend change to actually work.
I’m hopeful for the DS UI improvement this month. They’ve already said devs are working on it and “UI Improvements” were teased as coming soon.
I bet we see no AI improvement for any pet classes yet (maybe by March).
I’d like to see an axe damage buff, but I’m actually pretty happy with my new Vulnerability stack build for FOTM and WvWvW.
Minor bug fixes and removal of spectral walk parachute are high chances because the spectral walk bit screws up dungeon design.
nerf to wells and marks
I would guess nothing….
I don’t think the devs play, or care, about necros at all.
When they infracted Ruufio for asking a question about shroudstomping, when they asked for people to ask questions, I gave up on caring.
https://forum-en.gw2archive.eu/forum/game/gw2/Developer-Livestream-Questions/first#post1228926
But then a few posts after that one, someone got infracted for asking if Legendary weapons would become account-bound! So, I don’t know what the heck the metric was for being infracted:
https://forum-en.gw2archive.eu/forum/game/gw2/Developer-Livestream-Questions/1228934
After being completely blindsided by unexpected buffs to underwater skills, I have no predictions for this patch. Its just RNG, from my perspective.
I would guess nothing….
I don’t think the devs play, or care, about necros at all.
When they infracted Ruufio for asking a question about shroudstomping, when they asked for people to ask questions, I gave up on caring.
https://forum-en.gw2archive.eu/forum/game/gw2/Developer-Livestream-Questions/first#post1228926
But then a few posts after that one, someone got infracted for asking if Legendary weapons would become account-bound! So, I don’t know what the heck the metric was for being infracted:
https://forum-en.gw2archive.eu/forum/game/gw2/Developer-Livestream-Questions/1228934After being completely blindsided by unexpected buffs to underwater skills, I have no predictions for this patch. Its just RNG, from my perspective.
This is a true and accurate depiction of Jonny Sharps class balancing act.
Necro class, to ANet, is like that garbage bag that missed the bin and fell somewhere that no one will ever bother picking up, so it sits there, with it’s insides rotting as time passes till nothing but the plastic bag with a horrible stench is left.
So basically nothings going to change for Necro.
That being said, I still love Necro and it’s the only class I have fun playing (not sarcasm).
(edited by iSmack.1768)
This is going to be a necro-patch, remember my post.
Officer of Spartians GR[SPGR]
Gandara EU
I would guess nothing….
I don’t think the devs play, or care, about necros at all.
When they infracted Ruufio for asking a question about shroudstomping, when they asked for people to ask questions, I gave up on caring.
https://forum-en.gw2archive.eu/forum/game/gw2/Developer-Livestream-Questions/first#post1228926
My prediction is that they fix bugs that no one cares about, since they affect traits or skills that are so woefully underpowered, no one uses them.
People will then complain about no real fixes or implimentations.
People will then get infracted for asking questions about it in a mature manner, as in the infracted post linked above.
Sadly ; I’m probably correct.
I would guess nothing….
I don’t think the devs play, or care, about necros at all.
When they infracted Ruufio for asking a question about shroudstomping, when they asked for people to ask questions, I gave up on caring.
https://forum-en.gw2archive.eu/forum/game/gw2/Developer-Livestream-Questions/first#post1228926
But then a few posts after that one, someone got infracted for asking if Legendary weapons would become account-bound! So, I don’t know what the heck the metric was for being infracted:
https://forum-en.gw2archive.eu/forum/game/gw2/Developer-Livestream-Questions/1228934After being completely blindsided by unexpected buffs to underwater skills, I have no predictions for this patch. Its just RNG, from my perspective.
The legendary comment was edited by a moderator. It said much more before it was infracted. The first infraction for Ruufio was uncalled for however.
Predictions:
Scepter
Nothing
Axe
- Increased Rending Claws damage by 15%.
Dagger
- Increased damage done by Life Siphon by 10%
Warhorn
Nothing
Staff
- Damage inflicted by Putrid Mark decreased by 10%
- Fixed a bug in Greater Marks that showed improper AoE size
Healing
- Taste of Death – Healing has been increased to 4,555
Utilities
- Epidemic – Recharge increased to 25 seconds
- Signet of Spite – Recharge reduced to 60 seconds
- Signet of Undeath – Can Revive up to 2 (or maybe just 1) allies instead of 3.
- Spectral Armor – Recharge reduced to 60 seconds
- Well of Suffering – Damage reduced by 10%
- Well of Corruption – Damage reduced by 10%
Traits
- Ritual Mastery – Wells recharge 20% faster and deal 10% more damage.
- Banshee’s Wail – Warhorn skills recharge 20% (was 15%) faster, and their effects last longer.
- Vampiric – Now scales with healing power (slightly).
Overall
- Minion AI has been improved/fixed
- New Death Shroud UI. Death Shroud will now show your health, conditions and boons you are affected by.
I attempted to mimic the “slow and steady” balance rate of ANet while avoiding buffing anything that could give the Necromancer a unique edge. From here, Vampiric builds were buffed but no other “game-breaking” buffs were made.
Have a nice weekend everyone!
Nerfs and rage quits?
The Order of Dii[Dii]-SBI→Kaineng→TC→JQ
Necro Encyclopedia-http://www.youtube.com/watch?v=BrAjJ1N6hxs
- Epidemic – Recharge increased to 25 seconds
25s recharge for Epidimic…? You have to be kidding. The skill doesn’t even do damage by itself, and is completely worthless already for solo encounters. It does not need to be nerfed (and it already has been, fyi).
Broken traits will have their descriptions modified in order to convey their acurate underwhelming, useless effects, which essentially boils down to changing nothing.
Really think that they don’t care about necros, other than seeing that our AOE damage in spvp is too high, which will likely lead to a nerf in well damage and staff 4. I mean, heck, we already scale like crap to power, so they will further pigeon hole us into condition builds, which support their attrition role. I really think they gave the necromancer class development to the summer intern, or the janitor who was secretly playing a thief on the side, which is why dagger is likely the only weapon besides scepter that is decent (depending on the build). seriously, all the weapons out there, and dagger is our best power weapon.
Were not getting anything this patch confirmed on saints stream
Were not getting anything this patch confirmed on saints stream
Who? Genuine question! How does he know?
im going to assume that necros are going to get very little to no change at all that strengthen the necromancer
while other classes get buffed and changes that benefit the group better the end result might be a over all nerf to the necro just by being ignored once again .
what say you ?
I expect warriors, mesmers, and perhapse guardians to get some buffs to help with their “mediocre” single target dps. Elementalists will have their AoE castrated and hung from a spike on the walls of Divinity’s Reach. Engineers will have a couple of things flip flopped around but no real nerfs or buffs, and Deployable Turrets will remain broken. Thieves will get no nerfs, and perhaps even a buff to venoms or something cas why would they ever need to nerf the thousands and hundreds of seconds of stealth and stealth stomping? Necros will get a buff to some practically useless ability like maybe the 50% deathshroud CD trait buffed to 60% (remember when they buffed spectral grip? Man we totally needed that instead of the countless other things we complain about). Meanwhile minions will be untouched and half the other traits will remain in wacky, nonsensical places in the trait trees.
Rangers will get nothing. The bots have brought shame to their family.
Wells:
- If you’re fighting against one player wells won’t do anything to him, because it’s an aoe and shouldn’t be use like this.
Marks:
- Range decreased to 900, area of effect of Greater Marks decreased by 20 %
Lich form:
- Grim Specter’s toolbox now looks: “Send out a claw that explodes on impact”, because not curing conditions and nor ripping off boons is working as intended.
Plague:
- Radius is decreased by 20 % and now can trigger up to 3 enemies (like the rest of the aoe)
- Now ticks every 2 seconds, and have a chance to not cause blind with "Plague of Darkness " on autoattack.
Overall:
- All AoE skills can now trigger up to 3 people, but no less than 2. Just in case necro is useful on WvW we had to nerf it.
- Projectile of staff 1# skill now goes a little bit slower, because some people didn’t see it coming before their hp loos.
- Thief attack make damage to health points, even when you’re in ds.
- Thiefs can now go through marks on stealth without targeting it.
- Buff for ranger pet rezzing, because sometimes 2 necros were able to kill the ranger.
- AoE in fights vs mesmers now triggers only clones and illusions.
- Macros are allowed. Some thiefs are frustrated about killing other people, because they sometimes have to press more than one button. With a recent update they’ll be able to make a macro for whole unavoidable combo.
Axe:
— Overall damage of axe skills reduced by 10% to reflect necromancers’ flabby musculature, pale complexions, and aversion to coming out of their basement laboratories.
-- Rending Claws, Ghastly Claws, and Unholy Feast: Range reduced to 100 because axe is supposed to be a melee weapon. You can’t stab with an ax, so it is illogical for ax to have a longer range than a dagger. Since warriors would cry foul and fall on their greatswords at any hint of parity with ANet’s red-headed step-child, necromancers cannot be allowed to have the same range with an axe as warriors.
“What… is your quest?”
“What… is the capital of Latveria?”
-Fixed an animation glitch with necromancers when wielding certain weapons. All weapon damage has been slightly reduced by 60%.
-Increased all well’s recharge time to 120 seconds.
-Minions AI has been improved, now casting any minion spell gives yourself 25 stacks of bleeding for the life duration of the minion.
-Increased the recharge of Consume Conditions to 60 seconds, decreased the healing by 50%. Now only removed 1 condition.
-Blood is power now gives you 15 stacks of might.
Joking Aside, here are my predictions:
-Fixed an animation glitch with necromancers when wielding certain weapons. All weapon damage has been slightly reduced by 60%.
-Increased all well’s recharge time to 120 seconds.
Minions AI has been improved, now casting any minion spell gives yourself 25 stacks of bleeding for the life duration of the minion.
-Increased the recharge of Consume Conditions to 60 seconds, decreased the healing by 50%. Now only removed 1 condition.
-Blood is power now gives you 15 stacks of might.
50/50 GWAMM x3
I quit how I want
I really hope we see minion AI fixes tomorrow. Been crossing my fingers since they mentioned they’re working on it. I’m stoked.
I only expect 2 things:
- several skills will be changed without updating the corresponding tooltip text
- minion ai is declared “working as intended”
I hope that any nerfs that hit the wells can be reverted through traits. Like someone above noted, a 10% damage nerf would mean the CD reduction trait now also increased the damage by 10%, etc. This would make traiting for them a lot more rewarding. I’m already forced 20 points into curses, even though wells are as far from a condition build as one can get.
Wells do NOT hit hard at the moment, even with full power set. Plus they take half an eternity to recharge. The only problem with well is that you can stack them in one spot. Giving them all a 5 seconds global cooldown would solve this problem, meaning only one well can be placed at the time. Then again maybe with such a nerf it would be a nice time to add damage components to Well of Darkness and Power?
And for the love of the Six, let us cast wells underwater at last. Without the ranged trait – a bubble around the caster. With the ranged trait – a bubble around the target. How is that a big deal? Engineers got their grenades working underwater without any problems.
And for the love of the Six, let us cast wells underwater at last. Without the ranged trait – a bubble around the caster. With the ranged trait – a bubble around the target. How is that a big deal? Engineers got their grenades working underwater without any problems.
^this.
i mean, warriors can ram banners into the water and they stay there. they can even shout underwater.
there are so many skills that arent available underwater for no apparent reason.
wells underwater are strange? just replace them with skills like “current of darkness” (for well of darkness for example) and stuff like that. they did this with elementalists tornado, mesmers moa, so why not with wells and undead-turkey-minion?
Gunnar’s Hold
I’m expecting ‘rebalancing’ to wells and marks because people complain. Wouldn’t be surprised if greater marks gets moved trait wise to a spot where we already have something useful.
What I’d like to see is minion fixes and plague signet fixes to give the necro a little bit of identity. I’m not saying were a horribly broken class but other than epidemic and corrupt boon (when it works) there really isn’t anything the necro does better than any other class that makes us stand out. Plague signet working as the tooltip states would actually make us the master of conditions and attrition we are supposed to be.
Also agree that just across the board they need to change what works underwater what doesnt. There is no reason for lich and golem to not work, same as there is no reason for theives guild and dagger storm for theives not to work… really just seems like they cbf making extra animations so they just disable them
Boon/Condition monitor on Death Shroud.
Possibly a fix to the Rune and Trait effects triggering as if you had low health while in DS.
Spectral Armor buffed somehow.
Maybe it will also grant stability or just have a shorter cooldown?
Or perhaps it’ll be instant cast to allow things like breaking out of crystals in CoE.
Nerfs to Marks.
AoE damage in general is getting nerfs and Necro’s staff is just so great there’s little reason to not to carry it with you.
Some of the Wells might get nerfed as well.
+ Misc. bug fixes.
Also possibly entering a form no longer destroys Minions.
I expect somewhat fewer players.
Spectral Armor buffed somehow.
Maybe it will also grant stability or just have a shorter cooldown?
Or perhaps it’ll be instant cast to allow things like breaking out of crystals in CoE.
It’s already an instant-cast sunbreak. The issue there is stunbreaks not getting you out of the crystals.