Here’s what’s going to happen.
If we get burning on top of terror.
Respect
ALPHA, BETA, several months, … 1 Year later…“When it’s ready”[cit.]
Hahahaha hillarious! Keep doing this Iceflame, at least you put a smile in our necro faces
~ The light of a new day
This is pretty incredible, actually. Although hopefully ANet doesn’t end up nerfing necro as a result.
[VZ] Valor Zeal – Stormbluff Isle – Looking for steady, casual-friendly NA raiders!
Well I’m out of ideas for now and I’m slow on making them, took like 4-5 hours to make each.=( I slacked on this one a bit too, dropped some frames that I originally wanted to put there out of laziness, so yeah no more unless I have something that I would like to discuss and can come up with a story for it. Nevertheless I am actually trying to point out a problem here with humor and references.
Doooo one on our minions AI!
(I didn’t get the last part with de burn exploding the engineer :P)
Rotthen (Necro) / Zhyx (Engineer) /Inglorious Beasterd (Ranger)
Server : Anvil Rock (Since Release!) [SOLO]
Server : Anvil Rock (Since Release!) [SOLO]
That’s just a joke about engineer icon being a bomb and having a fuse. And necro having his revenge from doing nothing and having necro burning kill engi.=P
Just wondering if this burning on terror thing is something that may actually be happening or if it’s just speculation?
There’s a topic like necro is getting burning via a trait. It has links to a twitch chat where a dev said one phrase. “I did mention necro burning”. I think that’s it pretty much lol. But there’s a whole thread on it.
We are getting burning via a trait, it was said by a dev in a twitch chat, we do not know where it will be coming in for sure. The idea of getting it on top of Terror is not saying Terror will have burning now too, but that a Terror Necro could have the two highest damage conditions in the game at the same time.
Yup that would totally obliterate people who have low access to stability and condi cleansing but mostly stability. Thief is a bit of a exception with his spammable stunbreakers but he’s got condi cleansing too anyways.
Easy to say, but we have absolutely no idea how much access we get to burning. An extreme example is they give us a trait that has a 1% chance to apply burning for 1s whenever we apply a condition. I think we could all agree this burning would be arguably more useless than Reanimator. This is just to show that Burning itself on a Necro is not OP, it all comes down to the how and how much.
Iceflame, these are so funny… the story itself could be about anything… but the way you personify the icons makes me laugh so loud and inappropriately at work.
The unemployment style line outside the shrink office pictures were so great…
On topic, I could see them giving us burning instead of terror…. IE they would change the terror trait to inflict burning with fear, instead of having fear deal damage. I just can’t see them giving us burning and terror damage together on the same skill.
For me, that would be 850 damage per second from burning and 1450 damage from terror. If I have 10 stacks of might, it is even worse.
Consider one proc of reapers protection with that setup… That would be 9200 condition damage over 4 seconds, while being CC’ed. Ignoring any other conditions that might be on the target.
I guess its safe to say, that we should wait and see how the trait is implemented.
On second thought, they may take away the bonus damage from terror, and turn that part into burning. So if you hit a target with terror, you get the base damage from terror (without the 50% increase), but if they have another condition on them, you also get burning.
Kind of boring, but it would bump up the damage of the terror combo with conditions even higher.
That’s just a joke about engineer icon being a bomb and having a fuse. And necro having his revenge from doing nothing and having necro burning kill engi.=P
Aaa I always thought it was an Elixir ! :P
Now make sens!
Rotthen (Necro) / Zhyx (Engineer) /Inglorious Beasterd (Ranger)
Server : Anvil Rock (Since Release!) [SOLO]
Server : Anvil Rock (Since Release!) [SOLO]
Well I might be in the wrong, I saw it as a bomb lol. Man this is horrible on my part. Let’s just say that it’s an elixir that contains explosive liquid in it then.
Man that “on top” part seems to be bringing a misunderstanding. I meant if terror stays the same way it is now. If we can have a 1,5-1,7 terror double tick that we have now, same bleed stacking like now, and burning is added on top of it separately, that would be OP for condi bursting. Bhawb is correct in his description.
In the end we got to wait and see what they do yeah.
I do sincerely hope that people are able to see some details in the comic too. When they become armed, the rangers dog starts having this angry face with sharp teeth. The clocktower and mansion are references to Khylo. The weapons they are carrying are all weapons usable by those professions. Was very convenient that Mesmers and Rangers use torches in this game as well.
(edited by Iceflame.5024)
Sad-face bandage head dog with a limp – My favorite
Didn’t notice the clock tower though… These remind me of a thread back in League of Legends where people did comics in paint, only these are much better.
Love it Iceflame. A shame it takes so long to make these, but very humorous. I would much like to see these more often when possible.
Now, on topic. I don’t think burning will be THAT powerful. Obviously it has a good chance to be OP but it doesn’t stack in intensity, only duration. In most fights with people carrying quite a bit of condi removal duration doesn’t mean much (unless you can epidemic it on someone who’s burnt (lol) their cleanse already).
What’s more, Engi is immune to having conditions applied at 25% HP (might as well say indefinitely but there is suppose to be an internal CD). Thieves remove all damaging conditions with a heal, Mesmers can throw it back at you, and Guardian can convert it into Vigor.
Ranger’s might QQ a little bit because it would even the playing field a bit more with their BM builds, Elementalists won’t even notice a difference, and Warriors… well.. We’ll see what changes they get.
I personally want to see our CD’s reduced and some of our traits/utilities made into something actually useful more than I want to see burning or a new condition. I really don’t think either of those conditions are going to help us much. Sure I’m excited to get them, but we have core issues that need fixed properly and not kitten just because we’re getting something new toys.
Dude..
Keep up, awesome!
Captain Deutschland, Ozzy The Insane, Hanz Limbchewer – r40+ mes/nec/engi Desolation
Fear The Crazy [Huns]
Fear The Crazy [Huns]
This is brilliant, i demand more!
That’s just a joke about engineer icon being a bomb and having a fuse. And necro having his revenge from doing nothing and having necro burning kill engi.=P
Aaa I always thought it was an Elixir ! :P
Now make sens!
Could be a flask of that charr whiskey the guy is peddling up in Snowden. When he says he sells booze and bombs, i think he means a single product that can be used as either. Especially given norn’s reaction upon getting a taste at the haven.
We are going to get burning on the spite tree because this tree sucks so hard for any condition mancer and they need to give us some reason to invest points on condition duration,
It will be perfectly balanced, in fact i’m almost sure it won’t be worth to invest 20+ points on this tree to get burning,
On Spvp 2 or 3 seconds of burning it won’t change the fact we don’t have stability, our cast times are slow, we run slower than a turtle, etc etc etc
Outside Spvp i’d prefer to have a 2 seconds terror instead a 2 seconds burning, plus more life force and spectral armor,
Any condition necro outside Spvp will remain 0/30/20/0/20,
Don’t talk to me about toughness and vitality, damage avoidance is all in this game
We are way too trait locked to consider taking points into spite as condition build, esp using terror, if it’s in spite then hybrid builds will get it, power builds would have little use for it [I’d still probably take it, the rest of the traits there are garbage].
Where they put this trait is going to be big, if they actually want to open more builds with it then they wont put it into curses, they did say that the 15pt Soul Reaping line was getting looked at, but then they’d just make the exact same terror build; now with fire
Easy to say, but we have absolutely no idea how much access we get to burning. An extreme example is they give us a trait that has a 1% chance to apply burning for 1s whenever we apply a condition. I think we could all agree this burning would be arguably more useless than Reanimator. This is just to show that Burning itself on a Necro is not OP, it all comes down to the how and how much.
This exactly. Based on previous necro changes, I’m sadly inclined to believe:
1) it will be a small amount of burning
2) it will be on an inconveniently located trait
3) it will break some other skill
That said, I’d be glad to be proved wrong.
Or it could be the semi-decent answer to making DS useable as condition spec; Life Blast inflicting burning
I have to knnooowwwww…!
Our access to burning better not be crit-based, hitting like a wet noodle is not worth it.
Kudos for that Iceflame! True story from, from beta till now & nothing ever showed anything will change in this respect. sigh
Did you just sum up the press demo-alpha-beta period? Because it sure feels like this with some minior retcon.
When life gives you lemon, ask if its from a anime or manga.
Our access to burning better not be crit-based, hitting like a wet noodle is not worth it.
Burning via trait will be activated via critical hit for sure, I can’t imagine other way,
Don’t talk to me about toughness and vitality, damage avoidance is all in this game
That wouldn’t be good for us. Carrion is already better with proper DS usage, and giving us more LF generation would make it even better. Forcing us to use Rabid wouldn’t be good.
Perhaps it could proc on the application of another condition, similar to how Lotus Poison works for thieves. And, of course, chilling darkness for necromancers.
Edit: Heh, perhaps it will be added to Life Blast.
Edit2: No, I have a more insane proposition.
Spectral Attunement: All spectral skills apply burning.
And then it would actually belong in the Curses line yaaaay
Mixing insults with your post is like pooping in a salad.
It’s pretty obvious, and nobody’s impressed.
It’s pretty obvious, and nobody’s impressed.
(edited by Softspoken.2410)
If they add burning to life blast i’ll cry tears of joy,
But is not gonna happen in my opinion,
Don’t talk to me about toughness and vitality, damage avoidance is all in this game
Our access to burning better not be crit-based, hitting like a wet noodle is not worth it.
Burning via trait will be activated via critical hit for sure, I can’t imagine other way,
I hope so!
It’d be perfect for the Carrion Armor+Rampager trinkets combo I’ve ran in PvE for ages.
I always did feel it lagged a bit behind in damage and Burning would help it a lot.
Benight[Edge]
Necromancer shouldn’t ever get burning. It doesn’t make sense for a necromancer to ever use burning outside of sending it back to a foe. I know we need another heavy hitting condition. But as a person who loved the lore and flavor of the necromancer the idea makes my teeth grind.
Ignis fatuus? Go and google it, you will love it,
EDIT:
Don’t talk to me about toughness and vitality, damage avoidance is all in this game
Lily is talking strictly GuildWars lore. There is plenty of reason for Necromancers in general to get burning, but within the context of GW lore, we are usually attributed as followers of Grenth, who is the god of ice and death (among other things); ice doesn’t really go with fire.
I’m not sure that it is necessarily a conflict, however. Grenth is a human god, and is worshiped almost exclusively by humans. He is not the source of Necromancy, he is merely the patron god of many human Necromancers. As such, there is no specific lore reason that Necromancers would be unable to have access to abilities that might conflict with Grenth.
Ups ok ok now I understand,
Thanks for the clarification,
Don’t talk to me about toughness and vitality, damage avoidance is all in this game
Lily is talking strictly GuildWars lore. There is plenty of reason for Necromancers in general to get burning, but within the context of GW lore, we are usually attributed as followers of Grenth, who is the god of ice and death (among other things); ice doesn’t really go with fire.
I’m not sure that it is necessarily a conflict, however. Grenth is a human god, and is worshiped almost exclusively by humans. He is not the source of Necromancy, he is merely the patron god of many human Necromancers. As such, there is no specific lore reason that Necromancers would be unable to have access to abilities that might conflict with Grenth.
Whats wrong with the epic return of Disease? I would much rather have that then burning. And I wouldn’t make the corpses useless for reanimating.
This just in:
Patch Notes for June 11th, 2013
Necromancer
-Reworked the 25 point Death Magic minor trait. Jagged Horrors now have a 75% chance to cause Burning for 2 seconds on a critical hit.
-Added Death Shroud Skill 5: Summon Jagged Horror. Summons a Jagged Horror that applies the Disease condition. This is the equivalent to Bleed, but stacks in duration instead of intensity. This Jagged Horror degenerates 50% faster than normal. 60 second Cooldown.
Edited in: Hot fix for June 16th, 2013
-Addressed a bug that disabled the use of the active abilities on the Blood Fiend, Bone Fiend, Bone Minions, Flesh Wurm, Flesh Golem, and Shadow Fiend.
-Death Shroud 5’s Jagged Horror now degenerates at a 75% increased rate and does not apply trait effects.
Edited in: SotG for June 30th, 2013
~
Necromancer
We believe that the addition of not one, but two new conditions into the Necromancer’s arsenal will put them on an even footing with the rest of the Professions in Tournament-level gameplay. They are now the masters of condition application, and with the newest Death Shroud ability, all builds will have a reason to use it both offensively and defensively. We will hold off on any more large changes to see where the balance rests when the new Meta-game develops.
~
Taking bets? Anyone? Anyone?
(edited by Arianna.7642)
No offend but i’m expecting a little bit more…
Your post is disheartening and if that’s the solution to the necromancer then you have not a clue about this class,
On the other hand Anet… oh wait… oh no, NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO !!!!!!
Don’t talk to me about toughness and vitality, damage avoidance is all in this game
About the traits and what’s worthy to spend points on, they stated that some traits will be relocated to another tree.
Captain Deutschland, Ozzy The Insane, Hanz Limbchewer – r40+ mes/nec/engi Desolation
Fear The Crazy [Huns]
Fear The Crazy [Huns]
This just in:
Patch Notes for June 11th, 2013
Necromancer
-Reworked the 25 point Death Magic minor trait. Jagged Horrors now have a 75% chance to cause Burning for 2 seconds on a critical hit.
-Added Death Shroud Skill 5: Summon Jagged Horror. Summons a Jagged Horror that applies the Disease condition. This is the equivalent to Bleed, but stacks in duration instead of intensity. This Jagged Horror degenerates 50% faster than normal. 60 second Cooldown.Edited in: Hot fix for June 16th, 2013
-Addressed a bug that disabled the use of the active abilities on the Blood Fiend, Bone Fiend, Bone Minions, Flesh Wurm, Flesh Golem, and Shadow Fiend.
-Death Shroud 5’s Jagged Horror now degenerates at a 75% increased rate and does not apply trait effects.Edited in: SotG for June 30th, 2013
~
Necromancer
We believe that the addition of not one, but two new conditions into the Necromancer’s arsenal will put them on an even footing with the rest of the Professions in Tournament-level gameplay. They are now the masters of condition application, and with the newest Death Shroud ability, all builds will have a reason to use it both offensively and defensively. We will hold off on any more large changes to see where the balance rests when the new Meta-game develops.
~Taking bets? Anyone? Anyone?
I bet a zillion dollars on your prediction!
~ The light of a new day
This just in:
Patch Notes for June 11th, 2013
Necromancer
-Reworked the 25 point Death Magic minor trait. Jagged Horrors now have a 75% chance to cause Burning for 2 seconds on a critical hit.
-Added Death Shroud Skill 5: Summon Jagged Horror. Summons a Jagged Horror that applies the Disease condition. This is the equivalent to Bleed, but stacks in duration instead of intensity. This Jagged Horror degenerates 50% faster than normal. 60 second Cooldown.Edited in: Hot fix for June 16th, 2013
-Addressed a bug that disabled the use of the active abilities on the Blood Fiend, Bone Fiend, Bone Minions, Flesh Wurm, Flesh Golem, and Shadow Fiend.
-Death Shroud 5’s Jagged Horror now degenerates at a 75% increased rate and does not apply trait effects.Edited in: SotG for June 30th, 2013
~
Necromancer
We believe that the addition of not one, but two new conditions into the Necromancer’s arsenal will put them on an even footing with the rest of the Professions in Tournament-level gameplay. They are now the masters of condition application, and with the newest Death Shroud ability, all builds will have a reason to use it both offensively and defensively. We will hold off on any more large changes to see where the balance rests when the new Meta-game develops.
~Taking bets? Anyone? Anyone?
I bet a zillion dollars on your prediction!
Please no
Lily is talking strictly GuildWars lore. There is plenty of reason for Necromancers in general to get burning, but within the context of GW lore, we are usually attributed as followers of Grenth, who is the god of ice and death (among other things); ice doesn’t really go with fire.
I’m not sure that it is necessarily a conflict, however. Grenth is a human god, and is worshiped almost exclusively by humans. He is not the source of Necromancy, he is merely the patron god of many human Necromancers. As such, there is no specific lore reason that Necromancers would be unable to have access to abilities that might conflict with Grenth.
Just to note, Grenth kinda is the reason why necromancy exists on tryia since its a profession (in its GW form) was invented by humans, closes to it being charr shammys and asura golemancers using the same blood/life energy to animate their effigies/golems. Before him (with Dhuum on the throne) there were no minions and one could only manipulate life between living beings, no rezzing or anything related to it allowed. So we really shouldnt get burning, but if its something like Spirit Burn from the original, its kinda fine since even in the underworld some souls are just small embers floating together making a river (good metaphor).
When life gives you lemon, ask if its from a anime or manga.
Damage on chill, similar to how we get damage from fear, would be more fitting.
Are we all going to be swapping to ele runes for spvp now?
Here’s what’s going to happen.
wow, i actually read through all of that.
As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.
As true as Odin’s spear flies,
There is nowhere to hide.
Damage on chill, similar to how we get damage from fear, would be more fitting.
Are we all going to be swapping to ele runes for spvp now?
If chill deals a significant chunk of damage then chilling darkness + well of darkness + plague could be OP lol. Although I personally think plague sucks without support. You turn into this strange cloud that gets it’s stability corrupted, removed or stolen and if you’re alone you just turn into a pincloud instead of a pinball with a bazillion conditions on it without access to any utilities.
(edited by Iceflame.5024)
Perma-Chill builds would become the new meta for about week til they got nerfed into the ground then we’d be right back where we started.
Probly, it would be a nice change from the bursty terror builds though, and maybe give me a reason to bring wells into pvp builds. A lot of professions can match the uptime of burning that we can with chill, would depend on how much damage they gave it
Hmmm chill uptime. Chillblains for 4 seconds and dark path for 5 seconds doesn’t seem that much considering their CD.
Whats wrong with the epic return of Disease? I would much rather have that then burning. And I wouldn’t make the corpses useless for reanimating.
Nothing is wrong with a new condition, but access to burning will actually cure a lot in PvP. Besides our defensive problems, no access to burning is one of the biggest things holding condi necros back in PvP; which is why they run with Engis in cleave comps.