If we get burning on top of terror.

If we get burning on top of terror.

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Posted by: azuzephyr.7280

azuzephyr.7280

There is also hydromancy plus stacking three sets of runes for 60% chill duration, it’d also open up focus as a potentially viable candidate as off-hand for scepter, it would have very nice synergy with shaman amulet builds [our only non-glass option for condition dmg in pvp], the duration can get high, yes, but I’m not necessarily asking for burning damage constantly on, just lower the damage of chill to compensate for the higher uptime.

Burning just doesn’t seem very necro-y and I don’t like it, is that pathetic of me? Yes, but I don’t care lol

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Posted by: Iceflame.5024

Iceflame.5024

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.

I see that the main problems are pretty much no escapes(outside utilities on serious CDs that eat an utility slot that’s supposed to be a res signet and corrupt boon usually) when being focused by 3+ people as well as no proper way to avoid CC. Fear is this condi+cc effect abomination at one time which is a problem as well. Terror fear turns it into an alien abomination. If new stuff is added now and old stuff starts to get sorted later on, what’s going to happen is that each time they will try to do this it will lead to new balance problems this way. If they don’t solve the escape and CC problem it’s most likely going to just be a mess no matter what they do. Eating CC pretty much is the same problem as is our way to survive(eating damage instead of avoiding it), they are tied together with the way the game works with it’s mechanics. Other classes tend to have evades/blocks/invulns on top of having either a bazillion stunbreakers or stunbreakers on low/no CD tied to WEAPON SKILLS.

If they want necro to eat damage and stay in the fights instead of using evades/blocks/invulns(again these mechanics work as both damage ignorance and CC evasion) then some sort of CC immunity is supposed to be there to avoid CC while eating that damage. What is that mechanic in the current state? Seems that it’s stability. But nope, we aren’t gonna get any proper access to stability or any other CC immunity mechanic.

One can argue that we have somewhat good access to stability with our trait which might be true but that requires 30 points into SR, while the problem is class specific around all the builds that you can ever have so basically it’s a class problem as a whole.
Also stability on DS with the current DS utility kit is a trade off every time, you either waste stability when you enter DS to survive, OR you burn your DS survivability part when you use it to get stability so you can cast your abilities outside DS.

TL;DR: Adding new stuff without solving the core problems while at the same time having our old stuff needing a lot of polish would just lead to a lot of new balance problems piling up each time you get back to fix something old in the future. And we might become OP in some situations and get an undeserved and incompetently rushed nerf without devs properly putting any thoughts in it or just not having time to fix the core problems that have not been fixed.

Now that I think about it, a huge portion of our class can be described with just one word: situational. The effectiveness of our class mechanic as well as a lot of spells is situational, how can you ever balance something like this?

(edited by Iceflame.5024)

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Posted by: azuzephyr.7280

azuzephyr.7280

You can see that they tried to give us some tools to stand there and take the beating but for hundreds of teeny reasons, the design isn’t working out, at all. We’ve got potential for massive regen uptime as condition spec but it’s incredibly awkward compared to how easily other classes get their defensive utility.

If you look at just the issue of Mark of Blood; it’s technically our comparable defense to say, rangers’/thief evade weapon skills, but so so awkward and easily countered. Right now if there’s a thief anywhere on the other team then they will be able to steal the regen faster than you can reapply it, if you are being shot from distance then you wont be able to keep the uptime from regen active, you’d have to pick between applying the bleed or potentially coming off point to get into melee range to pick up both the bleed and regen [easier said than done when we’re so easily kited].

The one word I’d pick for our class is actually awkward, the ideas behind our abilities were in the right place, some of them definitely need number tweaks, but a lot just suffer from awkward aiming, bad pathing, slow cast times and rely too heavily on positional requirements without the support in place to control positioning to any real degree.

I like the idea of using regen as a survivability tool, it’s just that in play the insta-evades out-perform it by miles in it’s current implementation.

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Posted by: Pendragon.8735

Pendragon.8735

We’ve got potential for massive regen uptime as condition spec but it’s incredibly awkward compared to how easily other classes get their defensive utility.

Main problem with regen is that without proper burst avoidance, which other classes have, its a drop in the bucket to the massive damage you are forced to eat.

What does Necro do to handle burst? Jump into death shroud, then boom, your regen is useless.

Other professions, while they are stealthing, blinking, blocking, invuln, zipping away on RTL, they are still getting those regen upticks.

Our defense mechanism actually works against normal sustain mechanics.

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Posted by: Daecollo.9578

Daecollo.9578

Regeneration is nothing compared to Protection/Vigor.

Hero {} Roleplayer {} Friend {} Professional Princess Saver
https://twitter.com/TalathionEQ2

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Posted by: reedju.5786

reedju.5786

Burning is a completely improper way to fix necro. Honestly for me it smells a lot like the WoW bandaid of throwing every ability at every class with a diff name and animation. Burning does not fit our aesthetic and could very easily make us OP. They are focussing on the wrong ideas if they think we need it. Also, are they still going to be giving us a condi on top of burning or did they scrap the whole “new condition” idea?

Don’t get me wrong, I love my necro. But as cool as it would be to be on top tier, it feels like too much to give us a condi with such high base damage. It also limit the need to synergize your group with a necro because we will have every condi save confusion which is largely underused anyway. No need to bring another condi class because with burning/CB/epi we will rule the meta.

Only exception where it might be ok is if it is put into a full power tree. That way we would be able to have something to give us sustain dmg while we kite without becoming ridiculous with all the other condi traits. We would essentially have the option to choose between high burst w/ burn sustain or condi with boon ripping and team fight control.

Black Avarice

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Posted by: Iceflame.5024

Iceflame.5024

Funny how it was mentioned in the SOTG that the new DS5 condition is going to be a DOT. The dev clearly said it. If it’s a new DOT condition in addition of burning then it’s gonna be pure OP trolololo, or OP roflstomping rather.

(edited by Iceflame.5024)

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Posted by: azuzephyr.7280

azuzephyr.7280

We’re getting v carried away with the burning ideas, we still have absolutely no idea how it will be implemented, what spec it will be available to or how much damage it will do.

The strongest thing I find about burning is that it typically does massive damage in 1-2 seconds, so it dances around most condition removal techniques/passives which just soak up bleed damage

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Posted by: Pendragon.8735

Pendragon.8735

We need more conditions to cover our bleeds that’s a definite. But we need lower cast times on what we already have, and more escape/mobility/sustain even more.

So perhaps they should work on those points first. I suspect all these necro changes will be phased in over a couple patches though, and not dumped on all at once. This will give them time to tweak the later ones in a way to fill up remaining gaps in our design.

It’s not really a case where Necro only needs help on one side, offense or defense, we need help on both sides. So burning is a start, but not the end solution by itself for sure.

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Posted by: Pendragon.8735

Pendragon.8735

Burning looks like a single target or 1v1 aid mostly, which we need, its not going to do much to increase our already potent AoE damage, because it runs so fast on most all skills, it is unlikely to be spread via epidemic more than a second or so. Nor are we likely to get a version that hits everyone on any single ability.

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Posted by: Chesire.9043

Chesire.9043

Burning looks like a single target or 1v1 aid mostly, which we need, its not going to do much to increase our already potent AoE damage, because it runs so fast on most all skills, it is unlikely to be spread via epidemic more than a second or so. Nor are we likely to get a version that hits everyone on any single ability.

Not if you do what I do: Walk into a burn field from War or Ele and then transfer. Epidemic that stuff and bam! 4-5 (or longer) second burning onto entire groups.

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Posted by: Chesire.9043

Chesire.9043

I was thinking, though, what about this: 25-50% chance of 1 to 2 second burning whenever you poison your target?

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Posted by: Gandarel.5091

Gandarel.5091

I was thinking, though, what about this: 25-50% chance of 1 to 2 second burning whenever you poison your target?

The problem is that Epidemic would benefit nothing from it. And likely won’t. Good in 1v1, but condi nec isn’t the classic 1v1 prof.

Captain Deutschland, Ozzy The Insane, Hanz Limbchewer – r40+ mes/nec/engi Desolation
Fear The Crazy [Huns]

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Posted by: Lopez.7369

Lopez.7369

Necromancers have the best counter to stability in the game by far, so the comic makes no sense.

I think people are going to be surprised how much more life force generation, access to burning and the Death Shroud rework will help.

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Posted by: Iceflame.5024

Iceflame.5024

Necromancers have the best counter to stability in the game by far, so the comic makes no sense.

I think people are going to be surprised how much more life force generation, access to burning and the Death Shroud rework will help.

So thief boon stealing spam doesn’t count I guess and other class boon removals too?
The comic is saying that if we get good access to burning in addition to what we already have, then there’s a high chance we’re going to become OP.

Corrupt boon on a 40 second CD, well of corruption on a 45 second CD as well as spinal shivers with a century of a cast time can’t even compare to thief boon stealing spam you know.

(edited by Iceflame.5024)

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Posted by: Dadnir.5038

Dadnir.5038

Just love the little story… But wait… Engi have some tools to convert condition on them…
Well, whatever, why do they absolutely want to bring up condi necro? This is not our weak point, this is our strong point. BTW if Necro want to burn : epidemic, corrupt boon or bring guardian…

No core profession should be balanced around an optional elite specialization.

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Posted by: Chesire.9043

Chesire.9043

I was thinking, though, what about this: 25-50% chance of 1 to 2 second burning whenever you poison your target?

The problem is that Epidemic would benefit nothing from it. And likely won’t. Good in 1v1, but condi nec isn’t the classic 1v1 prof.

Epidemic doesn’t need to benefit from it. That’s what other professions and teamwork are for. You have guardians, Ele, Engi, Warrior, Rangers, and even Mesmers to some extent that can all applying burning in one way or another if you want to coordinate a burning Epidemic.

If it were made so burning could be applied by epidemic from us every 12-15 seconds, we’d have the Nerf Mafia nerf our limbs, remove them from our nerfed bodies, and feed our carcasses to the nerf pigs.

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Posted by: Lopez.7369

Lopez.7369

Necromancers have the best counter to stability in the game by far, so the comic makes no sense.

I think people are going to be surprised how much more life force generation, access to burning and the Death Shroud rework will help.

So thief boon stealing spam doesn’t count I guess and other class boon removals too?
The comic is saying that if we get good access to burning in addition to what we already have, then there’s a high chance we’re going to become OP.

Corrupt boon on a 40 second CD, well of corruption on a 45 second CD as well as spinal shivers with a century of a cast time can’t even compare to thief boon stealing spam you know.

It can and does because of range.

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Posted by: Ithir Darkleaf.7923

Ithir Darkleaf.7923

Necromancers have the best counter to stability in the game by far, so the comic makes no sense.

I think people are going to be surprised how much more life force generation, access to burning and the Death Shroud rework will help.

So thief boon stealing spam doesn’t count I guess and other class boon removals too?
The comic is saying that if we get good access to burning in addition to what we already have, then there’s a high chance we’re going to become OP.

Corrupt boon on a 40 second CD, well of corruption on a 45 second CD as well as spinal shivers with a century of a cast time can’t even compare to thief boon stealing spam you know.

It can and does because of range.

Saying that is simply have a closed mind, or you never played a Necro, or you prefer Thief, or all of that together because it has no sense at all.

~ The light of a new day

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Posted by: azuzephyr.7280

azuzephyr.7280

Necromancers have the best counter to stability in the game by far, so the comic makes no sense.

I think people are going to be surprised how much more life force generation, access to burning and the Death Shroud rework will help.

So thief boon stealing spam doesn’t count I guess and other class boon removals too?
The comic is saying that if we get good access to burning in addition to what we already have, then there’s a high chance we’re going to become OP.

Corrupt boon on a 40 second CD, well of corruption on a 45 second CD as well as spinal shivers with a century of a cast time can’t even compare to thief boon stealing spam you know.

It can and does because of range.

The steal is better;

Corrupt boon= -1 boon to target/1 condition of lesser value to target; 20 second stability becomes 1 second fear
Strike= -1 boon to target/
1 boon of equal value to self; 20 second stability becomes your 20 second stability

That’s without considering all the extra goodies that thieves get baked into their spammable attacks

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Posted by: Oldbugga.7029

Oldbugga.7029

Looking over this topic you can see again people trying to discount the addition of burning as OP especially in conjunction with fear….and some other combinations that have been pointed out.

This is the root of our malaise now as far as niche builds and lame abilities….they/we are balanced around a multitude of pre-conditionsand combinations rather than the abilities themselves.

There is NOTHING wrong with the necro having burning…and a quite decent implementration of that as well….it is the combinations that need to be addressed….not the raw abilities.

This is how the devs are thinking of our proff now. They are too hesitant because they are trying to balance on improbable/low frequency circumstances and this has resulted in individual abilities being lame (to try and offset low frequency combinations of abilities). This also forcews players into “cookie cutter” builds, which include the abilities to generate those outlier results, because they HAVE TO because that is how the proff has been balanced, to be competitive.

The solution is not to knobble the raw abilities to balance them, they are NOT the issue, it is the combinations of abilities that leads to OP outcomes. It is the combos that have to be addressed thru common cooldowns, or DR on strings of abilities or whatever….not the raw abilities themselves being lame.

This approach would open up the profession for more viable builds that don’t have to be “cookie cutter” to perform competitively….because balance would not be lopsided due to unusual/infrequent combinations.

PS: This is not just the addition of burning…it affects all of our abilities.
Edit: spelling and word order…early morning here

(edited by Oldbugga.7029)

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Posted by: Lily.1935

Lily.1935

Yes thats a great idea! Lets give the necromancer burning. Screw flavor of the profession and the past abilities that made the necromancer great! Ha ha ha… The guild wars 1 necromancer is rolling in her grave…

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Posted by: Daecollo.9578

Daecollo.9578

Yes thats a great idea! Lets give the necromancer burning. Screw flavor of the profession and the past abilities that made the necromancer great! Ha ha ha… The guild wars 1 necromancer is rolling in her grave…

Great Trait name!

Rolling in their Graves
Applies burning after you kill your foe

Hero {} Roleplayer {} Friend {} Professional Princess Saver
https://twitter.com/TalathionEQ2

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Posted by: Softspoken.2410

Softspoken.2410

Yes thats a great idea! Lets give the necromancer burning. Screw flavor of the profession and the past abilities that made the necromancer great! Ha ha ha… The guild wars 1 necromancer is rolling in her grave…

Great Trait name!

Rolling in their Graves
Applies burning after you kill your foe

kittenmit Daecollo you’re not allowed to write posts that make me laugh

Mixing insults with your post is like pooping in a salad.
It’s pretty obvious, and nobody’s impressed.

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Posted by: LastDay.3524

LastDay.3524

Yes thats a great idea! Lets give the necromancer burning. Screw flavor of the profession and the past abilities that made the necromancer great! Ha ha ha… The guild wars 1 necromancer is rolling in her grave…

Flavor?

My Necro in GW1 shouts “Finish Him!” and fires headshots with arrows that appear out of nowhere.
Without a bow of course!

I don’t think Burning would bother him much. :p

Also… Epidemic is a Mesmer skill in GW1.
Nobody seems terribly bothered that it’s somehow moved from Lyssa’s domain to Grenth’s without any explanation…
http://wiki.guildwars.com/images/1/1c/Epidemic_animation.gif

Benight[Edge]

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Posted by: Lily.1935

Lily.1935

Yes thats a great idea! Lets give the necromancer burning. Screw flavor of the profession and the past abilities that made the necromancer great! Ha ha ha… The guild wars 1 necromancer is rolling in her grave…

Flavor?

My Necro in GW1 shouts “Finish Him!” and fires headshots with arrows that appear out of nowhere.
Without a bow of course!

I don’t think Burning would bother him much. :p

Also… Epidemic is a Mesmer skill in GW1.
Nobody seems terribly bothered that it’s somehow moved from Lyssa’s domain to Grenth’s without any explanation…
http://wiki.guildwars.com/images/1/1c/Epidemic_animation.gif

Everyone agrees that epidemic should have always been a necromancer skill. Also, both those skills you mentioned are PvE only skills.

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Posted by: Penguin.5197

Penguin.5197

Nice story it was entertaining

I just gotta say though, an engie getting whooped by a necro then asking for necro nerfs? I highly doubt it. Automated response and lemongrass and Im set against any condition necros. Actually just lemongrass is enough

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Posted by: Andele.1306

Andele.1306

Everyone agrees that epidemic should have always been a necromancer skill. Also, both those skills you mentioned are PvE only skills.

Not only that but the current necro is based of the Necro/Mesmer combo using Dervish as the cherry and sparkles over the fusion cake.

When life gives you lemon, ask if its from a anime or manga.

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Posted by: ManaCraft.5630

ManaCraft.5630

Burning on the Necromancer might address the lack of diversity in conditions we have access to, but it definitely feels out of place in terms of flavor. The real concern, though, is that access to burning won’t do anything towards solving the more fundamental defensive problems of the class. The same goes for a new DOT on DS5, assuming that’s what we get.

All we have right now in terms of defense is basically the damage sponge that is DS and some fairly underwhelming utility skills. What’s worse, even if those utilities get fixed and actually become worth having on the bar, it still doesn’t solve the problem because as a (condition) Necro you are pretty much forced to run epidemic and corrupt boon. If you don’t, why are you even playing Necro to begin with? Epidemic and corrupt boon are two skills that should have never been utilities in the first place. Rather, the class would have been better off if they had simply been offloaded to some other place, like DS or a weapon slot. They are 1) situational skills that are 2) mostly useful in a specific type of build, yet they are so fundamental that the build simply falls apart without them. By contrast, if you look at utilities that are defensive in nature (mist form, blink, etc), these are equally useful 1) in any engagement and 2) to all builds. Such skills are much more likely to find their way to the skill slots, or at least be a priority over the more situational ones, but in the case of the Necromancer the condition build is simply so dependent upon epidemic and corrupt boon that not having them outright ruins the whole concept.

The logical conclusion is that a Necromancer’s defensive potential will have to come from some other place than (or at least not exclusively from) utilities. Death Shroud is the obvious answer, but that doesn’t work in its current form. Even if it did, the ability to adequately absorb an acceptable amount of damage doesn’t solve the problem of CC. A.Net seems unwilling to grant us increased access to stability, but since that’s precisely the mechanic that deals with the problem, it’s difficult to see how the problem will ever be solved without it – barring the introduction of entirely new mechanics. At the end of the day vigor, regeneration, and even protection are simply niceties – assuming DS did do a decent job at damage absorption, stability would be the real game changer.

Access to burning will perhaps alleviate the burden that bleeding is currently having to lift almost all by itself, but better defensive traits are what will make or break the Necro. Similarly, an additional DOT on DS5 might offer the same, but the slot would have honestly been better used for a defensive skill of some sort, or simply as a place to offload epi/cb to free up a utility slot.

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Posted by: LastDay.3524

LastDay.3524

Yes thats a great idea! Lets give the necromancer burning. Screw flavor of the profession and the past abilities that made the necromancer great! Ha ha ha… The guild wars 1 necromancer is rolling in her grave…

Flavor?

My Necro in GW1 shouts “Finish Him!” and fires headshots with arrows that appear out of nowhere.
Without a bow of course!

I don’t think Burning would bother him much. :p

Also… Epidemic is a Mesmer skill in GW1.
Nobody seems terribly bothered that it’s somehow moved from Lyssa’s domain to Grenth’s without any explanation…
http://wiki.guildwars.com/images/1/1c/Epidemic_animation.gif

Everyone agrees that epidemic should have always been a necromancer skill. Also, both those skills you mentioned are PvE only skills.

I don’t see how that changes anything.
Fact is my Necro in GW1 spams arrows and uses shouts, yet somehow a Necro using Burning in GW2 bothers you?

And the Epimedic part… yeah, so?
It’s still a Mesmer skill, that change went totally against the lore.

And besides my Necro in GW2 already runs around in Burning armor and is working on an Incinerator.
My power build uses a Sigil of Fire so he even has fiery AoE damage.

If you want an example of just using Necro skills to do silly stuff Jade Quarry suicide-bombing comes into mind.
Master of the dead, now a kamikaze man!
The most sensible connection I can make there is the afflicted.

My point is who cares so long as they work well mechanically?
Warriors having Fear after it was toted as a Necro thing doesn’t make any more sense.
Or an Engineer’s crowbar adding Confusion.

…and even though Grenth isn’t much into fire a certain other God of Death was.

Benight[Edge]

(edited by LastDay.3524)

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Posted by: Chesire.9043

Chesire.9043

Random thought.. Burning post Automated Response won’t matter either, nor will our new DS5 unless it Anet makes it that way. Just saying.

OP trait is OP.

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Posted by: Andele.1306

Andele.1306

…and even though Grenth isn’t much into fire a certain other God of Death was.

The Dhuum boy was much into actual death, and sticking a giant scythe up your behind so thakittens tip shows up in our mouth not much into anything elsie… oh wait he also summoned giant ghost minions, but i dont get how that wasnt actual rezzing, kinda being hypocritical about his policy.
Balthazar was the guy for fire and he was kinda there since the start with melandru and dwayna (and probably abbandon to cover the elemental spectrum).

When life gives you lemon, ask if its from a anime or manga.

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Posted by: Kilger.5490

Kilger.5490

Very well put OP, I was just going to find somewhere to write something about being worried about this burning buff and this sums it up nicely. A few good chuckles to boot.

You missed the part about where necro becomes flavor of the month due to buffs and exasperates the problem, but I think this was really more about the engie anyway (which I agree is in poorer shape).

Kilger – Human Ranger
alts: Fangyre (Necro), Hardrawk (Ele);
Jade Quarry

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Posted by: LastDay.3524

LastDay.3524

…and even though Grenth isn’t much into fire a certain other God of Death was.

The Dhuum boy was much into actual death, and sticking a giant scythe up your behind so thakittens tip shows up in our mouth not much into anything elsie… oh wait he also summoned giant ghost minions, but i dont get how that wasnt actual rezzing, kinda being hypocritical about his policy.
Balthazar was the guy for fire and he was kinda there since the start with melandru and dwayna (and probably abbandon to cover the elemental spectrum).

I’m pretty sure at least one of his attacks dealt Fire damage and his ribcage is on fire.
Green flames.

Benight[Edge]

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Posted by: Iceflame.5024

Iceflame.5024

Because as a (condition) Necro you are pretty much forced to run epidemic and corrupt boon.

Aw come on man, while your other points are true I do not quite completely agree with the ones regarding CB and EPI. I can agree that epi is fantastic to have if you are in a teamfight but judging from the tourneys I don’t think I ever got to see it being that huge. I believe people actually would think that in a team a Necro is more bottlenecked into having the rez signet. In todays/yesterday and previous tourneys you could see necros without epidemic, necros with wells instead of CD and EPI and etc. Necro isn’t bottlenecked into CB and epi the way a lot of people think. After playing solo queue I actually feel like the must have utility is flesh wurm.

You can actually use CB in a power build in a somewhat similar way as to how you would use signet of spite when people have a lot of boons on them but in a team your mates supposedly have good boons tripping utilities already. Epi is very powerful and tied to a condi power build yes. There were some matches where a necro actually dropped the rez signet to get spectral walk. You’re not tied to CB and EPI, people need to wash those thoughts away from their heads.

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Posted by: Kain Francois.4328

Kain Francois.4328

I love how you personified the class icons. Necromancer loves watering her flowers! :o

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Posted by: Iceflame.5024

Iceflame.5024

I love how you personified the class icons. Necromancer loves watering her flowers! :o

Ofc necro does like watering his/her flowers. Gotta take care of the necro mansion.

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Posted by: Andele.1306

Andele.1306

I’m pretty sure at least one of his attacks dealt Fire damage and his ribcage is on fire.
Green flames.

He had one attack that was actual fire damage, but thats because “soul” damage didnt and doesnt exist, also that is life force cough DS fuel he has in his ribcage… same thing the river of souls is made of… The “3” attacks Dhuum does is, bi1chslap you, double bi1chslap your soul , roundhousescythekick everyone in range.

When life gives you lemon, ask if its from a anime or manga.

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Posted by: Lily.1935

Lily.1935

Yes thats a great idea! Lets give the necromancer burning. Screw flavor of the profession and the past abilities that made the necromancer great! Ha ha ha… The guild wars 1 necromancer is rolling in her grave…

Flavor?

My Necro in GW1 shouts “Finish Him!” and fires headshots with arrows that appear out of nowhere.
Without a bow of course!

I don’t think Burning would bother him much. :p

Also… Epidemic is a Mesmer skill in GW1.
Nobody seems terribly bothered that it’s somehow moved from Lyssa’s domain to Grenth’s without any explanation…
http://wiki.guildwars.com/images/1/1c/Epidemic_animation.gif

Everyone agrees that epidemic should have always been a necromancer skill. Also, both those skills you mentioned are PvE only skills.

I don’t see how that changes anything.
Fact is my Necro in GW1 spams arrows and uses shouts, yet somehow a Necro using Burning in GW2 bothers you?

And the Epimedic part… yeah, so?
It’s still a Mesmer skill, that change went totally against the lore.

And besides my Necro in GW2 already runs around in Burning armor and is working on an Incinerator.
My power build uses a Sigil of Fire so he even has fiery AoE damage.

If you want an example of just using Necro skills to do silly stuff Jade Quarry suicide-bombing comes into mind.
Master of the dead, now a kamikaze man!
The most sensible connection I can make there is the afflicted.

My point is who cares so long as they work well mechanically?
Warriors having Fear after it was toted as a Necro thing doesn’t make any more sense.
Or an Engineer’s crowbar adding Confusion.

…and even though Grenth isn’t much into fire a certain other God of Death was.

That is armor augmenting abilities. This gives warriors the ability to chill or an engineer the ability to have a magical attack. Much like artifacts in magic the gathering, these are usable by everyone and become common abilities. Not abilities of the necromancer, warrior or engineer. This doesn’t change the fact that the necromancer has no magical knowledge of how the rune or sigil works. This also doesn’t change the fact they can use something that was designed for everyone to use.

And using the example of Dhuum doesn’t work. Dhuum was a god before the time magic was given. The blood stone wasn’t put in place and the magic Schools didn’t exist in his time. So Dhuum does in fact use old magic, older then what humans would have access to. Not that it even matters, Dhuum never used burning in the Underworld or did fire damage.

(edited by Lily.1935)

If we get burning on top of terror.

in Necromancer

Posted by: DarnDevil IV.2143

DarnDevil IV.2143

They could modify LF:

Blast your foe with life force for X damage, burning their soul for 2 seconds.

They should lower the direct damge component slightly and transfer some of the damage into burning, but in exchange they should make it do full damage even when under 50% LF

Necros do have good condition damage, so I would like ANet to change some bleeding damage into burning so we wouldn’t be so dependant on it. I just wonder how that should be done… maybe replace the bleeding of Dark Path into (soul)burning? Add (soul)burning to scepter #3 doing 1 sec of burning for every unique condition on the enemy and lower the direct damage component?

If we get burning on top of terror.

in Necromancer

Posted by: jalmari.3906

jalmari.3906

burning is wrong way to fix necro

what we need is balancing weapons (staff over anything, regardless the build anyone???) and skills and traits. and fixing the broken ones which dont work at first place.

also there’s this little problem getting nearly instagibbed no matter how much hp or armor or DS you got, because you are lacking (not saying there isn’t any) defensive stuff.

they nerfed some weapons and skills and traits to oblivion and left them there since betas. would be time to get necro back up and running tbh.

Guardian 80 Necromancer 80 Ranger 80 Mesmer 80 Elementalist 80 Warrior 80

If we get burning on top of terror.

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Posted by: azuzephyr.7280

azuzephyr.7280

burning is wrong way to fix necro

what we need is balancing weapons (staff over anything, regardless the build anyone???) and skills and traits. and fixing the broken ones which dont work at first place.

also there’s this little problem getting nearly instagibbed no matter how much hp or armor or DS you got, because you are lacking (not saying there isn’t any) defensive stuff.

they nerfed some weapons and skills and traits to oblivion and left them there since betas. would be time to get necro back up and running tbh.

To be fair, I don’t think the burning change is aimed at covering our defences.

There’s still 0 info on it, so for all we know at this point – they could be trying to make signet builds viable by adding burning to casts, we don’t know.

If we get burning on top of terror.

in Necromancer

Posted by: Bhawb.7408

Bhawb.7408

Burning is solely one small change being put in, with the goal to help Condition-damage Necromancers in PvP have more reliable damage.

But of Corpse – Watch us on YouTube
My PvP Minion Build

If we get burning on top of terror.

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Posted by: Iceflame.5024

Iceflame.5024

Well it’d better be a reliable way to apply it instead of a proclike thing every now and then, a long cooldown won’t really bring much improvement either. I would still like to see more chill and poison application improvement. People tend to say we have a lot of chill application but outside of chillblains and dark path I don’t quite see where it is.

If we get burning on top of terror.

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Posted by: Bhawb.7408

Bhawb.7408

It isn’t necessarily the most common things, but Spinal Shivers (and the trait), Dark Path, Chillblains, Spectral Grasp, and Chilling Darkness (trait) all apply chill, and all but Chilling Darkness do so on decently high uptime (comparable to Elementalist uptime if they want to).

But of Corpse – Watch us on YouTube
My PvP Minion Build

If we get burning on top of terror.

in Necromancer

Posted by: Andele.1306

Andele.1306

It isn’t necessarily the most common things, but Spinal Shivers (and the trait), Dark Path, Chillblains, Spectral Grasp, and Chilling Darkness (trait) all apply chill, and all but Chilling Darkness do so on decently high uptime (comparable to Elementalist uptime if they want to).

Just Dark Path, Hydro sigil and Chillblains with 40% condi duration (pizza or traits+runes) gives permanent 3 second chill uptime on a enemy if you can hold the rotation. And for when you cannot hold it up (as in actually cannot because you would die not because you screwed up the timing), chill probably wont help/most boss instakills aint cooldown based but timer/hp based casts.

When life gives you lemon, ask if its from a anime or manga.

If we get burning on top of terror.

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Posted by: Softspoken.2410

Softspoken.2410

It isn’t necessarily the most common things, but Spinal Shivers (and the trait), Dark Path, Chillblains, Spectral Grasp, and Chilling Darkness (trait) all apply chill, and all but Chilling Darkness do so on decently high uptime (comparable to Elementalist uptime if they want to).

Just Dark Path, Hydro sigil and Chillblains with 40% condi duration (pizza or traits+runes) gives permanent 3 second chill uptime on a enemy if you can hold the rotation. And for when you cannot hold it up (as in actually cannot because you would die not because you screwed up the timing), chill probably wont help/most boss instakills aint cooldown based but timer/hp based casts.

I’d like to point out that this combo also applies chill in AoEs, not just a single-target, and can be applied quite rapidly. Meaning you could burst the chill onto a gathered up group, then epidemic your target to double it for everyone else. And really, this setup doesn’t require a huge investment.

Mixing insults with your post is like pooping in a salad.
It’s pretty obvious, and nobody’s impressed.

If we get burning on top of terror.

in Necromancer

Posted by: LastDay.3524

LastDay.3524

And using the example of Dhuum doesn’t work. Dhuum was a god before the time magic was given. The blood stone wasn’t put in place and the magic Schools didn’t exist in his time. So Dhuum does in fact use old magic, older then what humans would have access to. Not that it even matters, Dhuum never used burning in the Underworld or did fire damage.

http://wiki.guildwars.com/wiki/Judgment_of_Dhuum

As for the armor stuff I was just pointing out that aesthetically Burning would fit the flavor of my Necromancer very well because I already use a lot of fire!

To me “flavor” is an another way to say “aesthetics”.
I’ll admit that now thinking back perhaps getting hyped about finally getting matching Fire attacks for my Necro and the mechanics of thereof wasn’t really contributing very well to this conversation. :P

You said “flavor” but you seem more bothered by lore implications than a Necro with silly pink clothes running around calling people dwarves or one using fire with the aid of a device.

Well I suppose we can just agree to disagree.
We’ll see what happens at the end of the month.
(I’m gonna chuckle if the said trait has a Dhuum reference!)

Benight[Edge]

If we get burning on top of terror.

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Posted by: Andele.1306

Andele.1306

And using the example of Dhuum doesn’t work. Dhuum was a god before the time magic was given. The blood stone wasn’t put in place and the magic Schools didn’t exist in his time. So Dhuum does in fact use old magic, older then what humans would have access to. Not that it even matters, Dhuum never used burning in the Underworld or did fire damage.

http://wiki.guildwars.com/wiki/Judgment_of_Dhuum

As for the armor stuff I was just pointing out that aesthetically Burning would fit the flavor of my Necromancer very well because I already use a lot of fire!

To me “flavor” is an another way to say “aesthetics”.
I’ll admit that now thinking back perhaps getting hyped about finally getting matching Fire attacks for my Necro and the mechanics of thereof wasn’t really contributing very well to this conversation. :P

You said “flavor” but you seem more bothered by lore implications than a Necro with silly pink clothes running around calling people dwarves or one using fire with the aid of a device.

Well I suppose we can just agree to disagree.
We’ll see what happens at the end of the month.
(I’m gonna chuckle if the said trait has a Dhuum reference!)

Again that isnt burning, its just fire damage for the sake of balance (you remember elemental resistances, right)… and green, not red.

When life gives you lemon, ask if its from a anime or manga.

If we get burning on top of terror.

in Necromancer

Posted by: Lopez.7369

Lopez.7369

Spectral Burn: 100 percent chance on critical hits to apply burn for 5 seconds. 10 second cooldown. Replaces Gluttony in Soul Reaping.