Inevitably Dead...still

Inevitably Dead...still

in Necromancer

Posted by: idontnoso.9850

idontnoso.9850

First off, I don’t want it to make it seem like I don’t appreciate the changes because I actually do. They fix a lot of issues that we have in PVE setting. That’s it. It doesn’t really do much in a PvP/WvW setting.

So based on the POI, I still believe necromancers are going to be overwhelmed in unbalanced fights (2v1, 3v1, 3v2, etc).

So now, in PvE, you can do a ton of damage, tank enemies, and even help allies by giving them life siphon. AWESOME! Cool….I guess. But that doesn’t help me out when I’m facing actual players.

So they stated that they don’t want the necro to be super mobile or dish out a ton of boons because that’s just not the class type, and I agree with them there. But if that’s there decision, they need to find a way to compensate for it, and DS isn’t the solution to that problem. Instead we need defensive abilities that completely negate damage. A good example for this would be the Guardian class. They are also a pretty slow class but they make up for it with blocks, invuln, and aegis. We STILL have none of that.

They wanted the Reaper to shine in a crowed, but what if it is a crowd of players, and not NPCs? I still think we are inevitably dead. We can pop our DS but it will only delay our deaths ever so slightly.

Lets assume we are in a 5v1 setting in WvW (where shouts will be optimal). Do you think we will still survive? Of course not! Chills will be cleansed, we still have no drastic mobility, and DS will be stripped in an instant. Even if Life Siphons are fixed, that’s not enough to keep us alive. We are just sitting ducks to the overly mobile other classes.

Another situation. You are roaming in WvW or just engaged on a point in PvP. There’s only 1 enemy and you engage. You soon realize that his teammates are closing in. What do you do? You need to disengage, but you can’t. They will catch up to you, and overwhelm you. Dead.

You’re running in WvW and an enemy zerg notices you. Can you run away effectively? No! Swiftness can only get you so far against the movement saturated classes such as the warrior or thief. So they will engage you, slow you down long enough for the zerg to arrive, and you are just run over. Dead.

While these offensive shouts are good, they don’t save our kitten when we are in a sticky situation against REAL players. As DS will only “double” (lol jk) your health by so much. So if I have 20k health, and DS gives me another 15k then I have a “total” of 35k health (not to mention that 15k of that health will be constantly ticking down). Yet I have 4 players with me in their sights. Each dealing a ton of damage. That’s not going to save my life. Dead.

2v1 seems manageable, but then our shouts are hindered with the lack of targets. As a PvP/WvW player I honestly feel like I’m not going to be using the shout traits. They don’t provide enough survivability to make me want to use it. I don’t want to invest in a skill that will work SOME of the time as opposed to all of the time.

I can go on and on about this, but I’ve stated my main points:
We can’t disengage, or negate damage in any shape or form.

And bringing up the DS card is not the way to go with this anymore. Its honestly sad to think that people think DS is enough to help someone survive the onslaught of 4-5 other enemies.

Inevitably Dead...still

in Necromancer

Posted by: Shifu.4321

Shifu.4321

Well, you have that 8sec CD 600 range dash on shroud and the -66% mobility CC reduction trait, so at the very least, you’ll have similar mobility to a Sw/WH+Hammer warrior in WvW.

Inevitably Dead...still

in Necromancer

Posted by: Toxsa.2701

Toxsa.2701

I think combining some chill trait, and that attack speed buff from grandmaster, necro could maintain perma chill on 3 targets with AA. That’s by no means weak.
But I do understand this trait doesn’t enhance necro’s defensive ability a single bit, which is what necro exactly lacks in PVP.

Inevitably Dead...still

in Necromancer

Posted by: Azure.8670

Azure.8670

usually I’ll take the bait but after everything they just showed, the Reaper is built for 1v3 or more fights. the fact you gain boon per hit and aoe chills, and boons can restore hp and aa can refill ds… plus grouping people together for the added benefit.. I mean… you should def play a different class. everything you want sounds like you really want to play Guardian. The Necro, even now in its lowly form, can Survive a decent amount of time out numbered it just won’t do any damage in the process. Now it will do both, better. Ahh Nvm

Inevitably Dead...still

in Necromancer

Posted by: Jekkt.6045

Jekkt.6045

it does look good for pvp, look at the sustain that the reaper line can bring, might on auto attack + might on chill, auto attack has a 0,5s casting time, 123 (or so) health per boon resulting in 240 health per second, thats about what eles get.

furthermore he said that they are buffing vampiric traits and they will introduce a new vampiric aura.

play this with -% damage from chilled/poisoned foes, celestial and dhuumfire and you will be tanky af. the only problem that remains is the mobility.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

Inevitably Dead...still

in Necromancer

Posted by: Cogbyrn.7283

Cogbyrn.7283

the only problem that remains is the mobility.

Personally, I think every class should have a problem. Or as I call them, “weaknesses”. If a class doesn’t have a weakness, that’s the problem.

Alduin Nightsong, 80 Human Necro
“He’s like a man with a fork in a world of soup.”

Inevitably Dead...still

in Necromancer

Posted by: Zefrost.3425

Zefrost.3425

Don’t worry. Our next specialization will focus on becoming one with the shadows and involve tactical gameplay and being able to stealth/teleport. Source?: Me.

Inevitably Dead...still

in Necromancer

Posted by: Atherakhia.4086

Atherakhia.4086

I agree with the OP and I was really hoping for more out of these changes. It’s still too easy to melee train down a Necro and now that the Reaper spec is melee oriented, it just makes no sense.

For starters, Death’s Charge should be made into an evade. Without the evade, this skill won’t work at all as a mobility skill.

We know they have that new wall technology that can be used to block projectiles in front of you. Why not give Infusing Terror this effect, but make the wall behind the Necro? Or why not change the Terrify effect to also give a 600 leap?

There’s a big difference between making a class mobile and giving them enough tools to at least function. The class desperately needs an answer to ranged attacks and being overwhelmed.

Inevitably Dead...still

in Necromancer

Posted by: StickerHappy.8052

StickerHappy.8052

the only problem that remains is the mobility.

Personally, I think every class should have a problem. Or as I call them, “weaknesses”. If a class doesn’t have a weakness, that’s the problem.

Exactly. +1

Champion Illusionist Champion Hunter Champion Phantom Champion Magus

Inevitably Dead...still

in Necromancer

Posted by: idontnoso.9850

idontnoso.9850

I’m not saying we can’t survive enemy attacks. Of course we can. I can do that right now. But any good player knows when they need to disengage. And the necro STILL can’t do that. I’ll probably be able to hold off 3 enemies as the reaper, but what if I see the enemy team closing in (as most player should do). I’m still stuck there. And the new movement ability in DS still still isn’t enough mobility to get me away.

I’m not saying I want to be as fast as thieves or warriors (they already said that’s not how the class plays). I’m saying we need some sort of method of escaping battle or just not getting killed when being focused by large amounts of enemies.

So yea we have a ton of abilities to keep us sustained for a while in decent fights. I’ll assume 3v1 is as best as it will get. Yet, if an entire team is coming, wtf can you do?

Inevitably Dead...still

in Necromancer

Posted by: Jekkt.6045

Jekkt.6045

the only problem that remains is the mobility.

Personally, I think every class should have a problem. Or as I call them, “weaknesses”. If a class doesn’t have a weakness, that’s the problem.

Exactly. +1

i don’t disagree, was just pointing out facts^^

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

Inevitably Dead...still

in Necromancer

Posted by: Sigmoid.7082

Sigmoid.7082

Reaper will be tanky. Siphons working in DS is huge especially if you are a tank. With the new traits you will have perma chill, meaning every hit gains you might, and if you have spite more might when they are below 50% . You can have anywhere from 4~max might depending on chill and targets.

Attacking in reaper shroud will keep you in reaper shroud, 2 adds poison which can have -10% damage along with -15% damage from chill and possible -33% from protection and -10% from frost armour if you have it. Also you can siphon in it. There is potential to have 100% crit in DS and the #4 skill hits 11 times per target. 1.1k heal per target from vampiric and vamp precision, not counting any new siphon aura, gs siphon or bloodthirst. Also if you take it every time you grant yourself might you will get an extra 133 hp. At best on 3 targets in RS you will heal yourself for just under 10k with a single skill.

1v1 as it is now you can essentially be unkillable. same pretty much up to 3 targets in which it will take a long time to kill you. long enough for support ot your team to cap other points in pvp. This is huge.

Also skills that render damage to 0 will have a lesser effect on us since siphon damage will still happen afaik.

Inevitably Dead...still

in Necromancer

Posted by: Cogbyrn.7283

Cogbyrn.7283

Also, isn’t Death’s Charge a Leap finisher? That means we can give ourselves Chaos Armor with Spectral Wall, in addition to the Protection it provides. Or we can use any of our wells to throw Blindness projectiles (via Whirl) or just leap to blind. We can also stealth ourselves from a Thief’s smoke field.

Alduin Nightsong, 80 Human Necro
“He’s like a man with a fork in a world of soup.”

Inevitably Dead...still

in Necromancer

Posted by: Azure.8670

Azure.8670

Reaper will be tanky. Siphons working in DS is huge especially if you are a tank. With the new traits you will have perma chill, meaning every hit gains you might, and if you have spite more might when they are below 50% . You can have anywhere from 4~max might depending on chill and targets.

Attacking in reaper shroud will keep you in reaper shroud, 2 adds poison which can have -10% damage along with -15% damage from chill and possible -33% from protection and -10% from frost armour if you have it. Also you can siphon in it. There is potential to have 100% crit in DS and the #4 skill hits 11 times per target. 1.1k heal per target from vampiric and vamp precision, not counting any new siphon aura, gs siphon or bloodthirst. Also if you take it every time you grant yourself might you will get an extra 133 hp. At best on 3 targets in RS you will heal yourself for just under 10k with a single skill.

1v1 as it is now you can essentially be unkillable. same pretty much up to 3 targets in which it will take a long time to kill you. long enough for support ot your team to cap other points in pvp. This is huge.

Also skills that render damage to 0 will have a lesser effect on us since siphon damage will still happen afaik.

Exactly. The longer the fight goes the bigger advantage you get. The only problem I see is blinds from thief which every melee spec can’t deal with easily. The constant poison might vuln and chill in aoe form is ridiculous. It’s not about disengaging it’d about keeping your ene.y where they are while your team comes to you. People are not going to 1v1 reapers easily and burst g tank ones down is going to be very difficult. I understand exactly what you’re saying g but if you look at the traits, reaper is the new Guardian

Inevitably Dead...still

in Necromancer

Posted by: Hexalot.8194

Hexalot.8194

usually I’ll take the bait but after everything they just showed, the Reaper is built for 1v3 or more fights. the fact you gain boon per hit and aoe chills, and boons can restore hp and aa can refill ds… plus grouping people together for the added benefit.. I mean… you should def play a different class. everything you want sounds like you really want to play Guardian. The Necro, even now in its lowly form, can Survive a decent amount of time out numbered it just won’t do any damage in the process. Now it will do both, better. Ahh Nvm

I assume the OP is mainly talking about WWW where sadly mobility is king. Being tanky simply just delays the inevitable when you’re getting focus fired by a group. The Guardian is in a similar boat being a class with little mobility, but being able to completely negate damage (blocks, aegis, invuln) for a while is more preferred to just trying to tank it all.

Inevitably Dead...still

in Necromancer

Posted by: Artaz.3819

Artaz.3819

Reaper, greatsword and traits sounds great. The survivability comes from applying chill and weakness to targets. Necros will have multiple ways of doing both and all with a high health pool and the Reaper DS form too.

However, Shouts, not so much greatness. It was an odd statement saying that damage utilities shouldn’t be instant since Elementalists/Mesmers get insta AoE damage too – like Power Spike and Arcane Wave. Although the Elite Shout is still solid.

Necros on point capture/protection will be wicked good in sPvP but will likely end up using Spectral (modified Terrormancer) still. And Protection Boon (Spectral wall/armor) is still key when you don’t have blocks.

Inevitably Dead...still

in Necromancer

Posted by: Sigmoid.7082

Sigmoid.7082

Reaper will be tanky. Siphons working in DS is huge especially if you are a tank. With the new traits you will have perma chill, meaning every hit gains you might, and if you have spite more might when they are below 50% . You can have anywhere from 4~max might depending on chill and targets.

Attacking in reaper shroud will keep you in reaper shroud, 2 adds poison which can have -10% damage along with -15% damage from chill and possible -33% from protection and -10% from frost armour if you have it. Also you can siphon in it. There is potential to have 100% crit in DS and the #4 skill hits 11 times per target. 1.1k heal per target from vampiric and vamp precision, not counting any new siphon aura, gs siphon or bloodthirst. Also if you take it every time you grant yourself might you will get an extra 133 hp. At best on 3 targets in RS you will heal yourself for just under 10k with a single skill.

1v1 as it is now you can essentially be unkillable. same pretty much up to 3 targets in which it will take a long time to kill you. long enough for support ot your team to cap other points in pvp. This is huge.

Also skills that render damage to 0 will have a lesser effect on us since siphon damage will still happen afaik.

Exactly. The longer the fight goes the bigger advantage you get. The only problem I see is blinds from thief which every melee spec can’t deal with easily. The constant poison might vuln and chill in aoe form is ridiculous. It’s not about disengaging it’d about keeping your ene.y where they are while your team comes to you. People are not going to 1v1 reapers easily and burst g tank ones down is going to be very difficult. I understand exactly what you’re saying g but if you look at the traits, reaper is the new Guardian

Also in reaper shroud use infusing terror with the cd on RS/DS skills will mean you will have almost perma 2/3 stacks of stability in RS meaning youre harder to CC. Engaging a reaper will be a choice of low long do you want to commit to a fight and if you have time since with all the easy chill, the grabs avaliable ( deathly and reapers grasp ) , stab access in shroud, ease of staying in shroud, leaps, stuns and siphons, we will stick to people like glue unless they use cooldowns to escape and we will sustain like beasts.

Also " Nothing can save you " will counter gear shield, shield stance and shelter.

(edited by Sigmoid.7082)

Inevitably Dead...still

in Necromancer

Posted by: MonkeyButtFace.4862

MonkeyButtFace.4862

I dunno, man. There’s a good chance we could be REALLY nasty when outnumbered.

Apply a nice, quick, AoE chill. Go into Reaper’s Shroud, pop your #3 and #2, giving you stability and applying poison.

With the right stuff, you could be taking a LOT less damage, as you could have a 25% damage reduction from your conditions, you could have protection, and you’ll be in Death Shroud. Now, if you spec into it, you gain life force and might when attacking chilled people, and are spreading chills all over the place thanks to ALL THE CRITS you could be having.

And you’ll be healing your plain life bar while you’re at it.

Now, since you have pulsing stability, you’re getting to go to town on the cluster with your nice, tasty AoE-Autoattack… Which generates life force.

That’s… A ton of sustain in death shroud. That scales with the number of enemies attacking you.

The primary problem is going to be those super-fast sorts who run away and plink you from a distance. Reaper is, then, going to be the king of confined spaces where that isn’t going to be an OPTION, and of teamfights where he’ll have the support of his allies to deal with that.

I can see us almost laughing at incidental damage in some specs, while still being able to put out TONS of damage of our own.

I mean, can you IMAGINE what a reaper could do with Well of Suffering + Well of Darkness + Nightfall + Reaper’s Grasp + Chilled to the Bone + Soul Spiral + Executioner’s Scythe? The order’d need work, but that’s a lot of stuff for a potentially terrifying AoE Combo, without even getting into preexisting weapon sets.

Katinne Graveborn, TC Necromancer
RPer, PvPer, WvWer.

(edited by MonkeyButtFace.4862)

Inevitably Dead...still

in Necromancer

Posted by: Hexalot.8194

Hexalot.8194

I dunno, man. There’s a good chance we could be REALLY nasty when outnumbered.

Apply a nice, quick, AoE chill. Go into Reaper’s Shroud, pop your #3 and #2, giving you stability and applying poison.

With the right stuff, you could be taking a LOT less damage, as you could have a 25% damage reduction from your conditions, you could have protection, and you’ll be in Death Shroud. Now, if you spec into it, you gain life force and might when attacking chilled people, and are spreading chills all over the place thanks to ALL THE CRITS you could be having.

And you’ll be healing your plain life bar while you’re at it.

Now, since you have pulsing stability, you’re getting to go to town on the cluster with your nice, tasty AoE-Autoattack… Which generates life force.

That’s… A ton of sustain in death shroud. That scales with the number of enemies attacking you.

The primary problem is going to be those super-fast sorts who run away and plink you from a distance.

Or those who can stand near and blind you into oblivion…

Inevitably Dead...still

in Necromancer

Posted by: Sigmoid.7082

Sigmoid.7082

I mean, can you IMAGINE what a reaper could do with Well of Suffering + Well of Darkness + Nightfall + Reaper’s Grasp + Chilled to the Bone + Soul Spiral + Executioner’s Scythe? The order’d need work, but that’s a lot of stuff for a potentially terrifying AoE Combo, without even getting into preexisting weapon sets.

In a power build being below 50% health vs a reaper would be an instant GG. Beauty of it is from the video you can move in grave digger like guards can in while just slower so with chill you can land 2. . Exe scyth followed by double gravedigger will finish anyone off. Grave digger/ exe scyth, CoD, air and fire proc..RIP. Not to mention all the might you have from attacking someone chilled..

Inevitably Dead...still

in Necromancer

Posted by: Tissitra.4153

Tissitra.4153

the only problem that remains is the mobility.

Personally, I think every class should have a problem. Or as I call them, “weaknesses”. If a class doesn’t have a weakness, that’s the problem.

Yes but there is a difference between having a weakness and having enough weaknesses to make you unviable. Looking at the livestream notes: IF you can keep up chill on your target and IF you can hit your skills, then you have very good damage and sustain. HOWEVER:

- On most meta builds you have good dps and sustain PERIOD. There is no ‘if’.
- If you cannot land enough chill you are basically done since you lack any long range damage/engage. You will be kited to death.
- Marginal access to stability means that you will not be landing many of the skills. Here goes your sustain.
-Utility/Support beyond chill application (which necros already had A LOT of) still nonexistent.
-Look at the charge time on the skills (both GS and RS). Now imagine that you are slowed. There is no condi removal on GS, both consume conditions and the only shout that removes condis have a 1.25 second cast time (without the slow!). If you don’t have some other way to remove the slow you will in many cases be ccd and bursted down before you can cast any offensive ability at all (let alone hit).

TL;DR The fact that both your sustain and the little utility available rely on you hitting someone, while your abilities have long cast times and are mostly melee makes the viability of the reaper highly questionable.

PS RIP condi necros

Inevitably Dead...still

in Necromancer

Posted by: idontnoso.9850

idontnoso.9850

I dunno, man. There’s a good chance we could be REALLY nasty when outnumbered.

Apply a nice, quick, AoE chill. Go into Reaper’s Shroud, pop your #3 and #2, giving you stability and applying poison.

With the right stuff, you could be taking a LOT less damage, as you could have a 25% damage reduction from your conditions, you could have protection, and you’ll be in Death Shroud. Now, if you spec into it, you gain life force and might when attacking chilled people, and are spreading chills all over the place thanks to ALL THE CRITS you could be having.

And you’ll be healing your plain life bar while you’re at it.

Now, since you have pulsing stability, you’re getting to go to town on the cluster with your nice, tasty AoE-Autoattack… Which generates life force.

That’s… A ton of sustain in death shroud. That scales with the number of enemies attacking you.

The primary problem is going to be those super-fast sorts who run away and plink you from a distance. Reaper is, then, going to be the king of confined spaces where that isn’t going to be an OPTION, and of teamfights where he’ll have the support of his allies to deal with that.

I totally agreed with you there. I will definitely use the reaper when I have my teammates watching my back or if I’m chilling (lol) with the zerg.

Yet, don’t forget that stab is easily removed now with the new stability system. But yea its still helpful. Just not as helpful as most people would assume.

And I’m not saying we need a gap closer. We can take so much damage that we can probably just walk up to our enemies and still be fine.

But there will always be a situation where you NEED to escape. You’re out matched, you’re outnumbered, you are caught off guard, blah blah blah. We can’t do anything about it. We just gotta take it and respawn. Reaper isn’t god mode, where you can assume nothing will get you down, because that’s not true.

So yea, the reaper shines in in certain situation, but not in every situation. Yet if you take the chronomancer into consideration; the chronomancer shines in all settings (PvE, PvP, and WvW).

The reaper still doesn’t make up for our lack of abilities to begin with. It seems hella useful in PvE and or with a good team, but with you’re outmatched or outnumbered. We are still just gonna die because we can’t escape or stop the damage.

Inevitably Dead...still

in Necromancer

Posted by: Niminion.1982

Niminion.1982

Being good when surrounded and being able to 5v1 are COMPLETELY different.

In a team fight on a point, reaper looks like a huge asset, you don’t want to pile on the reaper and you can’t just kite him or ignore him. Aoe stun, aoe fear, aoe chill, aoe condition transfer, aoe damage,solid healing and permanent shroud if not being focused!

Reaper looks like a team fight monster.

Inevitably Dead...still

in Necromancer

Posted by: Junkpile.7439

Junkpile.7439

Well chill would be usefull if you could chill 50 enemies 1000 range.

Low quality trolling since launch
Seafarer’s Rest EotM grinch

Inevitably Dead...still

in Necromancer

Posted by: Cyninja.2954

Cyninja.2954

First off, I don’t want it to make it seem like I don’t appreciate the changes because I actually do. They fix a lot of issues that we have in PVE setting. That’s it. It doesn’t really do much in a PvP/WvW setting.

So based on the POI, I still believe necromancers are going to be overwhelmed in unbalanced fights (2v1, 3v1, 3v2, etc).

So now, in PvE, you can do a ton of damage, tank enemies, and even help allies by giving them life siphon. AWESOME! Cool….I guess. But that doesn’t help me out when I’m facing actual players.

Funny, I was thinking the exact opposite. The changes seem very interesting for spvp and wvw (especially roaming small scale or plain zvz aoe damage) and address very few of the necros problems in pve.

Necro already does a TON OF DAMAGE. Guess what they were and still are lacking? Group support and utility. Necro’s aren’t geting shunned by groups due to lacking damage(at least not groups of experianced players). They get shunned because they bring nothing to the table besides damage, which others bring as well along with utility and support.

Inevitably Dead...still

in Necromancer

Posted by: Vydahr.4285

Vydahr.4285

First off, I don’t want it to make it seem like I don’t appreciate the changes because I actually do. They fix a lot of issues that we have in PVE setting. That’s it. It doesn’t really do much in a PvP/WvW setting.

So based on the POI, I still believe necromancers are going to be overwhelmed in unbalanced fights (2v1, 3v1, 3v2, etc).

So now, in PvE, you can do a ton of damage, tank enemies, and even help allies by giving them life siphon. AWESOME! Cool….I guess. But that doesn’t help me out when I’m facing actual players.

Funny, I was thinking the exact opposite. The changes seem very interesting for spvp and wvw (especially roaming small scale or plain zvz aoe damage) and address very few of the necros problems in pve.

Necro already does a TON OF DAMAGE. Guess what they were and still are lacking? Group support and utility. Necro’s aren’t geting shunned by groups due to lacking damage(at least not groups of experianced players). They get shunned because they bring nothing to the table besides damage, which others bring as well along with utility and support.

Why should we support allies directly like that? That’s never been the necro (in GW2, anyway.) It seems to me, that, ideally, we’d be the ones charging in, maybe with a warrior or guard buddy, and having a back line of support/ranged dps. In that scenario, yeah, we’re being “carried” in terms of boons. But, we’re also drawing a ton of aggro and relieving pressure on squishier allies. I fail to see how that’s a significant problem.

It’s all about a different mindset. I know I don’t want necros to be the same as everyone else in terms of support. Some incidental support abilities wouldn’t be bad, but that is kind of a bad focus for a death themed class.

Drahvienn
Sylvari Power Reaper

Inevitably Dead...still

in Necromancer

Posted by: Cyninja.2954

Cyninja.2954

First off, I don’t want it to make it seem like I don’t appreciate the changes because I actually do. They fix a lot of issues that we have in PVE setting. That’s it. It doesn’t really do much in a PvP/WvW setting.

So based on the POI, I still believe necromancers are going to be overwhelmed in unbalanced fights (2v1, 3v1, 3v2, etc).

So now, in PvE, you can do a ton of damage, tank enemies, and even help allies by giving them life siphon. AWESOME! Cool….I guess. But that doesn’t help me out when I’m facing actual players.

Funny, I was thinking the exact opposite. The changes seem very interesting for spvp and wvw (especially roaming small scale or plain zvz aoe damage) and address very few of the necros problems in pve.

Necro already does a TON OF DAMAGE. Guess what they were and still are lacking? Group support and utility. Necro’s aren’t geting shunned by groups due to lacking damage(at least not groups of experianced players). They get shunned because they bring nothing to the table besides damage, which others bring as well along with utility and support.

Why should we support allies directly like that? That’s never been the necro (in GW2, anyway.) It seems to me, that, ideally, we’d be the ones charging in, maybe with a warrior or guard buddy, and having a back line of support/ranged dps. In that scenario, yeah, we’re being “carried” in terms of boons. But, we’re also drawing a ton of aggro and relieving pressure on squishier allies. I fail to see how that’s a significant problem.

It’s all about a different mindset. I know I don’t want necros to be the same as everyone else in terms of support. Some incidental support abilities wouldn’t be bad, but that is kind of a bad focus for a death themed class.

Do that successfully in fractals 40+ and I’ll applaud you. Mob damage will slice you down faster than your third GS autoattack will go through.

My guardian (full ascended zerker) might take 2-3 hits from trash before he goes belly up. Won’t be very different for a light armor class.

But you might put on tanky gear… → have fun finding a group in zerker meta.

Inevitably Dead...still

in Necromancer

Posted by: Sigmoid.7082

Sigmoid.7082

First off, I don’t want it to make it seem like I don’t appreciate the changes because I actually do. They fix a lot of issues that we have in PVE setting. That’s it. It doesn’t really do much in a PvP/WvW setting.

So based on the POI, I still believe necromancers are going to be overwhelmed in unbalanced fights (2v1, 3v1, 3v2, etc).

So now, in PvE, you can do a ton of damage, tank enemies, and even help allies by giving them life siphon. AWESOME! Cool….I guess. But that doesn’t help me out when I’m facing actual players.

Funny, I was thinking the exact opposite. The changes seem very interesting for spvp and wvw (especially roaming small scale or plain zvz aoe damage) and address very few of the necros problems in pve.

Necro already does a TON OF DAMAGE. Guess what they were and still are lacking? Group support and utility. Necro’s aren’t geting shunned by groups due to lacking damage(at least not groups of experianced players). They get shunned because they bring nothing to the table besides damage, which others bring as well along with utility and support.

Why should we support allies directly like that? That’s never been the necro (in GW2, anyway.) It seems to me, that, ideally, we’d be the ones charging in, maybe with a warrior or guard buddy, and having a back line of support/ranged dps. In that scenario, yeah, we’re being “carried” in terms of boons. But, we’re also drawing a ton of aggro and relieving pressure on squishier allies. I fail to see how that’s a significant problem.

It’s all about a different mindset. I know I don’t want necros to be the same as everyone else in terms of support. Some incidental support abilities wouldn’t be bad, but that is kind of a bad focus for a death themed class.

Do that successfully in fractals 40+ and I’ll applaud you. Mob damage will slice you down faster than your third GS autoattack will go through.

My guardian (full ascended zerker) might take 2-3 hits from trash before he goes belly up. Won’t be very different for a light armor class.

But you might put on tanky gear… -> have fun finding a group in zerker meta.

Reapers done need perc. always 50% crit in reaper form, death perception, and 50% crit with easy 25 stacks of vuln. 100% with both. As long as you have power and ferocity you are good..

Inevitably Dead...still

in Necromancer

Posted by: Shiki.7148

Shiki.7148

Well, you have that 8sec CD 600 range dash on shroud and the -66% mobility CC reduction trait, so at the very least, you’ll have similar mobility to a Sw/WH+Hammer warrior in WvW.

It’s 6 seconds in the tooltip. I don’t think they used the path of midnight trait, and that wouldn’t turn 8 seconds into 6 seconds anyways so… Even better i guess?

Also…is immob cosidered a movement impairing condition? Because if yes, that dash ignores it, too. Propably won’t though.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

Inevitably Dead...still

in Necromancer

Posted by: Cyninja.2954

Cyninja.2954

First off, I don’t want it to make it seem like I don’t appreciate the changes because I actually do. They fix a lot of issues that we have in PVE setting. That’s it. It doesn’t really do much in a PvP/WvW setting.

So based on the POI, I still believe necromancers are going to be overwhelmed in unbalanced fights (2v1, 3v1, 3v2, etc).

So now, in PvE, you can do a ton of damage, tank enemies, and even help allies by giving them life siphon. AWESOME! Cool….I guess. But that doesn’t help me out when I’m facing actual players.

Funny, I was thinking the exact opposite. The changes seem very interesting for spvp and wvw (especially roaming small scale or plain zvz aoe damage) and address very few of the necros problems in pve.

Necro already does a TON OF DAMAGE. Guess what they were and still are lacking? Group support and utility. Necro’s aren’t geting shunned by groups due to lacking damage(at least not groups of experianced players). They get shunned because they bring nothing to the table besides damage, which others bring as well along with utility and support.

Why should we support allies directly like that? That’s never been the necro (in GW2, anyway.) It seems to me, that, ideally, we’d be the ones charging in, maybe with a warrior or guard buddy, and having a back line of support/ranged dps. In that scenario, yeah, we’re being “carried” in terms of boons. But, we’re also drawing a ton of aggro and relieving pressure on squishier allies. I fail to see how that’s a significant problem.

It’s all about a different mindset. I know I don’t want necros to be the same as everyone else in terms of support. Some incidental support abilities wouldn’t be bad, but that is kind of a bad focus for a death themed class.

Do that successfully in fractals 40+ and I’ll applaud you. Mob damage will slice you down faster than your third GS autoattack will go through.

My guardian (full ascended zerker) might take 2-3 hits from trash before he goes belly up. Won’t be very different for a light armor class.

But you might put on tanky gear… -> have fun finding a group in zerker meta.

Reapers done need perc. always 50% crit in reaper form, death perception, and 50% crit with easy 25 stacks of vuln. 100% with both. As long as you have power and ferocity you are good..

So necro can stack toughness or vitality instead of perc and that will make him tanky enough? In a game that is designed around active defences, reflects, blinds and any type of complete damage mitigation?

Why should a group risk it? Again, tanking is not needed. As such the class brings nothing to the table besides damage. And others can do that too with added benefits.

I stand by my assessment, looks very interesting for pvp and wvw. Pve, meh.

Inevitably Dead...still

in Necromancer

Posted by: Azure.8670

Azure.8670

First off, I don’t want it to make it seem like I don’t appreciate the changes because I actually do. They fix a lot of issues that we have in PVE setting. That’s it. It doesn’t really do much in a PvP/WvW setting.

So based on the POI, I still believe necromancers are going to be overwhelmed in unbalanced fights (2v1, 3v1, 3v2, etc).

So now, in PvE, you can do a ton of damage, tank enemies, and even help allies by giving them life siphon. AWESOME! Cool….I guess. But that doesn’t help me out when I’m facing actual players.

Funny, I was thinking the exact opposite. The changes seem very interesting for spvp and wvw (especially roaming small scale or plain zvz aoe damage) and address very few of the necros problems in pve.

Necro already does a TON OF DAMAGE. Guess what they were and still are lacking? Group support and utility. Necro’s aren’t geting shunned by groups due to lacking damage(at least not groups of experianced players). They get shunned because they bring nothing to the table besides damage, which others bring as well along with utility and support.

Why should we support allies directly like that? That’s never been the necro (in GW2, anyway.) It seems to me, that, ideally, we’d be the ones charging in, maybe with a warrior or guard buddy, and having a back line of support/ranged dps. In that scenario, yeah, we’re being “carried” in terms of boons. But, we’re also drawing a ton of aggro and relieving pressure on squishier allies. I fail to see how that’s a significant problem.

It’s all about a different mindset. I know I don’t want necros to be the same as everyone else in terms of support. Some incidental support abilities wouldn’t be bad, but that is kind of a bad focus for a death themed class.

Do that successfully in fractals 40+ and I’ll applaud you. Mob damage will slice you down faster than your third GS autoattack will go through.

My guardian (full ascended zerker) might take 2-3 hits from trash before he goes belly up. Won’t be very different for a light armor class.

But you might put on tanky gear… -> have fun finding a group in zerker meta.

I’m not sure what you mean? I run frac 50 on my necro almost daily l, in zerker, just fine. granted it’s not the Mets but it’s not by any means super difficult. Ubless that’s not what you’re saying I’m a bit confused sry

Inevitably Dead...still

in Necromancer

Posted by: Cogbyrn.7283

Cogbyrn.7283

So necro can stack toughness or vitality instead of perc and that will make him tanky enough? In a game that is designed around active defences, reflects, blinds and any type of complete damage mitigation?

Why should a group risk it? Again, tanking is not needed. As such the class brings nothing to the table besides damage. And others can do that too with added benefits.

I stand by my assessment, looks very interesting for pvp and wvw. Current Pve, meh.

Added a qualifier in there. I can see how it doesn’t necessarily do much for the current incarnation of PvE, but the current incarnation of PvE is designed to reward specifically what the Necromancer isn’t. I hope they address that with PvE changes.

Alduin Nightsong, 80 Human Necro
“He’s like a man with a fork in a world of soup.”

Inevitably Dead...still

in Necromancer

Posted by: Cyninja.2954

Cyninja.2954

First off, I don’t want it to make it seem like I don’t appreciate the changes because I actually do. They fix a lot of issues that we have in PVE setting. That’s it. It doesn’t really do much in a PvP/WvW setting.

So based on the POI, I still believe necromancers are going to be overwhelmed in unbalanced fights (2v1, 3v1, 3v2, etc).

So now, in PvE, you can do a ton of damage, tank enemies, and even help allies by giving them life siphon. AWESOME! Cool….I guess. But that doesn’t help me out when I’m facing actual players.

Funny, I was thinking the exact opposite. The changes seem very interesting for spvp and wvw (especially roaming small scale or plain zvz aoe damage) and address very few of the necros problems in pve.

Necro already does a TON OF DAMAGE. Guess what they were and still are lacking? Group support and utility. Necro’s aren’t geting shunned by groups due to lacking damage(at least not groups of experianced players). They get shunned because they bring nothing to the table besides damage, which others bring as well along with utility and support.

Why should we support allies directly like that? That’s never been the necro (in GW2, anyway.) It seems to me, that, ideally, we’d be the ones charging in, maybe with a warrior or guard buddy, and having a back line of support/ranged dps. In that scenario, yeah, we’re being “carried” in terms of boons. But, we’re also drawing a ton of aggro and relieving pressure on squishier allies. I fail to see how that’s a significant problem.

It’s all about a different mindset. I know I don’t want necros to be the same as everyone else in terms of support. Some incidental support abilities wouldn’t be bad, but that is kind of a bad focus for a death themed class.

Do that successfully in fractals 40+ and I’ll applaud you. Mob damage will slice you down faster than your third GS autoattack will go through.

My guardian (full ascended zerker) might take 2-3 hits from trash before he goes belly up. Won’t be very different for a light armor class.

But you might put on tanky gear… -> have fun finding a group in zerker meta.

I’m not sure what you mean? I run frac 50 on my necro almost daily l, in zerker, just fine. granted it’s not the Mets but it’s not by any means super difficult. Ubless that’s not what you’re saying I’m a bit confused sry

I’m not saying it’s not doable. I’ve completed fractal 50 without a guardian, Elementalist and Thief in group. Doesn’t mean the group setup could be better. Join a couple of pug 50 runs and see how often you get kicked in the current meta (Guardian, Warrior, Thief or Elementalist or get out).

So necro can stack toughness or vitality instead of perc and that will make him tanky enough? In a game that is designed around active defences, reflects, blinds and any type of complete damage mitigation?

Why should a group risk it? Again, tanking is not needed. As such the class brings nothing to the table besides damage. And others can do that too with added benefits.

I stand by my assessment, looks very interesting for pvp and wvw. Current Pve, meh.

Added a qualifier in there. I can see how it doesn’t necessarily do much for the current incarnation of PvE, but the current incarnation of PvE is designed to reward specifically what the Necromancer isn’t. I hope they address that with PvE changes.

True, will depend on what they have up their sleve pve wise. Still that is a big maybe.