January 27th Necromancer balance changes
Ummm…what? Weakness doesn’t affect how many crits you have. Procs are completely unaffected by Weakness.
Weakness effects crits since the weakness rework. So technically it does reduce the amount of crits you have. With weakness you will glance multiple times instead of critting. Its really evident when you use assassin gear with the dagger build and then get weakened. Its like hitting mobs with a wet sock. Goes from like a 3 second kill time on a vet to about 20 seconds.
It affects crits, but you do still crit. Ergo, anything on-crit except for crit damage is unimpeded by Weakness. Sigil of Air/Fire/Earth/etc. still procs, as do on-crit traits and foods. If there were a rune with an on-crit effect, that would function too. That is what I was saying.
I think you guys are looking at this all wrong. Don’t look at them as “buffs”. Reading the changes to the other classes, nothing was really intended to be class-alteringly important here. These were pretty much all changes to keep the status quo, make a couple skills a little more usable as they are intended now, and pave the way for whatever is coming out next. Hold on people, help is coming our way
Unfortunately, Signet of Undeath was nerfed into oblivion back in the day. Its cast time is far too long right now to be useful, especially for a class so vulnerable to CC.
Its funny because they nerfed it after it wasn’t run. None of the top necros at that time ran signet of undeath. It got phased out about 2 months before they nerfed it. It really was never that good.
Necromancer/Casual Warrior
[Team] Best WvW guild of all time. EASILY.
Ummm…what? Weakness doesn’t affect how many crits you have. Procs are completely unaffected by Weakness.
Weakness effects crits since the weakness rework. So technically it does reduce the amount of crits you have. With weakness you will glance multiple times instead of critting. Its really evident when you use assassin gear with the dagger build and then get weakened. Its like hitting mobs with a wet sock. Goes from like a 3 second kill time on a vet to about 20 seconds.
It affects crits, but you do still crit. Ergo, anything on-crit except for crit damage is unimpeded by Weakness. Sigil of Air/Fire/Earth/etc. still procs, as do on-crit traits and foods. If there were a rune with an on-crit effect, that would function too. That is what I was saying.
Ah fair enough. My mistake for not reading the post you replied to.
But in terms of damage you can see it as a crit killer condition. Its totally ridiculous in PvE since the change. Especially as the mobs that apply weakness didnt get any duration reductions like the players did after the rework. So having self weakness on a skill is kind of setting itself up to not get used.
(edited by spoj.9672)
I think you guys are looking at this all wrong. Don’t look at them as “buffs”. Reading the changes to the other classes, nothing was really intended to be class-alteringly important here. These were pretty much all changes to keep the status quo, make a couple skills a little more usable as they are intended now, and pave the way for whatever is coming out next. Hold on people, help is coming our way
The point people make is that if you only balance every 6 months then you need to actually do something more substantial.
This will be the last balance patch till posssibly June time? In fact I would guess this as the last balance patch before the expansion.
Necromancer/Casual Warrior
[Team] Best WvW guild of all time. EASILY.
My initial comment is if they were going to do minor cast time tweaks, how did Focus 5 escape notice? That has the longest cast time in the game, barring meteor shower and barely does anything.
CPC just needed a cooldown reduction and it got one. Not enough, but I guess that’s what the trait is for. Good Change.
Signet of the locust needed a stun break on use. The healing is still too small to matter. If you are positioned in such a way to get the max heal, you are dead. Get rid of skills that require bad gameplay in order to work.
Signet of Undeath is terribad. Two times nothing is still nothing. Seriously having to spend so much time in combat before it kicks in is like not having an effect. Make this work out of combat and it starts to be interesting.
And what’s with that editorial comment? It’s kind of like they are saying " you guys complained that necromancer has no support, well you got this skill." It’s kind of like a screw you.
Locust swarm is not mobility. It is swiftness that only works in combat. Outside of combat the swarm part sticks you in combat so easily that you are faster without it, (This doesn’t apply on most pvp maps). That locust swarm is so terrible in mobility is why it has to be buffed to one of the more damaging skills in the game. Hopefully there is actual mobility coming in the future, because locust swarm doesn’t count.
Cool. They buffed all the things no one uses, and will continue to never use. Moving along.
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The point people make is that if you only balance every 6 months then you need to actually do something more substantial.
This will be the last balance patch till posssibly June time? In fact I would guess this as the last balance patch before the expansion.
Bearing in mind, this is just a preview. That said, I’m waiting with baited breath for what might be a plethora of ‘substantial’ nerfs hiding behind ANet’s curtain. How I love balance patches…
:( Seems like we’re still gonna be ultra bad in dungeons.
ultra bad? just dps only classes. so yea, barely ok, but only if using dagger.
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
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I use traited warhorn and tooting it mid fight is a tad dangerous so this change is at least somewhat decent. They can make nightmare runes have a 0.5sec duration for all I care, I only use it to put a wrench in thieves jumping me from half way across a large field and rangers and mesmers who begin a fight tickling me with auto attacks from a safe distance.
Makonne – Hybrid Regen Ranger
and once again they buff NOTHING USEFUL on the necro if you can even call what they did a buff at all and then go on and make WEAPON SKILLS on the other professions FASTER TO CAST meaning faster dps for them while we stay the same……. congratz anet its not like it was hard enough as it is now…
tbh Necro got quite buffed (@ wvw perspective atleast) the Necro has a very high raw powerlevel therefore having a smaller negative impact from the might nerf. Also skills such as signet of the locust are quite nice for powerheal. For the WvW side i’d say that Necro got a really nice buff, also not to big since that is gonna hurt in the next few patches.
how so? you can already have permanent swiftness 0.5 of a second wont change anything ……………. as for the might thing.. they just made a bunch of attacks for other classes pre castable and faster while doing nothing to our already stupidly long cast times
It’s cool that they’re trying to give us more possible options with CPC.
Sadly, they could buff whatever utility they like and yet none would affect tpvp meta in any way.
SA+Wurm+CB is here to stay. Mandatory surv and role utilities. Fix that first, ArenaNet.
And Nightmare runes should get 50s CD instead of 60s.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
As for me, I’m pretty please with this changes.
Buff to locust swarm (0.5 cast time instead of 1) is one very good thing. That’s a skill i use a lot and most of the time I’m kittened because i lose tons of time casting it. this will be a great addition to my overall dps and i love it. (Still, the fact that devs don’t understand why it’s a good buff is just laughable)
Buff to CPC is a good thing to. Not because it will be something interesting to use after but because it seem they start to aknowledge that necromancers have really weak skill with way to long cooldown. (The area denial thing made me laugh, you’ll need something a lot more effective to call it area denial)
Buff to locust signet is interesting because, again they reduce a long CD skill but they also try to buff some healing done. I still won’t use active but it feel like this skill will be way better after patch.
The buff to Signet of undeath is irrelevant switch LF gain to health gain and this will become something useable. Active have no real use except trolling a zerg in wvw by rezzing a fort supervisor.
lol trying.. nice one.. if they were trying to make this a viable class we would have some form of healing and a flipping stun break in death shroud. we would have an actual decent signet in healing, we would have better lf generation all round but mostly on condi builds which barely have any,
our gap closers would be instant like everyone else none of this aftercast JUNK we should have at least ONE reflect utility/skill instead of being easy food for rangers
our weapon skills cast times would have been lowered by now look at the joke that is focus 1,1/4 cast time wtf? when i play mesmer i can just cast interrupts on a necro and its guaranteed to work because we barely have any skills that are fast..
there is plenty they can do without buffing the damage numbers to bring a necro into some resemblance of a threat,
Signet of the Locust: mobility and scalable sustain in just one skill, awesome! Being able to cast that signet in the middle of a CC chain to survive an extra 0.2-0.5 sec at the price of not being able to quickly come back is a fair trade.
Bonus video: https://www.youtube.com/watch?v=RljvGssfObQ
Seriously, best change for us is that global might nerf. Although I would have reduced the amount of might stacks from fire fields instead of the battle sigil, to tone down those ele/engi.
But toning down ele/engi would have eradicated necro from the competitive scene as we are brought for the sole purpose of handling those 2, so props to ANet for seeing that…
(edited by Ara.4569)
Figured I would post the proper numerical changes to Signet of the Locust, since the percentages are a bit unclear.
Cooldown: 60 seconds-> 40 seconds untraited. 48 seconds -> 32 seconds with Signet Mastery
Healing: 932 (+ .24 healing power) per target -> 969 (+ .5 healing power) per target untraited. With Bloodthirst: 1165 (+ .3 healing power) per target -> 1162.8 (+ .6 healing power) per target.
Since minimum healing power for Bloodthirst is 100, the minimum gain is 27.8 health per target. with that traited. Without, you’re gaining anyway.
(edited by Drarnor Kunoram.5180)
I think the change I appreciate the most is the change to Locust Swarm. I use warhorn quite a lot, and while the change really is quite insignificant I think of it more as a quality of life improvement than an actual buff.
In regards to the dev comment that says this will increase necro mobility… it won’t. It’s a nice change, but it won’t really change anything mobility-wise.
I only really used Signet of the Locust when casually running around in PvE for the passive effect. I like this new buff to Signet of the Locust, but there are still other skills I’d much rather bring with me into combat.
Now, I think making Signet of the Locust a stunbreak in addition to this really would make it a lot more useful. It would be our shortest cooldown stunbreak, and the life siphoning could definitely turn out to be a life saver.
Double life force gain from Signet of Undeath is nice I guess, not sure if it will make it to my bar anyways. I mainly used this signet for ressing people where I thought that might be useful. A shorter cast time and cooldown would be more useful I think, but an improvement is an improvement I guess.
Can’t say much for Corrosive Poison Cloud. I never used it, and doubt I will be using it even after the buff.
Nice QOL change for Locust Swarm; that’s… about it.
for there you have been and there you will long to return.
It would’ve been way better if they had erased aftercast on Locust Swarm. But idk, just sayin
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
Even though these are all buffs it is nothing. Condi necro will remain mostly useless on zerg open world bosses and garbage compared to power builds in dungeons. Power necro’s rotation will remain 1111111 with garbage party support/utility.
(edited by Brahmincorle.1264)
Necromancer:
- Locust Swarm: The casting time of this skill has been reduced from 1 second to 0.5 seconds.
Dev note: This change will give necromancers a bit more mobility.
You could remove the cast time entirely and still not be more mobile. The dev note is just flat out trolling. How it made onto the page without thinking the choice of words through is most displeasing.
- Corrosive Poison Cloud: The casting time of this skill has been reduced from 1 second to 0.5 seconds. The cooldown on this skill has been reduced from 40 seconds to 30 seconds.
Dev note: Because this skill has a subtle effect, we wanted to be able to cast it quickly. We also wanted to allow it to be cast more frequently so necromancers can use it for more consistent (though less damaging) area denial.
This is a descent change for a utility skill. But with its current effects, it will not compete for bar space with utilities such as plague signet or corrupt boon.
- Signet of the Locust: The cooldown of this skill has been reduced from 60 to 40 seconds. Base healing has been increased by 4%, fixing an issue that caused the Bloodthirst trait to grant 25% bonus healing rather than the 20% intended. The bonus from healing power has been increased by 108% base, 100% when traited with Bloodthirst.
Dev note: We wanted to reduce the penalty for using the active portion of the skill and also improve the reward for having healing power.
Once again, since this is a utility skill, any changes made will be weighted against more staple utilities. Since it’s also a signet, means that the active needs to be great because the passive will be rendered useless every time we enter death shroud. To be in a position to use this skill to its maximum potential means you will most likely be at the receiving end of a focus fire, complete with full incoming disables. Hopefully, I won’t need to draw anyone a picture.
- Signet of Undeath: The passive life-force gain of this skill has been increased from 1% to 2%.
Dev note: While this remains a low amount, we’re looking to provide more options for support when necromancers use this signet.
Another signet (see above). With this change, I will now be able to enter death shroud starting from scratch every 15 seconds instead of currently every 30 seconds while in combat. We’ve gone from cold to warm. Let me know when it goes from warm to hot as this skill had previously been nerfed beyond oblivion. The only way that I will slot this skill is if it ever returns to the very least, 1% per second.
Related:
- Rune of the Nightmare: The duration of fear applied from the sixth piece of this rune has been reduced from 2 seconds to 1 second. Its recharge has been reduced from 90 seconds to 60 seconds.
Where the hell is the evil grin emote when you need one, because believe it or not, the sixth piece of the rune is not the real strength of it.
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(edited by Jayce.5632)
As far as rune of nightmare goes I’m curious what you think is the real strength of the rune. If it wasn’t for that 6th bonus no necro would use it imo. There are better options that still give condi duration and damage.
Still can’t believe aristocracy wasn’t added to pvp =( I suppose afraid of eles and engis with it?
S P E E D starr #0 Necro NA or
I Am NeXeD crappy d/D ele NA
Probably the universal 15% condition duration. No other rune gives that much, and Necros do have the condition variety to really make use of it.
But the 6 piece bonus is awesome anyway with Terror ^.^
EDIT: Only Lich matches it, but granting Vitality instead of Condition Damage hurts it. Jagged Horror versus Fear also doesn’t help Lich runes.
(edited by Drarnor Kunoram.5180)
I thought lich gave 15, and I think travelers still gives you 10.
S P E E D starr #0 Necro NA or
I Am NeXeD crappy d/D ele NA
(edited by imaclown.1628)
Drarnor is right, no other condition damage rune gives that much. Keyword-condition. Lich and travelers falls under vitality I believe.
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Travellers kinda falls under everything. Seriously, it gives every stat.
You’re right, Lich gives the same amount, but it lacks condition damage.
Travellers kinda falls under everything. Seriously, it gives every stat.
You’re right, Lich gives the same amount, but it lacks condition damage.
Mad king too I think that’s in pvp? It’s only 10 but it adds quite a bit of bleeding duration.
Either way my point was you take nightmare runes for the fear proc mostly
S P E E D starr #0 Necro NA or
I Am NeXeD crappy d/D ele NA
Travellers kinda falls under everything. Seriously, it gives every stat.
You’re right, Lich gives the same amount, but it lacks condition damage.
Mad king too I think that’s in pvp? It’s only 10 but it adds quite a bit of bleeding duration.
Either way my point was you take nightmare runes for the fear proc mostly
You either don’t see or fully understand the overall potential the nightmare rune. A necro can deal blind, bleed, poison, fear, weakness, cripple, chill, burning and torment in a condition-based build. Five of those conditions can deal damage, six if you count confusion off corruption. Nightmare rune increases the duration of all of them. Think of the condition duration for conditions as you would celestial with across the board base stat increase.
GTX 980M – SSD 512GB R/W:550/520MB/s
17.3" 1080p – 32GB 2400MHz DDR4
(edited by Jayce.5632)
Travellers kinda falls under everything. Seriously, it gives every stat.
You’re right, Lich gives the same amount, but it lacks condition damage.
Mad king too I think that’s in pvp? It’s only 10 but it adds quite a bit of bleeding duration.
Either way my point was you take nightmare runes for the fear proc mostly
You either don’t see or fully understand the overall potential the nightmare rune. A nerco can deal blind, bleed, poison, fear, weakness, cripple, chill, burning and torment in a condition-based build. Five of those conditions can deal damage, six if you count confusion off corruption. Nightmare rune increases the duration of all of them. Think of the condition duration for conditions as you would celestial with across the board base stat increase.
You are right, I have no idea what I’m talking about, I was so silly to think it was the fear proc that people used nightmare runes for, it never occurred to me that condition damage or duration would be beneficial to a condi necro. That must be why so many other classes use nightmare runes on their condi build.
S P E E D starr #0 Necro NA or
I Am NeXeD crappy d/D ele NA
Travellers kinda falls under everything. Seriously, it gives every stat.
You’re right, Lich gives the same amount, but it lacks condition damage.
Mad king too I think that’s in pvp? It’s only 10 but it adds quite a bit of bleeding duration.
Either way my point was you take nightmare runes for the fear proc mostly
You either don’t see or fully understand the overall potential the nightmare rune. A nerco can deal blind, bleed, poison, fear, weakness, cripple, chill, burning and torment in a condition-based build. Five of those conditions can deal damage, six if you count confusion off corruption. Nightmare rune increases the duration of all of them. Think of the condition duration for conditions as you would celestial with across the board base stat increase.
You are right, I have no idea what I’m talking about, I was so silly to think it was the fear proc that people used nightmare runes for, it never occurred to me that condition damage or duration would be beneficial to a condi necro. That must be why so many other classes use nightmare runes on their condi build.
The only other profession that has the variety to really take advantage of the generic condition duration is Engineer, and they’re almost all running Celestial or Turret right now, which use different rune sets. Plus, Engineers are more likely to devote their rune slots for anti-condition, wheras necros don’t have much reason to. Or Balthazar, because Burning is so strong.
I have run into a couple of Nightmare runes on non-necros, but Necros use them because they both get fantastic milage out of them (all parts, let’s not kid ourselves), and because their rune slots don’t really need to go to anything else (since no rune can mitigate Necromancer weaknesses).
You are right, I have no idea what I’m talking about, I was so silly to think it was the fear proc that people used nightmare runes for, it never occurred to me that condition damage or duration would be beneficial to a condi necro. That must be why so many other classes use nightmare runes on their condi build.
They use it for the very same reason a necro would. A necro just gets more mileage out of it because of a few traits. The only real requirement to use the rune is an abundance of condition variety. Necros, mesmers, thiefs, and engineers all can deal multiple amounts of different conditions with ease. All other classes have less access to this variety, and would make more sense to specialize the duration for one or two conditions. But if they are going out slotting nightmare runes for an auto cc every 90 seconds, then yes, I am bold enough to say they are doing it wrong. You could replace the sixth part of the rune entirely and it would still be worth taking if your a necro, mesmer, thief, or engineer.
GTX 980M – SSD 512GB R/W:550/520MB/s
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Unfortunately, Signet of Undeath was nerfed into oblivion back in the day. Its cast time is far too long right now to be useful, especially for a class so vulnerable to CC.
I agree 110% with this.
Nice buff’s. Too bad i won’t have any use for them.
Besides maybe warhorn #5 (about time this was changed, this skill cancelled itself too often trough AA.)
I’m glad there is an awareness about signets not being used at all.
Maybe take a look at siphon and model a meta build from that perspective.
At the moment we are missing any combination between siphon, healing, support vs dps trough signets, leeching, traits and well pulses.
Also boonhate needs to be adressed,
Well of corruption: converting 1 boon per second ( if inside a well that pulses and is unblockable yet totally dodgable ) is too little for a utility with huge CD and considering our “stay put” control is minimal these wells serve less and less purpose each patch.
It simply isn’t enough in this meta and now that i can see what damage i do and what boons i convert. (i would invite everyone to take a look at your combat log when using this well in wvw for example) it does nothing unless you cast it on a moving group and even then the effect is minimal.
anyways.. There is still so much to tweak, you might want to take slightly bigger steps.
E.A.D.
(edited by Merlin Dyfed Avalon.5046)
I think you guys are looking at this all wrong. Don’t look at them as “buffs”. Reading the changes to the other classes, nothing was really intended to be class-alteringly important here. These were pretty much all changes to keep the status quo, make a couple skills a little more usable as they are intended now, and pave the way for whatever is coming out next. Hold on people, help is coming our way
I tried being positive for my necro since launch, everytime we get a “buff” it’s insignificant and makes no difference at all, not in PvP, PvE or WvWvW, so sorry for having a negative attitude towards it now, ubt 2 years of positive for kitten all is pretty demoralizing
Whoever commented on moving goalposts nailed it, in my opinion. If they buff what nobody uses, then it’s a useless patch that doesn’t help top-tier PvP, even though you have to buff what isn’t being used in order to promote build diversity. Or they could nerf what is being used. That would sure go over well.
Or, if they buff what is currently being used, then someone would probably complain about build diversity, “that didn’t need a buff wtf are they thinking”, “X falls even further behind, thx Volvo”, etc.
I get that everyone seems to want balance patches to completely knock the meta off of its tracks and disrupt everything with large sweeping changes that everyone on every class is super happy about, but:
1. Most people who post are going to be angry about some thing, anyway.
2. Shifting the meta around that much probably isn’t healthy.
I don’t play enough to really comment on the current state of balance, but I’d like to see someone take these changes into account alongside the changes for the other classes (most specifically those classes causing the most issues with Necros in “top tier” environments), as well as the changes overall to the game (I hear about a Might change, but I haven’t gone to see what it is), including how those overall changes affect the other classes relative to Necro.
Only after you do that can you really evaluate the changes. Honestly, they could make 0 changes to Necros and completely push Necros deeper into/further out of the meta solely with other changes to the game, and it would still be a balance patch.
“He’s like a man with a fork in a world of soup.”
You are right, I have no idea what I’m talking about, I was so silly to think it was the fear proc that people used nightmare runes for, it never occurred to me that condition damage or duration would be beneficial to a condi necro. That must be why so many other classes use nightmare runes on their condi build.
They use it for the very same reason a necro would. A necro just gets more mileage out of it because of a few traits. The only real requirement to use the rune is an abundance of condition variety. Necros, mesmers, thiefs, and engineers all can deal multiple amounts of different conditions with ease. All other classes have less access to this variety, and would make more sense to specialize the duration for one or two conditions. But if they are going out slotting nightmare runes for an auto cc every 90 seconds, then yes, I am bold enough to say they are doing it wrong. You could replace the sixth part of the rune entirely and it would still be worth taking if your a necro, mesmer, thief, or engineer.
Dunno why but it hasn’t let me post for a few days….. is it really that difficult for you to admit the 6th bonus is the main reason necros take it…… if you can’t then I dont know what to tell you.
S P E E D Starr #0 Necro NA or
I Am NeXeD awful d/D ele NA
You are right, I have no idea what I’m talking about, I was so silly to think it was the fear proc that people used nightmare runes for, it never occurred to me that condition damage or duration would be beneficial to a condi necro. That must be why so many other classes use nightmare runes on their condi build.
They use it for the very same reason a necro would. A necro just gets more mileage out of it because of a few traits. The only real requirement to use the rune is an abundance of condition variety. Necros, mesmers, thiefs, and engineers all can deal multiple amounts of different conditions with ease. All other classes have less access to this variety, and would make more sense to specialize the duration for one or two conditions. But if they are going out slotting nightmare runes for an auto cc every 90 seconds, then yes, I am bold enough to say they are doing it wrong. You could replace the sixth part of the rune entirely and it would still be worth taking if your a necro, mesmer, thief, or engineer.
Dunno why but it hasn’t let me post for a few days….. is it really that difficult for you to admit the 6th bonus is the main reason necros take it…… if you can’t then I dont know what to tell you.
Apparently, it’s also the rune of choice for condition mesmers in PvP. The change is pure buff to them because they don’t care about the duration of the fear, just the interrupt.
That 1% increase, hilarious.
Balancing the necro feels kind of like trying to build a sand castle, grain by grain of sand.
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)
(edited by Mad Queen Malafide.7512)
While those small buffs are nice, i wish they would do something about our siphon traits, they are still terrible. I wish they would just allow them to work in DS like unholy sanctuary…
Id like to see axe reworked and buffed to be a little more in line with other professions ranged weapons. The auto attack is slow and single target, the 2nd attack can do good damage but has long cast and single target. And its only 600 range on axe. Enfeebling blood could also benefit from a faster cast time.
Honesty is not insulting, stupidity is.
>Class Balance is a Joke<
Might being nerfed almost 17% is probably the best balance improvement to Necromancer in a long time. It should reduce the performance gap between top classes and Necro in PvE though might-stacking is still highly effective.
The rest of the changes to Necro seem minor. BiP gets a nerf while CPC gets a buff to better balance the corruption skills taken.
SoU will probably benefit scepter builds the most because scepter is poor at LF generation but that combination still seems odd and bunkerish.
SotL change to CD and healing might be best used in WvW zerging. I will have to try it out but is, again, a subtle change.
The change to confusion will be a huge benefit to Mesmer but I also have a berserker perplexity setup that should see a tiny increase in effectiveness in PvE
It is good to see rune of the Nightmare’s changes. As a Necromancer, I am not fond of long fear durations because of the poor mobility. I would rather see more frequent fears of short duration.
As far as dps boosts go, Necromancer seems to have gotten very little compared to other professions so I do kind of worry about that. Overall, with the exception of the Might nerf, it seems like Necro’s were snubbed compared to the improvements in most other professions.
I wouldn’t say that, since each of the changes to Necros is improving survivability, which is what we keep saying we need. Less chance for Locust Swarm to get interrupted is very nice (it is a HUGE sustain skill), higher uptime on CPC means more enemy weakness, more healing and more frequent activations on Signet of the Locust help, and Signet of Undeath generating more life force are all improving our sustain.
Will they be enough? Dunno, but doubtful. I’ll be taking another look at CPC and Signet of the Locust for sure. Locust Swarm I already use all the time, so nothing will change for me there.
Perhaps you are right. Any improvement to sustain will help and Locust swarm is one of my favorites, too.
I still wish we could trade Dhuumfire for something else like confusion, bleeding, chill, blind, poison, or weakness on interrupt. With only one path to proc’ burning it seems costly to use and there is no natural synergy ouside of raw stats.
I still wish we could trade Dhuumfire for something else like confusion, bleeding, chill, blind, poison, or weakness on interrupt. With only one path to proc’ burning it seems costly to use and there is no natural synergy ouside of raw stats.
Oh man, imagine that as Dhuumfire,. That’d be so good and would totally be a great risk/reward for holding out on your fear bombs to score multiple interrupts.
Dhuumfire
Apply 6 seconds of burning whenever you interrupt a foe.
No ICD.
While we’re at it, let’s fix Withering Precision.
Withering Precision
50% chance to apply 2 seconds of Weakness on a critical hit.
No ICD.
Now it’d only be effective pressure the more you could reliably keep on a foe, which creates its own huge play/counterplay because enemies could kite you or keep out of your attack range. It also makes Immobilize that much more important.
I could do this all day.
I would trade Dhuumfire for 5 s chill and 5 stacks of 5 sec bleed on interrupt. 10 s CD. Is that too OP?
the problem with cpc is it gives us LONGER weakness then it gives the enemy…… they need to switch that around because the way it is it is more punnishing to the necro to use
CPC pulses. So its not longer. But yeah i agree the self weakness is pretty stupid.