July 23rd patch notes: hidden buffs edition

July 23rd patch notes: hidden buffs edition

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Posted by: Andele.1306

Andele.1306

Well, after that death shroud change i’m playing my warrior. Thanks again for nerfing the kitten out something that didn’t need nerfing.

I am going to finish leveling my ranger…. nothing is more troll that the uptime time they are going to have on stealth.

Cleric guardian.

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

July 23rd patch notes: hidden buffs edition

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Posted by: vicious.5683

vicious.5683

don’t worry guys, necro still broken op.

necros are nerfed because ppl like you.

Dev: “necros want to nerf themselves?, yeah they should be nerfed then”

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Posted by: Tenderly.7019

Tenderly.7019

284 Tenderly.7019

Yeah… a bit bellow 50, and you… you say necromancers are good as they are now ?
You are at that position and you don’t see that everyone else does everything a bit better then us with half the effort ?

Are you doing this to attract attention or why ?… i don’t get it…

You can’t possibly claim that the following situation is fine…

2 players attack thief – thief instantly escapes 5 seconds later appears in another fight, at another point full HP
2 players attack elementalist – elementalists instantly escapes 5 seconds later appears in another fight at another point full HP
2 players attack guardian – guardian blocks twice, invulnerable for a few seconds, another invulnerable, 1 full heal… a few knockdowns… then you may kill him… 20 seconds on average
2 players attack mesmer – mesmer clone stealth blink portal escapes 5 seconds later appears in another fight at another point full HP

2 players attack necromancer – necromancer can not escape / necromancer escapes takes 20 seconds to reach another position

Need i go on ?… you know this, you have to know this, why do you claim it to be otherwise ?

any non necromancer class dies – necromancer takes AT LEAST 5 seconds on average to stomp except if using 180 CD plague form or forced 30 SR build for stability
necromancer dies – any non necromancer class stomps instantly

Are you doing this for the publicity or why ?

Yea, been below 50, solo queue doesn’t exactly help rating as stated previously.

The amount of pure emotion in this post far outweighs any significant objective reasoning or logic that you might have been attempting to convey. For instance, these examples were all gross exaggerations. It’s ok to be upset, but it ruins discussions.

What publicity? From what? This was the most curious part.

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Posted by: cubed.2853

cubed.2853

I CANNOT LOG INTO MY NEC!! STUCKED AT LOADING SCREEN!!! ARRRRGHHH

it was written…

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Posted by: lettucemode.3789

lettucemode.3789

How much damage they’re doing per hit isn’t directly relevent, the fact is, the old system is much more effective against multiple hits, which is very common, whereas the new system is only more effective in situation where you’re getting hit rather slowly. The most obvious case in point s a 1vX situation compared to a 1v1 situation: the 1v1 might give comparable or even favorable results for the new system, but in 1vX, the old system wins hands down every time.

Also why did they reduce the amount given by spectral walk on top of the ICD…

A good point, I’ll concede it. So given this change it looks like necros would be better as back point bunkers (1v1 and occasionally 2v1) than in mid. Getting assist-trained in WvW still sucks, possibly more than before depending on how severe the extra-damage-while-in-DS bug was. Thanks for the discussion.

Sanctum of Rall
Builds: Facemelter Watch The Health Bar

(edited by lettucemode.3789)

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Posted by: Halo.8976

Halo.8976

I CANNOT LOG INTO MY NEC!! STUCKED AT LOADING SCREEN!!! ARRRRGHHH

You’re a lucky one.

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Posted by: cubed.2853

cubed.2853

I CANNOT LOG INTO MY NEC!! STUCKED AT LOADING SCREEN!!! ARRRRGHHH

You’re a lucky one.

Well I got in now and I think you are right… All trais resetted.. I hate anet right now so much I cannot even express…..

WvW nec R.I.P.

it was written…

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Posted by: Kratos.6293

Kratos.6293

Good going Anet.. Most of your necro playerbase hates you.

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Posted by: Rennoko.5731

Rennoko.5731

Well I can confirm for absolute, that DS doesn’t aborb fall damage anymore, as a small bridge fall just about killed me. Since fall damage scales up as you fall it makes almost no difference at all now.

Greater marks vs. lesser marks

Attachments:

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Posted by: Umut.5471

Umut.5471

Ok, nerf the added buffs before this patch, but why do you move greater marks to another tier and remove ds absorbing options ? We’ll have to use 180 radius instead of 240. If you want to move it to another tier, then greater marks should be 360. Also we’ll die like a glass cannon but without thief’s escape options. Necro is a class without mobility, it uses ds to stay alive in wvw and we won’t be able to use it again to absorb dmg with this nerf. You have just killed necromancer class, congratz. Seriously add stealth or another escape option or every necro user will change to thief(gets buff in every patch like it’s not op) Or add class change scroll to the game, maybe this is the solution.

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Posted by: daimasei.4091

daimasei.4091

Thx for the nerfs Anet, you spare me US$100

Why fix the Necromancer for free when we can charge $$$ for the Revenant
-ArenaNet

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Posted by: grave of hearts.7830

grave of hearts.7830

If you read and think about it carefully you will realise that they just nerfed staff to oblivion.
Your marks aside that can be dodge negated,they will most likely be blocked as well.
It litteraly translates to:
You can not have an optimal condition/dps build and unblockable marks at the same time.
But hey,rangers got stealth now!
And they can point blank you from 900 range!
Lets wait for the next patch in 2 weeks,we might see more logic in that one.

SoS Defence and Emergency commander
If you see a gear above my head……run
If you see me Offline,its totaly not a trap

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Posted by: Umut.5471

Umut.5471

Btw, if we cry enough we’ll get another buff in 2 weeks guys. We have been nerfed to hell because of these crying players. This is how things work in gw2.

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Posted by: cubed.2853

cubed.2853

Ok, nerf the added buffs before this patch, but why do you move greater marks to another tier and remove ds absorbing options ? We’ll have to use 180 radius instead of 240. If you want to move it to another tier, then greater marks should be 360. Also we’ll die like a glass cannon but without thief’s escape options. Necro is a class without mobility, it uses ds to stay alive in wvw and we won’t be able to use it again to absorb dmg with this nerf. You have just killed necromancer class, congratz. Seriously add stealth or another escape option or every necro user will change to thief(gets buff in every patch like it’s not op) Or add class change scroll to the game, maybe this is the solution.

If you read and think about it carefully you will realise that they just nerfed staff to oblivion.
Your marks aside that can be dodge negated,they will most likely be blocked as well.
It litteraly translates to:
You can not have an optimal condition/dps build and unblockable marks at the same time.
But hey,rangers got stealth now!
And they can point blank you from 900 range!
Lets wait for the next patch in 2 weeks,we might see more logic in that one.

I love WvW and I love to play nec in WvW. I absolutly think the same. Loosing unblockable greater marks and DS dmg absorb just killed nec for me (for wvw). I heavily utilized those two things since sepember last year and now !? I will clearly play more with my guardian now… Not that he was already “better” before todays patch… Maybe I wont even play for a while… One of my worst birthdays ever….

it was written…

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Posted by: Seezungenschleuder.8319

Seezungenschleuder.8319

If you really are necromancers, show some dignity. Some minor nerf here and there, but buffs also. Could have been worse.

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Posted by: daimasei.4091

daimasei.4091

Btw, if we cry enough we’ll get another buff in 2 weeks guys. We have been nerfed to hell because of these crying players. This is how things work in gw2.

Nope, that only work if you are war/mes/guardian/thief/ele. Maybe it work if you are ranger or engi but never if you are necro -_-

Why fix the Necromancer for free when we can charge $$$ for the Revenant
-ArenaNet

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Posted by: jalmari.3906

jalmari.3906

1 second internal cooldown

this is major nerf here

you used to be able to turn on spectral skill and use it as a sort of healing skill then turn on DS when taking tons of damage. now this ability is gone. it has a great effect on necromancer survivability.

other minor buffs to life force gains do not make up for this, not even near. it is just not possible to manage life force with current tools. life force SUSTAIN was pain even with spectral skills giving some spike in certain situtations.

i feel this was really unnecessary to do, especially if it was inspired by dhuum/terromancer viablity in pvp. (yeah viability, they were not that great compared to other similarly “op” meta builds out there other classes have)

now all other necro builds are even more crap than ever. great job. are we all supposed to field full spectral utility bar and life force gain weapons if we want to use our class skill. this seems pretty ridiculous to me.

we should have decent life force gain even without spectral skills so we can actually use DS

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

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Posted by: Tommyknocker.6089

Tommyknocker.6089

Btw, if we cry enough we’ll get another buff in 2 weeks guys. We have been nerfed to hell because of these crying players. This is how things work in gw2.

Won’t be any of us left by then….

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Posted by: Azraeel.1238

Azraeel.1238

If you really are necromancers, show some dignity. Some minor nerf here and there, but buffs also. Could have been worse.

The only nerf that seriously kitten ed me off is the damage overflowing into our health if exceeds our DS. I mean if they want to do it this way, then they should give us the ability to heal while in DS. All other professions can heal normally while using their mechanics, they can even rez others and stomp. While we on the other hand, we can’t rez, we can’t stomp, we can’t heal, and now we can’t block attacks with it. This is total BS. If they wanted to fix fall damage, then they should have done it with ONLY fall damage, not break the whole thing for that. You have no idea how many times this saved my behind in PvE…

80 Necromancer (Main) | 80 Thief | 80 Guardian | 80 Warrior
Engineer and Elementalist in progress…

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Posted by: Nemesis.8593

Nemesis.8593

284 Tenderly.7019

Yeah… a bit bellow 50, and you… you say necromancers are good as they are now ?
You are at that position and you don’t see that everyone else does everything a bit better then us with half the effort ?

Are you doing this to attract attention or why ?… i don’t get it…

You can’t possibly claim that the following situation is fine…

2 players attack thief – thief instantly escapes 5 seconds later appears in another fight, at another point full HP
2 players attack elementalist – elementalists instantly escapes 5 seconds later appears in another fight at another point full HP
2 players attack guardian – guardian blocks twice, invulnerable for a few seconds, another invulnerable, 1 full heal… a few knockdowns… then you may kill him… 20 seconds on average
2 players attack mesmer – mesmer clone stealth blink portal escapes 5 seconds later appears in another fight at another point full HP

2 players attack necromancer – necromancer can not escape / necromancer escapes takes 20 seconds to reach another position

Need i go on ?… you know this, you have to know this, why do you claim it to be otherwise ?

any non necromancer class dies – necromancer takes AT LEAST 5 seconds on average to stomp except if using 180 CD plague form or forced 30 SR build for stability
necromancer dies – any non necromancer class stomps instantly

Are you doing this for the publicity or why ?

Yea, been below 50, solo queue doesn’t exactly help rating as stated previously.

The amount of pure emotion in this post far outweighs any significant objective reasoning or logic that you might have been attempting to convey. For instance, these examples were all gross exaggerations. It’s ok to be upset, but it ruins discussions.

What publicity? From what? This was the most curious part.

Emm… that is your answer ?
Why do i even bother… i’ll be going now, i always say there’s never any point to getting involved, why can’t i listen to my own advice.

Nemesis Youtube channel - necromancer & mesmer tutorials, PvP and more…

Nemesis live-stream channel - focusing mainly on Guild Wars 2, League of Legends and Dota II.

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Posted by: Nay of the Ether.8913

Nay of the Ether.8913

Necromancer:

Damage taken while in death shroud will now overflow to the necromancer’s health pool if the damage taken is greater than the remaining life force.
Fixed a bug that caused the necromancer to take increased damage from direct attacks while in death shroud.
Necromancer—Dark Path: Fixed an issue that caused this skill to strike enemies further than 1200 distance away.
Shadow Fiend—Haunt: When this attack hits an enemy, it will grant the necromancer 10% of their life force.
Ghastly Claws: The total life force granted from this skill has been increased from 10% to 12%.
Spectral Armor: Incoming hits now grant 8% life force; has a 1-second internal cooldown.
Spectral Walk: Incoming hits now grant 2% life force; has a 1-second internal cooldown. This spectral skill now grants life force while Spectral Armor is active.
Spectral Grasp: This skill now grants 15% life force (up from 10%).
Mark of Blood: The base radius of this skill has been increased from 120 to 180.
Chillblains: The base radius of this skill has been increased from 120 to 180.
Putrid Mark: The base radius of this skill has been increased from 120 to 180.
Reaper’s Mark: The base radius of this skill has been increased from 120 to 180.
Greater Marks: This trait has been moved to the Master tier.
Spiteful Vigor: This trait has been moved to the Adept tier.
Terror: Reduced the damage by 17%. Fixed a bug so this trait now checks for the torment condition as well.

One step forward and 10 more back…………

Attachments:

http://almunns.wix.com/elitedeathsociety
~Surrender fiend and you will get an easy death
~I could promise you the same…but it would be a lie…

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Posted by: Monoman.2068

Monoman.2068

Well looks like spectral walk just became that much more important for jumping off ledges and traiting into the DM line is now a thing of the past for me. I wish speed of shadows gave us a 25% movement increase based on our life force level or something, with the recent DS nerfs signet of locust is getting painful to carry.

Laviere – Hybrid Wellomancer
Makonne – Hybrid Regen Ranger

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Posted by: Nay of the Ether.8913

Nay of the Ether.8913

If you really are necromancers, show some dignity. Some minor nerf here and there, but buffs also. Could have been worse.

This:

  • Damage taken while in death shroud will now overflow to the necromancer’s health pool if the damage taken is greater than the remaining life force.

Is NOT a minor nerf. not in the slightest. It means our supposed “class mechanic”, our only defense against burst and excessive CC, is now pointless. I just want to congratulate all those classes that cried and boo-hood enough to get this accomplished. Bravo. You win.

http://almunns.wix.com/elitedeathsociety
~Surrender fiend and you will get an easy death
~I could promise you the same…but it would be a lie…

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Posted by: boneduste.4023

boneduste.4023

If you really are necromancers, show some dignity. Some minor nerf here and there, but buffs also. Could have been worse.

There is a big problem with the new DS mechanic. Since I can’t see exactly how much health I have (it’s just a bar), I can’t gauge how much damage I can take. Since heals ONLY work in ‘normal’ form, I won’t be able to heal myself (or be healed) until I have reverted back from DS, however, the damage will not wait for the transition. I think this is going to act like lag and we will wind up getting killed in that gap.

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Posted by: Blood Red Arachnid.2493

Blood Red Arachnid.2493

This patch has some buffs and some nerfs.

Buff: We take less damage in DS.

I was always perplexed as to why DS HP would drain in just a few hits while fighting power builds. Thankfully this has been fixed. It is fixed in our favor, so I count this as a buff.

Buff: Haunt now gives 10% life force. It’s meh.

Buff: Ghastly Claws: LF increased to 12% gain. It’s meh.

Buff: Spectral Grasp: LF gain increased to 15%. This is a pretty good one, actually.

Buff: Mark default size is increased by 50%. This is another pretty good one, since I myself have been running around without using Greater Marks, so I’m glad this buff was in place.

Nerf: DS now doesn’t absorb a full hit when low. This one really hurts, since I used this all the time in PVE. In PVP this isn’t too big of a nerf, since most good players wouldn’t blow their big hit on a Necro in DS.

Nerf: Greater Marks is now a master trait. This is kind of a “meh” nerf, since marks have had their size increased by quite a bit in general. This makes greater marks almost excessive. If they intended to nerf the 30/30/10 build, they failed: Now players just take the recharge and have bigger marks to start with.

Spectral Walk: 2% lifeforce, 1 second cool down. Now, I’ve seen a LOT of players use spectral walk as LF gain, a stun breaker, and a movement skill. Now that 1/3rd of its functionality has been nerfed into absolute oblivion, this ens up being an overall hit to necromancer survivability. Again.

Spectral Armor: 8% life force per hit, 1 second cool down. This can be seen as either a nerf or a buff, depending on the circumstances. In order to surpass its previous functionality of 3% per hit, you would have to be hit 3 times in a second. There are circumstances where this doesn’t happen (PVE), but in PVP these show up a lot. So overall in PVP this is a defensive nerf… again… in the worst way. Necros now don’t have any valuable mitigation vs. multi hitting abilities. The most we can do is pop into DS for retaliation and hope the counter damage hurts them enough.

Terror: now does 17% less damage. This is a strangely specific nerf, but nonetheless it hits conditionmancers everywhere.

I think that what Anet is trying to do is give us alternate sources of life force generation, while nerfing the burst from spectral armor/walk. This doesn’t work, since all of the buffs to LF generation came from power builds, and the spectrals worked defensively best on the condition builds.

I don’t have opinions. I only have facts I can’t adequately prove.

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Posted by: Mad Queen Malafide.7512

Mad Queen Malafide.7512

Yeah, Nay of the Ether is absolutely right. This has pretty much decimated our defensive abilities against insane burst damage, both in WvW and in PVE. And we got nothing in return for it.

“Madness is just another way to view reality”
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)

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Posted by: Rennoko.5731

Rennoko.5731

Yeah, Nay of the Ether is absolutely right. This has pretty much decimated our defensive abilities against insane burst damage, both in WvW and in PVE. And we got nothing in return for it.

Seriously you need to go try it. For the purposes of damage soaking, my DS now has the potential to absorb 24,704 damage points. Yes it degenerates, but before it was only soaking 14,000 – 15,000 damage in the same gear in the same build.

I like it…. and since I don’t have to put 10 points in death magic ( I can live with blocked marks), I get spectral armor now too, at 50%.

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Posted by: Nebiros.4801

Nebiros.4801

Lower # of people playing this class means less people angry with the nerfs and they also satisfied a larger % of the population with the nerfs. So they win with more and lose with less. Comes down to numbers and the complaining against necros far outweighed the happy people playing them. These nerfs shows at the very least ignorance and the worst pure incompetence. But believe me they did the math and necros are WAY out numbered so the choice was simple.

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Posted by: bza.9271

bza.9271

-Greater Marks up to Master, who cares, not necessary anymore.

GM doesn’t just increase mark radius, it makes them unblockable, which is kind of a big deal.

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Posted by: Invictus.1503

Invictus.1503

So, what I gather from this is that they want to lesson the use of staff. I don’t agree with this, but I see what they are doing since it is a highly used weapon (though GS for many other professions hasn’t received such treatment).

As for the DS changes, I can only fathom they are trying to reduce the influx of necro numbers. I mean we always had DS to fall back on as our defensive line. We don’t have reliable stability, vigor, stealth, aegis, etc. so this was our one true defense (on a 10 sec. cooldown AND had to be built up). Now it overflows damage which makes it much MUCH less useful of a defense. Heck Aegis is better now than our whole class mechanic when it comes to defense.

Finally, Dhuumfire combined with Terror makes us a bit OPed, so rather than nerf or change Dhuumfire (I an others suggested change burning to Torment) they nerf the unique mechanic of Terror. Terror has been around forever and was never OPed until Dhuumfire, therefore it should be rather simple to determine the problem. This is a rather dyslexic nerf if you ask me.

Bad form Anet…bad form indeed!

It’s better to keep your mouth shut and appear stupid than to open it and remove all doubt.

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Posted by: Mammoth.1975

Mammoth.1975

Finding it overall neutral, maybe a bit of a buff. 30/20/0/0/20, dhuumfire, terror, master of terror.

If you’re not playing to win, don’t complain when you lose.

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Posted by: Nemesis.8593

Nemesis.8593

Yeah, Nay of the Ether is absolutely right. This has pretty much decimated our defensive abilities against insane burst damage, both in WvW and in PVE. And we got nothing in return for it.

Seriously you need to go try it. For the purposes of damage soaking, my DS now has the potential to absorb 24,704 damage points. Yes it degenerates, but before it was only soaking 14,000 – 15,000 damage in the same gear in the same build.

I like it…. and since I don’t have to put 10 points in death magic ( I can live with blocked marks), I get spectral armor now too, at 50%.

Hmm… i too have noticed some stuff, maybe i we got it wrong…
More tests needed…

Nemesis Youtube channel - necromancer & mesmer tutorials, PvP and more…

Nemesis live-stream channel - focusing mainly on Guild Wars 2, League of Legends and Dota II.

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Posted by: War Mourner.5168

War Mourner.5168

From some initial testing, it seems that your LF pool now matches your HP pool. Would welcome a little more testing though, I’m a tad tired, but it’s pretty neat if it’s true.

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Posted by: chefdiablo.6791

chefdiablo.6791

If you only use DS as a defensive tool this change might not impact you very much at all except when your Life force is way low and a Warrior or Thief lands on of those big number burst skills on you.

Few Necros hit DS with 90% health or more unless they are like me and use it as an offensive weapon more than as a defensive weapon.

I will have to see how it goes in the next few days. If getting hit out of DS into downed state happens enough I will have to bury my build and move to something else. As I noted previously, it will most likely be the the build that everyone is call OP right now though. Might as well give them a real reason to hate it just to spite them.

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Posted by: Khal Drogo.9631

Khal Drogo.9631

Rangers now have a new competitor for worst class in PVE dungeons.

Apologies to those who may find my posts on GW2 forums offensive and hateful.

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Posted by: azuzephyr.7280

azuzephyr.7280

If you read and think about it carefully you will realise that they just nerfed staff to oblivion.
Your marks aside that can be dodge negated,they will most likely be blocked as well.
It litteraly translates to:
You can not have an optimal condition/dps build and unblockable marks at the same time.
But hey,rangers got stealth now!
And they can point blank you from 900 range!
Lets wait for the next patch in 2 weeks,we might see more logic in that one.

They wont ‘likely’ be blocked, blocks are relatively rare as is. It does mean however that most builds wont be able to counter Guardians using shelter/warriors using shield block, interrupting those type of abilities was the main attraction of [the unblockable part] greater marks.

Way forward for this trait IMO: make the new baseline mark size the default and only size available, add unblockable marks to Staff Mastery. The PP of Staff Mastery is already far behind other professions +weapon traits which typically give a secondary effect like extra damage/thoughness/healing

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Posted by: Dark Magi.8947

Dark Magi.8947

sadly PvE survivability came from minions. Yes this is very much truth. In WvW however they don’t stand a chance. sPvP they were decent 1v1. I am liking the increased marks since it now allows for larger marks with MM. I do not like that people are complaining that necros are op do to a 30/30/10… Sure the build was broken but it is still easy to deal with… just learn to play the game plex? SSSSSOOOOOOOO what is the new flavor of the month now that we got handed a Nerf gun?

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Posted by: Ara.4569

Ara.4569

- Small reduction to Terror, but it was already nerfed with the, now defunct, Sigil of Paralyzation, so it adds up. RIP 0/30/20/0/20 and similar, we’re really forced into Dhuumfire.
- Spectral Armor / Last Gasp is now better in 1v1, and worse under focused fire. Please reduce internal CD to 0.5 sec.
+ Staff is now useable as is. Finally.
+ Improved survivability through DS fix and builds going 15+SR, especially powermancer with Spectral skills.

Now, other skills may need improved LF generation, like either scepter #3 or add some to dagger #4 or #5, Reaper’s Precision, Signet of Undeath, Corruption skills…

Overall, this patch is a decent PvP buff, and I’m eager to test 30/20/0/0/20 or some powermancer builds !

Balance team is a bunch of clowns, hurting the game to the full extent of their abilities.

(edited by Ara.4569)

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Posted by: HiSaZuL.2843

HiSaZuL.2843

I like how you all just ignore that for a lot of specs ds was the only mitigation tool and now you either have full lf or don’t bother even trying.
Soo my condition necro now has to fill out the whole kittening whooping 3 choices THREE… again THREE… with lf generators or get 2 shoted by any thief that wears zerker gear? Or any warrior thats wearing zerker gear(well not 2 shoted in warriors case more like multishoted in 5 seconds?).

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Posted by: Nay of the Ether.8913

Nay of the Ether.8913

Well at least we know what the new flavor of the month is gonna be (thief)

http://almunns.wix.com/elitedeathsociety
~Surrender fiend and you will get an easy death
~I could promise you the same…but it would be a lie…

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Posted by: azuzephyr.7280

azuzephyr.7280

Well at least we know what the new flavor of the month is gonna be (thief)

It’s not fotm when you are a consistently strong/pvp essential profession

July 23rd patch notes: hidden buffs edition

in Necromancer

Posted by: Halo.8976

Halo.8976

Well at least we know what the new flavor of the month is gonna be (thief)

False. Rangers.
3 seconds of stealth every 12 seconds. fml

July 23rd patch notes: hidden buffs edition

in Necromancer

Posted by: Mammoth.1975

Mammoth.1975

- Spectral Armor / Last Gasp is now better in 1v1, and worse under focused fire. Please reduce internal CD to 0.5 sec.

It’s almost strictly better. You need to be taking 3 hits per second before the new one is worse, and 4 before it’s noticeably worse. If you’re taking that many hits, neither will save you. The only real loss here is that channeled multihits became a lot better against our spectral armour.

If you’re not playing to win, don’t complain when you lose.

July 23rd patch notes: hidden buffs edition

in Necromancer

Posted by: Andele.1306

Andele.1306

It’s almost strictly better. You need to be taking 3 hits per second before the new one is worse, and 4 before it’s noticeably worse. If you’re taking that many hits, neither will save you. The only real loss here is that channeled multihits became a lot better against our spectral armour.

Reverse, its strictly worse, Sarmor and Swalk were great anti focus tools for the last patch, since a enemy would pretty much do no damage with basic skills for the duration if you used them before DS, Right now its a short invul/LF spike whorth nothing if in a 2v1 or vs any build that has a cheezy multi hit trick (Warrior, Guardian and Ele elite charges, pulsing line skills, triple procs on traps/caltrops, etc). Swalk is useless for LF now, Sarmor is kinda a nieche ignore pain and 15 points into SR give way more than they are worth, probably making them even more staple in PvP than before.

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

July 23rd patch notes: hidden buffs edition

in Necromancer

Posted by: Mammoth.1975

Mammoth.1975

It’s almost strictly better. You need to be taking 3 hits per second before the new one is worse, and 4 before it’s noticeably worse. If you’re taking that many hits, neither will save you. The only real loss here is that channeled multihits became a lot better against our spectral armour.

Reverse, its strictly worse, Sarmor and Swalk were great anti focus tools for the last patch, since a enemy would pretty much do no damage with basic skills for the duration if you used them before DS, Right now its a short invul/LF spike whorth nothing if in a 2v1 or vs any build that has a cheezy multi hit trick (Warrior, Guardian and Ele elite charges, pulsing line skills, triple procs on traps/caltrops, etc). Swalk is useless for LF now, Sarmor is kinda a nieche ignore pain and 15 points into SR give way more than they are worth, probably making them even more staple in PvP than before.

I don’t know what kind of enemies you’re fighting, but most of the ones I face hit a lot harder than 2% of my health. If you’re taking 6000 dps, you’re boned either way, and that’s about the point where old spectral is better than new spectral, assuming your enemies can output 1500-2000 dps on a stationary target.

If you’re not playing to win, don’t complain when you lose.

July 23rd patch notes: hidden buffs edition

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Posted by: Rennoko.5731

Rennoko.5731

Well at least we know what the new flavor of the month is gonna be (thief)

False. Rangers.
3 seconds of stealth every 12 seconds. fml

It is closer to 9.6 seconds when trained.

July 23rd patch notes: hidden buffs edition

in Necromancer

Posted by: TheMightyAltroll.3485

TheMightyAltroll.3485

We needed to be nerfed, but this is purely kittened.

I cannot imagine why they would decide to make this decision, other than to remove the dumb 30/30/10/0/0 meta (you brought this upon yourselves, btw), which it still doesn’t do effectively since you’ll just see 30/20/20/0/0. This also inadvertently nerfed all other Necro builds due to the DS nerf. This is absolutely stupid. It actually forces you to use Dhuumfire because Terror now does way less damage. What stupidity. Blatant, complete, absolute, stupidity.

Good thing I use Mesmer/Warrior/Ranger more than I use Necro nowadays.

Contact me ingame for Necro, Ranger, Mesmer, and Thief advice.

(edited by TheMightyAltroll.3485)

July 23rd patch notes: hidden buffs edition

in Necromancer

Posted by: Dark Magi.8947

Dark Magi.8947

I’m also bringing back my DS build. Runs at 20/0/20/0/30. I was a big fan of the MM and now i have a build that will let me use 2 builds in one by switching traits. While i lose some of the advantages it makes things simpler for both builds.

July 23rd patch notes: hidden buffs edition

in Necromancer

Posted by: Andele.1306

Andele.1306

I don’t know what kind of enemies you’re fighting, but most of the ones I face hit a lot harder than 2% of my health. If you’re taking 6000 dps, you’re boned either way, and that’s about the point where old spectral is better than new spectral, assuming your enemies can output 1500-2000 dps on a stationary target.

Pretty much everyone who isnt a full zerker (or fancy valkyre with crit chance from external sources) setup couldnt outdo LF generation with their general dps/normal rotations from Sarmor in DS pre patch (ofc there is natural degen and conditions, but thats expected) and it would have quite the diminishing effect on bursts (that if you for some reason took in pvp while in DS, and in that case i wonder in what kind of wood league hotjoins you are playing, even the most obvious newbies just move out of the way/cc a DSed necro).

Now its a cheezy Endure Pain in 1v1s (as in instead of being damage migration its a fake invul) and worthless in 1vx, as in we just got dropped back to kitten who cares about DS just burst it he cannot regen it in 3 seconds if we all focus.

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

July 23rd patch notes: hidden buffs edition

in Necromancer

Posted by: Softspoken.2410

Softspoken.2410

Yeah, Nay of the Ether is absolutely right. This has pretty much decimated our defensive abilities against insane burst damage, both in WvW and in PVE. And we got nothing in return for it.

Seriously you need to go try it. For the purposes of damage soaking, my DS now has the potential to absorb 24,704 damage points. Yes it degenerates, but before it was only soaking 14,000 – 15,000 damage in the same gear in the same build.

I like it…. and since I don’t have to put 10 points in death magic ( I can live with blocked marks), I get spectral armor now too, at 50%.

So I was just playing with DS, and while I’m not certain how much damage it can take, I think the previous number of 60% of your standing health was the bug that got fixed. I say this because by my estimate, my Death Shroud could resist about 120% my standing health. There doesn’t appear to be any bonus toughness involved, just more health.

No word yet on if conditions do differently proportioned damage.

Edit: Facepalm, I think I was doing it with 30 in Soul Reaping. Still, that’d make it (once adjusted) about 95% of my standing health at base, which is a pretty significant boost.

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

(edited by Softspoken.2410)