July 9th - Necromancer - Patch notes
•Dark Path: This skill will now cause the necromancer to shadowstep the full 1200-unit distance when hitting at max range.
What was Dark Path doing before?
I plan to test the interaction of melandru with fear as soon as I can, but based on the short changes above, I would say the change was isolated to the sigil, and I would be willing to bet my hat that melandru still double-dips on fear reductions.
Dark path change is interesting… but I very rarely have situations where it hits and doesn’t send me the full distance. Only when people are running away, and it seems to lock on, but only port me about 75% of the way.
No big nerfs either, which I think everyone should take some notice of. Seems to be they will take the slow nerf approach, or just that this was mainly a content update with little class balancing.
Meh… point is now there is no sigil for fear duration in spvp while there is duration sigil for EVERYTHING else.
Meh… point is now there is no sigil for fear duration in spvp while there is duration sigil for EVERYTHING else.
What I found really interesting was in the live stream they mentioned the sigil working on Daze was also a bug, yet in the patch notes, no mention of the additional daze duration being removed from the sigil. Easy enough to test with WH, but really the double standard is irritating if that is the case.
With the cooldowns and limitations to on-crit and on-swap sigils, there are really not that many options for offhand sigil.
They took it, and nurfed it to the GROUNDDDD, they nurfed the rest of the cake too.
Commander Ascii :: Tempest Wolves [TW] :: Sanctum of Rall :: Best Necromancer NA
They took it, and nurfed it to the GROUNDDDD, they nurfed the rest of the cake too.
I lol’ed.
This should be taken as a good sign. Maybe without the Sigil of Paralyzation skewing things, Fear won’t need to be nerfed directly (or nerfed as hard) in the August balance patch. Making this change now means they have the opportunity to observe the Necro’s performance for a few weeks before pushing further changes live.
How to Condi Reaper on a budget
Everything I say is only in reference to PvE and WvW.
This should be taken as a good sign. Maybe without the Sigil of Paralyzation skewing things, Fear won’t need to be nerfed directly (or nerfed as hard) in the August balance patch. Making this change now means they have the opportunity to observe the Necro’s performance for a few weeks before pushing further changes live.
As long as they balance out this obvious hit to Necromancers properly, people wont mind. They now need to;
- Remove Daze & Knock-back being extended by +% stun duration effects.
- Remove Fear, Daze & Knock-back being reduced by -% stun duration effects.
- Redefine to everyone what “stun” means, renaming/ changing stun-breakers accordingly.
Commander Ascii :: Tempest Wolves [TW] :: Sanctum of Rall :: Best Necromancer NA
Meh… point is now there is no sigil for fear duration in spvp while there is duration sigil for EVERYTHING else.
What I found really interesting was in the live stream they mentioned the sigil working on Daze was also a bug, yet in the patch notes, no mention of the additional daze duration being removed from the sigil. Easy enough to test with WH, but really the double standard is irritating if that is the case.
With the cooldowns and limitations to on-crit and on-swap sigils, there are really not that many options for offhand sigil.
and i really hope it stays that way. dont want to lose extended duration for my whorn and tactical strike aswell…
btw hisazul: there are no specific runes/sigils for confusion or torment either.
but i really hope, melandru is fixed. dont get my hopes up tho.
Gunnar’s Hold
(edited by RashanDale.3609)
Weird… I’ve never had Dark Path behave any other way.
- Remove Daze & Knock-back being extended by +% stun duration effects.
- Remove Fear, Daze & Knock-back being reduced by -% stun duration effects.
I’m pretty sure the Flesh Golem’s knockdown isn’t affected by the Sigil of Paralyzation.
- Redefine to everyone what “stun” means, renaming/ changing stun-breakers accordingly.
That’s not necessary. All you need to know is that stun breaks cancel control effects.
Changing names or anything like that would just complicate things.
This should be taken as a good sign. Maybe without the Sigil of Paralyzation skewing things, Fear won’t need to be nerfed directly (or nerfed as hard) in the August balance patch. Making this change now means they have the opportunity to observe the Necro’s performance for a few weeks before pushing further changes live.
As long as they balance out this obvious hit to Necromancers properly, people wont mind. They now need to;
- Remove Daze & Knock-back being extended by +% stun duration effects.
- Remove Fear, Daze & Knock-back being reduced by -% stun duration effects.
- Redefine to everyone what “stun” means, renaming/ changing stun-breakers accordingly.
Agreed. I find it especially ridiculous that some stunbreakers work better against certain knockback effects than others. There really needs to be better consistency overall.
How to Condi Reaper on a budget
Everything I say is only in reference to PvE and WvW.
That’s not necessary. All you need to know is that stun breaks cancel control effects.
Changing names or anything like that would just complicate things.
I don’t get it…
Are you saying that Stun-breakers removing Fear, but Stun duration not increasing Fear makes sense and wont confuse new players?
Rename Stun-breaker to Control-breaker, re-validates everything it does.
Commander Ascii :: Tempest Wolves [TW] :: Sanctum of Rall :: Best Necromancer NA
They took it, and nurfed it to the GROUNDDDD, they nurfed the rest of the cake too.
Sorry, this is mesmer territory. I suggest you go back to the cool kids.
/edit: And be happy that it’s only the sigil. If this had been a mesmer change it would reduce the damage of terror by 50% and double the cd of all fear skills in adition to nerfing the sigil.
https://www.youtube.com/channel/UCJTjZ2yriM20o_36MZmMTuA/videos
(edited by Iavra.8510)
•Dark Path: This skill will now cause the necromancer to shadowstep the full 1200-unit distance when hitting at max range.
What was Dark Path doing before?
Before, if you managed to make Dark Path activate at 1200 range, it would only pull you about 900 distance, probably a holdover from when Dark Path was 900 range only.
It’s pretty obvious, and nobody’s impressed.
Btw for dark path, its tooltip was 900 range, its effect range was 1200 (as all claw projectiles necros have they were 300 range longer in beta 1, then got nerfed in tooltip but not behaviour… oh how i miss you long Ngrasp), so if you hit someone at 1200 youd get pulled for 900, not really a problem since it counted “hit” as edge of model instead of actually dealing damage/bleed thus most of the time you could dagger 1 spam right after D2 even if you casted it from 1200 range.
kitten YOU Softspoken.2410, typing out faster when i was trying to reply!
I’d bet money melandru is untouched. Hell melandru + -CD food is kind of a long standing “nerf” to condition specs.
They took it, and nurfed it to the GROUNDDDD, they nurfed the rest of the cake too.
I lol’ed.
This should be taken as a good sign. Maybe without the Sigil of Paralyzation skewing things, Fear won’t need to be nerfed directly (or nerfed as hard) in the August balance patch. Making this change now means they have the opportunity to observe the Necro’s performance for a few weeks before pushing further changes live.
I did not even notice that there was a sigil for that. I always love my sigil of earth ;p
Does sigil of impact affect damage during fear btw?
This should be taken as a good sign. Maybe without the Sigil of Paralyzation skewing things, Fear won’t need to be nerfed directly (or nerfed as hard) in the August balance patch.
Wouldn’t get hopes up. More fear nerfing will probably coincide with everyone finally figuring out you just have to focus down the Necro first same as always.
Necromancer:
•Mark of Blood: Updated the skill fact to display the proper regeneration duration.
So does this mean that Mark of Blood always gave 6s regeneration at base, and I just never knew?
It’s pretty obvious, and nobody’s impressed.
They took it, and nurfed it to the GROUNDDDD, they nurfed the rest of the cake too.
The cake is a lie.
I had to say it.
Tenebrous Fivetree – Guardian
Zelots of Shiverpeaks (ZoS) – Northern Shiverpeaks