As true as Odin’s spear flies,
There is nowhere to hide.
For me, the design philosophy seems to be that necromancers should be able to keep their foes within range of their skills at all times.
Sadly, this is rarely seen. (Unless of course they are chasing you, which is where necro really falls flat on its face.) The gap closer skills are on huge cooldowns, even traited. (the -33% is NICE why does it require a health threshold?)
I think to other immobilize skills such as net shot, it has a 1000 base range, 2 second duration and a 10 second cooldown. Let’s compare this to dark pact; deals 600 something damage(irrelevant..) immobilizes for 3 seconds, 25 second cooldown. Twenty. Five. Seconds. The immobilize is only 33% more effective than a skill with an 10 second cooldown, yet has more than 200% the cooldown? Can you just get rid of the damage and adjust the cooldown accordingly?
Think of it this way: a warrior is halfway across the map in this time, a thief has gone around the map twice, then backstabbed me out of nowhere(rarely results in me dead, point is mobility) In a game where mobility seems to be the philosophy for everything but necromancer, what gives? I know i’m not the first to post about this, probably won’t be the last either. This is also completely ignoring the fact that leap/rush skills ignore movement impairing effects.
While I seriously look forward to reaper, I saw the cooldown of the pull move, it’s -huge- how is being such a slow weapon and huge damage modifiers going to you know, make them land? I get that chill is a major factor, but in a game where everyone has some form of rush/leap skill sans necromancer…you get the point.
Sometimes philosophies don’t match up with realities. (Soviet russia being an example)
Not trying to ruin anyone’s day, just sort of held my breath on this one because I really want to love reaper.
Point of the post, I’m asking the developers of the Necromancer class how well they think the attrition works.
I also play ranger and engineer quite heavily, i can honestly tell you(especially with the free vuln stacks on the new consume conditions) sniping them is quite fun, and i am beyond not worried about my ability to get away from them.
maybe we could have more chances to apply cripple and/or chill. Immobilize isn’t really bad, but imo thematically is out of place, and as you said, it has more downs than ups. And kittenmit the range, seeing people dodge it by sheer fortune is not as frustrating as seeing the “out of range” phrase when you’re almost in melee
maybe we could have more chances to apply cripple and/or chill. Immobilize isn’t really bad, but imo thematically is out of place, and as you said, it has more downs than ups. And kittenmit the range, seeing people dodge it by sheer fortune is not as frustrating as seeing the “out of range” phrase when you’re almost in melee
I’m afraid if they increased the range on it they’d also just increase the cooldown :/
Apparently we’ve had different experiences with this lol. While after the recent patch some rangers are a bit harder to kill overall I’ve never had much of a problem keeping up with another class, the only time it ever really becomes an issue being when their so close to death they try to run but even then it’s not to often they can get away unless your in wvw and they jump inside a tower but that’s any class. Personally I’ve never had an issue with necro in this department.
Apparently we’ve had different experiences with this lol. While after the recent patch some rangers are a bit harder to kill overall I’ve never had much of a problem keeping up with another class, the only time it ever really becomes an issue being when their so close to death they try to run but even then it’s not to often they can get away unless your in wvw and they jump inside a tower but that’s any class. Personally I’ve never had an issue with necro in this department.
See that’s the thing, you have a few exceptions. You are apparently one of them. If you immobilize a thief, it can teleport away, same with a mesmer and ele. If you immobilize a ranger, warrior, or guardian, they can rush/charge away. If you do it to an Engineer they can do seven million different things to laugh at your 25s cooldown immobilize.
Point isn’t how effective it is if it lands, it’s just how few gap closers we have. Mobility does more for attrition than you think.
The developers will tell you that this is a “weakness” of Necro, and is working as intended, but ignore all the other weaknesses we deal with on a daily basis that they refuse to see. Their “thematic” approach to Reaper is already falling apart and the update isn’t even here yet.
certain builds do accomplish the goal of attrition, I think MM is the easiest example of this post patch.
-unholy martyr gives you a LOT of life force generation, meaning you’ll stay in death shroud for a very long time in fights, making extended battles in your favor
-with vampiric aura and vampiric, you can get a lot of siphoning in shroud using life transfer, with the added bonus of minions siphoning too. This is excluding the very noticeable amount of health you gain from your channeled damage spells through this.
-you have ample access to cripple and chill, making it easier to lock down enemy players
-conditions have very little effect on you with necromantic corruption
It honestly really does win extended fights.
I think that the only real issue the necromancer has, is that not enough of his attacks apply those soft CCs (cripple, chill) anmd we’re now getting a spec that applies chill on auto attack. We should wait it out and see how the reaper plays out before righting it off.
certain builds do accomplish the goal of attrition, I think MM is the easiest example of this post patch.
-unholy martyr gives you a LOT of life force generation, meaning you’ll stay in death shroud for a very long time in fights, making extended battles in your favor
-with vampiric aura and vampiric, you can get a lot of siphoning in shroud using life transfer, with the added bonus of minions siphoning too. This is excluding the very noticeable amount of health you gain from your channeled damage spells through this.
-you have ample access to cripple and chill, making it easier to lock down enemy players
-conditions have very little effect on you with necromantic corruptionIt honestly really does win extended fights.
I think that the only real issue the necromancer has, is that not enough of his attacks apply those soft CCs (cripple, chill) anmd we’re now getting a spec that applies chill on auto attack. We should wait it out and see how the reaper plays out before righting it off.
Why t he heck do people keep coming back to “reaper will make it better”
You do realsie that we’re the only class that’s being built around a specific selection of traits from a specialisation we don’t have yet and that some people might prefer not to use?
As far too numerous people on this forum have had to keep pointing out, the base class needs to be balanced on it’s own. If the core class is missing something, it should be fixed in the core class and anything that the Reaper brings should be an option not a requirement for a complete class. If Anet are going to balance necro around reaper, then they need to make the reaper baseline and give us a different Elite spec.
What’s more, the CC the reaper brings is tied to the greatsword, which some may prefer not to use and is still only usable with reaper selected, and the rest is from specific traits which people might not want to use. None of these things makes sense for balancing the core necro.
Make Dark Path ground targeted instead of requiring a target.
I think we’re the only profession without a targetless leap/teleport and it shows.
The attrition idea didn’t work. Death shroud isn’t an attrition mechanic, it’s a burst mechanic.
Warriors basically got changed from a burst class to an attrition class after launch, so a change in philosophy from anet isn’t impossible.
As for the reaper, right now it looks horrible. Maybe it will be good after the patch against players who don’t know what it does, but that’s it.
The attrition idea didn’t work. Death shroud isn’t an attrition mechanic, it’s a burst mechanic.
Warriors basically got changed from a burst class to an attrition class after launch, so a change in philosophy from anet isn’t impossible.
As for the reaper, right now it looks horrible. Maybe it will be good after the patch against players who don’t know what it does, but that’s it.
I thought GS for PvE rest of reaper can fit all 3 modes. DS just has to be less restrictive it supposed to serve as a shield,I’m pretty sure they saw the result of not making Blood Magic blocked by DS it improved necro and gave us hope they should continue on that path for the entire class. The ultimate goal is to use utilities in DS.
Make Dark Path ground targeted instead of requiring a target.
I think we’re the only profession without a targetless leap/teleport and it shows.
This would make necromancer much more playable in tight situations. I can’t even count how many times i’m either the -only- person behind the zerg (aka, dead) because I lack teleport/ rush mechanics, or i see an enemy necromancer getting mobbed for the same reason. Whoever designed the necromancer as a class seemed to have looked at mesmer and necromancer and said that necromancer had the superior sustainability.
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