List of Things Still Needing Addressed

List of Things Still Needing Addressed

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Posted by: ronpierce.2760

ronpierce.2760

I just wanted to start sort of a list here of all the things I personally felt weren’t touched on, which direly need to be. This will be from my perspective, so go ahead and each of you make your own list, keep it simple and to the point of anything you feel still needs looked at or wasn’t touched on enough.

These are the things I feel definitely need looked at as soon as possible, things I would have expected to be considered for this patch:
General
Cast times
- Minion Cast times (too long).
- Focus 5 cast time (too long).
- Dagger 2 channel too long.
- Dagger 3 cast time slightly too long or range to 900.
- Charge (Golem) simply ridiculous for a command.

Heals
- Heal spell improvements.
-> Vampirism passive is still useless.
-> Blood fiend still weak, too many weaknesses and leech healing doesn’t scale with master’s healing power.
-> Well of Blood. Too long of Cooldown/doesnt heal through shroud.
-> Consume Conditions sucks now.

Other Concerns
- No mention of Moa fix destroying minions and elites.
- Bug fixes on Putrid Explosion bast (delayed).
- Minion on-use abilities delayed too long.
- Flesh Golem
-> Active (Charge) cast time WAY too long. (As said above)
-> Needs to pulse 1 stability per 3 to match other long stabilities post-stability patch.
- Axe 1.

Traits
Curses
- Master Tier is a clusterf***.
-> Terror and PoC now contested.
-> No one is going to get the reduced CD on the new terrible Consume Conditions over the above. (Rarely, at best.)

Death Magic
- Soul Comprehension
-> Was terrible before, as a concept, concept stayed and was nerfed. Worst trait in the game.
- Flesh of the Master
->Essentially mandatory for pets to not get knocked over. Remove it and unsplit HP across the game, perhaps spill some into baseline for PVE still.

Soul Reaping
- Dhuumfire still low duration, weak compared to scepter.
- Vital Persistence dominance.

That’s my list of things I would still like looked at and considered for fixing/adjusting. Thanks for listening. Please feel free to make your own list (or tear mine apart, if you must).

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

(edited by ronpierce.2760)

List of Things Still Needing Addressed

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Posted by: Targuil.3741

Targuil.3741

Not much here to disagree with. I’d add Scepter 3 to other concerns though. The skill just feels out of place, has decently long cast time and no impact. Not to mention no benefit at all from the weapon specific trait.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
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Posted by: Sigmoid.7082

Sigmoid.7082

“→ Terror and PoC now contested.”

I dont see this one in particular as an issue. Most of the other things are stuff thats on point.

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Posted by: Cecilia.5179

Cecilia.5179

“-> Terror and PoC now contested.”

I dont see this one in particular as an issue. Most of the other things are stuff thats on point.

That’s a really painful nerf to terrormancer because the boon removal was somewhat vital to the usefulness of terror, and combined with everything else we’re losing, this is too much.

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Posted by: ronpierce.2760

ronpierce.2760

“-> Terror and PoC now contested.”

I dont see this one in particular as an issue. Most of the other things are stuff thats on point.

That’s a really painful nerf to terrormancer because the boon removal was somewhat vital to the usefulness of terror, and combined with everything else we’re losing, this is too much.

Well, and it breaks a play style which is something they had originally said they wanted to avoid, which is why I added it to the list.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

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Posted by: Sigmoid.7082

Sigmoid.7082

“-> Terror and PoC now contested.”

I dont see this one in particular as an issue. Most of the other things are stuff thats on point.

That’s a really painful nerf to terrormancer because the boon removal was somewhat vital to the usefulness of terror, and combined with everything else we’re losing, this is too much.

Well, and it breaks a play style which is something they had originally said they wanted to avoid, which is why I added it to the list.

Still dont see it an an issue rather a choice between different play styles since specific boon hate can be an actual build. I never seen the boon removal as “vital” to the build. My opinion.

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Posted by: Bhawb.7408

Bhawb.7408

Dagger 3 is objectively bad for a variety of reasons, it needs a CD reduction or a secondary effect
Axe 2 is also objectively bad as a channeled skill. Axe 1 needs some love
We also still lack finishers across the board
Signet passives and Death Shroud
Delayed blast finisher on Putrid Explosion

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Posted by: Cecilia.5179

Cecilia.5179

“-> Terror and PoC now contested.”

I dont see this one in particular as an issue. Most of the other things are stuff thats on point.

That’s a really painful nerf to terrormancer because the boon removal was somewhat vital to the usefulness of terror, and combined with everything else we’re losing, this is too much.

Well, and it breaks a play style which is something they had originally said they wanted to avoid, which is why I added it to the list.

Still dont see it an an issue rather a choice between different play styles since specific boon hate can be an actual build. I never seen the boon removal as “vital” to the build. My opinion.

A build that is completely devoted to being anti boon is more or less a niche counterbuild that is not very amazing when it can be done alongside many other things on more generalized build, such as terrormancer, which currently has really good anti boon on top of being able to deal with things that are not boon heavy, like some warriors.

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Posted by: Phoebe Poison.4875

Phoebe Poison.4875

Beyond the obvious stuff like uncalled for nerfs and curses mess, blood magic in the context of the new trait system is still meh. The support traits are weird at best (the passive nature of the condi pull has been driving me mad as long as plague signet has been in game) and if you try to make 1v1 oriented spec with this line (i’m currently using 2 pts in BM for the nice mark of evasion – soul marks synergy and would like to keep it and add some life siphon on top of that) you end up with an empty GM slot, since you don’t have neither wells on your bar nor a single ally for the 2 other traits to have ANY effect whatsoever. What is that if not bad design.

Just wanted to add this since there is so much more things getting fkd up with this update that the fact that BM still needs reshuffling and a few more not worthless and less situational traits didn’t get much attention on the forums. ESPECIALLY since the new system forces you to take full lines I would expect it to be so. Guess that’s too much for a necro though.

-

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Posted by: Sigmoid.7082

Sigmoid.7082

“-> Terror and PoC now contested.”

I dont see this one in particular as an issue. Most of the other things are stuff thats on point.

That’s a really painful nerf to terrormancer because the boon removal was somewhat vital to the usefulness of terror, and combined with everything else we’re losing, this is too much.

Well, and it breaks a play style which is something they had originally said they wanted to avoid, which is why I added it to the list.

Still dont see it an an issue rather a choice between different play styles since specific boon hate can be an actual build. I never seen the boon removal as “vital” to the build. My opinion.

A build that is completely devoted to being anti boon is more or less a niche counterbuild that is not very amazing when it can be done alongside many other things on more generalized build, such as terrormancer, which currently has really good anti boon on top of being able to deal with things that are not boon heavy, like some warriors.

There are new builds opening up that are antiboon while doing many other things and are very generalized. Just going to agree to disagree and see what people say tuesday. I am going to bet tunes change.

Also on terror i expect its scaling to change else its going to be weaker in comparison after the changes.

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Posted by: ronpierce.2760

ronpierce.2760

Dagger 3 is objectively bad for a variety of reasons, it needs a CD reduction or a secondary effect
Axe 2 is also objectively bad as a channeled skill. Axe 1 needs some love
We also still lack finishers across the board
Signet passives and Death Shroud
Delayed blast finisher on Putrid Explosion

Good points. I actually intended to bring up finishers and Signets in shroud but forgot, nice catch.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

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Posted by: Muchacho.2390

Muchacho.2390

I think dhuumfire will be decent with the reaper spec. But yeah for base necro ist kinda sucks due the slow casttime of Lifeblast. So maybe give Lifeblast a short casttime and adjust the numbers and dhuumfire would be decent for base necros.

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Posted by: ronpierce.2760

ronpierce.2760

I think dhuumfire will be decent with the reaper spec. But yeah for base necro ist kinda sucks due the slow casttime of Lifeblast. So maybe give Lifeblast a short casttime and adjust the numbers and dhuumfire would be decent for base necros.

I actually calculated damage for 1000 condition damage. (While yes, burn is faster and cleaves) Scepter did about 52% more damage in conditions than the burn added, and has quite a bit of range on it. Life blast’s comparison is just bad all around.

Essentially, for a Reaper you give up quite a bit of damage for it to be less cleanseable (shorter burst condi) and to possibly cleave up to 2 targets. (Assuming 6 points in either tree). And obviously Scepter/Bleed traits effect far more than just the auto attacks, so beyond the autos attack comparisons, it really falls behind in damage. Even a single added second would put it in a good spot, especially considering the requirement of two trees for even decent use.

I do agree, after cast on life blast could be reduced even at a slight loss of damage to compensate. It’s too kitten slow right now.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

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Posted by: nekretaal.6485

nekretaal.6485

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Posted by: Rym.1469

Rym.1469

I think I’ll soon have a little surprise for all of you, guys

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[SALT]Natchniony – Necromancer, EU.
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Posted by: Muchacho.2390

Muchacho.2390

I think dhuumfire will be decent with the reaper spec. But yeah for base necro ist kinda sucks due the slow casttime of Lifeblast. So maybe give Lifeblast a short casttime and adjust the numbers and dhuumfire would be decent for base necros.

I actually calculated damage for 1000 condition damage. (While yes, burn is faster and cleaves) Scepter did about 52% more damage in conditions than the burn added, and has quite a bit of range on it. Life blast’s comparison is just bad all around.

Essentially, for a Reaper you give up quite a bit of damage for it to be less cleanseable (shorter burst condi) and to possibly cleave up to 2 targets. (Assuming 6 points in either tree). And obviously Scepter/Bleed traits effect far more than just the auto attacks, so beyond the autos attack comparisons, it really falls behind in damage. Even a single added second would put it in a good spot, especially considering the requirement of two trees for even decent use.

I do agree, after cast on life blast could be reduced even at a slight loss of damage to compensate. It’s too kitten slow right now.

Mhh i dont disagree with you. I only said decent because i think it is nice to have the option of a damaging condition on our Shroud auto for atleast some condition pressure in Shroud in Soul reaping. But an extra second on the burning i would happly take.

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Posted by: ronpierce.2760

ronpierce.2760

I think dhuumfire will be decent with the reaper spec. But yeah for base necro ist kinda sucks due the slow casttime of Lifeblast. So maybe give Lifeblast a short casttime and adjust the numbers and dhuumfire would be decent for base necros.

I actually calculated damage for 1000 condition damage. (While yes, burn is faster and cleaves) Scepter did about 52% more damage in conditions than the burn added, and has quite a bit of range on it. Life blast’s comparison is just bad all around.

Essentially, for a Reaper you give up quite a bit of damage for it to be less cleanseable (shorter burst condi) and to possibly cleave up to 2 targets. (Assuming 6 points in either tree). And obviously Scepter/Bleed traits effect far more than just the auto attacks, so beyond the autos attack comparisons, it really falls behind in damage. Even a single added second would put it in a good spot, especially considering the requirement of two trees for even decent use.

I do agree, after cast on life blast could be reduced even at a slight loss of damage to compensate. It’s too kitten slow right now.

Mhh i dont disagree with you. I only said decent because i think it is nice to have the option of a damaging condition on our Shroud auto for atleast some condition pressure in Shroud in Soul reaping. But an extra second on the burning i would happly take.

I’m fairly confident that a second bump would do the trick. While yes, it does give Shroud condi pressure for condition builds, it is our class mechanic and if we have to dump points for our main mechanic to work properly with out condition builds, I don’t think it’s too much to ask for it to be worth the investment. The trait is (/ would be) fairly good and definitely a play style changer, not Proc based which is great and isn’t proccing while we do other things (like old Dhuumfire did they causes crazy burst conditions). I feel with a small bump it becomes a very unique and flavorful trait.

Wouldn’t take much to make me happy. 1 second. Make it happen Gee Man!

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)