If Rocket Charge is only 2 leaps then it should look like 2 leaps
True Shot should be cast on the move
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Just like our under water version, faster channel but less damage, hell the under water version even transfer conditions and have same damage a cross all distance, no reason that land version should be weaker
EDIT: test in the same zone
the under water version’s damage is 116 cast speed 1/2 and transfer conditions
the land version is 115 and damage is162 if enemies are within 600 distance and cast time is 1 second
the underwater version is much more powerful consider on land i have axe training and ascended weapons
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I wouldn’t try to model too much after the underwater version considering it is blatantly OP and the only reason it isn’t complained about is because UW combat is so awfully balanced anyway.
I don’t actually mind the cast time too much, if it gave projectile finisher, which comparable abilities like Elementalist staff do.
I think it has to have a cast time reduction because unlike staff eles, we do end up in situations where we need to be auto attacking in DS because everything else is on cooldown. Staff eles always have something off cooldown by switching attunements. It should also definitely be a projectile finisher because it’s the biggest most telegraphed projectile in the game.
The thing is necro’s huge cast time poise our lack of stability makes us more vulnerable to CCs compared to eles. Our lack of condition removal in death shroud allows blind to destroy the main damage source in death shroud
It’s kitten hard to pull off a life blast on anything in a team fight
Should reduce the aftercast or the precast time slightly. That would fix most of the reliability/clunky problems without overbuffing it.
Should reduce the aftercast or the precast time slightly. That would fix most of the reliability/clunky problems without overbuffing it.
Isn’t the precast+aftercast a full half second or so? If so that would really be all it takes.
Should reduce the aftercast or the precast time slightly. That would fix most of the reliability/clunky problems without overbuffing it.
Isn’t the precast+aftercast a full half second or so? If so that would really be all it takes.
Yup. .4 seconds is taken up by pre-cast and aftercast per life blast.
the pre cast+ after cast is 1.4 seconds according to the wiki imo 1.4 is too much. 1.25 would be better
So many times I’m charging a life blast and had to dodge and end up cancelling it
(edited by Zantmar.5406)
the pre cast+ after cast is 1.4 seconds according to the wiki imo 1.4 is too much. 1.25 would be better
So many times I’m charging a life blast and had to dodge and end up cancelling it
Wait for about the 3/4 second mark and the dodge won’t cancel the cast
bro the problem is still the wait part i mean if u wait for too long then dodging would be meaningless no? i am new to necro so i practiced him for a couple weeks and when i went back to guard for a day for pvp and i feel like a speed demon
I’ve always felt the cast should be 3/4, and reduce the pre/after cast and slightly reduce the damage. I don’t however condone the idea of land transferring conditions because #opaskitten
lifeblast transfer conditions should be a master trait in blood magic. So you can have synergy with unholy martyr. :>
lifeblast transfer conditions should be a master trait in blood magic. So you can have synergy with unholy martyr. :>
That would be smexy as hell but not likely.
The condition transfer is the underwater version
I know but we dont have a transfer above water without taking high cooldown weapon/utility skills.
I know but we dont have a transfer above water without taking high cooldown weapon/utility skills.
If they made it xfer above water it would pretty much have to be Blood magic trait oriented. Blood magic needs love, especially with its connection to Death Shroud. And it needs to be relatively “out of reach” for condition necros, because their return is fine while power could really use some love with condi removal. And if it’s a master trait, it lines up well for power necros wanting to take ritualistic wells.
Which is exactly why i said make it a blood magic master trait. :P
Which is exactly why i said make it a blood magic master trait. :P
I was agreeing with you and elaborating on why. :P Just saying its a good idea but has to be carefully handled because a terrormancer with dhuum and return condies could easily get out of hand.
Baseline Plague Blast would be probably one of the strongest skills in entire game. I could see it on land, but with some investment.
1/2 second condition transfer would cannibalize every other condi spec with it’s own conditions, like underwater and make Necro vs. Necro engagements extremaly long, all about condi load&fear and running from Putrid Mark range
I like synergy of Gathering Plague (#4 UW) and Plague Blast, though. More damage and pressure though teamplay with bonus support condi cleansing. And you can control it, unlike Plague Signet or Unholy Martyr.
Or make Unholy Martyr have effect outside of DS. Example: while in DS draw conditions, while out of DS transfer conditions away off of yourself to enemies. Although imo one of the biggest problems with UM is that Plague Signet doesn’t work while in DS.
And yeah, pulling LB’s cast time back a bit makes sense.
At min range it has the same DPS as a Longbow Ranger’s #1 skill at max range. Maintain this ratio and it’ll probably be fine wherever you decide to leave it.
Plague Blast on land would be great. Too great.
I’ve won 1v3 and 1v4 plenty of times as a power nec with zerker in WvW by luring people into water. Maybe if it was for a limited duration and requiring a GM trait, like for 10s on DS entry you have Plague Blast instead of Life Blast with a 60/90s icd and an obvious telegraph or tell around the Necro while its active.
Plague Blast on land would be great. Too great.
I’ve won 1v3 and 1v4 plenty of times as a power nec with zerker in WvW by luring people into water. Maybe if it was for a limited duration and requiring a GM trait, like for 10s on DS entry you have Plague Blast instead of Life Blast with a 60/90s icd and an obvious telegraph or tell around the Necro while its active.
Or you just gain quickness when entering deathshroud etc.
Or you just gain quickness when entering deathshroud etc.
That’s no fun.
Also, worth mentioning, Unyielding Blast and Reaper’s Might get buff alongside Life Blast if we reduce the cast time
Projectile finisher would be nice. Either through one of the lifeblast traits or just baseline.
What would be interesting is if there was a trait that modified life blast that way: faster cast but less damage. Traits that have a positive and a negative and fundamentally change an ability or tweak it in a meaningful way – that would be great for customization.
What about a trait that gave quickness if you hit with lifeblast once every 20 seconds.
I think they should reduce the pre/after-cast times significantly or reduce cast time.
Unholy Martyr should also make it transfer a condi, like Plague Blast does.
I would be fine with life blast as-is if they simply take away the damage reduction based on range. That’s just a dumb restriction on a slow, easy to dodge/interrupt cast.
I think they should reduce the pre/after-cast times significantly or reduce cast time.
Unholy Martyr should also make it transfer a condi, like Plague Blast does.
Adding Plague Blast to Unholy Martyr, decreasing LF per condition and increasing allied transfer rate would flesh out that trait and make a very decent pick for both Power and Condition.
I feel like it should have at least 3/4 second cast time though. And I’m not sure about Reaper’s Might+Unyielding.
1. Leave lifeblast damage how it is, de-clunk precast/aftercast.
2. Call it a day ANet.
I’ve mentioned the same thing before about plague blast, and so, I agree as well. Should be able to trait for it and I have no problem with it being tied to blood magic. I do however believe that it should deal at least half the damage as its underwater counterpart while keeping the same attack rate.
what is the justification for our ridiculously high cast times on some of our skills. It so bugs me, that we have to wait so long to get off a skill sometimes. I don’t seem to feel like this at all on any other class. Sometimes on the necro, it feels so unsmooth to fire off skills, because im cancelling my own skills sometimes to freakin dodge. I mean, i cast the skill, and need to dodge (or take a boot to the skull) but since my skill has such a godkitten long cast time, and post-cast time, that i cannot chain skills together, or even finish casting one skill at times due to the pre/post cast time.
I see no justification for this. It’s not like they are huge skills either, and they have cool downs, why do they justifiy adding these kittened times pre and post cast.
what is the justification for our ridiculously high cast times on some of our skills. It so bugs me, that we have to wait so long to get off a skill sometimes. I don’t seem to feel like this at all on any other class. Sometimes on the necro, it feels so unsmooth to fire off skills, because im cancelling my own skills sometimes to freakin dodge. I mean, i cast the skill, and need to dodge (or take a boot to the skull) but since my skill has such a godkitten long cast time, and post-cast time, that i cannot chain skills together, or even finish casting one skill at times due to the pre/post cast time.
I see no justification for this. It’s not like they are huge skills either, and they have cool downs, why do they justifiy adding these kittened times pre and post cast.
We don’t actually have high cast times on all of our skills, it is really just our weapon skills that suffer from this. A 1.4s cast time (including pre/after casts) isn’t all that rare, it exists on a lot of the slower attacks. I just think ANet at launch over-estimated how strong some of our abilities would be, and we never got the second pass-over that Rangers got to fix some things that didn’t fit.
also i want to add: make the auto attack in Lich form launch scythes instead of claws
its so boring to see a replicated staff projectile.
and yes i think it would be fair to make it transfer conditions in unholy Mytar, it ould make it very build defining and interesting to play.
aside that we really need a cast/recast reduction on that life blast
I havent done PVE in a while. I couldn’t believe how great Life blast felt underwater.
i know right it feels too good to be true
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