Necro: Candidate for Stealth?
Could be nice. But i doubt many agree it fits. Im not so sure myself.
Not fitting for the Necro, really. You know death is coming.
would be nice to see stealth I think.
Like put a 8 second debuff on them and should they stealth, they simply turn into a shadowy version of themselves to us only.
A little divided on the issue myself…but I gotta go with no. We’re not supposed to be a stealthy class, and don’t have mobility to take advantage of said stealth even if we did have it.
I think necro is a little too tanky for stealth. I can imagine the QQ now: "2 health bars and stealth? GG Anet. "
I’d like a lot of changes that get made around here but I don’t think stealth is a good fit.
I’m pretty confident that of all the things this game needs, “more stealth” is not one of them.
Maybe as a spectral elite?
Something like:
Gain for 4 seconds stealth and gain x% (maybe something between 5 and 10) Lifeforce each second while in Stealth (so if you break stealth some of the Lifeforce will not be gained). Cooldown would something like 60 seconds. It would also be an instant cast and maybe even a stun break.
Not that necromancer really would need something like that but i would like it for sure.
I would rather see reflects and projectile defence instead of stealth.
I would rather see reflects and projectile defence instead of stealth.
Agreed – along with more pulls and interrupts
Dark path should count as a leap, too.
I think stealth could fit in some way with spectral skills if you tried hard enough, but seems unnecessary. I’d rather see some form of defense that adds utility to a team that can benefit PvE and PvP at the same time. Not sure reflects would be too useful in PvP though.
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Necro has always had a bit of a weakness to ranged opponents in PvP. So reflects would be pretty good for both gametypes.
How overpowered would a trait be that made it so whenever a Necromancer had protection they also reflected (or destroyed) projectiles? Destroyed makes more sense since a lot of the protection we get is from spectral sources. Kinda in theme that the Necro becomes spectral so projectiles go right through him. For that matter, they could just attach the mechanic to the spectral buff.
Class has limited access to protection, but the access it does have is long duration. Most other classes that provide protection is self only other than Guard and Mesmer I believe?
(edited by Atherakhia.4086)
Well yeah but guardian provides permanent protection. And i dont think anyone would agree to that particular trait anyway.
Ive always felt spectral wall should be a reflect. CPC should be projectile destruction. And enfeebling blood should be a projectile block (like ring of earth).
Or you could add a trait which makes spectral skills and effects reflect. That way you atleast have to trait for it.
How overpowered would a trait be that made it so whenever a Necromancer had protection they also reflected (or destroyed) projectiles? Destroyed makes more sense since a lot of the protection we get is from spectral sources. Kinda in theme that the Necro becomes spectral so projectiles go right through him. For that matter, they could just attach the mechanic to the spectral buff.
Class has limited access to protection, but the access it does have is long duration. Most other classes that provide protection is self only other than Guard and Mesmer I believe?
I’m running a build right now that boasts nearly perma-protection (and I’m not using every available source). Such a trait would be very broken.
necro is a master of darkness, there for it has deathshroud….
No necro with stealth never.He is like a warrior and guardian elementalist anti stealth playstyle.If ever i get even 0.00001 sec stealth with necro im out.
How overpowered would a trait be that made it so whenever a Necromancer had protection they also reflected (or destroyed) projectiles? Destroyed makes more sense since a lot of the protection we get is from spectral sources. Kinda in theme that the Necro becomes spectral so projectiles go right through him. For that matter, they could just attach the mechanic to the spectral buff.
Class has limited access to protection, but the access it does have is long duration. Most other classes that provide protection is self only other than Guard and Mesmer I believe?
Necromancers can apply protection to allies through a trait. I don’t think reflection fits the necromancer but absorbing them might be pretty cool. Like each time it hits the projectile is effectively destroyed/reduced to 0 damage and grants retaliation or might. Or something like that. Idk, just throwing out ideas.
How overpowered would a trait be that made it so whenever a Necromancer had protection they also reflected (or destroyed) projectiles? Destroyed makes more sense since a lot of the protection we get is from spectral sources. Kinda in theme that the Necro becomes spectral so projectiles go right through him. For that matter, they could just attach the mechanic to the spectral buff.
Class has limited access to protection, but the access it does have is long duration. Most other classes that provide protection is self only other than Guard and Mesmer I believe?
Necromancers can apply protection to allies through a trait. I don’t think reflection fits the necromancer but absorbing them might be pretty cool. Like each time it hits the projectile is effectively destroyed/reduced to 0 damage and grants retaliation or might. Or something like that. Idk, just throwing out ideas.
Spectral Wall as well, which provides Protection to an infinite number of allies.
I’d rather see more blast finishers, blocks, evades etc
Maybe a trait that makes a necro immune to projectiles in deathshroud when their life force is above 70%
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Ghostly Shroud- Provides 3 second stealth when entering Deathshroud.
Great for not being the focused fired guy.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Stealth would be hilarious. Extra pazazz that’s not really needed. Let’s start with something basic…like vigor.
This is 2015, lets go crazy… remove the stability from foot in the grave and add it to near to death, while reducing the stability to 1.5s. Then make foot in the grave give stealth upon leaving death shroud. A reasonable person would put a cooldown on that, not in 2015. It gets even better when we add to that trait that you regain life force while stealthed. Then just to kitten all the other classes off, give the necromancer a pistol that places a smoke field. Around this time the devs find a bug around since beta that, when fixed, makes DS2 a leap.
I love 2015.
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(edited by Ashur.6403)
Necromancers take forever to kill with my ranger. They don’t need projectile hate lol.
As for stealth, roll a norn…
Necromancers take forever to kill with my ranger. They don’t need projectile hate lol.
As for stealth, roll a norn…
Does your ranger use a longbow? A necro going defensive relies on plagueform and wells to survive and avoid damage. They also require to be within about 600 units of the target as necro has very few long range abilities. Classes which could poke from long range were always the most difficult to play against back when i was doing some PvP a while back. Simply because i could not touch them but they could touch me without me being able to negate the damage.
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[SALT]Natchniony – Necromancer, EU.
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Necromancers take forever to kill with my ranger. They don’t need projectile hate lol.
As for stealth, roll a norn…
Does your ranger use a longbow? A necro going defensive relies on plagueform and wells to survive and avoid damage. They also require to be within about 600 units of the target as necro has very few long range abilities. Classes which could poke from long range were always the most difficult to play against back when i was doing some PvP a while back. Simply because i could not touch them but they could touch me without me being able to negate the damage.
You cannot backpeddle faster then a person moving toward. A lb ranger using everything to stay out of 600 range deprives themselves greatly. These are the rangers everyone calls an easy kill. If you get to 600-melee range they die fast cause they don’t know what to do at that point.
I don’t avoid melee with my ranger. I am happy to swap to gs as that is even more deadly as it is defensive. My greatest weakness is switching to melee and then having foe kite me to death. I’m working on using my gs throw skill for crippling, swapping flame trap for spike trap to see if I can improve in that area.
Its not that simple. Positioning is important in sPvP.
Besides it doesnt matter what your perception of it is. Its pretty clear that the ranger has the advantage and has greater ability to control the fight in that situation. Which means that long range poking is a good counter to necros. This doesnt mean that the encounter is always decided based on this logic. PvP isnt that predictable. :P
(edited by spoj.9672)
This still doesn’t make necro a candidate for stealth.
Never said it did.
Never said you said it did.
Never said you said i said it did. ;p
don’t be so defensive then, gives the wrong idea.
o_O
You thought i was being defensive? I thought you were trying to be funny so i just carried it on due to boredom. ;P
oh its now my fault, I see.
Clearly its my fault.
Short said – Hell NO.
Stop turning more classes into Wannabe-Thieves.
If you want Stealth, go play a Thief, Mesmer, Ranger or Engineer.
Thats more than enough Stealth in this Game.
In fact I think that just only Thief and Mesmer should have Stealth, anythign else just hurts in my opinion only the overall Game Balance significantly.
It was a wrong move of Anet to give Rangers stealth, they should have given them somethign else to mitigate damage, like Protection, Aegis or Vigor for more often Dodges, after using Hunter’s Shot, but not Stealth and rename eventually the skill then.
Necromancers take forever to kill with my ranger. They don’t need projectile hate lol.
As for stealth, roll a norn…
Does your ranger use a longbow? A necro going defensive relies on plagueform and wells to survive and avoid damage. They also require to be within about 600 units of the target as necro has very few long range abilities. Classes which could poke from long range were always the most difficult to play against back when i was doing some PvP a while back. Simply because i could not touch them but they could touch me without me being able to negate the damage.
You cannot backpeddle faster then a person moving toward. A lb ranger using everything to stay out of 600 range deprives themselves greatly. These are the rangers everyone calls an easy kill. If you get to 600-melee range they die fast cause they don’t know what to do at that point.
I don’t avoid melee with my ranger. I am happy to swap to gs as that is even more deadly as it is defensive. My greatest weakness is switching to melee and then having foe kite me to death. I’m working on using my gs throw skill for crippling, swapping flame trap for spike trap to see if I can improve in that area.
All wrong my friend.. all wrong.
A power ranger has a wide range of skills to kite nearly any class but especially a necro. Knockbacks will affect a necro the most and not only do you have your own source of fears / immobilizes / steath you also have plenty of backward leaps.
If anything I could see projectile reflect on spectral wall. But thats my opinion.
I think necro should be able to stun using fear ._. aka medusa’s gaze
Long live 2015
All wrong my friend.. all wrong.
A power ranger has a wide range of skills to kite nearly any class but especially a necro. Knockbacks will affect a necro the most and not only do you have your own source of fears / immobilizes / steath you also have plenty of backward leaps.
If anything I could see projectile reflect on spectral wall. But thats my opinion.
Depends if we are talking spvp or wvw…
In spvp its a lot easier to corner a ranger due to the generally smaller confines and LOS elements but in wvw you probably wont get too close unless they want to.
But yea no stealth for necros please, already too many things that do. The skill is too powerful to be so prevelant
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(edited by Kilger.5490)