Necro Changes

Necro Changes

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Posted by: wbonetwo.2196

wbonetwo.2196

I would like to see two changes.

Make the sceptre skills casting range increased from 900 to 1200 yards.

Give necromancers a damage over time skill that is different from the current ones in the game.

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Posted by: Bhawb.7408

Bhawb.7408

We do. Fear becomes a dot skill (when traited), and I am fairly sure that is unique to necros.

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Posted by: Bas.7406

Bas.7406

I didn’t even think of that one, I used a fear build the other day in pvp. 1800 damage on a fear :P. It was awesome!

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Posted by: Enferian.2705

Enferian.2705

It is unique to us and it can add some nice dmg too. Bad thing is that, as far as i know, someone with stability is not affected by this damage. I m not 100% sure though, so If i m wrong pls correct me.

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Posted by: Bhawb.7408

Bhawb.7408

Stability would make them immune to fears (I believe), but you probably want to pick up corrupt boon in any PvP scenario anyway, which will make their stability another fear.

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Posted by: Enferian.2705

Enferian.2705

When i get the chance i ll test to see if they take dmg from terror when they have stabilty and post here the results.

Of course i take corrupt boon in PvP, but i m still trying to figure out why it just doesnt affect the target sometimes

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Posted by: Bhawb.7408

Bhawb.7408

Stability doesn’t remove fear, it only prevents it from being applied while active. So the damage should still occur, you just cannot fear people with stability on (unless you corrupt stability itself).

But of Corpse – Watch us on YouTube
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Posted by: wbonetwo.2196

wbonetwo.2196

I would also like to see staff one skill apply a bleed or some sort of DOT like the mesmers number 1 skill on their staff.

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Posted by: striker.3704

striker.3704

The scepter is already argueably our best weapon, it doesn’t really need another buff.

I would also like to see staff one skill apply a bleed or some sort of DOT like the mesmers number 1 skill on their staff.

We probably don’t get any dots on the staff because we gain life-force on hit with it instead.

D/S/R necromancer F/A/T elementalist
S/I/F engineer Z/R/D guard

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Posted by: Bas.7406

Bas.7406

The scepter is already argueably our best weapon, it doesn’t really need another buff.

I would also like to see staff one skill apply a bleed or some sort of DOT like the mesmers number 1 skill on their staff.

We probably don’t get any dots on the staff because we gain life-force on hit with it instead.

This is correct and should be plus 1. Many people forget that if you add conditions, you lose damage or bonuses that are added to it or the auto attack becomes the only attack worth doing.

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Posted by: wbonetwo.2196

wbonetwo.2196

The scepter is already argueably our best weapon, it doesn’t really need another buff.

I would also like to see staff one skill apply a bleed or some sort of DOT like the mesmers number 1 skill on their staff.

We probably don’t get any dots on the staff because we gain life-force on hit with it instead.

This is correct and should be plus 1. Many people forget that if you add conditions, you lose damage or bonuses that are added to it or the auto attack becomes the only attack worth doing.

Without the 1200 yard range on scepter I find it difficult to effectively play a dot and kite style. With so many gap closing skills in this game, I strongly feel the scepter needs to be partnered with 1200 yard range.

Please make this happen and I will be really happy. My Birthday is coming up soon “wink wink”

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Posted by: Myrmidian Eudoros.4671

Myrmidian Eudoros.4671

1200 is too much on the scepter.

If you are having trouble kiting, then work on timing snares and dodges better. They could fix scepter 3 to give the bonus damage that it is supposed to, but otherwise it is a fine weapon.

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Posted by: Oblivion.8307

Oblivion.8307

1200 is too much on Scepter, 900 range is fine. Axe needs to be made 900 range though.
Look at engineer pistol, 900 range. Mesmer scepter, 900 range. Ele scepter, 900 range. Scepter is currently fine although the #3 is weird on a condition weapon.

Symbolic

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Posted by: wbonetwo.2196

wbonetwo.2196

Guardians Scepter is 1200 range…

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Posted by: wbonetwo.2196

wbonetwo.2196

1200 is too much on the scepter.

If you are having trouble kiting, then work on timing snares and dodges better. They could fix scepter 3 to give the bonus damage that it is supposed to, but otherwise it is a fine weapon.

900 range may be fine for Spvp, but in WvWvW its just not enough. Every time you engage with scepter you are taking a huge risk..

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Posted by: Oblivion.8307

Oblivion.8307

guardian scepter uses projectile on its autoattacks.

Symbolic

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Posted by: Myrmidian Eudoros.4671

Myrmidian Eudoros.4671

900 range may be fine for Spvp, but in WvWvW its just not enough. Every time you engage with scepter you are taking a huge risk..

Fair point well made, but can’t you just use staff/epidemic at that range for WvW to better effect? The scepter is set up to be single target rapid application dot for closer quarters skirmishes. Making it 1200 would be too much IMHO. Since the marks can hit multiple targets, and the Epidemic then multiplies the marks effects the staff seems better suited to multi-target engagements to begin with.

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Posted by: spoj.9672

spoj.9672

terror doesnt tick damage when the opponent has stability. Stability completely prevents the condition fear from being applied. Most people in pvp only have one source of stability so just remove it with corrupt boon and then chain fear.

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Posted by: wbonetwo.2196

wbonetwo.2196

Necromancer’s only have one 1200 yard range weapon (staff). I think this justifies having the scepter range increased from 900 to 1200 yards.

If this was the case, I would choose the scepter as my long range weapon and either an axe or dagger as my close range combat secondary weapon. Having only one 1200 yard range weapon causes necromancers to choose the staff as either primary or secondary weapon in each viable build…Thus not allowing for much diversification in weapon choice for WvWvW…

As a “conditionmancer”, I am forced to use the scepter, and the staff for WvWvW due to the fact that 900 range on the scepter is not viable for damaging enemies from the front lines. So i am forced to use the staff to attack at a safe distance from the opposing enemy front line. As mentioned above in an earlier post of mine, the 900 yard range of the scepter puts the necromancer in a very vulnerable position due to the fact that every character has a gap closer and can easily close the gap on a 900 yard range caster.

I have played the necromancer class since beta and a I really enjoy the class mechanics. The purpose of the necromancer class is to outlast the opposing enemy, which is why most necromancer players choose to play the "conditionmancer "spec..

I strongly believe that a 1200 range scepter for the necromancer class would be a great overall improvement to the class and not make it game breaking.

I would love to be able to play a 1200 yard range scepter build with an axe and horn..

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Posted by: nicodemus.3812

nicodemus.3812

Like to see DS stomping/ rezzing imo. Necros seem to be the worse at it due to lack of Stability and inv. skill like mist form or stealth. Can’t even use DS life force as damage shield.

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Posted by: Bas.7406

Bas.7406

Like to see DS stomping/ rezzing imo. Necros seem to be the worse at it due to lack of Stability and inv. skill like mist form or stealth. Can’t even use DS life force as damage shield.

You can DS stomp rez, you just have to do it at the same time. You can also plague form stomp ;p.

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Posted by: Talentless.5708

Talentless.5708

I use traited focus as my 1200 range, Axe as I move in, then Dagger to kill. Playstyles will vary, but there isnt another Necro that can kill me, period.

Talentless Necro – Talentless Engineer
Jade Quarry – Strike Force | Wilsonian Institute
new video pending: http://www.youtube.com/watch?v=QDVc34_SFKM&feature=youtu.be

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Posted by: Budg.3064

Budg.3064

wbonetwo makes a very valid point. Fighting at 1200 range in a 1v1 situation in WvWvW is a pain. We’re only able to use marks reliably because they they’re quick to lay down. Necrotic Grasp moves so slowly it doesn’t even need to be dodged to avoid it, just a quick change in direction. Spectral Grasps fails more often than not in my experience and Dark Path has only 900 range (when it works).

If Necrotic Grasp isn’t ever going to be sped up I would at least like to see Life Blast given a 1200 range, or even a trait that increases the range on all Death Shroud abilites.

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Posted by: manveruppd.7601

manveruppd.7601

1200 is too much on the scepter.

If you are having trouble kiting, then work on timing snares and dodges better. They could fix scepter 3 to give the bonus damage that it is supposed to, but otherwise it is a fine weapon.

So is it bugged? I noticed the damage was low but I always thought that was cause of my low power and its low base damage.

Also, is the life force it’s supposed to provide a flat 2% or 2% per condition?

And on an unrelated note, I confess I spent the first 2 months of playing with my necro thinking this skill was pbaoe simply because FoC in GW1 was aoe… :p

A bad necromancer always blames the corpse.

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Posted by: wbonetwo.2196

wbonetwo.2196

I also noticed that the only two weapons that synergize well with condition damage are the staff and scepter. I would like to see another weapon synergize better with condition damage.

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Posted by: Bhawb.7408

Bhawb.7408

Dagger OH synergizes, and that is 3/7 weapons.

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Posted by: wbonetwo.2196

wbonetwo.2196

Yes i am aware of that. I am referring to a weapon that would synergize well scepter but can be used as a main hand swap weapon.

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Posted by: Storm of the Ages.9076

Storm of the Ages.9076

1200 range would be too much. The scepter range, along with everything else on it, feels right. I get that the fighting something in a longer range could be frustrating but if you use your staff or DS chill/fear as a set up you can easily get them in range. Once they are there you can use the cripple to keep them there.

But hey.. just for fun.. GIVE THE NECRO AXE FROSTBITE!! How awesome would that be >.>