Necro "Should" Be Best In New Map

Necro "Should" Be Best In New Map

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Posted by: Ruufio.1496

Ruufio.1496

According to the class balance philosophies, Necromancers should be the best for disabling movement speed… once our bugs are fixed.

  • Spectral Grasp – Only hits at 1200 range if opponent stands still. Misses extremely easily. Opponents on elevated areas are pulled behind you instead of in front.
  • Dark Path – Misses if opponent dodges before it’s even near them. Should only be dodge-able near hit.
  • Spinal Shivers Cast Time – Chill of Death – “Cast Spinal Shivers on an enemy when they hit 25% health” is an instant cast which means this must be a bug because Spinal Shivers having a 1.25 second cast time is ridiculous.

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Posted by: Turbo Whale.1738

Turbo Whale.1738

Ele will be i think. Ride the lightning + mist form and I assume that they can switch attunements while holding the orb so switching into water and camping in it will make them hard to kill while still having the best mobility in the game

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Posted by: DiogoSilva.7089

DiogoSilva.7089

Ele will certainly be one of the best: it’s excellent at mobility. Thieves and Mesmers won’t have access to their stealth and teleports, and I’m not sure if mesmer’s clones can trick the opponent into anything, so they’ll probably be the worst at carrying the orb. I don’t know enough about other classes.

However, at stopping the carrier, staff eles and ward guardians might do a pretty good job, rangers will probably have more opportunity to hit their backs with the shortbow, and I suppose thieves and mesmers fast bursts will be requested. I can see portal getting used to get a newly respawed orb fast, or even among “bunker” mesmers to prevent carriers from approaching the shrines and neutralizing it. And certainly, stealth will be valuable to spike fast a carrier. But I do know that any burst ele will be horrible against a moving carrier.

When it comes to party support, I can see guardians actually guarding their allies with their bubbles. Ele auramancers should also be valuable with their aoe stun and frost auras that apply protection.

But again, I’m not sure about the others, as I barely have any experience with the remaining classes.

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Posted by: plasmacutter.2709

plasmacutter.2709

anything that involves carry over distance will be mesmer first, unless they cause portal to drop any carried bundle. (which would make COF p2 a pain)

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Posted by: Cathaoir.5467

Cathaoir.5467

Engineer could probably be one of the best chasers solely due to Magnet Pull > 100nades combo.

Granted they don’t nerf 100nades though.

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Posted by: lettucemode.3789

lettucemode.3789

  • Spectral Grasp – Only hits at 1200 range if opponent stands still. Misses extremely easily. Opponents on elevated areas are pulled behind you instead of in front.

Not really correct. Grasp leads the target and so it will hit them if they’re moving. Elevated targets aren’t always pulled behind me in w3. Come to think of it, that hasn’t happened for some time.

  • Dark Path – Misses if opponent dodges before it’s even near them. Should only be dodge-able near hit.

This isn’t true…it is only dodgeable near hit.

  • Spinal Shivers Cast Time – Chill of Death – “Cast Spinal Shivers on an enemy when they hit 25% health” is an instant cast which means this must be a bug because Spinal Shivers having a 1.25 second cast time is ridiculous.

So they saved some tooltip space by saying “cast” instead of “applies the effects of”. Who cares?

Sanctum of Rall
Builds: Facemelter Watch The Health Bar

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Posted by: Burjis.3087

Burjis.3087

According to the class balance philosophies, Necromancers should be the best for disabling movement speed…

I don’t remember the exact words in the philosophy statement regarding the necro but what I remember is that it hardly ever said that necros are “best” in anything. It was all just necros can do this and can do that, some of which were even wrong (necro’s can’t combine condition and raw damage very good for example).

Everlasting Sacred Path [ESP] (www.espguild.com)

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

anything that involves carry over distance will be mesmer first, unless they cause portal to drop any carried bundle. (which would make COF p2 a pain)

This Orb doesn’t follow the normal bundle rules, so I don’t think this will be the case. However, they did say that teleporting makes you drop the orb, which Portal may count as. Ride the Lightning is out due to being a weapon skill, so eles won’t be as good as people think.

Warriors, on the other hand, have Bull’s Charge that should work to move quickly, since it’s a utility skill.

Dragonbrand |Drarnor Kunoram: Charr Necro
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Posted by: Ruufio.1496

Ruufio.1496

  • Spectral Grasp – Only hits at 1200 range if opponent stands still. Misses extremely easily. Opponents on elevated areas are pulled behind you instead of in front.

Not really correct. Grasp leads the target and so it will hit them if they’re moving. Elevated targets aren’t always pulled behind me in w3. Come to think of it, that hasn’t happened for some time.

  • Dark Path – Misses if opponent dodges before it’s even near them. Should only be dodge-able near hit.

This isn’t true…it is only dodgeable near hit.

  • Spinal Shivers Cast Time – Chill of Death – “Cast Spinal Shivers on an enemy when they hit 25% health” is an instant cast which means this must be a bug because Spinal Shivers having a 1.25 second cast time is ridiculous.

So they saved some tooltip space by saying “cast” instead of “applies the effects of”. Who cares?

Nice trolling. You need to actually try these utilities before saying they work perfectly.

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Posted by: lettucemode.3789

lettucemode.3789

  • Spectral Grasp – Only hits at 1200 range if opponent stands still. Misses extremely easily. Opponents on elevated areas are pulled behind you instead of in front.

Not really correct. Grasp leads the target and so it will hit them if they’re moving. Elevated targets aren’t always pulled behind me in w3. Come to think of it, that hasn’t happened for some time.

  • Dark Path – Misses if opponent dodges before it’s even near them. Should only be dodge-able near hit.

This isn’t true…it is only dodgeable near hit.

  • Spinal Shivers Cast Time – Chill of Death – “Cast Spinal Shivers on an enemy when they hit 25% health” is an instant cast which means this must be a bug because Spinal Shivers having a 1.25 second cast time is ridiculous.

So they saved some tooltip space by saying “cast” instead of “applies the effects of”. Who cares?

Nice trolling. You need to actually try these utilities before saying they work perfectly.

Oh my lord, dude, I’ve been playing a melee power necro for months now. I use these spells ALL THE TIME. If you didn’t even know that Spectral Grasp leads your target so you can hit moving things I don’t even know what to say.

EDIT: Saw your qualifying statement about 1200 range. Obviously if your target is at 1200 range and they move even slightly to the side they are now further than 1200 range away so of course Grasp will miss.

If you want I’ll make you a video when I get home from work today.

And I didn’t say they work perfectly o.0 bad strawman, bad!

Sanctum of Rall
Builds: Facemelter Watch The Health Bar

(edited by lettucemode.3789)

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Posted by: Bas.7406

Bas.7406

  • Spectral Grasp – Only hits at 1200 range if opponent stands still. Misses extremely easily. Opponents on elevated areas are pulled behind you instead of in front.

Not really correct. Grasp leads the target and so it will hit them if they’re moving. Elevated targets aren’t always pulled behind me in w3. Come to think of it, that hasn’t happened for some time.

  • Dark Path – Misses if opponent dodges before it’s even near them. Should only be dodge-able near hit.

This isn’t true…it is only dodgeable near hit.

  • Spinal Shivers Cast Time – Chill of Death – “Cast Spinal Shivers on an enemy when they hit 25% health” is an instant cast which means this must be a bug because Spinal Shivers having a 1.25 second cast time is ridiculous.

So they saved some tooltip space by saying “cast” instead of “applies the effects of”. Who cares?

Nice trolling. You need to actually try these utilities before saying they work perfectly.

Seriously mate, where do you come from? lettuce is absolutely correct.

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Posted by: manveruppd.7601

manveruppd.7601

I think they said both teleporting AND stealthing make you drop it. Otherwise I’d walk up to it with Spectral Armour on and just trigger the teleport as soon as I pick the thing up, like I do with the repair kit at Kyhlo! :p It’s not much but it’s a bit of a head start
However they also said you WILL still have access to weapon skills, so ride the lightning should work very well. Eles are pretty hard to pin down.

A bad necromancer always blames the corpse.