Necro Staff Suggetion
Leaves only autoattack, wat?
You got the incredibly powerfull shroud and weaponswap. What exactly is the problem? Why are you even using the staff to poke a downed person?!
Having marks proc on downed bodies would actually be a nice change. If weapon swap and shroud are on cooldown, there are not really any ways for a necro using staff to cleave downed players.
I support this. +1
Guild Leader of Favorable Winds [Wind]
Having marks proc on downed bodies would actually be a nice change. If weapon swap and shroud are on cooldown, there are not really any ways for a necro using staff to cleave downed players.
I support this. +1
Nor is there a way for the warriors 100b to hit 10 people AoE at 1200 range. Also I’d like my ranger longbow to melee cleave 5 people.
Having marks proc on downed bodies would actually be a nice change. If weapon swap and shroud are on cooldown, there are not really any ways for a necro using staff to cleave downed players.
I support this. +1
Nor is there a way for the warriors 100b to hit 10 people AoE at 1200 range. Also I’d like my ranger longbow to melee cleave 5 people.
I am not sure you understand. If I am on my necromancer and use my staff to down an enemy player, I am then unable to use 4 out 5 skills on my weapon, no other class/weapon has this handicap. Are you saying I should waste a weapon swap, or life force along with the cooldown on death shroud just to finish an enemy player? That makes little sense.
Also I did not ask about changing the radius, range or target limit.
Traps also do not trigger on downed players/structure enemies (siege, walls, gates and world bosses).
It would be a nice change for these to trigger.
Traps also do not trigger on downed players/structure enemies (siege, walls, gates and world bosses).
It would be a nice change for these to trigger.
Traps also aren’t weapon skills… marks are… it is not imperative for utility skills to trigger on structures and downed enemies… it is however imperative that weapon skills trigger on such targets
Traps also do not trigger on downed players/structure enemies (siege, walls, gates and world bosses).
It would be a nice change for these to trigger.
Traps also aren’t weapon skills… marks are… it is not imperative for utility skills to trigger on structures and downed enemies… it is however imperative that weapon skills trigger on such targets
Marks activate on the same property as traps, weaponskill or not. Marks are some kind of trap. Just a more visible one. They trigger after someone stepped into it. If marks work on downed targets so should traps then. Nevertheless letting them trigger on siege wouldn’t be a good idea. Enemies would just throw some blueprints at them etc.
btw: What about just finishing your downed opponent or throwing marks at enemies arround you if the downed one isn’t the only one?
Traps triggering on downed bodies would be a nice change too. Trapper ranger was very effective but could never use the majority of its utilities once they actually downed a person. Granted in 1v1s this usually wasn’t an issue, and in 1vXs the traps would go off if another person tried to rez, but it would be a nice QoL change nonetheless.
Proccing on siege is a bad idea though in my opinion.
Guild Leader of Favorable Winds [Wind]
Having marks proc on downed bodies would actually be a nice change. If weapon swap and shroud are on cooldown, there are not really any ways for a necro using staff to cleave downed players.
I support this. +1
Nor is there a way for the warriors 100b to hit 10 people AoE at 1200 range. Also I’d like my ranger longbow to melee cleave 5 people.
I am not sure you understand. If I am on my necromancer and use my staff to down an enemy player, I am then unable to use 4 out 5 skills on my weapon, no other class/weapon has this handicap. Are you saying I should waste a weapon swap, or life force along with the cooldown on death shroud just to finish an enemy player? That makes little sense.
Also I did not ask about changing the radius, range or target limit.
It doesnt matter that you didnt ask about changing the radius, range or target limit – you asked about changing the functionality of the weapon. Which is the same darn thing.
So for example if a warrior need to hit something at 1200 range with his greatsword, he need to waste a weapon swap? Gasp! What horror!
The necro staff is a utility weapon among the necros three weapon swaps (weapon 1, weapon 2 and DS). It’s by far one of the most powerful weapons in the game that has one tiny little flaw… which you want to remove.
But yeah I could agree with it if you change the max range a mark could be put to 600 instead, to offset the ability to now be able to trigger on downed people. Decent compromise, yes?
(edited by Dawdler.8521)
Having marks proc on downed bodies would actually be a nice change. If weapon swap and shroud are on cooldown, there are not really any ways for a necro using staff to cleave downed players.
I support this. +1
Nor is there a way for the warriors 100b to hit 10 people AoE at 1200 range. Also I’d like my ranger longbow to melee cleave 5 people.
I am not sure you understand. If I am on my necromancer and use my staff to down an enemy player, I am then unable to use 4 out 5 skills on my weapon, no other class/weapon has this handicap. Are you saying I should waste a weapon swap, or life force along with the cooldown on death shroud just to finish an enemy player? That makes little sense.
Also I did not ask about changing the radius, range or target limit.
It doesnt matter that you didnt ask about changing the radius, range or target limit – you asked about changing the functionality of the weapon. Which is the same darn thing.
So for example if a warrior need to hit something at 1200 range with his greatsword, he need to waste a weapon swap? Gasp! What horror!
The necro staff is a utility weapon among the necros three weapon swaps (weapon 1, weapon 2 and DS). It’s by far one of the most powerful weapons in the game that has one tiny little flaw… which you want to remove.
But yeah I could agree with it if you change the max range a mark could be put to 600 instead, to offset the ability to now be able to trigger on downed people. Decent compromise, yes?
While I agree with you, in that marks don’t need to be changed to trigger on the currently non triggerable, you did make me laugh when you said Necro Staff is one of the most powerful weapons in game. Useful? Yes. Powerful? No.
While I agree with you, in that marks don’t need to be changed to trigger on the currently non triggerable, you did make me laugh when you said Necro Staff is one of the most powerful weapons in game. Useful? Yes. Powerful? No.
This topic is about WvW since OP is talking about siege and downed players. The necro is the second most common class with the most used and powerful ranged weapon in the game. Condi builds, roamers, well bombers, it doesnt matter as no one in the right mind will run without the staff, it’s so far off the table it’s unthinkable. It even have the guardian lootstick beat by far since that weapon is fairly useless for anything but large scale.
In PvE I’d agree with you.
Either way there are few weapons that doesnt have flaws. Melee weapons is melee. 600 or 900 range instead of 1200 range is common, but instead their attacks do AoE or condis or whatever. Short distances for secondary AoE skills. Long cooldowns. Other things like that to keep it balanced. The staff has literally no flaws except for the marks not triggering on downed and possibly the autoattack not instakilling everything it touches. Hell you dont even have to suffer projectile travel time on the marks. If my engineer pistols had that advantage on one of it’s attacks I’d jump in joy. Instead we got a kittenty immobilize that last a second if lucky with a projectile that travels about as fast as an immobilized necro and will hit the targetted area 5 seconds after whoever was there has already ran away. Also it’s 700 range for some inexplicable reason that defies logic.
Yet people complain about the necro staff not being able to trigger on downed people…
(edited by Dawdler.8521)
It would be great if we could manually detonate our marks. Would also make the blast on staff usable.
Maguuma – Predatory Instinct [HUNT]
Necromancer
I honestly thought being able to stack marks on these two things was considered a good thing. Guess it falls in the bin of pver ideas on how to improve a class for wvw.
While I agree with you, in that marks don’t need to be changed to trigger on the currently non triggerable, you did make me laugh when you said Necro Staff is one of the most powerful weapons in game. Useful? Yes. Powerful? No.
This topic is about WvW since OP is talking about siege and downed players. The necro is the second most common class with the most used and powerful ranged weapon in the game. Condi builds, roamers, well bombers, it doesnt matter as no one in the right mind will run without the staff, it’s so far off the table it’s unthinkable. It even have the guardian lootstick beat by far since that weapon is fairly useless for anything but large scale.
In PvE I’d agree with you.
Either way there are few weapons that doesnt have flaws. Melee weapons is melee. 600 or 900 range instead of 1200 range is common, but instead their attacks do AoE or condis or whatever. Short distances for secondary AoE skills. Long cooldowns. Other things like that to keep it balanced. The staff has literally no flaws except for the marks not triggering on downed and possibly the autoattack not instakilling everything it touches. Hell you dont even have to suffer projectile travel time on the marks. If my engineer pistols had that advantage on one of it’s attacks I’d jump in joy. Instead we got a kittenty immobilize that last a second if lucky with a projectile that travels about as fast as an immobilized necro and will hit the targetted area 5 seconds after whoever was there has already ran away. Also it’s 700 range for some inexplicable reason that defies logic.
Yet people complain about the necro staff not being able to trigger on downed people…
And that’s what I mean by useful. Apologies if I seem pedantic but powerful, to me, suggests large amounts of damage like meteor shower, hundred blades or gravedigger.
And that’s what I mean by useful. Apologies if I seem pedantic but powerful, to me, suggests large amounts of damage like meteor shower, hundred blades or gravedigger.
Nah thats just high damage. Powerful != dps in WvW. 100b? Weakest attack the warrior has. Meteor storm? Only used for zerging and even then its area denial more than damage as people just dodge out of it. Gravedigger? Lol who even use greatsword in WvW…
Powerful in WvW can be something as simple as Dark Pact locking your opponent a whooping 3s which is often a death sentence. Or in the case of the staff, probably the most powerfull anti-condi attack in the game dumping your conditions on the enemy.
(edited by Dawdler.8521)
And that’s what I mean by useful. Apologies if I seem pedantic but powerful, to me, suggests large amounts of damage like meteor shower, hundred blades or gravedigger.
Nah thats just high damage. Powerful != dps in WvW. 100b? Weakest attack the warrior has. Meteor storm? Only used for zerging and even then its area denial more than damage as people just dodge out of it. Gravedigger? Lol who even use greatsword in WvW…
Powerful in WvW can be something as simple as Dark Pact locking your opponent a whooping 3s which is often a death sentence. Or in the case of the staff, probably the most powerfull anti-condi attack in the game dumping your conditions on the enemy.
Thats just not true. Meteor Storm is one of the most devastating skills in WvW, even if its hits are random. Warrior 100b can be extremely usefull to disrupt the backline in combination with a CC and also it is a great tool for downstate pressure combined with all the stances a warrior has. And also greatsword is a pretty strong weapon for zerging and meta for some condi builds
Best solution for the topic would be to be able to re-activate the marks a second time to cause a manual detonation, so you can decide if you wanna use the damage to cleave the downed target as quickly as possible or use it as a means of zonecontroll to potentially damage the downed target and the person attempting to rezz.
Best solution for the topic would be to be able to re-activate the marks a second time to cause a manual detonation, so you can decide if you wanna use the damage to cleave the downed target as quickly as possible or use it as a means of zonecontroll to potentially damage the downed target and the person attempting to rezz.
For them to work like that it means they have to go on cd only when triggered the second time (that’s how Anet has made all such skills since the change to mesmer mantras and scrapper gyros etc).
That would totally nerf the staff in zerg ambush, siege defense or leading bomb situations since all necros would have full cooldowns when they pop rather than how it is now with no cooldown if you placed them ahead of time.
I like it! I agree with this change.
To be honest, staff is the most underwhelming weapon we have right now. I’m obviously a PvE player so it’s coming from that standpoint.
I’d just like to compare our staff to Ele or Mesmer. They have different skills with various visuals and functions, and necro staff is just filled with the same skill type which strongly lacks a e s t h e t i c l y.
What staff also lacks is usefulness… autoattack is underwhelming and the other skills don’t feel powerful enough. Maybe it’s somewhat useful for pvp (but again, not as DPS source except condi transfer), but in my opinion the staff deserves a major overhaul like Plaguelands did. I would keep the general roles of each skill but change the application and visuals.