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Posted by: alanis.6094

alanis.6094

Putrid Explosion will now be blockable.

Flesh of the Master lowered to 25%.

Dhuumfire changes — your lifeblast applies 3s burning on 10s cooldown (poster note: way to take the worst possible suggestion and roll with it, guys)!

Vampiric Master — lowered this, because its so OP

//continues to play my Mesmer, as that didn’t change a thing of build diversity//

Drusilla Ina Alanis
<The Undead Lords>
Since 1994 – undeadlords.net

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Posted by: Banjal.7328

Banjal.7328

This just shows how clueless they are. Time to find a new MMO to play.

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Posted by: Brando.1374

Brando.1374

they should have just removed dumbfire and reverted the nerfs we got since that mistake

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Posted by: LotuS.4378

LotuS.4378

they dont play this game, all those changes are making necro usless.

burning from DS LB ? jesus this is even more kittened.

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Posted by: Tommyknocker.6089

Tommyknocker.6089

Gave up on vitality/life siphon at about the same time as I started playing my warrior more often. As the other changes are to dumbfire, that I never used and minion master that I never liked, it seems I am once again out of luck for anything useful with these (hopefully) incomplete notes.

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Have they just never played Necro or do they just purposely pick the worst possible solutions to things….

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Posted by: flow.6043

flow.6043

I can see why they nerfed minion mancers like this, although I’m more interested in what Bhawb (or any other MM veteran) has to say about it.

@Dhuumfire: hell yeah! This will promote strategic and skillful play, rather than noob-spamming passive procs. I was really hoping they would go through with this one.

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Posted by: Banjal.7328

Banjal.7328

Necros don’t even want dumbfire.

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Posted by: alanis.6094

alanis.6094

I’d support the Dhuumfire change more if it they moved it out of Spite.

Drusilla Ina Alanis
<The Undead Lords>
Since 1994 – undeadlords.net

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Posted by: Fungalfoot.7213

Fungalfoot.7213

Absolutely disgusting.

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Posted by: alanis.6094

alanis.6094

Also of note:

- Complete radio silence on Vamp Signet. /shocking

Drusilla Ina Alanis
<The Undead Lords>
Since 1994 – undeadlords.net

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Posted by: Rym.1469

Rym.1469

So in general, straight number nerfs for MM and no worthwile changes to “attrition”

As for Dhuumfire change, I dunno. We will have to see it in practice

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Posted by: Azzer.8137

Azzer.8137

Thank you HEAVEN for these changes they will surely make necromancer be even more wanted in dungeons and fractals! Best skill changes ever.

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Posted by: ronpierce.2760

ronpierce.2760

They nerfed MM more than Warrior… Cool stories. How about combining some MM traits so the necro can get some traits so that they themselves aren’t useless. At leave give some of that power to the necromancer themselves… >_>: kitten .

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Posted by: Fungalfoot.7213

Fungalfoot.7213

Also of note:

- Complete radio silence on Vamp Signet. /shocking

What, you actually expect them to work on improving their broken kitten before breaking more? Impossible.

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Posted by: Shadelang.3012

Shadelang.3012

Pretty sure the 25% was on training of the master. the damage trait? Nerf from 30% to 25%

Ghost Yak

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Posted by: LotuS.4378

LotuS.4378

I can see why they nerfed minion mancers like this, although I’m more interested in what Bhawb (or any other MM veteran) has to say about it.

@Dhuumfire: hell yeah! This will promote strategic and skillful play, rather than noob-spamming passive procs. I was really hoping they would go through with this one.

wow.

it’s not strategic, bcuz it’s making you to use DS LB to make burning, so you are using DS, to make burning, you losing bleed, your DMG is reduced by 80%, and losing your survi for next 10s.

this is your strategic.

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Posted by: Zaganna.6034

Zaganna.6034

They also said that they’ll buff lots of rune set (with more ultimate bonus) and sigil.
I think they’ll put sigil of earth at 100% on crit, they suggest something like..

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Posted by: Luke.4562

Luke.4562

The problem is… Nerfing Minions’ HP and giving nothing back for balance?
Yet we have no backfire for losing minions and they go down pretty easily on Aoes..
Now people gonna take them down more easily.

Just reduce their cooldowns, for kitten sake.

Vampiric Master was good in bunker builds, just kittens were using Blood traits in aggressive builds…

ALPHA, BETA, several months, … 1 Year later…“When it’s ready”[cit.]

(edited by Luke.4562)

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Posted by: Bhawb.7408

Bhawb.7408

I’m listening right now.

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Posted by: ronpierce.2760

ronpierce.2760

The problem is… Nerfing Minions’ HP and giving nothing back for balance?
Yet we have no backfire for losing minions and they go down pretty easily on Aoes..
Now people gonna take them down more easily.
Just reduce their cooldowns, for christ sake.

They’re not nerfing their HP. the OP was incorrect. They’re nerfing damage. Training of the Master 30% → 25%.

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Posted by: Rennoko.5731

Rennoko.5731

I can see why they nerfed minion mancers like this, although I’m more interested in what Bhawb (or any other MM veteran) has to say about it.

@Dhuumfire: hell yeah! This will promote strategic and skillful play, rather than noob-spamming passive procs. I was really hoping they would go through with this one.

wow.

it’s not strategic, bcuz it’s making you to use DS LB to make burning, so you are using DS, to make burning, you losing bleed, your DMG is reduced by 80%, and losing your survi for next 10s.

this is your strategic.

Sorry I am with flow. It was an incredibly powerful condition to get for auto attacking. Now you have to give up something to get something. IE it is avoidable and skillful to get burning on a target, as they can just avoid the lifeblast. Keep in mind it hits 1200 range, so it isn’t really easy to avoid in practice.

Frankly… this gives me more control over where my burn goes, and I always epi after a DS2/3 combo, so it is no issue at all for me to get 1 lifeblast off, as I can normally do that before my DS2 even hits…..

For PVE it doesn’t help condition builds at all, and does lower our max damage and bleeds by quite a bit because of the downtime, but who cares? Condition builds were bad in PVE before and are still bad.

Good change for Dumbfire. I can stop making fun of it now.

EDIT: Bad move not changing incendiary powder though… shouldn’t be freebie mode for engineer either.

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Posted by: zapv.8051

zapv.8051

They didn’t say anything about SOV or how siphons are still terribad. They didn’t say anything about buffing power builds. They nerfed mm, which was only good in a 1vs1. The dhummfire change was in the right direction, but it should be 4 seconds considering there is now counterplay to it. If someone can counter my skill it should do more damage then when they couldn’t counter. Still haven’t addressed our lack of finishers on weapon sets, or how bad our fields are. Overall this has been pretty negative for necros.

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

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Posted by: Brando.1374

Brando.1374

DS2+3 then DS1 will be the new DUmbfire meta

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Posted by: Fungalfoot.7213

Fungalfoot.7213

The Dumbfire change would have been a good change if other areas had gotten buffed. But as it stands it’s a huge nerf to our damage with no compensation. They need to learn how to give and take – how to balance. As it stands they just keep on kittenting on certain classes. The game won’t last unless the balance team changes their methods. I haven’t played in over a month myself and I don’t see myself returning for this.

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Posted by: Rennoko.5731

Rennoko.5731

DS2+3 then DS1 will be the new DUmbfire meta

We always had the option of doing this, most people just didn’t bother letting the LB hit before ending DS because it didn’t do any damage in a condi build, and it was more important to setup your next skill.

You see a necro go in to DS, start spamming evade or leap at him and get behind him…. makes sense to me.

I do agree a compensation on sustain would have been nice though… for the duration decrease…. That shorter cooldown on DS entry is looking much more important to me now though.

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Posted by: Luke.4562

Luke.4562

The “smart” thing is that We cannot use Dhuumfire in the start of the fight, yet conditionmancer is kitten developing LF, this locks out both Dhuumfire and Terror.

ALPHA, BETA, several months, … 1 Year later…“When it’s ready”[cit.]

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Posted by: Bhawb.7408

Bhawb.7408

The Dhuumfire change is good, imo. Really good. Adds a lot of play on both sides, plus increases its power overall. +1

Training of the Master being reduced by 5% is fine. Let’s be honest, 5% damage isn’t that big of a deal, and passive minion damage was a bit overbearing in PvP (which is why they did this).

Putrid Explosion I agree with. It will not affect good MMs at all, if you are a good MM you will hit this as often as you did pre-“nerf”. Just means you need to pay attention.

Vampiric Master I need to see numbers on. As it is now, it does not scale at all. It is a flat 72 no matter what. This translates to roughly 100 HP/s in a normal situation. If they nerf it a bit, but then bring back its ability to scale, I see no issue.

The problem I have is that these were basically blanket nerfs to a build type that isn’t that strong overall, and has had none of the big changes that are very necessary to make the build as fun and balanced as it could be.

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Posted by: Naurez.1730

Naurez.1730

So now that dhuumfire doesn’t proc on crits, what’s the best stats choice for condi necro? I’m about to finish an ascended scepter and about to reach 1350 fractal relics, but precision (rabid) seems less appealing now. Should I get dire? I really want more damage, not more survivability. Maybe just get rabid anyways and justify the precision with the bleeding on crit from traits+sigil? Thank you!

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Posted by: Brando.1374

Brando.1374

Only reason for a high crit chance now is if you have sigil of earth, so I think dire will be the way to go.

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Posted by: Bhawb.7408

Bhawb.7408

Condi Necro in PvP has always been best as Carrion, dhuumfire just forced you to take enough crit to work with, this will revert that back.

PvE/WvW it has pretty much always been the “rabid” set because of the higher stat caps and the way toughness can scale back into condition damage.

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Posted by: ronpierce.2760

ronpierce.2760

I’m trying to decide if it’s worth making a 3rd “MM suggestions/discussion” thread… This hurt pretty bad. Losing… will… to care… x.X

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
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Posted by: Luke.4562

Luke.4562

They claimed they should be changing Sigils fuctions, in a week they’re going to release a patch note.
Do anybody knows anything else?

PS: So with Dhuumfire not working with crits, all the build is going to shift, we should switch to Dire stats(hoping they will put it in PVP) and throw away superior sigil of Earth.

ALPHA, BETA, several months, … 1 Year later…“When it’s ready”[cit.]

(edited by Luke.4562)

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Posted by: Rennoko.5731

Rennoko.5731

So now that dhuumfire doesn’t proc on crits, what’s the best stats choice for condi necro? I’m about to finish an ascended scepter and about to reach 1350 fractal relics, but precision (rabid) seems less appealing now. Should I get dire? I really want more damage, not more survivability. Maybe just get rabid anyways and justify the precision with the bleeding on crit from traits+sigil? Thank you!

It is going to depend on what they did to the Sigils and Runes, and which of those you use. As it stands right now though, with 100% on lifeblast, seems like full dire is going to be pretty overwhelmingly choice, as barbed precision may be the one and only reason to take crit (if you don’t use siphons).

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Posted by: Leeto.1570

Leeto.1570

All changes good and reasonable.
Dhuumfire getting more on powermancer side so condi necros cant abuse it so much, so every thing going as planned from start.
The fact that basicly every single change from livestream was reasonable and improvement to game only show how much anet cares about their game instead of random noob whining on forums.
Theres still necros who think that grandmaster power tree trait is meant for condi builds so its only normal that theres lots of confusion on forums where most of people have no idea what they are playing.

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Posted by: Bhawb.7408

Bhawb.7408

I’m trying to decide if it’s worth making a 3rd “MM suggestions/discussion” thread… This hurt pretty bad. Losing… will… to care… x.X

Honestly I think these changes were fine. Dhuumfire was great change, Putrid Explosion is smart, the other two are kind of meh to me, but it depends on what other changes they do.

Overall, MMs will see nerfs as the rest of the class is fixed, just because the “base” Necromancer will get stronger, so the added strength of MM will need to come down a little.

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Posted by: Azzer.8137

Azzer.8137

All changes good and reasonable.
Dhuumfire getting more on powermancer side so condi necros cant abuse it so much, so every thing going as planned from start.
The fact that basicly every single change from livestream was reasonable and improvement to game only show how much anet cares about their game instead of random noob whining on forums.
Theres still necros who think that grandmaster power tree trait is meant for condi builds so its only normal that theres lots of confusion on forums where most of people have no idea what they are playing.

I just wish they wouldn’t do everything because of PvP in the balancing, it’s annoying to get less and less usefull in PvE because of it, however i do know this is not all that’s coming and i am still hoping for something good for my profession i am still cautiosly optimistic about it.

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Posted by: flow.6043

flow.6043

PS: So with Dhuumfire not working with crits, all the build is going to shift, we should switch to Dire stats(hoping they will put it in PVP) and throw away superior sigil of Earth.

I thought that’s what everyone was doing already anyway…

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Posted by: Fungalfoot.7213

Fungalfoot.7213

Overall, MMs will see nerfs as the rest of the class is fixed, just because the “base” Necromancer will get stronger, so the added strength of MM will need to come down a little.

Where are these supposed fixes? I’m seeing no signs of them actually trying to improve the class. None of these changes have any impact at all except for making the necromancer weaker in SPvP which is apparently the only thing they care about.

Maybe last year I would have bought that this is just a small step on the long road of fixing the class and undoing the many mistakes they’ve done with it but now? I’ll stick with my mesmer until EQN rolls out.

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Posted by: Luke.4562

Luke.4562

@Fungalfoot:
These are just balances to make the Necromancer less reliant on passive procs and playstyle and promote more counterplay.
It’s not that bad ATM.

ALPHA, BETA, several months, … 1 Year later…“When it’s ready”[cit.]

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Posted by: Brando.1374

Brando.1374

On a side Note:
what 2 sigils are we going to use on staff?

I have always used sigil of geomancy. a bit undecided on the next one. (energy or bursting are my 2 highest choice)

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Posted by: Luke.4562

Luke.4562

Energy and Geomancy.

ALPHA, BETA, several months, … 1 Year later…“When it’s ready”[cit.]

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Posted by: Rym.1469

Rym.1469

I’m more concerned about Zerker stats changes incomijg.
It will powermancers built around DS, since I think from all.classes, this build benefits the most from Critical Damage.
I wouldn’t mind nerfing it’s scaling after passing 100%, but flat 10% nerf.is.likely to.be ~5% damage nerf in WvW and ~8-9% total damage nerf in PvE.
Yet, it still doesn’t solve the problem of PvE dominated by zerkers, meta is still the same, just with descreased speed of speedruns a little.

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Posted by: Tim.6450

Tim.6450

funny was that they were complaining that they were too negative when they spoke about the ranger while the necromancers getting nerfed all the time. They also were being worried about overnerfing healing signet or the other warriors defenses. Shows how much they care about us.

EverythingOP

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Posted by: flow.6043

flow.6043

Won’t energy conflict with geomancy? So if you have a swap sigil it’ll either have to be a static bonus or torment (unless they fix it to share the icd as well).

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Posted by: Brando.1374

Brando.1374

Won’t energy conflict with geomancy? So if you have a swap sigil it’ll either have to be a static bonus or torment (unless they fix it to share the icd as well).

Not anymore.
they gave the example of energy and battle on the same set so this should work.
you just cant have 2 of the same (2 air/earth/energy)

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Posted by: Bhawb.7408

Bhawb.7408

They are fixing ICDs on sigils.

Also, the base changes I’m talking about aren’t happening right now. But we all know Axe is going to be buffed eventually, Death Magic will get buffed when the passives are changed, things like that.

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Posted by: flow.6043

flow.6043

Oh nice… then what happens if you take 2x geo?
sorry, it’s late… can’t read anymore -.-

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Posted by: Brando.1374

Brando.1374

Oh nice… then what happens if you take 2x geo?

I edited my post to answer that

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Posted by: Fungalfoot.7213

Fungalfoot.7213

@Fungalfoot:
These are just balances to make the Necromancer less reliant on passive procs and playstyle and promote more counterplay.
It’s not that bad ATM.

Meanwhile healing signet gets a 8% nerf. Yeah, they’re totally worried about passive play ruining the game.

And you know, that’d be neat if the playstyle of this class wasn’t absolutely lethargic by design. You act like we actually have a purpose in the meta outside of condition dumping. We don’t. We have kitten mobility and no real ways to mitigate damage. None of this is going to change. We’re just going to be less effective at dumping conditions.