Necro problems vs other classes

Necro problems vs other classes

in Necromancer

Posted by: trueanimus.4085

trueanimus.4085

I have been swapping back and forth between my necro and my ranger and other toons for the last few weeks in wvw and i have come to one final conclusion…. Necro needs some kind of escape and shouldnt rely solely on its shroud bar to live.

Back in the day when every necro was condi and they had great damage with every skill, i can see why mobility and escapes were left out (taken away) but with the new reaper spec, which is meant to be a way to give necros a way to run frontline) i think the devs should take another look at them since most who actually run reaper run power based.

As reaper, even if you run PVT gear, you can never stand up to the damage like a heavy armor class because cloth armor just doesnt have the armor base to support the class.
Yes, as reaper you get a health boost but that means nothing if you dont have the armor and get crit every hit.

As it stands right now, reapers have very little to no survivability in wvw as power… and that is the ONLY way to play reaper since they have to be power based to do any damage with reaper shoud and you should be mid line to frontline ready to jump in.

If you are power, your wells and marks do NO damage so your worthless unless you can sustain a push.

If you go condi, your reaper shroud is worthless… so you go classic necro backline staff wells (which is not what this post is about)

I am trying to make the point that given the new reaper spec.. there has to be a trade off that makes it WORTH taking reaper and running the power that supports it.

Two ways they could fix the problems and make everyone happy who wants to play the front line cloth class you promised without making reaper OP.

First, if you go reaper line (its all based on power already) just make it so that your attacks, wells everything are power based… condi ticks, well activation etc.. are all converted to the power equivalent… maybe make it a stand alone trait in the reaper line that does slightly less than a full condi reaper.. but at least close so when we cant jump in in shroud we are at least doing some kind of noticeable damage.

Second you need to give reapers a kind of teleport (better than the crappy wyrm) or some kind of mobility on the battlefield.. Something that is close to blink, mist form or the ansecertrial grace of druid staff. If you are not going to every give necros a full 33% run buff… the least you could do is a 1200 movement skill that teleports you out of danger if you get caught because right now, necros are ALWAYS the first to go down because we have no stabo and no mobility on the battlefield and with no run buff, we are almost always the last in the battle and the first to go down.

I say dont add stabo to reaper simply because the stabo we have now on shroud 3 sucks and with the nerfs to it (for all classes) it is completly useless. Stabo in its current form gets stripped so easily the only chance for a necro reaper to live would be an escape skill as mentioned above.

Reduce our health if we take reaper line maybe as a trade off. I would love to have the druid staff 3 wisp teleport as a necro with about the same HP as my power range. But in doing so, you would need to slightly enhance our base toughness and vitality to make is like a heavy armor class or at the very least a medium armor class, because if you go reaper, thats bascially what you are.. a cloth tank class. Make reapers a medium to heavy tank in cloth with at least one escape. LIKE EVERY OTHER CLASS IN THE GAME HAS.

Most classes have multiple escapes.. Some (like thief) can never be pinned down and they at least get medium armor and invis)

I understand that necros were once unkillable with shroud and the extra HP but that is far from the case these days. On my ranger i can literally burn down a reaper with one rapid fire and not even break a sweat.

People complain about reaper because we are playing it the way you intended.. as a power frontline class now… yet i doubt that you intended nor envisioned that all the other classes would be doing anywhere near the damage output that they do now. An extra HP bar with less health than a glass mesmer is no match for the original design and really needs to be looked at again

This would fix most problems with reaper i think…

Thoughts?

Necro problems vs other classes

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Posted by: KrHome.1920

KrHome.1920

As reaper, even if you run PVT gear, you can never stand up to the damage like a heavy armor class because cloth armor just doesnt have the armor base to support the class.

Negligible.

On soldier’s gear that’s 2927 armor for the necro and 3231 armor for a heavy armored class.
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Yes, as reaper you get a health boost but that means nothing if you dont have the armor and get crit every hit.

Demolisher or paladin would be the gear to go for a power reaper in wvw. Unfortunately these stats are only available in spvp. You can mix zerk/knights to come close to demolisher (in comparison you lack 10% crit. chance and 6% crit. damage).

I have a full marauder set for wvw roaming and to be honest: it’s crap! – better than going full zerk but way worse than zerk armor/weapons + knights trinkets for 2,6k armor. You notice that when you meet your first teef, pew pew ranger or warrior.
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First, if you go reaper line (its all based on power already) just make it so that your attacks, wells everything are power based… condi ticks, well activation etc.. are all converted to the power equivalent… maybe make it a stand alone trait in the reaper line that does slightly less than a full condi reaper.. but at least close so when we cant jump in in shroud we are at least doing some kind of noticeable damage.

Reaper has traits for power, condi and sustain. That is intended if you did not notice. As pvp/wvw power reaper you take the sustain traits and gain an insane LF generation when also running spite.
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Second you need to give reapers a kind of teleport (better than the crappy wyrm) or some kind of mobility on the battlefield.. Something that is close to blink, mist form or the ansecertrial grace of druid staff. If you are not going to every give necros a full 33% run buff… the least you could do is a 1200 movement skill that teleports you out of danger if you get caught because right now, necros are ALWAYS the first to go down because we have no stabo and no mobility on the battlefield and with no run buff, we are almost always the last in the battle and the first to go down.

Either give death’s carge 1200 range or make worm instant cast. Both have pros and cons. For death’s charge you rely on shroud. Worm uses a ultility slot.
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I say dont add stabo to reaper simply because the stabo we have now on shroud 3 sucks and with the nerfs to it (for all classes) it is completly useless. Stabo in its current form gets stripped so easily the only chance for a necro reaper to live would be an escape skill as mentioned above.

More stab on top of an escape skill would be broken.
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Reduce our health if we take reaper line maybe as a trade off.

No! Just no. You mess up the whole class.
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Most classes have multiple escapes.. Some (like thief) can never be pinned down and they at least get medium armor and invis)

Thief is a two-shot for every burst build (also for a proc power reaper). Zero fight presence. Just selfish ganking and escaping. I hate roaming with fellow thieves as I am often alone in the action and they sneak around the scenery while I try to survive.
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I understand that necros were once unkillable with shroud and the extra HP but that is far from the case these days. On my ranger i can literally burn down a reaper with one rapid fire and not even break a sweat.

Death’s charge blocks your rapid fire and if that reaper is smart he switched to shroud + stab right at the start so you won’t be able to immobilize him.

On zerk+knights mixed gear I have rarely problems dealing with power rangers – maybe I would have on a flat field, and when the fight would start at 1500 range. Needless to say I avoid such unfavorable situations.
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People complain about reaper because we are playing it the way you intended.. as a power frontline class now… yet i doubt that you intended nor envisioned that all the other classes would be doing anywhere near the damage output that they do now. An extra HP bar with less health than a glass mesmer is no match for the original design and really needs to be looked at again

Power reaper is more a rush in, burst, rush out class in zerk fights. Your 6 second cooldown on death’s charge helps you a lot to achieve that.

Necro problems vs other classes

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Posted by: Justine.6351

Justine.6351

https://wiki.guildwars2.com/wiki/Spectral_Walk
https://wiki.guildwars2.com/wiki/Summon_Flesh_Wurm

In wvw the largest payoff for reaper is stacking enough boon corrupts you don’t have to run away because the enemy is on the back foot. But the two above skills should address your concerns if used properly.

Build to win, not build to tag as many enemies as possible from mark and well spam.

Necro problems vs other classes

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Posted by: Ghostt.1293

Ghostt.1293

how to fix the whole profession( in my perspective )
Axe:
axe is cooler than dagger so make axe stronger than dagger, no one wants to carry a war horn because of fashion reasons.(life force gain on the axe auto attack will make allot of people happy)

Greatsword:
Just because we can slow enemies doesn’t we have to be slow asWell.(badumm tsss) Just make gs faster already and give it 600 range, with the auto attack shooting off shadow slashes on the first two hits and a wide ice slash with 650 range on the third hit. (and put the poison back on the Grasping Darkness)

The reaper shroud:
just make it equally strong as elementalist
make infuse terror last longer and share the stability with 10 allies when you press terrify for some decent support.

blood magic :
we need stronger life steal(allot more stronger) I mean common guys this a necromancer.

death magic :
superior rune of revenge? toughness and ferocity
converts 7 % toughness to ferocity
(just like rune of the wurm)
dont delete Cavalier’s stats if you are planning to use this idea.

elite specs:
No longer need to equip the the elite spec trait to be able to equip the new weapon.
example: you can now wield greatsword as a necromancer as soon as you unlock the last skill/trait of your reaper. This will turn build making to a new level for all professions.

And i know that leaked info of the next expansion probably wont be used in the upcoming expansion…. so in before hand don’t use SANDshroud if you really gonna give us torch (sadly) make scorch shroud something fiery that matches the weapon.
ritualist:
A longbow shooting homing shadow spirits, with shadow spirit (turrets) as utility skills would allot better (but that is just me dreaming )

I hope I could help out a little bit to make necromancer cooler and hopefully better.
I’m not telling you what you guys should or must do with the game you made and designed. I just don’t want to be disappointed anymore this my all time favorite class since gw1 we are being ignored by the whole raid community and neglected by the developers.
So for me this game will die with the profession.

best regards some random Elonian necromancer who is crying in a corner in the raid lobby :’(

Necro problems vs other classes

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Posted by: Digikid.7230

Digikid.7230

People are actually playing reaper as condi epi mainly, at least in tier 1 and 2 for NA, not sure about other tiers or EU though, its rarer to see power reaper then condi epi shout reaper from my experience ( though IMO both variants are the best zerg dps, people just notice epidemic more then power wells)

Some guy on a bunch of servers, mostly Mag
Former top 50 spvp engi main.

Necro problems vs other classes

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Posted by: Axl.8924

Axl.8924

how to fix the whole profession( in my perspective )
Axe:
axe is cooler than dagger so make axe stronger than dagger, no one wants to carry a war horn because of fashion reasons.(life force gain on the axe auto attack will make allot of people happy)

Greatsword:
Just because we can slow enemies doesn’t we have to be slow asWell.(badumm tsss) Just make gs faster already and give it 600 range, with the auto attack shooting off shadow slashes on the first two hits and a wide ice slash with 650 range on the third hit. (and put the poison back on the Grasping Darkness)

The reaper shroud:
just make it equally strong as elementalist
make infuse terror last longer and share the stability with 10 allies when you press terrify for some decent support.

blood magic :
we need stronger life steal(allot more stronger) I mean common guys this a necromancer.

death magic :
superior rune of revenge? toughness and ferocity
converts 7 % toughness to ferocity
(just like rune of the wurm)
dont delete Cavalier’s stats if you are planning to use this idea.

elite specs:
No longer need to equip the the elite spec trait to be able to equip the new weapon.
example: you can now wield greatsword as a necromancer as soon as you unlock the last skill/trait of your reaper. This will turn build making to a new level for all professions.

And i know that leaked info of the next expansion probably wont be used in the upcoming expansion…. so in before hand don’t use SANDshroud if you really gonna give us torch (sadly) make scorch shroud something fiery that matches the weapon.
ritualist:
A longbow shooting homing shadow spirits, with shadow spirit (turrets) as utility skills would allot better (but that is just me dreaming )

I hope I could help out a little bit to make necromancer cooler and hopefully better.
I’m not telling you what you guys should or must do with the game you made and designed. I just don’t want to be disappointed anymore this my all time favorite class since gw1 we are being ignored by the whole raid community and neglected by the developers.
So for me this game will die with the profession.

best regards some random Elonian necromancer who is crying in a corner in the raid lobby :’(

I use dagger myself as a second hand weapon for the speed up.I have to admit i’m not crazy about dagger whatsoever.

Axe is good but i feel like the dmg isn’t as good as for an example ranger dmg with its super shot.The dmg of number 2 kind of feels lackluster in conquest at times.Only reason i can see really high numbers, is if someone else is hitting the same target and i got to see 8k dmg cause 2 people on 1 target.I might do 3000 dmg plus vulnerability, but not much more.I’m not crazy about the other abilities, and 1 feels kinda weak.I feel like a liability if i am stuck without 2 to burst someone harder since there is no way i can burst someone hard enough to down them with number 1, and 2 might burst someone down but only if they don’t focus me.

Necro problems vs other classes

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Posted by: trueanimus.4085

trueanimus.4085

how to fix the whole profession( in my perspective )
Axe:
axe is cooler than dagger so make axe stronger than dagger, no one wants to carry a war horn because of fashion reasons.(life force gain on the axe auto attack will make allot of people happy)

Greatsword:
Just because we can slow enemies doesn’t we have to be slow asWell.(badumm tsss) Just make gs faster already and give it 600 range, with the auto attack shooting off shadow slashes on the first two hits and a wide ice slash with 650 range on the third hit. (and put the poison back on the Grasping Darkness)

The reaper shroud:
just make it equally strong as elementalist
make infuse terror last longer and share the stability with 10 allies when you press terrify for some decent support.

blood magic :
we need stronger life steal(allot more stronger) I mean common guys this a necromancer.

death magic :
superior rune of revenge? toughness and ferocity
converts 7 % toughness to ferocity
(just like rune of the wurm)
dont delete Cavalier’s stats if you are planning to use this idea.

elite specs:
No longer need to equip the the elite spec trait to be able to equip the new weapon.
example: you can now wield greatsword as a necromancer as soon as you unlock the last skill/trait of your reaper. This will turn build making to a new level for all professions.

And i know that leaked info of the next expansion probably wont be used in the upcoming expansion…. so in before hand don’t use SANDshroud if you really gonna give us torch (sadly) make scorch shroud something fiery that matches the weapon.
ritualist:
A longbow shooting homing shadow spirits, with shadow spirit (turrets) as utility skills would allot better (but that is just me dreaming )

I hope I could help out a little bit to make necromancer cooler and hopefully better.
I’m not telling you what you guys should or must do with the game you made and designed. I just don’t want to be disappointed anymore this my all time favorite class since gw1 we are being ignored by the whole raid community and neglected by the developers.
So for me this game will die with the profession.

best regards some random Elonian necromancer who is crying in a corner in the raid lobby :’(

I use dagger myself as a second hand weapon for the speed up.I have to admit i’m not crazy about dagger whatsoever.

Axe is good but i feel like the dmg isn’t as good as for an example ranger dmg with its super shot.The dmg of number 2 kind of feels lackluster in conquest at times.Only reason i can see really high numbers, is if someone else is hitting the same target and i got to see 8k dmg cause 2 people on 1 target.I might do 3000 dmg plus vulnerability, but not much more.I’m not crazy about the other abilities, and 1 feels kinda weak.I feel like a liability if i am stuck without 2 to burst someone harder since there is no way i can burst someone hard enough to down them with number 1, and 2 might burst someone down but only if they don’t focus me.

I main ranger in wvw and to be honest, i do TONS more damage than necro or reaper spec simply because i can never stop shooting.

I run pew pew glass build so i stand on the fringe, and just wail on em with rapid fire, barrage and knock back. I use staff wisp if i get caught and i also have an invul and a water that clears any condis every tick.. so sometimes i can just stand in the bomb, pop my invul, drop water and pew pew then wisp out.

On power reaper, 1200 range means i have to be closer to start, drop wells that do nothing really (yeah they convert boons and give stabo to the team) but when we drop them on the frontline the spot is usually so hot they get no condi clear or stabo from it.

And forget about jumping in if the other group has more than 20 people (if we have 20ish)

when outnumbered even the slightest, you dont have the damage midigation to take any hits and your shroud is gone before you can even do your spin (most of the time)

i just wish that anet would look at the class again and make power reaper viable in wvw.

I have thought about going full condi vit toughness gear and running bleed spec with reaper as bust, but i dont know if that would work.

Any suggestions?