Necromancer Patch notes discussion

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Posted by: Talentless.5708

Talentless.5708

Negativity is contagious. Necro has a few bugs, but doesnt need buffs. Repeating statements that the class is weak doesnt make them true.

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: prothorin.5849

prothorin.5849

The conditionmancer the the weakest and the poorest class in the wvw.
I playing as Mozart on keyboard and I get only grey loot.

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Posted by: Knox.3748

Knox.3748

Well i like to play my necro as a conditionmancer on WvW. I Have fun but i dont play for loots

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Posted by: Bastion.2716

Bastion.2716

Negativity is contagious. Necro has a few bugs, but doesnt need buffs. Repeating statements that the class is weak doesnt make them true.

Saying it doesn’t need buff is just plain ignorant. We manage to do stuff – yes, but does it makes us LESS broken? NO. We’re still got more bugs then any other prof, if you’re OK with using unfinished stuff, like eating meat raw and all that kind of stuff it’s ok for you. But I was hoping to play my prof as it is intended to be played. Tbh I think ppl like you are postponing necro fix a great deal.

PS: Nothing personal ofc, I’m just really kitten I had really high hopes for this patch.

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Posted by: Valior.4712

Valior.4712

Overly aggressive minions? The only one little lively (for a risen corpse) was flesh golem, others were phlegmatic bunch from the beginning. I would love to see the exact opposite – agressive minions or options to control their attack/return mode (like rangers have).

Pike ‘n’ Square
Nythanryn Zior, human necromancer | and others

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Posted by: wiazabi.2549

wiazabi.2549

Negativity is contagious. Necro has a few bugs, but doesnt need buffs. Repeating statements that the class is weak doesnt make them true.

And making up false statement is just fine right?

There are people asking for fixes, proper DS UI, minion ai that works every time, people asking for stuff that would add more viable ways to make builds like stuff that EVERY other class has acces to.

Then there are people no matter the class that always wants buffs and no matter what class their playing its always weak.

And then there is the person who always see the 2 above as 1 person even though they want different things this person dont seem to care but always wants to insult em.

As for patch the random attack golem fix is welcome, but would much rather have a proper DS UI, but hey we knew the patch was minor for class stuff.

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Posted by: Peach Pinky.6501

Peach Pinky.6501

An estimated less than 9% of the GW2 population play necromancers as main characters (based off of at least 10 polls on reddit, one hosted by Anet themselves). Therefor, Anet has little to no incentive to fix them quickly. Is it fair? No, but in the long run seeing as how guardian, ele, and theif get played the most they will get fixed the fastest. I will continue to play my broken necro, who gets nerfed before she gets fixed because I love necro.

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Posted by: Kilger.5490

Kilger.5490

Assuming it works, its a huge buff to any that use the death magic line, at least “re-animator” doesnt exist just to get you drawn into combat when you dont want to be. I still feel it would be better replaced with something more general.

I didnt even know about the mark of evasion bug and I’ve used it for some time!

Kilger – Human Ranger
alts: Fangyre (Necro), Hardrawk (Ele);
Jade Quarry

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

The one thing to note on Reanimator is that the patch should have also sent the Boss Targeting fix live. You know, where bosses like Lupicus and Subject Alpha no longer target minions and NPC’s unless they are all that’s left? Any of them where it is actually detrimental for the minions to be targeted should no longer do so.

Note that with Jade Maw, it is not detrimental to have minions targeted as it does not harm your team.

Now, why this wasn’t mentioned in the patch notes, I don’t know.

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

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Posted by: Levian.6742

Levian.6742

I assume there have been no stealth changes? After browsing the Ele forums, I noticed one of their Dagger skills got a buff/change, and there wasn’t a word of it in the notes.

https://forum-en.gw2archive.eu/forum/professions/elementalist/Earth-3-Dagger-opinions/first#post1320689

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Posted by: Mysteria Valentine.6254

Mysteria Valentine.6254

Anyone else feel like the staff auto attack projectile is moving a little faster than before? A few others I was running a dungeon with and I noticed it seemed to move faster than usual.

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Posted by: Bas.7406

Bas.7406

Flesh Golem still attacks anything in its wake , rest minions are way more responsive , im glad about that.( can’t understand why everyone QQs about them , they always attacked what i attacked , anyway) No nerfs , so still happy

You probably used their utility skills, didn’t use bad pathing to your target, did not tab target during the middle of a fight, and initiated contact a majority of the time. All the things we pick up over time when we notice small issues and compensate for them.

The shadow fiend, bone minions, and Flesh Golem were the big perpetrators of buggy AI. Bone Minions and Flesh Golems would bug out and not work at all until killed off. Shadow fiend would usually right itself.

They are a bit more responsive, and I noticed a much tamer Flesh Golem this run around. His aggro meter is down from 900m to a more manageable 600m :P.

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Posted by: Bas.7406

Bas.7406

The one thing to note on Reanimator is that the patch should have also sent the Boss Targeting fix live. You know, where bosses like Lupicus and Subject Alpha no longer target minions and NPC’s unless they are all that’s left? Any of them where it is actually detrimental for the minions to be targeted should no longer do so.

Note that with Jade Maw, it is not detrimental to have minions targeted as it does not harm your team.

Now, why this wasn’t mentioned in the patch notes, I don’t know.

Not having Lupicus and Subject Alpha target my minions? Seriously! That would be awesome. I was getting tired of having to bring only my non-pet ranged classes to those two stupid fights.

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Posted by: Meglobob.8620

Meglobob.8620

Necromancer

  • Fixed a bug that caused some minions to be overly aggressive.

I feel off my leather computer chair, laughing so hard at this…

Does anyone still use minions when they play a Necro?

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Posted by: ShadowMaster.5708

ShadowMaster.5708

I dont get it? People have been complaining about minion AI for MONTHS! When they finally fix it, you still complain? Seriously, you got what you asked for, no start complaining about other things, so they will get fixed in the future

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Posted by: Cerbeius.7129

Cerbeius.7129

I dont get it? People have been complaining about minion AI for MONTHS! When they finally fix it, you still complain? Seriously, you got what you asked for, no start complaining about other things, so they will get fixed in the future

Don’t you see the irony in this ‘fix’?

Lady Cerba, Ascalonian Priestess of Grenth

- Piken Square, [REN][DKAL]

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Posted by: gamefreak.5673

gamefreak.5673

I dont get it? People have been complaining about minion AI for MONTHS! When they finally fix it, you still complain? Seriously, you got what you asked for, no start complaining about other things, so they will get fixed in the future

Don’t you see the irony in this ‘fix’?

They didnt fix them, they just patched it so they dont run off and attack mobs at random as much. They still sometimes stand around and chat on cell phones while you are dying, unless you want to spend the few seconds to use the minion skills to force them to attack, sometimes you can other times you want to be doing more with your current weapons or other skills.

(edited by gamefreak.5673)

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Posted by: Cerbeius.7129

Cerbeius.7129

I could only wish that my minions were ‘overly agressive’. They were always standing there, staring at nothing…

Lady Cerba, Ascalonian Priestess of Grenth

- Piken Square, [REN][DKAL]

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Posted by: Keown.9210

Keown.9210

I don’t understand why we can’t have minions that don’t attack things we aren’t attacking or aren’t attacking us. Or minions that will attack things we are in combat with.

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Posted by: Anchoku.8142

Anchoku.8142

Still evaluating minion behavior but the fix may change how the class plays. I regularly run a minion or two for farming and under water fights to supplement damage when wearing my magic find or rabid armor. Hoping that the flesh golem is now less curious and the others are less canon fodder.

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Posted by: Irene La Gamatius.1657

Irene La Gamatius.1657

Thank God, I will stop calling my Flesh Golem a “STUPID Golem” Awesome fix. Really need while solo-farming around at Cursed Shore.
I wish it could swim at least. hahaha

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Posted by: Rennoko.5731

Rennoko.5731

Personally I would rather my minons clip through the terrain and fight effectively, rather than the alternative, which is they try to follow the contraints of the game (like mobs), and as a result get confused and fail horribly.

Tie the #1 skill button push to “attack this target my horde” effect and it is at least better than it is right now. And yeah, let the minions clip through stuff. I want to see my bone minion climb the keep wall and blow up in someones face. Ranger pets already continue to attack way outside of 1200 range, let them climb walls too.. some of their pets have wings after all.

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Posted by: kailin.4905

kailin.4905

From what limited time I have had to play minion ai seems a lot better. Not fixed but certainly improved.

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Posted by: Junkpile.7439

Junkpile.7439

Why not give minions own skillbar and skills like in some f2p games? You could choose if you go full pet, hybrid or normal build.

Low quality trolling since launch
Seafarer’s Rest EotM grinch

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Posted by: Bas.7406

Bas.7406

Why not give minions own skillbar and skills like in some f2p games? You could choose if you go full pet, hybrid or normal build.

Because that would make them OP, and we would essentially be rangers with magic instead of arrows. The pet skill bar is the inherent trait of rangers. We have Death Shroud and Life Force. It’s not happening.

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Posted by: Anchoku.8142

Anchoku.8142

Why not give minions own skillbar and skills like in some f2p games? You could choose if you go full pet, hybrid or normal build.

Because that would make them OP, and we would essentially be rangers with magic instead of arrows. The pet skill bar is the inherent trait of rangers. We have Death Shroud and Life Force. It’s not happening.

That is correct! Making Necromancer a better pet class than Ranger is forbidden. All those gold-farmers would drop Ranger in a heartbeat.

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Posted by: Talentless.5708

Talentless.5708

Negativity is contagious. Necro has a few bugs, but doesnt need buffs. Repeating statements that the class is weak doesnt make them true.

And making up false statement is just fine right?

There are people asking for fixes, proper DS UI, minion ai that works every time, people asking for stuff that would add more viable ways to make builds like stuff that EVERY other class has acces to.

Then there are people no matter the class that always wants buffs and no matter what class their playing its always weak.

And then there is the person who always see the 2 above as 1 person even though they want different things this person dont seem to care but always wants to insult em.

As for patch the random attack golem fix is welcome, but would much rather have a proper DS UI, but hey we knew the patch was minor for class stuff.

DS UI is a bug issue that should be fixed. No problem there…. but I dont see anything warranting a buff to the class. Sorry if you disagree. Happy that you disagree. The less people playing Necro the less people who have figured out what makes them one of the most powerful classes in the game.

There is a reason they are unique. They are not a spam #1 to win class. They are a make full use of your crazy utility and when combined with player skill and team coordination equate to enormous power… class. Sorry the truth doesnt always fit on a bumper sticker.

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: Bas.7406

Bas.7406

Why not give minions own skillbar and skills like in some f2p games? You could choose if you go full pet, hybrid or normal build.

Because that would make them OP, and we would essentially be rangers with magic instead of arrows. The pet skill bar is the inherent trait of rangers. We have Death Shroud and Life Force. It’s not happening.

That is correct! Making Necromancer a better pet class than Ranger is forbidden. All those gold-farmers would drop Ranger in a heartbeat.

Nice sarcasm there :p. But the statement still holds true. A necro with Death shroud and a pet skill bar allowing us full control over multiple pets would be considerably OP. One of the reasons for them being a utility skill is that they are like Guardian Spirit weapons. They are add-ons not essential parts of your skill set.

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Posted by: Vagelis.9562

Vagelis.9562

DS UI is a bug issue that should be fixed. No problem there…. but I dont see anything warranting a buff to the class. Sorry if you disagree. Happy that you disagree. The less people playing Necro the less people who have figured out what makes them one of the most powerful classes in the game.

There is a reason they are unique. They are not a spam #1 to win class. They are a make full use of your crazy utility and when combined with player skill and team coordination equate to enormous power… class. Sorry the truth doesnt always fit on a bumper sticker.

Kormir bless you & your words

Revive Tybalt Leftpaw, only guy obsessed with sth other than Dragons Zombies or outrunning centaurs

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Posted by: Bastion.2716

Bastion.2716

DS UI is a bug issue that should be fixed. No problem there…. but I dont see anything warranting a buff to the class. Sorry if you disagree. Happy that you disagree. The less people playing Necro the less people who have figured out what makes them one of the most powerful classes in the game.

There is a reason they are unique. They are not a spam #1 to win class. They are a make full use of your crazy utility and when combined with player skill and team coordination equate to enormous power… class. Sorry the truth doesnt always fit on a bumper sticker.

Well, ain’t it good for you that you know how to operate a broken class? And even so you can kill some with it, this really doesn’t cancel the fact that we’re broken and not working as intended. And I’ll repeat it again – this is a part of problem, we need no to calm anet with words like that, we need to keep pressure until they will finally fix our broken traits\scaling etc. But it’s your choice to enjoy this class atm and not complain at all, lots of weird ppl out there, I’m not here to judge you, but just to make a point that this “confidence” not helping necromancers a bit.

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Posted by: Talentless.5708

Talentless.5708

DS UI is a bug issue that should be fixed. No problem there…. but I dont see anything warranting a buff to the class. Sorry if you disagree. Happy that you disagree. The less people playing Necro the less people who have figured out what makes them one of the most powerful classes in the game.

There is a reason they are unique. They are not a spam #1 to win class. They are a make full use of your crazy utility and when combined with player skill and team coordination equate to enormous power… class. Sorry the truth doesnt always fit on a bumper sticker.

Well, ain’t it good for you that you know how to operate a broken class? And even so you can kill some with it, this really doesn’t cancel the fact that we’re broken and not working as intended. And I’ll repeat it again – this is a part of problem, we need no to calm anet with words like that, we need to keep pressure until they will finally fix our broken traits\scaling etc. But it’s your choice to enjoy this class atm and not complain at all, lots of weird ppl out there, I’m not here to judge you, but just to make a point that this “confidence” not helping necromancers a bit.

Repeating that a class is broken over and over doesnt make it true. Humpty Dumpty hasnt fallen off the wall. Dont act like we need to put him back together again. If my posts prevent a Necro buff, (1) I would feel super special and (2) I would be able to keep playing my Necro. Some of us enjoy playing a balanced class more…

The only two things I would change… Make Axe Training either available at 20 Spite (since you’d never chose it over Close to Death) or a different line altogether and to make staff #1 a 100% Projectile Finisher.

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

(edited by Talentless.5708)

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Posted by: Bastion.2716

Bastion.2716

Repeating it won’t make it true, but the thing is – it is true no matter how many times you repeat it or not. You can check out out bug list, if you’re still doubting it. As I said, that’s really great for you for making a best use of broken stuff, as for me – I like when stuff functions as it’s intended.

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Posted by: Thresher.3049

Thresher.3049

Doing some poking around, the C/Dam applying to basic attacks vs inanimate objects means its a little easier when trying to break siege and other stuff.

Also, C/Dam now applies to the #2 attack on most types of siege that have a bleed (cannon, bolt throwers, AC’s etc) so instead of the piddly little 43 a tick it used to do, it hurts like hell because its using MY stat instead!

Pinot Noir (Necromancer) Pinot Blanc (Warrior)
KnT Blackgate

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Posted by: Softspoken.2410

Softspoken.2410

Repeating it won’t make it true, but the thing is – it is true no matter how many times you repeat it or not. You can check out out bug list, if you’re still doubting it. As I said, that’s really great for you for making a best use of broken stuff, as for me – I like when stuff functions as it’s intended.

Don’t rely too closely on the stickied thread. A lot of the bugs listed there that actually alter gameplay have since been fixed, and a lot of bugs that are tooltip errors are failures to update to augmented values when a relevant trait is taken, but with the skill still behaving in an improved fashion.

Mixing insults with your post is like pooping in a salad.
It’s pretty obvious, and nobody’s impressed.

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Repeating it won’t make it true, but the thing is – it is true no matter how many times you repeat it or not. You can check out out bug list, if you’re still doubting it. As I said, that’s really great for you for making a best use of broken stuff, as for me – I like when stuff functions as it’s intended.

Check out our bug list and note how much of that list has been fixed. The vast majority is no longer a problem.

We still have bugs, minion AI chief among them, but saying we are loaded with bugs and can’t even function properly is flat-out wrong.

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

(edited by Drarnor Kunoram.5180)

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Posted by: lettucemode.3789

lettucemode.3789

intended

You say this, but what you actually mean is how you expect the necromancer to be, or how you interpret the designer’s intentions. For all you know the designers might intend the necro to be a broken class. No one is saying the necro does not have problems, such as broken minion AI. But myself and others have found builds that don’t just kill one or two people, as you tried to dismiss them, they work extremely well and play to the strengths of the necromancer. If you can’t see what we see, that’s fine, maybe the class is not for you.

Here is the up to date bug thread, please ignore the stickied one from now on: https://forum-en.gw2archive.eu/forum/professions/necromancer/Necromancer-Bug-Compilation-Mk-II/ Note that 90% of remaining bugs are tooltip errors.

Sanctum of Rall
Builds: Facemelter Watch The Health Bar

(edited by lettucemode.3789)

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Posted by: Bastion.2716

Bastion.2716

Well, we could say that most of bugs are tooltips error, that would be convenient, ain’t it?:D I’ve already said, that there are good builds that could be made into something with the proper skill of a player, like Shoebix build, for example. The thing is we need to do quite a job to be able to be on par with other prof, who can still pretty much do it better with same skill\equip + they can change spec and still be better. Yes, we’re great that we can pull it off, we can kill ppl and stuff, but as for me it’s a bit unfair. As to the “strength” of necromancer, I can’t see a clear concept of our strength. Well, you guys don’t seem to understand what I’m trying to say, this saddens me a great deal( I’m not some kind of a necromancer who can’t kill a single foe and whining, I’ve used many builds, with a quite success, but then I started to try other profs, and guess what – they could do it better, without getting used to our play-style. Yes, I can kill 2-3 ppl with vit\tough\pow build, but it will require more dedication to do it as a necro, I like difficult classes, but at this point it’s unnecessarily tough to get good with necro, and necro good = other class average.

Still, I’m not saying necro’s are bad, I love this class, I’ve invested god-knows how much time and gold in it, but I still wish we had a better deal.

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Posted by: Relair.1843

Relair.1843

Why not give minions own skillbar and skills like in some f2p games? You could choose if you go full pet, hybrid or normal build.

Because that would make them OP, and we would essentially be rangers with magic instead of arrows. The pet skill bar is the inherent trait of rangers. We have Death Shroud and Life Force. It’s not happening.

That is correct! Making Necromancer a better pet class than Ranger is forbidden. All those gold-farmers would drop Ranger in a heartbeat.

Nice sarcasm there :p. But the statement still holds true. A necro with Death shroud and a pet skill bar allowing us full control over multiple pets would be considerably OP. One of the reasons for them being a utility skill is that they are like Guardian Spirit weapons. They are add-ons not essential parts of your skill set.

How in gods name would a simple ‘attack’ and ‘retreat’ button for pets be in any way OP?? Saying because we have DS makes no sense, the two have nothing to do with one another. Thats like saying ranger traps should be placed randomly and only go off sometimes when they should be triggered because their mechanic is already a pet bar, so having both things that work properly would be OP. People just want functional, useful minions that dont get instagibbed by boss AoE and actually attack what they’re supposed to. Thats not too much to ask for, considering even mmos from 10 years or more back could do this. Anet needs either fix the kitten things or rename the class, seeing as most people who sign up to play necromancers figure they’re going to get good undead pets.

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Posted by: lettucemode.3789

lettucemode.3789

Well, we could say that most of bugs are tooltips error, that would be convenient, ain’t it?:D I’ve already said, that there are good builds that could be made into something with the proper skill of a player, like Shoebix build, for example. The thing is we need to do quite a job to be able to be on par with other prof, who can still pretty much do it better with same skill\equip + they can change spec and still be better. Yes, we’re great that we can pull it off, we can kill ppl and stuff, but as for me it’s a bit unfair. As to the “strength” of necromancer, I can’t see a clear concept of our strength. Well, you guys don’t seem to understand what I’m trying to say, this saddens me a great deal( I’m not some kind of a necromancer who can’t kill a single foe and whining, I’ve used many builds, with a quite success, but then I started to try other profs, and guess what – they could do it better, without getting used to our play-style. Yes, I can kill 2-3 ppl with vit\tough\pow build, but it will require more dedication to do it as a necro, I like difficult classes, but at this point it’s unnecessarily tough to get good with necro, and necro good = other class average.

Still, I’m not saying necro’s are bad, I love this class, I’ve invested god-knows how much time and gold in it, but I still wish we had a better deal.

Ok, that is fair to say, I agree necros are harder to play than other classes.

Sanctum of Rall
Builds: Facemelter Watch The Health Bar

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Posted by: Bas.7406

Bas.7406

How in gods name would a simple ‘attack’ and ‘retreat’ button for pets be in any way OP?? Saying because we have DS makes no sense, the two have nothing to do with one another. Thats like saying ranger traps should be placed randomly and only go off sometimes when they should be triggered because their mechanic is already a pet bar, so having both things that work properly would be OP. People just want functional, useful minions that dont get instagibbed by boss AoE and actually attack what they’re supposed to. Thats not too much to ask for, considering even mmos from 10 years or more back could do this. Anet needs either fix the kitten things or rename the class, seeing as most people who sign up to play necromancers figure they’re going to get good undead pets.

You aren’t asking for a slight UI fix, you are askign for a complete change in the mechanics of a utility skill. The only thing minions need is a slight fix to UI. Attack who I am attacking when I attack. That’s all they need. A slightly better lifetime would be nice, and a reduction on the summoning time would be a considerable improvement to the playstyle in pvp.

A majority of necro complaints on here are ridiculous requests. I just read a post where someone wanted Minions to act like illusions with the ability to destroy them on request. An attack retreat button would turn them into pets, and not minions. It would be borderline OP because Guardians and Rangers would then request and deserve it on their Spirit Pets and Weaposn, and what about Mesmer’s and their clone wars?

Your option would open a can of worms that would seriously affect gameplay as a whole. Necro’s are in a good place currently with a few ease of life play changes needed.

1. Better Signet synergy. – I puzzle often as to how the active/passive effects were thought of.

2. Better Minion AI and a slight bump in Minon health or avoidance – Attack who I attack when I attack that’s all. They fixed the second part but not the first.

3. Either a cleave on axe or dagger or slightly better damage on Axe (the idea to move Axe training to Tier 2 is really good)

4. Beat the man who thought of staff sound effects (so so annoying)

5. Spectral wall changes – As it currently sits, it’s almost useless.

6. Remove jagged horrors as 5 point ability. Even as a minion master that ability puzzles me since they usually die before doing anything, and the amount of toughness they add is usually ineffective since the guy just died.

7. Improve siphon life skills marginally. I think it should be tied into healing power, but at a low percentage.

8. Death Shroud UI improvements – All we want is to see the cooldown on our utilities and attacks.

These are simply ease of life changes. Not one of them is groundbreaking.

(edited by Bas.7406)

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Posted by: Bas.7406

Bas.7406

Ok, that is fair to say, I agree necros are harder to play than other classes.

Technically that’s not correct. Elementalist have the highest skill cap in the game. Necros and Engineers fall into the tough to play because of they don’t fill any niche. They don’t heal extremely well, they don’t burst well, but they both play fantastic attrition builds. In pve, attrition is an interesting role to fill. With the increased difficulty of dungeon and changes to avoidance Necros and Engineers may see an increase in the benefit of their playstyle.

The problem many necros face is that they want to be able to burst like other ranged, but we are more like the engineer in that we do a lot of little things well, but nothing great. I enjoy the playstyle.

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Posted by: Anchoku.8142

Anchoku.8142

Played a bit with minions last night. Flesh golem now appears to have an electric collar with my Necromancer standing in the middle of an electric dog fence. The golem would still get curious and want to go play with the first thing it noticed but, when it hit the hidden fence line, it returned to me. Have not perceived a difference in the other minions but they have always been more like little lap dogs. All pets still seem to have spells of laziness but the shorter leash on flesh golem is a definite improvement.

Jagged Horrors, btw, were occasionally useful as cannon fodder. The patch may have inadvertently taken even that use away.

I do wonder if, instead of making Necromancer easier to configure and play, the dev’s might make other jobs harder without nerfing them; maybe scramble the trait trees a bit or make them loose lock and auto-attack whenever they tap their elite skill.

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Posted by: Bas.7406

Bas.7406

Jagged Horrors, btw, were occasionally useful as cannon fodder. The patch may have inadvertently taken even that use away.

It was taken away because it was being used as a rezzing tool by opponents. They did it with a few items that were accidentally triggering rezzes

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Posted by: Batlav.6318

Batlav.6318

if u look at other classes u will see the same
this patch is not focused on classs changes so just wait for the next one

SFR

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Posted by: Bastion.2716

Bastion.2716

Ok, that is fair to say, I agree necros are harder to play than other classes.

Technically that’s not correct. Elementalist have the highest skill cap in the game. Necros and Engineers fall into the tough to play because of they don’t fill any niche. They don’t heal extremely well, they don’t burst well, but they both play fantastic attrition builds. In pve, attrition is an interesting role to fill. With the increased difficulty of dungeon and changes to avoidance Necros and Engineers may see an increase in the benefit of their playstyle.

The problem many necros face is that they want to be able to burst like other ranged, but we are more like the engineer in that we do a lot of little things well, but nothing great. I enjoy the playstyle.

Well, to be honest Engineers got a better deal in a way of burst damage, Elementalist might be a tougher class to play and be really good, but when taking same equipment and skill level Elementalist will be on top, not even taking into account different builds. Making my judgements based on having all these classes up to 80, full exotic, and played all of them in WvWvW(mostly played elementalist before D\D buff, using him after seems for me a bit of a cheat tbh).

Adding some of the burst engi got to a necro would’ve greatly helped tho)

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Posted by: Rennoko.5731

Rennoko.5731

Ok, that is fair to say, I agree necros are harder to play than other classes.

Technically that’s not correct. Elementalist have the highest skill cap in the game. Necros and Engineers fall into the tough to play because of they don’t fill any niche. They don’t heal extremely well, they don’t burst well, but they both play fantastic attrition builds. In pve, attrition is an interesting role to fill. With the increased difficulty of dungeon and changes to avoidance Necros and Engineers may see an increase in the benefit of their playstyle.

The problem many necros face is that they want to be able to burst like other ranged, but we are more like the engineer in that we do a lot of little things well, but nothing great. I enjoy the playstyle.

Well, to be honest Engineers got a better deal in a way of burst damage, Elementalist might be a tougher class to play and be really good, but when taking same equipment and skill level Elementalist will be on top, not even taking into account different builds. Making my judgements based on having all these classes up to 80, full exotic, and played all of them in WvWvW(mostly played elementalist before D\D buff, using him after seems for me a bit of a cheat tbh).

Adding some of the burst engi got to a necro would’ve greatly helped tho)

I would have to disagree on elementalist. That is one class that I rarely ever lose to any more. Assuming equal skill level and familiarity with the classes, a necro has a DD eles number, even without using corruption boon. If you run corruption boon, it isn’t even close.

DD eles really fall into a three categories. PVT, Passaflora armor, or knights/zerker mix (very rare with DD). None of those build help them come out on top because they cannot clear often enough against a condition based necro. The zerker build really has the best chance because it often catches people off guard because the ‘MO’ of the DD ele is boons and mobility, not damage.

If you run a power build and you are up against a DD ele, then yeah, you are going to get outpaced in healing and eventually you will get worn down (in my experience). But with a condition build, I just wait for the splash or for them to leave water and then fear/dot/hide behind a tree/strafe. Also dodge roll the updraft and its even easier.

My hardest fight with conditions is always a knights armor guardian with a lifesteal build/food, and condition clearing utilties/traits.

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Posted by: Bas.7406

Bas.7406

I would have to disagree on elementalist. That is one class that I rarely ever lose to any more. Assuming equal skill level and familiarity with the classes, a necro has a DD eles number, even without using corruption boon. If you run corruption boon, it isn’t even close.

DD eles really fall into a three categories. PVT, Passaflora armor, or knights/zerker mix (very rare with DD). None of those build help them come out on top because they cannot clear often enough against a condition based necro. The zerker build really has the best chance because it often catches people off guard because the ‘MO’ of the DD ele is boons and mobility, not damage.

If you run a power build and you are up against a DD ele, then yeah, you are going to get outpaced in healing and eventually you will get worn down (in my experience). But with a condition build, I just wait for the splash or for them to leave water and then fear/dot/hide behind a tree/strafe. Also dodge roll the updraft and its even easier.

My hardest fight with conditions is always a knights armor guardian with a lifesteal build/food, and condition clearing utilties/traits.

My point was they are the toughest skill cap wise, not the toughest to kill. As a MM Power Necro, the following are the toughest kill for me.

1. Bunker Engineer
2. Bunker Condition Ranger
3. Burst Mesmer’s while DS is down

I find it interesting that Condition Mancers struggle with Guardians, while Guardians are the easiest kills for power necro’s. They are even easier than thieves because they don’t do as much damage. It makes me laugh everytime I run into a guardian and they immediately assume that I won’t kill them than start freaking out when they are at 10 percent health with their heal already used.

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Posted by: Rennoko.5731

Rennoko.5731

My point was they are the toughest skill cap wise, not the toughest to kill. As a MM Power Necro, the following are the toughest kill for me.

1. Bunker Engineer
2. Bunker Condition Ranger
3. Burst Mesmer’s while DS is down

I find it interesting that Condition Mancers struggle with Guardians, while Guardians are the easiest kills for power necro’s. They are even easier than thieves because they don’t do as much damage. It makes me laugh everytime I run into a guardian and they immediately assume that I won’t kill them than start freaking out when they are at 10 percent health with their heal already used.

Understood, and agreed on the skill cap.

Bunker ranger is also VERY hard for a condition necromancer, especially if they run the -40% duration food. But I think that build is good for most one on one fights, like a phant mesmer.

Really condition necros have a hard time with anything that has, burst and lots of passive healing and lots of condition clearing and lots of suvivability. Most guardians don’t have a lot of burst and are no problem (see the standard PVT guardians). Most thieves have lots of burst, but forget about survivability (vitality).

The players that find a way to weave all of those together do really well against the somewhat one-sided play of conditions. Alternatively, those heros with lots and lots of defense and regneration will excell against power builds because necros lack enough burst to prevent them from utilizing their regen (assuming they don’t get caught in wells).

I was surprised that a condition/bunker P/D thief didnt make your list. I would think that would be hell for both Power and Condition. I know it is hell for condition, because of all the condition removal on stealth.

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Posted by: lettucemode.3789

lettucemode.3789

I was surprised that a condition/bunker P/D thief didnt make your list. I would think that would be hell for both Power and Condition. I know it is hell for condition, because of all the condition removal on stealth.

My power build uses Shrouded Removal, which drastically reduces P/D thief effectiveness. Without that trait, yes, they are hell.

Sanctum of Rall
Builds: Facemelter Watch The Health Bar

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Posted by: Rennoko.5731

Rennoko.5731

I was surprised that a condition/bunker P/D thief didnt make your list. I would think that would be hell for both Power and Condition. I know it is hell for condition, because of all the condition removal on stealth.

My power build uses Shrouded Removal, which drastically reduces P/D thief effectiveness. Without that trait, yes, they are hell.

That trait is amazing, and I have thought about dropping reapers protection just for it. I am in and out of DS so often it would be a huge advantage. I think part of the reason that trait gets so little play is we can’t really track conditions going on and off while in DS. Whenever they fix it so we can see that horrendous stack of bleed hurting us while sitting in DS I bet this becomes a lot more popular.