Lady Cynn (Leader)
Gate of Madness
(edited by TylerWit.8301)
So playing the staff I loved all the marks but I began to realize that having only one mark to deliver a small amount of constant damage since all of the other marks have a recharge of at least 20 seconds just wasn’t enough because the skill slot #1 “necrotic grasp” had such a slow casting time and the projectile flying speed is incredibly slow so it doesn’t even hit half the time. Not only that for being the only skill you have to attack with most of the time the combo finisher: physical projectile has only a 20% chance to occur. If they’re going to make the #1 attack skill so slow and the projectile from it slow as well they could at least give it a 40% or 50% chance of being a combo finisher: physical projectile. That or increase the #1 skills attack speed or increase it’s projectile flying speed. Any way you put it the #1 skill slot “necrotic grasp” could use a small buff. I was thinking maybe the necromancer trait “staff mastery” could maybe be buffed to increase the projectile flying range of “necrotic grasp” x3 as well as make the projectiles homing or something. That would solve a small amount of the skills problem.
(edited by TylerWit.8301)
The slow projectile speed of necrotic grasp makes me cry at night.
[VVVVVWAAAH VWAAAAAHHH] I [VVVVVWAAAAAAAHH VVVWAAAAHHHH] can’t [VVVVVWAAAH VWAAAAAHHH] hear [VVVVVWAAAH VWAAAAAHHH] you [VVVVVWAAAH VWAAAAAHHH]…
Annoying sound effect aside, I agree with you, but what can you do? This has been mentioned to the devs since Beta days, nothing has been done about it. Hopefully in the coming huge patch that’s apparantly 5 pages worth, will introduce some goodies for us Necros.
I mainly use staff to open during long boss fight to lay down the AoE then switch to my scepter/dagger… but of course I sometimes switch to staff mid-combat and I’m stuck with staff 1 skill for a while and irritates the hell out of me.
(edited by iSmack.1768)
I would be happy with:
- Sound effect replaced or volume lowered
- Projectile speed increased or attack speed increased
- Reduce damage and LF gen by a % for each consecutive enemy hit in a line (to balance the increased speed).
Clearly the sound effect needs to be much louder so our enemies can hear it from the other side of the zones/maps and be more of a screeching sound, plus make projectile faster and AoE.. Akin to this WW2 weapon.
That way you know there’s a Necromancer in the area and you better run!
Clearly the sound effect needs to be much louder so our enemies can hear it from the other side of the zones/maps and be more of a screeching sound, plus make projectile faster and AoE.. Akin to this WW2 weapon.
That way you know there’s a Necromancer in the area and you better run!
I would actually prefer this sound in comparison to the current one…
It should be a MIRV after it travels 600 and split into 5 fingers.
[VVVVVWAAAH VWAAAAAHHH] I [VVVVVWAAAAAAAHH VVVWAAAAHHHH] can’t [VVVVVWAAAH VWAAAAAHHH] hear [VVVVVWAAAH VWAAAAAHHH] you [VVVVVWAAAH VWAAAAAHHH]…
lol love this
Clearly the sound effect needs to be much louder so our enemies can hear it from the other side of the zones/maps and be more of a screeching sound, plus make projectile faster and AoE.. Akin to this WW2 weapon.
That way you know there’s a Necromancer in the area and you better run!
Hehe, Stalin Organ indeed.
Thing is tho that i am unsure if others hear the sound as loud as we do. Remember, there was a bug regarding children’s voices in Lion’s Arch related to positional audio or something.
(edited by digiowl.9620)
My question is why the hands make sound in the first place? Sometimes it doesn’t make sound and I’m like “AAHHHH that’s better” and then it comes back and there’s nothing I can do about it
Best guess it is supposed to be a ghost hand similar in consistency as our Shadow Fiend.
It used to home in beta, which made it great for groups cause even if people were not all lined up it would still hit most of them. Its so slow I have no idea if the homing is bugged, or they removed it for some odd reason.
Pretty sure I hear other Necromancers Staff sounds as well as my own. Though not consistently so, but I do notice it in Dynamic Events.
I wouldn’t mind the slow speed if it tracked targets like other slow as balls projectiles.
Cause frankly even if they’re in range the projectile can miss frequently if they just move around.
[VVVVVWAAAH VWAAAAAHHH] I [VVVVVWAAAAAAAHH VVVWAAAAHHHH] can’t [VVVVVWAAAH VWAAAAAHHH] hear [VVVVVWAAAH VWAAAAAHHH] you [VVVVVWAAAH VWAAAAAHHH]…
lol love this
lol… you know, instead that atrocious noise, i’d be satisfied if it was the sound of someone getting slapped across the face. Animation to go along with it would be cool too.
Clearly the sound effect needs to be much louder so our enemies can hear it from the other side of the zones/maps and be more of a screeching sound, plus make projectile faster and AoE.. Akin to this WW2 weapon.
That way you know there’s a Necromancer in the area and you better run!
“Nebelwerfer” oh that’s so fun to say!
Why can’t we have nice things like this? https://www.youtube.com/watch?v=qcEWOC5YbYY
I agree, slight speed adjustment, projectile finisher 100% of the time and maybe reduce the LF gain a bit
I agree, slight speed adjustment, projectile finisher 100% of the time and maybe reduce the LF gain a bit
I’d rather have it actually do dmg than a silly 100% finisher.
Knote.2904 – 100% finisher>50% more damage, but 100% = actually good power scailing
heh it does not actually need a dmg boost imo
Ofcourse it needs a damage boost, it does what? 600 damage on a terrible slow flying object that takes 3 seconds to hit from max range. This is 200 dps…
This is with full exotic power/prec/crit gear.
Well I would much rather get speed buffs for it than dmg buffs, I don’t think it would need a dmg buff if it got a reasonable cast and fly time.
Knote.2904 – 100% finisher>50% more damage, but 100% = actually good power scailing
What are you talking about? Oo
Having a 100% finisher to do some measley 1s chill/burn/poison/lifesteal/blind at random is NOT better than having 50% more dmg. And what do you mean better power scaling? Everything scales the same with power it’s multiplicative.
Can you clarify?
Well I would much rather get speed buffs for it than dmg buffs, I don’t think it would need a dmg buff if it got a reasonable cast and fly time.
I’d much rather have those slow piercing projectiles if they actually did good dmg, it’d actually have some good potential for dmg and aoe and make it better as a standalone weapon for power builds.
Having it wimpy as it is now but faster would keep it where it is now, pretty much just a Life Force generator.
(edited by Knote.2904)
i use staff for 2,3,4,5, and when I do into lich. I do not use staff for 1. 1 pisses me off and makes me want to point the staff at my head and vvwwwaaaahhhh myself until I’m dead.
lol
ive submitted like 3 or 4 bug reports on this skill
IT IS A BUG TO ME ok
I’m not going to argue that staff 1 doesn’t need some love; however, I feel like everyone is overlooking the aoe line it does. (For reference, this is from a PvE player perspective.) If you use it so that you have multiple targets for it to hit, you get more out of staff 1. With all of the aoe you get out of marks, it’s just a matter of positioning to be in line with a larger number of hostile targets and how you can really maximize the potential of staff 1.
Still need earplugs thought. :(
this is what i think of when i see staff1 come out.
http://www.youtube.com/watch?v=QH2-TGUlwu4
this is what i think of when i see staff1 come out.
http://www.youtube.com/watch?v=QH2-TGUlwu4
Oh man, if the game got a staff that shot rainbows like that legendary bow I would make a necro just for these shenanigans.
this is what i think of when i see staff1 come out.
http://www.youtube.com/watch?v=QH2-TGUlwu4Oh man, if the game got a staff that shot rainbows like that legendary bow I would make a necro just for these shenanigans.
ikr? If they just replaced the animation with a rainbow trail that took time to decay like spectral walk’s trail, i’d be happy with no more fixes to necros for at least three months.
Well, our staff might have a slow attack speed, and then a slow projectile speed BUT..
said projectile will rebound off our target and hit other mobs in the area, which means that we don’t have to worry about kittengeting!
Mobs will just keep coming, and coming.. especially in Orr!
And that’s on top of all the mobs that our pets aggro on their own..
I swear, if I could, I totally would a camping chair to the battlefield, casue I don’t even need to move..
So yeah, staff rules!
I see the staff as more of a support kind of weapon i mean it has one direct attack skill 1, the rest are traps. The staff does wonders when in WvW when your zerg and an enemies zerg clash just hang back and shoot that auto attack hits a bunch of them. Not to mention the range of this attack is crazy.
Though I do admit the damage is pretty low and the speed is also but im willing to deal with it since i only really use it for support anyway :/
Knote.2904 – a reliable Lifesteal, blind, poison would be better than a base damage buff, but about as good as a 2 or 3 times the projectile speed one with increases scailing (right now each skill scales on a % of power, the amount it scales off is dependant on skill or every skill that delt direct damage would deal close to the same amount).
Horrible sound fx, plus slow speed makes it disappointing. It should be twice as fast and a trait that lets you adjust the AOE. Let us trait it so it can ricochet instead of penetrate. It’ll give it more uses. Simple stuff that should’ve been discussed in beta.
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