Need Vigor More Than Ever
I dont need vigor and not running energy sigil. The new path is not that hard. The only dungeon where you maybe need vigor or energry is arah.
Maybe I was just playing poorly then. It was my first run through, so I suppose this is relatively baseless. Or maybe I’m just bad :p
Thanks for the reply I’ll give it a few more shots.
Gaise, didn’t pretty much this exact same thread just die a day or two ago?
Don’t give necros vigor, it doesn’t fit our design at all. Give us something that requires aggression, involves skill, and can still fill our non-boon heavy attrition style without slapping a boon on us. Its perfectly doable, and better than a lazy fix.
? The new dungeon needs about, oh right 0 dodging (ok maybe the flying screws at oak and sometimes on the oozes to kite, but even that last resort when ds is down).
Returning old 3% each hit (or 4% for sarmor) without ITC, giving us shade for anything that aint pvp (or boosting FITG to pulse/reapply/not punish using DS as a form instead of just hopping) or letting us use UW DS1 and get the 1% LF absorb back would be awesome, but we are in a mostly good spot, give thieves mesmers and eles back the attention so that they shut up about being balanced for all i care.
A “gain endurance whenever you leech life” trait would be a wonderful addition and help make life leech builds more viable.
I’d love a reason to spec back into blood magic. I miss my GW1 blood necromancer.
After running through the new TA path, I have more worries for the future of Necro vs. PvE. Usually the lack of Vigor/endurance kickback wasn’t a huge issue for me. I have an energy offset that usually helps a bit.
The amount of movement required in these fights completely turns me off of the both my Necro and the new content. Necro is my main and I love running him through stuff but if this is the future of content I might have to reconsider. I know I’m not saying anything new but hopefully this will shed some more light on the deficiency.
Mmm, did new TA and never was need extra dodge.
The new path is actually a really great place for Death Shroud. Most of the mechanics aren’t instagib ones like Liadri’s everything, so Death Shroud can actually realistically take the place of dodging.
I agree with all sayng that the New dungeon doesn’t require dodge.
I don’t know even if I can call that a ‘dungeon’…For me it felt like an Huge puzzle. There aren’t any boss fights… Only Boss puzzle (except for the double-axe charr Boss). Mobs fights are jockes (Aetherblades Retreat had more difficult encounters)
In many fights you can just use DS as a meat shield. It’s not a problem if you’re a condi build.
But if you are DS-build you could have some problem, especially at the final boss where DS is important to survive to Multiple shockwaves.
If that’s the cause, you need to understand that that Fight is not a matter of dps, but staing alive.
I agree with all sayng that the New dungeon doesn’t require dodge.
I don’t know even if I can call that a ‘dungeon’…For me it felt like an Huge puzzle. There aren’t any boss fights… Only Boss puzzle (except for the double-axe charr Boss). Mobs fights are jockes (Aetherblades Retreat had more difficult encounters)
In many fights you can just use DS as a meat shield. It’s not a problem if you’re a condi build.
But if you are DS-build you could have some problem, especially at the final boss where DS is important to survive to Multiple shockwaves.
If that’s the cause, you need to understand that that Fight is not a matter of dps, but staing alive.
To again use memorable examples of what a boss is and isnt, Twin emperors in AQ, 2 guys that healed eachother and buffed eachothers attacks if close, but were just a little stronger than your “world” boss (that were plain tank n spanks for 2-4 minutes on a optimized group), Baron Geddon, a boss who did virtually no damage, rooted himself and pulsed a bit of fire (that you could out and overheal with very low cost druid and priest aoes), but had a “bomb” fire that he threw on one of the 38-34 people around him (he didnt throw it at some targets for obvious reasons/not to be a idiot unless they were the only targets). Those are bosses, Clock was a boss, S&S were bosses, Foreman was… well testing if old skills worked i think (and again showing that the pulse aoe around him/the firestorm from MF is buggy as hell).
Also trash mobs are supposed to be easy, that the point of them, not for you to afk walk there, but not having to care/pop elites/do important for them; their definition kinda became their name if you didnt know. Sure its not a good/interesting end game dungeon path for a organized group, but i dont think we will see something like that for a while or at all (which is sad).
^- Bump for end regen in a necro creative way. -^
To again use memorable examples of what a boss is and isnt, Twin emperors in AQ, 2 guys that healed eachother and buffed eachothers attacks if close, but were just a little stronger than your “world” boss (that were plain tank n spanks for 2-4 minutes on a optimized group), Baron Geddon, a boss who did virtually no damage, rooted himself and pulsed a bit of fire (that you could out and overheal with very low cost druid and priest aoes), but had a “bomb” fire that he threw on one of the 38-34 people around him (he didnt throw it at some targets for obvious reasons/not to be a idiot unless they were the only targets). Those are bosses, Clock was a boss, S&S were bosses, Foreman was… well testing if old skills worked i think (and again showing that the pulse aoe around him/the firestorm from MF is buggy as hell).
Also trash mobs are supposed to be easy, that the point of them, not for you to afk walk there, but not having to care/pop elites/do important for them; their definition kinda became their name if you didnt know. Sure its not a good/interesting end game dungeon path for a organized group, but i dont think we will see something like that for a while or at all (which is sad).
Trash mobs should be just ‘Mobs’, not trash. Dev don’t design monsters and skin for let the player call them ‘trash mobs’.
A dungeon is a mix of mobs and bosses, and it should be calibrate in both parts.
This dungeon…It’s a SAB in a non-cubic world.
Fight are too easy and bosses are just a living puzzle. If you know the solution you’ve done it!
Especially the final boss, which has not enought health…it’s really easy to take him down.Plus, his multiple Aoe doesn’t kill you…
Take Arah for examples… Mobs are more difficult, and bosses are much more challenging even if you know the strategy to beat them (But depending of which path).
Also, the original AetherBlade dungeon was much more difficult. I missed the 15-20 bleeding stack from mobs and Mia, or the cannon balls.
Trash mobs should be just ‘Mobs’, not trash. Dev don’t design monsters and skin for let the player call them ‘trash mobs’.
A dungeon is a mix of mobs and bosses, and it should be calibrate in both parts.This dungeon…It’s a SAB in a non-cubic world.
Fight are too easy and bosses are just a living puzzle. If you know the solution you’ve done it!
Especially the final boss, which has not enought health…it’s really easy to take him down.Plus, his multiple Aoe doesn’t kill you…Take Arah for examples… Mobs are more difficult, and bosses are much more challenging even if you know the strategy to beat them (But depending of which path).
Also, the original AetherBlade dungeon was much more difficult. I missed the 15-20 bleeding stack from mobs and Mia, or the cannon balls.
a) http://www.wowwiki.com/Trash_mob – since it references its EQ origin
b) Yes they do, its their job, thats how dungeons are made, interesting bosses that pose a challenge and some trash in between so that players dont fall asleep, but have time to gather up some “strength” for the next boss.
c) THAT IS THE DEFINITION OF GOOD DESIGN (SAB2 not included since it was kittened up as hell/they did it for a money kitten pull instead of the passion project it was and ofc the hitboxes were all wrong and half of the forced animations didnt work/skills boke), if you know it you can beat it, hp doesnt matter, its nothing, 0, nix, void, naught. As long as the players have a actual challenge instead of sitting, around spamming their face on keyboards and exploiting bad boss design to roll trough bosses dont get the true origins and meaning of a dungeon, all games will die off like wow just is with casuals ruining it by nerfing stuff like release Cata dungeons.
Also kittening Arah isnt a example of difficult design, its a example of unfair design. Ok stuff like the Grenth Wraith and Dwayna boss are ok, but the entire dungeon has clear favourites (same as fractals) in terms of profession.
For AR, yeah it was hard, but i hope that you know that Mai has less hp than a Risen Eye, right? The duration of the fight depends on how skilled the team is at kiting, positioning and dodge/cc (to stop the killshots).