E.A.D.
(edited by Merlin Dyfed Avalon.5046)
How awesome is that! The #1 Necro bug is being fixed.
Necromancer:
Fixed the bug which caused your heal/utility skills to be locked out when you exit deathshroud.
So, what’s next?
What other bug’s are out there that need to be looked at?
What bug’s need priority over others?
(edited by Merlin Dyfed Avalon.5046)
what? where? when?
edit: again, source? from where do you have that?
(edited by RashanDale.3609)
next will be nerfing dhuumfire (again), nerfing terror (again), …
But what should be looked at is:
And what I would like to see:
And general problems:
PS: where is that from?
Do you have a source for this?
“Hi again!
As Allie promised, I’m here to update the thread one more time before it returns to the depths. Thanks everyone for participating and having a civil conversation, relevant to the topic. Here’s a few more changes we’ll be including for the next feature build:
Elementalist:
Cleansing Water: This trait no longer has an internal cooldown while in PvP.
Meteor Shower: Updated the skill fact to display the increased endurance regeneration while the player has the Zephyr’s Focus trait. Added a red ring to indicate area of effect for enemy players. Added a white ring for allied players.
Engineer:
We’ve fixed a lot of turret issues that were causing them to behave poorly or inconsistently (many of these issues have been reported via the bug forums, thanks guys!) In the coming patch, you’ll see quite a few improvements in this area. For example:
• Fixed the bug that was causing all turrets to have a lower rate of fire than intended.
• Fixed the bug that was preventing the overcharge for the Rifle Turret from increasing its rate of fire.
Guardian:
This one is more of a bug fix, but will help out nonetheless:
Searing Flames: This trait now activates only if the target has a boon on them. Necromancer:
Fixed the bug which caused your heal/utility skills to be locked out when you exit deathshroud.
Ranger:
Ranger pets are receiving a responsiveness pass and will be much easier to command. For example: Activating your F2 skill will now break your pet out of its current action in order to execute that ability.
Once again, this is not the end of the notes and there’s a lot of stuff we’ll be talking about soon! We’re looking forward to it.
-Karl”
Thank you very much.
Was the staff by ever fixed? I know when my lich form cast gets interrupted, that goes on full cooldown, too. Those would be nice.
I think healing in death shroud would be a massive step toward attrition gameplay for necromancer a, so I am 100% behind that. But that isn’t a bug as much as a huge QoL improvement.
This thread needs more negativity. Im disappointed. :P
And what I would like to see:
- introduce new Deathshroud specially for condition and tank builds
PS: where is that from?
This entire point could be removed if they allowed us to chose between which DS abilities we have slotted in (the lower damage but transfer Life blast or the higher damage longer cast time one, the blink or the blind pool, the cone aoe cast time fear or the instant single target one, pulling allied condis or filling our LF/healing allies and something for tshackles).
Yes, what ever … every thing is better than that current mix of different abilities where half doesn’t fit to your current build.
edit: Link removed, for prevent future problems. The notes turned out to be fake.
(edited by Dalanor.5387)
whats that? leak or wishful thinking?
whats that? leak or wishful thinking?
Not all thhose details are 100% accurate with the radii and cooldown info. But those are positive steps, it seems.
If those are true…. holy hell thats just what i want from withering precision.
If those are true…. holy hell thats just what i want from withering precision.
I’m sure there’s a catch like 20s ICD lol.
If those are true…. holy hell thats just what i want from withering precision.
I’m sure there’s a catch like 20s ICD lol.
5 second duration would be harsh too.
(edited by Dalanor.5387)
Well they killed dhuumfire. Its still in the Spite line, which is horribly stupid. Complete waste of a skill … 3 secs of burning on 10 seconds cooldown? P.O.S. skill for a grandmaster level trait, with no return to our other damaging condition abilities.
ANET has no creativity. Thus, because im bored with their “balacing” point of view, lack of creativity, ill continue spend my time and cash elsewhere.
(edited by Gryph.8237)
i can see where the nerf for fire is coming from cause it was like a perma condi that we had. i could see some necros using the new trait for DS spam 1 build. lame but the new withering precision looks nice, and i really like the changes to the heal singet they look bomb. greater marks is now only gonna make the marks unblockable? kinda lame too.
i can see where the nerf for fire is coming from cause it was like a perma condi that we had. i could see some necros using the new trait for DS spam 1 build. lame but the new withering precision looks nice, and i really like the changes to the heal singet they look bomb. greater marks is now only gonna make the marks unblockable? kinda lame too.
Actually, no the changes to heal signet look even worse than before, since any party/fractal setup will lose out on more damage and healing…
i can see where the nerf for fire is coming from cause it was like a perma condi that we had. i could see some necros using the new trait for DS spam 1 build. lame but the new withering precision looks nice, and i really like the changes to the heal singet they look bomb. greater marks is now only gonna make the marks unblockable? kinda lame too.
Actually, no the changes to heal signet look even worse than before, since any party/fractal setup will lose out on more damage and healing…
im more of a pvp wvw kinda person anyway so thats fine for me. atleast it wont take like 30 people just to take all the 25 stacks and the passive looks better cause its pretty bad anyhow right now.
the changes look good. too good imo. there must be a catch.
Soul Reaping III—Path of Midnight: This trait now reduces recharge time on Death Shroud skills by 20%, up from 10%.
i thought it was 15% all the time?
Soul Reaping XI—Foot in the Grave: This trait now applies 4 seconds of stability, up from 3 seconds.
i like this. but im afraid this trait becomes too much of a must-have.
Spite X—Chill of Death: This trait now deals 12% less damage.
i cant believe they actually listened to the whiners complaining about this one -.-
The greater marks change is nice (making the increased radius standard), but now there are 2 problems:
1.all it does now is making marks unblockable. imo thats not enough for a master trait. should get moved down to adept again.
2.the name ‘GREATER marks’ doesnt fit anymore.
Vampiric sounds interesting; if the scaling is actually useful this time, that is.
Necromantic corruption sounds far more reliable than what we have now.
The greater marks change is nice (making the increased radius standard),…
First of all: this change is absolutely horrible!
Secondly, if it’s true, then there will no longer be an increased radius. Atm you get 240 radius with Greater Marks, 180 is already the default size.
Something is off about those patch notes. Why would they need to write mark 2-5 increased from 120 to 180 if the base radius hasn’t been 120 since October? Did they mean 180 → 240 for all marks? Either way, “Greater” Marks won’t fit the disciption anymore, and it certainly won’t be worthy of master tier with just the unblockable feature.
Anyway, there’s still the CDI to argue against it if it’s really supposed to be implemented like this.
The greater marks change is nice (making the increased radius standard),…
First of all: this change is absolutely horrible!
Secondly, if it’s true, then there will no longer be an increased radius. Atm you get 240 radius with Greater Marks, 180 is already the default size.Something is off about those patch notes. Why would they need to write mark 2-5 increased from 120 to 180 if the base radius hasn’t been 120 since October? Did they mean 180 -> 240 for all marks? Either way, “Greater” Marks won’t fit the disciption anymore, and it certainly won’t be worthy of master tier with just the unblockable feature.
Anyway, there’s still the CDI to argue against it if it’s really supposed to be implemented like this.
well, that was a bad choice of words. i didnt mean to say that the change to greater marks is nice, but that making the radius-increase default is nice.
but youre right, even then the patchnotes are wrong, since the 120->180 increase already happened.
(edited by RashanDale.3609)
Hmm… my thoughts on the likely fake notes:
143.Signet of Vampirism: This skill’s passive effect now siphons health from foes when struck on a 1 second cooldown. The active effect no longer has a cooldown and summoned allies are able to benefit from the active effect. The active effect’s life siphon damage has been decreased by 10% to compensate.
The only change here was that the ICD on the active was removed, if I am reading it right… which is a step in the right direction, but I am not sure it would be enough for anyone to take it. Unless the implication here is that it has moved to an On-Hit instead of When-Hit skill… then it is significantly more interesting offensively.
154.Spite XI—Dhuumfire: This trait now causes Life Blast to apply 3 seconds of burning on foes on a 10 second recharge time.
Shame it didn’t go to master tier… don’t think it will be worth it at GM anymore.
156.Curses XII—Withering Precision: This trait now also applies 5 stacks of vulnerability for 5 seconds on critical hit.
Finally some good team support not tied to a weapon set. Also makes sense for a power build to go 30 into curses… an interesting change as long as the ICD is 5 seconds or less.
158.Death Magic XII—Necromantic Corruption: This trait now grants minions 100% chance to remove a boon on hit on a 20 second recharge per minion.
This scares me, because either it works so well no one can have boons around an MM, or it procs when they don’t have boons on, which means it is nearly useless. It could really really create a problem for people in Spvp.
159.Blood Magic 15—Vampiric: This trait’s life siphon healing now scales with healing power.
Uh… it already did… just not well. Does it mean it scales BETTER? I wonder? Would be the best day ever for a condi/siphon necro.
164.Soul Reaping XI—Foot in the Grave: This trait now applies 4 seconds of stability, up from 3 seconds.
Well that was the last nail in for Dumbfire…. long live the un-stunable necromancer with boon duration. Well worth the loss of a hard to proc burning.
It sure looks like greater marks is slowly getting phased out.
Which I am all for. No skill should require more than 2 traits to max out. Next I hope they start merging minion and well traits.
All of us would like to have decent builds that didn’t require investment of 3 skill slots, and fixing the number of traits we have to take is a huge start.
It sure looks like greater marks is slowly getting phased out.
Which I am all for. No skill should require more than 2 traits to max out. Next I hope they start merging minion and well traits.
All of us would like to have decent builds that didn’t require investment of 3 skill slots, and fixing the number of traits we have to take is a huge start.
Yeah I wouldn’t be surprised to see them merge staff mastery and GM if this change goes through and means what we think it means. 20% cooldown and unblockable would be a nice trait.
Also kudos for the naming of this thread… it is named in such a way no mod will ever look into it, so it won’t get locked. Now we can secretly, not so secretly discuss the info.
If withering precision has any sort of icd it will be bad in pve. Unshakeable will ruin it. Thats why im hoping its no icd. But I understand that 5 vuln for 2.5seconds with no icd might be a bit over the top….. Actually no that really doesnt seem that strong rofl. Heres hoping for no icd.
Signet of Vampirism
The only change here was that the ICD on the active was removed, if I am reading it right… which is a step in the right direction, but I am not sure it would be enough for anyone to take it. Unless the implication here is that it has moved to an On-Hit instead of When-Hit skill… then it is significantly more interesting offensively.
156.Curses XII—Withering Precision: This trait now also applies 5 stacks of vulnerability for 5 seconds on critical hit.
Finally some good team support not tied to a weapon set. Also makes sense for a power build to go 30 into curses… an interesting change as long as the ICD is 5 seconds or less.
164.Soul Reaping XI—Foot in the Grave: This trait now applies 4 seconds of stability, up from 3 seconds.
Well that was the last nail in for Dumbfire…. long live the un-stunable necromancer with boon duration. Well worth the loss of a hard to proc burning.
Vampiric signet
As I read it: the Internal cooldown of the active would allow the Necomancer to theoretically proc the effect more than 4 times, and would let minions proc the effect. That’s not good enough to get anybody to take the skill.
Withering precision
Adding vulnerability as a cover condition is a buff, but this is still really weak with the 20 second cooldown.
Foot in the Grave
We need to see how the Rune reworks pan out. Boon duration from Runesets would likely be affected.
If withering precision has any sort of icd it will be bad in pve. Unshakeable will ruin it. Thats why im hoping its no icd. But I understand that 5 vuln for 2.5seconds with no icd might be a bit over the top….. Actually no that really doesnt seem that strong rofl. Heres hoping for no icd.
No ICD would be crazy in PVP though….you would be able to hold people around 20+ vuln constantly.
Still really bummed they left dhuumfire as a grandmaster spite trait. such a bad decision and will likely never be taken, which when coupled with the other nerfs suffered to our other conditions will weaken condition builds even more so. Just really irks me
If withering precision has any sort of icd it will be bad in pve. Unshakeable will ruin it. Thats why im hoping its no icd. But I understand that 5 vuln for 2.5seconds with no icd might be a bit over the top….. Actually no that really doesnt seem that strong rofl. Heres hoping for no icd.
No ICD would be crazy in PVP though….you would be able to hold people around 20+ vuln constantly.
This is why they really need to split stuff more. Or just change it to 2 stacks of vuln.
If withering precision has any sort of icd it will be bad in pve. Unshakeable will ruin it. Thats why im hoping its no icd. But I understand that 5 vuln for 2.5seconds with no icd might be a bit over the top….. Actually no that really doesnt seem that strong rofl. Heres hoping for no icd.
No ICD would be crazy in PVP though….you would be able to hold people around 20+ vuln constantly.
If those patchnotes aren’t fake, there will definitely be an ICD for Withering, probably 10 seconds.
Without ICD Life Transfer + Deathly Perception would instantly max out 25x vuln on 5 targets. So would Ghastly Claws or Life Siphon on a single target. Definitely too op for PvP.
If withering precision has any sort of icd it will be bad in pve. Unshakeable will ruin it. Thats why im hoping its no icd. But I understand that 5 vuln for 2.5seconds with no icd might be a bit over the top….. Actually no that really doesnt seem that strong rofl. Heres hoping for no icd.
No ICD would be crazy in PVP though….you would be able to hold people around 20+ vuln constantly.
If those patchnotes aren’t fake, there will definitely be an ICD for Withering, probably 10 seconds.
Without ICD Life Transfer + Deathly Perception would instantly max out 25x vuln on 5 targets. So would Ghastly Claws or Life Siphon on a single target. Definitely too op for PvP.
Please stop suggesting that an icd would be ok. It really wouldnt and I dont want anet to get ideas that its ok to put icd on everything (its what ruins so many things in pve). There are plenty of ways to avoid it being op in pvp without completely butchering it in pve. And eles and other classes can already burst vuln like that with their 1 stack of vuln per crit. Hello fiery rush or burning speed. You add an icd to the only grandmaster version of vuln on crit traits and you instantly make it worse than the adept versions on warrior and thief.
I for one hope that the fake note are not entirely fake as the changes look to be good. But the little guy with horns on my shoulder keeps telling me….im playing Necro and we don’t get patches that are as good as that.
But it does give me a glimmer of hope that on balance patch day we might actually be getting stuff worthwhile rather than the good stuff taken away. Im pleased with the fix to DS though as ive lost count the number of times that delay has cost me. Plus if the siphons scale properly with Healing Power it might actually make siphon builds more viable than they currently are.
(edited by Scarran.9845)
- rework Blood magic (to allow dagger/well, dagger/vamp, vamp/well builds, because those would need 60-70 points in this trait line)
Yes, totally agree with this. I’ve been wanting to make a dagger/well/life stealing build since launch, and I’ve had to choose between life stealing and wells. The other top priority thing should be fixing Necro condition builds, or condition damage in general so they are more viable and conditions don’t step on each other.
Agree, the change on Mark of Evasion is a waste, we don’t have enough Vigor to proc it enough… maybe they judged it too much strong for an Adept trait.
Damage on Chill of Death is ridicle.. can’t say why it has been nerfed.
Adjustments on Lich aren’t needed. They must rework it, because atm people will cast it just for spamming the auto attacks, casting other spells is a loss in dps. It’s dumber than Plague.
For example Markd for Death should apply 25 vulnerability stacks and maybe immobilize the target for some second and the Minions for Mark of Horror should cripple to help landing the AAs.
Banshee Veil wasn’t working for the full duration on Locust Swarm, so it’s a fix.
Greater Marks now it’s scrap. It must be merged with another Staff trait.
Vampiric Precision must be scrapped away.
Necromantic Corruption change will compete with Death Nova and will go probably in for a dispel antibunker build. While Death Nova would probably stay in for a condition pression bunker build. It would be nice if they make it scale better with Condition Damage…
Signet of Vampirism more avialable for MM builds, it will work nicely with minions because of the CC they can apply on the target, preventing him from dodging.
Withering Precision now will work nicely for powerbuilds in PVE, but I can’t say if it will be worth. Before wasn’t that strong, but in weakness centered builds was useful.
In my opinion they should had worked on Death Shiver (DeathMagic IX) instead than changing Withering.
More Minion Master and BunkerVampire build variety incoming. YAY
My take on everything, Part I.
Necromancer
Weapon Skills
Mark of Blood: This skill now has a radius of 180 units, up from 120 units.
Chillblains: This skill now has a radius of 180 units, up from 120 units.
Putrid Mark: This skill now has a radius of 180 units, up from 120 units.
Reaper’s Mark: This skill now has a radius of 180 units, up from 120 units.
Not sure what’s going on here, since this change happened a while back.
Healing Skills
Summon Blood Fiend: The healing provided by the blood fiend’s attacks now scales with the necromancer’s healing power.
Glad to see this. Hopefully, they don’t give it “scaling” like Vampiric or nerf the base value.
Signet of Vampirism: This skill’s passive effect now siphons health from foes when struck on a 1 second cooldown. The active effect no longer has a cooldown and summoned allies are able to benefit from the active effect. The active effect’s life siphon damage has been decreased by 10% to compensate.
I’d prefer the passive ICD be shifted to per-attacker, but at least now that portion gets affected by Bloodthirst and does something more than just damage reduction. Not sure summons really need to proc the active portion, but removing the ICD needed to happen. Not upset about the damage loss, as it’s really not large.
Utility Skills
Putrid Explosion: This skill is no longer unblockable.
Confirmed from the dev stream, and understandable.
Elite Skills
Marked for Death: This skill now has a radius of 300 units, up from 240 units.
Mark of Horror: This skill now has a radius of 300 units, up from 240 units.
They were already plenty large IMO. The issue wasn’t landing them, the issue was why bother? Marked for Death is the biggest “why bother” on Lich Form. In the situations where it’s worth using, the target already has max stacks of vulnerability usually anyhow.
Summon Blood Shark: This skill is the underwater replacement for Summon Flesh Golem and is on a separate recharge timer to allow quick re-summoning when entering water. The Blood Shark applies 3 seconds of bleeding on hit.
Charge: This skill causes the blood shark to charge the target foe, stunning them for 1/2 second.
About time we got an underwater elite that didn’t kill minions. We better get it automatically if we have unlocked Flesh Golem.
(to be continued)
Part II.
Traits
Spite IX—Training of the Master: This trait now increases minion damage by 25%, down from 30%.
As stated by the devs on stream.
Spite X—Chill of Death: This trait now deals 12% less damage.
Ummm…why? Powermancers are in a bad enough spot, so why nerf them? Because one person whined about this trait?
Spite XI—Dhuumfire: This trait now causes Life Blast to apply 3 seconds of burning on foes on a 10 second recharge time.
As stated during the dev’s stream. Not convinced that it is still deserving of a Grandmaster slot, though.
Curses VIII—Banshee’s Wail: This trait now functions correctly with Locust Swarm.
Bug fixes are always good, even if they make us weaker. This is one that makes us better, so I’m quite happy
Curses XII—Withering Precision: This trait now also applies 5 stacks of vulnerability for 5 seconds on critical hit.
So Withering Precision would now be “on-crit, inflict 5 seconds of weakness and vulnerability (5 stacks), 20 second cooldown.” Better than it was, but still terrible. If this is the best they could come up with to bring this trait up more often, color me unimpressed.
Death Magic VII—Greater Marks: This trait no longer increases the radius of marks.
This trait is no longer worthy of Master tier.
Death Magic XII—Necromantic Corruption: This trait now grants minions 100% chance to remove a boon on hit on a 20 second recharge per minion.
Good buff to reliability, bad in that I can almost assure you that it will proc with no boons on the target. Because why should necro grandmaster traits be useful?
Blood Magic 15—Vampiric: This trait’s life siphon healing now scales with healing power.
Already happened. Scales horribly, but it does scale.
Blood Magic III—Mark of Evasion: This trait no longer has a recharge time. The mark of blood placed by this trait now applies one stack of bleeding for 6 seconds to foes and 3 seconds of regeneration to allies.
I guess Blood Magic adept major slot is now locked into Transfusion. Blood Magic needs more incentive to take, not less.
[/quote]Blood Magic V—Vampiric Precision: This trait’s life siphon healing now scales with healing power.[/quote]Again, already does. It’s notes like these that make me really hesitant to believe these.
Blood Magic VII—Vampiric Master: This trait now deals 10% less damage and heals for 10% less. This trait’s life siphon healing now scales with the necromancer’s healing power.
Fair enough, so long as it isn’t “scaling” like Vampiric currently has.
Soul Reaping III—Path of Midnight: This trait now reduces recharge time on Death Shroud skills by 20%, up from 10%.
About time, since it’s the only 15% CDR trait in the entire game.
Soul Reaping XI—Foot in the Grave: This trait now applies 4 seconds of stability, up from 3 seconds.
Won’t complain about enough stability to cover a stomp without boon duration. Could result in an interesting DS flashing build with perma-stability now. Durability would have to come from elsewhere, though, so it’s definitely not without cost.
ANET has explicitly stated these are false, unlike the other ones.
Moving on.
Good! I’d like to see a couple of those changes, but I’m overall glad those aren’t real (other than those confirmed by the devs in the preview thread)
ANET has explicitly stated these are false, unlike the other ones.
Moving on.
Source?
edit: never mind, found it
Are they?
Aside a few missing entries i found all previous leaks to be reliable,and i am sure this one has a fair share of truth in it even if indeed it is the first fake leak.
Does this mean that SoV’s passive is affected by blood thirst? If this is true, all anet needs to do is build blood thirst into the class and we might get somewhere. Also vampiric precision is weak as a standalone trait, it honestly needs to be combined with vampiric or turned into a trait that turns vitality into precision and also siphons on crit.
(edited by Monoman.2068)
No, it means nothing at all because this “leak” is fake. I literally just posted the link to ANet’s confirmation about them being fake right above you.
Lesson of the Day: Don’t believe everything you read on the internet.
I want my minions to do their jobs.
I want my staff to be more useful, piercing of my auto-attack is nice but it would be better if I didn’t have to line up my enemies to make it useful, make it like the elementalist air auto-attack.
Staff #2(? the ice one) doesn’t work if you lay the mark down and an enemy runs into it, he wont get the ice effect. If you put the mark on top of an enemy it works just fine.
I want my marks and wells to not be cast behind me when I use my mouse to trigger the skill (click the skill on the toolbar). This is only useful when I’m running away from something tossing marks down. But when I’m tanking something and laying marks with my mouse so I can concentrate on dodging the big attacks it turns my character around so now I’m not even attacking anymore just standing there getting stabbed in the back.
I want Reanimator REMOVED. I can have a total of 8 of them live at any time but thanks to the cooldown(15s) I’ll never see more than 2. They attack every what? 3 seconds so they’ll live long enough to put like 9 seconds of bleeding on something? That is totally worthless. And the wiki doesn’t tell me anything at all about them, after several additional clicks I still have no idea how long the bleed lasts but I assume since it’s a cheap theatrical skill that it is one second and one stack. Thanks to the minion pathing problems it will never attack my target anyway so what do I care.
Would rather have like 5% chance to cause Dhuumfire or something.
@Lil Puppy: I get an impression of laziness from your complaints. You don’t want to take the extra effort to line up targets and want the projectile to seek them out for you automatically. You want to be able to click abilities on your skill bar and not have them cast behind you, even though the click makes them cast on top of your position at that time and the cast time means you’re going to be moving forward a bit before it finishes. You also don’t know which staff ability even applies chill.
That being said, I hadn’t even realized that a mob running into Staff #3 doesn’t get chilled when triggering the mark. I just tested it on an NPC out in the world, and you’re right about it’s behavior. I’m surprised this hasn’t been a bigger issue for people. I guess most often marks are dropped on top of targets so it might be missed, but it’s a pretty terrible bug.
Well it was really early in the morning and I’d been up for about 20 hours prior to that post, didn’t have it in me to look up the info.
Nothing lazy about any of that actually, just simple observations I’ve made over the time I’ve played.
If you simply stand still after moving forward, you will cast your marks/wells behind you. Move forward, stop, cast a skill, it will cast behind you causing you to turn around, exactly as I said in the post above. The effect is more pronounced if you use your mouse (right click and W to move) then click one of your marks. You’ll probably turn all the way around. If you just W forward you’ll turn to the side a little.
It’s not critical but the casting location is just slightly behind your character center and can cause you to stop attacking.
The #2 “CHILLBLAINS” skill just doesn’t work as intended and should be fixed sooner than later.
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.