Percivel: Guardian, Vayne Silverjaw: Warrior, Varon Aren: Elementalist
Not enough stability
Percivel: Guardian, Vayne Silverjaw: Warrior, Varon Aren: Elementalist
Two words: Hammer Warrior. Your idea also applies in PvP, but it comes down to this: If a necro gets caught in a hard CC chain from a hammer, there’s nothing we can do about it because we can’t do anything. However, we have the health and decent durability (with soldier/sentinel/knight gear/amulet ) that we could handle going toe-to-toe with a hammer warrior IF we could fight back.
So, yes. We need at least TWO utility skills that give stab (and one additional skill in DS that gives stab. Life Transfer would be good for it)
Haven’t tried Reaper I take it?
foot in the grave and plague?
I think they try to add specific weaknesses to professions, like necro and CC, engineer/mesmers and conditions etc…
Haven’t tried Reaper I take it?
After playing Reaper I miss all that Stability. It felt so great.
@gavyne I’ve tried reaper, but i don’t think RS #3 isn’t enough stability considering reapers/necromancer have terrible mobility.
@livlaender, foot in the grave for 3 stacks of stability is barely worth it. plague has 180 sec cd, 150 sec if traited, not really that viable imo.
@silverkey necromancer has more than one weakness mobility and stability. where as engi and mes have decent condi cleanse; also they have more options to disengage, with their stealth options and mobility.
I don’t think asking for at least 1 utility skill to give stability is asking for too much.
Percivel: Guardian, Vayne Silverjaw: Warrior, Varon Aren: Elementalist
you actually get pretty good stab from CttB Elite aswell, not just RS#3 but imho I think its enough Stab.
wow never tought I say that after 3y
Servant of Dhuum
you actually get pretty good stab from CttB Elite aswell, not just RS#3 but imho I think its enough Stab.
wow never tought I say that after 3y
At one point during the beta, I managed to time it just right so I had 18 stacks of Stab
Necromancer is a class supposed to don’t have stability at all.
It’s to make the necromancer weak to something more than a Focus strategy in spvp and make it feel much hard the lack of block/immunity skills.
It’s also a thing made to force you to play in a team.
When I play Necro in www with my guild we provide always a Guardian for the Necros to make them lesser weak in zerg fights.
At last you can wait until the release of HoT and play the Reaper Elite Trait Specializzation, granting you 3 different sources for Stability! (utility shout, elite shout and reaper shroud skill 3)
Foot in the Grave stability is too weak. It breaks out of stun but I still don’t find it that appealing.
I loved Reaper Shroud 3 for the 2 stacks of stability pulsing every 3 sec for 8 sec. It was nice not to be ping ponged all day. But now that the cooldown only starts when the effect wears off, up time went from (up to) 40% to 28% !
We will see next beta if those 28% max uptime will still be enough to reliably stick to our target(s) and put pressure when Reaper Shroud damage has not received any buff. Also, even if chill will be slightly increased, I don’t think it will be enough to balance the loss in stability.
We need support from a team that doesn’t need us: we’re a liability. And with the preview of Glint, I feel that necro/ranger will stay the black sheeps, especially when our corruption niche won’t be able to put any pressure on the rate at which boons will rain come HoT.
(edited by Ara.4569)
Foot in the Grave stability is too weak. It breaks out of stun but I still don’t find it that appealing.
I loved Reaper Shroud 3 for the 2 stacks of stability pulsing every 3 sec for 8 sec. It was nice not to be ping ponged all day. But now that the cooldown only starts when the effect wears off, up time went from (up to) 40% to 28% !
We will see next beta if those 28% max uptime will still be enough to reliably stick to our target(s) and put pressure when Reaper Shroud damage has not received any buff. Also, even if chill will be slightly increased, I don’t think it will be enough to balance the loss in stability.
We need support from a team that doesn’t need us: we’re a liability. And with the preview of Glint, I feel that necro/ranger will stay the black sheeps, especially when our corruption niche won’t be able to put any pressure on the rate at which boons will rain come HoT.
Wasn’t it only a single stack of stability every 3 seconds, though?
Yea i really like how they called it going on cd when the skill was activated a bug. I mean itd be like making zerk stance/endure pain not go on cd until the stance wears off……thanks for singling out necro anet.
Yea i really like how they called it going on cd when the skill was activated a bug. I mean itd be like making zerk stance/endure pain not go on cd until the stance wears off……thanks for singling out necro anet.
Berserker Stance: 60 second cool down, 8 second duration. Condi immunity and adrenaline gain https://wiki.guildwars2.com/wiki/Berserker_Stance
Endure Pain: 60 second cool down, 4 second duration. Direct damage immunity, susceptible to CC and conditions https://wiki.guildwars2.com/wiki/Endure_Pain
Infusing Terror: 20 second cool down (17 seconds traited,) 8 second duration. Pulses stability every second for three seconds. (And is in shroud, so you have what amounts to resistance to condis and direct damage) https://wiki.guildwars2.com/wiki/Infusing_Terror
So, let me get this straight….. Very low cooldown stability (25-28 seconds is still low CD for 8 pulsing stacks) is a worse skill than two skills that have 60 second cooldowns, both of which are still in danger of being CC’d and one that can still get conditions applied……
……………..
It seems like we have the better deal, guys
I suggested before that FotG additionally breaks stun and give stability on exit just to make it “worthy” it will not be OP no one flashes DS vs players there are faster ways to die. PvE? You made me laugh.
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