Once again, where the kitten our block/inv?

Once again, where the kitten our block/inv?

in Necromancer

Posted by: Halo.8976

Halo.8976

Damage taken while in death shroud will now overflow to the necromancer’s health pool if the damage taken is greater than the remaining life force.

So, basically necro now is officially the only class without any sort of block or invulnerability skills.

Yeah, removing an ability to jump from cliffs like idiots sorta hurts, but once in a while I want to survive 10k hit from behind my kitten , thank you very much.

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Posted by: Glenn.3417

Glenn.3417

Don’t forget, we’re the only class without any form of reflect projectiles as well.

Champion Phantom – Legionnaire – Genius – Magus

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Posted by: LastDay.3524

LastDay.3524

Yeah I agree, we really do need ways to survive massive hits.
Short invul or a block would go a long way.

Benight[Edge]

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Posted by: blurps.2340

blurps.2340

When they promised to give Necros more sustain they were talking about the dancefloor or showing off in Lions Arch rather than combat I guess.

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Posted by: Glenn.3417

Glenn.3417

When they promised to give Necros more sustain they were talking about the dancefloor or showing off in Lions Arch rather than combat I guess.

More sustain complains in forums perhaps.

Champion Phantom – Legionnaire – Genius – Magus

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Posted by: DelOnasi.6051

DelOnasi.6051

The death shroud damage overflow feels like another PvP-oriented change. It is a huge nerf to necros (and necros’ skill cap) in dungeons. Without this necromancers are at an even larger disadvantage to classes with vigor or increased endurance regen.

Nerfing this reduces inter-profession diversity, lowers necromancer viability in dungeons, and reduces the skill cap of playing a PvE necromancer. I don’t think any of those three outcomes was desirable.

Fall damage already goes through a lot of other forms of damage mitigation, such as aegis. Removing the infinite fall jumping from death shroud would be fine; removing the spike damage mitigation from death shroud altogether is a drastic over-nerf in PvE.

Dungeon Master ~ Litter of Lions [Arch] Admin ~ Devona’s Rest

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Posted by: Alpha.1308

Alpha.1308

The death shroud damage overflow feels like another PvP-oriented change. It is a huge nerf to necros (and necros’ skill cap) in dungeons. Without this necromancers are at an even larger disadvantage to classes with vigor or increased endurance regen.

Nerfing this reduces inter-profession diversity, lowers necromancer viability in dungeons, and reduces the skill cap of playing a PvE necromancer. I don’t think any of those three outcomes was desirable.

Fall damage already goes through a lot of other forms of damage mitigation, such as aegis. Removing the infinite fall jumping from death shroud would be fine; removing the spike damage mitigation from death shroud altogether is a drastic over-nerf in PvE.

^^^^
this
the lack of survivability (inv/vig/stealth/etc) opens PvE necromancer users to even MORE grief
considering the large amount of damage coming off of pve monsters (since we should all have CCs and disengage skills right?) ,no endurance after dodge rolling everything attacking you since you can’t stealth off?
here,now that you’re at 10% health,your entire class mechanic won’t protect you from that huge hit that you can’t dodge roll away from,or can’t break aggro away from,even more so,disengage at ALL from