Only necro is getting destroyed in the patch

Only necro is getting destroyed in the patch

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Posted by: Rickster.8752

Rickster.8752

The balance patch has one major change to balance – dhuumfire being nerfed into the ground.

Obviously the nerf is very large. And other classes are getting buffs at the same time (or tiny nerfs like warrior which wont matter).

So the only change after the patch which matters is that necros will be horrible/weak.

This is a silly thing to do to be honest. I agree with the dhuumfire change but similar nerfs should come for other classes.

In pvp this change just crushes necro as we are pigeon holed into condi buillds and our condis have been nerfed time and time again to make way for dhuumfire which is now being deleted.

Burning is needed so much, you will realise how weak necro is after the patch

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Posted by: MethaneGas.8357

MethaneGas.8357

What….?
Really?
Since when is dhuumfire the only way to go with a Necro? The nerf is not that big at all. It’s justified, in my personal opinion. Even better, you will be able to spread your lovely 6-second burn with Epidemic on-demand, as opposed to randomly, so you can plan to burn a target for 6 seconds, then spread with Epidemic. AoE burn? Seems pretty good to me.

Also: If they do buff our default mark size, like the leaked patch notes stated (if)… that’s a pretty significant BUFF. Additionally, if they rework some of the Death Magic traits, which apparently (hopefully) they will… that’s a BUFF.

If I were you, I’d wait for the actual patch to come out before making such assumptions. Runes are being reworked, and sigils will stack. This could actually be a significant buff. For those Necros that take on-crit effects like flame blast/bleeds/etc., you’ll be able to stack Sigils of Energy with your other sigils, which is basically like mini Vigor. In my eyes, that’s a pretty significant buff. Granted, it will apply to all other professions, but that’s beside the point.

Lastly, the Dhuumfire change (I’d call it a change, not really a nerf per se), only affect condi Necros, maybe hybrid, but not power Necros.

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Posted by: flow.6043

flow.6043

Also: If they do buff our default mark size, like the leaked patch notes stated (if)… that’s a pretty significant BUFF.

The patch notes were fake. And it said that mark size would be increased from 120 to 180, which already happened 4 months ago.

Rickster: lol @ thread title. Every class gets buffs and nerfs.
Dhuumfire is a sensible and imo very necessary change. Going 30 in Spite will probably still be the strongest you can be as a condi necro anyway. And it’s a clear l2p issue if you think you can’t apply burning if it isn’t an ez-mode passive proc.

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Posted by: Mad Queen Malafide.7512

Mad Queen Malafide.7512

What is however not sensible, is that after the change to Dhuumfire they won’t be reverting all the other changes to our condition skills that were made because of Dhuumfire.

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Posted by: Winneh.2064

Winneh.2064

You have no access to burning, if you dont have DS.
Right now, you do. I dont care if they nerf dhuumfire dmg, but putting another skill behind DS, to which you dont have access by default (its a major trait kitten!) is just kitten.

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Posted by: Nemesis.8593

Nemesis.8593

Yeah… you will have access to the weaker version of burning only if you have DS and if you hit with DS 1…
Not only that, they nerfed the bleeding damage on some skills so much, that now we have lower damage then before dhuumfire even WITH dhuumfire…

I did the math and showed the numbers in this video…
I even got sort of punished for what i said here…

So now dhuumfire is the only way to go, and they keep nerfing that as well without adding significant resilience vs focus fire, which is our greatest weakness… which is laughable when you think about it, we are an attrition class that is also the easiest focus fired…

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Posted by: Anchoku.8142

Anchoku.8142

Sometimes, I wonder if the balance team creates problems just so they have something to work on, later. Why not just remove fire and return the damage they took away because of it? There is nothing wrong with admitting something did not work and starting over but young men do not like to do that. Some people will continue pounding on a nail after it starts to bend instead of straightening it or pulling it and trying again with a fresh one.

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Posted by: Rapier.3675

Rapier.3675

whats the point of risking your only def just for burning?
“uuuu burn time… F1…. ds1… F1… omg got stun, stun, stun…. omfg DS in reuse… dead… wp.” lovely scenario aint it. I wonder how will anet compensate the lost of cond dmg. Remember we already lost bleed stacks in previous patches especially in sPVP. We’ll be even more crapy as we were at game lunch, condition wise ofc.

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Yeah… you will have access to the weaker version of burning only if you have DS and if you hit with DS 1…
Not only that, they nerfed the bleeding damage on some skills so much, that now we have lower damage then before dhuumfire even WITH dhuumfire…

I did the math and showed the numbers in this video…
I even got sort of punished for what i said here…

So now dhuumfire is the only way to go, and they keep nerfing that as well without adding significant resilience vs focus fire, which is our greatest weakness… which is laughable when you think about it, we are an attrition class that is also the easiest focus fired…

You forgot to factor in Tainted Shackles in you calculations, though. I think that’s enough to pull us up to (though only just) where we were before.

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Posted by: displacedTitan.6897

displacedTitan.6897

I have basically given up ever getting a buff to make us more than a punching bag in WvW. We have so little to mitigate CC and our only defense REQUIRES us to get hits on our opponents to gain LF which doesnt happen when CC’d. Basically the second you pop DS you just get chain CC into the ground since you have ZERO stun breaks in DS. WHY CANT WE USE UTILITIES IN DS FFS!!! No other profession has such a complicated mechanic to activate AND none of theirs lock them out of their utilities, AT LEAST LET US SEE OUR CDs WHEN IN SHROUD.

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Posted by: Rickster.8752

Rickster.8752

What….?
Really?
Since when is dhuumfire the only way to go with a Necro?

Since when they nerfed terror and our bleeds

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Posted by: ManaCraft.5630

ManaCraft.5630

Since we don’t even know the full content of the patch at this point, I think you might be jumping the gun here. Let’s at least wait until we can get an informed discussion going.

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Posted by: Rickster.8752

Rickster.8752

whats the point of risking your only def just for burning?
“uuuu burn time… F1…. ds1… F1… omg got stun, stun, stun…. omfg DS in reuse… dead… wp.” lovely scenario aint it. I wonder how will anet compensate the lost of cond dmg. Remember we already lost bleed stacks in previous patches especially in sPVP. We’ll be even more crapy as we were at game lunch, condition wise ofc.

You wont be able to hit DS1. The cast time is too long, you get stuned as you say. Or they evade (there is alot of evades in this game) or they block and then what. Your ds is gone because you wasted it trying to ds1 some guy 3 times just to get 1 stack of burning on them? That 3 seconds (on average) you spend trying to hit someone with DS#1 will lower your dps if you were just to stay in your weapon sets

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Posted by: Rickster.8752

Rickster.8752

Since we don’t even know the full content of the patch at this point, I think you might be jumping the gun here. Let’s at least wait until we can get an informed discussion going.

Serious question: Are you new to this game? If you are then you won’t know how they work. Their “balance previews” are their balance changes almost exactly. The “extra stuff” is always just some tooltip fixes or some insignificant changes. We know what balance will be because they told us. That is all really.

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Posted by: Anchoku.8142

Anchoku.8142

Moving fire to Life Blast may be acceptable, barely, maybe, for PvE but against other players the skill will often be dodged, interrupted, blocked, or reflected. It takes too long to cast. We might as well not have fire. At least with a hybrid build and rng crits Dhuumfire proc’d frequently enough to land shortly after ICD clears.

Changing Dhumf to proc on a Life Blast (that actually lands) disentangles it from crit chance (Precision) but is still an over-all nerf. All it does is add the potential for fire to a Soldier’s build, which is annoying because we have all been asking for better heal scaling.

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Posted by: leman.7682

leman.7682

Three groups of PvP, WvW and PvE players talking to each other about a change that they haven’t seen yet.

Necro’s condi pressure is absurd in PvP, that is a fact. Anet wants us to play hybrid (condi + wells) or supportive (hence the another incoming sustainability buff through siphons) builds proven by things like Diamond Skin, Automated Response, Berserker Stance and Empathic Bond.

Balance is broken by absurdity of some specs (decaps, pistolwhip and hambow to some degree to name a few outside of MMs, and other AI garbage). The Dhuumfire change, while painful at the beginning will force you all to either improve your gameplay or change your spec. Improve because applying burning will require more input but will potentialy be more potent.

People who don’t like that will have to go with something else with a hopefully buffed sustainability. This is what is, for me with thousands of PvP games, the most interesting part. I put my hopes here for a sheer chance of having something new to play.

Still not a fix to main necro problems imo, but w/e. One day, Mr Fox, as they say.

Leman

(edited by leman.7682)

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Necro’s condi pressure is absurd in PvP, that is a fact. Anet wants us to play hybrid (condi + wells) or supportive (hence the another incoming sustainability buff through siphons)

Just one problem: there has been no hint at a siphon buff coming.

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Posted by: leman.7682

leman.7682

Just one problem: there has been no hint at a siphon buff coming.

So I guess you’ll have to wait and see

Leman

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Posted by: Mad Queen Malafide.7512

Mad Queen Malafide.7512

Since we don’t even know the full content of the patch at this point, I think you might be jumping the gun here. Let’s at least wait until we can get an informed discussion going.

Haha…. Clearly you are unfamiliar with necromancer ‘balance’ .

Trust me, they will once again nerf us completely into the ground, further pushing us towards one build. If you thought build diversity was bad right now, just give it a few more patches.

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Posted by: Rickster.8752

Rickster.8752

I hope siphoning is never buffed because it is more mindless passive BS.

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Posted by: Furienify.5738

Furienify.5738

I hope siphoning is never buffed because it is more mindless passive BS.

Can you imagine it? Siphoning gets buffed. A month or two down the line, it gets Dumbfire’d.

Siphoning necros then find themselves with five variations of Signet of Vampirism on their bar, all in the name of an active playstyle.

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Posted by: MethaneGas.8357

MethaneGas.8357

Since we don’t even know the full content of the patch at this point, I think you might be jumping the gun here. Let’s at least wait until we can get an informed discussion going.

Haha…. Clearly you are unfamiliar with necromancer ‘balance’ .

Trust me, they will once again nerf us completely into the ground, further pushing us towards one build. If you thought build diversity was bad right now, just give it a few more patches.

I’m sorry but I can’t help but to disagree when people say this. First of all, the patch was said to be fake by Anet themselves. As far as I’m aware, this is the 1st time Anet stepped in like this to explicitly say something was fake. It’s illogical to come, say the notes are fake, then they turn out to be real. If they turn out to be real, it wouldn’t look good, would it? So why would they go out of their way to say they were fake? To make themselves look bad once the notes are released? I doubt it. We’ll see.
— In addition to this, someone pointed out that apparently one of the “changes” was already in the game. Why would this change that was already in game be in the “real” patch notes? Also, the list excluded any Death Magic trait reworks, which, as far as I can remember, are supposed to happen.

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Death Magic trait reworks will be happening, but nowhere were they ever promised, or even suggested as being in this coming patch. We know they’re coming, but there is no possible way to say “when” right now.

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Posted by: Andele.1306

Andele.1306

Cant anet just go about 5 months back in time (i think its then, its when Sarmor and Swalk were both 60s cd with 3% pre hit no cap) and instead of adding dhuumfire they add “dhuumblast” which lets us use UW DS skills on land/slot in what we need in DS? Id be fine even with the nerf to DS not to absorb damage then anymore.

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Posted by: Rickster.8752

Rickster.8752

Death Magic trait reworks will be happening, but nowhere were they ever promised, or even suggested as being in this coming patch. We know they’re coming, but there is no possible way to say “when” right now.

We need them in this patch because atm having no blocks, no evades, etc etc and light armor and no viable defensive trait line is killing necros in high level pvp.

Death magic should be a defensive trait line with minor traits which significantly help in this area.

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Death Magic trait reworks will be happening, but nowhere were they ever promised, or even suggested as being in this coming patch. We know they’re coming, but there is no possible way to say “when” right now.

We need them in this patch because atm having no blocks, no evades, etc etc and light armor and no viable defensive trait line is killing necros in high level pvp.

Death magic should be a defensive trait line with minor traits which significantly help in this area.

Chill out, we’re managing right now and they haven’t announced any plans to harm our defense. Heck, they’ve announced fixing a major bug that limits our survivability.

Yes, the changes need to come, but they don’t need to come -right now-. If you want to put in your input, dig back through for the “Compilation of Death Magic Minor Ideas” thread and add to it.

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Posted by: wildfang.9670

wildfang.9670

The balance patch has one major change to balance – dhuumfire being nerfed into the ground.

Obviously the nerf is very large. And other classes are getting buffs at the same time (or tiny nerfs like warrior which wont matter).

So the only change after the patch which matters is that necros will be horrible/weak.

This is a silly thing to do to be honest. I agree with the dhuumfire change but similar nerfs should come for other classes.

In pvp this change just crushes necro as we are pigeon holed into condi buillds and our condis have been nerfed time and time again to make way for dhuumfire which is now being deleted.

Burning is needed so much, you will realise how weak necro is after the patch

necro is far from weak in the current game. while I admit that necros top build condition mancers have taken repeated hits lately with increase in the amount of condition immunities that’s not a necro sole issue.

as for pvp I play power mancer and rather like it. making someone freak out and waste their zerk stance as they watch their health just drop is just priceless.

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Posted by: Samhayn.2385

Samhayn.2385

I hope siphoning is never buffed because it is more mindless passive BS.

its no more passive the. Speccing for crit damage and goes very well with an attrition class. To bad its manly useless in any form of pvp atm.


It was 2 vs 20 but its ok we got’em both!

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Posted by: Artasqweroldy.7458

Artasqweroldy.7458

What i would really like to see regarding necros is more support in PvE Dungeons etc. because i sometimes just get kicked from groups seconds after joining just because I am a necro, and these where groups that doesnt explicitely stated any class requirements…

Therefore i would like to see some general changes to necros playstyle:
1. They could buff wells to give more or different boons when traited (for example changing the grandmaster well trait of blood magic)
2. They could increase the value of the necros condition removal
3. Finally they could remove the condition cap in PvE and prevent stronger conditions to be overwritten by weak ones.

Basically I know that the chance of Anet doing this is close to zero, but everyone that knows Douglas Adams should know what happens wit infinite impropabilitys

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Posted by: Mad Queen Malafide.7512

Mad Queen Malafide.7512

What I would like to see is a huge overhaul of the necro for PVE. We need Cleave, we need conditions to not be broken, we need attrition (that means defense against spike damage), and we need team support skills to be valuable in Dungeons. If they reimplemented Spiteful Spirit from GW1, we’d instantly have a spot in dungeons again.

Of course that would mean the devs would have to salvage ideas from a game with a better combat system: GW1. I hope at some point the game designers realize that they messed up, and that the core design of the combat system is flawed. It’s okay to take ideas from GW1, rather than to try and replace things from GW1 with worse ideas. For example, conditions, enchantments and hexes worked perfectly in GW1. There was an excellent balance between enchantment removal, buffing, and debuffing, condition removal, and condition pressure. This is what GW2 is missing. All of those things.

The necromancer arguably is worse off in PVE than all the other classes (second only maybe to the ranger with their pet), since our class is designed around several broken game mechanics: Fear/control, which Defiant renders useless. Conditions, which are held back by the cap. Attrition, which we don’t have due to the invulnerability/block/evade skills being divided among the classes in a completely unbalanced way. And lets not forget Boon Removal, which is pointless since boons last short anyway, or are instantly reapplied. Stun-locking, which the necro has no defense against. Poor ai, which our minions suffer from. Death Shroud, which apart from just the bugs works less well now than it did on launch. Oh, and mobility and escapes, which we hardly have at all.

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Posted by: Andele.1306

Andele.1306

What i would really like to see regarding necros is more support in PvE Dungeons etc. because i sometimes just get kicked from groups seconds after joining just because I am a necro, and these where groups that doesnt explicitely stated any class requirements…

Therefore i would like to see some general changes to necros playstyle:
1. They could buff wells to give more or different boons when traited (for example changing the grandmaster well trait of blood magic)
2. They could increase the value of the necros condition removal
3. Finally they could remove the condition cap in PvE and prevent stronger conditions to be overwritten by weak ones.

Basically I know that the chance of Anet doing this is close to zero, but everyone that knows Douglas Adams should know what happens wit infinite impropabilitys

How about instead of the well thing, do something necros did to hell and back, make their siphons heal their allies?

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Posted by: Artasqweroldy.7458

Artasqweroldy.7458

Yes, a great idea ! Also had the idea a few minutes after posting my post ^^

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Posted by: IKaikiasI.1932

IKaikiasI.1932

Once is for sure, when Dhumfire is nerfed, Necromancers won’t be viable in PvP anymore. Have you tried different builds of them lately? 80% of them are not viable. Thief, here I come

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Posted by: NeXeD.3042

NeXeD.3042

Spectral ds builds will be viable once they fix the ds locking out 6-10 and taking real damage in ds.

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Posted by: ManaCraft.5630

ManaCraft.5630

Serious question: Are you new to this game? If you are then you won’t know how they work. Their “balance previews” are their balance changes almost exactly. The “extra stuff” is always just some tooltip fixes or some insignificant changes. We know what balance will be because they told us. That is all really.

I’ll agree with you that the history of necromancers so far has held its fair share of setbacks. However, to claim that the class is getting destroyed is essentially nothing but hyperbole. Like you I am not expecting much – I’m just not willing to pass judgment on the patch before it’s actually released. There’ll be plenty of time for disappointment later.

Also, try replying without dedicating half your response to a marginally veiled ad hominem.

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Posted by: Andele.1306

Andele.1306

Spectral ds builds will be viable once they fix the ds locking out 6-10 and taking real damage in ds.

Actually right now we take less in DS on pretty much anything that isnt the epitome of tanky. Problem is they implemented it a week after they did 2 massive nerfs to DS survival (its funny how they had to add a 50% damage reduction to DS after removing 40 LF value and absorb but fixing the little fact that we took around 30% more damage in DS).

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Posted by: MethaneGas.8357

MethaneGas.8357

@ IKaikiasI.
“Necro’s won’t be viable in PvP anymore”.
You don’t even know what else they will add to the game! Reworked runes, stacking sigils, etc.. Going with Sigil of Earth and Geomancy, for example, would add an extra layer of damage, or geomancy+energy, geomancy/doom, doom/earth, etc, etc. Just listing things at the top of my head, but you’ll be able to put out more condi pressure. If people can be as negative as “necros won’t work anymore”, I can be as positive as to say… What if they add something like a sigil of earth/geomancy effect but on a Rune (for example, when you heal you bleed those around you, you inflict bleeding on next attack, etc), or if they add Torment Runes to sPvP… Or torment sigils.
Stacking sigils, plus the possible reworked or new runes would increase your damage. Maybe not the runes, but the sigils would for sure. This is why I wouldn’t catastrophize just yet. You can’t just settle on one trait change.

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Posted by: NeXeD.3042

NeXeD.3042

@andele I was referring to the bug where damage is being done to our real hp even while we are in DS.

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

On double CD sigils, I’d be looking more at Hydromancy than Geomancy for condition damage builds. Additional control and cover is more important than extra damage that gets removed with the rest in my book.

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Posted by: Andele.1306

Andele.1306

On double CD sigils, I’d be looking more at Hydromancy than Geomancy for condition damage builds. Additional control and cover is more important than extra damage that gets removed with the rest in my book.

Fun fact time:
Hydroancy and Geomancy sigils can actually crit, unlike Fire and Air.
On 3/4 of the existing mobs, having them permachilled denies more damage trough cd and kite power than 1 dodge pre 9.

Also thieves are kinda immune to chill and eles/engies get quite kittened by it.

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(edited by Andele.1306)

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Posted by: Mad Queen Malafide.7512

Mad Queen Malafide.7512

You don’t even know what else they will add to the game! Reworked runes, stacking sigils, etc..

So basically with the new double sigils, the other classes will have an even easier time killing necros? That’s probably not the point you wanted to make. :/

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Posted by: MethaneGas.8357

MethaneGas.8357

Hello, Mad Queen Malafide, hope all is well,

1) We will become stronger as a result of having 2x sigils regardless of whether other classes have them.
-The strength of all classes will go up. So where someone might kill us quicker, we will also be able to kill them quicker. It’s just the way it is.
2) They are nerfing crit damage, which will reduce the strength of power builds. This will indirectly increase our sustain against people with power builds.

Although I’d personally take sigil of Energy above everything else (Vigor spoiled me) I agree that hydromancy will be a really strong sigil to add. In sPvP with 30 in spite… that could go up to 4 seconds of chill on swap, along with Dark Path (6.5 sec chill) and Staff #3 (5 sec chill)… sprinkle in some Chill of Death (6.5 sec chill) trait from 20 in Spite …. gg.

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(edited by MethaneGas.8357)

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Posted by: Andele.1306

Andele.1306

Hello, Mad Queen Malafide, hope all is well,

1) We will become stronger as a result of having 2x sigils regardless of whether other classes have them.
-The strength of all classes will go up. So where someone might kill us quicker, we will also be able to kill them quicker. It’s just the way it is.
2) They are nerfing crit damage, which will reduce the strength of power builds. This will indirectly increase our sustain against people with power builds.

Although I’d personally take sigil of Energy above everything else (Vigor spoiled me) I agree that hydromancy will be a really strong sigil to add. In sPvP with 30 in spite… that could go up to 4 seconds of chill on swap, along with Dark Path (6.5 sec chill) and Staff #3 (5 sec chill)… sprinkle in some Chill of Death (6.5 sec chill) trait from 20 in Spite …. gg.

Well with 2x hydro, chillblains and just dark path you can permachill a npc, with 40% cond dur on top of that you get permanent min 5s chill with playtime between casts (aka 3 life blasts or 4 d1 chains in between weapon/ds swap and marks), its a very nice thing for most fractal thrash clears since they got quite long cds/you wont see a ascalonian warrior charging you twice in a fight.
My guess is that hydro+energy (melee and it can crit so it kinda equalizes with damage loss from force if value the chill for kiting as i do) will become staple for fractal power, geo+energy for dire/rabid condi (leeching + scav if they didnt change the runes for carrion) and the generic setup being with force.

Either way, no enemy gets air+force or even more dodges against our skills and… well lets just say we will dance with our mad king thorn soon.

When life gives you lemon, ask if its from a anime or manga.

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Posted by: Mad Queen Malafide.7512

Mad Queen Malafide.7512

Hello, Mad Queen Malafide, hope all is well,

Well as good as can be expected. Some salad just laid waste to my city. But Aurora Glade will deal with her soon enough.

1) We will become stronger as a result of having 2x sigils regardless of whether other classes have them.
-The strength of all classes will go up. So where someone might kill us quicker, we will also be able to kill them quicker. It’s just the way it is.

I’m not sure if that is true. Our condition damage is getting a massive nerf, and conditions are still broken, and that’s what our class revolves around. That and attrition. Note that none of the changes to sigils improve the attrition that is the core of our class.

So if we get two sigils now, the classes that are in a good spot right now, will be in a far better place after the patch. But the necro is not doing so well, and most of the things holding the necro back will still be there post patch.

2) They are nerfing crit damage, which will reduce the strength of power builds. This will indirectly increase our sustain against people with power builds.

Not really, necros use power builds too after all. And how would that improve our sustain?

“Madness is just another way to view reality”
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

2) They are nerfing crit damage, which will reduce the strength of power builds. This will indirectly increase our sustain against people with power builds.

I’m assuming people are talking about sPvP, in which case they are making no changes to crit damage. They have repeatedly said they are happy where crit damage is at in sPvP and the numbers will stay the same there. It is only in PvE and WvW where crit damage is being reduced.

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Posted by: Spicyhash.7605

Spicyhash.7605

Dhuumfire is probably the cheesiest thing in this entire game. Even PU isn’t as bad as dhuumfire. It is a random +700 dps for 7(base duration 4 + 30% spite + 40% food) seconds. that’s almost 5k damage (at least) for not doing anything but attacking. no strategy involved. at least PU mesmers have to actually stealth to get those boons. DF should not have been binded to something as trivial and common as critical hits.

CD

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Posted by: Nemesis.8593

Nemesis.8593

Dhuumfire is probably the cheesiest thing in this entire game. Even PU isn’t as bad as dhuumfire. It is a random +700 dps for 7(base duration 4 + 30% spite + 40% food) seconds. that’s almost 5k damage (at least) for not doing anything but attacking. no strategy involved. at least PU mesmers have to actually stealth to get those boons. DF should not have been binded to something as trivial and common as critical hits.

How many more times must i post the screenshot with a thief hitting a player 24000 backstab damage in WvW ?

After years of being polite… i will eventually end up just using “l2p” as punctuation, because some people just…

Why am i writing again…

Nemesis Youtube channel - necromancer & mesmer tutorials, PvP and more…

Nemesis live-stream channel - focusing mainly on Guild Wars 2, League of Legends and Dota II.

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Posted by: balmung.6217

balmung.6217

No were actually not that bad its just certain specs right now either cc hard,teleport all around the place,put out WAY too much damage, with lyssa cleanses everything we build up,or have a combination of those 4.If they ever get around to toning stuff down well have to be nerfed again on certain stuff prob not to mention signet of spite and dhuum isn’t helping our case.

Are we good right now?yeh
Compared to everything else though?meh depends if we land signet of spite or they hotfix lyssa and just get rid of it.

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Posted by: Andele.1306

Andele.1306

Dhuumfire is probably the cheesiest thing in this entire game. Even PU isn’t as bad as dhuumfire. It is a random +700 dps for 7(base duration 4 + 30% spite + 40% food) seconds. that’s almost 5k damage (at least) for not doing anything but attacking. no strategy involved. at least PU mesmers have to actually stealth to get those boons. DF should not have been binded to something as trivial and common as critical hits.

How many more times must i post the screenshot with a thief hitting a player 24000 backstab damage in WvW ?

After years of being polite… i will eventually end up just using “l2p” as punctuation, because some people just…

Why am i writing again…

Well while i am all in for the people need to adapt their builds past “maybe ill survive longer if i swap out the gem in my amulet for soldier”, the random and unreliable power dhuumfire gives is dumb, but not for the power (engie got a stronger version either way), but for the fact that necros arent supposed to be kitten random and on proc, thats mesmers (and warriors n rangers for crits), at least if any commercials were to be trusted, and in general it was true, we only had two real things that procced trough chance.

Lore is absolutely the foundation of the theme of the class, which heavily influences, guides, and limits what a class does and does not have.

Well the GW1 and GW2 necros are like a alchemist (for the sake of the comparison lets say that it worked) and chemist, they did see the kinda same thing, but vastly different in function, the 3/5 GW2 necros dont have any relation to the underworld and by all rights one species shouldnt even be able to use necromancy since past the connection to the underworld the main 2 sources of power are blood and corpses, both things sylvari dont functionally have.
Also being kinda partially demonic/infused into the powers from the stygian pits of the underworld trough DS does not really make much sense for charr and asura, races which never had true gods trough they could connect into the underworld.

That could be explained by either, said charr are religious, said charr managed to somehow connect to the mists OR its not grenth but dhuum who is the connecting point which would explain for the asura too, since everything dies.
Either way, punishment for actions, control over blood and organs, empowering themselves and their allies with the life of their enemies, summon hordes of minions, can partially control lower life organisms like insects and bacteria to spread diseases and know rituals which cover walkways (marks n wells). My guess of why we got high vitality/hp is that if lich form is lich form, any necro went from fragile shut in into a aoe life sucker like khilbron and joko were and over time adapted to sustain more punishment cough 1hp BIP builds dont mix with our current necro.

When life gives you lemon, ask if its from a anime or manga.

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Posted by: TheLaughingMan.4320

TheLaughingMan.4320

Moving fire to Life Blast may be acceptable, barely, maybe, for PvE but against other players the skill will often be dodged, interrupted, blocked, or reflected. It takes too long to cast. We might as well not have fire. At least with a hybrid build and rng crits Dhuumfire proc’d frequently enough to land shortly after ICD clears.

Changing Dhumf to proc on a Life Blast (that actually lands) disentangles it from crit chance (Precision) but is still an over-all nerf. All it does is add the potential for fire to a Soldier’s build, which is annoying because we have all been asking for better heal scaling.

Completely agree. I know anet does not have many staff taking care of balancing, and they need to consider balancing across 3 very different play modes, however making changes like this reflect the lack of time or experience put forth by the people making the changes.