(edited by pierwola.9602)
Patch notes - 16.07 (traits suggestions)
Why add cast time on weakening shroud? It’s not especially OP anyway, so I don’t see the point really.
With Staff Mastery do you mean to do any changes to Greater Marks? If that trait stays the same, nothing changes and every build that uses staff will still take it. On the other hand, if you remove the unblockable from Greater marks and just move it to Staff Mastery you’ll basically give staff a huge nerf. The problem with Greater Marks is the fact it’s a must have as it is, and if you nerf it you end up nerfing nearly every build out there.
Instant minion summons sounds like trouble to me considering they currently have such huge cast times. Sure, it’s not like they’ll start attacking right away anyway, but I’d still prefer just reducing the cast times rather than removing them.
Mark of Evasion: Why? I don’t see the point, unless you want to avoid taking aggro.
50% decreased life force consumption is too much. I mean, Vital Persistence is 25% and that’s a major. Maybe 25% could be made a Grand Master minor trait or something, but 50% for 5 points is definitely OP.
Finally, leave my new best friend Deahtly Perception alone. Seriously, don’t touch it!
(edited by yski.7642)
What is wrong with you ppl seriously?
I’m inclined to agree on Dhuumfire, either increase the ICD or reduce the base duration of burning.
@Greater Marks: I’ve posted this in a different thread already, but if the greater size becomes standard then “Staff Mastery + unblockable” should be moved to master tier.
Let me guess, you run a minion/DS build (x/x/30/x/30) with Staff as main hand and so you rely on DS for more damage?
Engineer and Elementalist in progress…
Weakening shroud is fine as it is. Reapers precision needs a buff, so im in agreement with this suggestion. Dhuumfire definately needs a higher internal cooldown or to be scrapped altogether.
Shrouded removal is fine in my opinion but that change wouldnt make it op either so i guess i can agree on that change. Combining greater marks and staff mastery should of been done this patch imo. Marks need a slightly higher base size.
Pretty sure mark of evasion only triggers in combat already.
Dont need that new minor trait in SR, just buff vital persistance. Wouldnt be against the change for Deathly perception but i feel it might be too strong.
Why add cast time on weakening shroud? It’s not especially OP anyway, so I don’t see the point really.
With 1/3 sec CD you will be able to gain Fury,Retaliation,Stability or cleans condi without losing weakening shroud.
With Staff Mastery do you mean to do any changes to Greater Marks? If that trait stays the same, nothing changes and every build that uses staff will still take it. On the other hand, if you remove the unblockable from Greater marks and just move it to Staff Mastery you’ll basically give staff a huge nerf. The problem with Greater Marks is the fact it’s a must have as it is, and if you nerf it you end up nerfing nearly every build out there.
It’s obvious, increase marks size to 240
Mark of Evasion: Why? I don’t see the point, unless you want to avoid taking aggro.
I don’t see the point to put mark(CD) when im out of combat
50% decreased life force consumption is too much. I mean, Vital Persistence is 25% and that’s a major. Maybe 25% could be made a Grand Master minor trait or something, but 50% for 5 points is definitely OP.
We losing LF because of dmg, so in most of the case you won’t even feel the bonus.
Let me guess, you run a minion/DS build (x/x/30/x/30) with Staff as main hand and so you rely on DS for more damage?
not even close
Shrouded removal is fine in my opinion but that change wouldnt make it op either so i guess i can agree on that change.
after last patch (Near to Death nerf) Shrouded removal is less effective
(edited by pierwola.9602)
With 1/3 sec CD you will be able to gain Fury,Retaliation,Stability or cleans condi without losing weakening shroud.
Fine, you have a point there, though I don’t really find it that important.
It’s obvious, increase marks size to 240
That sound better, though you might probably want to mention that in those notes of yours. As sad as it sound, the thread below does have a point so we better not assume anything too obvious
https://forum-en.gw2archive.eu/forum/professions/necromancer/Greater-marks-1/first#post2299666
I don’t see the point to put mark(CD) when im out of combat
Then avoid dodging when you don’t have to? You’ll keep your cooldowns and become a better player in the process by learning not to waste your dodges – it’s a bad habit I’m trying to learn out of. Playing a thief spoiled me..
There are more important things to be fixed (Namely Reanimator and Protection of the Horde; if those two stopped working the only reason anyone would notice is the lack of dying screams from the Jagged Horrors)
We losing LF because of dmg, so in most of the case you won’t even feel the bonus
Still, you are suggesting a huge buff right after DS received a huge buff. I’d rather wait and see than buff it again and risk getting it nerfed again.
Back in closed beta before everyone got their hands on the game Death Shroud was ridiculously powerful, but it was nerfed to the ground and the whole profession went with it. This is the first time we’ve really been buffed since, so let’s hope Anet doesn’t make the same mistake by buffing us too quickly.
EDIT:
after last patch (Near to Death nerf) Shrouded removal is less effective
Let’s be honest, hardly anyone used Near to Death before. Now that it’s a master trait on the other hand it might see a lot more use, so I’d consider that a buff even if the trait’s actual effects were slightly reduced.
As for Shrouded Removal, it could use a buff to be honest. Maybe just increasing the amount of conditions removed would be enough though, as I’d rather not encourage sitting in DS too long. Being able to do so brought our downfall last time, and it’s bad play anyway. Let’s not make traits that reward wasting Life Force
(edited by yski.7642)
Nerfing the burn trait isn’t going to stop the crying. In fact, really nothing is going to stop the crying but time at this point. I could draw more lines here to good case scenarios, but its a waste of time. Overnerfing is the only fast solution.
You realize you are talking about making a GM level trait in Spite (a bad condition line to being with) weaker? Which is already way weaker than the engineer version and way harder to get?
The issue is the combination of everything together in the 30/20/10 build, not any-one-thing. I wouldn’t really care if it was 2 seconds of burning, but again that doesn’t stop the problem of the burst potential people are crying about.
Those 2 seconds after you land DS2, DS3, DS5, weakening shroud, marks, geo are what are a problem.
But the reality is this. People are not used to fearing the opening burst from the necro, so they don’t really react properly. If you see a thief stealth near you, you take evasive action, panic, prepare, do whatever to avoid dying.
Now if a necro closes on you, you are going to make sure to break the fear, or avoid the fear. If you don’t get hit with doom, that combo is far less potent, and once they have pulled it off, they have – No marks, no DS cooldowns, no interrupts, and a few sceptor skills, and DS itself is on cooldown.
Why would people complain about dhumfire, its the same as an engineer adept trait?
alts: Fangyre (Necro), Hardrawk (Ele);
Jade Quarry