It was 2 vs 20 but its ok we got’em both!
[Report] PvP Forum Specialist Report
It was 2 vs 20 but its ok we got’em both!
A version without icd would be acceptable, but not in the grandmaster tier. Perhaps a replacement for Reaper’s Precision, or a combined trait even?
Something like: 33% chance on crit to inflict 1 sec of weakness and generate 1 % lf.Replacing Reaper’s Precision I like. It could also work at Grandmaster if we got something like “your endurance regeneration in increased by 20% for each foe you have weakened” on it as well.
Interesting, although it wouldn’t even have to be grandmaster as long as you don’t turn into a thiefomancer with something like Deathly Perception and Life Transfer.
Also, gm should really get a good power trait instead.
Nerf to FITG has hurt necros too much.
You mean the very significant buff to FitG? Because it is significantly better now than it ever has been since Shade was nerfed to create it.
I don’t consider the added stunbreak to be a buff. I wanted stability, not stunbreaks. I already got a ton of stunbreaks already.
I needed FITG to stomp people.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Here’s an idea.
New Utility (Maybe trait? Dunno how that would work)
“Bloody Resolve”
What:Gives Resistance for 5 seconds.
All incoming direct damage will be converted to bleeds, dealing their full damage over 10 seconds.
Why: Serves as an immunity, something necromancers could really use, and synergizes well with our excellent condition control. Get five or so scrubs whacking away at you, take something like 80 stacks of bleed, and then toss that on one of them. Make them hate their life. Has counterplay, since you can simply choose to not attack the necromancer, can remove the resistance boon, or power through it and just get your damage later… But with the understanding that you may get something in return.
Death Nova
What: In addition to current effects, casts Epidemic, using the caster as the initial target, when the caster is downed.
Why: I have to suggest at least ONE OP change, right? And c’mon, it’d be cool as hell.
Necros are, currently, eminently focusable, why not use that to our advantage? Yeah, you CAN focus the necro but… Do you really want to? No. No you probably don’t. Instead of being a turtle, a jackrabbit or a chameleon… Let’s be a porcupine.
RPer, PvPer, WvWer.
(edited by MonkeyButtFace.4862)
Guys, some of you should really read a post by some guy on reddit:
http://www.reddit.com/r/Guildwars2/comments/33tm66/new_necro_changes_are_underwhelming_any/cqojf4b
He gave some interesting suggestions and I think that’s the way that traits should be designed. Really, who likes passive additives with an ICD? There is no control over those things and they are usually boring, the player just can’t feel the difference in gameplay, so what’s the point?
See, if I make a trait that gives the necro a 100% uptime of weakness after landing a crit, that may be good, but makes no difference in gameplay whatsoever. What if they gave us a trait that makes necro weakness steal some endurance from an enemy? Would that be better? Maybe, maybe not. Would that be more interesting? Definitely! Would that provide more options for the necro? Sure. That’s the direction in which the thinking should be going. Thinking out of the box, suggesting things that are actually interersting and will make the profession more fun.
Sometimes I feel that by not giving the necro anything special, Anet created a necro playerbase that has extremelly low standards…
(talking from a competitive pvp and pve standpoint)
Here’s an idea.
Death Nova
What: In addition to current effects, casts Epidemic, using the caster as the initial target, when the caster is downed.
While I really like the idea, some things are holding it back in general and for me personally. Firstly, and this is a make-or-break – players get cleansed and invulnerable for a split second after getting downed and since you cannot predict if the player is going to get downed before he or she actually gets downed the trait isn’t really possible. Second problem I have is my personal spite towards passive procs and traits that don’t change the gameplay in any way.
But the idea is definitely a way of thinking that I hold in high regard. Keep it up.
(edited by leman.7682)
Agreed. I know my standards have dropped.
its so amazing what mesmers have gotten. just so laughing right now because it just keeps getting clearer where we stand in the devs eyes
Lets not start talking about mesmers. We’re getting off track.
Back on track…. I’d love corrosive poison cloud to be useful.
Lets not start talking about mesmers. We’re getting off track.
Back on track…. I’d love corrosive poison cloud to be useful.
I do not want to say it, but it is actually far more potent than you might think
Of course, in PvE it could be (tons) more useful if designed a bit differently, I mean corrosive without corroding projectiles makes me cry – but in PvP it does work as far as Necromancer’s are concerned
Lost? Confused? [TCS] – A guild for every state of body and mind
Here’s my small tweaks and life improvements i’d like to see:
Corrosive Poison Cloud giving a small amount of life force if enemies are hit when it ticks, and perhaps make it do a little bit of damage per tick similar to Radiation Field (1-2% Life Force per tick)
Our healing skills reworked completely, they’re all pretty much bad, i understand the idea behind Well of Blood not removing conditions on it’s own being that it’s a combo field that removes conditions on projectile, but we don’t have enough attacks counting as projectiles in general, nor or our minions projectiles worthwhile, a very nice change to see would be a 20% chance or so for life blast to count as a projectile to help with this.
A good change to see combined with this healing skill rework is the cast time reduced on consume conditions just slightly, it’s a little too slow right now and would be a major quality of life improvement if it was just a teency bit faster, say 1 1/2 instead of the current 1 1/4
We do need numerous bug fixes on certain skills not working at times, but i’ll leave that to the bug fixing team. (Dark Pact, Spectral Grasp, Plague Signet), What i will say is that plague signet should be unblock-able.
Tool-tips fall under the bug fixing agenda, Like Well of Corruption and Spectral Wall giving life force and not telling the user about it.
Signet of Undeath and signets in general are really weak right now, with the effect not functioning in Death Shroud, or that they just don’t do enough / are hard to aim in a fight, so a signet update would be great.
Spite being unblockable, or/and the power effect working in DS is a much wanted change.
Undeath doing 1% more, and perhaps having a additional effect as just the resurrect is very difficult to use, such as also healing allies that it’s used on by a certain amount, which would function in conjunction with the resurrection of them, another option being simply making the resurrect effect not ground-targeted and have it do it to whoever is closest, but that’s a poor man’s fix.
Just small tweaks such as these would greatly improve the profession, as i don’t personally have the opinion that it is badly designed, it’s mostly bugs and small tweaks that cause the death of us.
With that said, i don’t do high level PvE (Fractals) so i’m sure those players would want bigger changes as it’s common knowledge we’re unwanted there, but this would improve us enough on just about every other scene.
The new traits don’t seem to be as awful/weird as our current design, and Death Magic has a place for more survivable players
(People really don’t give Unholy Sanctuary as much credit as they should, it’s saved me personally thousands of times at this point since i run a death magic centric build in WvW),
My only requests on that front is that Death Nova has the ICD on Minion summoning reduced or removed/the minions themselves being bigger/not awful, and the Blood Magic Vampiric traits functioning in DS
it’s mainly the blood line that still needs a major fix.
There’s always been this one thing most players have wanted, Regen functioning in DS, I’d love to see this implemented somehow, so make sure that’s on the to-do list for ideas.
That’s all, hope you took a look at this wall of fixes.
(edited by Scott Lockharte.3412)
CPC should destroy projectiles and the the self weaken should be changed to self poison. Or something that doesnt require an immediate cleanse. To be honest its one corruption skill that i think should have no self condi.
First off, I will give you the soul of my firstborn child in exchange for changing Death Shroud back so it doesn’t overflow into health from a single large damage spike. Other classes can block, which functions much the same way for eating insta-kill attacks, so why can’t we use DS for the same purpose? Also I really want to be able to jump off things that are really high up and use DS to tank the fall damage because it was cool and fun to do. There are not enough things that are cool and fun in this game.
This is part of a bigger problem that stems from Death Shroud not being an adequate mechanic for mitigating damage in this game. Characters need ways of mitigating extreme amounts of damage delivered over short periods of time, such as when you’re in spvp and you get simultaneously jumped by all five members of the enemy team. Most other classes have some way of dealing with this situation for at least a few seconds, but all necromancer can do is pop death shroud and then proceed to die instantly. This has problems in PvE as well, in boss fights like arah lupi you generally come to a point when you need to not get hit by this upcoming attack but you have no stamina to roll and have no death shroud left and there is little you can do to not get downed in this situation. I’m not the most knowledgeable player but as far as I am aware the only thing a necro can do here is use stamina food so they can roll through attacks more often. Other classes don’t have to do this.
I main a necro because I think it’s a cool class, doesn’t need to be any more to it then that, but I also want to focus on dungeon and other PvE content because I just like that kind of thing, working together with people to overcome challenging content.
When you’re a guardian and you join a dungeon group, people say/think “oh sweet, we have a guardian, nice”
When you’re an elementalist and you join a dungeon group, people say/think “oh sweet, we have an elementalist, nice”
When you’re a warrior and you join a dungeon group, people say/think “oh sweet, we have a warrior, nice”
When you’re a necromancer and you join a dungeon group, people say/think “switch to a class is that is actually useful or #### off”
Every other class can do something or multiple things that are useful to a dungeon group. I haven’t played every class so I don’t know them all, but notable examples are:
Guardians can drop reflect walls, and give their allies a stack of block
Elementalists can stack ridiculous might for the whole group, and can summon ice bows for structure damage
Mesmers can time warp and drop portals
Warriors can drop banners that buff the whole group
Thieves can aoe stealth the whole group
etc
The Necromancer has no utility like this. The Necromancer is not useful. Sure, Necro can do damage, but EVERYONE can do damage, and many people can do damage better then Necro can.
Please, for the love of god, put something in this class that makes it so Necromancer is actually desirable to have in high end pve endgame content.
(edited by Tobias.8632)
Dont worry the Dungeon/Fractal specialist submitted (or will submit) a good report on necro for PvE.
Nerf to FITG has hurt necros too much.
Necros have no mobility options (leaps/evades/blocks/teleports) to get out of harms way, with smart play fitg used to be the safe haven to escape “pinball” mode. The buff to give it stun break is only part of the cure as you cannot use it to move anywhere without getting stunned again.
Honestly, I also think that FitG is better than ever. Having a stunbreak on a 10" CD (!!) is incredible!
I agree that 1 stack of stability for 3" is pretty puny, especially now it’s been nerfed. But it’s enough to make it reasonably safe to shroudstomp, or to flash and get off your heal. Yeah they can still interrupt you, but that was already the case if there was another necro on the enemy team (I’ve interrupted many a stability stomp with corrupt boon).
Nonetheless, I don’t think it would be OP for it to become pulsing stability like you suggested. Few builds have the ability to stay in DS long enough to take advantage of it, and the most popular one of these (the zerker shroudmancer) would still take Deathly Perception anyway.
What actually makes me upset about FitG is that it now has to compete with Dhuumfire in the same slot. Our damage is pretty low nowadays, and the new Dhuumfire would be a decent buff, but that means going back to having 2 stunbreaks and still getting ping-ponged around the place till we’re dead. I know making a build is all about trade-offs, but when your profession has two such glaring weaknesses, it’s downright cruel for the trade-off to be “do miniscule damage, or be a pinata”.
Options to restore some survivability/self control in shroud are possibly a block, or for dark path to be a ground targetted teleport to use as escape.
Oh I totally agree with those. Aegis on DS entry would be excellent. People were already using it for that before the damage overflow bug was fixed. It could even be a part of FitG. Sounds OP doesn’kitten Aegis, stability, AND a stunbreak on DS entry? Well, yeah, it is a little bit. Guardians can trait their Virtue of Courage (which grants Aegis) to also break stun and give stability, not just for themselves BUT AOE AS WELL! Not a fair comparison, as Virtue of Courage is on a 60" recharge instead of 10 (7 with Speed of Shadows!), but OTOH Virtue of Courage’s use isn’t gated by hard-to-build life force, it’s available on demand and has a passive effect as a bonus. So yeah, maybe adding aegis to FitG would be a little over the top, but not wildly so – it’s comparable to similar abilities of other classes.
As for Dark Path becoming ground-targeted, I’ve been begging for it to go back to that since the 2nd beta weekend!
Infernal Fire:
Radius: 350
CD: 80 sec
The Necro is surrounded in fire burning foes who cross the parameter and crippling those who stay within.
Improves Power & Precision (170 each) while wielding: Dagger/Axe/Greatsword(?) in main hand.
Improves Condition Damage & Power (170 each) while wielding: Scepter/Staff in main ha
Honestly, I also think that FitG is better than ever. Having a stunbreak on a 10" CD (!!) is incredible!
I agree that 1 stack of stability for 3" is pretty puny, especially now it’s been nerfed. But it’s enough to make it reasonably safe to shroudstomp, or to flash and get off your heal. Yeah they can still interrupt you, but that was already the case if there was another necro on the enemy team (I’ve interrupted many a stability stomp with corrupt boon).
I’m going to disagree with that 100%.
I don’t want a stunbreak. I already got a lot of stunbreaks on necros. I already got tons of stun defenses like Rune of the Nightmare, doom, reaper’s protection.
I need stability. Something that lets me stomp safely. I’ll trade that worthless stunbreak for more stability. DS breaks stomp channel, so I can’t just watch the 2 downed skill animation.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Honestly, I also think that FitG is better than ever. Having a stunbreak on a 10" CD (!!) is incredible!
I agree that 1 stack of stability for 3" is pretty puny, especially now it’s been nerfed. But it’s enough to make it reasonably safe to shroudstomp, or to flash and get off your heal. Yeah they can still interrupt you, but that was already the case if there was another necro on the enemy team (I’ve interrupted many a stability stomp with corrupt boon).I’m going to disagree with that 100%.
I don’t want a stunbreak. I already got a lot of stunbreaks on necros. I already got tons of stun defenses like Rune of the Nightmare, doom, reaper’s protection.
I need stability. Something that lets me stomp safely. I’ll trade that worthless stunbreak for more stability. DS breaks stomp channel, so I can’t just watch the 2 downed skill animation.
This depends entirely on your build. You can trait a necro for 3 seconds of stability every 7 seconds in PVP, which is why i doubt they would change it any further. Thats a crazy amount of stability uptime even if its only onestack.
Cant you go DS mid stomp without interrupting now?
Cant you go DS mid stomp without interrupting now?
Yea this would be nice, cause FITG is only one stack of stab, so you could skilfully switch in to avoid the one incoming cc. Similar to a mesmer using Distortion with no clones to successfully avoid the one cc.
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.
I’m going to disagree with that 100%.
I don’t want a stunbreak. I already got a lot of stunbreaks on necros. I already got tons of stun defenses like Rune of the Nightmare, doom, reaper’s protection.
I need stability. Something that lets me stomp safely. I’ll trade that worthless stunbreak for more stability. DS breaks stomp channel, so I can’t just watch the 2 downed skill animation.
Isn’t stomping generally considered to be a bad idea pretty much most of the time? In my somewhat limited experience the meta seems to be just kill the dead with your normal attacks rather then trying to stomp. If you’re in a team fight and you down someone it seems like you should just put a DoT on them to stop them healing and then focus on the ones who are still alive.
Yeah i went back and did some PvP recently. Never once stomped. Was better to kill normally and CC any allies or just leave them to bleed out.
Last time i tried, Entering or leaving death shroud interrupted a stomp. Most notably, i was DPS’ed out of death shroud mid stomp and it interrupted it.
Stomping is extremely crucial when you’re in a team fight and both sides have players down. Obviously, it only works against warriors, rangers, guardians, engis, and necros. Recently ive been taking double dagger and dagger warhorn and using blind to stomp those classes instead of stability. A successful stomp can turn the tides of battle in a team fight. So yeah its kind of important.
BUT if you’ve already one a team fight, leaving one or two dead to bleed out is preferable
Well since everyone is saying some stuff I’ll write some skills:
-Axe 3 deserves a blast finisher and a shorter cast time
-DS should get an elite skill, revives 3 nearby allies, you sacrifice 25% LF per ally, revived allies will have torment condition on them for 10 seconds.
-DS: we should be able to see utility cooldowns while in it
-Some traits such as greater marks need to be baseline
-DS: entry/exit should not interrupt resurrecting alies & stomping enemies but of course it should interrupt normal skills
-Make leeching/lifesteal/siphon stuff work in DS, not regular healing
-Greatsword: MUST have one of these: teleport like mesmer staff 2 / leap like ranger GS 3 / evade like ele staff 4 on fire
-Flesh Wurm: needs to be instant cast
-Corrosive Poison Cloud: needs to block projectiles, increase cooldown to balance
-DS Dark Path (2) needs faster moving speed, closer to that of ranger longbow
-Staff: Remove 1 mark and put something more interesting. For instance, mark of blood could go away, instead give a block and counter skill such as mesmer scepter 2.
-New Trait: Increase toughness based on life force built. maybe 5 toughness per 1% LF
-DS: Tainted Shackles (5) the explosion really feels like a blast, hence needs to become a blast finisher. Even ele focus 4 on earth is a blast finisher, i mean come on.
-New Elite: Well of Fire: something like 120s cooldown, inflicts burning per tick. On cast, gives aegis to allies inside it (once) and taunts 900 range foes for 2s. radius 320.
Maan, I can think of so much more this is really fun. Imma make my own mmorpg :P
Also please let the devs watch this 30 minute long detailed analysis on necro PvP https://www.youtube.com/watch?v=Pna1XlfVYqs
Honestly, I also think that FitG is better than ever. Having a stunbreak on a 10" CD (!!) is incredible!
You can trait a necro for 3 seconds of stability every 7 seconds in PVP, which is why i doubt they would change it any further. Thats a crazy amount of stability uptime even if its only onestack.
7 or 10 seconds is only true if you don’t use Death Shroud at all, completely unrealistic especially in PvP.
Then again, this is how Anet came up with 2 sec of weakness for Weakening Shroud.
Isn’t stomping generally considered to be a bad idea pretty much most of the time?
Safe stomps are one of the most valuable things you can bring to any team fight.
The only time you don’t want to stomp someone is if they are down off-point and there’s no chance for them to get rezzed or rallied.
Dark path can be changed to a ground targetted teleport. Axe attack range and power scale can be increased.
CPC should destroy projectiles and the the self weaken should be changed to self poison. Or something that doesnt require an immediate cleanse. To be honest its one corruption skill that i think should have no self condi.
The weakness is fine, if you combo it with Well of Power, it turns into 3 might stacks, it’s totally worth it, besides that swapping the weakness onto enemies with one of our many skills that does that is really quite useful at range, The projectile idea is good though, i’d take that.
I dont believe a utility should require another utility or a cleanse to be effective. Thats a major fault with CPC. You cannot leave the weakness on you because it tanks your damage. Besides weakness stacks duration. And casting CPC will already apply loads of weakness in AOE. So a transfer does nothing but cleanse you.
More weakness, please, a lot more.
Also, make sigil of paralyzation extend fear duration and add more ways to fear and burn, please.
Lich form can execute up to two downed enemies when traited or activated. Wells can be ground targetted by default. A trait which can damage scaled with target’s hp would be cool. An elite (may be a signet) which ignores crowd control skills would be cooler.
Last time i tried, Entering or leaving death shroud interrupted a stomp. Most notably, i was DPS’ed out of death shroud mid stomp and it interrupted it.
Stomping is extremely crucial when you’re in a team fight and both sides have players down. Obviously, it only works against warriors, rangers, guardians, engis, and necros. Recently ive been taking double dagger and dagger warhorn and using blind to stomp those classes instead of stability. A successful stomp can turn the tides of battle in a team fight. So yeah its kind of important.
BUT if you’ve already one a team fight, leaving one or two dead to bleed out is preferable
This is something else that has really bothered me. The Gates Assassin, can you mention how incredibly unfair it seems that Necromancers are knocked out of stomps when entering/leaving Death Shroud, when they can still be CC’d/Dps’d down but Elementalists, Engineers, and Mesmers can use Mist Form, Elixir S, and Distortion respectively mid-stomp to make it literally impossible to interrupt or impede their stomp in any way, short of ressing whoever it is they are stomping?
I’m going to disagree with that 100%.
I don’t want a stunbreak. I already got a lot of stunbreaks on necros. I already got tons of stun defenses like Rune of the Nightmare, doom, reaper’s protection.
I need stability. Something that lets me stomp safely. I’ll trade that worthless stunbreak for more stability. DS breaks stomp channel, so I can’t just watch the 2 downed skill animation.
Isn’t stomping generally considered to be a bad idea pretty much most of the time? In my somewhat limited experience the meta seems to be just kill the dead with your normal attacks rather then trying to stomp. If you’re in a team fight and you down someone it seems like you should just put a DoT on them to stop them healing and then focus on the ones who are still alive.
When you’re a condi necro. You don’t have cleave skills. Staff 1 pierces but it does very little damage. Marks do not activate on downed people.
The only choice is to stomp unless you want the downed player to be revived.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Honestly, I also think that FitG is better than ever. Having a stunbreak on a 10" CD (!!) is incredible!
You can trait a necro for 3 seconds of stability every 7 seconds in PVP, which is why i doubt they would change it any further. Thats a crazy amount of stability uptime even if its only onestack.
7 or 10 seconds is only true if you don’t use Death Shroud at all, completely unrealistic especially in PvP.
Then again, this is how Anet came up with 2 sec of weakness for Weakening Shroud.Isn’t stomping generally considered to be a bad idea pretty much most of the time?
Safe stomps are one of the most valuable things you can bring to any team fight.
The only time you don’t want to stomp someone is if they are down off-point and there’s no chance for them to get rezzed or rallied.
And this is why I don’t like the new lingering curses – even if it’s a ‘powerful’ trait, it screws with the balance of the class, and will hurt anyone who doesn’t use it, because anet will take it into account when balancing any and all conditions.
Yeah i went back and did some PvP recently. Never once stomped. Was better to kill normally and CC any allies or just leave them to bleed out.
What necro build allows me to fear downed enemies off the point?
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I clearly didnt say anything about CCing downed enemies.
Honestly, I also think that FitG is better than ever. Having a stunbreak on a 10" CD (!!) is incredible!
You can trait a necro for 3 seconds of stability every 7 seconds in PVP, which is why i doubt they would change it any further. Thats a crazy amount of stability uptime even if its only onestack.
7 or 10 seconds is only true if you don’t use Death Shroud at all, completely unrealistic especially in PvP.
Then again, this is how Anet came up with 2 sec of weakness for Weakening Shroud.
Yeah that’s precicely true, it IS completely unrealist. You can theoretically get 42% stability uptime, but it’s gated by a. having life force, and b. always flashing DS on cooldown so you can refresh your stability. It’s just not realistic.
Which is precicely why this trait is EXACTLY THE OPPOSITE of Withering Shroud’s ridiculously short 2" weakness: they DIDN’T balance for the best case scenario of 42% uptime. They balance around “what’s a reasonable amount of stab we could give necro on a short cooldown so they can get their heal off or stomp someone?” And, for that, 3" is balanced.
Let me be clear: I wouldn’t be averse to it getting 1-2 more stacks, or slightly longer duration (probably no more than 4"). I was just saying to Kilger.5490 that I think the trait is stronger now than before the stability change, because the stunbreak more than makes up for the nerf to stability.
And let me also point out: I’m not saying that we shouldn’t ALSO have access to longer-lasting stability that gives more than 1 stack. And that isn’t a 3-minute cooldown elite. In fact, I think it would be awesome if Well of Power would pulse 1" stability instead of only giving it at the start. Or if the Spectral trait would make them give additional bonuses instead of just life force and reduced cooldown (maybe stability for Walk, retaliation for Armour, projectile reflecction for Wall?). And I suspect we’ll get a new utility skill that gives retaliation as part of the elite specialisation, cause we’ve been asking for it far too vocally for far too long. But let’s get this straight: more powerful stability effects would be on a far longer cooldown, like they are for every other profession in the game. You therefore wouldn’t blow them just to get a heal off, or to get out of a short duration stun when you’re in a 1v1. You’d use them in a big team fight where the CC is flying around like crazy and for whatever reason you have to stand in the middle of it instead of standing on the periphery of the fight like you normally would.
For THOSE situations, yes, we need longer-lasting stability. But it would do a whole diffferent job than the short duration stability FitG gives us. You don’t use that if you have to revive a teammate while an engi and a hambow are lobbing knockbacks at you one after the other. You use that if you’re in a 1v1 and need to get a heal off, or ensure a stomp cause you see the enemy’s teammate coming to +1. Or you use it for the stunbreak, because you saw that the opponent used their CC to line up a big damage skill. And if you’ve also got Reaper’s Protection traited, you use it to exploit that nice 3" fear to land some big damage of your own.
Whole different thing, whole different use cases. Just because we also need a completely different thing doesn’t mean that this thing is not a thing we need!
Whole different thing, whole different use cases. Just because we also need a completely different thing doesn’t mean that this thing is not a thing we need!
So it seems like you’re infavor of adding more stability, just not to skills tied to deathshroud, which makes a lot of sense to me. Tying more things to death shroud seems pretty bad. I mean im all for the class mechanic being useful, but just throwing more things on top of DS probably wont do a good job at making it better.
I know this is from a different game but I find it ironic that different developers managed to make a better version of the deathshroud mechanic for the necromancer in their game.
The necro in Skyforge also gathers lifeforce/souls while outside of deathshroud/lichform, gaining a shield when entering said form and massive lifesteal to recover their hp pool. Taking lethat damage also forces the necro into lichform for a short duration to give them a chance to recover hp.
Maybe Anet should take some ideas from it to truly make us an attrition class that they intended from the start.
Here’s a gameplay demonstration of the necro in skyforge
https://www.youtube.com/watch?v=t3MDL0VBynk
I know this is from a different game but I find it ironic that different developers managed to make a better version of the deathshroud mechanic for the necromancer in their game.
The necro in Skyforge also gathers lifeforce/souls while outside of deathshroud/lichform, gaining a shield when entering said form and massive lifesteal to recover their hp pool. Taking lethat damage also forces the necro into lichform for a short duration to give them a chance to recover hp.
Maybe Anet should take some ideas from it to truly make us an attrition class that they intended from the start.Here’s a gameplay demonstration of the necro in skyforge
https://www.youtube.com/watch?v=t3MDL0VBynk
I follow their videos but they have their own issues. Death Shroud needs to stop holding us back, a post in the war forum reminded that war used to be the squishiest class despite a large health pool DS back then was completely different then now but necro were safer than war. The major difference between them is that war acts while sustaining himself, Healing Signet+Adrenal Health are meta for a reason war is the attrition class it has the proper way of trading hits while not dominating it’s design is way better than necro.
All they need to is remove DS as HP we already have a high base HP and improve not buff other proper source of sustain or allow heals,utilities to be used in DS. They need to understand that HP is completely UP in a dynamic combat system.
The Dhuumfire thread
So it seems like you’re infavor of adding more stability, just not to skills tied to deathshroud, which makes a lot of sense to me. Tying more things to death shroud seems pretty bad. I mean im all for the class mechanic being useful, but just throwing more things on top of DS probably wont do a good job at making it better.
Yeah exactly, I wouldn’t mind getting long duration/deep stacks stability tied to an appropriately long recharge skill (maybe a new skill, or one of the spectrals), but I really like having that little bit of stability on a short recharge, it makes a huge difference in pvp now that they added a stunbreak to it!
Corrosive Poison Cloud – what is this even supposed to do? The poison damage is pathetic, and the weakness on self is a massive hindrance unless you waste yet another utility slot or pop your heal for condi removal. AoE weakness on enemies is okay, but not enough to put this skill in place of a good well.
Poison damage is not pathetic, also it reduces healing effectivness which is not only a good utility but when you compare the healing it can prevent to the damage of some conditions then poison just might occasionally be the winner.
Imo CPC in underrated. The fact that other skills tend to overshadow it is a problem, but generally it’s a good skill.
Also, the self weakness is from a time when weakness wasn’t as effective as it is today. So it probably would be appropriate to change this into something like cripple or torment.
Spectral Grasp – I get that this is supposed to be a pvp skill, or something, but I don’t think I’ve ever seen anyone using it because, again, it doesn’t do enough to compete with available alternatives.
It’s rarely used in PvP but many ppl use it in WvW, especially in duels. The skill might be niche but there’s no reason to change it.
Spectral Walk – cooldown is far too long to use this as a real mobility skill, only time I’ve ever seen it used is for that part in arah where you have to carry the damaging light to open the doors.
Really, the only time? It’s one of the utility skills for the current PvP meta build..
Well of Darkness – … in PvP all they have to do is just not go in the well. Useless.
In PvP, when you cast this you don’t want to be hit by melee attacks. Guess what happens when people get out of the well and you stay in it: they can’t hit you with melee attacks!
Also, if you cast this (or CPC or any other well) on a capture point your opponents can either take the well pulses or move out of the point, in which case: thx for the easy decap.
Plus, Well of Darkness is one of our only safe stomps.
Spectral Wall – one use, as an additional source of fear in the terrormancer build. Aside from that it’s only good for making people run off cliffs in edge of the mists. Make this thing reflect or even just destroy projectiles, or provide stealth to allies. Protection isn’t really a big deal in my experience and the cooldown is restrictive. Speaking of protection…
It’s actually a good WvW skill for zerg fights. There’s no aoe limit so if you time it properly you will not only get a million life force but it’s also a good area denial skill and with proper coordination it can provide your entire zerg with protection and chaos armor.
Spectral Armor – a sort of okay pvp skill, but useless in other game modes
It’s not “sort of ok”, it’s really good in PvP, and the fact that it hase no use in PvE doesn’t change that. There simply are some skills that are better in one game mode than in the other…
Plague Signet – has anyone ever in the history of GW2 put this skill on their bar for more then 5 minutes before dismissing it as a complete waste of time?
I’m not saying that it couldn’t use some alterations, and apparently Anet said in their stream that they are actually looking at all of our signets, but Plague Signet really does have some value in certain 1v1 matchups.
When I think about it, I’d rather have this than any of our other signets, although that’s rather a testament to how bad all of our signets are than the quality of Plague Signet.
After coming back during every trait revamp to see what’s new I still can’t understand how reaper’s precision and vampiric precision have survived.
I’m going to assume reaper’s precision was always meant to be a way for condition builds to produce more life force. Power builds never had this problem because dagger and axe always provided good life force and super fast life force together. Spectral skills always seemed to be the better alternative for condition builds in need of life force. Reaper’s precision was always made to compete against more important traits while doing next to nothing. If anything it should be baseline for the class and occur every critical hit.
Vampiric precision is odd simply because of the stats it demands. Siphoning builds want healing power and toughness as their main stat. They also want a lot of multi hit skills so this means channeling weapons in the form of dagger and axe. Then depending on if you use wells or minions you want power for wells, power for minions, or condition damage for minions with the new proposed traits. There isn’t any room for precision or support for a critical vampire builds . Conditions don’t proc siphons so I’ll assume criticals from conditions don’t proc vampiric precision. If you want to heal from conditions you are more likely to get a bigger benefit focusing solely on the healing condition trait. Lastly vampiric competes against important traits just like reaper’s precision while being sub-par. Even base line or merged I doubt it will produce the desired effect.
Suggestions:
1. Reaper’s precision becomes baseline for the class and procs on every critical hit since having good life force gen is less of a problem now that shroud has an actual CD and many counters.
2. Delete vampiric precision. Rename trait vampiric symbol. It should be a trait that supports signet vampires since well and minion necros have great support for their siphon builds now. Signets are only half way done with vampire signet and locust. Signet vampires could use a way to make all signets useful and vampiric.
Vampiric Symbol:
Upon activating a signet gain mark of the vampire for x seconds. Mark of the vampire allows you to deal x damage and leech x health per attack. Mark of the vampire stacks in intensity but not duration. Siphons have a chance to proc twice per signet equipped.
(edited by Dictan.4186)
Ok, using that_shaman’s specialisation tool it’s so easy to see that the Curses tree is a complete mess.
Why is there a gain fury when entering Death Shroud minor, which is a flat damage increase, when there are no non condition damage Grandmasters and none of the master traits are anything I’d want to take, unless I was running a warhorn. Terror and Lingering Curses clash too hard for sure, although I think Parasitic Contagion can stay there.
Why do I have to specialise in both Death Magic and Soul Reaping to get both Staff bonuses.
Deathly Invigoration better have a 2k heal at base for it to be a Grandmaster trait that does absolutely nothing for us except for those running minion builds.
Otherwise, looking at the changes via this format I actually like a few of them – it definately buffs the class, but compared to everything else I can’t say. It doesn’t fix any of our problems and the issues with certain trait lines just mean there are very little ways to run the class at base.
Not sure these are the best ideas but those where my sugestions :
What is going to happen to the necromancer’s access to retaliation now that it looks like it’s all being merged to unholy feast?
I am becoming concerned about condition duration. Almost every build in use today depends upon a +20 to 30 percent condition duration boost inherent with traiting Spite. Where will that come from with the new system?
Having condition duration nerfed when all the profession has for counters depends upon it could be catastrophic.
There are practically no boons and few ways to counter besides non-damaging conditions. If they get shortened, or new armor is released that allows all professions access to extended duration, Necro could become very, very bad.
Please help alleviate this Fear that Fear will be auto-nerfed because Necro will now have to blow armor stats on condi duration or live with shorter fears.
What is going to happen to the necromancer’s access to retaliation now that it looks like it’s all being merged to unholy feast?
I think Necromancer’s access to retaliation will be about the same, or slightly better if you trait for it. Giving up Close to Death (20% damage on enemies below 50%) will hurt a little, but having an axe and Unholy Feast on usage of Death Shroud should be an upgrade from the current spiteful spirit & spiteful vigor.
I am becoming concerned about condition duration. Almost every build in use today depends upon a +20 to 30 percent condition duration boost inherent with traiting Spite. Where will that come from with the new system?
There really hasn’t been much news on where Condition & Boon Duration will be coming from in the future. Traits that grant it, like the new Lingering Curses, are quite rare.
I seem to recall the Devs saying that they were looking at moving away from generic Condition & Boon Duration, and more towards boosting the duration of specific boons & conditions. Like how Barbed Precision now has the 20% condition duration buff from Hemophilia rolled in, which is really convenient as a minor trait.
It’s pretty obvious, and nobody’s impressed.
(edited by Softspoken.2410)
Softspoken, as long as the dev’s build in adequate condition duration, I am fine but lots of us count on 30% from Spite and extra from food like pizza. Conditions like chill are all Necro has after DS. Duration is that important for sustain.
Softspoken, as long as the dev’s build in adequate condition duration, I am fine but lots of us count on 30% from Spite and extra from food like pizza. Conditions like chill are all Necro has after DS. Duration is that important for sustain.
Here’s to hoping we get a trait that boosts the duration of chill or cripple or something.
It’s pretty obvious, and nobody’s impressed.
Just wanted to know if the report had been sent to the Dev.
If yes, have we received some answers yet?
Just wanted to know if the report had been sent to the Dev.
If yes, have we received some answers yet?
And I’d be interested to know if anything that is/was posted after the report was submitted is still monitored by Gates or a dev, because even after a week there are new ideas or problems with the traits being pointed out.