Stability
Yeah, sacrifice 30 in spite and 20 in curses, kill my power necro.
Forced to spend points in the crappiest tree as well.
Ok then um, if you’re running away from a zerg does it really matter if you blow your elite, you probably won’t need it for another 3 mins anyway.
Otherwise Death Shroud is there to soak up any damage you might take while running away. Necros are more about stripping boons than applying them, so it’s only understandable why we don’t have easy access to all the goody boonies, soz.
And that trait is in Soul Reaping, not Death Magic, DM is the crappiest tree, no one uses minions. \(^-^)/
I’d say that Blood Magic is the crappiest tree, since its main draw is Well cooldowns and…not much else, really.
Ok then um, if you’re running away from a zerg does it really matter if you blow your elite, you probably won’t need it for another 3 mins anyway.
Otherwise Death Shroud is there to soak up any damage you might take while running away. Necros are more about stripping boons than applying them, so it’s only understandable why we don’t have easy access to all the goody boonies, soz.
And that trait is in Soul Reaping, not Death Magic, DM is the crappiest tree, no one uses minions. \(^-^)/
Because part of repositioning means we may reengage, and I’ve been forced to blow a 3 min cd to just reposition and not die because it’s my only reasonable source of stability. I mean, couldn’t they have given well of power at least 3-4 secs of stability?
They should bring back Shade, but this time it acts as stability AND you can’t get immobilized, chilled or crippled. BAM!
I dunno man i haven’t really had your problem, 3-4 static fields sounds like it’s a 100v100v100, we don’t get many of those on Sea of Sorrows.
If i was a dev, i’d probably explain that it would be unfair that a class meant for boon stripping can turn other classes stability into fear while applying it to themselves with ease.
I’d love to have perma vigor/might/swiftness/prot/regen/fury like my ele too, but that’s just not necro like.
Even if you have stability, it’s not that hard to rip it off and chills are still apply to you.
Dev’s don’t want necro’s to retreat.
they could add it to Rigor Mortis (Bone Fiend), Signet of the Locust, Spectral Grasp, and Corrosive Poison Cloud.
Yeah, sacrifice 30 in spite and 20 in curses, kill my power necro.
Forced to spend points in the crappiest tree as well.
I don’t know what the reasoning behind that statement is, you don’t really really need 30-20 for a WvW-oriented power build. Since focused rituals was moved down to Adept tier with the last patch, you don’t really need to go 20 Curses anymore unless you really really want the chill on blind trait. Honestly I’d be more annoyed about the mandatory investment in Death Magic if you plan to run staff in a power spec.
Now, about the “crappiest tree” statement (wow!):
3 seconds of stability every 7 seconds is probably one of the best stability access you will see anywhere in the game for a “quick escape from a cc ring/box/line” due to the low cooldown, unless all you want to do is run away once and cooldown doesn’t matter to you. It also gives you crit damage which is…very much useful in a power build and a bigger lifeforce pool which will allow you to survive that much better. Hell, if you like running so much, it even gives you an option for 25% movement speed bonus while in DS.
Soul Reaping is probably one of the best trait lines we have as there are only 2 or 3 traits of the 12 that you can pretty much call useless at all times. The rest all fit very well with various ideas of builds, so you can basically use that trait tree with both power and condi builds of all sorts. On top of that, really, it’s the ONLY traitline of which I can say that it has 3 strong, useful minor traits (3rd one is only really good in power/hybrid builds). Meanwhile, look at all those awesome (read mostly useless) minor traits you get from Spite and Curses.
Ye Gabi that all went through everyone’s heads when they read that too :P but some people are just really picky about their playstyle but still want everything with no trade offs.
I think the best thing for Zenith to do at this point is to test different traits for power necro, then he will see that he’s not locked into dead set choices. I mean the new SR GM trait practically molds a lot of power necro builds now xD
3 seconds of stability every 7 seconds is probably one of the best stability access you will see anywhere in the game for a “quick escape from a cc ring/box/line” due to the low cooldown, unless all you want to do is run away once and cooldown doesn’t matter to you.
I just wanted to chime in that while stability on demand like that is nice, it isn’t a stunbreak, and so it’s not as valuable as you’d think. Most other stability-access in-game also provides a stunbreak, whereas this one doesn’t, and so you have to preempt a CC and block it. That’s a lot tougher than it sounds when you only have 3 seconds of stability, even if the theoretical uptime of the stability is just under 50%.
3 seconds of stability every 7 seconds is probably one of the best stability access you will see anywhere in the game for a “quick escape from a cc ring/box/line” due to the low cooldown, unless all you want to do is run away once and cooldown doesn’t matter to you.
I just wanted to chime in that while stability on demand like that is nice, it isn’t a stunbreak, and so it’s not as valuable as you’d think. Most other stability-access in-game also provides a stunbreak, whereas this one doesn’t, and so you have to preempt a CC and block it. That’s a lot tougher than it sounds when you only have 3 seconds of stability, even if the theoretical uptime of the stability is just under 50%.
Thanks for clarifying this. I thought about posting in response to the above as well, and couldn’t remember if it worked that way or not. So even if you pop it while stunned, you remain stunned while the stability icon is still on you? And you are just immune to new stuns?
Correct. It is the same as if you popped the F3 on Guardian without the grandmaster Virtues trait that makes it break stuns. It would simply add stability and you’d remain stunned for the CC you’re currently suffering, but new CC’s would be ignored so long as stability lasts.
I just wanted to chime in that while stability on demand like that is nice, it isn’t a stunbreak, and so it’s not as valuable as you’d think. Most other stability-access in-game also provides a stunbreak, whereas this one doesn’t, and so you have to preempt a CC and block it. That’s a lot tougher than it sounds when you only have 3 seconds of stability, even if the theoretical uptime of the stability is just under 50%.
That’s true; it’s actually why I didn’t call it a get-out-of-jail-free card because it requires a bit of prediction or very quick reactions to use effectively for cc fields. It is, however, exactly as valuable as I think; I’ve had my fair share of taking on massive zeRGs with a 20-25-man and coming out on the other end alive, repeatedly; you just need a bit of experience to know when the cc will land and a good reaction time to pop it when its casted right in front of you as you move. Static fields tend to be casted in front or right on top of you so you have a split-second to react, while well-placed lines/rings of warding definitely require you to have stability access to get through, a stunbreaker will not help you so much with those.
It was absolutely worth the 30-point investment back when you were only getting 3/10s out of it and even more so now that you can get 3/7s.
As far as I can remember, DS entry used to be a stunbreak back in beta, but the notorious beta nerfhammer struck that perk as well.
(edited by Gabi P.3094)
It was absolutely worth the 30-point investment back when you were only getting 3/10s out of it and even more so now that you can get 3/7s.
Gabi makes truth here. excellent!
As far as I can remember, DS entry used to be a stunbreak back in beta, but the notorious beta nerfhammer struck that perk as well.
even into release it was breaking stuns for a while.
CC in this game seems almost broken on a necro without it when you are fighting certain group makeups.
It was absolutely worth the 30-point investment back when you were only getting 3/10s out of it and even more so now that you can get 3/7s.
Don’t get me wrong, I agree that it’s worth being a GM trait and really strong for what you get. It’s particularly valuable in WvW where there are such obvious tells for some CC’s, like the static field you mentioned. That all said, I think my only argument is that this isn’t an instant-win-vs-CC, and just by having ~50% uptime of stability doesn’t make the Necromancer the best CC handling. A lot of CC’s in both PvE and PvP/WvW are very quick-acting, and tough to preempt with Foot in the Grave.