Terror not so terrifying (pvp)

Terror not so terrifying (pvp)

in Necromancer

Posted by: Emapudapus.1307

Emapudapus.1307

Since we dont have much burning this is, or more was, our primary burst (as condi necro) and trait that was making condi necro viable at all. Atm damage it does is very very small and our fears (even traited with 50% extra duration) are quite short in duration. You need 2 different traitlines for it and its still not good. While everything else (not condi necro related stuff) got boosted (dmg and survival) since patch, this trait does almost same amount of dmg, leaving condi necro, as whole, behind in viability, beside the nerf of slowing condis on movement skills.

With 1638 condi dmg and 50% extra fear duration.

Staff fear: 1,5s ->one tick -> 32s cd
DS fear: 1,5s on far away targets and 2,25 on close ->2 ticks if you use the close one -> 17s cd traited.
Both fears combined -> 3 ticks
No extra dmg for overflow time (3,75 s fear duration, does only 3 ticks, for 0,75s it does no dmg) -> 50% extra duration doesnt contribute to dmg.
732 dmg with no condis, 1099 with condis, per tick -> potential “burst” 3300 dmg over 3 sec -> similar as 3 stacks of burning over 3 sec.
Trait competing with other potential (boon coruption -> fear) synergy traits, cant reach its full potential.

all is vain

Terror not so terrifying (pvp)

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Posted by: Dakunaito.9602

Dakunaito.9602

Since we dont have much burning this is, or more was, our primary burst (as condi necro) and trait that was making condi necro viable at all. Atm damage it does is very very small and our fears (even traited with 50% extra duration) are quite short in duration. You need 2 different traitlines for it and its still not good. While everything else (not condi necro related stuff) got boosted (dmg and survival) since patch, this trait does almost same amount of dmg, leaving condi necro, as whole, behind in viability, beside the nerf of slowing condis on movement skills.

With 1638 condi dmg and 50% extra fear duration.

Staff fear: 1,5s ->one tick -> 32s cd
DS fear: 1,5s on far away targets and 2,25 on close ->2 ticks if you use the close one -> 17s cd traited.
Both fears combined -> 3 ticks
No extra dmg for overflow time (3,75 s fear duration, does only 3 ticks, for 0,75s it does no dmg) -> 50% extra duration doesnt contribute to dmg.
732 dmg with no condis, 1099 with condis, per tick -> potential “burst” 3300 dmg over 3 sec -> similar as 3 stacks of burning over 3 sec.
Trait competing with other potential (boon coruption -> fear) synergy traits, cant reach its full potential.

Devs don’t care about fear anymore. they switched to chill, and even then it’s still not good. we asked for more chill updates, and they gave on Revenant pulse chill utility skill that does 2 pulses and stack in duration so it lasts for 3sec without traits, and it has 15sec cd. we suffer from long cd and low duration, and now Revenant has more chill duration than Necro with chill duration traits etc things. i can’t stop laughing

(edited by Dakunaito.9602)

Terror not so terrifying (pvp)

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Posted by: TheLastNobody.8319

TheLastNobody.8319

Yeah this is something I don’t get with our fears, we have the most access to fear out of all the professions, but everyone else’s fears are more potent, such as warrior fear me and then you have skill fear which thieves can steal off of us. And ours last 1 second to 2 seconds, where as most others last 2-3. I stopped using terror in my Condimancer roaming build for WvW and found I was much more potent with master of corruption shortening the cool downs for my corrupt boon and consume conditions, and also allowing me to transfer the condos from corruptions with plague sending.

A knight in shining armor is a man who never had his metal truly tested.

Terror not so terrifying (pvp)

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Posted by: nekretaal.6485

nekretaal.6485

Then there’s the weakness of the fear condition itself.

Already less useful than a stun because you have to chase (and your minions which root on attack won’t hit), it’s really easy to remove. Weapon swapping with traits, stun breaks, zero cast condition removals all rid the condition. Thieves can port across the map to get out of danger while feared.

The taunt effect is well designed and removes most of the problems that fear has. Taunted enemies can’t retarget or pull gimmicks to avoid the effet without having to break stun. It’s just a lot stronger. Already the Pvp forums are complaining that they have to break stuns to break taunt.

Taunt > Fear

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Terror not so terrifying (pvp)

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Posted by: TheLastNobody.8319

TheLastNobody.8319

Then there’s the weakness of the fear condition itself.

Already less useful than a stun because you have to chase (and your minions which root on attack won’t hit), it’s really easy to remove. Weapon swapping with traits, stun breaks, zero cast condition removals all rid the condition. Thieves can port across the map to get out of danger while feared.

The taunt effect is well designed and removes most of the problems that fear has. Taunted enemies can’t retarget or pull gimmicks to avoid the effet without having to break stun. It’s just a lot stronger. Already the Pvp forums are complaining that they have to break stuns to break taunt.

Taunt > Fear

Agreed, but who knows, they do seem to be paying more attention to our concerns right now. We’ve come a pretty far way in this past year alone. Maybe this is another thing we can ask them to address since it does seem like fear and taunt are two sides of the same coin.

A knight in shining armor is a man who never had his metal truly tested.

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Posted by: Brando.1374

Brando.1374

why not just have fear stack like bleeds & burn

that will make fear the condi burst we need.

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Terror not so terrifying (pvp)

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

why not just have fear stack like bleeds & burn

that will make fear the condi burst we need.

Unfortunately not really. In the age of unlimited invuln, condition cleanses, stun breaks, blocks and diamond skin type builds I find I am lucky if I can land 1 in 10 fears for full duration on my enemies.

Everything is about rapid attacks to break through the defenses. Which condition necros simply don’t have.