Things I hate the most (Suggestions)

Things I hate the most (Suggestions)

in Necromancer

Posted by: pierwola.9602

pierwola.9602

WvWvW, small fights

  • lack of mobility and “out of combat” mechanic
    I don’t have anything against your necro(slow class) concept but when i see my opponent with full HP (from “out of combat” regeneration) in the middle of the fight (till this moment i’m ok, but after few movement/teleport skills i’m screwed, i can’t catch him and pretty sure i have some npc/mob/player on me so i can’t reg my HP and even without them im dead because i don’t have Life Force any more ) i’m start thinking “what the f…… is going on”
    Suggestion: Bring back old good “out of combat” mechanic, you start regenerating HP after 1min since you stop the fight
  • Plague Signet and Flesh Golem (Reanimator trait) condi x2/3
    For me it’s nonsense that i transfer conditions from something that i don’t even want (reanimator trait), same thing goes with flesh golem (besides “charge” skill, it’s pretty useless )
    Suggestion: Remove flesh golem and jagged horror(trait) from the allies list (plague signet list).
  • Flesh Golem (charge)
    What could go wrong :
    - Flesh Golem died in the water (60sec reus)
    - Flesh Golem is too far from your real target (40sec reus)
    - Flesh Golem is rooted (40sec reus)
    - Flesh Golem stuck on the three/rock/fence/invisible wall (40sec reus)
    - Flesh Golem is stuned/CC (40sec reus)
    - You re stunned/CC (5sec reus)
    - Cliff (5-10sec)
    Suggestion: Replace “summon flesh golem” -> “charge” with 3-5 sec AoE(ground-target) fear/daze/knockback/stun skill (after 3-5sec minion shows up)
    Sugestion II: what do you think about something like that
    http://imageshack.us/a/img825/866/xn0m.jpg
    with this we will know which way it will charge and from where(circle)
    “Flesh Golem charge” range: 1600
    “Flesh Golem charge” recharge time: 50sec
    “Flesh Golem” duration: 50 sec or till the next charge
  • Plague Signet (blind)
    Personally i think that “blind” is the the worst condi in the game when you have long recharge/cast time on the skills (necro), it is even more frustrating when you play with Plague Signet (blind every few sec).
    Suggestion: Don’t transfer “blind” from my ally to me and allow me to send “blind” condition to my oponent
  • downed players and CC
    You can’t pull downed player to you but he can still stop you from pulling his ressing partner (if he is in front of him)
    Suggestion: Remove this invisible(CC) barrier from DP
  • Obstructed and Spectral Grasp
    INVISIBLE WALL
  • marks and downed players
    I still don’t understand why i can’t hit downed players with the staff
  • condi necro and downed players
    When it comes to downed mode we have everything what we need to lose the fight:
    not working weapon skills (staff), no easy access to stability/invulnerable, we lose our conditions when players goes down, ressing is too fast, we can’t stack bleed fast enough to kill downed player when someone is ressing him, our best DoT (fear/terror) don’t work, in most of the case we have only 1 chance to kill our enemy (long recharge time on skills)
    Suggestion: Downed penalty lvl 1 (2min) – you’re defeated next time you go down
    (i have something like that on my necro since a few months(i don’t even think about 3rd chance), so why not)
  • Death Shroud
    I would like to see recharge time(small icons above the LF) on DS skills before i transform

(edited by pierwola.9602)

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Posted by: TheAgedGnome.7520

TheAgedGnome.7520

  • Death Shroud
    I would like to see recharge time(small icons above the LF) on DS skills before i transform

This would be very, very nice to have….for all modes, not just wvwvw. Having hidden recharge times is both annoying and a tactical disadvantage.

Stealth nerfs are the perfect fertilizer for mistrust.
PVE Power and Support Build

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Posted by: Iceflame.5024

Iceflame.5024

Yea the downed state is pretty unfriendly to conditions and on top of that it’s even more unfriendly to a necro. Funny how sometimes you might actually be happy that you went down since 80% of CC stops working on you and instead of a pinball you turn into a downed stationary turret.

I like the golem though and use it in sPVP.

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Posted by: Rennoko.5731

Rennoko.5731

Yea the downed state is pretty unfriendly to conditions and on top of that it’s even more unfriendly to a necro. Funny how sometimes you might actually be happy that you went down since 80% of CC stops working on you and instead of a pinball you turn into a downed stationary turret.

I like the golem though and use it in sPVP.

Except that your HP is so much lower while downed, its dangerous to go down. I routinely get DPSed down in 2 seconds flat when I drop in WvW. (Thanks HP bug).

I advocate the removal of the DS cooldown, and reworking the on DS entry buffs. I think it is only logical we have access to DS and our skills at all times. I have a cooldown on fear already, but now I have to juggle that cooldown, and the DS cooldown. We cannot generate LF while in DS, not sure why they prevent us from flashing DS whenever we want.

The class would be much more tactical if the LF could be used selectively to absorb some damage, and yet not lock-out our needed interrupts. I can’t count the number of times I have gone out of DS, while saving my fear, only to have my intelligent opponent know that he can heal now without being interrupted by doom.

Hell I don’t even care if they add a small life force cost to going into DS if they remove the cooldown. I would take a LF generation trait then and call it a day.

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Posted by: Iceflame.5024

Iceflame.5024

Rennoko, I tend to forget the downed state bug since I mostly play sPVP. I’ve been thinking about DS CD too and I do not know what to say about it actually. I’d like to have DS without any CD since I agree that having double CDs on your abilities is kind of meh. But then again it’s kind of like a weapon swap and other profession mechanics tend to have 10 second CDs on them too so I am not sure. Would be nice to see your DS CDs outside of DS but then again other classes don’t see the CDs on other attunements and kits if I am not mistaken.

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Posted by: flow.6043

flow.6043

  • Death Shroud
    I would like to see recharge time(small icons above the LF) on DS skills before i transform

That would really be a nice change. I’ve never actively thought about this, but it sure is annoying to go into DS only to find out that the skill you wanted to use isn’t ready yet.

And seeing how they already changed the DS UI to display boons and conditions, this idea doesn’t seem too far fetched for Anet to implement.

We cannot generate LF while in DS, not sure why they prevent us from flashing DS whenever we want.

Seems like another beta remnant.
The only thing they’d have to change now is give the boon-on-DS traits a 5 sec ICD. Problem solved.

Hell I don’t even care if they add a small life force cost to going into DS if they remove the cooldown.

The regular LF degeneration is enough, you’ll lose those 4% almost immediately after going in, no need to add any extra cost.

So I’m for both, removing the cooldown and an out-of-ds indicator for the cooldowns of the shroud skills.

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Posted by: Rennoko.5731

Rennoko.5731

Rennoko, I tend to forget the downed state bug since I mostly play sPVP. I’ve been thinking about DS CD too and I do not know what to say about it actually. I’d like to have DS without any CD since I agree that having double CDs on your abilities is kind of meh. But then again it’s kind of like a weapon swap and other profession mechanics tend to have 10 second CDs on them too so I am not sure. Would be nice to see your DS CDs outside of DS but then again other classes don’t see the CDs on other attunements and kits if I am not mistaken.

Elementalists for example have a short 2 second or so cooldown on attument swaps… I would be okay with DS having a 2 second cooldown on flashing (re-working the boons of course).

Mesmers have a split second cooldown on their shatters, I would be okay with that.

I wouldn’t compare it so much to a weapon swap, because weapons swap triggers its 10 second cooldown timer when you swap in. DS triggers its 10 second timer when you drop out. Attunment switching is a good comparison.

I just think the ability to have access to our instant cast interrupt would be a big skill ceiling raiser for the top end players, that we currently lack.

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Posted by: Tenderly.7019

Tenderly.7019

WvWvW, small fights

  • downed players and CC
    You can’t pull downed player to you but he can still stop you from pulling his ressing partner (if he is in front of him)
    Suggestion: Remove this invisible(CC) barrier from DP
  • Obstructed and Spectral Grasp
    INVISIBLE WALL
  • Death Shroud
    I would like to see recharge time(small icons above the LF) on DS skills before i transform

If Big Bomb affects downed players and knocks them back then every pull/knockback in the game should do the same.

Spectral grasp randomly fails from a random obstructed when there’s nothing, not even elevation, between you and your target.

Death Shroud should not only show you your Death Shroud ability cooldowns, but also all other cooldowns while in Death Shroud. It’s stupid to have to guess when my heal is off cooldown while low and under pressure in death shroud.

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Posted by: NeXeD.3042

NeXeD.3042

If we were able to go in and out of ds that fast we would have 100% fury uptime pretty easily as well as mitigating all sorts of damage and of you took the stability trait you would have 100% stability uptime too. Seems far to op.

Attention Moderators I am not
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Posted by: Rennoko.5731

Rennoko.5731

That is why I mentioned re-working the DS entry traits…

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Posted by: Tenderly.7019

Tenderly.7019

If we were able to go in and out of ds that fast we would have 100% fury uptime pretty easily as well as mitigating all sorts of damage and of you took the stability trait you would have 100% stability uptime too. Seems far to op.

Cooldowns can be placed on those abilities.

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Posted by: vizups.3824

vizups.3824

Necromancers lack mobility they have probably 0 escape.
Necromancers need an insta Port , not a kittening worm which takes 2secs to cast… in that time im in this area where i placed the worm xD.

Death Shrouds 5th Skill should be a port or somethin or give him a port on Enfeebling Blood.

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Posted by: Dadnir.5038

Dadnir.5038

WvWvW, small fights

  • Flesh Golem (charge)
    What could go wrong :
    - Flesh Golem died in the water (60sec reus)
    - Flesh Golem is too far from your real target (40sec reus)
    - Flesh Golem is rooted (40sec reus)
    - Flesh Golem stuck on the three/rock/fence/invisible wall (40sec reus)
    - Flesh Golem is stuned/CC (40sec reus)
    - You re stunned/CC (5sec reus)
    - Cliff (5-10sec)
    Suggestion: Replace “summon flesh golem” -> “charge” with 3-5 sec AoE(ground-target) fear/daze/knockback/stun skill (after 3-5sec minion shows up)

I don’t really have any opinions on the other stuff but on this one, I’d say : “No!”
You’re totally right on the cool down that multiple factors impose on this skill but the charge is, in it’s actual state, incridibly usefull. I really don’t want it to be replaced.

No core profession should be balanced around an optional elite specialization.

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Posted by: Chesire.9043

Chesire.9043

Plague Signet has to be the most annoying utility. I use it in my condi build but I also hate it so much. There is no reason at all that Blind should stop it from working. Blind is a condition, why is not transferred?

/flipdesk

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Posted by: War Mourner.5168

War Mourner.5168

I think Rennoko brushed on a rather good point, our DS CD starts when we leave DS, why not have it start when we enter DS?

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Posted by: Bweaty.9187

Bweaty.9187

I’d also like to point out, Downed #2 is pretty under cooked vs other class’s.

1/3rd downed life, FIX IT.

It’s not just grasp that has invis wall issues. It’s pretty much everything!
From minions attacking, spots that minions just brake and wont do anything again till re-summoned. Wormy tele/placement. etc.

On cast issue’s, there’s our projectiles. Litch going over things so you can’t attack them. Most of them not being able to hit roots or things directly under you.

Yeh, the runspeed and out of combat. I find it’s vs Eng’s ‘mostly’ that they run off, I burst every speed boost I have, even our swiftness from spectral. Still can’t keep range on them to hit them, even when they started at meele range. There out of combat and healed while Im still in combat?!!

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Posted by: pierwola.9602

pierwola.9602

I don’t really have any opinions on the other stuff but on this one, I’d say : “No!”
You’re totally right on the cool down that multiple factors impose on this skill but the charge is, in it’s actual state, incridibly usefull. I really don’t want it to be replaced.

Personally i don’t see any difference between summon charge and AoE(ground target) knockback skill but of course it’s only my opinion.

New Idea:
what do you think about something like that
http://imageshack.us/a/img825/866/xn0m.jpg
with this we will know which way it will charge and from where(circle)

“Flesh Golem charge” range: 1600
“Flesh Golem charge” recharge time: 50sec
“Flesh Golem” duration: 50 sec or till the next charge

(edited by pierwola.9602)

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Posted by: Andele.1306

Andele.1306

Elementalists for example have a short 2 second or so cooldown on attument swaps… I would be okay with DS having a 2 second cooldown on flashing (re-working the boons of course).

Or just make the boons pulse every second (or 3) for a (or 3) second?

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

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Posted by: spoj.9672

spoj.9672

If we were able to go in and out of ds that fast we would have 100% fury uptime pretty easily as well as mitigating all sorts of damage and of you took the stability trait you would have 100% stability uptime too. Seems far to op.

We already have 100% fury uptime when using furious demise and near to death.

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Posted by: Mammoth.1975

Mammoth.1975

Tracking DS cooldowns in your head is one of the skills that allows good necros to distinguish themselves from the rest. It’s the same with eles, how most of them fold up if you dodge the initial CC, because all they know how to do is a single burst rotation, then spam defensive skills till they die, whereas good ones are flat out scary to face. I constantly see people asking for skill plays to be removed from the game, it’s quite annoying.

Likewise a couple of your problems seem to stem from plague signet doing what it says it does. If the passive and actives were reversed, it wouldn’t be nearly as good a stunbreak. Right now it’s one of the few stunbreaks that also removes immobilize, extremely relevant when you have 3 guys spiking you. If you’re suggesting that it should transfer conditions from allies to foes every 3s, well, that would be way too strong.

On top of that, I personally love it when I can run my golem into a tree/rock/fence and hit a player on the far side, it’s a complete gamechanger.

A lot of the weaknesses you’re seeing are in fact strengths when used correctly, and I would be extremely disappointed to see them nerfed, which is what you seem to be asking for.

If you’re not playing to win, don’t complain when you lose.

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Posted by: spoj.9672

spoj.9672

Tracking DS cooldowns in your head is one of the skills that allows good necros to distinguish themselves from the rest. It’s the same with eles, how most of them fold up if you dodge the initial CC, because all they know how to do is a single burst rotation, then spam defensive skills till they die, whereas good ones are flat out scary to face. I constantly see people asking for skill plays to be removed from the game, it’s quite annoying.

Likewise a couple of your problems seem to stem from plague signet doing what it says it does. If the passive and actives were reversed, it wouldn’t be nearly as good a stunbreak. Right now it’s one of the few stunbreaks that also removes immobilize, extremely relevant when you have 3 guys spiking you. If you’re suggesting that it should transfer conditions from allies to foes every 3s, well, that would be way too strong.

On top of that, I personally love it when I can run my golem into a tree/rock/fence and hit a player on the far side, it’s a complete gamechanger.

A lot of the weaknesses you’re seeing are in fact strengths when used correctly, and I would be extremely disappointed to see them nerfed, which is what you seem to be asking for.

Agreed. I prefer having to time cooldowns in my head then being given everything on a plate. Plague signet is actually one of our best signets, just depends what your building around it and how you want to use it.

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Posted by: Ascii.9726

Ascii.9726

I hate how Spectral Walk removes all swiftness when you enter water, really needs to be fixed so it only removes SW swiftness only.

Rank 580+ Necromancer WvW Stream
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Posted by: Chesire.9043

Chesire.9043

I wish spectral walk lasted 60s or at least the 30-40s that the swiftness lasts.

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Posted by: vinceftw.5086

vinceftw.5086

Rennoko, I tend to forget the downed state bug since I mostly play sPVP. I’ve been thinking about DS CD too and I do not know what to say about it actually. I’d like to have DS without any CD since I agree that having double CDs on your abilities is kind of meh. But then again it’s kind of like a weapon swap and other profession mechanics tend to have 10 second CDs on them too so I am not sure. Would be nice to see your DS CDs outside of DS but then again other classes don’t see the CDs on other attunements and kits if I am not mistaken.

Elementalists for example have a short 2 second or so cooldown on attument swaps… I would be okay with DS having a 2 second cooldown on flashing (re-working the boons of course).

Mesmers have a split second cooldown on their shatters, I would be okay with that.

I wouldn’t compare it so much to a weapon swap, because weapons swap triggers its 10 second cooldown timer when you swap in. DS triggers its 10 second timer when you drop out. Attunment switching is a good comparison.

I just think the ability to have access to our instant cast interrupt would be a big skill ceiling raiser for the top end players, that we currently lack.

Have you even played these classes? Attunements recharge at 15s, 9 when fully traited in Arcana. Shatters recharge at 15, 30, 45 and 60s. Take 30% of them when fully traited in Illusions.

And removing the cooldown of DS isn’t raising the skill celing. It’s making it easier. If you can avoid almost every burst buy pressing 1 button, how is that raising the skill ceiling? 5 second cooldown would be better.

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Posted by: Enferian.2705

Enferian.2705

What vince said… 100% agree on keeping the cd on DS.
I dont think we need any change to the cd of DS. We just need DS to do a more efficient job at what it was meant to do. For example be allowed to get healed while in DS.

The 2 sec cd on attunement swap Rennoko mentions is the universal cd triggered for all attuenements.
And shatters also have a universal cd if i m not mistaken, but who cares? u wont have any clones to use them back to back anyway.
Both of these are bad comparisons to DS in my opinion anyway.

Also just learn to keep track of your cooldowns… its hard and i dont say i can do it yet but everyone has to do it for weapons swaps, kits and attunements. It jsut seems fair to me that we have to do it for the 3 DS abilities too.

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Posted by: War Mourner.5168

War Mourner.5168

You’ve never seen a 7 clone shatter then…

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Posted by: Enferian.2705

Enferian.2705

So u are saying that the universal cooldown of shatters is actually slowing down the rate at which u can shatter?
I m not saying it takes long to get more clones to use shatters, i m just saying that the universal cd in this case is so short thats is barely noticable.

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Posted by: War Mourner.5168

War Mourner.5168

>And shatters also have a universal cd if i m not mistaken, but who cares? u wont have any clones to use them back to back anyway.

That implies that the CD doesn’t matter because you can’t poop out clones fast enough.
I’m saying you can poop out clones fast enough to shatter 7 or more clones rapidly.

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Posted by: Enferian.2705

Enferian.2705

That implies that the less than 1 sec universal CD doesn’t matter because you can’t poop out clones fast enough.

This is what i meant. If this wasnt clear then i m sorry.
If somehow u can create clones faster than that then i dont know what to say.

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Posted by: Anchoku.8142

Anchoku.8142

I agree wholeheartedly that DS transform should be significantly shortened and have mentioned it before, along with my wish for shorter Fear CD. Those two skills, along with the more limited Dark Path, Spectral Walk, and Spectral Grasp, are Necromancer’s combat mobility skills. It seems like other professions have more frequent access to gap-closers and openers but that is how Necromancer was desinged. Our higher health and Consume Conditions help mitigate but actual combat is more situational and less theoretical. I think this can be fixed with increased healing power scaling and shortened heal times (or, maybe, interrupt prevention) to combat the lack of stability and stamina.

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Posted by: Rennoko.5731

Rennoko.5731

I am aware of both how mesmer and elementalist work, though I will admit only being very familiar with mesmer, and only somewhat familiar with elementalist. I was refering to the universal cooldown between different attunment/shatter uses.

As for clone generation, in playing mesmer, I can have 3 clones out, do a shatter #1 with self shatter for 4 hits, dodge-roll while hitting my mirror images, and immediately hit a 3 clone + self shatter #2 on someone in melee range.

Is that lowering the skill cap by allowing that second shatter to happen 0.2 seconds after the first shatter? Possibly, but it doesn’t seem to be a problem for them. I don’t see any mesmers clamouring for longer universal cooldowns on their shatters. Its fluid, fun, and feels good. Timing is everything for those classes.

And how is having no cooldown on DS allowing you to just aborb all burst? Does your DS bar fill up randomly to full? You have limited resources to work with, and if you are built around generating lots of life force, you should be able to have the luxury of using it to soak when you want to, not on an artificial cooldown.

The brain dead necro who uses the DS to soak all the incoming damage, loses access to his skills and interrupts in that form… I cannot see how having no cooldown lowers the bar at all.

But I am okay with a shorter cooldown, on the order of 3-5 seconds. I don’t think “no” cooldown or a very short shatter length cooldown would be that big a deal though.

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Posted by: ronpierce.2760

ronpierce.2760

I feel like baseline 5 sec cooldown would be good, and just add a 10 second CD on the 3 Sec stability trait.

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Posted by: youlostthegame.8102

youlostthegame.8102

For Flesh Golem I never really have these problems. I think the idea of us charging and not the golem would be a nerf to us. If we’re being CCed then I use the Golem to knockdown my opponent to save the damage (like knockdown into hundred blades from a warrior).

Plague Signet is in My PvE condition build 90% of the time because of blood is power giving 2 bleed stacks for a good duration, I like to transfer these to get 4 stacks of bleed right away on my opponent. Also why would you want to transfer blind when an auto attack will get rid of it anyway?

We have Stability for 3 seconds when we enter death shroud with Foot in the Grave trait. If you really need stability I’d recommend that trait/tree. it’s very good necromancer survivability. You can Change out your Flesh Golem and get Stability from Plague Form or Lich Form killing two birds with one stone!