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)