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or Stability.
3 – 5 second duration upon activation would at least let the necromancer get their skills off before losing control of their character by eating dirt from the eminent chain locks we all know is coming. How this has been allowed to go on for so long is beyond belief.
Agreed +1, give me 1 stability/block utility at least. And give spectral wall reflection or block projectiles at least.
(edited by Zogyark.4597)
Given the “Punching Bag” nature of the class, I’m surprised they didn’t have loads of Stability baked into it. After playing my Guardian for a while, I’m finding this absence pretty glaring.
Pretty glaring is an understatement. There are some classes that can chain lock you solo and, coupled with the much better dps than the necromancer, can also down you. Stun break is not the answer. Light-armored classes need to avoid as much damage as possible. Time is not on your side as an attrition class where raw dps trumps dot. In light of that, not being able to defend yourself on top of it is just down right ..
Pretty glaring is an understatement. There are some classes that can chain lock you solo and, coupled with the much better dps than the necromancer, can also down you. Stun break is not the answer. Light-armored classes need to avoid as much damage as possible. Time is not on your side as an attrition class where raw dps trumps dot. In light of that, not being able to defend yourself on top of it is just down right ..
It’s fine. We have DS. There’s a 30% Stability uptime in that with a scant 30 points in SR, so we’re good to go….
Agreed +1, give me 1 stability/block utility at least. And give spectral wall reflection or block projectiles at least.
Since two of the three spectral skills grant life force on taking damage, I’d like to see Spectral Wall generate life force with each projectile it reflects or blocks. I’d prefer blocks as that is more in line with the Necromancer theme. The projectiles are being absorbed, consumed, or transferred (“blocked” in terms of game mechanics) into the spectral realm and converted into life force for the Necromancer. Somewhere between 1% to 3% life force per projectile would be a reasonable amount.
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