We were better when we were worse.
The unfortunate truth is you are 100% correct. Today, July 24th (in Australia) shall be known amongst Tyria, as Necromancer Memorial Day. RIP
First Light Gaming [DAWN] – PvX OCEANIC COMMUNITY – BLACKGATE
http://www.firstlightgaming.com
The unfortunate truth is you are 100% correct. Today, July 24th (in Australia) shall be known amongst Tyria, as Necromancer Memorial Day. RIP
+10
I disagree. The June 25th patch as well as the most recent patch increased the Necromancer’s defense as well as the damage potential. I love the new DS skill, Spectral Wall is amazing now, they are really trying to fix the problems with minions, and I’m happy to see the stunbreaker in Well of Power.
Surviving drops from great distances was great fun, but it was just a gimmick. Do we now have more ‘fear of heights’ than other professions?
The reduction in Terror damage is unfortunate but it’s not like nobody saw it coming. The condition burst necromancer was entirely too bursty.
The change to Staff is incredible. It’s no longer required to put 10 points into Death Magic to work staff, and that – at least for me – opens up build potential for a profession that has limited weapon accessibility.
This patch showed that ArenaNet listens to the community, but isn’t afraid to fix what needs fixing either.
Gunnar’s Hold
Just roll necromancer back. Take out dhuumfire and all the other crap and just put it back the way it was before.
If you want to play a condition class roll an engineer, warrior, or a ranger. They do it much better with way more survivability.
(sorry, I don’t give much wxp)
Just roll necromancer back. Take out dhuumfire and all the other crap and just put it back the way it was before.
If you want to play a condition class roll an engineer, warrior, or a ranger. They do it much better with way more survivability.
This I don’t agree with, I haven’t played my ranger post patch, but I never feel very useful playing ranger in any aspect of the game.
Even so, I really question ANet’s decision to nerf Terror.
If item A (Terror) is in the game and balanced as-is, and then you add Item B (Dhuumfire), then discover that A+B is too powerful, what do you think should happen? Logic says that it is item B causing the problem, so what does ANet do? Nerf A.
They need to remove Dhummfire and replace it with something else (while restoring Terror). I understand they didn’t want to do that before this tournament, due to leaving necro players (like there will be any) with less time to figure things out beforehand.