Well of Power after patch
The point is it stun breaks, then gives stability long enough to cast the skill. Stun breaks are usually instant cast, so they put the 1s of stab to get round that.
The point is it stun breaks, then gives stability long enough to cast the skill. Stun breaks are usually instant cast, so they put the 1s of stab to get round that.
Um, no? The point is Necromancers have no stability outside of transformations, and those are not a reliable way to get stability. That is unfair to the class and they deserve to have more stability then one FREAKING second.
Rangers don’t have any stability either, really :<
So don’t feel too alone.
Rangers don’t have any stability either, really :<
So don’t feel too alone.
Excuse me? Rangers have an Elite that gives them 20 seconds of stability. It doesn’t matter if it’s a freaking elite, as long as it doesn’t take away your skills like transformations do. Some classes have elites that are useless and they never need to use, like Elementalists, be glad you have a useful elite, rangers.
Does seem like a pointless amount to me, but im just happy WoP is now a stunbreak and on 50 second cooldown.
Something similar happened to other utilities on other classes, it’s probably just to ensure you get the cast off.
The point is it stun breaks, then gives stability long enough to cast the skill. Stun breaks are usually instant cast, so they put the 1s of stab to get round that.
This is correct.
The same applies to Warrior’s Stomp now.
The point is it stun breaks, then gives stability long enough to cast the skill. Stun breaks are usually instant cast, so they put the 1s of stab to get round that.
Um, no? The point is Necromancers have no stability outside of transformations, and those are not a reliable way to get stability. That is unfair to the class and they deserve to have more stability then one FREAKING second.
No, the point of the 1s of stability is exactly as he explained. Warrior’s stomp utility got the same treatment.
The only classes that have easy access to long duration stability are warrior and guardian.
Necromancer’s stability is available in short bursts from foot in the grave. In fact, compared to other classes, having three seconds of stability available every ten seconds is actually pretty good. Ele gets 4s of stability on a massive 90s CD, engineer gets 4s at random from an elixir on a 60s CD, and mesmer gets 2s from power break mantra. Ranger’s stability is 8s, requiring a 60s CD and a grandmaster trait. Thief can’t even get stability without an elite or stealing from a mesmer for a 3s stability buff.
Still think necro’s stability is bad?
Actually, we can now have 3 seconds of stability every 7 seconds. Is it a huge investment? Yes, but realistically we aren’t supposed to have much stability, they have said so themselves, so the only way we get it is with 30 trait points.
has anyone maxed out boon duration for 6 seconds of stability every 7 seconds? Sure it will be pointless, but amusing none the less.
The point is it stun breaks, then gives stability long enough to cast the skill. Stun breaks are usually instant cast, so they put the 1s of stab to get round that.
Um, no? The point is Necromancers have no stability outside of transformations, and those are not a reliable way to get stability. That is unfair to the class and they deserve to have more stability then one FREAKING second.
You’re entirely missing the point. The skill doesn’t have stability because they wanted to give the Necro a stability skill. It has stability as a work-around. All they really wanted was the add a stun breaker, and the 1 second of stability is to facilitate that.
HOWEVER, they did actually increase the Necro’s access to stability in this patch. You can take both Foot in the Grave and Close to Death, which can give you three seconds of stability every 7 seconds. It’s not the best access, but it’s still slightly better (if you want it) and stunbreakers are better for the Necro now, so we’ll be less ping-pong-y. Still somewhat ping-pongy, though. That’s by design. The Necro’s defenses aren’t supposed to be exactly the same as everyone else’s.
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Everything I say is only in reference to PvE and WvW.
You have to at least have a minimum understanding of what was going through Anet’s mind around this to discuss it. As Blaine said above, this is not about stability, it’s about the stun break shuffle. And, It’s not about necros or rangers or any other profession. It was executed poorly, without synergy or grace, across all professions as far as I can tell.
The point is it stun breaks, then gives stability long enough to cast the skill. Stun breaks are usually instant cast, so they put the 1s of stab to get round that.
Um, no? The point is Necromancers have no stability outside of transformations, and those are not a reliable way to get stability. That is unfair to the class and they deserve to have more stability then one FREAKING second.
then trait for stability when entering deathshroud short
Is a joke too. 3 seconds? The only reason to take it in any case is to stomp someone reliably. Even then, you take 4-5 seconds to stomp and get 3 stability. You have to have 100% boon duration to get the full stomp, but well, I guess the trade off here is ok.
It’s a stunbreak on a shorter cooldown then most of our crappier options (even more so when well cooldown is traited). That’s the main point. Well of Power could do nothing but offer 1sec stability and stunbreak, and just crap out rainbows, and it’d still be a useful option.
It’s not as good as stability, but that was never the point. The point was to give necros a fighting chance instead of getting stunlocked to death.
for there you have been and there you will long to return.
Is a joke too. 3 seconds? The only reason to take it in any case is to stomp someone reliably. Even then, you take 4-5 seconds to stomp and get 3 stability. You have to have 100% boon duration to get the full stomp, but well, I guess the trade off here is ok.
The stomp takes 3 seconds, so it is just enough to get a stomp.
You just have to press F1—>F1—>F very fast to not waste any time on the boon
It must happen so fast that I don’t see it trigger on my boons. I thought it was bugged. :P
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The only classes that have easy access to long duration stability are warrior and guardian.
Rangers have 20s stability with Rampage as One. Pretty long duration. Just throwing it out there.
Is a joke too. 3 seconds? The only reason to take it in any case is to stomp someone reliably. Even then, you take 4-5 seconds to stomp and get 3 stability. You have to have 100% boon duration to get the full stomp, but well, I guess the trade off here is ok.
Learn how to Death Shroud stomp. Takes a few tries to get the hang of it by fighting the NPC’s in HotM. You don’t lose any time on the buff at all by doing this and it’s totally worth it to learn how to do this even without stability.
What do you mean by death shroud stomp, kind of a new player here.
Every time I go into DS I get locked down……
Death Shroud stomp/res is either stomping or reviving while in death shroud. You do it by very quickly going into Death Shroud after starting the stomp/rez channel (very, very quickly).
3s is not long enough to shroud stomp someone. You need about 3.5s of stab to be certain of the stomp (10 in death magic covers that nicely) but even the base 3sleaves only a very narrow window at the end where you can be interrupted.
Not if you shroud stomp properly. If you aren’t shroud stomping then yes, you can be interrupted.
3s is not long enough to shroud stomp someone. You need about 3.5s of stab to be certain of the stomp (10 in death magic covers that nicely) but even the base 3s leaves only a very narrow window at the end where you can be interrupted.
I guess i never noticed this narrow window since i always go 10 in Death Magic… for Greater Marks ofc
Yes, bhawb, even when shroudstomping properly, even with 10 in death magic, there is still a very narrow window to interrupt it.
The point is it stun breaks, then gives stability long enough to cast the skill. Stun breaks are usually instant cast, so they put the 1s of stab to get round that.
Um, no?
No what? Do you disagree with that explanation?
The point is Necromancers have no stability outside of transformations
You know this is wrong.
Is a joke too. 3 seconds?
3s stability (+boon duration) every 10s (7s traited) is quite good… See a hammer comming? Have to cross a sanctuary or a line of warding? Pop DS. Need it again 10s later? No problem. Both these problems were also solvable with fear (or any snare really) or ds#2, in case you were unlucky with your cooldown.
This is a ~50% stability uptime.
You just have to press F1—>F1—>F very fast
You are doing it wrong
Yes, bhawb, even when shroudstomping properly, even with 10 in death magic, there is still a very narrow window to interrupt it.
Oh? Never noticed that. The wiki says a stomp takes “about 3 seconds to execute” (http://wiki.guildwars2.com/wiki/Finish). Wtf, what kind of info is that, “about”? How much time does it actually take?
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(edited by yroeht.5843)
Shroud Stability can be good for casting Signet of Undeath, or simply resing your team mates, it’s not exclusive to shroud stomping.
I know this is sorta off topic, but is shroud stomping considered an exploit?
I mean, you obviously aren’t supposed to be able to do that since you can’t start stomping while in DS and entering DS interrupts a stomp. I have no idea why that is the case considering every form of invulnerability I can think of allows stomping and you’re not invulnerable while in DS, but still, you’re not supposed to be able to shroud stomp, so doesn’t that make it sort of an exploit to do so?
(edited by yski.7642)
Every one of you is missing the point, are you KIDDING me. Do any of you read the wiki or even play other classes.
Here have a read: http://wiki.guildwars2.com/wiki/Stability
Every class has a utility/elite that grants them a reasonable amount of stability on a reasonable CD/stability amount ratio. The only other class that can come close to Necro’s pain is the Engineer, who gets 4 seconds of stability OR stealth randomly. Let’s be honest, that is actually pretty nice whichever you get.
The necromancer, though, has not one single utility/elite outside of transformation, that gives them a reasonable amount of stability. Anet has come close to fixing this problem, all they have to do is make the stability pulse with the Well of Power for the full FIVE seconds.
Anyone of you that actually sits down and reads this page will see this. If Anet said Necro isn’t supposed to be able to use stability, well I guess that’s a huge exploit people can use against necromancers in PvP.
Every one of you is missing the point, are you KIDDING me. Do any of you read the wiki or even play other classes.
Here have a read: http://wiki.guildwars2.com/wiki/Stability
Every class has a utility/elite that grants them a reasonable amount of stability on a reasonable CD/stability amount ratio. The only other class that can come close to Necro’s pain is the Engineer, who gets 4 seconds of stability OR stealth randomly. Let’s be honest, that is actually pretty nice whichever you get.
The necromancer, though, has not one single utility/elite outside of transformation, that gives them a reasonable amount of stability. Anet has come close to fixing this problem, all they have to do is make the stability pulse with the Well of Power for the full FIVE seconds.
Anyone of you that actually sits down and reads this page will see this. If Anet said Necro isn’t supposed to be able to use stability, well I guess that’s a huge exploit people can use against necromancers in PvP.
The 1 second stab is for the cast time. How many times do we have to say? The same thing was added to other skills that have cast times and have now become stunbreaks. The devs said in the last SotG they dont want to give necro stab, vigor and invuln because its not the necro’s theme. If we ever do get proper stability on a utility it will probably be on spectral armour.
(edited by spoj.9672)
There are only 4 classes that get stability from Utility skills, and 6 that get it from ultimates, basically to cover the cast/transformation duration.
Just going off that list, and it might be incomplete:
Thieves, Mesmers, Elementalists, Engineers all have terrible stability.
Rangers get stability only if they run a specific Elite.
Necromancers either get a very high stability uptime, or none at all.
Guardians/Warriors get nice uptime.
Looking at the list that you linked, we aren’t even close to worst stability uptime. People act like stability is just flying all over the kitten place in PvP. The problem is that we have no stability and no other way to make CC not stick; those other classes just don’t get hit by the skill entirely.
Every one of you is missing the point, are you KIDDING me.
Then maybe you should have been more constructive.
You said:
This HAS to be a bug, Anet.
And we replied “It’s not.”
If you wanted to simply suggest that Well of Power should get stability per pulse then you should have just said so instead of ridiculing the balance changes to it.
There are only 4 classes that get stability from Utility skills, and 6 that get it from ultimates, basically to cover the cast/transformation duration.
Just going off that list, and it might be incomplete:
Thieves, Mesmers, Elementalists, Engineers all have terrible stability.
Rangers get stability only if they run a specific Elite.
Necromancers either get a very high stability uptime, or none at all.
Guardians/Warriors get nice uptime.Looking at the list that you linked, we aren’t even close to worst stability uptime. People act like stability is just flying all over the kitten place in PvP. The problem is that we have no stability and no other way to make CC not stick; those other classes just don’t get hit by the skill entirely.
Your ignoring shatter 4 and mist form and tiny dunk… which are all better than stability and either always available or widely used. I realize they are not technically stability… but it is silly to not consider them.
That knocks engineers elementalists and mesmers off that list, since all of those are very little sacrifice (or none) for them.
That leaves thieves…. who can stealth stomp at will. Not stability, but a stomp that is impossible for most classes to stop on their own.
Ranger has it worse than necro, on that I will agree. Having just the one ult, and no other way, is very weak. Necros can at least trait for it. Not so much for ranger.
So necro would be 2nd to last in the safe stomping department.
Eh, with foot in the grave necro gets very frequent access to stability stomps, and with or without stability, a shroudstomp means your opponents have to eat through your LF if they want to stop you the old fashion way – I’ve stomped plenty of people in team fights while under 1k HP thanks to shroud.
Transformations and traits are not a reliable way to get stability. There are certain situations where you need stability and you can easily swap out utilities to get it on any class, that includes Rangers who have an AMAZING stability on their elite, infact, it’s probably one of the most useful elites.
Necromancer has absolutely no way to get stability with elites or utilities(the most convenient way) outside of transformations, and this is incredibly annoying for anyone who’s played them extensively. If you want to test it yourself, go into Arah Exp, and fight Lupicus as a necromancer. The only thing you have that will help you there is a freaking Flesh Wurm teleport and that’s just pathetic. I know the one second stability wasn’t a bug, I’m making it clear, that Anet failed to balance necromancer in one of their biggest downfalls.
IIRC, the solo Lupicus fight actually decided to forgo Foot in the Grave for death shroud cooldown, relying on Plague alone for stability. Not your best choice of example.
If you trait for it, necros have the MOST on-demand stability out of any class. If you don’t trait for it, you still have options with the Flesh Wurm or Dark Path to teleport out of a danger zone and popping Plague or Lich Form. Every class has 3 elites and two of ours give long duration stability, so even in that respect, we have more options.
Yes, it is annoying that Stability outside of elites requires 30 trait points, but those points reward you greatly.
(edited by Drarnor Kunoram.5180)
I almost fell down my chair with all the necro goodies in that patch. And yet here we are complaining?! Jeez.
Just goes to show that some people will never be happy. Turuthfully, I’d be happier if they reduced the cooldowns on some of our stunbreaks a bit more (especially Plague Signet) than gave us more stability.
Every one of you is missing the point, are you KIDDING me. Do any of you read the wiki or even play other classes.
Here have a read: http://wiki.guildwars2.com/wiki/Stability
I think you are the ONLY one missing the point…
I almost fell down my chair with all the necro goodies in that patch. And yet here we are complaining?! Jeez.
In all honesty, it has mainly to do with the fact they buffed things that no one was really complaining about (like condition builds and the damage output they could do), and ignored things like siphon scaling (effectively), death magic, adding more diverse trait choices in the trees.
I honestly saw next to no posts that said…. NECROS NEED MOAR DAMAGE!!1213!
And yet here we are, with a massive boost in damage for conditions, and a modest boost in certain power builds. It is just strange….
I almost fell down my chair with all the necro goodies in that patch. And yet here we are complaining?! Jeez.
In all honesty, it has mainly to do with the fact they buffed things that no one was really complaining about (like condition builds and the damage output they could do), and ignored things like siphon scaling (effectively), death magic, adding more diverse trait choices in the trees.
I honestly saw next to no posts that said…. NECROS NEED MOAR DAMAGE!!1213!
And yet here we are, with a massive boost in damage for conditions, and a modest boost in certain power builds. It is just strange….
NECROS NEED MOAR POWER DAMAGE!!1213!
But yeah find i strange they buffed the damage of the most popular type of build in sPvP and only buffed its weakness slightly (lifeforce generation). They didnt really touch the other less popular builds much at all. The power builds havent really been given more damage at all, they just have more reliable sustained damage now.