Yo JS/Chaplan, some word about the patch?
DS needed the change. Its an issue of too much power (absorbing infinite damage in one hit every 10 seconds) being invested in very niche scenarios (only single hits, only when it finishes LF pool). If they remove that power, they should give it back to more healthy setups. For example SA+DS now makes you stupidly tanky for the duration.
Now, I’m not saying I love the change, or that it isn’t a nerf. It is a big nerf especially in PvE. But it should open the way for more ways for us to eat big hits and not drop instantly.
DS needed the change. Its an issue of too much power (absorbing infinite damage in one hit every 10 seconds)
You couldnt absorb DS overkills (example being maw eye beam, Grawl shammy bubble explosion and ice elemental explosion in 30+ fractals), so any attack that you could stop would never actuall kill you in real hp, if you did try you die (ofc that would require a 30k+ attack for someone with 30 in SR). For PvP, hardly anyone attacks black blobs that degenerate, even in low hotjoin.
being invested in very niche scenarios (only single hits, only when it finishes LF pool)
- not something so nieche with how easy it is to lose LF and gain if a real fight is going on
If they remove that power, they should give it back to more healthy setups. For example SA+DS now makes you stupidly tanky for the duration.
Check my patch reaction, as said yes 15SR DS is a nice block/go to hell burst for 3 seconds, but its a fight one off (or twice if you use the utility slot). Its barely makes up for the change with the fix of DS and Toughness (so what we had by base now requires at least 15 point investment).
Now, I’m not saying I love the change, or that it isn’t a nerf. It is a big nerf especially in PvE. But it should open the way for more ways for us to eat big hits and not drop instantly.
To quote a great man in a great review: Cover is for sissies, I AM WALKING COVER! – that is kinda the entire defensive mechanic of a necromancer, if not then we should get the same amount of escapes and disengages other classes have (2 more blinks, 4-5 evasion moves and a pbaoe blowback/stun field) no matter how much it would be a pain for every profession to be a blink/poke/cc/infvul spammer.
Actually you could absorb Jade maws laser beam but only if you had close to 100% lifeforce. Dont know why it didnt work with lower lifeforce but it did the rest of the time. But meh mystery mechanics.
Actually you could absorb Jade maws laser beam but only if you had close to 100% lifeforce. Dont know why it didnt work with lower lifeforce but it did the rest of the time. But meh mystery mechanics.
Yep, i ment the low life force absorbtion thing, if you managed to absorb enough for it to not overkill your normal hp before the last 1% dropped, you were safe.
DS needed the change. Its an issue of too much power (absorbing infinite damage in one hit every 10 seconds) being invested in very niche scenarios (only single hits, only when it finishes LF pool). If they remove that power, they should give it back to more healthy setups. For example SA+DS now makes you stupidly tanky for the duration.
Now, I’m not saying I love the change, or that it isn’t a nerf. It is a big nerf especially in PvE. But it should open the way for more ways for us to eat big hits and not drop instantly.
This may be reasonable on the PvP side of things, but that’s not a very niche scenario in the PvE side of things (Lupicus and many other bosses that had their damage built into large single attacks – the first boss and the Destroyer of Worlds in SE p3, the second to last boss in the dredge fractal, the last boss of AC p3, the champion wolf in CoE, mossman, the ettin in the uncategorized fractal, the berserk abomination in arah p2, risen berserkers in arah p2, etc).
“Absorbing infinite damage in one hit every 10 seconds” is something most classes in this game have. Death shroud functioned quite similarly to aegis, and most classes have access to more than one of: vigor (1 extra dodge every 10 seconds), +50% endurance regeneration traits (worse, but 1 extra dodge every 20 seconds), blocks, projectile reflects, or invulnerability skills. We’re now the only class that has just natural endurance dodge to fill this role. I think eventually ArenaNet will probably realize how important this is and improve necromancer’s access to these important skills, but in the mean time it is hard to justify bringing my necromancer into many dungeons.
If necromancers were generally wanted in dungeons it might be arguable that nerfs were justified. But as it was necromancers weren’t particularly good at dungeons.