how would pvp handle necro if buffed?
1. Marks: not sure if they should be invisible or just unevadable?!
if you comparing Necro Mark with Ranger traps, then you should understand that we ain’t putting them as Utility Skills and we can spam them more often
2.Fear: Ye it would be nice to have smth like that, but on other hand it can be OP in Terrormancer build
3.More bleed stacks on skill: dont think this is nessesery
4.Better Siphon would be nice
5.We need easier access to all boons
6.Mobility : agree
Add: would be nice to have better posobility for combos (finishing)
I think we need better access to more conditions besides bleeding for starters. I can pretty much keep poison and bleeding on a target throughout a fight so it makes fighting every other class easier, especially bunkers. The only problem is, even though I have the HP and counters to some of their skills—they have shorter CD’s than my counters and a better access to boons that offer mitigation to my damage whether it be raw or condition.
Then you take into account that aside from non-staff guardians, every other class has better mobility than us as well; even a Warrior using GS 3 and 5 (although we can shut that down rather easily) they can still move around faster OOC than us granted in short bursts and now have ways of dealing with immob/cripple/chill besides condition cleansing. (Note: I know it isn’t much as I played War before Necro, but it is a step in the right direction for them)
I think Fear is fine as is.
Siphoning needs tweaking number wise, Pet AI is still fubared (Golem doesn’t even participate in fights sometimes), wells need to be looked at (Mainly Power and Corruption should be combined into one to be the opposite of Mesmer NF) and some of our CD’s need to be shortened.
Do this and give us some mobility and we’d be in a very good position I think.
I am going to come at this as a strictly WvW player, I dont PvE unless it is to finish dailies or SPvP much either is that is a different beast all together. I play a power d/d necro.
If siphon health was way better, 30/40 Hp a tick is garbage, even in PvE. 75-100 a tick would be better, or scale better with healing even more so. While wells are great in low count engagements players dont stand in the long enough to be heal efficient. I use them to move my enemy to a direction he/she doesnt want to go and to put a debuff on them is a plus.
The biggest issue in WvW for a necro is our lack of defense. While we have greater than normal toughness and HPs, the margin is minimal and doesn’t offset the damage that an average class can put out. While we have some defensive abilities, namely fear, the CD on those is too long and the duration is too long. For example, why does a theif that steals from a necro have a 4-5 sec fear on us, when even traited our fear does not last that long? I am not looking for the rock that beats paper and scissors, but have the tools to have a fighting chance. In most 1v1 or 1v2 situations I feel I should just /sit cause the fight was already determined for for the engagement.
The other, more leering issue is our lack of disengagement. AFASIK, all the other 7 classes have a form of disengagement, except maybe the guardian, but they have the utilities to get away if they want to. I think the very simple solution is to have the run speed buff last even in combat. This must be traited, maybe in the curses line, maybe in the master line, but not higher than that. that way we have a kite ability for condionmancers and a way to get away tool.
While necros are to be attrition style of class, in WvW it does not work. I play on Fort Aspenwood(T2), after a week visit to Devona’s rest(T7). A conditionmancer is good in T7 cause the fights are smaller, in T2 it does not work due to the massive amounts of condition damage removal and the sheer mass of the fights in T2. A fix for this is not to up the stack of bleeds, but let the critical hit, again traited, in the grandmaster slot, and ONLY for necros. Other classes can do condition damage, thiefs, eles, mesmers. Those 3 classes already have great tool sets available to them.
As for staff, while it is cool, I HATE that fact I have to take one due to group fights and keep taking, and I am forced to go 10 into death magic to use it. I feel thiefs are pigeon holed into using a shortbow as well. Another aspect that would make staff more appealing to me at least, is to have the marks large, which Anet stated they will/might do, but to add in a delay effect or a persistence effect, just 1 or 2 seconds, so when the first person/pet hits the mark it doesn’t waste the effect on 1 enemy. And maybe hit more that 5 people in a group, wopuld help withthe zerg busting.There is president for this with elementalists weapon effects, either staff or dagger.
Just my 2 coppers, feel free to disagree! Though conflict, we find resolution.
Creator of How Stupid is IoJ video
http://www.youtube.com/channel/UCBbRUupzvPIG-OELwbezBRw
A fix for this is not to up the stack of bleeds, but let the critical hit, again traited, in the grandmaster slot, and ONLY for necros.
It seems like you missed something in this sentence?
As for how the PvP community would react? The same way it responds to most changes: poorly.
It’s pretty obvious, and nobody’s impressed.
(edited by Softspoken.2410)
A fix for this is not to up the stack of bleeds, but let the critical hit, again traited, in the grandmaster slot, and ONLY for necros.
It seems like you missed something in this sentence?
As for how the PvP community would react? The same way it responds to most changes: poorly.
Sorry, I tend to ramble at time, let the bleed ticks crit, and have a GDC, like 3 seconds between possible crits. For PvP, as far as I know the NA necro build meta is condition builds. EU seems to be burst style meta. I dont think it would be an issue, since the standard attacks are weak, it would be the bleed thats the damage output.
PvP community will always be the first to adjust to any changes any class has. Changes in meta re good for competition. Take LoL for example, the esport king now. The meta change from tournament to tournament due to champion changes, patched, new champions. GW2 is the same thing, changes will happen wither or not we , as players, want them or not, we all adjust tot he changes and move on.
Creator of How Stupid is IoJ video
http://www.youtube.com/channel/UCBbRUupzvPIG-OELwbezBRw
I think better Siphons would be nice. How is 25 health pert hit and 30 health per crit justifiable? A bunker Guardian can passively heal himself for 130 per tick with just Virtue of Courage, and about 600 per dodge roll. But wait we have Deathly Invigoration which heals when we leave DS. Whoops only heals for a measily 250. I know Guardian has a lot less base HP than we do, but they also have Invulnerability, Aegis, Protection,Vigor, and tons of healing. We have some protection, DS, no vigor, and weak siphons. Not being able to heal while in DS is also a kick in the kitten Life Force is also a chore to generate for non power builds without 30 in SR. I would not mind if Arena Net removed the damage component of siphon traits in order for us to get more health and give LF instead of the damage. If I’m not mistaken, back in beta siphon abilities healed for TONS. They over nerfed them. If siphon skills were double they would be reasonable. 60 per hit, and about 80-90 per crit would make me happy. Buff Deathly Invigoration to about 900 heal and increase the area. I’m just ranting at this point but we need some changes badly, and I can’t wait much longer. I know lots of other classes need changes too, but we need to be viable in tournaments first.
" Virtue of Courage, and about 600 per dodge roll. "
Oh but wait! We have Mark of blood on dodge! Which gives regen! IF they trigger it and IF you didn’t try to use it twice in a row and IF you’re still in the area!
Yeah thats happens when every kitten skill also puts bleeding.
" Virtue of Courage, and about 600 per dodge roll. "
Oh but wait! We have Mark of blood on dodge! Which gives regen! IF they trigger it and IF you didn’t try to use it twice in a row and IF you’re still in the area!
Umm… you actually roll out of marks range with that dodge. So you’d have to back peddle a bit :P
I’d like to see Fears have longer durations, but in return see Master of Terror nerfed to prevent Fear-focused Necros getting out of hand.
Right now either you go all-in and get really good Fears or you don’t invest heavily and get really short ones that are only good for interrupting and nothing else.
For example right now Doom only lasts for around 1 second in most builds, ~2 seconds on Fear builds.
If it lasted 1,5 sec before any traits and remained ~2 sec on Fear ones that’d be kind of nice.
If “Foot in the Grave” were moved down into a tier 1 minor trait it would solve most of the Necro’s problems in PvP. Having a useful DS should be something that’s available to all Necro specs, PvE and PvP; as it stands right now DS is usually only used as a damage sponge.
If “Foot in the Grave” were moved down into a tier 1 minor trait it would solve most of the Necro’s problems in PvP. Having a useful DS should be something that’s available to all Necro specs, PvE and PvP; as it stands right now DS is usually only used as a damage sponge.
I agree, it would help with survivability. But DS as a damage sponge is only half true. As a power necro, with I pop DS4, I have gotten up to 4k damage to numerous enemies stupid enough to stand there and take it. But I see DS as a defensive and offensive tool.
Creator of How Stupid is IoJ video
http://www.youtube.com/channel/UCBbRUupzvPIG-OELwbezBRw
" Virtue of Courage, and about 600 per dodge roll. "
Oh but wait! We have Mark of blood on dodge! Which gives regen! IF they trigger it and IF you didn’t try to use it twice in a row and IF you’re still in the area!
Umm… you actually roll out of marks range with that dodge. So you’d have to back peddle a bit :P
Mark of Evasion puts the mark at the end of your dodge, not the beginning of it.
It’s pretty obvious, and nobody’s impressed.
" Virtue of Courage, and about 600 per dodge roll. "
Oh but wait! We have Mark of blood on dodge! Which gives regen! IF they trigger it and IF you didn’t try to use it twice in a row and IF you’re still in the area!
Exactly. I’m running a Shamans amulet and using Mark of Dodge. The regen is easily stripped by thieves, and can be prevented with blind, or enemies just not stepping in it. It’s only good when you’re getting trained by a melee or Ranger’s pet. I consider it my main form of survival outside of my main heal. Unfortuantely I have no points in SR so even if I do get that extra healing, I get hardly any life force. I’d hate to drop 20 points to pick up Soul Marks and end up completely killing my damage. Necro why you so frustrating.