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Posted by: Lightsbane.9012

Lightsbane.9012

QED, powermancers are really, well, not lackluster, but lacking, in the ability for spike damage and sustained dps(minus axe and the suicidal dagger 1) we are either forced into a part of combat that is immensely punished both for our target and us…until we are underwater.

frozen abyss. wicked spiral. anything on spear really, or trident. these are the power weapons that powermancers are asking for to be used on land. i mean would a thief so happily approach a necromancer if they knew a third of their hp could be taken away by frozen abyss crits? would a warrior be able to knock us around like a tennis ball if wicked spiral was nailing them in the face all the time?(yes, not the point)

i literally just curbstomped an incredibly tankyhealy guardian underwater, only because i was underwater. is this fair?

on land we are count chocula, underwater we are titans(mighty mighty titans). this is not ok.

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

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Posted by: Unpredictability.4086

Unpredictability.4086

Yeah, I always thought they had really good underwater skills after that big underwater update; not to mention Plague Blast (I still like the old name better) removes a condition every time.

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Posted by: Lightsbane.9012

Lightsbane.9012

Yeah, I always thought they had really good underwater skills after that big underwater update; not to mention Plague Blast (I still like the old name better) removes a condition every time.

DS underwater really just keeps me alive. i’m more concerned about the epicness of the trident and spear.

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

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Posted by: Rym.1469

Rym.1469

To be fair, I think that Necromancer is just superior underwater to land version. Only thing lacking is maybe LF generation. But overall, our skills for underwater combat are amazing, DS works great underwater and yeah, those 12k Frozen Abyss AoE crits…
However, I look foward to further expansion of Death Shroud action bar. We still have 6 places left…

[rude]Antagonistka – Revenant, EU.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144

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Posted by: Lightsbane.9012

Lightsbane.9012

To be fair, I think that Necromancer is just superior underwater to land version. Only thing lacking is maybe LF generation. But overall, our skills for underwater combat are amazing, DS works great underwater and yeah, those 12k Frozen Abyss AoE crits…
However, I look foward to further expansion of Death Shroud action bar. We still have 6 places left…

is it fair that we’re superior underwater to land? i don’t think so at all.

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

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Posted by: Rym.1469

Rym.1469

To be fair, I think that Necromancer is just superior underwater to land version. Only thing lacking is maybe LF generation. But overall, our skills for underwater combat are amazing, DS works great underwater and yeah, those 12k Frozen Abyss AoE crits…
However, I look foward to further expansion of Death Shroud action bar. We still have 6 places left…

is it fair that we’re superior underwater to land? i don’t think so at all.

“To be fair” is has a different meaning than “It’s fair”. In other words, it means “To be honest with you” “In my opinion” “In fact” , something like these

[rude]Antagonistka – Revenant, EU.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144

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Posted by: Muchacho.2390

Muchacho.2390

We are more mobile underwater thats for sure and we feel stronger but why do you think dagger is suicidal and axe not? I mean 600 is easy to close for melees.

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Posted by: Lightsbane.9012

Lightsbane.9012

We are more mobile underwater thats for sure and we feel stronger but why do you think dagger is suicidal and axe not? I mean 600 is easy to close for melees.

because we don’t belong in ‘literal’ melee. you can at least move around while using axe 1.

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

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Posted by: Muchacho.2390

Muchacho.2390

We are more mobile underwater thats for sure and we feel stronger but why do you think dagger is suicidal and axe not? I mean 600 is easy to close for melees.

because we don’t belong in ‘literal’ melee. you can at least move around while using axe 1.

Yes but that will not help you much. You do less damage and kiting most melees is hard even with our cripples and chills (but it works really good against bad player..)
Some may disagree but i feel dagger is always the better weapon in a power build and you dont need to stay in melee all the time with dagger, you have ds…

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Posted by: Stand The Wall.6987

Stand The Wall.6987

We are more mobile underwater thats for sure and we feel stronger but why do you think dagger is suicidal and axe not? I mean 600 is easy to close for melees.

because we don’t belong in ‘literal’ melee. you can at least move around while using axe 1.

We dont belong in literal melee like eles and mesmers do? Are you referring to the light armor class in general or your experience?

Team Deathmatch for PvP – Raise the AoE cap for WvW – More unique events for PvE

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Posted by: azuzephyr.7280

azuzephyr.7280

Axe is only lower damage on paper, the amount of time you spend chasing after your target and extra time spent dodging or being forced into using dagger 2 lowers the damage output considerably. Dagger only really shines if you plan to be using suffering and even then the immobilize is very easy to dodge.

600 range and cripple/chill makes axe way more forgiving. Using dagger = 1 poorly timed dodge and you could be finished. Plus; the axe training talent adds damage to life blast, a large chunk of your damage as power spec

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Posted by: azuzephyr.7280

azuzephyr.7280

On topic; yes, power builds desperately need a ranged weapon option, I’d hope for a dark bow of some sort, that would be too awesome for words

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Posted by: Lightsbane.9012

Lightsbane.9012

We are more mobile underwater thats for sure and we feel stronger but why do you think dagger is suicidal and axe not? I mean 600 is easy to close for melees.

because we don’t belong in ‘literal’ melee. you can at least move around while using axe 1.

We dont belong in literal melee like eles and mesmers do? Are you referring to the light armor class in general or your experience?

i think i’m referring to the fact that fighting a hammer warrior in melee as a necro is probably one of the worst things you can ever do. or a thief in meleee, or a guardian unless bad guardian is bad. or an engineer..yeah. get the point? mesmers and eles have escapes(a lot of them), which is why they’re fine in melee.

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

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Posted by: Stand The Wall.6987

Stand The Wall.6987

Dagger shines when youre not trying to use it on someone who is kiting you. Necro has plenty of soft cc.
I do fine against hammer warriors and thieves. I’ll run in there knowing I can’t escape them forever, burst with axe then throw a weakening shroud on them. Switch to dagger/horn and pop spectral armor. Shroud dance for stability, retal, and fury, dagger burst. Use horn #5 and kite the kitten until they want to heal, pop ds and fear rupt them, then just ds1 them to death or do the rotation again. Simple. Against heavy cc spammers I rarely lose because of foot in the grave. I’m not saying stay in dagger forever, because it is a better defensive weapon then anything else. Why? The amount of damage it deals is fast, and when you are landing all crits, it rivals even thief dagger. Force your opponent to stay at range where you have the advantage.

Team Deathmatch for PvP – Raise the AoE cap for WvW – More unique events for PvE

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Posted by: Kahrgan.7401

Kahrgan.7401

WTB scythe…….

Don’t call anyone out on their BS, that’s an infraction and a deleted post. —Anet.

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Posted by: Muchacho.2390

Muchacho.2390

Axe is only lower damage on paper, the amount of time you spend chasing after your target and extra time spent dodging or being forced into using dagger 2 lowers the damage output considerably. Dagger only really shines if you plan to be using suffering and even then the immobilize is very easy to dodge.

600 range and cripple/chill makes axe way more forgiving. Using dagger = 1 poorly timed dodge and you could be finished. Plus; the axe training talent adds damage to life blast, a large chunk of your damage as power spec

Well i dont have problems with that, if i cannot melee i go in ds an start lifeblasting which is higher damage then axe…

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Posted by: azuzephyr.7280

azuzephyr.7280

Axe is only lower damage on paper, the amount of time you spend chasing after your target and extra time spent dodging or being forced into using dagger 2 lowers the damage output considerably. Dagger only really shines if you plan to be using suffering and even then the immobilize is very easy to dodge.

600 range and cripple/chill makes axe way more forgiving. Using dagger = 1 poorly timed dodge and you could be finished. Plus; the axe training talent adds damage to life blast, a large chunk of your damage as power spec

Well i dont have problems with that, if i cannot melee i go in ds an start lifeblasting which is higher damage then axe…

If you aren’t going into melee and relying on lifeblast, then why would you not choose axe over dagger for the extra damage and range/kiting?

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Posted by: Acheron.4576

Acheron.4576

Sword: Make it unique in the sense that it is a one hand but acts like a two hand for necro. The animation fighting style be similar to fencing. Make it an adaptable power weapon that can switch from mid range to melee.
1. a slashing movement that releases shock waves of shadow. If your in range deals avg range damage but when in melee it deals more damage due to the impact of the sword.
2. a aoe. does a spin into a stab which also has a similar trait for being in melee and creates a whirlwind of shadow the moves in a straight path until it hits the target.
3 deals several rapid stabs/multiple shots
4. a defense skill that creates a dark orb around the player that acts as a field creating darkness when attacked or release it to buff those around you with aegis.
5. a gap closer where the character will do a stabbing charge towards their target.
This setup makes it so mid range is viable but if you are willing to take the risk of getting close it will be more rewarding. also makes it possible to give some support with blind and aegis potential as well.
just a concept not worried about numbers since that can be figured out during balancing which is the devs job to take care of.

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Posted by: zapv.8051

zapv.8051

Everyone in this thread is asking for another power weapon or getting off on debates about axe and dagger. I’m wondering why everyone isn’t simply asking for a fix to the dagger and axe which are our current power weapons (mainhand). We only have one maybe 2 condition weapons with scepter and staff. Staff can also be used as utility so it isn’t strictly a condition weapon. As far as offhands go we have warhorn, which fits the power dagger and axe builds better, focus, which again fits the power builds better, and dagger which fits both due to its utility.

That gives 1-3 condition weapons and 4-6 power weapons. I understand that condition builds are in a much better place in pvp then power builds, but we should be looking at fixing the current power weapons before we start adding new ones.

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

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Posted by: Lightsbane.9012

Lightsbane.9012

Everyone in this thread is asking for another power weapon or getting off on debates about axe and dagger. I’m wondering why everyone isn’t simply asking for a fix to the dagger and axe which are our current power weapons (mainhand). We only have one maybe 2 condition weapons with scepter and staff. Staff can also be used as utility so it isn’t strictly a condition weapon. As far as offhands go we have warhorn, which fits the power dagger and axe builds better, focus, which again fits the power builds better, and dagger which fits both due to its utility.

That gives 1-3 condition weapons and 4-6 power weapons. I understand that condition builds are in a much better place in pvp then power builds, but we should be looking at fixing the current power weapons before we start adding new ones.

difference is: necromancers are rewarded much more for staying at range and using condition weapons.

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

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Posted by: spoj.9672

spoj.9672

Many of our utilities and skills get more benefit when we are closer to the target. Plus we cant escape easily so surely we should be more dangerous up close. This is the main reason i cannot believe necro was released without a proper melee cleave weapon.

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Posted by: Lightsbane.9012

Lightsbane.9012

Many of our utilities and skills get more benefit when we are closer to the target. Plus we cant escape easily so surely we should be more dangerous up close. This is the main reason i cannot believe necro was released without a proper melee cleave weapon.

here, here

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

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Posted by: Lightsbane.9012

Lightsbane.9012

note: even if you don’t agree with my suggestions, i really think this is an important topic to keep alive.

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

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Posted by: borrok.9267

borrok.9267

Many of our utilities and skills get more benefit when we are closer to the target. Plus we cant escape easily so surely we should be more dangerous up close. This is the main reason i cannot believe necro was released without a proper melee cleave weapon.

Right cha’

Teef master race