As true as Odin’s spear flies,
There is nowhere to hide.
(edited by Lightsbane.9012)
and the list begins. i will start with adding my own suggestions.
an evade skill similar to mist form. why the vampiric class doesn’t have something like this is very confounding.
a leap skill, preferably on a two handed melee weapon, at this point i don’t care what it is.
a cleave ability, preferably, again, in the form of two handed melee weapon, from what i’ve read it’ll be on dagger. this makes no sense to me.
a ranged power weapon, while deathshroud sort of kinda …yeah no it doesn’t fill this role. Longbow? Rifle? something? what exactly do you give a necromancer for a ranged power weapon?
a block skill on a weapon
more access to torment, still immensely offended thief has so much access to this.
complete dagger rework, life siphon is worthless, dark pact’s cooldown is too big, dagger#5 is too…pointless
i’d say i’m being optimistic in hoping half of this will be addressed, please add to the list as you see fit.
(edited by Lightsbane.9012)
u have typo: dark paCTs cooldown is too long. dark pact is dagger#3 and dark path is DS#2
Will see shortly, a few might actualy happen
Dagger is absolutely fine, don’t break it just because you don’t like it. The addition of cleave is simply a QoL thing, it doesn’t have to “make sense”.
Otherwise, I pretty much agree.
Dagger is absolutely fine, don’t break it just because you don’t like it. The addition of cleave is simply a QoL thing, it doesn’t have to “make sense”.
Otherwise, I pretty much agree.
at the very least, the dagger cooldowns need a significant reduction.
No, they really don’t.
The only changes I’d make to dagger is speeding up the 2 skill, reducing 3’s cast to 3/4s, and having a blast finisher on 5.
I disagree with most stuff said in this topic except for speeding up Life Siphon to match the speed and ticks of Ghastly Claws.
The only reason I never use dagger and the reasons that I doubt it will ever be viable is that if you go melee against engineers, warriors, thieves… pretty much any class or build, really, you get totally dominated.
Dagger SUCKS… BAD – there is no evade like a warriors whirlwind, there is no CC skill like almost every other class has on a melee weapon, no burst which is what Life Siphon SHOULD be as well as it being a faster cast so that you can actually heal with it because of the ridiculous damage you’ll be receiving (it’s a melee weapon…) and the auto attack literally does nothing but damage to the opponent.
The auto attack is pathetic; it only hits 1 opponent and does nothing but single target damage to them.
IMO Life Siphon needs to become a burst skill like Ghastly Claws is and to have a faster cast time so that you can heal with it. The auto attack needs something else – a cleave of 2 targets will not make this weapon viable because that would mean that you are fighting multiple players, which means you’ll get destroyed in melee range.
Dagger auto attack should probably siphon for every hit or something.
you disagree that we need a leap? an evade?
a ranged power weapon? more access to torment? a two handed melee weapon?
….are we playing the same class?
I disagree with most stuff said in this topic except for speeding up Life Siphon to match the speed and ticks of Ghastly Claws.
The only reason I never use dagger and the reasons that I doubt it will ever be viable is that if you go melee against engineers, warriors, thieves… pretty much any class or build, really, you get totally dominated.
Dagger SUCKS… BAD – there is no evade like a warriors whirlwind, there is no CC skill like almost every other class has on a melee weapon, no burst which is what Life Siphon SHOULD be as well as it being a faster cast so that you can actually heal with it because of the ridiculous damage you’ll be receiving (it’s a melee weapon…) and the auto attack literally does nothing but damage to the opponent.
The auto attack is pathetic; it only hits 1 opponent and does nothing but single target damage to them.
IMO Life Siphon needs to become a burst skill like Ghastly Claws is and to have a faster cast time so that you can heal with it. The auto attack needs something else – a cleave of 2 targets will not make this weapon viable because that would mean that you are fighting multiple players, which means you’ll get destroyed in melee range.
Dagger auto attack should probably siphon for every hit or something.
Emm, i know you’re an axe user but you don’t need to hate on dagger.
It has one of the highest DPS AA along with LB. The siphon is indeed horrible but that is not why you use dagger. With 30 in spite which is the case 90% of the time you have a 4 sec immob on 25 sec CD. Not bad.
Also dagger offhand is the best choice along with scepter. Unless you think that focus And warhorn are good for condi builds…
Dagger is absolutely fine, don’t break it just because you don’t like it. The addition of cleave is simply a QoL thing, it doesn’t have to “make sense”.
Otherwise, I pretty much agree.
at the very least, the dagger cooldowns need a significant reduction.
Although, I kind of wish dagger had a fast-cast gap-closer OH.
I have vampire and torment rune armor and they do well enough but are not necro-specific. More access to those conditions is possible right now.
Cleave, bleed, torment, blind on a short range weapon and direct, single-target damage with a channel and blind on a long range weapon is my wish list.
I disagree with most stuff said in this topic except for speeding up Life Siphon to match the speed and ticks of Ghastly Claws.
The only reason I never use dagger and the reasons that I doubt it will ever be viable is that if you go melee against engineers, warriors, thieves… pretty much any class or build, really, you get totally dominated.
Dagger SUCKS… BAD – there is no evade like a warriors whirlwind, there is no CC skill like almost every other class has on a melee weapon, no burst which is what Life Siphon SHOULD be as well as it being a faster cast so that you can actually heal with it because of the ridiculous damage you’ll be receiving (it’s a melee weapon…) and the auto attack literally does nothing but damage to the opponent.
The auto attack is pathetic; it only hits 1 opponent and does nothing but single target damage to them.
IMO Life Siphon needs to become a burst skill like Ghastly Claws is and to have a faster cast time so that you can heal with it. The auto attack needs something else – a cleave of 2 targets will not make this weapon viable because that would mean that you are fighting multiple players, which means you’ll get destroyed in melee range.
Dagger auto attack should probably siphon for every hit or something.
you disagree that we need a leap? an evade?
a ranged power weapon? more access to torment? a two handed melee weapon?….are we playing the same class?
Leap? – No because that wouldn’t make sense with any skills we have. Dark Path used to be a ground targeted teleport (so I heard) but was changed to what it is now.
Evade?- No. Mainly because none of our skills would make sense for that.
Ranged Power weapon – See axe. Axe isn’t awful but it is ranged and it is power. A slight buff is all that it needs.
More access to torment – The last thing this game needs is more condition spam to create more condition removals which further causes other condition builds to be unviable. Conditions need nerfed and so do the removals. EG. cleansing ire should be able to miss and should only remove 1 condition per burst bar. In turn, improve warriors alternatives to condition removal such as mending.
IMO we need access to more protection, healing that doesn’t totally suck and maybe more blinds and weakness.
I do agree with the 2 handed weapon part though…
(edited by Zefrost.3425)
Didn’t read the posts above me (rushing because laptops are evil) so sorry if this is a repeat:
Going to go over what I see, and then what I think we need.
Main Hands: Dagger, power based like ohmehgad dead power. Auto pounds massive damage, 2 heals you for a bit, 3 is a strong hammer that also roots. Mixed with the well that applies vulnerability and hits hard and the corruption that gives bleed and might, this becomes ridiculous (or might grant signets). Dagger is good. To make Dagger better.
-Reduce auto attack damage by 5% and give Max Targets: 3 to whole chain. (trade off that I would really enjoy unless they want to just give target increase)
- Dagger 2: Increase siphoned health by 25%. D2 seems to be focused on continuing the train.
-Dagger 3: Raise damage by 5-10% and make immobolize last for 5 seconds. (same duration as well of suffering)
Off-Hand Dagger: Good at applying and removing condition, unsure why its on this weapon. Would have given offhand dagger to focus and focus to offhand dagger because that makes sense to me.
- Dagger 4: Replace blind with 2 stacks of torment.
- Dagger 5: As is. Maybe higher bleed stacks OR duration, or both. Don’t want to be too strong.
Main hand Axe: Auto applies vulnerability. Skill 2 generates ton of life force. Third gives retal forever and boon removal in an aoe format. Love this weapon, no changes except a damage increase.
Off-hand Focus: Same as axe. Purpose of boon removal and vulnerability application is obvious and works. Maybe replace regeneration with protection or regen and prot…
Off-hand Warhorn: Skill 4:Instead of cone, make it work just like Axe 3. Aoe, max targets 3. This skill is for lockdown. Skill 5 is clearly for mobility, but it also gives damage and life force.
- Double the damage on skill 5 and gain fury. this belongs in the power section, and this would make it more widely used.
Main-hand scepter: Auto gives 2 bleed and poison. skill 2 gives bleed (2 in spvp, 3 in open world i think). 3 is a power attack that grants a good bit of life force.
-Auto should rotate conditions to give it more “oomph”. First hit grants bleed, second randomly applies a condition (poison, confusion, torment, bleed, or burn), third grants poison and life force. Would increase the pressure and make this a better weapon and no longer camping staff for conditions.
-Replace cripple with immobolize 2.5 seconds.
- Not sure how this skill fits in seeing as this setup is focused on bleeds. Auto gives 1 bleed, GD gives 2 bleeds/3, take away the flat damage on skill 3 and make it give 3/4 bleed(3 in spvp, 4 in open world).
Staff: Auto is LF grant and pierce and Projectile(chance). S2 is bleed and regen. S3 is poison and chill and a poison field. S4 is a blast finisher that transfers conditions. S5 is fear.
-First thing, auto casts every 1/2 second and projectile speed is doubled. Physical Projectile chance is 50 or 100%.
- Staff 3: Base chill duration is 5 seconds. Base poison is also 5 seconds.
- Staff 5: Ethereal field added. Duration of field is 4 seconds. Fear ticks only on initial pop, running through the field afterwards grants 1 bleed every 1 second to all targets in the field (max 5 targets). Reason: Necromancers (yes, I main thief, I use this too) need access to all conditions and staff has access to all conditions without utilities except confusion. This fixes.
Massive buffstream/adjust stream (not sure what I typed anymore XD) but it would make me want to pick my necromancer up again. As is, I can use it well and love it- but my thief has more staying power and burst potential than necro and that makes me sad.
Also dagger offhand is the best choice along with scepter. Unless you think that focus And warhorn are good for condi builds…
Warhorn is really good for perplexity rune condi necros
Have not applied the perplexity runes I made long ago but figured the change in fear would be nice. Debating on a new armor set for them.
Have not applied the perplexity runes I made long ago but figured the change in fear would be nice. Debating on a new armor set for them.
Just a tip dont put such expensive runes on gear that you cant salvage
I disagree with most stuff said in this topic except for speeding up Life Siphon to match the speed and ticks of Ghastly Claws.
The only reason I never use dagger and the reasons that I doubt it will ever be viable is that if you go melee against engineers, warriors, thieves… pretty much any class or build, really, you get totally dominated.
Dagger SUCKS… BAD – there is no evade like a warriors whirlwind, there is no CC skill like almost every other class has on a melee weapon, no burst which is what Life Siphon SHOULD be as well as it being a faster cast so that you can actually heal with it because of the ridiculous damage you’ll be receiving (it’s a melee weapon…) and the auto attack literally does nothing but damage to the opponent.
The auto attack is pathetic; it only hits 1 opponent and does nothing but single target damage to them.
IMO Life Siphon needs to become a burst skill like Ghastly Claws is and to have a faster cast time so that you can heal with it. The auto attack needs something else – a cleave of 2 targets will not make this weapon viable because that would mean that you are fighting multiple players, which means you’ll get destroyed in melee range.
Dagger auto attack should probably siphon for every hit or something.
you disagree that we need a leap? an evade?
a ranged power weapon? more access to torment? a two handed melee weapon?….are we playing the same class?
Leap? – No because that wouldn’t make sense with any skills we have. Dark Path used to be a ground targeted teleport (so I heard) but was changed to what it is now.
Evade?- No. Mainly because none of our skills would make sense for that.
Ranged Power weapon – See axe. Axe isn’t awful but it is ranged and it is power. A slight buff is all that it needs.
More access to torment – The last thing this game needs is more condition spam to create more condition removals which further causes other condition builds to be unviable. Conditions need nerfed and so do the removals. EG. cleansing ire should be able to miss and should only remove 1 condition per burst bar. In turn, improve warriors alternatives to condition removal such as mending.
IMO we need access to more protection, healing that doesn’t totally suck and maybe more blinds and weakness.
I do agree with the 2 handed weapon part though…
yeah we’re not playing the same class.
It’s just opinions, really. Regardless, Anet has proven to opt for the power creep options 100% of the time when they “balance” classes.
To be fair though, they seem to be rectifying that with this upcoming update, finally.
(edited by Zefrost.3425)
I would love swapping some of our bleeds for Torment. That and making our traits all function in death shroud are the numbers 2 and 1 things (respectively) that I feel necros need.
You use dagger 2 to deal damage and kite, not to burst people down.
Anyway you should rename this thread to “skills we won’t get and shouldn’t expect”
A leap or two would be nice. A dual dagger rework would also be nice. I like the way daggers look but refuse to use them due to being total crap.. Sitting at close range with a light armor to deal low damage have no leap and small healing and other deffensive capabilities is unreasonable when you can just kite with a ranged weapon.
Everyone does realize that light vs heavy armor is a 5% mitigation difference right? Its not like having heavy armor suddenly = tank and light = squishy (lol D/D ele).
Why all the hate on daggers all of a sudden, anyone knocking daggers have you actually used the things, pretty much my favorite weapon set.
Why all the hate on daggers all of a sudden, anyone knocking daggers have you actually used the things, pretty much my favorite weapon set.
I think it all comes down to dagger having limited real use for dagger 2. If you’re kiting, or someone is kiting you and you’re out of options, or they may go into stealth, it’s totally useful. But it isn’t a big damage dealer or heal so people don’t like it. The thing I’m not getting, is that outside of WvW, axe really isn’t in a better spot at all.
I play my necro in the hammer train so I happen to use the daggers even in wvw, sometimes you can lose target in the train and it helps to just be able to spam 1 and get some health and some lifeforce with dagger auto. Axe just sucks more and more in my eyes.
Most of these sound contradict to the “attrition” that devs have in mind. I doubt they will happen.
Most of these sound contradict to the “attrition” that devs have in mind. I doubt they will happen.
Most of what the devs DO contradicts an attrition play style.
Low sustain/recovery, high spike damage and bad mobility =/= attrition.
Necromancers need a Demonic circle
Tbh, about going toe2toe with a Dagger against other melee class and just mashing buttons… Necromancer wins. The auto on dagger is incredibly powerful, way more powerful that AA of Thief’s Dagger for example.
Trading hits with melee dagger powermancer is a suicide.
Tbh, about going toe2toe with a Dagger against other melee class and just mashing buttons… Necromancer wins. The auto on dagger is incredibly powerful, way more powerful that AA of Thief’s Dagger for example.
Trading hits with melee dagger powermancer is a suicide.
That simply isn’t true. I’d say every class has a build that will own a dagger necro, but especially a thief or warrior. They have real burst skills.
a ranged power weapon, while deathshroud sort of kinda …yeah no it doesn’t fill this role. Longbow? Rifle? something? what exactly do you give a necromancer for a ranged power weapon?
Crossbow.
I think it all comes down to dagger having limited real use for dagger 2. If you’re kiting, or someone is kiting you and you’re out of options, or they may go into stealth, it’s totally useful. But it isn’t a big damage dealer or heal so people don’t like it. The thing I’m not getting, is that outside of WvW, axe really isn’t in a better spot at all.
A limited use in zerker builds maybe. It isn’t supposed to burst, if it did that it’d be completely OP for healing you for 2k (base, I can get a close to 3k heal) at the same time. I find it funny that people are now coming out to hate dagger 2 when it is the definition of helping our attrition by allowing us to heal without losing offensive pressure.
If you want to burst use wells, dagger is not supposed to be a burst weapon and it never will be, nor should it be with how much built in sustain it allows.
Also add a stomp skill/trait , that isnt counter productive , exploit and covers the whole stomp time
Dagger 2 is fine for what it does. Although its probably a bit too low dps in my opinion. A channel time reduction would help that. But a small damage buff would be nice aswell. It would still be a dps loss to cast. But at least it wont feel like you just completely tanked your damage output.
It is only a dps loss in pve, in wvw and pvp it’s probably allowing you to hit a kiting opponent that is out of range of your aa.
Also dagger offhand is the best choice along with scepter. Unless you think that focus And warhorn are good for condi builds…
Warhorn is really good for perplexity rune condi necros
Warhorn fits with all weapons, either condi or power but dagger is most usefull because of extra bleeds/blinds/condi transfer.
Also, not everyone has those very expensive perp runes… :/
How about making Life Blast piercing by default so necros can have an easy way of doing something other than single target direct damage?
Everyone does realize that light vs heavy armor is a 5% mitigation difference right? Its not like having heavy armor suddenly = tank and light = squishy (lol D/D ele).
lets not go there. when i found out(during my days maining an engineer) that engineer was supposed to be a heavy class, i was kind of upset. anyway, off topic.
I think it all comes down to dagger having limited real use for dagger 2. If you’re kiting, or someone is kiting you and you’re out of options, or they may go into stealth, it’s totally useful. But it isn’t a big damage dealer or heal so people don’t like it. The thing I’m not getting, is that outside of WvW, axe really isn’t in a better spot at all.
A limited use in zerker builds maybe. It isn’t supposed to burst, if it did that it’d be completely OP for healing you for 2k (base, I can get a close to 3k heal) at the same time. I find it funny that people are now coming out to hate dagger 2 when it is the definition of helping our attrition by allowing us to heal without losing offensive pressure.
If you want to burst use wells, dagger is not supposed to be a burst weapon and it never will be, nor should it be with how much built in sustain it allows.
i don’t technically ‘dislike’ the skill, i just think it’s cooldown is about 2 seconds too high. that way if it was traited it could be included in a rotation regularly, though a 2k heal every 8 seconds is a bit OP.
Reducing its channel time to 2 seconds instead of 3.5 effectively reduces its CD, and I think is a fair change as its also makes it not so bad of a DPS loss to use.
I just want one or two attrition based necro builds that actually really work
Necro need a leap or something to get out of bad situation. Roaming with a necro is pretty frustrating, you can’t run of zergs or bigs roaming groups, just wp if you want to live.
Necro need a leap or something to get out of bad situation. Roaming with a necro is pretty frustrating, you can’t run of zergs or bigs roaming groups, just wp if you want to live.
Flesh Wurm. Reality is Necros can’t have flat easy mobility, its not for our profession. Does this mean we will have issues roaming? Sure, but roaming isn’t a balance point.
1. Cleave on daggers.
2. A projectile reflection skill. Necromancers are the only class in the game with zero reflects, though Warriors must trait in order to get personal reflects.
Nothing else is needed. It may be wanted, but not needed. It’s somewhat offensive that these two don’t exist yet, though.
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