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Toxic and AFK Players (on purpose)

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lol I didn’t think ANet banned players for going afk in a match that ANet has set up to lose. It’s like saying not only are you going to pay us your money for this lose but we are going to force you to waste your time and energy as well or we’ll just ban your account.

If this is true, then bans like these can trigger lawsuits, and ANet could lose more money then they would gain by banning players account who refuse to play a sure to lose match.

PS# I’ve akitten in plenty of matches where team mates yolo’d to far just to insta die over and over again to one enemy player.

I think they do have the right to ban players depending on how severe the situation is (cheating, botting, hacking, etc). But yeah, a warning letter or something not to AFK in game again itself would be nice.

Toxic and AFK Players (on purpose)

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Just report them and use the match as a practice session. I usually try to practice evasion and escapes in these matches. Don’t get angry at them, it’s like putting gasoline on the fire. Just report and ignore.

You can threaten to report them for match manipulation, then record them making fun of you. Then email ANet, they will get a partial ban. All communications are saved and backed up so they can see what everyone has said in chat.

Yeah, I just found about the ticket for reporting players. Thank you for your help.

Toxic and AFK Players (on purpose)

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Aseity.9152

Hello.

Today I was in a PvP match when two of the players decided to AFK on purpose because it was ‘pointless’. They were extremely toxic with their negative attitude and laughing at other people regarding the situation.

Other than the report I sent, is there any better way to make sure something is done to these players? Players like these guys cannot go unpunished and it will only make the PvP community worse and worse if more people like them get away with it. It was a very frustrating match for me (even lost a pip when they were AFK for majority of the game).

Do let me know, thank you. Have screenshots to provide as proof but I don’t know where.

Well, today is the day.

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…to show other classes what Necromancer is made of in PvP.

We got this guys. Positive thoughts, do your best.

Revert the Consume Condition changes!

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Ranger change: Quickening Zephyr no longer reduces healing by 50%. Gain Super Speed in addition to quickness when activating this ability.

I can’t wrap my head around changes like this for rangers and we get 10 stacks of vulnerability and a bigger cool down. They get plus plus and we get negative negative.
Consume conditions really kind of the corner stone of sticking it out and trying to make the necro work. Nerf it and you really make it a deal breaker for me as to the viability to the class.

They are going to do it regardless because that’s how ANET has always been over the years. They don’t really care. If it took them years to give Necromancer a small cleave on dagger, who knows how long it will take to make better changes to the new Consume Conditions.

Potential Ways to Fix the Problems

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Aseity.9152

Here is an issue even before coming up ways to fix the problems:

Getting a development team to read what people are complaining about. Let your voice be heard in various of different website in case they miss. A lot of the times, the developers don’t seem to check the forums often.

Let's not point fingers at Consume Conditions

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CC should’ve never been touched on. But I do agree on other heals. They need to be more reliable for Necromancers to use ‘on the go’ instead of getting in combat or stopping in one place to heal instead. Just imagine when you are being chased in PvP…terror.

Unholy Fervor

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What I’m asking, is does that apply with or without axe. Cause it doesn’t say ‘axe deals 10% more damage’.

And that’s why I said "as long as there is vulnerability’. You don’t need axe from what people are saying on another thread. But yeah, you never know until patch is out.

Unholy Fervor

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I think it is? As long as there is vulnerability on the enemy target, you deal 10% more damage.

Too bad axe is a bad weapon though.

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The 10% damage applies to all damage done to vulnerable targets, regardless of whether you even have an axe equipped. Meaning with this trait you can even use staff + DS to have an even stronger LB build than before.

Thank god its not as bad as I thought.

Too bad axe is still the least favored weapon. I can’t find anyone to ever use this, especially in PvE. Maybe in PvP to burst someone down, but you might as well just go Reaper for Power build. Same with dungeons and fractals, Axe has no cleave.

Ohh the trait will have its uses in pve but only without axe. A 10% damage modifer is not to shappy. I dont think we will see it in pvp at all. The spinal shivers proc it too good there.

Agreed. Thumbs up.

Robert Gee! I summon you!

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Ahh, yes. The bills.

Necromancer Changes

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yess and corrosive poison cloud which to this day i have replaced with radiation field on my asura necro

Haha

Necromancer Changes

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huge benefit

where?

Things like stripping all boons into conditions for your gameplay advantage at the cost of poisoning yourself and a huge stack of might by bleeding yourself, etc.

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The 10% damage applies to all damage done to vulnerable targets, regardless of whether you even have an axe equipped. Meaning with this trait you can even use staff + DS to have an even stronger LB build than before.

Thank god its not as bad as I thought.

Too bad axe is still the least favored weapon. I can’t find anyone to ever use this, especially in PvE. Maybe in PvP to burst someone down, but you might as well just go Reaper for Power build. Same with dungeons and fractals, Axe has no cleave.

"Celebrate" change to Consume Conditions!

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Revert the Consume Condition changes!

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They should’ve just renamed Consume Condition while at it-

“Kill Me Please”.

"Celebrate" change to Consume Conditions!

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Everyone was joking about a riot in the twitch stream. Now there’s a riot, and it isn’t even for SAB.

Really?

Necromancer Changes

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why cant corruptions just give their conditions to opponents rather than to our selves?

The idea behind a corruption skill is to give the player a huge benefit at the cost of ‘something’ which is often a self applied condition. However, ANET is doing a pretty bad job doing it- Consume Condition for example.

"Celebrate" change to Consume Conditions!

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Too painful to witness.

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This is still worse than what we have now and axe doesn’t deserve a nerf at all, it needs a buff. Or am I missing something?

The 10% damage applies to all damage done to vulnerable targets, regardless of whether you even have an axe equipped. Meaning with this trait you can even use staff + DS to have an even stronger LB build than before.

@Bhawb Scaling defense,utilities in DS,Parasitic Contagion in DS,ranged defense just some,AoE boon hate,low LF gain on condition specs etc. We got some improvements but in the process losses as well and we need to compare necro competitively not to it self.

Just because some things weren’t fixed doesn’t make the huge number of good fixes irrelevant. There was no way they were going to fix literally everything we want in one patch. Also, we did get better scaling defense, we got AoE boon hate, certainly not enough but we did get some of it.

Yeah, but at a horribly slow rate and changes that aren’t enough. Honestly, how long did it take for ANET to give cleave to dagger, something the forums and Reddit has been crying about for years?

Long story short, they can do better. We appreciate the time and effort developers put in to bring changes, but it is not enough.

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Other than Blood Magic, I really don’t see much- especially with Necromancer’s mobility, axe issues, and amongst many other things. There were also unnecessary changes made, something the community never asked for and is now dealt with frustration.

Necromancer mobility will never change.

What we did get:
Axe’s trait got fixed as we wanted it to
Terror and LC no longer conflict
Curses now has use to non-condi builds
MM builds have a straight line through DM
DM also has another non-MM trait like we wanted
Blood magic has better support and a vampiric group buff
Plague was made a corruption and lich was a spectral
Signets had their CDs lowered
Staff now only has one trait and had a lot rolled into its baseline
Bloodthirst became baseline

And that doesn’t include the things that were already answered like we asked for in the first set of core specialization changes. I probably missed something in that as well.

I’d say quite a bit was responded to.

Hi,

Necromancer mobility will never change? Very wrong, ANET has made small changes in the past and has done so in the upcoming expansion (increasing swiftness duration on Warhorn 5 and small dash on new Reaper Shroud 2). They are minor, but it happened with enough complaints and voice to be heard. The community need to keep up so more changes like this can happen.

Name me one person in high level PvP play who still uses Axe. Axe 1 does minor damage with delay and Axe 2 can be countered by simply dodging. Even in PvE, many big theorycrafters and guilds prefer to just spam dagger auto instead of using Axe. It will become even more useless once Reaper is out, where Greatsword can just cleave and Axe cannot. Axe is the least favored weapon so far in Power play and always will if better changes are not made. Period.

Who cares about the axe trait. It’s always been there with only minor improvements. Increase in damage itself isn’t enough.

Curse trait line using non-condition builds isn’t always a good thing. Think about it. Oh yes, diversity- but look at all the forum posts going around how the new trait has confused and upset a lot of the PvP Necromancers.

No one asked for Lich and Plague to have its own type. This is a change ANET made on its own to balance things. No one really asked for it, especially the cooldown and self condition in Plague form.

Yeah Bloodthirst, a trait people often got regardless in PvP.

Oh wow, signet recharge reduction. Hooray. Too bad most signets are already 60 second cooldown. How much more useful can it get. Of all the things they can make things more useful, they chose signet over mobility, axe, minions, etc. Fantastic.

And don’t even get me started on minions…as high rated players have said on stream…

…minions are still unreliable, can’t believe we are going years into a game with minions without a minion control button. They can never get minions to act properly because you have to sometimes disengage, or engage another target…and they will never do that. It’s a choice, it’s not about AI.

So no, I’d say a lot of things were in fact NOT responded to other than Blood Magic being the only major change. Many people are complaining about same thing on places like Reddit; developers need better connection with the community to make more reliable changes.

Necromancer Changes

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Using condition removal to remove your own self-applied conditions…real.

Revert the Consume Condition changes!

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i think they forgot to add something to consume condition heal skill.
put a target on you automaticly for all enemies within 1500 range.

and i really thought that we would get a well deserved buff this time…
this is the first time in all these years i am considering changing class!

Haha.

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Not to mention the issues with Minions still…

Revert the Consume Condition changes!

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Consume Condition is like asking someone to burst you down in PvP.

Necromancer Changes

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Plague without the corruption trait is just worse now. Our only super survival skill applies self bleeding to help people kill us faster.

In our tankiest form.

We help people kill ourselves.

Pick MoC and now you have additional self conditions on you the only benefit is spamming blind more often.

Go full corruption for heal, utilities, and elite skill and kill yourself with conditions. New meta confirmed.

Consume Condition

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Aseity.9152

Heal, vuln on, thief or Mesmer burst, lower than where you were pre heal, bam dead. Thanks anet. But whoopidie doooooo the worst heal we have now has an active that heals terribly in DS. So you have to pop it, and go into ds. Sigh…. Weak

Do developers even play the game themselves? Like, against real players in game- WvW, Ranked PvP, etc. That could really help them to understand how PvP is for daily players in-game.

To make changes by actually experiencing things yourself, in comparison to just simply looking at the numbers and issues to be readjusted on a piece of paper has a huge difference…

Necro again deader than dead

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I think there were some really good changes from the look of things on the upcoming patch note, as well as bad ones.

Blood Magic for example has made some really nice changes. Things like Consume Condition, corruption skills, mobility, axe skills, minion control, etc on the other hand were either bad or hasn’t even been touched on.

Consume Condition

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I rebember how necros praised Robert for reaper spec.. hahah, praise him some more, tc.

Ps. reaper is a joke as well.

Haha…

Condi minion build v2 - feedback pls

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Hey eldenbri, cool build.

This may be a bit off topic but minions in general for Necromancers are a bit broken. As Brazil and Nemesis discussed through stream,

…minions are still unreliable, can’t believe we are going years into a game with minions without a minion control button. They can never get minions to act properly because you have to sometimes disengage, or engage another target…and they will never do that. It’s a choice, it’s not about AI.

I strongly agree with what they think. It’s fun in PvE when roaming around to level and farm, but it has a big downfall in PvP scenario.

But yeah, keep up with the build man. This is just me ranting about minions in general for Necromancer class and how developers should take action to make them more viable.

Consume Condition

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I think this would be a fair change if they increased base heal by like %50, made it instant cast or short cast like other Corruption skills and/or apply the Vulnurability while casting the heal so that it is removed when cast is finished (and is consumed) or it stays if cast is interrupted (counterplay). Consume Conditions is chosen more for the full condition removal and much less for the amount it heals, so adding something to counter that without buffing the skill is just butchering it.

Exactly.

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To be honest, I don’t even know if the developers who are in responsible for Necromancer class even checks the forums.

Then you’ve paid even less attention than you accuse the devs of. There were a lot of very obvious changes they made in response to our requests.

Other than Blood Magic, I really don’t see much- especially with Necromancer’s mobility, axe issues, and amongst many other things. There were also unnecessary changes made, something the community never asked for and is now dealt with frustration.

Something is definitely wrong with dev’s actions when majority of the Necromancer players are upset . Not because people don’t like to adept to the changes (some), but because what the community were asking for wasn’t quiet well delivered as they expected.

You say a lot of obvious changes were made in response to the requests. I honestly don’t see it, especially in PvP scenario. Really like what they did with Blood Magic tree, but other than that, things gotten a lot of the people upset. All the forum threads speak for themselves.

Consume Condition

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Hey guys, come join the discussion on Reddit as well so the developers can get every chance to read our concerns about the Necromancer in PvP.

http://www.reddit.com/r/Guildwars2/comments/3a0k7n/consume_conditions/

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To be honest, I don’t even know if the developers who are in responsible for Necromancer class even checks the forums.

That’s why I posted it on reddit

Was ranty, but deserved.

Same here regarding Consume Condition. Hope they do read it…

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Continued…
Rending Claws (Axe 1) is useless. Still. After 3 years.
Feast of Corruption (Scepter 3) is still an amazing Power skill slapped onto Condition-only weapon. It still generates pitiful amount of Life Force for it’s landing in PvP and applies no condition whatsoever, having astonishing synergy with even buffed Lingering Curse, which now increases condi duration of scepter skills by 100%! That’s whole 0% for FoC! Sounds great.
Putrid Mark (Staff 4) remains our only semi-reliable Blast Finisher. And didn’t get ally condition cleanse back, becahse reasons.
Life Siphon (Dagger 2) still has nearly 4 second cast time and 600 range. Shorten cast time, like you did with Rapid Fire? Nah, let it barely outheal Reataliation damage taken by those 9 hits.
Spinal Shivers (Focus 5) still with brilliant cast time and visible animation, so everybody can dodge it or kill Necromancer before he finishes that very skillful cast. You truly did your job making it viable here, thanks Arena Net.
Good job making Mark of Evasion a Downstate Magic (renamed from Blood Magic) minor. Now every time you dodge trying to avoid combat mode while running in PvE or anywhere else, mobs will trigger it and slow you down.
By the way, thanks for all the scalling defenses, blocks, evades and projectile reflects we get in the next patch! Godlike effort!
Now our allies can taste our Siphoning, too. Just make sure you have fast-hitting weapon, because 50 hp siphon every Hammer swing isn’t optimal. You know, Siphons still work only with multiple hits per second. Because Necromancer attacks quickly.
Fun thing: Our rezzes actually don’t rezz. And our amazing 4 seconds cast time Rezz on Signet-nobody-uses now does damage in the area!. Poke those stompers for 500 damage, let them feel our wrath! And put you into combat, by the way.
You nerf our only heal with a change that is a harsh punishment for healing under pressure and we’re still stuck with same PvP utilities, but now with even less build variety.
Finally, Parasitic Contagion, trait I was most excited about, got 33% nerf, hasn’t moved and you obviously balanced it around max potential with Epidemic.Guess what, balancing it around max potential is a reason why this trait absolutely kittening sucks on live servers in the first place.
Oh, and our Life Force generation remains the same. We have way TOO MUCH of it already, especially Condition Necromancer.
By the way, I agree with you, having any Life Force at start of PvP match would make us broken OP. Good thing we start with no profession mechanic and only defense, then
And we have a week to give you feedback while 70% of your changes would have to be changed and new ones introduced, fixing our weaponsets.
Oh, and guess what? These changes fix absolutely NOTHING for PvP and PvE, after 3 years.
Good job, bravo. It would’ve been a challenge to kitten it up even harder.
EDIT: Thanks for gold.
Let’s make sure that such treatment doesn’t remain unnoticed. Because if we don’t get changes NOW then When?"

To be honest, I don’t even know if the developers who are in responsible for Necromancer class even checks the forums.

I wanna hear Robert Gee

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Yes, I would love to hear Robert Gee make even a small forum post to why he made these changes, especially Consume Condition. I mean, it shouldn’t hurt to spend few minutes to do that in between his job…

(edited by Aseity.9152)

Consume Condition

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I can’t believe that they nerfed this. I can’t believe they nerfed us even after unnerfing some other big things on other professions. It really doesn’t matter what buffs they gave us. Our best heal is now bad and it can kill us faster than than having no heal skill at all. I literally cried when I saw that nerf. Why do you hate us so much Anet?

Need Robert to speak out.

Consume Condition

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CC will be a good thing for terrormancers.

No because only when you take the corruption trait CC will be good. But guess what, then you cannot take terror. And a necromancer without terror is hardly a terrormancer…

A Terrormancer who fears himself when taking MoC…hah.

Consume Condition

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@devs

What could have possible motivated you to turn what is literally the only usable heal and low-cd condition removal skill our class has into a complete piece of kitten?

Why doesn’t ether renewal have a 30 second cd, huh? HUH? You ***holes. The vuln on consume conditions is easily 100x worse of a penalty then the channel time on ether renewal.

I demand a word from Robert, why he decided to make this change. Has he ever even played Necromancer PvP on a daily basis to see at what position the class is in currently? It’s pretty painful if you do from time to time…especially in small skirmishes.

Consume Condition

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I was so excited about these changes and then this…… Idk where to start…. Why do I need to blow another skill after using my heal?! No other class needs to do that! And what if I’m not using any transfers. Not all necros use staff,dagger offhand or plague signet. It feels so restrictive. You NEED condi transfers, you NEED the reduced cd trait. Is anyone thinking of power necros? To some people 4s of vuln is nothing, but to a glassy necro it’s a lot. You just finished fighting someone and you want to get rid of condis that mite kill you and reset health, oh wait! what? vuln?! thief shows up out of nowhere….dead. Not to mention that it has a cast time which is soooo obvious. It’s one of the easiest heals to interrupt.
Consume Conditions was that one thing that necros could always count on. All the other heals needed to be buffed a little, not that.
EDIT: Also as Ithir pointed out not all skills got categorised.

Yeah, they sort of killed the diversity of different weapon sets. I can’t really see myself people using Focus and/or Warhorn as much now in PvP, just so they can negate the effects of Consume Condition (unless they take other healing skill). And axe in PvP…hah.

Consume Condition

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The worst thing about this change is that Shelter for example is not getting a category and they are fine with it: Forum post proof

Consume conditions shouldn’t have any category as well, it doesn’t make sense at all to have a skill based on CONSUMING conditions just to get more of them automatically after you use it.

Haha…they should’ve renamed the skill while at it. Consuming Conditions for Conditions.

Consume Condition

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This is baffling. Consume Conditions was the one thing that Necromancers had — that one great ability that could almost justify many of the profession’s weaknesses. Like the poster above, I had come to see it as more or less untouchable.

What was the point of this? Maybe I missed it, but I didn’t see anybody else’s core heal impaired. Does Shelter immobilize you now? Does Signet of Healing poison you? Does Ether Feast reveal you or Healing Turret knock you down? From what I saw, the idea of encouraging people to diversify healing choices was effected with the other professions by making their other options good. Not so, here.

Making Consume Conditions worse doesn’t make Well of Blood or Signet of Vampirism better; it just makes them all bad. The ability to transfer the self-applied conditions is immaterial: You shouldn’t have to blow a second skill immediately after healing just to make your heal work.

Everyone reads these changes. Everyone will know that for 4 seconds after you heal, you take 10% more damage. You will be focused, and you will be downed. Let’s hope that some of the scattered few improvements are enough to keep Necromancer competitive, because it just lost its heal.

Yeah, it’s scary in PvP, especially in small skirmishes. Good Mesmers and Engineers would try to stack vulnerability for lining up their CC for burst. Even better for them now with the new Consume Condition changes.

Consume Condition

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CC will be a good thing for terrormancers. – For powermancers you’ll either have to run with D/D or Shrouded Removal.

It seems we’ll have to use the shout healing anyway BigKappa

Yeah, sad day for Power Necromancers. Really want Reaper now.

Consume Condition

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Common scenario regarding Consume Conditions: You win a fight with decent amount of conditions on you, you want to clear them up to get out of combat and your only other removes are actually transfers or require opponents otherwise so you can’t use them. You use Consume Conditions to get out of combat… oh wait you won’t anymore.

In short, necro mobility got nerfed, as if there was barely anything to nerf in first place but still.

Agreed…I can’t believe the developers haven’t touched much on Necromancer’s mobility…other than that one trait which activates Axe 3 skills upon entering Shroud (more of a peeling than mobility actually).

Consume Condition

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As a WvW player mainly I also agree with DemonCow and tho Iam looking forward to Reaper cant believe they did stuff like this, ok we got alot of good Buffs and Necro is one of the classes that benefits most from getting 3 full traitlines imho. Nerfing CC and Sp.W is insane 2 skills that made us intresting is now badly hurt.

For WvW Guild raids I think I will swap to the Shout Heal with HoT (5 targets + LF gain) seems stronger now and lower CD then CC. Never tought this would come…

Yeah, because of the new changes to Consume Condition, I feel people are forced to either go Condition or Hybrid (maybe) build for damage- just so they can trait into things to negate for corruption side effects. Power is kinda dead without Reaper in the show.

My favorite part of this patch...

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Would actually love to hear from developers on forums why they decide to make this change…I really wished they revert this, but what are the chances…

Pretty high since complaining about something not even out yet is a thing.

Yeah…hopefully not all that bad when it’s out…

My favorite part of this patch...

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Would actually love to hear from developers on forums why they decide to make this change…I really wished they revert this, but what are the chances…

Consume Condition

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From a player that only plays WvW:

I would be embarrassed if I were a developer that played Necro right now. (Although it seems pretty clear that none of them do on a regular basis)

I was very much looking forward to playing a power Reaper in HoT, but with the absurd Consume Condition and Lich Form nerfs, I’m not excited anymore. Back to Guardian for me, I guess.

:(

Consume Condition

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So, I don’t know what to rely on for condition removal anymore. Well of Power is all I could think of at the moment, a skill with 50 second recharge time…

Plague signet, Shrouded Removal, 20% cd staff skills, that spite trait that removes condis when striking someone low on health, that autocasting plague signet trait in curses. Dagger offhand and WoP are also an option.

Choose some. For power: signets are more valuable now.

Hmm, that actually sounds a bit neat. I wonder how signet build could turn out.

Consume Condition

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Can anyone think of a build right now with the patch notes they’ve given us to still able to use Consume Condition as the reliable heal and condition removal? I am sure there is something to negate this…