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Is there any viable build with gs for spvp?

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Berullos.6928

I use Staff/GS. Got to legendary division with it.

Every day i play GS, its worse

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Berullos.6928

Greatsword is great in pve. However if you look at it carefully its a hybrid weapon due to the fact chill can damage.

Add in sinister and it becomes the perfect hybrid melee weapon. You can’t use dagger/warhorn as thats pure power. And scepter/dagger is just condi. Greatsword along with staff are hybrids.

Yes, the GS5 is buggy and that needs to be fixed, however its not bad when you get used to it. The main thing that bugs me is the cone is really crappy, along with the weird range of 750, why not 900? And majority of the time I don’t like using gravedigger because the casttime isnt worth it. Auto chain just gives life force and chill which just ends up better. GS3 nice vuln and life gain. GS4 is blind spam and thats good in general.

First Reaper nerf of the expansion!

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I hate this nerf. Necros again cannot receive any aid from teammates and now MUST rely on themselves. We’re trapped in our own little vaccum.

Fix: Move away from the idea of boons giving healing and this idea for blighter’s boon and create a different way of receiving support from allies.

Suggestion: Blighter’s Boon: Regeneration works through Shroud, Regeneration generates 3% life force ICD 5s.

I would take that in a heart beat.

Currently theres no reason to take it unless you’re spite. And even then its just meh, and I’d rather take the chill damage trait. Or onslaught if you like that more.

BWE 3 Reaper Specialization Feedback Thread

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Berullos.6928

In the previous BWE you could death’s charge and infusing terror at the same time. That functionality has been removed and makes it really clunky considering infusing terror is instant cast.

Shouts are underperforming. Your soul is mine, in the previous beta it felt like it generated far more life force. It might be due to another bug, it’s a great heal to use randomly cause of the free life force though which is well received. Nothing can save you is a nice shout however this like all the other shouts should be instant cast aside from the elite. Trying to use it to strip boons was pitiful though. Again people would just kite you and the cast time meant they got away a lot.

Now if you do both, it does the charge and then queues up the infusing terror which doesnt make sense.

The terrify on DS3 preferrable is instant cast as it already requires a 600 range to use. However its’s, decent as is.

Infusing terror needs to be far more visible that its up, so that enemies can notice as well as you notice on yourself. My suggestions are to either have a symbol above you similar to base DS3, or you raise up your hand with the scythe similar to the thief steal fear when you actually activate the fear.

Reaper shroud procs weapon swaps now? I’m not sure if thats intended or not. But normal death shroud did NOT proc weapon swap. Only the actual weapon swap procced it.

Reaper makes a great condi cleaver. Ds5 on dead bodies, along with DS4 which gives the poison stacks makes it extremely potent. Even if they’re shadow refuged the fact that DS5 can land is phenomenal.

I’ve found that a condi reaper outperforms a power reaper. Condi reaper can take out the boon stacking builds with corrupt boons, along with the tons of chill and cc to control them. It also covers all the ranges. Staff and scepter/dagger for ranged kiting. DS for the melee range. Previous base necro the DS made it extremely succeptible to melee, and stealth attacks. But the shroud now protects. Additionally all of the shroud abilities are something to be scared of as reaper compared to base. Base DS1 was too slow and was no threat, additionally DS4 was no threat either as base.

(edited by Berullos.6928)

Spinal Shivers not unblockable tooltip wrong

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Berullos.6928

A tooltip was added to spinal shivers noting it was unblockable. It’s not. Tested it. I’m assuming its for aegis, since its a boon and a block. But its not specified and misleading.

Movement change big nerf to condi necro

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Berullos.6928

Go read the pvp thread in the pvp forum regarding this exact issue. Almost all the players agree its a terrible change.

It’s labeled ‘Goodbye Counterplay?’

I posted this is necro forum because I wrote specific matchups on the condi necro.

They are saying warriors too, and while Rush and whirl attack are going to be outstanding and hard to catch. It’s not ‘as’ relevant to condi necros since they usually melt fast. However it is still an issue to address but in the current meta its a fairly trivial matchup for condi necros unless the warrior is exceptional.

Movement change big nerf to condi necro

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Berullos.6928

Necro in the current state already has trouble keeping people from leaving combat after duking it out with you. That was the THEME of the entire class of making it hard to leave and slowly whittling down opponents.

With the movement decreases it allowed you to kite people at around 600-700 range while they couldnt get to you and slowly kill them off.

Medi guard alongside power rangers and good mesmers, new d/p are some of the worst matchups for condi necro and this basically hurts condi necro even more.

This tactic is ESSENTIAL versus the meditation guard in the condi matchup. Because while they have the blink mechanics to get to you, which you HAVE to endure and tank with either death shroud or spectral armor or your wurm blink. The greatsword leap will now be immune to this effect and make it even easier for them to basically destroy you in close range now.

Versus power ranger, getting into range was already difficult but them keeping them in range was easier once you got past the huge hard first step. But now with the changes light reflexes, and GS3 will make it even easier to disengage the fight and engage at 1500 range again to completely make it a horrible matchup. This is after necro probably blew a bunch of cooldowns and lifeforce to get into range.

Versus mesmer this is the same sorta deal but this is just general keeping into range. Good mesmers wont try to get into range at all versus a necro and instead constantly blink around while whittling a necro at range and only burst when they see an easy opportunity. Fear is actually an invisible projectile so it is easier to dodge fears at range. Additionally DS1 (dhuum) and DS2 are blocked by clones making it super advantageous to attack at range. Condi necros used the chill/cripple to make it easier to keep them in range and not attacking you as they try to run away.

6 0 2 0 6 D/p. THis matchup is already horrible cause of the stealth removing condis. But now once they get into range, its going to be extremely hard to crippl/chill peel them off you. This also makes the heartseeker immune to the chill/cripple making it actually EXTREMELY good now. for leaving and for chasing.

Conclusion TL;DR: Do not allow the movement decreases to change. Allow to increases to be capped and effected but decreases will nerf condi necro really badly.

Otherwise condi necros will be pidgeon-holed into a condi reaper spec in order to get DS2 to leap which will take advantage of the movement change.

Axe skill 1

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They do need to fix the axe animation though. It is beyond ugly and doesnt make sense. Why didn’t they just make the original two separate attacks instead so you can’t break the channel?

So like 1 hit is the first vulnerability, and the second hit is the second vulnerability. And just give the animation a 1/2 second cast time for each?

Lich is really bad in PvP now ^.^

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Flesh golem sucks now also. It does magnitudes less damage, and the decreased range of the charge is terrible combined with its horrendous AI. I get that its supposed to be immune to condis now, but the range it travels is really bad.

So for power necro, lich actually ends up one of the best, plague is condi and thats pretty much it. No variation at all.

Soul Marks v unyielding blast v Vital pers

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Berullos.6928

I like NtD myself. Works great if you plan to often play with DS, free weakness, bleed and retaliation.

I use near to death as well.

Strange sound effects

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Berullos.6928

Scepter has a new sound also.

So about that signet of spite

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Do not touch signet of spite. It is already good. Do not complain about it at all. Its the best offensive thing we got. Do NOT touch it. I do not want it getting nerfed.

Interacting in death shroud

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You have to go into shroud first. And like I said I expected A-net to fix it this way. Just like how you have to shroud to go stomp like you always have been for 1.5 years.

Slightly disappointing...

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To be honest I expected this. Anet does not fix bugs they mention in patch the way you’d expect it to. You have to again shroud before you stomp just like you have been for 1.5 years if you have been doing it at all.

Lich overnerf

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Lich is sooooooooooooooooooooooo bad now, its unbelievable. Dagger autos do more than lich now. Precision nerfed as well as power nerfed. Damage coefficients are not enough to make up for the loss of damage.

It’s still not a PVE buff. Its just so bad. If you want to nerf lich this bad you need to increase the toughness/vitality and/or decrease CD.

Is the lich change a buff or a nerf ?

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Plague is a 30s AoE blind that completely shuts down melee damage output. Its more than just stalling for a heal, it allows an otherwise fully glass necromancer to easily solo hold a point in PvP for 30s. It is the exact opposite of lich, it gives you an incredibly strong defensive boost (which is the point) via condis.

Plague is 20s. Lich is going to match plague’s duration now. And you won’t solo hold a point in pvp for the full 20s. They’re going to counter your plague, so its more around 10s of plague and then forced to drop out or risk dying when you leave.

Blood minor (trait 1) rework

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Eh Siphons inside death shroud could become rather powerful.

Though I do like your idea for a trait rework.

Maybe if they allowed healing effects through death shroud at 25% effectiveness?

How? The only dps skill you have is #4 with high CD and Life Blast need to be traited to pierce and only in a straight line, there is no need for exterior healing to affect us in DS jusf our traited ones because you don’t give a class a trait that the class couter by themselves.

Imagine your in a 5v5 fight and pop life transfer.
That’s anywhere between 40-80 healing per tick, with just basic life siphoning.
Add in life siphon on crit another 40-80, and + effectiveness to life siphoning you get a 2k heal and possible extra 2k damage.

That could be a little bit much.

Besides wouldn’t you prefer ALL heals get to you at 25-35% effectiveness instead of some life siphons.

Hey I’d love to get all heals to get to me with some reduced effective instead of life siphons. But anet seems to not want that to happen. They don’t want us being unkillable like we apparently were in the betas. They’ve been afraid of that for ages and thats why they’re so scared of buffing our survivability.

What they don’t realize is, even if they buff siphons, we still aren’t that tanky. And even if we’re tanky we give no support. We can give high regen, not that great prot from the trait, but we lack the staiblity and the aegis that teammates need quite often.

And if you try to build siphon your damage is all of a sudden really really bad. So if you try to build zerks with siphons, its still not that safe either.

And with regards to the life force, sure in practicality I’d love to get more life force, it doesn’t fit the theme of the blood line of siphons.

Blood minor (trait 1) rework

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Renamed to “Lifeleech”

Recharge: 20s

When health is below 90% threshold and not in death shroud siphon health on next attack (siphon amount 453)

Equivalent to sigil of blood siphon amount. Benefits from Bloodthirst trait.

Or they could fix siphons so they function inside death shroud and it would not have to have the not in death shroud notation.

Siphons “should” work in death shroud. It just makes sense just like death shroud you should be able to stomp/res since its instant cast.

Is this the meta necro power build?

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I’ve been running power ever since warriors got zerk stance and cleansing ire. This was also when AR used to be 100% condi duration immune, as well when Ele’s have the immune condi above 90%.

Theres so many hard counters to condi only that power to me seems the more viable necro spec that can handle more builds.

Just try facing a condi warrior with zerk stance/cleansing ire/and longbow. He outcondis and outlasts you. Its really pathetic.

The newer dodge heavy 2 0 0 6 6 thief build is also more condi hate than most thieves. And most bunkers are extremely condi hate as well. There’s a reason why condi hasnt been that big an issue in the highest levels of tpvp.

Death Shroud Stomping/Reviving Exploit or Bug? [my Hotjoin sPvP Match video inside]

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Berullos.6928

with the upcoming change, you should be able to stomp, then activate DS AFTER to deliberately cover the entire last part of the stomp, or activate as you see incoming CC. This is the true benefit of the new change.

That remains yet to be seen how they will implement it. It it does work that way itll be great but for a majority of the time you might as well activate DS first to protect yourself. During stomps you’re extremely unsafe and punishable and having DS up to protect yourself is always better in my honest opinion.

And this is coming from someone who’s been stomping in shroud with foot in the grave for a year and a half at least.

Is the lich change a buff or a nerf ?

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The lich change is totally a nerf. With the decreased amount of power you gain. The procs of fire/air which completely scale with power since they cannot crit is decreased.

They even mention it in the video if you listen carefully. They say ‘outside damage’ scaling is reduced.

Currently pre-patch a lich attack could almost one shot people with procs this was only possible with the addition of double fire/air sigils.

The duration is nerfed as well.

The basic attacks are the same however, the procs are all decreased so the chill of death (non power scaled ) proc will be lessened, the fire and air procs as well will be lessed.

This is how much damage the lich can do with perfect procs >5.5-6k auto crit (almost always crits cause near 100% crit rate), fire proc for 2k ish, air proc for 2.1-2.5k ish, chill of death (3 boons) for 4k crit = 14.5k in one shot.

TBH if they nerf the damage AND the duration they need to decrease the CD to at least 150s. Currently lich form can be hard countered and still dealt with. Reflect makes you murder yourself, boon strip > cc is easy to take care of. Blind spam also ruins lich. And you’re a giant friggin target so any team besides the fact you’re a necro is going to jump on you.

(edited by Berullos.6928)

Death Shroud Stomping/Reviving Exploit or Bug? [my Hotjoin sPvP Match video inside]

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Haha kittening called it a year+ ago.

Also with the addition of traveler runes giving +15% boon duration it covers 90% of the stomp without additional points in death magic.

However with 1 point in death magic and traveler runes it covers 100% of the stomp duration.

The state of Necromancers in PvP

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Berullos.6928

What do you think about adding tridents aa “Crimson Tide” to staff? Or something like this.

Trident’s auto is basically a 1200 range scepter auto, but more focused on bleeds (1s longer bleed, no poison, lower direct damage).

S

1/2 sec cast time(staff have 3/4) and tridents aa hit through walls and other obstructions plus bleed foes around the target.

Used to. They changed that a while back.

Remember unlimited Trident 4 range. Those days were fun.

Are necro wells any gw2 sounds modified?

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I’m asking cause mesmer portals and other skills are just reversed sounds of gw2 noises.

Just curious if anyone figured anything out.

Near to Death Duration Reduction?

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The tooltip says 30% reduction which would be 7s. However, in practice its 6s cd. I WISH it was 50% reduction so its a nice 5s CD. I don’t know if this is a bug but I’m not complaining necros need more DS usage.

And I think that other one is just a bug.

I use near to death on my power necro.

[idea] Vital Persistence

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I use Vital persistence. Its good since the buff. Before it was 25% and that was trash. Now its 50%. You just have to get used to the lack of lowered CD’s in DS. But its very good. The more LF you save, the more you gain and keep.

I wish it was more saved.

Necromancer Utility

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Wish plague signet pulled more than 1 per 10. Same with the Blood Magic Grandmaster. It should pull 2-3 condis per 10. I’m leaning towards 3 condis per 10. 1-2 condis per 10 is pretty trash imo.

We should be the masters of conditions sucking and transferring conditions.

And we need to be a debuff god. No boons for everyone.

Signet of V & Spectral ICD's need lowering

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I think this is what is limiting our ability to 1vX.

This should be our scaling defense vs multiple opponents. But spectral utilities were nerfed in the July patch cause some people found that you could tank for like 8-9s while having spectral popped combined with death shroud.

I honestly didnt think that was an OP mechanic but Anet felt it was. This nerf was at the time when other classes defensive mechanics were not as strong as they are now.

Signet of V was always bad once people found out it had an ICD. It needs to be lowered otherwise Consume Conditions is always a better option. Additionally the Debuff of Signet of V needs to be doubled. 5 second duration is not great team synergy wise.

The signet should be like marking that target to die. As they take additional damage through siphons for 10 seconds.

TLDR; ICD’s need to brought down to 1/4 seconds in order to better 1vX

Corrupt Boon needs instant & prioritize STAB

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Wall of Reflection has no cast time, but can’t be completed under CC or performing another skill.

Corrupt Boon was buffed to be made unblockable.

So, two of your points are not accurate.

My bad. And I think wall should be castable under cc also. And I forgot that it was made unblockable a whiles back. And I’m not sure if you’re agreeable with it or not.

Corrupt Boon needs instant & prioritize STAB

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It has no cast time. Yet unlike every other instant cast spell you cannot do it while doing another activity or if cc’d.

This has been an issue since launch and has never been fixed.

Corrupt boon has undergone a lot of nerfs since launch and has never been buffed in anyway. At least make it so that its always castable even in cc.

It used to corrupt all boons. Now it goes only to 5. This is opposite the lyssa runes so I guess its fair. However Lyssa wasn’t nerfed for a while after corrupt boon was nerfed.

All necro corruptions including the well of corruption as well as corrupt boon do NOT prioritize stability.

It is not reliable when you need that stability off in order to cc them to stay alive.

Thief’s boon steal prioritizes stability, so corrupt skills should work exactly alike.

So IE path’s corruption/well of corruption/Corrupt boon need to prioritize stability.

I think the aftercast is also the reason why many people say it fails without doing anything.

Geomancy, Hydromancy and other bummers

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It did very good direct damage for geomancy before. If you were power specced it did 1k damage ish on swap. In fact it was almost always preferred over hydromancy because the damage + bleeds did more damage/counterpressure than hydromancy.

The trait is still good but its obviously not helping hybrid builds but instead more condi focused with duration increases and bleeds.

And I saw the master trait was going to be trash a mile away. It just sounded so lackluster.

The only trait that is legit is the New curse grandmaster. 15s mini corrupt boon, is amazingly good.

For pure condi damage its gonna be 20/30/0/0/20. Or 4/6/0/0/4. The new dhuumfire has so much counterplay and life blasts come out so slow its not worth taking anymore now.

The gain of a corruption skill is way better than the dhuumfire.

(edited by Berullos.6928)

Putrid Mark no longer unblockable

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I think you’re confusing this with Putrid Explosion, which is a minion skill. Putrid Mark should still be unblockable if traited for it.

Ah crap. I didn’t know they already made it blockable a while back. And yes I confused it. I only came back recently.

Putrid Mark no longer unblockable

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This makes me sad.

This skill has gone through the most amount of nerfs throughout its lifetime in the necromancer repertoire.

A journey through the skill’s history of nerfs

Launch Day – Unblockable, transfers ALL conditions from yourself AND allies nearby the explosion, blast finisher

Then got nerfed to transfers ALL conditions from yourself only, not allies

Then got stealth nerfed to transfer I believe 5 conditions from yourself

Then got stealth nerfed to 3 conditions from yourself without noting the skill tooltip

And now is the day it is formally announced blockable, and only transfers 3 conditions from yourself

Make DS Cooldown Start on entrance

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I would love no CD for shroud, however that requires an entire rebalance of the whole class and anet being as slow as they are. Aren’t going to do that.

Instead they should allow some or all utilities to be usable in shroud. However thats unlikely as the system they use for shroud is that of a transform. And transforms naturally lock all your utility skills.

I would love a grandmaster trait in the Spite line. Signets continue working inside death shroud and/or can be cast in death shroud.

This would actually make me try using the bad healing signet if it could heal me while in shroud.

They shoudl retool the upcoming master trait in death to not be increased passive gain. But have it be like if <10% regain to 10% LF. That would be an amazing trait. Cause currently a passive increase in LF is so worthless.

Or if that could be adept in soul reaping thatd be greeeattt.

Just wondering?

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I love death shroud stomping with foot in the grave.

However theres two main drawbacks.

1. You gotta get foot in the grave.
2. In order to cover the full stomp you must have +10% boon duration

So this already limits you to 30 in soul reaping and 10 in death magic if you use only traits. If you use a runeset you’re breaking out a potentially good 6 piece bonus.

HOWEVER, with the upcoming patch the Runes of the Traveler contain +10 boon duration which will cover your Stomp and still allow a little more flexibility.

Power Necro Viable?

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Power necro loses to any sustain class. If they outlive your bursts you’re screwed/dead.

A zerk thief with shortbow can outlast you its really sad. Same thing with a pistol thief.

Power necro really shines with a partner though. You take all the heat, and bring aoe/dps/cleave while the thief/mesmer/or whatever can res you so you dont die to dumb cheese.

In team fights power necro can cleave super hard. Double wells + Marks + Death shroud 4/5. And Lich. If someone can protect you, you can cleave the entire point of bunkers/teammates or whoever is trying to res.

The well of corruption demolishes them.

Thief/Mesmer who just camp at range with shortbow/GS. YOu’ll lose to. Our terrible mobility along side bad ranged damage makes us lose badly. And you can’t escape from their auto damage since they can keep up with you easily. Once you get low/opportunity arises they just go in for a burst.

If you try to burst them they just blink away and you can’t keep them nearby.

thinking ahead

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If you stilll want to use it, it just makes fear spikes easier to control the fire procs. Fear into Life blast 1. Its the same combo that power necros use anyways.

Otherwise just completely drop the trait and dont go 30 into spite anymore and instead add another 10 into curses.

How to kill a warrior as condi necro?

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I agree with spectral mastery, I still have that because I used to take spectral walk as well as spectral wall. Soul marks is one of the best traits for a necro in my opinion, it creates a very nice amount of life force during a fight. Spectral wall is a very strong skill in spvp, especially against thieves. I will try to use spectral walk again as a stunbreaker but I dont think this will solve the problem since I dont see how I’m supposed to win against a class that does way more damage than me and is almost immune to CC.

I like my setup of Spectral wall/locust signet/spectral armor. Spectral walk doesnt give prot. I’ve been liking 20 30 0 0 20 setup. For a burst build you really want the fear duration. And in curses I like spectral abilities give life force. Sure soul marks is a great trait but you need some bursts somehow especially without minions/power build.

His stance is immune for like 6-8 seconds of condis. You have to wait this out and not use ANY condi cooldowns. You must be patient and wait it out. Your only goal is surviving until it wears off. Then you do your condi burst combo and make sure to get the fear burst.

So staying alive is a combo of kiting, chills, cripples, death shroud whatever you can do to outwait his stance.

I agree Ham/bow builds are extremely powerful. Their main burst is ONLY going to come after longbow 5. Otherwise hammer is extremely difficult to land. If you can dodge longbow 5. Continue kiting and waiting out the stance otherwise jsut throw some condis to bait out the stance. Do not use big cooldowns until the stance is used. Otherwise if he doesn’t have the stance just continue down the condi train and fear bomb.

I would not use flesh golem in spvp now. Minion AI is complete trash atm. Plus plague is a defensive mechanic. I would use it especially if you get hit by longbow 5 and the hammer train is coming. It is no cast, stability, and blind fields. Very defensive.

-Rank 51 Marauder with 3.2k spvp games as necromancer.

Power vs Condi Necro?

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Berullos.6928

Power can beat condi. But you can’t let them get off heals and constant pressure so the condis dont eat you before you kill them. A decently skilled condi necro can win a battle if the power necro cannot pressure them enough.

If a condi necro gets off a fear spike the power necro is most likely dead. Because during a fear spike all other condis are laid on you, and you won’t recover in time to reset.

So to recap you need to get great intterupts, fears, warhorns, spectral grasp, spectral wall. Whatever you can to lock them down.

[sPvP] Corrosive Poison Cloud

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The honest to goodness problem with it is, the duration of the conditions themselves on it are laughable if you just walk out of the area of effect. They disappear almost immediately. In order to get the full “oomph” out of this skill, you need to keep them in it, which is a notorious problem of necros (keeping them in the fight where you want them)

Another problem, like op mentioned, would be the duration of the skill itself. It’s far too easy to simply kite around it until it runs out and then it has been wasted and it’s out of commission for another 40 seconds. The only fixes I can foresee making it viable would be larger area, longer duration, or longer condis/cover condi added but since necro condis are being phased out I doubt that will happen.

Ah you’re right. I forgot about duration. Its like 4s and doesnt stack on itself if they stay in it longer.

You know what skill stacks on itself and does poison and weakness in an AOE? Shortbow 4 for thieves with the trait that on poison gives weakness. The duration stacks on itself. A spammable skill compared to a 40s CD utility of a necro.

[build] Necro as was intended

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Berullos.6928

Cause if you look carefully at all of necro’s weapons. They kinda are all built for hybrid. Including DS. So yes, he is thematically correct. And necro’s were all about vitality since DS scales with vitality. But in practice vitality is way worse than toughness for necros.

[build] Necro as was intended

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Posted by: Berullos.6928

Berullos.6928

Its a pretty solid build imo.

Theres just a couple flaws. The fear durations are exceedingly short making anyone with reduced condi duration runes or traits or whatnot to make your fears basicalyl non existent. This can be fixed with just doing Fear duration instead of Deathly perception. CC is a form of surviving as well.

And two. You’re still squishy with carrions. Its not really attrition, its still bursty. Theres a reason a lot of necro builds go bursty also. So people cant run away. The problem with attrition builds is people just runaway from necros. Its really easy to disengage from them unless they have obscene burst somehow.

[sPvP] Corrosive Poison Cloud

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Posted by: Berullos.6928

Berullos.6928

Its just outclassed in every way by other skills they could be using instead as a condimancer.

Ie. The opportunity cost of losing that spell is too great for the benefit this spell has. And with current necro styles that are effective which is Burst before they can outlast you. It has no place in the meta.

The only attrition build is MM and thats largely outclassed by most things. And also how dumb minion AI is atm.

This is also tied to our RATE of life force generation. By having a large life force pool but having slow rates of generation. It is basically we have a big buffer and once we run out of life force we die. So you are forced to go into burst styles of builds before you run out of life force and die.

Only build that isn’t is a MM with high healing. As they have enough siphon to stay live. Thats onyl if the minion AI isn’t kittened.

This skill is PROOF that necromancers are not built for attrition.

Necromancer sucks.. Sucks really bad.

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Posted by: Berullos.6928

Berullos.6928

I haven’t had any new issues with them, what exactly are they doing that’s new?

I came back after a 3 month absence. They’re worse than before when I left. They literally stand around while im being attacked. And when I’m SPAMMING/MASHING the 1 button they won’t attack what I target and attack.

I made a necro for the minions. I’ve had to switch because they’re unusable now. And now with the target changes, they aren’t even useful for confusing enemies that had to tab through all the targets.

I’ve also had instances of after using charge. The golem just returns to me and doesn’t attack the target.

OP’s suggestions for only attack what I attack. Or attack enemies right around the necromancer are right on the mark.

I’ve been forced to play terrormancer cause its the only reasonable setup. Powermancer is so kitten.

sPvP, powermancer brings nothing to the table utility wise. They’re squishier than other zerk classes due to no reset options or untargetting. Minionmancer is a lackluster bunker and doesn’t bring utility to the table.

So the only option is condimancer. And the only strong condi mancer now is dhuumfire + terror since all the base conditions for staff/scepter/and offhand dagger have been nerfed. Enfeeble is also nerfed. These were all nerfed cause of dhuumfire + terror being the only option. And again this is the reasons we brought them up during the december 10 patch why they should not have nerfed mark of blood. They shouldnt have nerfed scepter 2 also. But that had no warning.

The one utility that necros had that was decent in tPvP was signet of undeath. But that was promptly nerfed into oblivion with a 3s cast time.

PVE: Condi is still trash. Power is subpar with no utility. Minions still die to AOE despite the buffs and draw unwanted aggro.

(edited by Berullos.6928)

Necromancer's only defense!

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Posted by: Berullos.6928

Berullos.6928

The real problem, imo, is the 1-second skill lockdown when your DS gets depleted.

Was trying new builds yesterday.. and ran into this again over and over…

I can’t play an edgy build that borders on supersquishy because of this utility lock.
DS dancing is no option, because of this lock.
Why not trait this utility CD like weaponswap on warriors? ( or just fix it )

How long has it been since this horror of a (imo) bug has been brought to attention?

How are necro’s supposed to counter Bursts when dropping out of DS after trying to negate them trough DS? iow. bursts are so numerous, a full DS depletes with 1-2 hits.
so maybe you can manitain DS for 2-3 seconds.. add another second of totally not being able to use any skill!!

Why does a profession have a 1 second of not being able to use any skills when they use a mechanic that is their main niche..? (transform)

Questions.. more Questions without answer or solution or attention

They most likely did that because they have a bug they cant fix or dont want to fix. So they introduce this as a limiting factor.

The bug is, if you have death shroud deplete it doesnt reset the counter for the DS CD which is normally 10s. So lets say you wait in your shroud to deplete from 100% – 0%. If you look carefully at it your shroud when it depletes does NOT have a CD on it. The CD only activates when you push the enter or exit death shroud. NOT when it depletes naturally.

So the reason they lock you out after depleting from death shroud is, if they didnt there would be some high level play where you could re-enter death shroud after you deplete it, instantly to survive more burst.

This is how it would go>Shroud depletes after 10s CD finishes> some form of life force gain injected fast mostly likely spectral armor> reenter shroud to survive more burst (spectral armor continues working in shroud making you stay in shroud longer)> death shroud depletes > pop spectral walk or wurm or things around you die > pop back into shroud eat more damage.

So this is basically A-nets quick fix cause they dont know how to really fix it. Or dont want to.

Fear triggering interrupt?

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Posted by: Berullos.6928

Berullos.6928

The good reason is that those runes would be incredibly OP for us. They are already OP even for those classes that don’t have a lot of additional condi pressure.

F that, we need some OPness in WvW. Other classes already have tons of OP things in WvW.

Necromancer's only defense!

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Posted by: Berullos.6928

Berullos.6928

@ MethaneGas:

Well made vids, deserve more attention. You seem to be a decent player with above average mechanics and lots of theoretical knowledge, therefore I appreciate your input.

Nonetheless, your assessment of necro`s mobility is somewhat … off, I feel. It might stem from US vs EU differences or simply the tier we play in. I do roam (solo, duo, 5 man) on necro for about 1.5k hours now and while I agree on most of the points you make, it`s just half of the picture.

The current roaming meta in EU consists of 50% stuntastic melandru + lemongrass (lemongrass poultry is THE way to go in EU, you just don`t see many roamers with out it) warriors, 30% PU condi mesmer variations and 20% p/d dire+ perplexity or centaur thiefs. I just didn`t find any decent opponent in your vids that knew how to exploit their classes to give an appropriate example of what roaming on necro looks like usually.

First, the necro heavily relies on cc conditions to make escaping an option. This is hardcountered by lemongrass poultry the moment you are not running a 30-x build or condition build that is suited for +40% condi food. Means there just is no chance in hell, that you will ever be able to apply enough cc to a warrior i.e. (warriors everywhere….) to ensure escape. Same goes for thiefs. Since around 70% of my encounters (mostly 1vX, gold league is a pain the kitten ) include an opposing thief or warrior I am doomed to stay infight without being able to reset enemy target, means I have to win that fight.

Secondly, the opposing roaming classes have either stabilty or very frequent access to teleports which render spectral wall in the current meta not very efficient. They will blink through it or just pop stability.

Please compare a necro maxed out on escape, using wurm, walk and wall to the traited 6s cd teleport of a mesmer that makes you lose target if applied correctly or the unstoppable speedracer a warrior is at the moment. Now tell me again with an honest face that there is not a problem for necro roamers compared to other classes and their max escape options.

Please post a video where you fight a good stun warrior with melandru, lemongrass, anti cc traits and berserker stance and win or escape with the build you used in your latest vid. In my roaming experience, cc cannot be applied long enough to warrant calling it “offensive defense”. This is true for non-condi builds even more.

The only thing that makes solo-roaming possible for me is 30 SR stabi and godlike awareness, and even then, if caught infight by a larger group that really wants you, there`s no way, I`ll get out of that.

Another issue is the upcoming immobilize trend, since a few weeks encountering a 1vX situation usually means root-root-entangle-stun-daze and die.

No offense, I just wanted to point out, that your pov might not tell the whole story and is not taking the current meta into consideration sufficiently (at least the meta I experience here on EU).

Best regards

Legit explanation. And reason why WvW is so broken. The foods and runes you can get break necro. And necros get outsustained when in a large open field with not a lot of death around you.

And I agree that 30 in soul reaping is the best 1vX traits you can get, plus soul marks I feel is so mandatory to building life force to not die.

You have any luck doing zerks necro? Cause I don’t think its even viable at all compared to other classes. And then condi necro is so kitten in WvW its sad.

Prove to me MoB needs a 33% Nerf.

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Posted by: Berullos.6928

Berullos.6928

Its been over 3 days and still no reply at all for the Mark of Blood nerf. Jon are you guys going to push though with this 33% nerf even with almost total rejection from the necro community?

Its not their job to make people happy when it comes to balance. We will kitten and moan at every nerf they do, regardless. If they honestly believe that it is a good decision for the game they will do it.

If they can convince us, by logic, that Mark of Blood needs a 33% nerf I would be very happy. But what we have here is that, time and time again, people asked them to nerf Dhuumfire and leave everything else alone. This is the logical thing to do. Yet they refuse.

This thread is an open invitation to Anet to explain their point of view to us. Yet they stay silent. I also asked like 3 times on the main necro thread and once on the main Dec 10 update thread about Mark of Blood. They stay quiet every single time.

I am getting very frustrated tbh.

It just seems that Anet knows nerfing Mark of Blood is a bad idea, and nerfing Dhuumfire is the way to go. But they don’t want to admit it so they just avoid any communications.

And this is the problem that has been going on in the necro forum since forever. Anet say they will do this. Every single necro say its a bad idea. Anet does not provide any additional logical explanation and push though with their changes.

Collaborative Development will not work if Anet continue to use selective hearing.

Until Anet shows us that they understand necromancer better than us, they should listen to us instead. Listen to Nemesis for example. Whisper him in game or on the forums to ask him for input, etc.

They replied to me fairly on early in the thread when I brought up Mark of Blood nerf. And they stated it was cause bleeding was the majority of the damage that kills things. So they wanted to tone that down.

Still doesnt make sense to me though. I even told Jon that it’ll just push us towards dhuumfire/terror even more and lower build diversity.

He didnt respond to that. He just basically said our bleeds are too much and thats what kills people. And that was it.

How do you feel our defense is right now?

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Posted by: Berullos.6928

Berullos.6928

ANet isn’t making WvW about power. WvW just isn’t a consideration except in more extreme cases. Don’t ever expect the game to be balanced for WvW, its impossible.

I’m not sure I understand. Could you please elaborate?

Anet only balances around sPvP. Everything else is after thought. WvW is broken from the getgo. Zerk stats scale ridiculously in WvW. You get 100%+ crit damage bonus. Making burst builds extremely potent before condis can even take effect.

Zergs are mostly immune to condis due to AoE condi clears from guardians. And a group of 5-8 can if built well can also be completely immune to condis if they move together.

Theres tons of condi reduction foods and runes in WvW.

The runes in WvW are also completely broken. Just look at perplexity runes. Any cc class runs that and now they get 25+ stacks of confusion all the time.

Tbh, with all the nerfs to condis I might ‘have’ to start playing a powermancer just to kill things. Theres so much anti condi now its getting ridiculous.

Dec. 10th Balance Preview (Necromancer)

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Posted by: Berullos.6928

Berullos.6928

I like the idea of having burning on DS1 TBH.

Theres a couple ways to implement it well imo. Either 100% chance life blast does 1s of burning no ICD. Grandmaster line.

Or 100% life blasts does 4s of burning 10s ICD, like the original dhuumfire days. This would make it so you wouldnt need to seperate the skills anymore.

Either way i think it should be both grandmaster in curses still. And by moving them to death shroud only procs you get way lower burning uptime, more control of the burning procs, and counterplay available to enemies.

I would gladly take nerfs if we ever got some healing in death shroud. I’d take 50% healing reduction while in shroud. Thatd be fantastic. Something about shroud not allowing heals not as effectively.

I still disagree with the Mark of blood changes. Thats the MAIN one I do not agree with on the changes. All other changes I am up for, just that change does not make sense to me. It just still nerfs other builds that dont use the dhuumfire/terror build reducing build diversity.