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Dear ArenaNet, let's talk about Death Magic

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Brujeria.7536

To reply to some criticism to my post:

  • Blood magic is the last traitline to be selfish. Almost all of our party play is there (Transfusion, Vampiric Presence & Rituals, Unholy Martyr, Life from Death).

Blood magic is supposed to be a big part of out sustain line. Yet the grandmasters have no effect on ourself. Transfusion does not help base necro or reaper. Same for unholy martyr. Vampiric rituals only works if you use wells, which leaves no grandmaster option if you dont want to play wells to actually benefit yourself.

  • Putting shroud traits in one line only is extremely bad design. As to why, just look at warrior and his “Defense line or die in seconds” reality. Perfect way to make already boring class reach new levels of boredom and unflexibility.

I agree with this, but there is way too much shroud synergy in death magic. The condi remove only works in shroud which is wasted most of the time, unholy sanctuary and deathly strenght promote shroud camping, which is the bigger “theme” of soul reaping.

  • Death magic having passive defenses is good. In shroud you can’t use active ones to help you. Passives or enjoy being cc ragdolled and getting condibombed with no way to retalliate. It’s the quality of these passives that needs work (reaper’s protection is indeed to easy to get around).

The problem is the design of shroud, it needs active means of stability and condi remove, probably attached to traits or redesigns. The better the weapon, utility and shroudskills are defensive wise, the better deathmagic will get on top if it’s done right.

  • Blighter’s boon is op like it or not. If you go spite, that thing heals you in shroud better then whole blood magic line put together, especially when target drops below 50% hp. And that’s without having to rely on Healing Power investment.

You compare elite traitlines with normal ones. Elite traitlines, just like elite skills are supposed to be stronger than base traitlines. Especially as reaper is a meele centric concept, this is where sustain matters the most across all classes. Blighter’s boon is not OP. It requires heavy investments, if anything at all it is UP compared to similar traitlines that focus on support as it is heavy limited by your ability to hit targets, where as other classes get the sustain passive or trough more “reliable” means.

The lack of decent base necro sustain is another big point we lack, but honestly this has nothing to do with reaper, death magic, or blighters boon.

Dear ArenaNet, let's talk about Death Magic

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Posted by: Brujeria.7536

Brujeria.7536

Reasons Bligher’s does need a nerfbat:

  • a-net is very reluctant to boost heals through shroud without nerfing something in return.
  • Blighter’s is not pure heal – it also generates life force. Sanctuary doesn’t.
  • Sanctuary requires actual healing power investment. Bligher’s? Spam more boons!
  • Nerf core trait for sake of one elite – all other elites and core builds suffer due to underpowered core spec!

Sure you want to have your cake and eat it – get better Unholy Sanctuary with no nerfs to bligher’s. But that’s not how it works – to make this omlet you need to break a few eggs!

And also core necro needs some more love – love that reaper’s should get less of, as they have their own reaper traitline already.

You really want to nerf an already mediocre grandmaster trait that only halfway works with the spite line due to the severe lack of boon application? Seriously, the problem here is ALL in the deathmagic line.

A defensive, selfish grandmaster trait that scales with healingpower belongs into BLOODMAGIC, the traits that prolong the duration and heavily influence the duration you wanna be in shroud belong into SOUL REAPING.

Death Magic needs pure defensive feats, not strictly connected to shroud. It needs to get rid of the minion traits, these cost a lot of space and “power” they can give that traitline without even affecting 95% of the builds.

It needs a reliable and usefull “on stun” trait, n AOE fear on a 60s CD with 360 range does not work at all when you get stunned from long range. The other professions “on stun” traits always provide a reliable benefit, our fear has a very long cooldown, is unreliable and has too much counterplay in order to be of any use, the only reason people pick it is because the lack of reasonable options.

It also needs a reliable anti burst and anti CC mechanic of sorts.

But death magic is also about pets.Shouldn’t it have loads of stuff for pets? I want pets to be awesome so we use them more and it could be fun in pve and pvp running around with a million pets.

As for healing related stuff:no please, i agree keep in blood magic traitline

Well “pets” for the necro is really just a set of utility skills, much like spirits, spirit weapons or something similar. It has no connection to the shroud or weapon skills. Using 1/3 of a trait line just for that is too much, a pure minion master is stuff for an elite spec dedicated to it.

Elite Specialization: Spectral Vessel

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Brujeria.7536

I understand you guys, and i feel the same. But let’s be realistic here: If we get hammer, which would be my favourite, it will be ranged. Reaper is the dedicated meele power spec, and even though reaper currently doenst fill that role well i sincerely hope anet will fix reaper instead of adding a second spec that does the exact same thing, just altered.

The only spec that i could think off would work is meele support, with hammer (cc heavy and defensive) and orders (leash mechanic with a big end effect), but this would be a weird crossover between scourge and reaper.

Dear ArenaNet, let's talk about Death Magic

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Posted by: Brujeria.7536

Brujeria.7536

Reasons Bligher’s does need a nerfbat:

  • a-net is very reluctant to boost heals through shroud without nerfing something in return.
  • Blighter’s is not pure heal – it also generates life force. Sanctuary doesn’t.
  • Sanctuary requires actual healing power investment. Bligher’s? Spam more boons!
  • Nerf core trait for sake of one elite – all other elites and core builds suffer due to underpowered core spec!

Sure you want to have your cake and eat it – get better Unholy Sanctuary with no nerfs to bligher’s. But that’s not how it works – to make this omlet you need to break a few eggs!

And also core necro needs some more love – love that reaper’s should get less of, as they have their own reaper traitline already.

You really want to nerf an already mediocre grandmaster trait that only halfway works with the spite line due to the severe lack of boon application? Seriously, the problem here is ALL in the deathmagic line.

A defensive, selfish grandmaster trait that scales with healingpower belongs into BLOODMAGIC, the traits that prolong the duration and heavily influence the duration you wanna be in shroud belong into SOUL REAPING.

Death Magic needs pure defensive feats, not strictly connected to shroud. It needs to get rid of the minion traits, these cost a lot of space and “power” they can give that traitline without even affecting 95% of the builds.

It needs a reliable and usefull “on stun” trait, n AOE fear on a 60s CD with 360 range does not work at all when you get stunned from long range. The other professions “on stun” traits always provide a reliable benefit, our fear has a very long cooldown, is unreliable and has too much counterplay in order to be of any use, the only reason people pick it is because the lack of reasonable options.

It also needs a reliable anti burst and anti CC mechanic of sorts.

Improve Focus please!

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Brujeria.7536

I also think focus is by far our weakest offhand weapon, followed by dagger offhand. Focus is the only “power” tuned weapon, so for meele power builds that want some extra punch its best, but that doens’t make it good, its rather the only choice for meele dps, despite its powerlevel.

Skill 4 needs an offensive boon rather than regeneration as people have often suggested. I personally feel that this skill is the perfect place for the new “charges” mechanic. The skills is bursty in meele range, and one of the thing power necro needs the most is a reliable, short cd burst skill. Being in meele range is dangerous most of the time, due to the lack of defenses, so this should pay off.

Skill 5 needs a small cast time reduction. And additional either better base damage or something like 1,5 seconds of slow per boon removed. Either give this skill a better damage identity that can also be used in PvE, or a better defensive reward for corrupting boons.

Elite Specialization: Spectral Vessel

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Brujeria.7536

Traits

  • Minor: 1 as usual.
  • Minor 2: Rifle skills generate lifeforce on hit. Increased damage and condition damage to foes suffering under cripple, chill or immob.
  • Minor 3 Gain boons and lose conditions when connecting with a Spectral Demon: Aaxte: gain protection and stability, lose Vulnerability, Blind; Dryder: Gain Resistance and Fury, lose Bleed, Confusion, torment, Burn and Poison; Grasping Darkness: lose Weakness, cripple chill and imob, gain might and quickness.
  • Adept: 1 Increase the passive Stat Bonus of your Spectral Demons by 33%
  • Master:1 Enemies hit by Spectral Pet abilities are briefly rooted, you daze nearby enemies when containing a demon
  • Grandmaster: 1 Deal damage when you start containing a demon. Summon 2 lesser versions of the same demon.
  • Adept: 2 Rifle skills gain reduced recharge, daze and remove a boon when hitting foes with a rifle skill. icd per target.
  • Master: 2 Teachings gain reduced cooldown, after using a teaching your next weapon skill has reduced cooldown.
  • Grandmaster: 3 Deal increased damage when hitting the same target again. Up to 40 stacks, 0,5% increased damage per stack. You gain Aegis, Evade and invulnerability on certain tresholds.
  • Adept: 3 Siphon Life and cause torment when causing a condition or a CC (Bigger siphon for CC)
  • Master: 3 Your finishers corrupt a boon and cause additional poison.
  • Grandmaster: 3 Increases your poison damage and duration by 20%. Your Torment and Poison damage now additionally scales off of power and ferocity.

Elite Specialization: Spectral Vessel

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Brujeria.7536

After life all souls are forced into the underworld, the domain closest to grenth. Sometimes faint hues, weak manifestations of the spectral energies of the domain of death crawl into tyria. With the rising conflict between humans, gods and elder dragons these spectral manifestations are increasing, posing an envious threat to all living beings on tyria. Necromancers started to learn to deal with these spectral manifestations, containing and using them for battle.

Class Mechanic Spectral Demons Spectral Vessels are permanently accompanied by various Demons from the underworld, fighting for them. By entering Shroud the Spectral Vessel improves the bond with that demon, becoming a powerful manifestation for a limited time. The Demons available are tied to F2 – F4. F1 Enters the shroud. Demons are switched with F2-F4, but doing so causes a 5 second cooldown on all of them. Each Demon has an active ability and passivly improves stats for the Vessel.

  • F2: Contain Aatxe – Increases Thougness and Vitality, Ability Charge: Charge towards the vessel, knocking foes down and applying a barrier to the Vessel if they connect. Leap Finisher, applies effect to the vessel at well.
  • F3: Contain Dryder – Increases Condition Damage and Duration, Ability Corrupted Storm: Causes corrupted shards of spectral energy to fall down onto the area, causing poison and weakness.
  • F4: Contain Grasping Darkness – Increase Ferocity and Power: Ability Frenzy: Causes the next strikes to affect a bigger area and shadowstep between foes, healing the vessel in the process.

Shroud Lifeforce does not decay, instead its used only to absorb damage. The Shroud is limited to 15 seconds at maximum, and goes on a 10 second cooldown per form after leaving. Leaving early costs 50% of the remaining life force. Needs 50% Lifeforce to activate

F2: Spectral Aatxe

  • 1 AA Chain AOE – Cripple, Cripple, 1/4s daze,
  • 2 Leap towards the area, stunning foes on impact, Blast and Leap finisher.
  • 3 Gain Protection and Retaliation and Taunt nearby foes.
  • 4 Pulse harsh spectral energy around yourself, giving stability to yourself per pulse and damage enemies, Whirl Finisher.
  • 5 Charge slowly towards a far away location, reflecting projectiles, enemies attacking you take massiv damage.

F3 Spectral Dryder

  • 1 AA Spit, bounces 3 times, causing poison.
  • 2 Cause a spectral shard to erupt from the ground, briefly crippling enemies and causing a field that pulses poison and torment.
  • 3 Cause a cascading wave, fearing enemies and increases duration of all conditions on them.
  • 4 Fire a high arcing projectile that devastates an area after a time, causing weakness and torment, uses a charge mechanic, Blast finisher.
  • 5 Leap to an area, causing a pulsing poison field, and root enemies. Stunning enemies instead of rooting when they are above the poison treshold, Leap Finisher.

F4 Spectral Grasping Darkness

  • 1 AA Chain, single target, Vulnerability and Damage, Vulnerability and damage, Shadowstep and steal life.
  • 2 Shadowstep to a location, causing blind. Your next attacks become unblockable.
  • 3 become a pure spectral being, ignoring all damage and conditions for a time.
  • 4 Strike around you multiple times for massive damage, steal life from enemies hit, Whirl Finisher.
  • 5 Shadowstep behind your foe and cause a massive attack, damaging and stunning him. If he is under 50% life deal extra damage and heal a large amount.
  • Rifle: Spectral Vessels use rifles to channel and controll the spectral powers, these fire out in massive, hard to controll bursts with long range. All skills have 1500 range. All skills are skillshots, none of them allow regular targeting.*
  • 1: Fires a piercing spectral bullet at your target location, dealing damage. Fires at your cursor location along the ground, can be hold down to increase power and AOE. Projectile Finisher
  • 2: Channel and Fire 3 piercing shots in succession at your targeted location, bonus effects if multiple shots hit the same target: 1 hit cripple, 2 hits immob, 3 hits knockdown. 3x Projectile Finishers
  • 3: Fire a ground target spectre at a location, causing damage and poison, you gain quickness per foe hit. You can activate again to manifest at the impact location.
  • 4 : Create a location that deals damage to enemies over a period of time, displaces you backwards, leap finisher,. Enemies inside the field are damaged and gain stacking vulnerability and take extra damage from your rifle attacks.
  • 5: Channel and fire a massive and slow spectral wave at a targeted direction, dealing massive damage, fearing and immobilizing foes hit.

Skills: Teachings. Communing with the spectral powers of the underworld put you into contact with the reapers of grenth, granting some of their secrets to aid you.

  • Heal: Heal yourself and conjure a hidden shard at a location. If an enemy triggers it you get healed again, for a short period of time you heal for 100% of the damage dealt onto that target
  • Utility 1: Conjure a spectral scythe, dashing to a location, blocking attacks in the process. You stun enemies hit by this skill and leave a chilling field in your wake. Leap finisher
  • Utility 2: This skill uses charges. Conjure a spectral shard at a location, a short duration after it gets triggered enemies are being pulled together and are imobilized.
  • Utility 3: This skill uses charges. Shadowstep to a location. You gain quickness and superspeed for a short time. Stunbreak
  • Utility 4: Stealth yourself, your next few attacks deal increased damage and are unblockable.
  • Elite: This skill uses charges 7: Channel the aspect of a reaper of grenth into a chosen direction, after 0,5 seconds you fire that aspect. Enemies getting hit taking massive damage and are debuffed with reapers expose, increases the damage from this skill by 25%. This stacks up to 6 times.

Scourge: Demonic Lore too good ?

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Posted by: Brujeria.7536

Brujeria.7536

No, in the current state it wont. With max condi dura demonic lore equals 2 stacks of perma burning. That is nothing. Also the 33% torment damage increase isn’t amazing at all. Given the fact that is JUST torment, and torment most of the time equals the damage of a bleed.. we dont actually cause that much torment. People keep saying “yes but we do torment with EVERY shade skill”. Yeah. We do. 2 seconds. With full condi its 4 seconds. With the trait this equals ~ an effective 5,3 seconds of torment per shade skill. Thats not much in the current meta at all. The biggest damage potential is Shade 5 with Dhuumfire. Apart from that, well. We only increase torment. We dont cause that much torment on base necros, necro is a bleed class.

Ele on the other hand gets a MASTER trait, that increases ALL condi durations by 20% and ALL condi damage by 10%. That alone is better than our GRANDMASTER.

Will scourge be enough to become raid viable?

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No, just no. No unique support, or damage increase. Barrier is just a lackluster heal. Low DPS, no Unique benefit = not viable at all.

(edited by Brujeria.7536)

Rune of the scourge ideas

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Brujeria.7536

Anything with the 6th bonus : Increases damage / condition damage by x% as long as your barrier is up. (Works on allies)

Skill Buff suggestions

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Brujeria.7536

I dont like the spectral suggestions. Spectral wall has a too long cooldown to use it for the projectile effect, also its somewhat strange given its function as a cc/engage skill. Also as you mentioned we have cpc for that. Charges in the current form of spectral grasp would be either too strong or still to weak. Its lf gain is huge now, but its still unreliable. I would rather have a reliable pull, on a shorter cooldown, maybe with charges.

Reapers touch and deathly swarm are the skills i would give charges. Some lifeforce for deathly swarm would be very good, swapping the regen from reapers touch for quickness / fury would make much more sense.

Enfeebling blood buff would be okay, i would prefer that this skill leaves a pool of blood that bleeds people further for a time. They can add a lot more power in this skill if there is counterplay in form of moving out of the pool while still giving a direct dps buff in PvE scenarios.

Summon Bone Minion: Good idea but i would go one step further: Call 4 Bone minions like it is now, but change the active skill so that you pick a ground target location, the minion then charges to that location and explodes. That would add more play, and more options. I personally would love this skill to call 4 small little ranged minions, for a reliable DPS increase in power builds, and they charge themself like little suicide rocket minions on a ground target location for some burst damage and blasts on demand, but thats just me :P

Is shroud really that good?

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Brujeria.7536

Good post. But i also think a big factor of defense mechanism is how much they are limiting your ability to keep the pressure up. In the case of shroud you basicly get a new set of skills that is pretty underwhelming. There is no real customization. You are basicly forced into a pair of skills during that time that (in case of base necro) are killing your pressure. The shroud skills arent reliable, they arent fit much for condition builds, and they are way too sluggish and weak damage wise for power builds. Basicly, whenever you enter base shroud, you lose a lot of your pressure, so you maybe can spend your time to get some cooldowns back, but so does your enemy, while still they can apply pressure, and condis, that will wreck you after you leave shroud.

Shroud skills dont feel “amazing” they feel weak. Base shroud skills feel like a punishment more than anything else. Shroud skills should be meaningfull and they should change depending on your main and offhand weapon to extend the intended playstyle inherited by these weapons.

Stress test tonight with elite specs!

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Brujeria.7536

Good catch. Let us hope they didnt butcher scourge. Also : REAPER CHANGES?!

"We do not accept any Necromancers."

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Brujeria.7536

Cool class. Cool devs.

  1. They made good guides which are actually really helpful, so thanks to them for that. Seems the Fractal developer agrees.
  2. They run a speedclearing guild, and Necromancer’s are not optimal for speedclearing so they don’t want any. Let them run a guild how they want to.
  3. These two things are completely unrelated, and so your post is grasping at straws to justify whatever point you’re trying to make.

I generally think it’s no big deal at all. But for the sake of getting the effects right:

A guild creates a guide to raise its popularity, to get new members or whatever. → The guild attitude promotes class racism → Any dev comment, even when 100% unintended as in this case creates more popularity and interest for that guild → Ultimately spreading more class racism :P

I mean it really is no big deal if a dev finds a guide good or something at all, but really, even such small things causes growth to bad attitudes, despite the good intent.

Speed of Shadows give it back !!!

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Brujeria.7536

The new Speed of Shadows isn’t “bad” at all. The clean of any immob or cripple on entering shroud is actually amazing, the speed is there as an added bonus, yeah. The trait itself has a decent use, they also can add 2 seconds of superspeed or quickness if it is too weak, it still fits the thematic they want the trait to fill, only more potent.

The problem is, the reduced shroud cooldown is what made A) certain traits 30% better, B ) allowed for a quicker gameplay, before you could flash out of shroud to use a key skill, you had to make a decision: am i able to survive 7 seconds before i can enter again, do i have the cooldowns? Now you just don’t have that choice.

They just need to add this functionality, in a different spot.

  • Maybe tie this effect to foot in the grave to make it more popular, you get a more reliable stunbreak with better trait synergies.
  • Or merge master of terror with “Terror” in curses, and create a new master tier trait for soulreaping with that functionality and an added bonus.
  • That way you have the decision at the master tier: Do i want better lifeforce generation, lower cooldowns in shroud, or lower shroud cooldown +X.
  • An idea for such a master trait would be: Decreases shroud cooldowns by 30%, while being in shroud your non shroud skills recharge 33% faster, so that we basicly get perma alacrity on all that weapon and utility skills while we are in shroud.

Core necro lines rework

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Brujeria.7536

I feel like spiteful renewal does not belong in the spite line at all. It has no synergy with damage, might, vulnerability or anything like that. The idea is good, thoug.

Terror and Master of Terror should be merged and be made the Grandmaster in curses, replacing Lingering curse. This should increase the BASE duration of fears by 50%.

Lingering Curses will be a master trait instead. The reason is, it really does not deserve the spot for a grandmaster trait. Grandmasters should change the way you play, and/or have a big impact. This is basicly a duration increase to 3 weapon skills. Its a potent one, yeah, but if this trait would not exist and scepter would just be stronger baseline it wouldnt break things. So, increase base durations on scepter by 25% baseline, change Lingering curse to: Increases scepter skill condition duration by 25%, Gain 150 Condition damage for yourself and nearby allies.

Next elite spec hopes and dreams

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Brujeria.7536

Siphon Damage will always suck. It’s a broken idea that is either underpowered or overpowered in every game.

I would disagree. Take a look at the renegade elite skill. It’s very well done, a strong siphon, with an 1s ICD and a controlled uptime. Thats a real good attempt for a siphon.

Pistol necro

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I actually agree. Double pistols or rifle.

Long range spec. Weapon skills are long range “spectral” shots, heavy power focus, but skills are mostly “skillshots”. With special minions as a class mechanic “minion transforms” like a crossover of soulbeast and deathshroud with a firebrand tome vibe. Utility skills tricks, consisting of trap like skills, movement and some conditional damage.

Ideas to help Power Reaper

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Brujeria.7536

Add all the plus damage percentages we are missing.
+10% vs chilled foes on a Reaper minor trait.
+10% whilst wielding a Greatsword.
Change Close to death to +10% damage, +10% more damage whilst in shroud.
Change Spiteful Talisman to +10% damage vs boonless foes.
Change Vampiric Wells to “reduce recharge by 20% and extend well duration by 50%”.
Add +5% damage vs bleeding foes to Blood Bond.
Swap the Vampiric numbers around (so minions do less life steal but your attacks to more).
Buff Vampiric Aura life steal.
Buff Strength of Undeath to +10% damage.

^ thats the way. Don’t slap all the increased damage onto reaper traits. Add that power partial to the core things as well.

Also reconsider the values. For examples:

Spellbreaker gets 14% increased crit damage with an ADEPT trait. Another 300 might and ferocity on a grandmaster MINOR. That alone is 20% increased crit damage and 34% increased crit damage + 300 power.

Weaver gets 20% increased condi duration and 10% condi damage with just one master trait. Permanent. For ALL conditions. That alone is stronger then our demonic lore.

And this on top of all the other damage increases from the baseline traits.

Soulcleave's Summit

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Brujeria.7536

So, this renegade elite skill feels like one of the things we ever asked for… Strong lifesteal, strong group support, and orders. It’s kinda sad that they gave this to revenant / renegade as this is 100% necroish and might have been a big thematic chunk we where missing in a different literation.

Any chances we can make bloodmagic into something even half as potent?

Weapon for Scourge?

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Warhorn can hit 5 enemies at the same time for more lf regen and thus lots of shade damage. Corruptions? Only BiP is better dps-wise than just using traited punishments. (trail of anguish and dessicate do pretty good damage if you trait for punishments and use your shade skills)
I only see offhand dagger being being best in a 1v1 with a miniboss who has no minions. Warhorn will be better for utility and damage when fighting multiple enemies.
I’m not sure whether terror will do more damage than MoC with only BiP though.
When not factoring in corruptions, warhorn will outdps offhand dagger due to dumbfire.

The punishment skills all deal close to 0 damage. The condi application is basicly not there comparing these to ele utility skills for condi. BiP is good for condi. No other utility is even half as good as the ele utilities. CPC sucks damage wise, because it does weakness and reliable projectile destruction, trail of anguish does not even burn each second, it burns up to 2 times on the same target unless its bugged.

In the end we will struggle between lifeforce gain and condi weapons, even if we find a way to make it work with spamming f skills our damage will be subpar to the meta dps classes. Not even reconsidering the massive powerspike ele for example will get with the PoF Espec traits.

Signet of Vampirism

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I think it would be great if they reduced the icd on the active siphon to 0,5 seconds.

Suggestions for Axe and Focus

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Brujeria.7536

Axe 3: Reduce Cast time to 3/4 seconds. Increase damage by 10%. Increase health treshold to 50%.

This makes axe 3 a bit faster, increases its damage exactly to match one autoattack and make the secondary effect easier to trigger.

Focus 4: Decrease Cooldown to 3 seconds. Now uses the charge mechanic. Charges 2. Reload time per charges: 12 second baseline. Switch Regen for Fury or Quickness.

Regen on this skill makes no sense. The charge system allows this weapon to be better for short range burst and to increase the overall value of the weapon.

Focus 5: Now inflicts 1 second of slow per removed boon.

Slow on this skill would feel right, as a simple boon remove isn’t as valuable anymore, and it would reward proper use even more in WvW and PvP. Would not affect the trait version of this skill

Spiteful Talisman: Increase bonus damage to 10%.

Unless other traits that increase damage by X when y this factor is a lot harder to achieve in WvW or PvP, straight up buff for PVE where we are lacking power damage anyway

Unholy Fervor: Bonus damage is not limited to axe skills anymore. Gain 150 ferocity while wielding an axe

This trait spot serves the purpose of more damage. Limiting this to only one weapon is not optimal as the other trait choices in that tier are very niche. Also a much needed power buff

Suggestion for new Deathly Chill

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Brujeria.7536

What about no?

It does nothing for raid builds. If they are changing the trait it should be for something similar, to increase your damage either condi or power.

No, Reaper’s Onslaught is the DPS trait for Grandmasters. They should make this trait good. 2 Grandmaster traits doing the same thing is a bad idea.

Suggestion for new Deathly Chill

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Brujeria.7536

More like:

Deathly Chill:
Chilling a foe causes damage and 1 second of slow.
Enemies you chill are also cursed with deathly chill for 3 seconds. The next time they dodge their legs break causing them to fail the dodge and get knocked down taking damage and ending this effect. 5 second icd per target.

Necromancer Axe 2 Bug

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Posted by: Brujeria.7536

Brujeria.7536

I don’t know if this is intended. If an enemy dodges prior or while this skill is cast the target does not get any further damage when the evade frames end, even though the skill isnt finished.

Similar skills hitting in sequence like Ranger longbow 2, Mesmer sword 2, or Revenant sword 3 continue to hit for the remaining strikes in such a case.

Regarding Reaper & Design Philosophy

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Brujeria.7536

I tried the same thing a few days ago. You are right that the traitlines are not clear, some seem rather similar as well. And reaper isn’t really strong for the most part, currently its that chillfield onetrick for dps, it could be so much more. I’ll just copy what my idea for a traitline rework are here:

For me, the 3 themes im aiming for are:

  • Damage – Being a slow and deadly killer machine with good recovery
  • Chill – Being a master of debilitating conditions to deny escape and heavily hinder your enemies.
  • Tank – Being an unstoppable and sturdy danger to enemies.

Damage

  • Adept: Augury of Death – Reduce the cooldowns of your shouts. Your critical hits heal you for x% of the damage done. This heal is increased by y% for each vulnerability stack.
  • Master: Decimate Defenses: Striking a foe with vulnerability increases your critical hit chance. Applying vulnerability steals health – power scaling.
    * Grandmaster: Reapers Onslaught: Increases your crit damage by x%. Increases your attackspeed by y% when wielding a Greatsword or while you are in reaper shroud. Hitting an enemy below 33% health with Executioners Scythe is a guaranteed crit and deals double damage. If Gravedigger hits an enemy that is downed execute him.

Chill:

  • Adept: Chilling Nova: Now roots targets hit by this skill if they are already chilled.
  • Master: Chilling an enemy also causes x seconds of slow and weakness (icd)
  • Grandmaster: Bitter Chill: Chilled enemies deal 15% reduced damage. Chilled enemies are knocked down and take power damage (scaling) when they dodge. [Possibly damage for removing chill as well]

Tank

  • Adept: Deathly Advance: Reduces Shroud cooldown by 30%. Death’s Charge now casts 33% faster and has 3 charges
  • Master: Reapers Bullwark: Hitting a chilled foe generates 1% lifeforce. Overcapped Lifeforce is gained as a barrier. Lifeforce lost by natural decay in shroud is gained as barrier when you leave shroud.
  • Grandmaster: Unstoppable Abomination: Increases your thougness by x. Reduces incoming stuns and dazes by 50%. Incoming movement impairing conditions are converted to boons: Cripple = Swiftness, Root = Superspeed, Chill = Quickness, Slow =Alacrity (possibly icd to balance)

Some ideas might be too strong, but i guess you get the point what themes these traitlines and reaper in general should be about.

A Plague & Ghastly Breach concern.

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Posted by: Brujeria.7536

Brujeria.7536

Well they share some similarities. But i think they just need to tune it fully into a defensive tool. Make it a powerfull “ohshit” button.

Let it pulse protection, resistance and stability to allies, slow and weakness to foes. It’s a stunbreak and while we are inside this dome we basicly are a sand shade, being immune to all damage and conditions. Keep the boon corrupt part as usual for these skills.

Scourge thoughts

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Posted by: Brujeria.7536

Brujeria.7536

Hi,

For those that dont know me let me attach some credibility to my name for a moment. I was on team ASAP Zerg, semi-pro esport team. Long time pvper and necro player. Just wanted to clarify that scourge is indeed too strong. The people defending it have no clue what they are saying. Im guessing they are going to nerf the burn damage. You press buttons and things just die when playing the scourge.

Every class presses buttons to make things die. Credibility comes natural, if the circumstances permit, by that statement you only show that your opinion is not any bit more important than from anybody else on this forum.

[Feedback]Path of Fire Elite Specialization Preview - August 18-20

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Posted by: Brujeria.7536

Brujeria.7536

Scourge Impressions

The concept is nicely done, you really feel like a battlefield “operator” creating zones to support or punish with shades.

The defensive side of the spec is too strictly tied to healingpower. On offensive builds the defense is basicly not existant.

You cant survive long under hard pressure, even when built for pure tank/support, so you can’t reliably support your allies.

Shade placement and the overall barrier sharing is too sluggish for the fast game pace. You cant quickly help allies at range like a druid or ele can.

Damage when specced for condi is bursty and high. No longer lasting application. It still has a lot of counterplay and investment for that damage.

Punishment skills are boring. I would trade the boon corrupts for more interesting things like more condi application, better defense, interaction with shades.

Traits are okay. Sand Savant feels like its there to make the minors work, its rather underwhelming.

Very good and meta changing in WvW zerging. Lifeforce gain is a huge problem given that you are so reliant on the shade skills. It also feels like we really lack another weapon option for condi, either dagger or staff would come to my mind.

Scourge summary

Very well done from the concept and visuals, the gameplay gets crippled through lifeforce gain, lacking weapon choices and the sluggish barrier application for allies. The old problem of surviving focus fire strikes scourge even harder than reaper or core necro.

Scourge suggestions:

Shade skills need to provide access to some form of defensive mechanics like blinds/weakness/protection/stability (only for the Scourge.) Maybe tied to sequence skills.

Sand Savant GM should share the minor effects with allies.

Torch 4 Add sequence skill to call the flame back, for the same effect + selfharm condis for F2 or transfer.

Torch 5 unblockable and less clumsy.

Heal Skill: Optional shadowstep to targeted shade before giving the barrier.

Portal: Instant cast

Dessicate: Add debuff with +% condi damage or duration

Snakes: Add a leash mechanic for better condi damage.

Trail: Let us draw an area on the ground to get a big damage / barrier effect if we finish it.

Scourge thoughts

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Posted by: Brujeria.7536

Brujeria.7536

Before we as for nerfs, we need to ask a few questions
Do we have any blocks ?
Do we have any evades?
Do we have any imunites?
Do we have any steath ?
Do we have any reflects ?

No we dont, thats why its easy to lock a necro, hes just going to absorve the damage.
Any other class have a few skills, that they know they are ok for a few seconds , waiting for a heal or just for desingage, thats huge.
Now we even lost our " 2nd hp bar"
If u are dead u cant do any damage, and its super easy to just target a necro, we are ment to be an atrition class right?, well i dont feel that way, what i feel is that every one just focus necro, cause its too easy to lock him.
Necro is the only class that cant play zerk amulet, because we have no way to negate damage, we need constant peeling if we use a zerk amulet.

So ,no i dont agree in nerfing dps from necros, i even think they should buff barriers, cause 1 or 2 secs its not so great when we are beeing focused.

None of this is an issue in WvW, though, where over the weekend we saw zergs running multiple Scourges that added significantly to their strength with boon corrupts, barriers and condi removal. We only had one scourge on our side and ended up melting to all the incoming condis. If nothing changes with Scourge before it goes live, it will be a mandatory trait line for WvW zergs and zerg busting.

Scourge seems just made for WvW zerging, really, but that game mode has never been a problem for necro. However the problem in PvP is: a support spec, like druid, former aura share ele or even support bunker guard from a long time back, can only support a theme if it can keep itself alive. You cant properly support your allies if you have to fight for your life.

Also, i think its damage in PvP really is okay. Yeah, its bursty and can be devastating, but really, any other class that specs for a lot of damage, can deal a lot of damage. even a vanilla staff ele, or cheesy builds like burn guard. The difference is how long can you stay alive, if you go full glasscannon? A warrior can this for an enormous time, while being flexible, even the more CC based weapons like hammer can deal a lot of damage.

Scourge does not really have that option. It can go for that bursty route, with some boonhate but thats it. A dedicated spellbreaker of thief / daredevil / deadeye can bring you down. Even a core longbow ranger can.

Also, the support from scourge, the defensive aspects of it like barrier are a lot “harder” to use like druids or ele support. Ele can mash buttons in a clutch and heals everything around them at a good range. A scourge has to set up for this, which can be a pain if youre getting focused.

People will learn that shades hurt over time. the only point ANet should balance around is the personal defense and the true “support” aspect of barriers. These are outshined by similar specs if you invest into them.

People crying about necros being strong

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Posted by: Brujeria.7536

Brujeria.7536

Told you scourge was strong.

And it really, really, is. Even if people move. My only hope is that it won’t get nerfed to oblivion. People are already crying for it to be nerfed, after all.

Its bursty, yeah. But people also cried and still cry about thief burst damage. It all depends on the situation. Once people learn to play against it all of the free kills are gone. Anyway, if you’re focused you’re dead. Unlike a thief, if you invest into that sweet damage you’re one hell of a sitting duck just waiting to be stunlocked and eaten alive.

PoF Elite Specializations - Feedback

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Posted by: Brujeria.7536

Brujeria.7536

Once people learn to not stand in the Sand Shades, I think you’ll find Scourge is really not very strong. Torch is fine, but the Punishment skills and survival tools are incredibly weak. Its only real defense is killing your opponent before they can kill you (which, admittedly, it’s very good at if they stand near a shade).

And then Scourges will adapt and place their shades to force you into a path you don’t want to go. And if you keep moving, good luck surviving intense torment stacks.

The damage is mostly tied to the shades, these are resources, the cooldown is 15 seconds per charge, that is kinda long. The game is fast moving and the range of these is rather low. In addition these replace the necro class mechanic and require a quite hefty amount of class resource to do anything.

So i think a class mechanic, limited by 2 separate resources, with a small, immobile range in such a movement heavy, quick game is allowed to deal damage if ignored and utilized well.

In addition to that, the condi duration is really low, so unless you screw up a lot and camp inside multiple skills you will mostly be able to recover. Especially because all of the damage is coming from only 2 conditions, which are easy to cleanse.

Main Hand Dagger Condi

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Posted by: Brujeria.7536

Brujeria.7536

I would like to see burning added to the third hit if Dhuumfire is traited.

Edit: Also, add 150 to 225 healing if dagger is traited.

I’d rather have traits that proc on F1 to also proc on staff to give that weapon a bit more of a purpose. But the idea of these traits additonally modify a certain weapon skill or AA is actually quite nice.

What is even point of BIG SHADE ?

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Posted by: Brujeria.7536

Brujeria.7536

I dont know about the big shade, it’s basicly just a quality of life thing… I mean multiple targets are only an issue in WvW. In raid you have 10 people, so 1 normal shade and yourself will be enough for the f2 barrier, the summon barrier will be of better use.

But you know, having a grandmaster only to make a master trait better is really a bit wasted.

What if they make the big shade share the half of your minor traits with your allies? That would give your raid 7,5% condi duration, 7,5% boon duration and 7,5% reduced damage. You would have to choose between Group Support or Personal Damage within the Grandmaster tier.

Scourge WvW Solo Roaming thoughts

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Posted by: Brujeria.7536

Brujeria.7536

I tested a lot of semi pure attribute combinations in WvW.

Apothecary: You can survive for a decent time, unless heavy focused, the support is okay, the shade cast time really limits a lot of things, you have some problems coming to “aid” people quickly with no mobility, 900 range and that cast time, for the sake of transfusion. You have a very hard time against long ranged foes / rangers / deadeyes. Even deadeyes are supposed to be less mobile, you will never touch them, unless they make a mistake.

Celestial:
Ok overall. You feel the loss of toughness, even with apothecary gear you got hit for perma 3k deadeye hits, this makes it worse. The damage is better, and you can adapt to situations better. You wont survive if you are focused by 2 or more players, you can down people in such a situation, if they dont pay much attention, but you will die in the process.

Dire / Viper / Trailblazer condi mash ups:

Very strong burst damage if people dont know what to do in combination with terror. Against decent foes with condi remove your damage will suffer a lot. You usually dont survive a thief / deadeye or a warrior / spellbreaker. Holosmiths are easy, most likely because people havent figured out how to include condi cleans into their build. If you can do your thing without getting noticed you can burst really hard, much like a burn guard.

In the best case its still the old necro problem: hard focus = dead in no time. In the worst case the defensive value of the shade skills are worth very little, the condi clean is always good, but the barrier is a waste of lifeforce without healing power.

Overall i think the payoff for picking defensive stats / healing power doenst pay off, you wont survive hard focus anyway. Against soft focus you do somewhat alright. The damage is all very bursty. No real long condi application.

Scourge Bug List

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Posted by: Brujeria.7536

Brujeria.7536

Oppressive Collapse:

Sometimes goes on the 3 interruption cooldown if you turn away / get stunned after the initial animation finishes.

Is this a problem for someone else? Like it has half a second aftercast that affects the finished cast.

Scourge Beta Feedback and Suggestions

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Posted by: Brujeria.7536

Brujeria.7536

I just add my suggestions here:

Torch

  • Harrowing Wave : Should get a sequence skill to call the wave back, causing conditions again, including the scourge. For synergy with the f2 and potential condi transfers.
  • Opressive Collaps : Unblockable, and castable while moving / without the need to face the target.

Punishment Skills:

  • Sand Flare: Should be a 900 range ground target. If you aim at a shade you port to that shade and provide the effects there, is you dont target a shade it works just like now.
  • Serpent Siphon: Should be an AoE Poison field that actually deals damage. Its weak right now.

Traits:

  • Sand Savant: Should share 50% of the minor trait effects with allies, providing 7,5% condi duration, boon duration and reduced damage.
  • Abrasive Gift: Ditch the might, add regeneration or blind.
  • Sadistic Searing: Replace the burn on shade summon with something different. You don’t pick these skills for their condi application, its makes no sense.
  • Nourishing Rot : Reduce icd to 2 seconds
  • Sadistic Searing reduce icd to 1 or remove icd in PvE only.

Shade Skills:

They need something defensive thats not hard limited to healing power, or condi remove. Like stability, protection, blind, weakness or mobility. Maybe in form of sequence skills, like OP mentioned.

Scourge Beta Feedback and Suggestions

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Posted by: Brujeria.7536

Brujeria.7536

And the whole barrier discussion here and anywhere is just short sided. Barrier is not just “the think that replaces necro shroud” it’s a new gameplay mechanic and we are NOT the only once getting access to it.

Barrier is too clumsy to use for scourge most of the times. If you see a low health ally you need to waste 0,75 seconds to cast the shade, you have to predict where hes moving because the range is so limited and then you have to get the timing right to prevent damage.

The decay is fine for classes that give that effect to themself, without the need to precast other skills and paying attention to your teammates. In the current literation the most barrier comes from placing a shade, and using a shade skill. If all people are clustered this isnt an issue, but this isn’t the case in pvp and isn’t the case in roaming, even in PvE this isnt the case some times as people need to split up or spread out. Its not like a druid that can instantly threw a few heals over there to that ally within 1200 range, its a delayed application, with a dimishing effect.

Either the effect must be much bigger, or the dimishing effect much lower to compensate. The application oi too sluggish for a rather fast paced game, at least IF you decently wanna support your allies with it. You get all the effects just fine, though, it’s very limiting for supporting allies.

(edited by Brujeria.7536)

Everyone is freaking immune....

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Posted by: Brujeria.7536

Brujeria.7536

Fights a warrior goes Immune twice
Fights a Guard goes immune twice
Fights an Engi goes immune twice
Fights a Freaken thief goes immune
Fights a mesmer goes immune
Fights a Ranger………….. ( no comment i barely ever see one in PvP lol )
Fights a Necro dies instantly they don’t even have a single block or anything lol

Im sick of this kitten……………….

Ranger get up to 15 seconds of immunity against power damage if they spec for it. That is without any gear investment whatsoever.

How's the scourge op???

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Posted by: Brujeria.7536

Brujeria.7536

NEWS FLASH: If you stand next to a Necro and their Sand Shades while they are in Sand Shroud, you’re going to get stacked up with conditions. You better either have Resistance or get away from them for the duration.

The only reason Scourge seems powerful is because people don’t understand what they are doing right now. It’s not as obvious as swinging a sword or turning into some shadowy raven creature with a big scythe.

The burst condition output is actually worse than a condi Reaper running Shouts, who could quickly stack up Bleed on you while covering it with spammed Chill, Vulnerability, Burning, and Blind on top of having about 28k health and a 23k Shroud bar that builds up REALLY quickly. You couldn’t easily step into melee range with something like that either, but they aren’t exactly regarded as the kings of PvP because they, like Shroud, are easy to shut down.

Here’s a hint: the same tactics that worked against Condi Reaper work against Scourge.

This sums up the entire PvP situation. People dont stand in a full zerk 100 blades, people dont stand in tempest overloads, people dont ignore thiefs on their backside. But people ignore standing inside shades.

I actually think the damage is intended, as its really not as bursty as a burn guard for example. Sure scourge plays a lot different because of that battlefield controll theme, but if you dont react to what is happening around you, and where you position yourself, you get damage. If that person invests into damage you die quickly. As simple as that.

Main Hand Dagger Condi

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Posted by: Brujeria.7536

Brujeria.7536

I disagree tho.

Clearly. The difference is that my opinion is based on how the game is intended to work; we can freely swap between a weapon that is optimized for condition damage and life force regen . Your’s is just based off of your desire to be given everything in one weapon.

Hm, I’d say your opinion is based on a lack of foresight and comprehension of how the game actually does work.

Really? So my understanding that you can swap weapons in the game to get the advantages of either one is a lack of comprehension and foresight? Like it wasn’t intended to work that way? That’s an interesting point of view given that’s exactly how the game has worked for the last 5 years … perhaps you want to explain yourself.

It’s funny that somehow the emergence of Scourge is making people call for a new melee condi weapon … almost like the last 5 years where life force was JUST as relevant to condi-build necro’s didn’t even exist!!! This trick isn’t going to work … it’s a clear case of asking for significant power creep at the expense of removing meaningful choices. Espec is not an evolution of power, it’s an alternate playstyle in a class.

The thing is with core necro condi build’s had the same problem building up lifeforce, but they didnt need it that much as the core necro skills suck for a condi build. It was mostly there to soak up damage and for the instant fear, of course you use the other skills too, but just because its better to use skills than to do nothing.

And yeah, we have the option to use a weapon with better life force gain, but why should this be an option? Does the warrior have a weapon that generates no or much much less adrenalin? Does the mesmer have a weapon without clones or phantasms?

The scourge plays different compared to the base necro, and base necro already has a very limited weapon choice, its basicly always Staff and X, and staff only because we don’t have a second weapon for the intended playstyle and staff is just in the middle of everything.

Limiting the weapon section further by this horribly lifeforce gain on skills is just deadly in terms of build variety.

Scourge - More vitality = More F2-F5 spam

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Posted by: Brujeria.7536

Brujeria.7536

More toughness= more effective hp for the barrier. Toughness also makes the heal skills and traits more valuable, but it hardens the LF gain.

More vitality = bigger hp pool, easier LF gain for scourge. It seems more like a tactical decision.

Scourge Bug List

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Posted by: Brujeria.7536

Brujeria.7536

  • Oppressive Collapse: Doesn’t grant might 90% of the time
  • Dessicate: Doens’t scale with enemies hit, it ALWAYS give 10% lifeforce and 5 stacks of might, even when not hitting anything.

Add if you find more.

Core Necro and Elite Specs.

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Posted by: Brujeria.7536

Brujeria.7536

I think no matter how well thought out the concept for the elite specs are the vanilla necro stuff is holding pretty much every current and potential new aspect back.

Our weapons lack a theme for the most part. We have no pure meele power or condition weapon set. We have no pure power or meele long ranged weapon set. Our weapon sets, for the most part lack an identity. Staff is used a lot across all builds because its the universal filler weapon. But our weapon sets dont give us reliable protection, no blocks, no good raw damage, no mobility. Focus doenst have a clear point, for power damage it’s too weak and gimmicky. Staff is a filler weapon. Dagger isn’t a dps weapon either. Scepter lacks a fitting offhand weapon thats good on its own, yes there is a small synergy with blood is power, but this added damage should come from the weapon skills. Utility skills should be just that – Utility, fine tuning your build with aspects you’re lacking, they shouldn’t make up for the lacking weapon damage or skills. We need more baseline weapons, with clear theme and synergy.

Our class mechanic is flawed in design. Lifeforce gain needs a revamp. We have way too many traits and utilities resolving around just getting shroud, a huge number of traits are centered around shroud, yet it feels more like an punishmen than a joy to build lifeforce up. The trait synergy with healing and life siphon needs to be normalized. We should have access to all skills and signet effects while being in shroud, baseline. The baseline shroud also feels like a knive in a gun fight, in the current state everything is faster, quicker, stronger, and we sit there, with an auto attack that takes 1,5 seconds total per shot while other classes, in the same time can burst and disengage. Our gap closer can be outrunned due to the sloppy projectile, fear in general is a bad CC effect. Lifeforce gain should mainly come from damage done, or hits done, not limited to certain skills or nearby deaths.

Our traits are bad. We lack the pure damage modifiers other classes get. We lack automated defenses. Our defensive line minors completly suck and 3 of our majors are centered around minions. No other class has 3 traits wasted for a single kind of utility skill. The effects of fear on CC and fear on down are bad, the cooldown is extreme, the effect most of the time doenst work thanks to the rising amount of stability, and resistance. We have traits for blind, fear and chill but not many skills that inflict these conditions. An absurd amount of traits are centered around deathshroud, affecting various aspects, without leaving us much of a choice if we dont build around that particular aspect. Curses, our “crit” line, has close to 0 synergy with power aspects, where as our “Spite” power line has no real power increase for our condition side, our Soul Reaping line feels like our defensive line, because our intended defensive line is basicly dead. And Blood Magic is basicly just there for the reduced well cooldown, it lacks any meaningful synergy for base necro, or reaper. Sure, its nice for Scourge, but it’s flawed in design. The siphon effects are abysmall low in scaling, even with heavy investment in healing power, likewise the damage aspect of these is equally bad.

Our Utility Skills are mostly on the long cooldown side. The entire minions are pretty bad unless you go strictly for a minion build, these dont give any utility at all. You cant pick Bone Fiend for a reliable root, because its not reliable, because it dies quick and the root is on a 50 second cooldown. The same thing is true for bone minions, these things should scale based on power of the necromancer. The well cooldowns are too high across the board. These are static in a very fluid and quick game. You don’t get the full effect out most of the times, yet the cooldown is incredibly high. The damage values are too low compared to similar skills, and the damage should in general come from our weapon skills. Epidemic got gutted and is essentially useless, by the time you stack enough condis to make it worth, the target is dead mid flight, causing no effect. And spectral skills have horribly high cooldowns and are attempting to fix our class resource problem, which shouldn’t be that much of a problem in the first place.

I think Anet really needs to take the time to revise the core class, because as it stands, no matter how cool or intuitive a elite spec is, there only is so much you can add for a single trait line, for a single set of utility skills and some weapon and profession skills. The core class is the fundament of every spec they build. All years of elite specialization work to come, won’t succeed if the core isn’t in a good state. Ele for example, as well as warriors, are in a very good state all the time, no matter what kind of elite spec they come up with, it will be good, and it will be worthwile. The necro specs aren’t any worse from the design or the idea behind them, its just the flawed base class that guts them.

Scourge synergies for minion masters please!

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Posted by: Brujeria.7536

Brujeria.7536

It wouldn’t break stuff. So yeah, make them count as minions for the purpose of traits, but dont give them health, that would break the skills.

Scourge Demo Weekend Feedback

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Posted by: Brujeria.7536

Brujeria.7536

1. No stability

You can trait for it in Soul Reaping = use F5 to “Enter shroud”.

2. No gap closer

Portal is a shadowstep. It’s the best movement ability in the game bar none. Scourges can’t complain about this now.

3. Barrier < Traditional Shroud

Barrier varies depending on Healing Power, so I guess it’s supposed to be weak on DPS builds.

One stab every 20 – 14 seconds is nothing and wont help in any x VS x scenario.

Portal is the only shadowstep in the game with a cast time. You can cross 75% of its potential range while simply moving, instead of casting, leaving you with a net gain of like 200 range.

Barrier is the exchange for our deathshroud, and is useless without any heavy investment in healing power.

We lose so much, for nothing valuable in exchange

Power Scourge

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Posted by: Brujeria.7536

Brujeria.7536

It weirdly does work, and you have lesser issues to build lifeforce if you go a bit tanky, dagger is better for this than scepter. There is also a weird mix you can play with Transfusion, Spiteful Spirit and Feed from Corruption that gives you a pretty nice amount of boons with axe and dagger mainhands.

Main Hand Dagger Condi

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Posted by: Brujeria.7536

Brujeria.7536

I usually dont like that solution much as it further softens the identity of the weapon, but yeah, condi and maybe a small life siphon on the chain would be cool for scourge, and a buff for core necro. I mean, a reaper wont pick dagger, he has a meele shroud and a greatsword that is superior. It would only really benefit base necro.

I love the scourge

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Posted by: Brujeria.7536

Brujeria.7536

I think the problem is the cast time and the small effect range untraited and the 900 cast range makes it extremely clunky to use. It does not feel viable to cast it somewhere to get a quick aoe fear at range off.

Also the minor traits all rely on having these shades up, you can only keep these up with the sand savant trait. If you dont pick it, you’re screwed, and thats bad.

Sand Savant trait itself actually.. It doenst add any power. As much as i like its concept, its nothing more than a quality of life improvement.