It’s a mobility skill, people wanted mobility, now you want the ability to cancel the mobility? Fickle crowd.
I don’t think it was meant to be something to hit people with, but rather a gap closer. You’re not supposed to use it at melee range, you use it when the enemy is trying to get away from you.
Path of corruption wants to have a discussion with you.
SIMPLE FIX:
If you move, the dash ends and you do the final explosion, skipping the animation.
Just like blurred frenzy ends if you try to move.
Only the last strike that blinds should corrupt boons iirc. Its also very hard to land because of how the skill works but the potential is there.
If that’s the case…i’ll be disappointed becuase it’s quite hard to land.
Maybe superior positioning can make up for that tho.
RS#2 has kitten cooldown, i believe it can multihit too.
So every 5 seconds, you can corrupt 2 – 6 boons. (assuming you can be very lucky and hit 3 times with it, if it can’t multihit it’s “just” 2 boons every 5 seconds)
I’m not even mad! Bring it!
If i buy the HoT during the weekend...
in Guild Wars 2: Heart of Thorns
Posted by: ButterOfDeath.2873
…Would i still be able to join the event even tho it already started?
Signet of undeath:
We don’t need a res niche utility because we have transfusion.
Passive: keep as it is. Active: your life force can’t decrease or increase for X seconds. breaks stuns.
Minions:
Fixing the ai is apparently not possible, just make them permanently super fast and give their attacks an insane range. However, minions attack only when close (for example blood fiend will only attack at the current range, but the attack itself would land even in-between walls and from even 2k units away, so we can make sure that they can attack more reliably).
Axe:
more damage on 1, a little more on 2.
axe 3 is a blast finisher.
Focus:
heavily reduced cast times
Staff:
- low cast time, big aftercast (0.25 cast time, 0.75 aftercast, instead of 1s cast and 0aftercast) total dps unchanged, harder to blind. Make the projectile faster.
- applies 1 extra bleed
Scepter:
Improve the auto’s condis.
- needs to apply more/better conditions.
- needs to be unblockable and strikes twice in a very short time: the first hit deals 1 damage or so, it clears blinds, the second is the same ability but unblockable. Condi builds with scepter have life force issues so at least make so the life force gained is consistent.
Dagger:
- projectile finisher
- blast finisher
warhorn:
- blast finisher
Cooldown lowered by 5-ish seconds on well of darkness.
Asura, always.
Eles, mesmer, necros, thieves all fit Asuras perfectly.
Here’s my main.
Head: demon masque
Shoulder: hipster scarf
chest: vestments of the lich
hands: carapace gloves
leggings: council ministry hose
feet: walkers of the lich
Alternative swag outfit:
same head n shoulder
conjurer chest
carapace gloves
student’s leggings
any fitting boots
This is how it looks: http://i.imgur.com/Y8djbSc.png
(i messed up my leggings’ colors but whatever)
And here i come to the rescue!
Asuras use their title as a second name, for example Infiltrator Kepp, Savant Shrodd, etc.
Abyx is a fine first name, all you need to do is add a second name.
This way, you could even name your asura after a very known name, such as Zojja or Keppa, while having an even more correct name.A few examples (there are many job title lists on the web btw, just google it):
Apprentice Abyx
Savant Abyx
Peacemaker Abyx
Infiltrator Abyx
Revenant Abyx
any crafting profession Abyx
any of the three colleges’ disciplines AbyxHopefully this helps you ;D
those are pretty awful titles to put behind a name, asurans used their accomplishments as their titles, and it wasn’t always prefixes like that, also asurans have no last names
Of course they’re just examples, go with whatever you find fitting. >_>’
And here i come to the rescue!
Asuras use their title as a second name, for example Infiltrator Kepp, Savant Shrodd, etc.
Abyx is a fine first name, all you need to do is add a second name.
This way, you could even name your asura after a very known name, such as Zojja or Keppa, while having an even more correct name.
A few examples (there are many job title lists on the web btw, just google it):
Apprentice Abyx
Savant Abyx
Peacemaker Abyx
Infiltrator Abyx
Revenant Abyx
any crafting profession Abyx
any of the three colleges’ disciplines Abyx
Hopefully this helps you ;D
I like a lot of the ideas posted here, but I have not seen (forgive me if it is here already) any mention of Life Blast as a Projectile Finisher. It just seems like an oversight that it is not already.
It has been mentioned a few times in the replies, i believe it truly makes sense but the OP is way too close to the character limit to edit it anymore so i can’t add it.
It’s a good suggestion tho, slow cast time, big and fat projectile, it really should be.
But then i wonder why ele’s fireballs arent a finisher. x)
@ButterOfDeath
if you make life blast 0.5 cast, you obviously adjust the power to make up for it (so basically half the damage in half the time). That is the best way to harmonize with underwater shroud and reaper shroud who both have 1/2s cast. I do not think dhuumfire would be overpowered, it is just underpowered right now.
The actual life blast gets a much better base damage plus 1.4 power scaling when up close.
At the price of a grandmaster you double your attack speed and swap the extra damage (from 1.4 scaling to 1, quite less base damage) for a condi transfer.
It’s powerful but GM worthy.
If a 1/2 cast time life blast exists which doesn’t replace dhuumfire, i can see it being hard to balance.
edit
Ofc unless it’s made baseline.
Signet of Undeath: Signet Passive. Gain 1% Life Force whenever you use a skill while in combat. Signet Active. Strike nearby foes for very low damage. For 6 seconds, your Life Force will neither degenerate nor will it be reduced by damage. 60 second cooldown.
Bam. Active defense that uses shroud.
I’m unsure about the active, it might be a little too strong (it’s the same as giving thieves more initiative, you gotta be careful with that), maybe a 1s ICD would make me feel more safe.
Aside that, the active is pure genius, the 60s cooldown can be compared with endure pain, however it lasts 2 seconds more and grants a good passive at the cost of requiring you to have shroud ready and at least 10% lf.
With transfusion i don’t feel like we’d ever need a revive utility anyway
I like this so much i’ll immediatly add it to the OP.
edit
No way, it’d exceed the character limit. I’ll add it to the reddit discussion tho!
(it’s third most popular atm!:D:D necro hype!)
(edited by ButterOfDeath.2873)
1) make life blast a 0.5 cast time. That’s the only way to balance the various DS-1 traits. This will automatically make dhuumfire stronger.
Making life blast a 0.5s casting time ability would uberbuff power necro tho and dhuumfire risks being too powerful.
As i mentioned i’d prefer changing dhuumfire to give us plague blast.
Still 1/2 cast time, each hit transfers one condition and we lose the close range damage bonus. Useful for hybrid, useful for power(still a damage increase), useful for tanks (condi transfer) and useful for hybrid, while retaining the “king of conditions” and “controls opponents” theme. Also it’d become weaker against power professions as they don’t stack damaging conditions to us and it’d interact well with MoC.
-snip-
Golden suggestions, really thank you for chiming in.
Maybe a little too many finishers tho, blood mark shouldn’t bee a blast finisher imo.
The necromancer has plenty of team support in the blood line now, and we don’t need mobility, blocks, or projectile reflects. Those are the guardian’s qualities. I’d honestly say the only thing we lack is reliable access to stability.
I think this is a pretty important thing to consider.
I see a lot of suggestions that want to move us in the direction of what is basically another professions qualities. I know that currently the necromancer’s personally doesn’t really fit into the game too well. But I think it still can be solved without basically diluting the necromancers identity.
Regarding PvP I think the changes should be careful, as necromancers aren’t TOO far off. And it’s still a bit unclear how the new Reaper spec will handle in PvP for Necro.
Regarding PvE I think changes should be twofold.
First of all PvE itself has to undergo some changes. I really really hope that ANet designs it’s PvE content so that it requires more finesse. Necromancers are pretty sustainable and offer some sustainability to the rest of the group. On top of that we’re really good at buff/debuff management (stripping and corrupting opponents boons / transferring our party’s conditions / etc).
I think if ANet would play in on that a little bit more, make fights last longer and make mobs utilize buffs/debuffs more; that necromancer would find a spot much easier.
I don’t think any made suggestion (save for maybe a complete profession overhaul), is going to have enough effect if the dynamic of PvE content doesn’t undergo some sort of change.Second of all, I think necromancer should offer more team support; but in a way that fits the necromancer style. Guild Wars 1 had some amazing good necromancer support that we can easily draw ideas from. The new Vampiric Aura is a step in the right direction, but it needs iteration.
Personally I would like to see easier accessible blast finishers for the necro, just 1 or 2 would do.Last but not least. I think there are some general changes that need to happen.
Axe should get some more identity (something that is frequently mentioned in this topic and other topics). Initially it was suppose to the be the power direct damage weapon of choice, but we all know that dagger has taken that position.
Well, stability does fit the necro’s and reaper’s idea of unstoppable but slow force, projectile blocks fit the theme too, especially the corrosive poison cloud utility (literally it’s corrosive!), one/two long cooldown shadowsteps may fit due to necromancers dealing with shadows at least a little.
But aside that no might stacking/buffing auras/similiar ideas have been suggested, i feel like we’ve all stood true to necro’s theme.
Regarding axe’s identity, i’d either suggest a supporty or a hybrid role.
In the first case we might need something more than vulnerability, a cripple and one boon strip, while in the second case we could use some conditions.
The chain axe1 idea was cool, axe2 inflicting aoe vuln at the end seems cool and axe 3 isn’t that bad for the support role.
As for the hybrid role we just need to attach some poison/bleeding and we’re done pretty much. ofc IMO.
Necros believe they’re so skilled that they need to handicap themselves to give opponents a fair chance of winning.
…Yeah, i’m obviously joking.
The necromancer has plenty of team support in the blood line now, and we don’t need mobility, blocks, or projectile reflects. Those are the guardian’s qualities. I’d honestly say the only thing we lack is reliable access to stability.
Axe doesn’t need damage, what it really needs is more identity. It seems like they’re making Axe a sort of support weapon that hinders the enemy, so I think they should expand on that. Some examples:
-change the axe auto attack into a psuedo-chain. Have one part of the chain apply vulnerability, and have another part of the chain apply weakness.
Rending Claws: Same as it currently is, shorter cast time (down to 3/4s cast time)
->
Ripping Claws: A moderate damage single slash that applies weakness (1/2s cast time)-Alternatively, Make it so Ghastly Claws applies a burst of weakness at the end of the channel in a small AOE, with a ghostly green energy animation to indicate it.
-Focus is a great weapon paired with the Axe as they both have the mainstay of boon removal and applying vulnerability. If Axe is made better focus might be used more often as well. If Focus is really considered so weak, change spiteful talisman as that 5% when the enemy has no boons rarely applies.
Spiteful Talisman: reduce focus skill recharge by 20%, spinal shivers now corrupts boons.
-The ICD of spiteful spirits is only an issue if you run it without the unholy fervor trait, or if you take the speed of shadows trait. It’s obviously designed to be used with unholy fervor, which makes it so that it activates every time you enter DS. Spiteful spirit’s effect is also nothing to scoff at as it gives you AOE cripple, boon corruption, and plenty of retaliation.
I mentioned projectiles block, not block in general, it would fit the necro! Just think of corrosive poison cloud, it makes sense that it would destroy projectiles.
Aside that, i love the spiteful talisman suggestion and the axe 1 chain idea feels good.
However i disagree with having an icd on spiteful spirits, it has an anti synergy with the recharge trait of shroud and even then shroud is 10s cooldown, popping it too early makes you wait 20s or more.
This is great! A lot of these are exactly what I thought Anet would implement in the future but just never happened.
Personally I’d like to suggest an Unholy Feast remake instead of a Spiteful Spirit remake. Unholy Feast is thematically unsuited for Axe because it’s a single-target ranged damage weapon but it has an ability that grants Retaliation, something more akin to a melee tank weapon. Also, it’s not a very useful ability in any game mode. If Unholy Feast could be buffed/remade there is no need to change Spiteful Spirit like the above posts suggests – basically killing two birds with one stone.
My personal suggestions for Unholy Feast:
- add a Blast Finisher
- drop the cast time to 3/4
- remove Retaliation component
- give Spiteful Spirit a flat 6-second Retaliation in addition to the current effect
Actually i kinda like the current axe as a tank weapon, especially with cleric gear.
axe 2 provides life force more reliably and quickly than dagger 1 chain (IMO), it has boon stripping and retail scales off power.
However i truly do agree with it being a blast finisher and the lowered casting time.
What if unholy feast prioritized might? That’d turn the boon strip into an actually fearsome tool. Fitting.
While I agree with most of the changes, this is honestly a short list. You leave out a lot of traits that are problematic still (Terrifying Descent, Soul Comprehension), you leave out how important our finisher situation is, our lack of defensive mechanics that can be used to negate skills, the need for more anti-mobility, better LF generation on condition sets, signets working through DS as well as our traits/regen, minion AI and active skill fixes, and maybe some other things.
I did because i felt like the points i proposed are more compelling to me.
If you have more suggestions, please go ahead! I didn’t even have an issue with soul comprehension because i didn’t pay attention to it myself, but maybe you know a quality of life change that we may all benefit from knowing!
Sharing is caring! ;D
https://www.reddit.com/r/Guildwars2/comments/3aghyy/graphics_necromancer_changes/
It’s already been discussed, I made a whole thread both on forums and on reddit with compilations of various changes by myself and others – in graphics and easiest-to-read fashion.
That would be it for my insight on things. Won’t link another 1000 suggestions, since they don’t seem to care or read it, but there you go!
I love the feast of souls trait (when you gain LF, 30% of the amount is given as heal to allies nearby)
Many of those suggestions are golden, plus the effort of making all the images!
11/10 buddy! Ty for sharing them!
(edited by ButterOfDeath.2873)
From a PvE point of view, I think that if you’re able to return 2 whisps alone in swamp, you don’t lack of mobility.
Teleport is a defensive mecanic to avoid damage.
As a necromancer, you can switch into Death Shroud to take damage.
If you think teleport is an offensive mecanic then you can use Dark Path (15 sec CD).Vampiric aura’s support is fine.
Look at virtue of resolve, it heals for 100hp every 3 sec.
Unless you use very slow weapons, Vampiric aura is better than virtue of resolve.An elementalist sitting in water won’t do any dps.
Again, I focus on PvE as I think we don’t need a lot of things to be viable in a party.ALL Balance changes are PvP oriented + PvE has computer preprogrammed mobs that are too easy atm.
If you balance only for a PvP purpose, you’ll let some class behind in PvE.
How many of necromancers have been kick from a dungeon party or had to switch to an other class?The balance I purpose won’t suddently make the necromancer overpowered in PvE or in PvP, it’s just little adjustement that won’t hurt a lot and let necro shine a little in dungeons / fractals.
An ele sitting in water hitting 1 once will deal more damage than quite a few seconds of vampiric aura, plus the ele can just swap to fire, provide fire fields, swap to earth, provide might and much more, while still dps’ing.
Then whenever needed, just swap to water, dodge if you have evasive arcana, and swap back to another attunement, you don’t need to stay in water at all.
Your suggestion regarding wells is very appreciated and wouldn’t even conflict with any other suggestion as nobody suggested a change to the vampiric wells trait, so what’s the problem?
The biggest thing Necros are missing is scaleable defense.
We need some type of activated short duration immunity.
Actually, if any changes such as those or mobility will be applied, i think signet of undeath should take the hit.
Nobody enjoys the active, the passive is barely decent, we could make it a 75s cooldown endure pain with a small 600 range blink bundled together.
What the necromancer is missing
- Projectile reflects, blocks
- Mobility
- Forms of team support
The OP seems very sPvP/WvW oriented.
- Mobility :
Flesh wurm, 25% signet, 25% traited dagger, spectral walk.
- Forms of team support :
Vampiric aura, Wells, Life transfert, Blood is power (for might).
- Projectile reflects, blocks :
Death shroud can absorb damages.To me, if you want to buff the necromancer in a PvE and make it viable in a group, Arenanet has to tweak wells :
- Increase CD reduction from -20% to -33% on Vampiric Rituals.
It will both boost up necromancer’s damage and team support.
- Well of power pulse stability and last longer.
With a reduced CD (50-33% = 34 sec), this well should last at least 6 sec to be balanced with a traited guard (hallowed ground / master of consecration ).
Flesh wurm has a long cast time and can be killed.
Spectral walk doesn’t bring you out of danger in an immediate fashion.
Movement speed isn’t a problem, especially since the signet’s active is very neat too, we just need one little shadowstep/rush.
Vampiric aura’s support is actually very very low, the damage and heals given are incredibly bad, yet it’s kinda fitting so leave it i guess.
Life transfer is actually really good.
Blood is power is actually fine, it’s almost as good as 3 fire field blast finishers.
But aside that and some condi cleanse, we really don’t bring much at all! Compare those three traits/utilities with let’s say an elementalist sitting in water attunement doing dodges only, he’s already out-supporting us lol!
I agree with the vampiric rituals change, 33% seems much more fitting for a grandmaster.
ANet aren’t interested.
They ignore suggestion threads, whine threads and everything in between. They have their own balance agenda (as witnessed by the years in which necro is useless in PvE) and will make decisions without explanation or apparently sense (chilling darkness).
I’m not trying to kitten post here, or make you feel bad. It’s just that ANet have repeatedly demonstrated that they do not read these forums, that they do not care for our opinion, and that they will act without communicating with the community or taking on feedback.
At this point, if you’ve not realised that then there’s something deeply wrong.
That’s not to say discussing it with other players isn’t a fun distraction, but suggestions threads like this won’t change a thing. Time better spent working out if you can discover a meta build or something.
Since release i’ve never seen a truly big discussion thread regarding the necros, while some threads like the kits hobo sacks discussion lived for 2 years.
It’s not a matter of them not caring, i believe they secretly check here from time to time, it’s about having a big enough discussion to actually propose these suggestions.
Also, necros’ subforum is often bloated with sadness and rant, much less than other professions overall, now imagine you’re one of the devs who decided to apply the chilling darkness nerf and have yourself insulted that badly from the community for a trait rarely anybody picked. It could be fixed in one/two weeks, with the next balance patch, yet many got personal.
I’d love to see much more synergy between the player base and the developers, i’d love to see them asking us opinions, especially on upcoming changes and i’d love the player base to successfully deliver those opinions in a civil way.
If we keep being pessimistic and ranting, we can’t except the devs to collaborate with us, if we do the first step then at least it’s not our fault and we might leave the developers more prone to collaborate. Plus it’s funny to do really, i like to come up with ideas.
If they want Reaper to be anywhere close to viable in WvW, we have to have a utility that gives us access to multiple stacks of stability on a reasonable cooldown.
My suggestion, remake the shout that creates jagged horrors (which is completely useless) into a shout that grants stabilty based on targets hit or something similar.
If it requires targets hit to give stability, it has to have a reasonable cooldown, like 60 seconds. Otherwise a longer cooldown but 100% of the stability stacks regardless of amount of targets hit.
Without reliable self stability, the Reaper will useless.
Shroud 3 will grant stability.
Plus the “same stability regardless of targets” goes against the mechanics of all other reaper shouts, so i’m afraid they wouldn’t do it.
I agree to most of these changes, even if some might be a bit overtuned they are good as ideas for what we generaly want and need.
I was doing some something somilar privatly, but I was theorycrafting with making wells similar to warriors banners, large AoE but nerfed damage and slightly nerfed effects. It would mean that in boss fights or capture points in PvP the wells are more powerful and hard to evade, but bursting people with them are no longer possible. It could solve some of the mobility problems of the necro if it would force enemies who would want to fight the necro stand in the wells, making them quite powerfull. But that is just some theorycrafting that many might not agree with.
I believe the cool thing of wells is to have them “carve kitten in the ground where you die immediatly mwuahaha” kind of.
I do personally prefer versatility over raw power, which is why i like your opinion, but then they would have a big discrepancy with mesmer’s wells in general regards: low radius vs big radius, nerfed effects vs butt clench areas.
Instead, you should go for the immob route: Grant wells a low duration immob to have 1-2 ticks proc, while you calmly cast your dagger 3.
Let’s say that unyielding blast becomes baseline and the trait it replaces becomes: “Wells apply 1s of immob the first time they hit an enemy/when cast”.
Or apply that effect to spiteful spirit as it fits the trait line much better.
That may not help during boss fights, but then opponents must respect our wells even more…while being consistent with how wells generally work.
I’m against outright filling in our gaps; every class should have and needs weaknesses/drawbacks. For example, I don’t think we should be given tons of mobility, but instead give us better ways to stand and fight (so more stability options, maybe a trait that adds 1 sec of stability when we use a spectral skill, or move the stability in DS trait to a diff. line so I don’t have to pick between that and 50% crit). Instead they should improve the things we already have, especially when it comes to our weapon skills.
I agree with you, that’s why i suggested to give shadowsteps to big cooldowns, such as signet of undeath which we never use and plague.
A tiny little of projectile block/reflect is required, necro’s the only profession that has zero, thieves for example have smoke screen and the elite spin, that’s very little but enough.
Also, that’s why i’m suggesting to make the debuffs of MoC much much harder to bear instead of reducing them.
(edited by ButterOfDeath.2873)
The best use of pets is Unholy Martyr and necromantic corruption.
NC will make pets pull your conditions like mad, while UM will transfer them back to you for A TON of life force.
If they happen to casually bug out and stay away from the enemy, awesome!
If i could use a 0 damage invincible minion i’d pick 5 of those. ;D
Greetings, after the recent changes and since anet stated they’ll release a balance patch every week or two, i’ve decided to start this thread to constructively talk about necromancer’s balance.
Here i’ll leave a few points i feel important regarding the current balance of the necromancer and a few of my suggestions to get the discussion going, i’ll try to keep the suggestions as close as possible to being made (such as changing stats instead of editing a behaviour) .
What the necromancer is missing
- Projectile reflects, blocks
- Mobility
- Reliable access to stability
- Forms of team support
Issues regarding weapon sets
- Axe damage feels underwhelming
- Staff applies too little damaging conditions and the auto attack feels clunky, this turns this weapon as an utility set rather than a proper tool, due to this we also lack a reliable long range option to hurt our opponents
- Scepter’s life force generation is low and tied to a single hitting ability
- Focus is rarely used in any pvp scenario as warhorn and dagger are usually better
Issues regarding traits
- Spiteful spirit feels underwhelming, both due the ICD and the “meh” effect, it’ll never compete with the other two GMs as it is
- Lingering curse isn’t worth a GM
- Dhuumfire’s effect is not good enough, either make it apply two stacks or increase the duration by alot
- Of course, chilling darkness.
My suggestions
- Axe
Increase the damage of axe 1 and axe 2, make axe 1 deal AoE damage around the target hitting up to 3 enemies (aka cleave) or improve the debuffs/damage further, axe 3 should be a blast finisher - Staff
Improve staff 1 cast speed and projectile speed, but increase the aftercast a little (so that the projectile is shot faster but we still have to wait the same time to shoot another), improve mark of blood’s bleeds. - Focus
Decrease cast times - Scepter
Make scepter 3 attack hit twice almost immediatly, the first strike deals close to no damage, while the second is the same as now and becomes unblockable.
This means that while the scepter will still be the slowest life force generation weapon, we can do it reliably through blinds and blocks. - Curses
Swap master of corruption and lingering curse. MoC gives heavy debuffs to us and applies 3 or 4 seconds of resistance, while the basic debuffs are low.
For example, the traited Blood Is Power gives us 2 stacks of bleeding and torment for 10 seconds.
The new trait could make it give us something like 5 stacks of torment and 5 stacks of bleeding for 10s instead, plus the resistance.
This allows us to pick both terror and MoC, while creating a new and unique gameplay which mirrors the devs’ idea of the profession, this way we can finally condi spike through inflicting debuffs on ourselves. - Spite
Spiteful spirit is underwhelming, the easiest fix is to give it no icd as it’s tied to DS.
However, many things can be done with this trait, for example:
When you corrupt a boon grant that boon to all nearby allies, with the same stacks and duration. Suddently we have a decent team support option which fits our theme!
or
Reflect/block projectiles (for X seconds?) while in death shroud and briefly while exiting. Maybe add a special condition such as making it active as long as you have a condition on you. - Soul reaping
Change dhuumfire to: Life blast becomes plague blast (with the ranged fixed to 1200)!
Is it good for power builds? Heck yeah, half cast time+condi transfer while losing the close range bonus is good.
Is it good for condition builds? Heck yeah, if we spec for condi damage this trait would allow us to retain the king of condition title which we long lost.
Is it good for hybrid builds? Absolutely, especially with path of corruption + MoC.
Can it be countered? Any power build counters this as a downside, which is perfectly fine as we can remedy that ourselves at a big cost.
Plus plague blast is already in the game, it requires little effort.
…Or just make dhuumfire apply 2 stacks or apply twice the duration.
Also make unyielding blast baseline, at least the pierce, then just improve the vuln stacking a little.
Regarding stability, reflects and mobility
- Corrosive poison cloud should block projectiles (corrodes em!
)
- Spectral walk and Spectral armor are perfect targets for some stability
- Spectral wall should reflect projectiles
- Well of darkness and well of power should do damage,maybe 5 seconds reduced cd?
- Well of power should pulse stability
- Blood fiend should heal us through shroud (926 heal every 3 seconds if it doesn’t bug at all) as it’s a very underused heal.
- Oh yeah, make chilling darkness’ icd apply to once per target, we won’t be able to pulse chill but we’ll be able to chill everyone once. That’d be fine already.
- Plague and signet of undeath’s active become shadowsteps! 120s+ cooldowns rarely used turned into REAL panic buttons.
Instead of limiting corruptions’ debuffs, why don’t we make them incredibly relevant plus resistance?
Example:
Blood is power
actual:
2 stacks of bleeding 10s
2 stacks of torment 10s
new:
5 stacks of bleeding 10s
5 stacks of torment 10s
3 seconds of resistance
or
additionally gain 3 extra stacks if you already have resistance, gain resistance.
(The difference is that you must use another corruption ability to make use of this)
Corruption is all about sharing the pain, however nobody is willing to transfer so few conditions.
Just make their debuffs VERY big and with VERY long durations (hey this could even be a good way to get burning?), pair it with a tiny little of resistance so we don’t instantly nuke ourselves and boom, now we have a reason to use those.
Just apply little conditions when untraited and insanely big ones when traited.
Fun fact: in theory it would even be balanced around the fact that while in a single trait we have 33% cdr and some resistance, we also really risk killing ourselves for a very big reward (get CC’ed > kill yourself)
I would LOVE to play something like that
I really wish there was a trait turning all minions to ranged or flying
And i really wish there was a trait turning all minions invulnerable at the cost of having them not attack at all…just for the sake of proccing the condi transfers and unholy martyr like crazy lol.
Guys the necro now can be delete.
1)We have only transfer condition so if they don’t put condition on us we are died.
2) You are speaking of guardian and Mesmer. Guardian have a lot of remove condition so they put on use fire we send it back and they remove it (their damage isn’t only for burning). Mesmer put on use a lot of condition and become invisible or every dodge reflect projectle (number 4 of dagger), I forgot now they remove condition.
3) We Befoure can win a battle versus a ranger. Try now!!! If the enemy player have a bit of experience (3 days) you can be a Veteran but with the necro you can’T even touch him.
4) Always the people speak of 1vs1 the problem we don’T play 1vs1 but 5vs5 so we are destinate to die. We don’t have any way to escape.
Take the Elementalist he hasn’T a lot of condition to put on his enemy,but just with that 2 or 3 condition he can easily kill a necro.Beep bop, l2p issue detected.
If you feel like that’s how it works and you play on EU servers, i’d be glad to do some friendly duels in pvp.
I’ll use necro, always starting with no life force and i won’t change build, while you can pick any build, profession and equipment of your choice.
If you’re interested just add me, worst case scenario we both have some fun with a healthy dose of duels. ;DSure we can do 1vs1 xD will be fun…
I don’t want speak to much. I know very well the necro and if you are conditioner you will not burst me down and the wrongest things that can happened to me is loose some healthy, go away, recharge it and kill youin any situation i’ll have invisibility and enough skill for escape. You can just die.
Win or loose, don’T change the fact that the Necromancer for the party don’T give nothing, mobility is zero, condition like bleeding, poison and other now do less damage than befoure, in a point in pvp if you are vs 3 your only hope is that the other crash Internet.
Added you, see ya ingame! ;3
You need a staff as it increases the damage you do in shroud if you enter it while having the staff equipped.
This is due the fact shroud only uses your offhand for damage calculations(or was it mainhand?).For pve, dagger/focus and dagger/warhorn are both good choices.
For pvp, dagger/focus is not the preferred choice.This, but as far as I know it’s actually because DS damage is based on the weapon stats themselves. 2h weapons have higher base stats than 1h weapons, and staff is the only necromancer 2h weapon. Previously a trait would actually boost axe damage to be comparable, so axe was useful for DS builds, but with specializations the functionality of it was changed, so.
When Reaper happens, greatsword will also be an alternative.
Of course greatsword will be the best choice for power necros running a shroud build
Guys the necro now can be delete.
1)We have only transfer condition so if they don’t put condition on us we are died.
2) You are speaking of guardian and Mesmer. Guardian have a lot of remove condition so they put on use fire we send it back and they remove it (their damage isn’t only for burning). Mesmer put on use a lot of condition and become invisible or every dodge reflect projectle (number 4 of dagger), I forgot now they remove condition.
3) We Befoure can win a battle versus a ranger. Try now!!! If the enemy player have a bit of experience (3 days) you can be a Veteran but with the necro you can’T even touch him.
4) Always the people speak of 1vs1 the problem we don’T play 1vs1 but 5vs5 so we are destinate to die. We don’t have any way to escape.
Take the Elementalist he hasn’T a lot of condition to put on his enemy,but just with that 2 or 3 condition he can easily kill a necro.
Beep bop, l2p issue detected.
If you feel like that’s how it works and you play on EU servers, i’d be glad to do some friendly duels in pvp.
I’ll use necro, always starting with no life force and i won’t change build, while you can pick any build, profession and equipment of your choice.
If you’re interested just add me, worst case scenario we both have some fun with a healthy dose of duels. ;D
https://forum-en.gw2archive.eu/forum/professions/necromancer/Build-The-Merciful-Toolbox/first#post5214108
Check my thread out.
Lotsa healing, tanking, all good stuff.
You need a staff as it increases the damage you do in shroud if you enter it while having the staff equipped.
This is due the fact shroud only uses your offhand for damage calculations(or was it mainhand?).
For pve, dagger/focus and dagger/warhorn are both good choices.
For pvp, dagger/focus is not the preferred choice.
Well, in this condition heavy enviroment i prefer to run with dagger offhand over warhorn.
But why is it so useful for MM? As you mentioned we already have enough CC to allow our minions to attack, the daze is very good but so is the condi transfer and i already regen big bulks of life force so i don’t require the extra LF gain off the warhorn 5.
So yeah, i’m losing swiftness in exchange of weakness and i’m swapping a daze for condi transfer.
In wvw, i’d surely pick the WH as mobility is too important, but in pvp i don’t mind being slow, especially since i have the 25% bonus speed while in shroud trait.
By the way, what i like about chill is the cooldown debuff as it is really detrimental for my opponents.
Any good thief who knows how to fight an ele will tell you how important it is to save the stolen skill for when they swap out of water.
Regarding immob, it is a very though condition to deal with, that’s for sure, however hard CCs have the capability of interrupting a skill/preventing skill casts.
This is a common explanation of hard CC which applies to many games.
For example stun, daze, knockdown, knockback, float and sink are all hard CCs.
Guardian/Mesmer will completely wreck a necro in a condition fight.
This is the sentence that spoiled you. The necro has terrible application, yes, but it should always win a condition fight.
Guardian stacks 15 burning on you > plague signet > instantly win.
Mesmer stacks 8 confusion, 10 torment and 5 burning > putrid mark > instantly win.
<class> stacks <tons of conditions> > putrid mark/plague signet/dagger 4 > instantly win.
All you need is one moment to target your opponent and transfer the condis.
Of course, if you’re condi vs something else, then you’ll do worse than another profession going condi as necro’s application is mediocre, that is a fair statement.
But as long as you’re against another condi user, you really should just win.
Soldier builds don’t have enough healing power to make healing minions worth it, 400 heal is absolutely meaningless when it doesn’t stack with other heals, and PVT MM won’t be getting good heals. So the most important thing is to stay alive and deal damage. The whole point of PVT is to be selfish, so yes obviously the selfish choice is best.
And in a soldier build you should have both axe and dagger, so that is irrelevant.
Well , but as you know, MM should also keep their minions alive as much as possible , that’s what sigil of water is for. Staff is much better than axe to keep them alive.
Sadly, it doesn’t matter unless you’re healing for thousands as zerker opponents will just chip them to death anyway.
You have more than enough CC that the 2 seconds of chill doesn’t come close to comparing to an extra dodge or 926 healing + damage.
The total hard-CC chain of an MM is:
12.5s of immobilize
1s knockdown
1.5-2.5s fear
2-3s daze
For a total of 17-19 seconds of hard CCOn top of that Locust Swarm is more than 100% cripple uptime, Dark Path is 33% chill uptime, Chillblains is 25% chill uptime, Flesh Golem is 83% cripple uptime, Unholy Feast is 33% cripple uptime.
There is no need for more soft CC on top of that.
Immob isn’t a hard CC.
That assumes you’re using dagger/wh, you don’t miss any hit and the enemy just collaborates.
If by chance you want offhand dagger and use mainhand axe plus a staff, the quick, immediate, pbAoE chill can do the difference.
It’s just preference really.
For SR MM
WH > D offhand
Cleric > Soldier
Bone Fiend > Bone Minions
FitG > Dumbfire
Soul Marks > Unyielding Blast
Unholy Sanctuary > Death Nova
Transfusion > Unholy Martyr
Leeching/Energy/Renewal sigils > anything
I feel like the recent yolo condi burst builds make D offhand much better, if you take axe/dagger main hand (of course this is for pvp) then you don’t need the extra life force.
Taking dhuumfire with 0 condi damage is a bad choice, especially since FitG is awesome now.
Speed of shadows is IMO better than soul marks, due to the recharge reduction and the movement speed.
Unholy Martyr is indeed better than transfusion for a pure MM build, even tho shorud 4 would fully heal all minions. The life force you gain is too extreme to pass up.
Due to that, i feel like unholy sanctuary is better than death nova if using clerics as it usually fills half my health in the usual 15-20 seconds i stay in shroud, plus it can be used with life from death to double heal when almost dead.
Death nova is very good too tho, but maybe it’s better for soldier.
Also, i feel like hydromancy is a viable alternative for the sigils as shill is a very helpful condition, both for you and your minions.
The minions only inherit your condition damage, condition duration and boon duration
This is not accurate, minions do not inherit any of your stats, but conditions they apply are treated as though you applied them in every way including traits.
Well that’s what the wiki says, if you get tons of precision they won’t crit more the same way that more power won’t make them hurt more. That’s what i meant.
-snip-
Cleric has 900 power instead of 1200, it is a noticeable difference but it’s not that big.
In my build i went full bunker, i only use the minions to passively deal damage, soak conditions and “exploit” unholy martyr to generate tons of life force.
Usually i just cycle between axe 2+condi transfer+resummon and shroud.
Which means the healing of unholy sanctuary deals most of the job to keep me alive, while unholy martyr fills my life force.
In my case i can endlessy fight vs two opponents for example today i had a 11 minute fight at the enemy treb against a cele engineer, we fought for about 3 minutes until the treb got destroyed with my AoE and he fell down, then a full zerker guardian kept me busy for 2-3 minutes (like you mentioned, he would just destroy the minions then attack me, yet i never risked death), up until the engineer came back with the repair kit (he even asked if i was still fighting and i had the time to stop and reply lol), repaired the treb and fought me together with the guardian. I had to pop the auto shroud to cast putrid mark once but then i almost healed back to full and we kept the fight going until my team was at 470 points. After which we just went to the clocktower and i died 1v5 xD.
If i was running soldier i might’ve killed the engi due to the 300 bonus power, but it’d cost me all that amazing healing power and thoughness! Moments like those are priceless lol.
By the way, blood fiend is tankier than the flesh golem (wtf right?) and even if he attacks twice, in my build, it cleanses conditions, gives life force and will heal me no less than 7k health in a 16 seconds cooldown, plus it deals damage and soaks some hits.
Since i don’t need any condi cleanse as i run staff/AxeDagger the fiend will serve me good.
However, for a more well rounded and healthy build which doesn’t aim to endlessy tank your opponents, i agree that soldier is a good choice.
Energy and Leeching by far
I’d not be sure about that as the minions benefit ALOT from CC, so chill might be a good option.
For sure it’s a viable option tho.
It might be worth it on a cleric mm, but that is literally the only build I can see it being really useful on since your making the most out of the healing by always have allies around you, I think it might be worth it on a strictly healing cleric mm.
Quoting you to add additional information before selecting this post as the answer.
Healing of life from death with cleric : 2810, affects 5 targets
Healing of life from death with soldier: 1010
Healing from vampiric presence with cleric : 40, affects you and 5 extra targets
Healing from vampiric presence with soldier: 34
Damage from vampiric presence with cleric : 37
Damage from vampiric presence with soldier: 38
Required number of hits to match the same healing
Cleric : 2810/40 = 70.25
Soldier: 1010/34 = 29.7
Extra damage when the same healing is achieved (on one affected target):
Soldier 29.7 hits = 38*29.7 = 1128.6
Cleric 70.25 hits = 37*70.25 = 2599.25
Cleric 29.7 hits = 37*29.7 = 1098.9
Life for death really isn’t that great…. even on clerics….. most people who think it’s good go with the omfg it’s a 3k heal every 7 seconds!
Yeah…. but it’s not…. it’s a 3k heal everytime you exit ds…. but that will not be 7 seconds or even 10 seconds unless and that heal will not be there when you need it most…. you’ll probably burn it when your still at full health and then get spiked before you can even use it again
However, i’m focusing on being a tank and i haven’t made the assumption of triggering it every 7 seconds!
To reach the same amount of healing I need to hit 70.25 times, which when i actually achieve that goal my minions will have attacked far less.
So really, it IS a loss in terms of healing when using cleric, however, is it good enough to choose it for the damage?
I’ve tried letting my blood fiend kill all 3 golems 2 times each, he only healed about 20-25% hp >.>
I feel like hydromancy and energy are the best ones.
water heals for 370 hp (550 with 1200 healing power) while frailty is not a bad choice.
Minions benefit a lot from CC, be it cripple chill or immob.
So hydromancy and ice are both good sigils.
I’m running a cleric amulet MM build and i’m deciding between those two traits.
vampiric presence grants me 40 health anytime i attack, same for 5 allies (which would be my minions most of the time).
However, life from death would heal 2810 whenever i exit out of death shroud.
To match the same amount of healing me and 4 more minions need to attack 70.25 times each.
However, with my build i stay in shroud mode most of the time, switching out only when 1v5’ing (heeh) or when i have to resummon minions.
Having each minion healing itself a little more means i don’t have to exit shroud to heal them, however by the time a single minion attacked 70 times (assuming it didn’t die in the process, which is not feasible) i would’ve switched in and out of death shroud already.
Plus the 2.8k healing burst is more effective for when i need to quickly clear condis as it may give me the time needed to cast putrid mark.
So the question is: do you believe that 37 bonus damage off of every hit is worth the loss of healing?
The minions only inherit your condition damage, condition duration and boon duration, all other stats are wasted for them.
Which means that their damage is fixed, however, since none of them applies a damaging condition except jagged horror and the wurm(only on the chain i believe) i don’t think it’s the best choice.
My choice of most important stats are: healing, thoughness and vitality, in that order.
Healing turns the blood fiend into a very good healer, plus it boosts by alot all vampiric traits, while thoughness > vitality as we have the highest base health of the game together with warriors, plus shroud.
Axe applies vuln, gives life force on demand (quite alot too) and converts boons to condis, plus applies retal which benefits from power.
Staff is an utility weapon, aside some bleeding and a little of poison there are no damaging traits (of course a second or two of fear if you run terror).
Scepter doesn’t have a high life force gain, the golem cripples already and the axe can do it as well.
Dagger benefits from the vampiric traits alot, can immobilize which is very very neat and the life force gained from the #1 chain is good.
Due to those reasons, i believe the best amulet for MM is cleric and in general power>condi for this kind of builds.
Well, scepter/x + staff necros have a hard time maintaining life force, lich form is dope for power necros and the golem is needed for minion builds.
My suggestion is a targeted long AoE blast that:
1) Gives some stacks of low-medium duration stability (we only have foot in the grave)
2) Applies some conditions in a burst and applies bonus conditions based on the situation.
For example, if the opponent has no conditions, it also applies extreme weakness, otherwise, it applies burning/poison/bleed/whatever for each condition already present.
3) Applies boons to you tuned to be offensive, such as some big might stacks and quickness OR it summons jagged horros(!).
4) Is a blast finisher.
5) Restores X life force for each enemy hit, or restores X+Y life force if only one enemy is hit.
For example it could look like this:
5 stability for 5 seconds
Medium-high power damage and high power coefficent.
10 stacks of bleeding for 10-15 seconds (?)
3 stacks of torment for 10-15 seconds (?)
25 stacks of vulnerability for 15-20 seconds if the target had no conditions when hit.
Otherwise 1 stack of burning for 5-10 seconds for each exisiting condition.
Grants 6 stacks of might for 10 seconds.
Restores 7% life force per target hit, maximum 5 targets hit.
If only one target is hit then you gain an extra 8% life force (thus 15%).
Blast finisher
1200 range 500 radius 120s-180s cooldown
Or maybe something like this:
5 stability for 5 seconds
Medium-high power damage and high power coefficent.
Summon 2 jagged horrors for each foe hit
Summon 3/4 jagged horrors if only one foe is hit
Grants 10 stacks of might for 15 seconds
Grants 7% life force for each foe hit
Grants 15% life force if only one foe is hit
Blast finisher
1200 range 500 radius 120s-180s cooldown
And it’d take the place of plague as a corruption ability.
It inflicts 1.5 seconds immob on yourself and you’re slowed for 3s with master of corruption.
This way we get a way to quickly regen life force with condi build, a possible way to summon jagged horrors, stability without foot in the grave and a way to complement condi builds.
If running a MM build, golem should still be better because it doesn’t die over time, doesn’t impair you and you likely won’t be able to use the bleed of the jagged horrors while you would benefit more from the golem’s knockdown.
However it may be better in celestial builds, which is good!
As for lich form, power builds don’t require the extra life force, lich #1 hurts too much to pass up and it can summon jagged horrors anyway, however this elite would provide burst damage, additional targets and might, so it can still be an option.
Of course it can be nerfed to lower the cooldown and it’d be glorious together with reaper’s jagged horror shout:D:D
http://gw2skills.net/editor/?vRAQNAW3YjM0QTN2WDe1A7NOoGKZAMAD7clb5ilWC1wJA-TJxHwABuIAILDEa/BAPBAA
This is what i’ve been running.
Since the minions have fixed damage and only inherit my condi damage, condi duration and boon duration stats, i’ve chosen to use the cleric amulet instead.
Due to this decision, I’m taking Life from death instead of vampiric presence.
Also i’m using axe to strip boons, apply retal to myself so i can squeeze my power a little more, apply vulnerability and regen life force at will without having to rely on a chain, plus it’s handy vs stealth as it’s a channel and i don’t really care if it’s interrupted.
Due to that i’m also picking blood bond over quickening thirst.
As for my personal experience with this build, it’s been amazing: The damage is fixed thus very high, the healing is dense and i can keep bouncing conditions between me and my minions to regen life force in bulk.
An example of this was a necromancer using blood is power against me then going into plague form. I just healed myself to full life and full life force thanks to that lol.
But really, try healing power as main stat, with the highest base health and lotsa life force we don’t need vitality and our minions don’t do condition damage.
So healing and thoughness are the two most important stats.
Something similiar happened to me in Courtyard playing as a full tank engineer, however it wasn’t vs a MM necro (but the opponents had 3/5 necros and 2 took the golem so…?).
I was sitting at 80% hp when i just got downed, no damage popped up, the combat log didn’t mention anything either.
Weird… x3
This is the build i’m running right now: http://intothemists.com/calc/?build=-Z70;2V2Gl0f6FQ-x0;9;4klm;0157156138;4Sk0;3CoF2CoF23V
Yes, it uses some “silly elixir gun rubbish” however.
The deal is to go to a point and keep your butt in there, forever, ever, ver, er.
The elixir gun is used for its #5 and #4 and rarely for the #3, nothing else, this provides condi cleanse, lotsa heal, retaliation and some neat damage. #3 is used when you need to bypass a reflect, need the poison or allies need the condi clear.
Elixir B and its toolbelt should be used whenever available (unless you know an opponent is going down soon, in that case you can save your toolbelt skill to secure the stomp).
And now the fun part: AED and slick shoes: together with gadgeteer these skills have a very low cooldown and are truly impactful.
Together with automated medical response, AED will be up whenever you need it and if you proc the big heal you’ll be returned to full hp.
Whenever you’re >40% hp (almost always) you can use gadgeteer to boost slick shoes.
The mortar gives me 4 different fields, healing and many many many projectile finishers.
Why auto attack with your rifle waiting for cooldowns when you could be using your mortar?
In short, between gadgeteer, Elixir gun’s 4 and 5, your rifle and your mortar, you should always be doing something.
Healing through two zerker opponents isn’t unrealistic with this build
But if you purely want your rifle/pistol/shield and nothing else…
Then try something like this: http://intothemists.com/calc/?build=-Z70;2V2lk0R-JRFx0;9;4kjm;0157147148;4LB0;3F-03F-035r
100% glass, 100% gadgets, 100% rifle
In this build, AED is almost always a full heal, the trick is about combo’ing all the gadgets together to survive/CC while dealing big strikes, it requires some training and it’s not forgiving.