Showing Posts For Dariroch.6482:
I like the idea of the attrition condition. I think i would rather it be a pbae spell that can’t be epidemic-ed. Epidemic is overused as it is and in this implementation would almost force people to use Epidemic which would be bad.
My contribution to this would be to make it a skill that increases your dps by a flat % for every second the condition is left on the target.
Pbae condition 5 target max. 40 second cooldown duration 10 seconds. For each second that the condition is left results in a 1 % dps increase. In the event of a cleanse the dps boost goes to 15% for the duration of the skill.
Normal Cleansed at 3 seconds
1. 1% 1. 2%
2. 2% 2. 4%
3. 3% 3. 6%
4. 4% 4. 15%
5. 5% 5. 15%
6. 6% 6. 15%
7. 7% 7. 15%
8. 8% 8. 15%
9. 9% 9. 15%
10. 10% 10. 15%
Something like this would help all specs of necromancer by forcing classes to think about condi removal, and choose when to use their removal wisely. It will make the mass condi clears have some drawback instead of none.
(edited by Dariroch.6482)
I have to say I agree with the OP. The benefits to drawback ratio for zerging is way out of whack. In the games current implementation with downed state and 5 aoe cap its way to hard for smaller numbers to beat larger numbers.
This is the first game of the kind that ive played that has a cap on aoe targets. If your stupid enough to stand in aoe you should be hit by it. If it means to nerf the suvivability of the elementalist to raise the cap or remove the cap I think it would be worth it. Face the reality a cloth wearing caster with insane dps shouldn’t have more survivability than a Warrior with heavy and twice as much hp.
The biggest problem for the whole zerg vs non zerg is the MAPS. The current maps are all pretty much one way in one way out. It is almost impossible to really flank a large zerg in any map. There is so little open field to actually get an ideal engagement against a zerg. The elevation changes are horrible for small groups. The amount of water in the center of the BL maps is WAAAY too much.. Lose the water make the whole center of the map be open and at least give smaller groups a chance to flank a zerg or give them a chance to get away if an engagement goes poorly.
There needs to be an equalizer between the zerg and non zerg. Bombing/extension style tactics can work awesome against zergs. The smaller groups just need some options to help implement their tactics instead of being force to go head on vs 2-3 times there numbers all the time.
Number #1 on my wish list for WVW would be a Darkness Falls (DAOC)-like dungeon in WVW, accessed from the regular game world, which has entrances on all 3 WVW servers but only 1 server is allowed access to it at a time. Access can be obtained by WVW objectives only, eg: whichever server holds the most of (SM + borderkeep garrisons). When ownership changes hands, it becomes a hotbed of PVP as the new owners clean out the old.
The important thing is to populate it with high-end PVE content/rewards, and keep it PVP-enabled so there is risk.
The Darkness Falls expansion is what killed DAoC.
I hope you mean Trials of Atlantis… beacause a lot of people loved Darkness falls. Having the incentive to have more keeps/ towers than your opponents for better PvE farming/ some really fun smaller scale pvp was awesome and fun at the same time.
The biggest problem with Necro’s especially on this forum is that Everyone wants to spec like a glass cannon and they get mad when they get killed in 3 seconds by a GC thief.
Get some toughness get some vitality and get back to reality that the necromancer can’t spec glass cannon and live vs other glass cannons with more mobility.
Have a nice day!
I play a tanky spec so thieves normally run away after they realize that they cant burst me down in 3 seconds. Its usually focus 5, focus 4, axe 3, axe 2, dagger 3, dagger 1 spam, wh 4 if they want to heal. Fear them when they fear you. I run wells apply protection and so if they insist on attacking you just use one well at a time and most will disengage long enough for you to get a heal off.
Mesmers and D/D Eles on the other hand are actually tough to 1v1.
I am happy none of the people in this thread aren’t on the balancing team lol.
Realistically, the best fix that could be made in terms of the class in my opinion would be to swap out Foul Current( trident #3 ability) with Dark Path (DS 2). The unrealiability of Dark Path is reducing the utility of our DS by 25% if it doesnt land. When you go against any player in pvp with 1/2 a brain will dodge/stealth/walk 2 feet from the path 90%+ of the time.
The poison field /weakness finisher would be amazing for pretty much any spec. As well as it would also give non scepter/ staff specs an access to the poison condition. The guaranteed mobility of the spell would give necromancers a much needed “consistant” gap closer/ space we so desperately need.
P.S. More finishers of any kind on a 600 range weapon or less would be awesome even on a long cooldown.
Necro’s depend on having to spec more defensively that other classes due to lack of mobility. By doing so it reduces our damage comaparitively to other classes in terms of “Burst” dps. If we play a more glass cannon style of play we have less utility to absorb/ mitigate high damage from other burst type classes.
We are the Jack of all trades class and unfortunatley master of none.
All that being said, I love this class! Even with some deficiencies.
I was almost hoping that skill might be something that would be rewarded. Instead it’s suppressed.
Thanks for answering. I would love to see a reason from Anet why they chose to do it this way.
“The amount of WXP you receive from defeating another player is directly related to how long the victim has been alive. Players who have recently been killed are potentially worth no points, while a player that has survived for a longer period of time is worth more.”
by Matt Witter on March 22, 2013
Is the amount of points each player worth going to be divided by how many people attack them? Or will every person who “tags” a poor soul getting zerged to death get full reward?
I know it would seem like common sense to divide it up, unfortunately common sense isn’t always so common.
52/100 for attrition. For us to be labeled this I think we need to be 80/100+. I’d be interested to see how people would rate thieves.
Math>me lol
I am thinking of trying something similar to this. I feel as a pure power necro our damage is too one dimensional and we can be more useful solo and in groups doing both power and condi damage. The hard part for me is to spec in curses. I play a 30 0 20 20 0. Axe focus staff. However with me not bothering with mh dagger anymore it may be time switch.
I was pretty disappointed with this webcast. My confidence in the balancing of this game is even lower than it was before. The Mesmer having problems with a necromancer was a troll attempt at best.
As far as what I think the balancing issues that remain for the necro are:
Ds 2 skill. This would be so much better as a ground targeted teleport like a shadow step. It would alleviate the lack of mobility we have and give us at least one escape option in a pinch.
Minion attacks or lack there of. In the current implementation of minions they won’t attack until you’ve been attacked. Please make them attack the target you attack. Mesmer clones and phantasms do it shouldn’t be that difficult. At least some passive aggressive defensive options for control would be nice. Hell they had it in DaoC 10+ years ago.
Dagger range and lack of cleave damage. Considering we have arguably the least mobility in the game a increase of range at least would help a ton. Cleave would be nice but I won’t hold my breath.
As far as builds go I feel that most are pretty balanced with the necromancer. I would really like to see the boon hate abilities be developed as I think that would be right up our alley.
I think nerfing shatter mesmers and d/d elementalists or making other builds viable within those classes will make the overall game experience better for everyone.
I completely agree with the OP. With the Necro you need to respec for every aspect of the game. Trying to find a build that is strong in more than one facet of the game is rare.
Compared to a Elementalist, throw 20-30pts in water 20-30 in arcane rest in any tree and you can do pretty much anything in any weapon configuration.
The lack of boons and damage increasing traits make this class a second rate class. One spell for fury off of a trait, One spell for stability through a trait.
If Elementalist skills were like Necro skills the elementalist when attuning to fire would apply burining on themself , blind them when they attune to air, cripple when attuning to earth, chill when attuning to water then it would be on par with the necromancers weapon skills and utilities.
Why are we the only class in the game that gets penalized for using utility skills? Blood is Power, Epidemic anyone?
I’m not even going to touch D/S
Of 3 different necromancers dueling 1v1 tonight, not one duel was won by any of them in 2 hours of dueling vs any class they faced.
It was probably the most demoralizing night of GW2 as a necro.
Please Anet give us some synergies that are useful. Buffing damage on one or two weapon skills isn’t going to make the class viable. Some combo finishers and fields and finishers would be nice too.
As a power Necro unless you’re with 5 people all the time this build is going to be squishy. I wouldn’t advise trying to solo with this build because you go down uber fast to 2-3 people which happens like 95% + wvw fights. If you have a set group that can keep you alive it might be viable.
I would probably tend to go toward Dagger/dagger axe/ focus for this kind of build though. The weakness and blind might be beneficial for this type of build.
I love 1v1ing someone who tries to cheese burst me. Evade once pop lich form and watch them die in 4-7 shots. :p
As a DaoC and Warhammer vet here I’d like to put my two cents in too.
I have mostly ran 1-8 person groups in my WvW/RvR experience. I have to say that I agree with most people that the maps are far too small for the amount of people in them. Also the map design is so vertical that once you’re in a area you have limited options to get away from the zerg. As cool as the maps are I think they need to expand the zones to at least 3 times the size and make them flatter so smaller groups can avoid the massive zergs.
I enjoy the combat system for the most part in this game besides the lack of being about to win an out numbered situation( in small scale combat of course). Realisticly the Battlegrounds of DaoC (Molvik, Liervik, Cathal Valley) are more similar GW2 sytle of WvW pvp than Daoc’s RvR. I think Anet can and should go much grander in the scheme of things when it comes to WvW.
As far kitten Tpvp its just a more basic version of Warhammer Scenario system just more pointless because you cant actually level up through it and the scenarios never change with level.
Overall though as a Solo player goes its not half bad because 70% of the time i can get a fight around a sentry somewhere on the map. Its just whether the person i fight comes alone or with 4-50 of this friends.
I think a New Frontiers style WvW would Increase the potential for WvW action 10 fold at least. If you dont know what i am talking about Youtube “New Frontiers Daoc” and remember this game is 12 years old.
Dari.
make axe damage cleave damage.
Problem solved.
Only a Necromancer has a melee weapon with no cleave mechanic.
Only a Necromancer has 4 weapons with NO Combo finishers or combo fields. Dagger MH, Axe, Focus, Warhorn.( I use all of these btw) <sad panda face>
Only a Necromancer has no way to easily disengage from a battle.
My thoughts on this match up….
I will be happy to see Kain go and move on to higher tiers.
Had some really tough 1v1 fights against some good players. Being a solo Necro on CD trying to avoid groups of 5-50 of Kain was troublesome. But I believe I’m a better player for playing against Kaineng.
Thank you and good luck against the big boys.
Darirox gimp necro of Crystal Desert.
P.S. Server transfers are awesome : )
Necromancer is probably the weakest profession in WvW at the moment.. Hopefully we get some buffs.
What is this I don’t even….
Necro condi bombs cover the world in badge farming insanity. Necros are AMAZING in group combat. Flat out terrain denying, hp dropping nuclear bombs in wvw.Well considering I was covering staff, and not the utilities (except for minions). Necromancer Epidemic is pure damage. No support. No control. We have no support other than our under-powered, huge cooldown wells.
There is no power build for Necro, there is no tanky build for Necro. We can provide extremely minor healing to our allies and we can only cure conditions with a 60 CD well with ticks 5 times and with an extremely buggy signet.
Not sure how you see 4 marks as being terrain denying and HP dropping nuclear bombs when all they do is 3 bleeds, a chill field and a potential area weakness, topped off with a 3/4 second fear..
Said like a condi necro that has never used any toughness, vitality, or weapon other than a scepter+ off hand dagger and staff. Nor would I expect that you’ve been in a group less than 5 people in your life in WvW : )
This build is better at aoe than you give it credit for especially if you use a 4th weapon. Dagger/Dagger
Axe Training + Sigil of Force is the same thing as Close to Death. Except all the time. And with faster cooldowns.
Yeah but it only affects the axe weapon. Close to Death affects every weapon.
The corrupted mobs in frostgorge drop tons of T5 claws and bones as well as some t6 bones and claws as well as the chance for corrupted lodestones.
I agree 100% with the OP.
Dagger main hand
1. great ability needs to have cleave damage though
2. good damage, with 400 toughness trait synergizes well
3. the only reason well builds are viable
Scepter
1. I think everyone knows the value of scepter skills seeing how 75% of people run scepter
2. good Cripple wish the duration was better. good for kiting.
3. good damage when you get some conditions applied. but overall meh
Dagger off hand.
4. I really havent used this weapon a whole lot. the condition transfer is nice but I really don’t have a lot of problems with conditions anyways.
5. AE weakness is great more conditions are always good.
Axe.
1. Pretty weak dps, but not as bad as most people make it out to be.
2. Pretty much the only way I kill thieves. ( channeled abilities hit stealthed targets) great dps.
3.The most antimesmer spell we have. Cast this then pop DS4= dead clones
Staff.
1. good for zerging but thats about it. Projectile still too slow.
2. With staff mastery can keep regen up 100% of the time but still meh
3.Ae Chill is great
4. Good dps, nice condition removal.
5. Good spell but situational
Focus
4. would like a faster cast time but still one of my most used spells.
5. absolutely a must for chasing people down. Chill is probably the best condition there is out there…
Warhorn
4. Great cone ae interupt that can save your kitten Wish it worked on downed people though so we could actually stomp someone in a outnumbered situation.
5.swiftness + cripple + damage = good
D/S
1. I agree that it should have a pojectile finisher on in and a faster projectile.
2. Great for closing distance. But the projectile is marginally faster than swiftness is making it pretty weak.. I really wish it was a ground targeted shadowstep like ability. That way it was useful for closing distance as well as getting away.
3. great for interupting heals.
4. balanced spell good for killing clones/pets
The problem with people and the Necro are a few things:
1. People think its scepter and dagger staff or nothing ( which has zero burst)
2. People cant wtf pwn something in 2 seconds like a Thief or Warrior so it much be gimp.
3. It doesnt have a million ways to avoid damage so it must be gimp.
4. Because you can’t spec glass cannon and win easily it must be underpowered.
My advice.
1. Play more than just the cookie cutter specs.
2. Get some Toughness and Vitality
3. Learn that there is more than one way to contribute to a Dungeon run.
4. If your group has 25 bleed stacks on a target switch the another target or think about switching specs.
Useful notes.
1.Vulnerability increases the dps of all group members on a particular target. So in a dungeon consider each stack of vuln a 5% increase instead of 1%
2. You can easily get 17-20 stacks of vuln on a target with focus 4 and axe 1 20+ with well of Suffering.
3. Try using the above abilites before using the channeled axe 2 ability.
4. Switch to dagger after channeled axe 2
5. Necro’s have no burst damage.
For the record, the only thing that the necro is weak at is cleave aoe damage from close range. That is the only think IMO that is lacking on this class. If Dagger 1 or axe 2 was cleave I would say we would be almost overpowered.
With the current meta and the recent talks about nerfing aoe damage I see cleave dmg being reduced significantly.
Play with all the combinations, just because people think Scepter dagger + staff is the best doesnt mean you should not try it out and find a better combination.
Have fun and don’t listen to the negative Nancy’s on the forum.. The necro’s not as gimped as most people say.
<Is happy that he uses single target spells 90% of the time>
However, I am sure that the nerf is more directed to Cleave melee damage types. IE 100b warriors and D/D Elementalists. I would think due to the damage output of those professions vs survivability of the classes are out of balance.
Since we have zero cleave dmg I think we will be fine.
I firmly believe that AoE is fine as it is. If I were to say honestly in WvW I think it is underpowered. I really hate the 5 person max thing.
I personally like the system of actually person targeted aoe and having a radial fall off in dmg. IE target gets full dmg but person on outskirts of ae radius gets 25% of max.
The problem isn’t aoe.. I personally think aoe should be stronger so smaller groups built around aoe can bust zergs. The problem is that its more benefical to zerg than to not zerg. There needs to be some reward for a smaller number beating a larger number.
Badges are not it.
DaoC’s realm point system would be so perfect for this game. Without realm abilities of course because that would create another balancing nightmare.
I never really had an issue with lf. Wells also affect more than one person which is another good reason to have them because 90% of the time you’re going to be fighting more than one person at a time. With the perma swiftness from wh and spectral walk Focus 5 works as well a spectral grasp 90% on a shorter cool down. If you really need to close distance use Dark path in D/S.
I use a 30 0 20 20 0 build atm with only 5/6 vamp runes and one ruby orb. Also well of corruption> spectral grasp. You will have problems with opponents that have boons plus the dps from the well > something that misses 1/2 the time.
The reason I dont wvw very much is
1. I hate zerging it is mindless aoe spam fests that require zero skill.
2. No rewards for doing anything other than zerging.
3. Nothing to work towards besides doing wvw jumping puzzles for gift of jumping.
4. Small scale fights are poorly balanced.
5. Downed state does too much damage
The Mentalism Mentalist in Daoc would like to have a word with you.
The necro is as bad as you play it. I play a gimped dagger warhorn axe focus build and I die quite a bit but it’s not as bad as the OP makes it sound.
l2p and quit making the world sound worse than it is. If you die alot try something different.
That is all.
To be honest if all they put in the patch was that shadow step can not be activated while immobilized i would have been happy.
Yay for a longer lasting useless jagged horror that does next to nothing. If anet maybe added a explosion at the death of the horror similar to bone minions that had a blast finisher on it maybe, but to a paltry damage then just die?
Fear doing more damage with a trait and condition applied? I admit i will try it but I’m not expecting much.
The water weapons are ok but still no one in PvP chooses to fight in the water…
The best part of this patch was the gluttony fix and the dagger run speed buff. which probably doesnt stack with the singet speed buff.
Even with a PTR server anet can keep there one time events internal.
But when they are doing a major patch for balancing it would be good to see what you’re going to be getting. Especially in a competitive pvp E sport environment like GW2 wants to build.
As a necro it’s impossible to trap a thief. If he wants to get away he will. Shadowstep> immobilize.
It pains me to have a thief apply 4+ conditions on me have them stealth for as long as they can, i cleanse and then have it all happen again over and over till i die.
There is no better damage mitigating ability in the game than stealth.
I would be happy if there was a cast time to stealth abilites so i could at least daze to stop it. Unfortunately there is nothing i’ve seen that can be interupted.
jumping puzzles x 4 x 5 toons x 4-5 tokens per time= gift of battle i mean jumping!
I am going to make this short and sweet. These are the things I think that need to change.
- Dungeon level scaling( instead of lvl 80s downleveling to 35 for ac it should be the opposite)
- Have “ALL” loot from trash mobs scale with your level. nothing like getting 4 level 35 blues that salvage/ sell for less than lvl 80 ones.
- Dungeon finder in game would be great.
- make trash mobs weaker than bosses.
- force people to kill trash mobs, If i had it my way i would make each silver worth 1 token, champions 5 ,legendary 10 tokens. and 20 tokens for finishing dungeon.
- Make Fractal level only mandatory for 1 person in group instead of all 5.
Most common weapon combos
Weapon: Scepter + dagger /Staff (condition spec)
Stats: needed :Condition damage> Toughness> Vitality> Power
Weapon: Dagger + Warhorn / Axe + Focus
Stats: needed : Power>Toughness>Critical damage>vitality
Healing power doesn’t scale well with much so dont worry about it.
Honestly all knights jewelry and maybe 1 knights armor piece max rest zerker or pow tough vit.
I use a mix of 2 Pow tough vit (ac armor) and 2 tough prec vit gear(knights) 2 Berzerkers Pow Prec crit. Honestly 3-4 Knights total gear is all you will need.
Your Dps will be higher than mine. I run a slightly more defensive build of 30/0/10/5/25 or 30/0/0/15/25 most of the time.
Pretty much any way how you spend the 15 points besides spite and soul reaping doesn’t really matter much if you want to focus on Crit more do Curses you want to have channeling/staff/well buffs go Death. If you want dagger bonuses/ vampiric go blood. its all stylistic beyond that,
Your traits are almost the same as I would do.
Sigils might on weapon swap, blood lust I use aoe chill on weapon swap for WvW.
I use D/WH + A/F power build. for PvE the 400 toughness while channeling is pretty good with axe and dagger 2 and D/S 4 you will be channeling a lot. It lets you run a little less toughness overall. If you go against a Kholer type mob if you get caught just pop d/s and you should have enough life force to survive.
I wouldnt worry about condition transfers for BiP with consume conditions and the heal from D 2 it will make that a wash really.
I think the Warhorn is the most under rated weapon overall. The daze is great i use it in pretty much every instance of the game. Interupting heals on veterans in wvw saves a lot of time. WH 5 works even after you switch weapon sets so pop it right before you switch and as swiftness/cripple is always good.
As far as lacking aoe yes it is weak, but in dungeons you’re focusing down mobs asap anyways most of the time. Well of suffering is almost always on my utility bar and i usually rotate well of power and corruption pretty regularly depending on what dungeon i am running ( TA has a lot of conditions so WoP works well Dagger Dagger is great in this dungeon with the Condition transfer on D 4)
As far as the focus goes the focus 4 fits right in to the vuln stacking scheme you have and use it when the Well of suffering is on cooldown. focus 5 chill is great for when you are low health and need to kite a bit
Any way you go it will add value to a group.
I personally dislke staff for power builds just because to do any decent dps you need all the mobs to be in a line for Staff 1 to hit them all. ( the speed of this projectile is waay to slow to be effective. Marks are good and with the 20% cooldown reducion you can keep regen up constantly but you will still have to wait for staff 3 4 5 to cooldown. In my opinion save staff for condition builds when your primary weapon is scepter.
I think focus 5 and dagger 3 + epidemic would work ok. Staff 3 before wells helps too. The chill on weapon swap helps from time to time as well.
Typically when i play power wells, I’m looking to spike dps ( i know i am a necro lol) on one target anyways. So I’ll first focus 5 to chill and then 4 for vuln then axe 2 wait for them to dodge once then swap to dagger for immobilize then well / dagger 1 spammage.
The key is to make them waste dodges before wells go down. Unless they are a thief then it doesnt matter how much dodge they have because they will always be able to escape wells anyways.
I just dislike how imbalanced it is. It makes stability a must if you’re in t 1 v 2 situation. Its a good thing I have 3 of it in DS for a 30pt trait line <pukes>
I want to see an WvW dungeon that changes hands depending on who has the most points at the time. A dungeon that is PvP that is great for material/ loot farming.
Aka Darkness falls of DaoC.
Some importance needs to be put on WvW.
So the whole philosopy of the build is good single target dps/utility with the flexibility of being able to use Staff without having to respec your trait points. I realize it is not an optimal build. It is the only build that I’ve found that can easily adapt to multiple combat situations. ( its also happens to be the most fun for my playstyle)
Ok,
<cracks knuckles>
The Build
30/0/10/20/10 Main spec Axe/Focus Dagger/ Warhorn. Optional staff with trait switching. Power/Vit/Tough gear.
30 Spite is pretty much a given it is pretty much a must in any power build.
My normal traits are:
(II) Spiteful Talisman, focus timer reduction
(V) Reapers Might, Might = good when in D/S
(XI) Axe Training= Axe timer reduction+ damage either or
(XII) Close to Death= +20% below 50% health
0 Curses synergies with build are better elsewhere.
10 Death magic I know reanimator sucks
(I)Dark armor 400 Toughness while channeling(main synergistic trait)
20 Blood magic
(1)Dagger mastery 15% time on daggers.
(2)Siphoning is 50% better ( which it isnt)
10 Soul Reaping
(VI) Unyielding blast Lifeplast pierce/vuln
The main use of the build is for small scale WvW pvp and Dungeons where single target dps is key. With the timer reductions on Dagger and Axe you will be able to use the channel abilites more frequently. Also with the life tranfer of D/S you should will have the ability to have a channeled ability up about 80% of the time.
I will admit i get a lot of wierd comments from pug groups in dungeons. When i am meleeing as a necro, but I am also the only one in the group that can take Kholer’s pull ability to the face and not be downed.
However back on topic. The best part of this build is that with changing a few traits you can have a very effective staff build. Greater marks, staff cooldown reduction, mark damage +10%, Life transfer heal tactic, well cast reduction, all at your disposal.
Typically I like to use the channeled abilities as much as possible to keep my toughness as high as i can. With the utility of the immobilize, daze, chill(Underrated skill btw) and fear you have a lot of tools at your disposal.
I hope this provides some insight on different specs to play other than condition builds.
Thanks, GL HF
Thanks, that makes me feel better.
Here is a situation that I encounter a lot.
-I engage a thief( I know my first mistake)
-I cast my axe 2 spell( Ghastly claws)
- As you all know in all of our channeled increase in dps through the duration of the spell.
My questions
If the thief stealths mid cast does the channeled ability stop or does it continue to do its full damage?
-If it does not continue is this working as intended?
Do you think that the damage should be constant through the duration of the spell?
IE 1750 1750 1750 1750 1750 1750(10500) vs 500 1000 1500 2000 2500 3000(10500)
Was this considered in the balancing of classes and or spells?
Being a player who plays Dagger warhorn Axe focus a lot I have 3 channeled abilites that i use a lot so this is pretty important.
Thanks in advance.
The point is not to get the best item without spending, it’s about Anet making money. The sooner you realize that the better. You can either pay $15 per month or you pay for the best toys.