How would I design it? (10v10)
You can be in any amount of teams/guilds but you can only be registered in one team and guild at a time. Awarded rewards will be based by the registered team. When you register a team, the team’s rating will be reset.
Max 3 registered teams per guild based on guild size. 4 guild team members can substitute players in one match in other guild teams but rewards are based on their own team. Team size is 14 players, teams smaller than 7 players will be removed from the public ladders.
Only players that are registered to a team under a guild can play in the guild’s registered teams.
Make a system that any team can challenge another team for an unranked match. (this would make community tourneys easier)
How would I insentivize teams to stay together?
I think the “you need to be a member for X days and contribute in Y matches to get rewards” format works the best as mentioned above there somewhere. Unique rewards at the end of seasons and big tourneys. Small rewards to everyone who participated during the season for Z matches.
Would I penalize teams from splitting?
Rewards based on the highest registered team’s division you had during the season note, top 3 rewards are only given to teams that are top 3 when the season ends. Players need to wait X days to register in another team after leaving a registered team.
What types of rewards for each division?
Seasonal rewards (annual):
R1. gems, a gold colored back item, title “Season X Legend of <guild tag>”, a shiny golden account bound dye
R2. gems, a silver colored back item, title “Season X Champion of <guild tag>”, a shiny silver account bound dye
R3. gems, a bronze colored back item, title “Season X Hero of <guild tag>”, a shiny bronze account bound dye
The dyes should have some glow effect in them or something.
For everyone except top 3 teams, a back item colored by the division and some gems to higher divisions. The design of the back item would change every season. A unique dye for everyone who participated enough during the season.
Weekly and monthly participation rewards could be implemented to the current daily/monthly achievements system, just keep expanding the things you can buy with laurels or something, unique skins etc.
(edited by DarnDevil IV.2143)
For me it seems like there is hope. For a year I have been wating for arenas or any other gametype than capping points ( I really hope it’s not KOTH mode O.o)
GW2 has by far the best combat of mmos that I have played and I have been so sad and frustrated with the lack of proper pvp.
What comes to wild star and WoW, I bet they do differ quite a bit (every new mmo gets called a wow clone, that just means ppl recognize it as an mmo since WoW sets the standards) but as for now I’m sticking with WoW just because of the amount of content.
I really hope these new gamemodes will be interesting to me. It would be unfair to waste a combat system like they have with the lack of proper pvp.
I like to use many different stat sets on my characters so I think it would be cool if one could merge 2 same ascended armor pieces with 2 different stats so that it gets the appearance of 1 and selectable stats of the 2 and after you merge it again you could select from the 3 stat combinations and so on just like with legendary weapons.
This way you could collect all of the stat combinations into one armor set and the same thing would go with runes, you consume one rune per piece of armor to unlock it ultimately giving us the “legendary” armor.
This would make it possible to switch between stats and try out different things without punishing the player from doing so as for now, if you buy a rune that you don’t find useful it may be 10+ gold wasted per rune or if you make an ascended piece not suitable, you can save it for other builds without all the banking mess.
Transmute stones would work as normal, just adding the look to the whole pack of stats and runes.
I think the problem with sPvP is that there is only conquest maps. Not all players ( including me ) enjoy conquest and I think guild wars 2 has the potential to offer more.
Arenas (2v2, 3v3 and 5v5) would be really great way to increase the player base. It doesn’t even require complicated map mechanics or complicated designs. There could also be some environmental hazards to play with the mobile combat gw2 has.
Jon, thankyou for an excellent list. I have been asking for a list like this for months on the forums and finally you post one.
I think there should be more transparency like this. This could prevent some unintended over buffs and things as players can discuss about things.
For players, please use the suggestions forum for suggestions.
I’ve always been of the position that canceling CE early for any reason should still deal partial damage rather than do nothing.
This is exactly the thing I mean, and still if you are willing to take your chances (or have a buddy to cc your opponent), you can go for the full cast.
Churning Earth + Lightning Flash = Guaranteed hits if you learn to time it.
As an elementalist main, I’d rather they keep it as is. It’s a useful blast finisher, and if they change the functionality to what you’re suggesting it’ll probably remove that. Spreading out the damage over time doesn’t help either as you don’t want to remain rooted while monsters/people tear your face open just to get max damage. Learn to time it and you’ll see it’s quite good as is.
The only change I’d suggest is that if you cancel it mid-way and you haven’t inflicted the cripple on any enemies within range that you don’t get stuck with the full recharge :/
It is just a little odd to me that as an elementalist main you say churning earth + lightning flash is a guaranteed hit. Lightning flash does not affect to the cast time and people will count and dodge even when you flash (I do this all the time, count to three and dodge).
My suggestion would make churning earth a blast finisher with 1/4 sec cast time at will, but if used that way, it will do minor damage.
This is a re-post from the suggestion forums, share your opinions!
I have battled my guild mates for a while using DD elementalist, and I have come into conclusion that in its current state, churning earth is not worth using. It is really easy to dodge at the right time.
What I suggest is making it again a charge skill, or make it a 2 phase skill with first one activating the skill and the second skill stopping it early, with a minimum cast time of 1/4 seconds.
The damage could be split so that if used immediately (1/4 sec cast time) it will deal only 2 stacks of bleeding and 1/4 of the direct damage that it deals now.
Every second channeled after the 1/4 cast time (+3 seconds when fully casting) would add 1/4 of its current damage and 2 stacks of bleeding resulting in 8 stacks of bleeding and 1/1 of its current damage when fully casted.
The damage and cast time would be the same when fully casted, but having the ability to cast it early would make it viable against skillful players and make some interesting choices for the DD player.
NOTE: The damage could also be added in 1/2 sec intervals with 1 stac of bleeding and 1/8 of churning earth’s current damage added every extra half sec casted, resulting in the same total damage as now but rewarding for every half second instead of full second casted.
Original thread:
https://forum-en.gw2archive.eu/forum/game/suggestions/Churning-Earth-1/first#post2758892
I have battled my guild mates for a while using DD elementalist, and I have come into conclusion that in its current state, churning earth is not worth using. It is really easy to dodge at the right time.
What I suggest is making it again a charge skill, or make it a 2 phase skill with first one activating the skill and the second skill stopping it early, with a minimum cast time of 1/4 seconds.
The damage could be split so that if used immediately (1/4 sec cast time) it will deal only 2 stacks of bleeding and 1/4 of the direct damage that it deals now.
Every second channeled after the 1/4 cast time (+3 seconds when fully casting) would add 1/4 of its current damage and 2 stacks of bleeding resulting in 8 stacks of bleeding and 1/1 of its current damage when fully casted.
The damage and cast time would be the same when fully casted, but having the ability to cast it early would make it viable against skillful players and make some interesting choices for the DD player.
NOTE: The damage could also be added in 1/2 sec intervals with 1 stac of bleeding and 1/8 of churning earth’s current damage added every extra half sec casted, resulting in the same total damage as now but rewarding for every half second instead of full second casted.
Necros ain’t bad in WvW. The solo roaming can be a bit of pain if you don’t have a norn necro with Snow Leopard elite, because the fact is there will be times when 1v1 or 1v2 situations will turn into 1v5 or 1vZerg situations.
The lack of mobility is what makes it hard to roam, but the power of necromancers in a group (roam) or zerg is huge wheather playing with power + well build or condition + spectral or Well of Corruption + epidemic, a good necromancer applies a lot of preassure.
The power build is more of a burst build, where as the conditions are more about AoE DPS and punishing the opposing group for having downed players (as they gather the conditions).
I would say leopard is the best just for the get aways, then plague and then golem. The condition damage from a condition necro ( at least with rabid gear ) is ridiculously high.
Even with my 1vX spec ( no single target utilities ) I can take on almost anyone in 1v1 combat if I have full ds at the start of the fight.
Ok, ty for the info. It would be nice to add the base times or something to the tooltips.
The fury time given from using healing skill is half that it should be.
I have 25% boon duration on my guardian and the might is working correctly, but the fury duration is clearly shorter than it should be. (I am using shelter heal).
As we all may know, ANet has informed that there will be at least Ascended weapons in the game.
I don’t think this is a good idea in terms of balance. The damage in the game is already quite high if you spec for it. From Ascended gear, you will get roughly about 10% more stats than you can get from an equivalent exotic type item (with the jewel). What I’m afraid is that there will be more complaining about those backstabs/evicerates/killshots/shatters/burning in the game.
Adding the maximum stats also mean that new players find it even harder to enjoy content like WvW. I see the game is slowly making its progress towards a very balanced state*, some professions have it better than others but I think there will be a day when all professions are quite balanced and good in their own field of actions.
I just wonder why to flip the tables again, the necromancer overbuff caused a bit of havoc and the game is still recovering from that one. It was a good example of how simply adding damage into the game is not solving anything, instead it is causing unbalance.
What I suggest is that they leave the weapons (and armor) to the exotic level, but make it available to add an infusion slot to an exotic item with 5 prestine fractal relics. (We have seen this type of item, the tentacle back piece.) This would add some minor stats for the high flyers but it wouldn’t be so game breaking.
This all should, of course, be done after they invent some more fractals. Personally, what I would like to see is not the regular fractals, just added with more damage. I’d like to have more content like Liadra. Liadra is the step towards a challenging content in GW2 and that is what is missing from the game.
It would be really awesome for the fractals to change after lvl 50 to something that does not need a certain DPS in order to be beatable or being just so tanky that someday you will win.
There is nothing wrong with 10 or even 20 min boss fights, as long as they are challenging and interesting. Phases are the best friends here and I love the idea that you need to do something other than just mash the buttons and dodge every now and then in order to proceed. Brainless button mashing against bosses with 20 million health dodging every red circle is not fun. Why not to make even 10 phases for 1 boss?
Things like others have to stay alive and kite the boss while someone takes on a short jumping puzzle, in order to get into next phase, that will result in an instant death for the jumper if he fails, thus forcing a reset.
In conclusion:
I don’t think adding more ascended gear in the game is right to do, but I would like to see more fractals, not the same usual fractals, but something different that is really challenging content and would reward with weapon/armor skins that are only obtainable by doing this.
I think there are more of us than just I, who liked the feeling after killing the Liadra.
EDIT: edited for the correct approximate value for the stat increase
(edited by DarnDevil IV.2143)
Elementalist 0/10/0/30/30
DD with 60% boon duration hybrid build
glyph heal, mist form, lightning flash, signet of fire
p1: basic kiting
p2: I whipped her burning face to death
about 10 tries
Note that you can pop it before you go in. If you come from behind, use it to get some cooldown off from it even before the fight. With a right planning you can open with a stun and get one ready after about 30-20 secs while in combat.
@OP i made a d/d evade bleed/condi build and it was great….80% of the time. unfor the are a couple of HARD counters for it. the main being ele’s. no reason for that guy to go off about how OP it is. :P against simpler melee builds its an easy matchup…so he must have been one i am assuming yes?
I think he was a sword/pistol shatter mesmer, I just dodged the burst and used death blossom whenever I had over half of the initiative. The rest was just jumping around and stealthing. I wasn’t even spamming it so hard, I did like DM, dodge DM DM dodge combos on him.
He even tried to escape with stealth and blink, but there is no escape from shadowstep → 1500 range steal (mug + stealth + 5 initiative + vigor and steal 2 boons) → 1k backstab → death blossom.
Never tought that a build based on stealth + Death Blossom bursting would be something that gets someone whining ^.^
Seriously, stop the thief whine…
BiP can be used for heavy bleed aoe bursting together with epidemic and scepter ( and dagger) + staff, using scepter 2, dagger 5 and staff 2, BiP, staff 4 and epidemic. There are some variations depending on the situation but the ideal rotation for the combo is
(Scepter autochain) → scepter 2 ( → dagger 5) → staff 2 → BiP → staff 4 → epidemc
This combo lays down some insane preassure, specially if you have someone to give you few extra stacks of might.
The thing is, this combo is easily nullified with aoe condi clears such as the popular warrior and guardian shout builds. I use BiP rarely out of PvE, as there are other options that I prefer more. The might is pretty huge tough and if you use BiP, it’s best to go with a condi build and master of corruptions for the 24sec cooldown.
@OP
A really good post.
What I would like to add is:
Defensive Mitigation scales as the number of oponents go up. Offensive Mitigation doesn’t.
If you look everything, history, games, society, anything it can be seen that extreme specialisation or being “one sided” is never a good thing. What I mean by this is that making necro an all out offensive train is not a good thing.
I understand that they want to keep necromancer as an offensive profession with low mobility but as I said, we need some defensive mitigation. Adding more damage or offensive capabilities is just a dead end. You don’t balance a game by overbuffing things and nerfing others.
I strongly recommend to do the nerfs on a build, not profession basis. What I would like to see is more defensive mitigation in form of more mobility/vigor/stability/stunbreaks. I know devs don’t like this, but I would love to see them implemented into DS with traits.
I think minor traits should favor all builds, not just specific ones. I would love to see reanimator and protection of the horde merged into one major trait and instead something like:
DM adept minor: Vigorous shroud
- gain 5s vigor when entering Death Shroud
DM master minor: Unchained Reaper
- when stunned, break out from it when entering Death Shroud
- 40sec internal CD
(only triggered when entering Death Shroud while being stunned/dazed/feared/knocked down)
This would make more interesting to use DS and make a DS dancing tank/support build a bit more viable.
Necromancers just need some sort of defensive mitigation. Life Force is just too hard to balance for 1v1 AND 1vX situations. The 2 forms of mitigations should be available more or less for all professions inorder to balance out things.
What comes to stealth I still recommend the devs to let direct damage attacks show damage numbers even on a stealthed enemy.
(edited by DarnDevil IV.2143)
Mmm…. but the fact that I was talking about was the terror damage of terror condition builds and DS5. Trust me, that is the main build I run and it didn’t need the extra +50% damage for doom with terror nor the extra condition…
Why can’t they just add more survivability… adding more damage in order to punish ppl for engaging on necromancers is just going to unbalance everything, and the funniest fact of all: it still won’t help us nor punish our opponents for engaging on necros with 3+ players bursting simultaneously.
What I’m afraid is that because of their new changes they start to nerf things that were balanced and essential for builds that are fun to play. Old skills shouldn’t be the place to tweak. The new changes that carried us from “not in a state where we should be” onto the point of being more or less OP are the ones to be modified. I really hope ANet gets that.
Nerfing Terror only to reduce the damage spike on Dhuum/Terror builds would just force everyone to take Dhuumfire to compensate.
Also, 1 sec instead of 1,5 for Doom wouldn’t do much. Maybe sometimes you’d get 1 fear tick less depending on your timing and build. But ultimately the real problem remains, other classes can’t cleanse fast enough.
0.5 sec is actually quite a lot, when you have 200% fear duration, it equals 50% more damage and with my (WvW) build it equals about 1.5k damage
but I do agree that the real problem sitll remains… IMO torment (DS5) together with dhuumfire is creating unbalance in the game as some classes had it already difficult to clear all the old conditions fast enough (chill, cripple, bleed, poison, and now in addition to those: torment and immobilize with burn in hybrid builds)
ofcourse it is hard to maintain all those at once on an opponent but we have now quite many cover up conditions
With addition of a new condition called torment and access to burning, some classes do not have enough condition removal to remove other important conditions like poison, bleeds, fear (terror traited). Torment, cripple and other condition are shielding more damaging conditions such as burning or stacking bleeds.
This post is very disturbing. People played so long vs underpowered Necromancers they now feel they have the right to remove every condition a Necro puts on them because they once could.
That is the whole reason Necromancers were underpowerd in the first place! Why they needed a buddy like an Engi always with them to lay cover conditions, it was not a self contained class. (And need a buddy to peel for them being focused – still a problem if they don’t kill the opponent(s) super fast).
A condition Necromancer is getting about 75% of their damage from conditions, you are not supposed to be able to remove every single one.
That would be like if a warrior’s opponent could negate 75% of their direct damage.
Now you have to actually pay attention to what is on you and carefully choose when and what to remove, instead of just spamming a removal whenever you see any condition, which used to get the job done vs Necro sadly.
I don’t quite agree… I agree that it felt a bit clunky to have nearly all your damage depending on bleeds…
But yeah… I got easily a stack of about 10 bleeds up in 5 secs… The best multiple condition cleans have a cooldown of roughly 20 seconds…
I applied poison, chill and cripple to cover my bleeds and when the right moment came, boom, doom and fear mark and my opponent was dead. The only way to counter this was burning stun breakers and all cleanses which left the opponent open for conditions again…
Conditionmancers didn’t need any more damage, they needed survibility to have a chanse of avoiding a focus of 2+ people.
Instead ANet decided to basically give us torment (= 4.5 bleed stacks, about +500dps for 10 sec) and a 50% damage increase to doom (with terror, for me that is about +1.5k damage) when close to your opponent, which is nearly in every case. Not increasing the survivability which we lack but the damage we already had.
As a necromancer player, I do not think it is balance to push all players to have a full condition cleanse build just because of one profession being in the game
Doom never had damage applied unless traited and terror has always been around and has not been buffed. It was moved to the master tier. The duration of fear from doom got an increase in duration based off of how close they are to us. Statements like these make me think people are just jumping on the necro bandwagon. I agree some of our attacks hit really hard but if people want to know how to counter the conditionmancer on their class they can send me a whisper in game or a pm on the forums. I am more than happy to help.
it’s just funny that you tell me that doom doesn’t do any damage without terror ^.^
do you guys read whole posts and follow the threads or just randomly read some highlights?
With addition of a new condition called torment and access to burning, some classes do not have enough condition removal to remove other important conditions like poison, bleeds, fear (terror traited). Torment, cripple and other condition are shielding more damaging conditions such as burning or stacking bleeds.
This post is very disturbing. People played so long vs underpowered Necromancers they now feel they have the right to remove every condition a Necro puts on them because they once could.
That is the whole reason Necromancers were underpowerd in the first place! Why they needed a buddy like an Engi always with them to lay cover conditions, it was not a self contained class. (And need a buddy to peel for them being focused – still a problem if they don’t kill the opponent(s) super fast).
A condition Necromancer is getting about 75% of their damage from conditions, you are not supposed to be able to remove every single one.
That would be like if a warrior’s opponent could negate 75% of their direct damage.
Now you have to actually pay attention to what is on you and carefully choose when and what to remove, instead of just spamming a removal whenever you see any condition, which used to get the job done vs Necro sadly.
I don’t quite agree… I agree that it felt a bit clunky to have nearly all your damage depending on bleeds…
But yeah… I got easily a stack of about 10 bleeds up in 5 secs… The best multiple condition cleans have a cooldown of roughly 20 seconds…
I applied poison, chill and cripple to cover my bleeds and when the right moment came, boom, doom and fear mark and my opponent was dead. The only way to counter this was burning stun breakers and all cleanses which left the opponent open for conditions again…
Conditionmancers didn’t need any more damage, they needed survibility to have a chanse of avoiding a focus of 2+ people.
Instead ANet decided to basically give us torment (= 4.5 bleed stacks, about +500dps for 10 sec) and a 50% damage increase to doom (with terror, for me that is about +1.5k damage) when close to your opponent, which is nearly in every case. Not increasing the survivability which we lack but the damage we already had.
As a necromancer player, I do not think it is balance to push all players to have a full condition cleanse build just because of one profession being in the game
yes you can pull off massive amounts of damage using epidemic, but let’s face it:
it is highly situational, needs to be built up, gets countered by save your selves (+ immunity), it used to gets countered by putrid mark (I’m not sure if it does anymore because of the hidden changes) and gets its most power when 5 ppl are working together
epidemic is the finishing piece in a puzzle, a series of attacks excecuted by your team
c’mon let’s face it, you can wipe a team with engineer bombs or grenades, you can wipe a team with wall of reflection, you can wipe a team with feedback bubble, you can wipe the team with dagger storm
now don’t say to me that necromancers are the only profession that can, under perfect sircumstances, wipe a team of 5 players
if there is something to do, then make epidemic not unblockable, but if they do that I want them to bring Corrupt Boon back to convert all boons. But sure make it not unblockable, I don’t mind, but first make it more reliable to hit.
I started as a necromancer when this game launched, put him onto a shelf for several months because of all of the bugs and started maining it again 2 or 3 months ago. I play mostly condition mancer so this comes from my point of view.
The problem with the necro changes is that necromancers using conditions didn’t lack damage, not at all. I was able to melt a mug thief in WvW, 1v2 situation, I was alone, in 3 seconds while running away from his ranger friend, because I used fear on cc trait, doom and dark path and hit him with my staff 2.
I was able to melt bunkers over time.
Don’t tell me I don’t do any good in WvW. A well timed epidemic does 3+k dps to 5 ppl, and I will convert 25 boons with my well.
I don’t see nerfing the terror trait as the solution for reducing the damage. Why? The trait I used has an IC of 90 seconds and it’s highly situational and countered by stability.
The fear on CC for example requires the thief to use basilisk venom in order to proc and then it requires the opponent to be close, but if it procs, the hell is rained upon my opponent.
Doom was buffed in this patch. If you hit an opponent from the range of 600-1200 he will be feared for 1 sec (which was always the case pre patch). Now if you hit an opponent with doom under 600 range, you will get 1.5 sec fear.
This change was well needed for sPvP, where you cannot get so much extra condition duration, but in WvW/PvE the fear length gets ridiculous with 186% or 200% fear duration allowing for 3 terror tics on a 20 or 17 sec cooldown instead of 2. This was basically +50% damage to doom on terror builds.
Yes, unfortunately this makes necromancers OP. Not talking about the Dhuumfire which makes hybrid builds sending their opponents to the moon.
ANet people haven’t listened the whole community. Just the “buff conditions buff buff” talk. Many necromancers were saying that their damage was good (pre patch) and all they needed was a bit more stabi/vigor/mobi to avoid being runned over by 5+ enimies.
People were concerned about the new condition creating unbalance. Many asked for a new skill instead, something that would make us last longer in a fight or help to relocate ourselves. I was asking to get the burning by just replacing some of the bleeds with it leaving the overall damage done to the same, just splitting some of it for burning instead of all bleeding.
This would have created more reliability for our condition damage, not being dependant on just 1 or 2 conditions.
ANet should look at theirselves. Nerfing terror is not the way to go. Just adding pure damage is not the way to go. You need to listen to everyone, not just the part who says “more dmg pls”. Look what you have done.
Doom change should be reverted outside of sPvP.
Dhuumfire needs a rework.
Death Shroud 5 needs a rework.
What comes to Spectral Wall, it is highly situational skill countered by stability and should be left that way.
Torment is unbalancing the game, focusing even more people to get as many CondCleans as possible, which was the pre patch meta specially in WvW. It just punishes people with no CondCleans even harder.
If they’re going to nerf boon effects, I’m going to cry. They should even try to make boons so that some of them are ment to have high uptime (swiftness, regen) and some for doing/avoiding quick moves (protection, might, retal).
My suggestion is, it’s time to make a cap for their duration and then look at them again.
Simply adding damage to somewhere in one patch and taking it away from elsewhere or reducing effects (of boons) is not the way to go.
Necromancers were “not in their spot” pre patch. Now they are considered to be OP.
It’s time to adjust and modify the profession. Not to change it. Start by reverting some of the changes and finding the golden way between the necros of pre and post patch.
If Anet reads this and is planning a nerf, do it in Dhuumfire and not on Fear. Fear is our ‘short burst, short control’ weapon. Without it, we cannot pressure the enemy, or time interrupt, nor get that last bit of their hit point pool down. Fear does damage, is my weapon against thiefs. If they overextend, i’ll use fear to prevent them from cloacking and disengaging. It still doenst work always. And i still don’t use Dhuumfire. Pure dp’s talking way, 30/30/10 might be slighly over it. But remembr nerfing anything else is wrong for 1000 reasons. It breaks existings, fun and balanced builds. No thanks. Dhuumfire is a pure dp’s trait, will nice bonus, it doesnt add excitement/fun into the game imo. I rather have this trait nerfed, then existing fun/balanced builds being totally screwed over.
Dhuumfire is only shortly into the game. Take a deep breath (anet), do not follow your first thought, and be creative. ‘Nerf this/Boost this’ isn’t always the answer. The word ‘Change’ is better. Like ‘in situation X, you get Y, in situation W you get Z’. If thing are implemented like that, it could balance stuff easier then you think, without destroying builds/fun/professions/excitement of the game.
I am totally with you Phoebe!
I shall repost my post from another similar thread
I made a necromancer since last patch (who didn’t) and it’s quite easy once your death shroud is filled. Doom is a great skill. It’s not only the damage of fear but also the control aspect that makes it strong. Tell me how to clear 5 stacks of bleeds, chill, fear, poison, and some torment every 10 seconds. This is virtually impossible. I’m a noobie on my necromancer and I rarely die 1v1 in spvp. I even took 1v2’s and have survived 1v3 a long time to get my team here. I’m now most afraid of the necromancers in team.
You’re right that condition mancers didn’t get buffed a lot outside of Dhuumfire but now you see them eevrywhere, everyone player terrormancer and you can finally see how devastating it is. No other class can get CC’s that do so much damage.
This is the problem of the new patch. Necromancer used to be a hard profession to master, but when mastered, a real trouble for the enimies. Now they just buffed everything so that even new players can wipe the floor with their enimies, breaking out of control in skillful hands.
I started as a necromancer when this game launched, put him onto a shelf for several months because of all of the bugs and started maining it again 2 or 3 months ago. I play mostly condition mancer so this comes from my point of view.
The problem with the necro changes is that necromancers using conditions didn’t lack damage, not at all. I was able to melt a mug thief in WvW, 1v2 situation, I was alone, in 3 seconds while running away from his ranger friend, because I used fear on cc trait, doom and dark path and hit him with my staff 2.
I was able to melt bunkers over time.
Don’t tell me I don’t do any good in WvW. A well timed epidemic does 3+k dps to 5 ppl, and I will convert 25 boons with my well.
I don’t see nerfing the terror trait as the solution for reducing the damage. Why? The trait I used has an IC of 90 seconds and it’s highly situational and countered by stability.
The fear on CC for example requires the thief to use basilisk venom in order to proc and then it requires the opponent to be close, but if it procs, the hell is rained upon my opponent.
Doom was buffed in this patch. If you hit an opponent from the range of 600-1200 he will be feared for 1 sec (which was always the case pre patch). Now if you hit an opponent with doom under 600 range, you will get 1.5 sec fear.
This change was well needed for sPvP, where you cannot get so much extra condition duration, but in WvW/PvE the fear length gets ridiculous with 186% or 200% fear duration allowing for 3 terror tics on a 20 or 17 sec cooldown instead of 2. This was basically +50% damage to doom on terror builds.
Yes, unfortunately this makes necromancers OP. Not talking about the Dhuumfire which makes hybrid builds sending their opponents to the moon.
ANet people haven’t listened the whole community. Just the “buff conditions buff buff” talk. Many necromancers were saying that their damage was good (pre patch) and all they needed was a bit more stabi/vigor/mobi to avoid being runned over by 5+ enimies.
People were concerned about the new condition creating unbalance. Many asked for a new skill instead, something that would make us last longer in a fight or help to relocate ourselves. I was asking to get the burning by just replacing some of the bleeds with it leaving the overall damage done to the same, just splitting some of it for burning instead of all bleeding.
This would have created more reliability for our condition damage, not being dependant on just 1 or 2 conditions.
ANet should look at theirselves. Nerfing terror is not the way to go. Just adding pure damage is not the way to go. You need to listen to everyone, not just the part who says “more dmg pls”. Look what you have done.
Doom change should be reverted outside of sPvP.
Dhuumfire needs a rework.
Death Shroud 5 needs a rework.
What comes to Spectral Wall, it is highly situational skill countered by stability and should be left that way.
Torment is unbalancing the game, focusing even more people to get as many CondCleans as possible, which was the pre patch meta specially in WvW. It just punishes people with no CondCleans even harder.
If they’re going to nerf boon effects, I’m going to cry. They should even try to make boons so that some of them are ment to have high uptime (swiftness, regen) and some for doing/avoiding quick moves (protection, might, retal).
My suggestion is, it’s time to make a cap for their duration and then look at them again.
Simply adding damage to somewhere in one patch and taking it away from elsewhere or reducing effects (of boons) is not the way to go.
Necromancers were “not in their spot” pre patch. Now they are considered to be OP.
It’s time to adjust and modify the profession. Not to change it. Start by reverting some of the changes and finding the golden way between the necros of pre and post patch.
(edited by DarnDevil IV.2143)
Berserker power spec for PvE, always. Why do people even ask this still? Condi is garbage scaling, does not benefit from vulnerability stacking, and it only has one stat to scale with. It doesn’t synergize.
For WvW and spvp, run condi. Power necro is too fragile and doesn’t do enough damage if you don’t gear zerker since power necro has poor uptime options so you need to do enough damage before you get peeled.
I just want to add one thing. You get increased damage for objects only from power.
It takes ages to destroy crates and gates in PvE with condition build… Trust me…
There are only 2 options for PvE, POWER/CRIT or POWER/CONDI (main focus on power stats)
I run condi terror build in WvW and sPvP
I would love to get the full boons conversion back for the price of losing the unblockable effect (but it still would convert aegis) or they could remove the self poison and make it to do instant 200 damage to the caster for each boon converted (max amount of conversion = 9, which equals 1800 dmg to yourself).
That way you will only get punished for succesful conversion, not from a missed one, and you can’t use the poison for extra 1.5+k damage.
High risk, high reward.
(edited by DarnDevil IV.2143)
As a condition mancer I was concerned that they just simply add burning. I suggested them to transfer some of the bleeding damage/direct damage into burning (like ds2 or scepter 3) so that condition necros wouldn’t be so dependant on just a few damaging conditions…
The damage was really nice before patch if you managed to keep your stacks up. Hybrids may go crazy now, it was a major buff for power/condition hybrid build.
I am not sad that it is in the spite tree, I am just sad about the fact that they “overbuffed” this build and nerfed corruption (pvp version with Corrupt Boon) build into oblivion.
Overall we got even more build diversity IMO. I am just hoping to get like priority for stability conversion with Corrupt Boon.
It breaks stun before it casts. That’s why there is the 1 second of stability on it: cover the cast time.
Wait… Does this mean that you can start the cast while you are stunned, press esc to cancel your cast and have a stun breaker + 1sec stabi on a 3-4 sec cooldown?
I would love them to add the +4 boons to the conversion if you have master of corruptions. Then you could spec for it. Maybe make BiP to do extra bleeds (also to yourself) or give few extra stacks of might and make corrosive poison cloud add 1 or 2 stack of 1 sec torment per second in addition to the cooldown reductions. Epidemic should get only the CDR as it is quite powerful when used at the right moment.
A common bug that appears with every pull ability in the game. You need to have a ramp that is the right angle so it will bug out and throw the model into heaven and back down again. This can happen with engineers and thieves, too. It has nothing to do with the spectral wall.
Spectral Wall, like all walls are extremely good in WvW for closing a choke point. There is actually no max targets for walls, so I think the new SW is a big buff for condition mancers. It shares almost the same cooldown with well of corruption so with focused rituals you can really stop a portion of zerg worm just by your self.
There are so many effects that it is hard to spot one skill from the effect storm.
I heard few months ago that ANet wants to include boon hate into this game. Also, the most important part of any game is counter play.
I aggree with ANet that Corrupt Boon was a bit “one hit wonder” in a way that if you find low health opponent with every boon in the game, they are doomed. Specially if you focus an opponent in tPvP.
However, Corrupt Boon was the only “reliable” way to clear boons with condition necromancer, whenever it hit, and it was the only skill to completely counter Save Your Selves, thief stolen ectoplasm and rune of Lyssa (which kind of counters CB)
In its current state, Corrupt Boon is worse than Spinal Shivers which removes 3 boons every 20 seconds and gets additional damage from boons that are removed. Compared to CB which hits you for over 1600 damage on a condition spec if you don’t manage to transfer or consume the poison. You will get “extra reward” only if you manage to transfer the poison.
What I am trying to say is, that I understand that Corrupt Boon needed to be nerfed from its previous state, but I think reducing the amount of boons you can convert is not the way to do it. This may just get it to the underused tier for condition necromancers.
I think they should make Corrupt Boon to convert all boons into conditions, but instead of poisoning your self no matter what, Corrupt Boon should do about 200 damage to the user for every boon converted. This means that corrupting a full set of 9 boons will hurt you for 1800 damage instantly that cannot be avoided.
This means that you really need to think before you act, but if you are let unpreassured, you can cause terror upon your enemy.
I would like to keep Corrupt Boon as a powerfull and situational skill with a backfire, because that is the idea of corruptions.
(edited by DarnDevil IV.2143)
I use well of corruption with focused rituals and epidemic with my condi necro in WvW :P
Drop the well and spread the joy
Epidemic is yes unblockable, and in my experience goes only through blocking skills/effects. Evades and invulnerables are not hit.
I feel that the damage that necromancers do is really nice, at least when I’m playing conditionmancer. The only thing I would change for a power mancer is to lower the base cooldowns of wells by 10 or 15 seconds and let the Life Blast have it’s full damage even when below 50%LF
It seems to me that the hardest thing about the necro for ANet is to balance the profession in the way they want to do it. As many of us know, they are not going to really buff our mobility and boons, so it just leaves them with the option to adjust DS mechanics and siphoning. This is a really hard path to go as it is EXTREMELY difficult to balance it for 1v1, 5v5 and XvX (zerg play) at the same time. If they really can pull this off, I will respect the developing team a lot.
At least for my experience you are not rewarded from the events that happen after the match ends
This is what I have used for a while in WvW
exotic version:
http://gw2skills.net/editor/?fQQQNBLhZakRLTvdTZjfPBIp45rjeQcwDTpo80B-jEyAINBRaBIVJQ5wioxWNLiGrmBTlSEV7RKiWtQAKmDA-w
ascended version:
http://gw2skills.net/editor/?fQQQNBLhZakRLTvdTZjfPBIp45rjeQcwDTpo80B-jUyAINBRaBIVJQ5wioxWNLiGrSORqbMdsQt9uIa1CBoYOA-w
I have actually 2 staves, 1 with sigil of earth and 1 with corruption for the stacking, as I use staff as my primary weapon.
I use the 2nd best food buffs as I think it is just a waste of money to use the best ones ( I do not have a legendary yet and all my alts are not geared up )
I tried to use a DS dancing build built around the retal, fury, condi remove on entering DS.
The problem is that when you flash in flash out all your actions except dodging and moving will be prevented for 0.5-1 second
you do this every 5 seconds and this means that if you fight for a 30sec fight you are actually “dazed” for 3 to 6 seconds during that time, making you have effectively 10-20% “self daze” uptime, which is why I actually gave up Near to Death in all of my builds
what a great build..
I suggest they add the 15% CDR from Path of Midnight into Speed of Shdows as I see SoS hardly ever used.
This would free up a slot for a new trait, and I would love to have it be a trait that changes the Dark Path into a new skill:
On the Haunt
1/2 second cast time
ground targeted 1000 range leap (jumps as fast as warrior sword #2)
does the same amount of chill and bleed as Dark Path does but in a 120 radius aoe
I know ground targeted DS2 was removed in beta but I think it deserves another chance as a leap instead that costs 10 trait points as the game has changed alot since release.
This would also not prevent people using Dark Path as it is now. This would also allow the necromancer to spec into some limited mobility and I think a trait slot and 200 range less is a fair price for the leap (which is affected by movement speed).
Hi there! So, warriors got few traits merged so I thought they could do the same for necros
I suggest they add the 15% CDR from Path of Midnight into Speed of Shdows as I see it hardly ever used.
This would free up a slot for a new trait, and I would love to have it be a trait that changes the Dark Path into a new skill:
On the Haunt
1/2 second cast time
ground targeted 1000 range leap (jumps as fast as warrior sword #2)
does the same amount of chill and bleed as Dark Path does but in a 120 radius aoe
I know ground targeted DS2 was removed in beta but I think it deserves another chance as a leap instead that costs 10 trait points as the game has changed alot since release.
This would also not prevent people using Dark Path as it is now. This would also allow the necromancer to spec into some limited mobility and I think a trait slot and 200 range less is a fair price for the leap (which is affected by movement speed).
(edited by DarnDevil IV.2143)
Arah armorset and Dry Bones (Shadow Armor in pve) are probably the most necromancer like sets
best stats atm (depending on your build)
carrion, rabid, soldier, knight, berserker and valkyrie
go pure (I don’t recommend going for pure valkyrie tough) or mix and match according to what you need