Showing Posts For Dorian Dawes.8769:
There’s a commander currently on Darkhaven who is in a guild from another server, and has been helping them by listening in on the Map chat and relaying crucial information to his guild on the enemy server. It’s unsportsmanlike behavior that ruins the experience for some players. Can this be reported?
Proud Asura in full TA, but I don’t use Celestial, saving up for Abyss actually. I’m currently using black and a dark purple (can’t remember the name of the dye). My only problems is that the mantle clips with several of the Asura animations such as when running, in combat, and of course with all the weapons.
I like to think of the Necromancer as fairly useful. I’ll say that you don’t “need” any class in a dungeon. Before you say “Guardian/Warrior” it really all depends on how you play the class and how good your group is. Ever run a PUG with a bunch of Glass Cannon Warriors who have nothing for condition removal? In Arah where oozes inflict just about every condition under the sun with one hit, Staff #4 and Plague Signet will make your party fairly happy they brought a Necro along.
As far as the new mechanic with the Defiant boon, I’ve actually been using my fears more often than I have. Yes, it makes it more difficult to interrupt bosses at key moments, but by working with my party, we can steadily whittle down that defiant trait every time it comes out. The Necro can cut defiant in half by using both of his fear abilities. I’ve added Defiant Reduction along with Condition Control to my “Job list” in dungeons. Next time my party members wants to use “knockback” or any other interrupt, I want to be able to make sure they can do it.
Defiant sucks, yes. But it doesn’t make the Necromancer useless. It just means we have even more work cut out for us.
This is a big issue I have with many dungeons. While it is true that you can switch to dagger for objects, this is actually punishing when it comes to dungeons like Twilight Arbor. The dagger’s range is so relatively weak that you have to be kissing the Deadly Blossoms to do any damage. The point of taking out the blossoms instead of just running through them and then using Consume Conditions is to avoid being poisoned in the first place. This makes us very slow which is quite unfortunate. Even other spellcaster classes have an easier time with objects than we do. I understand the philosophy of the necro is that we are an attrition class, and thus have a lower DPS, when so many dungeon mechanics revolve around having a high DPS it feels like we are getting shafted.
What I would like to see is an object-specific condition given exclusively to the Necro. This would allow us to make up for our low DPS on objects while still remaining useful and preserving the balance.
The endless amount of finding myself in PUGs who exploit and skip trash mobs really ruins my enjoyment of these dungeons. My favorite dungeon runs have been with groups of people who take their time and kill everything; unfortunately in many of these areas the reward does not justify the time-sink and coordination required to properly motivate the player-base at large to run these dungeons without exploiting them does not justify the time and coordination required for a successful run. For me, it’s justified because it’s more fun that way, but try convincing a populace recently migrated from WoW that fun and not loot is what you should be going for. It gets even more difficult when many of these paths are bugged in general, and bosses are poorly designed with this running philosophy that huge health bars make up for lack of damage (a philosophy that also seems to be the cause of the problems with my favorite class, the Necromancer).
The trashmobs need to drop better loot, and do more damage but have lower HP. This would keep the difficulty and require just as much skill but would result in shorter battles and give more player motivation to dispatch these mobs instead of calling on a Thief class to stealth the whole group through. I think one of the best examples of this in-game is the optional boss Lt. Kohler, who not only is a fun and challenging fight, but drops a significant amount of loot, a chest, and a very conveniently placed waypoint.
In fact, earning a waypoint for killing mobs would probably be one of the best incentives for dispatching them, particularly if a hard boss is waiting in the next room. As it is right now, when I get stuck in a PUG, even one person who just wants to skip the trash usually wins the group argument because as the dungeons are right now, I can’t fall back on the “fun is its own reward” argument and if I want the tokens at all from the run, I have to shut my mouth and keep an eye out for the players who like to skip because chances are I’m going to be reviving them quite a bit in the later boss fights.
For me honestly it’s a toss between 3 and 4, because while I acknowledge the gripes people have with the class, I still love the Necromancer. I don’t find him squishy at all and think he has a fairly high survivability. I run Pugs in Dungeons a lot, and I enjoy the mass AoEs at the Necro’s disposal in both PvE and PvP areas. My main problems with the Necromancer is that Anet seems to be consistently nerfing our abilities and short-changing us at the core of what the Necromancer was promised to be. I still find the Necro to be the funnest character to play out of any of the classes and I continue to hope that eventually this class will get the much-needed attention it needs.
For now, loading up mass AoEs of conditions on enemies in dungeons then #4 on Death Shroud. Works great for add control.
I wholeheartedly second this idea and it would certainly compliment my current Necro playstyle (inflict conditions on self, move those conditions to enemy) in a unique way. One of the many reasons I enjoy playing the class is being able to look at conditions as tools and assets instead of just another unwanted red mark on my screen (Consume Conditions for example is probably the best heal in the game and easily more effective than Blood Fiend and Well of Blood when combined with corruption skills). Having this mechanic would give the Necro something special while not buffing him to the point that other classes complain about the class being overpowered.