Showing Posts For DriV.6203:

Reaper's good but there's any news whit it?

in Necromancer

Posted by: DriV.6203

DriV.6203

I agree with op!

Melee necro might be a nice idea but only on the paper. Practicaly, having high cast time on skills is nice road to hell especially with the necromancer. Your attack can be easily evaded, blocked, blinded or you personaly can be easily interrupted with cc. Already with bad mobility, you can be paradoxically kited if your enemy has a good condi cleanse resulting chill mechanic ineffective…

It is a never ending story with anet. We need mobility, better spike/focus dmg mitigation (invulnerability) and stability/protection sources right now as as a reaper, melee focused light armor class. Healing in ds should also be available as default without the need of trait. Right now, DS break synergy with a lot of gameplay styles and basically limits you to use a certain gameplay that it is most effective.

I realy do understand why anet decided to create ds as a replacement for nice GW1 lifesteal and generaly necro health/energy bar manipulation. Sadly, Death shroud is something that doesnt fit into GW2 fast paced gameplay as it rely on long cast list with hard order that can be easily interrupted making necro to lose its synergy/artrition cast order.

In the past when necromancer was OP because of dhuumfire patch, he was actually a condi SPIKE class with almost zero defense capabilities, something completely different from what it should be.

I am wondering how will necro unfold though…

Drivi | Necro Raiders [NR]
Gandara
http://www.necroraiders.net/en/

Revert nerf made because of dhuumfire

in PvP

Posted by: DriV.6203

DriV.6203

top players who agreed that a major problem with Necromancer was our lack of sustained damage

I remember some guy from the Curse team or whatever making a statement saying that we didn’t need more damage and that we needed a means of escape, not more pressure as we were the only class that couldn’t disengage from a fight on a regular basis like all other classes. And he did this before Dhuumfire was added. I only remember newbie Necros complaining about lack of damage and thinking we needed Burning as back then a condi burst where you stacked 25 bleeds in about 5-10 sec was entirely possible to do.

My words exactly. Necro itself can do a lot of dmg, but he lacks sustain and disingage. I understand that if necro will have super fast condi spike with great sustain and with the ability to escape, that would be way overpowered. What i want is to have more ways to control the progression of fight, to have some advantage in longer fights and the way to flee when necessary.
I dont want to be a punching bag who have a lot of HP, but cannot mitigate it well when focused from multiple sources.

This dhuumfire patch and other buffs that were nerfed are more or less conneted to the necro game mechanic as a whole. It realy need some major rework…

Drivi | Necro Raiders [NR]
Gandara
http://www.necroraiders.net/en/

Revert nerf made because of dhuumfire

in PvP

Posted by: DriV.6203

DriV.6203

Dhuumfire was the worst “buff” and it was both absolutely unwanted and uncreative decision. Who in the hell wanted a necromancer with burning?!

Actually a lot of people wanted (and still want) two things for necromancer. Sustain (artrition) and Escape.
Dhuumfire didnt solve anything and in long term, it brought more harm then good to this class.

Those aren’t mutually exclusive things. Quite a few people did want more damage via burning. A lot of folks also did (and still) want defense. There was even some overlap.

If you look on what dhuumfire patch gave us you will notice that there were a lot of damage related buffs. Those buffs would not have been needed at all if the necromancers were given more atrition to slowly melt enemy and have the ability to escape if needed.
After the patch, necromancer was actually quite opposite of what anet expected necromancer to be. We became a condi spike glass that was able to cc fear you and bassicaly melt you in 15s. Not atrition-base class at all… And then nerf train arrived.

Drivi | Necro Raiders [NR]
Gandara
http://www.necroraiders.net/en/

Revert nerf made because of dhuumfire

in PvP

Posted by: DriV.6203

DriV.6203

Dhuumfire was the worst “buff” and it was both absolutely unwanted and uncreative decision. Who in the hell wanted a necromancer with burning?!

A lot of people, actually. We weren’t doing amazing in the meta, and a lot of people attributed it to the fact that we couldn’t sustain DPS on people due to a lack of burning, unlike engi.

Actually a lot of people wanted (and still want) two things for necromancer. Sustain (artrition) and Escape.
Dhuumfire didnt solve anything and in long term, it brought more harm then good to this class.

Drivi | Necro Raiders [NR]
Gandara
http://www.necroraiders.net/en/

Revert nerf made because of dhuumfire

in PvP

Posted by: DriV.6203

DriV.6203

Dhuumfire was the worst “buff” and it was both absolutely unwanted and uncreative decision. Who in the hell wanted a necromancer with burning?!

Thanks to this bullpoop dhuumfire bs we were nerfed to oblivion and even then a-net decided it was not enough and they completely ruined dhumfire itself!

No revert changes were made since. Of cource necro is bottom line of the foot chain thx to its fault game mechanic.
It is more then obvious that a-net has not a single clue what to do with necromancers at all… I am just sooo afraid of expaction pack and what it will bring to the necromancers.

Drivi | Necro Raiders [NR]
Gandara
http://www.necroraiders.net/en/

Bug abusing lightning whip

in PvP

Posted by: DriV.6203

DriV.6203

Fix it anet. This is ridiculous. Don’t you care about your game?

Drivi | Necro Raiders [NR]
Gandara
http://www.necroraiders.net/en/

Necromancer Forum Specialist

in Necromancer

Posted by: DriV.6203

DriV.6203

pff, only for fat ’muricans?kittenanet!

Drivi | Necro Raiders [NR]
Gandara
http://www.necroraiders.net/en/

Remove Edge of the Mists

in WvW

Posted by: DriV.6203

DriV.6203

You will find the occasional WvW commander in EoTM and they usually do really well in both fights and karma training. Sometimes I tag up in EoTM on my alt to level it up faster cause whoever was tagged up before only wanted fights or only was avoiding fights and trying to back cap. You need a nice mix of both to keep things interesting.

Really? Most commanders that i encountered in EotM only differed with tag colour.

Drivi | Necro Raiders [NR]
Gandara
http://www.necroraiders.net/en/

Remove Edge of the Mists

in WvW

Posted by: DriV.6203

DriV.6203

EotM players are like excellent chess players

oh really?! I really do think you are trolling but well, i will still respond to this.

Most of EotM players do not even understand what to do in EotM. Half of those sheeps in blob are repeatedly almost insta-killed by lord with 5min buff… Just face it! EotM players are just pve scrubs who turn around with keyboards keys and dodge with double clicks. They are not excellent chess players at all, LOL. As for EotM commanders. Well, most of those commanders are shipped straight from PvE champion train. I have never seen a nice push from EoTM commander. Hiding and fast capping while passively moving away from enemy zerg, yes i saw that alot.

And when those up level nubs get erased by some angry veterans or a guild, they can just switch EotM map to find another greener everflow with fast-paced strategy capping (ehm, karma train).

Drivi | Necro Raiders [NR]
Gandara
http://www.necroraiders.net/en/

(edited by DriV.6203)

Tales of a Melee Necro

in Necromancer

Posted by: DriV.6203

DriV.6203

In response to this:
I made this:
http://gw2skills.net/editor/?fRIQRBIRtG2IHNN2WbjlN83mAXokeFih9dqmA6FIAaBA-TVCBABfcCA4R9no3fYWlgKp8jF9DLY+DgnAgHHEASBUxCA-w

Please note that I went all in on the Death Magic tree not because I wanted the traits rather because I wanted the passive toughness. and the final trait skill. Having never looked into this tree I have no idea of the value of the respective traits.

With the tweaked gear and consumables I find that 64% Crit chance is quite sufficient. and at 3k armor I should be pretty tough for a clothy, Thoughts?

This looks better. Still there are some adjustment here and there that needs to be done.

1. If you still want to have scepter even if you do not have much condi, swap dd with warhorn to have dw/sd, but i still think that scepter is bad wpn in this build.

2. get rid of sigil of rage (3s quickness with 30cd…) you do not have any vigor, so if you dont know what to take, sigil of energy is always a good choice.

3. rune of exuberance is interesting, but in your build you are focusing more on toughness and your vitality is still only 1200 which limits its potential greatly.

4. trinkets can be in full ascended, it will gives you more points. Exotic is a low end (as you can obtain ascendet trinkets from multiple sources now)

5. Food. Omnombery ghost, Lemongrass soup or even a spici beans (with rune of ice it can do a lot). Those first two are the best options though.

6. swap SoL with Well of power or something that is not so worthless. You have 30% boon duration from death magic, BiP might help (then change signet mastery).

Else seems fine.

Drivi | Necro Raiders [NR]
Gandara
http://www.necroraiders.net/en/

Tales of a Melee Necro

in Necromancer

Posted by: DriV.6203

DriV.6203

That is not about me to decide, but about anet to make more build variety with balance. That wont happen as they need 6 months for 4 changes you know.

Yep, you can play such build but dont be upset when you will be stomped to the ground.

When you try to do some build, please, at least make certain specific role you want that build to fulfill well. Having “melee” necro with 2161 armor with 2x off hand dagger is… interesting. Vampiric precision knocked me down. Spectrall attunement wont help you much(no last gasp). Having healing power on necro is also waste. You can actually refill those point where they will matter.

I know the old times when ppl went hybrid with necro. Please Dont.

Drivi | Necro Raiders [NR]
Gandara
http://www.necroraiders.net/en/

(edited by DriV.6203)

Tales of a Melee Necro

in Necromancer

Posted by: DriV.6203

DriV.6203

It is bad build completely without synergy what so ever and with realy low armor.

Do not try to build some “new” awesome build. All is well known and that is the reason why there are only like 1-3 builds per class.

Drivi | Necro Raiders [NR]
Gandara
http://www.necroraiders.net/en/

anet's lack of transparency

in Guild Wars 2 Discussion

Posted by: DriV.6203

DriV.6203

There has been a lot of problems with balance which was directly caused by a-net lack of communication and transparency. Example:

Dhuumfire
Automated response
Diamont skin
Healing signet

I am sad that we must wait for undisclosed changes 6 months then to find out that those few changes are completely unwanted and completely out…

Drivi | Necro Raiders [NR]
Gandara
http://www.necroraiders.net/en/

List your preferred Necro changes.

in Necromancer

Posted by: DriV.6203

DriV.6203

Able to be healed in DS will be a good start as almost everything is connected and will be impoved then.

Ofc there are milions other problems with necro but all of them must be adjusted accordingly to other classes not to make necro op for another big nerf.
Necro lack a lot of things(invun, vigor, disengage) and all of those missing things are directly related to Death shroud which is a nice mechanic, but only on the paper…

Drivi | Necro Raiders [NR]
Gandara
http://www.necroraiders.net/en/

Thoughts and observations on axe

in Necromancer

Posted by: DriV.6203

DriV.6203

autoattack #1 and #2 should have ~90 radius of attack (similar to staff Ele’s fireball)…
“So you would hit up to 3 foes that are in 90 radius of your target”

Or make it without a target with cleave similar to guard staff that can hit up to 3 foes per hit.

Also #3 should be a blast finnisher

/necro axe problem solved

Drivi | Necro Raiders [NR]
Gandara
http://www.necroraiders.net/en/

Vampire Build, Knights gear

in Necromancer

Posted by: DriV.6203

DriV.6203

Vampiric life steal is not viable in Guild Wars 2 thx to the lame life steal game mechanic. It does NOT scale and therefore it can be only somewhat effective in 1v1 combat and even then it is obsolete to other 1v1 builds it is just pain to see. On top of that, your life steal (which is main focus in your build) doesnt even work when you are in DS. Thats mean about ~ 33% of your time you DO NOT get your sustain from life steal, regen etc… cuz you are in DS, your super class mechanic!

SoV is crap heal, it does have 1s iternal CD (even on active effect), doesnt take away your conditions and it is just… bad. Even if you do steal all 6 ticks, you will still only get ~2000 HP (2500 bloodthirs) + other heal (traits, food, sigils).

SoL is also bad an i try to take it away asap when i know i will go into the combat. Its active life steal lacking most of the time and it is only viable while facing mesmer or minionmancer and hiting all clones and phantas, else you will get only one stack heal for ~1000 hp with 60s(48s) cd and that is BAD.
SoS is not needed, you need to have plague signet, well of power or something else that will help you to fight conditions.

You do not have any condition cleanse other then dagger #4. Meeting condi Ranger or condi PU mesmer you will melt like a butter. Staff is must have for necro no matter what.

On the other hand I like ppl who want to therorycraft something new, problem is that game mechanic doesnt alow it. All this build pro/cons is well known and that is the reason why there are only 1-3 builds per class. Other builds or gamestyles just doesnt work until anet figure out and improve them.

Drivi | Necro Raiders [NR]
Gandara
http://www.necroraiders.net/en/

Traitworks: Dead Last

in Necromancer

Posted by: DriV.6203

DriV.6203

From 8 to 4 months ago, a kittenload of nice work wasted again.

Yes, my sadness is getting stronger and stonger as more and more balance patches waste their potential, again.

It is even more depresive to see how this game doesnt evolve :’(
Yet, anet do have a massive ammount of suggestion they could use right away.

Drivi | Necro Raiders [NR]
Gandara
http://www.necroraiders.net/en/

Signet of Vampirism and Blood is Power

in Necromancer

Posted by: DriV.6203

DriV.6203

Ahh, you’re trolling. Got it.

Believe what you want. I do not try to troll you.

Drivi | Necro Raiders [NR]
Gandara
http://www.necroraiders.net/en/

Signet of Vampirism and Blood is Power

in Necromancer

Posted by: DriV.6203

DriV.6203

And finally, Blood Is Power is perfect as it is. If you’re so dead set on wanting a new elite, then use your brain and suggest a new elite, not trying to fix what isn’t broken.

I did suggested one new trait, but all-knowing anet copletely kittened it to their view (they made it bad and useless)

So, instead of creating another elite skill which still be mutated with a-net delusion “we know best how it must be”, i tried to share something that is not hard for anet to implement. I do not want to suggest something. I do not know if anet devs would spend 30min of their precious time to even read it. Then I do not want to wait another 6 months for new balance patch where even if it will be, it will be in kittened up state!

Drivi | Necro Raiders [NR]
Gandara
http://www.necroraiders.net/en/

Signet of Vampirism and Blood is Power

in Necromancer

Posted by: DriV.6203

DriV.6203

Obviously community got used to the lack of class as a feature instead of bad game design.

Necro can do a lot of dmg, but he lack more attrition-like ways to sustain fight as long as possible.

Only real drowback to the elite BiP would be inability to use it with lich form for massive dmg. Still, it would finally gives necromancers something else then those badly designed transforms or bugged minion. Necro will not be ever vialbe on top PvE without big core changes and i do not talk about them now. I talk about impoving its intended design role in PvP/WvW mode. (when you are actually fighting human enemies)

10 stack of might for 15-20s (without boon duration)
4 stack of bleed for 15s (self bleeding remain the same)
20% LF
10-15s vigor (yeah this wont increase your dmg, but it will help you to survive long enough to actually do some…)

Drivi | Necro Raiders [NR]
Gandara
http://www.necroraiders.net/en/

Signet of Vampirism and Blood is Power

in Necromancer

Posted by: DriV.6203

DriV.6203

Maybe you don’t choose Blood is Power. I know a lot of necros where it rarely leaves their bar. That 10 stacks of Might is wonderful.

If you turned it into an elite skill and nerfed the actual uptime, I wouldn’t pick it at all no matter how much life force you tacked on. Why? Because adding life force goes against what the skill currently does. It doesn’t help you stay alive, it makes everything die faster. If I want a “die faster” elite, I choose Lich Form.

Purity of Purpose can be a very powerful tool. Your proposed change to BiP goes against it extremely hard and would benefit nobody but your own prefrences (not even a real benefit at that).

Do you know that on release BiP gave you LF instead of might?

I do, but the change from life force to Might changed the entire purpose of the skill. Having it do both results in a skill suffering from Dissociative Identity Disorder.

It did, but that doesnt mean that with LF gain it would not have purpose at all. It doesnt matter if it suffer from DiD or any other new soft language bullcrap these days. What matter is how good or bad it is in practice.

What matters again is gameplay and not what bs it might suffer lol.

Drivi | Necro Raiders [NR]
Gandara
http://www.necroraiders.net/en/

Signet of Vampirism and Blood is Power

in Necromancer

Posted by: DriV.6203

DriV.6203

Maybe you don’t choose Blood is Power. I know a lot of necros where it rarely leaves their bar. That 10 stacks of Might is wonderful.

If you turned it into an elite skill and nerfed the actual uptime, I wouldn’t pick it at all no matter how much life force you tacked on. Why? Because adding life force goes against what the skill currently does. It doesn’t help you stay alive, it makes everything die faster. If I want a “die faster” elite, I choose Lich Form.

Purity of Purpose can be a very powerful tool. Your proposed change to BiP goes against it extremely hard and would benefit nobody but your own prefrences (not even a real benefit at that).

Do you know that on release BiP gave you LF instead of might?

Drivi | Necro Raiders [NR]
Gandara
http://www.necroraiders.net/en/

(edited by DriV.6203)

Signet of Vampirism and Blood is Power

in Necromancer

Posted by: DriV.6203

DriV.6203

Your still not giving a good arguement for why you think thats an acceptible sacrifice. A new elite would be better. BiP should stay the same. Although i wouldnt be against BiP becoming group might.

Waiting for anet to create new elite for necromancer? After two years? Ok…
No seriously BiP is nice skill but doesnt have place on our utility slot most of the time. If you make BiP as an Elite skill, then MAYBE ppl will chose it as it will benefit them no matter what their build is. YES, as an elite, it will lower your dps as your mights will be base duration at 15s(20s), but it is reasonable for Elite with 60s(48) cd. You can then have 3 utility slots while still having BiP which gives you might + 20%LF and maybe vigor and you are not stuck in transform.

Drowback to this is only longer cd increased (and thx to that dps decrease) but if you consider what it gives you, it is not as bad as you might see.

Drivi | Necro Raiders [NR]
Gandara
http://www.necroraiders.net/en/

Signet of Vampirism and Blood is Power

in Necromancer

Posted by: DriV.6203

DriV.6203

Its still a heavy nerf to damage for a minor buff to lifeforce generation. We dont need damage nerfs. Necro is at the bottom for damage and doesnt even have the highest condi damage. Lifeforce can be generated really easily without much change to the core build. Im all for increased lifeforce for condi builds. But it should be done with the scepter or traits. We shouldnt be asking for anet to butcher a really good utility just so we can get some more lifeforce for one build which lacks it. The best solution for that would be to buff scepter 3 or maybe give necro some base lifeforce regen while in combat.

Yes in long term it lower your dps but i would not increase that might duration pass 20s as it will be way op.
On the other hand, necro has a lot of dmg and what he realy need is more sustain to fight its attrition fights. Having Elite blood is Power mean you can use other 3 utilities while still having skill that might you, gives you LF and hurt enemy with bleeding…

There might be another way how to improve Elite BiP as to give it 10-15s Vigor.

Drivi | Necro Raiders [NR]
Gandara
http://www.necroraiders.net/en/

Signet of Vampirism and Blood is Power

in Necromancer

Posted by: DriV.6203

DriV.6203

How does it help power and condi builds? You are essentially nerfing necros might up time just to get a non transform elite. You could just use flesh golem or dont use an elite at all if you hate the transforms so much.

It doesnt improve your sustain. It reduces your sustained dps. If they added a new elite and kept BiP as it is. I would be ok with it.

It does improve your sustain with 20% life force. As a conditionmancer, you will be glad for ANY life force, having life force on elite would give you a possibility to use it and then go in DS.
enemy will get 4 stack of bleed, you get 10 mights for 15s (base)
cooldown on 60s is normal for elites, i do not want it go any lower as it will be OP(with certain runes) and way spammable. You can still take Master of corruption for cd redection.

…and you still can take 3 independent utilities. (SoV maybe?)

Drivi | Necro Raiders [NR]
Gandara
http://www.necroraiders.net/en/

(edited by DriV.6203)

Signet of Vampirism and Blood is Power

in Necromancer

Posted by: DriV.6203

DriV.6203

SoV as a general utility sounds attractive but it has a heal, which would give Necromancer two major heals in the utility bar so there is no chance of that happening.

The three elite utilities we have all serve completely different purposes; plague-turtle is self explanatory, hammer-turkey is good dps with our only knock-down until it dies, and the green giant is short term high dps. Explain how a new elite fills in a gap in play the others do not and you may have a chance.

I am really wondering about BiP on Lich after the patch. Will it be better?

Well, If you are roaming in www or somewhere else you will use propably minion as it is the “best” 1v1 elite. Plague will be useless as enemy will try to run away (kite) you and Lich is a “come and spike me bro” elite which doesnt have guided projectiles and you can strafe without being hit. When you lose your stability, you are a toast. Not mention moa…

BiP as an elite would give you some new options as you will not be locked in transform that do have its hard-counters. It improve your sustain, help both powermancer and conditionmancer and you can still take 3 independent utility you want.

I doubt 20% every minute would help much

lol i guess you dont play conditionmancer very often do you?

Drivi | Necro Raiders [NR]
Gandara
http://www.necroraiders.net/en/

Signet of Vampirism and Blood is Power

in Necromancer

Posted by: DriV.6203

DriV.6203

Blood is Power is good as is, as are our elites imo. Only real issue (ish) is the lack of underwater options, but underwater play is pretty limited anyway.

SoV could use some tweaking for the passive, but the active is pretty strong with the Bloodthirst trait. Using that in combination with Dagger 2 heals a ton… as long as you don’t get interrupted. That’s a pretty big liability with SoV. Plus we have the Locust Signet for healing on a utility already.

heh? Necromancer do not have any special “utility-like” elite skill. We have only transformations and dumb minion while some other classes have elites that benefit them all the time – no matter what their build is. Where would warrior be without Signet of Rage hmm?

Blood is Power was an elite skill in GW1 so it realy make sence to make it Elite skill as it would also give so much needed attrition to necro. Bare in mind that necromancer does not have any active defense, you cant block eviscerate with aegis, you have no source of vigor so you must use your dodges carefully, you have limited source of stability, fury, retaliation or even protection. While other classes do have other means to mitigate damage, necro must tank it all or most of it. DS as a class mechanic cant take much of it as it does have fixed amount of HP = dmg it can take.
You must know, that sometimes it is better to block a kill shot than to “eat it” with DS…

SoV, it is joke and it always will be. Necromancers use consume condition as it is one of the best heal in game. Having SoV as a heal right now is just stupid.

SoL is worthless and i try to reswap it if i have the time before a fight. That active effect should be changed too as it is realy useless.

Drivi | Necro Raiders [NR]
Gandara
http://www.necroraiders.net/en/

Signet of Vampirism and Blood is Power

in Necromancer

Posted by: DriV.6203

DriV.6203

Hello,

I have been playing this game from the release and I want to share suggestion that I think would help necromancers tremendously in attrition and sustain role.

Blood is Power is now an Elite skill

  • Increase might duration from 12 to 15s
  • now applies 4 stacks of bleeding for 15s on the enemy (were 2stacks for 30s)
  • self bleeding remain the same
  • now gives 20% life force on use (only when enemy is hit)
  • cooldown increased from 30s to 60s
    This will be change worth the gold because it would actualy gives necromancers brand new options. Having blood is power as an elite skill would extremely help necromancer.

Signet of Vampirism is now an Utility skill

  • nuff said here.
    This would make necromancer able to finally sustain some punishment or using its active “bonus” to life steal on selected enemy without losing its #6 healing skill. It would also make new options about necromancer being the target caller.

Right now, necromancers only have transforms (lich, plague) and then stupid flesh golem that cant swim and doesnt even attack most of the time thanks to bugged pathfinding. Having more options at least in Elite skills should be essential. It would also make Signet Mastery or Master of Corruption to be more worthy traits.

Drivi | Necro Raiders [NR]
Gandara
http://www.necroraiders.net/en/

Communicating with you

in Guild Wars 2 Discussion

Posted by: DriV.6203

DriV.6203

I don’t think it was done to scare you. I think it’s because it’s a mesmer-specific complaint, with a heavy bias towards PvP balancing, phrased with a very inflammatory tone in a general discussion post about ArenaNet’s communication with its players. It’s better off elsewhere and frankly has nothing constructive in it.

Just my guess though. ¯\(?)/¯ Edit: wtb utf-8

Unfortunately it is not first time they blow it up like that. Do you remember:
Dhuumfire?
Automated response?
Diamont skin?
Healing signet?

Community warned them it will be op (and without counter-play) against certain builds but it was too late as they announce things after they are already implemented…

Those problems would not be in the game if a-net were more open and transparent.

Drivi | Necro Raiders [NR]
Gandara
http://www.necroraiders.net/en/

(edited by DriV.6203)

Communicating with you

in Guild Wars 2 Discussion

Posted by: DriV.6203

DriV.6203

I really dont get it. It is like neverending dream. You are claiming you are all playing and watching and still it feels like most of a-net were reassigned to different project!

Community wanted more options with commanders from release, after two bloody years we get… changeable colours!

Players want you to change Ranger from release as it is one of the poorest designed class all about #1, after two years… Ranger is still crap.

Players want you to impoved Necromancer disengage and survival/sustain from release as it is also badly designed class thx to stupid death shroud mechanic. Afrer two years we get dhumfire and thx to it necro condis were nerfed and then dhuumfire itself was removed to DS #1 leaving necromancer nothing to compensate!
I just hope that those changes in necro feature patch will not left him useless and broken for another 6 months!

WvW community wanted GvG as it is only possible esport that can be introduced in this game. After two years we get obsidian sanctum thx to A-net employe who interfered into solely community managed gvg! (without this incident, www guild would still have to play their gvgs near south mill)

Orb of powers thx to hackers were removed instead of fixing them so they cannot be exploited! (it is realy easy to remove something than to find some solution for it)
After that we get bloodlust which is mostly deserted or no one is capping it as a-net forgot to give any reward for it…


NO a-net, you do a realy poor job reading the forum or playing this game and finding out, what the community wants and what makes a lot of players angry!
I would be sooo ashamed to introduce only changeable colour for commanders after two god kitten years! A shameful display!

Drivi | Necro Raiders [NR]
Gandara
http://www.necroraiders.net/en/

(edited by DriV.6203)

Is sPvP ever going to be more than Conquest?

in PvP

Posted by: DriV.6203

DriV.6203

After all this time I realy dont understand why Anet doesnt want to be involved in WvW GvG scene and want to create “new” spvp mod.

GvG now itself (solely managed by the community) has more fans and guilds and it is thousand times more competitive than spvp ever has been in the past two years.
Thx to the fact that the more combat skilled team actually win, not the one who can hold points longer, cap faster and outnumber enemy on points…

Still, after all this time, Anet sincerely believe that 5v5 conquest spvp will become e-sport even when the basic million-times repeated flaws will never make it to happen. (ever heard about asura?)

Instead leaving conquest spvp as it is and looking around and asking what the players want (do you ever heard of guild vs guild in game called Guild Wars?), they still want to ressurect spvp and throwing most of their ressources into this…

I am speechless.

Drivi | Necro Raiders [NR]
Gandara
http://www.necroraiders.net/en/

Abaddons Mouth vs Gandalf vs Apollo Glade

in Match-ups

Posted by: DriV.6203

DriV.6203

NR is looking for friendly 15v15 – 20v20 GvG.

Contact Ralin (Ralin Ezeru Xul.5184) or Drivi (DriV.6203) if you are interested.

Drivi | Necro Raiders [NR]
Gandara
http://www.necroraiders.net/en/

Riverside vs Apollo Glade vs Abaddons Mouth

in Match-ups

Posted by: DriV.6203

DriV.6203

NR is looking for friendly 15v15 – 20v20 GvG.

Contact Ralin (Ralin Ezeru Xul.5184) or Drivi (DriV.6203) if you are interested.

Drivi | Necro Raiders [NR]
Gandara
http://www.necroraiders.net/en/

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: DriV.6203

DriV.6203

Elementalist:

  • Earth XI – Diamond Skin. This trait has been redesigned. Conditions cannot be applied to you when your health is above the threshold. 90%.

Why? As a full cleric elementalist you will laugh at foes with full condition build… They will be unable to deal you enough direct damage to take you below 90%. This is almost as bad as “Automated Response”. Bad trait, no counter play.

Necromancer:

  • Curses IV – Weakening Shroud. Increase recharge from 15 to 25.

Should not all traits which will give you boon/effect trigger everytime you do into ds? Most others DS traits have about 15s cooldowns. That is better, because you can still time it to trigger everytime.

But with Weakening Shroud it is a realy bad decision, because you do not see when it is more than 25s so you can go to ds to trigger it again. For necro, DS should be really his class mechanic and when he has some traits which will give him boon/spell, it should trigger when he pop DS. This will make a realy good necromancers even better at something you want them to be good, Attrition.

<Corrupt boon>
What about making Corrupt boon a channel skill (similar to Ether reneval)! With every pulse it will convert one boon to condition with maximum of 10 boons convertion. It will give your enemy time to react. He can dodge it which will evade 2/3 of that channeling or he can interrupt it. Yes if your enemy is afk then you will be able to corrupt 10 boons on chanell, but you will be in most times evaded or interrupted so the max of 10 boons corruption will hardly ever happen.

What do you think?

Drivi | Necro Raiders [NR]
Gandara
http://www.necroraiders.net/en/

(edited by DriV.6203)

Some ANET interfered with our GvG

in WvW

Posted by: DriV.6203

DriV.6203

It was very sad what happened. Such unprofesional behaving from anet realy make me sad, especialy when it happened after unfamous bloodlust patch. It is realy sad anet is trying to do anything to spoil gvg in gw2, even with such childish way. How long it will take anet to fully understand spvp is fail and when they understand ppl need some great gvg.

For those players who are mad about other guilds playing gvg and taking 20 ppl limit for 30 minut i dont understand you guys. Most guilds who are into gvg are doing even more job for whole server, because they are better than other pve scrubs guilds that accidentaly click on www. They do gvg to play fair matches which can be difficult in normal www play.

When one of the organised guilds who are doing gvg leaves a server it is often a big slap for remaining players on that server.

Drivi | Necro Raiders [NR]
Gandara
http://www.necroraiders.net/en/

(edited by DriV.6203)

Nerf incoming???

in Necromancer

Posted by: DriV.6203

DriV.6203

Noone was complaining before the update when necro was an easy target or better free frag in wvw or pvp. Now that we can defend and stryke back, its on every corner “OMG OP NECRO”.

This is a problem that has been here for almost a year. Almost a year necro was a “punching bag” and he was unable to effectively strike back and community get use to it. After the famous necro patch he is much more stronger and can kill his opponent very easily and that completely shattered community believes about necro being easy toothless class.

This “necro” patch change which made necros being super OP mutha***** was because of one thing. Necromancers fans who were still playing the class, sometimes killing op shatter mesmers etc. even with quite underpowered class. After the patch, they are able to utilize every buff to the limit and that is why they are OP.

Devs forgot about necro and when they buffed him, they created monster who is able to kill everyting!

Now even mesmer have to use utility skills to deal with necromancer! OMG nerf!

Drivi | Necro Raiders [NR]
Gandara
http://www.necroraiders.net/en/

(edited by DriV.6203)

State of the game - 06-09-13 -

in PvP

Posted by: DriV.6203

DriV.6203

I have Questions about necromancer.

How they want to balance that class?
In some aspect he is now realy strong (condi burst+ terror), but in others aspects he is realy weak (surviving focus fire, disengage/escape). His cc doesnt quite compensate it, because in most situation your target will be able to get away.

Why did A-net boosted things no one complained about and left the real problems unsolved?

Drivi | Necro Raiders [NR]
Gandara
http://www.necroraiders.net/en/

For the DEVs (necromancer state of the game)

in Necromancer

Posted by: DriV.6203

DriV.6203

1.) survability/sustain
Necro needs more sustain and some way to survive focus from multiple sources. Countering burst with just a health and DS is not a solution. Especialy when you are in WWW.

///Solution///
Spectral armor give a 3-4% LF without internal cooldown would be a one way to solve this issue.

Healing in DS should be possible! period.

Vampiric needs to be reworked. I think it would be better to have bigger steal, but with internal cooldown. Similar to steal on ctitical food, but with BETTER scaling with healing power…

2.) mobility
Necro needs more ways for disengage. Necro does not have any “oh poop button” and thx to bad mobility in general, he cant escape. In spvp it might not be that much of a problem, but in www, it is a big issue. Thx to bad mobility, you cant chase anyone. This is something that will be pretty hard to solve, cuz it is mostly a class mechanic problem as this class is realy poorly designed.

Dark path is in current state very unpredictable and it is something you cant rely on(especialy cuz it is your only possible gtfo skill). Yeah and it also require target.

///solution///
Dark path should be a targeted gap closer with range 1200 which will infict 3s chill to 120 radius. Cooldown 25s. I understand it would lose its offensive 3 stack(5s) bleeding but i would trade it just as a 100% gap closer for it any time…

Spectral Walk recharge reduced from 60 to 40 seconds and swiftnes from 30 to 20 seconds.

3.) combofinishers.
Necro doesnt have any reliable blast finisher other that putrit mark and no leap, 100%projectile or whrill finnishers (dont including a water combat). This has to change if you want to make necro more helpfull for team. Necro is the only class which doesnt have any blast finnisher on warhorn. This clearly show up how much devs forgot about necro class, or about the fact that necro do have a warhorn…

///solution///
Warhorn #4 is a nice candidate for a blast finnisher…
Axe #3 is a nice candidate for a blast finnisher…
Staff #3 should pulse 2x-3x and making its poison field last longer.

4.)TRAITS
lots of traits need to be reworked. Especialy Vampirism traits. Dhuumfire is also something no one ever wanted and because of this, terror was nerfed by 17%. I realy like Torment condition, because it realy fits from all conditon most as a “exclusive” necromancer conditon. I realy want torment to be more at disposal for necromancer. It is just most curse-like condition. forget burning, torment ftw!

///solution///

Remove Dhuumfire completely. Make some other trait which will infict torment. And make it curses trait, not a spite trait!

Lingering curse should also be recreated and combined with hemophilia. Hemophilia is itself better than lingering curse, because it increase every bleeding. Lingering curse only two skills…

General vampiric traits recreating…

5.)Weapons
Axe is still quite underpower and it doesnt have any cleave… This has to change!
Scepter should have different chain and icon picture. It is the only weapon chain with exactly same icon…

///solution///
Axe needs to have 5-10% damage increase.
Scepter chain should be recreated.
1. blood curse should infict 5s bleeding (+1s bleeding)
2. putrit curse should infict 2s poison (change poison to second skill, -2s poison)
3. rendering curse should infict 8s torment. (increased cast to 1 second)

what do you think?

Drivi | Necro Raiders [NR]
Gandara
http://www.necroraiders.net/en/

Necromancer's only defense!

in Necromancer

Posted by: DriV.6203

DriV.6203

I say play it a while and then see how you feel.

We did a big set of improvements to Necro recently, and we want to make sure we don’t over improve their defense capabilities.

We want to shift more focus to death shroud throug main hand skills, but, again, we don’t want to do this too fast, ESPECIALLY with a major Pax tournament right around the corner.

So death shroud gains may not be as high as you would like, but we’ll keep monitoring them and looking at further improvements to make.

Let me be succinct here, some of us DON’T care about PvP meta therefore YOU should not base the way you modify the classes around it for everyone! Get a few testers to actually play in PvE and WvW; if you can find a few, lord knows we are getting scarce, and see for yourself already. If you cannot offer anything to help the survivability of the class at this point then leave us the kitten alone, better yet revert us back!

Anet care about other game mods. For example, WvWvW. They were on Ethernal borderlands with TUP, runing there mindlessly like a crazy chickens, being killed with almost one shoot by ac with their full berk elementalists.

Seriously when I witness it, it was a like a cold shower to me, because then it was crystal clear. Devs dont have a clue…

If sharp ever played a necro i dont know in what universe he is living in now…

Buffing aspect no one ever complain about. Dhuumfire??? wtf who ever wanted a burning for necro? Just another offensive dps??? What necro needs is more reliable way to sustain(Vampiric, LF gain). Take damage from multiple sources(focus/zergs) and to have some ESCAPE mechanic.

I realy dont understand how hard is to understand that.

Drivi | Necro Raiders [NR]
Gandara
http://www.necroraiders.net/en/

Axe #1 needs to be changed.

in Necromancer

Posted by: DriV.6203

DriV.6203

Axe need:
Axe #1 and Axe #2 now have radius 90 as a “cleave” mechanic.
Axe #1 damage increase by 5-15%.
Axe #2 number of strikes increase from 8 to 10 and lifeforce gain from Axe #2 should be 1% per strike. (with 90 radius, you can hit foes more than 20x = 20% LF.)
Axe #2 recharge increased from 8 to 10 second.

Unholly feast is now a blast finnisher. Thanks to lack of blast finnisher, it would make a axe to be gold!

i kind of like these changes… but im assuming with the number of hit increase on axe2 it would also get a dps increase (all hits doing the same amount of damage as currently?)? and a channel duration increase makes me question whether the recharge increase would be merited

… also the blast finisher would be interesting… axe is primarily a DS weapon meaning the wielder would be unlikely to possess combo fields… could aid build diversity/co-operative play

Axe #2 would have dps increase. Channel time would be same (2¼). I realy dont think it would be op. It is very predictable and it can be easily evaded. it is also limited with 600 range that is not that much as it seems. The reason why someone score ~10k damage with it is mainly because of traits and other factors.

As for unholly feast. This would make axe (and whole necromancer) viable in team fight in www as a close range blaster. It is just so sad to see necro completely worthless when your team is stacking up before fight. There is now only one blast finisher that is somewhat effective and it must be trigered by an enemy!

Drivi | Necro Raiders [NR]
Gandara
http://www.necroraiders.net/en/

Axe #1 needs to be changed.

in Necromancer

Posted by: DriV.6203

DriV.6203

do you know Spite it’s the condition duration tree too, right?

it doesn’t hit as hard as dagger and it will never do. It would be a better dagger because it hits at range.
It won’t cleave either because it’s a ranged weapon. There is no such thing as a 600 range cone cleave area in the game, they won’t invent it for the necro axe.

adding condi damage(making axe more hybrid than already is) is a feasible solution to the damage lacking of the weapon.

sure torment is the rarest condition, but I only see it as a better bleed, dont know how it would be problematic to put some torment on an auto attack.

ofc it shouldn’t be as powerful condition wise to replace scepter (as it doesn’t hit as hard as dagger in the direct damage department )

There is a way how make ranged attack to have somthing like cleave. Adding 90 radius to those attack. Same as elementalist fire attunement #1 Fireball on staff.

Making axe to have a dot condition is another nail to necro already non-synergy traits. Spite traits have condition duration, but that is used primarly for not dot condition (Vulnerability, chill, cripple etc). That is why Duumfire is there. To compensate the damage for a burning. Making this trait to be efective only if you also go for curses line to gain another 300 condition damage. Then you are a glass, but you hit like a train.

Axe need:
Axe #1 and Axe #2 now have radius 90 as a “cleave” mechanic.
Axe #1 damage increase by 5-15%.
Axe #2 number of strikes increase from 8 to 10 and lifeforce gain from Axe #2 should be 1% per strike. (with 90 radius, you can hit foes more than 20x = 20% LF.)
Axe #2 recharge increased from 8 to 10 second.

Unholly feast is now a blast finnisher. Thanks to lack of blast finnisher, it would make a axe to be gold!

Those^ changes and axe will be up for a fight.

Drivi | Necro Raiders [NR]
Gandara
http://www.necroraiders.net/en/

(edited by DriV.6203)

Axe #1 needs to be changed.

in Necromancer

Posted by: DriV.6203

DriV.6203

Dagger is the pure power weapon. I see the axe as an hybrid weapon with some direct and condi damage on it. Poison would be great too on aa

Except it has absolutely no damaging condis on it.

That’s why torment or poison could be a great addition to axe.

beside, you can use Dhuumfire on it without a great crit change, because the axe counts with a lot of hits, 2x on aa 8x on #2 and up to 5 in #3. At least one will be a crit.

Torment is the rarest condition and using it in autoatack will make alot problems. Axe have traits in spite line as a power damage weapon. Torment is condition that is most curses-like and it would make a perfect addiction to scepter in curses line. Axe needs cleave. Adding torment is not a solution, but a step back.

Drivi | Necro Raiders [NR]
Gandara
http://www.necroraiders.net/en/

Axe #1 needs to be changed.

in Necromancer

Posted by: DriV.6203

DriV.6203

Change vuln for torment on #1 and we are done here

I dont think this would be the good way to improve axe. Axe should be power(direct) damage weapon and for that it has that 1 stack of vulnerability per hit making it a perfect candidate for direct damage necro build. However, damage is low and that vulnerabiliy doesnt compensate it. Lack of cleave is also quite sad.

If you switch axe vulnerability for torment that would be even more messy with already bad necro weapon/trait synergy.

If you want to give torment somewhere it would be somewhere on scepter, because scepter is used mostly for condition damage and torment scales with condition damage.

For instance scepter #3 Feast of Corruption which is direct damage skill on “mainly” condition weapon. Again, you have two skills that do damage mainly with condition and then you get that slap with Feast of corruption…

Lingering Curse – Grandmaster trait then gives 33% condition duration. But it only affect TWO SKILLS!!! WHAT THE kitten?!

Drivi | Necro Raiders [NR]
Gandara
http://www.necroraiders.net/en/

The "Make-a-great-trait" competition

in Necromancer

Posted by: DriV.6203

DriV.6203

Change Dhuumfire for Dhuumfrost:
Chilling does damage
Don’t listen to ppl who will say “oh no that would be too OP” it would not.

This is a good example why you can’t have abilities that are overly synergistic. This would either be pointless without chilling darkness, or insane with it.

If it tick for 300 every second as a full conditionmaster(~1500condition) i dont see it to be op at all.

Drivi | Necro Raiders [NR]
Gandara
http://www.necroraiders.net/en/

The "Make-a-great-trait" competition

in Necromancer

Posted by: DriV.6203

DriV.6203

Parasitic Corruption.
grandmaster(30) cursed/blood magic trait.

Applying a condition on foes heals you.

basically something similar sence to Altruistic healing. You as Necro are supposed to be master of corruption/curses. Guardian is a master of boons and as a holy warrior he is healed for applying boons. You on the other hand as necro could also heal, but from applying conditions.

This will make a perfect epidemic hit even more rewarding.

Drivi | Necro Raiders [NR]
Gandara
http://www.necroraiders.net/en/

Axe #1 needs to be changed.

in Necromancer

Posted by: DriV.6203

DriV.6203

Dagger mh: power, dagger oh: condition. And we have a trait for using both at the time.
Axe#3 is AoE but no cleave on aa or #2
Marks works better at melee range but they are 1200 range.
Focus have ridiculous long casting times and don’t have a specific purpose.
WH long CDs short effects.

I agree completely. It is just so sad to have non-synergy traits that encurage/force player to play hybrit like build (if you want to max out stats and trait bonuses).

Or whole game mechanic that is just so “unique”…

Drivi | Necro Raiders [NR]
Gandara
http://www.necroraiders.net/en/

Axe #1 needs to be changed.

in Necromancer

Posted by: DriV.6203

DriV.6203

Necromancer needs more blast finnisher that he can use right away and doesnt have to wait for foes to trigger it!
There are only two candidates for blast finnishers that the necromancer realy needs!

Warhorn #4 Wail of Doom.
Axe #3 Unholly feast.

I understand that Unholly Feast skill is now balanced and if Anet adds it blast finnisher it might be quite strong.

Drivi | Necro Raiders [NR]
Gandara
http://www.necroraiders.net/en/

(edited by DriV.6203)

Axe #1 needs to be changed.

in Necromancer

Posted by: DriV.6203

DriV.6203

As I promoted from my last posts I think axe need to have something that will make it unique. For 600 range it should be something worth using…

Attack radius. 90 should be fine for axe #1 and axe #2.

This would make Ghastly claws (axe #2) very nasty, because it could hit up to 3 foes. LF gain should be lowered back to 8 though. This “radius” would make axe to have something like cleave and i guess (and hope) it would not break balance In higgest tier spvp. However, in www, it would be something to use in Zergs other than always staff, Finally.

Unholly Feast should be also a blast finnisher.

It is quite sad to see necro to be ABSOLUTELY useless in team fight (in sence of blast/ projectile finnisher department). Only ONE blast finnisher is available, Putrit Mark. And even this skill needs to be triggered by enemy! Other blasts are just so unreliable and situational. Who will use wurm or bone minions primarily as a blast finnisher??

It is just so nice to have a charr with hammer (guard, warr) and blasting with it. And then go back to necro and do nothing when you are stacking up for attack…

Drivi | Necro Raiders [NR]
Gandara
http://www.necroraiders.net/en/

(edited by DriV.6203)

June 20th what id like to see

in Necromancer

Posted by: DriV.6203

DriV.6203

///UTILITY SKILLS///
Rigor Mortis recharge decreased from 50 to 35 second.
Putrit Explosion cast time decreased from 1 to ½.
Blood is power bleeding reduced from 30 second to 15 second, but has now 4 bleed stacks.
Corrupt boon will not poison necromancer if it is unsuccessful.
Consume conditions is now a corruption skill.
Decrease the time for generation 1% life force form Signed of Undead from 3 to 2 second.
Spectral Armor recharge decreased from 90 to 70 second.
Spectral Wall’s Ethereal field now have 9 second base duration.
Spectral Walk recharge reduced from 60 to 40 second and swiftnes from 30 to 20 second.
Signet of locust scale increased to 0.4 for every point in healing power.
Signet of locust radius increased from 480 to 600.
Plague signet now transfer 1 condition every 3 seconds from up to 5 allies.
Signet of Spite recreated. Active effect does not apply conditions, but it give you 50% more LF increase for 10 seconds.
Signet of Spite recharge lowed from 90 to 75 second.
Well of Power recharge reduced from 60 to 50 second.
Well of Darknes recharge reduced form 60 to 50 second.

I realy do not know what to do with Signet of Spite. I do not want active effects to apply conditions, because it has absolutely no synergy with passive in game now.

///OTHER///
Minions heal out of combat.
Minions have new behaving options above your utility slot.
Minions AI improved and their react time is faster and more smooth.
You can be healed while you are in Death Shroud.
You can take(10%) lifeforce from dead life forms while you are in Death Shroud.

What do you think?

Drivi | Necro Raiders [NR]
Gandara
http://www.necroraiders.net/en/

June 20th what id like to see

in Necromancer

Posted by: DriV.6203

DriV.6203

///TRAITS///

SPITE
Axe mastery is now a Master (VII) spite trait.
Signet master has been combined with Signet power trait.
Spiteful Spirit internal cooldown reduced from 15 to 7 seconds.
Reaper’s might increase might duration from 15 to 20 second from Life Blast.
Reaper’s might is now a Master (IX) Spite trait.
Training of the master is now a Adept (VI) Spite trait.

CURSES
Lingering curse has been combined with Hemophillia trait.
Lingering curse moved to 20 Curses (VI).
Terror and Master of Terror combined and moved to 30 (XI) Curses.
Master of terror increased effect from 50 to 100%. This make Terror tick two times now.
Terror does not increase damage if a foe has another condition any more.
Furious demise internal cooldown reduced from 15 to 7 seconds.
Furious demise effect lower from 5 to 4 seconds.
Weakening Shroud internal cooldown reduced from 15 to 7 seconds.
New trait “Parasitic Corruption” is now a 20 (X) trait. You are healed everytime you apply condition.
Focused Ritual is now a Adept (VI) Curses trait.
Master of Corruption is now a Adept (II) Curses trait.

DEAD MAGIC
Staff Mastery has been combined with Spitefull Marks trait.
Greater mark has been combined with Soul Marks trait, but loose their increased Marks radius effect.
Reanimator has been combined with Protection of the Horde and moved from minor trait to Adept (III) Dead magic trait.
Minion Master has been combined with Flesh of the Master.
Minion Master is now a Master (X) Dead magic trait.
Necromatic corruption has been combined with Death Nova.
5 point minor trait is now Shrouded Removal.
10 point minor trait is now Spiteful Vigor.

BLOOD MAGIC
Dagger mastery has been combined with Quickening thirst trait effects.
Dagger mastery has been moved to 20 Blood magic (X).
Transfusion has been combined with Deathly Invigoration. Deathly Invigoration base healing increased from 267 to 1500(1.0). Transfusion base healing increased from 292 to 300(0.14).
Transfusion moved to 20 (IX) Blood Magic.
Vampiric Master recreated. Minions siphon health and transfer it to master, if master has a full health, they siphon health for themselfs.
Vampiric and Vampiric Precision combinated and recreated. It is now called “Taste of Blood”. You Siphon health whenever you hit a foe. If that hit is critical you steal additional health. Base steal from hit is increased from 25 to 30(0.05) and critical steal bonus is increased from 31 to 40(0.08).
Taste of Blood is now a Master(X) trait.
Ritual Mastery has been combined with Vampiric Rituals. Vampiric Rituals health has been decreased from 42 to 20(0.05).

SOUL REAPING
Foot in the Grave internal cooldown reduced from 15 to 7 second.
Spectral Mastery has been combined with Spectral Attunement.
Vital Persistence has been combined with Death Shiver trait.
Vital Persistence moved to Master (X) Soul Reaping.
Near to Dead has been combined with Foot in the Grave trait.
Near to Dead effect has been reduced from 50 to 30%.
Speed of the shadows has been combined with Path of the Midnight and renamed to “Shadow master”
Shadow master moved to Master (IX) Soul Reaping trait.

There are other Blind traits spots that can be used for another new trait ideas. Reason why i combined so many trait is the fact, that they are itself so weak and inferior to other class traits. It is now absolutely necessary to combine some other class traits so they will be more balanced with these. I understand that now a lot of traits seems to be alot OP. It is partly, because a lot of necromancers get uset to those weak a non-synergy traits.

Drivi | Necro Raiders [NR]
Gandara
http://www.necroraiders.net/en/