Showing Posts For Jimmy.1476:
I found where is problem,its bugged when Dhuumfire trait is equiped,it works correctly without dhuumfire.
Today patch changes :Life Blast: The higher damage value of this skill is now dealt at all ranges rather than at close range only.
Its bugged,It still works like before patch,damage is higher only at close range.
Its good for power reaper with full shouts and soldier runes,it generates life force too.
Its about numbers of reapers.There are millions of reapers in spvp.Reaper is now exploited by noobs.Bad players can be decent bcs its about easy and noskilled gameplay and 99% of people have that stupid signet build.I play necro like main for 3,5 years and i started hate reaper too,im more and more dissapointed.
It does not crit,but it ignores enemy´s armor.
I found DS better than RS only in wvw for full berserkr gear,where can be life blast spammed at 1200 range,but i think almost every proffesion has better 1200 range skills now than necro´s life blast,bcs LB has too much long cast time + aftercast and good damage only within range 600.
I though there will be some fix for DS in 26. January patch.DS is very weak against RS and i think its the biggest reason why almost nobody plays old necro,but only reaper.
DS skills have too much long cooldowns against RS skills and Life blast has too much long cast time.
Focus 4 is okay, no real need to change the boon to fury. They should improve the tracking, the skill is way too unreliable against moving target.
Yes,i found almost impossible hit some moving target at longer range than 900 by focus 4. This is why I thought that increasing the speed of the projectile can fix problem.But make it tracking is better solution.
My suggestion: focus 4 – decrease cast time from 3/4 to 1/2 sec,increase projectile
velocity and replace regen boon by fury.
focus 5 – decrease cast time from 1.25 to 3/4 sec. ,or make that skill small
aoe (not both changes ofc,or it will be op)
I dont understant why there is not small balance patch every 2 weeks? I dont mean only bug fixes, but small balance changes like a little increase/decrease damage,cd,cast times,cc durations on some skills.I think it will be better and not so much gamebreakeing like only 1 big balance patch every 3 months.
Ok,that idea reduce cd to 1 sec is bad,but make threshold 50% with 5 sec cd can not be op and trait will be more usefull.
Consume conditions to gain health when you strike a foe below the health threshold.
Healing Heal per condition: 961 (0.1)?
Radius.png Health Threshold: 25%
Miscellaneous effect.png Conditions Removed: 1
I think this trait is almost useless,bcs that 25% health threshold and 5 sec cd.
My suggestion is : Make that health threshold 50% like at other similar traits in spite line,or reduce cd from 5 sec to 1 sec.
I think it is a bit unfair that all other classes get something in addition with their elite specialization and only the Necro doesn’t.
Replacing death shroud with reaper also removed the only good dps option for ranged attacks in power builds.
When I have to fight a boss with ranged attacks i feel useless with my axe.In my opinion the Necro should have access to both death shroud(f1) and reaper(f2) and both share the same cd. That would’t give you more power in most fights. Because reaper is stronger than shroud, most of the time you would use reaper over death shroud. The only advantage is, when you have to fight with range, because the mechanic of a boss forces you to.
What do you guys think about it?
I 100% agree with this idea.I want use reaper´s traits for classic necro´s death shroud,i think it can´t be overpowered.It can be very funny.
I 100% agree with op,CC must be situational,not possible spam it all the time.
Personally, I would like more short fear proc’s for the potential interrupt, loss of target lock, and a bit of terror damage.
Yes,i agree,i though something like this.
Necromancers have more access to fear than any other profession, in overwhelming fashion. Granted, a lot of it is conditional and situational…but just look at the wiki page.
I know all skills and traits with fear,but i think fear is very weak now.Fear is almost useless in pve and you need lot of condi damage/might stacks for some high damage ticks in wvw/pvp.Its hard inflict fear on somebody now,everybody has lot of stability and imunities and converting stability inflicts only one sec of fear.Pulsing stability from elit skills is not good too for make fear useable.
One or two skills/traits with fear and it will be ok.
Yes,but protection boon on Spectral armor is increased,so where is logic for not increase swiftness on Spectral walk and protection on Spectral wall?
Spectral walk: swiftness duration is not increased by spectral mastery
Spectral wall: protection is not increased by spectral mastery
I think it must be bug ,bcs protection boon on spectral armor is increased by spectral mastery from 6 sec to 9 sec.
If I could change anything on horn, I would change Wail to a straight-up fear for 1 sec, just enough to turn players around and put interrupted skills on cool down, maybe do a little Terror damage.
I like this idea,bcs i think necro needs
a little more access to fear.
The only problem with Warhorn 4 is that it barely does anything to bosses thanks to Defiant. Other than that, it’s pretty strong. You’re right that it doesn’t help condi builds very much, but the Warhorn isn’t really a condi weapon in the first place.
I think warhorn can be more universal weapon for power and condi builds too.
Deathly swarm is ok for me,maybe it can be a little faster. Nerf of chilling darkness hurts very much,bcs deathly swarm chills only first target now,if traited by chilling darkness,other bounces not.
I think biggest problem is similarity with grasping dead,same aoes,same range,almost same damage,both skills have bleeding,only cripple and weaknes is difference.I think it will be more funny if these two skills will be more different.
I think wail of doom(warhorn skill) is weak,2 sec of daze(3 sec traited) is not enough.
My suggestion is: give some little damage and few stacks of confusion to this skill,so it will be more usefull for condi builds without perplex runes.
I think enfeebling blood (5th dagger skill) is very weak and very similar like grasping dead(second scepter skill)
My suggestion is :remove those 2 stacks of bleeding and give 4-5 stacks of torment to that skill,so it will be stronger,more different than grasping dead and necro will have more access to torment.
Signet of spite still inflicts only 1 vulnerability(tooltip says 5 vulnerability)
I tested minions in wvw and they are great now,they attack every target fast and without problems,flesh golem too.
I tested it many times and only chill is AoE.Bleeding,damage and boon convert is single target.
Signet of spite still inflicts only one stack of bleeding and 1 stack of vulnerability(tooltip says 2 bleeds and 5 vulnerability). This skill is very important for condi builds,unholy martyr can be nerfed by 3 %,its not problem but fix signet of spite is so much hard?
Death shroud´s skills are interrupted when necro is out of life force.This old bug is here again.
Why there are not carrion ascendant trinkets and back items in game? Carrion,rampager and rabid are basic condition gear stats in game ,there are rampager and rabid ascendant trinkets/backs, but no carrion.I really miss them for full ascendant carrion gear.
I tested dark armor few minutes ago and it works good in wvw and it works good in normal pve maps but it does not work in lions arch and in starting areas and it does not work in heart of mists and in spvp hotjoin.
I think there is not problem if its bugged in lions arch and starting areas bcs there is not fight,but biggest problem is its bugged in spvp.
No i dont think staff auto is the right skill for torment. It doesnt need more damage. The only think it could need is a faster projectile speed.
Faster projectile speed can helps fix that skill too,but it was increased by 10% one year ago and it looks like Anet does not want increase that speed more,so i though give torment to that skill can be more acceptable for Anet´s balancing team.
My suggestion is give torment to Necrotic Grasp(staff autoattack skill).That skill is now useless against moveing targets,bcs it has very low speed projectile.I remember,projectile speed was increased by 10 % 1 year ago,but its still not enough,target is sometimes running faster than this projectile.If Anet doesnt want increase that projectile speed,i think 1 torment for maybe 2-3 sec can fix this skill.Marks were nerfed few times in past,i think staff is now weaker weapon and it needs some boost.Mesmer will have torment on scepter AA,why not torment for necro´s staff AA? I think it can not make Necrotic Grasp overpowered.
Necromancer:Plague form has 3 skills and their autoattacks stoped work after last patch.
I dont understant why everybody thinks i made this thread bcs i cant kill thieves and warriors in wvw.Im playing engi and necro for long time and ofc, i can kill warriors and thieves in duels and small groups fights , not only noobs, but good players too.But i can see 2 reasons why i think thieves and warriors are op in wvw : 1.Bcs wvw is infested by warriors and thieves,im forced to play special antiwarrior and antithief builds.I cant play other builds, bcs other builds are useless against them.I dont need run special builds for kill other proffessions,i need it only against thieves and warriors.
2.warriors and thieves can have everything in one build – high damage,mobility,condi cleanse,self heal,survavility.Other proffesions must allways sacrifice something,thieves and warriors not.I dont want thieves and warriors unplayable and weak but i think this needs some balance.
(edited by Jimmy.1476)
What is “thiefs”? I can’t find it in the dictionary.
Thx,its repaired
I dont care about pve and i have not problems with thieves and warriors in spvp, but thieves and warriors are crazy overpowered in wvw now and its killing all fun there.It will be soon only thieves vs warriors wars supported by guardians.Numbers of warriors and thieves are really crazy in wvw and dont tell me its only bcs they are favorite proffesions in every similar game.Thieves and warriors have nice survavility,damage,mobility,self healing,condi cleanse,all in one build + thief has stealth stomp and warrior banner ress.I think its very bad for wvw balance if some proffesions can do all these things in one build without reall weaknesses.I dont want some nerf from ground for thieves and warriors,i dont want some proffesion unplayable but i think this is really madness.Im playing wvw from GW2 beginning and im really shocked how bad situation is there now.Is it really impossible make some proffesion balance for wvw only, different from pve?
(edited by Jimmy.1476)
Conditions are only way how to defeat those bunker guardians and warriors in wvw.They are almost unkillable by power builds.If conditions will be nerfed,these bunker builds must be nerfed too or they will be almost immortal.
Necromancer: i can see 4 nerfs.If necro is so much overpowered,why i cant see too many necromancers in game?Why i can see primary warriors and guardians everywhere?Why is there invasion of thiefs and mesmers in wvw and no invasion of necromancers?There is only one less played class than necro-engineer,so i dont understant why nerf one from two least played classes.
Dhuumfire will be useless after change(give dhuumfire to life blast and only 3 sec).Nobody will use it.Why? Bcs if necro will go to death shroud mode for apply dhuumfire by life blast on target,that target will loose stacks of bleeding or maybe poison too.So where is the logic for that? I cant see it. Anet,your solution for dhuumfire problem is worst from all,please find another solution.You promised necromancer will be main class who will use torment,so dhuumfire can be deleted from game and necro can have more acces to torment or something like that,lot of players wrote nice ideas here on forum last few months.
I think if dhuumfire will be really nerfed (by giveing it to life blast and only 3 sec),we(necromancers) need something for compensation,for example more skills(or trait) with torment.
Signet of spite has 60 sec cd(48 sec with trait),so i think its ok if skill with so much long cd is more powerfull than skills with for example only 20 or 30 sec cd.
Im playing necro 14+ months,i have few types of gears and lot of builds and conditions are almost only way how to defeat supertanky warriors and guardians.My power builds are almost useless against them.Only when im running full berserkr gear,i have better damage against them,but its very risky playstyle,one mistake and i can be death very fast.
So,if conditions will be nerfed,these tanky warriors and guardians will be immortal?
Im playing necro 14+ months,necro was allways fine for me,but i must say one thing : Signet of vampyrism is really crap.Im playing few types of gears and lot of builds with my necro ,but i really can´t find build for this new healing skill.Other necro´s heals are much better for every situation and for every build:well for party support,blood fiend for minion master and consume conditions is one from best heals in game,usefull in every situation.Signet of vampyrism is worst healing skill from all new healing skills.
I have few suggestions:
Spitefull marks : it needs 20% damage for marks,10% is not enough,bcs only one mark has good damage,others marks have low basic damage,10% is like nothing.
Siphoned power : 1 stack of might for 5 sec if your hp is less than 25%? Its bad joke,its maybe worst trait in game it needs something like 3 stacks of might for 10 sec if necro´s hp is lower than 50%
Life blast : i think casting time 1 sec is too long.with that 1 sec casting time target is death before i can hit him by life blast or i have lot of misses by life blast,primary in wvw. Why not make it like in underwater,half damage and 1/2 of sec. casting time or 3/4 damage and 3/4 of sec. casting time?
Necro´s trait Mark of Evasion is : Leave mark of blood when you dodge.
Mark of blood is Necromancer´s second skill from staff and it gives 3 stacks of bleeding on targets,but mark from trait is bugged,bcs it gives only 2 stacks of bleeding on targets.