Showing Posts For Jjaja.7218:
…Mesmer: Balanced…
isnt on this patch WITHOUT 25 stacks of might
This is incredibly annoying. Mesmers have the MOST predictable burst out of any profession (yes even above warriors); you can tell just from the amount of clones that are up. What does the Engineer do though? He wastes dodge rolls for whatever reason before the fight even really begins and as far as I can tell, is using no stun breaker/stability/freedom/invulnerability (think WoW arena trinket).
(edited by Moderator)
Hello! I’m Jjaja, I play Necromancer for a top five North American team (Jesus Beat Us Once; JBUO) and at the time of this posting I have around 376 qualifying points. Hopefully, these “credentials” lend some credibility to what I’m about to say. This is all strictly from my experience in tPvP.
Profession Balance: (Obviously every profession could use bug fixes and tweaks)
Guardian: Very Strong
Elementalist: Strong
Thief: Slightly Strong
Mesmer: Balanced
Necromancer: Balanced
Ranger: Balanced
Warrior: Slightly Weak
Engineer: WeakProfession Representation: (There isn’t a profession we never see)
Guardian: Very High
Elementalist: Very High
Mesmer: High
Thief: Medium High
Necromancer: Medium High
Ranger: Medium
Warrior: Medium
Engineer: Medium LowWeapon Swap Change:
Really hurts classes with no built in swiftness on their weapon sets. Otherwise, this is a good change. Why? It evens the playing field for professions who don’t have multiple viable weapon sets. It should be kept until all (or the majority) of the weapon sets are viable amongst all professions.Paid Ticket Entry:
Needs to be lowered. It seriously reduces the competitive capacity of paids if some teams or players have to do four hours of frees just to do one paid. I suggest lowering the requirement from 5 to 3.I believe you have been carried for so long by fantastic teamates that the meta from your perspective is shaded with bias and mastery stagnation. (its when you stop adjusting to chase the meta)
So from your perspective I agree with you. But from my perspective, your ratings are a bit off. Populations seem similar.
And Necro most certainly is a hard carry support in need of diversivfication and a complete overhaul of the Minion AI. Necro is far too complicated for almost no pay off in competitive ability. Without a strong team, necro is simply not competive, and even then, can be replaced by stronger classes that are easier to play.
You are probably better than I am at Necro with your team. But if you spent some time with PuGs your perspective would shatter. Being carried by a fantastic team focuses your perspective into a fragile space where success has become an assumption and your drive to chase the meta for further mastery is nearly gone. Because clearly with so much success you have won the game. Right?
But that just means someone else will control the meta, since you no longer want to.
And before you get huffy, there are a thousand studies on the effects of success on cognitive functions. So congrats on all the QPs but science says your success is a crutch and taints your perspective with bias.
Strong post, the first few lines tells me you have played games with real meta perhaps with ranking where people could not really be carried like this farm based system. I main a necro pug 100% of the time also, the carried necros I have seen are not impressive they are just rez sig bots. The necros that pug alot (not many) are actually good.
Perhaps the OP is good no idea but I just cant respect based on QPs, if its not rated matches its no indication of skill.
I find it hard to accept that I’m “carried” since the nerfs people are asking for on Necromancers (i.e. hybrid well build) is predicated on the build I introduced into the meta. Regarding resurrection signets… you can blame Powerr for starting that one. Necromancers are not underpowered by any stretch; although, they could use bug fixes and tweaks. Remember though, lack of build diversity IS NOT synonymous with imbalance.
Balance should always be done from the top to the bottom. Your experiences in PuGs or hot-joins should be disregarded because it does not always represent the meta or the full potential of any profession composition. Top players will always present the full potential of a profession (it’s what makes them top players) and balance should be based off that. I don’t care if a half-decent Mesmer is able to beat a similarly half-decent Necromancer every single time; it’s a totally different scenario at the top.
Hello! I’m Jjaja, I play Necromancer for a top five North American team (Jesus Beat Us Once; JBUO) and at the time of this posting I have around 376 qualifying points. Hopefully, these “credentials” lend some credibility to what I’m about to say. This is all strictly from my experience in tPvP.
Profession Balance: (Obviously every profession could use bug fixes and tweaks)
Guardian: Very Strong
Elementalist: Strong
Thief: Slightly Strong
Mesmer: Balanced
Necromancer: Balanced
Ranger: Balanced
Warrior: Slightly Weak
Engineer: WeakProfession Representation: (There isn’t a profession we never see)
Guardian: Very High
Elementalist: Very High
Mesmer: High
Thief: Medium High
Necromancer: Medium High
Ranger: Medium
Warrior: Medium
Engineer: Medium LowWeapon Swap Change:
Really hurts classes with no built in swiftness on their weapon sets. Otherwise, this is a good change. Why? It evens the playing field for professions who don’t have multiple viable weapon sets. It should be kept until all (or the majority) of the weapon sets are viable amongst all professions.Paid Ticket Entry:
Needs to be lowered. It seriously reduces the competitive capacity of paids if some teams or players have to do four hours of frees just to do one paid. I suggest lowering the requirement from 5 to 3.I’ve stopped reading……
The Necromancer forums are a non-stop cryfest for buffs. I don’t believe we need any buffs. I’ve asked quite a few other top players for their opinion on this list and they seem to agree.
Honestly mate, I dont care if you`re a “pro” or whatever you think you are, but saying that the necro forums are a cryfest for buffs goes to show just how clueless you are.
Have you actually read the forums?
Did you see what people are asking for ? You know, things like maybe less kitten minions, or fixing some bugs that completly screw up some of our builds.
Maybe try going back and reading through some of those posts, maybe then you`ll get a clue on what the class you`re playing was supposed to be, and how Anets vision of “build diversity” works for some classes.
Yes, I read the forums. Do you read the forums after every patch day? Nothing but tears. I made the build every Necromancer worth his weight uses today in tournaments; I think I have a good grasp of this professions viability. And for the hundredth time, diversity does not equal balance.
Coming from someone that has mostly played Mesmer since the beta. To say Mesmer right now is “balanced” is probably the most lawls worthy thing I have ever read on these forums. They are way too strong and even bad ones can easily do way too much.
The only viable spec is shatter and has been for a while(the fact that they buffed it shows Anet have no clue what is going on). It has the best elites in the game. Most of the utilities are strong or worthless there is no middle ground.
Why do people equate balance with “every trait, spell, and weapon set is perfect”? It simply means your damage and survivability are in proportion relative to the other classes. Just because you have one specialization doesn’t mean you’re unbalanced.
The learning curve for a profession is irrelevant regarding balance. I have yet to see a Mesmer in over 1,500 tPvP games that made me think “Wow. That profession needs a swift nerf”.
Hello! I’m Jjaja, I play Necromancer for a top five North American team (Jesus Beat Us Once; JBUO) and at the time of this posting I have around 376 qualifying points. Hopefully, these “credentials” lend some credibility to what I’m about to say. This is all strictly from my experience in tPvP.
Profession Balance: (Obviously every profession could use bug fixes and tweaks)
Guardian: Very Strong
Elementalist: Strong
Thief: Slightly Strong
Mesmer: Balanced
Necromancer: Balanced
Ranger: Balanced
Warrior: Slightly Weak
Engineer: WeakProfession Representation: (There isn’t a profession we never see)
Guardian: Very High
Elementalist: Very High
Mesmer: High
Thief: Medium High
Necromancer: Medium High
Ranger: Medium
Warrior: Medium
Engineer: Medium LowWeapon Swap Change:
Really hurts classes with no built in swiftness on their weapon sets. Otherwise, this is a good change. Why? It evens the playing field for professions who don’t have multiple viable weapon sets. It should be kept until all (or the majority) of the weapon sets are viable amongst all professions.Paid Ticket Entry:
Needs to be lowered. It seriously reduces the competitive capacity of paids if some teams or players have to do four hours of frees just to do one paid. I suggest lowering the requirement from 5 to 3.I’ve stopped reading……
The Necromancer forums are a non-stop cryfest for buffs. I don’t believe we need any buffs. I’ve asked quite a few other top players for their opinion on this list and they seem to agree.
Yeah, like many other have already said you couldn’t be more wrong about this jjaja. The forums are not crying for buffs, all people are asking for is a little bit of attention from the devs to fix the numerous bugs and blatant fails of minions and life siphon. Having two trait trees that are almost completely useless is mind boggling. Even more so since it’s been this way since release.
Every patch there’s a post with a huge following saying how disappointed they are with the notes. People want every trait line to work and be viable. That will never happen; no game has ever achieved anything like that. Bug fixes and a few tweaks are in order but nothing more.
Hello! I’m Jjaja, I play Necromancer for a top five North American team (Jesus Beat Us Once; JBUO) and at the time of this posting I have around 376 qualifying points. Hopefully, these “credentials” lend some credibility to what I’m about to say. This is all strictly from my experience in tPvP.
Profession Balance: (Obviously every profession could use bug fixes and tweaks)
Guardian: Very Strong
Elementalist: Strong
Thief: Slightly Strong
Mesmer: Balanced
Necromancer: Balanced
Ranger: Balanced
Warrior: Slightly Weak
Engineer: WeakProfession Representation: (There isn’t a profession we never see)
Guardian: Very High
Elementalist: Very High
Mesmer: High
Thief: Medium High
Necromancer: Medium High
Ranger: Medium
Warrior: Medium
Engineer: Medium LowWeapon Swap Change:
Really hurts classes with no built in swiftness on their weapon sets. Otherwise, this is a good change. Why? It evens the playing field for professions who don’t have multiple viable weapon sets. It should be kept until all (or the majority) of the weapon sets are viable amongst all professions.Paid Ticket Entry:
Needs to be lowered. It seriously reduces the competitive capacity of paids if some teams or players have to do four hours of frees just to do one paid. I suggest lowering the requirement from 5 to 3.I’ve stopped reading……
The Necromancer forums are a non-stop cryfest for buffs. I don’t believe we need any buffs. I’ve asked quite a few other top players for their opinion on this list and they seem to agree.
nobody on necro forums is crying for a buff. They have 1 viable build in tpvp. People are asking for FIXES.
-Minion AI – broken
-siphon builds – worthless
-axe – never used
-most bugs of any class,
-etc.
If you read my original post carefully you would have noticed I said every class needs its bug fixes. There’s about three different viable tPvP builds for necromancers; I personally use two of them. Please also read my weapon swap change section… I said it should be kept until all or the majority of weapon sets are viable for all professions.
Not every weapon, trait, spell, or elite will be viable. There’s too many spells per profession for that. League of Legends can’t even get it right with only four spells per champion. You might be asking for too much.
The list means nothing, condi necros are fine and the hybrid build is a stupid trashy build. Power necros need a buff. Engineers are fine, people can’t utilize them properly though. Time warp is not balanced.
Engineers are not fine in the slightest. They don’t bring anything another profession can’t do better. The top teams usually pioneer new compositions and strategies; I have yet to see one include an Engineer.
Buffing power Necromancers would mean buffing the hybrid build that is standard in tournaments; it would be too strong. If you read my weapon swap change section, I think it’s more of a weapon set problem than anything else.
Apart from a bunker, mesmers are the number one class that a team is required to have.
Mesmers brings so much utility to a team, not to mention they amazing burst,survivability,mobility and control, that a team without them would be hindering themselves.Time Warp in a team fight,especially the first one, can win you the entire game.
A mesmer defending a side point with Portal can bring back and forth between two points the entire team to defend wherever it is necessary.
Also it can be used to instantly repair trebuches, negating the travel time required that is supposed to be the reward to the opposite team for spending their time destroying it.For me Mesmer is: Very High / Very Strong
I believe Mesmers are balanced. Time Warp and Portal have VERY long cooldowns. It’s far too easy to “pop” a portal by just going to the Mesmer’s node with a Thief. They’re great at 1v1, sure, but so are Guardians, Elementalists, and Rangers.
Profession Representation: (There isn’t a profession we never see)
Guardian: Very High
Elementalist: Very High
Mesmer: High
Thief: Medium High
Necromancer: Medium High
Warrior: Medium
Engineer: Medium Low
- Ranger isn’t seen on the list. Ironic.
Sorry couldn’t resist pointing that out, lol.
Fixed! Thanks
Hello! I’m Jjaja, I play Necromancer for a top five North American team (Jesus Beat Us Once; JBUO) and at the time of this posting I have around 376 qualifying points. Hopefully, these “credentials” lend some credibility to what I’m about to say. This is all strictly from my experience in tPvP.
Profession Balance: (Obviously every profession could use bug fixes and tweaks)
Guardian: Very Strong
Elementalist: Strong
Thief: Slightly Strong
Mesmer: Balanced
Necromancer: Balanced
Ranger: Balanced
Warrior: Slightly Weak
Engineer: Weak
Profession Representation: (There isn’t a profession we never see)
Guardian: Very High
Elementalist: Very High
Mesmer: High
Thief: Medium High
Necromancer: Medium High
Ranger: Medium
Warrior: Medium
Engineer: Medium Low
Weapon Swap Change:
Really hurts classes with no built in swiftness on their weapon sets. Otherwise, this is a good change. Why? It evens the playing field for professions who don’t have multiple viable weapon sets. It should be kept until all (or the majority) of the weapon sets are viable amongst all professions.
Paid Ticket Entry:
Needs to be lowered. It seriously reduces the competitive capacity of paids if some teams or players have to do four hours of frees just to do one paid. I suggest lowering the requirement from 5 to 3.
(edited by Jjaja.7218)