Showing Posts For JohnnyBoy.5471:
Every time I go to the Zephyr Sanctum, I can’t help but feel like I’m back in Kaineng City in GW1. The architecture is almost identical, even the flooring and lanterns that are around the Sanctum.
Anyways, do the Zephyrites have some connection to Cantha? Or did Anet just reuse some old models from the old game?
I agree with this a lot. I’ve always liked the Ranger class, but every time I try to pick it up I’m always put off by the lack of direct damage I deal (condition builds are alright though, I’ll give Anet that). What I’d like to see is the Ranger benefiting from power more like you suggested, and making the passive Beastmastery stats increase pet attribute by 1-2% per point spent instead of +10. It would allow the Ranger to fully utilize a power based build, but would still allow the player to increase the effectiveness of the pet to a fairly good degree as well.
(edited by JohnnyBoy.5471)
As a die-hard Necro, I’d be livid if they gave us a .5-1 second delay before marks became active. Yeah, marks have a lot going for them. BUT, we quite literally have to go 10 points into Death Magic for the Greater Marks trait (the trait that makes them so big), because its so much more difficult to hit with the little radius of the initial skill.
Also, you can dodge through marks (which is ridiculous). It’s Unblockable, sure. But if you’re in the dodge roll animation when you hit the mark, the damage and conditions are nullified.
The way I look at it, competitive 5 man play should be reserved for SPvP Tournaments, competitive 20+ man play is for the WvW scene, and this is supposed to the middle ground in between.
Maybe there could be a smaller version though, like a 5v5 skirmish for Guild Influence or something. But the main rewards would definitely lie in the 10v10.
No, no consumable buffs (or any buff from a source outside of your 10 man team) would be allowed.
Before I start, let me go ahead and say this is going to be kinda vague, but it’s just an idea that’s been floating around in my head for a while.
(The idea also hinges on the fact that Anet will give us back the Guild Halls that made GW1 so kitten cool)
-10v10 match with two guilds competing
-Played at either guilds’ respective hall, with each team being defenders or attackers repectively
-Gear is brought in from PvE, unlike the gear in SPvP
-Played like the original GvG, with Guild Lords, Bodyguards, the whole shabang (maybe even involve some sort of seige components for breaching into the opponents keep?)
-Like GW1, there would be a ladder and ranking system involved
-Would reward Guild Merrits, and perhaps special Guild Hall upgrades at higher tiers
Anyways, there it is. I’m hoping this might be a way to create a more competitive SPvP mode, while also finding a way to reward the PvE players out there as well.
Feel free to throw in any suggestions too!
I’m really not sure how I’d feel about burning. I almost feel like it’d be OP if combined with the Terror trait. My fear ticks for about ~1k, and my bleeds for just under 100. I have to imagine burning ticks, 6 stacks of bleeds (a reasonable amount to have on a target), and the super damage/cc that comes with fear might be too much to bring into an SPvP match.
I’d consider the two skills usable if they could be aimed. They aren’t as is.
If you don’t think RFI and Withdraw are usable right now, you are severely missing out on a huge aspect of the Thief’s play style. They are some of the core skills for the Infinite-Evade build.
Ok, maybe not. But It’s certainly something worth thinking about.
Shadow Aura: Channel your life force into a shield that will reflect projectiles and blind nearby foes. While channeling Shadow Armor, life force drains at twice as fast. 5 second channel. 25 second recharge.
(The blind would be an AoE pulse going out every second, very reminiscent to Plague of Darkness.)
While the name could use some dramatic flair, I think this could be the missing #5 skill Anet is looking for. Yeah, yeah, they say they want a “shadowy DoT”. But this skill would appeal to all necromancers regardless of how they’ve traited, and would give the class a projectile defense that is so very needed.
Would a skill like this be OP? I’d love to get some feedback on this.
(edited by JohnnyBoy.5471)
If the Jagged Horror didn’t lose health, and you could continually spawn them (with the 30 second ICD in mind), I think it would make the Death Magic tree much more appealing. It would allow someone who went 20 into the tree for some reason other than minions (traiting into Staff, etc.) to actually benefit from the minor traits in the tree, and it would be nice to have minions without devoting the majority of our utilities and traits towards the minions themselves. A nice middle ground, I suppose.
If Shroudstomp/res ever stops being possible…
I see what you did there.
I really don’t understand why people love the Lich Form so much. It is a skill that is on recharge for most of the dungeon.
Lich Form is incredibly powerful in builds with a lot of Power and Crit Damage. You are correct when you say that it’s normally on CD, but for those glorious 30 seconds of uptime I’m shooting out auto attacks every second or so that are piercing and hitting for 6k+. Add in the other 4 skills (that have a surprising amount of utility) and you have one BAMF Elite.
Flesh Golem will put out more DPS than Lich Form if the Golem is going to have a 100% uptime (which as any necromancer can tell you, will not be the case). I also feel like this thread hasn’t brought up the fact that popping Lich in a Time Warp is the equivalent of dropping a nuke.
Flesh Golem is a great elite, and I personally enjoy using it on my Conditionmancer in instances where I won’t need Plague, but with the proper build I feel like the Golem will almost always fall short of Lich.
Minions are more like situational skills. Eg. ice fractal. Flesh Wurm etc are immune to frostbite (its good in “Rata Sum” fractal too and I even use it to lure the slave driver in COF P1 to the wall) and in Ascalonian I use the Shadow Fiend for the blind and to soak some damage if my teammates are fragile.
That’s pretty interesting. So far, the only real useful minion I’ve found in dungeons is the Wurm (particularly on the GL fight, that little kitten has saved my life too many times to count). Are there ay other instances that you know of where minions are immune to environmental effects?
That is odd. I’ve never experienced this problem before, but it seems as though the rest of you are quite familiar with it. If this problem continues, I’d suggest throwing it up on the thread for Necromancer bugs.
Ignore those who say minions aren’t good. They just can’t play them.
Minions are good for leveling, but surely you’re not making the argument that minions are good in dungeons (or if you have found a way, please share it!).
I myself have tried several different minion specs in dungeons, but I have yet to find one that brings more to the table than a properly specced Conditonmancer or Power based DS/Wells Necromancer.
http://wiki.guildwars2.com/wiki/Downed_penalty
Could this be what’s causing your insta-deaths? Or is this occurring even without the DP?
It only takes one person who blows their condition removal too early for me to wipe a group of players.
Epidemic is good, but a whole group of players only have one condition clear among all of them? They must be bad then.
Because nobody blows their heal or condition removal prior to seeing Epidemic, right?
If you’re in the middle of a zerg, your health is slowly being whittled away by the mass number of AoE’s. Now imagine at ~60% you just got hit with 20+ stacks of bleeding out of nowhere (a situation that occurs more often than not, in my experience). Even with the proper reactions, those bleeds are going to do a number on you.
And I play on Sanctum of Rall, for what it’s worth. My server is constantly put up against the other top tier servers in WvW, which are lacking an abundance of bad players (not saying they’re not out there, but they’re outnumbered by the amount of people who know what they’re doing).
It’s actually not a question; it’s a mathematical fact. Necromancers do more condition DPS than any other class. The only class that comes close is ranger.
Really? I’d be surprised if that “fact” were true. Last time I looked, they couldn’t even reliably maintain 25 stacks of bleed by themselves, assuming they do not have a convenient secondary target that would humbly stay in range for all the necro’s aoe and kindly waited out their epidemic…
I don’t believe there’s any class that can reliably maintain 25 stacks of bleeding by themselves. However if there is, it would be the Necromancer. Lopez hit it right on the head, no class can compete with the condition damage we put out.
Also finding volunteers to share the AoE with your main target s surprisingly easy, but that’s a whole different argument in itself.
Johnny; I know how good Wurm is, and DS is a great tanking ability – but I mean a proper escape ability – the way a thief, elementalist, mesmer or engineer can become a dot on the horizon if they’re so inclined. Wurm can only take you to where you’ve been, much like Walk.
Corrupt Boon does indeed flip stability, but I’m unable to use abilities while on my back. If you can use it to stomp someone stomping you, do let me know. Plague is handy, but it’s a 180s cooldown.
I apologize, I misread the stomp interrupt part of your post. But only 3 classes ave the ability to stop a stability-stomp (Ele, Thief, Mes) so I still don’t see that as a real weakness, but I’ll stop nit-picking.
And Wurm is a ground casted AoE with a 1200 range, and will certainly take you far enough away from trouble if placed properly.
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I’m quite familiar with dealing with self-bleeds. The point is that the single target damage of bleeds from DB are 50% higher DPS and can be applied 3-4x more often than the necros’ BiP (untraited). From a utility comparison viewpoint, this is quite unbalanced.
Sure, we have Epidemic, which allows us to multiply BiP DPS by 5 if the stars line up right and the targets all allow their bleeds to run the full 30s.
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This is true, if BiP is your only bleed. Thieves only have DB to apply their bleeds (in melee, let’s talk about pistols later). We have the first two attacks of our auto attack, Grasping Dead, and Enfeebling Blood to apply our bleeds, and the latter two skills also apply their conditions in an AoE (Epidemic also becomes incredibly more powerful when used with AoE conditions, but let’s set that aside for now). For a Thief to apply the same amount of bleeds, they’d have to use all of their initiative and remain in melee, where as Necromancers can do the same from 900 units out.
Also the reason I threw EB in with the other bleeds is because any Conditionmancer worth his salt will be using a Scepter/Dagger setup.
Looking at the wiki, it doesn’t indicate a cooldown for Death Blossom, but it says you need 5 initiative. The entry for initiative says “Initiative will replenish naturally at one point every 1.33 seconds.”
So, then the thief can deal 1275 damage bleeds over 10s, and do it every 7 sec or so, whereas the necro BiP can deal 2550 damage but over 30s, only be able to do it every 30s and also suffers a self-bleed?
The word “balance” doesn’t come to mind here.
Necromancers are one of the few classes in the game that can benefit from conditions on us. If the self-bleed bothers you, I strongly urge you to look deeper into the skills at your disposal and see just how many ways you can turn it to your advantage.
Uh… What?
The staff has 1200 range, and with the 20% recharge trait and Greater Marks, I can effectively control an area with conditions and other CC. Move 300 units closer, and you’re in Epidemic range. It only takes one person who blows their condition removal too early for me to wipe a group of players.
Strength:
Condition application and boon removal/flipping
Weakness:
We don’t have a stop interrupt which works vs stablity, we don’t have an escape mechanism worth talking about and we don’t have a way to stomp reliably. Adding one of those three would make me happy.
Corrupt Boon turns Stability into Fear, proper use of Flesh Wurm and DS can get you out of the worst kind of situations, and while we don’t have a way to reliably and consecutively stomp, Plague does give us a hefty 20 seconds of Stability, and we can stomp during Plague.
As for the greatest strength of the class, I’d have to say a tie between DS and Epidemic. It’s been said before, but no other class has the survivability that DS brings us. And Epidemic is the strongest AoE skill in game, period.
As for greatest weakness, I’d have to say it lies in the complete inability to apply vigor. I never noticed it until I had to farm Arah for my gear, but no Vigor is a massive hindrance. The lack of any sort of projectile reflect/blocking (with the exception of an undead army of meat shields) is another peev of mine, but it’s something I can live with.
And we don’t have an invulnerability, but a this point I feel like I’m just getting greedy.