Showing Posts For Kinohki.3470:
This is really interesting because this is very close to what The Kin uses. However, the Kin has 10 curses instead of blood magic. This way you can get weakening shroud upon entering death shroud which gives you a good source of weakness every 20 seconds.
Same spite traits as you, same soul reaping with the exception of the cooldown on death shroud as opposed to the 25% faster movement speed. Now if you REALLY want some nasty combos, use BiP along with runes that give you might on swap and might on crit and you can stack stupid amounts of might. With the extra might duration, it’s easy to stay at 20+ stacks of might in pve and usually hover around 5-10 stacks of might with a high crit rate.
The Kin however uses valkyrie armor for pve. In pvp, celestial amaulet, though the crit rate is a little lower.
Greetings and salutations. The Kin is a fellow Necromancer (Lv 80) and decided to put in his two copper here as well. (Started out on Sea of Sorrow and moved to Crystal Desert due to a friend requesting The Kin’s presence there.)
To start off, The Kin will acknowledge that coding a game is very difficult. Even a simplistic game has thousands, if not tens of thousands of lines of code. A game like this would be absolutely mind boggling in the code count department and The Kin, for one, acknowledges this. For bringing the game out, The Kin will give thanks.
With that being said however, The Kin also no longer plays GW2. The reason being is the slow rate of fixes. While content comes out at a good pace in this game, the number of builds for Necromancers are nauseating. Power or conditions. Axes, as people have said are horrible. It took them ages to get the minion AI even remotely fixed and even now from lurking and reading the posts it seems like it still glitches up at times.
There are many traits that are useless (Reanimator, lifesteal traits) and other such. While the devs do work hard, a lot of these things to go unfixed or tweaked is a bit of a let down, and honestly, it’s hard to be thankful for that.
While balancing a game may be incredibly hard, it’s easy to see that Necromancers had a problem in tpvp and spvp simply by watching the top ranked players and how many necromancers they ever incorporated into their team. That alone says something.
The Kin is by no means a professional player of GW2 but in the limited amount of time he had with the game, testing different builds in wvw and even spvp became tedious. Most would fail horribly with the exception of a few builds here and there that were already found out. It’s easy to see what works and what doesn’t work after only a couple of matches.
In conclusion, while the Devs do deserve a thank you for bringing the game out, their handling of the game after release hasn’t been all that promising. Please don’t take that the wrong way, devs. Most of the bug fixes and changes were things like underwater combat which rarely is seen and simply isn’t all that important or desired. Some bugs from beta weekends still remain which should have been quashed by now. That’s all for now.
Maybe…Just maybe…They stealth patched the minion AI and just labeled it as a fix to “aggressive minions” ? We can all hope…
The Kin hasn’t played this game in quite some time. It’s honestly infuriating as The Kin only wants to play a mnionmancer but…Tis nigh impossible. Sure, there are work arounds and such, but we shouldn’t have to resort to utilizing work arounds to get a build to work..
The Kin decided to post this video in the general discussion. Hopefully we can raise some awareness over the issue. The Kin bought the game on release day. The fact that the minion AI STILL done this last night in WvW when playing after several months now…This is inexcusable.
marianitten.1247 posted a link to this video and The Kin thought that some awareness should be raised about it. Since the Necromancer forums are usually filled with complaints, pleadings for bug fixes etc, those that haven’t checked them can get a taste of the necromancer through the following video.
Note the video shows the Flesh Golem AI, but this applies to nearly all minions save the flesh wurm and bone fiend, which is pretty reliable. Enjoy and share your responses as to what you think.
Just as a quick overview if you can’t be bothered to click the link, the video shows the Flesh Golem attacking things of its own volition and other times just standing around while it’s master is getting pummeled. This is only a small portion of the problems with Necros.
Only a Necromancer can master that which requires no mastery… (Had to. Sorry.)
Only the Necromancer can be the ultimate cliche villain..That only fails whenever they try to do something, like taking over the world with mutated evil bunnies. (Jagged horrors
)
Only the Necromancer can raise the dead…Which stay raised for approximately 7 seconds…
Okay I just woke up and I’m done.
Where did you find the Jon Sandersen music?! I’ve been looking for MP3’s of his Duck Tales and Mega Man music for ages but I’ve not found any!
All in all, I liked the taste in music. The video was interesting to say the least.
So what does pistol whip look like? A lot of thief skills look the same..Perhaps The Kin should play a thief for a while to recognize the looks of some of the skills..
The Kin plays a power necro, though is currently working towards getting some specific gear for a bit more survival. As it stands, The Kin’s necro has 47% crit 3000 power and roughly 20k hp or so and 81 crit damage.
The weapons of choice are Dagger / Focus and Axe / Focus, occasionally with a staff or such instead of axe. In WvW however, thieves have been stupidly frustrating. The Kin is entirely uncertain how to deal with heartseeker spammers and often times find the life force chewed through in a matter of seconds and entirely unable to kite or run from the HS spam. Any tips on how to deal with this, guys?
The skills so far have been hard to choose. Some are good in certain instances, some in others but The Kin is starting to lean towards using 2 minions with 2 utility skills (Flesh golem + bone fiend) and maybe two other skills, but have no idea on what. Consume conditions is a must, in The Kin’s opinion.
Any tips are greatly appreciated. Thanks.
Here’s the thing. With Elementalists, they use their daggers as a catalyst more so than a weapon. Lightning whip hits multiple foes and has a range of 300-450 or so. The fire one, has around a 300-600 range as well and hits 3 times simultaneously. Scholars don’t use the dagger so much for melee as they do a catalyst. Dark pact has a range of 600 or so and immobilizes so why can’t the other ones? At least give us a little room over a warrior or thief or so.
As it is now, a Dagger power / crit build, while it does good damage, gets absolutely thrashed by warriors and thieves due to heartseeker spam or other such high burst potentials. You literally can’t be at a safe range to avoid them. Daggers can have a bit more range to them. Just because a necro has higher HP doesn’t mean we have higher armor as well. Case in point, when you have 19-21k hp + and people are bursting you for 14k or more, that’s a bit negligible. Especially when they’re coming from stealth and you have little to no time to react at all.
Should see the attacks elementalists get with daggers. It’s pretty nifty. Fire is AoE, Air is AoE, water is AoE. They have a lot of utility with their daggers and their range is typically 300-600.
How about just removing the degen from DS and adding at least 1 more ability?
The question is this. How do you redo the trait that makes death shroud consume life force 25 % slower if this was the case?
Believe it or not, Charge has the potential to be amazing. The Kin was fighting an elementalist in pvp who made the mistake of running into a corner. The flesh golem literally one shot him with charge because it had repeated hits. It was pretty lulzy and The Kin wishes he had recorded it.
All in all, the skill could use a bit of a rework. It sucks seeing the golem get stuck on small bits of land or so. The Kin agrees with you, but it’s not entirely useless. In some niche situations it’s pretty awesome, though that still doesn’t warrant it enough to be an elite or even say it’s not broken.
Anomaly, that’s why you read the rest of the post. The original poster isn’t providing data, they are asking if there is any data available. In other words, they want to see hard evidence that proves Necromancers are underpowered.
Now granted, there is evidence out there if someone was to search, but still if it was consolidated into a nice, neat presentation, that would be what the OP is looking for. All they stated was that they didn’t -feel- underpowered because they haven’t played any other classes. It kind of helps if you read an entire post before you bash, trash and or blatantly disagree with it.
Ponymancers..The new school of magic :P
The Kin has a Necro with near full exotics. (Lacking jewelry) but honestly, it’s fairly abysmal. over 2k power with 41% crit chance and 37 crit damage (not the best but it works.) The Kin has retrained traits again and again and again and again. First was a full minion build that used staves. Conditions were fun, but honestly they don’t seem to really do much.
After that, The Kin tried a dual dagger siphon build. This is impossible. 25 HP at lvl 80 is ridiculously low and with the 50% siphon, woo, you get 28 hp instead. The siphon on the dagger skill is just horrible. While it’s a bit better, it’s far too weak when you have an HP pool of 19k+ and you barely drain 1500 hp (That’s if you don’t get interrupted.).
Even with the 50% minion hp, the minions still die fast. The golem is actually fine. At level 80 with the minion damage and hp traits, it can actually solo mobs that aren’t veteran. The other minions just..Die.
Axes seemed good at first..But keeping the vulnerability stacks on anything long enough to do much is only good for a one trick pony. (Axe + focus. Use the #4 along with well of suffering and watch the vulns build up). Of course, pvp wise this is easily cleared by anyone who can cancel conditions. All the bugs and such in our trait trees is maddening and, honestly, as some have said, our skills simply do not synergize well.
By all rights, axes SHOULD look like a good weapon. Vulnerability, good damage…But something just feels off about them.
Pretty sure minions do set damage based on their level.
The Kin did a quick search, so The Kin isn’t sure if this has been reported. The Kin has a demon summoning dagger on weapon set 1. A bloodlust axe on weapon set 2. Summoning the demon works fine until it kills over from time limit (Honestly, summonable mobs this way shouldn’t have a timer in The Kin’s opinion.)
After the stack limit has been reached however, the demon is summoned and eventually dies off. Both sigils however remain in stasis and inactive and will not “reset” until you zone. What this means is that you can’t summon a demon via the demon summoning sigil, swap to the axe set and stack bloodlust stacks. Neither sigil simply works anymore and you stop gaining charges altogether until you zone.
The Kin just wants to say that The Kin’s flesh golem has exhibited weird behavior. On top of not attacking, it sometimes does the -exact- opposite and will just roam from mob to mob attacking things randomly, thus leading THE KIN across the map rather than following the master. The Kin has noticed it typically only does this with aggressive mobs..
It’s quite amusing because, well at level 51, it seems like it can actually do something finally, and with well of blood (Healing spell) it can actually last a while. Though once it hits veteran mobs..Yeaah..GG Flesh golem. Game over man.