Showing Posts For Mac.7249:
Dear Anyone complaining scourge is broken OP
You’re missing the avoidance lesson here.
Dhuumfire affects shade only, not player. I really hoped i did not have to learn people on how to counter my main. because its fun face-rolling baddies who don’t know how to counter something so obvious.
DON’T STAND IN SAND SHADE.
the end
(edited by Mac.7249)
i think scourge is in a good spot offensively.
defensively on the other hand, it wouldn’t hurt to help it a tiny bit.
(condi clear is fine)
barrier however seems a bit non existent for anyone not running celestial or any other heal power gear. even in full celestial, the ratios seem weak. . . maybe that’s fair. but, the decay is insanely short. possibly pair it with your heal power in a negative way? much like regeneration’s positive but opposite? should slow it to a reasonable decay rate. (im just spitballing here)
shade mechanic is lackluster, i found it easier to use sand savant in zerg scenarios. i know you lose expertise per shade, but the larger radius made it easier to apply considerable pressure on zergs. demonic lore was useful in SMC lord fights being able to cover all 3 hallways, and mid
honestly that’s it.. i mainly WvW so i have no perspective on Spvp
and until pve is tested(crossing fingers) i don’t have an opinion there. but, so far it seems solid on dps..
and no i don’t think it’s overpowered.. just unknown, people will figure out how to counter it eventually.
i hope 98% of you are off arenet’s radar when it comes to advice. power on scourge? do you even read traits? this kitten isn’t hard people.
“Sand Soul: Gain concentration and expertise for each of your active sand shade
Concentration: +75 per Shade
Expertise: +75 per Shade”
why in the kitten hell would you go full power on scourge? i’ve said since leak day 1 this was a hybrid spec. and with no obvious hybrid mainhand weapon, scourge falls flat. you can argue tormenting sigil would help a bit. but let’s be honest, 5s ICD with a single 5s torment tick is hardly worthy of a mainhand hybrid. scepter 3 doesn’t fit the bill. dagger auto is the only thing that can keep up with f5, and f4 spam off CD. oh and staff auto, but… c’mon, staff has needed attention for a long long time. and it’s never getting a look from a competent necro dev, so i’ll leave that one for now. and ask you to objectively look at necro’s current state and ask yourself, are the weapons really fitting the class at all?
Axe; long range power based weapon with vulnerability on auto attack. mediocre damage even at 25vuln. ghastly claws, doesn’t come close to any other class’ burst weapon skills without . unholy feast the added under 25% secondary burst was a nice try by the team, comparatively it falls short of being useful at all in pve content(stuff dies before you get the 1s cast off). axe is in a good spot in wvw/spvp. (good at dodge baiting)
staff; …. only good in zergs … on vanilla necro …. thats it
dagger; AA chain has no utility outside of LF gain. life siphon was changed to include more dmg/heal if you’re bleeding…. self bleed on #3 with a 25s cooldown… why? no i seriously want to know why they attempted to band-aid this weapon instead of fixing it? fixing as in bringing it up to par with other classes, i know necro doesn’t get dmg traits outside of close to death(if you’re under 50 vs a necro you’re dead anyway.) and axe’s unholy fervor. so increasing its damage by a small amount wouldn’t hurt overall, considering its a high risk/reward type of weapon.
not covering offhand, or greatsword. irrelevant in this topic. and GS they tried to follow a theme wich was stupid because that theme made GS extremely slow AA thats completely useless. the only use for it is utility, and lucky hits with gravedigger.
whatever, i’m at a loss on this class… this game, i don’t enjoy any other class so unless they stop approaching necro with abashed dichotomy in the current game, and actually make meaningful improvements to the core, a lot of like-minded players will most likely become embittered with it all.
Everyone complaining scourge is too overpowered is obviously unskilled at player vs player. its doable with any class to avoid being bursted. don’t spam all your skills off cooldown, and don’t waste your escapes – i’m not going to tell you how to counter scourge, because that’s your job…
you; “boohoo scourge puts necro on an even playing field nerf nerf nerf”
Anet; " Scourge is equal now? not for long! "
me; “what else is new?”
[rant]
setting aside the obvious flaws in design. the kitten portal, and many “why?” utility mechanics. any other class get useless utilities? i meen for pve, wvw/spvp sure they have great use. but how many monsters have boons to rip for that tiny tick of torment/cripple? in my mind scourge was anet’s answer to the boonshare/condi meta. vanilla necro had no noteworthy condition application only manipulation. reaper wasn’t suppose to be condi spec, but its more bursty than vanilla, and it’s still laughable. even at 100% duration it barely topped 35 bleeds and only for what 8s? less on champions due to innate condition resistance. scourge offers better burst at shorter intervals. overpowered? hell no. balanced and much needed for the CONDITION KING? yes… stop being baddies and ‘l2p’ yes we’re back to that… go sit in free for all and get good like everybody else.
[/rant]
overpowered it is not, in the right hands its deadly- but can be countered. depends on the player
alright, covering a few things.
1) survivability; indeed we have less health. but, more condition cleanse on demand. and a barrier to cushion large blows(not negate them). perfect defense? not by a long shot(possible slower decay). it needs tweaking to work in proportion with other class burst ability, and the like. (looking at you deadeye)
2) damage; you should be looking at scourge from a hybrid point of view. they don’t have exceptional condition application outside of WvW/spvp with boon corruption. however, with dumbfire not being quite as dumb as it is on vanilla necro, or limited to melee like reaper. it does even out and do quite well in short bursts in combination with dagger spam, or even staff pressure for AoE/scepter for single target long range. (example; scoring top 5 in damage in WvW on a tower/keep lord in full celestial) you could slap on vipers and do very very well in pve. . . of course they didnt let us test in PvE this time, maybe next weekend? – side note; all shroud abilities do damage per pulse, so it does more damage overall considering you can continue to use your main weapons and utilities right next to them.
on to…
3) buffs; the only thing they could probably get away with is longer duration torment. Maybe i remember incorrectly. but, i don’t remember them buffing torment on torch(3s on #4, and 6s on #5[5 being a knockdown so longer to get benefit from movement ticks logic fits) or sand shade’s (2s per pulse[even desert shroud]) since it seems bleeding is not contender on scourge – longer torment durations are important. and the longer decay on barrier as mentioned in “1)”
tip for those struggling in wvw/spvp environment – free for all arena in spvp will help you alot on surviving multiple enemies, and damage rotations. give it a shot. in the scourge case, a good offense is definitely the best defense.
good luck!
Hello guys, and gals!
Going back to patch notes from today 10/18/16
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Unholy Feast: The number of boons converted to conditions has been increased from 1 to 2.
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The trait “Spiteful Spirit” is unchanged, still converting 1 boon. (as intended?) I get it’s not in the patch notes. But, considering spiteful spirit is directly connected to unholy feast, it seems logical to make that change. with the current boon gobble/share meta having an option for power necro that avoids Curses for Path of Corruption. While still offering equal corruption that offers more for a power based build, and doesn’t require leaping into an angry blob.
Thanks for your time, and effort.
that’s a bummer, I had previously copied ascended gear, and a lot of other things. in prep of beta weekend. But, I was not prepared for the lackluster rune/sigil choices. Like the lack of superior rune of ice and sigil of chilling for WvW reaper testing. A lot of choices were left out.
A simple NPC, or an option to re-copy account bank could fix this issue. too bad nobody thought about it prior to the last beta weekend.. hardly seems worth the trouble now.
anyone know if they have even acknowledged the presence of the bug?
death’s charge is bugged as kitten right now. all reset my guy (with nothing targeted) would leap backwards, left, fight, diagonal, and 14% of the time forward with awkward stutter-step movement… whatever “fix” was made needs to be unmade asap, the skill was perfect until the target-able “FIX” -stop it, nobody was going off cliffs or bridges until this ‘fix’ fix fixity fix fix fix broken
it doesn’t always happen. but, death’s charge goes in random directions with nothing targeted.
What i love about th…
oh yea, “Necro is hate, Necro is death” -mac 2015
What i love about the necromancer is the FACT that its the most durable damage in the game. So many times i have been the last man standing with everything on my shoulders. and TADA guess who rallies the ‘meta’ ? you guessed it, that unwanted one.
To delve deeper into my statement. YES we are selfish, and YES we have a lack of group defensive, and to an extent offensive support. BUT, people fail to realize we are the same with or without the party, so when they fail we succeed. On the topic of group support. we offer a wide variety of offensive debuffs to hinder enemies on a large scale. not to mention we have the highest AND fastest burst in game (built zerk) with these new changes 10k life blasts without cheesing your weapon for each dungeon, or using race specific utility buffs is easily obtainable. OH, and don’t you dare discount Dagger Auto Attack. you can sit back and say “necro damage is sub-par” i challenge you to prove that statement. until then, i still say paired with a phalanx warrior necro tops the rest easily (even without one, 50% of the fight we can self stack 25 might) making this the only class i will play.
It seems that whatever arenanet does to necromancers they start crying about nerf first it was the healing and then arenanet reduces vuln now its chill once they fix it, it will be dhummfire…stop demanding your class is unbeatable in pvp what else do you want
you’re joking right?
firstly, i dont use chilling darkness in spvp.
secondly, do not come here ranting about your problems killing necromancers. get good
Thirdly, dhuumfire is obviously a PvE only skill.
and lastly, if you have nothing constructive to add to this thread, go eat a kite.
Anet, why are you trying to kill necromancers? you finally give them something useful (vulnerability on chill) and then nerf their biggest chill generator into the ground with a ridiculous FIVE SECOND INTERNAL COOLDOWN. do you copy/paste everything and call it balance? jebus chrabst reverse this right now. the trait as it stands is useless, even in 1v1 situations.
congratulations, you’ve managed to nerf reaper before it even goes live.
as a side note, I have noticed Life Blast doesn’t seem to be hitting at times also. have noticed it more when something has its back to a wall. Its as if I have nothing targeted, no “obstructed” or damage numbers.
Behold The Shrouded Might
Good day my brothers and sisters.
I would like to share my Shroud of might (PvE)
Traits: 6.2.00.6
Spite: VI – X – XII
Curses: V or IV
Soul Reaping: II – VI – XII
Equipment:
Berserker’s armour, trinkets, and weapons. (can mix in assassin’s as needed for 50% crit)
Runes of Strength (Don’t forget your water breather)
Staff Sigil of force / Sigil of Energy
Dagger Sigil of Force
Focus Sigil of Strength
Traits
Blood is Power
Well of Suffering
Well of Corruption
Flesh Golem as needed/required
Usage
I usually precast Blood is Power before a fight. please note if you’re running with an organised group. Try to save your wells/Staff#3 until you feel fire fields are on cooldown. Make use of Putrid mark to help blast fire fields. Drop Well of Suffering, Reaper’s Touch, and Dagger Auto attack to build Sigil of Strength charges. then proceed into Death Shroud for the butter of this build, Life Blast. Cast as much as you want. I usually spam LB 5-7 times depending on the situation. before Leaving DS cast #5 Tainted Shackled for a bit of spike on your recast of Well of Suffering, Reaper’s Touch, and blood is power. Swap to Staff when you need it for more control in AoE situations. With this rotation it is possible to keep 20+ might up with ease, and vulnerability. I am not privy to how much vulnerability you can keep on bosses. I am too focused on my might and rotation
The WvW Roaming or Spvp build is the same, save for Soul Reaping Major ‘X’ Soul Marks for better LF gains. And of course Knights/Soldiers using Runes of Speed. Utilities Spectral Walk, Corrupt Boon, Flesh wurm, and Flesh Golem.
If I missed anything, please mention bellow.
RE:WvW @Arachnid I agree with you 85% – however, necro condition builds in WvW are lackluster now. So many people are building to counter them due to popularity. I kittened my fear setup for a knight’s & Soldier’s mix with runes of speed, ’zerk trinkets/weapons. Using a 20.25.25.00 build. having 22k.HP / 2.6k.armor / 2.5k.pwr / 50%crit / 50%crit.dmg nourished is a walking madhouse of pain and anguish.
as for lack of mobility, endurance for example. try using orrian steak? erm… “lupi food” 40% endurance recharge rate is very helpful.
Necromancer really does not need help in WvW – Zerging/Havocing is very easy with my current set-up. yes my bags are full all the time. I dont worry about not having fire/water fields, when I have 3 DARK fields that stop any hammer train in it’s tracks. traited for chilling darkness with suffering, corruption, and darkness wells. the gaurdians in the zerg should be actively searching for necromancers, eles, and mesmers to group with and support them, because they support the zerg(its a team sport people) so dont worry about stun breaks. any huge fights you should be starting out as plague form anyway. Of course you may not want to be pigeon holed into the necro WvW meta. do whatever you want, and be patient with people griping about you not being set up ‘properly’
(I haven’t been to Spvp in a while, so no comment on that subject.)
Alright, on to my PvE concerns; btw we have plenty of AoE sustain as power builds if you learn to rotate your skills proper, do not blow all your cooldowns at once.
Necromancer’s in PvE are not respected mostly due to their lack of group damage support. eg; Elementalist’s ability to grant the group members nearby 10-20 stacks of might(Sc/d). My current PVE build is zerk armour(runes of strgth)/assassin weapons/zerk trinkets. using 30.10.00.30 shroud build with Well of suffering, Blood is Power, and Signet Spite.[nourished stats:2.6k+pwr(3k pwr with BiP 10might) // 50%crit(100% in shroud) // 108%critdmg] rotating mostly focus#4/well of suffering/Lifeblast spam for high vulnerability uptime and personal might stacks. <-selfishness is one of the reasons necros are ‘disliked’ in your above average dungeon group “why bring a necro with 1war/1ele/mesmer when you can have another war and ele?” <-that is not likely to change any time soon.
so in short, I can only suggest you tough it out and learn the most optimal[enjoyable] way to play your necro. I have played mine since early release. I can tell you we have the damage capability, yet lack group synergy in almost every aspect. (I know necro’s are suppose to be an ‘offensive support’ class providing weakness[nerfed] chill, and blinds[against dungeon boss’ or champs? /laugh] and vulnerability) however we do not bring uniqueness to the table. (dead_horse alert) Other classes can do what you do better, with more group support options better then you? But, please do not give up my brothers and sisters. Have faith that Arenanet will see the dark some day soon!
(edited by Mac.7249)
I logged in hoping to see some kind of effort being made to make this week un-boring again. . . .
In the future, please remember /bug is an actual function. . .
I still don’t see the usefulness of wells long CD over survivabillity :\ i’m not willing to sacrifice spite, i did drop curses trait for eagle runes and 25 in death for the tiny boost in power, and both staff traits. still sitting at 50% crit and when in zergs and lucky enough fury shouldn’t be a problem. and i can stay around 40% boon duration with food.
Honestly wells are under-powered to me, 5 seconds ticking at 900-2k with a 36 second cool-down, hitting only 5 people per tick . my staff auto attack does more. and my LB does way more if i take out the 10 in death and go with 30.20.0.0.20 for soul’s piercing life blast and curses’ 20% corruption recharge for better might stacking.
wells aren’t sexy a green ghastly death dealer is.
enemy zerg: “oh look a well” presses strafe for a moment
wellmancer: “aww where did the numbers go?”
sorry, I thought that was evident. WvW zerging/soldier – defending/assaulting . . . even fun roaming with 5-10 people.
WvW Zerg build
With this build’s 50% might duration (not including boon food) i can easily hold 15-20 personal stacks of might . . . and in zergs 25 stacks during encounters. I use 2 might duration rune sets, Fire and hoelbrek – 150 power opposed to 75 just wins ‘imo’
I go with spectral walk/armor for survivability, i didnt go with wells because marks do plenty of dmg with 3k power and life transfer for the big AoE finish.
your opinions are welcomed and appreciated.
(edited by Mac.7249)