Showing Posts For Mookzen.4583:
If warrior wasn’t the HEAVYMITIGATION-HEAVYDPS-HEAVYCC-HEAVYMOBILITY machine that he is healing signet would be fine.
And what you can give instead of HS? All other skills are joke in terms of sustain.
Welcome to the non-warrior side of the game.
[snip]you are a true necro who delights in the sado-masochism that comes from false hope and failed expectations.
QFT
I find that the most efficient solution is to leave 1-5 and F1 as they are, get rid of the turn commands and rebind A and E to strafe while making Q E R the utility keys and T for the elite. I also bind the heal and dodge to unused mouse buttons.
Stability gets removed last for other classes but first for the necromancer because we don’t boonspam.
Point is we need a damage mitigation mechanic that SCALES 1vX.
The only form of the vitally needed disruptive CC that cat has is looking a bit menacing.
What about my suggestion from before, % chance to block while in DS. Assuming some adjustments to the DS pool this would not break 1v1 and give us the must needed survivability 1vX and some much needed scaling damage mitigation.
Plague form stability doesn’t even work properly I get CCd in it all the time.
Or it get removed. Thats why the elites needs pulsating stability. 1s/s would be unfair (oh man but i would love it), so 3s stability every 3 seconds maybe?
That must be it, and considering we have like no boons as a class elites might as well not have stability given how boon removal gets spammed in teamfights without even trying.
I find that even mentioning elites in the stability discussion shows a big problem.
(edited by Mookzen.4583)
Plague form stability doesn’t even work properly I get CCd in it all the time.
Spite
[5point] Parasitic bond – %HP restored from foes dying in the vicinity
[10point] Death’s Embrace – being revived is 20% faster in addition
[10point] Spiteful Talisman – no complaints
[10point] Spiteful Removal – conditions removed from foes dying in the vicinity
[10point] Signet Mastery – grants 5 might stacks
[10point] Spiteful Spirit – no complaints
[10point] Reaper’s Might – grants 2 might stacks
[15point] Death into Life – 10% converted considering high cost of getting healing
[20point] Spiteful Marks – 15% increase considering the high CDs
[20point] Axe Training – no complaints
[20point] Training of the Master – 30% increase is alot, 25% instead
[20point] Chill of Death – 15 second CD so it’s useful when needed most
[25point] Siphoned Power – 50% threshold grants 1 might stack for 10 seconds
[30point] Dhuumfire – no complaints
[30point] Close to Death – no complaints
Curses
[5point] Barbed Precision – no complaints
[10point] Toxic Landing – grants swiftness for 5 seconds in addition
[10point] Hemophilia – no complaints
[10point] Chilling Darkness – applies chill for 2 seconds so its useful outside Plague
[10point] Weakening Shroud – weakness 4 seconds instead, 2 is too short
[10point] Reaper’s Precision – no complaints
[10point] Focused Rituals – no complaints
[15point] Furious Demise – no complaints
[20point] Master of Corruption – no complaints
[20point] Banshee’s Wail – no complaints
[20point] Terror – no complaints
[20point] Spectral Attunement – no complaints
[25point] Target the Weak – no complaints
[30point] Lingering Curse – 15% global condition duration buff instead
[30point] Withering Precision – 10 second CD so it procs more than once vs target classes
Death Magic
[5point] Reanimator – works when foes die in the vicinity, 10 second CD
[10point] Dark Armor – %DMG reduction when channeling
[10point] Spiteful Vigor – grants retaliation for 7 seconds
[10point] Minion Master – no complaints
[10point] Ritual of Protection – grants protection for 5 seconds considering high CDs
[10point] Staff Mastery – no complaints
[10point] Shrouded Removal – removes 2 conditions
[15point] Protection of the Horde – grants %DMG reduction per minion controlled
[20point] Greater Marks – no complaints
[20point] Reaper’s Protection – applies fear for 1 second with 20 second CD
[20point] Death Shiver – no complaints
[20point] Flesh of the Master – no complaints
[25point] Deadly Strength – 15% converted
[30point] Death Nova – no complaints
[30point] Necromatic Corruption – no complaints
Blood Magic
[5point] Full of Life – 50% threshold, 10 seconds CD
[10point] Dagger Mastery – no complaints
[10point] Bloodthirst – no complaints
[10point] Mark of Evasion – 5 second CD considering no source of vigor
[10point] Ritual of Life – 30 second CD
[10point] Vampiric Precision – restore %HP per crit
[10point] Transfusion – no complaints
[15point] Vampiric – life siphon %DMG of the hit
[20point] Vampiric Master – minions transfer %DMG of the hit
[20point] Ritual Mastery – no complaints
[20point] Deathly Invigoration – no complaints
[20point] Quickening Thirst – increases in-combat movement speed in addition
[25point] Blood to Power – 150 power gained
[30point] Fetid Consumption – interval 5 seconds
[30point] Vampiric Rituals – life siphon %DMG of the hit
Soul Reaping
[5point] Gluttony – no complaints
[10point] Fear of Death – increases Life Leech healing in addition
[10point] Vital Persistence – no complaints
[10point] Path of Midnight – 20% CD reduction
[10point] Spectral Mastery – no complaints
[10point] Speed of Shadows – entering DS grants swiftness for 2 seconds instead
[10point] Unyielding Blast – no complaints
[15point] Last Gasp – 45 second CD
[20point] Mark of Revival – increases reviving speed by 10% in addition
[20point] Near to Death – no complaints
[20point] Master of Terror – no complaints
[20point] Soul Marks – no complaints
[25point] Strength of Undeath – 10% increase
[30point] Foot in the Grave – grants stability 4 seconds so stability stomping is possible
[30point] Deathly Perception – no complaints
(edited by Mookzen.4583)
Because DS is such an effective form of scaling damage mitigation it’s only fair that all your normal skillbar skills go on cooldown every time its used.
Obviously necro is failing at attrition:
- he has no good means of stability
(DS stability is borderline useless as it cannot be used to secure a stomp unless the enemy is stupid, mostly useless in 1v1 because any competent player chains CC and completely useless in 1vX because the duration is so short and we are locked out of skills we need at the time we need them the most. Also elite skills are not worth mentioning here, the fact that we even need to bring it into the conversation is a sign that something is broken);
- he has no good means of disengaging
(assuming cooldowns and a competent build, for every other class a battle engagement has good potential of being ‘win or not lose’. For the Necro however its ‘win or lose’ or in the case of 1vX, “ping-pong time” if you will, its just ‘lose’ most likely);
- he has no good means to mitigate burst nor sustained damage
(you might be tempted to say that DS is designed specifically for that and sure it is, but it doesn’t work as an effective mechanic because it does not scale against damage. Invulnerability has scaling, dodge has scaling, evasion has scaling, block has scaling, stealth has scaling, and often the other classes that have some of that can have multiple of that so they can chain it to achieve high levels of mitigation in 1v1 as well as 1vX. Necro on the other hand has no invulnerability, no dodge, no evasion, no block, no stealth. Instead he has an extra health bar that does not scale against DMG and actually nerfs his sustain because of no HP healing being allowed, problem is that it has to be balanced for 1v1 and that makes it very weak in 1vX, precisely where most help is needed. If it is good in 1vX then it will be overpowered in 1v1. In fact the DS is so bad at being an alternative to the aforementioned mitigation mechanics other classes have, especially in 1vX, that something radical needs to be added, such as having a 50% chance to block an attack while in DS, or something);
so basically it’s no wonder that Necro with his current numbers and mechanics is pigeonholed into building either sub-par burst caster who has to appendage the class features that were supposed to make him competitive and fold under actual burst builds of other classes that can deliver their DMG much faster and with a good amount of CC while at the same time having at least one way to mitigate DMG properly or sub-par bunker that can’t come even close to the mitigation scaling of other classes and doesn’t have enough DMG to beat a DPS warrior’s healing signet, who pretty much everyone can run away from and who doesn’t generate nearly enough threat to even be bothered with, essentially halving his usefulness in all contexts.
(edited by Mookzen.4583)