Showing Posts For Phoenix Hunter.5674:
I had this thought in the shower the other day: What if we switched focus and shield #5s?
I actually really like this idea. It always seemed weird to me that I had to use focus on my blocking build rather than shield. Doing this would give shield to hybrid offense/defense skills (though perhaps one could give aegis instead of protection to avoid too much redundancy) which are flexible to the situation. Meanwhile the focus gets a skill that helps it maintained ranged combat by pushing away enemy melees or absorbing a ranged enemy’s projectiles. I don’t think that it would need to do damage inside the bubble though, since you’ll be pushing enemies out of the bubble anyway.
I’ve never been fond of Paladins, I dislike their theme as a whole and generally haven’t much fun with their implementations in other settings.
While I played every profession in GW1, monk was probably my least favorite. I hated just watching my party panel’s red bars all day (though I did enjoy my smiter and my variations on protection builds).
Partly because of that I was very interested in what Anet was doing with the guardian, especially since it would not be a dedicated healer class like the monk. So in the betas I rolled up a charr guardian and instantly fell in love with the mace/shield setup. I love they way that guardians perfectly hybridize offense and defense/support while still having the option to be almost solely one or the other in different situations.
My guardian is now my main out of eight characters (again, one of each profession) and I’m still finding new and interesting things to do with it. Though sword/torch (yes I play a condi damage guardian, even though everyone seems to think they don’t exist) and mace/(shield/focus) will always be close to my heart.
if you are someone who thinks that necros are just fine the way they are then i pretty much state that you don’t play the class in pvp .
As someone who’s necromancer is his second-most-played character in spvp, I have no idea what you are talking about.
the attacks are so slow , buff removal , using heals or even trying to do some heals gets interrupted constantly . with the class lacking in any true advantage to to be able to counter what is being done to them they get beat right out on every level of the game .
As far as getting interrupted while healing goes, necromancers are no more affected by this than any other class. Consume Conditions has a 1 and 1/4 second cast time, which is fairly common and not overly long, especially when considering the raw power of a skill that both heals a large portion of one’s health but also cleanses ALL conditions. Very few classes have that much defensive power on a single healing skill.
Add to this the ability of any necromancer to pop death shroud instantaneously, and I fail to see how necromancers are more susceptible to interrupts than other classes.
this is what necros demand in order to fight .
This is what you demand. In the most childish tone possible, I might add.
necro minion ai fixed now , not tomorrow but now !
Companion AI in generally has always been a little… finicky. But, the companion system is (in my opinion) a very fun addition to the game that allows for interesting and varied builds across several professions. Yes, several professions. If necromancers are suffering form minion AI, then they are not affected any differently than Guardians, Elementalists, or, least of all, Rangers.
hard cc that can give necros a fighting chance !
Is fear not considered hard cc? I would say that making my enemies literally dance helplessly for me while I rip their soul into pieces to be “hard control”. I’ve seen plenty of necros (including myself) using the fear from Doom, Reaper’s Mark, Spectral Wall, and the downed skill aptly named “Fear” to deny their enemies access to capture points. Granted, they may not do it as well as certain engineer builds, but the fear effect still feels both fun and powerful.
stability stability stability !!!!
“Foot in the Grave: Gain stability when you enter death shroud.”
Yes, this is a Grandmaster trait. But it simply doesn’t make sense for necromancers to have easy access to stability, and certainly not just so you can “stability-stomp” people more easily. If a necromancer really wants stability, he can have it in a fairly spammable form. Best of all, it comes with something that is called, in the discussion of balance, “an appropriate trade-off”.
Also: Childish chanting does not an effective argument make.
faster cast times on heals !!!!
See the above discussion of Consume Conditions.
a reduction in recast on skills across the board !!!
Um, what? Necromancers, as with all classes, have powerful, bursting skills on long cooldowns and smaller-strength attacks that wear down their opponents on shorter cooldowns. Giving necromancers more all-around cooldown reduction would be just about the most heavy-handed way possible to fix any “problems” you might percieve with the class. This really just sounds like you want your favorite class to be a no-skill, instant-win class. Which would take the fun out of it for those of us who actually enjoy challenge.