(edited by Poplolita.2638)
The one pushing far in the begining, 1v1, end up dead, and insult his teamates for losing 3v4 in mid is the worse.
Anyway, since that lag/dc fiasco I had (spiky lag during 1 month straigh, 2v5 6 times in a row in one day… yes it happened, many dcs), I just don’t play guild wars 2 anymore. So when I saw thread like this one poping about soloQ state… I just want to run away more.
(edited by Poplolita.2638)
Come on Browrain, let’s get relax!!
So… I just feel, mister Browrain, like you came for me. Like I’m not sure when but I really feel like you did come for me at some point, at some time…
- 20% constructive feedback and well written bullet-points
- 80% " I got killed by ‘x’, nerf ‘x’ "
+1
You’re part of the 20% in this thread too which is ironic XD
a good shatter Mesmer can shut down a necro so they cant do anything =s its what I do to them XD such an easy kill >.<
I agree, a good shatter mesmer who knows how to kite shouldn’t lose to a necromancer 1v1. But in 2v2, it’s another story.
Anyway, I doubt it would help most necromancers, since they all seem to have learned from the “pros” and die immediately after they Dark Path into a guardian to corrupt his fury and retaliation.
Wow, the arrogance is strong with this paragraph.
It’s not about that very same trait slot. It’s not mandatory to have 4 points in Death Magic, so you might as well point out that any other trait you’d get in a different line is better than Reaper’s Protection.
However, I’m not a fan of Soul Marks myself. But I guess it’s ok if you’re really desperate for lf regen.
Sorry, I assumed we were talking about 0/6/4/0/4 condition build without taking into consideration other variants. For the rest, I pretty much agree
No, I mean Soul Marks.
They don’t compete for the same spot trait wise. So really, telling us that soul marks is better than RP, is basically saying greater mark should be taken over reaper’s protection because it has a better synergy with soul marks.
For some reason, my post got deleted. Reposting what I said 3 hours ago.
Soul Marks is better than Reaper’s Protection.
Condition necromancer is still great. Two of our biggest counters in team fights — warriors and thieves — got nerfed. Rangers really shouldn’t be a problem for a necromancer at all, especially with proper positioning.
I think you meant greater mark.
but they just pop the boons back on straight away and cc you to death =|
You need to watch your position when you condition bomb your focus target.
i really don’t see how condi necro is good. everyone speaks of it as the best spec for a necro but all i get is immunity shoved in my face while using it i cant get away i cant do damage i don’t get enough lf i really do not understand what you guys see in it that i don’t.
It’s not good, but still has a viable niche role: amazing condition and boon control. If it wasn’t for that bunker meta, no one will use condition necromancer -Talking about pre patch, didn’t try it after the feature patch, but from what I heard, it’s still used for the same reason-.
The build is considered one of the strongest 1v1 specs in the game by many high level PvPers. It was basically the sole thing that kept us in the highest tier meta.
And yes, I was using the wrong condition duration, I was using a dhuum build which wouldn’t have those traits.
Why would anyone use a condition build for the sole purpose to 1v1 in a gamemode all about rotation/teamfight/mobility?
I never played in US even though I’m Canadian so I mostly talk from a EU meta perspective, but really on both on my accounts, one for teamQ, and this one for testing/soloQ, I see far more condition necro using greater mark than reaper protection.
Being able to fear guardian heals, engi block, transfering 5 stacks of torment+~20 stacks of bleed against warrior sword #5, owning PU 1v1 just by using staff and many more are enough of a reason to use greater mark over reaper protection.
Plus, you already have rune of nightmarefear, so it just seems redundant to have a trait which pretty much do the same thing.
0/10, hotjoin hero.
No, It’s not fun anymore because I simply don’t like the direction they are taking with necromancer.
My point is that anet doesn’t care about their necromancer design goal anymore.
Also, please avoid assumptions, I don’t recall telling you I had problems against meta thieves except agaisnt Lady Nag Nag Nag, Sizer and Rom obviously (Talking about pre-patch, don’t know about their current state)
And I don’t care about how you do against them, this is simlpy a bad argument. Keep in mind that I’m talking from a design perspective.
3 months ago=2 years?
http://dulfy.net/2014/06/13/gw2-june-13-balance-philosophy-dev-livesteam-notes/I wasn’t trying to say you have issues with thieves, but that necros in general don’t have issues with thieves. Because we have a lot of AOE. By design.
Plus all I see in your link is player feedback that the devs restated. That ultimately doesn’t mean a whole lot.
Those thieves most be extremely horrible to not use LOS and position in their advantage in order to avoid those AOE. It’s irrelevant to this discussion anyway.
No offense, Roe, you’re a poster I respect a lot, but If all you see in my link is “player feedback that the devs restated” then having a discussion with you is pointless. I gave you the link because you brought a misinformation ( 2 years ago, that hasn’t been true and is no longer implied to be true.). If you want to respond with a straw man, go for it. It will only hurt you in the long term.
(edited by Poplolita.2638)
No, It’s not fun anymore because I simply don’t like the direction they are taking with necromancer.
My point is that anet doesn’t care about their necromancer design goal anymore.
Also, please avoid assumptions, I don’t recall telling you I had problems against meta thieves except agaisnt Lady Nag Nag Nag, Sizer and Rom obviously (Talking about pre-patch, don’t know about their current state)
And I don’t care about how you do against them, this is simlpy a bad argument, It doesn’t even make sense, are you aware engineer already hard counters thief no matter what build they use? Anyway, keep in mind that I’m talking from a design perspective.
3 months ago=2 years?
http://dulfy.net/2014/06/13/gw2-june-13-balance-philosophy-dev-livesteam-notes/
(edited by Poplolita.2638)
This probably would have ended up on some skill I would never take anyway, like corruptive poison cloud. It wouldn’t be enough to justify your utility slot.
Necromancer is supposed to be the de facto best offensive attrition/debuff profession class. Based on necromancer design goals, we should be the one class with every possible tools that prevent our opponent to escape no matter what.
It doesn’t matter if it’ll be useful or not, the fact that they are giving those tools -I’m also talking about torment- to classes who already have access to:
(Mesmer-ranger-engi)
-Stealth
-Evade
-Vigor
-Immunity
-Substain
-Aegis
-Mobility
is not right.
Our design intent was to stay on our target indefinitely, but in order to do so, without what I just listed above, it is simply natural to at least give us the best debuffs in order to help necromancer to prevent any attemps at escaping in a fight.
Why should we just be average in the anti mobility departement? And don’t get me started on how our attrition is non existant… This was supposed to be anet design intent, but clearly, they forgot.
Anyway, I’m glad I uninstalled this game, it’s just not fun anymore.
I’ve found their sustain seems adequate.
(…)
They have strong skills in death shroud, but once they don’t have their 3, 4, and 5 they are stuck lifeblasting. Which isn’t optimal, so either they life blast for lower dps or they have to come out of death shroud. Once they come out of death shroud you look for the interrupt on the heal, and focus them again.???
Nice way to contradict yourself with your own post. I don’t think substain means what you think it means.
Also, for the sake of not getting redundant, and not further feeding this troll thread, read Flumek second post.
So much cents, such insight, such value, truly all will be enlightened after reading such incredibly well identified points.
Also, for the sake of not getting redundant, and not further feeding this troll thread, read Flumek second post.
On topic of sustain versus able to survive a burst.
The survival mechanic of necros “is” the death shroud. Sustain would be the high availability of said mechanic. The ability to keep high damage ticking while surviving large amounts of damage is, on the surface, where a lot of the complaints come from.
Would you guys, as obviously necro players, want more availability of death shroud? What is “sustain” to you, because surviving a lot of damage in a fight and outliving your opponents equates to sustain. There needs to be a gap where you have an opening though, otherwise you are just always sustaining and never dying i.e. OP.
How would you create a counterable sustain mechanic that will enhance survivability without making something unbalanced.
Off topic, so I was watching the videos for both the engi and the guard, and it was actually the engi that kept everyone alive and not the guard as the earlier claim was above.
The guard provided tons of retal, which in turn caused the zergs to keep damaging themselves while the necros survived tons of damage.
After that the guard provided “some” might stacking, but the range was inconsistent so only himself or maybe one other necro would gain the might from staff at times.
Additionally the guard provided very minor area control with random wards in the middle of the battle field. Best use was at the choke point on the bridge, but after that he just seemed to cast on cooldown.
Condi removal, stability and annoyance factor were the side support items he provided, but they never seemed to come into huge play, as he was never focused and not a ton of CC was avoided.
Obviously, you’ll find your answer in a troll thread… But like seriously, you really didn’t feel like doing some research?
Exemple 1:
And many more. Just keep searching, it’s easy.
I’ve found their sustain seems adequate.
(…)
They have strong skills in death shroud, but once they don’t have their 3, 4, and 5 they are stuck lifeblasting. Which isn’t optimal, so either they life blast for lower dps or they have to come out of death shroud. Once they come out of death shroud you look for the interrupt on the heal, and focus them again.
???
Nice way to contradict yourself with your own post. I don’t think substain means what you think it means.
Also, for the sake of not getting redundant, and not further feeding this troll thread, read Flumek second post.
(edited by Poplolita.2638)
I’ll copy/past a discussion I had 2 months ago about scepter change that could improve it.
Necro is in a pretty bad place right now. It’s still competitive, even at high level, if the player is good enough, but there’s no real incentive for a team to bring one. The only thing they do well that’s important in the current metagame is boon stripping. But shatter mesmers do it almost as well, and they bring other kinds of utility for a team that necro doesn’t (mobility with Portal, burst damage, stomp prevention with Mass Invis, diversion stomping). It doesn’t matter if you can still win fights or output decent damage: if you don’t bring any unique tools that your team needs you fall out of the metagame, and necros have lost their niche.
I’d like to see a buff to the amount of debuffs, snares, and other disabling effects a necro can output. There’s so much burst damage flying around these days, and the only thing mitigating it is extremely bunkery builds that output lots of pbaoe healing. There’s not much in the way of “denial” strategies designed to nerf incoming damage rather than just force-heal through it. If necros got better weakness uptime, more blinds and chills, some sort of snare that can affect teleports/shadowsteps (which currently do not have their range decreased by snares like other gap closers do – this combined with the Initiative system makes Thieves practically immune to chill!), more frequent access to torment to provide deeper condi stacks and protect those bleeds from cleansing, and ideally even confusion (I know I’m not the only one who remembers Spiteful Spirit!).
Finally, a reworking of Death Shroud to turn it into a proper sustain mechanic. It’s currently a balancing nightmare: a necromancer is as vulnerable as a naked baby at the start of a match when he’s caught without life force, but a wall of HP if he has a full bar. And it makes necros extremely resilient 1v1, but barely helps at all in team fights! There’s got to be a better way to balance it!
I think the first step to achieve this is by making our debuff harder to remove. Wouldn’t making some skills work like impale be the answer? I gave an example with dark path.
@Bhawb,
1. What do you suggest instead attrition wise? I thought a better access to debuff such a chill may be the best thing to do.
2. I think AA is already strong as it is. Puting 1 stack of torment every 2 sec just by spamming AA will make it over the top imo. If I recall, arenaNet already removed 1 stack of bleed on #2, so why not add 1-2 stack(s) of torment in #3 scepter to balance it out? The 10 sec cooldown will balance it out, and avoid some spam. Make it require bleed and poison on the target in order to put torment (See fire grab with elementalist), thus people can predict #3, and cleanse/dodge before it lands in order to counter it.
If you want to troll, at least find a good and credible video
Not trolling even though it was in eotm its was still like 20+ vs like 5 or 6 guys. I have seen lots of necro asking for more sustain which they do not need. Necro is a beast its offensive capabilities is quite scary in a good comp they are very strong. Any class that is not a warrior or bunker staff ele is gonna have a hard time dealing with necro burst be it power or condition damage.
.
And there something you should understand. Necromancer can by quite tanky due the “second lifebar” but that isnt the same as sustain. And the reason why most necromancer complain about sustain is because the traitlines/skills that are supposed to give sustain do a terrible job for that. Because of that it is always better as necromancer to go full offensive traits (spite,curses, soul reaping) and hope you kill your opponent fast enough.
So essentially if necromancer complain about sustain it is most likely about bloodmagic and how bad the traitline is.
Yes thats right necros can be quite tanky and have very good offensive capabilities at the same time. Tankiness and sustain are both defensive attributes that allow one to stay alive in a fight. You can not buff or nerf one without taking in to consideration the other.
I am saying necro meta builds(condi/power) have enough off both esp if they have support from another class to aid in there weaker areas, its a team game after all. After reading some post from necro players most of them just want there sustain increase with out losing any of there offensive capabilities which would make necro to strong.
As I said earlier any class that is not a warrior or bunker celestial staff ele is gonna have a hard time dealing with a decent necro.
Yeah sure.
So what about I post the same crap you did, but with hotjoin instead, because you know, the more imbalance the gamemode has, the better my post will be! and use
“Do thief have to much sustain/damage” as a title?
So constructive.
(edited by Poplolita.2638)
@Raven
I would like to point out a misconception you seem to have. Dot/condition classes/builds have more surviviability than power classes/builds because it compliments their small ramp up playstyle. Without surviviability, they will pretty much become power build with no burst but with worse surviviability. This is basically how it works in every MMo out there.
I can understand that play style, however do you think that there can ever be a time where there’s too much survivability? For what some of these builds put out?
Only 2 conditions build has too much surviviability: Pu mesmer, and p/d thief. They are useless outside of 1v1 though from both a spvp and wvw perspective, so it kind of balance this out.
@Raven
I would like to point out a misconception you seem to have. Dot/condition classes/builds have more surviviability than power classes/builds because it compliments their small ramp up playstyle. Without surviviability, they will pretty much become power build with no burst but with worse surviviability. This is basically how it works in every MMo out there.
I agree. It is indeed the best condition skill in the game. I have no idea why anet doesn’t make those changes you mentionned in your post. +1
Sometime, you just don’t make sense. One time you’re all like: Necromancer preview day is not okay! We can’t give feedbacks in time! I should be changed! Lmao, you’re the one who started the thread…
After they changed the day and all, you’re telling people to just sit there and shut up?
Make up your mind seriously…
Starting dozens of different threads is not a good way to give them feedback. I wanted to have the chance to give reasonable feedback, not starting dozens of threads all saying “omg I want necromancer to be the exact profession I want it to be, and I want it right now, even though this is totally counter to everything necromancer is and its impossible to make the changes I want in the amount of time!”.
People don’t understand what reasonable feedback means. Instead they want the game to be exactly what they want it to be, when they want it to be, without any consideration for anything else besides what they want. No understanding of priorities, of theme, of what game ANet is making, of how long changes take, or what is even reasonable to change.
I’m all for reasonable feedback. A lot of what has been going on is in absolutely no way reasonable.
Those unreasonable posts and threads you’re talking about are a natural responses from the necromancer community. If anet at least reverted some change they made because of dhuumfire, I’ll agree with you. But, it simply wasn’t the case. It was only a quality of life change. Once again, necromancer are stuck in the same place, while every other professions except 2 of them got some significant buffs that furhter increase their builds diversity. Also, no offense Bhawb, but playing the part of the grande dame doesn’t help either.
(edited by Poplolita.2638)
POST ALL THE THREADS!! Seriously though, they are just going to merge this one, they’ve done it with all the others, and we don’t need 500 of them to get the point across.
Frankly, what do you expect? No one’s saying “hey guys, feature patch here, this is the last balance patch we’re doing, starting work on GW3 so in a few years you can just play a new game!”, they just made a few changes, which all were completely reasonable, but they couldn’t really change the entire profession in a feature patch.
Sometime, you just don’t make sense. One time you’re all like: Necromancer preview day is not okay! We can’t give feedbacks in time! I should be changed! Lmao, you’re the one who started the thread…
After they changed the day and all, you’re telling people to just sit there and shut up?
Make up your mind seriously…
(edited by Poplolita.2638)
We, as a profession community, had left so, so much feedback, much of it overall balanced for ourselves and the good of the game.
We got about a third of what we should have, and the nerf to lich duration brings the overall quality of the patch from a Necro perspective down.
It’s not just that. Go to the guardian subforum. And then compare it to this one.
Anet basically did everything guardians asked for. They buffed a profession which is already good in every game mode. The change they made for guardian is basically what they should have done for necromancer. I don’t get that, and I pretty much feel offended at this point. I might as well talk with a wall. They even completly disregarded your amazing “list of traits/skill they should change” which is really sad.If you actually played a guardian you would realize that most of the changes won’t actually change anything.
The only guardian change they made that will matter at all is making merciful intervention ground targetable & even then it’s a small AOE which requires an ally inside it.
As far as quality of life things go, both the necro & the guardian could use some love for several of their weapons.
How the hell did you come to the conclusion that I don’t play guardian? Also, serious question, are you bad? I mean really, you came up with a post full of misinformations about a class good in every game mode.
No weapons need a quality of life change. You seem to not be aware that quality of life =/= buff.
The fact that you don’t think that both guardian & Necro could use some love with weapons & traits tells me all I need to know about your experience.
I’m telling you our weapons (Axe and focus) need buffs, not quality of life changes. But ya, go for it, it seems you’re only able to make false assumptions.
Note: The fact you even put guardian at the same level as necromancer in term of balance is disgusting.
Please stop posting before embarrassing yourself further.
(edited by Poplolita.2638)
We, as a profession community, had left so, so much feedback, much of it overall balanced for ourselves and the good of the game.
We got about a third of what we should have, and the nerf to lich duration brings the overall quality of the patch from a Necro perspective down.
It’s not just that. Go to the guardian subforum. And then compare it to this one.
Anet basically did everything guardians asked for. They buffed a profession which is already good in every game mode. The change they made for guardian is basically what they should have done for necromancer. I don’t get that, and I pretty much feel offended at this point. I might as well talk with a wall. They even completly disregarded your amazing “list of traits/skill they should change” which is really sad.If you actually played a guardian you would realize that most of the changes won’t actually change anything.
The only guardian change they made that will matter at all is making merciful intervention ground targetable & even then it’s a small AOE which requires an ally inside it.
As far as quality of life things go, both the necro & the guardian could use some love for several of their weapons.
How the hell did you come to the conclusion that I don’t play guardian? Also, serious question, are you bad? I mean really, you came up with a post full of misinformations about a class good in every game mode.
No weapons need a quality of life change. You seem to not be aware that quality of life =/= buff.
I only call them out when they play: Pu mesmer, and stealth spam p/d condition thief.
Needs to be on the scepter.
Scepter is supposedly the go-to condi-weapon, but it only applies damaging condis on 1 out of 3 skills; and the AA isn’t even that good at applying them.Re-balance some of the fearing, although I’d balance nightmare runes before messing with necro skills/traits, and rework the #3 on scepter to give a nice torment burst (similar to #3 for mesmer scepter, but torment instead of confusion).
Oh no….not scepter…my LF skill…….no no no…you out here wanting more conditions while our sustain is in need of help staff #1 yes but scepter you are greedy 0.0…….
Torment could replace the damage of #3, you know. It’s a condition weapon afterall, and we lack torment.
Needs to be on the scepter.
Scepter is supposedly the go-to condi-weapon, but it only applies damaging condis on 1 out of 3 skills; and the AA isn’t even that good at applying them.Re-balance some of the fearing, although I’d balance nightmare runes before messing with necro skills/traits, and rework the #3 on scepter to give a nice torment burst (similar to #3 for mesmer scepter, but torment instead of confusion).
This.
Necro can have more sustain, but it needs to come at the expense of something. Would necros be willing to reduce some of their death shroud HP for more regen?
From a pvp/wvw perspective only:
1) Revert scepter/staff #2 bleed change in pvp, or add 1 stack of torment to scepter #2 or #3 preferably #3. Make it that it requires your target to have both bleed and poison in order to apply torment.
2) Buff underused utilies. For example, add 6 reveal debuff to blood is power.
3) Increase dark path travel speed.
Don’’t touch my favorite character! I love him, he made me smile! =)
Nobody can dodge those wells coming out of the ground
0/10
And it wouldn’t help us any in terms of being CCed to death all the time.
And how will it help with your changes? Being CCed to death lies not within the interaction with DS and utilities but with the utilities itself. Right now our stunbreaks do not prevent us from getting CCed by a next hit. Skills like blink, stand your ground, balanced stance,… give you a way to stop the next CC. The only one is flesh wurm but it’s cast time kills that functionality.
its actually a combination of both. The lack of utility in death shroud makes us very susceptible to CC along with the utility themselves. With these changes combine, Utility can be utilized and scaled differently then before because they would be usable in Death shroud. Providing a cover like well of darkness for us, or breaking in death shroud to allow us to utilize our skills in more situations. And pertaining to flesh wurm, giving the trait Foot in the Grave you can enter death shroud, prevent the CC then have the wurm up and keep yourself from being completely controlled. Though that is just one example.
Wouldn’t this be too powerful even with death shroud ~ 33% life force reduction? When I read #3 Utility, for some reason, I read something like : Being able to watch your utility cooldown while in death shroud.
Yeah thats true. I’m glad this was merged though, so that when/if the devs do read it for feedback, it will be in one convenient yet cluttered place, and no thread is lost in the dust.
I’m fine with not having a response, I just hope they’d consider some of the feedback posted here, such as my giant rant on page 2
There was a big reaction to mesmer scepter changes and they took action against the real issue which was PU. So that worked. I don’t really care if we get a response either, but if only these changes to through its sad.
I wish we didn’t only have a week to pray that they make improvements.
An acknowledgement from them will be enough imo. Just a simple: we’re aware of necromancer current situation, and we would like to address it for the next feature patch. I don’t want to wait another 6 months just to end up hearing: “wait another 6 months cuz believe! trollface”.
I’m already at my limit, I can’t believe I still didn’t uninstall gw2.
(edited by Poplolita.2638)
I think it’s an amazing way to revamp necromancer. Not only it’ll help necromancer substain in small fight – 5v5 tpvp – but, also, it’ll actually reduce necromancer over the top tankiness in wvw zerg fight commonly referred as GWEN. Overall, they will be more balanced surviability wise in all gamemode without being overtop in one, and subpar in another.
Now the question is: Do they ever care?
(edited by Poplolita.2638)
Am I the only necro that likes most of the changes?
I like the changes. What I don’t like is the fact the Blood Magic line was 100% untouched. You know, the traitline where, out of 16 total traits, only 2 don’t contribute to sustain at all? Why was this entire traitline untouched on a patch focusing on sustain primarily?
I like the changes. It just wasn’t enough to address one of the many necromancer main issues. And even less once you start comparing with other professions. The thing is that waiting during 5 months just for quality of life change sucks….
(edited by Poplolita.2638)
Let’s not forget about Corrosive Poison Cloud horrible cast time. By reducing it’s cast time by half, it could have been an awesome way to increase necromancer attrition capability… It will at least go to a big 0 to 1/10.
And also, some of us proposed to buff other overwhelming utility such as blood is power by addind 6 sec reveal. The fact that they only give it to 2 classes who already have access to stealth, and not to the one who is all about " Attrition, and hard to escape from, debuffer" type of class is just ironic.
And many more…. I just pretty much lost hope to even add more… As I said in many other threads, I feel like talking with a wall. Literaly! And hell, how I hate this feeling.
The thing that really bothers me is not that aNet didn’t listen to us, it’s that we’re the ONLY class they did not take most of our feebacks into consideration compared to every other classes.
Anyway, thank you nearlight for voicing necromancer community concern for us.
(edited by Poplolita.2638)
I would like to see corrupt boon’s cast time nerfed into something that actually has counterplay.
Yes please. 0.5 will be just fine. Those random dodges kitten the hell out of me…
They actually did it. Well thanks anet I guess, now read the rest of this thread, you might find some other gems.
(edited by Poplolita.2638)
It’s a good decision, and I might do the same for the first time during 2 years.
My patience reached it’s limit, I’ve had enough.
Leveling a mesmer currently. The plus side being that all the ascended armor and trinkets I bough for my necro can just be moved over to my new main.
I won’t be as good in a zerg, but roaming will be fun for a change anyways. Still gonna use my warrior for all my PvE needs though.
The thing is that nothing is keeping me in this game anymore. Unfortunatly, I made the decision to buy this game only because of necromancer design philosophy in this game. It took me 2 years before realizing in this roller coaster that their philosophy is all a big kittening lie. I can’t take it anymore.
I’ll admit it, I got my hopes up and I’m disapointed.
I’m actually jealous of mesmers, who got probably the best patch of all the classes. Every build they have will have gotten a buff and it seems like for the must part with mantras, ileap change, and triupmhant distortion, the devs appear to be listening to them and making steps to change the things that needed to be changed to make them more viable in many areas.
For necromancers, nothing really changed. The meta will still be carrion terrormancer and hope to overload the enemy with conditions before they can do anything. There won’t be a viable sustain option like we hoped for and we’ll still die just as fast to focus fire even with our bugging wurmport and spectral skills. The spectral armor cooldown was a step in the right direction, but its too little, too late. We’ll be able to use the skill more often sure, but what will that matter? Its not stability, its not aegis, its not vigor, like almost every other profession can get in some form.
I want to cry =( I literaly bought this game simply because I loved necromancer design philosophy in this game. I abandoned my affliciton warlock in wow… for what? to talk with a wall during 2 years?
1) Guardian, engi, ranger, mesmer. (Followed most of the feedbacks if not all)
2) Elementalist, thief, warrior (well deserved nerf)
We don’t care about your feedbacks: Necromancer.
As it is that 35% uptime on protection is about 10 seconds every 40 seconds (if traited). That leaves 30 seconds w/o protection no matter how you spin it. It doesnt take 30 seconds to kill a necromancer.
This might be relevant if didn’t apply to every other profession as well.
Also, no viable build has “35% up time on protection”. Don’t mislead people with misinformations.
Are you disputing my facts? Seems your making accusations with no context.
A “well” build with Ritual of Protection is not viable?
No.
What changed with wells that they are no longer viable? or are you simply trolling?
We have some necromancer commanders who run front line well builds in tier 1 WvW servers who have some pretty good videos that disagree with you.
The well build you’re talking about doesn’t go in death magic. Also, never said well is not viable.
Also, no viable build has “35% up time on protection”. Don’t mislead people with misinformations.
Are you disputing my facts? Seems your making accusations with no context.
A “well” build with Ritual of Protection is not viable?
No.
Gw4. /15charrsssss
Engineer, Elementalist, Mesmer, Warrior, Ranger
Try to come up with a reason why necro’s are… I’ll gladly accept the challenge.
Necromancer’s
They have twice the hit points of any of those professions.
35% up time on protection.
The ability to corrupt those professions boons into conditions.
The ability to remove, transfer, or consume condition at the highest rate of all the profession.
Highest condition damage out put.
With 0 substain, attrition is simply non existant.
Also, no viable build has “35% up time on protection”. Don’t mislead people with misinformations.
Don’t worry, with signet of vampire, and unholy sanctuary buff, we’ll be the best at attrition!
I’m going to bump this thread because it’s apparently still really really relevant.
We, as a profession community, had left so, so much feedback, much of it overall balanced for ourselves and the good of the game.
We got about a third of what we should have, and the nerf to lich duration brings the overall quality of the patch from a Necro perspective down.
It’s not just that. Go to the guardian subforum. And then compare it to this one.
Anet basically did everything guardians asked for. They buffed a profession which is already good in every game mode. The change they made for guardian is basically what they should have done for necromancer. I don’t get that, and I pretty much feel offended at this point. I might as well talk with a wall. They even completly disregarded your amazing “list of traits/skill they should change” which is really sad.
