Showing Posts For Siva Mira.3546:

Signet of Vampirism and Strange Behavior

in PvP

Posted by: Siva Mira.3546

Siva Mira.3546

It has always been that way. SoV counts as a Mark skill which doesn’t do anything to the target itself except marking the target with 25 stacks of Debuff, and unaffected by block, evade, invul and even blind but you have to face the target. But due to the GM trait, Signets of Suffering, it turns SoV into an unavoidable corruption. It is that good but this is a healing skill with 1.25 cast time at 35sec CD and barely heal you for 3960hp. It is an offensive Healing skill. If you nuke a necro, SoV will likely not save him at all.

All is vain.

[Relentless Pursuit] bug

in Bugs: Game, Forum, Website

Posted by: Siva Mira.3546

Siva Mira.3546

Did you test on both while in and out of RS? You should test both situation and confirm if both of them bug or just while in RS.

All is vain.

GS is viable in PvP, the problem is the AA.

in Necromancer

Posted by: Siva Mira.3546

Siva Mira.3546

GS in PvP?

I saw a DareDevil, then I press2 with expectation of seeing a big red number but unfortunately that DareDevil just landed me 4 Vault which is equal to my dead. So I just dug my own grave. Very name fitting there.

All is vain.

Can we pls have a look at Blood Magic & DS

in Necromancer

Posted by: Siva Mira.3546

Siva Mira.3546

just did an event, killing legendary wyvern, thing knocked players off the platform, i switched to RS and used skill4, saved people’s lives by teleporting them to me
what’s wrong with blood?

Transfusion is absolutely amazing, and it isn’t what’s wrong with the line. Unholy Martyr arguably isn’t particularly great as a GM, not because it is weak but it doesn’t have a good general purpose “Blood Magic”-y GM trait to balance out a tier that is otherwise full of really niche traits.

I don’t think you guys are fully understand me. I never said Blood Magic is bad. What I mean is it need some improvement. I run Blood Magic in PvP myself since the last major patch and fall in love since. Transfusion is my go to GM trait. I have saved countless people in PvP. I have been using Transfusion for so long that I know the fault in it. Transfusion is amazing but it stop you from using Life Transfer freely because if you use LT now you won’t have it later on when you really need Transfusion due to the long CD of LT 40sec. This lead to my DS bar consists of 4 basic skills instead of 5 because I need to save LT for Transfusion. With the reduction on CD it will improve the usage of both LT and Transfusion. That’s why I suggest to reduce the CD and Damage of Life Transfer.

All is vain.

Can we pls have a look at Blood Magic & DS

in Necromancer

Posted by: Siva Mira.3546

Siva Mira.3546

- Transfusion

Ehhh you use it for 2 things, to bring revived players out of AoE and for the okish heal(2.5kish I think if you full channel?). The important thing is to bring dead players outside the danger zone though. I actually think this is one of the better GM traits designed because it actually changes the way you would use the skill at times instead.

- RS vs DS

RS should not be stronger than DS because it is an elite spec because an elite spec is suppose to be sidegrade. Honestly one of the biggest reason you are getting so many skills off when you enter RS is probably you are traiting speed of shadows. Most of us use soul marks with staff paired but with RS you want the MS.

That being said I can agree on change Life blast more like plague blast, dark path is meh to me. Life transfer should be a bit longer CD than spiral I think since it is ranged, the damage on it is pretty mediocre already so I don’t know about the damage nerf. No clue on tainted shackles.

- Transfusion: It is not question about it being a better GM traits designed but it is being locked behind Life Transfer who is on a 40sec CD. That means you can not use LT for yourself because you don’t want use Transfusion only have Life Transfer on CD.

-Life Transfer: LT isn’t a dps skill but more like a utility skill in contrast to Soul Spiral which is a dps skill. The reason to have CD and Damage reduce is to bring it in line with Soul Spiral’s CD because both skill can benefit from Transfusion and also to improve the usage of LT.

Also RS is melee while DS is a range, I don’t think it is unreasonable to have RS doing better than DS because you need to get close to enemy while in RS to do any damage.

All is vain.

Can we pls have a look at Blood Magic & DS

in Necromancer

Posted by: Siva Mira.3546

Siva Mira.3546

For Blood Magic, this line seriously need a good Grandmaster trait, not everyone want to face-tank or use Well.
-Mark of Evasion: this trait could see ICD remove or at least keep the ICD the same as Mark of Blood.
-Transfusion: This Grandmaster trait isn’t very comfortable to use due to the long CD on Life Transfer and it does nothing for you if you are fighting alone. Maybe make the Transfusion reduces 20% CD of Shroud skill 4 similar to Thief’s Grandmaster trait Sleight of Hand.

As for DS vs RS, I understand and agree that RS should be stronger than DS. After all, it is a Elite specialization. But what I really want to talk about is the usage of DS vs RS. When I am on a Reaper and everytime I enter RS I seem to always have all 5 skills available to me in the middle of a fight. In contrast, whenever I enter DS, most of the time, I always get stuck behind my skills on CD and resort to spam the slow Life Blast instead of having something meaningful to do.
-Life Blast: please reduce the cast time to 0.5sec + aftercast with the result of one attack every one second. And reduce the damage to compensate it, so that it will be easier to use and work better with Dhuumfire.

-Dark Path: reduces cast time to 0.5sec and CD to 12sec, and reduces damage to compensate it. Every second we spend in Shroud costs us LF but why are Life Blast and Dark Path take so long to cast?

-Life Transfer: the 40sec CD compare to its counter part, Soul Spiral, 30sec CD doesn’t sound reasonable to me and specially when this is the only skill on your DS bar that grant LF back. I would say reduce the CD to 30sec and reduce only the damage by 20%.

-Tainted Shackles: this has no contest to Executioner’s Scythe, lets alone the CD comparison. You could reduce CD to 30sec, Torment to 8sec, Immobilize to 1.25ec.

As I said before, this isn’t about buffing DS to be on the same level as RS but rather to make it as useful as RS.

All is vain.

Staff with new camera/targeting system

in Necromancer

Posted by: Siva Mira.3546

Siva Mira.3546

I don’t see the different, it is just easier to use or even harder to use if your target LoS you. Unless this option ignore LoS and act like teleport which I doubt. From what I can see this is just QoL change and not a Skill Funtion change.

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[Bugs] Reaper and general Necro

in Necromancer

Posted by: Siva Mira.3546

Siva Mira.3546

RS proc Swap sigil while DS doesn’t.

All is vain.

Burn Stacking is Broken

in PvP

Posted by: Siva Mira.3546

Siva Mira.3546

All skills shouldn’t apply 3 stacks of Burning with a short duration. Instead they should reduce the stack and increase the duration to compensate.

All is vain.

Passive boon spam meta

in PvP

Posted by: Siva Mira.3546

Siva Mira.3546

One guy posting about Boon spam while the other posting Condi spam and soon we will see CC spam. But worry not, Chrono will take this to an entire new level of spamming and they will call it “Skilled” because it does take skilled to spam, or so does the Mes/Chro think.

All is vain.

(edited by Siva Mira.3546)

Is cele sig Reaper gonna get pwr Reaper nrfd?

in Necromancer

Posted by: Siva Mira.3546

Siva Mira.3546

If you are saying cele sig Reaper need a nerf then what about Chronomancer, they need to be removed from the game?

All is vain.

reaper non viable without vital persistence?

in Necromancer

Posted by: Siva Mira.3546

Siva Mira.3546

It is not just about Reaper, neither the Death Shroud nor Reaper Shroud work without VP. LF doesn’t come to you for free, it is a hard earn and farming but then you are being punished very hard for being in Shroud even if you don’t take any damage. You have to spend 4% LF for every second in Shroud and all of your weapon skills(except dagger AA) don’t even have half of that speed of gaining LF.

All is vain.

Skill Icon for scepter auto attack

in Necromancer

Posted by: Siva Mira.3546

Siva Mira.3546

Adding green, blue and red to them would be a great help without losing a lot of resource in doing so.

All is vain.

Unblockable sharing

in Necromancer

Posted by: Siva Mira.3546

Siva Mira.3546

Yes lets share everything in this game. How about warrior sharing their Stance. Sound amazing to me.

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Balance in PvP

in PvP

Posted by: Siva Mira.3546

Siva Mira.3546

It is either you burn them or they burn you. So much fun when playing with my brain turn off and still winning.

All is vain.

Staff Autoattack speed is still bad

in Necromancer

Posted by: Siva Mira.3546

Siva Mira.3546

The first time you rely on Staff AA, you either won the fight by a landslide or completely gave up the fight.

All is vain.

Balance discussion on twitchcon

in Necromancer

Posted by: Siva Mira.3546

Siva Mira.3546

How about we get a full list of the note please?

All is vain.

This class is the best to completely master

in Necromancer

Posted by: Siva Mira.3546

Siva Mira.3546

Don’t be too happy about someone getting nerf or buff until you have actually seen the patch note.

As ronpierce said, do we even need a huge buff? We are in a good spot now but just not everything of ours are in good spot. They just need to make bad skills getting better.

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Should they add Revealed to Plague[Elite]?

in Necromancer

Posted by: Siva Mira.3546

Siva Mira.3546

I don’t think this is a Stealth counter because Plague has a 180sec CD and there is no way someone going to use such a long CD skill to counter some random Stealth. My suggestion is about someone using Stealth to counter you.

All is vain.

Should they add Revealed to Plague[Elite]?

in Necromancer

Posted by: Siva Mira.3546

Siva Mira.3546

Making it the 4th skill with 20sec CD and 3 to 5sec of Revealed. It should has 0 cast time and PBAoE. Technically, you can only use it once.

The reason is I think Plague is an utility skill but sometime it has so many flaw to fully utilize it with that long CD.
For example, you can not stomp while is Plague form but you can actually use it to stomp with trick but only once per use. The only best way to prevent Plague Stomp is to somehow runaway from it or Stealth. Once they are Stealth your Plague is garbage.
So do you think it would be fair to add Revealed to Plague?

I could even go as far as to add a 5th skill with teleport ability but that would be too much to ask.

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Transferred conditions still cause rallies

in PvP

Posted by: Siva Mira.3546

Siva Mira.3546

If you are not built for Condi Dmg then you shouldn’t be able to do so much Condi Dmg in the first place. I see nothing wrong in that. If you think Burning is broken then fix Burning instead of making something else broken to compensate it. I play Necro myself and playing against many other Necro, yet I still think this condi transferring is broken. It is either me randomly kill someone or someone randomly kill me by the overload of condi. It was never fun for both side of the coin.

All is vain.

Transferred conditions still cause rallies

in PvP

Posted by: Siva Mira.3546

Siva Mira.3546

Maybe they should make it use the Necro Condi Dmg instead, which in turn causing the damage coming from Necro instead of the original source in which that cause ally killing ally to rally.

That’s one solution. But it would have to work for all transferred conditions, not just necromancer’s.

That was just an example, my point was that all transfer skills should use your own condi damage instead of the original source.

All is vain.

Burning OP?

in PvP

Posted by: Siva Mira.3546

Siva Mira.3546

All skills should only apply 1 stack of burning with a longer duration but instead Anet compressed everything making Burning no longer a DOT but rather a BURSTY DPS.
And to top that off, they make it so much spammable.

All is vain.

Transferred conditions still cause rallies

in PvP

Posted by: Siva Mira.3546

Siva Mira.3546

Maybe they should make it use the Necro Condi Dmg instead, which in turn causing the damage coming from Necro instead of the original source in which that cause ally killing ally to rally.

All is vain.

Ascended gear issue

in Necromancer

Posted by: Siva Mira.3546

Siva Mira.3546

You should post pictures of it. It is easier to understand what went wrong.

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Make Signet of Undeath an elite skill

in Necromancer

Posted by: Siva Mira.3546

Siva Mira.3546

Then the skill function need to be changed. Otherwise we would lose Plague for a weak Elite.

- Makes the passive 1% LF per sec.
- Removes the cast time on the active so it will be instant. But the effect won’t be right away so you have to wait 3sec after you have casted it on the ground. This would give Necro the possibility of self-rez. It would be nice if they make virtual effect looks really stand out like they did with Glint. Something like Grenth standing above the ground target with his scythe animation count down time. It would give enemies time to react and properly counter it, and also to my ally not to stupid enough Mist Form or Teleport away from the mark.

All is vain.

(edited by Siva Mira.3546)

vital persistence change

in Necromancer

Posted by: Siva Mira.3546

Siva Mira.3546

I was going to make a topic about LF but I think I might as well just dump it here.

I think we all agree LF has some problems and it can be serious in some situation.

I am not going to suggest something that will fix everything because that is not possible. But I am suggesting a fix to the core fundamental of LF that Necro and also the other classes have been dealing with until now. In some situation Necro starts the fight with 0% LF but in other situation Necro starts the fight with 100% LF. The first situation does not favour Necro in anyway but in the second situation where Necro starts with 100% LF this makes it seems like Necro is a broken class. I can say more but telling the same story again and again does nothing.

My suggestion:

  • Necro should regenerate LF to 20% when out of combat at the rate of 2% per sec.
  • If a Necro has more than 20% when out of combat he will degenerate back to 20% at the same speed of 2% per sec.
    (Just to be sure, this only work out side of combat which mean this won’t change anything in combat)

Why should we go with this?
It is for the balance purpose on both side of the coin. No Necro want to start the fight with 0% LF and nobody want to fight a Necro with 100% LF either.

This lead me to my second concern and suggestion:

The losing of LF in Shroud, at the normal rate it is draining 4% LF per sec in Shroud. I think I am losing my LF in Shroud way faster than I can build out side of Shroud. This leads to people wanting Vital Persistence in every of their builds. Right now without Vital Persistence, if you want to fully casts Dark Path you will need to spend at least 8% of your LF just to casts this one skill and quickly ends your Shroud. This does not account any damage you take while doing so. So yes, in general, Dark Path costs me 8% LF to casts while thinking LF is my second heal bar. I firmly believe that sound a bit pricey to me.

My suggestion:

  • While in Shroud, LF should drain at the speed of 3% per sec. Vital Persistence will only decrease degeneration by 33% which still leads to what it does now 2% per sec.
  • LF will not drain at the first second after Necro enter Shroud. This would mean the first second does not count and you will start seeing your LF drains only after 2 seconds after entering Shroud. LF is still draining every second but this will save you 1sec or 3% LF for every time you enter Shroud.
All is vain.

Herald is disgusting

in PvP

Posted by: Siva Mira.3546

Siva Mira.3546

I got hit by something a mile away from me and I went from 100 to 0 in just a couple sec but I saw no burning on me. And then I went down, during my downstate I finally saw a Rev AA me with his hammer and my down HP draining so fast that I felt like I am being cleaved by 5 players. So I check the Damage and I saw 5k for each Hammer Bolt. I thought to myself, IIRC Hammer Bolt is AA. But then I think how can AA be dealing 5k each hit. I think he must be running Berzerk. So I swap out to check his build. To my surprised he was only running Cavalier that has barely 900Power with 900Ferocity.

All is vain.

Necro could actually be meta.

in Necromancer

Posted by: Siva Mira.3546

Siva Mira.3546

Good luck trying to land a single hit of Grave Digger with a good Chrono. If Reaper’s GS become META then Chrono will become SUPER META.

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[Devs]we need explanation about RS+Swap Sigil

in Necromancer

Posted by: Siva Mira.3546

Siva Mira.3546

I think we really some explanation behind this Swap sigil work with RS but not DS. It just hit me in the face about why did I never thought about this before, maybe I just thought Necro didn’t really swap weapon but just changing the first 5 skills. But now that the Reaper could do this which I think it is such a good for the Reaper or Necro as a whole.

So can we have this for DS too?

All is vain.

Shroud Skills On Hero Panel

in Necromancer

Posted by: Siva Mira.3546

Siva Mira.3546

LOL never though about that. They really should do it.

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[Beta Bug]- Death's Charge

in Necromancer

Posted by: Siva Mira.3546

Siva Mira.3546

I’ve had Death’s Charge leap me side-to side, back wards, front wards THEN backwards, and just in place. I’ve seen it all. x.x

LOL, I facepalmed all the time when this happen. I think it has something to do with target selection where it still remember the last target even though you unselected target.

All is vain.

Death Charge need speed increase.

in Necromancer

Posted by: Siva Mira.3546

Siva Mira.3546

I think they need to fix the falling at the end because that part stop you in one place which cost you to lose time and distance.

All is vain.

[Suggestion] Plague Signet (QOL for Passive)

in Necromancer

Posted by: Siva Mira.3546

Siva Mira.3546

I believe some of you has suffered this plague sickness in all part of the game be it either PvP, PvE or WvW.

What exactly wrong here? It is actually rather simple. The passive of Plague Signet is doing its job way way way too good. A example in PvP is, I am regenerating HP back out of combat after a fight while walking toward another fight where my team mate is in the heat of the battle and I want to get there at the same time my HP will perfectly full but thanks to Plague Signet unnecessarily pulling random condition to me, it halts my regeneration and put me back into combat and slow me down in that process. Here is another example that happen everywhere, I am on my way to do something but suddenly I got some random condition on me out of blue, thanks to Plague Signet again. It is even worse in PvP and WvW in a situation where you just want to get away or going from point A to point B but Plague Signet pulls unwanted condition to you and most of the time you have no way to remove those condition because there is no target to transfer them to in your sight or reach. I had many situations where my team mate was fighting a Burning Guardian on point A but I need to decap point B so I went to point B and then on my way there my Plague Signet pulled over 10 stacks of Burning to me and I have no way to remove this burning off me. I ended up eating those Burning to the last second of it and barely alive before I got to point B. And even worse an enemy just about to reach point B too. How on earth am I suppose to do now? (what is even sadder? that team mate still lost that fight)There are more of those bad situations that Plague Signet has put me into but I think we all get the point.

But the story did not end there, there is another problem with Plague Signet’s passive pulling Fear to you and causing interruption. This could mean a single Fear can cause more than one interruption. In the worst case scenario, an enemy fears my ally causing an interruption and then my PS’s passive pulling that Fear to me causing me another interruption, but my ally is also a Necro and has PS’s passive pulling that same Fear back to him causing the third interruption. I have been through this situation once myself and I felt like I got hit by Fear more than Auto Attack in that single game. To me this sound completely broken.

My suggestion:

  • Please turn off Plague Signet’s passive out of combat. We don’t need that and it doesn’t doing any favour for the Necromancer.
  • Don’t let the passive pulling Fear.
All is vain.

(edited by Siva Mira.3546)

Why celes necro is bad

in Necromancer

Posted by: Siva Mira.3546

Siva Mira.3546

I tried the build with soliders and it seemed more fun to play with.

I hate the lack of crit chance and ferocity with soldier. The healing power is okay but I really wish I could replace condition damage for any other stat. I’m starting to think condition damage wasn’t intended for necro.

I play Condi Cele Sig Necro and I think Condition Damage is there for a good reason.

I’m just not experiencing it since I’m not running in Blood Magic anymore I even replaced my geo sigils with hydromancy one wich fits much better and add more pressure. Conditions damaging or not are here as extras to weaken,bother and debuff the foe. You say condition cele necro which is weird what I get from that is you taking an expired scepter and an overweight OH for 2 obviously better options and possibly Terror for the cherry on top of the build.

This condi build is pretty good. I like hybrid build and this build do just that. To make scepter works you need warhorn and Banshee’s Wail. Terror is weak if you don’t build for it, especially when I only have 2sec of Fear from my entire build. It is much better to use Path of Corruption.

All is vain.

[Video] Deathshroud bug w/ vamp runes

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Posted by: Siva Mira.3546

Siva Mira.3546

I am pretty sure it works as intended.

Here is the rule:
-All skills will proc if it meet the requirement.
-If your HP is below 25% and get hit, it will proc the skill.

In the video, you got hit when you are above 25% which brought your HP to below 25%. In this case, vamp rune didn’t proc yet because you didnt get hit while below 25% and then you enter DS and then got hit and then all the requirements met "When struck below 25% health you become mist. (Cooldown: 60s)”.

If anything it is just a bad timing and rune functional.

In fact the real bug is, vamp rune allowed you to use skill at all in that situation.

Its not working as intended, vamp rune triggers when in DS you are hit by an attack that out of DS would trigger vamp rune, but that should not happens cause when in DS attacks hits LF, not your HP…

You just want to win in the argument, don’t you? It doesn’t matter how much LF you have, Your current HP is the standard to trigger all skills in the game. If your HP is below 50% and then enter DS with 100% LF, and then a Thief hit you you will trigger his Panic Strike. Vice versa, if your HP is full and enter DS with 40% LF and a Thief hit you but it will NOT trigger his Panic Strike because your HP is above 50%.

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Show me your burns

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Posted by: Siva Mira.3546

Siva Mira.3546

Thief only has ~17k HP and you can take 60k of damage?

I think it is time to nerf you.

All is vain.

Why celes necro is bad

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Posted by: Siva Mira.3546

Siva Mira.3546

I tried the build with soliders and it seemed more fun to play with.

I hate the lack of crit chance and ferocity with soldier. The healing power is okay but I really wish I could replace condition damage for any other stat. I’m starting to think condition damage wasn’t intended for necro.

I play Condi Cele Sig Necro and I think Condition Damage is there for a good reason.

All is vain.

Necro warhorn

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Posted by: Siva Mira.3546

Siva Mira.3546

The new one could do a bit better without sounding so similar to farting.

All is vain.

Why celes necro is bad

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Posted by: Siva Mira.3546

Siva Mira.3546

It is certainly bad just as the OP said. That’s why there is alot of Cele Necro out there because people like to play bad build. It is true, you can gauge the output of Cele Necro by AAing golem in the mist. It is also true, Berserker Amulet is OP and broken because it can AAing golem to dead in the fastest time record but we don’t really use it because we are all nice guy.

Anyway, why do we need to prove to him that Cele Necro is good just like how Ele saying their Cele Ele is balanced? Come on, get in the game and put on your Cleric Amulet and see if you can kill anything that move.

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Delete vamp rune

in PvP

Posted by: Siva Mira.3546

Siva Mira.3546

Change it to Healing Power instead of Power.

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Is PvP ever going to be rebalanced?

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Posted by: Siva Mira.3546

Siva Mira.3546

This is a L2P issue. Nothing one shots. Just learn to build and dodge. Not trying to be rude, but its true.

Absolutely. ANET can make anything as OP as they want as long as you learn to build and dodge. lolol. Thanks for the laugh.

Mesmer magically disappears and then magically one shot you, L2P issue.
If you want tip, go ask Professor X to teach you how to read Mesmer’s mind.

All is vain.

[Video] Deathshroud bug w/ vamp runes

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Posted by: Siva Mira.3546

Siva Mira.3546

I am pretty sure it works as intended.

Here is the rule:
-All skills will proc if it meet the requirement.
-If your HP is below 25% and get hit, it will proc the skill.

In the video, you got hit when you are above 25% which brought your HP to below 25%. In this case, vamp rune didn’t proc yet because you didnt get hit while below 25% and then you enter DS and then got hit and then all the requirements met "When struck below 25% health you become mist. (Cooldown: 60s)”.

If anything it is just a bad timing and rune functional.

In fact the real bug is, vamp rune allowed you to use skill at all in that situation.

All is vain.

Why celes necro is bad

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Posted by: Siva Mira.3546

Siva Mira.3546

Cool story bro.

All is vain.

Please fix Blood Bond trait.

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Posted by: Siva Mira.3546

Siva Mira.3546

Before we even argue about usage of the trait, how about someone please fix this trait for us?

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signet of vampirism - tool tip incorrect?

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Posted by: Siva Mira.3546

Siva Mira.3546

The base healing is around 470hp + 0.024*healing power. So your 1200 healing power would give you a mere 28.8hp.

It used to be 470hp + 0.24*healing power. With 1200 healing power you would get 758hp. But due to the bug we are stuck with what we have now.

Life siphon does benefit from Healing power but if the percent so low it is the same as none.

All is vain.

Funday Monday#7 - Summoning all Necromancers

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Posted by: Siva Mira.3546

Siva Mira.3546

So it come down to “Pick one of these 2 builds and see how is the best!”

Wouldn’t it be better if you just put a rule “You can NOT using more than 2 skills of same type in your Utility bar?”
For example you can not have more than 2 Signets or 2 Wells or 2 Minion on your bar. This way people have more option to create variety builds and in turn creating more new exciting match up.

All is vain.

Scepter ...

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Posted by: Siva Mira.3546

Siva Mira.3546

If you like how the Scepter does for you now you will still like it at lvl80. You should try Scepter+Warhorn with Major Sigil of Air+Earth, Staff with Major Sigil of Geomancy+Leeching. In close combat you will do a tone of damage.

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Why isn't anything being done?

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Posted by: Siva Mira.3546

Siva Mira.3546

This isn’t just a Necro problem but rather a PvE problem. But don’t expect Anet to fix PvE in the old maps because it means it will change the so called Meta. And what does that mean? That means the people who is playing this so called Meta will be forced to change their builds and gears. In turn it will create a problem for party A in favour to save party B. Anet isn’t going to fix a problem by creating a new problem. That is where Anet believes HoT is going to fix this problem by creating a new way to play the game rather than “Kill the mob before they even have any chance of landing their first attack!”

All is vain.

Please fix Blood Bond trait.

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Posted by: Siva Mira.3546

Siva Mira.3546

IMO, Blood Bond is one of the essential key for Blood Magic trait line. With the right combination it would out weight anything in the Blood Magic trait line. This trait alone will heals you, gives you bonus damage, converts enemy’s 2 boons into 2 condition, gives you 2 Mights, with a 20sec CD. That is, if only this trait does all of what I just listed. But no, this trait is bugged. It has a Cooldown of 30sec instead of 20sec(shown in tooltip), and this trait can fail easily if you are not facing your target, and with the new bug this trait heals less than it should. Lets talk about the Cooldown, from 20sec to 30sec this would mean this trait only perform at 66% of what it should be. So can we get this trait fixed as soon as possible?

Blood Bond:

  • The healing part of this trait doesn’t work in DS. Since the healing of the active of Signet of Vamprism works in DS.
  • The actual CD on “Lesser Signet of Vampirism” is 30sec and 24sec with SoS trait, but the Tooltip said 20sec and 16sec with SoS trait.
  • The trait will fail if you are not facing your target.

Also the active part of “Signet of Vampirism” and “Lesser Signet of Vampirism” heal you less than the amount that were list in the Tooltip.

“Fixed an incorrect number of bleeding stacks on the skill fact for this skill.”
Grasping Dead (PvP), the skill itself was fixed but the Tooltip did not when Lingering Curse is on.

All is vain.

(edited by Siva Mira.3546)