Message me any time in game.
(edited by The Gates Assassin.9827)
I respectfully disagree. The following is a build someone used to use before the PU nerf that added might and swiftness.
He didn’t run IP as he didn’t feel he needed it for a 3 clone shatter and watching the video, he didn’t. Once PU was nerfed to what it was before the specializations his build was unplayable, he just couldn’t rely on the boons for defence any more and I did ask him. At the same time 1 extra second of stealth is not worth going for a GM, not when it shares the same slot now as chaotic interruption and other lines have many defensive options.
People could pick up and some did pick up PU before it was nerfed as it was a solid defence trait. Almost no-one but “that one condi build” did so after the nerf as it just wasn’t worth it where as for the condi build they wanted the GM minor (toughness to condi I believe) so 1 extra point for PU usually was the only defence available.
PU pre patch is not defensive enough to pick up sticking at +1s since the boons were watered down. I’d rather go inspiration for the extra condi clears and heals as they massively outweigh PU in combat, especially as burn is still so lethal.
Before, taking PU was sacrificing a lot of damage and utility. Now you get to keep that damage and utility (and more) and still have PU.
(edited by The Gates Assassin.9827)
None of the above is in balance with other classes… any of them. Other classes have their own issues, for sure, but clinging to an obviously unbalanced trait buff because other classes might have their own things that need to be adjusted is incredibly short sighted. Rolling back on that trait isn’t a nerf to the core of the mesmer class either, nor does it impede build diversity.
It does impede it. Tell me how many mesmer builds outside that PU clone death build were running PU before the buff? I’ll tell you, almost non. Nerfing the stealth back to where it was pre patch is not the answer as I keep saying.
Make it +2s and MI (the source of a lot of your concerns despite there being bigger game changing elites) has much reduced effect. I’ll tell you what will happen though, people will still complain, people will still ask for it to become 1s, people will still go around saying it’s “broken” OP because at the very core of it all is this one singular fact.
There is and never has been a true counter to stealth
No one used PU before the buff because it was completely unreachable. You HAD to lose either IP or DE, both of which are absolutely necessary for shatter builds. Now, you hardly even need DE! I think this could go back to where it was just fine and people would still take it.
It seems like the majority of players think PU is too strong. Which would you guys prefer as the solution to this, assuming the devs have infinite time to fix this?
Epidemic is able to transfer 25 burning, poison, and bleeding to 5 enemies, which is all healing him. Considering people are getting 20k burning ticks on a single target, you are now looking at say, 100k burning healing you for 10k per second, just as an example.
Ohhhhhhh So the condis on the initial target aren’t counting for PC (as it shouldn’t), but the spreaded conditions are. Gotcha.
Part 2
Parasitic Contagion needs to be split between PvP and PvE. It’s broken powerful in PvE open world fighting, in World Boss encounters can outheal all boss damage, poison fields, whatever as long as you can Epidemic off stacked target. 10 or 15% doesn’t make the difference when I can easily get 5000 health per second from some champion fight. Burning and Poison stacking broke it.
How are you doing that specifically? Can you post a build or just the general combo?
Hello thieves! Take some time from instagibing me and talk about the new specializations! Either answer my questions directly or simply post about what you feel is important for the devs to know about the new changes.
Questions:
Hello mesmers! Come out of stealth for a second and talk about specializations! Either answer my questions directly or simply post about what you think the devs should know about the specialization changes.
Questions:
Hello Eles! Take a break from not dying ever to post about the new specializations! Either answer my questions directly or simply post about what you feel the devs should know about the changes.
Questions:
Hello fellow golden children engineers! I want to find out how everyone is doing with the new changes. Either answer my questions directly or just write about what you feel is important for the devs to know.
Questions:
Hello guardians! Lets take a break from murdering my face with burning and talk about how you guys are liking the new traits. Feel free to either directly answer my questions or just talk about what you feel is important for the devs to know about these changes.
Questions:
Alright, you guys know the drill! How are the changes so far? Either answer these questions for me or just talk about what you feel is important to mention for Warrior.
Specific questions:
Alright, you guys know the drill! How are the changes so far? Either answer these questions for me or just talk about what you feel is important to mention for Ranger.
Specific questions:
Alright, you guys know the drill! How are the changes so far? Either answer these questions for me or just talk about what you feel is important to mention for Necromancer.
Specific questions:
I stealthed from the gate of foefire all the way to the point at mine. There was an ele at the point. I decided to simply stand there. Breathing down its neck. I then went for the burst and wiped out 75% of its HP with just mirror blade spike. Then I went back into stealth for about 15 seconds. The ele got bored of being there and left the point. When he did, I capped the point and he had to come back. I then got back into stealth, went mid and blew up some thief.
Long story short: You don’t.
Real answer: Have a build that can lock them down or burst them before they can stealth away. I’ve been running 100 mines on engineer and its pretty good against them. Really any burst killer can take them on, it’s just the stealth burst that can be rough. Medi Guard, D/P Thief, SD Engi…they all have a pretty good chance against it once you learn the build.
Yesterday, backstab was bugged to reveal the thief if they used it. This was something that a lot of PvPers were hoping would happen. Few questions
Builds Considered OP
Other Builds
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I want to sort of get a feeling for what builds people are running right now. If you have a build that you feel is OP, UP or just fun and want to relay that to the devs, post it here for me! All of this goes straight to the devs for consideration and knowing what builds players are running would be infinitely useful amidst all this chaos of newness.
Template
Please post your builds with this template. Make sure that you have a space before and after the spoiler tags or they will break!
Link to Build Template: http://dulfy.net/gw2traits#build=AgABqAKoBag~
Special Notes:
I’ll compile them in the OP so everyone can see what builds are currently being used.
Builds Considered OP
D/P Deadly Arts Thief
Link to Build Template: http://dulfy.net/gw2traits#build=AgcBqAP8Bdg~
Special Notes: The damage on this is scary high, the stealth ability has been increased, panic strike is passively giving the CC needed to kill people, the venom has too much stun, the ability to share that venom while still having such a solid build is a bit much.
Other Builds
Condi Necro
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I have to agree with the OP. I was really happy to see the change to burst skills back in the April patch. No reason why all classes shouldn’t recieve the same treatment.
Players should be punished for missing their skills.
I agree with this. All the people I played with yesterday were really happy with this bug. Even when I played as thief, I thought this felt sort of fair! Definitely didn’t wreck the build by any means. Thieves still absolutely dominate almost every berserker build.
IM SO READY.
/FIFTEEN CHAR
It’s actually kind of funny. If you are being targeted for kill shot, stealth, teleport in back of the warrior and run away, the warrior will turn around to shoot you! Again tho, stealth is extremely powerful. It doesn’t really need a buff like canceling skills.
So, I think the thing that is more important than the matchups are the trait loadouts, the ammy used, and the runes/sigils. If the duels aren’t using the updated versions of all of these factors the matchups basically mean nothing. If they’re dueling with runes/sigils/ammys that won’t be the same when HoT comes out then we have no idea what the real power of these builds are.
Also, I do think giving players that aren’t devs a chance to get behind the wheel and duel/craft would increase player confidence. Even if there is no funny business some people are going to assume that one player isn’t gonna give it their all so that the specialization looks good.
I think letting community members make and show off builds would go a long way.
EDIT: At the very least it would be nice to be able to give feedback as to what build will be used.
Reaper vs Chrono is a bit unspecific.
Condi Reaper vs Slow Chrono is a bit better.
Carrion Curses/Soul/Reaper with Dhuumfire vs Zerker Dom/Duel/Chrono and slow traits is best.
Suggesting specific builds is better. I don’t know how pumped anet will be to show off a direct counter to a specialization they’re trying to get peopled hyped about, but showing off a spec that people want to see would definitely make them excited!
Also think of some mirror matches that would be interesting. The stream was Hambow vs Hambow. What about GS Zerk warrior vs GS Zerk Reaper?
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I copy past my reply from the other topic, a mod can delete my original topic
Hi,
Josh, you asked for a feedback and here we are.
I find very useful you guys try different 1vs1 with different build and prof and try to balance stuff but not offense, your skill level and theory craft is not really high so i think you should ask to High ESL player like ROM, Helseth, Tage, Phantaram etc. to help you to try this new stuff.
This is because these players, after only few hours, can understand what it will be really broken, not only in 1vs1 scenario but for Conquest too and the entire community won’t wait 6 months to have super broken stuff fixed.Just my two cents.
Don’t forget guys. Grouch was like top 30 before joining arena net. Focus a bit more on what you think would be a cool match up or even a combo you want to see tried!
Reaper vs Chrono is a bit unspecific.
Condi Reaper vs Slow Chrono is a bit better.
Carrion Curses/Soul/Reaper with Dhuumfire vs Zerker Dom/Duel/Chrono and slow traits is best.
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On the Ready Up stream, Grouch asked what duels you want to see with the three announced specializations. So, thought I’d jump in and see what everyone would like to see the most! I’ll do a tally of what everyone says and send it in.
Some ideas right off the bat:
EDIT:
Also feel free to post some theory crafted build you have! I’m sure the devs would be much more inclined to show off an awesome build rather than show off their spec get destroyed by a direct counter (which is pretty inevitable for any build anyways).
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For the record, Gates, your report topics mostly line up with my last two, so I think the double whammy will be particularly helpful to them. I’m not discussing minions so much, and am more focusing on the traits and their synergies and where the issues are there. That said my next report is heavily focused on the Reaper, so that will be relevant as well.
I just want to say in light of all the work you did, and Robert Gee even mentioning the community’s feedback on stream, you deserve a round of applaus and a cookie.
/hands-over-special-necro-cookie
-hugs-
Don’t worry they love you, too.
I’m wondering what nerfs the report includes?…I’m still reading through the thread (so many replies) but my standpoint is that we should be more hesitant to suggest that X needs nerfing before we really get to see how X performs (play it for ourselves).
Sure, suggesting some nerfing to seemingly overpowered traits/skills/etc… might help with balancing, but until we really get our hands on the new content, I believe these nerf suggestions may be doing more harm than good (as they imply that something is unbalanced when it very well could be more balanced than it looks on paper).
Take, for instance, the common misconception many make that the Death Shroud mechanic (currently) is overpowered because it acts as a secondary health pool. On paper, this mechanic seems rather overpowered; however, once players were able to play the necromancer, they found out that the Death Shroud mechanic is not as reliable of a defense mechanic as they originally believed.
Edit: I’m not saying discussion is not welcome nor that we should all be sitting ducks while we wait; however, from what I’ve seen so far, there have been a great deal of posts in which players are already suggesting nerfs to the class (which to me is quite frightening).
In the end, there’s a lot of information we don’t have, but highlighting the concerns we have or concerns that haven’t been addressed in the live stream help them out a lot. They have the ability to take our concerns, however baseless they might be with the information we have, and test them out early.
This time around, most of the feedback was
Read every post so far guys! My report is basically done, but I’m going to hold on to it for now until when I go to bed tonight (So like 10-12 hours from now). If you have any last thoughts that should make it into the report, now’s the time!
My point was that those coefficients on the reaper skills are not strong enough compared to what other classes have. Which means the idea that reaper hits slower but harder isnt exactly true.
Are you accounting for attack speed from the trait and the ability to recharge gravedigger on low targets? Repeated 2’s are pretty strong! Also necro will have a trait called Rending Shroud that will be putting up monstrous amounts of vuln. Not to mention the traits that make your auto attack in Reaper Shroud cause vuln and might!
Why would one blast finisher be enough? Why would any amount of blast finishers be enough? PS Warrior and eles are the kings of might and fury. Unless necro gets some rediculous amounts of blasts/might, blast finishers don’t really help their viability at all. Necros need something that makes them unique and offers a special way of buffing the group. Mesmers have reflects and portal. Rangers have Spotter. Eles have lots of fields and finishers. Warriors have lots of might. Engineers have lots of vuln. Necros…Well it looks like life siphoning could be a great option with the new Vampiric Aura trait!
It seems like people think there is one way to support allies, and there isn’t. Blast finishers aren’t the end all be all of support!
1. No power GM traits in Curses. I’d still like to see terror moved and another GM take its place.
2. Still no projectile reflect
3. Still no blast finishers
4. Still low mobility
5. No way for Reapers to defeat thieves. One thief could literally kill 5 reapers without getting hit. No stab + no effect of chill on thieves + slow attacks = thief wet dream.
6. Loss of access to torment if we take reaper… torment… the condition invented JUST for necros in the first place…
Just to address a few of these:
Alright guys, so it looks like they’re definitely working on reworks. Here’s what they announced on the stream:
Reaper
Traits
Shouts
Greatsword
Reaper Shroud
Core Traits
Some Thoughts/Synergies I noticed
So, what do we think guys?
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I just want to step in guys and say: There’s a big difference between theme and mechanics. The theme of this class is a bit strange. Dragonhunter sounds a kittenildish and the whole theme sounds kinda weird. Longbow + traps sounds like a ranger. That doesn’t mean it can’t be a bad spec! That doesn’t mean it can’t be very guardian like! Mesmer has wells which are traditionally a necromancer utility, but they were designed in a very mesmer-ish way. The same can be done for longbow and traps.
Give it till tomorrow when we actually see some concrete skills.
Quickness does NOT stack in duration. Instead, it overwrites your current quickness with the new one. If you have 5s of quickness and gain 1s of quickness, you will only have 1s of quickness.
From their description, it sounds like the dragonhunter is strictly a support profession. I don’t like that. I am a solo player so it sounds like it has nothing for me.
Still, have to wait until we hear more. Perhaps it can do more than support.
Gunna have to explain to me how “DragonHUNTER” sounds like a support specialization.
Just wanted to know if the report had been sent to the Dev.
If yes, have we received some answers yet?And I’d be interested to know if anything that is/was posted after the report was submitted is still monitored by Gates or a dev, because even after a week there are new ideas or problems with the traits being pointed out.
Working on it. I probably won’t send another report on Necro until Friday tho.
It seems Gates has left us to go to the ele subforum.
Ahem. /wave
On Saturday, I made a post on the necromancer forums (Here). The result was over 300 posts, a 30 minute video and tons of links to other posts. I’ve sent in that report and I’m still monitoring it, but I wanted to move on to another class and get their feedback. It looks like the next most upset would be the elementalist.
So again, I’ll be posting my report on the forums as I make it. I’m just recovering from a pretty bad fever, so there’s nothing to post just yet!
Here’s what I want to see:
There is literally no better time to get your feedback in. These traits are prototypes. Engineer wasn’t even in the GAME when they showed it to us. If you want to shape elementalist, now is the time to do it.
- I think Path of Corruption and terror should be reversed, putting Terror and Lingering curses on the same GM level hurt a lot of PVE necromancers (although for pvp, for example, it didn’t change anything so I missed this).
This has been mentioned by a few players, and honestly, I can’t imagine this ever happening. Imagine if Doom, Fear (necro downstate) and Reaper’s Protection was a 4s fear and Fear of Death, Spectral Wall, Corrupt Boon and Well of Corruption were 2s fears with terror! That sounds just awful to play against. I’m not totally sure why everyone is underestimating the potency of the new scepter trait.
So, essentially the necro condi class as a whole will take a nerf to damage in a big way. Having a huge condi duration in wvw or pvp won’t mean junk with all the clears available today and anet is taking terror, originally an adept trait, and moved it up to grandmaster to compete with a one size fits all trait lingering curse. Yeah lingering curse will important now especially with no way to account for condi duration unless they are sticking it on amulets. If you think this wont effect condi builds you are sorely mistaken and the condi necro or terrormancer will not exist anymore in Pvp. terror is integral to all condi builds and the only reason they changed lingering curse is because they have no freakin idea how to deal with the net loss in condi duration now that it’s not the spite tree. Oh what does it matter, they won’t change crap so these changes are here to stay.
Almost nothing is changing for condi necromancer. You can still spec into Curses for both PoC and Terror. You can still spec into Soul Reaping for Foot in the Grave and Master of Terror. The current meta terrormancer is 0/6/2/0/6 or 0/6/4/0/4, so it doesn’t have the additional fear duration from the power line. Nightmare runes aren’t changing. Dhuumfire got a big hit, but I put that in my report already.
The real power of Lingering Curse is that it’s gonna make fears crazy, while also taking short duration conditions and making them last long enough to be potent.
Alright, so I feel like I’ve gotten the vast majority of points in. I want to get this in for monday so they can start to action on it ASAP. Also I have a 100.1 fever and feel like a necro minion. I will still be reading every single post and I’ll be sending another report about the other classes sometime next week. I’ll be sure to include any new ideas that pop up.
@Gates I know I’m spamming this but this is big to us, mention Death Shroud as flaw in there it is the main one you know it too.
I read every single post. No need to double post the same thing
- I think Path of Corruption and terror should be reversed, putting Terror and Lingering curses on the same GM level hurt a lot of PVE necromancers (although for pvp, for example, it didn’t change anything so I missed this).
This has been mentioned by a few players, and honestly, I can’t imagine this ever happening. Imagine if Doom, Fear (necro downstate) and Reaper’s Protection was a 4s fear and Fear of Death, Spectral Wall, Corrupt Boon and Well of Corruption were 2s fears with terror! That sounds just awful to play against. I’m not totally sure why everyone is underestimating the potency of the new scepter trait.
I noticed your info says you are a PvP guy, but as someone who prefers PvE:
Blast finishers. All the average Necro-hating speed clearing, gear checking, AP raging meta PuG really wants is moar might and moar might. Put at bare minimum 3 blasts, of which 2 can be easily achieved between weapons and utility skills. This would let us add 6 stacks of might and 12 if we try, which is more than several classes already can do, and all the complaints from non-necros about “u gots no utility” should dry up fast enough. That’s all it takes, no need even for a self fire field, in a group crying for might stacks (utility), SOMEBODY is going to have one.
Seriously, the only groups who really have business being so discriminating are clique-groups made of friends and guildies. But it still infected 80% or more of the PuG environment anyways. And while it doesn’t even really effect 99% of PvE, that 1% of the entire world of Tyria is ultimately crying over is “i needz moar might” and all the Necro lacks to offer something to the zerkzerkspeedmightmightmightmetametapinggear5kaporgtfo mentality that grips the dungeon community that is a few blasts.
And blasts would open up more than just might stacking, but that has always been the #1 complaint, even if they can’t be honest enough to say “give might” instead of “you lack utility.” Because I have “utility” to rival an Ele, the only big one missing is the might.
Sry for the rant, but I think seriously the PvE meta fix isn’t much more complex than that. The dps issues are all numbers, cooldowns, weapon skills, etc which systems to toy with those are obviously already existing.
Only thing I can’t do is stack the might on the group. Considering how the cards fell after the min/max crowd started to publish, that’s the basic mechanical issue for PvE. When this gets fixed, I think the Necro will be less reviled, similar at least to the Ranger’s latest longbow fix… not nearly so many LFG posts anymore hating on them. Hope to see that happen for Necro too.
Enough ranting
TLDR; Blast finishers, 2 that can be done with weapons/utilities and at least 1 more on a weapon swap, which will be more than several classes, but when people say Necro lacks “utility” the blasts for might stacking is all they really mean because we already have everything else short of stealth.
Couple of problems with this though:
Examples?
Something crazy like Dark Path steals 1,500 health (doubled if from behind). I’ve always wanted to be a vampire necromancer! Think crazy and fun guys.
That sounds great and all, but you forgot the little part where we can’t be healed in Death Shroud so I’m not sure that trait would work all that well.
Also you misspelled my name in a previous post.
Besides, I tried to think outside the box with some of my suggestions here
Heh, I have a word doc where I’m making my own Blood Magic line and in that I created a minor trait that reads “Life stealing while in death shroud restores your normal health”.
Sorry about the misspell. Fixed it. Long night xD
I’m a bit confused about one point that keeps coming up. Why is Terror “necessary”? Clearly, terror is in every single condition build right now and for good reason. It does a ton of damage and it’s really the only reason those build work. That said, what if I made a trait competing with Terror that said something like “All Death Shroud skills cause 10s of 3 stacks of bleeding every hit.” Terror doesn’t look so necessary anymore right? So why not suggestion some condi trait to fill that slot that can compete with terror instead of making terror baseline, thus removing any possibility of a good condi trait in curses?
Another thing is that a lot of people are saying that there needs to be some sort of power trait in curses. Why does it have to be curses? Why not some sort of vampiric set of traits in blood magic? Something crazy like Dark Path steals 1,500 health (doubled if from behind). I’ve always wanted to be a vampire necromancer! Think crazy and fun guys.
Bhawb: “Blood Magic – It really needs to be changed to allow siphoning while in DS. This is just such a big conflict, and every other profession has the ability to receive their own healing while actually invulnerable, yet if we enter our “second HP bar” it completely screws over an entire tree of investment. We can’t proc siphoning nearly as well, so its not like we can sit here forever.” (This is an extremely common suggestion)
Bhawb: “Staff needs some kind of support returned to it, even a small amount of allied condition removal from Putrid Mark would be nice.” (It’s pretty true that weapon skills for necromancers are pretty bad for support)
War Mourner: “Dagger mainhand is undeniably a melee weapon, and while Dark Pact Synergises with the auto chain well, Life Siphon does not. Life Siphon benefits from kiting away from people (since you don’t need to face them to use it) and keeping out of melee range.”
Spoj: “The new minors for spite are good conceptually. But the Internal cooldowns make them bad.”
Drarnor Kunoram: “Siphoned Power: … The ICD needs to drop to 1 second, or have the stacks reduced to 1 and remove the ICD entirely.” (This is another heavily echoed concern).
Genesis: In regards to Signet Mastery: “We’re talking 480 range here. You can have a plethora of classes attacking you from anything but melee, and when you hit 50% hp the active procs, and awesome you just got healed for 0.” (While there are times where you are being focused that this is actually really effective, this is a bit hard to control. Against certain builds, this can only guarantee might. Maybe cast this under a different circumstance such as on heal?)
Brujeria: “The new traits simply lack excitement. Even though some of them look very potent on paper, they are just rather boring number increases, or hidden effects or things that could be there by default. The Grandmasters should alter the way you play, but infact they dont really do [that].”
Sagat: “Vampiric Precision should be merged with Bloodthirst.” (Lots of players echoed this. There are too many siphoning traits that have very small effects. I suggest either merging them all, or creating ones tied to skill shots so the life siphon can be a lot more potent.)
Drarnor Kunoram: “Soul Comprehension: Honestly, this trait really feels like a waste of a slot. It’s not technically terrible, but the vast majority of life force gains are not from deaths. It’s effect is so minor, it might account for half a percent of total life force gain. I’m betting even less. Either add something to it, or replace it. It is just sooooo inconsequential that if it stopped working, nobody would notice.” (I ran the numbers on this. A death grants 9% life force. That means this trait is granting 1.8% life force per kill. For reference, a single staff auto attack is more than twice as effective as this trait.)
Drarnor Kunoram: “Putrid Defense: Yay! Survivability that synergizes with our skills! This plus CPC can drastically increase a Necro’s durability, and condition builds will certainly appreciate taking less damage.”
This poster created a perfect damage rotation for siphon skills with gear that balances power and healing power, assumed that every strike would hit perfectly and this was the resulting numbers:
Drarnor Kunoram: “A bit surprising that, in one minute, we siphon 15,626 health from a single target. This breaks down to 260.43 health/second. Which is just barely more than Regeneration at the same healing power gives (251 health/second). That’s right. Perfect use of every siphon trait with mainhand dagger we have results in just barely more healing/second than just sitting on Staff spamming Mark of Blood on cooldown. And spamming Mark of Blood takes a lot less investment while not caring if the enemy blocks, blinds, or dodges”
https://forum-en.gw2archive.eu/forum/professions/necromancer/Siphoning-traits-and-optimal-values/first
Drarnor Kunoram: In response to Deathly Invigoration: “…instead of trying to buff it as a party heal, why not reduce trait bloat and merge it with Transfusion? Both traits serve the same purpose: heal allies, but not yourself.
With engineers gaining AoE moa, I think this post is important to note:
https://forum-en.gw2archive.eu/forum/support/bugs/Moa-Morph-inconsistently-effects-Minions/first#post2664582
Forum Specialist Review: Players feel that the buffs to necromancer were minor. Blood and death magic got very few changes despite player’s expectations of full reworks. Some traits even feel like they’ve been nerfed (Dhuumfire). Many other classes got “necessary” traits made baseline so they can freely choose lines. Terror and Master of Terror are still required traits for the most part. They also feel that necromancer lacks a clear vision of how it is to stay alive. I think necromancer should get the most focus out of any of the classes next because players are not happy with the changes proposed.
I’m super tired and I open tomorrow, so this is totally un-edited and might have some missing quotes or two quotes that talk about the same thing. Keep the posting up though!
Necromancer
https://forum-en.gw2archive.eu/forum/professions/necromancer/Necro-Spec-Notes-Feedback/first
https://forum-en.gw2archive.eu/forum/professions/necromancer/Necromancer-Changes-Are-Kitten-Garbage/page/3#post5002731
https://forum-en.gw2archive.eu/forum/game/pvp/Necromancer-Blood-Magic-BUTCHERED/first#post5003339
https://forum-en.gw2archive.eu/forum/professions/necromancer/Only-2-Classes-gets-a-Nerf
https://forum-en.gw2archive.eu/forum/professions/necromancer/Terror-should-become-baseline/
http://www.reddit.com/r/Guildwars2/comments/33uyra/stuff_wrong_with_necro_preview/
https://forum-en.gw2archive.eu/forum/professions/necromancer/Siphoning-traits-and-optimal-values/first
Roe: “Appears that Dhuumfire gives 1 second of burning per cast. What’s the point in this? Unless life blast is getting a seriously faster cast time, which seems unlikely because of power builds, there is no point in taking Dhuumfire because scepter 1 will deal comparable damage…”
Roe: “Beyong the Veil sounded amazing… until it was only to minions. Why can’t this be AOE to party members? Doesn’t a defensively specced necro deserve to give defensive support?”
Roe: “None of these major heal skills affect the necro at all (i.e transfusion, deathly invigoration).” (While this isn’t perfectly true, I think it is still an interesting point that none of the meaningfully strong heals in blood magic help the necromancer).
SweetVibes: “…I bet the most stacks of dhuumfire I’ll be able to pull off is either 2 or 3 if counting CC and blinds that may affect me. I’ll lose out on potential bleed stacks from scepter and poison due to wanting to be in DS for the Dhuumfire.”
WarMourner: “The curse line is pretty hilarious now. Currently I use it for a power build, using reaper’s precision, banshee’s wail and path of corruption. Imagine my suprise when ALL THREE become master traits. The line literally can’t be used for non condi builds anymore, and for condi builds it’s exactly the same as before.”
Spoj: “Remove the self weaken from toxic landing.”
Spoj: “Move either Necromantic Corruption or Death Nova down to master tier. Having two minion grandmasters in death magic gives non minion builds no choice but to take Unholy Sanctuary.”
Flow: In regards to Terror. “Power builds will still pick this line for fury, Banshee’s wail, crit chance and probably Enfeebling Blood. But what the hell are they supposed to do with the gm slot? Conditions heal you? A scepter trait? Or terror… for a build that does very low condition damage? But if Terror was baseline it would give power builds a negligable damage buff while having an actual power option in the gm tier.” (By baseline, he earlier clarifies that being a minor would be enough)
Flow: “The new Staff Mastery will be merged with Soul Marks as a Soul Reaping adept trait.
Generally a decent change, but why is Greater Marks still going to be in Death Magic? …Basically, if you want unblockable marks with reduced cooldowns you’ll be extremely limited since you’re giving up 2/3 trait line options just for that. ”
OlliX: “It’s a big nerf to our current Axe trait, making the damage boost dependant on cripple, and the cooldown reduction dependant on a very weak auto attack.” (Heavily echoed concern)
OlliX: “Toxic Landing – I don’t mind merging the fall damage and corruption trait, but granting yourself weakness whenever you take fall damage sucks. I think this trait also should grant 2 seconds of Resistance when you cast a corruption skill.”
OlliX: “Siphons [should] work through death shroud. This change must happen or this trait line will still clash horribly with our class mechanic.”
Akitum: “Reaper’s Might: This is a skill that I think should be made to affect allies as well. It won’t make us good for PvE content but it will make taking a Necro in your party slightly less redudant.” (This is a suggestion I’ve gotten a few times)
Bhawb: “Reaper’s Precision – Just remove it. It isn’t good, its hard to balance, and the very few builds that would want it don’t hit quickly. If it is buffed to work for those builds, then things like dagger/WH with wells suddenly get way too much LF.” (Maybe instead of removal, tie it to something more specific or make it a minor?)
Death Magic
Soul Comprehension: Honestly, this trait really feels like a waste of a slot. It’s not technically terrible, but the vast majority of life force gains are not from deaths. It’s effect is so minor, it might account for half a percent of total life force gain. I’m betting even less. Either add something to it, or replace it. It is just sooooo inconsequential that if it stopped working, nobody would notice.
I just ran the numbers on this bit here:
On death, you gain about 9% death shroud (it’s a percentage, not a static number). This trait increases this 9% by 20%, thus making it 1.8% more death shroud per death. A single staff auto attack outdoes this trait…by more than double!
By the way, I’m reading through the entire post right now and I just got to Drarnor’s Death Magic stuff, so if you guys are posting new stuff in reference to what I’m saying, I haven’t read it yet.
Let signet’s passive work in DS
I read this and immediately said “No…It can’t be…They have to work in DS…” Tried it. Wow. Signets don’t work in DS.
Oh man, a blanket statement to suggest changes? RIP my Saturday night.
“Hey guys, let’s release information about every single trait we’re reworking, changes to utilities and elites. Let’s also have them accidentally reveal that burning and poison will stack.”
RIP my next three weeks >_<
@The Gates Assasin.9827 Before giving anymore feedback seriously what kind of feedback are they talking about? Is it simple ones that will just recreate the usual gap between us and other classes that grew overtime? I started feeling this thread until I thought about that it’s not really “official” and we don’t how the extent of feedback they want.
The feedback that will be the most effective are ones that:
I send this report to Gaile Gray, who then distributes it to the people who each part of my feedback applies to. The Devs LOVE getting this feedback and have used it quite a few times!
For as long as I have played necro, I have been completely in awe at the uselessness of
Speed of Shadows. Even with its current change (increase movement in DS, reduce recharge of DS), the 25% speed increase is completely negligible.I suggest changing the 25% speed boost to giving Superspeed while in deathshroud. That way, necro’s could actually have some sort of chase-ability in their repertoire.
What about -33% crippled chilled and immobilize while in DS and entering DS grants 4s of swiftness? Super Speed is a bit too much I think.
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