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Signte of spite suggestion

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Posted by: Zedekiel.3021

Zedekiel.3021

Passive, while it should probably be condition damage, should stay the way it is. I say this because, not only do I not trust the coding at ANet, all other class signets that are comparable to this one use the formula of 10+Level.

CD of this specific signet is far too long for what it does, however, so I agree the CD should be lowered.

So i tried glass cannon necromancer and ...

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Posted by: Zedekiel.3021

Zedekiel.3021

I recommend not using the axe, as its auto attack is rather lackluster; even with vulnerability, it’s damage output is low. If you are set on axe, 30/15/0/0/25 with Axe Training, Unyielding Blast, and Reapers Might is about as good as youre going to get (imo). Pop into DS while Axe2 is on cooldown will allow you to more reliably stack vuln while stacking might on yourself rather than Axe1. The damage increase from Axe Training is also carried into DS, so thats nice. The only problem is, you’re going to be lacking in the LF generating categories.

Why are we supposedly not good at support?

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Posted by: Zedekiel.3021

Zedekiel.3021

Reality check!

I throw down 3 seconds of area protection on 48seconds cooldown
I throw down area regeneration, and haven’t noticed that it’s not significant healing.
I fear what needs to be feared, except what actually needs to be feared, given the recent fear nerf, which I apparently didn’t notice.

Ways I’ve found to support:
Condition Cleanse w/ Plague Signet + warhorn 4 and staff 4. guess you didn’t notice the daze nerf, eh?
Weakness spam, which is worthless in every instance where you’re in danger of actually needing it, like against other players or bosses
Blind spam Same as above, except against players, who will instead dodge back and murder you from range. Oops.
Chill semi-spam Very, verrry VERY semi.
Well Builds w/ protection all 3 seconds of it

I think the necro is pretty great at support… people don’t understand their profession very well.

I agree. Some don’t understand their profession very well at all.

This post pretty much sums it up. As stated before, you can make the necro to be support with your traits spread out all over the trees, but, you can do it much better, and easier, with other classes. And while many think it’s awesome that you are the last to die or something, the fact that you’re judging it on your survivability and not your groups leaves something to be desired. Id sooner take a venom thief w/ some stealth traits than a support necro in my group for wvw/spvp/fractals.

Can we have an Aoe immoblize pls?

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Posted by: Zedekiel.3021

Zedekiel.3021

chilling darkness + well of darkness. You are welcome.

I don’t use well of darkness.

Well there’s your problem now isn’t it. The trait is fairly low in the tree anyways, so I don’t see why you refuse to use it if you so badly want an AoE immob (which would be OP in my eyes).

Giver's Insignia on Necro?

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Posted by: Zedekiel.3021

Zedekiel.3021

Sure, you can equip Giver’s armor but why crimp the job your Necromancer was designed for.

I didn’t know that the Necromancer is restricted to whatever form may be within your narrow minded view of this class. We have many forms of buffs that are easily reapplied. Hell, retal and protection can already exist for long periods as is, I don’t see why equipping +boon duration is such a horrible idea. I wouldn’t do it, but that’s my opinion. I don’t know why you would give someone a horrible example of saying more or less, that guardians are the only profession able to play defensively with their buffs.

Entering and leaving DS: need trait advice

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Posted by: Zedekiel.3021

Zedekiel.3021

Im a fan of Shrouded Removal and the Fury Buff you get from just flashing. I haven’t tested if Shrouded Removal has a CD ( dont believe it does) but the fury is applied each time you enter DS, for perpetual fury if you so wish to trait for DS cooldown. Spiteful Spirit is also a nice one, as stated above.

Help me with Armor

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Posted by: Zedekiel.3021

Zedekiel.3021

I wear light armor. I tried heavy armor, but found it rather difficult to move in, and whenever I entered deathshroud, my gauntlets would break every time I used Life Blast. T’was rather annoying.

As for stats, I went for equipment that provided 3 stats rather than 2. While the lower level armor does look nice and is very cheap, having 3 stats on the armor really helps.

This post provides as much information as your topic asks for. You’re welcome. Even if english is not your native language, you should know that we are not gods and cannot read your mind of what you are asking for.

Signet of the Locust runspeed buff

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Posted by: Zedekiel.3021

Zedekiel.3021

Could the activation of Locus be more ballenced

90 sec cool down for a 800 heal, is pathetic

it needs to be more like 60 sec cooldown and heal for 4k
and no that wouldnt be overpowered, many many many classes can heal 10k with just their heal skill

warrior and gardian and theif all outheal a necro (not to mention ele also)

I understand why, when JP said when we master DS it will be OP. It’s just that you’re all far too stupid to understand mechanics and/or test things properly for this to ever happen. Please leave these boards, its already on a 60s CD and can heal 4k. With yours it can be 20k. Yes, totally not OP considering how bad a player you probably are.

Im fine with classes wasting a spot for a 25% movebuff, as long as it does not improve combat movespeed and has a relatively crap active state.

Your ideal legendary weapon look

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Posted by: Zedekiel.3021

Zedekiel.3021

I would like a charr/norn/human femur crudely cut into a point at one of the ends for a makeshift dagger and drips blood.

We can dream cant we.

So...Gluttony. How should it be fixed?

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Posted by: Zedekiel.3021

Zedekiel.3021

Being that it’s only an adept minor trait, I feel a 25% multiplicative addition rounded up would be nice, which just averages about 1%LF increase overall, whereas things like Spectral Grasp would get 3%.

spectral wall bug?

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Posted by: Zedekiel.3021

Zedekiel.3021

It’s a bug, but not the one you’re thinking of. The field for Spectral wall is placed at the feet of the necro, instead of at the wall.

why is staff good for DS?

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Posted by: Zedekiel.3021

Zedekiel.3021

The very fact that you refuse to test anything out in game, and rely on Wiki and the bug forum for your information tells me already that I should stop reading your posts. I would urge you all to stop doing this as well (reading the Wiki and Bug post that is) and test things out before coming onto the forums.

I would discuss the example you presented, but it was such a poor misrepresentation of what we are aiming at here, I will not even bother. Post with another, somewhat logical one, and I will respond to that. Ill give you a few weeks. In all honesty, who are you to judge whether or not the entire necro community is going to hit Focus4 only 2/5 times against someone, even if they are ranged?

First off, I’m going to explain why we should always assume that all hits proc. Whether we are talking about 1 or 5 persons is irrelevant however. The reason you do this is because you cannot factor in every single scenario there is, and we must (or should rather) always assume either, the best case, or the worst case scenario. Worst case scenario, there is 0LF gain, and is not much help for anyone looking for information. Best case, while it may not, and is not realistic, gives a much better example than what you are providing with your possibly, rather limited, “experience”. For all I care, some guy in PvP is using a pillar to block your Necrotic Grasps, effectively making your LF generating capabilities non existent. With that information, I can say that the Necrotic Grasp LF is approximately .05%/s. But, I can’t actually do that, just as you can’t.

Secondly, we do not need to “tag” mobs to obtain the LF when it does. If it dies while we are in the vicinity, we will obtain that LF. That vicinity is rather large, about 1200. And no, don’t you dare start to complain about being able to outrun the green globs, the LF gain is instant and you do not even need to get the globs.

Next, try out the traits in HoM. I don’t care if it wasn’t working for you 2 weeks ago, guess what, things have been fixed and changes have been done. I do not post anything on the forums without at least some testing on it. Perhaps you should do the same.

Fourth, Necrotic Grasp can hit up to a max of 5 targets. Each time this hit procs, you gain LF. However, Marks do not generate the same way. Marks will generate 3% LF when they are triggered.

You should do research and not limit yourself on your experiences alone, for the world does not revolve around you and your very tiny sample base of which you make poor assumptions from.

Annoyance

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Posted by: Zedekiel.3021

Zedekiel.3021

It is pretty annoying, but because of it I always hammer the 1 key whether I’m in an elite or not, even if auto attack is toggled

This is actually good if you use Staff or Dagger, as the range of the attack is further if you spam 1 than if you just let it autoattack. My 1 key already is polished to a sheen.

why is staff good for DS?

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Posted by: Zedekiel.3021

Zedekiel.3021

I would like to clarify some things first. While I agree for the most part that your calculations are close to correct, your assumptions and information for some are still wrong. We should always assume that our hits hit all the time as well, simply because that would be far too much work discussing the “chances” of hitting someone for full duration of Axe2 or the easily dodgeable Staff1 at long range.

Warhorn
Warhorn5, Locust Swarm, procs life force per hit. Traited, this is 13%LF every 25.5s. Since it is per hit, if you are surrounded by 5 enemies, you can get up to 65%LF in 25s. This comes out to be under 3%LF/s, so is still beat by staff in its best case scenario.
Edit – Im sorry, you will get 65%LF/13s, which does, come out higher than Staff1, but the recast time you will have to wait another 12s of no LF gain to recast.
Focus
Focus4 procs 3% LF per hit, and you the player are also included as a hit. So every cast of Focus4 can proc up to 15%LF every 14s if traited (which does work). This comes well under Staff1, and thus Staff1 still wins.

Disclosure
The only thing that beats Staff1 in terms of pure LF gain (not counting Utils) is Dagger1, and even then, is outshined by Staff1 if a second enemy comes into your Staff1s LoS, since Staff1 will proc per hit as well. Let’s not even discuss the LF generating train wreck that is the Scepter.

Which is utter bullkitten.

(edited by Zedekiel.3021)

why is staff good for DS?

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Posted by: Zedekiel.3021

Zedekiel.3021

From what I can tell death shroud has it’s own weapon power so the staff has nothing to do with it…. It only gets the benefits of the stats on the weapon. If that’s not the case then it’s odd that I deal the same damage with the axe as the staff when in DS.

Whats odd is that most people don’t know how the majority of Necro things work and will post on the forums about it, offering advice to everyone. Not aimed at you, just pointing it out in general.

Go into HoM and get Steady Weapons, like a dagger and a staff. Go into DS and hit a golem while swapping your weapons. You will see, that there is a damage difference between staff and the various other weapons, with them generally being lower. However, the damage difference is more or less negligible, which is why many people don’t see the difference, or wouldn’t recommend you getting staff just for this purpose.

Wells Need This Change!

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Posted by: Zedekiel.3021

Zedekiel.3021

Would hardly call Well of Blood’s secondary heal “strong” unless you heavily spec into healing, but you do have a valid point. If this trait were to exist, it would have to have things like

“Well of Blood only pulses every 2 seconds for a total duration of 10s. Heals 3/4 the regular amount per pulse. Primary heal unaffected”
“All Well radii reduced to 180”
“Well of Darkness Blind reduced to 1s”
“Well of Power disappears after converting a maximum of 3 conditions on user, over a period of 5 seconds. Condition conversion on allies will remain unchanged.”

As for the rest of the wells, I find them to be fine and not OP.

Also, Plague form only lasts 20s, AirWick.

Damage taken in death shroud does not transfer on life in pvp, bug

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Posted by: Zedekiel.3021

Zedekiel.3021

Way to get off the point of this topic people. This isnt about necros whining (Imagine that, do you guys do anything aside this?) that our damage is poor, its about whether or not the damage we take in DS that is over our current pool should or should not leak into our current HP.

Do another test, but this time use a Ranger, im sure more necros will still complain about the amazing damage those rangers do, but at least it wont have the insta hate thief included.

why axe power build is better than condition

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Posted by: Zedekiel.3021

Zedekiel.3021

Shame on you for being so close minded and giving us power necros a bad name.

12k Axe2 huh? kitten. Enough said.

The Rythm of Death

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Posted by: Zedekiel.3021

Zedekiel.3021

I have one song on my playlist, and its on repeat

Pearl Jam – Bugs

Fits the class perfectly
But naw, I just listen to whatever pandora brings up, I got quite tired of how many people saying how they can outrun a centaur or if its for great justice or just fair justice.

Corrupt Boon fixed

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Posted by: Zedekiel.3021

Zedekiel.3021

I can understand spectral walk being changed kitten but the fact that nothing major aside from corrupt boon and spinal shivers have changed, is severely disappointing. I was hoping for various bugs to be address and changed, rather than having 4 changes with only 2 being somewhat helpful, while all being minor and/or new bugs the necro has.

My Wells and Life Stealing are HEALING the enemies

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Posted by: Zedekiel.3021

Zedekiel.3021

Ive never noticed until now, but you are correct, not just wells but attacks in general are healing the enemy. Not much, but still. Ive been testing out both dagger and axe/focus attacks and they can also proc healing on the enemy, as well as both damaging wells and DS attacks. This is without the trait of wells siphoning health.

DS should hit harder

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Posted by: Zedekiel.3021

Zedekiel.3021

I wouldnt mind having DS1 being changed a little, as of now I can out dps DS form with normal attacks, and only pop DS for perpetual fury, DS3 and DS4. I wouldnt want it to do more damage though, as others have stated, it is quite easy to get high crit damage within it. Perhaps some condition infliction, or say, some damage based on the necros condition damage for how many conditions are on the enemy. Really needs to be reworked for condition necros than power right now.

Removing free transfers will make wvw worse at the top.

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Posted by: Zedekiel.3021

Zedekiel.3021

You make it seem as if the players will pay for the entire guild to be moved, that is not the case, as you can freely if you so chose to, move from one server to another and still stay in the same guild, and would thus be an act of the “individual” rather than the entire guild. Of course, having an entire guild move will be more spendy overall, but considering it is the individual paying, not the guild, it doesn’t make any difference.

This game needs another gold sink anyways, a few more actually, and this will at least help in some aspects of the game.

"Consume Conditions" a Corruption Skill.

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Posted by: Zedekiel.3021

Zedekiel.3021

You know, im fine with it being classified as a spectre skill, as long as;
It’s cooltime is bumped up to 30 naturally
Each condition only heals you for half of what it does now
Cast time is increased to 1.5seconds

You have yet to provide a valid reason why one of our better, if not best heal should be improved even more. If anything, well of bloods heal per tick should be buffed, not this.

Bug: Life Transfer never increases Life Force

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Posted by: Zedekiel.3021

Zedekiel.3021

This is with the Vital Persistence trait, but I assume it will stand the same without it. These are nowhere near perfect tests, but give a general idea
WIthout casting LT you lose 10LF within this time frame
1on1 you will lose about 7-8LF
2on1 you will lose about 4-5LF
3on1 you will gain about 1LF
4on1 you will gain about 5-6
5on1 you will gain about 10LF

Underwater combat problem

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Posted by: Zedekiel.3021

Zedekiel.3021

You will only get experience for the skills after you defeat monsters, while in DS, and considering how useless DS is underwater, it can be a problem. My suggestion would be to weaken the enemy severely, jump into DS and finish them.

my ideas on how to.."improve" ds abit

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Posted by: Zedekiel.3021

Zedekiel.3021

DS should start at 100%.

Drain while not in combat. Regenerate while in combat.

Think to yourself how that would work for a second.

And second off, no, I am not saying warriors adrenaline is the same, but it is more similar than thieves initiative. And no, before you even start comparing other classes, maybe you guys should also try them out, rather than crying over your poor necro when you don’t even know how other class systems work. Warriors need 30 hits to completely fill their adrenaline bars (theres 3 of them, gasp). Again, not the same, more similar.

Third off, while I think LF gain doesnt need that much of a workover, with a few exceptions, a new system, or trait for condition builds would be helpful, since they are the ones who least benefit from DS. Probably a different trait in the Curses slot that lets conditions inflicted in DS last 2-3x as long, since traits like barbed precision/weapon swapping still proc while in DS.

Oh, and Ill repeat myself on this again, warriors adrenaline is more similar to our LF mechanism than thieves initiative.

my ideas on how to.."improve" ds abit

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Posted by: Zedekiel.3021

Zedekiel.3021

I wouldnt mind being able to SEE my utilities for cooldown purposes, but Im against using utilities while in DS, especially in combination of your second suggestion of being healed while in DS. I would like to see the HP bar too, but, again, against being healed in DS, as you can spec to be in DS for quite a long time and quickly pop out at full health again and again. A quicker (not instant) DS2 would be nice, rather than this stupid slow arcing hand we currently have.

I would like to see a set standard, maybe like up to a max of 20% LF slowly (SLOWLY) regained out of combat (as in, if you have 0, you can regain to 20, if you have 19, you get to 20) but to compare to thieves is a poor example, and I am rather sick of this poor, irrelevant example necros try to give. Compare it to warriors, who have to hit to gain adrenaline or something. We need to be around death to gain life force.

Death shroud revive/stomp

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Posted by: Zedekiel.3021

Zedekiel.3021

I would like to see it that we dont have to hit them both simultaneously. There is a bug (I never thought it to be game breaking) where you can get stuck, not reviving or stomping the individual, but I usually have gotten out of it by swinging my weapon.

ghastly claws lifeforce gain

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Posted by: Zedekiel.3021

Zedekiel.3021

Its 1% per strike, so if all hit, you get 8%, if 3 hit, you gain 3%.

MAJOR inconsistency with dagger mainhand

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Posted by: Zedekiel.3021

Zedekiel.3021

Yep, but having the same moveset as the thief is rather lazy (no really, same animation). We have projectile hands (that move rather slow), scepters that emit bleeding death, and twirling axes. The dagger doesn’t seem to fit in really. I would like to see the daggers range stay the same, but maybe the 1st and 2nd (or just 2nd) have an arcing cone aoe effect that goes, say, 250 after hitting the initial target. Not too OP, and would give us a little more to work with as the dagger mainhand is single target only.