Showing Posts For Zephar.4519:

Scourge Demo Weekend Feedback

in Necromancer

Posted by: Zephar.4519

Zephar.4519

Having played it for a couple of hours now I have come to a few conclusions;

- Shades are so situational that you can forget them for regular play
- Demonic Lore ICD needs to go. The ICD makes the trait kittenrdly.
- Serpent Siphon could be good. 4 stacks of poison @ 4 sec would fix it.
- Garish Pillar (Small Mass Fear) and Desert Shroud do in fact shine. Good job.
- Harrowing Wave; 900 range or nothing I’m afraid.
- Oppressive Collapse; nice utility, but hardly unique. Pitiful offensive component.
- Sand Swell; useless, genuinely.
- Dessicate; why would you choose this over Blood is Power?
- Trail of Anguish; lazy, gimmicky, can see no reason to use it.
- Barrier; the decay rate plus the average NPC swing timer makes them about 60% effective at absolute best. A joke, a poor joke. Fix your kitten mess.

You need to give us a hell of a LOT more reason to give up 50% crit (Vuln = 2% crit) and Chill = Bleed with no ICD on Reaper.

Overall? D-
Not terrible, but needs a lot more effort.

PS. I had a lot more fun and got a lot more excited playing Weaver. But I don’t want to play Weaver.

ICD on Demonic Lore ruins the trait

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Posted by: Zephar.4519

Zephar.4519

Mmm 7 burn stacks from Feast of Corruption.

This is what we SHOULD be getting, but sadly as mentioned above, we will not be getting… unless we get real vocal about things.

Necro - Back on the shelf for another year?

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Posted by: Zephar.4519

Zephar.4519

I’ve pored over the traits and skills for Scourge as well as reading into possible builds, and I just cannot see Scourge being any good at sustained damage, nor having any unique selling points when it comes to group utility.

While WvW and SPvP veterans might ‘make it work’, strong-arming the class into specially tailored groups, the truth is it’s all extremely poorly put together. The Traits are shocking, often giving with one hand and taking with the other, every remotely interesting mechanic is shackled with ICD.
Then there are cooldowns; long, long cooldowns for extremely sub-par effects. The Utility section looks like a child wrote it. Torment and Cripple this Torment and Cripple that, all reliant on the enemy having Boons. The same Boons Warriors will be stripping every 1/2 sec with daggers? Torment and Cripple; two extremely underwhelming conditions.

I never wanted to come to a gloomy conclusion, but I just cannot see how this ‘Elite’ spec made it past testing.
When you compare the Traits to things like Potent Poison, Incendiary Powder, Modified Ammunition, Light on Your Feet… to draw from the new specs… Oppressive Superiority, Elemental Polyphony, Attacker’s Insight… It’s quite clear that Necromancer has once again been spat on.

The crushing truth is that Necromancer is a beloved class by those who play it a lot, and that would include me, it’s my favourite by a long shot; but it feels almost clear by now that the developers wish they had never bothered bringing it over from GW1. After 4 years of near abuse, Necromancer seems no closer to being uniquely ‘valuable’, and it genuinely seems it’ll be a snowy day in Hell before you ever read the words ‘Yeah get your Necro, we need the DPS’ in game chat.

Make Power Reaper Great Again

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Posted by: Zephar.4519

Zephar.4519

Least of our worries tbh mate.

ICD on Demonic Lore ruins the trait

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Posted by: Zephar.4519

Zephar.4519

Yeah I have to agree, with an ICD it is quite simply trash. Wanna see what real profession development looks like? Open these side by side for a second.

https://wiki.guildwars2.com/wiki/Demonic_Lore

https://wiki.guildwars2.com/wiki/Potent_Poison

Look at that change log… And it’s not even an elite spec.
Grow some balls ANet; give Scourge access to fire damage.

Unidentified gear - Please No, No, No, Nooooo

in Guild Wars 2 Discussion

Posted by: Zephar.4519

Zephar.4519

Yeah I have to say ‘unidentified gear’ is really lazy and last decade. Try harder ANet.

Second hand Deathly chill?

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Posted by: Zephar.4519

Zephar.4519

Yes it will reapply bleed even if the enemy is chilled. There are some exceptions such as a pulsing blind; the chill from this will only apply every three seconds I think it is.

My Issue With Scourge

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Posted by: Zephar.4519

Zephar.4519

I don’t see why every build or spec has to be PvP friendly.
Have you any idea how useless a lot of Necro SKILLS are in PvE? Not builds, traits, specs… but SKILLS. Core spells of the class.

So an entire expansion and nothing new for spvp players that play Necro. Got ya.

That would almost be as bad as an entire expansion of Necro being unviable in raids… In fact with the sadistic cooldown on Demonic Lore and being that so many Scourge skills only work properly on enemies with boons (uncommon in PvE) our new spec doesn’t really look like it will shine in PvE at all.
I can’t see Necro being any good in raids for yet another expansion.

My Issue With Scourge

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Posted by: Zephar.4519

Zephar.4519

I don’t see why every build or spec has to be PvP friendly.
Have you any idea how useless a lot of Necro SKILLS are in PvE? Not builds, traits, specs… but SKILLS. Core spells of the class.

For necros next elite

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Posted by: Zephar.4519

Zephar.4519

If we wish to make Necro useful we need to look at healing the group. I don’t think Necro healing is a bad idea, at the moment it’s just poorly worked.

I would really enjoy seeing the class as a Life-Weaver type role, working healing into offensive skills. Perhaps we need a trait to scale our group healing from Condition Damage, moving away from Healing Power (which would affect personal healing skills only.)

How about working Parasitic Contagion to heal 10 allies within 1200 of the player?
Blood is Power could apply a (1:1 Self Damage) Regeneration (4sec) to nearby allies.
Sacrificing your Blood Fiend could heal those nearby as well as yourself.
I would be cool with Necros producing a significant heal to those nearby when we die.

I’m not a game developer, and I don’t consider myself a creative genius. The development team really have no excuse for not coming up with some clever ideas on ways to make Necro group-useful. Since the expansions are paid products, we SHOULD hold them to account for this failure to produce.

S3E6 So far...

in Living World

Posted by: Zephar.4519

Zephar.4519

1 Waypoint? Really? Are you so creatively redundant that you could not think of anything more interesting than simply making every aspect of the map a chore to get to? Our reward for soldiering through this mess of a map? More Amulet and Back slot items. Just what we needed.

I would second most of the other complaints too; poor immersion, shoddy scripts and lazy execution.
Have we really waited all these months for this? Can we expect the next expansion to be any good? Do you really expect to package Season 3 up like you did with Season 2 and SELL it?

Self inflicted condi's in condi heavy game

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Posted by: Zephar.4519

Zephar.4519

Blood is Power is a funny kind of skill. They have the flavour right but the execution all wrong (arguably like most of the good ideas in GW2.) It will set people off but it does need a buff.

Yes 10 stacks of might is fantastic, but it’s not really enough; add Stability and Retaliation (scaled from Condition Damage when taking Master of Corruption trait) and make the boons last as long as the bleed and you may have a useful skill.

Play Conditioning vs Theme

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Posted by: Zephar.4519

Zephar.4519

I really want to stay open to new iterations of Necromancer, but at some point we’ll need a new profession name; as I said earlier, we literally do not do anything that the name suggests.
It would be very much like having a Thief who can’t Steal.

Play Conditioning vs Theme

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Posted by: Zephar.4519

Zephar.4519

I love the idea of a Reaper style class, I feel like Revenant should have really filled that, but alas they went some place else with their ‘Elite’ spec. In truth everything I could hope for Necromancer is tied up in my first post here, they have SO much potential, but it feels like ANet really lack the creativity to unlock it.

Play Conditioning vs Theme

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Posted by: Zephar.4519

Zephar.4519

Death Knights engage their foes up-close, supplementing swings of their weapons with dark magic that renders enemies vulnerable or damages them with unholy power.
(worldofwarcraft.com)

Slow and hard-hitting, these deadly combatants call out the impending doom of their enemies with piercing shouts. Capable of heavily afflicting their victims with chill and other conditions, the reaper wades into melee (…)
(Official Reaper release notes.)

I totally got the memo on themes.

Play Conditioning vs Theme

in Necromancer

Posted by: Zephar.4519

Zephar.4519

Necromancy is a supposed practice of magic involving communication with the deceased – either by summoning their spirit as an apparition or raising them bodily – for the purpose of divination, imparting the means to foretell future events or discover hidden knowledge, to bring someone back from the dead, or to use the deceased as a weapon, as the term may sometimes be used in a more general sense to refer to black magic or witchcraft. – Wikipedia.

We literally DO NOT do any of the above. Cool new skills?
-Commune with a slain foe to temporarily mark any nearby ‘treasure’ on the map. In PvP this may briefly show detailed information on nearby enemies.
-Summon their vengeful spirit in wraith form for a brief time to attack any nearby neutral or hostile enemies. The caster may consume the spirit for a brief unique buff.
-Reanimate the corpse to serve in zombie form until it rots away, a partially decayed visual form of the original creature; in PvP the skeleton of the slain foe will suffice.

As a Necromancer death should matter, right now it really doesn’t. In GW1 minions required fresh dead things, not so in GW2.
Jagged Horrors spawn from the recently killed, this is as close as we get, and it’s a VERY specific trait in a very specialist line.
By all rights the profession should run minions on the Vitality stat, and Black Magic on Condition Damage. Bleed, Poison and Torment should all be accessible, with at least a +30% modifier on all, with Ice and Fire as two mutually exclusive trait sets.
Ice would turn several Black Magic Skills into Direct Damage spells, and Fire would add Burning to almost all Black Magic spells.

We CAN keep Marks and Wells, but Signets and Death Shroud have to go.
For those who want Power based Necromancers please just grow some balls and call it what it is; you want a Death Knight, and Warcraft is that way —>

Necromancer without minions?

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Posted by: Zephar.4519

Zephar.4519

Some minions are worth the slot, but like most skills it’s all a bit situational…

Bone Fiend – Fires two bolts with 100% projectile finisher bonus. If the encounter has classes who maintain lots of combo fields this will result in a serious contribution to damage in the long run.

Shadow Fiend – Has an on-use Blind effect, which with talents can be used to apply bleed stacks. Not exactly massive damage but handy if line of sight is a bit ropey or range becomes an issue.

Personally I would rather stand over a fallen corpse and reanimate it in skeletal form. I really wouldn’t even mind if it hit like a wet noodle; anything would look and feel better than the current minions.

LFGuild - EU/GMT/Casual/PvE

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Posted by: Zephar.4519

Zephar.4519

Hello there community!
Recently my partner and I have found ourselves with a healthy thirst for some good ol’ fashioned guild activities. We’re coming from a fairly experienced MMO background, having both lead guilds independently in the past, and while we have no desire (or time) to do that in GW2 we’d love to be part of a guild with an established leadership; a guild who raids, yet remains casual, a sociable guild of medium size, with a range of people from all kinds of backgrounds and life patterns.
We’re a bargain bundle, playing for around 10 months, with mainly Necromancer (myself) and Elementalist (my partner.) We are currently available all day Sunday, and through the week in the evenings between 8-10pm GMT. We’re probably going to be aiming at a UK or EU guild as a result. We can see this may be a tight fit for some larger groups, we’re hoping to get as involved as we possibly can in the hours we have free. We have mics and the ability to chat VOIP. Being in the 30s we would be hoping to not be the oldest folks in the boat, yet perhaps not the youngest either. We would most certainly be willing to move server to better contribute to a guild if we get a good fit, currently we’re on Whiteside Ridge. We have some serious interest in experiencing some of the raid content in GW2. We’d love to be part of a progressive group, with members who actively work towards personal and group progression.

If you’ve made it this far thank you, and if you genuinely believe we could be a decent fit for your guild please do leave us something to look into below; websites, contacts etc.

Thanks for your time and attention,
Zephar and Kyanite

How would you redesign the necromancer?

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Posted by: Zephar.4519

Zephar.4519

If I were to redesign Necromancer I would do the following:

- Remove Death Shroud. It’s a complicated gimmick that has never really reached it’s potential.

- Life Force will fuel powerful damage-over-time Death magic; Curses, Hexes, Wells or Summons. Life Force should diminish when out of combat, and be generated primarily by direct-damage Frost magic. These could be weapon strikes, bolt type effects and runic traps/marks.

- When delivering a killing strike, the Necromancer will briefly attune to the forces of Life and Death, allowing Curses and Hexes to siphon health. This may only occur once every XX seconds. (Traits and Talents could reduce it; at a cost.) This both meaningfully empowers the spells and adds some much needed survivability. (Shroud is gone remember.)

- All minions would be in some way linked to the Necromancer, costing a set portion of maximum Life Force. If a minion is killed this penalty will linger. This allows the player to choose in which way they wish to utilize Death magic – monsters or magic.

- All damage-over-time Necromancer spells are fixed duration. They’re not bleeds, poisons or torments. This would allow the developers to more easily tune the damage scaling, and move condition builds away from the ‘Viper or GTFO’ nonsense.

- For group utility Necromancers could use Life Force to ‘ground’ incoming group conditions, converting them into the less harmful Weakness or Cripple. The group could also benefit from a passive Sacred Dead utility; each party member who is fully killed (not downed) empowers their surviving allies for the remainder of combat . A downed Necromancer may choose to ‘cross over’, providing two stacks of empowerment. The effect stacks to a cap. This could be a static % damage increase and incoming damage reduction – nothing too crazy, but enough to push a close defeat into a close victory.

Would you play this kind of Necromancer? Do you think it’d be fun?