Showing Posts For oneinfinity.9406:
I can’t watch the video, the music is not licensed for my country
Wouldn’t Earth/Torment sigils set each other on cooldown most of the time? I ran with Might/Earth sigils on my engi for a while and it just didn’t work, since they constantly set each other on cooldown. I tried the Torment sigils recently and just wasn’t impressed with them. The aoe is insignificant too often when you’re roaming solo, the cooldown is too long and the on-crit chance too low to stack it up and I got much more damage out of the Earth sigil. Both at the same time sounds interesting though, if you say it works it could be worth a try.
Ok. I’ve been lurking on this long enough.
Dhuumfire – I don’t like passive on crits or on hits of this nature at all, and putting it on Life Blast doesn’t really solve that. Make it a proc that is a counter play or an enhancer.
-If you keep it in spite change the functionality to: Apply 1’s burn when you remove a Boon. (no ICD).
-If it goes to Curses GM (replacing Withering Precison) change to: Burn targets for 3s when you apply Immobilize (again no need for ICD because Immob is already on long CD’s).
2) Delete Vampiric Rituals.
These would be horrible changes. I agree that Dhuumfire should be changed in some way, but the traits you propose as a replacement would be way too situational and not at all worthy of Grandmaster traits. No one would go 30 points into a trait line for something that procs only on 1-2 skills of their build (we don’t have that much ways to immobilize) or are dependent on whether or not your opponent has boons on him. I also wouldn’t outright remove Vampiric Rituals. I like that trait, and I would gladly take it if the syphon wasn’t as weak as it currently is. The concept is great, just the implementation is lacking. I’m also not a fan of giving us Vigor. We are not supposed to dodge like crazy and it would be out of flavor for us to do so. I would appreciate more access to Aegis and Stability though, these are much more fitting for the way the necro is intended to be played.
What are you talking about? Burning on necros should not be on par with burning on other professions, yes it buffs our dps, but that’s really not the point. It’s there to provide a cover condition for our bleeds (which are our main source of damage in condition builds). You shouldn’t get runes that improve burning, it’s not worth it. There is no counter for stuns? Equip a stun breaker! And conditions are no problem for a necro and never have been. We have the best condition removal out of every class, without having to spend loads of trait points to get it.
Adept minor: Shrouded Removal. This would actually make it useful and open up space for a new major trait.
Master minor: Veil of Darkness: Summon a Well of Darkness when your health falls below 10% (180 seconds ICD). This trait might be too strong because it could prevent people in PVP from stomping you. However, I think with a long enough cooldown it could be ok.
I also would like to suggest an idea for a non-minion related Grandmaster trait that could replace Necromantic Corruption:
Deathly Defenses: Gain 2 seconds of Aegis when exiting Death Shroud. It would protect us in our most vulnerable moment, when we wait that 1 second for our utilities to get unlocked after exiting DS. Maybe an ICD should be implemented to prevent people from abusing it too much.
Even though we wont do it for Dec 10. I just wanted to throw out a wacky possible idea for Dhuumfire that we could discuss…
- Life Blast has a 100% chance to cause Burning on hit (2 seconds long). 6 seconds ICD.
Obviously the #s are ballpark and not necessarily final. The % chance, duration, and ICD are all subject to change.
Jon
Not sure about this one. It would certainly be a nice trait, but I don’t know how useful it would be for condition builds. These builds usually can’t ramp up Life Force quick enough to use Death Shroud skills reliably, at least in PVP. A hybrid build might get decent use out of it, but pure condi-necros… If you change Dhuumfire like this, it would be nice if you also moved it to the Master tier so that it may not be completely lost for condi builds. It would also be nice if you could add some more Life Force generation to the typical condi-weapons (meaning scepter/off-hand dagger/staff). Right now, we only have Feast of Corruption, staff auto-attack and Soul Marks when traited, which simply isn’t enough for a trait like this to really matter.
As for the other changes, the smaller version of Weakening Shroud looks quite nice. It’s a good way to tone the skill down without greatly reducing its usefulness. I also like that Death Magic will see some change in the future. Just as a suggestion, Shrouded Removal would make a great replacement for Reanimator as an Adept minor trait. It seems way too weak for a major trait in its current form, but as a minor it would be fine. I would also like to see you move Necromantic Corruption to Master tier. It has such a low chance to trigger that it seems pretty much irrelevant, certainly not enough for a Grandmaster trait. It would also free up space for a new, non-minion related Grandmaster.
I honestly don’t quite get the complaints about Dhuumfire. Engis get the same trait at Adept (!) level until now, and it will only be moved to Master in the upcoming patch. Yes, we have Epidemic and that is a big factor in the effectiveness of our condi builds, but I don’t think Dhuumfire is inherently problematic because of it. I think we need a condi trait at GM Spite, so that condi necros have a reason to go 30 points into it besides the 10% extra condition duration. Dhuumfire might not be the best trait for this in its current form, but I wouldn’t want to see it being removed completely either.
I don’t really care for much of the things buffed/nerfed in the patch, the bleed nerf on Staff 2 seems pointless and out of place though. No one uses this skill to stack bleeds anyway, I’ve always seen Staff as a utility weapon for condi builds, with scepter/dagger being the set for any significant stacking. I mainly use the skill for the regeneration, the bleeds are just a nice bonus. I’m quite happy about the change to Chill of Death, love that trait.
However, this patch shows that Anet have little idea of how to further build diversity for the Necro, seeing as they buffed so many niche traits with marginal implementations. Really, a nice way to push for more diverse builds would be to replace Protection of the Horde with something that is actually useful for someone not running minions and give us a non-minion Grandmaster option in Death Magic.
7/10 Don’t really dig the look of the armor, but the color scheme looks quite nice.
Here’s mine. I went for a kind of “dark cleric” look, with armor that looks heavier than the usual cloth stuff. Ghastly weapons were a must. They fit so perfectly thematically. I mean what’s more fitting for a Charr Necro than wielding weapons infused with the spirits of your dead Ascalonian enemies?
The problem is that Automated Response does not remove the conditions you already have, it just prevents new ones from coming in as far as I know.
I played both a Condi-Engi and a Condi-Necro, and I figured the best way to fight them as a Condi-Engi is not to boost your Condition Duration too much. Many of the conditions the Engi can inflict have a rather short duration, but that’s good against Necros because it gives them less time to send them back to you. Condi-Engi functions best as a hybrid build with moderately high power and a high crit rate with might stacking from Signet of Battle/Strength, Juggernaut and HGH. Pack a lot of fast and easy condition removal. Stuff like Elixir C or Cleaning Formula 409 should do the trick. Necros also are not very mobile and weak against CC, so stuff like the Flamethrower push, Personal Battering Ram or Slick Shoes should be good against them.
Well, they at least used to worship the Destroyers and there’s not really any evidence that they stopped. Sure, Baelfire is there, but who says that he’s not somehow corrupted?
I just noticed something and I’m surprised no one else has brought this up yet, but don’t you think that worshiping the Destroyers might unconsciously turn the Flame Legion into minions of Primordus? Granted, they either don’t know of the Elder Dragons or don’t care, but it seems quite likely that once it becomes clear to them who is behind their “gods” they would become similar to the Sons of Svanir. Or they could even get unconsciously corrupted by using Destroyer magic. What the Flame Legion does to the landscape already looks quite similar to Elder Dragon corruption. Their shamans already look strange, being apparently completely furless, with glowing red eyes and limbs that look like they are made of molten rock.
The one thing that speaks against this theory is the fact that Primordus seems to corrupt only non-living things. However, it could be possible that the use of his magic somehow has a bad influence on the Flame Legion. Notice how only the magic users look kind of corrupted? Maybe Primordus doesn’t even notice that he’s turning them into his minions. The Flame Legion themselves certainly don’t seem to know the full scope of what they’re tapping into. I’ll certainly be looking forward to any development in this direction.
Any thoughts on this?
I see your point there, but how is a 1on1 situation in WVW any different from one in sPVP/tPVP? It’s true that class doesn’t really matter in a zerg, but in small groups and 1v1, class still matters very much.
I love my necro. Yes, I know we have a lot of issues, but even with these issues, I still managed to melt faces with my condition build in PVE and did fairly well in WVW with my power build, even in 1on1s against mesmers, guardians and thieves, and even when there were multiple enemies attacking me, I still at least managed to escape quite easily. I think the problem with the class are not only the obvious bugs and some rather weak traits and utilities is that the playstyle is not as appealing to many people as the playstyle of other classes. Even without all the issues plaguing the necro, we would still take ages to kill stuff, simply because we are designed to outlast our enemies and slowly deal damage over time. Most people seem to want to kill their enemies as fast as possible and with as little resistance as possible though, which makes them more likely to play other classes.
For me personally, I would have still rolled a necro even if the class was completely unplayable (which some people on this forum would probably argue it is…). I always wanted to play a necro in GW1 but somehow never got around to really doing so, so the decision to roll one in GW2 wasn’t that hard. I just love the flavor of the class, being a dark magician, corrupting everything around you, it’s just awesome! On a sidenote, I don’t even care that much if they fix minions or not personally. I used a minion build for a while and found it relatively boring, since you pretty much just sit back and let your pets do everything.
I actually noticed just now that the hero panel doesn’t just not recognize the precision bonus, but ANY bonus from my off-hand weapon, as I also don’t get an increase in power or condition damage. It also doesn’t matter what weapon I equip, it’s the same when I switch to off-hand warhorn. Apart from weapon damage, no stat is increased.
Oh, ok, I didn’t know that you get the bonus even without participating in WvW. But the issue with the missing bonus from my off-hand weapon still remains.
I recently noticed two errors in the stats displayed in the hero panel of my character:
1. The hero panel states that my total health is around 22000, however, the number displayed on the health bar is over 23000.
2. The hero panel doesn’t seem to recognize stat bonuses given by my off-hand weapon. I recently equipped a Rampager’s Pearl Carver, which should give me a +90 precision bonus, and thus (at least according to the Guild Wars 2 Wiki) raise my critical strike chance by 4%. However, the hero panel seems to only recognize the precision bonus if I equip it as my main hand weapon.
Due to this I am now pretty unsure as to what my actual stats really are. Is that simply an issue of the wrong numbers being displayed? Does the game still recognize all stat bonuses and simply doesn’t display them correctly?