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It can be done.

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Make it simple. [Necromancer]

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pierwola.9602

OTHER ATTRIBUTES

Fear: Involuntary retreat. Disable all skills for the effect’s duration. Do not stack. Uncleanable.

  • Reaper’s Mark: Inscribe a mark that causes fear when foes trigger it.
    Activation time: 3/4s, Fear: 1s
  • Wail of Doom: Screech a wail of doom in a cone pattern, fearng foes.
    Activation time: 3/4s, Fear: 1s
  • Spectral Wall: Create a spectral wall that foes cannot cross.
    Activation time: 3/4s, Fear: 1s

Other

  • Terror (Grandmaster): Increases fear duration. Fear deals damage.

Boon Removal

  • Spinal Shivers: Remove up to three boons from your foe.
    Activation time: 3/4s
  • Corrupt Boon: Remove all boons from your foe.
    Activation time: 3/4s
  • Well of Corruption: The area around you pulses, removing boons with each pulse. Improve effectiveness with each pulse.
    Activation time: 1/4s, Duration: 3s

Other

  • Necromantic Corruption (Grandmaster): Transfer boon you remove into vulnerability.

Poison: Heal potency decreased by 33%. Do not stack. Uncleanable.

  • Feast of Corruption: Poison your foe.
    Activation time: 1/4s, Poison: 3s
  • Mark of Poison (Chilblains): Inscribe a mark that causes poison when foes trigger it.
    Activation time: 1/4s, Poison: 3s
  • Corrosive Poison Cloud: The target area is enveloped in a noxious cloud that poisons foes.
    Activation time: 1/4s, Poison: 1s, Duration: 8s

Other

  • Parasitic Contagion (Grandmaster): Absorb healt from poisoned foes. Poison has increased effectiveness.

Make it simple. [Necromancer]

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pierwola.9602

MOBILITY

Movement Speed

  • Signet of the Locust: Passive: You run 25% faster. Active:
    Movement Speed Increase: 25%
  • Quickening Thirst (Adept): Increases movement speed while wielding a dagger. Dagger skills recharge faster if activated while above the health threshold.
    Movement Speed Increase: 25%
  • Soul Eater (Adept): Increases movement speed while wielding a greatsword. Greatsword skills recharge faster if activated while above the health threshold.
    Movement Speed Increase: 25%
  • Speed of Shadows (Master): Increases movement speed while in death shroud. Reduces recharge on death shroud.
    Movement Speed Increase: 25%

Other

  • Death’s Charge (Grasping Darkness): Leap at your foe. If a foe is out of the range, the skill’s recharge is increased.
    Range: 600
  • Spectral Walk: Create a shadowy tether and become spectral. You may return to your initial position by using Spectral Recall.
    Duration: 8s

MOVEMENT DISABLING ABILITIES

Cripple: Leap* range and movement speed decreased by 66%. Do not stack. Uncleanable.

  • Grasping Dead: Summon skeletal hands to cripple foes in front of you.
    Activation time: 3/4s, Cripple: 4s
  • Mark of Cripple (Putrid Mark): Inscribe a mark that causes cripple when foes trigger it.
    Activation time: 3/4s, Cripple: 4s
  • Bone Fiend: Command your bone fiend to cripple your foe.
    Activation time: 3/4s, Cripple: 4s

*The only gap closer mechanic in the game. Exceptions: Steal, Shadow Trap, Portal Entre, Spectral Walk.

Other

  • Dark Pact: Stab your foe, causing cripple over time. Bound foe can be pulled to you.
    Activation time: 3/4s, Range: 130, Cripple: 1s, Duration: 3s, Activation time: 1/4s, Range: 600
  • Spectral Grasp: Pull your foe to you.
    Activation time: 3/4s, Channeled skill
  • Tainted Shackles (Lich Form): Tether your foes to the ground. If enemies move out of range of this ability, the bind will return them back to the point where tainted shackles began.
    Activation time: 3/4s, Duration: 6s

Make it simple. [Necromancer]

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“REGENERATION”

Life Force

  • Necrotic Grasp: Send out a grasping hand that bleeds foes and grants you life force.
    Activation time: 3/4s, Bleed, Life Force: 3%
  • Dusk Strike: Cleave foes in front of you and gain life force.
    Activation time: 1/2s, Life Force: 3%
  • Blood Curse: Bleed your foe and gain life force.
    Activation time: 1/2s, Bleed, Life Force: 3%
  • Necrotic Slash: Slash your foe and gain life force.
    Activation time: 1/2 s, Life Force: 3%
  • Rending Claws: Slash your foe and gain life force.
    Activation time: 1/2 s, Life Force: 3%
  • Locust Swarm: Summon a swarm of locusts that steals life force from nearby foes, gaining life force for each foe struck.
    Activation time: 1/4s, Life Force: 4%, Duration: 5s
  • Your Soul Is Mine (Spectral): Heal yourself and strike foe, absorbing life force.
    Activation time: 3/4s, Life Force: 33%, Heal
  • Signet of Undeath: Passive: Steal life force when you attack. Active: Gain the power to resurrect oneself upon death.
    Activation time: 2s, Life Force: 3%, Self-Resurrection
  • Full of Life (Spectral Armor): Absorb life force from your foe.
    Activation time: 3/4s, Life Force: 100%
  • Flesh Golem (Flesh Wurm): Command your flesh golem to charge a foe and and grants you life force, gaining life force for each foe you hit.
    Activation time: 3/4s, Life Force: 20%
  • Lingering Curse (Adept): Scepter skills recharge faster. Feast of Corruption now additionally steal life force.
  • Banshee’s Wail (Adept): Reduces recharge on warhorn skills. Locust Swarm now additionally gains life force when struck by projectile.
  • Soul Marks (Adept): Staff skills recharge faster. Marks generate life force when triggered, gaining life force for each foe you hit..
  • Spectral Mastery (Master): Reduces recharge on spectral skills. Spectral skills grant life force.

Life Stealing

  • Signet of Vampirism: Passive: Steal health when you attack. Active: Steal health from your foe.
    Activation time: 3/4s
  • Life Siphon: Siphon health from your foe. Improve effectiveness with each pulse.
    Activation time: 2s
  • Death Spiral: Conjure a drill of dark energy on your blade and steals health from foes in front of you. Improve effectiveness with each pulse.
    Activation time: 2s
  • Reaper’s Touch: Send out a scythe that bounces between foes and steals health.
    Activation time: 3/4s

Other

  • Vampiric Rituals (Grandmaster*): Siphon has increased effectiveness.

*Grandmaster: Part of the “3/2/1” trait system.

Healing

  • Ritual of Life (Consume Conditions): Heal yourself.
    Activation time: 1 1/4s
  • Well of Blood: Conjure a well of blood to heal allies. Improve effectiveness with each pulse.
    Activation time: 1/4s, Duration: 3s
  • Blood Fiend: Sacrifice your blood fiend to heal yourself over time.
    Activation time: 1/4s
  • Life from Death (Adept): Heal allies in an area when entering death shroud.

Make it simple. [Necromancer]

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pierwola.9602

“DEFENSE”

Blind (Necromancer unique condition): All outgoing attack misses. Do not stack. Uncleanable*.

  • Deathly Swarm: Unleash an insect swarm, blinding multiple foes.
    Activation time: 1/4s, Blind: 1s
  • Nightfall: Channel a column of shadows that applies blind on foes. Movement will cancel this skill while channeling.
    Activation time: 1/4s, Blind: 1s, Duration: 3s
  • Shadow Fiend: Command your shadow fiend to teleport to and blind a foe.
    Activation time: 1/4s, Blind: 1s
  • Well of Darkness: The area around you pulses, blinding foes with each pulse.
    Activation time: 1/4s, Blind: 1s, Duration: 3s

*Condition system based on attributes and “dodgeble” skills.

Weakness: Power damage and condition damage decreased. Do not stack. Uncleanable.

  • Enfeebling Blood: Inflict weakness on foes in the target area.
    Activation time: 3/4s, Weakness: 6s
  • Signet of the Golem: Passive: Increases toughness and resistance*. Active: Weaken your foe.
    Activation time: 3/4, Weakness: 6s
  • Plague: Protect yourself with virulent cloud that inflict multiple conditions on foes.
    Bleed on hit, Weaknes when struck

*Resistance: Reduces incoming condition damage.

Other

  • Flesh Wurm (Flesh Golem): Command your flesh wurm to absorb damage from you.
    Activation time: 1/4, Duration: 6s

(edited by pierwola.9602)

Make it simple. [Necromancer]

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pierwola.9602

PROFESSION MECHANIC

  • Life force is a resource unique to the necromancer profession. Its primary use is to improve offensive (Power and Condition damage) character attributes. Life force is gained through certain skills and starts to decay the moment combat ends.
  • Death Shroud: Sacrifice life force to make yourself invulnerable to all kind of damage.
    Recharge time: 10s
  • Life force skills scales with healing power.
  • A minimum of 33% life force is required to use Death Shroud. Full life force bar allows you to be invulnerable to damage for 3s.
  • Death Shroud is not a transformation. You have access to all your skills while using it.

My god, what have you done to conditions

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pierwola.9602

In the first place condi system should not be based on how many condi you have, but on what condi you have, something like “cover condition” should not exist.

condi qq

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pierwola.9602

Perfect example of what? btw,believe me when I say that power reaper(which I miss), is way more braindead than condi reaper, you just rely on procs deleting the enemy

Perfect example of how they “balanced” the whole condi system around one singel thing, CONDI DAMAGE.

condi qq

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pierwola.9602

also in pvp they is not dire amulet . so stop posting answer which belong to wvw thread

condi atm are balance beside small adjustment to warrior resistance and sustain

power build need some ticks here and there like power necro, mesmer and some nerf with sustain and passive like druid and engi and DH and warrior

that’s all

We are far, far away from condi balance and Power Necro is the perfect example of this.

Make your own balance patch

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pierwola.9602

  • Roll back to 22 June 2015
  • Start over

Balance problems of necromancers

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pierwola.9602

You can’t balance necromancer without nerfing other profesions, you just can’t.

Help ArenaNet balance the professions

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pierwola.9602

Stop buffing, and start fixing.

Necromancer:

  • Rollback to 28.08.2012 – 23.06.02015
  • Fix Death Shroud & Healing
  • Fix our movement disabling abilities
  • More stability options
  • Life Force decay after fight
  • Better access to Life Force regeneration skills

Necro is too OP

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pierwola.9602

This whole game is overpowered.

Let's talk about chill

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pierwola.9602

Chill is also an attrisive condition. It intentionally makes you hard to fight against the longer you are in a fight with someone because of the coolfown increase and because of the reduction in move speed it will more often force you to fight rather than retreat. For a class with relatively low mobility and low active mitigation / defence it fits. The damage from.the trait needs further toning though.

I’m sorry but that’s the biggest lie of necromancer class. We were never hard to escape from, and we will never be from what i see.

(edited by pierwola.9602)

How to bring up DS to the level of RS?

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pierwola.9602

  • Better synergy with Dhuumfire
  • Mobility
  • AoE fear
  • Stability
  • Condi Burst

Why don’t you just take a RS instead of DS ???

Merge Elite specialization into Core,

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pierwola.9602

Fixing Core Necro. Share your ideas here.

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pierwola.9602

As for the suggestions in this thread so far, Tainted Shackles is clearly a better place to have stability than Life Transfer. If you had stability in DS you’d want to cover more skills (or even stomps/rezzes) than just a single 3 sec channel, especially when this is supposed to be an effort to balance it against more than 50% uptime of pulsing stability on RS.

And that’s who this game is balanced.
The easiest class to escape from. Balance Patch: Stability on Tainted Shackles.
Bad scaling defensive. Balance Patch: Weakness on Life Transfer.
Low stability. Balance Patch: Stun Break on Foot in the Grave.

Fixing Core Necro. Share your ideas here.

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pierwola.9602

  • Dark Path (Magnetic Grasp): Chill and bleed your foe, making them vulnerable to a Dark Teleport attack.
    Activation time: 1/2 sec, Recharge time: 15 sec, Chill, Bleed, Range: 900, Unblockable, Physical Projectile
    Dark Teleport: Teleport yourself to your marked foe and deliver a strike.
    Range: 900, Duration: 15 sec
  • Doom: Make your foe flee in fear. If this ability interrupts a skill, that skill’s recharge is increased.
    Recharge time: 20 sec, Fear: 1 sec, Range: 1200, Skill cooldown increase: 10s
  • Life Transfer: Damage nearby foes and steal their life force. Gain life force for each foe you struck.
    Activation time: 3 1/2 sec, Recharge time: 30 sec, Radius: 600, Life Force: ??? %
  • Tainted Shackles: Bind nearby enemies with your life force. If enemies move out of range of this ability, the bind will break conditioning them.
    Activation time: 1/4 sec, Recharge time: 30 sec, 10 Torment: 3 sec, Range: 600, Duration: 4s
    Sequence skill: Immobilize and damage your foes.
    Activation time: 3/4 sec, Range: 600, Immobilize: 3 s

(edited by pierwola.9602)

Guild Wars 2.1 [Cleaning up]

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pierwola.9602

Somebody doesn’t like condi’s :p

Thats why i play condi (debuff) class since 2004.

Effect over damage.

(edited by pierwola.9602)

Guild Wars 2.1 [Cleaning up]

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pierwola.9602

Not going to happen. Ever… . Too much work, too much unblockable due to loss of damage, too much solo play, also no counterplay to some things, a complete loss of identity, … . And this is just at first glance.

We lost our identity few months ago, when they decided to replace movement penalty (leaps) from chill/cripple with Deathly Chill (dmg). Right now 8 condis from 13 has something to do with condition dmg, and the rest thanks to your “counterplays” fulfill the roles of shiled.

Dark Pact (1 sec cast time)
counterplay: dodge, block, blind, evede
bad design: teleporting while you are immobilized, immobile cleans on movement skill

Guild Wars 2.1 [Cleaning up]

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pierwola.9602


(edited by pierwola.9602)

Upcoming Changes to PvP Runes/Sigils/Amulets

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pierwola.9602

Hi all,

We’re planning on making some changes to amulets/sigils/runes available in PvP for the Winter 2016 Update (January 26). Some of these changes will greatly affect the way that PvP is played, so I wanted to take this opportunity to get the changes in front of everyone, discuss the implications as a group, and see where we net out. Most of these changes are easily reversible, so don’t view this as a “forever change”, but rather something we’ll tweak until we get PvP’s gameplay closer to our vision for it. These changes will go out prior to our next season PvP League season, so if we identify a change that isn’t accomplishing our goals we’ll have time to address it before the season begins.

I’m really starting to regret buying this 3 in 1 game. What about WvW ???

Lingering Curse- Boon corrupt

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pierwola.9602

We don’t need another Corrupt Boon skill or trait.

[Suggestion] Dhuumfire in PvE

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pierwola.9602

I know Weakening Shroud has its own issues, but that way there would at least still be a decent GM option for condition builds in Soul Reaping that is also tied to Shroud and a usable version of Dhuumfire for Scepter condi builds in Curses.

Foot in the Grave, not every necro play reaper.

How do we end "Focus the Necro"?

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pierwola.9602

I guess I’m the only person that loves to be main target.

Death shroud counts as weapon swap

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pierwola.9602

I use only on-swap sigils, and you’d have to go out of your way to make proccing slower. Its a good point that you lose some control over the swap procs, but you will absolutely proc them more often.

So it’s my fault, good to know… . I’m out.

Death shroud counts as weapon swap

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pierwola.9602

It’s good for pvp, but can be annoying in pve.

I think this change helps more than hurts though.

No, it’s good for players who don’t like to swap weapon, and Bad for those who like to swap weapon.

For me, this change means longer cooldown on Sigils (speed of shadow), and Sigils proc on half of my build (weapon swap, stun break, stability, gap closer, weakness, AoE heal, instant Fear and transfusion).

(edited by pierwola.9602)

Death shroud counts as weapon swap

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pierwola.9602

If Engi, Ele, and Warrior have all figured out how to use sigils, I think we can too.

It doesn’t make sense if you don’t try to campare these things to Death Shroud, at least not in my language.

Death shroud counts as weapon swap

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pierwola.9602

Bhawb, put it nicely. Learn to Play, not that hard to control. Certainly not as involved as the soldier engi build.

I will not listen to him, he just compared Death Shroud to Warrior weapon swap.

And stop with that “Learn to Play” thing, it has nothing to do with this case.

(edited by pierwola.9602)

Death shroud counts as weapon swap

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pierwola.9602

I need an answers. Why did you put something like that in the game ?

Death shroud counts as weapon swap

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pierwola.9602

Love the change. It now makes it much more possible to proc sigils while still using shroud, whereas before any kind of shroud use would completely destroy your sigil use. The timing takes a bit to get used to but it isn’t too bad, and it allows you to proc swaps without forcing yourself onto a bad weapon set, as well as having two different set of sigils, while still proccing either set at max.

Can you tell me how you want to time hydromancy sigil with gap closer skill, or 9 sec CD from sigils with Speed of Shadow trait ? This change is stupid and unnecessary.

Death shroud counts as weapon swap

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pierwola.9602

I lost control over my own Sigils. Great.

Will necro still be worthless as a roamer?

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pierwola.9602

Roaming is never going to be as effective on necromancer as it is with other classes since it is part of the design that we don’t get the ability to disengage (and thereby avoid getting into fights that we are less likely to win) in exchange for, in theory, preventing others from disengaging as easily. Not sure quite how well that has turned out in practice, but since being able to chose not to fight is rather key to a successful roamer if that’s what your looking to spend a lot of time doing you may want to look at other classes who have a toolset better suited to it.

That’s the real problem.

necro counter

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pierwola.9602

Basic Rules:

  • Don’t hit him
  • Don’t let him hit you

nerf vital persistence?

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pierwola.9602

Turn the World Upside Down.

  • Remove Life Force degeneration while in combat (rework some of the DS traits).
  • Add Life Force degeneration when out of combat (out and in).
  • Do not touch my Spectral trait.

(edited by pierwola.9602)

Reaper and lack of gap closing

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pierwola.9602

Dude, i don´t know what you trying to say. Necro is not and never has been an attrition class and Necro is not and never has been a class where you couldn´t get away from. That Arenanet violated their own design philosophies with a lot of the classes in game is not new and that balancing in this game is out of control is also nothing new. But to overtune the necro to make it as imbalanced as for example the mesmer is nowadays would neither be good for the class nor for the game as a whole. I am a great fan of mobility, i play 100% WvW so i suffer a lot from the situation like it is now but there has to be a more intelligent approach.

Dude, a little bit more imagination. There’s lots of things they could do to boost it without even touching necro mobility.

  • Immobile (Dark Pact,Tainted Shackles,Rigor Mortis): Prevent from using all gap closer skills, not only leps. Counter to “movement” should not be countered by movement skill.
  • Spectral Wall : Fear foe’s away from the wall, not away from me.
  • Tainted Shackles: Punish foe’s for breaking the bind, not for staying close to me.
  • Dark Path: Replace it with something else, right now DP has more to do with our weakness than with our strength.
  • Spectral Grasp: Replace it with offensive version of Spectral Walk. I think it would be awesome to have something like this, something to counter these thiefs, mesmers, elementalists.

By the way, Necro is awesome attrition class.

Shroud / Reaper Shroud Toggle Cooldown

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pierwola.9602

Don’t even think about it !

Reaper and lack of gap closing

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pierwola.9602

On the other hand, Necro should be the dude you CANNOT get away from.

The problem is, what would you give up to be this dude. You can´t expect to do crazy damage in melee range, having a second life pool AND being unkiteable.

It’s 2 years old, but still…

So, quickly, on the design philosophy at play here (you can feel free to disagree, but this is what I feel):

We want the Thief to be the class that most “slips through your fingers”. Other classes like the Ele and Mes have some of it too (and rightly so), but if anyone is escaping a fight, that should be a slippery Thief.

The Necro, on the other hand, should be the dude you CANNOT get away from. It’s an attrition based class, so the idea is that if you lock horns w/ a necro, know what you’re getting into: you’re fighting a class that’s built for attrition. It can dot you, dps you, rip your boons, and severely hinder your movement. AND it also has the ability to soak up a lot of damage. So the longer the fight goes, the stronger the Necro should get. That’s the idea behind Death Shroud, but little escape ability.

So we don’t want that attrition class to also have great ways to escape. This used to be the case, and we felt the Necro was just too strong if it was great at attrition as well as movement/escape. We wanted the Necro to be more about attrition, and for other classes (Thief, Ele, Mes) to be more about escaping and mobility.

Hope that makes sense.

(edited by pierwola.9602)

Reaper and lack of gap closing

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pierwola.9602

Even in Reaper, beeing kited and escape options are our weakness, this seems to be Anets philosophy of the necro. So i don´t believe that we will get anything better, i would love to see an option at least where we could give up something else to gain mobility but i doubt that would happen.

On the other hand, Necro should be the dude you CANNOT get away from.

several tips for the next patch

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pierwola.9602

Necromancer, dude you CANNOT get away from.

Dark Path: Send out a claw and pull your foe to you, chill and bleed them.

Recharge time: 15 s
Activation time: 1/2 s (obvious animation)
Range: 1200 (fast projectile)
3 Bleeding: 5 s
Chilled: 3 s
Unblockable


Spectral Grasp: Mark your target with Spectral Grasp and gain life force.

Recharge time: 20 s
Activation time: 1/2 s
Range: 600 (no projectile)
Life Force: 15%
Duration: 4s

Sequence skill: Teleport your foe to the point where Spectral Grasp began.

Activation time: 1/4 s
Unblockable / Unevadable

—-

Tainted Shackles: Bind nearby enemies with your life force. If enemies move out of range of this ability, the bind will break conditioning them.

Recharge time: 30 s
Activation time: 1/4s
Range: 600
Duration: 4s
10 Torment: 3 s
Unblockable / Unevadable

Sequence skill: Immobilize and damage your foes.
Activation time: 3/4 s
Range: 600
Immobilize: 2 s


Immobile is a condition that prevents movement, turning, and dodging. Victims can still attack if their target is in range, although any associated movement will be cancelled, including leaps , teleports, and shadow step skills.

(edited by pierwola.9602)

Why we can't have nice things.

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pierwola.9602

1. “Death Shroud Degen – out of combat” is a way better idea than cutting LIfe Force pool, SR trait line and LF regeneration by 45%.

2. And why do you think we have “Unholy sanctuary” trait ?

Removing White Sword : Good or Bad?

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pierwola.9602

(edited by pierwola.9602)

Necromancers Punished For Having Regen

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pierwola.9602

The fact that you can win “attrition” fight or “survive” outnumbered fights does not necessarily mean that you can be a good bunker, at least not in sPvP where we have only one point with radius bigger than 240.

Please consider a Necromancer rework

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pierwola.9602

I really want hexes and orders but i doubt we will ever get anything on that level.

They can always add them as NPCs unique conditions.

GW2 Necromancers make no sense

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pierwola.9602

LF=/=Health…

This is a common misconception within the community about that, and to be fair, none of these skills were Sustained Healing

Its even better than hp, Its unaffected by poison and
thanks to dmg reduction nie white in DS you have even more hit points

It’s okay…

No worries… it’s okay…

Its not my fault that you don’t know how to use ds

GW2 Necromancers make no sense

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pierwola.9602

LF=/=Health…

This is a common misconception within the community about that, and to be fair, none of these skills were Sustained Healing

Its even better than hp, Its unaffected by poison and
thanks to dmg reduction while in DS you have even more hit points

(edited by pierwola.9602)

GW2 Necromancers make no sense

in Necromancer

Posted by: pierwola.9602

pierwola.9602

Where do you get sustained healing from? Every class has better options

Necrotic Grasp: 4% lf = 760 hp
Feast of Corruption: 3% lf = 570 hp (per condi)
Reaper’s Touch: 15% lf = 2850 hp
Spectral Grasp: 15% lf = 2850 hp
Last Gasp: 8% lf = 1520 hp (per hit)
Spectral Walk: 2% lf = 380 hp (per hit)
Perma Regeneration : 250hp/sec
Vampiric: 33hp/hit
Deathly Invigoration: 800 hp
Sigil of Renewal: 750 hp
Consume Conditions: 6000hp + 820hp (per condi)

Where do you mitigate damage from? No vigor blocks etc etc every class has better options

Sigil of Energy, Spectral Walk plus lots of defensive conditions (chill,criple,fear,weakness) and plague.

Also I dont have any problems with conditions/CC and thanks to scepter i have perma poison.

GW2 Necromancers make no sense

in Necromancer

Posted by: pierwola.9602

pierwola.9602

Attrition, extending fights each second making the necro stronger. = Worst attrition in game.

From my point of view we have the best attrition in the game, personally i dont know a class/build that can out last me in “long” 1v1 fights and when it comes to small scale fights better think twice before you target me.

(edited by pierwola.9602)

New Supply system (suggestion)

in WvW

Posted by: pierwola.9602

pierwola.9602

Supply system (Gathering)

  • WvW resource nodes generate WvW materials.
  • Nodes are distributed randomly in each WvW map.
  • Each node generate from 3-12 (Basic) to 15-24 (Rare) WvW materials, shared between all WvW players.
  • Each player can carry only up to 3 WvW materials.
  • WvW materials are removed on death or teleport(WP).
  • Nodes are visible on the compass (range: 2400) until tapped by the WvW player.

Supply system (Supply Depot)

  • Quartermaster are NPCs in World versus World. They collect WvW materials and remake it to supplies. They also offer upgrades for structures.
  • Supply Depot is the place inside a structure on WvW battlegrounds where supplies are kept.
  • Supply caravans are Pack Dolyaks that deliver supplies from resource camps to other resorce camps chosen by Commander. Event require 5 players.

Consume Conditions

in Necromancer

Posted by: pierwola.9602

pierwola.9602

all classes can cover their healing skills on their own with either stealth, blocks, stability, invulnerability or cc transfer or their heal skill’s cast time is too short( like healing turret) except necromancer which isnt really balanced.

Foot in the Grave