Showing Posts Upvoted By Morbridae.8607:

Signet of Vampirism: Facts

in Necromancer

Posted by: grave of hearts.7830

grave of hearts.7830

Well gave it a try on full healer build,and you get 500+ health back,which if you pair it with the 300+ regen from mark of blood helps quite a bit with systaining.
Pretty much it was meant for support builds,and a less punishing option compared to well of blood which the kitten masses avoid to sit on to heal.
Also it is a signet so when you use to con dmg spike you get another 3 stacks of might which none of the other heals offered.
Its not exactly on par with other heal skills but it extends outside of what it is supposed to do.
I believe its a viable skill for support builds,its not perfect but i am sure i have seen more guardians complain theyr new heal is crap than necros.

SoS Defence and Emergency commander
If you see a gear above my head……run
If you see me Offline,its totaly not a trap

First Impressions-Necr Heal Poll

in Necromancer

Posted by: Mad Queen Malafide.7512

Mad Queen Malafide.7512

I think they should actually give us skill points back for taking this skill.

“Madness is just another way to view reality”
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)

so what are you doing in dungeons?

in Necromancer

Posted by: RashanDale.3609

RashanDale.3609

PVT, clerics…I wish they would put in templates you can ping so I could more easily avoid such time wasters in PuGs.

I wish they would put in an ignore-function in these forums so i could more easily avoid such air wasters like you.

it’s PvE, which is easy as hell. just use whatever you want or think is fun (as long as you manage to stay alive with that)

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
Gunnar’s Hold

The real reason GW1 Necro wins...

in Necromancer

Posted by: Bhawb.7408

Bhawb.7408

I loved the GW1 necro for three main things. The Hex system, our support, and the ability to play with HP as a secondary, unique, resource.

However, the GW2 MM is vastly superior to the GW1 one. Not necessarily in how useful they are to your normal group, or how powerful they are, but the corpse limitation in GW1 made the spec innately niche. I hated that I could never run minions in a large amount of content simply because I needed to be able to kill things very often to make it work.

But of Corpse – Watch us on YouTube
My PvP Minion Build

targeted because of no mobility skills [WvW]

in Necromancer

Posted by: Stx.4857

Stx.4857

I will never stop playing Power Necro but I have had many frustrating days while solo roaming because no matter how good I play, eventually I will die because I cannot escape anything.

I actually had a pretty good day earlier, I had multiple 1v2’s and 1v3’s while roaming around killing sentries/dollys and taking Camps. But even then there were times that no matter how many times I downed players or outplayed someone, they could just run away and I couldn’t hinder them or catch them, and then their friends showed up.

It is really frustrating. I understand thieves being able to get away because they are squishy as hell and can be downed in a short CC, but warriors being able to GS swoosh/charge away whenever they want while ALSO breaking roots/cripples is just ridiculous.

I think a good place to start for Necro ability to keep players from getting away would be to change the mechanics of Spectral Grasp so it works 100% of the time your target is within LOS, and maybe buff the skill in some way directly.

2x 80 Necro, 80 Ranger, 80 Thief

targeted because of no mobility skills [WvW]

in Necromancer

Posted by: lunacrous.6751

lunacrous.6751

I’d be willing to accept our lack of mobility if we were as difficult to escape as we are supposed to be. Currently, we’re not only the easiest profession to catch but also the easiest to escape.

targeted because of no mobility skills [WvW]

in Necromancer

Posted by: Prophet.1038

Prophet.1038

It was pretty clear that Jon peters said they aren’t changing the mobility skills for necros.

Necros are always the easiest target to take down, because we have little to none mobility skills and our downstate is almost a guaranteed double down given most scenarios. Yes we have flesh worm and spectral walk, but when there are other classes that can go from 1-3600 range in less than 4s how far can i kite till a stun hits me?

Anet says they want necromancers to sustain through deathshroud and siphoning health. Death shroud is beautiful not only is it good defensively but as well as offensively. Siphoning health? troll? For example: 3 V 3, so 3 classes focusing me, anet wants me to siphon health when im kiting? WTF? i can drop my chill and fear but its not hard for 1 free caster (blackwater mesmer) to drop condi on me while the warrior is bashing me with 3-5 interrupt attack he has, not to mention how EASILY noticeable our healing skill is (consume condi). Basically if im not hitting anyone how can i sustain through life siphoning.

I think necros are good at where they are given a reasonable mobility skill and reducing condition damage. I agree with Anet that our condi damage is way too powerful.

1 skill that needs to be looked at is the flesh wurm. I have in the past dropped a flesh wurm at spawn in wvw where i would use it in rough situation. But said it wasnt casted, 1.5 seconds casting is way too long, and by the time i cast it, its usually send me 600-900 range instead.

Anyway i personally think condition damage on necros are way too strong, reducing it is good but we will still be getting targeted in group fights.

I want to hear, how other necros feel about mobility. What do you think? I’ve changed my build ever since classes from other servers can distinguish between each other. I am more tanky.

Prophet Saladin
Rank 80 sPvP
Champion Phantom

Why Wells are different from Marks?

in Necromancer

Posted by: nekretaal.6485

nekretaal.6485

Marks are basically traps with a different name.

Wells are AoEs with a different name. Ground targeted AoEs with a different name.

Marks are constantly nerfed because the game designers are concerned that traps are OP in the situation where somebody getting focused runs into a stack of traps.

And yeah, the traits that improve marks are so sad that they aren’t work taking even though you use staff.

#24 leaderboard rank North America.

I'm terribly sorry for you guys!

in Necromancer

Posted by: Spoj The Second.7680

Spoj The Second.7680

Id quite like to see this as a bugfix:

  • When entering Deathshroud the game now correctly logs you out to character select.

I'm terribly sorry for you guys!

in Necromancer

Posted by: Sepreh.5924

Sepreh.5924

April 10 2014 update:
We have reinstated the necromancer class due to concern from the remaining professions about losing easy kills. We have streamlined the trait lines to make them more in line with our vision for the necromancer.

The existing trait lines: Spite, Curses, Death Magic, Blood Magic, Soul Reaping have been deleted.

There are now two necromancer trait lines:
Dhuumfire
Reanimator

Up to 70 trait points can be put into each line. Adept and Master traits have been removed.

Grandmaster Traits:
Dhuumfire Grandmaster: Dhuumfire – burn everything within a 1200 radius of you. This includes environement, structures, NPCs, characters and your CPU

Reanimator Grandmaster: Raise the Dead – Summon a jagged horror whenever you kill a foe

Legendary Sepreh, Necromancer
[SYN] Synyster Legion | Dragonbrand Server
Youtube Necromancer

I'm terribly sorry for you guys!

in Necromancer

Posted by: Bweaty.9187

Bweaty.9187

Jan 10th 2014 Patch Notes:
- Necro will no longer receive healing from other players. This is to stop frustration of accidentally wasting healing on DeathShrouded Necro’s.
- All necro self healing will be converted to damage with a 0.004% co-efficient. This was a bug, but is now a working as intended feature.

Feb 10th 2014 Big Ballance Patch Notes:
-Tooltips updated to show no heals

What Are You Doing With 25 Free Skill Points?

in Necromancer

Posted by: Bawi.9541

Bawi.9541

Gonna make the heal work… I don’t care if I have to build a team around it…. I want it to work bad enough that I was even eye-balling magi stats…. yes… MAGI stats…

No really I won’t use magi, but I am at least holding out hoping the scaling isn’t awful on the passive.

sit down, breathe, can you hear us? are you okay? what happened just now? you scared me for a moment

Ele / Guardian

The real reason GW1 Necro wins...

in Necromancer

Posted by: tattoohead.3217

tattoohead.3217

So i want to make it super clear that this is not a QQ post. I love my Necromancer and overall I don’t think we are in a bad spot (go ahead and flame me)

Ahhh to the matter at hand, GW2 Necromancer suffers from an identity crisis. The “idea” was to make Death Shroud out gimmick but its just not interesting enough. In GW1 you had some great choices to make and they really effected your play style. Obviously Minion Masters were better but even placing that aside your Blood tree felt much more like a “Necromancer”

In GW1 you were constantly sacrificing your HP in place of your MP, then you had a Life Steal effect to kind of balance things off, It created a balancing act and every ability felt more important.

Curses created one of a kind effects that would punish your enemy’s for making certain actions, I like conditions in GW2 but the necro doesn’t bring anything unique to the table, there is no reason that abilities couldn’t cause non condition effects as well as existing effects.

What was your favorite part of GW1 necro and how is the GW2 necro different, are there any areas where GW2 necromancer beats GW1?

Basis of the Necromancer

in Necromancer

Posted by: Bweaty.9187

Bweaty.9187

From a lore perspective, fire is the totally wrong god. If we don’t re-animate dead things, why dose Bone Fiend look exactly like a dead mob?

What I dreamed of when I started playing, was a attrition class. A master of condi manipulation. All with a double edged sword game play. Weighing up every click’s risc vs reward.
I dreamed that the big life tank, and pulling condi’s off allies, with healing minions. Would make me balance incoming conditions vs healing, with throwing them all back to a target.
The no fighting for a mining node, or to tag a mob, sharing type game. Would allow me to have my siphons heal others. My death shroud would be a ‘shield’ for when I had to run out from the back lines to go res a fallen player.

From what I heard of GW1, I’d be controlling a swarm, debuffing targets so my allies would do more damage/take less damage. That my only burst, would be a long CD, huge dam but huge siphon heal that would change the coarse of battle on a wipe to a win.

But, fighting others for condi stacks. Minions that didn’t work & just died to all the 1shot mechanics. Minions that died when wet?! Siphons that didn’t keep up with other class’s aoe passive heals, and didn’t heal allies at all. Ohh the forced selfishness! The only double edged sword play, was I have to give up all my defense to go res someone, or leave them.

Anyway, none of this worked in game. So I moved onto the ‘death shroud’ mastery. Sure it has no synergy with anything, excluding power & death shroud, but it was fun. I even made up that my dagger & axe were kept blunt, that’s why they didn’t cleave.

But then, DS & Spectral nerfs, killed our attrition. Res signet got slowed down to not be best. That killed master of death/save the wipe role. Putrid Mark no longer helps allies, removing any role we did.

So now, my necro AoE tags in WvW zergs. Or farms trash mobs for countless hours, in a game with ‘no grinding’, painfully grinding for skins. Legendarys for alt’s as they now get played more than my necro main, and the legendarys don’t suit the necro, except the axe, which is such a bad weapon.

(edited by Bweaty.9187)

Toxic Pollen - here to stay?

in The Nightmare Within

Posted by: Zaxares.5419

Zaxares.5419

I expect that after the Tower is destroyed, the ruins of it will still be visible in Kessex Hills. The land will mostly recover and go back to its previous state, but there will still be evidence of what transpired. The Toxic Alliance events near the Tower will probably remain (and in these areas there are sometimes Toxic Spores that inflict Pollen), but the Offshoots and Champs will disappear. Toxic Seedlings may still be found scattered across the world, giving players continued opportunity to harvest Pristine Spores for crafting recipes.

Third floor has a new party paradigm

in The Nightmare Within

Posted by: OmaiGodman.2098

OmaiGodman.2098

When the update was first released all floors were easy because the tower was filled up with players, but now you will need to find yourself a party. I don’t really see the problem, or are you put off by the fact that you have to show initiative of your own instead of the game holding your hand and telling to to form a party?

Any plan that involves dead quaggans is, by design, foolproof. I’m an unmitigated genius!

When will TnW end?

in The Nightmare Within

Posted by: Dash.7108

Dash.7108

It ends tomorrow, the whole “your input matters!!!1111!!” thing was, as usual, a load of bull crap. If it wasn’t obvious by how fast the bar has been moving the last few days, the fact that there are no TnW or ToN is a dead giveaway. Come on Anet.

How do I report party kick abuse?

in Fractured

Posted by: Verdelet Arconia.6987

Verdelet Arconia.6987

Went through fractal 48 up to last boss at 4th fractal, after a couple of wipes party leader decided to kick another player and me without notice,not sure who his friend was that click the kick button for other guy and me. I screenshot all party leader names before starting any dungeon/fractal so I whispered him. He quickly blocked me after i whispered him.

The other player and I,who was kicked didn’t bring the team down as all of us have played well up to last boss. Swamp,CLiff,Dredge,Mai trin. It was more of a rage kick since he wasn’t patient enough to try again.But now we are losing out on the last chest for 48 and the progression due to this unfair kick.Any dev can help bring justice?

Don't do what you did with the Clocktower.

in A Very Merry Wintersday

Posted by: Aedelric.1287

Aedelric.1287

It should not be needed for reasons stated by Ayrilana, but even then if it was changed it would not remove any fun from the game.

The clock tower needed it, characters were grouped together on one set path and a lot of players had trouble seeing past max size Charr and Norn. The needs of the many outweigh the needs of the few trolls that liked to block peoples view.

“I am Evon Gnashblade and this message is acceptable to me.”

Don't do what you did with the Clocktower.

in A Very Merry Wintersday

Posted by: Redenaz.8631

Redenaz.8631

I didn’t do the Wintersday jumping puzzle last year, but I think the ghost orbs were an improvement to the Clocktower. I can understand the complaints about it being treated as a PvP activity (so you couldn’t do it with friends, for example,) but the ghost orbs were pretty useful. I could see how other players were doing, but they were less distracting than full models were the previous year.

~The Storyteller – Elementalist – Jade Quarry~

Don't do what you did with the Clocktower.

in A Very Merry Wintersday

Posted by: cranked.3812

cranked.3812

I get the impression a lot of people were way happier with the ghost mode. Keep in mind, a lot of people have a hard time with JP’s. Would be nice to have the option to do it either way. Don’t see how hard that could really be.

Rate the Necromancer look above you

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Posted by: Shifu.4321

Shifu.4321

8.5/10. I like the toxic gloves and overall theme.

My industrial necromancer:

Attachments:

I'm terribly sorry for you guys!

in Necromancer

Posted by: Bhawb.7408

Bhawb.7408

So now it will heal you when you take damage? That makes it completely useless.

A flat 300 damage reduction on every hit (which is what it was pre-ICD) is far from useless. Especially on the old version, where it also returned that damage. The datamined version was, frankly, OP as a passive effect, and it was on-hit. It was OP because with retal up (easily done) you would have returned over 550 damage every time you are hit, and been healed for 350.

The problem with the new version is that it directly competes with Blood Fiend for passive healing (and loses), loses out in group healing to WoB (by a massive amount), and loses in self-healing to CC.

The whole point of this skill was having a retal-like passive that also had some slight damage reduction via healing, and then a very high risk/reward active that was again, very damage based. The real soul of this skill was allowing the most aggressive class in the game to give up reliable burst healing for sustained damage/healing. It was by far the most attrition based heal we had ever been (almost) given access to.

But of Corpse – Watch us on YouTube
My PvP Minion Build

I'm terribly sorry for you guys!

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

We’ve already answered that, Nagato. All you have to do is put a heal cap/second (Modified by healing power) or a cap on how many people the trait can steal from at a time. There are ways to adjust that, while having the ability in a good place. Their alternative is just terrible.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

How do you guys make all your gold?

in Guild Wars 2 Discussion

Posted by: Qid.1937

Qid.1937

Find a populated street corner.

BG Mrplow – Highly rated since 1987.

I'm terribly sorry for you guys!

in Necromancer

Posted by: Kraag Deadsoul.2789

Kraag Deadsoul.2789

it’s alright i guess. i started playing this profession as it was advertised to be able to rival the lich king in power, instead i’m struggling to keep up with count chocula.

This made me ROFLMAO!!! XD for a couple minutes. So funny, so sad, and so true.

Top row = what necros could be/should be.

Bottom row = where the devs are taking us.

Vun…vun nervf…HA…HA…HA…HA !!!

Two…two nervfs…HA…HA…HA…HA !!!

Tree…tree glorious nervfs…HA…HA…HA…HA !!!

Attachments:

So many souls, so little time. ~ Kraag Deadsoul

Why do guardians get the better leech deal?

in Necromancer

Posted by: Fungalfoot.7213

Fungalfoot.7213

Honest questions to the developers. Necromancers have an entire line dedicated to leeching and yet even with every single point invested in it we have nothing which even begins to compare to Litany of Wrath. Why is it that guardians are allowed to have functional leeching but we’re not?

Yes, I realize that they don’t technically leech the health as much as just heal when hitting things but at the end of the day there isn’t much of a difference when you look at the sustain except for the guardians actually being capable of doing it. I’d gladly sacrifice the pathetic leech damage if it meant being able to sustain myself through hitting things and I’m actually kind of upset over guardians ousting us at this since I was under the impression that you guys wanted classes to have unique things going for them. Vampirism has never been viable for us and the new signet is just another slap in the face.

Turn Friendly Fire On

in Fractured

Posted by: SundayTrash.9562

SundayTrash.9562

how about make a fractal level where u have to watch where ur attack. Any attack can damage either enemy or allies.

Mad king forgot something...

in A Very Merry Wintersday

Posted by: BluePheonix.8972

BluePheonix.8972

He also forgot my armor in that Clock Tower.

Sylvari Guardian FTW

is Zommoros feeling generious for wintersday?

in A Very Merry Wintersday

Posted by: Erukk.1408

Erukk.1408

Zommoros doesn’t celebrate Wintersday, because he pre-dates its creation by a large margin. So, no.

Plus, tears of frustration and desperation are a delicacy to him.