So anet allows you to use the +1 at the side of each post to show that you either like it, or agree w/ the person, but what if you didn’t?
If their were to be a -1 option as well (only 1 can be selected on the account logged in) it would actually give the developers a better feedback of what the gamers want
Whatever way you look at it, a creature that can live in lava shouldn’t be able to be burnt. Same as a rock shouldn’t bleed, and an Ice Elemental shouldn’t be Chilled.
These sorts of things make players think of different approaches to how they fight enemies.
Except earth elementals can bleed, and ice elementals can be chilled. I’m fine if things are immune to certain conditions, but only if they go all the way.
Every skill ( 90% of them at least) has a direct damage and some additional conditions. You can deal damage to all foes directly with skills but you can’t always apply conditions. The immune mechanic works as intended.
Whatever way you look at it, a creature that can live in lava shouldn’t be able to be burnt. Same as a rock shouldn’t bleed, and an Ice Elemental shouldn’t be Chilled.
These sorts of things make players think of different approaches to how they fight enemies.
Time is a river.
The door is ajar.
By default, this should have a block all duel requests option.
The game need a “Duel” option, so we can challenge our friends in our own world, Just add a “Duel” option, so we can accept or decline a fight with anyone in the world, just for fun.
8/10
Digging the Yul Brynner thing. The tattoos actually fit the overall theme; not easy to do with a Norn (I’m assuming this is a Norn). All the elements are there that say “Necro!”; a classic look.
Black. Ash Legion.
Red. Blood Magic.
Skeletal face. Skin seared off by Ghostfire.
Giving little cubs nightmares? Priceless!
I tried conditions, and failed because of the way I play. I hate staying in the back throwing condition at everyone like a sissy. I like to go into the midst of the fight and bruise everyone so bad, that everyone else can finish them. Which is why I play powermancer.
Engineer and Elementalist in progress…
I suggest a new skill classification for necromancers: Desecrations.
Similar to Corruptions, Spectrals, Wells, etc., Desecrations are not a specific skill but rather a group of skills which share similar properties and would be affected en masse by any trait designed to influence or interact with them.
This is not a post to suggest a specific Desecration skill, but rather the properties they share in common:
Cast: Instant, even in the middle of another skill activation without interrupting it (e.g. Doom).
Duration: 10 seconds, give-or-take
Recharge: 60 seconds
Radius: 600
Effect: Though individual Desecration skill effects will differ from one another, they will all share in common the creation of an aura around the necromancer. The Desecration aura will be akin to an Attunement, Cantrip, Mantra, or Virtue; a persistent effect which is not a boon; can not be stolen, stripped, or corrupted; and persists until it reaches the end of its duration.
I’ve already made one suggestion for a Desecration in my post titled New Blood Magic Skills and Traits. Feel free to suggest your own.
Oh my god, I never thought. The torch should… SUMMON A MINION. It can be like Shadow Fiend, but blue and flamey instead and dark and spermy
Edit: more seriously though, I actually am going to flesh out the idea of a minion for torch, I like the idea, and we could summon a “will-o-wisp” flame that inflicts short chill durations (either 1s every attack on longer attack timers like Flesh Wurm, or have flesh-golem like chain that inflicts on last hit), with an active like I described above.
(edited by Bhawb.7408)
What about self burning with some added beneficial effect so that you can transfer the burn back to enemy?
I think I should remove this quote given the recent developement.
I generally shy away from minion master in WvW for several reasons.
#1: The large amount of AoE and large scale fights will end up killing minions quite quickly.
#2: A lot of combat is off of different heights, from on cliffs to walls. Here, minions can’t engage the enemy that effectively.
#3: Other players are almost always specced for high mobility and high stealth, making it easy for them to get away from minions in a wide open area.
In general, minions have the most trouble with mesmers and thieves, because their stealth constantly resets the minion’s aggro. There are some places where minions can be useful, but mostly it is just using flesh golem while solo roaming. I see other players with minions all the time, but for me minions never really preformed well.
GW1 weapon contest solved the “Ugly” weapon part, well sort of. I would love to see legendary weapon taken from the gw1 contest, because they were just that, legendary.
Because rangers can have sharks as pets.
#SharkWeek
Bam.
Menorah | Charr Cat | Some Cat Thing
Still running my old RRR build because why not
Underwater combat XD Seriously, most of my bags during a Bay siege come from poor souls that jump into the water.
Seriously? Do it because you want to. If you don’t want to do it in the first place, then don’t. Why come here to be convinced to actually play a class?
|Daredevil|Ranger|Guardian|Scrapper|Necromancer|Berserker|Dragonhunter|Mesmer|Elementalist
|Deadeye|Warrior|Herald|Daredevil|Reaper|Spellbreaker
It isn’t accurate that we bring nothing unique that we excel at in PvE. It is the exact same stuff all Necromancers excel at. The problem is there is absolutely no need for it in PvE, and that other mechanics can accomplish the same or better effect more easily.
For example, Necromancers excel at conditions, yet boons are superior in every way in PvE. We had (ANET FIX PUTRID MARK FOR THE LOVE OF ALL THAT IS COLD AND DEAD) amazing class-wide condition removal and great sustained healing, but rarely do you need a lot of condition removal (more than a character can handle themselves) or sustained healing (you either dodged it or it 1 shot you, little in between). Its not an issue of everyone doing things better, its an issue of ANet made terrible mechanics for DPS Races 2, and seem to refuse to admit that their content is so badly designed that it blatantly favors three classes over all others.
This. Necros have their strengths, and are very good at those strengths. However, what I said earlier wasn’t false either. We do a lot of things okay, but what we’re great at is inconsequential in PvE due to enemy design.
If more enemies had liberal use of boons (right now, it’s only some Dredge) and conditions (the occasional Risen, but they only apply one or two conditions at a time), then a Necro would go from being general trash tier in PvE to being a much-wanted profession.
Oh, and a revamp on many bosses. It’s bad enough so many bosses have Stability that can’t be removed, but do they really need Defiant too?
(edited by Drarnor Kunoram.5180)
How Srsbusiness do you take your dungeon running / fractals? If your group is running full berserker successfully in speed runs, a necromancer will lag behind because they don’t have the sheer DPS to be taken for that alone, or the ability to boost their party’s damage in any particularly strong / unique way. If you tend to take your dungeon runs a bit slower anyways and battles will take a few minutes, necromancer is a pretty solid choice.
One of the strengths of a necromancer is that they can easily apply debilitating conditions (chill, weakness) to entire crowds of enemies which can make fights a lot safer. Death Shroud can also which currently can let you soak a lot of damage throughout a fight if you can keep generating life force: the higher effective health and the bonus pseudo-healing has frequently kept me as a safe point to revive allies who were a bit more vulnerable.
It’s pretty obvious, and nobody’s impressed.
Thanks to Occultist’s Flame, I once again have Torch on the mind for a possible necro weapon. There is no way you can look at this torch and say “not fitting for a necro”.
Now, there are some arguments in favor of a torch. It could give the necro access to burning without the heavily controversial Dhuumfire, for example, leaving necros the ability to cause every condition in the game unassisted (Confusion takes either Runes of Perplexity or comboing Spectral Wall) without the issues of the trait.
However, I have an idea for the #5 skill (assuming it was an offhand) that may work out better for necros.
Ghoulfire
Cast time: 1/2 second
Radius: 360
Recharge: 40
Combo Field: Ice
Starts a Ghoulfire at the Necromancer’s location. Each second, the Ghoulfire pulses a condition, giving the Necromancer 1% life force for each foe struck.
1st second: 5 seconds of Weakness.
2nd second: 4 seconds of Cripple.
3rd second: 3 seconds of Chill.
4th second: 2 seconds of Immobilize.
5th second: Stuns for 1 second.
The idea for the skill is an area that saps more and more of an enemy’s strength, feeding it to the necro. The purpose is really area denial. However, the longer you stay on the field, the harder it is to escape it. Other than in PvE, the 4th and 5th tick would probably never occur outside of the necro using good play. The possibility of 25% life force from a single skill is pretty nice, but since it involves having five enemies on a small area for 5 seconds, it should be!
Thoughts? Also, any suggestions for a partner skill on the torch? I’m thinking something like “Lifesight” where, among other things, it applies the Revealed debuff (like 1 or 2 seconds) to enemies caught in its area.
(edited by Drarnor Kunoram.5180)
i’ll be honest..
I just want skeletons and zombie hoards! I don’t like the current pet setup and i really hope some of the new skills coming out atleast add what i mentioned already.
I would pay money for minion skins… They could be like dyes – you buy the skin, and they remain permanently unlocked on that character so you can revert to previously purchased/obtained skins in the future. I would run around with Halloween inspired, Wintersday inspired minions during the holiday events.
Just wish MM worked as a viable build lol
Again you need to stop switching around your numbers for Attack and Power. Attack is influenced by the weapon you have on but power isn’t. This is especially important for Necros to know the difference because DS skills are only affected by power. Your skills in DS are going to do the same amount of damage if you have your staff on or if you have your dagger on when going into DS.
Wrong. Go to the heart of the mists, use life blast
1.with a normal weapon
2.without any weapon (or a steady weapon)
and then compare the damage.
The weapon strength does matter, when it comes to damage while in death shroud.
Gunnar’s Hold
Again you need to stop switching around your numbers for Attack and Power. Attack is influenced by the weapon you have on but power isn’t. This is especially important for Necros to know the difference because DS skills are only affected by power. Your skills in DS are going to do the same amount of damage if you have your staff on or if you have your dagger on when going into DS.
I agree. My favorite part of Warhammer was that I could level up my character doing competitive PvP. Leveling up in WvW makes me feel like a leach, so I would much rather do it while earning some rank.
Maybe this is a stupid question but what’s the point of leveling in PvP? Am I completely missing something here?
Here are the reasons why I think Anet doesn’t want you to gain huge amounts of XP in PvP:
- Has no influence on PvP at all. => Doesn’t matter.
- If you play PvP first and then start playing PvE it would be even easier than it is right now since you are already high level. => PvE is even more “faceroll” and would be less fun since you automatically start with a high level char.
The only reason why XP in PvP would be nice is for WvW. There would be less disadvantages for PvP players compared to PvE players once they start playing WvW.
In the end it would spoil PvE though since you don’t need to level anymore. Believe it or not, leveling is a huge part of the PvE content even though it doesn’t seem like it. Just imagine starting with a max level char in PvE. It would be boring.
Im primarily a PvP player in MMOs, I enjoy the odd dungeon or raid but my passion is PvP. the biggest reason I still play this game is because I have a blast running with my guild in WvW and would love to get into structured more but right now im leveling a new toon, so that means no structured until I hit 80 which is a bummer because I enjoy the structured PvP in this game and would do it a lot more if I was able to level my toon in it.
I understand the reasons why they have gone this route by completely keeping it separate in hopes of making it an e-sport and making it so you don’t get a bunch of afkers looking to get xp while away from the game but there are other ways to fight that and I think its clear that they missed the bus in regards to the whole E-sport aspect.
so why not make it so you can level toons in structured PvP and gain XP in doing so. If they did that I think you would see a lot more people joining in.
Please A-NET add XP!!!!!!!
The flesh golem is rather pitiful
I have to say, I love every minion design except Flesh Golem and Bone Fiend. The rest are appropriately disgusting, for creatures made of assorted accessible deceased organic material, and imo look the part quite well. Not to say that everyone loves them, or that I wouldn’t like new skins for them, but I am happy with them.
However, Bone Fiend just looks so meh compared to the other minions in my mind. He isn’t bad, I’m just not like “that’s pretty sweet”, like I am for the rest. Flesh Golem is just… sad. In his own right, he’s okay, he certainly looks menacing, but I remember GW1 Flesh Golem like you, and holy crap did he look monstrous.
Also as a side note, i would THROW MY MONEY AT ANET if they could give us purchasable skins for our minions, especially the flesh golem. All my money, they could have it.
FF | Nerf