Rank: Top 250 since Season 2
#5 best gerdien in wurld
People supporting Diamond Skin as if the trait is justifiable.
“Yall are using Rabids, you should beat them with Carrion”
Nothing changes. Both amulets have the same performance against DS. You have 0 experience about this and should stop posting here.
“Oh well, it’s a team game. No one 1v1’s and if they do it only lasts for 5s.”
Want me to list Tournament videos of where people 1v1ing for 10+ seconds? More importantly, list videos where losing 1v1’s caused people a node and a potential comeback? 1v1 happens in Tournaments ALL the time.
“No other single trait counters an entire build like Diamond Skin”
No one can rebuttal this.
“There is no counterplay against it if you’re conditions.”
No one can rebuttal this.
As if Conditions didn’t have to worry about the Numerous AoE cleanses this game has.
Passive stability on a signet would be bad. I think the best thing would be to rework Lich and Plague to be effects like Reaper of Grenth or Rampage as One, instead of being transforms which in this game never really work well. None of the current transforms are used in a mechanically interesting way, they are either OP, useless, or involve pressing WASD for 20 seconds.
Then, if they are reworked, they can still pulse their stability while giving either a defensive or offensive boost, but without locking us out of our actual kits.
+1
When they reworked guardian’s tome I had so many hope that Necromancer’s transformation would be reworked in a similar way. There is nothing in lich that feel like a spectral skill and there is nothing in plague that feel like a corruption.
I guess removing the poor animation of the lich transformation mean to much work while getting rid of a floating book is ok. At the moment the lich form is so gutted that barely anyone use anything else than the auto attack.
On the other way, the splendid way they introduced Plague into the corruption realm showed how much testing there have been when they imagine this thing. Player had a lot of fun killing themselve for naught. (don’t bother, I know that they already nerfed this stupid thing)
Like Bhawd said, reworking Lich and Plague to be effects like Reaper of Grenth or Rampage as One wouldn’t be a bad thing. They could even give them a Necromancer’s taste so it doesn’t feel like something we see on another profession (My sarcasm is really high here…)
Let’s say :
Lich : For 10 second your attacks do 20% more damage and drain 1% life force per hit. Grant 1 stacks of stability every 3 seconds for 3s. Cool down 90 seconds.
With these changes, Lich become a life force engine with a welcome damage buff that would allow people in DS to actually do what lich form do at the moment : bursting down ennemies. I’m not saying that 20% ain’t a bit to much but on the paper I don’t see how it wouldn’t fit an elite spot.
An other way to change Lich : For 10s when you drain LF via attack you do additional damage equal to the life force drained. While in lich form gain 1 stacks of stability every 3 seconds for 3s. Cool down 90 seconds.
These change would introduce another form of siphon based on damage instead of survivability. This could also help some unpopular weapon.
Plague : For 10 seconds you are engulfed into a dark cloak that poison, weaken and blind foes around you every second. Grant 3 stacks of stability every 3 seconds for 3s. Cool down 120 seconds.
With these changes, Plague transform the necromancer into a withering machine that corrupt nearby foes, crippling their damage and ability to heal themself. The skill keep it’s defensive purpose without hindering the necromancer.
NB.: Cool down and stacks of stability are thougt in way that Lich have a damaging purpose while Plague is more defensive. (traits are also taken into account)
(edited by Dadnir.5038)
OP is the definition of the Dunning-Kruger effect.
This, totally and thus I recommend everyone not engaging in the discussion.
OP is the definition of the Dunning-Kruger effect.
I would really enjoy having something like this similar to TF2. Learning new maps would be much easier.
Thanks for the feedback everyone and I am glad everyone took time to play and time to post on the forums. I honestly can’t stress how much your feedback means to the team.
See ya in the Mists,
Hugh
I’ve flagged this for the competitive team. Thanks for the report and thanks for participating in the Stronghold beta!
→ Would be nice to have Lord HP Bar at same UI part where you see your team HP Bars.
Let’s be realistic here – ANET does read the forums. They hear our voices. And they know we are not satisfied with the Necro spec.
Internally, there’s probably some reason the balance is the way it is. Whether that’d be preparing for a future update, or simple balance issues we are unaware about.
Praise our Lord Grenth someone else isn’t blindly angry. Kain is absolutely right, they read the forums, they’ve proven it, and if anyone doesn’t see it its because they are either intentionally ignorant or just haven’t been around for more than a few days.
ANet is making a product here, this is their livelihood, they aren’t going to have a massive portion of the game that they actively hate and try to screw over. Accusing ANet of ignorance is absolutely justified, but accusing them of hating the very profession they have spent years working on is just flat out stupid.
you can’t rally off the lord’s npc’s anymore, which i will miss. it was a fun way of being smart about your attacks and finding a way to fend off multiple players while taking on the lord
Ya… they kind of took out some tactics. If it looks like I might not be able to clear guards and or lord before I get taken down, I know I’m going to wait for downed state and rally off the lowest npc. Now I cant.
Neither for nor against this change. It is just oddly timed I guess. But still asks the question of why? lol
They patched the HP because of condi damage.
They patched the rallying, because people do more damage and probably could solo the lord too fast and rely on rallying from the other weak NPCs?
Now maybe more people need to commit for the objective, rather than simply sending one person that has 100% chance to rally from weak NPCs and can always kill the lord with 0% chance of failure if no enemy is coming for you.
I like this change. I would not mind the other NPCs ressing the lord as well. Just feels dumb that you can just ignore them and strait up just kill the lord with little to no consequence if you leave the other NPCs up.
(edited by Pandeh.5248)
Thank you for such salty insight.
Theres plenty of poeple in the sugarcoat buisness , so ill take it as compliment and keep up my work in the salt industry
Joke aside,
its always demoralizing after weeks/month of feedback to get neglictible “buffs” that they will use as “were listening to you guys” examples.
+surprise chill nerf out of nowhere
Can we all just agree that this trait got hit by Isaiah’s Balance?
People took Chilling Darkness? Over Plague Sending?
Wahoo! Bye frands!
I have an eternal dent in my wall called “Necromancer Balance”. Its where I go to discuss the balance of our profession.
The outcry over, burning damage, mesmers stunlock/daze/confusion, stealth lacking counterplay, and warrior rampage has been resounding and constant.
No one has been yelling about necro chill. I am always taken by surprise with these things, I guess I really shouldnt be.
So if I could design 1 new rune to be added right now it would be a rune identical to Rune of the Undead except instead of having toughness as a secondary stat and having the attribute conversion be from toughness it would use precision.
That way I could get the most out of Target the Weak and it would make Sinister as good of an option as Rabid for high condition damage builds.
I am also just kinda bored with rabid in general.
I just wish I could have it….
Hey all, I just wanted to throw this out again, because it’s frustrating to me. Basically to be a power Necromancer and it actually be worth a kitten , Unyielding Blast is essentially mandatory, and it bothers me a lot.
Anyways, quick suggestion, which could be applied even to Reaper:
Make Life Blast Pierce 3 targets. (Hit 3 max)
Make Unyielding Blast: Shroud skill 1 causes 2 vulnerability for 10 seconds, and increases the number of targets that can be hit by 2, to 5.
This could work with the cleave, and piercing, but allow some actual decision here if the vulnerability and extra targets is meaningful to you versus other traits. Currently, there’s almost no wiggle room, which is such an easy issue to solve.
Hopefully I can get some backing on this, because it’s been a huge frustration of mine with any power build on Necromancer, and base Lifeblast since I’ve started this game, practically.
Thanks for listening,
High Warlord Sikari
By seeing the cooldowns of our utility skills, we can then more strategically use Death Shroud, promoting skilled play/counter-play, and it will help balance the necro as a class.
Bump if you agree!
Edit: You really can help by posting a +1. According to ANet support, “Members of the Development Team read the forums daily…[and reading suggestions] helps them gauge the level of interest in a particular idea,” so lets show that our level of interest is high.
(edited by Salamander.2504)
Mobility isn’t what’s keeping us back, lack of scaling defenses in glassy builds, lack of pressure in condi, bad AI and wonky interactions in MM, and a lack of damage/support/proper CC in bunker builds are what’s keeping us. Generally speaking, its our weapon skills that are holding us back, though in some cases our utility skills also aren’t filling the roles they need to, and Death Shroud still has issues.
My last time doing this as a necro, but I got some kills with it!
How are we gonna get away from the zerg now!?
u_u
Actually doing some testing on their aggro, I’m fairly certain I’ve got an idea on how to “brute force” their AI into working again even after clearly bugging it out.
You mean when Her Highness decides to attack and not watching you getting rekt 
You can’t even use the shard bag you recieved in a match just a second before.
If you’re going to force me to stay in a lobby map to queue, can I at least use my 400-600g (currently) item and forgesome stuff?
Is this intended?
Is it not the point of the conduit to use it in places where there is not already a MF?
Anet pls.
Now that the conditions buff is announced. This is needed more than ever:
“Gray out the portion of HP that will be drained by conditions damage if left uncleansed”
Cue 6 months down the line, a developer replies to your Bug Forum thread to say “Corrupt Boon does not work on stability because it’s one of the strongest skills in the game”
Don’t jinx it :P
Also, it’s all corrupting skills, not just CB, so it should be “necro can’t corrupt stability because it’s one of the strongest classes in the game!”
This is an unfortunate bug.
Very.
rest in piece, terrormancer
first arenanet could not balance you
then arenanet could not even code you
Forward note – I like everything that has been done in this patch aside from the raw DPS being too high. Even the specializations “which some people are claiming has killed game diversity” needed to happen. Most of the traits in the game were not used anyway so it was a good thing to narrow down meta selections and combine much less used traits with commonly used traits. Now we get to use them all and this is a fun thing indeed.
However! The raw DPS has been turned up so high that is breaking the game concerning conquest. Here is why:
Guild Wars 2 conquest now has the feel of a first person shooter where head shot insta-killing is a reality and thus the meta has shifted from distinct MMORPG styled jobs such as: “primary engagers, point holder support, +1ing peelers” in to: Attack first with that headshot before they headshot you. This is no good! After playing all day yesterday, I began to notice that the dominate tactic in conquest is leaning towards berserker teams who zerg together from point to point and keep your team staggered as they hold some double and triple cap easily, through sheer combat prowess alone. Here is why this is bad for conquest:
It’s also important to note that just about everyone I know in-game was so excited for this patch that they planned on sitting down and playing all day upon the release. I anticipated a day of heavy guild activity while re-pioneering new spvp builds. Contrary to what I believed would happen, here was the common response that I received from about 50% of the players in my guild and contact list: “I’ve had enough of this, I’ll be back in HoT to see what’s going on. If it’s still bad I’m quitting”
As an enthusiast of Guild Wars 2, I don’t want to see this happen.
I think we all would embrace a slight DPS creep but what is going on right now is way way too much. One thing is certain: The raw DPS needs to be turned down.
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