Showing Posts For Aktium.9506:

New Traits show the Mark of the Beast?

in PvP

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Aktium.9506

616 is the actual number of the beast. 666 is an archaic mistranslation, just fyi.

Tome Change ideas

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Aktium.9506

Sounds good. Better than current tomes.

Heavy Speculation on Zaishen Elite Spec

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Aktium.9506

Huge plate mail and…a dagger?

The stiletto was a knight’s weapon. Most knights in medieval times had a stiletto and/or a rondel. Last time I checked knights used huge plate mail armor too.

Burst skills aren't useful!

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Aktium.9506

ok, but seriously why should the range of eviscerate for example be shortened when on quickness?

This is not something specific to Eviscerate. Quickness shortens all leap skills because it only speeds up activation speeds, animations and aftercasts on skills and attacks. It does not make you travel faster, so because the skill simply finishes quicker with Quickness you do not travel as far due to the hardcapped movement speed increase and Quickness having no effect on movement speed to begin with.

Elite Specialization Discussion

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Aktium.9506

The current guardian meta is an offensive build because defensive guardian builds have been consistently nerfed for being “too strong”.

That’s not the reason why the traditional AH Bunker Guard was pushed out of the meta at all. Guardian rarely got neither buffs nor nerfs. Pure bunker roles as a whole were pushed out of the meta due to the lack of flexibility compared to bruisers like D/D Ele, Shoutbow and Cele Rifle Engi where everyone on the team can freely rotate to where they’re needed the most due to being able to both do damage and bunker points to some extent.

Make life blast faster but less damage

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Aktium.9506

Or you just gain quickness when entering deathshroud etc.

That’s no fun.

Make life blast faster but less damage

in Necromancer

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Aktium.9506

Plague Blast on land would be great. Too great.

I’ve won 1v3 and 1v4 plenty of times as a power nec with zerker in WvW by luring people into water. Maybe if it was for a limited duration and requiring a GM trait, like for 10s on DS entry you have Plague Blast instead of Life Blast with a 60/90s icd and an obvious telegraph or tell around the Necro while its active.

Remove Tomes from PvP Tracks for 80s

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Aktium.9506

I was sitting on 3 stacks of Tomes

Just fyi, you can turn those 3 stacks into about100g give or take

Would you play dungeons?

in Guild Wars 2 Discussion

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Aktium.9506

Nope. Tokens are worthless, dungeon loot is terrible, Dungeoneer and Dungeon Master titles are already done.

Next engy nerfs pls

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Aktium.9506

Almost as strong as 2.5s evade on 10s cd!

Blurred Frenzy roots the user though, a badly used Blurred Frenzy will mean you’ve rooted yourself in place possibly setting yourself up to get wreckt by the enemy as soon as the evade is over. If Mesmer could run around while using it it would definitely be far too strong. I mean, I would be completely ok with Gear Shield rooting the Engineer on use if you think that’s better than a longer cooldown or reduction in effectivity. You also can’t always access Blurred Frenzy when you want since it can be temporarily inaccessible after a weapon swap, Gear Shield will never be inaccessible.

Remove the Courtyard map

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Aktium.9506

But hey we all know how bad Arenanet is with balancing pvp, so it will not happen ever. Or they’ll simply “work on it”

Actually, if you had played more MMOs you’d realize that GW2 is very balanced in comparison to most MMOs. And as such Anet are doing a great job and simply telling them they’re bad at it is uncalled for. Of course balance isn’t perfect, I can think of a number of issues that chafe and the frequency of balance patches is unacceptable in and of itself. But the recent turret change gives me hope for the future.

So necromancer moral all time low right?

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Aktium.9506

my patience may wear thin enough that I just stop playing when Mesmers start literally resetting fights with that reverse time skill.

The time reset thing can be destroyed though. Hopefully it has a manageable healthpool that be be bursted with aoes. I imagine a good number of mesmers will overextend in their attacks due to the time reset thingy and then experience no small amount of panic when the reset things gets smashed by aoes.

Next engy nerfs pls

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Aktium.9506

Well, I have a feeling that we’ll see another nerfhammer on engi then, looking how effective it was for turret, I’m realy concerned.

Gear Shield with Power Wrench is legitimately a problem though. A 3s block on a 16s cooldown is too strong no matter how you look at it. And Slick Shoes should have had its functionality changed alongside the Stability change. It was a powerful skill before, and it saw use as an alternative to common picks for 3rd slot like Elixir R and Elixir S. Now it’s the de facto best thing to have in your 3rd utility slot. That’s detrimental to the game as it hurts diversity.

Next engy nerfs pls

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Aktium.9506

Hahaha, I knew it was only a matter of time that turretnerfcrier would realize that turret wasn’t the real deal all along, and so moved on Slick shoes, Gear shield, Healing Turret, Overcharge shot and IP.

People have been complaining about Gear Shield and IP long before Turrets were complained about. Slick Shoes has been complained about since the Stability change. This is nothing new at all son. Healing Turret isn’t problematic though. It’s in the same spot as Healing Signet and Consume Conditions where all the alternative heals just ain’t up to par.

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Aktium.9506

I wouldn’t mind if the Ritual of Life change is put in effect. I mean, getting a free Well of Blood just by quickly touching a downed ally seems pretty sweet in WvW. Rallybots are our best friends suddenly! /awaits the nerf bat assault of doom

You realize you can already do this right? The only change to the trait is the added 10% revive speed. It still has a cooldown and it will still have the coldown in HoT.

They said during the stream that they’re changing it so the well spawns when you start reviving, meaning that you can simply press your interact key to revive for half a second to get a free well and then cancel and carry on with your business. Currently you have to go through the whole reviving process for it to spawn. That is quite the difference, especially with the number of necros potentially using it in a typical zerg situation.

Still not that strong. It will still have 40s(32 traited) cooldown and allies only get the healing ticks, not the big heal. 280×5 isn’t exactly a whole lot. It isn’t bad either but it won’t change a lot. Over a 1min period it’s about the same amount of healing that allies will get from an Ele giving allies Soothing Mist passively just by attuning to water. It will just solidify Necro’s place in the WvW meta with Wells becoming ranged by default opening up a slot for Ritual of Life.

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Aktium.9506

I wouldn’t mind if the Ritual of Life change is put in effect. I mean, getting a free Well of Blood just by quickly touching a downed ally seems pretty sweet in WvW. Rallybots are our best friends suddenly! /awaits the nerf bat assault of doom

You realize you can already do this right? The only change to the trait is the added 10% revive speed. It still has a cooldown and it will still have the coldown in HoT.

Epidemic

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Aktium.9506

You wont even need to be condi for it to be good.

That said i wouldnt be surprised if they capped it somehow. Id be a little upset. But it might be necessary if say in a zerg 50 necros all epidemic and it duplicated 100 stacks to the same mob 50 times. And im not even talking about the damage. It might explode the server.

I thought new cap was 100 not unlimited.

Epidemic

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Aktium.9506

It should be considerably better in HoT PvE when condition cap and conditions are changed. So there is that.

I never play condi necro but I will have to put on my condi set and use Epidemic on a world boss somewhere and spread 100 bleeds to a nearby mob just so I can feel, and see for that matter, what a 15 000 damage bleed tick is like.

Make clone death baseline

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Aktium.9506

This is a horrible idea. Clone Death and PU are passive as kitten builds that no one likes fighting. Your clones don’t die because people foolishly use AoEs. They die because most of kittening everything has cleave or is AoE by default so clones inevitably get hit when they’re trying to hit the real mesmer which causes passive condi spam with little player input.

(edited by Aktium.9506)

Spiked Armour as a minor trait? OP

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Aktium.9506

It was already a great trait for PvP/WvW and I used it all the time, but now I get free Rousing Resillience to make me even more OP.

Its totally not like Rangers get baseline 1500[2000~] range longbow with free Read the Wind or anything either. Both being effects that were tied to traits that every single power Ranger took. And this doesnt even require investment due to it being baseline. 50% uptime on Retal doesn’t even come close to that.

Dark Path Change [Suggestion]

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Aktium.9506

I miss the times when Dark Path would continue to chase an enemy target as long as the Necro was still in 1200 range of the target regardless of how long the projectile itself traveled. Now it just goes poof after traveling 1200 range.

Dark Path Change [Suggestion]

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Aktium.9506

This already exists, sorta. Lupi in Arah has a Necro themed RTL.

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Aktium.9506

The people complaining about Fear chains in GW2 never played Aion. I remember continous Fear chains as long as a minute and a half in that game. Not to mention Fear in Aion was unbreakable, here we have stunbreakers and condi removal.

Bolt to the Heart

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Aktium.9506

Probably not the main reason, but Ele has a lot more AoE and cleave than Thief and Necro do. Not to mention more +[x]% damage increasing stuff.

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Aktium.9506

Alright, since we’re supposed to do crazy and fun. Lemme throw some ideas at you.

  • A trait that makes Death Shroud skills bounce 3 times. Tainted Shackles green shackle thingies would arc from targets to other targets I suppose. No idea how to fit in Life Transfer with this one.
  • A grandmaster trait that works like Spotter/Empower Allies/Strenght In Numbers except in reverse. It gives nearby enemies -150 Toughness and Vitality.
  • A trait that makes your Death Shroud extend to allies. Doesn’t give them Death Shroud skills but makes your Death Shroud soak damage that would otherwise affect their healthbar.
  • A trait that makes condition damage scale based on your Power.
  • A trait that makes applied boons in your near vicinity become applied conditions instead. Use the boon corrupt conversion table for this. Meaning for example an enemy applies Protection to himself applies Vulnerability instead and Regen Posion, Stability to Fear etc. Affected by their condition damage/duration of course. No perma fear terror shenanigans on Transforms like Rampage. That would be silly.
  • A trait that spawn two copies of a minion for a limited amount of time when said minion dies.
  • A trait that makes Death Shroud relfect projectiles for a short time after entry.
  • A trait that turns you into a Flesh Golem that you can control for a short while after you die.
  • A trait that gives all nearby enemies Slow and nearby allies Quickness when you die for a few seconds.

(edited by Aktium.9506)

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Aktium.9506

Something crazy like Dark Path steals 1,500 health (doubled if from behind). I’ve always wanted to be a vampire necromancer! Think crazy and fun guys.

That sounds great and all, but you forgot the little part where we can’t be healed in Death Shroud so I’m not sure that trait would work all that well.

Also you misspelled my name in a previous post.

Besides, I tried to think outside the box with some of my suggestions here

(edited by Aktium.9506)

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Aktium.9506

or have a larger radius or both

Giving Wells a larger radius is a terrible idea. Their relatively small size is what makes them balanced. An experienced player knows not to stand in them. They are unblockable and if they were large enough to completely cover a capture point in Conquest they would be overpowered.

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Aktium.9506

Blood Magic

Minors:

  • Full of Life: Not a lot to say. The internal cooldown looks a bit high.
  • Vampiric: No need to change.
  • Blood to Power: Terrible. Siphons scale badly with Healing Power and +300 wont even be noticeable at all. Make it +300 Power instead.

Adept:

  • Ritual of Life: Good support trait. No change needed.
  • Bloodthirst: Would be a good trait if siphons weren’t so terrible. No change needed.
  • Mark of Evasion: Merge with Transfusion. Make it trigger on entering DS instead.

Master:

  • Quickening Thirst: Solid buff/merge to a formerly terrible trait.
  • Vampiric Precision: Awful. Would be good if the siphons were as good as the ones from Superior Sigil of Blood.
  • Transfusion: Merge with Deathly Invigoration

Grandmaster:

  • Vampiric Rituals: Solid merge of underused traits. No need to change.
  • Unholy Martyr: Decent niche trait. No need to change.
  • Deathly Invigoration: Merge with Transfusion.

Soul Reaping
Minors:

  • Gluttony: Good. No change needed.
  • Last Gasp: Good. No change needed.
  • Strength of Undeath: Good. No change needed.

Adept:

  • Unyielding Blast: Good. No change needed.
  • Soul Marks: Solid merge. No change needed.
  • Speed of Shadows:

Master:

  • Spectral Mastery: Solid merge. No change needed.
  • Vital Persistance: Solid merge. No change needed.
  • Master of Terror: Solid merge. No change needed.

Grandmaster:

  • Foot in the Grave: Make it give 2 stacks of Stability. Add an internal cooldown.
  • Death Perception: No change needed.
  • Dhuumfire: Looked interesting enough in the AMA. Will have to see it in action before I can say anything about it.

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Aktium.9506

Taking into consideration what other classes got I believe we are entitled to equally good changes. Some general opinions on how the traits should be changed I hold are the following:

Spite
Minors:

  • Spiteful Renewal: Bump the required health threshold up a bit. Decrease the healing if needed.
  • Death’s Embrace: Fine as is. The nerf was warranted.
  • Siphoned Power: Decrease the internal cooldown to 1 seconds and reduce the might gain to 1 Might.

Adept:

  • Spiteful Talisman: I like this as is. But from a gameplay perspective It would be nice if it did something else than a flat +5% damage. I would suggest removing the damage increase and making it reduce Focus skill activation time by 50% instead.
  • Reaper’s Might: This is a skill that I think should be made to affect allies as well. It won’t make us good for PvE content but it will make taking a Necro in your party slightly less redudant.
  • Bitter Chill: This feels really lackluster outside of synergy with Chilling Darkness combined with Well of Darkness or Plague of Darkness. Unless vulnerability will get its stack cap increased above 25 stacks I suggest making this skill inflict Burning whenever you apply Chill instead. Alternatively make Chill cause damage they way Terror does with Fear.

Master:

  • Chill of Death: Fine as is. I suggest adding an icon to it on the Necromancers boon bar so enemies know it can trigger as it currently lacks counterplay.
  • Death Shiver: This trait is competing with Chill of Death add 10% damage to enemies with Vulnerbility on them. Keep the rest as is.
  • Axe Training: Once more this is a skill that competes with Chill of Death for a spot. Remove damage increasing fact. Instead add a 3rd hit to Rending Claws(still same activation time and aftercast), add 2 more hits to Ghastly Claws, Unholy Feast now removes 2 boons.

Grandmaster:

  • Signet Mastery: Add a range increase(Radius increase for Signet of Undeath). Keep the rest as is.
  • Close to Death: No change needed.
  • Spiteful Spirit: Unsure as I haven’t seen this in action. I still suggest changing this to cause Unholy Feast to procc on hit when you are in Death Shroud instead. Same internal cooldown.

Curses
Minors:

  • Barbed Precision: No change needed. Solid buff.
  • Furious Demise: No change needed even though I am not keen skills that promote DS flashing. Would prefer if it was 4 seconds of Fury every 10 seconds while you’re in DS.
  • Target the Weak: Horrible change. Revert to the old function.

Adept:

  • Toxic Landing: Remove the self-inflicted Weakness. I’d rather take full fall damage than have to deal with 6 seconds of weakness on me.
  • Weakening Shroud: Better than the current one by far. I never liked the way Weakening Shroud was changed back long ago. The long duration Weakness was always the main attraction of the trait for me.
  • Chilling Darkness: Good trait. No need to change anything.

Master:

  • Reaper’s Precision: Useless. Change it to work like Spotter/Empower Allies/Strength In Numbers and give it +150 Ferocity to nearby Allies. Move to Grandmaster.
  • Path of Corruption: No change needed.
  • Banshee’s Wail: No change needed.

Grandmaster:

  • Lingering Curse: Cut that condition duration increase in half. 100% is too much.
  • Parasitic Contagion: Keep as is.
  • Terror: Move down to Master tier.

Death Magic
Minors:

  • Armored Shroud: No change needed.
  • Soul Comprehension: No change needed.
  • Beyond the Veil: Intriguing skill. Interested in seeing how it works in action.

Adept:

  • Flesh of the Master: Solid as ever. Obligatory MM trait. No need to change.
  • Shrouded Removal: Keep as is.
  • Putrid Defense: I can see this being taken by Condi Necros who simply want Greater Marks. Not very attractive otherwise.

Master:

  • Greater Marks. No need to change.
  • Reaper’s Protection: Move to Grandmaster.
  • Deadly Strength: Might be good. Keep as is.

Grandmaster:

  • Death Nova: Move down to Master.
  • Necromantic Corruption: Looks good. Don’t change.
  • Unholy Sanctuary: Extend healing the effect to affect allies as well.

(edited by Aktium.9506)

The necromancer class is a joke right?

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Aktium.9506

MM are absurdly strong builds

I want whatever substance you’re high on because that’s gotta be some real good stuff man.

Only 2 Classes gets a Nerf

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Aktium.9506

WvW is actually pretty balanced imo. If you take into account that everyone gets food and all the crazy stats, in a sense it’s balanced.

I played Aion. Everyone being crazy strong is not balance.

Only 2 Classes gets a Nerf

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Aktium.9506

The only place where it isn’t significant is sPvP

And PvP happens to be where balance is the most important. Balance in PvE boils down to whether you can bring enough damage and/or support that boosts damage to be worth taking in a party over another class. The mobs also won’t complain about broken stuff. And WvW is flat out not balanced for any manner of small scale fighting.

Only 2 Classes gets a Nerf

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Aktium.9506

When looking at a build, you HAVE to take into account food

I’m sorry but WvW is never relevant in a discussion about class balance. Ever.

New builds and playstyles after changes

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Aktium.9506

Go ahead and put forth whatever new builds or trait/skill synergies with whatever that you can think of. Be it with weapons, runes or sigils. Anet expects it and I need to know whether I’ve lost my touch for theorycrafting or if there’s really nothing noteworthy in these changes.

The only new thing I can perhaps see working is Weakening Shroud and Spiteful Spirit doing a half decent 3k~ hit or so on entering DS, about twice as much counting potential Air+Fire procc. It wouldn’t do much but at least its something. And it could be used while you’re being CC’d.

Guess my sister is adopted then...

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Aktium.9506

Thank you for the info still it seems awfully restrictive to force me to choose a single area to get the correct skin colour. I can’t see why this can’t be adaptive.

Because Elona is where blacks come from in Tyria and there’s a huge zombie vs zombie battlefield with a smattering of Branded as well between Elona and the rest of Tyria?

Why is ele getting nerfed so much?

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Aktium.9506

At least Elementalist is getting nerfed from a position of strength.

Ele puts the N in the WvW GWEN meta.
Ele is the bruiser class in PvP with both Cele D/D and Cele Staff being fantastic builds.
Ele in PvE is the class with the highest dps and just 2 Eles means your party has access to 4 Ice Bows which melts most of anything incredibly fast.

The only thing I don’t agree with is FA S/D Ele getting nerfed. Not the way it was nerfed anyway since its the very definition of High Risk – High Reward play. The burst needed more telegraphs to add counterplay, not a flat out removal.

Necro Spec Notes & Feedback

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Aktium.9506

I think you guys are missing something about the power build, at the moment the most popular build is 6/2/0/0/6, but with the changes, it will actually be “6/6/0/0/6”, in other words, an actual buff, gravy if you will, that also explains the nerf to axe training.

Why the kitten would you go 6/6/0/0/6? The only thing taking in that tree that is worthwhile for standard Power Nec now is Banshee’s Wail since targeted Wells are baseline. Arguably also Weakening Shroud now that its useful again. Might as well just go full Blood Magic for Vamp Rits now even tho the rest of the BM traits are worthless. But lets face it, none of the new traitlines looks especially alluring except for Soul Reaping which every build will be using regardless anyway. Power Necs for Unyielding Blasts/Vital Persistance/Death Perception and Condi Necs for Soul Marks/Master of Terror/FitG or Dhuum.

Besides, no one is disputing that we are getting buffed. The problem lies in the fact that the buffs we are getting are so insignificant compared to what other classes are getting that it is effectively a nerf.

HoT will get rid of death shroud

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Aktium.9506

s there some comment from those in the know that it will be melee?

Marjory uses the Necro GS auto attack chain as a teaser. We know nothing about the other four skills.

Cant wait to try the new traits

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Aktium.9506

Necro will actually be a in a good place.

By all means, do look over changes and additions to other classes. We got buffs sure. But let me put it this way, we got a bicycle when every other classes gets godkitten formula one racing car.

Necromancer Specialization

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Aktium.9506

Dhummfire nerfed to hell…

Dhuumfire was buffed son.

Necromancer Changes Are Kitten Garbage

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Aktium.9506

They didn’t even change enough for any any build to even be potentially ruined as they feared. That’s honestly incredibly sad. I’d rather have fundamental changes that force change, even if it seem to be for the worse than the lukewarm half-hearted effort we got.

Necromancer Changes Are Kitten Garbage

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Aktium.9506

It looked to me like the cast on LB was increased he was popping them off kinda quick.

Would be nice if they removed the 0.5s aftercast that shouldn’t even be there to begin with. But really now, Thief got massives buffs like being able to use stolen skills twice(I cant wait to get hit by double Skull Fear) and having Panic Strike AND Executioner.

Mesmer got IP baseline and a 50% damage on inactive. And Lockdown Mesmer was already a hard counter to Necro. This spells certain death for a Necro if there’s a Mesmer anywere in a mile wide radius of him. Guardian got a good amount of delicious multi-merge traits and those Symbol buffs.

Compare that to what we got. I dare you.

Burning is still a DPS increase even if you lose 4 bleed stacks per auto.

Sure it is, but its hardly huge.

Necromancer Changes Are Kitten Garbage

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Aktium.9506

Condition got a huge potential buff with Dhuumfire stacking 3 burning on its own with no extra duration

Keep in mind that for every life blast you fire off you miss out on about 4 bleed stacks from scepter auto.

Necromancer Changes Are Kitten Garbage

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Aktium.9506

This is utterly ridiculous. The class that is objectively the least viable in 2/3 gamemodes gets the least buffs after Mesmer, Guardian and Thief gets all those buffs? This has to be an elaborate joke on their part.

HoT will get rid of death shroud

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Aktium.9506

I thought it was resistance, I didn’t see anything about defiance.

He’s talking about this:
“Equipping an elite specialization takes up one of your three specialization slots and grants you three minor traits and nine major traits for use. How does a trait that removes a condition every time you evade an attack sound? I’m personally excited about a grandmaster trait that has the power to grant my character a defiance bar! "

What IS the end game content?

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Aktium.9506

there is no clear sign saying what i should be working for.

Reach Fractal lvl50.
Make a Legendary weapon.
Reach top 100 in PvP leaderboards.
Get Dungeon Master title.
Get a speedrun record with your name on it.
Get Ultimate Dominator title from WvW.
Get every class to lvl80.

There’s your endgame.

Necromancer Specialization

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Aktium.9506

Making any of the wells not ground targeted would still reduce the utility they have.

Utility is nice and all, and targeted wells are great in larger teamfights. But in smaller skirmishes like 2v2 and 1v1 where I have to be on the point regardless I really don’t want to be using targeted wells. Ideally it would be optional, but there’s no point in hoping. Wells have gotten less satisfying to use. The removal of LichWells combo due to Meteornado being too strong was already a harsh blow against Wells imo. I’ll probably just end up slotting SArmor/SWalk/Wurm instead come HoT.

Necromancer Specialization

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Aktium.9506

Did they change it so stability affects not just the user?

Nope. The guy is confused.

Necromancer Specialization

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Aktium.9506

Keeping track of mouse location isn’t a problem. I lose precious milliseconds having to actually target something instead of the skill just being instantly used. I generally spin my camera a full 360 at least once a second in a fight.

Necromancer Specialization

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Aktium.9506

But just being able to use maxed out trait lines in spite, curses and soul reaping will be a pretty big change for damage orientated builds

Won’t Spite/Curses/Blood Magic be the best dps for PvE since they’re removing stats from trait lines? I mean, no point going into Soul Reaping with that system. And Blood Magic has Well cooldown reduction.