Skipping trash isnt exploiting. The devs said its perfectly acceptible. The only dungeon and path my group even remotely “cheeses” on is CM path 2. You can cleave some bandits through the walls without getting hit by the turrets. Doesnt really improve time much though, its just less annoying.
Everything else we do completely legit and just skip unnecessary trash. The difference between speedrunning and fast experienced groups is team composition and dps builds, using organised tactics and meleeing everything. We all have multiple alts so we can swap around what we play without being forced to play sub optimal classes.
I think your definition of speed running is different to mine.
By old WoW dungeon exploit definition (kinda first mmo where you could skip trash mobs): If a option exists by a class in game or specific action to be used in a uninteded way (in GW2 it would be stuff like porting trough walls, aggro drops and re chains to get mobs stuck away from objectives, etc) allowing to skip more than 33% of a dungeon is exploitation (since then/BWL you got pretty much either always mobs that you couldnt skip or that are worth more to kill).
Still the most underrated Necromancer skill of all time!
The combos I can do with this thing are too stronk
Not only thakittens a quasi knockdown that gives you instant DS, pretty much a defensive option vs melee only enemies (non-ranged warriors and S/D thieves hate it, just as probably most svanir mobs would if they were players).
Trident doesn’t tend to, it just flat out ignores LoS. There are multiple bosses in the game you can 100% cheese with it, and it is absolutely hilarious. If you are in range, Trident will hit (unless its changed since then, which is completely possible), and it is pretty funny to win boss fights AFK.
One quite funny thing that a necro could (and did) do is on the underwater fractal if the dead party was out of range (and they still couldnt rez/no WP) of the dolphin rez, going to the upper northeast corner of the room with the jelly, get behind the chain at the rock, use crimson tide to pull aggro then foul current up into the rock, tadah, you got a giant jelly stuck next to a prison and unable to attack you while it bleeds to death, sadly a-net fixed it by making it regen for 500~ hp pre second if it cannot attack but is stacionary in combat for a few seconds (just how they fixed the double hammer on blue man fractal).
Also now it sadly doesnt hit if fully obstructed, you have to have a way to get to the enemy for it to bleed (but since 40% of the UW terrain is plates stuck on eachother instead of real terrain, most of the time it will hit because of small holes – e.g. – in the orr underwater hidden location with the tentacles and fish remains).
Yeah, most of this is nonsense. Way more reliable ? splash isnt effective if mob is huge ?
Andele pls.
So hording mobs into a position where you can aoe them all with around a 120~180 aoe hit is stronger than a 1200 line ? Mobs that got upscaled have different elevation and hitboxes than normal mobs so yes, a lot of the stronger encounters will nullify the aoe effect. Not to mention that something like Hip Shot can hit structures and bosses like Claw of Jormag 3 times, a aoe hit only once.
What if the range didn’t work the same as Ele Staff #1 (which i find a very poor splash anyway). What if it was increased to a point where it made sense.
Take a deep breath, thats good, now…
Say with me, CoF P1 Cleave clears.
@Merlin Dyfed Avalon.5046 and @Nay of the Ether.8913.
I’m a powermancer, not a conditionmancer. If I get them to burn their burst on me first, and I survive it, it is my win. The only time I don’t survive such an encounter is when the opponents chain their CC, and none from my team offering any support. Even if I don’t survive it, they have just threw their CCs on me, and now left to fight the rest without them. Oh, and they are welcome to try and stand in my wells while trying to get to me. I use well of corruption and well of suffering, I have an off hand focus, so I can easily remove stability if I want someone off my back. My DS throws an AOE weakness plus few bleeds.
I’m not talking blindly, trust me, I just love to see a group of people and jump right between them, my survivability totally depends on how many from my team joins the fight later on. Whether it was in WvW or sPvP.
That’s some piec baddies you’re against if they not only:
1. blow cooldowns on first engage fo a necro
2. don’t bury stability under their endless supply of boons available to every other class except necro and thieves but they got multiple instant blinks
3. Have more condition cleanses than you have conditions on your entire bar (little exaggerated vs some professions, but true on the epitome 2 boof spammers and mesmers if they would bother to look at traits)
4. only “a few” people focusing you, seeing as how necro is priority target in any serious pvp team since necros are pretty much immobilized even without the condition
5. your team giving a kitten about you being focused when they know there’s no way in the world they can save you and hope to salvage that fight. You served your purpose as a punching bag while they did the real leg work.
Lastly:
Who the hell stands in wells anymore? You teleport/jump out of them.
Small edits.
Also to golum: Swiftness runes… ok whatever *looks at weapons SWIFTNESS RUNES WITH NO WARHORN?
Rabid, well whatever it could work if you *sees zerker dips without carrion/soldier/anything to brink hp over 20k Nice death from a arcane proc ele you gonna have there
*Signet of Spite/with signet mastery, Reaper of Grenth slotted in
Cannot-compute-tooo-stupid-brainworthofunderzero____
Error 37
please try to reconnect when basic neural functions are working
_scan incomplete
(edited by Andele.1306)
Plenty of people take golem because it provides all benefits and no drawbacks unlike the other 2 elites that are absurdly situational. Same for flesh worm…. again it can do what it does w/o needing minion spec I’ve seen plenty of necros use it for stun break in wvw long before we got well of power got turned into stun break(now its probably weakest stun break compared in versatility but thats anet fault and id still agrue that crap signet that needs a target and rarely lands is worse then blink stun break). Bone minions once again they can be taken for aoe+combo finisher on short cd. Was farming… few people got together and made a party and shortly after we ended up with a nice aoe farming party… I was asked specifically by eles and mes to get my bone minions out to finish their blast finisher rotation. Just because you think something is worthless/niche/horrible/nobody wants it doesn’t mean its true.
Would like to make a little edit here, Lich is better both in reliability, damage and a effect we really need – stability; as for Wurm, it wasnt really needed/got that much of the spotlight that much till the Swalk changes since they were both just as viable.
And last but not least, WoP is a awesome stun break (i do still wish they just made wells semi-instant like CB instead of adding stability onto cast stun breaks).
Overall minions shouldnt go away from necros, just be actually a interactive and viable playstlye option instead of a niche build like signet builds are for all professions.
Most of these complainers are people who still run condition damage builds in PvE and WvW. Conditions are bad in WvW once you start facing organized groups (if you are small group roaming then they are still good) because of all the AoE condi cleanse flying about. As a necro you should be going power wells with staff, axe/X for WvW for excellent control and extreme aoe damage.
For PvE you should be going power wells, but using dagger/horn, axe/focus, and spec into death shroud a little as well. Condition damage is bad in PvE for multiple reasons. The main ones being: 1. If anyone else in your group is running condi, one of you might as well not even be there. 2. You are slowing your group’s DPS down significantly by speccing for long term damage instead of raw, bursty, power based damage.
The only thing conditions are good for is SPvP (and small scale WvW roaming). This is not just true for Necros but for every class in the game. Necromancers shine in Spvp and anyone who tells you otherwise clearly hasn’t figured out the class yet. Most top level tournament teams run a Necromancer since the recent buffs they received.
I think you reversed a few things:
Necros are still on just ok (unlike lets say a ele) in pvp, you cannot fit them in every team (also 3 professions have a utility that allow them to ignore the necro without decap), they do roflstomp a group of hotjoin tears.
Condi necros got hit the least with DS nerf, Dagger got hit the most (the true power weapon of the necro)
Necro without staff in pve – please tell me you are in a set group where they can ignore the fact that you are crippling your worth for a bit more damage (even if chewing on a enemy with Dagger 1 is still more than Axe 2 can do) pre range.
4 out of the last 5 bosses got cleared down faster in pug terms with 1 condi on team than in full power (and even most organized groups had a fail run/run with wipe if they were trying to do the full zerker/zerker-knight combo).
Wells are good for base defense, not so much for the offensive (they are domes so placing them on walls is kinda pointles, mabye to deny the tar/fire) Epidemic on the other hand.
Nope, piercing overall does way more (and even reliable) damage in pve than explosion damage (pbaoe on impact of projectile) based on mob movement and fight layouts, some of the best examples being objects that you can hit between 3 to 5 times with a piercing shot, but only once with something like a engie pistol auto attack.
Also if i may add, scaled bosses like abominations cannot be withing range of eachother to do splash on most such skills unless the mobs are manipulated into choke points and sometimes the mobs (oakhearts/icebrood equivalents being prime example) is plain too big with weird hitbox position to ever be able to splash, even if you bring it close to another mob.
What would be cool is if they merged Reapers Might into Unyielding/reverse.
(edited by Andele.1306)
1.You can use two elites in combat – One on land, second underwater, they don’t share cd. Helpful in W3.
This is kinda a general trick, since everyone except eles can do it.
Andele, I will never know how you figure this stuff out, but thanks for the info.
Steps how to know stuff: Look at said stuff, look at said stuff when someone else has it, look at other examples of stuff that can be simmilar to your stuff, apply logic, test it a few times in a safe and non-obstructed enviorment (then if you are me be lazy even when patches come out and dont document changes…)
(edited by Andele.1306)
How come that the latest patch (and the trials “fix”) it has a 1/2 cast time (thats 1/4 less than before) and a slightly lower trajectory (like 15% lower).
Dont get me wrong but in my eyes condition warrior is as a healing thief… they are not supposed to exist XD
Dont get me wrong, changed Refuge did kitten up thief healers, but condi warriors are about as strong as condi eles (as in they melt single targets).
A little “trick” – Flesh Wurm ignores stealth.
Little trick, minions dont use targeting, they behave on the same aggro mechanic as fighter npcs that since a patch kinda a while ago no longer drop aggro on stealth so since they are still player skills, its the same as dropping a well and the thief walking trough it, only exception for some reason are bone minions (that sometimes bug out, but you can explode em either way). Im not sure for pvp, but it sure as hell works on skelks on southsun.
Fun other stuff to do with aggro: Some annoying low level bosses use attacks that are based on your level, but they dont take downleveling into account, so using minions and dagger basic attacks from range to bomb them without getting the enemy to attack you can make the fight a lot easier (like enemy starting from 40% or with cripple and 1 min of poison).
Swapping utilites by going in/out of water if minions are attacking something/in combat, but staying on the surface of it makes the mobs (and phantasams and spirits) stick around alive most of the time, giving you bonuses like pulling conditions off you/bonus toughness from PotH, (retal/regen and the spirit procs respectively)
*and i said fighter since for some reason most bosses and ranged npcs tend to just drop you down on the aggro list, but dont remove you for at least 1 attack/15~ seconds if you stealth in their attack cooldown
As for dark path, it behaves the same as most necro projectiles in terms of targeted homing, it has a cone within it homes, but unlike most it does some kind of ground tracing/will follow outside of the cone if you can walk to the target, but that causes it to also not go underwater/float over the water, so:
If untargeted – line projectile
If target in front – line projectile with home
If target out of cone but can be walked to – projectile that can do a 380% turn; true homing
If target out of cone but cannot be walked to – projectile fails
If target in front but cannot be walked to – blinks you the closest you could go
Also some mobs that are “immune to fear” but just have its duration reduced to 0 will still treat Swall as a barrier/wont be able to go trough it (a lot of centaur and sylvari minibosses in open pve).
Wouldnt be a problem if we could slot in underwater DS skills (Life vs Plague blast – Burst vs Condi option, Dark Path vs Dark Waters – gap closer vs blind field, Doom vs Fear – interrupt vs aoe cc, Transfusion vs Gather – healing vs condi removal on allies and Tshackes being the same).
Devs have 2 options here: Return the 1%LF absorbtion effect or return shade to allow us to not get ping ponged into brust.
Kyoko’s a tricked-out Evasion Thief with Land-Spear. Jumps around enough to be one.
But… both sword and greatsword on warrior jump around a ton.
Why did they get purged, i mean the advanced support ones…
Is it a bug like pumpkin craver that got purged for a white but still having the points and title or do i have to do them again…
And Staff/most ground cast skills need to be fixed not to go on full cd when cast is interrupted by a instant action.
Btw it still transfers up to 5 conditions, but only if they are all non damaging (in pve at least) if you get any bleed or burning onto you it just transferst 3 (you can test it pretty easy for the rest of the day in the trials).
Any time you wish to die for the sake of the universe … call me, I’ll be waiting.
Also … Homu’s the freaking Mesmer, and we all know it :P
I’d call Kyoko the Mesmer, because she actually had enchantment powers.
Not sure what to call Homu, maybe Necromancer because she tries really hard, but just can’t accomplish her main goal.
Sayaka warrior obviously
Mami I’d go with elementalist since she’s a long range burst attacker.
Madoka Ranger, since her wish was to save a cat. Guardian could work too.
Duh Kyoko (madoka one not Yuruyuri one) was obviously a Warrior with Saya being the guardian (healing factor and protective clothing for once of them), Mami being a engie (cake/tea/alchemy, rifle, pistols, explosions, slightly racist italian presentation that gets passed under the radar in both cases), Madoka being the Ele since she can do everything at once without strict penalty and is a god (if on your team) or a world ending witch (if on enemy team).
I know it’s on entry, that is the problem. If I get a 10s stack of burning, I want to drop into DS and throw that sucker back, not cleanse it.
Well in a 1 condi situation, wouldnt it be better to then just plain cleanse it and use a chain of 2-4 Plague Blasts (historical name) to transfer over stuff?
There’s one slight complication though: it sort of conflicts with how underwater Death Shroud works. Specifically, life blast. I realize that’s a pretty niche scenario, but I’d love to see an elegant solution that includes it as well.
Its on entry, so not really a problem. Also by god i hope some devs takes the advice every necro with a bit more brain power said, let us slot in/swap out land and underwater DS skills for their respective slots (TShackles being the/should be the same so it doesnt matter for them).
Possibly a Sigil that boosts Torment duration. Maybe even one that inflicts Torment, since there are Sigils that inflict all the other damage conditions.
Where is fear duration sigil?
Any time you wish to die for the sake of the universe … call me, I’ll be waiting.
Also … Homu’s the freaking Mesmer, and we all know it :P
And Professor is a ele, still we (just as Yui ze necro – seriously only hard working chara in a sol anime about lolis/small drawn girls, thus obviously she is a necro since same results as others).
Swap It with Shrouded Removal or Spiteful vigor (and then PotH with Reapers protection). Remove itc and make it also spawn one on minion death, max 3 (for PotH just make it 50 toughness pre minion or minions take 5% of the damage you would take for you).
A problem with DA would be we only have 3~4 skills for it to be used (depending on if downed counts).
Could someone explain why a mob/boss hits for 400~700 damage for level 10, i understand its a group event but if a ele and mesmer in defensive/offensive exotic armor/ascended trinkets (soldier cleric with zerker for the other) get instakilled on entry (dude was trying to do it got vapor formed came to rez, managed with feedback holding off attacks, both insta down because of flame burst), it really needs a fix, for some reason he only hits for vs my 27 engie.
I wouldn’t say all Necro builds. Running Spectral Walk and Armor takes care of that, generates life force, gives you a way to disengage if you use it and blink back to range if it gets hot, and if you use DS and hit Armor you can actually absorb a huge amount of damage. Gotta read the opponent though it’s tricky. Also if you know the other team is running condis too, then Plague Signet lets you break out and send their condis back to them.
XD
Little notes, Swalk is worthless since nerf, better go with wurm, its at least of some use. Sarmor works for 1v1, 2v2, not teamfights (strong point of necro and the aoe potential), Psignet is a fake projectile, like CB, that means if you get knocked down, 4/5 cases it gets blocked by invisible walls/pebbles on the way and it pulls condis onto you, what isnt really a good thing for any kind of pvp.
If old Swalk was still here, id agree on its not so bad (despite cc still being the bane of every necro ever) and that there is a viable defensive option to stop cc locks, now not really.
… seriously? “Tanky”? Stealth doesn’t reduce the damage you take… it doesn’t grant stability.. it doesn’t regenerate health (without a grandmaster trait), you can’t hold/contest a point during it… it doesn’t let you block… and I’m the one with a lack of build knowledge? You seem to have trouble with an MMO’s basic definitions (“Tanky”,‘Dodgy", etc..), I’m not sure you’re qualified yet to understand builds.
You’ll also note, we’re specifically talking about chilled here, which seriously hampers evasive game play and stealth – if you can’t keep beating on a thief who stealthed moving at 33% movement speed, you probably should go play a game more suited to your skills, like tic-tac-toe or something (But be careful, X is OP and needs to be nerfed).
tanky = ability to do basic damage while migrating the full damage output the enemy does, thats why evades exist on a thief, thats why soldier amulet exists, thats why every single blink the thief has is a stun break in case the enemy cooridnation is better than your skill and you dont use one of your 4 dodges for their stuns.
And no im fine with killing a thief, what im not fine is them being able to get a free disengage every 3~ seconds or blink 10k miles away without option for counterplay.
Obviously wee need to Yui the Kyouko and add 3 doses of Madoka with half a tablespoon of Homura all mixed in with Professor for a fine balance (or a lot of yuri, either way it would be a win).
Melandru runes, Hoelbrak runes, kill the source of condi with burst, cc the source of condi (since both of the current strong/meta -since mesmers spamming confusion for some reason aint seen that much – coni professions cannot deal with CC, well one a bit better than the other with only stability on a 30 major trait).
Elementalists have the options to go tanky if they desire – thieves do not.
Everything after this quote is worthless since it defined your lack of build knowledge, Please tell me what else is a permastealth (and i dont mean BS poke) thief than a tanky evade kitten, you can be in a evasion movement for 4 of 5 seconds for 25~ seconds before popping a long cd utility…
Now imagen a thief that pressed 3 times Hearthseeker , and a necro that gave him chill after the first HS, the 2 other Hs will still go off , and thief will have wasted that initiatief and there’s nothing he can do about it.
so chill does punish the initiatief system , but only for thiefs that spam attacks .
Or, you know, he could press ESC, one of the movement keybinds, his dodge if needed or plain reselect/click another skill before the first HSSs animation finished.
(edited by Andele.1306)
Also she looks like the older vision of Arya Stark.
You know this part works against Evon, since Arya is a kitten, thank god Kiel is a worthless piece of kitten with a kitten y model and just fancy art (just like kormir and to a degree the mighty saladmancer who looks actually interesting now by comparsion…), not a killer serving Grenth.
I’m sure you’re aware that he succeeded. They succeeded in doing everything. That is, until it was Logan’s turn to play guard. Then he bailed to help a queen who ended up doing most of the work herself. And lets not forget about Riona. She almost killed the chances of Charr and Humans working out a truce. Admit it — Humans can rarely be trusted.
The fact that he didnt, he just managed to tap into the realm of the dragons corruption (same thing the pale tree did with a little piece of zhais corruption to give us a vision of orr) and a golem controlling his actions, no different from us vs claw of jormag or sunless. Also lets not forget that unlike the other races (well except the forgotten/previous race that held the role the humans now hold against the ED), no other race saved the world and not only once, but 6 times over the course of around 10 years.
(edited by Andele.1306)
Technically we got enough boon hate, we just need viable ways to bypass our lack of boon application without actual boons.
Focusing LF gain on main hand skills means that you cannot gain LF if you cannot hit anything. That again leads into a fact that many times you are either out of range to hit, stunned, dazed, knocked down or target is plain invisible to you.
I don’t know if you’ve heard the “In the pocket” metaphor yet or not for necromancers, but this aspect of life force generation is almost certainly intentional. A necromancer gets a lot of survivability (life force generation) for being able to stick to the target / stay in the fight. It’s the reward for aggressive play, and I seriously doubt they’re going to shift the focus to passive LF gain.
To be honest i dont mind it if a-net lets us actually do the things we should be doing when we finally cling onto the half frozen legs of our by then blinded bored and dusty enemies. I want shade back… even if its just vs stun daze knockdown immob and cripple (leaving fear, pull, blowout and knockback to kitten with us).
Hmmm, funny how there are only 5 talk lines but 7 other professions, i wonder who could it be that wasnt talking *looks suspiciously at a blonde anime ADD thing in heavy armor with all buffs on 24/7 leaving lightning and fire in the footsteps with mud spilling from its weapon*
2 things i really want for pve – swarm/hive mind and wall
Swarm: ability to actually use minions/damage by proxy whos damage is actually influenced by your management skills, not the fact that you are or are not in range of a boss while a skill is on cooldown
Wall: Plain being able to tank/control a enemy (or group of enemies) to do specific patterns instead of others (e.g. forcing the lovers in AC story to try and drop their high damage skills instead of consistent dps or making alpha use jormag instead of mordremoth or crystals)
-Barbed Precision was buffed from 1s base duration to what I believe is now 2s (haven’t tested it specifically but it’s definitely noticeably longer)
-LF drains MUCH slower due to damage now. Again I haven’t tested it thoroughly, but that’s mainly because I’ve put GW2 on the side burner for now as I’ve been getting into dota 2 but again it is quite noticeable.
-The projectile speed on Staff auto-attack and Dark Pact are MUCH faster. This was a huge quality-of-life complaint from Necros and I’m glad ANet finally changed this.
-Spectral Armor I felt overall was buffed, however Spectral Walk was nerfed, but counterbalanced somewhat by LF now being tankier point-for-point.
-You forgot about Tainted Shackles which is pretty good :P
-Longer duration on Poison from #3 chain on Scepter.
1 – Cond dur works on it since a few patches
2 – Drains the same unless you had cleric/soldier/other toughness amulet or armor set (as testing before showed, you only took more damage in ds than out of it if you doubled your base toughness), the fix of the hp ratio is nice for sustained fights/not getting chunked from aoe, so mixed blessing/curse
3 – give you this one
4 – plain nerf, Sarmor being a cheezy 1v1 endure pain and worthless in teamfights/most burst skills (the spectral part prot is always nice) is hell of annoying, but it made 15 in SR even stronger so obviously weaker but making a trait line more appealing
5/6 – check updates across all professions, everyone got a bit of skill love/fixing some old setups (as in buffing doesnt matter if everyone gets buffed, its not a everyone is number x, you are y, but then you get buffed to x, its just 10x, 10x, 10x, 10y, 10x, etc)
It wasnt ment for pvp/wvwvw unless you got 0LF and weapon swap is on cd with all marks dropped and lich form not up.
In pve it doesnt really matter how slow it is since the amout of movement npcs do doesnt go out of its homing arc/cone and for a skill that pierces with 4%LF its, ok.
What i would like to see is a adept trait that makes it do 33% more damage and be a single target ground effect like ele impale/mind stab from mesmers (but on selection not ground targeted).
Doesnt work against destruction fields, i think thats what he ment with blocked, also fails on invuls/evade moves ofc.
I’ve had it pass right through the Guardian Shield of Absorption, so it’s not all projectile stopping skills.
Pretty sure that there is a spilit in anti-projectile shields, some being based off reflects (and if traited turn into them), some off block skills and some off actual removal of projectiles from the trajectory. Example a mesmers echo will absorb pretty much everything post the initial hit and it can even copy thrown elixirs, epidemic, cb, most of the different lightning attacks from eles, some guardian meditations, etc, but more than half of those dont get stopped by stuff like smoke screen or wall of reflection.
Ah, all these new warriors, yet another reason why Corrupt Boon will never leave my bar.
Well of Corruption is objectively better, AoE, a dodge doesnt stop it, cannot be blocked by small map problems/obstruction, deals damage to enemy and not yourself.
There are no reasons for necro cry about berserker and stability. Berserker last 8 or 10 seconds, and stability can be converted.
The problem are that necros don’t want challenge, they just want go melee and spam all conditions without any inteligence or hability.
Wut? Do you know anything about Necro? Positioning is the single biggest thing on playing condi necro there is. Without it, you will die every single time someone looks at you funny; all we got recently was now we do enough damage to take one person down with us.
Well that kinda doesnt count now, at least if its not hard focus, since 15 SR and Swall are 2 pretty good (even if soft) peels.
Utilites that can be used pretty much hardcoutner: WoD, WoC, Sarmor, Swall, Sgrasp (in melee use as knockdown, people dont really expect that from a necro), Flesh Wurm.
Ping-ponged around by mobs in PvE? Check.
Ping-ponged around by zergs in WvWvW? Check.
Ping-ponged around by opponents in PvP? Check.
Ping-ponged around by the devs? Check.
Batted around faster than a dinner check at a Hipster’s gathering!
More powerful than…hmmm…umm…herm…uh?
Unable to leap or dodge over anything!
Look! There!! Lying in the dirt!!! IT’S THE PING-PONG-MANCER !!!!
You forgot to mention, he slotted in Sarmor, Swalk and Flesh Wurm with 30 in SR.
Still ping-pong-mancer… ;-;
PvE – in dungeons, DS since its worthless as def now, Minions on open world (seriously go whatever)
WvWvW – Staff (dem tags)
PvP – Warhorn>Dagger offhand – (main hand depends on build obviously, all 3 being the same in terms of total kill potential, scepter currently being dominant since condis).
No vigor on necros (except for condi flipping).
But a regen effect for each condi your have on yourself (or LF generation) would be a cool effect.
i don’t even see the problem, necro still dishes out enormous damage and is a lto more tanky than before.
still op as kitten, but i can see the point in bashing devs for their " we don’t want whack a mole" when it’s exactly what they’re doing.
This is the only example of Whack-a-mole they’ve done so I wouldn’t give them too much crap for it.
Giving Necro a 60% uptime on Burning in the first place as well as a new DS#5+Terror in the same patch.
50% Nerf on Dancing Dagger, 33% Nerf on CnD, and 15% nerf on Cluster Bomb all in one patch.
Shattered Strength 1->3xMight/Shatter (24Stack Mesmers dealing 18k burst). Hotfixed back to 1.
Frenzy Nerfed by 50% (GG Warriors)
Mug no longer crits and Trick Shot no longer hits moving targets.
a) Thief went from energy and initiative to only initiative so skills had to be rebalanced (and imo they still are bullkitten, well for not having at least a 1~2 second internal cooldown before second cast).
b) Quickness made cc lock burst a hard meta, there were no conditions going around before the nerf (also bigger nerf to mesmers with TW), thats kinda a reason why you see people whine about engie and then necro pre patch rundown, being the dominant condi machines
c) Yep mug nerf was bad (and imo not needed for the damage part, just reducing its crit ratio/having a lower multiplier if it crit would have been fine) and mesmers also need quite a lot of minior bug fixes, but having minior trait investments for the power not even some elite skills gave is bonkers (as seen by dominance of eles, mesmers and thieves in lower skill matchups).
Zeal is actually a powerful line for guards who build for burning /spirit weapons and synergizes well with the symbol traits in Honor (which also happens t have the 2-h weapon traits and all 2-h weapons have symbols). If you’ve never run into those in wvw you’d never know just how powerful those are. I will give you tactics is almost as bad as DM, except in dugeons when you’re running banner support ( and arguably wvw assuming you trait properly for shouts too). I play all classes, there’s no class as in bad of chape as necro, trust me. We were doing fine for a while, even before the nerfs, in fact we were downright great, but now…well read the threads. most speak for themselves. this isn’t just a handfull of randoms getting stomped in pvp and raging. This is the majority of the necro community in an uproar. Even people like Bas and myself who have fought long and hard against all the ragers that insisted we were soooo broken. I defended this profession long enough.
I did say “one could argue to be as bad” not just are as bad, zeal in general is unappealing for most set guardian builds and as said no matter how strong 1 or 2 symbols become, the fact that they are spread over weapons doesnt allow for a full build to resolve about it (i do know that the swiftness and retal using builds are used a lot in WvWvW to counter golems and stopping supply chains).
Also dont just give up, true some random kitten might just not be worth talking about and might end up being implemented (*cough mentions on ele, mesmer and thief forms about Terror and Spectral nerfs), but core playstyle you enjoy that just gets butchered (eating a treb hit with DS/jumping off a cliff to kill 1/3 of a small group stupid enough to jump after you, etc) getting changed in a mmo isnt something the playerbase should just let slide.
No engi takes those worthless traits seriously, it’s like jagged horror. We all just have a grand laugh at it and ignore it. Basing a build around it is suicide and madness at it’s best. Same for garbage engi traits and the dozens of garbage traits in other professions.
One big difference, so far necros are the only profession whos minior traits become worthless if you dont have specific utilites slotted in, thus i said bipolar, since necros have some of those too (like LHRS/our kittenty 25 spite trait vs the two target the weaks; on a engie they both make way more sense in general build setups for the lines).
Only 2 lines that one could argue to be as bad as DM are Tactics (since its pure revival support) and Zeal (Symbols being all over different weapons).
sidestepping is rarely a problem for me in wvw; im sure it homes in on them (much like life blast)? or maybe i just chase down bad players shrug
outrunning it is annoying… it would be nice if the projectile was faster
blocked? its unblockable? i often hit through aegis, shield stance and… wow i cant remember the name… guardians block whilst healing… and teleport to them
if the projectile is thrown out it doesnt disappear if you leave deathshroud?
why do you need to switch target 30 times before you target him? o0… sounds like you got outplayed
Doesnt work against destruction fields, i think thats what he ment with blocked, also fails on invuls/evade moves ofc.