80 Ranger (3), 80 Warrior (3), 80 Thief (3)
80 Ele (2), 80 Engi (3), 80 Rev (2)
I actually like the Life Blast effect with Frostfang – kind of icy bullets get shot at the target – looks awesome.
The government does not negotiate with waypoint hostage takers.
when a PvD night crew …
You mean people living in other countries?
You make it sound as if there are secret operative groups set up for this specific purpose.
It’s all about who has the most numbers regardless of time zone – my server has been on the receiving end of mega-zergs for the last month.
The Axe would go great on my Necro if i didn’t have frostfang
Good to know those of us that already bought multiple sets are screwed… hooray team
What about those of us that have already bought multiple sets for multiple characters – you would think buying 3 sets qualifies me for account bound.
… this game is just getting pointless.
After i buy 3 sets they make them account bound, but not the ones we’ve already bought – just the new ones.
That seems fair.
Also…Spectral Walk does not make you tankier. Spectral Armor does.
Yeah, spectral walk doesn’t allow you to tank anything better – that’s spectral armour.
I’ve been testing it (Spectral Armour) in WvW and it works quite well with deathshroud – pop spectral armour, then deathshroud and it’s quite surprising how tanky you can be – albeit for 7 seconds.
Now, I ask again. What build does Lich Form benefit?
Axe Necro in WvW… especially when you come across a few invaders crowded together… the auto attack cuts them in half
Can you imagine how much this community would blow up if we discovered there was a numbers disparity in the population caps of the WvW zones? There’d be hell to pay.
I would bet my last $5 that this is exactly what is happening… too many people have noticed/commented for it to be just an error in judgement.
It’s disappointing that we don’t get any official response on this.
I wish the search function worked better
I just searched for the word “Necromancer” – no results.
This is the worst search function on the internet!!
@ Sepreh - I run the same build on my Necro! Nice to see a fellow Zerkmancer (patent pending).
I’ve recently changed my Runes to Traveller Runes to free up a utility slot.
I’m full Zerker. My LB hits for 5-6k, with the absolute max hitting on glass cannon thieves for 7k (only done this a couple of times) – TBH as a Zerker Necro thieves are the easiest kill for me. As soon as i’m attacked, pop DS, Doom, LB the hell out of them and finish off with Life Transfer.
It’s decent damage – nothing on Warrior, Thief, Ele or Mesmer, but i really like the play style involved with Deathshroud.
I use Axe as my main weapon and i really think it could use some improvements in WvW – the Axe 2 damage is great, but never fully hits in WvW because it’s so kitten easy to dodge. Axe 1 damage is pretty kitten poor – probably one of the worst auto-attacks in the game… some changes to Axe would be fantastic. Maybe they could speed up the Axe 2 channel?
I love my Necro, well my Zerker Necro anyway – my Condi Necro is fun too, however i get a bit sick of everyone assuming every Necro runs condition damage build
Actually I love the implementation as a Zerker Necro.
It’s like a decent ranged weapon for those speccing into Power not Conditions.
Sometimes you like to blast away from a good distance given our lack of disengage options – this does the trick quite nicely – My Lifeblast can hit for up to 6K a pop in WvW.
Dark Path could use some improvements and the fear is the most handy thing we have.
I actually have the feeling (especially since the new league system) that sometimes when it says there is a queue for a certain map, the enemy can get more players inside the map as we can do, although the player limits / server should be the same (I mean when we have a blob the enemy sometimes can have two and that has nothing to do with the fact that our people are running solo somewhere, it’s not the case). So my question is rather are there numbers on how many people can join a map, is this number fixed or is it vague? I know that there were some numbers, but are they officially confirmed? A statement would be nice.
Best, Jack.
I have exactly the same feeling – i would bet my last $5 that this is an existing issue caused by the dodgy queue system!!
It wouldn’t be the first time A-net has been wrong about something in-game (Necro downed state health bug)
Why when we have a large queue to get into EB, do we see that the enemy clearly has 2-3 times the numbers as us (most notably when we faced SoR) – the population difference was obvious, yet we had a map queue.
Something is very fishy – I’ve heard many people comment about the issue in game.
Haven’t read much of this, but I’ve had people in downed state that you cannot damage or use F to finish them. 2 or 3 people that I’ve come across – one guy in particular that we faced multiple times one night – the same thing kept happening – he would go into downed state and we could not damage or use F key – eventually he died, but this kept happening over and over again.
Yes, there are speed hacks going on – one guardian in particular seemed to have the ability to port great distances and up onto higher ground without any issues. I would be chasing and the next minute he’s up on a ledge 50 feet away – not even a thief/warrior can make that sort of a distance, especially up a ledge.
There are some fishy characters playing this game, but at least sleep well knowing that they are so bad they had to resort to these sorts of tactics to win.
Reanimator – summons a Risen Abomination for 2 minutes :p
Yeah, the MOB nerf is going to hurt non-condition Necros who use it in WvW… A-net hasn’t even considered this. A-net is nerfing a skill based on the assumption that everyone using it is a Dumbfire Condition Necro.
Lucky I’m one of the few who run Axe/Dagger.
This needs to happen.
It makes so much sense….
3 Mystery tonic, 1 PVP Glory Booster, 1 Armour Booster.
+ 6 silver pieces.
I love Quaggans.
“Icebrood are attacking Mosh Poi Poi, please help Quaggans..”
The Pirate Quaggan “Peg-Leg” is great – comedy gold.
But seriously, i would pay for a Quaggan expansion.
Think about trying to gear up 9 characters – not a fun situation waiting for me.
At the very least, when I buy an ascended weapon recipe, I should not have to re-buy the recipe for different stat combinations.
You should be able to buy “ascended sword” recipe and then craft; Dire, Rampager, Assassin etc… that would save on some much needed laurels.
Also, i would like the ability to change weapon stats on ascended – given A-nets propensity for nerfing any decent character build, it’s important that there are some options here given the amount of time and money spent on ascended weapons.
I currently have 2 ascended weapons rotting in my bank vault, because of changes impacting a specific build.
I would like them to show weapons/back items that we acquire in game – maybe different poses “in combat” or something…
Agree with this 100%. At least then you could make an investment knowing that you will at least get something out of it, rather than PvP Glory Boosters or Armour Boosters that I’m never going to use ever.
http://eq2.wikia.com/wiki/Category:Necromancer
This was a fun Necro to play;
http://images1.wikia.nocookie.net/__cb20101031183731/eq2/images/7/7e/Necromancer.jpg
I play a DS Power necro the majority of the time and I’m ok with the defenses we have. I run spectral armor/walk and either wall or a well depending on what I see. When I do run the condi build, I feel ok because I don’t focus on chain fearing every person I fight against nor do I rely on DS to tank all my damage. I save my staff fear for preventing stomps on teammates, and use spectral wall if a group is attempting to run at me and I need to get away. The only fear I use often is the DS fear.
We don’t need invulnerability and I think there should be less invulnerability skills because it lets players take more risk with less consequences. I’m still on the fence about stability because I learned to play without it and I’ve managed just fine. I feel that it being 30 pts in Soul Reaping is a bit far for just 3 secs of stability, but stability as a buff overall should only be accessible to tanking/bunker builds on all professions.
We have access to a lot of cc (chills, cripples, fear) and that is what our defenses should rely on. I think DS should have two sets of abilities though, one for power and one for conditions (we should only be allowed to run one set) so that there can be more build variety.
My main is a DS Power Necro as well (Zerker Gear), but I also have a condition Necro who has some Vitality /Toughness gear on him.
The survivability on the Zerker Necro is so much better because of the investments in Soul Reaping and the impact on DS, however it’s still not up to par with any other class in the game and I say this as someone who has every class at level 80.
DS on the Condi Necro runs out so quickly you barely even notice it.
What i think we need to make our defence more impactful and in line with other classes;
- Fix siphoning
- Foot in the Grave – move to master tier or give us a utility with stability
- Deathshroud to absorb 1 hit kills (with some sort of cool down)
I think that would solve our issues.
The worm is ok, but it’s very situational…. i don’t believe it’s on par with other teleports or gap closers.
I find the lack of a cheap stability skill to be one of my biggest issues – being ragdolled around EB can get annoying. Having to rely on either a 30 point trait or an Elite skill on monster cool down is not ideal.
I wish i could have a pet baby polar bear that didn’t age….. how cool would that be.
Condition builds (ones i run) also use power, condition duration and precision… not everyone maxes out Vitality and Toughness – i try to have a good mix of stats.
There are hybrid builds, which rely on Power/Precision/Condition Damage and Crit Damage % – these would be affected negatively by any changes made…
The speaker of the house has been picked up by police for riding a Dolyak under the influence of alcohol…
Gawd, i better start looking into this “meta achievement”…
Not nerfing the bags, but nerfing their location. champion should spawn randomly and there should be a limit of people killing them. Why so?
1. Too much reward for something that can’t fail. It’s just impossible to fail this, it’s like standing in LA and getting free gold. You can go there gearless at level 1 and nothing will happen to you because there like 50 other people killing the same thing.
2. It’s bad for new players, exemple: he starts at queensdale, gets to level 80 and even at max level he still don’t know how to use his class. Same thing for wvw by the way : if people zerg all day long , they have no idea how to win 1v1 fights, I’ve seen some pathetic things on youtube, people are winning 7v1 in wvw because alot of them simply never learn how to PvP, they just blob up and spam 111.
3. What’s the point of those dynamic events and other zones like Orr ? If people can just stand in the same place and kill the same mobs over and over again? What’s the points of living story then?
4. The economy, people complain about precursors being 800g. If somebody stops playing for a week he is too far behind because people r making hunder of golds per day with this.
So yea, I think the champions should scale with the number of people. Exemple if it’s more than 10, then it could become harder by adding those ‘elite mobs’ . This would make open world harder if there 15 people , they will have to fight 10 elite mobs and 1 champion. Or they could simply spawn randomly on the map to avoid the whole zerg train farming them.
No one is making hundreds of gold per day doing this – you’re fabricating information to support your flimsy argument.
The loot off champs is nothing to write home about – a couple of greens, blues and some mats – i can kill a ton of standard mobs in the time it takes a champion mob to die and come up with roughly the same amount of loot – people like playing together rather than being the only person playing in Cursed Shore.
I’m having major problems – WvW is unplayable.
Necromancers don’t need any more defensive skills.
Our defenses is in our offensive CC. The best skill that describe this is Doom.
Many times, thieves tried to burst me down with HS. One fear and their spike is gone. After that, Dark Binding or other snares will make HS spam worthless.
Sad news is we don’t only fight thieves. I don’t have an issue with thieves either.
Try doing that (doom works because it is instant cast, but try using chill or blind) while getting chain interrupted by warriors or engineers.
Lack of stability is a problem as well.
(edited by Avigrus.2871)
And pretty much everyone is in agreement that this change to Death Shroud was a dreadful idea
Speak for yourself. New Death Shroud needs improvements, but the old was terrible implementation.
I think he was referring to the overflow changes and the lack of a one hit kill block mechanic.
This needs to be reversed if only in PvE for dungeons.
From a WvW / PvE perspective only;
Hard to lay down defensive conditions when being chain stunned – this is an issue for me in WvW.
The chill on the focus is such a slow cast as well – it’s so obvious and easy to dodge.
I don’t run staff, so i’m at a disadvantage defense/utility wise.
Life siphon is pathetic.
We need a mechanic to survive one hit kills in dungeons.
The lag i’m getting in WvW makes it unplayable.
I have no issues at all with Battlefield 4.
I play in Australia, and lately the lag has been atrocious – it seems to get worse and worse every week… i’m talking about jumping off a small cliff and the game repeating the action 4 times and nearly dying from falling damage.
I ran out of a keep last week, and the game just kept repeating the same action over and over for maybe 6 times. I’m also dying to skill lag – my heal not firing when i click it.
It’s always where there is a massive volume of players. I seem to have no issues in PvE.
I’ve been playing large scale WvW since the game launch with no issues – these problems seem to have only been introduced in the last month or so – i can’t pinpoint the time, but it seems as if something has gone wrong in a patch that’s causing this???
Anyone else having these issues?
One of the easier classes for my power necro… drop 2 x wells, deathshroud 2 to chill, deathshroud 3 then lifeblast and finish off with life transfer.
Lich form – reduce the auto attack damage by 30%
Nerf the hell out of the only decent skill on the only half decent elite that power Necros get access to?
I really don’t agree with that.
People are complaining about condition Necros – when was the last time you heard anyone complain about the overpowered DPS on the Necro axe.. doesn’t happen. Axe 1 is rubbish and landing the full Axe 2 chain in WvW never happens.
Even though we wont do it for Dec 10. I just wanted to throw out a wacky possible idea for Dhuumfire that we could discuss…
- Life Blast has a 100% chance to cause Burning on hit (2 seconds long). 6 seconds ICD.
Obviously the #s are ballpark and not necessarily final. The % chance, duration, and ICD are all subject to change.
We also like the idea of making Terror scale with # of conditions on your target, so there’s more “play” to trying to load your target up with a lot of condies before you hit them with Fear. Your opponent can try to keep condies low, so that Terror won’t hurt as much.
So what happens when you put two and two together? Does this actually reduce the burst of the condi necro, or do you merely end up with a rotation that goes Signet of Spite -> Doom -> Life Blast? What does your internal testing tell you?
If the goal is to promote interesting gameplay for the condi necro, you need to reduce the burst to a level where attempting to put the opponent in an unrecoverable position immediately by unloading everything right away is no longer the default option. The condi necro needs less burst and more slower acting damage to incentivize strategic gameplay.
Yes u are right and i agree 100% but u forgot smt , he also need some more sustain , becouse if we gonna lower the dmg and amout of condis that we can stack , ppl will just run over us , and for example AR engi trait , this one trait will counter whole condi build on necro what is OP , i dont mind some counter traits/skills but this is hard counter. The only thing that keep us alive atm is that we can condi burst someone , ofc its not good for the balance so devs need to figure out how to improve our sustain also.
Yeah, you are right – all well and good making our damage act more slowly, but we will need good sustain if that is going to be the case otherwise we will simply be out DPSd and be dead.
First of all: necros don’t get out DPSd even without burning.
Try playing an Axe necro
Even though we wont do it for Dec 10. I just wanted to throw out a wacky possible idea for Dhuumfire that we could discuss…
- Life Blast has a 100% chance to cause Burning on hit (2 seconds long). 6 seconds ICD.
Obviously the #s are ballpark and not necessarily final. The % chance, duration, and ICD are all subject to change.
We also like the idea of making Terror scale with # of conditions on your target, so there’s more “play” to trying to load your target up with a lot of condies before you hit them with Fear. Your opponent can try to keep condies low, so that Terror won’t hurt as much.
So what happens when you put two and two together? Does this actually reduce the burst of the condi necro, or do you merely end up with a rotation that goes Signet of Spite -> Doom -> Life Blast? What does your internal testing tell you?
If the goal is to promote interesting gameplay for the condi necro, you need to reduce the burst to a level where attempting to put the opponent in an unrecoverable position immediately by unloading everything right away is no longer the default option. The condi necro needs less burst and more slower acting damage to incentivize strategic gameplay.
Yes u are right and i agree 100% but u forgot smt , he also need some more sustain , becouse if we gonna lower the dmg and amout of condis that we can stack , ppl will just run over us , and for example AR engi trait , this one trait will counter whole condi build on necro what is OP , i dont mind some counter traits/skills but this is hard counter. The only thing that keep us alive atm is that we can condi burst someone , ofc its not good for the balance so devs need to figure out how to improve our sustain also.
Yeah, you are right – all well and good making our damage act more slowly, but we will need good sustain if that is going to be the case otherwise we will simply be out DPSd and be dead.
All life siphoning is really really bad… i reckon its worse than before the last patch given you now have to use healing power to get basically the same result.
Any plans to fix this or is this the only sustain we are allowed?
This just bothers me so much.
Arena Net
Necro: It would be great if you could acknowledge the terrible blood magic changes that were made in the last patch for the Necro. These changes were hyped up and people were expecting something reasonable.
These traits are still really bad – the changes did nothing to address any sustain problems this class has. Read the Necro forums for the calculations…. we are siphoning 30-40 health per hit when fully traited (multiple traits), while warrior healing signet gives 400 base heal ever second (not that i’m calling for a nerf on this, but rather a buff on the Necro siphons – it’s vital that this is addressed before we can say we have any type of sustain or attrition at all).
There have been so many threads on this in the Necro forums it’s just not funny…. don’t know what else to do.
Also, i think the range on Necro axe should be increased and the damage on the #1 skill should receive a slight buff to bring this in line with other weapons.. The damage on the #2 skill is great, but rarely do you get this channel skill off in WvW due to dodge, block, aegis, sand in your eyes.. etc
Flesh Golem – would be nice if this worked underwater and old mate fleshy didn’t drown every time you walk through a puddle.
Signed – a power necro (non condi-bomb)
Ranger: Please re-instate the short bow range for the Ranger class – this nerf was so uncalled for.
Elementalist: Should be able to slot an extra weapon set with out of combat weapon swapping – it’s just a quality of life improvement that would be really cool for this class.
(edited by Avigrus.2871)
That’s quicker than a bezerker build
I bet necros have still had more posts than eles.
Incorrect.
To be honest, i could care less about the bleed on SoS…
I just wish they’d acknowledge the absolute mess that was the blood magic changes in the last patch. They also need to acknowledge pretty much everyone agreeing that Dhummfire should go and they should revert previous nerfs.
..they seem to want to completely ignore these points… i don’t get it.
Mesmers do my head in.
Nothing to do with the class being OP it’s just so kitten confusing… even after playing since beta they still confuse me so much… i feel like ive taken the brown acid when fighting them.
Thieves on the other hand i don’t have an issue with on my zerker necro… lifeblast kills them pretty swiftly.
A minion master necro who’s just been moa morphed
As stated, after the Necromancer focused post:
(https://forum-en.gw2archive.eu/forum/game/gw2/Dec-10th-Balance-Preview/page/22#post3143059)
There has not been a single Dev response related to Necromancer concerns in either the Necromancer specific thread or the main thread. There has however been multiple Dev responses to other professions concerns. Some within minutes of the focused post.
It’s to be expected if history has taught us anything with this class.
The red-headed step child of guild wars 2.
I don’t mind the changes but i think anet needs to remember they introduced ascended gear and swapping builds just isn’t as easy anymore. once they add ascended armor they really need to think about how to allow us to switch stats on our ascended gear when they break a build.
You bring out good point with ascended gear.
I have my 5 gear sets for my main character. I don’t even have ONE full ascended trinket set and 0 ascended weapons this far.
It makes me sad since in WvW ascended stats do matter, alot.
Now that they introduced this ascended stuff it takes very long time to get even one gear set for one character so it becomes just a gold farming race to be honest if you want to stay at least nearly competitive.
In my opinion problem there is too high cost and time gating.
right they break a build or nerf a weapon so that it is useless for my exotic stuff its no big deal I have the gold to buy a whole new set no problem. I might have preffered to spend the gold on something else but Its well within the reach of most people. If they do it to a build after they introduce ascended armor it will be what a month or 2 to fully gear up a new build? It’s a problem they really need to address.
Completely agree.
Agree – please remove now.
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