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The Traditional Necromancer player

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Bhawb.7408

Actually, the complaining about us “turning into dark knights” I see almost only from people who didn’t play GW1, because that is closer to what we are than puny little clothies. Necromancers (men and women alike) don’t shy away from conflict, we thrive in it. We’ve always been a quasi-melee class (the only time we weren’t close to melee was in high sacrifice/support builds where our self-sacrificing left us too weak to fight up close).

Now, we don’t necessarily need to do with this a giant hammer in our hands, but the point remains that Necromancers should be the manliest profession in the game, right next to guardians (and laughing at their for hiding behind boons like wusses).

And I think a lot of the “complex” conditional skills can make it back into the game through other mechanics. Just we won’t have more debuffs on enemies, it’d need to be aggressive buffs to allies, or skills with extra effects with certain conditions (which already are in the game).

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Time for a serious answer on staff #4

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Bhawb.7408

Well, guess I go dagger/warhorn and scepter/dagger. I guess that can work.

I’d say probably S/D + S/WH for condition builds now. Gives you an extra sigil, and the warhorn allows better interrupts than reaper’s mark.

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Dec. 10th Balance Preview (Necromancer)

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Bhawb.7408

Reanimator has a built in cap, people don’t realize it because its near impossible to keep that many up. Its 5.

And no, Reanimator will still be bad. Less bad, because they are finally fixing one of its issues, but they are fixing the smaller of its two biggest issues, which is that it will still not trigger when you actually need it in the majority of difficult encounters. It just means you’ll get a few more of them from trash mobs.

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Time for a serious answer on staff #4

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Bhawb.7408

I’m not using staff anymore, that’s decided. This was a gigantic mushroom-slap (that is what you think it is) to the face to us, and it annoys the hell out of me.

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Dec. 10th Balance Preview (Necromancer)

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Bhawb.7408

These changes will do… nothing. Absolutely nothing. Losing 2 stacks of bleeding does kitten all to our over-the-top conditions in PvP. All the things that make us too strong still exist, all the things that make us too weak still exist.

The buffs are nice, but inevitably meaningless.

However, I guess we’ll talk about it in the podcast tomorrow, just to go over it.

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The Traditional Necromancer player

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Bhawb.7408

Yeah, sorry Lily :P

I wonder if anyone has input towards the original point of the thread? I’m not actually sure anyone would disagree with it.

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The Traditional Necromancer player

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Bhawb.7408

Don’t get me wrong, I 100% agree that life siphoning just isn’t good enough right now (unless you have minions) and it needs buffing. And I guess if they really want to, they could just buff it in the mean time (and then revisit it later). I have to admit though, it scares me that it won’t be revisited (like our Elite skills, which just had their tooltips updated to “fix” the problems with minions).

But I do see what you mean. Maybe this is a situation where we’re hurt so badly we need to just slap some bandaids over the wounds until the doctor finally comes around to fix us for real.

Also, I think they do honestly want siphoning in their game, I just think they ballsed it up and haven’t been able to fix it yet. Remember that we (at least a few of us) on the forums probably talk, think, and play Necromancer a lot more than the average Dev. In fact, its probably safe to say that some of us have more to do with Necromancers than any dev, simply because its the only thing many of us do, whereas devs kind of… have a job that involves other classes. Maybe they just haven’t seen a way to fix it yet, I don’t know. But I do think they want sustain, just listening to Sharp, they just haven’t figured it out.

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The Traditional Necromancer player

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Posted by: Bhawb.7408

Bhawb.7408

No, ONE SKILL with those traits will outheal dagger 2; 3600 HP.

I’m not trying to say don’t buff life stealing, I’m saying they can’t possibly balance it as is. If they made life stealing good enough for dagger/well specs, it’d still be a 100% pile of kitten for anyone else. If they buffed it so every Necro build could have a viable sustain option in blood magic, then dagger/well Necros would get a new dedicated heal on every single utility slot.

Life stealing with Vampiric and Vampiric Precision as they stand now are broken, and unable to be properly fixed, end of story. Nothing they do without fundamentally changing them (ie not just tuning their damage/healing numbers up) will never make them good enough for more than one build.

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The Traditional Necromancer player

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Bhawb.7408

If they do not put in an enforced ceiling to the siphoning, it will remain a bad mechanic because they need to balance it to the ceiling, not the floor. They have to take into consideration the best case scenario, because they are too strong otherwise. With 1 well, dagger, plus locust swarm, you have up to 12 procs of vampiric and vampiric precision per second, and up to 5 procs of wells siphoning per second. That is up to 1090 HP gained per second, not including any food, sigils, whatever. You are also dealing approximately the same damage.

Why is this an issue? Because if they buffed the amount of siphoning to where it’d be remotely useful for say, a condition build, they’d probably have to double it to its current value to be meaningful and a remotely competitive defensive option. But I think we can agree that it would totally break life siphoning for the builds that want to min/max it (and can, in certain situations).

It unnecessarily gates life siphoning behind certain weapon sets that will always ruin it for the others (I’m looking at you dagger/warhorn), and utility skills that can cause similar mass procs of siphoning. Just look at the math of max situations, at base values:
Dagger: up to 4 procs per second – 140 HP/s
Life Siphon (dagger 2) – 5 procs per second – 175 HP/s (added on top of the already existing heal)
Any non-well AoE – up to 10 procs per second – 350 HP/s
Locust Swarm (as an example) – 350 HP/s – 3500 HP total.
Wells – up to 15 procs per second – 600 HP/s

This means the average well will heal for 3600 HP.
Well of blood? An extra 6600 on top of its healing.

Now, I’m not trying to say that siphoning is too strong as is, because most people would agree that for the investment it isn’t enough and I am with them. But its important to show that theoretically (and these aren’t ridiculous “theoreticals” like a perfect epidemic), but siphoning has the current potential to have massive healing. And the more that they buff it, the worse it gets. And no matter how much they buff it, dagger/wells will always vastly outclass any other setup, barring an entire tree from a group of builds (a problem with Death Magic as well).

That is why they need to impose some ceilings on the two nonspecific vampirics (and you can reward melee range just like DS1 does, but don’t bar it to dagger), which allow them to buff the bases a lot more without worry of a Necro dropping 2 wells+locust swarm and healing 3k HP/s, and it will open the tree up to everyone. There is no reason condition Necros shouldn’t have access to an entire trait tree just because all of our sustain traits work with only two setups.

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The Traditional Necromancer player

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Posted by: Bhawb.7408

Bhawb.7408

There isn’t a “public” test server, its invite-only, and to my knowledge its not a lot of players, but mostly just ANet (obviously) and then PvPers. But there is one, so it does exist and does get testing done.

The problem with life siphoning as is, is that they have to balance to the ceiling of its effectiveness. They have to consider how strong a high crit chance Necro with food, sigils, runes, 30 in blood magic, with Locust Swarm on, a well or two out, and swinging away with dagger can siphon. And the answer is: a kittenload. Siphoning actually is incredibly powerful, but only in those situations. And that is what they have to balance to, they need to make sure a high damage Necro can’t go flying into the middle of a fight and start siphoning 1k HP/s while dealing massive damage, while the player behind the screen is just rubbing his face all over the keyboard. You know, like Warriors do right now.

What they should do, is normalize the traits out. Look at minion traits. They are at a satisfying amount. Why? Because they have a built in ceiling, the attack speed and quantity of the minions. Wells should be able to be balanced in the same way, because they have their own ceiling as well. The big problem is the on-hit traits that don’t have ceilings, and can potentially heal for a ton, but usually heal for little.

How to fix it? Impose a ceiling, via ICDs. This removes the need for dagger as the only weapon that makes sense to life steal with (dagger still has the best sustain, regardless). With this ICD, jack up the bases, because now you know the exact ceiling amount, and you can control it.

They could have siphoning fixed much more easily, but as it is, I guarantee you that Vampiric and Vampiric precision will forever remain traits exclusively “decent” to D/WH well siphon builds, and no one else.

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The Traditional Necromancer player

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Posted by: Bhawb.7408

Bhawb.7408

There is a beta, actually. That’s just something people don’t realize.

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The Traditional Necromancer player

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Posted by: Bhawb.7408

Bhawb.7408

snip

In my opinion, the over-caution isn’t because of GW1, its actually because of alpha/closed beta GW2 Necros. I’ve harped about it plenty before, but we were very broken in our earlier iterations (for a number of reasons). And I think ANet is scared that if they buff certain things too much (namely siphoning and death shroud) that we will quickly return to that state of a high damage, high control, unkillable tank.

I do agree though, I’d love to see more DS skills. Specifically I’d like to see more conditional skills in general. If opponent has X, do Y extra effect.

Also, I disagree about siphoning. It could be implemented in a number of ways and still be fine. It has just as much counterplay as any type of sustain does. You out-burst their sustain, you poison them, etc. The problem is that since it has “infinite” scaling with how quickly you hit, it needs to be small. Siphoning in GW1 was balanced by either being conditional (Grenth’s Balance), high energy cost (the touch skills), or weren’t super strong/had long CDs. And then a lot of ways to overcome those costs (like energy) involved sacrificing your new HP, at least in part. That was good design, and without Mesmer or Ranger profession mechanics to unbalance it it could come here just fine, I think.

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Should MM trait affect minion abilities?

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Bhawb.7408

It doesn’t, it never has.

I’m not sure. Obviously it would only affect 3 abilities anyway: Haunt, Rigor Mortis, and Charge. But I do feel like it might be a bit too strong of a 10 trait if it did that.

Don’t get me wrong, I wouldn’t mind if it did, but I just wonder if it’d be a bit too good for such a low investment.

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Life Siphoning; Anet's Balancing Nightmare!

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Bhawb.7408

The problem with all non-minion siphoning is that as it can have massive “potential” scaling, it has to suck otherwise, to keep it from being OP in those situations. As long as this remains, it will always remain subpar or OP, and won’t be satisfying for all build types. Minion skills on the other hand feel great

Look at what they did to Spectral Armor: removed its really high scaling situation via ICD, and then buffed its per-hit effect, and made it our single best defensive skill. All they’d have to do is allow the traits to siphon from up to 5 people for each ICD section (instead of hitting 1 guy with a dagger and setting the trait on ICD right before Locust Swarm ticks for a 5 person siphon); and even then the minion skills do really well in team situations still, so I’m not sure even that would be necessary.

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The Traditional Necromancer player

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Posted by: Bhawb.7408

Bhawb.7408

There are a number of things ANet needs to consider. They need to balance out a few things. This isn’t GW1, and while its based off the same universe and franchise, it does have new mechanics and goals, which will invalidate some old mechanics, and open new ones up. The other big one is simply that they have to somehow cater to both the old fans of the original Necromancer, but also cater to newer players (and lets face it there will be more new players than old, if this game wants to be successful).

For the first part, there is the reality that this is a new game, and they don’t want to remake the old one. What I mean by this is, for things like minions, which they wanted to bring back, they very specifically wanted to change how they worked (no corpses). Or the hex/enchant system of GW1, which was normalized to conditions/boons. Because of this, certain things likely won’t be included into this new game.

Certain skills just don’t really make sense anymore. For example Awaken the Blood wouldn’t really translate well, and looking through the list, there are quote a few skills that are either in the game already, or wouldn’t translate well (for example essentially the entire minion setup from the old game is already here in some form, or goes against their design philosophies).

However like you mentioned there are a lot of things they could work with. Support, like you mentioned, could not only translate well, but would be an amazing and unique way to implement things. Also things I would love to see: more skills that play with HP. There were skills like Grenth’s Balance and Bitter Chill that weren’t sacrifice, but had effects that were stronger the more unbalanced a fight was.

There were also things like Contagion, Discord, Foul Feast, there were a lot of unique skills that could potentially be adapted into very interesting abilities.

One thing I’d like to see is for them to implement some of these via weapons. For example, sacrifice and conditional skills make a ton of sense in weapon sets.

But one big thing I agree with you on, is that ANet should still draw from GW1, and I don’t think they should go too far out of their way to appease newer players with the “wrong” idea of what Necromancer is. They have a unique vision for Necromancer, and I think its a great one. Make that core design functional and reinforce it with everything that is added, and I think we’ll be pretty solid (and can start feeling more and more like the old Necromancer).

Edit: this post was pretty badly written. That’s what happens when you write a sentence then ignore it for like 30 minutes, and take half a day to write one post.

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Time for a serious answer on staff #4

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Bhawb.7408

Wait. You guys are still using the staff, in any build, even after these bugs? No wonder Anet doesn’t fix it.

I officially announced my boycott on staff a few weeks ago. Not that it’ll do anything, but it makes me feel important.

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Antitoxin Spray useless for necros?

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Bhawb.7408

Its like most other racial skills, bad versions of other skills. In this case, its a bad AoE version of CC. Its probably nice for some classes, but obviously isn’t for us.

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Indirect nerf to necro's ?

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Bhawb.7408

Its like a lot of racial skills are: crappy versions of profession specific skills. This one, in particular, is a crappy AoE consume conditions. I don’t see a reason a Necro would ever pick this up except super niche areas.

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spreadsheet - all classes heals calc

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Posted by: Bhawb.7408

Bhawb.7408

Give the HS to all classes in the game, and the remove all the stealth, ports, clones, invuln and so on, other classes have.

Heals are balanced with the roles/damage mitigation classes can have.
Comparing heals across classes it is not the best thing to do. But its a start…

Except warriors don’t lack in any of these mechanics. He listed a bunch of very strong skills a warrior can use to mitigate damage for ages if they want.

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Soldier vs Cleric > MM

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Bhawb.7408

PvE soldier’s is the best general (defensive) option, cleric’s is only if you are planning to support. Berzerker is still better if you need damage though, because let’s face it its still PvE.

Both are competitive options in PvP, for different builds.

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I dare say Minion Master is the new meta!

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Bhawb.7408

Oh and to the bit about GW1 necros, I played the crap out of. GW1 and it’s well known that minions were among the strongest/best builds for Necromancers. (Just weighing in)

Strongest when they worked which is important to note. When they worked they were arguably the best build we had, right up there with BiP. Problem was they were even more niche than current MM builds, and you needed pretty amazing mechanics to properly utilize them (otherwise SS generally outperformed them DPS wise, and you became a flesh-wall factory and not much else). But if you wanted an easy-lazy build to use in any PvE/PvP situation with enough corpses yeah it was great.

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Time for a serious answer on staff #4

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Bhawb.7408

Throw it into the bug forum… again :P

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Make Heart of The Mists Multi-Server: Massive

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Bhawb.7408

But… but then I won’t have a bunch of fans because I’m one of the only devs on my server!

I would definitely like to see this done, but it requires some back-end server work. If I could only clone myself.

Just roll a Mesmer real fast, it’ll solve that no-cloning problem.

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Minions die when Polymorphed by Mesmer

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Bhawb.7408

It should kill off minions, as far as I’m concerned, the problem is it putting them on full CD.

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Time for a serious answer on staff #4

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Bhawb.7408

Throw it into the bug forum.

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Minion Necros

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Bhawb.7408

this thread had 125 replies 2277 views.

sweet…

CNN and Fox News get more views, doesn’t make it quality information.

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Warrior Myths: BUSTED

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Bhawb.7408

Bet you $20.00 Defektive would tell you Warrior is fine, but it seems most of the good teams have quit, likely more due to condition spam than what you would have people believe.

And I know a lot of Warriors are disgusted with what the class has become, after having to be at such a high skill level before.

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Discussion: New game types segmenting players

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Bhawb.7408

It isn’t as simple as “new modes = more people, problem solved”. If you have 10,000 players right now, and implement one more game mode, it would need to bring in another 10,000 players alone to not screw up our already desolate PvP scene.

Each additional game mode also has a harder and harder job to pull its own weight, as it has diminishing returns. The next game mode after that is pulling from a reduced number of players to add to PvP. The game mode after that is even more reduced, and on and on.

Seriously, just look at GW1. Adding new game modes simply did not solve any issues of not enough people, it created a lot of the problems, especially with things like JQ/FA/AB all essentially drawing from the same groups of people.

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I hope leagues are never added to sPVP

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Bhawb.7408

same was said about ele … ele got nerfed to the ground. However, Anet plays warriors not eles so it’s unlikely that warriors will recieve nerfs as ele did.

This is hilarious considering warriors were below kitten-tier for almost an entire year of the game’s PvP.

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Warrior Myths: BUSTED

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Bhawb.7408

snip

Generally speaking, in a multi-profession forum like this, any time that someone who mains a profession speaks out against nerfing said profession, its going to be met with a bit of “of course you don’t want your own OP class nerfed”. This is a bit more pronounced when we look at how Warriors are right now, how Necros were with Dhuumfire, how Rangers have been numerous times, how D/D Eles were, etc, and how every time there were players defending what was obviously overpowered to everyone else.

It always happens, and usually the true hardcore fanbase of the profession always hates when it happens, because they don’t want to be OP. But then you get flooded with rerollers who are complete morons and just want the new OP, and insist that after 10 games they totally know the build isn’t OP.

Happened with every build above, is happening now with Warriors.

Also, warriors have a few legitimately too strong of builds. Takes less than ten seconds of looking around to see that they dominate the meta right now, for good reason.

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upcoming changes

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Bhawb.7408

Greatsword best exists (assuming we get every weapon) as a lower-damage dagger option. Why do I say lower damage? Because it should have AoE damage, meaning per-target should be weaker, but a good AoE option.

Hammer would be AoE control.

If they do introduce Scythes later, have them play around a lot with pushing/pulling mechanics, and executions. It’d be entirely fine to have a really unique “Death” experience.

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Collaborative Development Topic- Game Modes

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Bhawb.7408

I’d like to see an officially supported 1v1 game mode. It doesn’t need to be a ranked queue or anything important, but just an easy way to conduct 1v1s.

Similarly, I’d like something that is 2v2 or 3v3. They don’t need to be strictly Deathmatch, but killing your opponents should be the primary way to succeed, with the secondary mechanic forcing them to still actually fight (similar to Counterstrike did their competitive games, most games were won by killing most of the enemies, the objective was primarily there to make you not hide in a corner all game).

And I’d love to see a larger game mode than 5v5. It might end up having a lot of similarities to a small-scale isolated WvW fight and that is totally fine, but I’d like to see it in game.

As for more ways to have official type game modes. Do more maps that focus heavily on secondary objectives. Temple was a great example of this, although it ultimately failed a bit due to water. But there should be mechanics for huge turn arounds.

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Minion Necros

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Bhawb.7408

NB: you probably never played guildwars, man MM’s were so cool to play in that game it’s a shame they fell into a niche.

I played almost exclusively MM in gw1, and MMs still take skill, its just entirely different type of skill and micro, which was going to happen when they axed targeted enchantments, which were 95% of the meaningful decision making of the MM in GW1. The reality was the very best MM to ever play GW1 was still worse at playing the build than the heroes everyone used to faceroll PvE content.

Also, niche? MM in GW1 were every bit as niche. You couldn’t take them into any PvP that wasn’t large-scale fighting with tons of NPC dying. You could bring them through a lot of PvE, as long as it was generally easier to roll content, as you needed a constant stream of corpses to be useful. It was every bit as niche as it is now, except some of the situations have been reversed.

And the skill isn’t more or less, its different. GW1 require impossible Microing of enchantments. But besides that, you pressed your heals when needed, you summoned when needed, your minions were even more passive on your part because literally it was summon and then forget until they are about to die. Your only microing was of your enchantments, which was impossibly hard to do perfectly but still only part of it. You could still be a perfectly good MM, comparable to ones now, if you did the “summon and forget” strategy. In fact since almost every MM had a designated healer, its even easier because you just press the buttons and things die, at least in GW2 you have to dodge and use active skills.

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Discussion about our Traits

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Bhawb.7408

Minions are actually fairly limited as for what they can do. You either have 20/0/30/20/0 or 20/0/20/30/0. Those are pretty much your only 2 options. Which is fine, Minions don’t define everything that death magic can do or other trait lines for that matter.

Not at all. Those are just the only two ways to fully trait minions, but they aren’t the only ways to use them. Gibbly used a 0/0/20/20/30 build, giving himself a ton of stability to avoid CC and help his team with ressing and stomping, with the minions being decent sources of damage (30% less, which isn’t a huge deal), while he uses conditions, which don’t lose out on that much damage because of how they scale.

You can go 0/0/30/30/0 for a really bunkery build. You can go 30/0/20/20/0 for a lot of damage. You can trait almost nothing for the minions, instead traiting for yourself, and they still perform just fine (PvP). You can go 20/0/20/0/30 and have the minions face-tank for you while you deal damage.

And this is just a few of the build types. The difference is that minion builds don’t need to be fully traited, which is something people don’t understand. There is a lot of variety with how minions can be used, and how they can be traited. They are the only remotely successful build type we have that can be glass cannon, or home-point bunker 1v1, or team-fight bunker, or anti-bunker, or… the list continues. They have more variety than anything else, because they are a utility type, which literally means you can put them in any build.

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Signet of Spite + Epidemic

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Bhawb.7408

You can outburst your own SoS/Epidemic combo with just a simple bleed burst combo. Except that bleed burst combo takes 0 utility skills, outdamages SoS/Epidemic, doesn’t take much longer, and has a 20s CD, and is still AoE.

So why would you use two utilities to achieve a weaker combo than what you can do with just weapon skills? And if you add in Epidemic on top of the bleed burst, you make an already stronger burst a massive burst.

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Necro warhorn 5 not up to par

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Bhawb.7408

It gives LF now (unless it used to do that too?) which is a “kind” of siphoning, just more disconnected.

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Beware of Condition Mesmer

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Bhawb.7408

@Spanny, the problem with any Mesmer vs any condition build, but especially Necros, is that conditions tend to stick to Mesmers way better.

You need to effectively land 2-3 nice loads of conditions onto us, then dodge the two transfers we have (which if they land are almost a guaranteed win for us, because your own conditions just popped the only 1-2 removals you have), and make sure you never get feared once your stun breaks are down.

You have no breathing room, really. One mistake and the fight is completely over.

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Discussion about our Traits

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Posted by: Bhawb.7408

Bhawb.7408

I agree with Lily, and would specificy that each tree needs big “oomph” traits in them. For example, if you want to be a condition build, you pretty much always go Curses for your condition traits. Then you have a choice: do I go full damage by going into another damage tree (Spite)? Or do I go into the support/sustain tree, giving up damage for sustain/support (which isn’t a true option right now)? Or do I go into Death Magic for some really strong defense to keep myself alive (again, not a real option)? Or do I go into Soul Reaping for an improved Death Shroud, giving me more utility and a bit of a hybrid offense/defense mix?

The problem is, only two of these options are remotely viable. You either go for more damage by picking up Dhuumfire, or you get Foot in the Grave for a lot of utility and some defense. But there is no meaningful support, sustain, or all-defense option open. In fact minions are the only build type that have all these options. Minions get a ton of meaningful trait choices, but this isn’t mirrored in any of our other builds. I think they should look at the minion traits and see why it is they work so well (spread out through multiple trees, each tree has some options, no way to have everything you want, meaningful pure-offense or pure-defense choices, etc.), and then apply that to our other builds.

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Are You (Devs) willing to make Big CHANGES?

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Posted by: Bhawb.7408

Bhawb.7408

Well if you guys read, some of these changes aren’t THAT huge (some are) but others aren’t as far as how the code falls, much of it is just changing numbers that have a huge impact.

(Unlike the Thief change which would be a really huge change.)

Some yes, others like adding an actual healer class and redoing conditions are massive changes that would require a full rework of not just the mechanics involved, but would most likely need full reworks of most core pieces of the game.

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Warrior Myths: BUSTED

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Posted by: Bhawb.7408

Bhawb.7408

This necro doesn’t seem to have issues kiting warrior, and he is fighting one with more mobility than hambow.

Warriors in general are incredibly easy to kite for a Necro, but its not warriors in general that are the problem. Its massive damage/CC warriors that are one of the biggest counters to Necros, and arguably the biggest reason Necros are slowly dropping out of the meta. It isn’t mobility that bothers the Necro at all, it is Berzerker stance invalidating almost all of the Necromancer’s kiting tools (except Flesh Wurm and Spectral Walk), stability negating our biggest kiting tool (fear) when that is down, all with massive amounts of CC, which is one of the hardest things to deal with.

But that wasn’t the only problem in that video, the warrior popped Zerker stance right away, like they’d somehow be able to train down the Necro in those precious seconds by… auto attacking with longbow? That was ridiculous. They also rushed into the entire team with no back up, completely overextending for no reason.

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Are You (Devs) willing to make Big CHANGES?

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Posted by: Bhawb.7408

Bhawb.7408

My philosophy is that if I realize I don’t actually enjoy the core gameplay of something I’m playing, it’s time to leave. I don’t think it’s a good idea to stick around because a game has “potential.” That’s like saying you’ll keep eating at a certain restaurant even though you hate the food because you feel it has potential (while leaving comments in the suggestion box that it should serve Chinese food instead of Mexican food…)

This. Making “big changes” to the game like so many want would result in something that isn’t GW2. If you don’t like GW2, if you don’t enjoy it, the only logical thing for you to do is not play it.

GW2 is never going to become something it isn’t. Certain things might change, like the weakness change, but that is going to be the biggest of the “big” changes you’ll see. They aren’t going to entirely redesign the game, for better or worse, because it would be economic suicide to do so at this point. They are actually better off from a capitalistic standpoint of going forward with a “bad” game (coughWoWcough) and doing the most they can with it, than trying to make something new.

WoW never remade their entire game. There was no point where they just said, you know what we don’t need? Dedicated healers. Lets remove them from the game. Oh and while we’re at it, we’re going to change every single piece of gear you have, because we’re removing a stat from the game. Oh, and since dedicated healing was so core to the game, we’re redesigning every raid boss. Oh yeah, PvP too, that is all going to have to change, since now the healing every class relied on is gone its just a DPS race. And since we got rid of stats, we’re going to need to change how all your base skills work, since they can’t rely on the same stat input.

WoW made big changes, but what you are asking for is for them to go before alpha and rethink everything. The game, with the changes you asked for, wouldn’t even be something you would see in a beta-development stage. This is an impossible task that would put ANet deep into the red, lose them 90% of the game population they have now, and put us back 4 years or more in game development time. Its just not feasible, nor desirable at this point.

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(edited by Bhawb.7408)

Necro warhorn 5 not up to par

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Posted by: Bhawb.7408

Bhawb.7408

I’d love for it to siphon health as well.

It will proc vampiric if you have it. Warhorn 5 is actually a really strong sustain tool with vampiric builds.

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Discussion about our Traits

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Posted by: Bhawb.7408

Bhawb.7408

What would you guys think of a trait that made the summoning cast of flesh wurm instant? This would give us a reliable teleport that would be interesting.

If they ever introduced a grandmaster level trait that was something like “increases the utility of minion skills” and then had similar changes (made bone minions 3 not 2, others I’d have to think of), and Flesh Wurm’s was that, I could see it being a thing.

However, they’d need to make it a fairly costly trait to get, to prevent the kind of mobility they don’t particularly want us having.

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Discussion about our Traits

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Posted by: Bhawb.7408

Bhawb.7408

^2. Interesting point. I wouldn’t put it to Deathly Perception (which is actually gated by forcing you to stay in DS and could be way too strong if you could activate a buff and leave it and say, Lich).

But interesting points otherwise. Do you think those traits in general should just be axed then? I feel like movement speed in DS kind of just… needs to go (or be buffed to over 33%), and others like Deathly Shiver need more serious changes then, if they remain as is. And if they do change, would you prefer them as is (staying in DS) or on entry?

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Discussion about our Traits

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Posted by: Bhawb.7408

Bhawb.7408

Can someone explain why siphoned power even is in the game? its utter garbage

Back in GW1 there were a number of skills and playstyles that revolved around playing with your HP. You’d sacrifice HP and get big rewards for it. I think it was an attempt to keep that playstyle, giving you a big reward (“big”) for staying at low HP, getting high might stacks. This would make you really dangerous at low HP.

Problem is, they did it badly and its a pretty terrible trait by pretty much everyone’s opinion. But I think that was their hope.

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Discussion about our Traits

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Posted by: Bhawb.7408

Bhawb.7408

Few things I wanted to bring up.

1) What do you think of setting all our “on-death” abilities to have two new activation triggers. The first being that they now activate any time an ally dies, and they activate when any of your minions die. The second is that they don’t activate on enemy death only, but (maybe PvP only?) make them activate when your opponent is downed as well.

This can and probably should be balanced by having reduced effect. So instead of minion death removing 3 conditions through Spiteful Removal, it only removes 1. Or things like Reanimator only has a 50% chance to proc on minion death (doesn’t proc on Jagged Horror death).

2. Normalize more of the death shroud traits to be on-entry/exit, and not while in death shroud. For example, Deathly Shivers gets buffed to 5 stacks of vulnerability, for a long duration, but only on entry. Movement speed in DS now gives you swiftness when you enter DS. Etc.

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Warrior Myths: BUSTED

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Posted by: Bhawb.7408

Bhawb.7408

necro who knows how to kite

+1 to this. Its so easy to kite a warrior with necro, obviously. All you have to do is use your ready access to blocks, invulns, stability, and vigor to avoid his long CD CC, and then you use your conditions like fear, immobilize, cripple, and chill, which the warrior totally has no method of completely invalidating, and its practically like fighting a baby.

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MM necromancers are too passive.

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Posted by: Bhawb.7408

Bhawb.7408

Yeah, thats an option for dealing with the kiting. But minions need consistent uptime on your target, as even their “maxed” DPS is about the same as one AA from a berzerker warrior.

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MM necromancers are too passive.

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Posted by: Bhawb.7408

Bhawb.7408

Deal with what? You quoted a pretty big section :P

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Warrior Myths: BUSTED

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Posted by: Bhawb.7408

Bhawb.7408

10/10 would laugh at OPs terrible video again.

Seriously, that video proved nothing, except that you lost against an MM 1v1.

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