10 max, assuming you had the proper Death Magic, maybe 12 under stranger situations, and depended on your build; some spawned them every 15 or so seconds, some had longer CDs.
And yes MM is. Take off the nostalgia glasses and remember MM in GW1 for what it was; snowballing akittens worst. Useless to your team before you killed the first wave, completely overpowered if you kept it going. You were the definition of useless if you didn’t have enough corpses, and could solo teams with a supply of them. It was not well designed, and the current iteration is vastly superior, even if it needs tuning.
In EVERY game Necromancers/Warlocks/Summoners Consider Pet Classes…. and guess what they got Pet/minnion UI for controling them.. And with a Poor Minion AI there is NO EXCUSE that justify the lack of Control over Minions!
GW1 we had even less control. This isn’t WoW, this isn’t whatever other game you had in mind, this is Guild Wars, and the fact that you can even specify who you want your minions to attack is a step up from what we used to have.
This could mean Permanent or Temporary Vampiric Auras, Thorns Auras, Minion Summon Auras, Boon Stripping Auras, Condition Transfer Auras
I’d love to see those kinds of things in the game.
Honestly most likely just going to wait for new Legendaries. The Axe goes with our theme, but the rest don’t really.
I’d like to see them implement more utilities that played with HP/conditions. Lower CD utilities but at the cost of sacrificing HP to cast. Honestly anything that brings back the whole idea of playing with HP.
I wouldn’t mind if they added more minions, but I’d like to see ones that synergize with the rest, rather than just add in more things; or add in things we don’t have.
Also bring back some old abilites. I’d love to see us get team-support Aura’s that applied something like weakness on hit.
I think thats the real reason the devs have not placed this in the system.
They don’t implement it because controlling is strictly for pet classes, which we are not. We have summons, but they are not pets, only Rangers have pets.
Also the Minion master traits are useless, honestly who cares about a little poison when your pet is dead…
Yes, I too hate spamming poison fields easily keeping 100% poison uptime, doing 1.5k damage per death and high weakness uptime. Seriously, Death Nova is the best minion trait we have.
I always thought that was weird until I went on other classes and realized that nearly every weapon has a mix.
Maybe they already got the memo that this will never, ever happen.
Axe 3 really doesn’t need buffing. I’ve taken Axe solely for how much I love Axe 3, and because I can fill the dead space with other things before I swap out. Axe 3 could have used it before, but now it also strips boons. Axe 1/2 need the buffing, and maybe LF gain on 3, to reward you for being in combat with multiple people (X% per foe hit).
Our damage is OP, we are still squishier than jello, stop these threads please.
What are you using axe for in PvE then? Are you a berzerker build (and so should max damage output with 2) or a beefier build (and get vuln duration).
The problem with comparison is that people like to compare to warriors, for example, without comparing the absolute lack of fields; whereas Necromancers can nearly spam fields all over a battlefield. I honestly think Necromancers are going to be stuck with very few finishers (although I think they should add 1-2 to non-minion builds), because we have the most access to fields, and they are all utilities.
And minions aren’t the best source of finishers. One Blast finisher is essentially wasted on Flesh Wurm’s active, and others are hard to aim properly if needed (like using WoB for mass condi cleanse with their projectile finishers).
I totally agree it sucks, because our fields are under appreciated (people tend to want buffs over debuffing enemies, and all our fields debuff, except if you can work magic and get Wall to give out its Aura). But I think we are stuck with it.
I don’t know if this is the specific fix needed, but it could work. This doesn’t hit Conditionmancers at all, and makes Burning and Terror mutually exclusive. The 30/30/10 hybrids could go back to CtD and have Terror or Burning, and still remain similar but less ridiculous in damage, and we can finally get back to buffing our dang defense.
I don’t even… terror can be removed with condition cleanses AND stun breakers, making it intrinsically easier to void than burning.
They are the people that publish(?) the game, ArenaNet develops it for them.
Also, we will almost never see more finishers on weapons. The game is balanced around finishers and combo fields being accessible on the same way, and as such cannot stack finishers and combo fields with yourself (most people that talk about self-comboing have 1-2 fields and then lots of finishers that they drop all at once), minions being the exception (death nova makes every minion a combo field, and half of them have finishers built in).
Basically, there is a chance that we will see a single finisher added to a weapon set, but the more reasonable thing would be to expect them off utility skills; where we get our combo fields. And we really don’t have utilities that make sense to be finishers.
Not saying you are wrong or right, just stating that they are very unlikely to break the general thing they have going on right now.
I honestly don’t know, I’ve never used it for the bleed stacking. I’d assume it is a bug however, since it is supposed to apply a specific ability, and does not properly do that.
10 seconds
/15char
It depends on what you are doing. Personally I use Hobbling/Leeching or Bloodlust/Leeching (depends on if I have another set with 2 weapons or not), but I run MM, so the Hobbling doesn’t just increase Axe 3, but also makes Flesh Golem’s and Bone Fiend’s cripples.
and burning is easily stopped by condi clease, what is your point?
So is Terror. The point is burning can be applied more, does more damage per application, and has less ways to remove it to Terror.
Or a stun breaker.
He’s not like his old psychopathic self though. I remember where you didn’t need to even attack something to aggro it, as long as there was a living creature within eyesight you could be sure he was either currently murdering it, or about to murder it.
I’ll save you some time, drop Shadow Fiend, he’s pretty much useless right now, you are better off taking Bone Minions. Other than that, the AI “fixing” that they did really tightened up their initial response to aggro (they always work to start for me) but doesn’t seem to have always fixed the random in-fight loss of aggro that Fleshy has had since they took away his desire to murder everything that lives.
I think some people have suggested trying to swap aggro to something else then swapping it back, you could try that to see if it works. Obviously AI still needs work though if people are still having problems.
AI has been vastly tightened up, it is rarely an issue now that I have noticed.
This idea is the death of pure condition builds. I love you Nemesis, but this one went way into left field.
The thing is that without Terror damage we have no offensive condi damage builds. That is the crux of our damage, and without it Condition damage builds just aren’t up to par. Do we need more sustain? Of course, every Necro agrees on this, and ANet agrees, so lets not nerf the lynchpin of our condition damage to get it. It’d be like power builds asking for them to halve dagger 1 and Well of Suffering damage, and give them back double life steal. Does it make them more survivable? Yes, but it also gets rid of the only thing that was going for them.
Terror isn’t the problem at all. Terror was not only fine balance wise, but we were still underpowered even with it. They introduced burning, and now a single build is OP, one that uses both. Hybrid builds do not, nor have they ever needed that trait, they just ran CtD before it existed. Burning is the culprit, and changing Terror is going to kill condition builds. Just make burning less ridiculous (reduce its duration a bit) and we’ll be back to being strong offensively but way too weak defensively.
I didn’t call it a tank weapon, I said its best place right now is tanky builds, completely different things. You can use axe wherever you want, but Axe’s most common and useful uses are tanky builds, minion builds, and in PvE berzerker builds. Scepter can be used in a power build, that doesn’t make it a power build weapon or make its best use as a power weapon.
Thieves can do that to a single person and the entire backstab build was based around Mug, which can no longer crit (which means 18k mug/backstab combos don’t exist to my knowledge). When a thief can 18k backstab an entire team then they are on the level of the damage you are looking at with Necro.
I don’t think conditions need to be added to it. If you remove vulnerability (I highly doubt they will allow it to stack two conditions at once) then it really hurts its viability as an MM weapon, which is one of its best uses right now. They could put LF gain on it, increase the damage, plenty of things that don’t involve hurting its viability (it could really use LF gain, imo).
It is a PvP build, made for tournaments.
U are supposing the top of the damage, dont incluid Stun Breakers, Runes of Melandru, Cleansing Conditions?? In the game exists a lot of Stun Breakers, practicaly every class can clean condition. In your example it seems u are playing against a person who dont have hands! -.-!
Dhuumfire can do its damage every 10 seconds, and you have a 2 second fear every 20. I’m assuming you know how to play a condition build and bait out their stun breakers and cleanses, and then burst them with 15 bleeds, terror, and burning and laugh maniacally as they die.
Dhuumfire+terror, on top of the normal condis and AoE pressure we can apply is what is too strong. Think of it this way, in the standard 30/30/10 build you deal 678 dps with burning and 1173 with terror. Dhuumfire has a base duration of 5.2 seconds (and generally people have 10% on their runes, so 5.6) meaning it ticks 5-6 times, for 3390-4068 damage (assuming 1400 condition damage, which is just a tiny bit lower than common), and Terror is easy to get to 4 ticks, or 4692 damage. Which means just those two conditions alone deal 8082-8760 damage. Throw in your bleeds, AoE cleave from a team, w/e and you can pretty easily murder someone with that combo.
Actually they at most get ideas from forum posts. They have their own idea of what perfect balance will look like for each class and the game as a whole, they look to us to see what is unbalanced (if there are tons of posts about something, it obviously needs looking at, although it isn’t always changed). I’d say the forums are a good source of info for them, but that is all I see them using the forums as.
The damage is around 1.5k
Yes. I know what the meta is, and I know how a meta works. However my goal is to get the meta changed.
The meta is almost always defined and influenced by high level players. Look at games like League of Legends. Whether a pro actually came up with the strategy or not, the general meta, especially champion picks and bans, and itemization is generally changed by very high level players that people look up to and respect.
Why do I say this? You go out of your way to flame high level players. To my knowledge, and correct me if I am wrong, but the majority of high level players don’t respect you or like you because of your attitude. You have kitten ed off and antagonized the very people you need to accomplish what you want. So, good luck changing the meta.
To my knowledge, no teams wanted to bother with it.
I would like to add MM opinion too. Id like to see some DS skill for MM as well. Yes there is discussion concerning condis now and yes MMs were buffed too, but we are still useless in wvw and minions die too quickly. IMHO MMs are worse in pve and wvw than conditionmancers now.
WvW MMs will always be sub par to AoE builds except in solo content. AoE > everything in WvW, and the only AoE you get is Death Nova; and it seems against their philosophy to do something like give us spammable minions so all we need to do is summon minions to be effective.
Also you can be a condi MM. And I’m not sure what this thread has to do with MMs at all?
Necromancers actually have a pretty nice selection of weapons compared to other classes. We’re right about in the middle. I’d honestly love for more weapons, and there is a very high possibility we will see them in the future, but I would much prefer that they start getting the game really balanced out first, and then look at expanding.
Nerf terror and you kill non-Dhuumfire condi builds flat out, if it wasn’t for terror condi builds would be like sending 5 year olds to war in cardboard equipped with pool noodles. Its cute to see them pretend to be important and dangerous, but hardly a real enemy.
They just need to rebalance that single combo. Nothing else is necessary, but that single combo needs to be looked at, and it is probably Dhuumfire that is going to need to see nerfs, as almost every condi build relies on terror in PvP.
Necromancers need the offensive combination of Terror and Burning to be nerfed in some way without killing condi builds (which a Terror nerf would do). The problem is right now that single combination is too strong, in every other situation Necromancers aren’t OP at all, in fact we’re still in need of help (although the patched helped a bit). But that single combo is capable of putting out so much pressure that people just don’t have counterplay outside of trying to kill the Necro before he can cast anything.
Also, once they get that combo back in line, then we can really buff what needs buffing: our ability to “stay in the pocket”.
You can still get a second tick, they literally just nerfed it by 15% duration, and made it slightly less likely that you will get the next tick.
There really isn’t the need for a long discussion as to whether he needs Soldier or Carrion. He will get almost no use out of Carrion, so he takes Soldier. If he changes his build a bit, then he can take Carrion.
Of course it makes sense, as much sense as a mesmer flinging beams through his greatsword.
The power necro needs a ranged weapon so something like an engineer parking beyond 600 range or a thief with shortbow just doesn’t demolish you from beyond 600 range and there’s nothing you can do about it.
All you need to do to kill a power necro if you aren’t a D/P thief is to just sit beyond 600 range, dodge dark path, dodge dark pact, and you’re set.
No, it doesn’t make sense with the kit. If they increase the range, it stays as a crappy auto attack, and frankly is a pitiful “buff” to the builds that get the most use out of it; tanky builds and minions builds. If power necros need longer range, give it to them some other way.
The doom thing has been a reported bug for a long time, but it doesn’t occur to everyone. I know for sure that it works for me (I very often go into DS use Doom, and get out fast enough that it doesn’t trigger regen), but I also know the bug happens to others.
Axe makes no sense to be at 900 range. It needs work, but that isn’t increasing the range.
Maybe spectral wall could be good now with Terror, but besides that I just have never felt the need for all that defense.
I think reanimator could be turned into something awesome, to give people a much closer feel to the old MM (someone made the suggestion a while back to RNG a jagged horror on minion summon or death), it is a great idea in theory to have more things that activate on deaths, but they didn’t implement it well. Just like other on-death things need to activate more in PvP for them to be really useful.
WvW I agree, because AoE > everything in WvW, but this entire thing was based around the words of an sPvP developer, so WvW is essentially null (why did I bring it up? dunno).
But I used to be able to consistently enough land marks in PvP on smaller points (I side bunker, so the points are smaller), and they are no less threatening when they land, it is just down to how many you can land. I am not trying to say GM isn’t an amazing trait, because it is, but it is because of that that it is problematic to just make an amazing trait base.