It is definitely working, I’m deeply in love with the trait, it adds a lot.
YAAW is fine, it reverses the flow of the fight, you go from being pressured to the enemy glancing blows all over and you have a ton of might to fight back with, its a solid skill.
Suffer can’t convert, since that is what NCSY does, but it does need help, as does Rise!. The rest just need adjustments.
Did anybody try Reaper GS vs. lockdown Chronomancer with all that Slow abuse?
GS isn’t worth using period, no need to make it look worse against Chronomancer.
You don’t need zerker to hit hard, I was killing people from 50% in soldier gear with one Executioner + CoD proc. But it isn’t OP at all either, in fact most of it is a bit on the weak side, there are a just a few things that are balanced already that feel nice.
Off for now, I’ll post when I’m back on a bit later, just need a few hours to chill.
Its not worth using in PvE, you’re better off just auto attacking with dagger.
They are a bit too FF14 for me, but really fun to use regardless.
The shouts are really nice in general, the only that need big changes are Suffer and Rise. The others are all really fun and could be very strong with some numbers adjustments.
Solid idea, GS is basically unusable right now.
Slow/quickness change how long the skill is channeled for, and ANet programmed movement skills to go a certain speed over a certain time. So lets say it goes 100 units per second, if you increase that time channeled from 2→3 seconds it increases the distance moved, which is what slow effectively does.
Also could really use more LF generation. While the rest of the specialization has nice LF, the weapon itself has almost none, which makes it really strange as an otherwise tanky set.
Reaper Greatsword is really bad right now. Most of the rest of reaper I can get behind, but GS doesn’t have the appropriate reward for how difficult it is to do anything with it. 2 needs significantly more damage and needs to fully reset, the fact that it resets to like 1s makes it really clunky for no reason, you don’t have enough time to actually do anything in between, yet it artificially nukes your DPS. 1 needs longer chill duration, if I can land a 3s chain I should be able to perma chill whatever moron I’m facing that let me do that. Also 4 needs to be castable while moving, and 5 needs to go to my target.
The design is great, its just clunky and not rewarding enough right now.
Its really awkward, I’ve messed myself up a lot using it.
Hey guys, I’ll be starting up my stream here in a minute or two, so come check out the beta. If you have anything you want covered just ask in chat or if you have a build you want come prepared to tell me what to do!
Bhawb, of ALL the feedback that we have given the devs since they showed us the Reaper, what concrete POSITIVE changes have we received?
Gee isn’t in charge of every day balance alone, that isn’t how a balance team works, so blaming him alone for every single Necromancer change is ignorant. Since May, Gee has only had 2 months to do anything, as he said this current patch of Beta was locked a month ago. So May/June was the only time he had to work, and since then he made a great change for RS 2 in response to feedback, as well as really good changes to the 4 skill of Reaper, and we’ll figure out what else. Blaming him while he single-handily did that amazing trait patch we had is a bit ridiculous, let’s get through beta, give him feedback, and see how it develops before we jump down the throat of the only dev to post this much on the Necro forums ever.
I’m not happy with the pace of changes, but that’s a complete strawman and not what I said.
They don’t bring banners, Frost Spirit/Spotter, reflects, Time Warp, stealth, and I’m sure some other things.
He doesn’t have underwater animations that’s the only reason he doesn’t work underwater. Back in beta he’d just kinda walk underwater while floating.
The way to fix Necro in PvE is to fix PvE overall. In a different PvE landscape that didn’t involve stacking, Necromancer could potentially shine a lot more. A well designed Necro, with fixes to the things we need fixed, and a better PvE that more appropriately highlights the combat in GW2 could suit Necromancers very well, the problem right now is Necro is much more focused on preventing players from reaching full power, yet most mobs ignore this.
I think he’s talking actual uptimes being 90-100%, as in even after your opponent uses their cleanses and attempts to avoid your abilities you’re still sitting at massive chill uptimes. I say this because you can already keep someone chilled 100% of the time fairly easily if they do nothing.
That’s fine. In 3 years of dialog Necromancers got a projectile defense on a skill that should have been an evade to begin with.
You need to pay attention if you think this is the first time we’ve ever gotten a change based on forum feedback.
Well, he did give proof, RS 2 is now a projectile defense like we’ve been asking for.
If it wasn’t meant to be used in combat it wouldn’t have a blind at the end.
Necro scepter 3 getting condi burst of some sort instead of power burst would be very nice, as well as touching up the AA/2 skill to be strong immediate threats instead of needing to stay on for the full 30s duration to be comparable to other skills.
Remember this next time someone complains, the devs very much do listen to what we post on these forums.
Praise be to the Gee!
Now I can quote this whenever people try to argue that no one listens to the forums. I look forward to the beta soon, and hopefully we can provide you good feedback.
Cmon guys, obviously Zoso is better than every single Necromancer here combined. Necro isn’t bad its just all a l2p issue, Peters was right Necro is so hard to play its taken us 3 years and we still haven’t figured it out.
The easiest change would be to leave it as is if you have no target, like a lot of skills, but then also allow it to be targeted.
Ive been reading these forums for a while and I wouldn’t call what you guys are doing feedback…. Sounds more like demands.
There are a lot of people giving amazing feedback. We said ICDs would make the specialization far too clunky, because ICDs don’t reward skillful play but instead are balanced to the extreme few situations. We said GS didn’t do enough damage to warrant its cast times, and asked it be buffed so that it fit their given theme, instead they gave skills longer CDs.
We’ve been giving feedback for 3 years, and most of the problems we have now are due to things they did without feedback. The good changes they make? Almost all due to feedback.
Gravedigger has downtime, it only resets to 80% now, and only if you hit something below 50% with your massive channel. Realistically players won’t be hit by Gravedigger unless you really go out of your way to set it up. The problem is a 7k hit with 25 might isn’t actually very amazing with the amount of setup we’re asking for. If you want to do that just AA with life blast once. Skills with comparable setup do far more damage on any other profession.
So what you’re saying is I should check to see if my minions are being dumb or glitchy prior to activating my skill button?
Yes, that is literally what playing MM is all about, paying attention to your minions.
Bone minions don’t blow themselves up in their activated ability until they run to within range of the target. Otherwise, you just wasted a skill and added additional cool down time for no good reason.
That just flat out isn’t true, that isn’t how Bone Minions work. But at least we’re clear about your opinions, you just don’t understand MM at all.
The Devourer: It’s ability is to inflict cripple. This is useful for enemies coming at you or running away. Any mob between 600-900 distance is going to be doing one or the other. So instead of randomly firing every ten seconds, make this useful by adding the range modifier to the assessed target.
Once again, not how this works at all. It isn’t randomly every 10s, the cripple is applied on an enhanced AA with a 10s CD, the same to how the active works. The enhanced skill passively activates and approximately doubles Bone Fiend’s damage plus adds cripple, but otherwise is functionally the same as a normal AA from him, which occurs every 3s.
The shade: It is slow and does weak damage. It would be of much greater use of its teleport/blind skill was activated upon Successful skill one attack. That’s when the ins is best used anyway, as the opening move into a group of enemies.
Only problem is his active has a 3s delay, which yes makes it slow. Lowered to 1s it would be great.
The wurm minion is absolutely useless and needs to be replaced with something that serves a purpose.
This is just stupid. Wurm is one of the most used Necro skills period, it has use on almost every single build.
We don’t need controls, their current AI system would be fine if it just didn’t bug.
heavy hits.
This is just factually inaccurate, it deals worse damage than Guard Hammer unless they very significantly boosted ratios, and everything we’ve seen so far says they didn’t.
they nerfed chill for all classes and put an icd on a trait that deserved an icd?
increasing the cooldown on gs is something i don’t understand but it’s still beta so i’m sure robert will listen to feedback.
So far they’ve done the exact opposite of listen to our feedback when it comes to reaper.
Later in the stream Jebro is playing much better, but he’s still not a necro expert as far as I understand.
Jebro isn’t known as a great player period, he’s a caster primarily, and doesn’t play Necro on top of that. Blackmoa apparently was playing just as it got cut off, hopefully he’ll come on skype or here so we can hear from here.
More high quality “balance” from ANet. Greatsword is as slow as Guardian Hammer with a fraction of the damage, they loaded ICDs onto anything that might have been useful, Rise! is still garbage, good stuff all around, nothing new to see here just Necro as usual.
Minion AI threads pop up literally every week, if not more frequently.
Wait Blackmoa was there? He’s a very solid Necro, if he couldn’t make Reaper work that doesn’t bode well.
The active skills always work, I know the build extremely well. There are delays involved in certain skills, but they always activate.
Blighter’s Boon gives you life force (or HP while in DS) whenever a boon is applied to you, whether by you or from any other source. So at the start of the game when everyone is spamming buffs you’ll get a fair bit of LF to start off with.
That wouldn’t change anything, glitchy minions won’t magically be fixed by the minions using their actives. Why would you take control away from the one part of the kit that has no glitches (the player) and put it on the one with all the problems? The active skills always work, there are no bugs there.
What I’d much prefer is if the minions activated their abilities on their own.
This is one of the worst ideas I’ve ever heard other than flat out nerfing MM. This removes all the skill of playing the build, it makes absolutely no sense.
Blood Fiend isn’t a good heal. Math-wise it strictly loses out to SoV passive healing in every single way, its synergy with minion traits is negligible, 20 toughness and an extra Death Nova/condition removed every 10s don’t make a big difference, and the condition pulling will only kill it faster. It doesn’t scale with Healing Power despite that being a very important MM stat, and it is the most susceptible to being outplayed by opponents due to a single missed attack negating 3 full seconds of passive healing, plus anyone smart will just kill it.
It makes your build weaker to everything MM is already weak to without any benefit. There is no special payoff, it will heal you for less than SoV while bringing no meaningful extra DPS or utility. It isn’t a good heal, the only time it had a tiny niche is when it was better than SoV as an over-time heal, and that is long gone.
It wasn’t like that before, it was heavily tested since it was discovered not that long after launch and it was always a consistent 50% until March from what I’ve been told.
Yes I’m aware of how it works and multiple people have posted video proof that it is not working consistently right now.
The regen is applied to allies not just the necro so that makes it utility.
Condi transfer is personal utility.
Chill is utility.
Fear is utility.
Blast finisher is utility.Why are you so intent on making staff a condi weapon? Scepter is the condi weapon. Why would we want 2 condi weapons? It would be redundant.
Calling it a utility weapon implies that it has special utility. Condi transfer is on dagger OH, chill is all over our kit, fear is all over our kit and also not a special thing for anything except Terror builds, blast finisher is extremely unreliable.
If you get rid of staff you can replace all the “utility” you lost very easily, when I run D/WH and A/D I’m not missing any of what staff brings. This isn’t true of any other utility weapon in the game, and its why calling staff a utility weapon is ridiculous. Its like calling axe a burst weapon.
I’m not talking about the difference in numbers between UI and actual LF lost, I’m aware of that, I’m saying the 50% reduction simply doesn’t apply consistently. Sometimes its 15%, sometimes its 30%, sometimes its 50%, and its totally random.
Unfortunately innate damage reduction in shroud is bugged, so I wouldn’t be counting that in any calculations.
Staff is not currently a utility weapon and hasn’t been for 2 years. It just flat out isn’t utility. Regen isn’t utility, condition transfer isn’t utility. Unless we start considering “has AoE and is 1200 range utility” staff hasn’t been a utility weapon for a very long time. Power builds lose nothing if Staff becomes a condi weapon so long as axe is made 900 range, you get the condition removal from dagger OH, AoE interrupt from Dagger OH.