Minions with Sacrifice abilities do not give life force on death. This has been true for a long time, likely to prevent Necros from running Bone Minions for 20% life force easy, plus good damage, plus two blasts. Sacrifice skills also do not proc the direct damage component of Death Nova (poison cloud remains).
It has always been the case, and in fact the LF on minion death was added a while after the game was released but not added to those minions on purpose.
Plague being GTAoE would suck, screw that. I’m all for it being an effect more like Reaper of Grenth though, I dislike transforms in this game.
Ta-daaa! I don’t have an issue at all with Necros being immobile, but our tools to prevent people from getting out of range really need to be great.
This. The difference in mobility between us and most other professions should be made up with anti-mobility, which isn’t currently the case.
Invuln is in theme, we just don’t have one. Not sure why exactly.
Its also not something I’d want, I don’t want to be forced to charge just to use Flesh Golem’s elite.
Minion Master with this instead of Death Nova? OK, leaving the thread now, have fun!
Nah, assuming he goes Death Magic/Blood Magic/Soul Reaping with cleric gear its pretty strong. This isn’t a new build, but Unholy Sanctuary is actually better in this case than this trait is because US will flat out fully reset a fight whenever you stay in DS while this will just lower the damage you take.
IMO unholy sanctuary should be buffed by around 50-100%. It should heal for a base of around 200 and see how that works.
It would need its healing power scaling reduced, right now if you are running Clerics US is actually really strong.
3 stacks on Grasping Dead, 3 stacks on Mark of Blood
I also believe Mark of Evasion did more, and while this didn’t hit us alone Geomancy was stronger back then IIRC. And even back then we had issues with consistent pressure, nowadays literally 1-2 skills from other professions can stack more bleeds than our entire build.
At the very least, Putrid Curse (3rd part of Scepter auto) should apply 2 stacks of Poison, rather than 1.
I keep forgetting this, Putrid Curse should apply however many stacks that would make it even to the old poison, which I’m guessing is probably 2.
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Its okay, but it conflicts way too heavily with Unholy Sanctuary.
NA has always been more individualistic imo. They never really move past soloQ mentality, its “me me me” all the time, I’m a god, everyone else is trash and holding me back.
There are exceptions, but I don’t think NA has ever really been able to transition into team play nearly as consistently as EU. Other than that I don’t think there is a big difference, EU players aren’t strictly better, nicer, or anything like that, just better at playing on a team.
High level play is whatever level of play I arbitrarily define it to be to win an argument.
Generally though I’d consider it to be the level of play where players successfully play the map, and also understand both their build and the enemies’ builds. For example, a player who can see both their team and the enemy team’s locations on the map and make an informed decision about where to go is “high level”, a player who goes far point or wherever the enemy is every time they spawn isn’t.
TL;DR version, high level is when players successfully think beyond themselves. They recognize and react to enemy builds and the situation as it happens, not according to a pre-memorized rotation.
They do conflict a lot however US has the unique niche of allowing you to reset fights with DS, especially with healing power, whereas Corrupter’s Fervor aims to reduce damage taken all the time.
Really optimistic a bought Anet not screw shouts up aren’t we Bhawb
No, hence the “if”. But right now the concepts behind most of the shouts (except Rise) are really solid and could be extremely strong.
@Bhawb.
I believe the developers think that adding conditions to ourselves is a strength. So they consider the extra condition “an additional effect”. They want to see us putting conditions on ourself and then sending them or “boonifying” them BUT they wanted the revenant to have resistance and not us…
Oh I know that’s what they think but here in reality land we pay for a 13% CDR with conditions, there is no bonus to having those condis.
Shouts work perfectly with what we’re getting, and our shouts absolutely need a cast time (though many of them were too long when shown to us). If they lower the cast times of the shouts to 3/4s-1s and make sure to appropriately balance the effects they’ll be fine, at least 3 of them had the potential to be really strong abilities.
Master of corruption is fine. Consume conditions isnt. Terror and path of corruption being same tier also isnt. Kills all condi specs instantly
It really isn’t. 20% CDR alone as a Master Tier trait isn’t good enough, others have additional effects. Furthermore, we pay for that extra 13% CDR, which isn’t a whole lot, by adding a ton of self-cost to the skills. MoC needs a rework, as do Corruptions themselves.
I don’t think Dhuumfire needs a direct buff, Life Blast needs to be not clunky as hell. Also Scepter 3 needs a rework imo, it is absolutely a power skill on a condi weapon, and Lingering Curse needs to be adapted away from ANet’s ridiculous idea that 500 year long bleeds are somehow remotely useful. And yeah reverting the bleed nerfs would help too.
I don’t think it will be a counter, nor a bad matchup, assuming both are appropriately balanced overall.
The scepter auto attack is mostly fine imo, the problem with condi builds is our weak over-time pressure which should be tied to landing “bigger” abilities with relatively decent CDs and stack better bleed/poison/torment.
Its funny how you seem to be the only one for whom Flesh Golem doesn’t bug out as often.
Maybe because I’ve spent a lot of time investigating the AI issues to figure out what is wrong and work around it. I did a stream not that long ago and Flesh Golem did not bug out that much.
This is seriously a great baseline feature. You just have to get used to it is all; it’s really never something you should want to turn off once you’re skilled with the class’s current incarnation.
This. I don’t want my profession to get nerfed because people can’t handle ground targeting and refuse to fast cast.
Really? You wouldn’t take 6xDeath Nova explosions over the golem’s buggy AI that never attacks? The charge is great, of course, but it needs a clear run-up to the enemy, which it never gets if it’s picking flowers halfway across the map.
1) Flesh Golem attacks far more than he bugs
2) If he has bugged AI he’ll be almost directly next to you since that’s what happens when his AI bugs, plus using Charge will reset his aggro
3) Flesh Golem accounts for approximately half the DPS of the full set of minions, if you drop Flesh Golem you lose any chance of killing someone 1v1
According to Karl, it’s not a bug. He wouldn’t give me any further details on their plans or thoughts on it, he wasn’t prepared to give a 1 on 1 statement. This was 3 months ago.
Probably some idiotic idea that minions + lich form would be too strong or something.
Why am I not surprised I get the most pessimistic poster to respond.
Because I am by far one of the best MM players and theorycrafters in the game, with the only person I really consider an equal being Sikari/ronpierce, so obviously I would respond to an MM thread.
Obviously these are just rough ideas. Since you mention mesmers. clones and phantasms aren’t really interactive either. you cast them on cd just to let them do their thing until they are shattered or dye of ‘natural causes’. the sacrifice ability wasnt put in there to be synergistic to just minion masters. in WoW warlocks have an ability almost exactly like this. they sacrifice a minion to gain a damage boost. it wasnt meant for the pet line but to open up possibilities for power builds.
Clones and phantasms have a lot of play, and frankly your idea is basically “what if we made minions almost exactly the same as clones but not nearly as cool”. It doesn’t make them better for power builds, minions already have a lot of utility for other builds but due to AI issues and usability aren’t taken often. As an example Bone Fiend allows for eight seconds of immobilize, and since it is applied twice it is really hard to deal with. They don’t need massive changes, just tweaks here and there.
Obviously 5 flesh golems would be overpowered. I dont argue that. This would take a great deal of numbers balancing. if you think you could improve on my ideas you’re free to try.
I don’t want to improve on them because there is no point, in my opinion, of pursuing anything like what you are talking about. Sikari and I have made multiple massive posts on how we’d like to see minions changed. You are proposing we become Mesmers, basically,
If it weren’t for this stupid interaction, Lich Form would actually be a better elite for a minionmancer than Golem!
Not even a tiny bit close to being somewhat remotely plausible.
IIRC it is a bug with our transforms that ANet is aware of but simply hasn’t dealt with yet.
What if instead of having the minion summon and then switching to a minion ability (such as flesh golem charge), after the summon completes it starts its cooldown, and allows for the summon of more than 1 minion of each type (im thinking up to 5 total).
The problem is this is purely passive. There is nothing mechanically interesting about pressing buttons on CD, plus things like 2 Flesh Golems would be insanely OP, that is a 50% DPS boost alone to the entire MM build.
So in theory you could have 5 bone fiends if you wanted to wait the cooldown, or 2 flesh golems and 3 shadow fiends. I think this would would more resemble the playstyle of the GW1 version of necromancer.
The real playstyle of the GW1 MM had very little to do with spamming minions, the minion summoning was more of a power gating than it was the major point of the playstyle. The real strength and interesting part of MM play was managing your minions after they were summoned, which you also do in GW1. The difference is now you do this by managing the enemy and using more generic defensive AoE CDs instead of micro-managing enchantment spells on minions.
While I dont want the minion abilities to go away necessarily, a few like putrid explosion and burst heal (blood fiend) could become an on death effect.
Again, passive = boring. These changes would take MM which is actually becoming more active, and remove a lot of that activity.
Another idea is to add an ability that destroys all of your minions to give you a boon for each one. Might help for times when you really dont want a minion around. Whether it be in dungeons in tight spaces or jumping from ledges. Could call it ‘tribute’ or ‘sacrifice’ or even ‘return from whence ye came’ for all it matters.
just brainstorming here what boons they would give..
blood fiend – regeneration for 8 seconds
bone minion – 1 second of might for each (max 10 minions of these so 10 sec of might max)
bone fiend – stability for 3 seconds
shadow fiend – maybe increase in dodge regeneration
flesh golem – vigor for maybe 5 seconds or so.
Doesn’t really make sense, its basically shatters and has no real synergy with the MM playstyle.
Reducing DS 1’s cast time would make it too powerful, though halving its attack speed and damage so it ends up being the same DPS would be fine.
Its something they could add to the cash shop that would be fun, but I doubt it would ever be added outside of cash shop transactions. I think skins are more likely.
I think making it so Moa would revert you back to any transform you were in would be fair. It is still a really strong CC while active, basically 10 seconds of wasted transform, but less of a hard counter.
Why do minions work differently than ranger’s pets ? These pets never bug!
Oh they do.. quite a lot tbh lol
but they run on different AI and the Ranger has control skills for them too
something the Necromancer really needs imo
We’ll never get control skills.
AI needs a bit of a rework, at the very least they need to be able to attack and move at the same time like players and reset their aggro faster when it fails. There could also be some really nice QoL things like being able to summon melee minions at the target’s location, speed boosts when they get a certain distance away from the target (and not straight-line distance but how far they have to run to the target), decreased summoning times, things like that.
It’s because the game registers YOU as the source of the chill. This used to work the same way with engi’s Sitting Duck trait when you immobilize yourself in places like the Thaumanova Fractal, though that trait is no longer in the game.
This. As far as the game is concerned you are chilling yourself, so it procs related traits, just like all conditions applied by minions are treated as though you applied them, including traits.
Probably better as a skill, revealed is a really strong mechanic and Necros are already more than capable of killing Thieves through stealth.
I’m almost sure they do because I’ve noticed getting procs when I haven’t done anything to proc the trait, but it is hard to test without help.
I also believe that you don’t have to apply all 4 yourself, you simply have to make the number of bleeds on your enemy go over 4. So if someone else applies 3 bleeds, you only have to apply 1 to proc that trait. Someone should test this out, it shouldn’t be hard you just need 2 people.
Its really easy to activate on my MM, honestly. You get Mark of Evasion baseline, so from there all you need is to land Dark Path, and these abilities combo with each other very easily with DP→dodge. You can also take staff, dagger OH, sigils, runes, transfers, there are a lot of ways to easily proc it.
3 might be okay, but you start to lose control over activating it.
There was no massive nerf to Reaper. Chill can’t stack more than five times, big deal, if you were able to stack more than 5 applications of chill your opponent was mentally AFK already, this is something all other duration conditions have and it doesn’t hurt them at all.
The Chilling Darkness nerf was stupid but it doesn’t nerf Reaper, it nerfs Curses, CD was not a core ability to Reapers, only condi Reaper at most.
Yeah I don’t care about minions at all Kappa.
I agree with most everything you say except this. They asked for criticism. I forget the streamer, his names Joe but his twitch name whatever, he said anet asked him for the gods honest 100 percent truth no matter what and don’t sugarcoat it.
Granted the language here is far more civilized than on reddit, but you must admit there’s no excuse for some of this. This is I believe the third time rev is playable. There’s no way full zerk should hit for 1200. We are all aware of the class not being finished, but in this state it looks like they haven’t even started
I understand criticism, OP didn’t propose anything though, what they brought up were very general balance problems like cast times, and then “Lack of synergy between weapon-traits-legendary stance (aka the class mechanic).” when literally half the profession isn’t in game yet. They didn’t say anything of remote use to ANet, not a single specific skill is mentioned, not one trait, not one legend, weapon, nothing but this class sucks like Necro how did ANet kitten up again.
I might actually strangle myself if I see another person kitten about Revenant when it isn’t even half finished and still heavily in beta.
“Its a beta” – ANet
“OMG WHY ISN’T THIS PROFESSION PERFECT” – testers
And we wonder why they don’t come on the forums.
Are all chaneling abilities the same, or could there be a way to have intereacts only , while weapon, utilty skills would still cancel like they do now?
I’m not sure, honestly, because I don’t know how they coded their interacts. I would imagine it would self-cancel everything, but I’m not sure it is really worthwhile just to be able to start your stomp and then enter DS later.
Because PvP is the only thing that matters right?
We’re not even that good in PvP, so I’m not sure what that person is trying to imply.
…Duh? They don’t have to worry about already existing balance when it comes to Revenant, they have seen the problems of Necro (and others) and been able to take that into account. The problem Necros have always had is that even if anet was willing to add lots of support they have very few good areas to put it.
What if you started to heal then went into DS? Or used elite + death shroud? Then there are issues of your skills being unequipped while in DS so you would still self-cancel almost everything, which they’d have to fix. Assuming that wasn’t an issue though, things like Foot in the Grave and Death Perception would get balanced around being able to activate skills before entering DS for massive boosts to their damage or not being able to interrupt them.
There are just a lot of possible abuses, bugs, and more weird interactions for something that doesn’t provide that much benefit.
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You are also playing support revenant right now, so you’d hope they’d have support.
Chill hasn’t been trivialized, snares haven’t been minimalized.
Honestly I think the skill would be much stronger if it wasn’t a proper transform but acted like Rampage as One, with an non-boon buff that boosts DPS and is removed if you enter DS, and then had a secondary active while in Lich that allowed you to use the current 5 skill. It wouldn’t boost your HP anymore and not being able to go into DS means you are still squishy, but you have to counterplay the Necro’s normal abilities.
It always interrupted actions, the fact that it didn’t was a lag abuse. They just need to up the stability duration so you can stomp fully in DS covered by that stab, but it interrupting actions is meant to prevent “abuses” like casting normal abilities while in DS.
The thing is DS could be the answer to active defence. But they actually need to give us traits that effect it. Such as 1 second invuln on DS entry or 3 second reflect on entry. Or block/reflect while channeling life transfer. Or gain vigor on attacks while in DS.
Unfortunately anets refusal to actually give us a proper defensive line, and leave death magic as sponge/minions only, has left us in a sorry state.
This. Instead of allowing us strong active defense in DS with Death Magic or Soul Reaping, they give us passive toughness, passive healing, less passive degeneration, passive speed, its ridiculous.
I’ve still got the OG But of Corpse guild that I never pay attention to.
1. No
2. The blind is okay, but it is just a really weak skill right now
3. Projectile destruction + CD reduced to 35s