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Necromancer or Guardian!?!?!

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Posted by: Bhawb.7408

Bhawb.7408

For those, you are better off with a guardian from a balance standpoint. Love my necro but she doesn’t quite put in the work a guardian does in PvE.

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[skill bar] skills we NEED

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Posted by: Bhawb.7408

Bhawb.7408

No, they really don’t.

  1. is decent damage (at least in PvP), our issues of damage are completely separate to the damage of this skill alone (we lack modifiers and buffs of other professions)
  2. gives base 138 HPS with 0.03 healing scaling per second. A 2k heal isn’t bad at all, plus it goes nicely with the dagger CDR trait, siphon traits, and BT
  3. has the highest immobilize duration of any weapon skill bar Pin Down (which is a commonly complained about skill), its perfectly in line with other immobilize skills
  4. is an amazing condition transfer skill
  5. is again a good skill that is entirely comparable to what else you can get

The only changes I’d make to dagger is speeding up the 2 skill, reducing 3’s cast to 3/4s, and having a blast finisher on 5.

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[skill bar] skills we NEED

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Posted by: Bhawb.7408

Bhawb.7408

Dagger is absolutely fine, don’t break it just because you don’t like it. The addition of cleave is simply a QoL thing, it doesn’t have to “make sense”.

Otherwise, I pretty much agree.

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Anas Tarcis' Perspective of Warrior Changes.

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Posted by: Bhawb.7408

Bhawb.7408

Guys, he made a joke, it hit a little too close to home for a lot of us Necros, let’s move on, it was just a joke.

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cleave on dagger

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Posted by: Bhawb.7408

Bhawb.7408

They didn’t announce it, so I’m not holding my breath, but yeah, I’d love it if Necro dagger got a 2 target cleave too.

It was heavily hinted in chat by a dev (I think Karl, maybe Grouch).

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New Combo Field, Earth.

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Posted by: Bhawb.7408

Bhawb.7408

Despite being a cool idea, the thought of Elementalists getting even more combo fields make me die a little inside.

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List of useless traits.

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Posted by: Bhawb.7408

Bhawb.7408

The issue with the trait isn’t so much what it does but how often it does it and when it does it. Cleansing conditions after killing something might have some extremely niche use, but when it doesn’t proc in most difficult combat situations (when you need it), its not an issue of expecting the trait to be more powerful, its just expecting the trait to function.

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Is Celestial gear wasted on a DS necro?

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Posted by: Bhawb.7408

Bhawb.7408

The thing that makes celestial work is the ability to have a fairly tanky power build, with some conditions (usually burning), that can stack might to offset the “lack” of damage. Celestial ele works by having a very defensive setup that can also stack a lot of might for damage, same with Warrior, and then in Engi/Ranger’s case its not so much tanky but its a way to play a near-zerker build without actually being as squishy as a zerker.

Necromancer on the other hand just doesn’t abuse celestial/might stacking as well as others.

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Adrenaline Decay, will we see LF Decay?

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Posted by: Bhawb.7408

Bhawb.7408

Adrenaline decays already, LF does not, the change simply lowered the amount of time before adrenaline starts decaying.

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DS - suggestions

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Posted by: Bhawb.7408

Bhawb.7408

Trying to completely rework DS isn’t going to happen at this point. The single transform is just fine, it just can’t block our own traits, and there needs to be a UI rework so allies don’t blow their support on us.

They should look at allowing all healing to affect DS, both with and without it only being a certain %, but if they find it to be too good that’s fine, its a massive change.

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Anas Tarcis' Perspective of Warrior Changes.

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Posted by: Bhawb.7408

Bhawb.7408

I am somewhat confused on why they nerfed the damage on 100b specifically, unless it was a PvE change (whoa, Anet thinking about PvE in balance?). Its a very difficult skill to land and requires very specific builds to make meaningful, it has a lot of counterplay built in, it seems a bit strange to nerf it.

Also, making life force easier to attain but degenerate OOC is a good suggestion actually. It would be a buff to necros as they are toast when caught w/o LF, but monsters when they manage to get to full LF.

(Without derailing this too much, although I guess it was a “suggestion” of the OP and has kind of become a topic)
Few issues with that idea, mainly being that Necromancer is already the only profession with 100% counterable defenses that is extremely weak to burst, focus fire, and CC. We can’t gain LF without landing abilities or getting hit, can’t land abilities while CCed, and with no ways to avoid CC (remember our only options are to tank damage, and we haven’t built that up yet) we just kind of… take it.

The current system’s concept is fine, it just needs fine tuning.

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[Skill Barr] necro vs buffs

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Posted by: Bhawb.7408

Bhawb.7408

Marks honestly need an overhaul anyway, the fact that you can’t see where they are going and the fairly generic animations (for 2-4) need changing, and then they obviously need to have their cast time/activation time and animations/strength adjusted for that.

And honestly I’d just delete Spiteful Marks or make it baseline. Staff is a utility weapon, its traits should lend themselves to that, and 3/4 of them do (decrease CDs, increase size and make it unblockable, or give it LF generation).

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Stop balansing tro PVP evrything STOP

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Posted by: Bhawb.7408

Bhawb.7408

Yeah, we all know Dhuumfire was nerfed because all those PvE mobs were complaining about the burning. Corrupt Boon definitely took the hit because it was just destroying mobs. Terror? Had to be nerfed so we couldn’t chain fear those poor AIs.

Do you all actually think when you post this crap? Or does it just kind of dribble-out?

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cleave on dagger

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Posted by: Bhawb.7408

Bhawb.7408

Why does everyone keep saying give axe cleave. I cant even imagine how that would work on a 600 range weapon target requiring weapon. Unless you are imagining splash aoe around the target. But then thats not really cleave. Cleave works without a target. :P

Axe doesnt need cleave. It just needs a huge buff.

Idk, I think Axe getting the equivalent of a 600 range Guardian staff auto attack would be just fine

But yeah, I think most people mean a splash around the target, and yeah axe needs some massive buffs.

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Anas Tarcis' Perspective of Warrior Changes.

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Posted by: Bhawb.7408

Bhawb.7408

From my perspective, if you are trying to balance classes from this kind of situation, I will suggest that you also need to dismiss Necromancer’s Life Force while out of combat.

Adrenaline was always supposed to degenerate outside of combat, it just wasn’t working as it was supposed to.

For people who were trying to defend Nerco Life Force. Do you know that you can build your Life Force for free by hitting some specific structures in Khylo?

Warrior: Adrenaline Decay when out of combat- Makes sense since adrenaline shouldn’t exist while you are not fighting.

Mesmer: Clones Dismiss when out of combat- Makes sense too since you shouldn’t need anything to protect you while you are not fighting.

Necromancer: Life Force still exist when out of combat- Is it really make any sense?

Your call, but my main target is focusing on warrior balancing, not Necromancer.

Life force is HP to us. And its more than that, imagine if after every fight you lost every defensive boon, and every defensive ability you have went on full CD and stayed on full CD until the fight started, at which point it started counting down. That is what you are saying Necromancer LF should do, that the only significant defensive mechanic an entire profession receives should be completely inaccessible to them until they’ve won a fight… except then they lose it all.

We don’t have abilities that give us full LF in a single press regarldess of situation (zerker stance).
We don’t have vigor.
We don’t have blocks.
We don’t have extra evades.
We don’t have multiple semi-immunities.
We don’t have invulnerabilities.
We have nothing except a lot of HP, ways to attempt to replenish it, and a few ways to make attacks take slightly less HP than normal, and our full HP isn’t even available to us until we build it in combat by directly interacting with our enemies (aka, things that have counterplay). Ever wonder why Necromancer has been the #1 focus target in teamfights since people learned what focus fire is? It sure as hell isn’t because LF is so amazing we’re just face-tanking through all that damage (and face-tanking is all we have).

Oh and did I mention that we have the only defensive mechanic in the game that actively negates not only team support, but directly invalidates an entire trait line of the very profession it belongs to?

There are valid complaints about Necromancers and valid nerfs to be proposed, but this is absolutely an awful one. There are cases where comparing cross professions is acceptable or helpful, this is absolutely not one of them, unless you start comparing everything.

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[Skill Barr] necro vs buffs

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Posted by: Bhawb.7408

Bhawb.7408

Lich form and axe have nothing to do with each other. If they intend to nerf Lich they’ll need to essentially remake the entire transform, considering the only reason its even semi-meta is because of its obscene damage against blind people.

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Stop balansing tro PVP evrything STOP

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Posted by: Bhawb.7408

Bhawb.7408

You can argue all you want about whether the game is balanced or not, but 99% of balance decisions are made with sPvP in mind.

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Stop balansing tro PVP evrything STOP

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Posted by: Bhawb.7408

Bhawb.7408

Lets be honest, until they nerf FGS/FB it doesn’t matter what they do to Warrior or Thief weapons, since they’ll just be carrying an FGS anyway.

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[Skill Barr] necro vs buffs

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Posted by: Bhawb.7408

Bhawb.7408

A nerf to SoS, probably upping its cast time to 1s and having its visual apply at the very start of the cast.
Possibly a nerf to terror, nightmare runes, master of terror, and/or reaper’s protection (although if they do this it means they are reverting some bleed nerfs)

Buffs to axe 1/2
Dagger cleave
Axe trait getting buffed and/or some parts of it becoming baseline
Spiteful marks removed (maybe made baseline) for a new trait
Slight buffs to siphons
Buffs to various underused traits, its hard to tell which since there are quite a few they could change

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Build feedback

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Posted by: Bhawb.7408

Bhawb.7408

I don’t get what the point of this build is. Axe 3 + Spiteful Spirit is more than enough retal for any purposes. If you want attrition you don’t need to look much further than standard minion builds with clerics.

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cleave on dagger

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Posted by: Bhawb.7408

Bhawb.7408

Staff ele gets 13k DPS at 600 range, range isn’t that much of an issue when it comes to damage. If Axe wants to stack vulnerability, then it needs to step the hell up and stack vulnerability like engis do.

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Adrenaline Decay, will we see LF Decay?

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Posted by: Bhawb.7408

Bhawb.7408

I am not really optimistic about cleave as Devs at some point told that the lack of sustained power damage is the “weakness” of necromancers. I expect however some sort of means for us to get life force out of combat other than reslotting minions.

It was sustained AoE power damage, which we are still quite awful at. Sustained power damage however is absolutely necessary to be anything close to attrition.

There won’t be OOC LF loss. The reason for this change was that adrenaline is specifically supposed to be built in each fight. It already had decay, but only after 30 seconds of being out of combat, which is much longer than it took for a warrior to win a fight then go to another node, but with full adrenaline. It just shortened the time to make it do what was intended.

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Bug? Flesh Golem Not Attacking!

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Bhawb.7408

Why did we just necro this thread when there are literally dozens of new ones about the exact same issue since then….

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I'm top 100, stop pairing me with NOOBS

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Posted by: Bhawb.7408

Bhawb.7408

Holy crap I never knew about that site…

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[Skill Bar] Black Powder

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Bhawb.7408

We’re talking about ANet here, let’s not get too fancy.

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[Skill Bar] Black Powder

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Bhawb.7408

Something I wonder about; think there’ll be changes to Well of Darkness and Blinding Plague?

There is a very key difference here: Black Powder is an ability with 0 CD that allows you to secure a stomp on demand every single fight, whereas WoD is a fairly long CD (for a worse field as far as comboing goes, and only 2s longer duration, but larger), and Plague is a massive CD. Its not really easy to compare something that can guarantee a stomp every single time someone goes down to abilities with very significant drawbacks to their use.

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[Skill Bar] Warrior's mobility

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Bhawb.7408

ANet NEVER stated that they agreed that they’re mobility was too strong unless I missed something. They they did say is that some posters on the Forums said they they felt that mobility was too strong, they didn’t say they agreed.

I don’t understand, is it OK for a Thief/Mesmer to use Stealth/Teleports as a way to disengage but it’s NOT OK for a class to very visibly run away? How about FGS on Ele? Swoop on Ranger (mentioned because it’s getting an evade)?

The difference is those professions are balanced around those mechanics. Warrior is tanky, deals high damage, has immunities, and can run faster than Usain Bolt.

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Necrotic Suggestions

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Posted by: Bhawb.7408

Bhawb.7408

Necros already have defensive weapons; staff and daggers.

Those are not defensive weapons, defensive weapons have mitigation as their primary focus. Staff does not have mitigation, it has condi-utility, dagger MH does not have mitigation, it has damage with the control and sustain needed to deal that damage, and dagger OH would be at best a highly aggressive defensive option, due to the fact that both of its skills have as much offensive pressure as they do defensive.

A purely defensive weapon for us would be something with a lot of chill/weakness/blind. Well of Darkness is a defensive CD, SA is a defensive CD, but on our weapons we get at best mixed, which means some of the potential defensive strength is missing because of the damage.

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Necro new pets + Fix

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Posted by: Bhawb.7408

Bhawb.7408

The issue is any “swarm” idea would need to have some kind of unique play, since the skill would likely not have any secondary effect. I had suggested before a way to simply summons minions (up to a cap) on CD. For example a utility skill that summoned one jagged horror per use every X seconds up to a max, after which it was unusable until they had died.

The issue with that is there is no play to it. You’d need to do something with them, otherwise its extremely boring and passive.

Also we don’t need a new elite, just an UW flesh golem. If they add any new minion stuff I’d say they should rework our current traits to add additional effects instead of passive improvements, and add a “training of the master” for conditions, put it in curses. Same idea, but it adds more condition-friendly affects to minions. Barring that, minions for condi builds, and condi weapons that don’t suck for minions.

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[Skill Bar] Warrior's mobility

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Posted by: Bhawb.7408

Bhawb.7408

This assumes that the Skill Bar is showing 100% of all changes, which I highly doubt will be the case.

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cleave on dagger

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Posted by: Bhawb.7408

Bhawb.7408

Thief really needed another cleave.

Now they have exactly 0 weapons that don’t hit multiple targets, as long as they trait when using pistols. Meanwhile on necro…

But yes, I think its very likely that necro dagger will get cleave, although I don’t think you should get LF per person hit, its already a really nice amount. Multi-target scaling should come from other sources.

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Please redo Deathshroud

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Posted by: Bhawb.7408

Bhawb.7408

LF generation might scale with opponents but our attrition doesn’t. And if Deathshroud is a Necro’s core feature, it should do more to make us the attrition class we’re supposed to be.

Our attrition is based on boon removal, condition application/removal, and healing/LF generation. All of those have the potential to scale into AoE situations, but some need slight buffs in certain areas. We’ve shown pretty easily in PvE and WvW that when we have appropriate LF generation we’re actually just fine on defenses, its just a matter of getting to that point, and doing so through methods that have counterplay.

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Please redo Deathshroud

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Bhawb.7408

DS scales with opponents by having LF generation skills that scale with enemies. Notice that in WvW we are absolutely insanely tanky in the large groups because our defenses actually scale up in that size. The issue is more sPvP where the few scaling sustain tools we have are awful.

They need to buff our AoE generation, not just randomly start adding crap that we don’t need or doesn’t make sense.

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Necrotic Suggestions

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Posted by: Bhawb.7408

Bhawb.7408

Back and forth with this. Some people say its only slightly worse then the warriors, others say its not even close, I’ve seen the stats. Make up your mind people!

http://www.reddit.com/r/Guildwars2/comments/2bem98/pve_nonfgs_dps_for_each_profession/ is the most recent thing I’ve seen, which as us at a very mediocre amount of DPS, and actually puts us at an unnaturally high DPS figure because it assumes fury/might numbers we’d never hit on our own.

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Necrotic Suggestions

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Bhawb.7408

How the mace could be used with a necromancer might not be what you want, however Necromancers have very VERY good damage option at the moment and I personally feel that the area we are seriously lacking is in the defensive department. giving us a block would go a long way for survivability.

Necromancer DPS isn’t actually that good except in WvW because we have ranged AoE direct damage. But in PvP we’re only used because of burst/1v1 potential, and in PvE we’re just not used because we have middle-range DPS at best.

Mace could do well to give us some other options, but most people think of GS because its considered a DPS cleave option, which is what we need if we ever want to be used in dungeons.

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Necrotic Suggestions

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Bhawb.7408

The only reason I don’t think of mace much is because even the two professions who get mace right now don’t use it that much. I can’t remember the last time I saw warrior use mace, and even on guardian its seemed to have fallen off a bit.

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perplexity goodness?

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Bhawb.7408

On summoning Flesh golem Runes of the Krait trigger. However on charge it does not trigger. You don’t get 2 uses out of it. That’d be nice but it isn’t the case.

It doesn’t overcome the ICD but both are capable of procing the rune set.

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Fix deathshroud first

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Posted by: Bhawb.7408

Bhawb.7408

As I’ve said before though, turning it into a ground-targeted skill would require you to lead your target, making it less reliable to hit and thereby inherently nerfing its combat effectiveness unless you’ve had years of using the rocket launcher in Quake 3 or something. Remember, it’s a really small aoe, and it doesn’t stay on the ground like marks do: it wouldn’t be as easy to hit with it!

You wouldn’t need to hit your target, because your target is an unmoving wall that you are about to teleport through.

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perplexity goodness?

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Posted by: Bhawb.7408

Bhawb.7408

Also, minions can’t proc any gear related stuff like this.

Just to note, it depends on what the proc is. Flesh Golem doesn’t proc this because he is the one interrupting your target, not you. However he will proc Krait runes because those proc off of using an elite skill, which is fulfilled whenever you summon him or use charge. So it depends on if the proc is based off of just using a skill, or based off an action that you are trying to have the minions do.

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I don't understand

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Posted by: Bhawb.7408

Bhawb.7408

Necros are only fine in large scale wvw battles (the most unbalanced area of the game). They are pretty awful everywhere else.

Zombify/Noscoc completely rekt the 2v2 tournament up until they ran into diamond skin. Necromancers have done just fine in PvP in general when in the hands of a competent player, and all that’s really left of importance is group PvE which they are obviously awful in.

We aren’t in a great place, but only being weak in group PvE and roaming isn’t exactly that bad when you compare it to rangers who at the time were literally garbage tier in everything except group PvE (and maybe solo? dunno).

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Necro-Only Stomps

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Posted by: Bhawb.7408

Bhawb.7408

Haunt is possible, but realize he has a 2s delay on activating the skill.
WoP’s stab is too short, even if you had 100% duration, it’d only be like 1s of actual stomp cast time
WH daze could work although not fully cover the stomp
Flesh Golem would be pretty luck based, as he could knock them away from you too
Dagger OH could work too, although it’d be possible for people to clear the blind fairly quickly

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I don't understand

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Bhawb.7408

how was ele #2? dont they pretty much do everything already and better then alot of the other classes?

This was old, back before people discovered fiery great skill, staff ele, and D/D came back.

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Its the SMELL!

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Bhawb.7408

I believe, though I might be wrong, that it has been used to explain why minions went from being degenerating creations to the “permanent” things they are now. I remember Andele going over it in a post, but with our amazing search function I have no hope of finding it.

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I don't understand

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Posted by: Bhawb.7408

Bhawb.7408

Well the difference is other professions only have slight issues whereas we have massive issues. Others have just had slight issues with doing a little bit too little damage, or just a bit less utility than optimal, but we have almost no utility, no group buffs, and mediocre damage that relies on being fully buffed by a group.

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Necrotic Suggestions

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Bhawb.7408

@Bhawb As always, your input is appreciated.

Siphoned Power rework— change tier as needed. My logic was that Weakness isn’t exactly easy to apply as a necromancer, so ideally (read: as intended) you would get 2x might around 40% uptime and about 20% uptime on vigor if you were able to maintain weakness on your target.. As for the vuln, the protection was meant to be on a 2-3s ICD.
I could see changing tiers if it’s still too strong.

So is this one trait? Because having separate ICDs on two separate things is kinda weird; this is that clarity of purpose they like to bring up. Also it does two very different things at once, it gives fury/might (damage) and protection (defense) in one. Another issue is if this goes up to GM Major, then it competes with CtD, which really hurts our builds (we need utility and damage, not one or the other). And finally, a 1s protection on a 3s CD basically allows axe to have near 100% protection uptime.

This would be too much for any trait, imo, I’d just use it on my MM, allowing me to give my minions a bunch of fury (10% DPS bonus) very easily (bone minions + dagger OH = easy 100% uptime on this trait), plus protection via axe AA. Even if this was like SoV and didn’t apply to minions, its still a huge amount of team utility to give on a single trait.

I’d probably just go for a weaker version of this trait (btw, weakness is very easy to apply on a 10s CD, with Weakening Shroud) that applied some fury (more synergy w/ weakening shroud + furious demise) or might on weakness application, with a CD as you said, and leave it as a minor trait.

Bloodthirst— AoE siphon + 10% additional crit damage is what I was going for, on the condition it only works against targets afflicted with bleed.

The issue is those don’t really have any synergy. Siphons don’t crit, and in fact the only reason siphon really synergizes with crit is using it as a proc mechanic. Your “best” siphon builds are either power/healing power/toughness (maxes the siphon’s stats + toughness synergizing best with the healing) or power/prec/toughness for a similar reason. You’re basically wasting strength, assuming this is balanced which I’d argue it probably isn’t without an increase in tiers, on having a siphon with something that doesn’t synergize with it, and vice versa. I’d probably bump this up to GM Major, with Bloodthirst simply being an AoE siphon support mechanic, and have the ferocity as a totally separate trait.

Sig of Undeath— I think you read it wrong. Revives dead or defeated players, not downed.

Fair enough, its an interesting difference, could maybe see niche use in WvW with some stealth+mass zerg revive play.

Well of the Profane— spur of the moment inspiration after glancing over my GW1 builds. Could be changed to elite status as needed, as well as having its variables tweaked.

I think it fits very nicely as an elite, although I guess someone could argue its still conflicting with Well of Corruption. But regardless, an interesting idea (also fits with a current idea in the balance forums to tie all utilities and elites together).

Hammer weapon set— the idea, as stated, was to make the necro stronger as the fight wore on and as the target got closer. Took inspiration from mesmer GS, guard/warrior hammer skills, GW1 necromancer skills, and necro axe skills. Hammer, to me, is more of a brutal weapon than GS and thus fits the necro better.

That, and I just don’t like greatswords in this game :P

[Edit]
The quickness on Mark of Fury was a direct homage to its GW1 counterpart with quickness instead of granting adrenaline, and removing the “cracked armor” (vulnerability) condition. I would settle for a quickness duration of 2s in lieu of 4 to try to reign in its power.

The issue with quickness, especially an AoE one, is that it has a lot of power. This is why currently quickness is tied to skills with long CDs, usually single target, and with drawbacks. For example Frenzy gives you 6s of quickness, but also 6s of increased damage received and is on a 60s CD. Quickness is just so much potential power that it’d have to water down the rest of the skill too much imo.

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(edited by Bhawb.7408)

I don't understand

in Necromancer

Posted by: Bhawb.7408

Bhawb.7408

We’ll have to wait for the balance preview. The issue is that Necromancer was built with completely opposite ideas to what is currently done in PvE. They probably didn’t realize how dungeons were going to end up being (who really would have imagined at launch that everyone would just push a boss into a corner, drop FGS, and burn through 1mil HP in a few seconds), and so now they basically need to go back through and change us to work in the PvE content that exists.

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Ready Up – Episode 19, 8/8 @ Noon PDT

in PvP

Posted by: Bhawb.7408

Bhawb.7408

Great idea to go from two professions that were pretty much universally considered in need of buffs and fixes, to the two professions that are pretty much universally considered in need of nerfs. I’m looking forward to it, I hope you guys did well.

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Necrotic Suggestions

in Necromancer

Posted by: Bhawb.7408

Bhawb.7408

Existing trait/skill rework:

Siphoned Power
You and nearby allies gain Might (2x – 4 sec) and Vigor (4 sec) when you apply Weakness to your target.
(passive cooldown: 10 sec)
You and nearby allies gain Protection (1 sec) when you apply Vulnerability to your target.
Radius: 600
Targets: 5

So with a single minor trait, you get AoE vigor, might, and protection, on a pretty high uptime (I’m assuming the protection is supposed to have the same passive CD… right?)? That’s just… way too good. A single minor trait that grants up to 80% uptime on two stacks of might + vigor + 20% protection.

Bloodthirst
You and nearby allies gain Regeneration (2 sec) have a chance to siphon health when striking targets afflicted with Bleed. (passive cooldown 5 sec)
Radius: 600
Life Siphon damage: 300
Life Siphon healing: 250
Chance to activate: 50%
Increases critical damage of nearby allies attacking targets afflicted with Bleed(+120 ferocity)
Radius: 600
Targets: 5
Duration: 5 sec
Interval: 3 sec

I’d get rid of the extra crap, just make it an AoE siphon. Traits need to accomplish one thing, not a bunch of completely different things at once.

Signet of Undeath
Passive: Damage received is split between your health and life force pools. Generate life force upon striking your enemy.
Life force generated: 1%
Damage redirected: 33%
Passive cooldown: 1 second
Active: Revive a defeated ally for 8 seconds and inflict weakness upon them. Revived duration increases with each enemy killed. At 5 kills, the target is rallied.
Activate time: 3.5 seconds
Range: 600
Weakness duration: 8 sec
Duration increase per kill: 3 seconds
Signet Recharge: 180 seconds

So… a massive nerf to Signet of Undeath? Its literally just a worse Illusion of Life.

New Skill:
Well of the Profane
Target area pulses, stripping boons off foes and preventing application of new boons*
Boons removed per pulse: 2
Profane duration per pulse: 3 seconds
Pulses: 5
Duration: 5 seconds
CD: 40

*note about the profane duration: it’s 3 seconds per pulse, non-stacking. So if a target gets hit by 1 pulse, they lose 2 boons and cannot gain any new boons/stacks on existing for 3 seconds.

Is this an elite? Because otherwise its a stronger Well of Corruption.

New weapon:
Hammer
Damage: 1,034-1,166

1- AA (cleave)
> Spectral Gaze : Pummel your foes with ghostly forces and gain spectral energy
Damage 296 (0.8)
Strikes: 4
LF Gain – 4%
Channel time: 2s
Targets: 3
Range 1200

2-Jaundiced Slam: Bash your target with a blast of necrotic energy. Inflicts Poison and Weakness on targets already suffering from a condition. Affects nearby targets.
Damage 518 (1.25)
Poison Damage 420 (5 sec)
Weakness Duration 5 sec
Targets: 5
Radius: 100
Range 1200
CD: 12
Combo Finisher: Blast

3- Mark of Fury Slam you hammer into the ground and inscribe a mark at your location that Immobilizes foes when they trigger it and grants Fury and Quickness to allies.
Damage 235 (.8)
Fury 4 seconds
Quickness 4 seconds
Immobilization: 1 sec
Targets: 5
CD: 20

4- Mark of Pain Slam you hammer into the ground and inscribe a mark at your location that Torments and Bleeds foes when they trigger it. Leaves an ice field.
Damage: 380 (1.0)
Torment: 1,600 (5x) (10 seconds)
Bleed: 1,020 (3x) (8 seconds)
Targets: 5
Combo field: ice
Field duration: 2 seconds
CD: 30

5- Mark of Oppression Slam you hammer into the ground and inscribe a mark at your location that Confuses foes when they trigger it. Leaves a Well of Darkness.
Damage: 554 (.65)
Confusion: 650 on skill use (5x) (5 seconds)
Targets: 5
Well Duration: 3 sec
Blind: 1s
Pulses: 3
Combo Field: Dark
CD: 45

The goal of the skill design was to try to keep with the “soul” of hammer skills (based on Warrior & Guardian skills) and draw inspiration from the mesmer’s GS melee weapon-caster focus motif while staying true to the spirit of necromancers. Many skills are based loosely off necro gw1 skills. The hammer should be our ranged power weapon and the skills listed, in my opinion, grant us the much-needed cleave and additional AoE skills that many have been asking for, while providing additional “attrition” (read: maintaining our lack of mobility, but being able to deal more damage the closer a target gets to us, since 3 of our skills are point-blank/melee range).

The hammer is very interesting, although I don’t think it fits a hammer so much as it fits a GS weapon. Getting quickness is a bit too strong as well, but otherwise it looks like a fun weapon set.

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Dungeon/Fractal Necro? Or is it Horrible?

in Necromancer

Posted by: Bhawb.7408

Bhawb.7408

Necro is awful in group PvE. Its not even a matter of maximizing DPS, its just a matter of everything you bring is either not that great, can be done better by someone else, or someone else can do just as well while doing a bunch of other things you can’t.

If you want to play one for fun no one is stopping you, but I find its just handicapping myself for no reason. There are other professions you can play that are much more capable of “carrying” a bad team, whereas Necro really relies on being carried.

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[Idea]New Elite System:

in Profession Balance

Posted by: Bhawb.7408

Bhawb.7408

Oh I think it could be a very cool thing if it was implemented, and in fact as you pointed out it wouldn’t necessarily be difficult to implement. The only thing would be tuning as you said a few various things that don’t really influence how it works, its just a buffed version of the skill, and making sure that it was obvious that this was the new elite skill. So if someone summons Flesh Wurm, you should be able to immediately tell “oh this is the new viagra-enhanced Flesh Wurm elite skill”, and that could take a little bit of work in some cases, but not many (summons could just be bigger, a la how most of them work already, or have added more impactful looking effects).

So besides the bit of work, which wouldn’t kill anyone, the only “big” issue I see is the few (only 1-2 I can think of) skills that basically do this already, such as the Elementalist summon, and I doubt they would complain too much if they got a brand new skill to compensate, and had those two rolled into one.

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