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Send the Necro to Germany!

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Bhawb.7408

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Send the Necro to Germany!

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Bhawb.7408

+1 voted already

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Torch for Necromancer?

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Bhawb.7408

We should not get a torch that gives any actual burning/fire effects, there are too many of those in a game and its kind of annoying already, not to mention fire isn’t all that Necro-y, and frankly I think there are cooler options. Give us an anti-torch, green-flames, and the abilities leave ice field, have some AoE CC (like a pull towards the middle of an area), etc.

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Best Healer in Game?

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Bhawb.7408

Unfortunately for Banner Warriors, regeneration is fairly bad as your main source of support, when basically any healing build can upkeep 100% regen uptime, often with a single skill.

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Ask any Necro question!

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PLZZZZ I want a use for my Necromancer! Isn’t there ANY place in dungeons which we excel?

We’re excellent at being the only profession not worth bringing into dungeons?

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Condi Necros are hurting the game

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Bhawb.7408

And then someone who isn’t being a complete kitten kicks you from the group and you get nothing.

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Best Healer in Game?

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Bhawb.7408

It depends. I believe Guardians are on top if you include their elite, although Necromancers are pretty high up there (would be #1 probably if Renewing Blast wasn’t so awful to use), with Rangers and Elementalists as well. However just healing isn’t usually enough, since things like Protection bring you more effective healing, and if you want to get past just healing I think Guardians do it the best, bringing a lot of extra support along with their heals, followed by Elementalist.

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Grandmaster trait idea: lich king

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Bhawb.7408

It is the answer they’ve given about 5 billion times over the last two years. Every single stack of every single condition that is applied by the up to 500,000 peak concurrent players has to be tracked by the server from start to finish. Each individual bleed, every might stack, it all puts what I imagine is a fairly heavy load on the servers. Now, could they maybe increase it to 30 without breaking everything? Sure, but that won’t fix diddly squat. Could they even put it up to 40? Maybe, but stacks are just one of many issues that condition builds have. So why increase server load to make a fix that won’t actually fix anything?

I don’t think increasing the stacks would do anything meaningful, just change the way stacks are pushed off and that’s far better.

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When did Necros become Thieves?

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Bhawb.7408

Lets do a second test. Have a thief stand behind you and backstab you 11 times in a row like you apparently let this Necromancer do to you, and we’ll see which one kills you faster.

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[Necromancer] Foot in the Grave

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Bhawb.7408

I’m just pointing out, and this is purely from a pvp perspective, that stability in DS will never be as important as stability out of DS. Currently, DS by it’s very nature is designed to protect or extend your normal HP. Stability only prevents you from being interrupted. No one that knows better will waste their CC (short of immobilize) on a Necro in DS. They will wait till you’ve exited DS before starting table tennis because your normal HP is now in play. If Foot In The Grave triggers when DS ends, then the stability will help to protect your normal HP as they will have to remove stability if they want to CC you when you are really vulnerable, i.e. not in DS.

That isn’t strictly true. See Earthshaker flying in, but don’t have dodges left? Jump in DS and completely void the CC. Get hit by Earthshaker because you weren’t quite paying attention? Pop DS so they can’t follow it up with any CC. This accentuates what Death Shroud is supposed to be about, giving you defensive breathing room, and that is exactly what this version of FitG accomplishes.

So then what, they sit there and can’t CC you, so you are free to take any DS related actions until your LF runs out, or your CDs come up. This is actually key because if they sit around with a finger jammed up a specific location, by the time it wears off you’ll have tools up to deal with them, they are forced to attack you if they want to get your immunity away. Also, in a team setting, you don’t have infinite time to camp on someone, this gives your team a chance to peel the person (who can’t stop you from at least walking, except through immobilize) off you, to come reinforce the fight, etc.

Its all about creating breathing room, which is what FitG is about already. Changing it to anything but CC immunity while in (or flashing, which presents a meaningful trade off) DS changes what the trait is about, and not necessarily in a good way.

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[Necromancer] Path of Midnight

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Bhawb.7408

I’m all for it, it was always strange to me, considering it only affects 4 skills.

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[Necromancer] Foot in the Grave

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Bhawb.7408

As to the no counerplay to my idea, yes there is. It is a grandmaster, one that excludes you from having Death Perception (which means sitting in DS isn’t that strong of… well anything), and is tied to an HP bar. You still take full normal damage, but simply can’t be CCed. If you are full tank, it puts you extremely heavily into a tree that doesn’t offer a lot of extra tankiness, and if you want any kind of long duration CC immunity it will bar you from using all of your support/tank skills, if you aren’t tanky, then it is far easier to burst you down anyway.

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Next skills should be elites.

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Bhawb.7408

New weapons would be the largest increase in diversity possible. Healing skills didn’t add diversity, they just (in some cases) added a new option for builds to take. You didn’t see any new builds suddenly show up because of Signet of Vampirism (or if you did, they sure as heck didn’t get further than 10% on the leaderboards).

Weapons open up entirely new roles for professions. After weapons, trait work would do a lot (especially working on minors and master traits), then just traits in general, utility skills, and at the very bottom of hte list elites. There aren’t many builds that are built around elites, just about the only ones that would see a lot of new help would be like Spirit Weapon Guardians, because that is a major flaw of the build (among many other things).

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necro build seeking critics(PvP)

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Bhawb.7408

I’m confused, you have significant investment in dealing condition damage, with only 3 sources of bleeds (for a max of 4 stacks total) and a burning. I think you really need to choose what build you’re going for (power, condi, chill, whatever), and then one secondary focus. As it is now you are a chill-spectral build (missing some key chill and spectral tools, which would synergize nicely) that is full glass melee range with a zerker elite, and a very strange mix of traits, you have no real consistency with the build.

To keep your build similar to what it is now, but a little stronger, I’d use this build as a base. It gives you high LF generation, you have nearly 200% chill duration simply from your non-elite skills, not including Chill of Death procs. Then decide on a power amulet, probably Knight, Soldier, or Valkyrie, and then on your sigils (you could even drop the 20% chill sigils if you find you don’t need it to keep chill on your opponent).

TL;DR I’d suggest turning this into a chill/power build, instead of a chill/power/condi/spectral/zerker/DS build that doesn’t do any of them very well.

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Add more boons and conditions to enemies!

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Bhawb.7408

More long-duration rarely applied boons would be cool, especially on bosses, also conditions would be nice too. Another thing that would be nice is if they stopped introducing bosses that regularly wipe conditions off themselves (seriously, as if it isn’t a slap in the face to already deal less damage).

In general just more variety. Have one dungeon that is really heavy on conditions (or a path), one that has lots of enemies with boons, another where multiple bosses aren’t single bosses but a group of 3+, etc. Variety really makes content more enjoyable, and has more of a chance to mix things up a little.

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Another Rune Rework?

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Bhawb.7408

“near universal loathing for minion summoning items” I’d love to see your scientific peer reviewed study on that. You know, except for the fact that there isn’t one and its simply your opinion. Some people don’t like them, some do, the real issue is when things like Pirate runes come about and are just way too strong (mainly because the bird it summons evades as much as an S/D thief does).

I’m fine with summon runes, they should still be balanced appropriately, but there is nothing innately wrong with the idea of a summon rune. There are a lot of other runes that are worthless, I’d focus a rune rework on those.

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Grandmaster trait idea: lich king

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I think this would be awful to have as a trait, considering this should be how conditions work, period.

It wouldn’t fix conditions completely, but at least make them decent in some content.

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Ask any Necro question!

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Why cannot the Flesh Golem swim? Seems odd for an elite when all other minions can.

Flesh golem used to be available underwater, same with Wurm. Unfortunately they didn’t have any animations, Flesh Wurm literally just floated in the water like he sits on land (and could move), and Flesh Golem kind of did the same. They looked really weird, and I don’t think ANet had a chance to finish up any animations before they were forced to launch.

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Minions Still Broken

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Bhawb.7408

That is exactly the reason I’ve heard them say, and I know for a fact that all AI in the game has a core set of AI that is shared. That doesn’t mean every single mob has the exact same interactions, but that trying to fix the core set of mechanics could potentially have bad side effects.

Now, I’m not saying they shouldn’t be trying to. This is a massive multi-profession issue that has existed in one form or another since launch. But I would rather they do it right, rather than massively screw things up, and I don’t think they know how to do that right now. I really think they need to just hire a third party group to fix it for them.

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Why can't necros stomp and res in DS?

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It is still totally doable to stomp/res in Deathshroud, and its still so bad that most Necromancers never use it because others can do it so much better. Its not like officially supporting this changes much except making it more consistent, and also making it so we don’t have to abuse a lag exploit to do something simple.

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[Necromancer] Foot in the Grave

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Bhawb.7408

I’d prefer something like permanent Shade but only while in DS. You can’t flash for the effect, it can’t be removed, but while in DS (and only while in DS) you are immune to CC.

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Condi Necros are hurting the game

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How can you be bad at getting zerker gear in the first place unless your building your economy from the ground up each time.

/facepalm

“Bad at getting zerker” = I was bad (lazy) about getting full zerker gear, not that it would have been difficult, but I just didn’t particularly feel like it. I had mixed assassin/zerker/rampager stats, and by the time I cared to take PvE seriously I had mostly decided to level an Ele, so I had no desire to waste a bunch of gold outfitting myself when I wasn’t going to play that character in group PvE content.

Playing any particular build doesn’t hurt the game or other players. That’s just ridiculous. What they are really saying is that they want you to be as optimal as possible because they feel they are. If you have to have five people running your idea of “optimal” builds to finish a dungeon then what does that say about your build in general? Also, someone made a comment about this being an MMO and that it involves group content but that goes both ways. How can anyone expect everyone else to play exactly how they want them to? At least attempt reasonable expectations.

It has nothing to do with needing zerker to finish content, it has to do with wasting time simply because someone refuses to run a decent build. If you can’t have the common courtesy to run a build that doesn’t hold your entire group back, then at least have the common sense to understand why people won’t want you in their group. I’m fine with 4 man carrying someone who is simply new and having troubles, I won’t carry someone who is willfully ignorant and ignoring every bit of advice they get because they “play for fun”. It isn’t fun for me to deal with your crappy build, so don’t be surprised when you get removed from the group.

Again, no one is actually forcing you to run a build that isn’t bad. But you sure as heck aren’t able to force me to put up with your bad build either.

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(edited by Bhawb.7408)

Underwater minions

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Still… I’m curious.

How do minion masters think, in general terms, when it comes to uw roaming?

Honestly it just isn’t that great. Flesh Golem is about 1/3rd of the total DPS and no flesh wurm really hurts the overall build. Also an issue is that you only really have one weapon underwater, depending on your build, so you can’t abuse swap sigils nearly as well.

In your case it isn’t a big deal since you’re really a condi build with a few minions slotted, so all you gotta do is transition over to a full condi build underwater. Its a bit of a shame since minions don’t have pathing issues underwater.

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The Ignorance

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Bhawb.7408

Unless there is a top team which doesn’t use TS there is hardly any argument about usefulness of this tool.

Why would they if everyone else says its the way to go. The real test would be to listen in and see how much worth saying is actually said.

And frankly, “top teams” have had issues like a person’s mouse running out of batteries, just because they are the best of a small community doesn’t mean they are infallible or right about everything.

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Necro HP bars

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Bhawb.7408

If you did go the route of adding the the UI rather than subtracting… while I don’t like that idea because the UI is already too busy, I would like to see this display information for ALL professions. Most are straightforward enough, just a gauge(necro/war/thief/ranger) or series of blips (mesmer); for the others:

1. Elementalist/Guardian: Mesmer-like blips; if lighted, attunement/virtue can be used. Dark, it’s on cooldown. (Good for setting up healing cycles.)
2. Engineer: A little harder to pin down, but mini-gauges for turrets might not be bad? I can’t think of anything for the entire class.

Because your teammates don’t need to know these at a glance. One of the biggest issues is that Deathshroud is the only mechanic that can actively hurt your team by being used without them knowing. How many thousands of times have eles seen a Necros HP get low and panic water heal/peel for them? How many thousands of times has a guardian panicked and popped massive CDs to protect the Necromancer from… their own degeneration?

If we could receive heals through Deathshroud and people only ever saw our HP, this wouldn’t be a particularly big deal. But Necromancer is the only profession with two HP bars, and one of them that completely prevents the other from working.

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Underwater minions

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Bhawb.7408

I wouldn’t necessarily consider this a hybrid, honestly. This is a very common setup to run, and you don’t even really need to trait them. Training only provides 200 DPS assuming both minions are always alive/attacking, the only time it’d really make a difference is if you were lucky and got Flesh Golem to charge someone in a corner.

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Condi Necros are hurting the game

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Bhawb.7408

You’ll get kicked out of groups from being a necromancer alone, because it doesn’t matter if you zerk or whatever, people who try to group always want zerker warriors and whatnot.

I’d rather play alone then with a bunch of sheep who just use the same build over and over, and expect others to play exactly like they play.

I have maybe once been kicked from a group for being a Necromancer, and that was because it was someone who was intending to do a speed clear of CoF back in the day when it was all warriors all the time, but this person forgot to mention that while advertising their group. And that’s it, every other group I’ve been in has put up with me running “zerker” (I say that because I was really bad about getting perfect zerker gear) just fine.

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Minions Still Broken

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The problem is minions inherit their AI from PvE mobs. Reworking minion AI = potentially breaking the AI of every single creature in the game.

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Ask any Necro question!

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If staff is traited with soul marks or has the ability to hit 2-3 targets consistently yes. Otherwise I’d say its probably tied with A/F, just depending on the situation, some situations will favor one more than the other.

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The Ignorance

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Bhawb.7408

I’ve used chat macros (though not fully typing, that’s insane) in games that were much faster paced than GW2 and did just fine. Just like using coms its a matter of communicating only information that matters in a succinct manner.

Its certainly nothing that couldn’t be done, but as others have said this late in the game the teams who are still looking for players most likely are just looking for someone to shove into a team and pray it works. I’d suggest that you just keep playing, and someone will pick you up eventually. I’d also suggest if at all possible that you try to play builds and roles that don’t need you to necessarily talk to/hear from your team too much.

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Not having fun (AI)

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Bhawb.7408

The concepts are similar but the game impact is different.

AI absorb cleave for one.

They can be used to block projectiles for another.

They add difficulty into tabbing through targets for yet another.

The impact of an AI health pools is also very different than a passive 180 precision from a signet.

It normally doesn’t matter to me, but playing in an uncoordinated team queue vs AI is really what put me over edge with my QQ. I can take loosing to players who coordinate, but coordinated AI builds vs an uncoordinated team just makes me frustrated.

Yes, those are all reasons to run the builds. Builds are supposed to have strengths (all those things listed) and weaknesses (they can be killed, kited, etc.), AI builds just happen to be more visible.

Literally all that needs to happen to make AI builds absolutely fine and no more or less skill-based or annoying than any of the other stuff that’s run is to take significant amounts of their damage and/or utility and put it onto their actives (in the case of spirits/turrets/minions, spirit weapons have other issues and other summons aren’t viable builds).

If the player is using their own skill through smart and active use of their abilities, then why does it matter if that ability manifests itself as a living creature (which you can kill or kite, completely unlike other abilities) or as just a visual effect. I get the frustration, but it is no different than facing a team of (insert one of infinite annoying combos that happens to counter my build).

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Not having fun (AI)

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Bhawb.7408

There’s nothing innately different about running “AI” than there is having signets, passive procs, blah blah blah (except that minions bug out all the time and those don’t, go figure). All they need to do is swap some of their passive strength over to their active abilities and we’re good to go.

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New Spvp/Tpvp build

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Bhawb.7408

http://gw2skills.net/editor/?fRAQNAW7Yjc00bbxNm3webCchCyDIAiODmg8ly4YMA-TJRFwAAeCAK3fIxFBIaZAA

Changes very little, but gives you a stun break (flesh wurm also works but you had spectral mastery) and gets you PoC over a meaningless damage boost that doesn’t apply to conditions.

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(edited by Bhawb.7408)

Condi Necros are hurting the game

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Bhawb.7408

I enjoy playing a coni necro in PvE. If this happens to inconvenience you, i recommend you charr up and complain less. Conditions are broken, but they’re also enjoyable to play. And i play this game for personal enjoyment.

That’s fine. Expect to be kicked from groups though because your fun makes the game a chore for the four other people carrying dead weight. Its a two way street.

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The Ignorance

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Bhawb.7408

But they cant attack or dodge while typing that, your team fights would be a mess unless you’re a support so they wouldnt have to tell you anything anyway. (good supports play re-actively)

If only ANet didn’t ban macros that could type out nearly everything important in a single click (unless they allow them for typing).

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Ask any Necro question!

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Bhawb.7408

WizardRed,

Aren’t all the life force generating weapons more or less normalized for life force per second gained? Dagger is fast hitting but you have to be hitting rapid fire and not missing any.

Staff is 3/4 sec but a larger LF gain than dagger per hit.

Yes and no. They all have the potential to have somewhat similar gains, but in practice dagger has by far the highest, with scepter being the lowest. Dagger is around 3.8%/s, axe is 1.5%/s, staff is 2.9%/s to 8.6%/s, and scepter is anywhere from nothing to 3.6%/s (although that will never happen, it is much more often lower). Dagger is the most reliable because its simply 8% per chain, which is easy to hit, whereas Staff is 4% per person hit (up to 3 people) but is very easy to avoid since its a slow projectile, and Scepter/Axe both need to land abilities, one with a long easy to stop channel and the other with the need to have conditions on the target.

Offhands are also totally different. Dagger OH gives nothing, WH can give up to 100% per cast (4% per second), and Focus can give up to 15% per cast (just under 1% per second).

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Necro HP bars

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Bhawb.7408

Yea, something like this would be nice.

Revised drawing for clarity (bars aren’t to exact scale):

Example explained:

  • The small bar shows how much alternate hit points my allied necro has when they toggle DS.
    • When he’s in shroud, small bar shows his actual health // when he’s out of shroud it shows life force.

I think if you did this and also added a boon-like indicator next to their name, the same one that Necromancer’s see on their bar already, then it’d be perfect. You could look over, very obviously see the Necromancer was in DS, what their HP was and LF, and it takes very little space overall.

but honestly, i got the same issue with my ranger pets. I’d love to see the conditions/boons it got on it above its healthbar.
Its one of those things that are needed for pets (goes for necro pets too, but in a lesser manner as theirs are optional not mandatory)….

You could achieve both of these things by doing something very simple;

Add 1/4th sized conditions floaters over the pet HP bar

Make the whole necromancers “avatar” and HP bar get a azure-blue/greenish tint and the HP bar completely green to show that the necro has entered DS. Simply put, overlay the DS HP bar over the standard one (like in good old 2D shooter bosses).

An option to see all summoned creature’s healthbars on my party UI just underneath my own party would work just fine for me. Ranger pets could have it just above the current pet bar, but for summoned creatures the area would be too small there, so if it just went on the left side with the rest of my allies that would be awesome.

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[Guardian] Refining their condition

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Bhawb.7408

There is Chill from the elements, aka from “natural” sources of ice, and then there is the “arcane” ice which has the association with dark magic. The devs even touched on this when they talked about Guardians not having a lot of access to damaging conditions because they didn’t make sense except burning because it can be a “cleansing” more cleric-like condition. Thieves get it by extracting it from an Ice Drake (which has ice-breath) and applying that to their weapons, and Engineers use technological means.

Guardians don’t have access to the elemental form of ice (they don’t use elemental magic), and they don’t have access to it like Necromancers do through “dark” means, nor access to the workarounds of Thieves or Engineers.

Spirit weapons have nothing to do with “dark”, it is their Ritualist traiting (Guardians are a mix of monks with paragon training and ritualist magical knowledge) which allows them to have out spirit weapons, they are not giving life to anything.

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[Guardian] Refining their condition

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Bhawb.7408

Chill doesn’t fit guardians as much as torment or confusion doesn’t. Chill is associated with the elements (which the guardians don’t use) or with Necromancers, which is the polar opposite of Guardians thematically. Burning is paired with life and healing, Chill is paired with death (when they aren’t elemental).

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Secret nerf of terror ?

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It was nerfed a while back, can’t remember how long ago, when Dhuumfire was introduced.

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Necro HP bars

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Bhawb.7408

I think the best option would be to replicate the targeting UI where you can see both health bars at once. Question is: will they fit? :P

The party UI doesn’t exactly take up a lot of space atm, even in PvE where you get the full portrait. I can’t imagine it’d take up that much real-estate, certainly not enough to cause crowding.

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Necro HP bars

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Bhawb.7408

100% agreed

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[Guardian] Refining their condition

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Chill is not thematic for Guardian. It might be okay for very rare application, but just like Burning on Necro its completely against the real theme of the class for widespread use.

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Here Top100 Necro's Build. Pros and Cons plz

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Posted by: Bhawb.7408

Bhawb.7408

  • Every necro has a stun defense: Doom. It isn’t really a stunbreak but it is a skill that can be used to stop enemies from spiking the MM while stunned.

This isn’t an excuse for not bringing a stunbreak, especially when Flesh Wurm is already a minion. Doom only works against one target that doesn’t have condition or CC immunity up, that’s frankly far too unreliable.

  • Necros don’t have stability or vigor. So it isn’t a MM weakness.
  • Necro don’t have any tools like blocks, heavy evades, evade frames on skills.

It is a weakness of his build, just because it is a weakness of the profession doesn’t mean his build in specific is any different. The point is he not only has no stability or vigor, but he’s gone even further and made his weakness even larger by not including a stunbreak. The first time a CC hits he’s eating the full combo that they have. Why would you purposely take something you are weak to, and then go out of your way to make your build even weaker to it?

  • Necros in general don’t have mobility. So everything you say about MM that is a weakness is redundant.
  • Necro escapes come from its CC. Instead of running fast like a rabbit, necro slow the enemy down like a turtle to escape. Every weapon set except offhand dagger has a slow.

Again, he’s taken a weakness of his build and made it even more so because of his choices. If you have Wurm up you can safely rotate off home node without leaving it totally open, it also allows you to escape bad situations and fights that you can’t win.

What the build needs is a staff and Rune of Melandru.

  • Staff can chill and transfer condi + AoE fear. The AoE fear is similar to a 2 second block/evade/etc.
  • Rune of Melandru gives extra toughness/vit/stun and condi reduction.

No, to both counts. Staff isn’t worth it on a soloQ MM build, everything it does you can easily get somewhere else, but better. Regen? Focus or Mark of Evasion. Poison/blast finishers? Death Nova + Bone Minions. Chill? Focus. Transfer? Dagger OH. Staff just simply isn’t good for an MM looking to duel, you’re better off with axe and dagger, and whatever assortment of OHs you desire.

Rune of Melandru isn’t worth it if you have a stun break. Pack gives best DPS increase, various healing runes, pirate, even some chill runes are all better options depending on your specific niche choice.

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Let's make minions more active!

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Posted by: Bhawb.7408

Bhawb.7408

Its not that large, frankly.

DPS
Bone Fiend – 200
Blood Fiend – 15
Bone Minions – 100
Flesh Golem – 600
Flesh Wurm – 280
Total (untraited) – 1195 (note that all DPS values were rounded UP, this is higher than it is in reality)
Total (TotM) – 1494
Total (TotM + Pack Runes) – 1599
Final Total (TotM + Pack + VM) – 1840

Note that that is a set of Blood Fiend, Bone Minions, Bone Fiend, Flesh Wurm, and Flesh Golem, with rounded up numbers on all damage, and rounded down attack speeds. So even with an artificially high DPS calculation and assuming a situation that will never happen (perfect AI and an AFK opponent), they deal significantly less damage than other comparable builds (like hambow).

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My PvP Minion Build

Let's make minions more active!

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Posted by: Bhawb.7408

Bhawb.7408

Really, though, Bhawb’s just about got the right of it. There are very few actual ability changes that need to happen to make MM more playable. Without the minions actually acting reliably, meaningful balance discussion is really difficult to have.

This is a big issue, and HOPEFULLY this rumor I heard about them hiring someone to recode AI is true, because you are right its hard to talk balance when you have to assume minions are acting “perfectly” when this is sometimes true, sometimes not, and most often a weird mix of both.

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judge my build, please.

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Posted by: Bhawb.7408

Bhawb.7408

Read spoj’s build at the stickied thread up at the top of the forum, or this for more information.

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My PvP Minion Build

Here Top100 Necro's Build. Pros and Cons plz

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Posted by: Bhawb.7408

Bhawb.7408

Honestly this isn’t even the best MM build possible. Its a very mediocre version of an MM build.

Basically how you do MM is camp a side point, either home or far, and your aim is to guarantee your team 1 of 2 points needed to win the game. So as long as your team can keep 1 other point and sit on it with 4 people, or you have someone else that can camp a point, you win. Its especially strong in soloQ since people will either keep 1v1ing you (and if you are using the right build even one that can kill minions will take ages to kill you) or they will try to zerg you, and then your team will just take the other points.

But I wouldn’t run this build, its not actually very good of an MM build.

Pros: high damage since he has soldier + parrot and all damage minions. If you aren’t paying attention he’ll burst you pretty quickly

Cons:
Awful sustain, he’s only got regen, dagger 2, healing skill, and VM siphoning to stay alive
He hasn’t maxed his burst so many builds will still be alive
No minion healing except regen = dead minions = dead MM
Lack of Clerics amulet means he has no ability to 2v1, or to at least help a little in teamfights (cleric builds have decent AoE healing which keeps minions alive decently even in teamfights + heals teammates and can be an off-bunker for the point)
No flesh wurm means his rotations will be even worse, he can’t really do anything except run to a point and stay there, plus no stunbreak
Bad sigil choices
Death’s Embrace… why?

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My PvP Minion Build

(edited by Bhawb.7408)

[PVE/PVP]I hate necro traits

in Profession Balance

Posted by: Bhawb.7408

Bhawb.7408

@Blood Minion Master is good regardless of how long minions live because it reduces, by 20%, the window in which you are weak. In addition to that, no matter what your build is, all good builds will have two minions that will die. They have to die, its how their actives work, and they are such useful actives that you are going to use them.

All MM players, even those who like myself have a bit of investment into keeping the minions alive, know that they die eventually, and when they do you need them up ASAP. As long as minions are alive its unlikely you are dying.

Also Death Nova is 100% essential on MM builds right now. It does everything, it punishes the enemy for killing minions in melee (I’ve outright killed hambow warriors because they popped too many minions), it self-synergizes with Jagged Horrors, the poison field has massive synergy with nearly every minion, and it keeps up nearly 100% weakness and far more than 100% poison (why even bring up condi MM when that isn’t a thing?).

The real issue for me, is that minion traiting is a bit mixed up. There are a number of traits that support keeping them alive and a number that support not caring, that needs some help so that there is enough support for both. The only time that traits like MM and DN will not be mandatory for full MM builds is if they introduce traits that contribute to an opposite build type, which allow you to choose what kind of minion build you want, one where minions are kept alive or one where they are expendable.

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Let's make minions more active!

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Posted by: Bhawb.7408

Bhawb.7408

Reducing their base stats, especially by so much, will kill minion builds 100% in every game mode. Even the very mediocre viability they have now will be completely gone. Control is not worth such a massive decrease in damage and survivability.

How to fix control?
AI:
Minions only attack when the Necromancer targets an enemy and casts a targeted ability on them (aggro begins at the start of the cast, like right now) or when the Necromancer deals damage to a target.
Minions no longer cause the Necromancer to go into combat mode when they take damage but the Necromancer does not.
General AI fix so minions no longer drop aggro and won’t attack.

Actives:
Putrid Explosion – causes minions to glow and leap a very short distance towards the target, if no target they just explode as they do now
Rigor Mortis – AA reset on cast
Haunt – 1/2-3/4s aftercast animation, instead of 2s
Charge – instant cast, 3/4s aftercast animation that has the Golem winding up before charging

If you want to decrease the passive damage of minions, or fix their utility, do it by changing Training of the Master and Necromantic Corruption to increase the strength of the actives but not be passive damage increases. Trait compression won’t solve anything either, minion builds work because you can go all in, and frankly the fact that you so often see players running with 2/5 of their utility/elite skills as minions shows that untraited minions are just fine too.

Edit: Forgot one of my pet peeves about Putrid Explosion, it applies the blast finisher a few seconds after exploding, which is stupid, fix that so it applies the blast finisher right after death.

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My PvP Minion Build

(edited by Bhawb.7408)