First off is ruby orbs, which are really subpar now. Also in those videos are the Necromancers alone or in a group (group buffs matter a ton)?
Some specific notes:
Parasitic Bond
While I totally agree overall that this is a mediocre trait mainly because of how it procs currently (all on-death traits are largely mediocre imo because of their on-death mechanic), there was a bit of misinformation here. This has kitten ICD, meaning cleave or tagging people really doesn’t matter at all, you have more than enough time to change targets before the ICD is up for you to proc it again.
Death Into Life
Necromancers have the highest raw healing in the game, and some of the highest ratios overall. Meta builds don’t take advantage of it because they only bring Consume for general healing (which still scales better than most heals, as it has a 1.0 + 0.1 per condition scaling), but that is more due to Necromancers being forced into full DPS roles. This might not be a fun trait, but it is appropriate for its tier, and is fine on its own (other things need to change, not this trait).
Chilling Darkness
This is simply a niche trait, and that is 100% okay. In builds that have blinds it can be amazing (turns WoD and Plague into pretty strong chill stacking mechanics).
Full of Life
650 “free” health as part of an adept minor trait is fine, especially when the very tree it is in synergizes with it by giving it more healing power. The only issue with this trait is that it is regeneration, what we should have is something like Ele’s minor, which is an unremovable non-boon heal over time. Give it the exact same scaling and everything as regen, but just don’t have it be regen.
Vampiric Master
This trait is fine, it is the only trait of the Vampiric set that is actually gated well. Minions only hit so often, they hit one target, and even in a perfect situation this trait is okay, and it rewards you and your opponent for playing as you should be.
The rest? Awful and need changes as you said.
Gluttony
Fine trait, it increases all skill-based LF, and in fact you gain a lot of LF from weapon skills, unless you are condi and haven’t taken any LF gain (in which case don’t expect to gain LF). If someone had a trait that said “all of your healing from skills is increased by 10%” it’d be extremely good, and this is almost exactly what gluttony does (only through LF “healing”).
Dhuumfire
While I agree it isn’t a 10/10, you said “you have to sit in DS which as no condi utility”, except that DS w/ Dhuumfire has 4 abilities out of 5 that have condi utility on them. Its still an okay trait, not amazing, but okay.
Path of Corruption
This is taken because it is one of the best traits Necromancers have. 15s (lower when traited) unblockable 900 range (with good tracking) teleport that chills, applies bleeds, and corrupts two boons (applying up to 4 separate conditions) is very strong, especially in the current meta where so many popular builds are reliant on maintaining boons, and this also increases the strength of Corrupt Boon because now you can save CB for the big stacks and use PoC to keep the smaller stacks down.
If you are in a group with other people, it is common courtesy to not play a bad build that doesn’t remotely contribute to the group. If you had someone who /dance’d in every fight instead of doing anything, you’d be reasonably angry; playing condi necro is the same situation.
You’re already playing the worst profession in the game, at least be nice enough to play the best build you can so your team doesn’t have to 4 man the dungeon for you.
In PvE you’re better off going one or the other, it doesn’t actually give you max damage, power is better for groups and either power or condi for solo (I assume you can solo with power just fine, I’ll leave that to spoj though).
In WvW, you generally need too much tankiness to afford to go hybrid (which requires nearly full damage). Also the power half of your hybrid build doesn’t do well except as a tanky power build (full damage necro only really works in WvW with 62006 which you can’t run as a hybrid).
In PvP, which is where hybrid has sometimes had success, just leaves you too squishy right now.
Death Nova is bad? WHAT?!??!! The single trait can stack 30s of poison on someone with bone minions alone, it makes melee cleaving minions to death extremely dangerous, it provides ample fields that all of your minions combo off of (putrid explosion blast finishes itself, giving 50% weakness uptime with bone minions alone), and it summons a jagged horror to proc itself even more.
Minion Master itself is good too. Why? Minions die, in fact, you kill them off a lot (bone minions in particular, also flesh wurm). Minion Master in fact effectively not just increases their uptime, but most important it decreases their downtime (which is the big time of weakness for you), and in the case of bone minions greatly increases the effectiveness of the skill (more DPS, better weakness/poison uptime from death nova).
I also think a few traits are being badly rated because they are niche (which is ABSOLUTELY fine) and so are only useful in builds that support them, and minors, for not being “strong enough”, despite the fact that all minors are generally like that anyway. Or they’re being rated badly for ridiculous reasons (path of corruption? you really think a 15s bleed/chill/two boon corruption that is unblockable and teleports you 900 units without any traiting is balanced?).
A friend said that in other games like WoW, which I never really played, damage over time builds like on thier “warlock” class were viable because it kept doing sustained damage when other direct DPS classes had to back off their damage due to boss mechanics or threat or whatever, but I never played that game to endgame or similar games to endgame, so I don’t know how true that is.
Generally DoTs were viable because bosses had more mechanics that forced you into situations where you couldn’t keep applying damage. So you’d load up the boss with DoTs and then while everyone wasn’t able to keep dealing damage your dots sat around still dealing damage. Basically DoTs were truly that, damage over time, whereas everything else was burst, each had its place.
Unfortunately in GW2 that line has been extremely blurred. There is sustained power DPS, burst power DPS, sustained condi DPS and technically speaking there is burst condi (although rareish). So ANet has removed the normal way that you’d make content work for both, and the addition of a condition stack limit plus the fact that power builds randomly inflict conditions and those conditions overwrite yours… Basically they’ve got to first fix the condition stack system a bit, and then make bosses where conditions have meaning (aka no more 10 second boss fights in optimized groups).
New weapons would be massive towards increasing diversity, followed by new elites, new utilities, and new traits.
In what situations, what are you using them for, what game mode, how often are you moving, do you summon them only for combat or do you keep them up all the time, etc.? Minions are basically fine when they are first summoned, after that usually its only flesh golem that has realistic issues.
Thinking about utilizing pirate runes one an MM bhawb?
Just want to see what the actual improvements are to minions. I’m actually looking more at Pack runes, since swiftness + fury I imagine are much stronger effective DPS buffs.
I think my warior can do it.
You can test fury to
Just tell when etc.
Fury is thankfully easy enough and just needs some math treatment. I’ll contact you in game
I clearly not believe those PvP players accepted dhummfire and other stuffs. I meant a Test Krew that has actually some power towards game updates
Of course the PvP players didn’t accept it. Surprisingly enough though, the game isn’t actually all about PvP, and Skyhammer, Dhuumfire, and insert any other change that you think was awful here, was supported by some players.
Players should never have direct power over game balance, they can give input, try to convince devs that they are right, and talk all they want, but players aren’t these magical balancing gods, they’re just people who play the game. Leave developing to the developers, and just try to give them advice and helpful criticism to point them in the right direction.
I’d say something it needs something GW1 had:
A Test Krew, with pretty much the “top lvl” players testing GW2 skillupdates and giving their feedback, is what we need
This is already a thing, though. There are players who alpha/beta test the updates coming into the game before it goes live, including top tier PvP players.
I’m wanting to test how much damage might actually adds to minions, largely so I can look at runes at see how much they actually give you and your minions.
However, we all know how well Necromancers can stack might on allies, so I need someone else to basically just sit around and drop Warrior power banner for me (easiest way to test how added power affects damage). All that I need you to do is grab a warrior, drop the banner, and AFK till its gone while I record minions hitting the target, repeat a few times until I have 500ish hits on each minion, and then we’re good to go.
Any takers?
If you just want to hear top players talk about GW2 its not at all that hard to find them somewhere giving their opinion. Now, if you want to combine that with a dev, like SotG originally did, all I can say is good luck.
I personally feel like minion master necro is only really suited for bunkering home in organized pvp. They lack the mobility to go far and the minions get bursted too quickly during teamfights, especially since staff ele became popular again. Due to the above issues, i rarely play mm necro
You can easily rotate far on MM, especially since you can generally camp that point for ages afterwards. You will almost always force someone off any mid fight, or you’ll force a 1v1 with their home point bunker.
And teamfights aren’t nearly as big of a deal as people assume, even if there is a staff ele. Flesh Golem has a lot of HP and armor and if you are properly built you can heal him for 5k with Transfusion + just shy of 1k per weapon swap, he isn’t going to die all that quickly. Bone minions exist to die anyway (their DPS is actually better if you simply summon → kill them on CD), and all the other minions you have are ranged and won’t be in the area to get hit by AoE. So you have a grand total of one minion, who has the defensive base stats of a Warrior, that will die to AoE, not all that big of a deal.
I aggree that necromancers need team suport but why does it have to be in the form of a buff. Why can’t we invent a nice debuf that is given to our enemies? Like:
death shiver becomes ‘nearby foes lose 150 toughness’.
Necromancers are not foreign to buffs, despite ANet not wanting us to have boons. GW1 Necros had plenty of support options that still very much fit the theme of Necromancer and were very strong.
Advertise in the profession forums that lack a rep? Even if it’s not a SOAC person, they could still represent on the podcast.
The issue would be finding someone who we could trust to be a decent podcaster, which would imply that they have done others (to use as reference). I know a fair few players who are good players in game and are knowledgeable, but who I’d never want to host a podcast.
Edit: not saying it can’t be done, but it would be significant work I think.
We don’t even have a single person for each anymore.
I would have better seen some change to useless runeset with counter productive effect like stealth/mist/magnetic aura… etc. when falling under X% life.
These runeset may have some usefullness in spvp… wait… no… maybe in WvW… humm… no… PvE then… arf … absolutely not… Well these effect trash theses runesets. These are the things that should be worked on. Instead of cheap nerf to interesting runesets.
If you introduce a buff to a runeset that makes it the #1 choice across all professions and all of the applicable builds (in this case power builds) then the only answer is to nerf that runeset to bring it back in line. Buffing other runesets to match it is power creep, and is bad for the game.
I think it is a shame incremental balance has all but vanished from the game. Quarterly, at best, balance adjustments to the game don’t work for me.
There are far too many overused and underused skills to pretend like content is really what the game needs.
Content can fix everything except nerfs, and at this point not a whole lot actually needs nerfing. It also has the secondary effect of being much better overall, and generally easier to do.
Thats a pretty kittened reason for them not to talk about necro’s imo. why are they forced to talk about all classes in the nec-podcast? Arent there some podcasts about other classes too? (and if not, then it’s their fault for not having one)
No idea what you can talk about. The game is really stagnant and it feels like everything necro-related has already been discussed over and over.
“Devs favor Necros”
“OMG where is our dev podcast?”
“Rabble rabble!”
Seriously though, it’d be a PR disaster if they appeared only on the Necromancer podcast, and SOAC is the only group that does profession podcasts, and we simply haven’t been able to keep up the other podcasts nearly with the way BoC has. We’re trying to get them back up, and maybe we can revisit the issue then, but until that I wouldn’t expect a dev podcast.
Good change. They were too strong in PvE and PvP, and so they got nerfed.
Its already dropped like 4g or something, and I imagine it will drop more.
Is this confirmation that everything is balanced around sPvP?
When Runes of Strength were also nearly 100% the best option in every case in every build on every profession in PvE… maybe they need a nerf there too.
You missed the biggest and most important change: 4th bonus on Strength runes had its might reduced from 5s to 10s, and 6th bonus is down to 5%.
Its not so much viewership. At one point a dev had said he might come on, but unfortunately since we do profession podcasts, to have a dev talk about one profession but not the other 7 would get them in trouble. So they’d have to talk about all the professions, which would require us to keep up a podcast for each profession (which is actually pretty hard).
We will try to get other players on, its just a bit difficult to find people sometimes :P
I think it is a bit more in depth in a couple of places like weapons/utilities etc and also a bit more picture heavy. Spoj can probably tell you the exact differences though.
Cool, good to know.
Just a note, since that looks like a hell of a read, is it any different than spoj’s guide that’s stickied up at the top of our forums? It looks like it might be more in depth?
Because that is how Ranger’s pets work, and intruding on that leads to homogenization between the professions. If they just fixed AI and made the system slightly better, that’s all we really need on the control side of things.
Boons are already incredibly strong, they don’t need to be stronger.
Ya, you can see it in the calculations, higher power = higher damage. The healing power thing was that for a while the trait was bugged, and wasn’t granting any healing power scaling at all, so they slightly nerfed its base values but allowed it to function as intended (gee thanks).
The heal from Mark of Evasion is also subject to mitigation by Poison, but I don’t know if Vampiric traits are also affected. Since the damage component of the siphons are not mitigated by armor or Protection nor buffed by damage percentile traits such as Close to Death, I wouldn’t be much surprised if the heal component ignored Poison.
It is mitigated, all healing is.
Edit: If the Necro chooses to use Focus and/or Staff in his build and is good at landing Staff 2 and/or Focus 4 – combined with the generic 6 points in Death Magic (therefore %30 boon duration) and Full of Life or even without – he may have permanent Rejuvenation already.
True, but then you should just pick up Transfusion :P
More often then not, when I feel like I NEED to be healed, the last thing that ever comes to mind would be to role into the enemy to pop a mark. When I could just as easily use Dagger 2, then staff 2 then get far away and the minions tank and heal.
The point of both traits is having a lot of small heals, the burst healing really doesn’t factor much for either (that’s where Dagger 2 and your heal skill come in). I’m generally assuming you’re in PvP, in which case you have to be near melee range all the time anyway because of the capture point and minions don’t particularly tank for you.
Now I will admit, I am not too great at reading math, but I did my best. I’m not to sure if you took into consideration that the minions will pop about 7 heals if they all attack once. If I’m reading your numbers right after they all attack that’s an extra 693 damage and 406 healing. You can also take into consideration, when that Golem charges every time someone takes damage from you get a heal wich can end up burst healing.
Essentially I took every minion’s attack speed, and took that into consideration. So whether they heal in one big burst, or they all hit here and there, it doesn’t change the healing per second you get over a longer period of time. I also didn’t include Charge because there are all kinds of different cases to consider, like what if he misses completely (you just lost HP/s because he wasn’t AAing for a few seconds), or what if he gets them in a corner and hits for massive healing/damage? It was just too many variables.
On paper MoE is better damage and healing, but is the risk if getting your heal worth it? When you can just as easily amp up your minion healing and be safer
Risk vs Reward and all that. Plus Marks don’t work on world bosses and walls.I hope my “stupid” didn’t rear it’s ugly head too much in this post, if it did please correct me, I take it as a way to learn
I should have put in PvP only as my consideration :P All the math was done with the PvP version of MoE, although in PvE you can just use the side of the mark to proc it, and your minions should still tank for you, and in PvP you have to be close anyway.
@Bhawb: the math looks legit.
Ever since the nerf from 50%, Bloodthirst has been pointless. If Vampiric Master’s siphons scaled off power & healing power, it’d be a different story (but that would require minion damage scaling with power as well).
Imo, it just needs to be reworked completely. Either revert back to a higher % of efficiency, have it increase bleeding damage, have bleeds heal per tick, or cause regen when applying bleed.
Agreed. Bloodthirst just doesn’t have much of a good niche anymore, mainly because of this. Also, VM does scale, all vampiric siphons scale now, and VM’s actually scale the best, its just that BT’s addition isn’t all that great.
So there is a positive and negative to both sides and for me if it was a choice between bloodthirst or mark of evasion then I would select MOE as I just don’t see the boost given with bloodthirst making that much of a difference. But to be honest when I run a MM build I normally select neither of them because I prefer Transfusion its just too good at keeping your critters alive to pass it up.
Transfusion is best by far yes.
Actually that’s a really good point I forgot about. Although it only adds about 270 healing to the skill (no damage :/), which goes down to around 13 HP/s increase. Not enough to make it worthwhile still, but it definitely gets things much closer when looking at the second case.
Transfusion is better yes, but the point of this was to show that BT is literally mathematically worse to MoE in every single way so it should never be run, while Mark of Evasion at least has some small niche.
Its not particularly hard to land MoE, you just dodge onto the enemy, just like casting a mark directly on top of someone.
I see so many MMs run Bloodthirst, and honestly it annoys the hell out of me, and here is why: it is simply worse in every single way than Mark of Evasion.
And to support my claim, I have math! (gasp) I’ll do two sets of calculations, one with high power, to give Bloodthirst its best case for the damage side of things, and one with high healing power, to show the healing side of things.
Assumptions
All of these will be assuming a standard minion build of 4/0/6/4/0 using a full minion build of Blood Fiend, Bone Minions, Bone Fiend, Shadow Fiend, and Flesh Golem, because this is the “optimal” setup for proccing Vampiric Master, which then has a total proc speed of 3.167 procs per second. Also we will assume single target situations, since minions are only going to be hitting a single target with Vampiric Master, we will assume all things are proccing as best they can; minions never die and hit with perfect efficiency, Mark of Evasion is used exactly every 10 seconds. And finally we will assume that it is a heavy armor target we are hitting, since that is what the game uses for its tooltips (this only affects Mark of Evasion’s direct damage, all else is armor ignoring), and that any durations that go into a fraction of a second never get the “lucky” tick (so a 6.5s bleed will be counted as 6, even though it will often tick 7 times).
High Power – Soldier Amulet/Fighter Runes – 2409 Power 355 Healing Power 20% Condition Duration 30% Boon Duration
Reason this was used is for max power, which gives Bloodthirst the highest damage possible.
Mark of Evasion
192 Damage on cast = 19.2 DPS
2 Stacks 9s Bleeds = 765 damage = 76.5 DPS
6s Regeneration = 1047 healing = 104.7 HPS
Total = 95.7 DPS and 104.7 HPS
Bloodthirst
Vampiric = 35 damage per hit and 33 healing per hit, 43/40 with BT
Vampiric Master = 83 damage per hit and 48 healing per hit, 99/58 with BT
BT = 50.67 DPS and 31.67 HPS from VM
MoE gives 47 DPS and 73 HPS higher than BT’s addition to VM, which means that for them to be equal in DPS you have to proc Vampiric 5.88 times per second, and to equal HPS you have to proc 10.43 times per second.
High Healing Power – Cleric Amulet/Flock Runes – 1945 Power 1420 Healing Power 20% Condition Duration 30% Boon Duration
Did this for highest healing power without getting any boon/regeneration duration which would have boosted MoE.
Mark of Evasion
155 Damage on cast = 15.5 DPS
2 Stacks 9s Bleeds = 765 damage = 76.5 DPS
6s Regeneration = 1845 healing = 184.5 HPS
Total = 92 DPS and 184.5 HPS
Bloodthirst
Vampiric = 34 damage per hit and 38 healing per hit, 42/47 with BT
Vampiric Master = 74 damage per hit and 67 healing per hit, 89/80 with BT
BT = 47.51 DPS and 41.17 HPS from VM
MoE gives 44.49 DPS and 143.33 HPS higher than BT’s addition to VM, which means that for them to be equal in DPS you have to proc Vampiric 5.56 times per second, and to equal HPS you have to proc 4.57 times per second.
Conclusion
Even in situations doing everything we can to maximize BT’s strengths and minimize MoE’s, we still come up with BT being about 2-3 procs per second of Vampiric short of equaling MoE. If we assume builds that would actually work in practice – no Blood Fiend, Flesh Wurm subbed in, minions dying and not attacking perfectly on CD – BT falls even further behind, not including the fact that MoE can both heal and damage multiple targets. Just by math alone, there is never a reason you should use BT in a minion build, period.
Thanks for reading, let me know if my math was correct, I’m riding a sugar/caffeine high so there might have been some mix ups (I once accidentally took numbers for VM while I had might active >.<). All numbers were taken from actual in-game practice, not tooltips, which are still (holy crap ANet) bugged in game, albeit only slightly so. And also, discussion is always welcome.
Main hand weapon choices: Axe, Dagger, Staff
Off hand weapon choices: any
Healing skill choices: Consume Conditions, Well of Blood
Utility skills: Bone Minions, Shadow Fiend or Bone Fiend, Flesh Wurm
Elite skill: Flesh Golem
Sigils: fairly open, pick things that make sense
Runes: see above
Amulets: Soldier or Cleric
This is my build although I’m kind of toying around with it since I think it might be a bit too lacking in damage for certain fights.
I’m not sure what you have covered already
Basically anything is open, as far as I’m concerned. Blackmoa being a new host, and so has a different opinion than our previous hosts, plus the various patches, meta shifts, new knowledge, etc. make all the old ones available to go over, especially if we get some good new discussion out of it.
You know that Poison originally stacked in intensity, right? I don’t think it is entirely balanced, frankly, which is why I made the post. D/D is a prime example of where it should be playing a more significant role in making the set condi friendly than it actually does.
Yes, and Epidemic used to have no AoE limit, no LoS requirement, went through walls, and could basically wipe zergs on its own. There were a lot of things that worked differently before, and there is good reason they aren’t like that anymore.
If D/D needs more condi support, then, you know, give it better condi support, don’t just change an entire condition to suit it.
I feel like this is one of those topics where power-only players want to have their cake and eat it too.
Yes, I, as a Necromancer, am definitely a power only player who hates poison (insert copious eye rolling here).
That is simply how utility conditions work. Cripple doesn’t cripple you more with more applications, you can’t stack chill on someone to chill them more, etc. The change you are asking for requires a significant amount of balance work; first retuning the condition itself, then balancing every single application of it in the game. All that work to something that is entirely balanced and working fine as is, so that it can deal some more damage.
Just wait for the new patch to see whether there is already some new content designed to be inclusive to various playstyles (Anet mentioned boon-hate).
Also, balance changes, if there are any.
Could be interesting.
Yes, definitely interested to see what the new changes bring, if anything important. Even if they don’t, we could talk about potential PvE changes/additions (to Necro and PvE itself) they could make to make Necromancers desirable in various ways. Thanks for the idea
It would still be there to take advantage of. There’s no point whatsoever in having a damage dealing condition that doesn’t really scale properly with condition damage.
Except for that thing where it reduces all healing by 33%, which is an absolutely massive amount of potential effective damage. A warrior with healing signet and no healing power is effectively taking an additional 120 damage due to the loss of the healing from his signet. Someone who uses their heal skill for 5k? They just effectively lost 1650 hp from that skill. Poison deals a deceptively high amount of effective damage because of how much sustain it prevents.
Making it stronger in stacks isn’t necessary, it is a utility condition above all, it is balanced as is because it deals low damage on its own, but has a massive utility in healing reduction, and can be applied in full strength in a single use.
I feel like there are a number of choices you make for a 1v1 spec that are strange to me. Plague Signet, when you already have two ways to overload someone, seems like a wasted slot compared to a number of other options. You have a few very sparse sources of might, but none that will really stack for any period of time (at best you can “spike” up to 12 might). Only one on-demand source of Fear in a build with Terror.
Basically to me, the build is all about hitting someone with a condi spike, and winning off the first or second one. I feel like you could optimize some things here and there, and make yourself a very nice build, like this for example that gives you much better might stacking over time, better boon removal, and at the cost of burst. Unless you were really invested in the burst aspect, in which case I think you really need to shift the build totally towards conditions.
Hey guys, first off no But of Corpse today, I won’t be able to make it.
That said, I’m looking for topic ideas for upcoming weeks. I’d like to know what you guys would like to see, it can be anything from how to play in PvE to a discussion of weapon ideas. I’m also open to things that would be discussed on the forums, and then we’d go over the discussion ourselves afterwards. Also be happy to know of anyone you’d like to have as a guest on the show, both repeats of people we’ve had before and new suggestions (feel free to recommend yourself).
Thanks for any input!
Poison is fine.
No, ANet’s advertising team promoted that, the devs themselves, you know the people who actually make the game, did not. They also claimed a lot for PvE, frankly.
You mean Queen’s Gauntlet. Boss Blitz is the 6 Legendary event involving a bandit, a pirate, a centaur, a flame legion, an ogre, and a destroyer. Necros really aren’t much good there for all of the typical PVE reasons.
No, I mean Boss Blitz. Shrek fight wants Necromancers and Thieves above all, Spartacus is also very friendly towards Necromancers (with only 2 attacks that’ll reflect), Boom Boom is good for Necromancers (poison), and Wiggins and Pony are doable by literally anybody. Only Pyro really shouldn’t have a Necro.
We’re as good off as anybody in BB.
Which bosses, what PvE content? Also, your PvP comments are just complete crap so I’ll ignore even addressing that in detail.
So 1,000 players out of how many hundreds of thousands of PvErs, versus 100 of a whole few thousand players. The actual percentage of the playerbase of the gamemode watching is completely incomparable, PvE has a LOT more players than PvP, of course they can pull a measly 1k. I mean, just the guilds of the people competing could be up to 4k players…
Theres about 4.5 hours of VODs on his twitch.
I still don’t see any of these changes happening though since Anet is only really concerned about maintaining overall game balance and not improving convenience. Necros also aren’t that popular so even if they were to make changes we’d most likely be bottom of the list.
To be fair to Anet they have made some QoL improvements for us already, DS 5, the new LF/HP system they used. And also Necromancer is I believe 3rd on the CDI list, so they will get to us eventually (after Ele).