Don´t get me wrong, I kinda admire your enduring optimism (no sarcasm) in the face of Anets stubbornness/cluelessness/incompetence to properly address the problems our class suffers from since launch.
Its less optimism that they will fix us, and more acceptance that what we have might be the best we’ll ever get, so I’ll try to make the best of it.
Also, ANet has listened to us a lot, especially nowadays. Just because they don’t implement everything doesn’t mean they don’t listen, they don’t have the resources to do everything we ask, or even a small amount, and then the balance team just is on Mars when it comes to understanding Necro. However pretty much every good change they’ve made recently was due to direct feedback, so they do listen, and Reaper was made in response to a lot of our issues with the base profession.
reaper does not fix the profession if you don’t chose that trait your are still in a bad place so is just a minor buff
I was thinking this same thing why they don’t give us both.
we can have them is f1 DS and f2 RS if you enter ds and leave both DS and RS goes on cool down for the 10 sec works both ways. This would give us more ways to play and open a whole bunch of doors for the necro.
necromancers are the masters of transfers not conditions any class can deal more condi damage than a necro
- "Your’e all Weaklings now also grants 2 stacks of Stab for each target hit and if im not mistaken that includes clones, minions and pets.
No that is the elite. “You are all weaklings” gives only 1 stack stab like any non instant stunbreak.
Yea 1 stack not 2, still 1 stack per target for 5 stacks. The skill says gain boons for each hit, stability is boon
read the skill it gives might not stab
Damage foes around you inflicting conditions on them and giving you boons per foe struck.
Damage Damage: 259
Endurance regeneration decreased by 50%. 50% of hits are Glancing Blows (50% damage). Stacks duration. Weakness (6s): -50% Endurance Regeneration, 50% Fumble (Unrestricted)
Increased outgoing damage; stacks intensity.4 Might (4s): +120 Power, +120 Condition Damage
Miscellaneous effect.png Number of Targets: 5
Radius.png Radius: 600
Any skill with a very high telegraphed and long cast time will end up like killshot, 100blades, Churning Earth. Impossible to land on duels against smart players.
……….
This. It will no be used successfully against skilled players, ever.
Compare and contrast
agreed this skill will never hit any good player as a fact they will hit you hard while you cast and then dodge and finish you off
this skill should be 1s cast time and 80-90s recharge
They theorycraft too much on paper, they need to be put in the heat of real battles in WvW, PvP, and PvE to really understand necros. As for threads like these, I’ll only contribute if I know they’ll be put to good use. It’s not as if necros didn’t compile a list of what they want or think should improve before.. If the devs aren’t willing to dance, then we’re just wasting our time.
the problem is no developer play as a necro and they will never do it
bleh, we are so kittened! can someone please explain to me why the Balance Team always handicaps Necros in balance because they are afraid of some comet like alignment from occurring in which Necros become demi-gods (but does not actually exist in the game proper) but let kitten like Mesmers, Eles, Warriors and Thiefs be OP as kitten?!!!!!
is simple the balance team don’t play necro at all and they don’t care for the class
the problem with necro shouts is that they are balance for group fights and mostly for a 1vs1 they are useless and the cast time is too big for them to be any good
you know that s/s + shiro dps is supposedly 12k with full buffs (some of them really difficult to obtain) and dps traits?.
That’s better than Death shroud DPS and it’s probably better than dagger DPS right now.
I think if the Necromancers here were allowed to trade chilled to the bone for Jade winds, pretty much all of us would take that trade.
Necromancers have flesh golem charge, a CC on 45 second coolown. All we really want is that same CC but without the pet. Chilled to the bone is soooo weak compared to flesh golem charge (on paper at least). Why can’t necromancers get things at powerful as the things we already have?
because anet don’t like necros
this skill should be 1s cast time and 80 sec cooldown
I think he meant it shoots 2 projectiles?
Personally, I would rather it pierced baseline, because the projectile speed is so slow you can LOS a necro just by sidestepping behind your pet/rock dog/teammate.
Additionally, I think that, for balance reasons, they should cut the casting time down to 0.5", and halve its damage coefficient. I don’t think any of you are wondering what I mean by “for balance reasons”: I’m obviously talking about Reaper. Since they made Reaper’s Shroud skill 1 a 0.5" cleaving activation time, it becomes a nightmare to balance both this and Life Blast properly. If you’re a Reaper, Dhuumfire can inflict 3 stacks of burn to 3 targets in the same time it takes a core necro to get off 1 Life blast (1" cast time plus 0.4" aftercast) to cause 1 stack of burning to a single target. This will create a balancing NIGHTMARE for ANet, and it’ll only become worse as more specialisations and more traits that affect shroud skill 1 are released!
Making LB into a 0.5" skill (tuning down its damage proportionately) and letting it pierce baseline will solve all those problems, as it’ll be able to hit at comparative speed and comparable numbers of targets as Reapers Shroud skill 1 without any trait investment. That way, whatever’s balanced for Reaper is balanced for Necro automatically.
Clearly a 1,200 range skill shouldn’t be exactly the same as a melee skill, of course: but I think their relative effectiveness would be more easily balanced by giving Reapers Shroud 1 a higher damage coefficient than Life Blast, to counteract its disadvantage in range. It would be an easier and more effective way to balance these skills when there are so many different traits that can affect these skills.
Also, it’s clear that the piercing trait will need to be retired once HoT comes out because, come on, how do you make a melee skill “pierce” baseline? They can roll in the vulnerability into spite adept minor, or into Gluttony which is a pretty sub-par trait.
cast time reduced would be nice but no damage reduction try hiting lb on condi they laught at your lb
(edited by Brokensunday.4098)
I have literally never seen this type of damage done before from a necro. Can anyone tell me what happenend and how he managed (trait combo’s etc) to do such a high amount of damage? Necrotic bite is a skill from dagger auto attack chain and it crit’d for 8k damage. I’m in awe right now.
I’m not very tanky. Only have 2450 armor, but I’ve never taken damage this fast from any other class before. She didn’t have any quickness either.
looks fake
Built to crack the GW2 Meta
show them your bun and they will nerf us more that is op
How about something like, “For every enemy hit after the first, gain 1% additional life force”
That way you’d still gain a fair bit in ideal situations (28%) but it wouldn’t be absurd. And I know we have other traits that need improvement, but better life force generation (especially for condi necros) would be stellar
this is something that my actually work for necros plus 1
because our form of invulnerability is more health, so if anything the best way to gain invulnerability is a skill that gives a ton of life force quickly.
then why not make a skill that turn all damage recived lets say in 4 secs turn to life force and life
Suggestions : Make the piercing/vulnerability from Unyielding Blast a base ability of the skill itself, and make the channel time faster or have it shoot 2/3 shots per channel.
I think almost all players agree life blast should pierce base line and that trait should be to make splash damage or speed boost on life blast
The only way we could possible get a pseudo invuln out of DS without actually giving us an invuln on DS entry trait. Would be to give us a condi immunity on DS entry trait. Combine that with foot in the grave. That way whenever we enter DS to absorb damage we avoid the conditions and the stability counters any CC. Then hopefully we have enough life force to negate the damage. And we can generate it back and repeat.
they should put foot in the grave like old shade.
Or we could just have a simple solution and give us active defence through traits just like every other class. Can even be tied directly into DS traits so we are forced to use our class mechanic to survive. Jesus kitten its so simple and yet its so frustrating that nothing has been done.
they should give us new skill on ds from heal to elite that would help in a big way and not being op
Shiro looked amazing. Everything I wish power vampire necro was. Definitely making a Revenant now.
well arenanet did read the necro forums and put all our sugestions in to the reverant gg
im rolling a reverant too rip necro
I shall rule this world Palawa Joko
stab problem would be solved if spectral armor give 6 sec of stab also.
For the elite i think plague is ok but need a buff in damage, lich need to work like warrior ramapage for it to be better and ds should not interupt actions. I think i just fix the necro XD
this is what any developer will tell you. Death Shroud
axe need to be atleast 900 range
skill one should be faster
skill 2 is ok
skill 3 need to apply fear also
and buff damage 10% on axe
and axe 1 should be able to hit with no target like dagger
First of all we didn’t get stronger for 2 weeks we got nerf for 2 weeks and then boom more nerf. Is really a pain to play the necromancer we are the worst class in the game but we have to deal with it.
is simple really they just dont care for the necro comunity. I don’t get why they don’t delete the class already
I think they should give us a new set of skills on death shroud 6-10 we need more defense
but using our utility’s is also a good thing
yes life blast need to pierce base and they should add a speed buff on the trait