Showing Posts For Brokensunday.4098:

On Death Shroud and Staff

in Necromancer

Posted by: Brokensunday.4098

Brokensunday.4098

1. Since we now have a good physical damage option, the Reaper Shroud, how about making Death Shroud a condition option? Currently Death Shroud has merely no value to condition builds. A baseline burning on Death Shroud #1 could help; maybe also some condition on #4.

2. Staff #1 should have a baseline condition (torment or bleeding).

Don’t change shroud all it need is life blast speed boost
Now on staff all it need on the first skill is to be like life blast so it follows the target or an increase of the projectile speed

D/D Ele still just as good?

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Posted by: Brokensunday.4098

Brokensunday.4098

the problem with d/d was never the damge it was the healing lol but still the build is good

Feedback on Scepter Changes

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Posted by: Brokensunday.4098

Brokensunday.4098

how about we get 6% life force on scepter 2

Bring back old Scepter 3 Feast of Corruption

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Posted by: Brokensunday.4098

Brokensunday.4098

lol scepter works even better for power now stop the troll
btw the staff coment make my laugh

Idea for well of darkness.

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Posted by: Brokensunday.4098

Brokensunday.4098

what you guys think of this
well of darkness knockdown and blind your foes per pulse 5 pulse for 5 sec 40 sec cool down
edit: (is a dark well so can’t see and fall XD)

Axe auto still bad. 10%?

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Posted by: Brokensunday.4098

Brokensunday.4098

to be honest im running a power build using scepter and is good, axe need more

Staff Autoattack speed is still bad

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Posted by: Brokensunday.4098

Brokensunday.4098

if the speed is going to stay that slow they need to change it like life blast so it follow the target

Axe auto still bad. 10%?

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Posted by: Brokensunday.4098

Brokensunday.4098

after doing some test axe 1 is okishcould be better, axe 2 need more damage and axe 3 is ok

game goes black

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Posted by: Brokensunday.4098

Brokensunday.4098

So you’re saying the game goes black and then doesn’t go back?

I’m sorry.

yes lets see if it stop with this new patch XD

Healing in Death Shroud just became dire...

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Posted by: Brokensunday.4098

Brokensunday.4098

1. The warrior isn’t getting healing from nowhere just like the Necro wouldn’t be getting it from nowhere. The sources are the same, and in-combat healing in general tends to be more of an over-time thing outside of your own heal skill. So yes, time spent protecting your health matters a lot.

2. Again, it’s because people aren’t waiting for a defensive skill to go off to throw out heals that uptime matters. The heals are coming in all the time, but usually incoming damage is mitigating their effectiveness. Those defensive abilities are when that is not the case, so higher uptime means more effectively healed.

3. If the fight isn’t lasting for several minutes, it’s because one side is dead quickly. It’s the rare fight in PvP that doesn’t last at least 30 seconds. If one side is dead quickly, clearly healing (even incidental) really wasn’t much of a thing. Of course, in such a short fight, it is possible the Necro spends 80%+ in shroud himself, especially once Reaper hits. Even without Reaper, popping Locust Swarm and jumping into shroud is a common tactic.

4. In a teamfight? Yes. Yes that would happen. It’s easy in a teamfight to receive massive amounts of healing with D/D eles, shoutbows, and/or bunker guardians on the team. Even just a 3v3, which happens decently often, throws out a lot more healing than you would expect. Again, I will point to Blighter’s Boon, because we have experienced that. Heals of less than 150 and yet it completely screwed the “focus the Necro first” strategy. Those same classes that are spitting out boons to us? They’re simultaneously farting out much larger amounts of healing. This is largely incidental in nature and part of standard rotations! So focusing them when they’re healing the necro is no easier than doing it now.

5. I have never described anything of the sort regarding death shroud, but it is a powerful defensive tool. Managing shroud in teamfights is easier than you make it out to be via Locust Swarm and spectrals. Spending 10-15 seconds is easy, and you’re not “retreating.” You’re still keeping up offensive pressure. Regenerating life force in 15 seconds is likewise fairly easy.

6. This is more relating to your response to Bhawb’s comment, but if there aren’t allies around, not a ton changes from how we are now. Other than Transfusion getting overpowered as hell, anyway.

I dont know why but your comment just make flow’s win lol, and in a team fight if the necro goes to ds and he have full hp that normally happens he gets healed for 0

Healing in Death Shroud just became dire...

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Posted by: Brokensunday.4098

Brokensunday.4098

Yeah, if anyone has doubts about how strong healing in DS would be go play SR/Unholy Sanctuary Cleric MM, where every time you use DS you basically reset the entire fight. Now imagine every single build being able to do that all the time without the heavy investment.

I do think they need to address healing in DS in some way, but I don’t think 100% would work without massively nerfing the LF pool.

it won’t be at that lvl but if they do what you say they have to remove ds degen and cooldown time to make it balanced

game goes black

in Bugs: Game, Forum, Website

Posted by: Brokensunday.4098

Brokensunday.4098

in spvp lobby the game sometimes goes black and have to reboot the game. hope you guys can fix this soon

Healing in Death Shroud just became dire...

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Posted by: Brokensunday.4098

Brokensunday.4098

Okay, please, try punctuation. It really makes things a lot easier to read and does a better job of getting your point across. If you’re posting from your phone…you can still use punctuation.

Aside from that, I was referring more along the lines of Unholy Sanctuary (Shrouded Removal is a great trait too, it’s just Master tier where things are iffy), but Blood Magic does a decent job as well. It’s rather good even if you don’t wield dagger (Blood Bond is a good trait, albeit bugged to not heal as it should through shroud). Life From Death is a very strong heal with some healing power, though without, you may go with Vampiric Presence instead for some in-shroud sustain. Or Banshee’s Wail for more sustain of shroud itself.

1. Necromancer Skills
Skills that give you Regeneration in shroud do not heal you, skills that siphon health have inconsistent Rules. Interestingly, the Necromancer has the most Regeneration on weapon skills of any class, but these skills don’t heal you in shroud.
Signet of Vampirism. active siphoning Effect HEALS in Shroud
Blood Fiend siphoning attacks do not heal in shroud
Mark of Blood does not heal in shroud
Well of Blood does not heal in shroud
Well of Power cannot heal you in shroud
Reaper’s Touch does not heal you in shroud
2. Necromancer Traits
Some healing traits heal you in shroud. Some dont. The traits that heal you in shroud are mostly siphons located in Blood Magic, but not all Blood magic healing traits or even blood magic siphon traits heal you in shroud
Spiteful Renewal. does not heal in shroud
Parasitic Contagion does not heal in shroud
Mark of Evasion does not heal in shroud
Ritual of Life does not heal in shroud
Transfusion does not heal in shroud
Blood Bond does not heal in shroud
Soul Eater does not heal in shroud, it provides no bonuses at all to your shroud while you are wielding a greatsword
Unholy Sanctuary HEALS in shroud
Vampiric does heal
Vampiric Presence HEALS in shoud
Vampiruc Rituals. HEALS in shroud
Blighter’s Boon. Heals in shroud
3. Healing From Allies
Healing from allies does not work in shroud, whether direct healing, the regeneration boon, or combo field interaction. The exception is that an allied necromancer with Vampiric Presence gives you a buff that will let you siphon health in shroud regardless of whether you have Blood magic equipped
4. Combo Fields
Interactions with Combo fields will not heal you.
Leap through water field Does not heal
Whirl through water field “Healing Bolts” Does not heal
Whirl through Dark Field “Leeching Bolts” Does not heal
5. Runes
Runes will not heal you in shroud regardless of whether the heal is a direct heal, a siphon, or the Regeneration boon
Superior Rune of Vampirism. Will not heal you in shroud
Superior Rune of Dwayna Will not heal you.
Superior Rune of Lyssa Will not heal you
Superior Rune of the Dolyak Will not heal you
6. Sigils
Sigils will not heal you in Shroud regardless of whether the heal is the regeneration boon, lifesteal, or a direct heal
Superior Sigil of Water will not heal
Superior Sigil of Luck will not heal
Superior Sigil of Blood will not heal
superior sigil of Leeching will not heal
Superior Sigil of Restoration will not heal
Superior Sigil of Renewal will not heal
7. Food
Effects from Food will not heal you in shroud, whether direct healing effects, heal on pric effects or lifesteal effects

Healing in Death Shroud just became dire...

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Posted by: Brokensunday.4098

Brokensunday.4098

not op the necro alone can’t heal while in ds even if they allow it because ds interupts skills. yes if they allow it it will be good but def not op and what is the point to get heals if your life is 100% your comment only shows how good are the ranger and rev heals nothing more

The Necro can heal himself in death shroud with trait choices already, and can actually recover a very respectable amount of health that way. It’s easy to get a healing skill’s worth of recovery while in death shroud as a base Necro. Reaper will be able to do moreso (though, being at greater risk, deserves it).

Again, I agree we need more than we currently get, and allied heals need to not be totally wasted on us while we’re in shroud, but 100% healing is not it. A reduced amount would be fine.

if you are talking blood magic that thing is only good with dagger and even if we get 50% heals in shroud i will take it or even split the heal in half to give example 500 lf and 500 hp if heal is 1k

Healing in Death Shroud just became dire...

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Posted by: Brokensunday.4098

Brokensunday.4098

Also, Flow, now that we have a bit more healing in death shroud and with Reaper incoming, I can say with absolute certainty that unrestricted healing in death shroud would be horrendously OP. Even just with adding siphons to what can heal us, Necro survivability jumped pretty significantly when running blood magic. Blighter’s Boon has already been catching complaints about how tanky it makes us.

If heals of less than 150 are doing that, what do you think heals of 3k+ would do?

3k+ in what time frame? Once every 10 sec maybe, that would change nothing except QoL for team skill rotations.

A single Ventari Revenant pumps that out every 2 seconds with ease, and that’s without investing in healing power or outgoing healing. With, you’re easily seeing heals of 3k per second if they’re being conservative with their energy. If they’re not, you’re looking at easy 6k h/s

And that is just one player.

100% healing in Death Shroud would make us the most broken thing the game has seen. This much I can garuntee. Healing while your health can’t be touched is much, much stronger than healing normally. I cannot stress this enough.

“But other classes can get healed through blocks/invulnerabilitie/etc.” Stop. Just stop.

Do you know why those don’t unbalance the game, but doing the same with shroud would? Because Shroud’s uptime is vastly higher than that of blocks or invulnerabilities. It’s not uncommon for Necros to spend 40% of a fight in Shroud. It is uncommon for anyone else to spend that much time blocking or going invulnerable.

Plus, most blocks and invulnerabilities don’t let you keep up offense during them. Shroud does.

not op the necro alone can’t heal while in ds even if they allow it because ds interupts skills. yes if they allow it it will be good but def not op and what is the point to get heals if your life is 100% your comment only shows how good are the ranger and rev heals nothing more

Healing in Death Shroud just became dire...

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Posted by: Brokensunday.4098

Brokensunday.4098

ds have a 50% sometimes 38% damage reduction make it apply to healing 50% healing reduction while on ds or split the healing to give 50% lf instead of the full heal, 1000 heal would be 500 hp and 500 lf.

Balance discussion on twitchcon

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Posted by: Brokensunday.4098

Brokensunday.4098

the dulfy notes say 900 radius. I’m assuming this is a typo, but clarification would be marvelous.

On what?

The skill balance changes on Dulfy are phrased like this

Axe skills (Rending Claws/Ghastly Claws) going up to 900 radius.

I don’t mind 900 radius Axe 2 tbh. Not at all. I quite like the idea of being able to hit everything on the map.

ha. yup. axe did need to be aoe.

Lol would be funny to spam auto attack and hit mesmers and thiefs change to gs and send them to the grave ????????

Healing in Death Shroud just became dire...

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Posted by: Brokensunday.4098

Brokensunday.4098

make the healing 50% reduced while in ds and make ds not interupt skills

Thief vs Necros?

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Posted by: Brokensunday.4098

Brokensunday.4098

necromancer have the worst condi aplication in game right now but as a thief if you want to kill it all you have to do is hit hard fast get out and interupt the heals wait for ds to drain and you win is easy

So to be clear, in order to win you have to:
1. Hit them
2. Try not to get hit
3. Interrupt heals?

Am I understanding that right?

yup that simple open from stealth get 4 hits daze and repeat

Why are utilites still disabled in DS

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Posted by: Brokensunday.4098

Brokensunday.4098

Problem is, half utilities provide life force. Other half does so when traited. I have a feeling that devs don’t want necros to replenish death shroud while in death shroud. As for signets, Signet of undeath provides the same problem

you can use sw and sa then enter ds the only one not working is signet of undead cause pasive don’t work in ds i still see no problem and again ds is our only defence mechanic

Thief vs Necros?

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Posted by: Brokensunday.4098

Brokensunday.4098

A condi necro can be a tough match up for a lot of classes, not just thief. But it is especially hard for thieves since they can give you more conditions than you can shed off. The fact of the matter is that you’re going to get condition spammed, it’s just a matter of which ones you can afford to ignore for a bit. Their death shroud will be difficult because if their is one thing you don’t want a tanky condi build to do, it is stall you, and necromancers are extremely good at doing just that. If you are DP headshot should be primarily used when they enter deathshroud and their heal, you do not want them to get off too many shroud skills as that will only increase pressure on you and also build up their life force in the case of skill #4. Using the stolen skill when they are low on health is a great way to solidify a win in most cases assuming they do not dodge it or interrupt you while doing it, doom is a great interrupt and instant cast they have access to in DS.

However, ultimately, unless you’re intentionally doing 1v1’s, I would suggest avoiding a fight with a necromancer of the condition variety unless necessary or unless you strongly feel as thought you can get them down quick. But if the necromancer is cunning, they will not let you get them down quick. It’s actually a unique and fun playstyle on their part and in my uneducated opinion, “better” than those kitten condi engis since they just spam grenades and bombs at their feet while necromancers have to use certain marks/ skills and manage their deathshroud to use it as both a offensive and defensive tool, which can allow them to play both offense and defense at the same time.

necromancer have the worst condi aplication in game right now but as a thief if you want to kill it all you have to do is hit hard fast get out and interupt the heals wait for ds to drain and you win is easy

Why are utilites still disabled in DS

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Posted by: Brokensunday.4098

Brokensunday.4098

Would be far far too OP if we had access to Ults while in DS and our heal … healing doesnt work in DS/RS so that’s why the heal is also disabled…However like others have said.. just seeing them for the cooldowns while still locked out to us would be such a huge thing.

the heal will be op but not utilities so for me i bet next necro especialization will be utilities skills and a type of heal or lf regen while in ds

Why are utilites still disabled in DS

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Posted by: Brokensunday.4098

Brokensunday.4098

Real generalized, obviously, too tired to get into deep detail, but the idea is the Shroud should have better synergy with the class overall and not inhibit team play (in regards to receiving healing). That all said, it would probably be a lot of work at this point to make Shroud feel like a better design without direly risking balance for a while, and I’m not sure many people are totally down with that either. :/

Well that’s the big problem. We’re finally getting some balance and decent playability to the class (well a specialization is anyway) and in order to have active utilities in shroud it would require a whole rework of the deathshroud/reapershroud system. And don’t get your hopes up about ever having a heal in shroud. They seem pretty adamant that will never happen and I agree with them to be honest. Even I can see how op it would be (to be clear I am referring only to #6 heal, not other sources). Back to my original point, I don’t think anyone wants to go back to a shelled out class waiting on a rework just to try to get utility functions in shroud. That’s why I stand behind what I said earlier. Visible cooldowns would be enough but signet passives (which are far from op) need to be done. They should have been done 3 years ago lol.

heal in shroud sure seems kind of op that’s why they make ds interrupt your skills so you can’t cast heal and cover with ds but then again ds is our only defense mechanic, I think there are 2 options 1) make signets pasives work in ds and let us see the cool downs of utilities 2) make new skill from skill 6 to 9 defensive skills or a mix of defense and offence

base necro buff

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Posted by: Brokensunday.4098

Brokensunday.4098

Also I have a thing against Piercing. It’s horribly unreliable, especially when targeting larger foes. They should replace it with the same bounce Dragon Hunter longbow auto has, whereby it can only bounce to foes behind the target.
Either than or make DS and staff auto explode on impact like Fireball.

life blast with bounce that would be nice

nerf vital persistence?

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Posted by: Brokensunday.4098

Brokensunday.4098

so with every necro ever saying vital persistence needs to become baseline here are my thoughts about the topic.

we have a trait that is overcentralizing. everybody picks it because its way too good and it has no alternative. its a straight upgrade without any consideration or active gameplay and works completely against build diversity.

when i hear that about a trait the last i thing i want is that it becomes baseline!
are you crazy guys? that trait is a prime candidate for getting nerfed. why would you make it baseline? that means that first of all everybody always has it increasing the overall power of every necro without doing a thing or making any decision and also you get another trait for free or even another whole trait line.

only because its good doesnt mean its healthy for the game. people even want dhuumfire to be baseline… do you even want a choice at all? the new trait system is severely limitting our choices already. do you even want to choose anything?

so if u wanna leave a comment go for it. maybe we should think why we want to be in death shroud for longer. are death shroud skill too good? are weapon skills too bad? do we need to have more active defense? comment on it, why im wrong, why i have no clue about this game or why necromancer needs to be invincible. have a nice day

so a nerf eh then make ds 0% degen over time or give necro evades blocks invulnerability stealth more stability and mobility group buffs blast finishers
this trait need to be baseline and even more for reaper also will open more build diversity

base necro buff

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Posted by: Brokensunday.4098

Brokensunday.4098

here are some ideas some player have say over the forum

Curses remake
Unyielding blast base pierce only
Speed of shadows buff to 50%
Vital persistence base
Damage modifiers
Life blast cast time reduction by 50% and damage reduced by 40%
Doom fear increased to 2 sec
if you guys remember more plz post

base necro buff

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Posted by: Brokensunday.4098

Brokensunday.4098

are we gonna see any buff to base necro? or traits changes?

replace glottony with vital persistance

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Posted by: Brokensunday.4098

Brokensunday.4098

what you guys think

Soul Reaping
Adept
unyielding blast is now base line ( vulnerability add to other trait)
Soul marks
Speed of shadows (buff to 50% not sure)
Add decaying swarm at 50% hp you get surrounded by locus swarm
Master
Vital persistence is now base line
Fear of death
Spectral mastery
Add Reapers protection cool down reduced to 30s (from death magic)
Grand Master
Foot in the grave
Death Perception
Dhuumfire

replace glottony with vital persistance

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Posted by: Brokensunday.4098

Brokensunday.4098

I’m worried because the trait is barely competitive with Vital Persistence in PvE as it is now, and losing the functionality means it isn’t even worth investing to.

Spectral skills just aren’t that great in PvE, and Spectral Mastery is one of the things that says “hey, the skill is less crap now, want to try it out with this LF bonus”?

I just don’t understand why with VP spectral mastery would be overtuned. It’s a tanking trait and to be honest I see no difference with it versus a warrior with incredibly long immunity stances thanks to traits as well.

Spectral skills are not that strong where having access to VP and SM would really do more than what other classes have.

In fact, necromancer stun breakers are among the worst of the bunch.

+++++1

replace glottony with vital persistance

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Posted by: Brokensunday.4098

Brokensunday.4098

vital persistence and unyielding blast need to be baseline

Reaper Shroud A little Too OP

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Posted by: Brokensunday.4098

Brokensunday.4098

Just want to point out that the few of you who are trying to say reaper is to strong are all pointing at burning dmg with celestial amulet on top of our normal dmg. I would just like to point out myself that reaper being op because burning is op is not a reaper problem. Lets face it few will probably deny burning is op right now super op.

plus 1 bro so true

Chilled to the bone still needs some help.

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Posted by: Brokensunday.4098

Brokensunday.4098

I do like the skill, but let’s be honest it does not need such high CD. While it is strong, it does not turn the tide of a match. It is more a good engage. Compare it to head butt for berserker on a 20s CD… Sure Chilled to the bone is better, but not “6 times better”.

90s is a good start. With the shout trait, it would be reduced to less than 60s in the best case scenario which sounds perfect.

now if it did recharge death shroud to full like head butt does for berserker…

yes if this skill was 90 sec cd would be great you can waste this skill or can be block etc and is useless for 2 mins btw love the idea of a full lf bar when used even if it miss i woulnd not mind the 120s cool down if this was added to it

Reaper Shroud A little Too OP

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Posted by: Brokensunday.4098

Brokensunday.4098

rs is not even close to op i try it and my power necro and condi necro same goes for theif mesmer and burn guard melt it really fast this post is more a l2p issue sure it can hit hard if it hits btw just kite the reaper if he can’t touch you he is as good as dead

Is this fair or even remotely Balanced ?

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Posted by: Brokensunday.4098

Brokensunday.4098

best case you are gonna get it every 7-10 secs but no 1 is gona flash ds just for that in a fight you die

Foot in the grave. Break-bar pls?

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Posted by: Brokensunday.4098

Brokensunday.4098

no break bar all it need is 1 more stack of stability and make it last 2 more sec

Let's help pitch axe rework ideas.

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Posted by: Brokensunday.4098

Brokensunday.4098

axe range increase to 900 and damage by 15% on axe 1 axe 2 need to channel faster and be a finisher axe 3 stays the same

Update Life blast to Plague blast Why not?

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Posted by: Brokensunday.4098

Brokensunday.4098

Cast time should be halved to .5 second cast +.2 after cast (effective .7, doubling the cast speed from 1.4 seconds.) while reducing damage by 40%, resulting in significantly lower burst damage, but a higher sustained output. The “super slow at everything” niche is dated, and slow, hard hits can remain a Lich Form niche that you can opt into.

40% reduction is too much more like 25% dmage reduction and all will be balanced

40% damage reduction while reducing the cast time to .7, versus 1.4 seconds is a net DPS increase of 20%.
(100%- 40%)x2 = 120%, plus reliability. I’m not sure if Life Blast needs a 50% dps boost, unless you’re suggesting a smaller cast time reduction too, which sort of defeats the purpose. The overall goal is to increase reliability of Necromancer skills and somewhat “normalize” DS and RS.

on a full bezerker geat lf hits for around 4-5 using protect 33% damage reduction skill hits around 2k to 2.5k add that the 40% damage reduction you say and each hit will be around 1k using protect and around 1.5k normal sound terrible even on a .7 sec cast is bad dagger will tripple its damage overall if not more even staff 1 thats why i say 25%
edit: is better if the skill cast .7 and be reduced by 20 to 25% still hit good in power and will be a constant dps not as high as dagger

That’s not even napkin math. The information is out there, if you want people to take you seriously then do it properly.

here is the math X_X
Let’s use staff science is the best way to hit kitten ds and using berserker’s amulet giving 2600 armor to the other guy so It can be tanky 1048*2375*1.4/2600= 1340.2307692308 that’s a hit of 1340 not apply critical damage by reducing the damage you have a 50% damage increase in this case 2680 is too high for the cast time if you reduce 40% = 1072 Dagger is 2713 this is why I suggest 25% in that case it will be 2010 something close to dagger

Update Life blast to Plague blast Why not?

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Posted by: Brokensunday.4098

Brokensunday.4098

Cast time should be halved to .5 second cast +.2 after cast (effective .7, doubling the cast speed from 1.4 seconds.) while reducing damage by 40%, resulting in significantly lower burst damage, but a higher sustained output. The “super slow at everything” niche is dated, and slow, hard hits can remain a Lich Form niche that you can opt into.

40% reduction is too much more like 25% dmage reduction and all will be balanced

40% damage reduction while reducing the cast time to .7, versus 1.4 seconds is a net DPS increase of 20%.
(100%- 40%)x2 = 120%, plus reliability. I’m not sure if Life Blast needs a 50% dps boost, unless you’re suggesting a smaller cast time reduction too, which sort of defeats the purpose. The overall goal is to increase reliability of Necromancer skills and somewhat “normalize” DS and RS.

on a full bezerker geat lf hits for around 4-5 using protect 33% damage reduction skill hits around 2k to 2.5k add that the 40% damage reduction you say and each hit will be around 1k using protect and around 1.5k normal sound terrible even on a .7 sec cast is bad dagger will tripple its damage overall if not more even staff 1 thats why i say 25%
edit: is better if the skill cast .7 and be reduced by 20 to 25% still hit good in power and will be a constant dps not as high as dagger

(edited by Brokensunday.4098)

Update Life blast to Plague blast Why not?

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Posted by: Brokensunday.4098

Brokensunday.4098

Cast time should be halved to .5 second cast +.2 after cast (effective .7, doubling the cast speed from 1.4 seconds.) while reducing damage by 40%, resulting in significantly lower burst damage, but a higher sustained output. The “super slow at everything” niche is dated, and slow, hard hits can remain a Lich Form niche that you can opt into.

40% reduction is too much more like 25% dmage reduction and all will be balanced

Update Life blast to Plague blast Why not?

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Posted by: Brokensunday.4098

Brokensunday.4098

Having condition transfer on shroud was something I was playing with when doing the trait revamp. Plague Sending originally used shroud 1 as its trigger condition rather than critical hit. I ended up changing it because shroud 1 already had several traits that affected it and I didn’t want to overload it, plus the curses line had several traits that affected shroud in some way already. I think it would be a bit overpowered though if Life Blast could transfer conditions on every hit though.

On the topic of increasing the cast speed of Life Blast: I think we would need to lower the damage multiplier if we wanted to increase the cast speed. The damage per second on that skill at its current cast time is already about as high as we are comfortable with. It’s a tricky skill to balance because we’d need to also look at adjusting all the traits that affect it.

Make unyielding blast baseline this skill is useless 50% on reaper shroud, Make life blast a 2 hit cannel that takes the same time as actual 1.4 secs One hit at .7and the other at 1.4 the other, each blast hits for half the damage of the of actual life blast so you will hit for the same damage if you connect both hits and each hit triggers the Skill 1 traits

Please no we dont need that :/ Will make the traits useless. It would be a buff with a nother drawback which necros already have all over the place heck a whole set of our utility skills is based on draw backs while the benefits are not even worth the risk. This idea is something that would make me just quit playing necro and will force sooooo many players into reaper without a doubt.

actually it will be a buff to traits not a nerf or anything this will help condi shroud build while keeping the power too not sure if a channel would be good but a chain like in reaper would be nice if it activates the traits on each hit, is a suggestion share your ideas too =]

Edit: is the same if you reduce the cast time and damage but you still hit the same of the actuall life blast 50% cast time reduction if you hit 2 time

Still no need to link 2 attacks in one channel cast we want it to feel faster not the same as it does now. While Robert says the damage should be lowered others do have a point many professions weapon auto attacks do more damage than the necros profession mechanic. including most of the necromancers own attacks with weapon skills.

it was a suggestion but I agree half the castime with a little damage reduction would be ideal still unyielding need to be base the trait is 50% useless in reaper

Update Life blast to Plague blast Why not?

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Posted by: Brokensunday.4098

Brokensunday.4098

Having condition transfer on shroud was something I was playing with when doing the trait revamp. Plague Sending originally used shroud 1 as its trigger condition rather than critical hit. I ended up changing it because shroud 1 already had several traits that affected it and I didn’t want to overload it, plus the curses line had several traits that affected shroud in some way already. I think it would be a bit overpowered though if Life Blast could transfer conditions on every hit though.

On the topic of increasing the cast speed of Life Blast: I think we would need to lower the damage multiplier if we wanted to increase the cast speed. The damage per second on that skill at its current cast time is already about as high as we are comfortable with. It’s a tricky skill to balance because we’d need to also look at adjusting all the traits that affect it.

Make unyielding blast baseline this skill is useless 50% on reaper shroud, Make life blast a 2 hit cannel that takes the same time as actual 1.4 secs One hit at .7and the other at 1.4 the other, each blast hits for half the damage of the of actual life blast so you will hit for the same damage if you connect both hits and each hit triggers the Skill 1 traits

Please no we dont need that :/ Will make the traits useless. It would be a buff with a nother drawback which necros already have all over the place heck a whole set of our utility skills is based on draw backs while the benefits are not even worth the risk. This idea is something that would make me just quit playing necro and will force sooooo many players into reaper without a doubt.

actually it will be a buff to traits not a nerf or anything this will help condi shroud build while keeping the power too not sure if a channel would be good but a chain like in reaper would be nice if it activates the traits on each hit, is a suggestion share your ideas too =]

Edit: is the same if you reduce the cast time and damage but you still hit the same of the actuall life blast 50% cast time reduction if you hit 2 time

(edited by Brokensunday.4098)

Update Life blast to Plague blast Why not?

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Posted by: Brokensunday.4098

Brokensunday.4098

problem is dhuum fire if it only procs on the second hit it kill condi life blast but agree on rest

No, it would be a flat neutral change. You’d proc dhuumfire once every 1.4s just like right now.

Thats defeating the point of dropping the cast time :/ maybe if burning didn’t stack I would agree with you but now that burning stacks. What you are suggesting is just not a clear viable option wand would be a second slap to the face for the trait making necro’s even more upset.

my suggestion was to make life blast a channel skill or a chain skill of 2 make each blast hit for half of the damage of the actual life blast this will allow to still be good for condi and power so if traited for power you can still hit as high if you connect both hits also all hits activate the traits example dhuumfire both hits apply 1 stack of burning

Speed of Shadows

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Posted by: Brokensunday.4098

Brokensunday.4098

I will maybe chill things out here but, consider that I do not use staff (almost never). I can then use the same argument of the OP saying that Soul Mark is a useless trait with no meaning and it would just be a bother to take it when I can be faster while in shroud or load my foe with vulnerability and pierce them.

What I mean is that it is the pure essence of chosing a trait that fit your playstyle. But the fact that it doesn’t fit your playstyle does not mean that it doesn’t fit the playstyle of someone else.

Speed of shadow is a trait that have a meaning for players that want more mobility in shroud without having to take a dagger and trait for it. It’s perfectly fine as a concept for a trait, even if, I agree, the effect may seem a bit lame in the current state of the game.

soul marks is almost mandatory now and speed of shadows is good for rs and flashing ds but the speed buff need to be 50% while in ds , 25% is low you can use the dagger trait use runes of the traveler or use the signet

Update Life blast to Plague blast Why not?

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Posted by: Brokensunday.4098

Brokensunday.4098

Having condition transfer on shroud was something I was playing with when doing the trait revamp. Plague Sending originally used shroud 1 as its trigger condition rather than critical hit. I ended up changing it because shroud 1 already had several traits that affected it and I didn’t want to overload it, plus the curses line had several traits that affected shroud in some way already. I think it would be a bit overpowered though if Life Blast could transfer conditions on every hit though.

On the topic of increasing the cast speed of Life Blast: I think we would need to lower the damage multiplier if we wanted to increase the cast speed. The damage per second on that skill at its current cast time is already about as high as we are comfortable with. It’s a tricky skill to balance because we’d need to also look at adjusting all the traits that affect it.

Make unyielding blast baseline this skill is useless 50% on reaper shroud, Make life blast a 2 hit cannel that takes the same time as actual 1.4 secs One hit at .7and the other at 1.4 the other, each blast hits for half the damage of the of actual life blast so you will hit for the same damage if you connect both hits and each hit triggers the Skill 1 traits

Update Life blast to Plague blast Why not?

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Posted by: Brokensunday.4098

Brokensunday.4098

Agree with Robert Gee here, condition transfer on AA, even as a trait, would be crazy powerful.

However, if you turn Life Blast into a two-shot chain that casts the entire chain as quickly as now, with the same total damage (so half damage LBs once per 0.7s instead of full damage every 1.4s), and then have the traits that need to be adjusted only proc on the second hit, might work. This would lower the gap between Reaper Shroud and Death Shroud’s procing of traits like Dhuumfire, which are absolutely fine procing that often, but still allow you to adjust things like might stacking.

problem is dhuum fire if it only procs on the second hit it kill condi life blast but agree on rest

Update Life blast to Plague blast Why not?

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Posted by: Brokensunday.4098

Brokensunday.4098

Arena net: Robert Gee,

I want to ask you a quick question with answer. Whenever i play necromancer: a enemy player reset my death shroud when i want to activate it.. Is there a way to prevent the resetting of deathshroud of activating?

I asked before and i even post in a thread: everyone ignore me.

That is all

ds is insta cast they have to be lucky to interupt it and what is happening is prob you are double cliking the key and that cancel ds

Speed of Shadows

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Posted by: Brokensunday.4098

Brokensunday.4098

unyielding blast make it base and speed of shadow make it 50% speed buff there now make new trait XD

Axe skill 1

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Posted by: Brokensunday.4098

Brokensunday.4098

Also, another thing separating axe and scepter is that it takes time for a scepter attack to hit. Axe just hits, regardless of distance

What Scepter are you talking about? Necro scepter has no projectiles or travel time on any of its skills.

… I…. Apparently it’s been a reeeeeally long time since I used scepter. So, basically, then, axe is just so bad at its job that a condi weapon is better at it

Axe is better on a power spec. Scepter is better on a condi spec.

Axe is super terrible. Scepter is just mediocre relative to other classes’ condi weapons.

Either way, all weapons besides the reaper greatsword need buffing/retooling.

try using scepter on apower spec you will find that it deals more dmaage + condi than axe

Update Life blast to Plague blast Why not?

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Posted by: Brokensunday.4098

Brokensunday.4098

Best change will be if they add aoe on impact. That way Dhuumfire wil be more useful. It can also leave poison field for 1-2sec.

Im not sure I like the idea of aoe on impact because they have a trait that lets life blast Pearce foes. I use to take this trait all the time until the new trait system came along and ruined it. You cant take Unyielding blast with Soul Marks anymore. I do agree necro needs better options to poison which reaper brings yet another reason to forget about base necro and swap over to reaper at HoT.

i have read and say in many post that unyielding blast should be base this skill is so slow that it need that pierce to be base and i agree now that we have soul marks there is no way any 1 is going to pick unyielding blast and that trait if 50% useless in reapers shroud

Death Shroud F1 and Reaper F2

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Posted by: Brokensunday.4098

Brokensunday.4098

So because we have crappy range weapons they should give us both shrouds? How bought they fix our crappy range options instead. By taking reaper you make a decision to give up range prowess for more powerful melee options. So you should adjust game play accordingly.

This suggestion goes entirely against the entire design philosophy of elite specializations. You are suppose to be specializing not getting more tools for your tool belt. Reaper should not be given things to make it a necromancer who also has reaper shroud and greatsword. It should be given mechanics to function in the role you have chosen to specialize in by deciding to take the specialization line. Just like if I want to specialize in a condition necromancer I should probably have curses selected.

This suggestion wants to remove variety and just meld the necromancer and reaper together. That goes against everything they said they wanted these elite specs to do. They even stated they are going to change your profession icon when you select an elite spec to differentiate them from the base class and other elite specs. If you gave reaper both shrouds why would I not slot reaper trait line just for the pulsing stability and gap closer on reaper shroud along with the flexibility of death shroud instant fear and range.

The problem is too many tools were taken from necro’s tool belt over a long time period nerf after nerf after nerf this is why people ask for things like this. As a light armored profession necro is lacking in things both other professions have access to.

wow this is so true