Showing Posts For Brokensunday.4098:

Update Life blast to Plague blast Why not?

in Necromancer

Posted by: Brokensunday.4098

Brokensunday.4098

They’d have to adjust the damage. x2 DS dps on a Power Necro is a lot. I’d be fine with it being an overall 1.5x boost just to make us super scary, but x2 is where enemies literally start melting. The idea of doubling the speed is great because it makes Dhuumfire not stupid on it. The condi transfer is also pretty cool, but I’d have to try it to know that we don’t faceroll condi builds because of a no cd condi cleanse.

well damage is ok try using quickness and you will se is not that fast I personally think if they reduce the cast time they should not add revome a condi per hit this will get people angry and more nerf to the base nacro will come but with a decrease on the cast time should be fine

Update Life blast to Plague blast Why not?

in Necromancer

Posted by: Brokensunday.4098

Brokensunday.4098

try lb with quickness thats how it should be

Infusing Terror (RS3) - Stunbreaker?

in Necromancer

Posted by: Brokensunday.4098

Brokensunday.4098

@Brokensunday: I don’t know why more people haven’t suggested that. Making DS/RS have their own utilities, designed for their specific styles of play, would be great. I’m fairly certain I’ve only seen this type of idea once or twice, but it’s a good one. The question would be, how could each shroud be augmented with 6-10 skills? Also, would it be different utility sets for each shroud like I mentioned, or one base set that is in both shrouds? Your thoughts?

for balance reasons the skills have to be base at least the utilities the shroud only change the first 5 skills so kind of separate the first 5 skills to be offensive skills and the utilities a defensive skills example have a invulnerability but cost life force to use that way we can’t be forever in shroud and need to think before spamming skills

Infusing Terror (RS3) - Stunbreaker?

in Necromancer

Posted by: Brokensunday.4098

Brokensunday.4098

Its a nice idea but no 1-5 skill in the game breaks stuns. Its either all traits, utility skills or f1-5 skills. Reapers are designed to spend a lot of time in shroud hence the high stability uptime while in it but again no weapon skill in the game currently breaks stun.

Well since there’s no utility skills allowed in reaper shroud it should be fair to add a little more utility in the 1-5s.

I rather they let me use my utilities in Shroud.

utilities in shroud would be good also if shroud have their own utilities would be better
from heal to elite

Deadly Strength

in Necromancer

Posted by: Brokensunday.4098

Brokensunday.4098

if you lose power then this is a bug. why lose power and simply just don’t increase power when in Shroud? imo Signet of Spite passive should get fixed so that it works when in Shroud

signets have never worked in shroud so is no bug but we all wish this was change signets only work 50% of the times for us for this matter.

I think people underestimate reaper

in Necromancer

Posted by: Brokensunday.4098

Brokensunday.4098

I have no clue what is going on for Necromancer, only that someone I know is extremely happy with how Robert Gee is responding to Chronomancer feedback and the changes he’s seen.

I was considering the fact that there is a posibility for our feedback to have parts of it be implemented to be “almost too good to be true”. In all seriousness though, the fact that they did something with Revenant made me hope that something could be done for Necro, but it could have been because that the profession was new. But when you said (indirectly) that the Mesmers has their feedback listened to I thought that the same thing probably was going to happen to us.

yes we will get our turn we finally have a dev who cares for the class

Axe Resurrection!

in Necromancer

Posted by: Brokensunday.4098

Brokensunday.4098

Don’t get me wrong I like the idea of corrupting boon even if is 1 on the auto attack don’t know sound kind of op but I like it
But right now axe is so bad is bad at close range and at a far is almost useless and necro is in need of a power range wep and make sense to be axe
Any way let’s keep the ideas flowing maybe we can give Robert some inspiration so they can make axe a good weapon of all of us to have fun =]

It might be if its a direct conversion. But if its converted into something like 2-3 stacks of valn it might not be. But that’s not as interesting imo. Its hard to say if it would be over powered since we haven’t had a weapon quite like that before. Corrupting boons outside of well of corruption and Corrupt boon is a rather interesting concept and Arena net wants this sort of boon hate to be well locked into the necromancer’s identity. The axe just seems like the perfect candidate for this sort of concept.

now that you say this what if instead of corrupting the boon it steals and give it to us only in the third skill of the chain rending claws apply vulne tearing claws apply cripple and wraith claws steals a boon

(edited by Brokensunday.4098)

Axe Resurrection!

in Necromancer

Posted by: Brokensunday.4098

Brokensunday.4098

Staff, death shroud, dagger, warhorn, focus, axe, greatsword and reaper’s shroud are all useful to power and really good for power excluding Axe.

Off hand Dagger and scepter are the only condition weapons. Staff is decent as a hybrid weapon but its best for spacing which is useful to both power and condi.

out of 8 weapons and the 2 shrouds 7/10ths are power, 1/10th is both and 2/10ths are pure condition. Not including traits that attempt to make shrouds into a condi weapon that basically says yeah, its mostly power.

I agree that we need a condition weapon. But I don’t think axe should be that weapon. Axe would make a great ranged power weapon, which is another category that we miss.

if you look what we have:
dagger=power
scepter=condi
axe= power wannabe
gs=power aoe
staff= condi utility

Staff is a universal weapon. It works nearly as well for power heavy builds as it does for condition builds. And that is fine, because we already got scepter as a (long) range condition damage weapon.

IMO the solution to condition damage doesn’t lie with axe though. That would make us end up with 2 ranged condi weapons and 2 melee power weapons.
I think a better distribution of the weapons would be if dagger got changed to be a condition weapon.
That way you end up with:

Dagger = Melee range condition applier (I’m sure we can think of fun ideas for this)
GS = Melee range power cleave weapon
Axe = Ranged power weapon
Scepter = Ranged Condi weapon
Staff = Universal / All-round / Utility weapon.

The idea to make axe a hybrid condition/power weapon is nice as well. But my experience learns that these kind of hybrid weapons and hybrid skills tend to suffer because they’re inefficient for either. The “jack of all trades, master of none”-problem.

Yes staff work for condi and power thats why i love it i use it on all my build’s
axe need to be the range power wep but leve dagger as it is the power brust wep remember we dont have sword yet so it can be the close range condi wep we lack maybe next expansion =]

Axe Resurrection!

in Necromancer

Posted by: Brokensunday.4098

Brokensunday.4098

ok so almsot all agree it need to be 900 range power increase around 40-50% and skill 3 remaind almost ast it is just a buff skill 2 need to be faster and reduced recharge and add a finisher so this leaves axe 1

how about make it a chain of 3 apply vulne cripple I would like to head more ideas torment perhaps let me know =]

No, thats what you want to believe what it needs. What the weapon needs is a real identity and 900 range will not solve its problem. Neither will giving it 40-50% damage boost. The issues with the axe are not just in the axe but our traits themselves. The axe’s damage is comparable to other weapons at face value. When taking into account the traits we have available that percentage you’re throwing around is a worthless number since a flat stat boost in our traits would go allot further.

You have to think multi-dimensionally with these suggestions. How would this impact the other weapons? How would this impact the use of something like Death shroud or Reaper’s shroud? 40-50% puts its damage at way above that of the greatsword and dagger. Which isn’t something that anyone truthfully wants and its absolutely terrible game design.

You’re all in agreement without thinking about the consequences to your band-aid fix to a horribly broken weapon when its not entirely the weapon’s fault.

if you look what we have:
dagger=power
scepter=condi
axe= power wannabe
gs=power aoe
staff= condi utility
right now we lack a power wep at range axe was designed to do that I don’t mind if they make axe a hybrid but axe for power right now make more sense and it will have better synergy for reaper because it lack that range attack maybe in other spec we can have sword to be our close range condi wep i dont know
with the changes that most people agree you only put axe on a par with dagger and gs but still dagger will be better for brust and gs for aoe cleave a 50% buff to axe auto will make it around 315 and is still lower than dagger that is a fast wep I agree with you some traits need to change for axe

The axe should be a shotgun weapon. What it currently isn’t. My suggestion would make the axe into a shotgun weapon. Adding the corruption to its auto, even if its not a direct conversion would make it into a pressure shotgun weapon. Which is a playstyle in our weapons that would be an extremely welcome addition to our kitten nal.

Increasing its range doesn’t do what you think it does. It doesn’t give it identity. It turns it into a power version of Scepter. And I want to like the two weapons for their uniqueness not being mirrored of each other. The axe was designed around the 600 range. From granting retaliation, to its ofhand partner weapons, to its aoe.

If its to gain range, Unholy feast needs to completely change. And the auto attack needs to completely change anyway. So you’re still looking at a complete redesign of the weapon where a flat damage buff is a completely useless concept.

Axe is a midrange weapon! This is where its supposed to shine. This was its intention! Save the Long range power for an elite specialization. We still need space for elite specs and high ranged support isn’t something that the axe shouldn’t rob from potential from the future.

Don’t get me wrong I like the idea of corrupting boon even if is 1 on the auto attack don’t know sound kind of op but I like it
But right now axe is so bad is bad at close range and at a far is almost useless and necro is in need of a power range wep and make sense to be axe
Any way let’s keep the ideas flowing maybe we can give Robert some inspiration so they can make axe a good weapon of all of us to have fun =]

Axe Resurrection!

in Necromancer

Posted by: Brokensunday.4098

Brokensunday.4098

ok so almsot all agree it need to be 900 range power increase around 40-50% and skill 3 remaind almost ast it is just a buff skill 2 need to be faster and reduced recharge and add a finisher so this leaves axe 1

how about make it a chain of 3 apply vulne cripple I would like to head more ideas torment perhaps let me know =]

No, thats what you want to believe what it needs. What the weapon needs is a real identity and 900 range will not solve its problem. Neither will giving it 40-50% damage boost. The issues with the axe are not just in the axe but our traits themselves. The axe’s damage is comparable to other weapons at face value. When taking into account the traits we have available that percentage you’re throwing around is a worthless number since a flat stat boost in our traits would go allot further.

You have to think multi-dimensionally with these suggestions. How would this impact the other weapons? How would this impact the use of something like Death shroud or Reaper’s shroud? 40-50% puts its damage at way above that of the greatsword and dagger. Which isn’t something that anyone truthfully wants and its absolutely terrible game design.

You’re all in agreement without thinking about the consequences to your band-aid fix to a horribly broken weapon when its not entirely the weapon’s fault.

if you look what we have:
dagger=power
scepter=condi
axe= power wannabe
gs=power aoe
staff= condi utility
right now we lack a power wep at range axe was designed to do that I don’t mind if they make axe a hybrid but axe for power right now make more sense and it will have better synergy for reaper because it lack that range attack maybe in other spec we can have sword to be our close range condi wep i dont know
with the changes that most people agree you only put axe on a par with dagger and gs but still dagger will be better for brust and gs for aoe cleave a 50% buff to axe auto will make it around 315 and is still lower than dagger that is a fast wep I agree with you some traits need to change for axe

Axe Resurrection!

in Necromancer

Posted by: Brokensunday.4098

Brokensunday.4098

ok so almsot all agree it need to be 900 range power increase around 40-50% and skill 3 remaind almost ast it is just a buff skill 2 need to be faster and reduced recharge and add a finisher so this leaves axe 1

how about make it a chain of 3 apply vulne cripple I would like to head more ideas torment perhaps let me know =]

Axe Resurrection!

in Necromancer

Posted by: Brokensunday.4098

Brokensunday.4098

I am with Lily on this. Reaper Shroud, shouts, and GS will marginalize axe even further than it is.

Necromancer has a lot of weapons that support power builds with only scepter and staff (maybe) supporting condition damage builds.

That is why I favor reworking axe into a close range hybrid power condition damage weapon so it has a niche to fill, again.

Axe with vulnerability stacking is fine I’m solo MM or small groups without the Reaper line where vulnerability stacks do not cap but this line of caveats is becoming longer every year.

Axe needs something to make it special and a damaging condition would do that.

how about add slow to the auto attack and make it a chain auto attack

Axe Resurrection!

in Necromancer

Posted by: Brokensunday.4098

Brokensunday.4098

Also, we’ve had the damage increased several times over the years, if what you’re saying is that simple the axe would have been useful by now.

False

Anet has never increased the damage coefficient of the entire weapon.

That’s whats subpar and needs to be increased. All they have done is upped the damage on axe 2 a few times, and tweaked 3 a few times (the last time was to change the boon rip to a boon corrupt). (and the increases on axe 2 were very conservative. The numbers suggest that its a very mediocre skill).

FWIW. anet has never increased the damage of axe 1. They have changed animation. The last change was effectively a nerf.

As for a blast finisher. If axe 3 gets one, the trait gets one too. That means you could blast twice in a row. Blast your well for blind (chill traited). Blast your well of blood for retaliation. Blast your spectral wall for Confusion. This in addition to helping your team with blasts.

It would be a totally unique playstyle in the game on its own (instead of feeling like a non condition scepter), and would be a welcome addition to the necromancer kitten nal.

Axe nerfs your Shroud damage, so it should be designed as a support (not pure damage) weapon.

staff is already the support wep so make axe the power one is logic

Axe Resurrection!

in Necromancer

Posted by: Brokensunday.4098

Brokensunday.4098

animation on axe 1 need a rework range need to be 900 increase damage by 40% skill 1 also apply cripple skill 2 need to be faster and combo whirl finisher skill 3 damage increase thats all the axe need

Death Shroud F1 and Reaper F2

in Necromancer

Posted by: Brokensunday.4098

Brokensunday.4098

Omg, having both RS and DS would be sooooo nice! Hop into DS, pop 3, 5, and 2, then quickly switch to RS and go to town with chill and burn! How can I say no to this idea?

if they were on f1 and f2 they share the same cooldown so can’t be done lol

Bhawb's Reaper Feedback

in Necromancer

Posted by: Brokensunday.4098

Brokensunday.4098

death’s charge is fine as is.. people just need to get used to it.. i can imagine people would complain more if they tried to use it as an escape only to have your character go flying towards your target instead.. which is what savage leap does.

So deselect your target if you’re going to run? This is how every other leap in the game works if you’re using it to escape.

I’d be much happier if I could hit a target with it that wasn’t exactly 600 units away.

that dont always work for me atleast. sometimes it goes after targets even if i have none selected.. so i try to use it to get some distance and it charges to something on my side instead or something slightly in front of me.

this skill need’s to work like warrior sword

Death Shroud F1 and Reaper F2

in Necromancer

Posted by: Brokensunday.4098

Brokensunday.4098

That would be great.

Let us have Death Shroud alongside with Reaper Shroud, or give us at least somewhat usable ranged option(reworked axe maybe?).

Robert say he will be looking to axe and scepter so we have hope lets pray

What Anet forgets about movie monsters

in Necromancer

Posted by: Brokensunday.4098

Brokensunday.4098

…snip
I don’t care about chill. Chill is fine for slowing enemies down once you reach them, but worthless for catching up to enemies that are already distant. And more importantly, chill does nothing to help you travel across the terrain, and Reapers need a better tool for traveling faster.

Two different playstyles my friend. I don’t give a kitten about catching anyone, seeing as stealth allows many classes to reset anytime they want to anyways. I would much prefer those that stick around pay the price; retreat becomes much harder when you are perma chilled. If i cannot keep you fixated upon me when in a fight what is the use of catching you?

If for example I catch a mesmer, what does it matter when they can simply use decoy and vanish? without chill (or other movement detrimental condition) on them to keep them nearby they can move at regular speed away from you. I would prefer those that play with the bull, get the horns. In a perfect world we would have a bit of both, but with ANet’s record on necro’s I would settle for just being the immovable object at this point.

all classes have so many things to escape and we get our chill nerf dosn’t matter if we can chill them like 75% up time they can always escape

til: signets dont work in shroud

in Necromancer

Posted by: Brokensunday.4098

Brokensunday.4098

Yes. Letting us simply have utilities in shroud solves virtually all problems.

yes utilities in shroud is a must signets r now work 50% so is sad

[Reaper] The Dagger Dilemma

in Necromancer

Posted by: Brokensunday.4098

Brokensunday.4098

Nothing to worry about. GS is far too weak. Same can be said for RS.

yes compared to ds rs is weak same on gs to dagger

GS #4 no longer cast while moving

in Necromancer

Posted by: Brokensunday.4098

Brokensunday.4098

yeah it never was they explain because of animations issues

More Torment Please

in Necromancer

Posted by: Brokensunday.4098

Brokensunday.4098

I was refering to the “Torment as light Control” which Necro does not need because he already has enough Fear and Chill for Control. Nowhere did i say that Fear is the Primary DAMAGE Condition of the Necro, i said it is the MAIN Condition as in “most access to compared to other conditions”

Well torment isn’t a control, it’s still damage. However it’s incredibly fitting to the necromancer, the slowest class, to punish people for running away.

The Problem for punishing them for running away is, they still can run away. That’s why i said Chilled is lightyears better for a slow Profession, because they can only run away at 33% Speed

chilled + torment is what necro’s need to punish runners

Utility in Death shroud

in Necromancer

Posted by: Brokensunday.4098

Brokensunday.4098

ok so is a second life bar then give me utilities on ds not your core utilities skills skills form 6-9 lets say dran 5% of your life force and be invul for 4 sec ( example) you still get your lf drain over time and make more uses for lf and ds

Life Blast

in Necromancer

Posted by: Brokensunday.4098

Brokensunday.4098

yeah make a splash and burn in aoe

I like it!

What about Reaper? If traited for piercing this could get messy.

I like it, too. I think it might be cool to have a delayed effect like Ele fire underwater. That would be pretty decent for comboing damage for bursts.

As for the pierce, just make the explosion originate at the first target hit.

How would that work it’s a cleaving attack there is no real first hit but since it’s melee it could be appropriate. So a delayed burn and damage explosion per foe hit if I get it right?

can be still like one fire nova but make it the size of the 3 enemy that were hit and apply apply burning to each foe you hit

[PvP] What do Necros Add to a Team?

in Necromancer

Posted by: Brokensunday.4098

Brokensunday.4098

what we bring is damage and a fun game of pinball for people with cc

Dhuumfire- Transfer condis

in Necromancer

Posted by: Brokensunday.4098

Brokensunday.4098

is called fire for a reason lol for this to work they need to change the whole trait make it name someting like infectious or someting like that

Utility in Death shroud

in Necromancer

Posted by: Brokensunday.4098

Brokensunday.4098

ds works more like elementalist summon weps and engis stuff with a “lifebar” if ele and engi can use their utilities why not necros why we have to fight handicap all the time

Life Blast

in Necromancer

Posted by: Brokensunday.4098

Brokensunday.4098

Uhhh.

No.

Life Blast’s coefficients are ridiculous (excuse my 6-9k autos), and the class itself given life force is quite strong. It’s not part of a competitive PvP meta almost exclusively due to lack of stability and starting with 0 LF. MM necro can benefit from dead minions as a means of an early starting pool, and unless it gets lucky towards the start for some LF gains near team fights and not focused, it’s mostly just sub-optial being locked out of its primary offense/defense. More power damage or baseline projectile finishers being 100% (uh, burn guard/celestial ele WAY over-synergizes here) is just unnecessary.

Starting at 20-30% LF in sPvP would probably bump the class into competitive viability, more access to stability would definitely push this class into one of, if not the best.

The answer isn’t damage. Necros have a ton of it coming from LB. Reaper’s DPS is likely going to be lower during shroud. The answer is a bit more starting potential so that it’s not just able to be shut down immediately and made kind of pointless if the opponents aren’t either hard-countered or unskilled.

the problem is not lf i can manage to fight well i got some nice tricks to get my lf up quick so for me is not a problem is true necro lacks stability this is one of the main problems any way lb hits like a wet noodle while in condi any way if you inprove lb it will help us being more helpfull necros lack blast have only 1 that i remember so why not improve the class none of the suggestions here are in any way overpowered
=] cya in game

Life Blast

in Necromancer

Posted by: Brokensunday.4098

Brokensunday.4098

yeah make a splash and burn in aoe

I like it!

What about Reaper? If traited for piercing this could get messy.

pierce is a wasted trait for reaper right now any way the skill cleaves
the skill can be adjust to apply only burning when in rs would help both rs or shroud the speed buff can be apply but have to be less while in rs

(edited by Brokensunday.4098)

Life Blast

in Necromancer

Posted by: Brokensunday.4098

Brokensunday.4098

Lb need to pierce baseline and a trait to reduce the cast time or after cast
also why not make dhuum fire like fire nova? but add burning also

You mean splash damage?

yeah make a splash and burn in aoe

Life Blast

in Necromancer

Posted by: Brokensunday.4098

Brokensunday.4098

Lb need to pierce baseline and a trait to reduce the cast time or after cast
also why not make dhuum fire like fire nova? but add burning also

Utility in Death shroud

in Necromancer

Posted by: Brokensunday.4098

Brokensunday.4098

signet pasives and utilities would be awsome or even give us new utilities only in ds
sadly it will never happen

Axe skill 1

in Necromancer

Posted by: Brokensunday.4098

Brokensunday.4098

hm axe could use a 20% damage buff and 1 apply cripple and torment no vulne
axe 2 wirl finisher

We don’t need a THIRD ranged condition damage weapon.

This will make axe work with reapper and good for brusting at range
axe need to be 900 gives cripple and tormet on 1 like 2 sec that way we can keep people close or punish them for runing away so axe would be more like a hybrid more than a condi wep

Ever gonna fix minions?

in Necromancer

Posted by: Brokensunday.4098

Brokensunday.4098

Minions in GW1 would at times have issues with responsiveness in PvP as well. I played a lot of fort aspenwood as an MM, and there were a couple of specific corners where all your minions could get stuck.

The difference in GW2 is that minions are much more valuable since this game has a much more action oriented combat system where your minions abilities and attacks can have a big impact on how well the fight goes for you. There simply is no excuse for bone minions to idle behind you when the enemy you need them next to is far in front of you, or for your elite skill (flesh golem) to idle next to you while you’re downed when his attacks would let you rally.

Minion AI simply needs to be more responsive for PvP. Reverting the AI back to it’s release version for PvP exclusively might help tremendously.

Minion needs a nerf in PvP. If you want to make the AI more responsive, then it would need even more of a nerf.

When you agree or not isn’t the point. Whenever an AI (ie minimal skill) build becomes strong in PvP, it is nerfed. Minions, turrets, and spirit rangers have all seem that happen in the past and will happen again in the future.

nerf a minnion that dies in 2 hits wow. why make a useless minnion more useless?
all they need is a AI fix they will be ok not a nerf -_-

Axe skill 1

in Necromancer

Posted by: Brokensunday.4098

Brokensunday.4098

hm axe could use a 20% damage buff and 1 apply cripple and torment no vulne
axe 2 wirl finisher

More Torment Please

in Necromancer

Posted by: Brokensunday.4098

Brokensunday.4098

they could add torment to staff 5 scepter 3 and well of Darkness

Its a shame Anet...

in PvP

Posted by: Brokensunday.4098

Brokensunday.4098

1. mesmer – done
2. Elementalist -needs nerf
3. Guardian – needs nerf
4. ???

OK guys. We need to find who is next in the nerf queue. As classes drop we need to keep this thing filled. So who is it going to be? I dunno, some thieves hit me pretty darn hard in wvwvw…

the 4 was warrior and is done
XD

Axe skill 1

in Necromancer

Posted by: Brokensunday.4098

Brokensunday.4098

Axe need a rework desperately is the worst weapon in the game

The Dhuumfire thread

in Necromancer

Posted by: Brokensunday.4098

Brokensunday.4098

The goal of Dhuumfire is obviously to allow DS to be powerful EVEN on a condition build. DS 2, 3, 5 already apply some condi. 4 recharges DS, so it is still somewhat useful on a condi build. So dhuumfire has to apply on DS 1. I think just having it apply 2 stacks burn on a 1s ICD would be a good start. Life blast is meant to be scary, and is currently not in condi build.

Life blast should have a condition by default. without dhuumfire.

whats the point of the ICD? DS1 shoots way slower than 1 second anyway. The ICD would need to be per-target, otherwise it would be a pointless restriction against unyielding blast. is it just against plague blast?

A baseline condition is not a bad idea what do you have in mind?

The goal is to balance with plague blast and Reaper’s shroud.

We should not care about Reaper at all right now they can/should modifiy it’s shroud after dhummfire is made useful on necro’s shroud. This remind of Chilling Darkness nerf…if that’s how they are doing it they are messing up big time also I’m pretty sure they stopped caring about underwater combat for a while now or they have something in reserve that will be released in 3 or 6 years.

I agree a baseline condition on LB would solve a lot of the the problems with the skill and leaves Dhuumfire open to a complete overhaul so it’s not required to make LB friendly to condi builds. Maybe revert Dhuumfire to it’s original critical based setup or just have Dhuumfire proc every x% of hits say 20% of hit so every 5th hit of any kind procs a stack of burning. Give Dhuumfire necros a fiery aura each time it procs for style.

condi and power based bacause only 1 will kill the other like it is now

Axe skill 1

in Necromancer

Posted by: Brokensunday.4098

Brokensunday.4098

We’re pushing 16k responses on how much the axe is bad. I think Arena net gets it. I think they’re working on it now. But just in case, keep posting.

Keep dreaming. We’ve been pushing them on how bad axe auto and staff auto are for over 3 years. Guess what’s changed.

I mean, staff is a condition weapon with 4 conditions related skills, with a slow and weak power based autoattack attached to it.

Scepter is a condition weapon with a #3 skill that scales off of power.

Necro and ranger suck for a reason, and it’s the amount of crappy hybrid weapons they have with low autoattack damage to boot. Hybrid weapons will never work in this system, half of their component doesn’t benefit from the full stat investment coming from armor and traits.

well staff got a bit of an upgrade still not perfect but I can live with it but axe need some love is too bad atm no 1 uses it

Axe skill 1

in Necromancer

Posted by: Brokensunday.4098

Brokensunday.4098

Axe needs at least the following :

A little damage boost on #1.
A pretty good dmg boost on #2 putting it only slightly behind similar skills cause i generates LF (although those other skills do stuff like generate vuln, so…).

Bump #1 and #2 to 900 range (this is a MUST and should have been done 2 1/2 years ago instead of putting it at 600 range with the stupidass “well we cannot make an AE 900 radius and the overall attacklength should match the AA…” excuse. There is a lot of weapons out there with different ranges on their skills.)

Fix the animation to look like before and fix the canceling in another way. As in “just put weapon sheathing on a kittening ICD after skilluse”.

#3… dunno, could be a blastfinisher, but Anet completely looses their kitten everytime anyone tries to bring up getting a blast finisher on Necro, so that one will never happen (not that the others will).

Those would fix Axe (imho). I don’t really see a use for a 600 range weapon when attack ranges of most bosses or enemies you would want to range are bigger (eg. you cannot hit that one Boss from CoF storymode without entering his burning aura with axe; you cannot attack jade maw tentacles from outside their attack range; you propably won’t even be able to hit the wyvern from, HoT beta if it tries to take flight without standing directly below it and thus in it’s fire-field-crossfire).

and in this last patch they boost ranger, warrior and engi weappon range but necro is forever forgotten

Suggestion: Weapon swap in Shroud

in Necromancer

Posted by: Brokensunday.4098

Brokensunday.4098

Allow necromancers to swap weapons while in Shroud.
Make necromancers able to change shrouds when they swap from GS to other weapons and vice versa.
Have separate cooldowns for shroud skills.

This would make it op so won’t happend but is a nice idea if any change would be made make it f1 ds and f2 rs share same cooldown and life force only get rs if trait

How would this be OP? All weapon skills work like this. I could see devs saying it’s not in theme with slow poke Necros but not OP I do like your idea for f1 & f2 as an alternative. It would be kinda like Eles with attunement or engineers with kits. The only thing about the f keys is that long term if they come out with another shroud would we get f3 and so on? or since we could only trait 1 specialization it would be f1 and f2 so not a problem?

well think as this using gs pop rs then hit 2 or 3 times and pop the stability skill change weps and change to ds and blast fear +ds 4 regen your lf and blast them away for me sound kinda op and I main a necro. Yes should be f1 normal ds and f2 rs or any other specialization sounds fair
I wish they do this Sigh a man can dream

I get what you’re saying. How about the cool downs remain when you switch your shroud. (either via weapon or f-keys) So you could switch skills but if you use DS4 for example and switch then RS4 would be on cool down. Then it would be mostly balanced already. Using F1 F2 and cooldowns would make it half a step above a QoL and give us some much needed versatility. I know we’re probably (a million to 1) not getting it because specializations are supposed to change the class not add to it but it would be nice and could fit.

that could work but sadly we won’t get any of them =[

So, how is Anet getting us out of this one?

in Thief

Posted by: Brokensunday.4098

Brokensunday.4098

They are communicating. At the moment they say: play dp/sb or gtfo.

But seriously, I have no idea why they are introducing a new weapon when they killed everything else for thieves beside dp/sb.

add dagger/dagger is still good if well played but not as good as pre patch =[
Sad thing is they comunicate but at a snail velocity hope they re work p/p and necro axe
cya in game

Suggestion: Weapon swap in Shroud

in Necromancer

Posted by: Brokensunday.4098

Brokensunday.4098

Allow necromancers to swap weapons while in Shroud.
Make necromancers able to change shrouds when they swap from GS to other weapons and vice versa.
Have separate cooldowns for shroud skills.

This would make it op so won’t happend but is a nice idea if any change would be made make it f1 ds and f2 rs share same cooldown and life force only get rs if trait

How would this be OP? All weapon skills work like this. I could see devs saying it’s not in theme with slow poke Necros but not OP I do like your idea for f1 & f2 as an alternative. It would be kinda like Eles with attunement or engineers with kits. The only thing about the f keys is that long term if they come out with another shroud would we get f3 and so on? or since we could only trait 1 specialization it would be f1 and f2 so not a problem?

well think as this using gs pop rs then hit 2 or 3 times and pop the stability skill change weps and change to ds and blast fear +ds 4 regen your lf and blast them away for me sound kinda op and I main a necro. Yes should be f1 normal ds and f2 rs or any other specialization sounds fair
I wish they do this Sigh a man can dream

Balance Changes 28. July

in Necromancer

Posted by: Brokensunday.4098

Brokensunday.4098

Chilling darkenss with a CD is literally the stupidest kittening thing i’ve ever seen.

Can we get a hotfix for the balance team or something.

more like a hotnerf next patch lol

Suggestion: Weapon swap in Shroud

in Necromancer

Posted by: Brokensunday.4098

Brokensunday.4098

Allow necromancers to swap weapons while in Shroud.
Make necromancers able to change shrouds when they swap from GS to other weapons and vice versa.
Have separate cooldowns for shroud skills.

This would make it op so won’t happend but is a nice idea if any change would be made make it f1 ds and f2 rs share same cooldown and life force only get rs if trait

I think people underestimate reaper

in Necromancer

Posted by: Brokensunday.4098

Brokensunday.4098

Assuming they properly balance the rest of the specialization,
Reaper’s only big weakness will be that you have to play Necromancer to use it
, and base Necromancer is still a really awful setup.

This is so wonderfully quotable. I might get it on a t shirt for Eurogamer this fall.

It also basically admits that reaper is indeed an upgrade.

more like half of an upgrade

Signet of Undeath idea

in Necromancer

Posted by: Brokensunday.4098

Brokensunday.4098

Increase the amount of life force it gives and reduce the cast time to 1.5-2 seconds. That’s all it needs really.

yeah sounds fair

Nerfs and fixes

in Necromancer

Posted by: Brokensunday.4098

Brokensunday.4098

Overreacting is a thing everywhere honestly. This patch was basically a non-factor for us, bug fixes and changes that are basically ANet not admitting Chilling Darkness is badly designed and Corruptions need a rework.

Plus 1 to you
they should have make spinal shivers unblockable it takes forever to cast trait got nerf to sadly, Chilling Darknes should be like hit 3 times and goes to cooldown for 3 secs or something like that nerf was too much and I agree coruptions need a rework

Balance Changes 28. July

in Necromancer

Posted by: Brokensunday.4098

Brokensunday.4098

Spinal Shivers wasn’t nerfed, it had a tooltip fix.

well is a nerf the skill was unblokable so was a nerf not a fix this also nerf the trait so yay us =[ lets hope they give us something next update =]