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Sig of Vamp-Wont be that good

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Posted by: Bweaty.9187

Bweaty.9187

The way they seem to be going is to give us 0.004% healing power co-efficient, but allow power to beef up the ‘damage’ of our ‘heals’. This damage also avoids mitigation.

Power Necromancer's in PvE

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Posted by: Bweaty.9187

Bweaty.9187

Individual condition stacks would do wonders.
Allowing objects to take condi dam, would do wonders.

Then there’s just the balance of power also get’s effected by +%dam like vulnerability.
Also power get’s huge boosts from Crit % and Crit Damage.

As for Power Necro, it’s melee ranged weaps that don’t cleave. Without the attrition or damage to make up for it vs other class’s. More risk, less rewards.

Why is Dhuumfire OP?

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Posted by: Bweaty.9187

Bweaty.9187

It’s actually rather week by itself. Half duration burning, for 30 traits in a non-condi dam line, with very long CD.

It’s just because the necro has more condi’s than can be cleansed.

Necromancer or Elementalist?

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Posted by: Bweaty.9187

Bweaty.9187

Ele’s got more group love, getting a big boost next patch.
Necro’s got sexyer looking spells.

Warrior new healing skill

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Posted by: Bweaty.9187

Bweaty.9187

I’ll say, I’m super glad/excited we get do ‘debuff a target’ that others focus for gains.

Excluding our healing minion doesn’t heal out of combat, I’d say #6 heals for us are pretty good. (I know sacrifice minions an’t suppose to, but I still think it’s dumb)

Anyway, it’s sad we didn’t get endurance regen/invul/block or something that’d actually help bring us up to the other class’s… But I still like the idea of necro’s debuffing the target the group will beat up…

Necromancers and fractals problem

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Posted by: Bweaty.9187

Bweaty.9187

Only class without vigor/endurance regen/block/invul/reflect/etc.

Heavy class focus on Condi, which is rather bad for PvE/Groups. Worse as people say with condo-manilpuation mobs.

Power builds, with melee ranged weaps that only single target.

Support that only ‘burst’ support.

Can’t res others in transform unless we press both at the same time.

DS stops us getting heals, meaning others often waste them on us.

We really don’t have anything going for us that we bring to the group, that other class’s don’t do better, and many things that hinder the group.
So it’s be selfish because the necro is fun to play, or don’t take it.
(I’ve personally found a buddy who trades support guard runs, and we take it in turns to play the fun toon or the helpful toon.)

The Frustrating Part...

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Posted by: Bweaty.9187

Bweaty.9187

Yeh, I’m all up for the no escape.

The things I think are unfair, is the lack of endurance regen/vigor/block/invul. (More in PvE but still, avoiding a damage spike after 25sec is something we just can’t do.)
The HUGE one tho, is the way CC hurts us worse than others on top.
I do love the ‘aggressive defense’, where we build defense by attacking. The problem is, CC stops this.

I’d love to see a trait or skill that, worked like spectral, giving us life force for damage, but triggered when we get CC’ed.

As it stands, CC & focus the necro, cause they easiest to kill.

The other thing, is they have really removed 1v group. Before spectral used to gen life force more with more people beating on us. Making it max % per second, means that were best fighting only 1 at a time for defense. Same with removing DS usage as a block. We have had any of our group burst mitigation removed. Even our trait that allows us to give AoE weakness on DS, is getting nerfed.

How do i beat a Warrior?

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Posted by: Bweaty.9187

Bweaty.9187

Depends heavily on build of warrior!

Poison is a huge help vs regen.

Putrid Mark vs condi. (Particularly vs a Bow)

CC warrior, try not to hug them…

The bunker support you just sadly hardly ever seem to see, condi’s & our siphon damage totally ignore armor. But a real one, your best with chill/imob/ and other stuff to help others lay down the pain. I’ve seen ’em where they can happily have 4 players beating on them all day, but a smart necro can change the coarse of battle for them.

Healing in DS please.

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Posted by: Bweaty.9187

Bweaty.9187

Another angle to getting it to ‘balance’.

With our spect skills. They were changed to only be x% max life force per second.
A x% max life per sec heals while in DS, could work nicely.

Bear Exposure

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Posted by: Bweaty.9187

Bweaty.9187

The issue with chill is;
PvP – lots of people cycle thru diff ability on different weaps. Lots of the class’s that have issue’s with chill, get some access to fixing it.

PvE – scary mobs are usually immune.

Anyway, it’s really cool to have (pun intended), but not totally awesomeness sadly.

Healing in DS please.

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Posted by: Bweaty.9187

Bweaty.9187

Well, that’s just from the view of the way it works. You hit a target, you get heals.
If were looking at it from the view of a light armor class that get’s passive heals thru traits.
Soothing Mist, 80heal per sec with a 0.5% healing power co-efficient.

Anyway, I know it’s hard to ‘compare’, as class mechanics work differently.
I know, even if siphons worked in DS, they would still be pretty weak vs other class’s. The actual main use of siphon is the added damage with power, particularly on minions.
A huge problem is 0.004% co-efficient on healing power.

I know we are terrible at bunker/sustain. Were OP vs others in same glass gear. As long as it’s 1v1, and CC isn’t involved.

As it stands, DS is far from the ‘double health pool’ that people say it is. It’s hugely problematic. Allowing healing in DS, even if reduced or even just our weak siphons, would go a long way to making it viable to use after burst damage. As it is now, group heals up, your still stuffed when DS runs out.

Healing in DS please.

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Bweaty.9187

First off, “Anet have said they want Necromancers to be a sustain class.”
They have constantly removed all our attrition. I’d really like the dev’s to say, what there current vision of the necro is, because it’s worst at sustain of any class now.

A while ago, they talked about this in a Dev Stream. From the point of view, that it annoyed others ‘wasting heals’ on a necro.
Also, our ‘heals’ from Siphons are by far the weakest of any class, with the highest cost. It seems weird they don’t work in DS. (Example, #6 Ele, Sig of Resto. 202 Heal per hit, 0.1% heal power co-efficient. Our Siphon Heal per hit – 15 trait cost, 31 Heal per hit, 0.004% heal power co-efficient.)

I can't kill anyone Nerfed?

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Posted by: Bweaty.9187

Bweaty.9187

Changed since when?
We have slowly had our attrition totally stripped from us.

Our perm Stability in DS is now 3sec.

Our spec skills now only do % per second life force gen, so no good vs groups.

Our DS now won’t suck up a hit of any size, and we still don’t have any endurance regen so were worst class to avoid big dam spikes over time.

If you were using a Siphon build, the ‘buff’ to them, was actually a big nerf overall, just a buff to allowing us to scale damage with power on pets.

We also had our ‘role’ of condi manipulation removed from us. Putrid Mark, is now 3 conditions only, and none from others. It will get a big patch of updating the tooltip in the future.

Apart from that, adding more condi’s than can be cleansed, has just added a bit more necro hate. So the ‘focus down the necro first, they have no defense or escape and do evil things if you let them go’ has become known to all players.

Oh, and as for the next balance patch. They just adding more nerf to how often we can apply weakness, giving us less bleeds, staff, etc. While giving Ele’s nice things like 100% immune to condi if over 90% life. Also buffing other class’s with cheaper trait costs & the like.

(At least, they were truthful about some of our terrible things "any proposal we talk about always ends up with more work than we have time to build, much less test. ")

(edited by Bweaty.9187)

why arent we able to stomp in DS?

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Posted by: Bweaty.9187

Bweaty.9187

Stop your QQ. Warriors cant stomp with x2 their HP, guardians cant. The last thing necro’s need is a buff. DS is too abundant to be able to use for stomps. Thieves stealth stomp can be interrupted very easily or even be killed while trying to stomp. Ele mist form is on a very long CD so I dont see why it’s such a big deal we dont have some Op way of stomping people. Just kill the person again? <3

You gota be trollin bro…
War’s and Guards can stomp during Block/Stability/total invul to damage.
They also, don’t give up all there defense if CC’ed, like us who can’t gen LifeForce, or apply chills or other debuffs while CC’ed.
As for your just kill them again. What’s your plan vs a Ranger? Just keep killing them over and over till they don’t get the option to rally? (As all condi’s are cleaned, and there pet’s res can’t be countered by our ‘burst’ dam)

Let’s be realistic. The hate of necro’s OP, is that they can apply more conditions than can be cleansed. ANet’s counter is, to add more ‘totally immune to conditions’ to the game. Do you really think that necro’s should be worst at every other aspect of the game to balance this cheap setup in PvP?

why arent we able to stomp in DS?

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Posted by: Bweaty.9187

Bweaty.9187

We can stomp in DS/Transforms. We just have to do it at exactly the same time as we go into the transform.
Same with Res.
Same with Transfusion heals us if we press it just as lack of LF push’s us out of DS.
Same with we don’t cop a new DS CD if we exit DS by being pushed out by lack of LF.

The dev’s say, these are ‘balance bugs’ not exploits. The same reasoning that we can use Spect Walk to jump off anything without dieing, but they removed DS being used as a block for that very reason.

It really hurts/feels selfish in PvE, where you have to give up our only defense to res someone, meaning we’ll usually die just after getting them up, or letting them slowly die.

Is Necromancer the strongest ?

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Posted by: Bweaty.9187

Bweaty.9187

Our major prob, is we don’t do the ‘help’ to others like a mes. Group portal alone, usually makes them ‘wanted’ in many more situations.
We used to be able to, return conditions from group members back to mobs. But that got bugged and has been promised to just update the tool tip to stop saying it works anymore.

The biggest thing were soo far behind other class’s that you don’t notice till later on. Is no endurance regen, vigor, invul, block, etc. Were the ONLY class in the game, not to get a extra ‘avoid the 1 shot mechanic over time’.
We used to be able to use death shroud, to suck up a hit of any size, working like a ‘block’. But they removed this and were really lacking in attrition because of it.
(This has become, the main reason I don’t actually play my necro in PvE anymore)

Our main strength is conditions. Which don’t work so nicely in PvE. Objects take no dam, condi-stacks are group wide, so you just remove each-others condi’s in a group. Also, there’s only 1 stat to give extra damage for condi. Where as power, use’s crit chance & crit damage, as well as is scaled up with things like vulnerability (And other things like a trait that gives you 20% more dam on mobs under 50% life, and runes that push that higher)
Also, our power weapons, are very short to melee only range, and only hit 1 target.

Same sort of things with our death shroud, minions, and well most our things. 1v1 or vs easy challenge, they are too powerful. Yet, vs groups/top end hard challenges are way too week to be any use.

There’s also a ‘selfish’ feel to playing the necro, particularly in PvE with groups. Things like, you can’t res others in Death Shroud or other transforms like Litch. This means, either you leave your buddy to die, or give up your big long CD and only defense, meaning you’ll likely die just after saving them.

Oh as for ele, they start off weak/a bit squishy. But really get some kick at higher levels. They are also getting a huge buff in next months patch, where as we get some more nerfing.
Also with the next patch, the dev’s did admit, that we have grand master traits, that weren’t worth moving down cheaper as they so bad. But won’t fix as they don’t have the time.

While, I truly believe we are the weakest light class in PvE. I did really enjoy playing mine more than I have any other class. It plays like a survival horror game.

Reason why you hate dhuumfire ?

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Bweaty.9187

Fire & Life is wrong god lore wise.

The backwards idea of ‘burst damage over time’.

Nerf to fear, and bleed application to ‘balance’ it into the game. Hurting other spec’s that don’t use it.
50% duration in PvP.
Huge HUGE kick in the cat, for staff. Not only are they giving us less bleeds, but, putrid mark, only removes 3 condi now and not any off others. Removing our ‘role’ of condi-return. (Only real thing we did in the game that others didn’t do better.)

30 points in power tree, for a condition. (That other class’s get free as passive, or on weap attacks, also 50% duration makes it worst burning in game).

Proc on Crit:
- It won’t work on a world boss. (Issue with any on crit, and with our marks as the boss is classed as ‘a building’)
- It can’t be controlled so it’ll proc on a mob with 1% life left, or on a trash mob not on the big scary one behind it.
- It’s another ‘no skill to use’ it just happens.

Game wide condition issues. 1 Stack of burning, means your 50% one will remove full duration of others. Or a guard’s 3rd attack will auto-remove yours for example.

The BIG issue, that upset lots. It’s been added at same time as torment.
The issue here, and it’s main use, is… Stacking more conditions than can be cleansed.
This removes any balance of skilled play in the game. A simple, this has no counter, this is unfair & unfun.

Dec. 10th Balance Preview (Necromancer)

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Posted by: Bweaty.9187

Bweaty.9187

From my pve perspective:

I’d recommend an increase of at least 25% – 50% in physical damage on every skill on every weapon. Or lower the recast of the two wells that do damage.

Too much.

Haha was just thinking that – but taking the top dps spot might give people a reason to bring us along to PvE group content!

I kinda doubt it would make us top DPS tho…
100blade from war, is a ‘bit’ more than 50% more than our axe #2.
Our direct dam weap attacks, only hit 1 target, so lots of situations where we’ll never come close to others dam out put.

Let’s go for 130% dam increase, each mob hit gives us a might stack. Allow us to maintain fury. Give us access to block, invul & endurance regen as well as vigor. :-)

Sikari's MM Duscussion & Suggestions [II]

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Posted by: Bweaty.9187

Bweaty.9187

I detest all of your suggested changes, and I have been an MM for over 750 hours.

Also pet scaling isn’t going to happen, ever. Anet said something about it before (I can’t provide a source) saying that pet scaling led to minions being far too powerful in builds that weren’t centered around minions. This lead to them replacing the original trait ideas (summon 2 bone fiends instead of one, summon 3 bone minions instead of 2, ect) with traits that buffed minion flat stats.

There is scaling tho…
Vampiric Master got less heals, but now scales more damage with power. (With a wayyy bigger co-efficient than with healing power)
This damage also ignores armor like conditions, but is instant.

Group kicked if leader DC

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Bweaty.9187

Will the group still all be auto-kicked from instance if leader/first to go in, is DC’ed/Quits?

I want old Corrupt Boon back...

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Bweaty.9187

With staff also now only being 3 condi off you, none off allies… we really are losing our ‘condi/boon manipulation’ role. Leaving us with… Stacks more condi than can be cleansed role.

Do you use CC in PvE?

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Bweaty.9187

I’d say it’s a good ‘default’ to have there.

BF Minion, is really good till the going get’s tuf, then it just die’s.

Well, if you got faster CD trait, is usually going to win over in a group situation.
(You can also use transfusion +DS4 as you run out of life force and it’ll heal you a little as well as others around you)

Deathly Invigoration – Prob still not worth a ‘DS Flash’ to try to save yourself/others. It’s still way behind say a guard’s heal when they dodge. (Tho, using DS to suck up some dam, while your real heals get off CD, and exiting DS just before you LF runs out, could be worth it. Tho full CD on DS makes it a double edged sword.)

Necro Minions Master Viable for Dungeons

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Bweaty.9187

Oh yeh, anytime they become a meat shield taking the dam instead of a player, it’s a good time!

There’s still lots of 1shot AOE kills tho.
Lots of ‘get out of the red circle you brain dead minion, it’s NOT a buff’.
Bit of ‘chill or cripple’ hitting minions that get’s auto-transferred to you.

I also don’t think they get any Agony Resist, which may be a downer for up coming fractals revamp.

I do, however still also try to live the dream. If someone says HoTW, I’ll def go respec into them. (Or a few others)
I’ve got a spec I really enjoy, that use’s staff & DS for AoE, blood magic with transfusion and minions healing per hit, along with a dagger.
Because the minions heal per hit, now scales the minion damage. Using power non-healing gear, gets ~75 extra dam per hit, and you pull out some really nice single target dam.

I’ll also mention, that having a support. (Particularly guard with passive & constant AoE heals) really makes them shine.

Necro changes since Oct. 1 2012

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Bweaty.9187

Yeh, it just feels more of a issue. Not only dose it cost 30 traits, plus having LifeForce & DS not on CD…
But, as a overseas player, my best lag is around 430ms.
As DS dosen’t also ‘brake stun’, having to press a ‘brake stun’ ability, then DS, depends on my upload que. It’s def lots smoother on my guard, that has brake stun + stability together on the same ability.

It’s not a huge issue. It’s just another frustration, that’s compounded by the way CC destroys necro’s, with so little counter. (As our defense is generated ‘active attack’ it really is a double ouchy to be CC’ed)

Sikari's MM Duscussion & Suggestions [II]

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Bweaty.9187

Yeh, it would def have it’s advantages.
Being a ‘master’ that can actually tell minions what to do. Simple come back would allow for heaps less frustration.
Covers ‘stop standing in fire’, ‘get out that lava’, ‘come in range of my Transfusion heal’, ‘stop following that player exploiting invis walls’ etc.

Jon Peters on Conditions in PvE

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Bweaty.9187

I suggest:

  • Condition damage stacks inflicted beyond the maxstacklimit (usually 25) is converted to direct damage.
  • On structures, set the maxstacklimit to 0.

There would be scaling factor(s) involved in the conversion of condition dmg to direct dmg so that, for example, a big 30-sec bleed doesn’t convert into a massive instant damage burst.

There’s huge issues with that tho. As you say, if it’s full duration to instant. It’s a huge boost over direct dam.
If it’s only ‘some damage’, that’s not much of a fix. Tho you may allow you to finally get credit in world events. Condi users will sill be way behind in usefulness. As it’s still reduced damage, on a stat that doesn’t benefit from crit % or crit dam.
This will also add more calculations per attack, which seems to be the reasoning why we don’t just get our own stacks anyway.

That is also just a messy fix for structures/objects. They still wont trigger marks, or crits. Leaving P/T/V gear far ahead. Also stopping specs that use crits from working, from DumbFire to Guards giving others might, to many class’s getting vigor.

Necro Minions Master Viable for Dungeons

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Posted by: Bweaty.9187

Bweaty.9187

Some they work. Lots they don’t.

1shot avoid or die mechanics, they get 1 shot.

Spreading fire to others near you. They constantly spread till everyone dead.

World events/champs/tower etc, they also ‘upscale’ as tho each minion is another player, so not really viable even in the harder PvE world content.

Dhummfire beyond broken

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Bweaty.9187

We all seem to be missing the point.

Fire & Life, is the WRONG GOD.

‘Burst’ Damage OVER TIME, is…

By themselves half duration burning, with long CD. Or fear + 2k damage, is weak. (Unless you manage to fear someone off a clif and they fall to there death)
The problem here is, more condi’s than can be cleansed.
It’s as un-fun and cheap.
(So is, being CC spamed by warriors, having class’s just immune to your damage/CC, perm invis.)

Passive stuff going on, is also un-skilled and un-fun. Not just for the people on the receiving end, but on the casting side.

What were after is, this counters that. The depth of play, to out-wit and out-play your opponent.

Sikari's MM Duscussion & Suggestions [II]

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Bweaty.9187

Good post/ideas. Feel very much the same!
As they have totally changed the necro, to what they said they would be on release… The website now only talks about us being ‘DS, Marks, Minions’
I defiantly think it would be awesome to make minions not only work in higher/harder parts of the game, but also be fun.
(Also update the website to say our special skills are condi overload)

Would also like to point out, minions shouldn’t upscale events/champs/etc as tho they are other players.

Call Back
I still feel a bit conflicted about this. But I think the more I play PvE (I had minions out during the Norn fractal, and it was a pain that they kept some mobs away from the fires to fight) the more I think this might be a spot where “feel” of the class needs to give way to making gameplay better

Kinda funny, you converted me over to the idear of that not being the way GW should do it!

Here’s my ideas how:

Have minions take a max % life per second. Like our Spectral skills only make % life force per second, but in reverse.

Have a thing like GW1, where minions dieing return energy/lower CDs so minions can be summoned faster. In a way that, if your minions been up for 1 or 2 min, it’s full CD, but if it die’s within 10sec of summon, it should be able to be cast again faster.

Jon Peters on Conditions in PvE

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Bweaty.9187

Easy fix would be to give us our own individual condi stacks.

Would be nice to see condi & boons not overwrite stronger/longer versions.

Both of these seem to have the argument of too much server load. Which is weird as other games seem to handle this, and there seems to be more on the fly calculations for direct damage.

The other thing I heard bounced around, is having condi’s do some direct dam, if already at cap. I think this would be very tricky to scale to be fair. (But this could fix world events not giving people credit as they could do enough damage to trigger rewards)

Other major issues, are ‘crit immune’ and ‘mark immune’ things like world boss’s. Extra damage to target modifiers not affecting conditions, like vuln. (Also power benefiting from crit & crit dam, condi just condi)

I also think, that our condi manipulation role has been removed. (Could we at least get Putrid Mark bug to not be a tool tip fix, and let it be 5 off us, 3 off allies in mark)
The other big problem with this, is the amount of passive condi removal. The fun of getting the group covered in condi’s, then throwing them all back, doesn’t work if we A) Can’t anymore They were accidentally removed passively by others.

Necro changes since Oct. 1 2012

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Posted by: Bweaty.9187

Bweaty.9187

Don’t forget the hidden/undocumented bugs that became feature.

Can’t swap weapons in DS.

Putrid Mark now only removes 3 condi, and not from allies.

Minions ‘upscale’ champions/events as tho each is another player.

Foot in the Grave’s stability doesn’t work vs all CC.


Vamp ‘buff’ was only a buff if you weren’t using a siphon spec, and a buff to minion damage with power. 50% to 30% increased vamp & the nurf to what minions siphon per hit, actually dropped it by almost a quarter.

Stability should be a Necromancer hallmark

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Bweaty.9187

We had it in DS, 30 trait cost. It’s now 2sec. (It still bugs out and doesn’t stop all CC’s)

Are Necros as bad off as the forums suggest?

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Posted by: Bweaty.9187

Bweaty.9187

Were not as promised on the tin when the game came out.

Only class in the game to not get endurance regen (or vigor, or equiv) + no extra evade on weaps + no block + no invul.
So were worst in attrition with 1shot kill mechanics.

Were worst on ‘siphon’ heals. Most our base are around 1/4th or less of other class’s per hit, then the new fix to heal power scaling is 0.004% not 0.1% like other class’s.

Our ‘role’ of condi manipulation took a HUGE nurf. Our boon to condi skill got a cap put on it. The big one tho, is our stuff suddenly got a bug where it only transfers 3 conditions and NOT off others. The fix is promised to be a tooltip fix.

Our strength is being able to apply more conditions than can be cleansed. Giving us a cheap no-counter in PvP.
As you know, conditions are worthless in group situations like PvE world boss’s.

As for PvP, it’s fairly well known, you need a good team to ‘peel’ others of you as CC destroys us, and we have no real escape. (As our ‘defense’ is active/aggressive attack, CC hits us harder than others as it also stops us defending ourselfs/building defense for later).

Anyway, we look cool. Fun to play. Have a role as condi overload if you have a good group. We have no real role, and only excel at throwing lots of condi. Were behind other class’s in pretty much every other job. You really feel it in PvE.

(As for the ‘learn to play’ argument. I’m not saying we can’t do stuff. I’m just saying we don’t keep up. Sure you can eat food to get some endurance regen. But my guard gets it when it crits, as well as hands out might to others. [And has other choices like reflecting the damage back, or blocking/etc])

Prove to me MoB needs a 33% Nerf.

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Bweaty.9187

sPvP follows “pvp” rules while WvW follows “pve” rules.

With the exclusion of ‘nurf the necro’ rules for WvW…

Minions over powered, at least at low level?

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Bweaty.9187

Yes, 1v1 or vs trash minions are now OP. Rather than copy & paste code they added to nurf how much life force we can gen per sec with spectral. They simply just keep beefing up the base health of minions.
This means they boringly OP vs easy stuff. Yet still get destroyed when it get’s hard and you actually could do with them.

[Necromancer] Putrid Mark

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Posted by: Bweaty.9187

Bweaty.9187

Total disrespectful bullkitty!
Stealth nurf, takes how many necro’s asking how many times for a dev to say ‘Tooltip fix planned for future’…

Wana name our ‘role’ in a dungeon now? Cause it’s ‘burden’.

Give us a vigor equiv endurance regen. Or block, invul or something so were not the only class that has no attrition in 1 shot death fights.

If were now ‘burst condition’… It’s about time ya’s got condi’s working in PvE. (Immune objects, and fighting for condi stacks in groups/people replacing better condi with weaker & shorter vers)

(No personal offense to you Jon, thanks for actually letting us know)

Dec. 10th Balance Preview (Necromancer)

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Posted by: Bweaty.9187

Bweaty.9187

There wasn’t a single “nerf” to blood magic. The only nerfs resulted from incorrect scaling with the newly buffed siphons, otherwise everything was either unchanged or flat buffed.

Excluding losing 30% of BloodThrist, minions healing less per hit.
Was a loss to over all attrition, unless you accidentally picked up Vampiric doing other things.
Sure it was a ‘damage boost’ to minions with power…

Even the effects of gear/stats on the skills sum it up:
0.004 Healing Power.
0.2 Power.

Dec. 10th Balance Preview (Necromancer)

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Posted by: Bweaty.9187

Bweaty.9187

LoL @ all those who were abusive about my hate of dumbfire.

See what supporting the god of fire/life dose?!!

60% nerf to Necro's Best Trait.

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Posted by: Bweaty.9187

Bweaty.9187

In a PvE Power build. It was one of the things I used to try to get from the condi line.
With PVT gear, it was nice to be able to see the dungeon group get in trouble, run in gen threat & use it to tank for a short burst.

Yet another nurf to any attrition we have.

I dare say Minion Master is the new meta!

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Posted by: Bweaty.9187

Bweaty.9187

While it’s much better than it was…

Elite still go’s on full CD if you get wet. (Still full CD on respawn, up to 1 min in sPvP seems forever)

Minions still have times when they stand around not attacking. They follow different ‘focus’ rules. As in, there’s times I’ll swap to staff for a little AOE when new monsters join the fight. I’ll target the mob in the back, and shoot thru a line of them. Some minions will follow my focus and move the the back one, some will just stay on the mobs they were already attacking.

Guildys cracked up laughing when my minions all ran off around the corner and started attacking the next group in a dungeon. As if to say ‘hurry up’.

Chill/Cripple get transferred from minions to you, even if they are far away.

sPvP people exploit ‘invisible walls’ making them run around not doing anything.

Minions count as ‘extra players’ with scaling up events/champs life.

Still die to 1shot mechanics. (Hear GW1 they ‘returned power’ on death.)

[Necromancer] Putrid Mark

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Posted by: Bweaty.9187

Bweaty.9187

Can we have some response from the dev’s?

Time for a serious answer on staff #4

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Posted by: Bweaty.9187

Bweaty.9187

Wait. You guys are still using the staff, in any build, even after these bugs? No wonder Anet doesn’t fix it.

What are we suppose to use in PvE? A single target only, close range as a squishy light class with no attrition?
Or go condi and fight to get 1sec ticks in events, and not be able to attack objects?

Also, don’t the dev’s fix things faster if it’s used more? Ele bug on 1 skill added in this patch, was fixed withing 6 hours. There’s been heaps of work, on balance & getting many viable specs as a war, guessing because they are the most played class.

Life Siphoning; Anet's Balancing Nightmare!

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Posted by: Bweaty.9187

Bweaty.9187

Very nice work!
Every patch they fix our attrition by making us die faster, but with more damage dose make me ‘lost faith’. Especially with what feels to me, as unfair and dirty damage. (More condi’s than can be cleansed, minions damage with siphon that scales minions & ignores armor/mitigation)

I’d personally like to see, our siphons keep up with other class’s life on hit.

Ele Sig of Resto – 202 per hit with a healing power scaling of 0.1

Vamp – 25.5 per hit with a healing power of 0.004

What I’d really love to see, is it be stronger with more trait cost. (Giving up other things to build it in) Allow it to heal others. (Higher/burst-yer in AoE damage situations than other class’s passives, but less help when things are quiet)

The other thing I dream of. Is more ‘on a knife edge’ play. Long CD, big heal that heals us more then lower our life. So we could get beat down to 1 more hit kills us, then if we pull of skilled play, have a ‘were fine’ if we get it right, ‘were dead’ if we get it wrong.

Minions die when Polymorphed by Mesmer

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Posted by: Bweaty.9187

Bweaty.9187

Yeh, same with other transforms. Or even more frustrating, elite going on full CD for getting wet…
It’s also kinda unfair feeling in sPvP, as you res with no life force, minions on full CD. That’s upto 1 min before you get your self back to base usefulness.

Raid on the Capricorn is a lesson in frustration as a MM. Step out the starting zone, put in water, elite despawns. Got to run around the edge of the map, or elite despawns.
Then, underwater combat, my client STILL always crash’s.

Time for a serious answer on staff #4

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Posted by: Bweaty.9187

Bweaty.9187

As we were the only class not to get any patch updated with Living Story this time, I thought we must have been a perfect class!

Sarcasm aside. I’ve pestered the hell out the staff here. (For this bug and others)
Other big ones with the staff, is interrupt on casting a mark, get’s full CD. The usal projectile probs of we can’t shoot ourselfs out of roots, and some go over objects in WvW like oil.

Excluding saying here comes the love. There’s been none of the bugs listed fixed. (Tho one dev on necro forums did reply to one of my things about the 1sec+lag on exit transform, saying it kept getting him killed & frustrated, that seems better now!)

Anyway, if anyone hears anything from anywhere, please let me know.
I’ve been banned from talking on there FaceBook page, and they have deleted my threads here within 6hrs. So Im not getting very far. (NO they haven’t been abusive or such, just bad press I guess is there reasons.)

Life steal necro - Viable?

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Posted by: Bweaty.9187

Bweaty.9187

Nar it’s less than 0.1% your max life per second.
In the recent ‘big patch’ it actually got nurfed overall. While Vampiric got a slight boost, Bloodthirst got nurfed from 50% to 20%. Also Vampiric Master got a big nurf on heals.
They did add, healing power scaled them, which sounded awsome, but it’s “0.004”… so all gear in healing power, can at best add 1-3 extra heals per hit, and is def not worth ditching another stat for.

The one change it did help, is they now all scale the damage off your power. So if your using a MM spec, you should get another ~75 damage per hit, per minion, that ignores armor and mitigation.

Attrition and 'outplaying' damage

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Posted by: Bweaty.9187

Bweaty.9187

Personally I’d be happier if they took off the spectral skill cooldown – at least then it’d scale… kinda like a longer duration block, except on a longer cooldown, can be bursted through still, CCed still (unless you Grandmaster trait for the 3s DS stability), and condition stacks built up still… you know, screwed still, but slightly less so. But I’m sure people would say it’s unbalanced when the necro doesn’t die instantly when the zerg glances at them, as they go Shield Stance as it’s a 70% chance they’re a Warrior.

Spect used to not have ICD, and did scale. They put in the extra effort to nurf it.
The 3sec Stability used to be perm stability in DS.

Signet of Spite + Epidemic

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Posted by: Bweaty.9187

Bweaty.9187

Signet of Spite, is really focused for hybrid only.
As people have said, 1 min CD + losing power bonus, means it’s only really pressed in situations where there’s been a big condi cleanse dump, and you want to quickly re-apply a ‘burst condi’ pressure.

Just fought a heal sig warrior for 20 minutes

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Posted by: Bweaty.9187

Bweaty.9187

Funny thing, is the war’s are QQ’ing it’s not nearly powerful enough, as our blood fiend heals for more. Even worse if we put poison on them.

Guess just be glad that for once, you can feel like attrition!
You weren’t just CC locked and killed with no counter.

Outrunning my own Dark Path

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Posted by: Bweaty.9187

Bweaty.9187

I love casting it as I know a thief is going to go invis. As the projectile is slow, it follows them.

The main problem I see, if it’s a chase them down move. And anyone setup for speed, out runs it, is that they are odiously going to run out of it’s range. It also go’s on full CD when it fails to hit.

While were on projectiles…

Can’t shoot our feet. (Meaning we can’t get out of roots)
Still shoots over some objects in WvW like oil.