Showing Posts For Bweaty.9187:

How Do You Deal with Lupi?

in Necromancer

Posted by: Bweaty.9187

Bweaty.9187

Don’t ware zerker gear. (At least 1 defensive stat on gear should really do)

Have 1 support in the group. (Pref guard/ele/eng that can help heal you when it all hits the fan)

Plauge & Litch both give stablity. 30 points soul reaping can too.

Spect Armor can really shine here.

Signet of Undeath also really helpful. Not only dose it top up your life force gen, but a ranged res can save groups/bring necro some group love.

Next up: Reanimator and Prot of the Horde

in Necromancer

Posted by: Bweaty.9187

Bweaty.9187

Guard’s “Strength in Numbers” is 150 per person. So +750 in a group. We need to have all buttons minions and have killed to get Rat minion, to get to the 150.

I know the different class’s an’t suppose to do the same. But as a point of reference, It’s at best 1/5th the power, hugely more costly, is selfish and doesn’t help others.

IF, they changed the Reanimator to 5sec CD, we would have a ‘swarm’. (Where it feels this trait line was designed from GW1 necro swarm)

(I’d actually prefer endurance regen, so were not only class that doesn’t have the attrition to handle a 30sec+ avoid 1shot’s fight)

MM Usefulness in Dungeons?

in Necromancer

Posted by: Bweaty.9187

Bweaty.9187

I’m finding a 20/0/20/20/10 is quite good/ballanced for good single & ok AoE.
Transfusion to heal up minions, might & pice/vuln giving LifeBlasts so you still got some DS usefulness. Vamp Master not only gives you a spray of small heals, but the extra dam per minion hit is nice.

The minions still suffer from ‘1 shot kill’ mechanics. (Then again so do necro’s past 30secs on them fights)
It’s sad they can nurf spectral’s to only give x% life force per second, but not have minionsonly take x% max life per second. (And a vigor like type of endurance return to necros)

So yes, to the extent of necro’s being useful in a dungeon. (As in bringing any other class can be more useful, but it’s fun & do’able.)

Warriors need a serious buff

in Warrior

Posted by: Bweaty.9187

Bweaty.9187

In all honestly I think warriors need a buff.

Lets look at the class.
HP: the necromancer has more hp with death shroud, warriors hp should at least be buffed to the 26k range with a zerker amulet.

You can gear a necro up to 30k life, ANet says the actual numbers in DS are wrong, and it’s double your base life. So War’s should really be 56k life with no gear on.

Why Warrior is popular

in Warrior

Posted by: Bweaty.9187

Bweaty.9187

Easy to play, super rewarding, lots of dev love, lots of spec choices that actually work.

Staff cooldown bug seems to still be there

in Necromancer

Posted by: Bweaty.9187

Bweaty.9187

Yep, and Putrid Mark, still broke.

DS exit seems ‘better’, it’s not 1sec CD+lag, it’s just “server reply lag” before you get utils back.

Attrition and 'outplaying' damage

in Necromancer

Posted by: Bweaty.9187

Bweaty.9187

The problem is, last 2 times they said Attrition in patch, they made us squishier with more damage.
The dev’s have said, they don’t want to balance us vs other class’s in the same ways. Or we would be guardians. That, vs say a Eng. We should be able to throw more conditions, but not be mobile & be more squishy.

As for the DS, we had it working as a block. That got removed.
As for siphons, I’ve seen dev’s laugh and say ‘oh yeh, that’s totally useless’. (Not dissin on the dev, I totally love this guy for just saying the truth). The siphons fix in last patch, actually lowered heals we can get from siphons overall. But, did increase the damage they do with power. (Including on minions that don’t scale with gear in any other way).

As for the idea of scaling DS (And been suggested on minions many times) to only take X damage per Y time. (What your basically saying with vs more people).
They did add that as a ‘nurf’ to spectral skills, so you can only gain X life force per second. So basically the same thing, but in reverse, so necro’s do worse with building life force vs burst/group burst.

I hopped into hotjoin today.

in PvP

Posted by: Bweaty.9187

Bweaty.9187

Too true!
Also people 50x my rank, ignoring the nodes/round just ganking players as they spawn/jump into the map. Afk’ers. People that quit so it’s 1v5. Players abusing each other.

I know you mentioned the oceanic lag, I got 12,000ms today for around 2.5min, without DC’ing… Best I ever got is 430ms. (Been beta testing another game, it’s sitting between 23-45ms…)

Other classes should follow the Warrior

in PvP

Posted by: Bweaty.9187

Bweaty.9187

They become top class, because of unfair no anti-counter.

Necro apply more condi than can be cleansed.

Warrior apply more CC than can be broken.

War being most played class in game, ANet took the time to give multi-choices of very very strong builds, in PvP & PvE. From super high but slightly glassy DPS, to total bunkers it takes a group to drop. Condi & Power specs.

SPvP has zerglings too....

in PvP

Posted by: Bweaty.9187

Bweaty.9187

The score/rewards is given to the zerg, not the players who win the round, thru say, defending the nodes.

Everyone is pro, you are a noob

in PvP

Posted by: Bweaty.9187

Bweaty.9187

PvP here is setup to be toxic.
HotJoin teach’s you nothing, except zerg.
You actually ‘score’ low on the table at the end for doing things that won the round like defending a node.

The only ‘skill’ a new player can learn, is un-fun unbalanced builds/mechanics. (Condi necro’s that apply to many to cleanse, CC warriors that apply to many to brake, petting zoo, etc)

Only way your going to ‘learn’ to PvP is to go the extreme. Join a team, practice all the time with people that can teach you.

Soloq need a fix

in PvP

Posted by: Bweaty.9187

Bweaty.9187

Same kitten all the way thru the game. AFK turret trolls, AFK dungeon leaders in dungeons.
Mass of AFK’ers in WvW after you finally get thru que. (And mass siege building trolling away from anywhere)

3 Serious Questions about Hotjoin & PvP

in PvP

Posted by: Bweaty.9187

Bweaty.9187

Also, wasn’t it suppose to be balanced on rank/skill now?

I jumped in again tonight after a long brake. I don’t have slayer, total 2 torny wins, long long way from even being a merc.
People I vs got avenger+ titles, or a slayer putting bear totems thru my head.

Remember to report bugs

in Necromancer

Posted by: Bweaty.9187

Bweaty.9187

I have noticed that every time im battling a necromancer that if they have minions and a skill that makes them go into flies or something, i get massive spikes. Mine graphic settings are full minimun when i go to spvp expect Render sampling,which i allways keep on ’’Native’’. I currently have nVidia gtx 460,4gigs of Ram, and phenom II x4 955 3.20, and my computer is maximum optimized for gameing. Now imagine fighitns a 2 necros with a swarm of undead minions and that skill, it’s really ridicolous.

At least double your RAM. (Then double that again).

Main prob is, GW2 is DX9. We got DX11 on chip in our vid cards.

Anyway another ^Bump^ for GW2 optimization. (Dx11, Fix sound ‘cracks’ and cut outs, VOIP for pug dungeons, and other stuff dev’s stated were prob coming)

Axe always "Out of Range"?

in Necromancer

Posted by: Bweaty.9187

Bweaty.9187

Click the screen, or have someone else ‘target’ the mob for you and press [T].

Yeh, frustrating…

necro and mobility

in Necromancer

Posted by: Bweaty.9187

Bweaty.9187

Well, we’ve played it awhile, Mr. Sharp. I don’t speak for every necro out there, but all I can say is the removal of our sole means of one-hit-kill damage mitigation sucked then and it still sucks now. With still – almost 3 months later – nothing to compensate the loss of such a critical defensive mechanic.

^- Bump -^

Also 1sec immune on DS, prob not such a sexy idea with server skill lag on WvW Zerg/PvE events like invasions. (Even pressing a ‘Brake Stun’ then DS with 3sec stability, can leave me CC’ed the entire time when the server lag hits)

As for Retaliation, I think it’s been nurfed in this game, as if it’s auto/passive it’s unskilled counter.
If we were to get ‘spectral’ effect, where we gen lifeforce for dam taken, but while CC’ed, that’d give us defense we actively use.

Remember to report bugs

in Necromancer

Posted by: Bweaty.9187

Bweaty.9187

Not true!
We were whining about it for months. Dev’s replyed saying, they couldn’t replicate it.

While later, said it was fixed for new necro’s.

Had friends quit the game over it & condi cap. Staff bothered delete there posts. (ANet’s very fast at deleting reasons why you left the game.)

Then the dev’s said they had a fix, they weren’t sure if it would make it thru to the live server because it ‘could be dangerous’. That’s right, they said ‘dangerous’!
(But yes, it did make it into next weeks patch. There was no out cry that necro’s were OP now they weren’t the rally joke of WvW.)

necro and mobility

in Necromancer

Posted by: Bweaty.9187

Bweaty.9187

This was the vision. Im all for that!

Sadly the attrition part of that isn’t there.
Every hit, were the one worse off. The longer the fight go’s, the more they can dodge/block/invul. Every CC affects us worse than others, as it also costs us any defense we were going to apply. Then quite a few auto-clean chills/cripples on there escape move.

As Chap said, how it’s actually played out is:
“we get more condies, but a squishy body that can’t disengage”

No defense, no escape. Just apply more condi, than cleanse can cope with, and hope they die before they get there hands on you.

And while, it’s fine we have ‘a build’ that has ‘a role’ in PvP. It’s PvE where were so far behind. Condi stacks/objects can’t take dam, means we do nothing for world events. All the 1shot or avoid over time fights, means we simply have no choice but to get 1shot, or to eat end regen food + have a guard give us aegis at the right time.

Vs a Eng, we need to be the more solid one, as we got no choice but to stand there and suck it up.

Simple things, like being CC’ed gen us life force on dam, sort of like spectral spells. (Or some way to get some defense while CC’ed)

Vigor equiv, endurance regen. Being able to res others in DS/Litch/Plauge (without the press it at the same time as you enter DS ‘balance bug’) would go a LONG way in PvE like dungeons/world boss’s.

(Also fix stupid condition stacks, game wide, making lots more of the sexy builds you created actually WORK in PvE. Oh and crit on boss’s, even if it dose no more dam, builds rely on crit’s to proc things.)

MM, power or cond? (PVE/WvW)

in Necromancer

Posted by: Bweaty.9187

Bweaty.9187

Power:

30% minion dam is in Spite/power line.

Vamp Master from heals, now dose more dam per minion per hit, the more power you have.

Power Necro

in Necromancer

Posted by: Bweaty.9187

Bweaty.9187

30/x/x/x/30 is a nice solid build for necro. I ended up with Blood Magic & Transfusion for PvE.

It’s fairly solid, with very sexy AoE. Somewhere like a invasion, with lots of mobs in rows, it’s super good.

20/0/20/20/10 has been my latest enjoyed spec.
Ya keep DS’s piceing/vuln/might giving AutoAttack.
TransFusion + staff mark of blood keeps your minions up nicely. (In wimpy places without 1shot mechanics)
Dagger + Minions do super damage. The minions siphon add damage per attack they do scales with your power.

So it’s a psycho single target focused damage, but with some decent AOE, bit of odd burst heals.

Resend changes to lifeleesh traids

in Necromancer

Posted by: Bweaty.9187

Bweaty.9187

Over all, if you try to a siphon build, your weaker at heals than ever before.
If your doing a support build that accidentally picks up Vampiric, you got a non-noticeable buff.

It’s another ‘fix’ of our lack of attrition by giving us less attrition more damage…
Vamp Master now adds ~75 dam per hit for minions, and you can have your minion damage scale off your gear. The damage is also ‘cheap’ in that it avoids armor or other direct damage stuff.

I think, our death shroud, covers the ‘small splash damage’ nicely.
It’s more ‘big bursts’ we can’t deal with.
I’d love to see a system where, we got more heals the less life we had. Maybe something huge with a long CD.
So, a guess example would be, Transfusion… make it heal us thru death shroud. Prob make it heal more the less max life we had.

Something where we play it on the edge. If we get it right, huge payload. If we stuff it up, we lose all.

Discussion about our Traits

in Necromancer

Posted by: Bweaty.9187

Bweaty.9187

VI Transfusion: not bad with the upgraded amount of healing (…if only it would heal the necro as well).

Just wait till your about out of life force, then press it.
Not only will it heal you, but you won’t get a 10sec CD on entering DS again.

Same with DS Stom/Res, by pressing DS as you press F.

^- Dev’s need to fix this stuff up. ‘Bug left in due to balance’ Is a terrible, lazy, excuse.


Rest of Flow’s stuff is spot on.
As others have said, a bit of refinement on where things are could make sense.

E.g. MM get’s synergy from Power, as 20 points spite for 30% minion dam + power scales the ‘damage’ our minion siphon heals do. Condi has nothing.
Axe and Minions used to be ‘the’ choice. But now, it’s 30% minion dam OR Axe Training.

Few things could be thrown together.
E.g. 20% faster CD on minions + 50% more minion life.
faster CD on dagger + dagger gives movement speed.

Last thing. 5 points Death Magic… I reallllllllllllllllllllllly don’t need a vocal comment on that minions.

10: ARRRISEE MY BRAINLESS ARRRISEE.
20: I’ve really got to work on making them last longer.
GoTo 10

(edited by Bweaty.9187)

Remember to report bugs

in Necromancer

Posted by: Bweaty.9187

Bweaty.9187

Yeh, staff bugs are near the top of my F’in FiX IT list too.

Leeto.1570> We had 1/3rd downed life, for many, many, many, many months. Actually after many many months, they finally responded and, then it was only 3 more months before it got a fix. Don’t expect to see high priority/quick fix’s on anything necro…. (Tho with there ‘fixing attrition’ by lowering or removing things that make us last longer, it might be a good thing)

How is Terror Overpowered?

in Necromancer

Posted by: Bweaty.9187

Bweaty.9187

There are many counter plays… You just need to counter them lol. As stated before stun breaks & cleanse mechanics will clean up a fear Necro. Besides it’s no worse than warriors, engineers, or any other class that has a stun chain.

I noonger run this build but man I always hate when people QQ about it, I mean what you didn’t bring a stun breaker… Or any way to deal with conditions… And your built for 0 vitality (maybe a little toughness lol) and you are confused how a NECROMANCER killed you!?

Yeah I’m sorry that the kings of conditions melted your 13k life like it was nothing, o wait.

Yeh… as I said, fear/terror has 2 counters. It had no issue being OP until we could throw more condi’s than can be cleaned.

War’s get more CC than stun brake can counter. (Especially if your a necro)

As you pointed out, toughness dose nothing vs condi, or damage on fear, or our siphon ‘heals’ damage.

It’s sad they have already nurfed terror, over a totally different issue. It’s sad that people still think it’s our ‘fear’ that makes us so cheap.

The fix is simple. Get rid of Dumfire/Torment. Or make cleanse keep up with the extra condi’s. Make siphon damage work like pretty much every other source of ‘direct damage’. (Rework torment to actually stop others running, as that was the idea of it, not to just help overwhelm the cleanse.)

Or, just keep nurfing all other necro ability’s till it’s deemed were just soo weak it’s fair. (The way it seems to be rolling)

How is Terror Overpowered?

in Necromancer

Posted by: Bweaty.9187

Bweaty.9187

Terror isn’t OP.

They added DumbFire & Torment. Then a CC that did extra damage while your CC’ed, followed by the more condi’s than can be cleaned is un-fun to others. As there’s no counter play.

Terror/Fear has 2 counters, brake stun, and can be cleansed. And was fine before too many condi’s to clean bullkitten.

necro and mobility

in Necromancer

Posted by: Bweaty.9187

Bweaty.9187

No mobility, no escape. Once you start a fight, it’s win or die.
This was in from the start and was fine.

The idea was, attrition. The longer you make the fight, the better off you are.

Fist problem was our defense is ‘aggressive’ so we need to attack to gen any defense. So CC shuts us down worse than any other class.

Thing is, ANet has constantly removed any attrition we can do. Massively. Patch before when they said they were fixing attrition, they made us the only class without endurance regen, or block/invul/anything like that. Last patch was a fix to Siphons. Which nurfed healing from them even more, while adding more damage to our heals.

We are ‘OP’ tho… In that, were ‘unbalanced’ to the game. We can throw more condi’s than clean’s can clean. Giving us a cheap way to have not counter.
Hell even our heals now, increase the damage of our minions attacks, with added siphon damage that ignores armor or any of the games systems…

WTB Life Force

in Necromancer

Posted by: Bweaty.9187

Bweaty.9187

Necro isn’t suppose to be able to defend them self. Any decent player should be able to easily counter them gen’ing life force. (Example, avoid a necro’s Axe #2, it’s highly visual and will skip them doing any burst damage, or getting any defense.)

The only way to use Death Shroud, is with exploits. Gen life force with minions, DS in the same upload cycle as stomp/res, use transfusion to heal yourself, and skip the 10sec exit DS CD by letting your life force run low, then use #4 as DS is about to end.

Oh there not exploits sorry, they are bugs in the game, that have been left as ‘balance’.

Minion Master. Not only dose this game not summon your minions… It puts them on full CD, if you die. No DS, no Minions. (Or my personal fav, get a full elite CD for entering a map because you spawn in front of water.)

Remember to report bugs

in Necromancer

Posted by: Bweaty.9187

Bweaty.9187

I bothered do a big bug report. None of the list has been fixed, excluding the 1sec+lag before buttons after a transform. A Dev commented in necro forum saying that it drove them nuts.

https://forum-en.gw2archive.eu/forum/support/bugs/Necro-bug-list/first#post2828123

Was the URL if people want to skip re-listing bugs, that Dev’s already ticked off…

Not sure how the dev’s do the rating system for when things get fixed. It was many many many moths for them to fix things like necro having 1/3rd other class’s downed life. But will patch a single spell wrong on Ele within 5ish hours.

There’s also no ‘quality of life’ as they call it. So things like condi stacks, or us being the only class without endurance regen and blocks/invuls/etc. Or any important bigger picture things.

So if anyone can work out how to get the devs to do something, even comment on things like our putrid mark. Let us know, I’ll shamelessly bump topics to keep them fresh or whatever you have planned.

Minion HP in WvW?

in Necromancer

Posted by: Bweaty.9187

Bweaty.9187

So, the dev’s saying before the patch that it was going to be in WvW as well.
Then the dev’s multi talks about the work load being too big to split the rules from PvE and WvW as well as sPvP, being like ‘creating and maintaining 3 totally different games’…

Well it’s nice to know they got the time and resource’s to make a exclusion to the rule if it’s a nurf to the necro.

(No we prob don’t need big pets in WvW, there single target and were still mean vs 1, crap vs 2+, but still…)

Minion responsiveness?

in Necromancer

Posted by: Bweaty.9187

Bweaty.9187

Well I might make a video of my minions just giving kitten. Some minions swapping, some not, and golem standing around as the rest of us kill 3+ mobs in a row.

Minions attacking/swapping on first auto-attack was added months ago.

Tainted Shackles

in Necromancer

Posted by: Bweaty.9187

Bweaty.9187

Dev’s said they were adding it to let us ‘lock down’ others, as we don’t have the mobility of other class’s, particularly not the mobility to stop what all other class’s have, escapes.
They also gave this to Mes & Thief. (Thief can stack more than us too, kinda like when they steal our fear, it’s better for them to use)

Guess they realized that +3 bleed ticks if they ran, didn’t stop anyone from running. So they threw a immobilize on it so we couldn’t say it did nothing. But put a cast time & only ‘hug distance’ on that, with a big broadcast spell effect so other class’s wouldn’t be affected.

It’s actual use, more condi padding added with burning to have no counter by cleansing, giving us a cheap & unfair spec for PvP.

IS MM worth trying for dungeons?

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Posted by: Bweaty.9187

Bweaty.9187

If you use 50% more life on minions, transfusion & staff to heal your minions, they are ‘viable’ in any dungeon without ‘avoid this or get 1 shot’ mechanics.

Better/worthwhile vs other builds. Not really.

Tho there could be a slight DPS increase on single target fights if using minion Siphon & Improv Siphon with power gear from Blood Magic. (Minions siphon now scales damage with power, getting you nearly +100 dam per hit, that can’t be avoided by armor etc) (Still rare situational, lots more ‘oh my minions died 1shot’ than ‘yay they awesome’ fights.)

DS Cooldown

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Posted by: Bweaty.9187

Bweaty.9187

Yeh, it just ‘looked’ like it. With the tool tip on exit not saying, and massive server side lag spikes, so by the time it showed up the CD timer, it was much shorter than 10sec…

New Life Siphon & Definition of "improvement"

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Posted by: Bweaty.9187

Bweaty.9187

So again I’ll bring this up. (Yes I know class’s are different, that our siphon dose damage, but if I wanted damage, I’d use damage traits not heals, and this is just a point of reference)

Ele – Signet of Restoration – No trait cost, 0.1 Healing Power CoEffient. 202 Heal Per Hit.

Nec – Vampiric – 15 Trait cost, 0.004 Healing Power CoEfficent. 32 Heal Per Hit.

Ok so we can beef it up with a Major trait. To 40 Heal Per hit.

20 Traits, not even 1/4th the per hit heal. Total kitty!

More traits, crits can heal. Say zerkers gear got us to 50% crit, it’s +20 heal per hit on adv. Stacking with the other siphon, that’s FINALLY 1/4th the heal per hit.

Ok, minions can heal you with even more trait & skill costs.
But even with this, 16% nurf to it’s heals, then 30% nurf to the trait to make it stronger… Some kitty improvement!

The MM Buff is great!

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Bweaty.9187

You ‘could’ also use like Clerics, but… The heal power scaling is something like 0.004…
I’m using Knights & the Power/Pre/Vit/Crit ascended bits, with divinity runes.

Rennoko.5731 did a lovely graph about healing power and siphons.

Attachments:

The MM Buff is great!

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Posted by: Bweaty.9187

Bweaty.9187

runeblade.7514 > No trolling, minions actually work in CoF, rather than just be a poison bomb!

Dunno about Shining, but ‘sorta working’…

I’ve gone Power

20/0/20/20/10
VI, IX.
.
III, X.
VI, VII.
VI.

Transfusion keeps up minions, minions siphon. (And get a boost to damage from power on your gear) And you still got Life Blast, that gives might/pice/vuln.

The MM Buff is great!

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Posted by: Bweaty.9187

Bweaty.9187

Also made it thru, with acceptable minion play!

I still can’t see them being much use vs all the 1shot death mechanics like worldboss’s. Until we get %life per sec on them, like they did with our spect skills in reverse.

But yeh, def a better ‘buff’ than siphons!

Good PvP Patch

in PvP

Posted by: Bweaty.9187

Bweaty.9187

Necromancer: Not a whole lot done aside from QoL things and siphoning. I still believe a previous patch fixed necros mostly; I don’t find them to be broken at all.

Siphon was a nurf to heals overall, it just let necro’s scale more damage on minions that can’t be mitigated by armor.

Still just stack condi’s more than others can cleanse, too defensive with life force vs 1, too squishy vs more than 1.

Not in Patch Notes

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Bweaty.9187

Ok… So… Jagg horror, still as crap, but extra life to all pets makes it seem less so.

Looks like the DS no CD on exit, is just server side lag making it seem that way…

Anyone else seem to get there bar back without a +1sec CD when leaving a transform or it just lag makes it feel good?

Anyone tested Putrid Mark?

(Think Im giving up trying stuff for a bit, I’m getting 25 odd seconds before I can press a object like chopping a tree, my ping to server’s 460ms constant, so god knows whats happening server side.)

Not in Patch Notes

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Posted by: Bweaty.9187

Bweaty.9187

I’m getting 2x of them out at once, both on about 50% life… ^Shrugs^

October 15th Patch - Necromancer Edition

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Posted by: Bweaty.9187

Bweaty.9187

Thanks for the pretty graph Rennoko.5731 !!!

This patch isn’t to make a siphon build viable. It’s nicer to use a support or minions build now. Forget that 20%, grab transfusion instead and heal ya party or minions (and have them heal you back, with there bonus siphon damage working now)

Anyone found a way to get heal on DS exit to keep up with a guard dodge/roll? (So far seems longer CD with lots less heals)

lifeforce mechanics

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Posted by: Bweaty.9187

Bweaty.9187

Well, Im glad they fixed up the confusing mess that is life force to health conversion, by adding a number that doesn’t line up…

Minions HP buff???

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Bweaty.9187

I haven’t made it to WvW yet to test.
They have always said, they don’t want to split WvW & PvE. That it’s already big enough workload keeping different rules for PvE/WvW & sPvP. (Oh and they don’t want us to have to learn to use ability differently in different game modes.)
But, sadly it wouldn’t surprise me if the exception to the rules was nurfing necro’s.

(Too hard to code max %life per sec minions can take, so they don’t die in world boss’s, or dungeons, but not too hard to add it to Spect skills so we can’t build life force too fast when getting AoE’ed/Hit by war/thief.)

Minion responsiveness?

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Bweaty.9187

Ohh they seem dumb as ever. I’m on my MM build D or E now I think…
I’m kinda enjoying it! At least farming in Orr.
I think I almost like, that 1 follows the target Im attacking, 1 follows the first mob I hit. (Very nice for staff as I usally stand near a mob to pice thru to the one behind)

And well, golem. He’s not wasting DPS while standing near me while the other fight, he’s waiting to protect me in case some thief mob comes out of stealth, so he’ll be right on top of me if the situation happens.

I know, I know! There’s no invis mobs that sneak up on you in orr, but he’s dumb. I mean his head seems to be a whales boy bits, that I stuck on a huge undead chicken body… What do you expect from him?!!

(Sadly not on drugs, just going a bit crazy with the game)

Minions HP buff???

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Posted by: Bweaty.9187

Bweaty.9187

WvW & PvE share same rules. It’s just sPvP where they didn’t.

Not in Patch Notes

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Posted by: Bweaty.9187

Bweaty.9187

Ok, scratch that… I think he’s still got a 10sec CD… but… extra life with 50% plus the 73% boost with patch, plus my constant staff regen, and transfusion on CD. Is makin them last longer…

New Life Siphon & Definition of "improvement"

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Posted by: Bweaty.9187

Bweaty.9187

To clarify:
Healing Power scaling is “x 0.004”

Vampiric has had a boost on base value.

Vampiric has had a nurf on base value, but has been fixed to do correct extra damage with power.

Vampiric Precision has been fixed to correct damage with power and scale with healing power.

Bloodthirst has had a 30% nurf.

Overall, it’s a healing nurf, damage boost/fix. Even with the healing power scaling & full healing power gear.
It is a boost to ‘heals support necro’ using transfusion & Deatlhy Invigoration.
Boost to maxing minion damage with power gear.

20/0/20/20/10, Training of the Master, Minion Master, Flesh of the Master, Transfusion, Vampiric Master, Path of Midnight. Cleric type gears.
MM build, may now be viable in dungeons without 1shot mechanics, as your fast transfusion and the boost to minion life may let you keep them up longer.
Still won’t help in ‘most’ dungeons, AoE events like invasions, or world boss’s.

Not in Patch Notes

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Posted by: Bweaty.9187

Bweaty.9187

Yep, true! I noticed it cause Im like, where ya’s come from… hand on a second…
Might have a ICD, I haven’t tested mass AoE killing at once.

I should clarify the DS exit, is sPvP, not WvW or PvE world.

It also seems, focus #4 ‘bounce’ has a better range. (Getting regen bounce back without having to run in to a small range of last mob hit, and it’s not hitting me first on the way out, it’s bouncing back!)

So umm double daggers is now 40% run buff

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Posted by: Bweaty.9187

Bweaty.9187

25% for both daggers.

As Drarnor said, it’s only max apply. Thief can get 50% , Engi 200%.

lifeforce mechanics

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Posted by: Bweaty.9187

Bweaty.9187

So, what’s the story. The amount of life it shows, is true and were missing ~10k, or the life it shows is wrong and were stronger than it displays?