The Order of Dii[Dii]-SBI→Kaineng→TC→JQ
Necro Encyclopedia-http://www.youtube.com/watch?v=BrAjJ1N6hxs
Wouldn’t it be cool if your alts come and help you with personal story missions? Maybe something like:
For each alt that you own, there is a 10% chance that he/she will come and aid you in your mission. The alts would be scaled to your current character’s level and armor. He/she would use the same skills as your alts when you play them.
So let’s say you got a total of 4 characters. When you do a personal story mission, each of your 3 alts has a 10% chance of joining you. So in total, you have around a 1 in 3 chance of getting help from you alt in a mission.
I don’t think balance would be a huge issue with personal stories. That’s why they are personal.
Dear SoR and TC,
Here are some brief moments from our mostly civilized duel event last Friday: http://www.youtube.com/watch?v=WvgN-L3jQbo
Please enjoy.
Yours truly,
ChrisHappy to see I took up half of the video’s length. We did have to stop though… It was becoming tiring, haha! You don’t die!
One of the better fights I’ve had, plus it was the most active footage I had of other people dueling around us, so yar. ^^
I feel bad for the necro in the first fight. Holy cow her attacks/spells doesn’t hurt at all.
I don’t think the problem is as simple as condition caps.
GW1 conditions are so much better than GW2 conditions. Look at GW1’s blind, and then look at GW2’s blind. Look at GW1’s weakness, and then look at GW2’s weakness. The list goes on and on.
And in GW1 necros used to have this thing call hexes. You know, a spell “condition” that are hard to remove.
GW1 pvp was at 8v8. GW2 pvp can be 40vs40 zerg wars.
So they nerfed conditions. And then they removed hexes. And then they throw necros into a wvw zerg vs zerg situation, and limit AoE skills like Epidemic to 5 targets. Other than having more hp and DS, everything about the necro has been nerfed. As necros have to face more and more foes, their skills are actually much weaker than before. The rest is history.
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It would really help if flesh golems can survive swimming. I don’t need them to attack. Just don’e die in water. It would make wvw much more enjoyable.
It isn’t “disincentives”. It is just that dungeon runs in pve pays A LOT more than wvwing. That’s why a great majority of players stays in pve, for more rewards. Also when you run dungeons you gain access to armour and weapon skins, which doesn’t require that much dungeon rewards relatively. That WvW armor set requires so many badges that most people just writes it off. This is an imbalance in the incentives since killing humans is harder than killing mobs.
I have seen some really “timely” practices by SoS tonight and I am sure certain leader’s know what I mean. Great Seige placement and zerg ready at the door to watergate. I mean how did you get them cata’s turned 180 degrees without knowing we was coming.
Have a great day!SOS always knows. They have ways of gathering intelligence ;-). (I would assume the most servers do by now.)
Either spies or aliens. Its aliens!
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The necro boasts the highest natural health of all the caster classes(1), and also has death shroud to extend that life total even higher(2). While they don’t have some of the escape or damage reduction capabilities that other classes boast(3), they do have a lot of ways to win attrition fights(4). They have access to poison on multiple weapons(5), they are able to combine condition damage with raw damage(6), and they have multiple disables to interrupt enemy skills(7). Necomancers also have multiple movement disabling abilities(8), while allows them to chase down enemies who are low on health(9).
1) True
2) Only semi true since DS remove your skill bar and replace with its own. DS should replace your red hp with green hp, and add skills to F2 to F5. F1 is for reserved for exiting DS.
3) This balances with #1. So all that extra hp from #1 is naturalized.
4) Attrition fights should only be considered a win if necros can catch their prey. Buff necro snares and we would have a case. For example that immobilize on the dagger is only 600 range. I guess in sPvP its good. In WvW it is useless. In WvW anything 600 range or below is pretty much melee range.
5) Poison needs to stack damage instead of stacking duration. Bleed goes to 25 too fast. Poison is not as common.
6) Only partly true. For example neither dagger or wells uses condition damage. For this to be true, every single necro skills needs a condition damage. So lower their power damage, and add a condition to the skills.
7) They got a few fears. But their interrupts are nothing to write home about.
8) Refer to point 4.
9) Refer to point 4.
1) Wurms on walls are good for distracting the defenders. When they are killing your wurm they are not killing your allies. However I won’t use it for offense. Its attack does pack a punch but its attack rate is very slow.
2) The wurm teleport only works within a distance of 1,200 and only on flat ground. It cannot teleport you “back up” to the wall. You are much better using Spectral Walk for this purpose. Wurm teleport is more useful in a zerg vs zerg situation. It allows you to be more aggressive than normal, since you can retreat back to safety anytime you like.
Oh dear. The OP is obviously completely terrible. I honestly don’t know what to say. He is wrong in so many ways. I’ll just say that maybe necro doesnt look that great on paper to a theorycrafter, but in the hands of a SKILLED player they are an unbelievably versatile class.
I could go on but when it comes to nubs like the OP this saying comes to mind:
“never argue with an idiot, they will drag you down and beat you with experience”
Let’s make a deal. Today is Friday, a busy day for gaming. If today I see WvW swarming with “powerful” necros, I would make a post about how nub I am. I must see more necros than one of thiefs, warriors and mesmers, and they must be making a difference in the war, for this to apply. ^^
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To the SOS guy that I fire upon at the jumping puzzle, sorry didn’t mean to attack you.
Yeah… bleed caps really only do apply in PvE. In PvP, you usually only have 2 or 3 folks on a team that apply a decent number of bleeds anyway and the times they are focusing on the same person are even slimmer. Bleed cap is almost never hit in PvP.
After testing in the Mists (Steady staff, 30 traits in spite, no other equipment or traits), I will admit I was indeed wrong on fumbles being variable.
However, this does not mean that my original point: Necros are great, if subtle, support was incorrect. You claim that folks have “proven me wrong”, but none have on this. Against low precision builds, it is significant damage mitigation.
1. Weakness is easy damage and defense mitigation that necros have good access to. Not letting someone dodge that third time in a quick fight can easily be the difference in a kill and being killed.
2. Blind is very available to necros and is better damage mitigation than Aegis. Plague can easily cut the entire damage output of up to five enemies (would be more but for the AoE cap) by half or more, depending on exactly what skills they are using, for 30 seconds. Well of Darkness can do the same for 5 seconds and can be traited to occur at 900 range on a 48 second cooldown (hint: support builds usually have these traits). Nothing a Guardian or Ele can do even comes close to that level of mitigation (closest they have is projectile protection)
3. Necros control enemy mitigation tactics with Well of Power, Putrid Mark, Corrupt Boon, Well of Corruption, and Plague Signet.
Now, can necros heal the ungodly amounts that Guardians and Eles can? No. Best they have is Well of Blood (which is admittedly good, but not on the same level) and Mark of Blood or traited Life Transfer. They can’t do group burst heal.
Can they do group protection? Actually better, since Spectral Wall has no cap on how many it can effect, but it requires allies to take some initiative.
Can they give allies Might and Fury? Not without Well of Power converting Weakness or Blind (or being a charr) or landing one of the few blast finishers in a fire field.
So necros can’t throw a ton of ally support out. We knew that. However, they throw out incredible amounts of offensive support: that is greatly weakening an opponent’s ability to harm allies or recover from attacks. Players don’t notice it because they almost never check the conditions on enemies. It’s not shiny and blue like the Guardian’s support and it doesn’t make your HP jump or make nice yellow pentagons on your status bar. That does not mean it isn’t there and is making a massive difference.
Dude I respect your opinion. But I cannot agree to this.
Well of Darkness, Well of Power, Corrupt Boon, Well of Corruption, and Plague Signet.
While these sounds good on paper, you cannot equip all of these skills into 3 utility slots. So you got to pick and choose your personal best.
And most of these skills have a recharge of over 40 seconds even after spec. So you have to be very careful when using these skills. For example Corrupt Boon. In wvw there aren’t that many people with tons of buffs. So you would have to look though many players in a zerg to find one that does.
Putrid Mark only works if the enemy is right next to an ally that happens to have conditions. Sure it isn’t that rare, but it is still conditional.
Lastly for the purpose of shut down, I would trade all 5 of these skills for the GW1’s Spiteful Spirit any time. Alternatively I would trade our GW2 elite Lich Form for this GW1 regular skill call Enfeeble. Look at the former glories of the necromancers of GW1, and look at what we have become in GW2. Now we should be happy when we blind the enemy for one attack? In GW1 we used to shut down 66% of someone’s damage for 30 seconds!
PvP in GW2 is on a much larger scale than GW1. In GW1 it was only 8v8 gvg. Now its often 30vs30. While every other class (warrior, assassins, etc) has gotten stronger to compensate, we necromancers have lost so much power it aren’t funny.
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Notice how CHIPS hasn’t posted in this thread since the arguments started going. Notice how his post history is mostly negative stuff. Notice how CHIPS’s tone changes from irrationally saying that necro is the worst class at everything, to more reasoned, polite arguments as soon as he drew someone in. You guys, this is a troll thread and we should not post in it.
Necro is far better than the first post claims. Necro still has problems. The end.
Hasn’t posted in this thread? I post many many times in this thread. Maybe you didn’t read carefully?
And then you took the time to look though my history. Thanks for your effort my man! ^^ What does “mostly negative posts” prove exactly? That I had been saying necro is underpowered for a while now? Isn’t sticking to my case a good thing?
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So there, CHIPS, I addressed your issues. Bear in mind this is not a L2P post, nor am I saying you’re wrong, but maybe a different perspective would be beneficial. The Necro class is a very subtle class and it takes a lot of time, pondering and tinkering before you start to appreciate the mechanics of it.
Nick thanks for the well thought out post. There are some nice fruit for thoughts there. Although I don’t fully agree with the assessment.
Support: I used to play necro and mesmer in GW1. So I know fully well what a offensive support, aka shut down, looks like. Let me just say that GW1 shut down classes are MUCH better than GW2 ones. When I apply weakness, I would expect a 66% damage reduction. When I apply Backfire, I expect that each time the enemy cast a spell he/she losses 20% of their health. That kind of thing was what makes shut down powerful in GW1.
GW2 shut downs (weakness, blind, chill, etc) fails because their effects are too weak and they get removed too easily.
Damage: Warrior rifle and elementalist nukes has the similar kind of risk as necros. But they hurt more.
DS: I only want to point out that DS is an offensive ability, not defence. The only defensive thing about it is the extra hp and yes it can be replenished. Like I said in wvw I often need to run, either though losing or extra enemies joining in the fun. Necro’s high hp and DS wont save me. Gadget skills could.
Condition damage: I can see this in a 1 on 1 or small group fights. However in wvw, zergs as a whole often removes conditions super fast. For example look at a 20 vs 20 zerg fight today. You would expect at least 5 of the guys to have 4 or 5 different conditions. However that’s never the case because they get removed too fast to stack up.
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LT is not a reliable damage skill because it is easily dodged
Life Transfer needs no target, and isn’t a ground targeting AoE, it hits you no matter what. If your implying it can be dodged with dodge itself then ANY skill in the game can be “easily dodged” second to unblockable marks, Life Transfer is probably the most reliable hitting skill in the game. Your argument here is invalid.
Retaliation against thief’s 4-8k damage a hit
Who said anything about Retaliation? I was talking about Unholy Feasts raw damage, which again is a non-targeting non-ground targeting AoE that wont miss unless they dodge. Your argument here is invalid.
Wells? Thieves can wait 5 seconds to kill you no problem. What’s next? Spam your marks and hope they hit your stealth thief? ^^
It sounds like this is what you’ve been doing lol. You never tried to control a theifs movement into the wells? Its Necro 101.
Ranger pets can teleport up fortress walls. In a siege, you can’t get better team support than this.
Firstly that’s called a bug, causing the pets to run through objects and also Mist Wurm can so that legit and again Life Transfer hits through walls and ontop of it. Your argument here is invalid.
Engineers is necro’s underpowered pal at the moment.
I run a 2 man havoc squad with a engineer, they are FAR from underpowered. We clear supply camps in about 20 seconds. Engineers are massive boon support not damage and Necros out-damage them in PvP. Your argument here is invalid.
LT suffers the same problem as all other channelling skills. Do you remember Meteor Shower from GW1? It was rarely used in pvp because it’s 5 second cast time is asking for interrupts. LT is similar. Granted LT begins dealing damage right away, but to “complete” 100% damage the necro must not be interrupted in those few seconds. And LT has a pretty small radius so you can escape by dodging backwards. So only your first maybe 1 or 2 pulses would hit, effectively cutting down your damage by ~80%.
Sure all skills can be dodged. But not many are as obvious as LT. Think about it. You turn into DS, huge indicator that LT is coming up. And LT has a different animation to other DS skills. How much more hint does your enemy need? So nope LT is not reliable at all. Valid point.
Unholy feast for “spectacular” raw damage against a single target? Are we even talking about the same skill here?
Necro 101 huh? Sounds like we are abusing thief 001 students to me. Here let me cast my well and then pull you into it. Or I can chill you and then well on you. I love my Firestorm warrior with crippling shot too. ^^
Ranger bugs? K how about I pull out “Search and Rescue”, all their spirits and traps. Enough support for you?
As for engineers, you would need to talk to someone who played one.
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I can throw the L2P line at you because its true, you have no understanding as to how to play a Necromancer at all. Necromancers arnt suppose to be a slippery class like theifs to escape zergs were suppose to be hard to escape from.
As for your things:
- Engineers damage is terrible, there the CC/ support class of the medium Armour. There mainly condition based outside of kits with easily dodgable long channeled skills and there grenade kit, one of there main damage sources it very unreliable as all skills are ground targets.
- Theifs without a doubt have terrible survivability. I as a power Necromancer dump on theifs who use stealth as a means of survivability with 6k+ Life Transfers, 2k Unholy Feasts and insta-killing well bombing if they attempt to Heart-seeker spam.
- Rangers have 0 support.
For someone who has tested ‘nearly everything’ you know absolutely nothing about Necros.
Poison, well let’s hope the guy happens to equip a long recharge 40 second cooldown healing skill, and he happens to use it when he had that poison on. Else that 1.5k damage over 6 seconds won’t hurt anybody.
Focus 5 > Corrupt Boon > Plague Signet? You know you cant keep thinking about classes and comparing single skills, combining skills is like 99% of PvP.
You would need to play a glass cannon build and face a totally noob thief to hit him for 6k with Life Transfers. LT is not a reliable damage skill because it is easily dodged and easily interrupted. There is also that animation where your necro holds out her hand before doing LT. Any decent player would interrupt or dodge that. I fear my fellow necros to interrupt them all the time when they do that.
Retaliation against thief’s 4-8k damage a hit? Please don’t even get me started. Back in GW1, skills like Empathy works because the assassin would actually take more damage than he would be dealing. In GW2… nvm just don’t get me started.
Wells? Thieves can wait 5 seconds to kill you no problem. What’s next? Spam your marks and hope they hit your stealth thief? ^^
Engineers is necro’s underpowered pal at the moment. I cannot comment on engineers’ damage, because I almost never see an engineer in wvw. Either way, neither necro or the engineer is the norm of damage. Their damage are both subpar.
Ranger pets can teleport up fortress walls. In a siege, you can’t get better team support than this.
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Is Khilbron the best necro set?
I’m unfamiliar with fractal stuff, but are there armors obtained from there? If so, why spend so much for the Khilbron?
Also, why not just get the karma precision/toughness/condition damage?
I prefer Apothecary.
It’s also easy to say that necros suck at support, but in reality, they are almost as good as a support-spec Guardian. Guardians are just a lot more noticeable.
Both classes support very well, but do so in different ways. Guardians buff and shield allies, necros shut down and control enemies. Everyone can see exactly how a Guardian is helping because they are flashy and make this nice line of yellow pentagons on your status bar. Necros put a bunch of red pentagons on the enemy instead, but how many folks pay a lot of attention to that? Really all they look at there is health and not conditions.
Consider that against a player who did not invest in precision or crit damage, Weakness is, on average, a 29.375% reduction in damage (glancing blows deal 25-50% normal damage) Against PvE content, this is against pretty much everything you face. Blind is well known in effects. Constant chill makes it so the target can only use it’s non-auto attack skills 1/3 as often. Poison makes healing enemies regain health at 2/3 normal rate. Fear locks them out of doing anything at all.
Since necros can also grant protection to the party (via traited wells or Spectral Wall), the damage reduction from enemies can become immense, even beyond what a Guardian can provide.
TLDR: We are a very strong support class. We just do it in a far more subtle manner.
If weakness stays on for any duration of time in wvw, I would agree with you. But as it is right now conditions gets removed very quickly. Weakness is an unreliable “shut down” at best.
You cannot Plague blind in wvw. That’s simply suicide. Deathly Swarm does blind better, but it is only for the next attack (not sustainable, unlike Plague’s blind). Blind in GW2 is a far cry from it was in GW1, which would last its whole duration.
Chill is indeed pretty good. It is too bad that we only have a few skills that applies chill, most on weapons. This is pretty sad since necros worships Grenth.
Poison, well let’s hope the guy happens to equip a long recharge 40 second cooldown healing skill, and he happens to use it when he had that poison on. Else that tiny 1.5k damage over 6 seconds won’t hurt anybody.
Dude I myself also tried to draw references to GW1 shut down skills. Its just nowhere close.
Back in GW1, we got Insidious Parasite. We got Spoiled Victor. We got Spiteful Spirit. We got Soul Leech. In GW2, all of them had be replaced with one skill: Corrosive Poison Cloud. As if that can replace taking out 10% (around 1.5k damage in GW2 terms) of the enemy’s health each time they attack or cast a spell.
Weakness in GW1 used to cut damage by 66%. In GW2 it is 29.375% (your calculation) at best.
The whole line of “shut down” in GW1 has died in GW2. It doesn’t exist much anymore. Sure traces of it remains. But while the other classes has improved, “shut down” has taken a nose dive into the abyss.
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Correct me if im wrong but Spectral Walk and Mist Wurm is a blink/ teleport, LF builder (direct DS-HP for free, 3% of a 20k HP Necromancer with 15 SRP is 830 health gained PER HIT / +8300DS-HP), stun-breaker and Walk is also base 30 seconds swiftness.
Learn to play Necromancer properly please CHIPS, any decent Necro player reading this thread will be laughing at you for your child-like approach to what you think are Necromancers limits.
Neither SW or MW can help you escape from a zerg. Instead they are used as offensive hit and run skills. I used both of these skills extensively and in fact I posted a build on how to use them a while back.
In fact, I had tested and used nearly everything of the necromancer. So stop throwing the L2P card at me.
Laugh at me? How? Prove to me these three things:
1) Name one class who deals less damage than a necromancer in wvw.
2) Name one class who survive worst than a necromancer in wvw.
3) Name one class who team support worst than a necromancer in wvw. (hint: It isn’t a thief. Team stealth is great for wvw.)
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I’m sorry but your take on Necromancers and there effectiveness in all the roles is just wrong, granted we cant preform better then most classes at some aspects but your analysis is just wrong and this is really a L2P topic.
Survivability
Firstly Necromancers have one of the best survival setups in-game. it may not be as obvious as D/D Elementalists regen power or Bunker Guardians condition removal but Death Shroud is a huge boost in survivability.(120% of Max Health + SRP%) – 3-4% Total/ sec can translate into some extremely bunky builds and I’ve survived and killed countless times on below 2k health and flicking in and out of Death Shroud to decoy on cooldowns.
Heres a quick sPvP screenie i took yesterday with my burst heal support build i didn’t die once in the match because of the insane survivability i speced into.
Damage
You cant compare our damage to theifs and complain they do more then us, period. Theif classes are designed to hit hard and die quick and in WvW i have no issues at all fighting theifs there my easiest kills.Our damage is suppose be the weakest out of the light Armour users because of our insane health pool. Other classes typically need to stat in full vitality to hit 18k health, we don’t and that’s why many Necromancers choose to make up lost damage in Armour bonus.
That being said i have never had an issue (minus Bunker Guardians ofc) dishing out 20k+ damage in a rotation of direct damage skills, Necromancers weakness in the damage department is the long cooldowns on our utilities vs other classes which is unfair yes.
You cant say Necromancers conditions is weak zerg vs. zerg because of all the AoE condition removal, its universal. Every class suffers from all the passive condition removal.
TL;DR L2P please. We arnt the strongest, but we are not the weakest at everything. We suffer from long cooldown utilities and numerous high-end bugs which will.. eventually be fixed.
1) DS
Like I said, DS is not a defensive skill. None of the 4 skills helps you escape from a zerg. The only thing defensive about DS is the extra hp bar. Think about the defensive skills of other classes and compare. Stealth, teleport, leap attack, etc.
DS also “locks” your whole skill bar down so you can’t do anything else to help yourself escape. You cannot heal. You cannot remove conditions. You cannot snare your enemy. Hack you can’t even BE healed while in DS, so your allies can’t help you neither. You can only hold down “w” and pray that your swiftness (assuming you casted that b4 your DS) is enough to save you from the zerg.
So yes necro does have 20k hp and another 20k in DS. But whatever damage comes the necro’s way, he/she is taking all of it in the face. Necro got no “gadget skills” to get away from a zerg. When it is a 10 enemies vs you zerg chase, I would take gadget skills over 40k hp any day.
2) Damage.
Come on dude get real. I have seen thieves downing people in seconds. I have seen warriors chopping people down pretty fast also. Elementalists nukes are no joke. Bang, down, dead, owned. Necro damage is nowhere near their level.
The faster you kill your enemy the better. Thieves in wvw, thanks to stealth, often kill their enemy before they can even react by dodging and healing. The lower your damage, the more time the enemy have to dodge, heal and run away. To comparsate, long term damage should always out DPS short blast damage. But nope. As of right now thiefs owns in the long term DPS too.
And so we go back to the idea of high hp, low damage balance. Do you know what this means actually? That means our extra hp is a BURDEN to our class. It doesn’t actually work to our benefit. Everything we got is underpowered because of our high hp.
And this is terrible because our class CANNOT fully utilitize our high hp anyways due to our light armor class. Sure we got 20k hp. But it goes down super fast because of lack of armor. In other words, if I wanted to “tank” that way, I would have made a warrior or guardian instead.
So to sum things up:
We gained: 20k hp. 40k hp if you count DS.
We lost: Gadget skills, damage, general under power of all our skills.
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I want to break down the necromancer problems in WvW into 3 simple truths.
1) Worst damage in the game – As in, necro only got one fifth of the DPS of a thief. Since the direct damage of the necro is so weak, most players had to rely on conditions. Unfortunately in wvw conditions gets removed super fast in 2-4 seconds.
Even with BiP, your damage is nowhere near other classes.
A necro can max power and condition damage all he/she wants. All other 7 classes can do better damage.
2) Worst survival in the game – Sure necro got 20k hp to start. But you got no stealth. No teleport. No special movement skills like leap skills. Weak armor. The list goes on and on.
DS for survival purposes is a joke. Of the 4 skills in DS, none of them help you survive.
A necro can max hp and armor all he/she wants. All other 7 classes can survive better.
3) Worst team support – Very few necro skills have boons. And those that do are highly conditional. Well of Blood requires allies to stand in an area. Well unfortunately in wvw, that area would be nuked to shards. Spectral Wall, LOL. Good luck getting any of you allies to run into that in the open field zerg vs zerg. I guess it might be useful when your team is storming though an open gate of broken wall. But usually when that happens your team already won.
Sure necro got a few team healing skills. But you would need to spec and equip for them to be of use; taking away all your damage abilities.
Condition drawing and removals. Plague Signet is bugged and often do not draw conditions. Well of Power, LOL 48-60 seconds?
So worst damage, worst survival, worst team support. Cannot kill. Cannot run. Cannot help. Can’t get more useless than this can we?
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Most of the Heals in game that also remove conditions remove the conditions first then heal so the poison passive dosnt work.
And that pretty much sums up everything about the necro: Most of their things don’t work as intended.
Other than the Flesh Golem, all 4 other minion skills are useless in wvw. That’s 4/16, 25% of our available utilities skills being useless. They die way too fast to be of any use. In fact they often slow down your running speed and prevent you from escaping.
Minions are also useless in PvE dungeons. If these overpowered mobs can one hit kill you, trust me they can one hit kill your minions too. In fact, all 5 of them would die with one AoE nuke.
Even Flesh Golem is useless except for that charge skill. That allows it to knock down a bunch of foes before dying a few seconds later.
Necros should on theory have the best downed skills in the game, since they deal with death all the time. But they end up having the worst.
If only I can bring my GW1 character and cast Empathy, Backfire and Division. All these bosses would go down so fast.
Nerf wells and marks? That would be a perfect example of how a game shouldn’t and can’t successfully be balanced around only one mode (sPVP). I bored of team pvp quickly and mostly do WvW, and I already feel wells have little purpose there, esp for any non wells build. Most fights are large ranging affairs and people have plenty of room to get out of the way of larger marks and wells.
But in sPVP everything is centered around holding these tiny capture points hardly larger than some of the AOE in the game, so everyone makes builds to excel within the circle, but nerfing there might makes them doubly crappy in the other game modes, which is unacceptable for a profession that only has a few avenues that excels in as it is, and one is in large size team vs team fights and sieges.
Instead of balancing with such narrowmindedness, they should try to be a little creative, and think outside the box. One way would be increase tPVP capture points to the size of WvW camp capture points. This would make wells and larger marks less powerful and more easily avoidable without actually reducing our DPS farther in a hard sense, and nerfing the class everywhere else in the game.
Exactly. Why are they balancing the game around a game mode (spvp) that nearly no one plays anyways? If anything they should balance the game around wvw, where massive amount of people actually plays.
And they should consider adjusting and improving spvp, fixing its problems, before nerfing and buffing classes based on it.
Nerfs? Many of us had been crying for bug fixes and buffs for months. But so far very few are happening. If necro is nerfed and there is no major bug fixes and buffs, I would expect many new thieves being created. Thief Wars FTW!
My necro looks pretty. That’s about it.
When you down an enemy, and then your jagged horror dies seconds later due to “auto damage”, and so the enemy recovers and then downs you instead, you know why it sucks.
If they nerf condition removals, so conditions are useful again, they can nerf Epidemic to the ground for all I care. I rather lost one skill than having the whole necromancer class hold hostage because of its “potential”.
Skills are not balanced around WvWvW.
Besides, if they nerfed Epidimic, it would screw over nearly every condition necro out there that uses it…making them way less effective in dungeons, group events, solo play, etc. I don’t think A.Net is going to screw over that many builds across all game modes because you are tired of re-applying conditions or something.
When conditions gets removed this fast, Epidimic is useless no matter what.
Think about it. In a 20 vs 20 zerg fight, you would expect at least 6 guys with 5+ stack/different conditions. But nope. Nearly everyone is clean because conditions drops off them super fast.
Someone please tell me why in other books, worlds, films, games a Necromancer raises and army but here he raises a few weak minions? I am fine with the way we are….underpowered, except for one, tiny little thing: we should make whoever we kill join our merry band of minions. Sounds crazy but we are not vampires. Necromancers generally aren’t supposed to be fast or powerful in combat, instead they raise minions. For a combat freak the game should have Vampires but Necromancers are more casters and spellweavers, which is fine by me but then A.Net don’t make them that good in combat. Yet where we are meant to excell we fail miserably. The staff is average mostly, with the marks recharging too slowly and leaving us at the mercy of the #1 power which is simply bad. Again, our minions aren’t an army which really annoys me, 20 minions should be the norm, weak ones to be sure but a whole horde of them.
This is off topic, but yes I do agree. Mesmer can produce more “bodies” on the battlefield than necromancers. This should never happen.
In GW1 necromancer was the high risk, high reward mage class of the game. Their life sacrifice gives their spell more power than other mages. Their risky game play style was second only to assassins.
My necromancer in GW2 died A LOT more than my elementalists and mesmer. But never did I ever think she was UPed. I run a Dark Aura bomber build for the longest time in GW1 hard mode. I also play other high risk builds in GvG and randon arena. BiP in GW1 was my favourite elite.
I know what I was getting into, and I accepted all the risks. The thrill of sacrificing everything, even my necro’s life, for power cannot be matched. That is exactly what sets necromancers apart from all other “scaredy cat” mages. “I AM DEATH!!!”
In GW2 their risk are (on theory at least) greatly decreased due to their high hp and 2 hp bars. There are also no longer life sacrifice skills. Since there are “very” low risk, there must be “very” low reward. So everything in the necro is UPed.
I felt that Anet is balancing GW2 necros around their high hp and 2 hp bars. I want to get rid of this entirely. I didn’t fall in love with my GW1 necro because she was indestructible. I love her because she was SO insane.
So here is what I am suggesting. Lower the necro’s hp. Increase the risk of necro’s skills. And then buff everything.
I will sum up the short comings of the necromancer:
Because they have so much hp and 2 health bars, EVERYTHING about them must be trash and UPed for game balance.
Condition damage is pretty good in wvw in small group fights. But you surely can’t expect a zerg of 20 people most of whom have aoe condition removals to not affect your conditions.
Right now, Epidemic is in a very good place and shape because of the sheer zerg condition removals in wvw. If they nerf those condition removals, you can also expect another nerf to Epidemic right after it (which I would hate) because every necro and their moms will start abusing it in zerg fights.
Epidemic in wvw is balanced around the necro using it on some dude with 5+ conditions AND standing next to a ball of players. Any decent player with 5+ conditions would retreat back behind the zerg, outside of 1200 range. And even if not, people in wvw are so spread out that it won’t matter. And to top it off, conditions gets removed so easily. And honestly it doesn’t even hurt that much by percentage.
In GW1, 10 pipes of degen hurts A LOT by percentage. And it was possible for one player alone to deal 10 pipes. In GW2 there is no way a single player can get bleeding to stack up to 25, and then Epidemic it. The necro had to rely on others. So the necro had to search though a zerg of 40 enemies, find out who had that 25 stack of bleeding, and pray that the enemy happens to be standing next to a ball of allies, before casting Epidemic.
Think about it. In the heat of a wvw zerg battle, it almost never happens. Yes the damage potential of Epidemic is very high. But it is very situational and very rare.
And Epidemic is limited to 5 targets anyways.
If they nerf condition removals, so conditions are useful again, they can nerf Epidemic to the ground for all I care. I rather lost one skill than having the whole necromancer class hold hostage because of its “potential”.
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Starting to see players from known SoS guilds pop up all over on our server now…
Really?!
To spy?!
Good job SOS you’re finally playing like a proper tier 1 server!
Wohoooooooooo
Well if the shoe fits I suppose, you said it not me.
When SOS players were complaining about JQ or SBI spies, the only thing at the back of my head was: “well where the hell are SOS MI5?”
Spy from SBI? Our official TS is empty all day. Even in our prime time (7pm-11pm) there are barely 3 or 4 guys on TS.
SBI is over. Don’t mind us. :P
I am going to sell all my glues and stuffings for gold. I am wondering should I sell them now, or should I wait until after the wintersday event.
Very depressing week for SBI. With WM gone we have even less people. It seems the only time SBI aren’t outmanned is 7pm-11pm pst. Many other people are talking about leaving.
Sad times.
1) Walls and gates no longer repair themselves after fort capture – This not only adds realism, it allows more counter sieges.
2) Change commander into 3 different grades: Gold, Silver, Bronze – At any given time on one map, the number of commanders are limited to 2 gold, 4 silver and 6 bronze. Gold costs 100g, and would lead the largest zergs. Bronze only costs 10g, and would lead the smaller zergs. This allows more people to take charge and create more divisions in the army, instead of players running around like headless chickens when no 100g commanders are on.
3) Commanders should see the locations of all the allies on the map – this makes it easier to order the players around.
In the past conditions worked in wvw because they would stay on. Lately in wvw it seems everyone have condition removals. I can barely keep a target bleeding for more than 4 seconds. Often it seems the condition was gone in 2 seconds or less. That’s insane!
And unlike gw1 hexes, I cannot “cover hex” to protect my main hexes. 14 stacks of bleeding gets removed instantly.
Think about it. A thief can hit for 4-8k damage a hit, and in a few seconds you are dead.
Necro conditions deals 3k damage in 8 seconds. But in wvw it almost never lasts 8 seconds. And 3k in 8 seconds is so slow that they are easily healed & plenty of time to escape.
All in all, it took so much work, effort and skill slots to do what a thief can do in just ONE hit.
It just seems to me that even when conditions works, they are very mediocre at best. And very often conditions fail to work.
What I recommend is to have some kind of limit in condition removals. Perhaps cut the existing condition duration down by 66%, instead of removing the conditions completely.
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Both Tengu and Largos seem to have been set up as a future playable race by the explicit mention of separate ‘factions’- the Tengu have the North, South, East and West houses, and the Largos have the ‘Tethyos Houses’. Much of the pre-release information on our current playable races focused on their factions, if you remember.
As for what I’d like… I’ll go with Dredge, Elonian Undead, and… possibly Djinn? Just imagine that. The design would have to be heavily modified to allow for armour etc, but it would be incredible.
Undead might be playable because they are a separate race from the Risen. Palawa Joko is the lord of the undead, while the Risen are from the dragons.
Support is not Necro’s weakness. 1v1 is.
1.) Draken ~ a reptilian aquatic race resembling drakes or alligators. Gw2 could use an aquatic race. The largos are cool too though, but an alligator race would be awesome.
b.) Tengu ~ an avian type race would be cool—I wish they could somehow have wings though and fly like harpees slightly above ground on z axis.
III.) Dredge ~ an underground race, could have burrow mechanisms and elites.
Draken would be cool. Another related idea would be an elephant/rhino/hippo race. Slow movement but tough as nail and knocks back foes.
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1. Tengu
Make it part of the Canthan expansion and their starting area at the Dominion of Winds.
2. Stone Dwarf
When ArenaNet finally gets around to making Primordus the next Elder Dragon to fight against, they should introduce the Dwarven race with the effects of the Great Dwarf transformation. Make underground cities made out of stone for them, or better yet, make them occupy the old Asuran cities underground!
3. Margonite
With the defeat of Abaddon, what happened to the Margonite race? Even the Realm of Torment became “redeemed” by Kormir, what happened to them? They are immortal, cannot breed and fornicate, and even in GW1 they were capable of individual thinking. So what happened to them?
ArenaNet should place them under the rule and leadership of Kormir, with the “hostile” Margonites still worshipping Abaddon’s ways and ideals, the equivalence of the Nightmare Court, Inquest, Sons of Svanir, etc. Margonites now live under constant assault by Palawa Joko’s forces and must cleanse Elona off the undead scourge that has plagued it for so long. The fate of Elona is now in the hands of Kormir’s new Order of Sunspears mainly composed of Margonites and the minority being from the other races.
Their starting zone should be inside Kormir’s Redeemed Realm itself, with a portal connecting Fahranur, The First City in Istan and the Margonite main city in the Redeemed Realm together.
I would love to play as a Margonite. I love their growing wings and bodies. Perhaps their body grow colour and pattern can be customized. It is indeed possible that some of them now follows Kormir for power. Perhaps Kormir even found a way to let them reproduce.
Margonite are, in a way, the ultimate “human beings”. They are the full embodiment of magic, the thing that at one point set them apart from the other races.
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Assuming that Anet would introduce another playable race, what would you like it to be?
1) Harpies – Who wouldn’t want to fly?
2) Centaurs – Because 4 legged is awesome!
3) Skritt – Always works in teams of 3 (when you make 1 character, you get 3!). Strength and intelligent in numbers!
My GW1 necromancer from Ascalon performed illegal biological experiments on the Charrs and their cubs. On the eve of the completion of her ultimate bio-organic weapon, her work was discovered by The Order and she was hunted down. She and her clan died fighting against both Charr and The Order at the same time. And with her death and destruction of her experiments, Ascalon was destined to fall years later.
It was never explained how her spirit eventually entered the body of a little Norn girl. This Norn girl would grow up to become a necromancer under the same name.
Fist of the Titans hands down. Their level 42 rating doesn’t lie.
Jormag doesn’t care who he corrupts. Surely he can corrupt Norn females. They might not join the Sons of Svanir, but it won’t surprise me that Iceblood female Norns would exist.
It would be cool if the males and females ends up fighting against each other for dominance.
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I play my necro in WvW.. and yea, I die a lot. I think quite a bit of that is from lack of skill (I’m just not that fast on a keyboard, and I’m an okay player at best), and some may have to do with being a Necro. But… I love me some staff marks! I can hit marks on walls, they are effective on the underside of bridges, they are great at a choke point, and fun laying them over a body someone is trying to rez!! Also, the other day, a thief was after me.. I stood there, and laid down a bunch of staff marks on top of each other, with me in the middle, include well of darkness – boom, blind, weakened, feared, poisoned, and chilled – circle of death. He went down to about 20% health
I eventually died.. but it was kitten amounts of fun!
It is a huge problem when a thief (low hp) can LOLWUT your marks and just walk into them to kill you. A thief should never be able to do that.
The thief should lose their stealth if their health hits 75%, 50%, and 25% for any reason. That means the thief do not lose their stealth each time they get hit. But now at least other class have a way to force the thief out of stealth.
Of course, the thief can stealth again after. But at least now they cannot perma stealth.
All I got have to say to the dev team is PLEASE do not give in to all the people crying for nerfs on thieves.
I played a thief and I want them to be nerfed. Thieves are killing this game.
Neither is better. It depends on situation. But there are 3 main factors:
1) Conditions are usually quickly removed – Because of this, you do want to do as much damage as you can before the condition is gone.
2) Condition duration benefits all conditions, instead of just poison, bleed and burning – So it would benefit conditions like Chill and Fear.
3) Condition duration works very well with Epidemic – When you cast Epidemic, only those duration that remains after will hurt the enemy. For example a standard Fear only lasts 1 second. As a result Fear is useless with Epidemic.
All in all, I would give the slight edge to condition durations. But damage is also important. Overall, I would recommend an upgrade ratio of 1.5 to 1. That means when you improve duration by 15%, you should also improve damage by 10%. 30% to 20%, etc.
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