No changes even in the leaked notes so yes, we’re are stuck with this amazing and useful minor trait. So happy.
Edit: After thinking about my build, no terror may actually make me reconsider my build/traits as I may not be able to fit it in now that it’s moved. Only means I’ll need to put ten points elsewhere or use another trait in its place. Hmmmm.. I hope the patch is in before I leave for work tomorrow so I can at least see my options.
Edit 2: I stand corrected. This actually has no affect on my build at all. Yay for buffs!
(edited by Chesire.9043)
It doesn’t destroy the builds. You’re over exaggerating. I mained Mesmer since beta. All it does is force you to actually think about your actions instead mindlessly spamming clones and phantasms on lower than normal CDs.
Besides that, listing all of those skills it affects and how much of an impact it had on Mesmer only solidifies that it deserves to be a grandmaster trait instead of a measly 5 point minor. You’re actually wanting sympathy? Really?
Burning trait feels like it will be very lackluster, especially if you use condi duration food. This will only increase the burning duration and allow it to be cleansed or transfer much easier. Against a necro with a lot of transfers, like my build for example, you will likely eat a lot of that damage yourself. If OH dagger gets the faster projectile speed from the leaked notes, that will be a huge buff to transfers. This means that even without burning, you can transfer it back to whoever lands it on you with an even better success rate than before. So for a condi build, why bother?
Honestly I feel that my build was buffed, especially if Spectral Wall does actually get Fear. I may alter it, though, if I can to get stability in DS fr sPvP but for WvW I see it as a buff.
I will need to duel some people that take Dumbfire though, but from what I’m seeing it is causing you to give up too much for it.
Condition specs are always going to have a harder time generating life force than power specs. It might not be a big change, but it will definately help. They may buff it further for scepter if they need to.
I admit I had trouble getting LF before I switched to my current Condi build, I just feel the change could have been better than 1% extra. I guess it just makes me tankier in the form of getting more LF but.. still sounds like a disappointing change for Scepter.
I would have rather they decreased the activation/animation time of S/D skills rather than adding 1% more LF generation. Would have done way more in terms of buffing it. I do like the increase projectile speed on dagger 4 though. That will be amazing.
(edited by Chesire.9043)
Is the extra 1% per condition of LF generation really going to make that big of an impact? My current spectral/condi build really has all the LF generation I need for a fight and I rarely even use the skill. It could at least do something for conditions; add a bleeding stack or two, increase duration of applied damaging conditions, poison the enemy.. something.
Am I the only one underwhelmed by what the leaked notes are saying about it?
2, The necro has nothing spammable for such situation, and especially no viable aoe poison
Wells may be getting reduced CD’s, and power d/d is pretty spammable and hits hard. Unless you were talking about a ranged option, in which case Wells may be getting reduced CD’s.
Not saying I don’t agree with you, just saying we somewhat have an option. And then there’s fears we can use to get people off the person being res’d.
And then there’s that 10% projectile speed coming to staff maybe. Eh? Eh?
But seriously.. Buff necro’s.
There is a server vent at the moment, just need to get bodies into it.
I’ve only recently heard of it. No one really mentions it much, but I’ve seen a few commanders talk about it.
Friendly bump~
Getting a few responses, wanna keep it up.
Should mention in-game name is Caritas In Veritate.
I seriously see no reason for CB to be nerfed. It’s already hard to even get it to land. Then I look at Ele, Guardian and Engi’s being able to completely cleanse those condis or even turn them right back into boons just as fast as we can convert them. So I ask you, why?
I’ve tried doing this quite a few times and really the only thing it made me realize was that I had to possess some sort of clairvoyant ability to make sure my marks were actually triggered, especially when fighting thieves.
If you’re fighting a well played thief, your marks will never trigger without Greater Marks… Ever.
Looks like they might be toying with the idea of making a perma-stability bunker Necro viable too based on the alleged changes. We shall see.
Didn’t they say we weren’t getting anymore access to stability not long ago in the SOTG?
There is something seriously wrong with my necro’s toughness
Ok what has happen to my necromancer i feel like im run a glass cannon 1000 though build I AM NOT! i have way other 2.6k toughness but no matter what i fight i am get smashed into the ground in like to hits by white mobs no less.
I used to be classed as a tanky build now i can’t survive being attacked by 2 mobs my toughness seams to not work at all "EG i don’t seem to have any, Im not the only one who has notice this other guildly have reported the same to me, they seem really squishy more squishy than they should be with toughness in the highs of 2.5k, 3k what is going on?
Has any other necromancer seen or experienced this as it make my main unplayable in PVE and dungeons as of now and dungeon are of the question i just can’t survive them anymore.
Can a GM please look into this problem as it’s not just my imagination.
What mobs are you fighting?
What level are you?
What is your HP?
You need both toughness AND vitality to see any real effect from both. You will take around the same % of damage if you’re only stacking one. Regardless in PvE, you should be focusing more on damage than anything else anyway.
Well the upside is that with greater marks you don’t have to have pin-point precision and near clairvoyance to land default Marks. I think I could live without the unblockable effect, or at the very least learn to time my marks for when the target isn’t invul of blocking.
Due to the staff CD’s (as I never take the CD reduction anyway) and damage overall, I feel it’s mostly a utility weapon so really anything going through a block isn’t going to effect much anyway. Really all the unblockable effect does for me is let me begin my rotation slightly sooner and the only time I ever really notice it being useful here is against a shield carrying Warrior or a Guardian. Even then, it isn’t that noticeable to me. Most other professions rarely seem to block and instead either stealth (Mes, Thief) or go completely invulnerable or evade anyway (Engi, Mes, Ele, Ranger, Thief)—thus the unblockable effect does nothing. Invuls and evades are way more common than blocks due to the majority of professions having those over blocks.
This is just specifics to me though, as I said, and I have no idea how others would see the change. I’m not sure it would be quite the bottleneck we have now though.
(edited by Chesire.9043)
It’s all right. I’m loving reading the people whining about the functionality of a skill that doesn’t exist yet (and by my guess for the rest of the notes, won’t exist either).
Reanimator sucks.
In all seriousness though, I find it beneficial to at least ponder the possibilities. Sadly, I haven’t really found any decent changes that I could make to my build based on these notes so it hasn’t helped me at all.
If your running vamp necro chances are your also running sigils and runes and food for siphoning. If you buffed the traits siphon too much along with buffing the life force gain WE WOULD NEVER kittenING DIE EVER. It needs to.be done carefully.
This is why PvE and PvP skills need to be separated.
It’d be like pong, but with death
Pong? http://www.youtube.com/watch?v=cNAdtkSjSps
(Necro’s need this custom dance style.. just saying)
The game is free after purchase. Just test it out a few days, check out the changes, and if you don’t like it then don’t log in for another few months.
I came back a little while ago (bout a month or two) and have been enjoying myself since then. There aren’t really a lot of other games I want to play right now, either, though.
Out of curiosity, how many Northern Shiverpeaks players do we have that play Monday, and Weds-Friday evenings/late nights?
I’m usually on home defense and have seen the same few people communicating back and forth to keep home defensible from those small roaming/annoyance groups that trickle in in the evening to late hours, mainly when our forces are concentrating on EB. I’m wanting to add these people to friends list, maybe get together in TS and if our numbers rise possibly even consider a guild.
Mainly, though, what I want is to not be trying to run solo. I’m working on getting a commander tag for when we simply just don’t have any, but until then I really want to help contribute and coordinate our home defense better than what we have.
If you’re interested in this and play during those days/times please either msg me in-game and/or add me to friends and also reply to this thread or msg me on the forums with your play schedule. There are no class or experience requirements, just the willingness to communicate and not to get too discouraged if we get our faces stomped in while waiting for numbers to gather.
NSP definitely needs some more people that listen and follow commanders.
Os is really the only organized guild I’ve seen here. But a few of us have been keeping home pretty locked down until we get out numbered by organized groups.
Don’t leave out zos bots and as and all the smaller guilds oh and we have nsp too
bots is the only other one I see tbh, and I don’t see a lot of them running together. That’s not to say they aren’t in EB destroying people, but I don’t spend any time in EB really.
I mostly help out at home and have helped with breakouts from time to time when we’ve need to attack other places in order to regroup at home. So I don’t see too many guilds besides Os that are actually traveling in groups.
I would probably be of more us to our server if I had a commander tag to flip on when these guys are fighting in EB. I’m just not confident in my leading ability; not yet anyway.
From what i have heard from outside sources… fear on spectrall wall will not make it in this release. Now… outsides sources might not always be reliable… so i’m just telling you guys what i have been told…
I stand by my original statement though, spectral wall is amazing as is.
I wouldn’t be surprised if it didn’t get fear instead of vulnerability. As is, SW is really good for both power and condi builds. Imo it’s one of our better utilities, especially when you take in the drawbacks of CB, Epi, and Plague Signet.
Do appreciate the heads up though. I’m a little excited to see what changes are actually made. Trying not to get my hopes too high though.
I would really really love if Spectral Wall combo’d easier and Marks were blast finishers again. I’m sure the amount of Chaos Armor would could produce wouldn’t be OP.. Right?
But really though, we lack diversity for sure. Poison fields out the butt. Maybe we’ll love them when we get the weakness buff?
Let’s hope that Mesmers and Thieves getting Torment was also removed.
You do realize that the way they would get it (if it’s added like described in those patchnotes) is far from being OP, right? Actually, many people called it completely useless.
But why do I even wonder. There will always be people crying about stuff without even looking at the facts first. After all, crying is so much more fun (apparently).
Where did I say it was OP in my post exactly and why did you quote my post specifically when there are plenty of other people posting about how them getting it is completely unwarranted?
I would also like to know how “hoping” that the two strongest professions in the game don’t get a shiny new toy is the same as “crying” when clearly other professions need more attention to begin with.
Or… were you just wanting to troll and decided to pick the first post you read?
I’m curious how this ability is going to work. My main questions are:
1) How long is the channel? A longer channel means easier chance to interrupt which means a wasted CD.
2) What’s the CD?
3) How many stacks of torment are we talking per second? 1 stack per second? 2 stacks per second?
4) What’s the duration on these stacks applied during the channel?
I’m curious if these will be of any use after we leave DS and if they will still tick after the immobilized has kicked in. My assumption is that they will only last long enough to stay on the target until the channel has finished, since they will be immobilized once it is finished thus damage will drop.
5) How long is the immobilize?
6) Does LoS effect the tether?
All of these play into how useful or useless this new skill and condition are going to be to all of our builds, but are relatively easy to answer once we can test it. The questions then become how can we make use of it, will the 15% CD trait be worth taking for it and how is it effecting our ability to stay engaged or kill targets that try to escape when low?
I got told by a reliable source that this patchnotes are about 2 weeks old and not everything in them will be in the patch.
The one thing i was told that ins’t in any more is the fear on wall…
That kinda disappoints me if true, but of course some of the things in the maybe fake patch notes disappoints me also so I guess it doesn’t matter.
Either way, Spectral Wall has earned a permanent place on my bar as a Chill/Terrormancer and I love it as it is. The 1s fear was just an awesome buff.
Let’s hope that Mesmers and Thieves getting Torment was also removed.
NSP definitely needs some more people that listen and follow commanders.
Os is really the only organized guild I’ve seen here. But a few of us have been keeping home pretty locked down until we get out numbered by organized groups.
I have a sad.
15 char.
I doubt the combo field will get fixed any time soon, even if it did Mesmers will still remain the best CA generators for themselves and groups.
0
You can’t heal in Death Shroud.
Yet.
To answer your question Chesire, 900 HP would heal 243 per second, acouple passives that will really help us post-patch;
Regeneration = 130 + (0.125 * Healing Power) per second.
Soothing Mist = 80 + (0.05* Healing Power) per second.
Transfusion = 2,628 over 3.5 seconds (751 per second).
Interesting numbers. I’ve seen minions heal nearly 200ish per hit as well so that makes me think bunkering may be more viable, we still only have fear to knock people off point though.
Thank you Ascii.
Ok, i have kind of changed my mind here… Didnt they say this new skill would have to work for every build?
How can this possible work for a power build? Just another patch for the boring, dull condition build.. Sigh
Tainted shackles into wells, burn the suckers and then torment to keep them from running away while you drop kick them with your dagger.
Condition necros though just got ridiculous. Torment combined with Terror = so freaking scary
It depends on the numbers.
It makes me wonder also how this will work with chill builds. My Terror/Chill hybrid may be even more amazing or it could just make the chill part completely worthless. It does give me an idea though: Torment them while chill isn’t on them, then chill them while torment is on CD. Either way, running away either isn’t a good idea or impossible…. in theory.
This reminds me of a Ranger skill that I used to love in RIFT. It was called Barbed Shot, on a rather low CD. You’d host the target and every time they took a step they took about 200 damage. It was highly effective in killing targets that were running away with low HP but RIFT was horribly unbalanced anyway at that time.
I don’t agree that giving it to thieves an Mesmers is a good idea. Condi thieves are one in a million, fine, but Condi Mesmers can be very lethal because I used to play one and it is deadly in the right hands.
I would really love to see the damage formula for this and I hope it scales differently for Necro’s than the other two professions. This may be an utter disaster honestly.
Even as a condi necro, this new condition worries me a lot. I can’t say that I agree with this at all.
I also don’t agree that Mesmers and Thieves actually need something to keep people from running from them. I ffs, look at their mobility! The only class they can’t catch is an Ele and that’s only because of RTL; hell they can probably catch them too.
I’m not whining, I’m just very concerned that this is going to destroy what fragile state of pvp we have. It may be a bit much giving it to those two professions.
This is one bizarre bug to say the least. I hope it isn’t doing this in WvW also.
Why June 20th? I figured it would be more like the 24th or 26th. Did I miss something?
Getting tired of fighting full premades with full solo que groups.
Supposedly better match making system is in the works.
So we’ll see. “When it’s ready.”
Haha, I remember when I first did Fire Elemental when it was relatively new – EVERYONE there (about 20-25 people) was in their undies or close to it due to how immensely difficult it was.
Nowadays, it’s rare to see someone actually die against Fire elemental.
I wish Shadow Behemoth was a bit harder though or had better tricks to prolong the fight without making it too hard (due to being in a starting zone) – like maybe his giant red circles would do pulsing fear, or doing huge knockback, instead of doing piddly damage which people just ignore.
Yeah the massive AE damage on top of the hundred fire Imps that spawned like every ten seconds. Bodies were everywhere and if they weren’t we were running back from the farthest WP since the other was always contested.
SB circles used to insta down people if they hit. Now it’s like, “This boss has aoe attacks? wut?”
The difficulty scale/level shouldn’t influence the mechanics at all. Saying that it is that way because it’s low level is an insult to the players’ intelligence. It’s like saying we can’t learn mechanics while fighting. They don’t have to do massive damage or have tons of AoE. CoJ is the most ideal example of how every world boss fight should be.
He moves around, the NPC’s are actually part of the fight by shooting him down with flak and sending golems towards him; even though he lands in the same spot each time he flies off the fact of the matter is he moves away from the players.
Shadow Behemoth could teleport around in the swamp which would cause AE damage to anyone in the ring, his portals could have higher base HP and heal him the longer they are up. His adds could spawn in greater number and faster, scaling with the number of people involved. Fire Ele could spawn more Imps and have different attacks based on player size.
Many many mechanics could be changed that wouldn’t necessarily increase the damage done to players but would just make the fights more involving. Shatterer is the biggest disappointment of all of them honestly. He’s massive, looks amazing, and doesn’t absolutely nothing. The NPC’s don’t fire cannons at him and his attacks are garbage. You’d think at the very least he would have some massive tail swipe or rain lightning down everywhere around him as he took flight and circle the battle field til he was shot down again; who cares if he lands in the same spot every time?
It’s less about difficulty and more about eye candy and mechanics. Many many things can be changed. Would it take time? Of course. But they could do it one boss at a time and have most of them upgraded (or at least the dragons) within 6 months I’d wager.
Obviously this is a matter of opinion, but I think we can all agree that the PvP population is badly in need of a boost and solo que will provide at least a measure of that.
Or at the very least it provide enjoyment for the casual players which seem to be in greater number than serious teams in the queue as it is, especially when the higher ranked teams have access to custom arena’s.
solo and duo players in 1 queue, 5v5 in team queue. player poll should be from all servers put together. different ladder for solo and team and everyone’s happy.
if you’d get long queue time with all servers polled together, it just means the pvp in the game is dead.
Pretty much my thoughts on the subject also.
I like duo ques, but if you’re going to queue with three people you may as well get a team together. EVERYONE has at least one person in their guild that wouldn’t mind queuing duo in a pvp match, whether they know it or not. I would much rather lose with a friend on my team (someone to trash talk and rage with) than to just get totally creamed because I just queued up alone with no one to vent my e-rage with.
The ladders obviously need to be separated; this is just pure common sense.
I’m curious as to why world boss fights, specifically Shatterer and Teq, are not like Claw of Jormag? To be less vague, I’ll explain the fight with CoJ.
When CoJ comes in, he is shot down with Flak Cannons (cool). The NPC sound like they’re participating and helping the players in the fight and people even use the bazooka’s there because you have to stay away from him until that ice wall comes down. He’s stunned, everyone rushes in and wails on him til the stun wears off, then he takes flight again. This is repeated until his HP gets low and finally his wings are completely blown off and he crashes (cool).
Second Phase, mobs on the cliffside are constantly flinging stuff at players all while we try to burn down ice pillars and fight off champions; others are firing at CoJ with the bazooka’s and we’re all being feared by the roar. First one champion, then two at a time until CoJ is finally put down. Fun fight.
I will admit that this fight is, like the others, repetitive and you know what’s going to happen after you’ve done it once. But I also have to say that I love this fight more than any other in the game because it is more interactive both with the NPC’s and with other players. It actually feels like a low level raid from a game like Everquest 2 or even WoW.
Now we look at Shatterer and Teq. They do have interesting mechanics but they are never used. Everyone stands basically in the same spot every time (even the bosses), press 1 and then go make a sandwich til the fight is over. The only difference between kitten and Teq is that Teq fears so you have to reset your position and press 1 again. These fights are boring. The bosses are basically constructs with no other interesting features and really massive HP pools; they are nothing but damage sponges.
Fire Ele in Metrica Province used to be so strong it was almost annoying to fight because of all of the adds and AE on the ground. This was eventually nerfed into the ground and now it’s the same as Teq and Shatterer with the exception that you have to move a little to the left or right to get out of the few red circles that appear.
So I have to ask, why can’t world bosses be more like Claw of Jormag? The bosses move, the NPC’s seem to interact more with the players and the mechanics are actually useful? For Teq, I’ve only ever seen the laser fired once and that was because I was the one to fire it for the the achievement. I never see the cannons used for Shatterer. Fire Ele just gets the old tank and spank; Wurm is the same; Shadow Behemoth as well.
I can’t say that I have participated in the Golem or the few others that offer a chest but these events are my most frequent visited ones and I can’t help but wonder why they are so boring and can’t be changed. This really makes me worry for future expansions and bosses as well. Even Zhaitan, with all of the hype from the story, is said to be extreme disappointment. (Note that I’ve never completed the story yet so I can’t speak for myself.)
The bosses need to move, teleport, or something—anything to make them involve the player more than just standing in one spot and going afk after pressing auto-attack. Does anyone else think these things need to be changed?
Out of curiosity, let’s assume we are in tPvP on a point in a 1v1 without poison applied to us. Our build has about 844-900ish healing power; about as much as running a shaman amulet can afford without hitting like a wet noodle in a rain storm.
How much healing can we expect to get from our own regeneration while in DS for say, 5 to 6 seconds?
I’m not sure I would get the math right. Just curious how much benefit we’re going to actually get from this if we’re on our own.
Gibbly does stream, and he is pretty awesome. Besides that, I’m going to start streaming and I am okay at using Minions, completely terrible at everything else.
I shall be expecting a link and stream times.
Once I get better with my build I will start recording a few matches for youtube. I’m not sure my ISP is giving me the bandwith to stream live. Just watching a stream while in-game causes massive lag spikes.
Not sure when he streams but if you search twitch fr giibbly he has quite a few tournaments on his page. Other than that I haven’t seen anyone streaming that is any better than myself and I’m rather average, if not below average.
Not for Necro’s anyway. I will mention that I work night shift and may miss thos e players that don’t stream in the later part of the day.
Necros don’t do so well in 1vX because we have no skills that evade, dodge, or block for us. We cannot attrition like we’re supposed to. ANet knows this and are (hopefully) working on solutions to this problem.
What confuses me (and a lot of others) is how they’re going to do this without blocks, evades, and/or invuls. DS is not a viable option in my opinion, as it locks our entire skill bar including utilities and cuts our DPS by a large margin (at least for condi builds).
Unless DS 5 turns out to be some amazing condition damaging skill on a relatively short CD, I don’t see it. Maybe with faster skill casts and lower CD’s? Maybe?
Around a week or so to go, either way.
Running a Terror/Chill build and it works pretty amazingly. 1.2k+ Terror ticks and nearly perma chill. It’s pretty lawlz.
From what I can tell, the only things that cause it to fail are dodges, blinds, and certain block skills regardless of it being unblockable. It can be cast while running away, and I thought this was the same for Plague Signet but that isn’t the case and will sometimes cause Plague to go on full CD if attempted to cast that way. Plague Signet also misses for all the reasons that CB does besides the target being behind you.
Makes me sad face.
Hey Mezereon, have you tried using any of the custom arenas from the PvP browser? It might be better for you guys to practice that way!
The custom arena’s are either dueling servers or zergfests and due to them only being in beta, there aren’t a lot to choose from anyway. This might be a band-aid for when custom arena’s open to the public but it doesn’t fix the matchmaking.
I personally think each class should have it’s own ranking as well, instead of it being account wide, but I’d rather see the basics done first.
Noone uses up DS just to cast these (except for stability before stomping). Fury is useless as a condi nec, usually if you are using up DS you are in trouble. Tp proc weakening shroud means that you are in the middle of the fight which isn’t the place a condi nec should be, and even leaving shroud in that sitation is the worst idea.
If you’re a condi necro and are not using DS#2 and #3 in your rotation at some point (DS2 should be used on CD in most cases) then you are doing it wrong.
Just saying.
Necro wasn’t even mentioned lol.
Anyway, I will agree to some extent that there are too extremes of damage and bunker. The issue is there are are also two different playing fields—sPvP and PvE/WvW.
These need to be separated entirely before they’ll be able to balance anything correctly and thus far they have only partially separated the two with a few skills spread out across each profession. This is wrong and will not help anything. It would require more work on their part but balance would be easier to do and changes in one area would not ruin the gameplay of the other like it’s currently doing.
They need to get with the program.
Good plays and communication. Love me some Condi Necro ownage.