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HGH Engineer...

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Posted by: Chesire.9043

Chesire.9043

IMO, red circles should appear to show where the nades will land. I just see explosions come out of nowhere and can’t tell if they are friendly or not. If there are already red circles and I just can’t seem to see them (which is possible) then nevermind.

/thread

this NEEDS to happen

/signed

Also, that 25% hp immunity to conditions is a bit stupid to me. It’s the best defense against conditions in the game and most condition builds aren’t carrying enough attack power to out heal protection/regeneration and to completely stop damage (using elixir to convert all conditions to boons = gg) is just too much. If it’s a condi necro, it’s a death sentence because we can’t disengage so you will either outlast us or burn us down with nade spam from all the might stacks that we can’t control any longer. Basically it makes us completely void and I don’t think any trait should totally cancel and entire build. I can’t speak for anything but Condi Mesmer and Condi Necro, but condi necro is basically a wet noodle at that point.

(edited by Chesire.9043)

So Shaman Amulet Builds

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Posted by: Chesire.9043

Chesire.9043

I think it would work in WvW with foods and such, simply because you’re not sacrificing a lot of your damage but I can’t say I’ve had any roaming battles since I’ve twinked my WvW build to apoth armor.

In spvp I’ve sinve went with a rapid build but I’ve not gotten to play it much due to work however the bleeds tick for 120-137 each and they can spike fast. I’m opitmistic about as far as dealing damage and it can be somewhat tanky as well because of a lot of LF generation. It still doesn’t fit my previous wants though.

I’m hoping the new changes we get this month will take my mind off an outlast build but I really was hoping to squeeze one out of the necromancer just for something more unique in the class.

So Shaman Amulet Builds

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Posted by: Chesire.9043

Chesire.9043

Some good thoughts in here for sure. Mainly what I was going for was an outlast build, not so much a bunker. Something equivalent to the new Ranger meta that we see a lot. Due to player skill though, I’ve not found one I thoroughly enjoy. I’m reluctant to use WoB simply because I just don’t think it has the healing to keep up with the damage output of the new Rangers on it’s own without using another Well with it.

So in my mind, already you’re having to use a heal and a utility to mitigate damage while you deal it. With wells, that’s a really large gap to be burst in for anyone.

So Shaman Amulet Builds

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Posted by: Chesire.9043

Chesire.9043

I’ve never seen that rune proc. Ever.

Update on build. I can’t get it to work at all. It may be tough against everything but a BM Ranger and can’t handle 2v1’s though I’m sure it’s a skill issue. It hits like a wet noodle also.

Pretty discouraged at this point. Rabid GC seems to be our pigeon hole.

So Shaman Amulet Builds

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Posted by: Chesire.9043

Chesire.9043

I actually really like the Blood Fiend after using him. He adds a little damage and his regen is over 1k if you give pets siphon. His sacrifice heal gives around 5k and he can be on a 16s CD. I just have trouble watching his HP pool in combat. It’s pretty wasted HP if he dies without you using him. I wish it would automatically heal you when he died.

I may run something like this in WvW since we can hit pretty decently with food/crystals/sigils. I’ll see if I can’t get it to work in sPvP to where I don’t hit like a wet noodle. I was using the Heal out of DS trait but didn’t get the 5s DS trait, I’ll try that. Thanks Ice.

My main concern is keeping Bleed ticks for around 90-100 so my damage isn’t awful. Preferably either after a few kills (sigils), or at best case scenario, before. I doubt the latter is likely due to the tankiness but I’ll give it a shot regardless.

(edited by Chesire.9043)

If we get burning on top of terror.

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Posted by: Chesire.9043

Chesire.9043

I was thinking, though, what about this: 25-50% chance of 1 to 2 second burning whenever you poison your target?

The problem is that Epidemic would benefit nothing from it. And likely won’t. Good in 1v1, but condi nec isn’t the classic 1v1 prof.

Epidemic doesn’t need to benefit from it. That’s what other professions and teamwork are for. You have guardians, Ele, Engi, Warrior, Rangers, and even Mesmers to some extent that can all applying burning in one way or another if you want to coordinate a burning Epidemic.

If it were made so burning could be applied by epidemic from us every 12-15 seconds, we’d have the Nerf Mafia nerf our limbs, remove them from our nerfed bodies, and feed our carcasses to the nerf pigs.

So Shaman Amulet Builds

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Posted by: Chesire.9043

Chesire.9043

Siphons and Regeneration would be sufficient sources IF they benefitted from healing power much. This depresses me though, since it seems to bring yet another face tank build down to subpar compared to everything else.

I was just curious if someone tried something I didn’t. I was pretty thorough.

So Shaman Amulet Builds

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Chesire.9043

Has anyone come up with one that works lately in spvp? I’m running an apothocary build on my necro in wvw/pve but I’ve been tinkering with a siphon/regen tank build using the Blood Fiend (I know his siphon isn’t affected by HP) and it sorta worked but anyone that knew to kite/ranged me would usually defeat the build rather easily due to pet AI. I wouldn’t mind a decent regen build but I’m wondering if maybe it’s a lost cause.

Anyone else try this out? I think I’ve exhausted some of my ideas and have moved on to playing around with spectral skills like Grasp that you don’t see used often.

If we get burning on top of terror.

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Chesire.9043

I was thinking, though, what about this: 25-50% chance of 1 to 2 second burning whenever you poison your target?

If we get burning on top of terror.

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Chesire.9043

Burning looks like a single target or 1v1 aid mostly, which we need, its not going to do much to increase our already potent AoE damage, because it runs so fast on most all skills, it is unlikely to be spread via epidemic more than a second or so. Nor are we likely to get a version that hits everyone on any single ability.

Not if you do what I do: Walk into a burn field from War or Ele and then transfer. Epidemic that stuff and bam! 4-5 (or longer) second burning onto entire groups.

Best active class for soloq

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Posted by: Chesire.9043

Chesire.9043

Another one bites the dust

If we get burning on top of terror.

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Chesire.9043

Perma-Chill builds would become the new meta for about week til they got nerfed into the ground then we’d be right back where we started.

Another Useless Fact about Reanimator

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Posted by: Chesire.9043

Chesire.9043

Please try to keep the thread civil.

On topic:

The issue with it taking AE hits for teammates is 1) It has a health degeneration of it’s own so it will probably die before you get to the fight and 2) it doesn’t have a lot of health to begin with especially seeing as it’s usually one shot by anything that hits it.

The only real way I can see to make it even remotely useful is to take Death Nova. But like I said, it’s more likely to die before it is anywhere to be useful and in PvE you really don’t have a lot of usefulness for poison save for very few situations where a boss may heal through regeneration.

Is our downstate health still not fixed?

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Chesire.9043

Since we are getting a patch in the near future I think it’s safe to assume that it’ll be fixed then.

Another Useless Fact about Reanimator

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Chesire.9043

People around here are so horridly misinformed about the Reanimator trait that they keep quoting issues that don’t exist anymore to try and say the trait is bad, terrible, and the worst thing ever. Fact is, almost none of these things are true.

Attachments:

no idea what to do against Mesmers anymore

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Posted by: Chesire.9043

Chesire.9043

I’m getting better at Mesmer but I still have trouble sometimes. The best advice I can give is to pin point the real one as fast as you can and AE the clones as much as possible for shatter Mesmers. Killing clones effectively reduces that damage. I’ve found that Spectral Wall is also very amazing at mitigating the damage if you do happen to get immobilized and BF’d.

To be honest, the hardest things for me to beat now are Engi’s with that condition immunity at 25% hp. I’ve yet to beat one in a 1v1 because they linger there for so long and there’s no way to disengage them if you’re out in the open. If anyone can give me advice on this, I’d be appreciative. Personally I think that trait is way too powerful.

Community Thoughts - WoP and WoC

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Posted by: Chesire.9043

Chesire.9043

More skills hard to balance because of the stupid conquest only sPVP mode.

Everywhere else they are gimpy, or even more gimpy. One easy change might be to make the durations last longer, say 50% longer, in PVE and WvW.

The only issue is they are still on the rather useless end in sPvP. Durations need to be around 35-40s mark instead of 45-60; even then they run the problem with being situational.

Community Thoughts - WoP and WoC

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Posted by: Chesire.9043

Chesire.9043

Better pulse and lower cool down is the only way to go I suppose, after it’s all said and done.

If we get burning on top of terror.

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Chesire.9043

Love it Iceflame. A shame it takes so long to make these, but very humorous. I would much like to see these more often when possible.

Now, on topic. I don’t think burning will be THAT powerful. Obviously it has a good chance to be OP but it doesn’t stack in intensity, only duration. In most fights with people carrying quite a bit of condi removal duration doesn’t mean much (unless you can epidemic it on someone who’s burnt (lol) their cleanse already).

What’s more, Engi is immune to having conditions applied at 25% HP (might as well say indefinitely but there is suppose to be an internal CD). Thieves remove all damaging conditions with a heal, Mesmers can throw it back at you, and Guardian can convert it into Vigor.

Ranger’s might QQ a little bit because it would even the playing field a bit more with their BM builds, Elementalists won’t even notice a difference, and Warriors… well.. We’ll see what changes they get.

I personally want to see our CD’s reduced and some of our traits/utilities made into something actually useful more than I want to see burning or a new condition. I really don’t think either of those conditions are going to help us much. Sure I’m excited to get them, but we have core issues that need fixed properly and not kitten just because we’re getting something new toys.

Community Thoughts - WoP and WoC

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Posted by: Chesire.9043

Chesire.9043

[snip]

I guess if all wells were ground targeted by default and we got another trait in its place it would also help a lot…

What about a duration increase from 5 seconds to 10 seconds as a trait?

Would be too powerful.

Raid on the Capricorn - Cannon

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Posted by: Chesire.9043

Chesire.9043

I really just hate the map, but I see what you’re saying Fomboy. I’ll probably fix my necro up with Spectral Walk and troll the cannon myself if I ever decide to play the map.

It’s just a small thing that has bugged me since it was released.

What can I get for playing sPvP

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Chesire.9043

Don’t listen to this guy.. He’s a newb.

(But seriously LOL @ the link)

Raid on the Capricorn - Cannon

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Posted by: Chesire.9043

Chesire.9043

So it’s pretty clear that most everyone hates the map as it is, but I have a question:

Why can the cannon NOT be destroyed? Further, why are cannon balls not dropped on teleport?

I usually just spectate or leave entirely when this map comes up in rotation. So I’m just curious.

Switching Sigil damage.

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Posted by: Chesire.9043

Chesire.9043

With my condi build Geo would only hit for 375ish switch damage but the 3 stacks of bleeds were pretty nice.

I’ll go play with a golem just to be sure I’m not blowing smoke out of my kitten though.

Edit: With my Carrion amulet / old build it was around 375. With this current build it’s 274-277. Funny enough, the combat log calls it Frost Burst.

(edited by Chesire.9043)

Community Thoughts - WoP and WoC

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Posted by: Chesire.9043

Chesire.9043

With current implementation, id rather combine the effect of well of power into Well of Darkness (since corruption is kinda a offensive well it wouldnt make much sense to put a defensive well effect in it).

Interesting idea.

Community Thoughts - WoP and WoC

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Chesire.9043

Do you guys feel like these two wells should be combined?

I personally like both of them, but only at the same time. They only convert one condition/boon at a time over the course of the 5 seconds they’re active. This behavior is much like that of the Mesmer Null Field (except it completely strips them and it can be extended for longer duration).

In my current build I’m testing WoP and it just seems very lacking to me. The rate at which conditions are applied, depending on the class your against, it just can’t keep up and inevitably becomes a useless utility to even have. The same can be said about WoC but I don’t use it much. Boons stack insanely fast for some professions (as we all know) so while it is easier for it to keep up with boons, it still ends up falling short and is negated by a single cleanse in most cases. To make it even worse, a good chunk of cleanses are on a way shorter CD or at the very least on par with it (even when traited for shorter CD).

The questions are, if they were to be combined into a single utility—what would we replace them with and would it be seen as overpowered? Keep in mind that this would go a long way for Well builds (imo anyway).

Another Useless Fact about Reanimator

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Chesire.9043

Let me get this right….this trait is MM focused and forced on any spec that uses Death magic; yet does not work properly if you actually go MM spec and use more more than a couple of the minions that are worth a kitten ?

I’m not sure whether to laugh or cry.

Well, I still lay down that I’m only human and that even if I’ve been doing something wrong or have looked over something each time—the trait is still garbage. +20 toughness for ~10 seconds (or less if in combat) is a very underwhelming and pointless idea to take up TWO minors.

That alone makes me just want to shake my head and shed a tear. How this made it past beta I’ll never know.

Corrupt Boon in WvW Updated

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Chesire.9043

Unblockable should be just that, unblockable. Short of being Invulnerable, if something is unblockable it should either be completely or not at all. Saying it is and still having it blocked is misleading.

Also having the same troubles with Plague Signet. It isn’t unblockable but it just fails at random, a lot I might add. It just doesn’t land. It could be that with the sheer amount of evades that Rangers and Thieves are running now, coupled with Mesmer and Thief invul /invis and the fact that all three of these classes are the most played, is the reason it’s so noticeable and that it is working as intended it’s just being evaded or blocked very often.

Either way I hope they fix them both when they tweak our utility and fix our stunbreaks.

Another Useless Fact about Reanimator

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Chesire.9043

OK! It wasn’t working at first. But after a couple kills it was working again. I think the Bone Minions cause it to glitch out. Tried the rest of the pets and it works fine. Bone minions seem to make it not work sometimes.

Very odd. If anyone else notices and/or repeats this let me know so I know I’m not crazy.

Another Useless Fact about Reanimator

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Chesire.9043

Imagine if they totally juked us and made reanimator into THE trait to have, just for laughs.

Reanimator: delete your target when entering death shroud

This made me LOL irl.

Another Useless Fact about Reanimator

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Chesire.9043

If you weren’t aware—The Jagged Horror doesn’t even contribute to “Protection of the Horde” trait. Why is this minor even in the game? I mean 20 Toughness is nothing but it doesn’t even do that. Why?

The trait interaction is functioning for me in both PvP and PvE. Where are you seeing this bug?

Noticed it in a tPvP match earlier in the day when I was playing around with minions and then kept tinkering with it. My normal toughness in spvp is 3,009. Three minions brought it up to 3,069 then I got Jagged Horror with all minions still accounted for. Still 3,069. Took a minion off my bar after the match, replaced it with CB (iirc) and begin playing again, then got 3,069 Toughness again (two minions plus Jagged Horror).

Thought I was going crazy but I checked it every time I got a kill and it was the same. I didn’t test it in PvE (thought it probably would have been easier). I was just thinking maybe there was a cap or something?

I’ll check it again now. Maybe I was bugged? I did have my character glitch our several times today with Immobilize so anything is possible.

Another Useless Fact about Reanimator

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Chesire.9043

Testing around with it I finally got it to work.

You basically have to limit it to 3 minions. When it is your third minion, it works. When it is the fourth it doesn’t. I can’t really believe that this would be intended because 20 toughness is hardly game breaking. Maybe it’s from beta? Did PotH give more toughness back then per minion?

I mean really it doesn’t matter, but how useless can a trait be?

Balthazaar Runes

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Chesire.9043

I’ve tinkered with them in sPvP and haven’t noticed any difference at all honestly. This is one of the reasons I’m a little excited/worried about us getting burning condition. It will be nice to have a new condition in our arsenal, but I’m very skeptical about what it will really do for us.

Necromancer Stability

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Posted by: Chesire.9043

Chesire.9043

You can’t judge how good people are in the game by their posts, come one now lol. I’ve only been playing for like a month, I’m most likely a noob for now that’s still got a looong freaking way to go.

lol I know but still :P

Never hurts to toss around a compliment on occasion!

Another Useless Fact about Reanimator

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Chesire.9043

If you weren’t aware—The Jagged Horror doesn’t even contribute to “Protection of the Horde” trait. Why is this minor even in the game? I mean 20 Toughness is nothing but it doesn’t even do that. Why?

What do Necros do better than others?

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Chesire.9043

Amazing sky divers and pretty good at soul searching.

But seriously, did anyone mention condition transfers? Pretty sure we have the most transfers in the game.

Necromancer Stability

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Chesire.9043

Its a big difference between having stealth and stability on tap and not knowing which one you are getting when you press a button lol. I like my necro stability much better. Also while invul an engineer can do precisely nothing but run, while a necro in shroud is quite powerful with power spec. I wouldnt put engineers above necros personally.

Most of the time when an engi uses that skill it’s either for stomping, healing, ressing, or running. In any of those situations stealth is almost as good as Stability so it doesn’t really matter which one they get; and I definitely would put them above Necro. Stealth and Stability are obviously different in the fact that you can still be CC’d while in stealth it’s just extremely hard and unreliable to try and do so—more often than not you’ve just wasted your valuable CC on nothing but air.

While I do agree that DS can hit hard in a power build, it’s still a waste imo to stay in DS and expect to deal large amounts of damage to a single target. Fear won’t do much without Terror (damage wise), Dark Path will only be good for gap closing, and the AE can easily be interrupted before it does much of anything.

And while Invul the Engi can stomp and Res. Can a necro still do this in DS? Sure. But which one is going to take the most damage while doing so? A necro can’t run away in DS. The HP pool drains too fast and you can still be CC’d and/or damaged.

Also, I hope I’m not coming off as harsh or anything. I’m just simply stating my opinion.

Off topic but I get the feeling that a terror condi necro just eats condi engineers for breakfast in duels. Pretty much kind of like a counter.

The big thing is they seem to have more healing, stealth, more dodges and invuln.

Actually Ice, I’ve seen some really good Engi’s. I sometimes have a hard time fighting them on my Condi Necro even when I ran Terror simply because HGH hits so hard and can unload a lot of conditions at once. Time a Transfer wrong and you’ll but in the hurt box very quickly. So I wouldn’t exactly say they eat them for breakfast. I will say, though, that my current build eats BM/Bunker Rangers alive (or for breakfast <3)—I really don’t have a lot of trouble out anything but Thieves (the s/d build) and Mesmers (Shatters hurt but they die fast).

I’m not a pro or anything though so take that with a grain of salt. I’d say you’re probably better than me be a large margin simply based on your posts in the Necro forum.

I could probably kill Mesmers easily enough but I never dodge the iLeap and that’s what kills me if I don’t have any LF. :/

(edited by Chesire.9043)

Can we make Regeneration a bit better?

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Posted by: Chesire.9043

Chesire.9043

Regen is definitely NOT in the need of a buff unless you plan to just take protection out of the game entirely and maybe even reduce armor values. Rangers, Ele and Guardians would literally be gods.

No thanks.

Edit: Besides that, poison isn’t even hard to cleanse for most professions (see: thief). Regen is a buff and buffs are hard to get rid of for most of us (Lol thief boon steal; also would become gods.)

Necromancer Stability

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Posted by: Chesire.9043

Chesire.9043

Engineers also have poor access to stability. Their one ability is a elixer that randomly provides EITHER stability or stealth. LOL. So necro aint that bad.

My opinion… every other class should be pared down to this kind of access, too many classes it seems running around with it all the time.

Stealth is almost as good as stability so I wouldn’t downplay that. It’s hard to be CC’d if you can’t be targetted to begin with. More importantly, stealth is better fo stomps and ressing than Stability is for the simple fact that in order for someone to burst a stomper/resser you need to be able to see them.

But Engi’s, along with having stealth and stability also have invul and block so they really aren’t lacking. Not even near as locking as Necro. Not to mention they can turn Necro fear into Stability as well. Just so we’re aware that Engi is no where near lacking.

I agree that the amount of stab/invul/blocks should be brought down though.

(edited by Chesire.9043)

What exactly does Bloodthirst affect?

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Posted by: Chesire.9043

Chesire.9043

It affects Well Siphons (always has iirc) and Pet Siphons (used to be bugged) but that’s the extent of my testing. Back around launch it was bugged and when it did work it didn’t grant the actual 50% increase like it states, but now it seems to be working for the most part. I still think it needs fixing however.

Pets siphon 79 per hit base with 844 healing power. With the trait they siphon 114 per hit. It SHOULD be 118-119 per hit so it isn’t exactly 50% but it’s close enough to not really matter.

Necromancer Stability

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Chesire.9043

@Chesire I hope you are not serious right now ^^
Spectral armor is what makes the 15 soul reaping trait awesome(it is also activated IN plague/lich forms.)
Spectral armor is the way to go if you don’t use Spectral walk.
Spectral armor is a must on the bunker necro builds and last but not least, you can use spectral armor and go in DS, you will lose your LF regeneration but you will gain the protection, protection + DS = a very tanky necro even with a glass cannon build..
Spectral armor is fine, it just needs the cooldown lowered, our traits and synergy are the biggest problems.

I’m actually very serious. Spectral Wall > Spectral Armor

-Shorter CD even when untraited
-When traited you get ~10-12 seconds of Protection every 16 seconds
-Chaos Armor combo field
-Usable by teammates with blast finishers AND projectile finishers.
-Can be used to cover bleed stacks by fearing targets through it or by them running through on their own
-Applies protection when you walk through it while in DS

At most Spectral Armor just gives condition builds an easy way to gain life force at the start of a fight or a stun break on the longest CD you could get save for an elite; even when traited it’s got a longer CD than FG.

I will agree that the minor is amazing. But I stand by the fact that the utility skill is garbage and shouldn’t be on your bar at all in it’s current state. You’re just using a slot that CB or Epidemic could use. These would benefit more even with their issues.

So no, it isn’t fine at all. It’s garbage. Maybe with a shorter CD like you said (like a 30-40s CD), but as is no. Just no.

(edited by Chesire.9043)

Full Life Force

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Posted by: Chesire.9043

Chesire.9043

I always thought it should be, yes. However if they give us more/better ways to gain life force in the next balance patch it may not be an issue. I think what would help is if it had a natural regen on top of life force stealing abilities. It may or may not help and that runs the risk of perma-death shroud coming around again or at the very least DS every ten seconds.

We’ll have to wait and see what they give us in the next patch before we can really ask for this though. Hell it may be what they do anyway.

chaplan_: Necro gets burning via a trait.

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Chesire.9043

Necroing (lol) this thread for this question.

Was there mention of a fix regarding CB and Plague Signet missing so freaking often for no reason?

I’ve had multiple (like seriously, A LOT) sessions tonight where both of these skills failed to do anything to my target and still went on the full CD.

An option to disable right click targeting

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Posted by: Chesire.9043

Chesire.9043

On top of all this is still player preference. Not everyone wants a single right-click to perform default actions. This is why we’re adding a toggle for it in the next patch.

Thank.. God..

I have posted this suggestion so many freaking times since launch. I have no logical comprehension as to why in the hell it’s taken so long to do this.

Necromancer Stability

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Chesire.9043

I don’t understand why they don’t just remove Spectral Armor. It isn’t getting buffed, they are aware no one will ever use it as is.. Why the hell keep crap utility skills like this in our skill list if they KNOW for a FACT that no one will ever use it as is?

Minion Master Quality of Life suggestion

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Chesire.9043

Glad someone else has the same issues! Thanks for the support.

Loot Bags any word on a fix yet?

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Chesire.9043

I’ve posted this a few times in the suggestions section and it never seemed to get any attention.

I’m hoping it does become a thing though. There’s no reason this shouldn’t have been in game since launch if you ask me.

Necro need advice vs teleport/stealth thief.

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Chesire.9043

I wouldn’t mind someone posting a serious duel between a necro and a good thief using this type of build, or even better, Jumper X’s build.

I found a condi/bunker build that I enjoy that actually involves BF and FG but against this build I can do nothing. I can beat almost any other profession (with the exception of Engi’s with that 25% hp condition immunity) fairly well now with this build. But that thief build I can’t even dent. WIth 3k armor and 20k hp I’m still being hit for near 2k WITHOUT the thief having might stacks and no way to reliably land any meaningful stacks of conditions.

The thief in the video wasn’t nearly as good as the ones I’ve seen using Jumpers build either. I just get rolled without standing a chance and I rarely ever see them die.

If someone could record a duel or three, it would be amazing.

Perma regeneration

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Posted by: Chesire.9043

Chesire.9043

MM Necro’s are already powerful. Pets with (who’s damage isn’t altered by our stats) would be come near perma with high healing and perma regeneration. It would be slightly ridiculous. A few of them already hit like trucks.

Minion Master Quality of Life suggestion

in Necromancer

Posted by: Chesire.9043

Chesire.9043

This isn’t a suggestion that would break the game or make minions better, but I think it might help MM builds to better manage their pets.

Suggestion: Life % display above the minion active skill icon.

Basically just what it says—just a number % ranging from 1-100 that tells the player what % their minions life is remaining. This bar would go under the buffs bar (pushing it up slightly) so that it doesn’t cover the CD time on icon itself (should someone be using that option). Since minions don’t regenerate health (save for the FG) I think it would play a small role in helping the player choose when to use those active abilities in the final moments of the minions life. This would be especially helpful with the Blood Fiend and choosing when to use his active heal.

I admit that really all one needs to do is pay attention to the HP bar above the minion itself, meaning that the suggestion is unnecessary. But I figure what could it hurt to throw it out there. I often miss the HP bars entirely because of their darkish color and it’s often hard to tell where the minions HP is in the heat of a fight. I suppose another, somewhat easier, suggestion would be to just make the HP bar itself lighter but I would personally prefer a number.

Anyway, just a thought.