Stability. Necro’s have no stability outside of deathshroud, which removes the ability to revive or stomp.
Staff/axe need freshening up. Both activate slowly and just don’t keep pace with how fast many PvP players currently operate at.
Master of nothing, jack of nothing either…necromancer has no specific purpose currently. They can be out conditioned stacked. They can be out damaged. They can be out ran. They offer little in the way of team benefits. They can be out boon stacked. They can be out defensed. What is their purpose? Boon corrupting is flawed and at times bugged. Guardians, ele, engi negate all boon corrupting by simply restacking the exact same boons over the stop of corrupted ones. They can be definitely out cleaved. They have limited power builds. They lack leap finishers. They have no blocks or in build evades.
Necromancer was listed in the top 3 professions that players felt needed help alongside ranger and ele. Instead they go nerfs and some very dabbling in skills that was left them weaker with no addressing of actually giving them help. At this stage they’re one build wonders with fear chaining..if you survive that one trick, it is not easy for them to replay it immediately and they need to hope they have full Lifeforce to survive the onslaught they’re about to get.
It would make sense. A lot of the last patch took a lot of the teeth out of many builds. Arguably the hardest hitting professions in game were warrior and thief. A measurable amount of power got removed from both and poison applications were reduced. As a result no person truly has enough direct spike damage to take down a bunker with they have all recharges available. It is now the case of the irresistible force finding it more difficult to move the immovable object.
The build is fairly typical of a meditation style. In Tpvp/soloQ this build is usually called “Off-guard.” It can assist at mid in taking down individual targets, and when needed return to either home, or push far for 1 vs 1 situations. The only weakness to it is that it has limited condition removal and any necro that has greater marks will negate all the blocks this build has, as well as any blinds. To be entirely fair, this build is best suited for hotjoin fun. In hotjoin matches when I see this build as a great sword warrior/terrormancer/bunker guardian/shatter mesmer they do put up a strong beginning fight, but having played a guardian I know which skills are slow and lethargic, all its animations and times when blocks will expire. After that, it is only a matter of time before I can spike them down. Usually when I see them use renewed focus, it means the end is near for them due to there average health pool/toughness. However, it is indeed a fun build to play for warriors who want to change things up a bit. I would also recommend not using it in dungeons/fractals. Every
time I have seen it appear in fractals over lvl 25, it just becomes a revive dump before team mates begin to question whether it should get booted.
Spectral Armor is our single best defensive utility, it can’t be buffed with stability without taking away the protection, and that’s just not worth it.
I believe it can.
Warrior balanced stance provides 8 seconds stability and swiftness. Hold the line provides stability and retaliation. It is not unheard of for stability related skills to also have major other benefits that coincide.
Display your build for better advice.
I prefer great sword, but after playing an ele/mesmer/guardian/thief/necro it has become easier for to anticipate what these professions are about to do. For me, I use a lot physical utilities. Thieve’s don’t have much stability and limited stun breaks when using sword.
I really have to agree sigil of intelligence would work just as well. “The next 3 attacks from this weapon on swap have 100% critical hit chance.”
Thanks for the quick response. At this point I still commend a-net for introducing more diverse rewards to Pvp, and don’t want to a whiner over something they have sincerely improved. Was just curious to see what the word unique truly meant in that reward track description.
The title says it all. Necromancers currently lack a viable on demand use of stability. Having to enter death shroud to gain 3 seconds of it, where because in transform you can’t stomp or revive is leaving necromancer in a bad place of having to bleeds out/channel power attack enemies to death in PvP and with updated content to PvE such twilight arbor changes to forward path (Just as an example) it is truly making the necromancer the weak link to a team with others having to hold their hands in Ascalon catacombs etc to ensure they don’t get face planted relentlessly if they misfire a dodge or simply run out of energy. I know experienced necromancers will generally dodge through and fear away knockdown enemies, or keep a stunbreak if they get caught. However with the current PvP meta of more and more players picking professions with knockdown/knockback/stun it is becoming an increasingly difficult issue for necromancers to negotiate. With a lack blocks, escapes it does seem to have some parity that necromancer at least have an element of stability. The engineer by comparison who also lack stability does have reflects, immobilise, stealth, blocks, knockbacks,blinds to help control opponents who favor repeating hard CC tactics.
Just food for thought. When the question was asked which 3 professions needed the most help players did state 1)ele 2) Ranger 3) Necro. So far all we have seen is the changing of dhuumfire, reduction in bleeds, some tampering with lifeforce, reduction in minion damage..but no actual development into area’s where the necro really needs help with, which would be defense mechanisms in terms of blocks/evades/stability and generally a speeding up on a lot of the attack speeds of their weapons which are currently constantly missing in PvP due to the faster and faster speeds players are moving at and energy sigils on swap creating uber evade situations. This doesn’t even begin to include the amount of evade on attack medium professions can use. The slower channels or travel speeds on necro weapons are beginning to show the tread mill is moving faster than the gerbil on it and the gerbil just can’t keep up. Instead necromancer is relying on accurate skill targets to land a few bleeds and just having to repeat this for pure attrition battles or use dagger because axe just gets so easily blocked or evaded because of the slower speed it works at.
The one feature of praise gw2 PvP received among some of the harsher criticism was that PvP was completely accessible for all, and not about grind. At any stage you could create a new toon and enter PvP with full access. This was the one piece of praise given by all reviews. I can understand trying to create goals and making an investment in a profession before taking it into PvP, but nonetheless..this WAS (Has in no more) The one thing all people could agree was a big bonus to PvP.
Allegedly the reward for this track states “Unique armor skins.” Has anyone completed this track and know what this “Unique skin” is? I would be happy if it was the gemstore Kryta set, yet I feel it is probably just blue/green grade armor skins, or no skins at all.
It does miss often. If you use on the boss dredge in fractals it literally does nothing. Rather than corrupt his boons, it will simply lower some of the high stacks he has in some boons by 1. I have also seen fear not work on opponents that don’t have stability or aegis up. Maybe next year they’ll look into this.
Anyone with a brain knows how broken Berserker Stance is ever since it was buffed.
I know that many people have suggested that it be changed to 100% resistance to conditions instead. Some people might say “whats the difference between 100% resistance and immunity?”Well, like many have said, with condition duration modifiers, you can easily achieve over 100% condition duration on your target and even up to +220% condition duration at the very most. But that isn’t recommended, because it almost does nothing much for you.
Instead of Berserker Stance being changed to having a 100% reduction of incoming conditions, how about this:
Berserker Stance (8 sec): You gain adrenaline for a short time. The following conditions cannot be applied to you when you use this stance: Cripple, Chill, Immobilize, Weakness, Vulnerability, Blind, Fear, Poison.
Berserker stance is bugged. It was never meant to give immunity, so anyone applying over 100% duration conditions could have that excess amount still be applied. However, the bug never got corrected and then along came diamond skin and auto response, so it puts in to category of immunity is the way of the future. Such is life.
I have been playing my necro a lot lately. We have no stability that can be used for stomping. For this reason I often bleed out people (esp engi) I often feel bad because of this and from time to time will get abuse. I think this function would be good, but only if it kicks in after a ‘X’ amount time has past. This why tactical drawing out of respawn can still be used, but also allows it only to go on for so long before the player can force a respawn.
Good example of player who understands warrior mechanics. Showcases hammer by comparison is relatively weak and relies heavily on 1-2-3 knockback, knockdown, stun rinse-repeat, rinse-repeat, rinse-repeat
do you accept challenges?
Yes. I am not on US time, so I can be tricky to get..but I do welcome sharing builds. My current set up for some time on warrior has been axe/shield-sword/mace..full melee, no range..but I will swap out for greatsword-sword/shield.
This build has bought more nerfs to warriors as a whole than all other builds combined. The overwhelming amount of nerfs to the profession that were directly instigated because of this build, and have now diminished all other hybrid/fringe/alt builds makes this a build toxic to warrior’s future. If you can’t win matches and duels with great sword, you ain’t a warrior..just a player riding off a 1-2-3 build.
I have truly come to hate this build because of how much it has diminished the warrior profession has a whole.
You are essentially hating the player, whereas you should hate the game.
I am neither hating the player or the game. I am hating the build. Hence why I didn’t say, "players like this are toxic’..or “game design choices have been toxic..” But I did say, “This build is toxic to warriors future.” And to back that statement up, all nerfs to warrior have been based around this build..which is what I started the entire comment with. I think your just seeing hate where you wanna see it. The ultimate truth is that warrior has a whole has been nerfed because of this build and how 1-2-3-OP it became, and can still be VS certain professions.
We have projectile finisher on Necrotic Grasp as far as I remember
You are indeed correct. 20% chance. I guess no one has ever really seen it because of how slow staff AA works..
I think the biggest problem is just the lack of mobility for the profession.
The class is too kitten slow to do anything other than AFK on a point to guard it from thieves. Maybe a stun break on the movement speed signet would help, but the profession is just lapped by the land speed of other classes, especially classes with z-axis teleports.
10-15% speed for quickening thirst and 25% from signet. Necros dont have a have movement issues, you just have to chose what you want.
They do have a swiftness issue. Runes of traveler are expensive to unlock and their natural trait assigned movement speeds are found in odd lines and related only to dagger. A warrior/thief/ele/ranger will always beat a necromancer off the mark to whatever location. To have to equip a signet and forgo a slot just so you potentially push far or move off center when needed in a timely manner is what is making them unattractive. Home defender is all they will always be at best.
I guess it is because of the following reasons:
1) No blocks
2) No escapes
3)No stability that can be used for revive or stomp
4)limited power builds
5)No boon stacking
6)Boon corrupting is currently worthless. Too many professions can easily restack all boons (Particularly engi/ele) Directly over former corrupted boons.
7) Slow and lethargic skills that can’t keep up with pace of game.
8)No team benefits
9)No cleave
10)Limited condition usage. Others can stack bleed/poison/torment (Killer conditions) A lot faster than necro now.
11) staff/axe woefully slow to use
12) FEAR negated fairly easily nowadays.
13)No leap finishers
I guess this is why the collabrative CDI on which three professions need the most help listed ele/ranger/necromancer. The necro needs help. It has become a one trick pony with fear spamming and that is it in PvP.
(edited by CntrlAltDefeat.1465)
This build has bought more nerfs to warriors as a whole than all other builds combined. The overwhelming amount of nerfs to the profession that were directly instigated because of this build, and have now diminished all other hybrid/fringe/alt builds makes this a build toxic to warrior’s future. If you can’t win matches and duels with great sword, you ain’t a warrior..just a player riding off a 1-2-3 build.
I have truly come to hate this build because of how much it has diminished the warrior profession has a whole.
I am playing only ranger and i can back all this . I can say that w/e you try to boost on ranger its still feel like other got it more than you, we are out condi dmg,out power,out toughness,out healing.ranger totally lack of any stability i feel like ping pong most of the time wont even mention stun which btw now is even more duration than ever you guys feel ok with the fact that warr can now kill ranger with 3.4k toughtness and 1.118 healing power by keeping it stunned all the time?? rampage as one is a total joke fear and launch landind 100% while RAO is active that mean ranger have 0 stability?animals are still rinning after foe with out hitting it…. so for whoever said this is ranger patch i will say kitten off.ranger is still the last.I really dont feel good whining arround but guys pls take ranger a bit more serously finally and do something about it.
You do more damage than necro. You can stack bleeds, poison, burning faster than a necro. You have swiftness and blocks. You also have stealth. You can interchange your pets at will that have extraordinary leash lengths. You have access to long duration stability through elites. Necromancer has none of this..so please stop playing the victim card that you are outdone by everything when there is other professions that don’t even have 10% access to what rangers have. I glad we had this talk and put to bed all of this fallacy. Live long and prosper.
Cap matches are mindless? and courtyard is not?
Capping matches provide three independent objectives and tactics to hold all three or the majority. It has clear positions and objectives.
Courtyard. In high player numbers becomes spam fest of skills and AoE where the lowest health individual gets targeted by team for annihilation. Only requires a strong stick and move policy to play. It also requires changing of build from other maps where strong solo abilities may/are needed to Team beneficial build that has disposable escapes for when needed. This is currently your number one grief with skyhammer. (That it requires changing of build to play effectively.)
Nice feedback, but very subjective.
This issue has been discussed so many times. Here we go again. Ranger pets desperately need a leash range. Their f1 abilities should require ranger line of sight to activate. The amount of times players get chased by ranger pets around an entire map with the ranger no where in sight is obscene. What makes it richer is that if out of frustration you target the pet to eliminate it, right as it is on 5% health, it suddenly disappears when it is recalled to the ranger.
I understand by a-nets own words they wanted ranger to the apex pet profession and as such assigned multiple skills, traits etc to the pet. As an extension of the ranger, there should be limiting rules to them as there is to every profession. Range-line of sight-return protocols-heals.
So why in soloQ/Tpvp they still fill, but not hotjoin?..why is it that sometimes they neither fill in hotjoin/SoloQ/Tpvp?…thank-you though for assuming i’m an idiotic and didn’t test all outcomes first before posting. It’s bugged..if it is a design feature, it a bad one that leads to playing any form of pvp becomes rewardless after a moderate amount of time invested.
I have listed this in the 800+ pages of bugs. I have seen the multiple threads about this and contributed…yet here we are. Daily matches still stops on 2 no matter how many you play. Reward progress stops also even though you’re in progress enabled matches until the daily reset, where you can play approx 8 matches and it stops again.
With Dailies now requiring PvP/PvE involvement something has gone wrong here. There has been multiple hotfixes to issues post patch regarding PvP with summons increased damage etc..any ETA when this one will be fixed.
As much as I enjoy killing 40 ambient creatures at times, like many I would prefer a return to where I could complete my dailies in PvP only without flaws and bugs.
They just stop. After 5 matches it still says I’ve only completed 2.
The reward progress stops. It doesn’t start progressing again until daily reset the next day.
The new rward system and change from PvE and PvP dailies to just dailies now is flawed in the sPvP achievements.
It seems painfully obvious to me that ALL of the warrior balance changes have been based around 2 builds only. Hambow and Duel sword condi. It sincerely believe that applying changes to an entire profession and all of it applicable builds off of 2 builds that rose to the surface as being uber strong is not good for the profession in the long run. Hard changes needed to be made to these 2 builds, over hard changes to the entire profession. The simplest and easiest change that could have been made would have been move Merciless hammer from master trait to any of other trait line. This way it didn’t pair with also getting grand master status in the healing/toughness line in order to have it. Currently the typical is dogged march>cleansing>merciless hammer+30 in healing/toughness.
The problem with all condition builds in general, I think, is that Condition Damage alone is good enough to provide you enough damage source to kill people. This in turn lets you stack 2 other defensive stats allowing for ludicrous tank builds that can still do huge damage. That’s really a problem for all condition builds and will only be resolved by taking a hard look at condi in general. There’s also the ease of condi application to factor in, but I’d say that doesn’t relate to Warrior S/S that much outside of Impale (which really has a pretty good telegraph already).
I’m not so sure about moving Merciless Hammer into another tree, as that not only affects Hambow but every warr build that tries to run Hammer in general. What are you trying to accomplish with that change? Let’s say you take the most obvious route and move it to the Strength traitline. Without a change to CI, that’s minimum 20 into defense because it’s too good to pass up, minimum 15 into Fast Hands because Hammer in itself isn’t enough to kill anyone, minimum 20 into Strength for Merciless Hammer as it’s terrible without the cooldown reductions… and you have 15 points actually available as a choice for you. That’s just really awful for diversity.
Every other build that runs hammer?..please feel free to display all other meta, or niche builds that run hammer + any other weapon..they simply don’t exist, there is only hambow after the massive cast time to mace.
Bad players… lol can’t blame that one on Anet…
Yeah, you can. There is no tutorial, or integrated and progressive arena’s. Your first experience is hotjoin. Hotjoin, although fun and serving a purpose, doesn’t lay down any ground work. Most games will instruct you on what the rules, but not how to win. PvP just throws you in with no instruction..let alone concepts on how to win.
Each profession suffers terrible confusion as to what their purpose or design is. Is there any reason to take an engineer over a necro?, a Ranger or a thief?. It doesn’t help with statements such as, “Ele is the king of versatility..” are made, then a few months later the exact same call is made about engineer. In order to do a good job, first of all a craftsman must have good, well maintained tools. You wouldn’t use a chisel when trying to saw, you wouldn’t use a plane when try to lathe..get where I am going with this? The notion of all profession can play how they like is understandable in a game where PvE is mostly done solo, but in PvP professions need purpose. No craftsman will ever become good if the only tool they use is a swiss army knife.
(edited by CntrlAltDefeat.1465)
As someone who runs a diamond skin ele, I agree with most people in the terms of that it should be changed because of the passive gameplay. The boon converter idea above looks really nice, but until the mindless 12345 condibunker necros and engis get a nerf, this trait should stay as it is. Once the other 2 get shaved down, they are free to change the trait in whatever way anet feels like.
This shows how entirely ill informed this post is;
All necro bleeds have been reduced to 2. No weapon/skill does more than 2 bleeds.
Fear has been nerfed
Poison duration shortened.
All other conditions they cast are from returning conditions back to their original caster or new target/or they’re the targets own boons corrupted.
All other conditions don’t do damage.
The only possible shave would be reduce necro bleeds to a single stack. The 6 stacks of bleed come from AA x3 +scepter+dagger (all of which are required to hit.) and can’t have their recharges reduced.
No, it’s impenetrable as any condition build. Double regeneration and Signet of Restoration completely outheal direct damage from condition builds.
1) Yes, there are ways to get through it. Time your Flesh Golem charge well, take Lich Form, use your Life Blast. Or don’t min/max your conditions/survivability – take Carrion instead of Settler’s amulet, or otherwise add some power damage.
2) If they weren’t running Diamond Skin, chances are you’d be roflstomping them instead. If you’re so heavily specced into condi that you can’t break their skin, you’re lethal to the majority of Ele builds – slightly less so post-feature-patch, but it still requires heavy trait investment for Eles not melt to heavy condition application. Learn to pick and choose your fights; you can probably still spam your scepter AAs at someone else.Sorry for getting a bit snarky, but I’m really quite sick of full condi folks hating on Diamond Skin when it’s basically flipping the hard counter from you to them.
There should be no hard counter beside “excellent play/sound build design.” A single trait given to a low health profession that can endlessly keep propping up their health via merely attacking with any sort of heal is absurd. It is absurd for the same reasons people hated on warrior stances and automatic response. The OP has the right of it, these shouldn’t have ever existed.
After picking up my necromancer and fairly enjoying them, I have to say that I am loving diamond skin, auto response, berserker stance..but I really have to put diamond skin in the number one spot. I like basically being ping ponged round the map while counting no less than 30 immune signs/invulnerable. When I asked could diamond skin truly be that strong?..the response back was?..I quote, “Why do you think I am running round the map targeting you?..You’re an easy farm as straight condi.”
Yup, I have really enjoyed diamond skin tonight. I like how necro’s have no stability on demand via utilities and limited stun breaks and can be completely ace carded by a single trait.
All is vain.
Can confirm as of 25/4/14 South Pacific time. Top hotjoin scorer. Top neutraliser. Rampage/Conquer/Hunter achievements.
250 Rank points given. 0 progression towards reward track given.
Hate to be the guy that says it, but reward tracks ain’t worth a thing if they’re broken at this early stage of the patch already.
Add my name to this list. I still get progression from soloQ..but after 3-4 hotjoins all progression stops. Seen others complaining about it also. We all thought it was a daily cap.
It is easy to explain. You are disliked for the same reason all professions that have AI pets are hated for.
Mesmer creates clones/phantasms that deal a large amount of their damage from a third party perspective. This damage if reflected is directed back at the source, not the creation of the source. When it is also taken into consideration that clones/phantasms automatically go on recharge upon cast, which every other profession AI does not go on recharge until it is destroyed (necro minion/guardian spirit weapons/ ranger spirits) It now means this 3rd party damage is very spammable. In practice when a player can create sources of damage at location A against a player and move away to location B while damage is still being done at location A is asinine to put it politely. It defeats the very purpose of PvP. It reduces it to player vs player+AI damage. That is why mesmer is disliked..because it is badly created profession That offers little team buffs, is spam friendly and large amounts of its damage is AI controlled and doesn’t require the mesmer to remain in range, or even in the greater vicinity in theory.
I think its unfair that Pvers are walking with legendaries in PvP and the pure PvPers have nothing.. Just a bunch of skins which you can also get easy in pve.. I vote for a better reward to the PvPers for spending their time in PvP.
The legendaries are the most painful thing about this patch, Its probably going to take me another year just to get both legendaries(From PvP), and Mr. Dungeon Farmer walks the frick in as a new PvP player with a GLORIOUS shiny armor and at least 3 legendaries.
As a hardcore PvP player, molst the community has expressed over the last year that they want better MMR and game modes and don’t want endless skins..now it means they want skins.
Join the tournament of legends. The reward is a legendary..there is your PvP only obtained legendary, so there is options there.
There is nothing stopping you getting a legendary. In PvP you have no reason to spend much gold. It will accumulate over time. All legendaries can be purchased.
You can buy one using real world money..which is how most people who run round with 4 of them have gotten that many. This means PvP’ers are not short changed in any way because most PvE legendary owners bought theirs anyway.
This should be this subject entirely addressed now.
My experience with courtyard so far is that I would like it, of it were not for the AoE / AI spamfest it has already become. Bring your MM/mesmer phantasms/Staff and just let rip entirely on center of map.
However I do applaud a-net for introducing new content to PvP. I very much think this is a much needed/welcome step in a positive direction.
Failure to address rampant nature of warriors in regards to their offense/defense ratio. They still carry far too much defense for how offense they can bring.
Absolute and total failure to mitigate Pet builds. Pet builds were ideally meant to provide new comers a straight forward build concept and keep them marginally competitive, but easily out done by purposeful builds played well. Currently spamming mesmer/ranger/necro/ thief pets can be devastating to purposeful builds played excellently.
Lack of understanding of current PvP ‘Must have’s’ to equip most professions with stability, but not any to others shows the lack of understanding and ultimately lessening of build diversity. This is why Guardian will always remain on home, and necro will virtually never have a place as decapper/mid defense or push far.
Reworking of sigils was good, yet the same sigils are still being run..which ultimately they provided nothing new that players wanted.
Immunity skills still exist. They shouldn’t.
We want fractal stuff in PvP..you can have fractal stuff stuff in PvP already. Just play fractals to lvl 50 and you can carry over all the gear/skins you want. There is no reason to implement this when there is already existing path ways to obtain it.
I want to paid as a exclusively sort out lawyer, yet I only wanna work as a accountant to get it is basically what your asking for. If you want the paycheck, do the job. I just don’t see how this doesn’t make sense to some people who want rewards for things they have never done, or attempted to do. Generation ‘right now’ at its worst.
I play a hybrid necromancer. It is kinda tough to get a team sometimes because not everyone understands how a necro can bring to a team.
I logged into today to check out the changes and without any hyperbole my necro’s power damage and condition stacking as a hybrid has been reduced by 60%.
I thought the whole point of the ferocity changes was to bring alt builds more in line with straight zerker/assassin builds. So far my warrior still pumps the damage, my necro now though is just to weak to wanna lay that on other people.
Is this how you were wanting to ferocity to work?..to extremely punish those who used a mixture of berserker/rampager/celestial gear?
I’ll make this short. I have a hybrid necro. They look a little something like this:
30-25-0-0-15
They wear all berserker armour. They run runes of the traveller (I prefer fast movement) They have all rampagers weapons.
They used 2 celestial piece’s 2 Rampagers pieces. 2 berserker piece’s in the accessories side of things.
They did use to do 7-10K damage on channeled axe attacks/4-6K on life blast. They did used to do 120 DoT tick damage on conditions when I had 10 stacks of might or so.
After patch with no changes their channeled attacks do 2.5-3K /life blast 1.5k damage now and their conditions do 60-70 per tick.
It seems in “shaving back” the berserker meta on power damage professions with ferocity changes that the hybrid necro has suffered tremendously..
What are new viable possible ideas to remain true hybrid?
I have to agree…all these nerfs to warriors because warrior is too strong?..nope, simply because condition warrior didn’t even need to invest in condition runes to be effective and whole heartedly because of hambow. All of this could have been avoid by changing where merciless hammer was found, but nope..lets make it’s stationary knockback mobile now. You have n’t even touched on burst mastery, slowing down and back loading of axe, flurry doesn’t hit as many times as it states, savage leap often misses, rush rubber bands you and greatsword requires a frustrating amount of set up to get a 50% chance at actually having a full channeled attack connect. Rather than make all builds even and reduce the ones that are obviously dominating, we’ll just nerf the entire profession and say goodbye to any chance of having a nice stable of varied builds. Necro told us this was coming..now we get to tell engineer that they’re next.
Necro is unwanted in pve due to its selfish nature. After the patch it will have more healing but necro already had decent group healing. And healing is not needed/bad to focus on in pve.
The things necro should provide in pve to pull their weight are cc, chill, weakness and vuln. Blinds and condition removal can also help. All these things can be covered by other classes for less sacrifice which is why necro is pretty much never wanted in pve. It can work nicely but its the least useful class of the lot. And if you are picking a party composition you would never take necro if you had free choice.
Are you tripping?
CC- fear chaining provides one of the longest CC chains in game. It can reduce defiant to tiny stacks in no time flat.
Chill-you gotta be kidding?..necro has the most chill in game
Weakness_ You’re kidding again?..necro has the most weakness in game. Especially when you know which boon, corrupt boons alter states to weakness. We also have weakness on some the fastest cool downs
Vulnerability-you absolutely are joking now..one of our main hand weapons causes vulnerability by simply auto attacking.
My hybrid necro on channeled attacks and life blasts can match thief backstabs and with one weapon swap also produce conditions on maximum DoT damage. With signet swaps and trait swaps out of combat I can pull every condition off allies over time and remove them easily with life blasts or killing mobs. I can convert all conditions to boons, I stack maximum vulnerably. I Blind entire mobs or weaken them.
Being ultimately familiar with all dungeon/fractal content is key. As a necro I swap traits multiple times in every dungeon/content area or depending on roaming party. Out of my guardian/ele/thief/warrior/mesmer none of them can boost as much utility as necro can with swapping gear/traits/weapons for each segment of content or purpose. I truly believe you need to explore your necro a lot more if you think they’re a entirely selfish profession. All of this i can achieve with a hybrid necro at no sacrifice.
Adrenaline builds quite quickly. The damage you do with berserkers might with axe auto is roughly the same as using evis on a great crit and letting it rebuild to full. However great sword f1 is pathetic. It only gives you boons that you can get super easy anyway. At least with evis it is a leap finish. Flurry is a strong immobilise. Hammer is a AoE stun/ combo field detonator. Mace a painfully slow hard CC 4 second stun. Killshot is a possible high hitting crit damage.This basically means using axe/hammer/bow the f1 could be useful..anything else and it is better to just ride off berserker power with a few situations where the burst maybe good here or there, but in general not using it will be more effective at downing.
Every condition either stacks in intensity or duration. Immobilise is a condition, therefore it should apply to the laws and rules that govern all conditions in game. It cannot be stacked in intensity, therefore it has to be duration. It makes perfect sense..even if at times it becomes annoying and ugly to have to deal with.
This is a pointless comparison.
Berserker can’t be kept currently in perpetuity like diamond skin and automatic response. Currently as long as your either over 90% health or below 25% these immunities will remain. With the players health constantly either raising above, or marginally dropping below you’re going to get use out of them. Berserker stance is a one off stance with a set duration on a set cool down. To make it better, it is currently bugged. Any positive condition duration should affect Berserker stance, but it’s current bug does not allow them.
This makes comparing and giving suggestions about these skills completely irrelevant. They have the same effects, but are induced by completely different methods.
“every single warrior is abusing this exploit.”
Nope. Every single warrior that uses zerker stance is being forced to use a broken mechanic. Just the same as flurry doesn’t hit the 12 stated times it says it will, it only hits 9. Just the same use savage leap and rush work off of unreliable geomapping so they have a high miss rate when they are in viable range.
I agree. Fix the bugs. This way warrior rush, savage leap, flurry always connect as they should and the odd super modified condition may stick for the 6-8 seconds when zerker stance is in effect. The skills that don’t work on warrior out number the one that is in their favour.
Be careful with what you wish for. You may just get it. Warrior’s that are extremely effective at closing gaps quickly with high damage that never miss.
Let’s fix these bugs.
These are the two skills that make Warriors hard to deal with. Cleansing Ire only adds to the issue which is why it seems OP but it isn’t the main problem imo. Skills like these that are instant cast and have no drawbacks shouldn’t exist in any competitive environment.
I don’t even know why Endure Pain exists. Complete damage immunity on one of the tankiest classes in the game doesn’t seem fair at all. I understand that you can still do condition damage, but that’s simply not an option for everyone. This ability should just reduce direct damage by 40-50%. Or you could make it like the Warlock’s skill in WoW, Dark Bargain, so that you take half the damage you absorbed over time.
That being said the same holds true for Berserker Stance. Something similar could be done, like conditions not being able to stack in intensity or something like that.
Just my opinion on the matter.
History lesson 101;
For the first year of PvP warrior was undisputed in being considered the weakest profession. This is thoroughly backed up in the forums for that entire year. During this phase it was believed that warrior’s health and dmg meant they could abosrb a certain amount of conditions are survive. However this just wasn’t panning out to be the case. They were being eaten alive and their represetation was minimal to none. Endure existed as a 4 second stance that made you immune to physical damage only. This is not total immunity as you have stated. Conditions and control were still subject to working. Berserker stance also operated in an entirely different dynamic. It increased damage and crit chance. A-net change the skill completely by making it have 100% condition duration. This is not the same as immunity. Any full condition spec under multiple stacks of mights could still get conditions to stick, however their durations were fleeting at best and it may as well have been completely immunity. However you were still subject to physical damage and hard CC. With this change came cleansing ire, healing signet. This resulted in axe damage being back loaded and other damage spec’s being shaved. The reason these changes happened is because warrior was weak, it was not operating in PvP as a-net wanted and the community wanted to see them buffed. The community got what it wanted, and so did a-net. You have to remember for every complaint about warrior there were 1000 before that about how much of a push over they were. In any MMO warrior is going to be a popular profession. PvP had never taken off, the player community in PvE was decreasing. These changes were made because of demand and need. That is why a-net have stated they want warrior’s to be threatening and they’re happy with where warrior currently is, just unhappy about 2 particular builds that are dominating. You can’t really complain about what everyone wanted right from the start.
All of our nerfs have been based on hambow/duel sword condi…2 builds that as a result of their existence have made other builds become nerfed. I don’t use hambow. I don’t use duel sowrd condi. I don’t even use ranged weapons..does this mean my build remains untouched?..nope, they lowered burst mastery. They moved unsuspecting foe. They back loaded axe. Now they’re lowering healing signet. So because of hambow/swords all the alt builds in this meta have suffered as well. Is this the warrior’s fault?..nope, it is the backlash to all the people who flocked to warrior and are now about to drop them in favour of whatever else is about to become FoTM. This is why I was always against the nerfs and more in favour of moving merciless hammer to a completely different skill tree altogether.