I assume you mean spiking yourself down with own condis?
I think I’m just gonna roll a thief and kill necros, now even faster than ever before. Fun times ahead for everyone not playing necro.
honestly, its a high risk, low reward at best
No wonder stream suddenly broke down right before necros turn, grouch read the notes and decided it was too much to present this bullkitten to us on live stream.
the other heals did not suddenly become good because another skills was made useless, please the logic….
immobilize seems like a good combination to go with that vulnerability
Tested the other heals in a couple PvP matches, they just plain suck. Necro has no healing skill anymore. How far are they willing to go, to cripple a class…
would be nice to actually focus fighting the enemy and not our own class mechanics
I’m not sure how the current system works but what if every time a bleed was applied, it would first be compared to every other bleeds potential damage (duration * damage per tick). Only if the new bleed exceeds the lowest bleed in stack, does it replace the weakest bleed. Obviously if there is less than 25 in stack no comparison needs to be done.
This would help condition specs to get past “the queue” against all those random bleeds that non-condition specs keep applying. Same system for torment and other stuff too I guess but bleed is the main issue.
No idea how to fix burning and poison. And, yes, there will still be issues when multiple condi specs are attacking same boss.
I think the last excuse was that its more of a technical issue than balance issue. As in the server having to keep track of potentially too many separate bleed applications.
Not my words, just what I keep hearing.
Ok, hopefully they fix it soon
Combat log does not display neither healing or damage from life siphons. This is a shame. I was looking forward to do some testing on how much life siphons actually benefit me during a fight.
Mainly because I’m experimenting with life siphons and various on crit sigils. Also since I’m melee range I cannot rely on getting a constant stream of DPS on my target, So I find it somehow better to crit more reliably when I get in range.
I’m loving this thing. Been playing a crit heavy power build with assassin amulet and on maps where there is little space on points my daggers are wrecking face!
So something positive in this patch after all
do we have a place anymore in PvP?
I just want to comment on the part of urgency. I always sort of hoped that the story would be delivered in chapters where one could play the entire chapter without leveling in between.
I always had the issue of urgency as you described with the old system. Example: oh no the nightmare court is assaulting this village, we must stop them… oh wait I’m gonna get 2 levels first, the village can wait.
Otherwise I haven’t rolled any new characters under the new system so can’t really comment that much on it.
I’d have rather seen the base healing be buffed to match the thieves stealth healing trait instead of some additional functionality that I really don’t even have that much control over.
Had another great idea:
Spectral Form: [Spectral] CD: 90
become the spectre for 3 seconds, granting immunity to damage and increase movement speed by 50%. Also gain 4% life force per second.
Yes, I just decided necros need mist form that gives LF as an elite skill.
allow team with less players vote out 1 player from enemy team to compensate.
I just want to let Anet know that my services would also be available for hire. I can do 20 positive threads a day for a reasonable price. Please contact me via PM with details. I will provide my CV then also. Hope to hear from you soon.
I noticed this had to do with me pressing my right mouse button at the time of stomping (I suspect many do this since its used for camera rotation). Everytime I release the right mouse button stomping works perfectly.
Still definitely a bug. Never had such behavior before.
Did some more testing, apparently you can’t have the right mouse button pressed at the same time.
You made the right move. I might follow your example very soon.
I was thinking about creating a “Delete your necromancer” thread on the profession balance forum where you can post screens/video of the process. Would anyone else be interested in making such a statement?
Been playing condi the last months so can’t remember how it used to be but it feels like when I’m wielding daggers or in DS that the stomping option is not there and I have to wait 1-2 seconds near my downed enemy before I can hit F? Don’t remember having this much issues to actually initiate a stomp before.
Was this always like this or did they break it?
Next up they nerf consume conditions so it does not cleanse condis anymore. They want to force us to use signet of vampirism.
No thanks from necromancers.
This thread has to be a troll. Stop feeding.
a condition version could run soul marks to increase LF gain.
Life siphons and regeneration should be allowed in DS. Both are long term heals not burst. It is just wrong that our main class mechanic works against long term heals if we are supposed to be an attrition fighter.
Since when was locust swarm a thing in PvE?
I don’t know. Fact is random procs like this might make it harder to get out of combat in some situations. Granted if something causes you to go below 25% you probably were in combat mode to begin with.
I agree, DS simply is not in that good a spot that warrants any trade-offs.
Allowing life siphons and regeneration through DS is a great start. The heals aren’t that big and requires necro to stay in DS for a fair amount of time before the heals start paying off. Bursting necro out of DS is not that hard especially with our weakness to CC.
Some of you utilities/skills have way too long cooldowns for what you get. Here are a couple I think would need a buff:
Signet of vampirism; by far the weakest amount of self healing, should be also on shortest CD to compensate. make it 15-20 seconds.
Well of darkness: the blind is powerful but only every 50 seconds? Since the skill brings nothing else than the blind it should be accessible more frequently during a single encounter/fight. Make it 30 seconds to start with.
Plague signet; make it 50 like our other stun breaks (except spectral walk).
Corrosive poison cloud; make this skill have a CD of around 20 sec. Gives necro a better role as weakness applier.
Signet of locust; the effect is not that powerful. Make it 25-30 sec.
They way I see it, is that it needs to have the shortest CD of all our healing skills to warrant its lesser self heal potential. If the CD was around 15-18 seconds I might be interested. I can live with a smaller heal if I instead get to use my heal more frequently.
edit: make that 20 seconds for starters so we have the same as healing signet.
While I don’t think your ideas are bad I still believe the easiest approach is to allow heals throug DS. That way the existing siphons would not need much of a change at all.
The only thing that 5 point minor trait will do is forcing people to either go 5pt in blood magic, take a full set of minions or don’t go in blood magic at all. No, healing in DS should be a basic functionality. If afterwards it is OP, balance the rest.
It would still be a small step towards making it worthwhile to go deep in the blood trait.
currently no one really goes for blood magic. Atleast then some builds might go for blood magic. All or nothing is better than simply nothing in my eyes. I know it not a perfect situation but still.
What comes to healing in DS in general, I don’t see how it would be op. Considering all the ele, guardian and even ranger self heal builds that can stay alive and heal like crazy, why would necro become op if we could heal at a steady rate, but not the others? Oh and thieves can heal in stealth…
Heres my ideas to “fix” necro survivability and traits. I’m sure these same ideas have been proposed by others in the past but I simply want to highlight the ones I feel are worth considering.
Blood magic and deathshroud don’t work together at all.
Blood magic 5 point 5 minor replaced with: “can now gain health from regeneration, and life siphons while in DS”. This would make it somewhat appealing to invest deep into blood magic and would give the traitline a strong defining character.
Unholy sanctuary and martyr need to swap places. Why are we forced to spend 6 trait points in a NON-healing power tree to get a trait that essentially needs insane amount of healing power to be practically of any use. Limits this Tier 3 trait to only builds that want to run 30 blood and death (currently only a minion master might even consider this assuming they want skip the damage boost for minions, which they don’t).
Additionally revert the new functionality from unholy sanctuary and just make it effective at what its supposed to be. Start by buffing the base heal to 200 and see how that plays out.
Remove the damaging part from siphons altogether. Yes, I’m prepared to sacrifice the minor damage boost from siphons if this is what is holding them back from being a viable source of sustain and self heal for the necromancer. I can boost my damage from curses and spite tree when I want, so blood magic does not need this sort of functionality at all.
I find it offending that they tried to hide its useless active healing in the demo by using dagger #2 while it was on.
It is clear you have no clue about the necro class whatsoever.
-1s duration increase on signet of vampirism. LOL!
- Unholy Sanctuary. Can’t you just make it effective at what it is supposed to do? healing while in DS, not come up with these BS additional functionalities that necro players does not even have a real control over when to trigger it?
We have a useless traitlin called blood magic. But it does contain a mechanic that could easily be a valid form of survivability. life siphon! why cant you buff it? 33-40 healing per hit is a joke in a game where autoattacks hit for 3 to 4 digit amounts.
Axe, dagger buffs, interaction in DS are nice though, I admit that much.
I’m bringing this up again to keep devs attention.
The elite skills in this game are for most part bland/boring. Some are even weaker than the utilies we have. One of my biggest problem with Elites is their long cooldowns. I’d much prefer having “weaker” elites that I could use more often instead.
In order to increase build variety consider the following options:
1. Allow players to equip any utility skill in the elite slot. making elites optional like in GW1.
2. Consider moving some of the utility skills to elite status. Could be some of the lesser used ones and then buff their effect to warrant being an elite where needed. Preference on keeping the cooldowns low.
I suspect they might buff lifesteal to up our survivability. Something like
increased life siphon healing amount to 34 from 33.
What I hope for:
regeneration boon now works while in deathshroud.
life siphon healing increased by say 100% and works in DS
a stability source that does not require a T3 trait
Can we please have this armor set back? I cannot fathom why anet keeps REMOVING content from their game.
I would not get my hopes up. It is very likely they won’t dare touch necromancers at all because of the dumbfire incident.
So you prefer having bugs in your games?
For several hours I’ve been stuck because events don’t trigger… Nice!
I would not trust you guys to manage to create a hello world app without at least 100 bugs.
… React to Belindas death?
My was cheering with hands in air: “wow, nice gear!”
Many games have a surrender option where the team can agree to surrender a match that seems hopeless.
In gw2 this would help save time on those bad matches and no dishonored if entire team agrees.
Remove rewards from losses, and see all those afkers starting to play or go back to PvE.
Thanks.