3. Bone Minions: The fact that this skill summons only 2 minions is criminally low. Especially when compared to both “Rise” and Lich form. Its unclear to me how many minions this skill should summon, but I’ve been stuck on 5. Its recharge might need to go up a little bit, but not too much as these guys don’t pack too much damage on their own. But this skill should be the back bone of any minion build. Yet its left to fester on the skill bar as a skill not even MM’s will touch. 2 minions is very clearly too low. And I will admit that 5 might be a bit too high for PvP. So lets just make the 5 for PvE than. So how it works.
There is no way this would happen… Simply because, technically, what you suggest is potentially :
- 3 more combo blast in a short time
- 200 life leeching per second (probably the thing that Anet fear the most)
- An unknown but substancial amount of instant damage due to the active skill of this minion skill.
There would be just one thing to do to this skill, Just make the active part ground targeted.
Why nerf all professions when you can nerf just one?
They just don’t want the critters to survive for a long time because they were not designed to do so. It sure hurt players but, in all honesty, using a transform skill just to exploit a gimmick brought by 1 skill out of the 5 skills of the transform, that’s a little cheap.
They should just give up and remove the transform “elite” skills from the game. It can only make this game healthier.
I saw a image of the specializzation and if i don’t remember wrong it was in the right hand. But the img could be as a mirror, then it could be a offhand…
I read in a leaked link that the elite will cast a “jar” that will adsorb all the LF you collect and the soul of every enemy that die near it. Then tehre will be skills to move it and an Fx that will grant you all the LF collected, granting you a sort of Shroud that will empower you (but don’t know if it will reduce the damage or will adsorb the damage as the actual shroud do).
Said that, it will be similar to the revenant Legendary centaure stance with the Tablet. But don’t know if it will be more moveable or lesser.
Basicly, for what i read (and that was really poor informations) we’ll obtain a strong but extremely immobile elite specializzation, maybe able to ground control effects, as the engi turret was tome ago, or as the centaur stance had to be for the revenant.
if that will be true, we’ll obtain a broken unworking mechanic for a new elite specializzation and another mechanic that will be bad, then will be really extremely strong and then again nerfed to the ground.
And no, i don’t think ANet will ever fix all our movement and defensive problems. We’re supposed to be slow, with no/low stability and with mediocre damage. We’re an attrition class, and the Only chained to it’s theme.
Well, Crinn said it it was a fake leak to change the market. However, I’m impressed, I didn’t thought about the ventari mechanism that almost every revenant already complain about. So it could actually be worse then the worst thing I could think about!!! Truly impressive!
@EremiteAngel : Sroud skills seem legit, though shrd#1 would most likely be like guardian staff#1. Torch main hand is unlikely but we can dream.
@Foste : that would make the specialization absolutely worthless against anything that got a breakbar… Seem legit!
@Sigmoid : that’s the gist of it.
Let’s try my own fantasy :
Shroud come with the ability to maintain up to 3 demons (same as mesmer with illusions). Sand demon are like clones while greater sand demon are like fantasms. Sand demons disapear upon leaving the shroud. A trait bleed enemies close to the sand demons when they disapear or are killed.
Shrd#1 : 3 hit chain auto attack like the mesmer’s scepter auto attack. Leave a sand demon on third hit.
Shrd#2 : summon a sand demon next to your foe. Allow you to switch place with this demon.
Shrd#3 : Shatter your sand demons inflicting fear to your foe and your sand demon’s foe if it’s in mele range.
Shrd#4 : Summon a sand storm around you, doing damage and blinding your ennemies with every tic. very long CD.
Shrd#5 : Summon a greater sand demon that blind it’s foe and do medium damage (rebound 2 time).
Torch (off-hand)
Skill#4 : send a green fire bolt that corrupt up to 3 boon and blind the foe (alos does minimal damage.
Skill#5 : cleanse 1 condition to up to 5 allies in the radius and remove 1 boon to up to 5 foes in the radius.
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Really? I can see people use shield, torch, focus or even pistol but sword as off hand is pretty much PvP.
Honestly, as a condi mesmer, I only use pistol so I can’t really answer your question. But I doubt these guides.
Whisky flask : skill : Heal you for a large amount of HP. Self blind.
Hidden flask : trait : Heal you for a small amount of HP when you reach 25% HP. Blind you. ICD 30s.
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To be honest, ranger are already picked as condi dps… At the moment the ranger can be both played as support and dps which is a lot better than most of the other professions in PvE.
I’m pretty sure that Anet won’t design e-specs around the “pure DPS” idea. They will most likely try to add a new feel to each spec while keeping the damage balance as it is. Perfect example of this is the Necromancer’s reaper that was and is still viewed as the “pure DPS spec that was supposed to save the necromancer in PvE” and end up better as a condi spec while still being not enough to give a seat in PvE to the necromancer.
The reason ranger’s “pue dps” is bad is because it’s damage are split between him and it’s pet. It’s sad but we can’t do anything about it, they chose this design. Truth be told, if they remove the pet and add a flat %age of stat or even damage balance things, this will inevitably open the door to toxic gimmicks is the game and be nerfed asap. From my point of view, the only way up for them is to add extra damage on hit (like weapon’s sigils) if they want to remove the pet. Like that it might allow the ranger to achieve the direct damage of a middle tier DPS (Just like the reaper’ spec)
Yeah yeah certainly another failed support through condition… This just doesn’t work in PvE thanks to the fact that every profession and their grandma can perfectly do it and boss are either immun to condition or have mechanism that bypass them.
1st attempt : let’s make necromancer support via condition! Yeah yeah awesome idea!!!
Reality : everybody can do it and put some usefull support on top of that.
2nd attempt : let’s make the necromancer the guy that revive down players! Wooh! awesome idea!!!
Reality : counter productive support that assume that your teammate will be downed.
3rd attempt : let’s focus again on condition and make the necromancer the guy that strip other from their boons! Woah! It’s impossble for them to be left aside with that!!!
Reality : few mob and boss rely on boons and mesmer can strip as well with great support on top of that.
4th attempt : A druid shroud with no grace of the land and weaker heals because there will be some low damage on top of the heals? With on top of that a clumsy mechanism that try to copy the chronomancer’s F5? Oh I can’t wait for that…
I know that I’m pretty pessimist but we’ve already seen to much of this.
On topic, Witch Doctor is a good name but that’s all. You need to add to this name mechanisms, trait synergy… plenty of thing that are not just a name and a wish for a role.
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If reaper’s touch was an axe skill… wait why not a Greatsword skill?
If reaper’s touch was like mirror blade should we start farting butterflies like mesmers? Honnestly I wouldn’t be against this skill creating an horror next to te foe to use the efficiently the rebounds. (thought one of the main issue of this skill is probably the boon it give which is absolutely not motivating)
Well there was tis thng that I posted that could also be “close” to this petless spec :
https://forum-en.gw2archive.eu/forum/professions/ranger/E-Spec-suggestion-Evoker/first#post6301815
Honnestly, at this point the best is to wait and see.
Well, the usefullness of a defensive skill is not in it’s offensive aspect but in it’s defensive aspect. Beside, other professions do have defensive skills that disable totally their offense :
guardian : shelter and renewed focus
elementalist : mist form
warrior : shield stance
engineer : elixir S
Would you rather see them being able to do power damage at the same time they use those skills?
We can’t just expect to have skills with no drawback because we are necromancers. Even worst, from Anet point of view, us being able to weaken ourself on demand is a boon since they expect us to make use of this weakness regardless of the fact that we play condi or power.
And then, at release, we discover that we will use longbow like a greatsword at mele range.
Joke aside, Glint never ever used a shield yet we got a shield for herald. The weapon does not need to fit the legend, the weapon need to fit the specialization thematic. The keyword would then be renegade which are usually some kind of slippery character that tend to act against the order. Since we already have the slippery melee shiro, it wouldn’t be strange to expect a slippery range Kalla.
But necromancers lack damage AND support, how is that amazing for raids?
What he say is : “Don’t care about the lack of damage and utility, it’s not important. What’s important is that you can screw up more than other class and still survive. Who care about being usefull when you can take a beating?”
Which is almost right.
does it change the fact that you :
- stop projectiles?
- apply a condition that reduce the damage output of the foe?
and
- apply a condition that reduce the healing received by the foe?
Sure you’ll have more damage output with a condi build after using it but it doesn’t mean that the skill is not as usefull to a power build. That’s what I meant.
Flames of war don’t really give the necro vibe… I’m also a bit disapointed to see that the crimson flame effects that run up the arm do not extend to the skills effect. A necromancer need a dark torch with a greenish flame or something that seem to drip blood at the very least.
He just mean that soft CC last longer with condi gear (expertise) which make them logically more potent.
I personnally won’t argue but I think that power and condi have about the same amount of CC. Saying that it’s better to pick CPC as an utility in condi build is probably both right and wrong, the reallity is that the usefullness is about the same for both condi and power build. It would be like saying WoD is a better pick in a condi build.
One of the reasons I’d like to have necro focus more on condition damage is legacy of GW1 necro as most skills you would use were Hexes, and direct damage was more of the exception.
Well, I can’t fully agree with you. Damaging conditions in gw2 aren’t really hexes from gw. Damaging conditions, with the exception of confusion, are skills that put some tics of degeneration on the target. All hexes that does reactive damage at a set value should be viewed as power damage.
I think it’s been translated like that in GW2 and I’m rather ok with it personally.
NB.: After taking a close look at gw’s necromancer’s skill, I see a lot of direct damage spell that aren’t even hexes. I also see tons of support skills… (Raaaaaaaaaaaah!!!!!!)
I’d say :
- It used to be spectral wall in wvw.
- It used to be mark of horror in PvE
- It used to be… wait no, I’m not experienced enough in PvP for saying anything.
I think, a skill that can still change the tide in a fight is corrupt boon. Plague signet can be pretty nasty as well.
Racial skills ( at least there should be a compansation with passive legend buffs)
Could be fun to have racial legends but I guess it’s to much work as always.
Human legend :
heal : prayer of dwayna.
Utility : prayer to kormir, prayer to lyssa, prayer to melandru (skill #4 from the avatar)
Elite : Prayer of grenth (upkeep the reaper of grenth skill)
Charr legend :
Heal : warband support (upkeep that grant you health every second but cost an arm to upkeep)
Utility : Shrapnel mine, hidden pistol, battle roar
Elite : Artillery barrage
Norn legend :
Heal : Bloody wolf frenzy (wolf skill)
Utility : Call howl, Crow blast (crow skill), Prowling leopard (leopard upkeep skill)
Elite : Bear Charge (bear skill)
Asura legend :
Heal : D-series engine (block projectile and heal for a small value)
Utility : Pain inverter, technobabble, radiation field
Elite : Power suit (upkeep)
Sylvari legend :
Heal : healing seed
Utility : grasping wine, seed turret, summon sylvan hound (upkeep)
Elite : take root.
That was easiest to do than expected…
There is a reason why “Blighter’s Boon” and “Deathly Chill” can’t be traited at the same time!
Just think about it!
Yeah, let them broken trailblazer reapers heal through shroud for 1k HP per second – even outhealing adrenal health zerkers. Sounds like a great idea! NOT!
(To the sPvP folks: Even in that game mode it would be broken for several reasons like attacking range, cc capability, aoe damage… but still useless when being focused by the whole enemy team.)
Heal through shoud in general is a (badly working) crutch for necros mobility issues. Even Blighter’s Boon on a power build is super situational. How many shroud autos do you land on a thief or mesmer?
The “mess up everything” potencial for shroud heal is high and the geneal benefit for the class is low. Some mobility options (hello flesh wurm instacast!) would help us much more.
Well… it’s true that “potential” is what hurt the necromancer the most. But i’d like you to consider at least one thing :
While the necromancer could have this potential to heal himself at 1k/second in shroud thanks to parasitic contagion, in reality, each player he face would not heal him for a lot more than 2k at most. Since they’d be dead in 2 seconds anyway.
In fact in a fight where the necromancer can target more than 1 foe, the healing potential per second is a lot more frightening than a mere 1k per second. I trust that a clever epidemic have the potential to reach 5k/s heal.
And this is probably this potential that led the dev to not allow it’s heal to pass through shroud. Simply because at 5k heal/second, you don’t need any shroud.
However, potential is alway bound to some ideal moment that very rarely happen. The reality is that in a fight against 2 players, if the necromancer reach this kind of sustain it’s that the other player is already deadmeat (not because of the sustain but because he take 10k damage per second and he will be dead before having the time to heal himself).
The simple fact that you reached this level of sustain already mean that you don’t need it. Ain’t this fascinating? In reality, you’ll never outsustain a traited warrior, a traited thief or an elementalist specialized in sustain. You might struggle to reach this edge and even achieve some awesome sustain peak. But in pur sustain you’ll always stay behind.
Now, if you take into account the LF that you gain, strictly speaking you’ll outsustain every other profession because shroud is an HP shield. Is this good design? this is a difficult question to answer. What’s certain is that it make the survivability potential of the necromancer very impressive, to the point of bein scarry, but at the same time it make it really difficult to properly achieve even 60% of this potential.
I only looked at the google log (excuse me, I won’t read the whole novel ).
While there are some good idea, I don’t get why you want to focus this much on condition damage. The necromancer is at the moment, almost balanced in it’s condi damage output, while he struggle to shine in power damage. And from what i’ve seen you basically nerf power damage outside of shroud.
I find interesting how you tried to introduce some support however, I’m affraid this kind of support won’t be able to be meanigful enough to grant a place in raids to the necromancer. Even worse, you cut down our ability to corrupt boon which was… well… the laughable answer that anet came up with to make us valuable for group content.
To sum it up, I’m affraid these change would slightly benefit pvp, create havock in wvw were you can easily make conditions go out of control and sink the necromancer worth in PvE group content.
PS.: change to shadow fiend is fun but it look like god mode.
I hate to be the bearer of bad news but the new Mesmer specialization got axed.
The pun was good! But nobody seemed to saw the “d” at the end of your sentence.
Well, the game has been out for a fe year now and I was wondering if it was not the time to look back at some core profession skill type that seem to be slightly inconvenient to use in the game as he is. I’m talking about :
- Conjure weapon (elementalist)
- Spirit weapon (guardian)
- Spirit (ranger)
As they are these 3 kind of weapon suffer from there initial design which is not really fit into the overall gameplay of the game.
I’ll just make a simple suggestion for each which would, in my view, give a few more use for thoses skills :
- Conjure weapon : Make those skill summon only the carried weapon baseline (CD reduced to 40 seconds). Traited, these skills would summon a second weapon just like it does actually (this is an effect worthy of trait).
- Spirit weapon : Baseline, these skill would only preset there “active” skill in our utility bar (the guardian would use it’s own spirit to display the effects). Traited, it would summon the weapon just like it does at the moment.
- Spirit : Baseline, these skill would only preset there “active” skill in our utility bar. Traited effect would work just like it does at the moment.
The idea is mainly to change those skills into selfish and easy to use skill and allow us to transform them into strategical support skill when traited. The fact that they are baseline strategical support skills is what hinder those skill and prevent player to use them healthily.
Players that want to play a pet-less Ranger are going to be very happy with this one.
Are you talking about the thief e-spec? The sharpshooter?
(edited by Dadnir.5038)
Most likely if this goes live, the mixed attunment will be the result of your previous attunment and your actual attunment. Which would be pretty logical. The resulting skill beng tied to the weapon is kinda disappointing and bothering.
Being tied to 2 attunments out of 4 would just kill the class which is not designed for that.
If we could chose more hybrid slots, that would be 30 skills for each new skill – which sounds like way too much work for one profession
Based on the leaked picture there would be :
- 8 standard skills for the new weapon (If we assume that this is sword)
- 6 mixed skills for the new weapon
- 18 new mixed skills for the old weapons
- 6 mantra
= 38 new skills
It is, in fact, not a bug; It’s for balancing purposes to help make sure that Condi builds can’t gain too much sustain, since these builds are already quite tanky and survivable.
Wait… What?
Maybe ranger will get shapeshift finally
What’s sure is that if it’s a shapeshift c**p I’ll probably never use this e-spec. We’ve got way to many “transform” skill in this game and the sad thing is that the only one who is barely playable is the necromancer’s shroud.
Yes i am fine with the fact that weapons like dagger wont be used in an condition damage focused e-spec. I mean why would you even want to do that when they dont have any damaging condition on it.
And for traitlines… since when is spite soly power damage based? Since the trait rework long time ago you can use spite just fine in a condition damage build. Heck conditon damage meta builds have taken it over curses in the past. But here i can somewhat agree with you a bit but i would argue the other way around. Also core traitlines shouldnt favor any damage type (major traits in the lines howerver can).
I’m not fine with leaving behind half of the profession tools for the sake of specializing an e-spec in condition damage.
As for traitlines, I think we can agree with each other. Even if it’s a little twisted and terribly inefficient, here is how I see the spite traitline :
- Spite : Support through vuln and power damage
NB.: I started to write an incredibly long thing and found out that I was going totally off topic… So I’ll stay at that.
Also, focusing an e-spec on specific damage (aka condition here) is definitely a bad idea. A perfect e-spec work with all other traitline regardless of what damage you want to focus on. In this regard, Reaper do an amazing job.
I dont think i agree with that. I think a e-spec should always be more focused to a certain play style (i always thought reaper should be power based). So i am glad Anet is going with that design decision.
The main reason why e-spec shouldn’t be focused on either power or condi should be obvious. We don’t need e-spec that narrow our build diversity even more.
If I read you superficially, I’m only reading that it’s ok for you that the “lich” will not be used with :
- Spite
- Dagger main-hand
- Axe main-hand
- Focus
because all of this have nothing to do with damaging condition.
So that leave us the e-spec weapon, scepter, staff and off hand dagger (+war-horn) as valid weapon for the new e-spec. As for traitline you’ll definitely take curse and soul reaping.
That’s what it mean to focus an e-spec on one kind of damage. Absolutely no diversity. So sure Anet can do it, like any idiot can stab a knife in it’s own limb, but that won’t do any good for both anet and the player base.
Edit : ironically enough “So that leave us the e-spec weapon, scepter, staff and off hand dagger (+war-horn) as valid weapon for the new e-spec.” this sentence is close of what we already suffer with the current reaper.
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Necromancers were supposed to be called Scourges, but they changed this into Lich. Liches do not have a second health bar like vanilla necromancers, but instead have a Soul Jar. When using the F1-skill, they drop the Soul Jar which costs them 25% of their HP. When they generate Life Essence, this all goes into the Soul Jar. Using their F2-skill or by dying, they return to the location of their soul jar and receive all the life essence poured into it. Using their F3-skill will transform the life essence in the soul jar into a Beacon of Despair, which looks like a 2-handed torch. The amount of life essence in the soul jar translates in how long you can wield the beacon. This is a pure Condi spec, and when the expansion releases, the Reaper will get buffed to compensate. Reapers were supposed to be slow high-damage dealers, and this did not go over well. Deathly chill will change to not give any bleed stacks, but instead give an additional, delayed hit. Every time you apply chill, you’ll deal additional direct damage instead.
You mean that?
I got a hard time understanding why the “shroud” would be on F3 and not on F1 (well if this is true, there is most likely already a need for a lot of polishing since F1-F2 could be just a key that you can flip at will). Also, focusing an e-spec on specific damage (aka condition here) is definitely a bad idea. A perfect e-spec work with all other traitline regardless of what damage you want to focus on. In this regard, Reaper do an amazing job.
Reapers were supposed to be slow high-damage dealers, and this did not go over well.
Made my day!
Well… This glance at this e-spec does not hype me.
Honnestly, I’d rather see them remove the whole minion thingy and give us the active skill instead. Though it would suck to lose the shield but it could also be a perfect way to actually change shield #5 into a relevant skill.
Burning Precision: cooldown reduced to 4. (this will add synergy because most skills while tuned to fire when using Pyromancer’s Training is a multiple of 4).
Conjurer: Removed and replaced with the signet trait that gave fire aura.
Sunspot: Applies burn
One with fire: Increases the duration of might by 20%
Blinding Ashes: Cooldown reduced to 6 secondsI like the one in bold but the conjurer change…well then which traitline will “buff” conjures? I know they’re not that good but we need a trait for conjures anyways.
How about :
Conjurer : Conjure weapon no longer summon a 2nd weapon. CD reduced by 50%. Grant fire aura when you summon a conjure weapon.
This should adapt conjure to PvP.
I won’t go through everything I’d want but :
Rending shroud : Yes it need a unique debuff, vuln is already everywhere.
Soul comprehension : change it so that we gain LF from our horrors. This won’t be over the top and fit the traitline.
Vampiric : swap siphons value from minion and necromancer. The actual value almost force you to play minion master to have an almost descent amount of siphon.
Vital persistance : I don’t agree with the degen reduction being baseline. I think the degen reduction just have to go. It would be more interesting to replace this effect with an effect that grant life force from incoming condition.
Transforms : we got shroud, is there really a need for more useless transform? No! Change those skills for some easy to use unique skills and enjoy the fact that we will be able to have a lich shroud in an elite spec.
For reaper, I’d only change gravedigger to a faster skill that do less instant damage. this would make the trait worth it, get rid of the bothersome gimmick that cry for nerf, benefit both condi and power spec… etc.
As a mesmer if you don’t support, what you do is simple, you just do that :
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I think it has more to do with the graphic intability at the launch of the game and the fact that it wouldn’t fare well in PvP.
The graphic instability lead them to reduce a lot the time a corpse linger in order to not overload the game with unnecessary graphics.
As for PvP, I think it speak for itself. We are already complaining that we start at 0 life force, imagine if we had to start at 0 life force and 0 corpses for minions. There would be an uproar.
This is probably the point that led them to ignore the corpses in the process of summoning minions. It may not be satisfying from a lore point of view but it might be healthier for the game as a whole.
Also, I think that there is a possibility that one of our (very long to come) e-spec may introduce for us some aspect of the mesmer mechanism. We might have a shroud that produce fantasms and clones. Maybe not named like that but with the same limits. This would probably lead to a shroud skillset that look like :
- : An auto-attack that work like mesmer scepter auto attack.
- : Something that work like mesmer sword #3.
- : a shatter skill that fear your foe at melee range.
- : Not a lot to say, this skill design is somehow unique…
- : a skill that summon a fantasm like thingy.
The illusions would probably disapear when we of out of shroud. Illusions would obviously be limited to 3.
If you add this kind of shroud to ranger’s spirits skills, we’d have some kind of gw’s spirit ritualist.
Well… you just can’t design an e-spec around the fact that you’ll be forced to take a specific elite skill. An elite spec need to work with the core profession, only new mechanisms can be forced to the player. You should have put glint revenge on F5.
Also… to much lore… seriously, there is not a lot of lore behind actual e-spec, it’s better this way.
Shouldn’t you just use F2 as the attunment key to flip between power and plight? Also, modifying stat won’t do any good to the game. Just make power attunment grant a stackable buff that improve your direct damage by x% each time you should have hit a foe with a condition and plight attunment reduce power damage by a %age and improve condition duration.
GW’s ranger was a great profession. It does have a lot of support, was an unparalleled puller, great at interrupting foes and had great offensive options. To own a pet, the ranger had to sacrifice one of their few skills slots which is why there was some complaint about pets not being accessible enough in the game. (though, gw’s pet had an higher impact in the game than gw2’s)
The choice to chose the pet as the ranger’s mechanism in gw2 was a logical follow up of the previous statements. How it have been introduced in the game and so poorly done is another question.
There is room for semi-petless e-specs, it shouldn’t be hard for anet to bend a bit the mechanism. There is also room for a lot of improvement for the core ranger pet. And, at the same time, there is also room for another profession’s e-spec to fill this spot of the petless ranger that a lot of players want to see. (I guess that dragonhunter somewhat already start to fill this spot even if the result is kinda disapointing. Especially the bow…)
The slow auto attack is irrelevant. On Dagger you also don’t auto attack because you are much to vulnerable doing so.
If you don’t auto attack with dagger why the **** would you even use dagger? It’s certainly not for dark pact and life siphon is not really worth it either. 2 utility skills that are at best anecdotics, of course you use dagger for it’s auto attack! This auto attack is almost on par with thief’s dagger auto attack but it’s garbage in your eyes… pity!
Druid? Support and control.
Problem with order is that they will most likely become some kind of thief venom.
Another idea would be some spirit skills like ranger’s :
heal : Blood field : Allie have a a chance to siphon life on hit
utility:
Burial ground : When a foe die, summon an horror in it’s place
Frost soil : down foe can’t be healed
Desolate sand : Allies have a chance to blind on hit
Corrupted hill : Allies have a chance to corrupt boon on hit
Elite : Barren land : reduce foes toughness by 180
I’d just prefer if they change gravedigger into a fast hiting skill (1/2 cast time) that does something close in damage (slightly higher, something like 600 base damage at level 80) to the third skill of the AA chain. This would make the reaper good in raid as power dps and not outstading in PvP since the hard hiting gimmick would be gone.
In short, I just ask for a frenziedcopter reaper.
Well, it’s not like it would be hard to create an easy mode. They just remove the enrage timer and the boss punishing mechanism when he is just about to die. Job done, everybody and it’s grandma should be able to pass through the raid while still keeping the feeling of achivement after a long stressfull fight.
Let’s sum it up :
I’ve played gw1 and expected the necromancer to be on par with what I experienced in gw1. However, I’ forced to recognized that the GW1 necromancer disapeared somewhere in the 400 ish years that separate the 2 game time.
The necromancer is no 1 man army.
The necromancer do not impact heavily the fight by cursing the foes.
The necromancer’s well are pityable in front of gw’s one.
The necromancer is no longer squishy. (well… not in the same way at least)
The life siphon depend on the minions to be effective (WTF???)
When using sacrifice, gw’s necromancer actually had huge result not like gw2’s.
I have the previous image of the necromancer and that’s why the current necromancer feel off for me. The GW2’s necromancer is the slow monster that’s supposed to fill it’s enemies with dread and that you can’t escape (Jason). GW’s necromancer was a strategic element bringing chaos on the battlefield, controling an army and it’s personal strength mainly came from the support he was bringing.
It’s just world’s appart from what I expected the necromancer to be. We got a soldier when we had a general before. A necromancer is supposed to happily send it’s allies to their death not sacrificing itself by thinking that it will be better done if he is the one to do it. Anet made the necromancer selfish in the wrong way.
6 month ago they announced that they were working on a 2 x-pac. When I said that they weren’t decided after the announcement, I meant the trailer at the end of the living story season 2.
Right now, the 2nd x-pac, we got absolutely nothing about it. What we got from 6 month ago is just 1 guy saying he did some test with anet and describing very vaguely hypothetical e-spec including a very suspect double dagger warrior. What leaked from this unique moment 6 month ago may very well be absolutely nothing. We don’t even have a realease date but since we are at the 4th chapter of the living story, we can still be sure that we got 6 to 10 month to wait for an official announcement and not a “we are working on it, stay tuned!”
It’s not impossible, but it’s too late for the next xpac where the elite specs are already decided. That probably pushes the idea out to xpac 3 if they didn’t already do that.
(also, it would be justice for the amount WoW stole from GW2)
Waouh! you’re super optimist, saying e-spec are already decided. For HoT even after they announced the x-pac, they weren’t decided for all the e-specs.
Dark = lack of light = inability to see = blind
Well… I wouldn’t bet on this. Too much light is as blinding than too much darkness… Guardian trait incoming : “symbole now also blind foes. ICD 10s”
i disagree, i love current necro build. blood magic is pathetic because it revolves around downed state, which is something nobody should be doing in the first place.
Totaly agree
I played necro back in the past before lichfrom Nerf and to me it was really boring.
Now I reageared up it again, and I falled in love with the new gs soul reapering rotation.i would change deathly chill to make it so aplying chill aplies dmg and make it scale with power boom power necro is viable as kitten
Taking in Mind that gs AA applies chill, with that change you are killing the condi build (fun rotation) with a Just brainless 1111111 build.
No thanks, Just change fields and finisher to prioritize your own ones and then make some adjustement if Needed.
Technically, the only thing that it change is that you would have to wear a power armor instead of a condi armor and condi build would again be forced to use scepter and the scepter trait.
Changing finisher to prioritize your own have only a little impact on reaper since outside of our only frost field we got 0 benefit from our others fields (or at least not more than from any other field in game).
Deathly chill in it’s actual form is like a wooden plank from an old coffin that is barely able to keep the reaper alive out in the ocean while some other professions ride a luxurious boat. Joke aside, this trait is another make or break trait which is probably not the best kind of trait that we should encounter in the game. It’s just unhealthy, it show that the necromancer have a weak base and is forced into a few powerful traits to barely survive as a third wheel profession.
… on futur e-specs.
Shroud :
- minion shroud that we control throught the use of shroud skills. (I know minion thingy are not healthy in PvP but there is some potential in such a thing)
- A shroud skillset that spend LF instead of using LF as an extra life bar.
Utilities :
- Glyphs : Because these are the utility skills that have the potential to be used when in shroud form.
- Curses : These are perfect as a kind of mantra and fit necromancers.
- Parasites : I’d like to see our character groom some parasites in it’s body, hacking at it’s vitality for some unexpected benefit and giving the necro some benefit when killing those parasites. (ideally, those parasite would proc minion’s trait on death)
extra mechanisms :
- An F2 skill that trad endurance for a strenghtening effect.
- An F2 skill that use LF out of the shroud (there is potential for burst damage, support or defensive stuff)
All those concepts have potential that fit the necromancer (in my point of view). And you what kind of concept would you want to see?
PS.: make it simple, don’t bring whole e-spec concept. Just a few mechanisms that would make you drool or smile as a necromancer.