For them to just enter death shroud and be back at 100% hp.
Cos balance?. If you honestly think my suggestions are going to break your game, it pretty much proves that you rly on this skill! their for proving its op. -.-
1. Death shroud acts like another health bar, it wont heal the necro, just gives the ability to eat damage. See? Eat, absorb, reduce not being an immune demi-god as warriors do nowadays. The necro will suffer from conditions and other effects just in a reduced level. Dont spread bullkitten.
2. Necro has no other defensive options. Sure, you can trait wells for protection (high cd skills) or spend 30 points for 3 second of stability and thats all. But if you cant burn a full DS and interrupt Life transfer, there are issues on your side too. And counter the lack of mobility if you are in a 1v1 situation.
May i ask what class do you play?
edit: To your first post. Currently the life force bar is 60% of your health. Your first idea would make DS a bit out of hand. The second would insta kill a necro, since reducing armor to 0 would increase the incoming damage by a stupid amount. Also DS has a ~50% built in reduction, im assume you tought about that, but that behaves oddly enough to not touch it anymore.
(edited by Dalanor.5387)
There is at least one guy every week that thinks that death shroud is an infinite, unpenetrable shield against damage … Sadly it get nerfed at summer.
“Damage taken while in death shroud will now overflow to the necromancer’s health pool if the damage taken is greater than the remaining life force.”
Currently, its still bugged for months so you are able to do extra damage for the necro if your damage overflows. Fun fact, a new bug damages your hp bar while you are in ds.
Learn to play kid and stay away from the balance forum. Thanks.
The issue is, they want Necro to be the 1 class that can’t run, but is supposed to stop people from fleeing.
If i have to tip on this issue, necro supposed to achieve this with cripple, chill and immob, but when condi cleanse and passive skills flying everywhere as several classes literally doing this, it fails hard.
Leaps would be good for gap closing, but wouldnt solve anything sadly.
The cast time is horribly high. 2 second in spvp and 1 second in pve / wvw would be nice, but that 3 second now is insane. The CD is fine. Oh, and the passive sux hard.
Set up a dragon meeting with the manipulating of the leylines, grab some popcorn and wipe whatever left there with the ufo? But killing more dragons would just screw up the flow of magic except Scarlet found something in the mist.
Tame the dragons, set them to sleep? Nah …
Ascend somehow?
Okay, i give up.
Prevent a retreat? Maybe? Making an ambush with footsoldiers is indeed pointless. And the Pact get their hands on the anti-corruption orb (what was that btw?) from the krait.
Nah, i don’t know, just throwing out ideas.
Just one tiny thing. Which is common in the orders HQ? Asura gates. Which leads to Fort trinity, hq of the Pact at the doorstep of Orr.
I will drop it here too. There is this plant thingy on her desk, right next to the injector.
Yes, this is on Southsun and we dealt with them when the karka went crazy.
Any connection between these, the karka and Scarlet? Bubbles is who causing nightmares to Scarlet?
Just made this screen. That thingy is on the desk , on your second screen shot. I find out behind a tent in Southsun, at the Cannach’s folly poi.
So whats up with Scarlet and the karka? Isn’t Cannach screw up the animals there?
It is GREAT NEWS that Dhuumfire is nerfed to the ground. Now perhaps our whole profession won’t have to balance around Dhuumfire anymore.
I support any kind of nerf against Dhuumfire. In fact this whole trait should be deleted from the game altogether and be forever forgotten alongside the Forgottens.
How is it great news that it is now completly useless? Nerfing does not mean make it so bad no-one would ever want to trait for it.
Its great beacuse every other nerf happened in the past half year happened because of this trait. Now its almost totally out of the picture, the necro can get some love.
Tbh im not against a spike / high damage spec, but the low damage “attrition” style would be welcomed now …
Lich form is one of the worst elite necro possess and thus for 3 reason
1. If speced right a Death shroud necro can achieve the same damage as lich form with life blast in near permanance.
2. Lich form CANNOT self heal
3. Lich form doesnt actualy have a fear mechanics and is just a big lets get killed button in your spell bar you might as well run flesh golem.I say this as an actual pure Death shroud necro damager, Lich form isnt even worth using to begin with and id likely want to get it buffed so that it can actualy heal or defend itself before i even run it again.
-
5. The stability on it can be removed easily.
The damage is laugable compared to other sources the necro has. The only really good benefit it has is the stat bonus.
The uptime is fine, it’s just feels weak. When you use Lich form, it should be a “oh we are kittened” moment at your enemies, not a “yay free kill!” …
- Not sure the new Spite GM should be a siphon related trait, it must be in a defensive line or just simply a default thing for necro after some tweaks.
- Mark traits are all over the place, some merging / moving is needed.
- The new Dark armor idea is just don’t make sense and SoV needs a total rework anyway.
- Deathly invogoration fine as a master trait, it’s balanced around Near to death.
- Siphon balance is more complicated, so skip Bloodthirst.
- SoV needs a more complicated rework, necromancers already did a few threads about that, like THIS.
- Terror is master trait for months now … jeez, do you even necro or just throwing out random toughts?
- The cap on Corrupt boon was beacause you could just intsagib someone with multiple boons. Stability as the last removed condition is sux, indeed.
- CPC is fine as it is, weakness is great and that massive amount of poison too, but other utility skills often outshines it.
- Overall damage of condi necro need to look at, but changes at other classes makes it even harder to balance out, so it won’t come soon.
- Sustain builds has a lot of problems, such as lack of active defense, DS bugs all over the place, incoming damage and LF generation ratio, non-existant heals in DS, slow cast animations and so on, it’s another difficult part of necro balance wise.
tl;dr: These things got already mentioned numerous times.
well i had good time watching dev play a thief in fractal preview
all he did was spamming unload and biting the grass 90% of the time
nice showcase indeed
It’s just another phase of the balance cycle. A few months later necro will get buffed again, while the actual fotm class / build will get a nerf.
Instead of actual balance, developers keeps rotating between classes to make an illusion of “fresh scene” while actually nothing changes. It’s like a teeter. Up and down. Up and down.
Balancing necro is already a though thing. Make a class viable with design elements that are completely different by 180 degree how the game works … good luck with that.
ps: sorry for bad english blablabla
- Warrior
We want the Warrior to be capable of good melee damage in a sturdy body. They can still do some decent damage at range, but they aren’t as good at it as the Ranger (with their pet). They have a hard time taking enemy boons down, and instead, have to just go through them with raw force. They may have a hard time with enemy conditions, and may need to ask for ally help in order to keep themselves free of hampering conditions.
I would love to see they struggle with conditions.
Thats called counter. For example mesmers are fragile and conditions just melt them, they can’t handle that. Is it unfair? Yeah. Should they change? Well, it depends on what Anet wants. If they want an even field, i wish for superior damage mitigation instead of DS and more counter to cc. Thank you.
The problem is removing Warrior mobility is how do you also solve for Warriors keeping other players in melee combat range too? Would you prefer Warriors having hard CC and/or spammable movement impairing conditions on every weapon?
I know my answer. Two sides to the coin.
Guardian doesn’t have soft CC or spammable impairing conditions on any weapon and their mechanics work like RTL. What’s your point? Are you saying they need to give Guardian a spammable impairing conditions on every weapon so they can stick on target?
Guardian have very good GAP CLOSERS on sword and gs. There is a huge diference between landspeed movement and combat movement. There are classes way more efective in combat movement and less efective in landspeed movement (comparing to warrior).
Now there is a class that have the best combat movement and the best (or second best) landscape movement. Cannot remember the class name right now…
Thi… Thi…
Nevermind…
Tomorrow i will remember.You just said it, I took the liberty of highlighting it, gap closers not free ride to Japan and back at light speed. The fact is that Warriors have too many options with their so called “gap closers”, the term itself suggests you will be running TO and not running FROM.
Yes… I´m glad because you get the point.
There is a diference in combat movement and landspeed movement. Warriors have better landspeed and worst combat movement. It would be unbalanced if they had both. But they not. A nerf to landspeed movement will lead to a buff to combat movement.
Dogged march supposed to help them in combat mobility. Melandru runes and Lemongrass can help even more.
Yes but that dont turn warrior gap closeres to instant ports. And Warriors are not the only ones that can have ALL of what you said.
What i mean is that this trait alone makes their mobility questionable on their weapons, especially GS. Beside that you take either the passive 25% movement bonus and / or using Signet of Rage with high swiftness uptime. I admit, swiftness isn’t that good in combat and can be removed, but at least they have options.
Yes they have options. Totaly agree with you.
Just a thought:
You can see the strength of warrior gap closers in their constant need of dogged march, melandry runes and food.That trait (and the whole setup) is highly optimal in the current condi heavy environment. Warrior need to be a “in your face” type of class, independent of build, so a passive reduction on movement imparing effects makes sense and i find it highly acceptable. However, paired with their movement skills just doesn’t feel right, especially how elementalists got treated for the same reason with RTL months ago.
GS has two mobilty skills with great range (rush alone is 1200 range, seriously?), more or less fast animations and one of them has an evade frame too? Thats a bit silly, isn’kitten
Add in the other frustrating factors warriors have nowadays with stances and voila … OP imbalanced demi-god for your service.If RTL worked exactly like GS 5 (same animation, weekness, miss ratio, same cooldown, travel time) would you think that its ok?
If so why dont tell that to ANet so they can do the change (assuming they want to). RTL its not a warrior problem.
There is some reason why developers found RTL to be used as an escape tool is bad without downsides, so i would say yes. With this change the opponents have a chance to recover and the warrior won’t came back 10 seconds later to fight again and escape again 10 second later.
This thread made for this reason.
Not directly, but it is. Stating that X effect is OP on a class, nerfing it and keeping it on another class, which cause the same problem against others doesn’t feel right to me.
edit: P Fun Daddy summed up really good this a few post above me.
The problem is removing Warrior mobility is how do you also solve for Warriors keeping other players in melee combat range too? Would you prefer Warriors having hard CC and/or spammable movement impairing conditions on every weapon?
I know my answer. Two sides to the coin.
Guardian doesn’t have soft CC or spammable impairing conditions on any weapon and their mechanics work like RTL. What’s your point? Are you saying they need to give Guardian a spammable impairing conditions on every weapon so they can stick on target?
Guardian have very good GAP CLOSERS on sword and gs. There is a huge diference between landspeed movement and combat movement. There are classes way more efective in combat movement and less efective in landspeed movement (comparing to warrior).
Now there is a class that have the best combat movement and the best (or second best) landscape movement. Cannot remember the class name right now…
Thi… Thi…
Nevermind…
Tomorrow i will remember.You just said it, I took the liberty of highlighting it, gap closers not free ride to Japan and back at light speed. The fact is that Warriors have too many options with their so called “gap closers”, the term itself suggests you will be running TO and not running FROM.
Yes… I´m glad because you get the point.
There is a diference in combat movement and landspeed movement. Warriors have better landspeed and worst combat movement. It would be unbalanced if they had both. But they not. A nerf to landspeed movement will lead to a buff to combat movement.
Dogged march supposed to help them in combat mobility. Melandru runes and Lemongrass can help even more.
Yes but that dont turn warrior gap closeres to instant ports. And Warriors are not the only ones that can have ALL of what you said.
What i mean is that this trait alone makes their mobility questionable on their weapons, especially GS. Beside that you take either the passive 25% movement bonus and / or using Signet of Rage with high swiftness uptime. I admit, swiftness isn’t that good in combat and can be removed, but at least they have options.
Yes they have options. Totaly agree with you.
Just a thought:
You can see the strength of warrior gap closers in their constant need of dogged march, melandry runes and food.
That trait (and the whole setup) is highly optimal in the current condi heavy environment. Warrior need to be a “in your face” type of class, independent of build, so a passive reduction on movement imparing effects makes sense and i find it highly acceptable. However, paired with their movement skills just doesn’t feel right, especially how elementalists got treated for the same reason with RTL months ago.
GS has two mobilty skills with great range (rush alone is 1200 range, seriously?), more or less fast animations and one of them has an evade frame too? Thats a bit silly, isn’kitten
Add in the other frustrating factors warriors have nowadays with stances and voila … OP imbalanced demi-god for your service.
The problem is removing Warrior mobility is how do you also solve for Warriors keeping other players in melee combat range too? Would you prefer Warriors having hard CC and/or spammable movement impairing conditions on every weapon?
I know my answer. Two sides to the coin.
Guardian doesn’t have soft CC or spammable impairing conditions on any weapon and their mechanics work like RTL. What’s your point? Are you saying they need to give Guardian a spammable impairing conditions on every weapon so they can stick on target?
Guardian have very good GAP CLOSERS on sword and gs. There is a huge diference between landspeed movement and combat movement. There are classes way more efective in combat movement and less efective in landspeed movement (comparing to warrior).
Now there is a class that have the best combat movement and the best (or second best) landscape movement. Cannot remember the class name right now…
Thi… Thi…
Nevermind…
Tomorrow i will remember.You just said it, I took the liberty of highlighting it, gap closers not free ride to Japan and back at light speed. The fact is that Warriors have too many options with their so called “gap closers”, the term itself suggests you will be running TO and not running FROM.
Yes… I´m glad because you get the point.
There is a diference in combat movement and landspeed movement. Warriors have better landspeed and worst combat movement. It would be unbalanced if they had both. But they not. A nerf to landspeed movement will lead to a buff to combat movement.
Dogged march supposed to help them in combat mobility. Melandru runes and Lemongrass can help even more.
Yes but that dont turn warrior gap closeres to instant ports. And Warriors are not the only ones that can have ALL of what you said.
What i mean is that this trait alone makes their mobility questionable on their weapons, especially GS. Beside that you take either the passive 25% movement bonus and / or using Signet of Rage with high swiftness uptime. I admit, swiftness isn’t that good in combat and can be removed, but at least they have options.
The problem is removing Warrior mobility is how do you also solve for Warriors keeping other players in melee combat range too? Would you prefer Warriors having hard CC and/or spammable movement impairing conditions on every weapon?
I know my answer. Two sides to the coin.
Guardian doesn’t have soft CC or spammable impairing conditions on any weapon and their mechanics work like RTL. What’s your point? Are you saying they need to give Guardian a spammable impairing conditions on every weapon so they can stick on target?
Guardian have very good GAP CLOSERS on sword and gs. There is a huge diference between landspeed movement and combat movement. There are classes way more efective in combat movement and less efective in landspeed movement (comparing to warrior).
Now there is a class that have the best combat movement and the best (or second best) landscape movement. Cannot remember the class name right now…
Thi… Thi…
Nevermind…
Tomorrow i will remember.You just said it, I took the liberty of highlighting it, gap closers not free ride to Japan and back at light speed. The fact is that Warriors have too many options with their so called “gap closers”, the term itself suggests you will be running TO and not running FROM.
Yes… I´m glad because you get the point.
There is a diference in combat movement and landspeed movement. Warriors have better landspeed and worst combat movement. It would be unbalanced if they had both. But they not. A nerf to landspeed movement will lead to a buff to combat movement.
Dogged march supposed to help them in combat mobility. Melandru runes and Lemongrass can help even more.
Working as intended. Proper response for most classes upon encountering a slow/dumb PU mesmer not in traveller runes is to run away at top speed and not get involved.
Pretty much.
Warriors are mobile – yes – but with that mobility comes the trade-off of no CC.
And with no CC you can’t exactly hold your opponent in order for you to kill him.
So yes – you can run away with said spec but it’s pretty much all you can do.
Warrior can wear two weapon sets, so a hammer would solve the CC while you get a GS as an off set. Works wonders.
I like the auto attack. Nice, slow, but the added chill makes up for it.
So basiclly it would be like Magnetic shield (ele conjured shield#4)? How about 5% + 1% for each pulled foe up to 5 ofc?
Way too OP. Its way too much. Putrid mark got nerfed for the exact same reason (or didnt get debugged you know). A full condi cleanse on such a low cooldown, even less than Putrid and with a possible block, nah its just too much, sorry.
But the direction indeed is very good! As i see mace wants to be some kind of soft control LF generator tool. Wouldn’t be better to rework the idea with hammer? You would have more room (5 skills) to work with.
The idea behind the life force and the condition transfer is that the weapon is melee range. The different between putrid mark and plague sending is a 1,200 range difference. Perhaps 3 condition transfer, and on plague touch a 5 condition transfer would be better? Still, a block is very valuable, even more so then extra condition removal in some cases.
Grim mark being a mark makes it very distinctive from the other skills as it would require to be triggered. So you could place the mark and move away beyond just 600 range. I also don’t see the life force being a problem. Maybe at 5% with a 2% bonus on each foe beyond the first would be okay, but at 5% with a 1% bonus would much too weak.
Disagree with the hammer bit. I don’t think 2 more skills will improve the defense or fill the gaps that this weapon has that couldn’t be filled by any of the 3 off hands already provided to us.
Now i got it, thanks.
How about this … You cast the ability, the block is channeled. Upon hit, you transfer 5 conditions. If you press it again or you don’t get hit, 3 conditions removed from you. Here is why. Give it some counterplay and punishment. Your enemy starts to beat the hell out of you, press it and he / she not only lose to land a ability on you due to the block, but you lose even more condition AND your enemy have to bath in it’s own conditions. The windup animation or the lack of it could be a problem however.
How about adding a effect after the mark triggered? Maybe a shorter cripple, so you ensure the enemy stays there.
Yeah, the 5% + 2% sounds better, the CD / LF gained should be a reasonable amount.
I actually starts to like this idea even more … Good job, keep it up! 
Minors
- Parasitic bond: While the trait itself is good, im not sure it’s enough for sustain in every game mode. Lower the cd and the amount it heals maybe could make it even better.
- Death into life: Meh. Just meh. Change the conversion from healing power to power and replace Blood to power (blood 25) with it.
- Siphoned power: Aaaaaaaand the crappiest trait award winner iiiiis … yeah, it’s just crap.
Majors
I – Death’s embrace: Standard downed trait, which isn’t good, but necro at least got an insane amount of profit from this trait. Removing all these type of traits would be the best.
II – Spiteful talisman: Off-hand CD reduction with added bonus. Great!
III – Spiteful removal: I would call it a filler trait, but it’s a surprisingly good one.
IV – Signet mastery: You know, cooldown reduction blablabla, but im nut sure the might bonus is exactly what it needs. If a full signet build comes viable somehow it may need a rework later on.
V – Spiteful spirit: Anothet trait balanced around Near to death, it could have a better uptime.
VI – Reaper’s might: The pug trait for a DS build. Just fine.
VII – Spiteful marks: Marks do too meaningless damage, to give a standalone trait for it. Merge it with Staff mastery.
VIII – Axe training: Good one, i like how it affects DS too. Maybe the damage bonus could be more, if axe won’t get aoe / cleave somehow.
IX – Training of the master: Well, it will get a nerf tomorrow, but it will be a good one still.
X – Chill of death: After the change its more reliable and won’t trigger after the enemy is already dead and leaves some counterplay to the enemy.
XI – Dhuumfire: The new change will be wellcomed, maybe it will vanish into thin air later. The thematic still disturbs me. Fire? To a necro? Just … whyyy? Im still not sure that burning was the best idea to make up the damage loss we had in the past. Especially that it got introduced along with Torment. Previously necro had access to every other condition too (well, confusion was still gimmicky but oh well …), which means a great cover, bleeds could still do the majority of the job sooo … i don’t know … Burning on a necro is just broken.
XII – Close to death: Sweet. Like apple pie.
I like the auto attack. Nice, slow, but the added chill makes up for it.
So basiclly it would be like Magnetic shield (ele conjured shield#4)? How about 5% + 1% for each pulled foe up to 5 ofc?
Way too OP. Its way too much. Putrid mark got nerfed for the exact same reason (or didnt get debugged you know). A full condi cleanse on such a low cooldown, even less than Putrid and with a possible block, nah its just too much, sorry.
But the direction indeed is very good! As i see mace wants to be some kind of soft control LF generator tool. Wouldn’t be better to rework the idea with hammer? You would have more room (5 skills) to work with.
this is working as intended.
warriors are meant to be fast.
what is the problem?do you remember that warriors have no direct access to:
- stealth
- illusions
- death shroud
- pets
- minions
- protection, aegiswarriors are balanced and not overpowered, it has been more than a year since launch, please accept that already.
They got
- high base stats
- best CC
- very good passive heal
- good utility skills
- immunities
- good uptime on stability
- best mobility
- can use almost every weapon
- indestructible pets with high uptime benefits
- very low skill ceiling, low risk high reward class
Balanced, yeah … Warrior is miles away from balance. Sadly, it can be said with other classes too.
edit: I forgot Cleansing ire. Thats just an insanely good condi cleanse.
ps: good trollbait, keep it up
(edited by Dalanor.5387)
4-5 months later we get a tooltip fix on Moa moprh too, right? Working as intended.
can I find a transcript of the changes somewhere?
http://dulfy.net/2014/01/17/gw2-ready-up-skill-and-balance-developer-livestream-notes/
how2 30k with axe 2 pve?
All zerker, 25 might, banner + 150 power effect and 25 stacks of bloodlust, nemesis even did a video on it way back when it was much harder to get that.
But that was on some low armor mob, right?
like 36-50k damage on usually a 10-15s cd
lol ok gl
You mad bro?
http://www.youtube.com/watch?v=Z-7gVxk_b2M
Just a tip. OP got mad because of a thief spammed pistol#4 on him, interrupting his Lich form and triggering the 180 second cooldown.
OP suggests to make it instant cast.
Because attacking while you have a nice amount of condition on you is a good idea, right?
engis have confusion and a lot of cc that necro dont except of few fears with wery long cd .. simply anet again listened to whining and thats their results, if dhuumfire as grandmaster is OP what is then hammerwarior with 50% crit chance from ADEPT TRAIT !!!!!!!! who can smash to ground anyone in 4-kittens in spvp, www etc .. it you try to make sense to this nerf then you sould really look at another profesions ..
I wouldn’t call a 20s CD very long. Doom is instant, nearly unavoidable and can deal a LOT of damage in a short period of time.
Unsuspecting foe is a master trait since 10th December.
edit: typo
(edited by Dalanor.5387)
I simply don’t get why the engi burn was not mentioned with a similar change. The trait is easier to get and works exactly the same.
Just one word. Terror.
Ele cannot outheal a warrior.
Thieves do not outdps a dps focused warrior (does everyone look for thieves or for warriors in cof)?
But ele provide it in aoe.
And maaaaaan i wish i would see more thieves for cof, becuse you know … they out dps warriors.
The trait itself is really good, it just limits other traits unnecessarily imo.
Right now it limit only 1 trait.
Furious Demise – Gain fury when entering Death Shroud.
Weakening Shroud – Cast Enfeeble when entering death shroud.
Shrouded Removal – Lose a condition when you enter death shroud.
Foot in the Grave – Gain stability when you enter death shroud.
Spiteful Spirit – Gain retaliation when entering death shroud.
Just to name a few …
However, Dev still said that this is only the tip of the iceberg, what we saw is not that full list of necro’s patch notes. I really think that we’ll find some good surprises.
The developers say this with every single patch. It always turns out that the “many” changes they were leaving out were bug fixes or random tweaks no one cares about.
Don’t forget the tooltip fixes. Plus random bugs that came from nowhere of course.
Idc about the proc only in DS, but 3s from 5s is like 40% nerf in damage.
Dhuumfire was 4s and got nerfed soon to 2s in pvp.
anyways Zerker is a build, whats the Class.
You already answered yourself. Zerker is a build, thus every class can go way.
As a guardian, you should go something likes THIS.
And a really good video about zerker guardian build:
http://www.youtube.com/watch?v=9GKZP3oyik0
problem with zerks is that they die very fast and you are forced to revive them to win the boss fight and you will probably die aswell.
chop some damage on the gear and give them survivability, even rename the gear if u have to .
Or dont join in a zerker group as a non-zerker, so you wont drag the whole group down, risking a full party wipe, because your lower dps ends up with a longer fight, zerkers run out of active defenses and dodges and they start to lick the floor, one by one.
Zerkers is fine. PVT is fine. Just avoid eachother for gods sake …
ps: nothing personal, dont feel offended
The 5 second while the mark is active solves that problem, so the ICD makes no sense again.
And actually you dont just stab with the dagger as a necro, you summon those … things which hurts your enemy. The third part of the attack chain is a huge mouth which bites your enemies face off …
As a heads-up, we won’t be running a Q&A segment during this show like previous episodes of Ready Up. However, feel free to leave questions/comments below and I’ll use them to guide our discussions on Friday.
We’ll see you then!
Hey Josh!
Can you (Anet) explain what happened in the development with Signet of Vampirism, the new necro “heal”? It caused some head scratching moments and rage amongst the necro community, so some detail would be lovely.
tl;dr: Why?
I just cant think of anything why they (Anet) tought ICD is a good idea, to prevent some OP stuff with this kill. Only mesmer clones cause some problem, they just generate more hp with each attack to the necro (actually every attack that has really low damage), but this makes some counterplay against a mesmer and necro.
The ICD on the active with long cast time is just another “what the hell?” idea. The stack on the the enemy already makes a cap why another? Oh and the 5 second window while the mark is active …
What about Fireball and Explosive shot? Ranged, single target, but doing aoe damage around itself. Weird, Fireball capped at 3 targets only.
It isn’t that difficult to avoid damage as long as you don’t get aggro.
This I have a problem with in joining PUGs. Hate finding out my defense is higher than any one else. I carry lots of armor to adjust play styles. (Stpd Zerks)
1. Don’t join to pugs.
2. Don’t complain to getting agro in “tanky” armor …
Nice idea Rym!
Demonic flesh wouldn’t be a bit too good in aoe situations in WvW? No icd, protection and full damage mitigation / reflect … even if its just 2 seconds .. wow. But i like it, it could work as a reflect, a very selfish reflect.
Do MM necromancers need vigor? Just asking, i tought they are tanky enough now.
It literally was removed for no reason.
PvP.
All is vain.
Noobgood, im interested in that too, pm please.
edit: All makes sense now! We ruined their gameplay!
(edited by Dalanor.5387)
