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[PvE]Why do YOU dislike Rangers in dungeons?

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Posted by: Dalanor.5387

Dalanor.5387

1. 30% condition dura is useless in a zerk build

2. 300 power is a fine tradeoff if youd rather put those 30 point in beast mastery wich result in pet hiting harder surviving better and even providing additionnal effect

3. Vuln stacking can be done by other profession such as necromancer nade/bomb enginer and warrior and the vuln stack you place are far from behing worthwhile in a long fight its just a cute opener wich gets in and goes away + the free critical on opening strike is actualy useless because you already do a critical nearly all the time.

Sure i could go that trait path so that signet affect myself as well but lets be honest everyone wants signet of the beastmaster OUT of the marksmanship tree and applying at all time so thats not enought of a good reason to pretend MM is actualy any decent as it is right now.

We can talk about brigning spotter to dungeon when it gives 15% CRITICAL DAMAGE instead of the critical chance.

1. Vulnerability.
2. Only mathematics would provide a clear result which is actually better, but since the ranger itself has evade frames, while the pet not, its much safer to invest in character attributes.
3. Fair point, i agree. At the start of the fight every few stack of vuln is handy and other classes can delay their vuln application to maintain 20+ stacks longer.

Signet of the beastmaster is only good (corrrect me if not) at dredge fractal where you can get a ton of invuln especially if you are a sylvari.

Thats why you need warriors. Unique buffs ftw!

[PvE]Why do YOU dislike Rangers in dungeons?

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Posted by: Dalanor.5387

Dalanor.5387

At the cost of specing very bad traits wich makes it realy not worth the expense. Team can perfectly deal maximum dps without that ridiculus 7%

Free 300 power with 30% condi duration is bad. Okay. Vuln stacking traits are bad okay. So reroll to cleric trap ranger is what you (?) want or whats the exact problem is? Im still new to ranger, so enlighten me please.

/i was sarcastic, dont get mad/

[PvE]Why do YOU dislike Rangers in dungeons?

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Posted by: Dalanor.5387

Dalanor.5387

What is so great with spotter? It’s not really doing much difference with that 7% extra :/

More precision → more crit chance → closer to 100% crit / achieve 100% crit → able to invest more into power = more damage.

[PVE][Necro] Why don't necros have cleave?

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Posted by: Dalanor.5387

Dalanor.5387

http://wiki.guildwars2.com/wiki/List_of_historical_traits#Necromancer_traits

Necrotic dagger made me think … What if that ranged dagger would be the default (300ish range), but can be traited for cleave and you lose the range? Only question is where the hell you would put such a trait ..

[PvE]Why do YOU dislike Rangers in dungeons?

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Posted by: Dalanor.5387

Dalanor.5387

yea i just wish good ranger wasnt limited to running 30 in the kittened marksmanship tree just for spotter (god sake ill so never use that) when everyone is prety much already at 100% crit chance if anything.

Spotter is just a master trait, not grandmaster.

[PVE][Necro] Why don't necros have cleave?

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Posted by: Dalanor.5387

Dalanor.5387

Necro’s design is to be slow juggernauts

True.

Doctor Orderly MD PhD DDS.7625:

Death Shroud

Which is limited by life force.

Doctor Orderly MD PhD DDS.7625:

Possibly because they do have plenty of combo fields.
I guess also ’cause few of the necro skills are whirls, leaps and projectiles. Which leaves blasts. And if warhorn shrieks are blast finishers (warrior, ranger), then anything is possible….

Useless combofields mostly.
Also 2 whirl finisher, both on underwater weapons.
1 leap, only on underwater weapon.
Projectile finisher on staff#1 and on wurm and bone fiend.
Blast finisher only on staff#4 which is a bit unreliable by the nature of it and bone minions.

Doctor Orderly MD PhD DDS.7625:

Ranged single target attacks never cleave either.

They do splash damage to 5 target or pierce sometimes.

The amount of aoe we have justifies only why we dont have cleave, but that comes in bursts with long cooldowns (30s at least), while other classes can hit multiple targets 24/7 by auto attacks.

edit: I forgot another blast finisher. You know what? Thats on an underwater weapon too … Namely Frozen abyss.

(edited by Dalanor.5387)

[PVE][Necro] Why don't necros have cleave?

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Dalanor.5387

Guess ANet worries that cleave + vampiric traits + DS = uber-bunker necro.

This seems to be the ANet necro balancing pattern since BW2 there about, where someone was apparently able to out-bunker the other team by using DS in some way.

Thus prompting the infamous Peters quote about learning to play DS soon after launch.

I love how they affraid of what happened 2 years ago when nobody was experienced enough to counter things …

[PvX] Fix Rampager Gear

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Posted by: Dalanor.5387

Dalanor.5387

Serious question, would that help to anyone except granade engi?

[PVX][Necro] Please revert DS dmg spilling

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Dalanor.5387

^

Also, as a berserker geared character, you should die from every bigger hit. How would you balance out, that every kind of necro has the ability to avoid damage every 2-5 sec? You know, classes get perma vigor from adept minor traits. Only warrior has smiliar bad luck as necro, but they have 2 off hand weapon with blocks, a two hander with an evade and invulnerability on a 60s. Options would be nice.
Or necro should pop spectral armor, pop in full DS and crossfingers to not die if he / she is out of dodge?

New Release Details! Video!

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Posted by: Dalanor.5387

Dalanor.5387

See the death star above the metal lady? Place for the end story + raid content?

The Origins of Madness

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Posted by: Dalanor.5387

Dalanor.5387

https://forum-en.gw2archive.eu/forum/game/gw2/New-Release-Details-Video/

The other thread got a better discussion. Continue there and close this thread.

New Release Details! Video!

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Posted by: Dalanor.5387

Dalanor.5387

While they did threaten that they’d release more content like Tequatl, I really wish they’d scale back their expectations for these encounters. It’s impossible to do Tequatl without an overly coordinated group using teamspeak with nearly an entire zone of players doing the event. While they may be easy, they should aim for a much lower point for player participation or these things will be ghost towns on 99% of servers just like Tequatl is now.

Im afraid how tired will be everyone when we have like 10 similar world bosses one a timer … For 2 blue and 1 green of course.

New Release Details! Video!

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Posted by: Dalanor.5387

Dalanor.5387

-Colin reiterates that LS and expansions are not mutually exclusive and other teams are working on other content behind the scenes

Half life 3 confirmed!

The Origins of Madness

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Posted by: Dalanor.5387

Dalanor.5387

[PVX][Necro] Please revert DS dmg spilling

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Posted by: Dalanor.5387

Dalanor.5387

Eviscerate warrs and backstab thieves complained for necro cant be spiked with 10% LF … If i remember, in one of the State of the game podcast it gets mentioned how cheap mechanic it is. Yeah, learn to play … just for necro, every other class exluded.

Also, the spill over is bugged still in a horrible way and something kittened up too. In rare situation necro just gets insta downed. Someone started a topic about it not too long ago.

Traitworks: Dead Last

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Posted by: Dalanor.5387

Dalanor.5387

As an adept it would compete with Enfeeble. For a power build there are no better options.

Now i realized how stupid i was with that … sorry Luke! But i still find it a usefull trait (lack of options you know) for power builds and it don’t even bad in PvP imo.

Necromancer Plague Signet

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Posted by: Dalanor.5387

Dalanor.5387

SoR removes a condi only from the guardian.
PS however affects only one (not sure) teammate and transfers (or just copy, might be bugged) a conditon from him / her at every whatever seconds.

Traitworks: Dead Last

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Posted by: Dalanor.5387

Dalanor.5387

As an adept it would compete with Enfeeble. For a power build there are no better options.

In PVP i don’t take it.

Corrected for you. 50% more uptime on a aoe damage ability which fills life force and apply perma cripple while have a 3s unblockable daze, yeah, dont make sense, nobody should use it .. ;D

My only problem with Death shiver is that you need to sitting in DS to make it effective, so even in the best case you drop 10 points either from Soul reaping or Spite to get it IF it wont become a Curse adept, where you need to swap Reaper’s precision for it.

Traitworks: Dead Last

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Posted by: Dalanor.5387

Dalanor.5387

PS: Anierna.6918 in a post on this page suggested to bring in Death Shiver from Death Magic tree to make it have a better interaction with power builds which would run with the Curse tree. What about to replace it with Banshee’s Wail?

Just nope, all of my nope. Banshee’s wail is in a really good place.

Traitworks: Dead Last

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Posted by: Dalanor.5387

Dalanor.5387

  • Spectral Attunemenet is in a fine place. If you are full spectral on your skill bar assuming some kind of tanky build, you dont want minions nor wells so Death and Blood is out, leaving other traitlines to use and it dont compete with other usefull trats in the SR line. As a master it will enable to grab Enfeeble too.
  • Chilling Darkness only gets powerfull with multiple blind aplication, namely Well of Darkness and Plague #2. Balancing around wonderland again a 2s chill with a 2s icd could be better and with 100% condi duration it wont get out of hand.
  • Reaper’ precision is just for DS builds, right? The base idea i think, to help out LF generation outside of death shroud, thats why it don’t even have and ICD, but the base chance (33%) is just low, especially that it needs crit. With Deathly perception you will crit almost everytime, increasing its value, but 1% everynow and then feels weak. 2% would be enough to not only maintain, but to fill DS in lucky scenarios (WvW, piercing ds#1). If the trigger changes to on hit effect, the chance should be lowered tough.
  • Target the Weak moved to Spite 25 would be nice. Free up 5 points from curses for a power build (which can use this trait btw), condi players can get some new toy and Siphoned power gets deleted. Yay! What about to make the bonus to 3%? Yeah .. i know .. Signet of spite and spike damage .. i know .. But thats a PvE issue, to get some nice damage bonus somewhere, since others need only 1 condi to get a 10% bonus and they apply that condi anyway.
    Just a side note from engi: Target the Maimed: 5% bonus against bleeding foes, GM minor. Modified ammunation: 2% bonus damage for each condition on a foe, GM XI major.
  • Enfeeble get nerfed because of the burst potential necro could apply and balanced around the wonderland formula again, forgeting its and the necro defense capability. I would completely remove any bleed from it, slap a 9s ICD on it and buff the weakness to at least 3s. No burst, Near to death wont screw up the balance, but good for defense. Speeding up / changing the animation would be lovely too, but oh well … lets keep it.

[PvX][Necromancer] Signet of Vampirism

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Dalanor.5387

This skill is bad, and ANet should feel bad for releasing it as is.

Seriously, if anyone actually wants to see how underwhelming the skill is, go back to the livestream where they previewed them all, and watch how excited they were for the other heals. They went through different tests, got all excited, showed off something special about it; but the Necro skill? They were visibly bored. The best thing they had to say about it was that it had a massive and obvious cast animation, and that the opponent could negate it’s entire usefulness if they weren’t brain-dead.

This skill is objectively worse than every other skill we have in every situation in an optimized build.

You forgot how the golem annihilated Karl while using this signet in the livestream. =3

To clear the air about Berserker

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Dalanor.5387

Why did this need another new thread when as you said, we already have many?
I get that everyone wants their opinion heard and thinks it is the best, but if everyone created a thread (looks like they are doing this) then we end up making a mess of this new balance subforum.

Because this thread didn’t get burried under a ton if whine. Yet.

To the OP: great post, i hope it draws attention from the balance team.

[PvE]Why do YOU dislike Rangers in dungeons?

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Posted by: Dalanor.5387

Dalanor.5387

  • running sub optimal builds
  • camping longbow at 1000+ range
  • knockback on cd for no reason
  • full signets
  • unnecesary agro by pet
  • general stupidity (eg: insta rapid fires the target you DON’T want to kill in Cliffside)
  • don’t even know they have warhorn with party buffs
  • sitting a mile away in their healing spring or even worse just drop it and they move out from it

Just a few examples i see almost every time from them.

need help with gearing

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Posted by: Dalanor.5387

Dalanor.5387

[Necro]List of weak or useless traits

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Posted by: Dalanor.5387

Dalanor.5387

Siphoned power: gain 5 stacks of might (X second) after every 20% hp the enemy lost.

In PvE it would help to keep up with damage after the initial burst.
But in PvP if you manage to do a heavy burst against your opponent, it would be like put your whole arm into a meatgrinder. A bit OP. But something similar would go well with the concept of “the necro gain power as the fight goes longer”.

PvE Zerkers.

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Posted by: Dalanor.5387

Dalanor.5387

I just put all the stats and formula’s in a spreadsheet, then combined for some gear simulations. I wanted something practical to help me choosing one prefix over another.
Acended has +300 Power, +70 Precision and +15% crit damage. There’s also a +5% straight on base weapon damage. The +300 power by itself is something like 15% …

I could have made a mistake somewhere so feel free to check my results.

Did you by any chance forgot to add jewels to trinkets? Because fully ascended berserker has 85 more power, 47 more precision and 10% more crit damage.

I used the wiki page: http://wiki.guildwars2.com/wiki/Equipment#Attribute_bonuses
Trinkets alone go from 358 to 570 on the major stat, including jewels.

Try to use this to see how many stat points you will get. Don’t forget to swap to PvE mode.
http://en.gw2skills.net/editor/

The wiki page did not add in the jewels in the trinket section, even though they were listed there. I’ll just fix the base numbers, skill editors do not show me what I want to know.

I still get more difference then you though?

It shows how many stats the exotic and ascended items gives, thus whats the difference between them.
Warrior with exotic GS, armor and trinkets + jewelry.
Warrior with ascended GS, armor and trinkets.

Difference is 85 power, 47 precision, 10% crit dmg and the bonus base damage from the weapon of course as haviz stated before me. Mind you, traits and damage modifiers can heavily effect the advantage that ascended gives.

PvE Zerkers.

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Posted by: Dalanor.5387

Dalanor.5387

I just put all the stats and formula’s in a spreadsheet, then combined for some gear simulations. I wanted something practical to help me choosing one prefix over another.
Acended has +300 Power, +70 Precision and +15% crit damage. There’s also a +5% straight on base weapon damage. The +300 power by itself is something like 15% …

I could have made a mistake somewhere so feel free to check my results.

Did you by any chance forgot to add jewels to trinkets? Because fully ascended berserker has 85 more power, 47 more precision and 10% more crit damage.

I used the wiki page: http://wiki.guildwars2.com/wiki/Equipment#Attribute_bonuses
Trinkets alone go from 358 to 570 on the major stat, including jewels.

Try to use this to see how many stat points you will get. Don’t forget to swap to PvE mode.
http://en.gw2skills.net/editor/

[Guide] DPS Necro for PvE

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Posted by: Dalanor.5387

Dalanor.5387

very nice. what ability was doing the 5-8k hits?

Watch the skill bar. Dagger #1.

[PvX] Rangers and Their rubbish pets..

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Posted by: Dalanor.5387

Dalanor.5387

Pets are all called juvenile whatever because there is no way to name your pet (no, there really isn’t so don’t try to say that there is).

You can name it. Click on the feather in the green box, left from the pets name.

edit: http://wiki.guildwars2.com/wiki/Pet

need help with gearing

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Posted by: Dalanor.5387

Dalanor.5387

Changes are on the horizon, i would wait a week or two with gearing.

[Necro]List of weak or useless traits

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Posted by: Dalanor.5387

Dalanor.5387

A few of us already started a discussion about necro traitlines, so we can provide a survey with a lot of data for the balance team.
https://forum-en.gw2archive.eu/forum/professions/necromancer/Traitworks

About your opinions. I agree with them, just a few thing.
Death into life want to be synergize with siphons imo, but the already bad scaling doesnt help, this tiny bonus is just for fluff. So move it, change it, whatever. Maybe, just maybe it can be a minor 25 in Blood magic and swap the conversion, so if you heavily invest into healing power, you can get a little extra oomph from the bonus power.
I agree with Target the weak, but the fact that it need 5 different conditions to give the same 10% bonus as other classes get by just one condi is bothering me to death. And usually that classes providing that condi (bleed, burning or anything) by themselves, but thats more of a PvE issue.

[PvE] Revising the "DPS Meta"

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Posted by: Dalanor.5387

Dalanor.5387

Not really, because the best defense isn’t based on stats. The best defense is skills and evades.

Evade, Blind(sometimes), reflect, block, etc are far more important the harder the content gets. Not toughess/vit/healing pow.

Imagine an encounter forces you to operate a machine or a weapon like a mortar in WvW. No evade, no normal skills for you available. Who could operate the device longer when you get constantly damaged? Berserker or bunker?

Anyone. You know, you have teammates … One of the CoE paths already has something similar part with a control panel.

[PvE] Revising the "DPS Meta"

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Dalanor.5387

Soooo reflects will be gone too along with the FGS bug?

[PvX][Necromancer] Signet of Vampirism

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Posted by: Dalanor.5387

Dalanor.5387

Healing Signet does not have an ICD, it is just a 1/second pulse. ICD’s are only on things that get triggered, which Healing Signet’s passive does not. Even so, the passive per-second heal (base values) on Healing Signet is a higher value and reliably heals at max efficiency without fail. Signet of Vampirism does not heal as frequently due to any delay after 1 second at all reducing your healing/second.

My bad, you are right.
Also i tought about the active part of the skill. It heals more and scales better, which is ok due to the higher cd, but Healing signet passive is so good, that it makes up the loss. Also in a pvp environment warriors usually take adrenaline health too (correct me if not), increasing their passive (did i say passive and no skill involved?) hp regen.
In the case of necro well … If you run MM, Consume conditions is a safer choice, even with Fetid consumption (more heal, lower cd, reliable cleanse). Condi necro would grab CC also. Actually power too. “Bunker” necro can work with it, but it lacks condi removal, so CC wins the fight again.

[PvX][Necromancer] Signet of Vampirism

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Dalanor.5387

Well we shouldnt inspect stuff in a vacuum so lets compare it to similar skills, namely warriors Healing signet, elementalists Signet of restoration and thieves Signet of malice.

While warriors signet still needs some rework (stated by Jon Peters a few hours ago) its still the best one from the above list. It has an icd same as Signet of vampirism, but if you disengage, cc your enemy or your opponent just stop attacking you, you will get some heal passively! As you stated, SoV works more like a damage reduction. You take X damage, you heal back Y. SoV heals more, scales a bit better, which makes sense, it has a bigger CD, but you need to get hit to heal, which is just … dont make sense.

The other two proc on attacks, no ICD and i bet it dont even have an aoe cap for 5 target. So if you manage to not get hit, but able to damage your opponent, you get healed back, which requires some skill, not just disengage, heal back and go back to your opponent as warriors.

The active got the ICD to prevent spike damage from the siphon part, but exactly this and the long cast time prevents you to gain reasonable amount of hp back from it and also it has counters like kite (if you are melee necro) or evade. The 5 second window you have to land you attacks before the stacks expires makes it even worst, so if you are horribly lucky you can land 4 hits, resulting less heal, than Consume conditions, without an extra condi removal, more CD. Again, dont make sense.

Removing the ICD on both passive and active effect would make the skill much much better. Adding the passive damage part to it would be the icing on the cake.
Adjusting numbers and CD is necessary ofc, a party heal combined with added extra damage on a relative low cooldown would be a mess in sPvP, if the numbers get out of hand.

ps: I posted when Jon started to reply on topics, but i was interested in player replies, especially from non-necromancers.

[PvX][Necromancer] Signet of Vampirism

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Dalanor.5387

Duuuuuude, i already posted this. Sadly no response.
https://forum-en.gw2archive.eu/forum/professions/balance/Necro-Signet-of-Vampirism

[PvE] Dungeons fix against zerkers.

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Dalanor.5387

It posted an hour ago by Jon Peters.
“We are trying to take steps to address some of the dominance of Berserker/DPS players. More info next week, I think.

Jon"

https://forum-en.gw2archive.eu/forum/professions/balance/PvE-Revising-the-DPS-Meta/first#post3480529

Traitworks: Dead Last

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Posted by: Dalanor.5387

Dalanor.5387

Just want to drop this here. Jon Peters replied about the pve zerker meta, so can we wait with the other traitlines until they release the info how things will change?

“I replied to a similar thread with this as well. We are taking some steps towards shifting the meta in the near future. I suspect some concrete info will come out about this next week.

Jon"

[Necro] Signet of Vampirism

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Posted by: Dalanor.5387

Dalanor.5387

I dont want to beat the dead horse again, but this skill deserves another discussion.
I hope developers read the merged topic, where we have seen awesome ideas how to make this heal better, but because of the amount of outrage it caused here is a tl;dr.

  • ICD. ICD everywhere. It kills the skill totally.
  • The stack that appears on the target is a great idea, it already limits the amount of siphons you and others can get from it in a good way.
  • The 5 second duration is just too short, especially with the current 1 second icd.
  • Long cast time. Paired with the short duration, its just becomes stupidly high risk (no offense) with not that great reward. Even without the icd, 5 second is more than enough to kite, evade and it leaves the necro without a heal.
  • Long recharge. 35 second by defeault is just way too much. It must be reduced to at least 25s, maybe 20s it depends on how the numbers works.
  • Only proccing from players. Well actually its a good thing, it wont get out of hand when the minion horde jumps on somebody who gets marked.
  • No passive damage. Why? Most of us agree, it would helped on the current scenario when almost everytime the necro is the focus target, but without the passive damage and the icd again on the passive (why?) it just dont help.
  • Horrible scaling. Actually its the overall problem with siphons. Siphons used for healing, but the damage portion keeps it on an unnecessary low level to be “balanced”.

If i missed something, please contribute in a constructive manner.
And a bonus question for developers / balance team:

Why did you changed it so drastically compared to the leaked out version? That needed some tweaks too, that true, but the live version is just provoking, disappointing and makes no sense. Only benefit it has compared to the Blood fiend, that it cant be destroyed, but its underperforms in every other aspect.
So please enlightnen us what did you think in the balancing process of this skill and how did you want to deliver it.

[DPS > Heal > Tank] ever balanced?

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Posted by: Dalanor.5387

Dalanor.5387

The base idea of GW2 combat is abandoning the holy trinity of dps, tanking and healers. So you are in the wrong game if you search for these options …
Get rid of tanking and healing leaves the only option viable: dps.

ps: the “new trinity” would be damage, control and support, but in pve its still mostly just dps.

Balance in PvE vs WvWvW vs PvP

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Dalanor.5387

In sPvP you fight against other players so a more or less even field is required.
WvW is a unbalanced mess, stated by the devs too. It depends on too many things and mobility>>>many other things in this game mode.
PvE however can be (!) balanced with the encounters, but when condition removal is rarely needed as control and debuffing and support means might / fury stacking with reflects and all of this provided by the same 2-3 class …

The combat itself, thus classes are too homogenized. Same pool of conditions and boons, everybody can heal themselves and dodge. Get the few class that provide the necessary buffs (see above) and enjoy the broken class balance.
Classes needs unique abilities and content should be more varied, so not the corner stacking and heavy dps will be the meta everywhere with the same few professions, while others are interesting by their design, but it actually fails, because the game works in reality differently.

{Non PvE}All "movement" weapon skills

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Dalanor.5387

Guardian sword 2 for example will not teleport you without a target. thief f1 steal will not work without valid target.

These works only with a target. Critters can be targeted too you know.
But the idea is not bad, im excited about what discussion it will generate.

[PvE][Necromancer] General Viability

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Dalanor.5387

I just leave this summarize here, i hope Guang wont mind it. Source here.

I was going to post this over on Guru but I figured I might as well address a larger audience even though I know most of the responses are probably going to be stupid as result. Nonetheless, here’s the issue:

Necros are crap in PvE.

There is an effective role for every other class in this game except for the necro. That doesn’t really help the necro’s desirability since there is basically nothing they can do any other class can’t do better:

1) Bad DPS. That’s both burst and sustained. Daggers + minions output okay DPS (slightly higher than warriors) on a single target but the conditions for reaching that damage are much more difficult to meet and due to minion AI and unsustainable cooldowns on summons (as opposed to mesmers who can just resummon phantasms quickly) there’s no way to necros to operate as an effective minion AI class. Well burst DPS is average at best and compared to other classes with much higher burst potential (thieves, guardians, warriors, eles) wells are nothing special especially given the severe sustained DPS loss after the initial burst.

2) Bad survivability. Despite having high health and the extra Death Shroud life pool, necros get screwed in a lot of “one shot kill” fights because they lack vigor or other defensive cooldowns. Necros are pretty much always the first down on a slow Alpha kill because they’re the only class that can’t avoid the spike burst more than three times in a row and Death Shroud isn’t enough to absorb all that damage. On top of that, being tanky doesn’t even help the group because you can’t hold aggro in this game.

3) Poor offensive support. Despite having a bunch of skills that allow the necro to buff itself (i.e. Blood is Power) the necro lacks ways to buff up other players. That means that all you’re doing is mitigating your own bad DPS at best, compared to the ranger and warrior. who also have relatively bad DPS but make up for it by boosting the rest of the team’s DPS significantly via area buffs like spirits, banners, and might/fury.

4) Poor defensive/utility support. Guardians, thieves and mesmers have, by default, tons of reflects, condition removal, block, blinds, stability, etc. to buff other party members, while engineers and elementalists pump out raw healing numbers like nothing, even on a full DPS spec. These aren’t always necessary (sometimes they are) but they certainly don’t hurt. By comparison, the necro has? A blind on long CD (readily accessible by many other classes), another long-CD one-shot AOE condition removal. A small, long-CD AOE heal? Is that it? I don’t even know.

And no, before anyone brings it up, Epidemic isn’t a useful skill in the PvE meta. Spreading a few conditions around to multiple targets doesn’t help when other classes can put all the conditions you want on all the targets by default and can do so much more reliably without relying on another player’s conditions.

So let’s talk gimmicks that can give this class a role that doesn’t make me automatically go “dude just take a mesmer/thief/engineer for that” when i hear it.

tl;dr I’m pretty sure this class is bad, prove me wrong.

Is Zhaitan.. (spoiler)

in Guild Wars 2 Discussion

Posted by: Dalanor.5387

Dalanor.5387

This won’t end this discussion, but people exploring Arah found the body of Zhaitan. It a lot of work apparently to found it (since your not suppose to go there), but they posted picture of it. But even there, other people still saying that he could only be asleep, waiting the right time to wake up.

Thats there due to how animation scripting works. Maybe someone who has actual knowledge about this can explain it more detailed, but its not an actual “corpse”.

[GUIDE] Necro tricks, tips, and combos

in Necromancer

Posted by: Dalanor.5387

Dalanor.5387

Stand behind your golem or rock dog to secure a stomp against warriors, so the pet will eat their #2 stun ability.

fear buged?

in Necromancer

Posted by: Dalanor.5387

Dalanor.5387

Terror should grant 1 tick per second.

Terror does exactly this.

u r wrong… if u traited master of terror + necromancer runes ull get 2-3 ticks on fear
http://www.youtube.com/watch?v=eUhUBwdUTBM

Which does exacly 1 tick per second … Nemesis gets 100% fear duration thus increasing our 1 second fears to 2 second. Doom below 600 range has a base 1.5 duration, so it becomes 3 second. Which is exactly 1 tick per second. Again.

should they increase the time on wells ?

in Necromancer

Posted by: Dalanor.5387

Dalanor.5387

I think that reducing recharge a little bit on WoD and WoP could be a nice move. Another thing is that what has been noticed above: combo fields. I think we could use more.
-Well of Darkness could be a smoke field instead of dark. Could be fun
-Well of Power could be maybe ice combo field. Giving yourself Frost Armor or chilling enemy makes sense for Necromancer’s theme

And corruption can be a poison field. More weakness!
If we ever get a whirl finisher, maybe on a greatsword, that would make vampiric builds really nasty with the current fields. Well of Blood would be another cleanse option and leeching bolts in a dark field gives Healing: 170 (0.05) as wiki states. Mmmmh bacon. I actually starts to like dark fields.

Balekai, can you go in detail with this well bunker build?

edit: typo

should they increase the time on wells ?

in Necromancer

Posted by: Dalanor.5387

Dalanor.5387

With all the ridiculous statistics I’ve posted before for how insane wells can get with siphoning, do you think Anet would just go and make it even worse?

Can we compare the build to a bunker guardian? You know, blocks, stability, instant skills, high(er) regen by default and stuff.
But i get your point, we already discussed the “balance” behind skills.

fear buged?

in Necromancer

Posted by: Dalanor.5387

Dalanor.5387

Terror should grant 1 tick per second.

Terror does exactly this.

is it bug?

in Necromancer

Posted by: Dalanor.5387

Dalanor.5387

1. Tooltips are bugged.
2. Siphons scales horribly bad.

Next pls.