Amen, preach it wit yo soul! I agree with 100% absolutely everything you said. I find it almost preposterous that they actually made minor traits which benefit one specific build for necros. This doesn’t happen in any other profession, none, it’s just ridiculous that they would give you minor traits that only directly help you if you’re using a specific set of utility skills.
The thing is, we compare the thief and elementalist abilities to ours because it’s a heal on hit, which is what our class was so bragged about doing. We’re less then them in something we should be masters at – and in the end, compared to every other class (not sure about the warrior or ranger) if we focus ourselves on healing, we will under perform.
You could play a tank life siphon necro and simply use all available forms of life leech
and what improves it.As in Vampiric, Vampiric Precision, Vampiric Rituals, Bloodthirst, Omnomberry Pies,
Sigil of Blood, Sigil of Leeching and Runes of Vampirism.Get decent toughness, vitality, precision and power.
Use Weapons with a fast attack rate to take advantage of all those possible on hit /
weapon switch effects. (Dagger main hand and Axe main hand)I can’t tell if it’s better than a thief or elementalist trying it, but it’s playable. And fun.
Don’t you find it a bit ridiculous that for a necro to be on par with a thief he needs to invest some 4-5 specific skills/traits to do what a thief can do with just 1 skill with a very short cooldown? Probably can’t do as well as a thief.
I play both a necro and a thief with the idea of regen on hit in mind, for my necro I have heal on crit, vampiric trait to heal on hit, wells recharge 20% faster and wellls heal with each tick.
Just the heal on hit and crit alone, unless we’re using a dagger we’ll heal less then 100HP a second even if we manage to get repeated critical hits. Adding wells adds I believe to be some 38HP per tick to the equation, and it’s still not as good what a thief can do with just about any weapon available to him. With the dagger autoattack he can heal some 300 HP a second with ONE ability dedicated to this, while we with 3 still can’t do the same. Even with slower weapons such as the pistols and sword he still heals more, AND if he uses anything other than the auto attack he heals even more per second since most of his other attacks hit faster, while for us the auto attack is the fastest hitting thing we got.
Sad thing is we fail in comparison to just about any class, the thief, the elementalist, the guardian (obviously). We even fail in comparison to the mesmer! A 30point major trait the mesmer has heals about 1150HP each time he uses a shattering skill, he’s able to use 4 shattering skills one after the other, has a variety of way of recharging them and they’re all on short cooldown. For us to heal 1150HP we’d have to stay hitting an enemy for some 45 seconds (since our wells don’t stay up 100% of the time you can’t count on the well healing skill too much).
It’s pathetic, our health syphon is simply laughable.
I like the idea of the pet/turrets simply not tagging a kill if the owner has been afk for say 5 minutes. But the idea that a pet/turret would NEVER tag an enemy is horrible.
It’s like zaxziakohl said, having your pets/turrets not counting towards kills is just ridiculous, it’s like telling a class they will only get credit for the kill if they hit the enemy with a weapon skill, everything else doesn’t count – kind of not so great.
Channelling skills don’t really count as “slow”, since they take affect almost the moment you use the skill. Channelling and cast time are very different, I don’t feel like the channelling abilities we have are slow really, although I agree with some other things.
Staff autoattack for the fact it doesn’t track the target really should be faster, why did the mesmer get an increased projectile speed to his scepter attack when it tracks the target? Same with the staff autoattack, it’s slow but it tracks the target – thus reasonable. Our staff is both slow AND doesn’t track.
I understand the DS #1 cast time since it deals a lot of damage and isn’t meant to be spammed, but the underwater DS #1 really simply takes too long, if I enter DS with full life force and cast it only 3 times my life force is already halfway done.
Also you’ve clearly never played an elementalist, not only does pretty much almost (almost) every single one (except for the dagger) of their abilities have a cast time, but they usually have a REALLY long cast time. Our reviving signet for example has a 2 second cast time, theirs has a 4 1/2 second cast time.
Its actually the only minion I like (in reverse of BWE1 where it was the only minion I didn’t like). If I could make one change about it I would take away the poison and make it so you could swap between positions with it every 20s for a stun break/teleport.
That is actually an amazing idea, I think that the current ability on the wurm is slightly unintelligent because why would I want to actually kill the only pet that effectively deals damage? Being able to switch locations with it with a 20(ish) second cooldown would be fantastic. However how would that work if you were too far away from it? I think increasing the range to more than 1,200 would be too over powered.
Also I don’t think the wurm should act as a mesmer portal because for a mesmer to be able to use the portal he has to actually be standing on the specific spot, while we can simply cast the wurm where we wish. Plus having an eternal portal that’s just waiting for us back at the base (for example) is ridiculously over powered for a variety of reasons.
I’ve tested it out and the Flesh Wurm is the only pet with PERFECT AI. I placed it while fighting Lupicus, whenever I was attacking Lupicus it would attack Lupicus, the moment I switched target and would attack something else, he immediately switched to my target and attacked what I was attacking. The fact he doesn’t need to think about moving around and following you helps his AI a lot I imagine.
The Flesh Golem is the only minion I’ve noticed who actually for no reason just wanders off into the distance attacking weapon racks or a random enemy that’s no where near where the fight’s going on – all other minions follow you pretty reasonably closely and thus end up not attacking.
only thing that made it hard to do is that because of distance, only my Flesh Wurm attacked instantly, where as mobile minion were as hard to get to attack the dragon as to make Charr vegetarian
That actually made me think. It’s true that whenever I summon my flesh wurm he’s the only minion that WILL attack instantly and keep attacking until all the enemies engaging it or I have died, and he’s immobile. All the other minions MUST follow you and they all have a horrible time actually being part of the fight.
I think it’s because for the mobile minions their top priority is following you, so if you’re moving around or the enemy they need to attack is too far from you, they simply won’t attack because they need to make sure to stay close enough to you. Or they might simply stop attacking and run to your side because they need to make sure to follow you, happened many times to me – which also explains why the ranged mobile minions have an easier time fighting since they can attack while still remaining close to you.
I think the minions are fine as it is, and I doubt we’ll have an attack and defence command for our minions since it’s the Ranger’s special class mechanics. Not to mention in GW1 you couldn’t command your minions yet they all attacked as they were supposed to, I don’t understand how Anet managed to fail in something they already made work.
The minions just need an AI boost and the Jagged Horror needs to be fixed, as well as Blood Fiend needs to be reworked because it’s nearly a useless healing skill since it dies so easily.
Damage taken in death shroud does not transfer on life in pvp, bug
in Necromancer
Posted by: Delryn.7235
Besides why are you even complaining? You’re able to deal 8k damage in one hit, look at that necro hitting you for 200-500 damage. The necro is one of the classes that deals the least direct damage, has the most pathetic burst damage – remove his defensive abilities and what’s left? I really don’t think it’s a bug.
Damage taken in death shroud does not transfer on life in pvp, bug
in Necromancer
Posted by: Delryn.7235
I don’t think it’s a bug. What I do believe happens is when the necro takes more damage than his total health in one hit, it’ll kill him even if he’s in DS. However damage done while in DS does not transfer to his actual HP even if you dealt more damage than he had left in DS. I mean if the damage was transferred to HP the DS’ defensive abilities would be kind of pathetic.
It’d be fine that it could only attack once, maybe sometimes, rarely twice – if it dealt maybe 8k damage with one attack. But not only will it rarely get to attack even once but also it deals pathetic damage.
I use the harpoon gun underwater and I put up my venom just before combat, I then target the enemy and attack and the first attack DOES hit the enemy as the harpoon gun is ranged, everything should be fine but the venom simply does not apply. It never does, this ability has never worked under any circumstance.
I understand the bleed and why it’s there, I think they should keep the bleed but only keep 15% of it’s effectiveness, that way the Jagged Horror would still die eventually but could get a few hits in – it’s not as if they would make much of a difference to the battle anyway if they didn’t bleed at all, they deal miserable damage.
I think it’d solve a lot of issues if the bleed went down to 15% its original value and for every extra Jagged Horror you have out the bleed on them all goes up by 15%. So if you have two they both bleed for 30% the original value, if you have three they all bleed for 45% and so forth. That way if you only had one it’d make more of a difference but if you had too many they wouldn’t outnumber your enemy too badly as they’d die faster – it would also solve the Lich Form summoning 5 at once, making them bleed for a lot.
I would love to have the feel from GW1 where you could run around with a bunch of minions but they wouldn’t last for ever as they all degenerated.
And for kitty’s sake please PLEASE change their appearance, it’s ridiculous how they’re just a copy paste shrunken version of the Bone Minions. I thought that was quite sad and lazy – especially compared to how amazing each minion loooked in GW1.
The elite Basilisk Venom which is supposed to petrify your enemy for 1 second on your next attack has never not even once ever worked for me. Never has it petrified any enemy I’ve ever attacked, whether it be in PvE or PvP. Nothing at all, not even a stun, no petrification absolutely nothing – I don’t even like this elite as it’s just a glorified 1 second stun with a 45 secoond cooldown that has a cast time, however I cannot use any other elite underwater other than this one. If I’m forced to use this elite then it should at the very least work.
No they do nthing while you’re in DS.
I dsiagree with what OP says about no regen. We can get constant regen.
But I agree on the life siphon being crap.
I didn’t say we have no regen, I said we lack in regen. As far as abilities go I believe we have only the focus’ attack with the bouncing scythe which gives regen to an ally randomly, not even necessarily us.
Necromancers being the class that was meant to be the only one to have fear, they turned out to be the ones with the weakest fear available to them. On top of that the necromancer was supposed to be the class that had healing based on attacking – health syphon. It’s the idea, which explains the lack of regen we have, we were meant to be big on life syphon, it was even one of the featured videos before the game was released, however we lack in that aspect.
The thief has a healing spell called Signet of Malice, at Lv80 the passive heals for 100HP with every attack and heals for about 3,500HP with a 15 second cooldown without being traited (sure low heal but it has a minuscule cooldown).
So, the thief is able to syphon 100HP on each attack, the necro has a minor trait which does the same thing, healing with each attack… however at Lv80 you only heal 24HP with each attack. How come that the thief has a better health syphon than a necromancer? That’s not all however, think about what health syphon really means – healing with each attack.
The necromancer has a habit of slow attacks, such as the staff, scepter, etc. At best we have the dagger which attacks at a relatively fast pace. The thief however is all about quick and multiple blows, with the shortbow’s auto attack bouncing between targets to the daggers having a flurry of quick multiple strikes – pistol whip for example hits 9 times in a matter of 3 seconds while dazing the foe. That is a good 900HP healed in 3 seconds… as a thief!
On the other hand the necromancer attacks much slower and with less targets and to top it all off, our health syphon is less. I would understand us having a lower health syphon if we attacked what… 4 times faster than the thief? But it’s almost the exact opposite. With my 24HP per hit health syphon on average I heal 60HP per second while the thief heals much more.
Of course you can say we have more health syphon to pile up on that, such as health syphon on critical hits, minions stealing health and wells syphoning health, but isn’t it a bit ridiculous how we need to have at least some 3-4 abilities up so we can heal maybe the same amount a thief can heal with only 1 ability up?
Critical hit health syphon heals 35HP, wells healing with each tick heals about 33HP. It saddens me that the health syphon class can barely syphon anything that’s worth investing so much in to. While a thief can syphon much much MUCH more than us with only one skill.
I would adore to be able to effectively play syphoning health, unfortunately that simply isn’t possible – well not as a necromancer at least. In fact I was a bit shocked when I made my thief and went into PvP and saw the amount it syphoned, I thought it was too good to be true with my previous experience with a 24HP health syphon per hit. I had to test it out to see if there wasn’t something wrong, and no, it steals 100HP.
I beg of Anet to please, please make the necromancer’s health syphoning abilities more viable, it’s sad to see such a fun and unique aspect of our class being so nearly useless.
Well you chose which race to start off as, you had an idea of what you were picking. Also if it bothers you so much that you’re willing to spend money on changing your race, playing another race to Lv80 shouldn’t be such a horrible thing.
It’d be fun, plus you’d get to experience all of the race’s own personal stories as well.
Yes they will bring out a “remodeler”, in fact they already did – as a mistake. Somehow a “prototype” of a “remodeler” was made available for a short period of time but they took it away as they explained it was not finished. They do plan on releasing it soon as it seems.
Personally I’m glad there’s no race changer, it’d be kind of chaotic.
I find that extremely unlikely, they haven’t even officially yet released the style changer they most certainly wouldn’t release a race changer any time soon – if at all. Since race affects so many aspects of this game such as personal story, cultural armors and skills I find it hard to believe they’d release that – and if they would, it wouldn’t be any time soon.
Think about how many problems this would cause to someone who’s doing a story quest, start off a story as a charr then sudenly change to asura, how would that go? Would you have to choose all your character’s story info again? How would it change? I find it hard to believe this would ever be available.
I’m sorry but it seemed like those guys fighting you had no idea what game they were playing, they didn’t seem to be using any actual abilities and didn’t look like they were trying to actually kill you at all. One of them just stood there and got hit while you fought the other one.
I mean I can do some pretty amazing stuff with my necro, I can throw myself in the middle of 5 enemies and come out alive – however I’m not able to kill any of them, I’m just able to survive them. I can often times take someone else 1 on 1, rarely 2 on 1 if they’re not that great, but the three guys going up against you weren’t even fighting.
One thing’s for sure though, if they DO plan on lowering the cost – I would hope they either do that really soon or at least let us know there are plans to lower the cost for the set in the future. Because it would just be inhumane to make someone sweat blood working their way to getting 120 gold to just have the price on the set lowered soon after they buy it.
I think a fair price would be around some 60 gold total for the full set.
So wait, what about the other people who DID work their kittens off for it. I guess you dont care about them as long as YOU get it for cheap right?
Come on man.. Think about what you just said.
But that’s the point, I would be completely fine with the prices being the way they are. I do think it’s a big extreme and would make more sense if it was lowered to about 60g total, but if they do plan on lowering it, it’d be sad for those who spent so much money on it.
Apparently the set didn’t start off so expensive and they only made it so because of an exploit, which means it was not originally meant to be so elite. Which means anyone who managed to buy it while it was still cheap got off lucky, which is still unfair.
I’m currently working on my cultural tier 3 sylvari set and am more than halfway there, I will buy it because I find it absolutely beautiful. However it does hurt a lot, 120g is a lot of money.
I agree the prices are too much, they should indeed be expensive but not so much. Also there really is no middle ground for a player to strive for, either you hit Lv80 and quickly get everything you want or work non stop on getting your legendary/cultural tier 3 sets, there’s no middle ground for all players to strive for.
One thing’s for sure though, if they DO plan on lowering the cost – I would hope they either do that really soon or at least let us know there are plans to lower the cost for the set in the future. Because it would just be inhumane to make someone sweat blood working their way to getting 120 gold to just have the price on the set lowered soon after they buy it.
I think a fair price would be around some 60 gold total for the full set.
I always hated when a game would have a really awesome looking hat but using the hat would make your character bald… why?! That’s a horrible hideous thing, why would you ever?
I have a question, and some things have been making me think and worrying me.
As I’ve previously talked about, free server transfers emptied out my server and made it so barren that I can no longer do dungeons – not enough people to do group events to open up dungeons, no one around to do dungeons with, most areas are empty and the group events don’t ever get finished thus I can’t even get some skill points or points of interest and such – let’s not even talk about how pointless WvW got.
I see more and more people every day from my server switching out to other better servers with a better WvW life, I’m having less people to play with more and more. The last few people I used to play with in my server are planning on switching out this week because they simply cannot open up some dungeons and simply cannot find people to do dungeons with them, so this leaves me with a problem.
My server has gotten so empty and lifeless that I’m left nearly alone everywhere I go, and I’m finally thinking about also being one of the ones to switch to a better server, however… when switching everything you’ve accomplished for your guild gets tossed away. If I switch, my guild in the new server would have to start from scratch, we’d have no upgrades – nothing at all. We’ve come a long way from slowly building up the guild to have to throw all of our hard work out the window and start from nothing again.
It’s a rather small guild with about 20 people (mostly real life and close friends), and not everyone would want to switch or be able to switch right away and I have a lot of fun playing with all of them and being part of the guild. So if we switch we would have to slowly build everything up from scratch again, something not so easily doable with a smaller guild – and this saddens me.
So I was just wondering if Anet had any sort of plans about this, I don’t want to have to break up my guild because of this and I really don’t wanna have to start from scratch to get all my guild upgrades again. I wish the server wasn’t so broken that people didn’t have to switch.
My question, or more of a suggestion or comment really, is – with all the people being almost forced to switch servers and thus being forced to simply throw away everything they worked so hard to achieve in their guilds, wouldn’t it be a good idea to be able to either “transfer” your guild with you? As in take the upgrades from one server and bring to another? Or maybe make your guild’s upgrades and bonuses be for all servers? I dunno, it’s just really heartbreaking to have to start working so hard again to get everything we already have.
Currently the guild is the only thing keeping me from simply picking up my things and leaving this server.
I personally think it’s perfect the way it is, I agree that a thief running around with a bulky heavy armor is unusual. Anything running around with anything other than what already is in place would just look weird. Plus this would be a big problem to WvW and PvP, imagine you see someone running at you with light armor and think “well he probably won’t resist too much” when in reality it’s a big tanky warrior.
Just add more armor options of all types and we’re good.
I am sad that the mesmer got a scepter projectile speed increase when their scepter auto attack homes into the enemy, ours does not, ours is slower and we’re not the ones to get the buff.
I’ve noticed some other people commenting on this and I also realized it seemed a bit off, but I never paid much attention. However the listed duration on nearly all spells that I’ve seen (if not all) last less time than stated.
I was testing this out today with my mesmer with the Null Field spell; in the description it says that the spell lasts 7 seconds. However when casting it and timing it, I’ve found that the spell lasts only a mere 4 seconds… 4 seconds! That’s almost half the indicated duration, that is insanely incorrect. I feel cheated honestly because I feel like so many spells end up being horribly useless because of their super short duration.
With the increased glamor spell duration trait, it goes from 4 seconds to 6 seconds – even with the trait that should make it last longer, it still doesn’t last as long as it should in the first place.
Either the duration needs to be increased to match the description, or the description needs to be fixed to match the duration because as it currently stands it’s just blatantly incorrect. I’ve also noticed this with necromancer spells and guardian skills.
This makes me very sad :C
I agree 100% on this, I imagined they would stop with the free transfers by now but it’s STILL going on, not to mention that guesting is still not available. I’m not willing to switch servers all the time to play with friends when I have friend son multiple servers.
More importantly it’s ruining WvW, lately it’s always the same, because of the free transfer one world has everyone playing WvW while the other two have no one since they all switched and it’s been one team with literally every single point to themselves while the other teams have literally zero – nothing at all.
I pretty much can’t play WvW anymore because it got so insanely broken.
Not sure if serious.
Yes this, it’s so bothersome to have to continuously look around to see if you still have two bone minions alive or just one, or if they have full health or not to sacrifice them. Diablo 2 had this for the necromancer and it was fairly useful.
I don’t even mind them having similar animations as long as they have animations. With that I mean our skills are extremely boring to look at – unlike both the elementalist and mesmer for example.
Commence thread 1001 about this trait.
You were present for all 1001 of these threads, not everyone else was though. On another note if there are so many threads about this one subject, it just goes to show how absolutely horrid it really is – it still hasn’t changed and until they change it there will continue to be threads on this.
I don’t think the minor trait should change really, I do however think the jagged horrors should get a complete reworking, with their own unique look instead of a copy paste of another minion we already have to also working differently – aka not degenerating health.
Well to me it’s not even about looking different, but more about looking more interesting. Even if all marks looked exactly the same (which I actually agree is a decent idea) they should at least look nicer. It’s just a tiny little green circle that doesn’t even occupy the entire area of effect circle it’s supposed to. That’s always been something that bothered me.
For example the dagger’s offhand #5 attack which affects a large area – the actual animation is a tiny green whirly thing hitting the ground in a small area when in reality it affects a much larger area than shown.
You missed the fact that staff #1 is the same as spectral grasp.
Then change spectral grasp, but staff one is RP-perfection for a necromancer.
I don’t even mind the fact the staff #1 looks like a big black hand, my only issue with it is the slow moving projectile aspect of it, it’s nearly useless in a majority of situations.
And that isn’t even my biggest problem, I agree that in general most necromancer skills are so lack lustre it’s just meh.
The wells are just a small greenish mark on the ground, the effect of wells should take up the entire space they’re meant to take up, it should looks better, like for the blind one a black smoke-like substance emerging from the ground in the entire area.
In general everything is just so meh.
I do love the necro however, it’s just so bland playing it though.
You missed the fact that staff #1 is the same as spectral grasp.
I play a necro and I’m into it all! PvE, WvW, and PvP! I wanna find a nice relatively large active guild. I’m able to be online quite frequently so yup.
I personally think all of this bad. Pistol on a necro would make absolutely no sense, it’s like making thieves use a staff. What the hell is a thief going to do with a big bulky staff? What the hell is a necromancer going to do with a pair of guns?
I can’t seem to enter the instance, the loading screen just pops up and stays there for ever. I have to force the game to shut down and then it ends up bugging on log in which kicks me out of the game once.
Logging in after it had a log in error once works. However the issue is I cannot enter Stonewright’s Steading and thus cannot get the point of interest.
Oh I had no idea they had actually mentioned or commented on the necromancer saying those things – knowing that change is coming obviously makes everything better.
Could you link me to where they mentioned the necro?
@Punny
It would be great to block off people’s burst to then have your turn – if necro’s had any burst.
Thing is I’m pretty fine with necros not having burst, after all we’re necromancers and not powerful giants of brute strength, to me it makes perfect sense that we are lesser than most when it comes to deal massive damage. However you’d imagine that since we lack brute power we’d make up for it in something else, but not so much.
-We suck as CC since we only have two 1sec fears with large cooldowns – compared to mesmer’s we’re pathetic at CC.
-We fall flat to what so many other condition focused builds in other classes can do since we have a very small diversity of conditions available to use – mainly just bleed, poison and cripple with a blind or weaken here and there.
-We obviously are lesser than most when it comes to direct damage.
-A minion build would be actually pretty nice if the AI was worth anything but it isn’t.
Now don’t get me wrong, the necro isn’t worthless, I almost strictly only play my necro – however as we currently are we just under perform compared to most. We can pull our weight, but only on very specific situations.
DS has the potential to be pretty awesome but due to the 4 lack luster horrible abilities we have available while in DS, that second HP bar is nearly useless.
I agree with Overkillengine, remove the transformation and keep it as abilities that can be used with life force as a resource would be wonderful. Also it’d be nice if we had a very small selection of skills to choose from, because even if I didn’t have to transform and could use those skills freely – I know that I would never use #1 or #2.
I don’t really think it’s very useful, I just think it’s not useless.
On another note it’s just “useful” if you actually start the battle with life force, because if you don’t chances are you won’t be able to use it.
I like using conditions and pets, that’s the only way I enjoy playing the necro. And the DS is nearly useless for both those builds, because while in DS form I can’t command my minions, and with a condition build all the DS does for me is let me use a fairly weak AoE spell and a one target 1 second interrupt.
Of course the DS isn’t useless, however as it currently is feels extremely underwhelming in usefulness compared to so many other classes. With the DS you are at a disadvantage in two situations, if you’re in a group vs group and in the middle of a chaotic battle then you simply will not be able to predict when someone is going to do something, that is simply unrealistic – at best you can try focusing on one or two people to see what they’re doing but that won’t do you much good if a third person sneaks up behind you and back stabs you.
Another disadvantage is when going 1vs1, if your DS is full you can easily counter and avoid some big damage burst as I’ve done before, however the moment your life force is gone if the person has not yet died you’re screwed. More so even if you’ve managed to defeat the person 1vs1 your life force will most likely be depleted and if you have to immediately move on to another fight you’ll be at a hideous disadvantage since you’ll have near 0 life force, making your class’ special ability completely useless and non existent.
Yes the DS has its uses, but saying that it can be used to last an extra few seconds is more harm than good so often. Because while you’re waiting for a cooldown so is your enemy, and unless you focus on a DS build you won’t be doing anything very useful while in there – on the other hand your enemy can chill out as well and just nuke you once you’re out of DS.
My only real issue with the DS is how COMPLETELY limited it is to only 1-2 specific builds completely centred around it. And unless you’re playing in a very specific way 1-2 of the four abilities it has is useless – while other classes have things which can help their build in play style in a variety of subtle or not so subtle ways.
For example I would give up the DS any day to have what the engineer has, able to have 4 extra abilities – or ability complimenters.
What you said Zogyark would be completely valid if you were able to predict ahead of time in the future what abilities your enemies were going to use and how, and when. Unfortunately if you just enter DS hoping to avoid some major damage you might just waste your life force and it’s just completely done for the rest of the fight. It’s true that your life force is equal to your HP, however your HP does not degenerate with time and while out of DS you’re able to actually be effective in battle – while with DS on you lose all your precious strategy and abilities and instead get 4 abilities which are virtually completely useless for most builds unless they are completely DS focused.
@striker
Exactly, if the person let themselves get 25 stacks of bleeding without removing it one way or another then it’s their own fault. Why should condition focused classes have such a huge limitation when they’re already so limited?
@Stice
The mesmer’s shatter only being useful if they’re in the right place? That’s completely incorrect, I play a mesmer as well and when I use a shatter so often I’ve seen the clones just chasing after my target for some 5 seconds before shattering, not once have they ever simply shattered where they stood and made it useless, they always home into your target before shattering.
Also it is nice to have a (very unreliable and quickly degenerating) extra health pool but if while you have this second HP bar if you’re not able to do anything useful while in it, it’s just doing you more harm than good. Because with the way people say it, it’s as if the game just stops for you when you go into DS and thus you have a better chance of survival – this is completely not true because while you’re wasting time in DS form not able to do anything good, your opponents are still there still able to use their abilities and still able to kick your kitten one way or another.
Whenever I’m using another class to play and I go against a necromancer and I see them going into DS form the first thing I think is “I beat him”, why? Because while in DS form I have absolutely NO fear (no pun intended) of him at all because I know while in DS mode he poses no threat to me and it also means that once the DS form is gone I’ll be able to quickly dispose of him.
The only time DS is useful is if you spec into it, focus on it completely and strictly run a damage build – and still it’s a form which is very consequential because if you’re 1vs1 with someone and you use up the DS, there is no way you’re gonna be getting it back until that battle is over.