Should/are different armor runes with +15% bleed duration stacking?
in Necromancer
Posted by: Dibrom.6408
in Necromancer
Posted by: Dibrom.6408
They all stack and the tooptip is wrong.
Blood is Power can put a minute of bleeding on (almost hundred blades damage).
dungeon armor has precision,toughness,condition set
the closest i found for accessories is conditon+precision
Yeah, there’s (AFAIK)
Coral Orichalcum Earring (Condition, Precision, Power): Odd combo found nowhere else
Chrysocola Orichalcum Earring (Condition, Power, Vitality): Carrion equivalent
So, this an oversight Anet?
I know the exotic “Rabid” (condition, precision, toughness) armor is hard as hell to get in the game. You can only do it through half karma gear and mystic forge. But do the accessories just straight up not exist? The closest I can see is the masterwork lucky rabbit’s foot karma gear.
I regret choosing necro.
Thanks to Anet for coding them and a huge thanks to the players for finding them! We couldn’t be the first to over 100 without you guys.
They’ll be several Evon Gnashblade’s Box o’ Fun and Chocolate Omnomberry Cake in Lion’s Arch. Also a special appearance from the Flyin’ Tengu!
Weakness? Yes ok, crit ignores that, but not everyone has 100% crit. Actually according to wiki even crits can glance
http://wiki.guildwars2.com/wiki/Glancing not too sure about this though
PVE glancing doesn’t effect crits, has nothing to do with weakness.
The not everybody has 100% crit arguement doesn’t work when you’re talking about burst damage as the large crit hit is the burst damage and builds spec for crit damage. It’s like saying it mitages white damage on a condition build.
(edited by Dibrom.6408)
I’m not going to go into a wall of text here, but my issue with Death Shroud is that it feels like the whole class is essentially balanced around 4 buttons. Yay. Death Shroud is like a second lifebar!
Yeah, one that lasts for 5-10 seconds, and takes a few minutes to refill. Whopee. And what do you do? You get 4 buttons. One that’s on autoattack, so technically you get 3 buttons.
So. Friggin. Sweet.
The class doesn’t even feel ‘Necromancery’. There’s no curses. You apply the same debuffs everyone else does (and do a kittenier job too). The pets look pathetically weak. Your animations are recycled everywhere. And to top it all off, you switch into a form that takes away EVERYTHING from you and gives you 3 buttons.
Masters of death amirite?
You’re looking at it wrong. When I go into Death Shroud it does what it advertises, give me my downed skills. I am death incarnate indeed! Auto attack, fear, a DOT and a heal. It’s a mobile downed state.
To all you bad necros, learn how to mobile down state.
Ha ha, that’s pretty cool. I’ve had the trait since my 40s, I will enjoy the day when he hits an enemy now.
My biggest gripe with death shroud is that it’s the reason necro lacks in versatility compared to other classes.
Necros don’t get: a stun, a stability utility, a temporary invulnerability, mobility
‘More health’ is a poor way to make up for loss of mechanics.
I have no doubt that once we’re bugged fixed we’ll be nerfed. Corrupt boon was nerfed while it was still buggy.
in Necromancer
Posted by: Dibrom.6408
necro is realy weak and broken, nothing realy works well. And they dont give a kitten ><
I have no probs playing mine…so yeah……
I can still play mine and beat people with it too… hmmm… That must mean they don’t have anything to fix!
Hey guys, necro’s OK! Take down the buglist! Don’t do any balancing!
Yeah okay there…whatever. People need patience and if they can’t handle the fact that Anet is working on it and thb, the game hasn’t even been out all that long so yes there are bound to be issues. Either deal with it, or move on to a different game/class.
Anet’s working on it?
/reads Jon’s comments
/sees necros are the only class without changes since launch*
I’m not a man of faith.
in Necromancer
Posted by: Dibrom.6408
darkdelusions.2193If you would have read the stickied post you would see the the following response from Jon. I took care to bold the important pieces for you.
This is a phenomenal thread. There are so many moving pieces in this game that this is a great way for you help us track issues. I will sticky this thread and get working on fixes for these right away. It might be a week or so before you see these changes in game. I would encourage other profession forums to do the same thing so that we can iron out all of the kinks in skills & traits so that we can more easily figure out which aspects require balance updates and which are just a matter of bugs.
Thanks,
Jon
Keep in mind he posted this on Friday 9/14 and it has not been close to a week yet . No matter what you think more posts like this will not get them to work faster and is in no way constructive.
In it current state the class is still playable.
That explains why the necro still has bugs unseen by the devs NOT why necro is the only class that hasn’t recieved any changes. Coupled with the fact that necros have more bugs then all other professions combined and somehow anet wasn’t aware it’s pretty pathetic. I’d fire the entire QA team if I was the PM.
You realize that almost all of the changes this patch are nerfs and not a single one of them is a bug fix?
Smoldering Arrow: This skill’s casting time has been reduced.
Buff
The Prestige: This skill now requires full recharge if it’s interrupted at any time.
Bugfix
Retaliation: This boon no longer reflects damage received from siege weapons.
Bugfix
Rocket Boots: This skill is no longer usable underwater. This is a temporary change until we can figure out why players can launch themselves into the sky using this skill.
Workaround
(edited by Dibrom.6408)
Have you seen the list of necro bugs longer then all the other professions combined? That anet appearently wasn’t even aware is pretty telling of their feelings towards necros.
(spoiler: it’s apathy)
tier 2 cultural light armor.
Death Shroud has the potential to be too powerful, everything must suffer because of it.
Even if we lived in a fantasy world were all the necro skills and traits worked properly Jon Peters is setting a pretty poor foundation for necros. He’s making the case that ’necro’s are underpowered because they have the potential to be overpowered’. The decision ’let’s tune necro’s power down when/if they beome overpowered’ is the more resonable solution. You can’t balance a profession around theory crafting. Makes me wonder how they tested and developed this game. There’s a reason game studio’s hire professional gamers to test power levels. If you’re still afraid of “potential” at this late stage I hate to break it to you but it’s not going to happen.
I’ll add to this:
Fear: This seems to be the necro’s class defining skill (much as a guardian’s aegis). The problem is access to it is limited to staff, a trait and DS. This seems like an ability that should be slotted as a utility skill. Also why do our fears last 1 second? In comparison warriors and theives can fear for 3 seconds.
Chilling Darkness: Great skill on paper but since this doesn’t work in plague form the ONLY skill that benefits from it is well of darkness (no one’s taking a trait to apply a 1 second chill with deathly swarm). Why not make this into ‘All wells apply 1 second of chill per pulse’.
Why is scepter’s third variation of the #1 attack skill the weakest? This is opposite every other profession (I believe). I’ll explain: First hit 4s bleed, second hit 4s bleed, third hit 2s poison. Vanilla they do the same damage, but of course that’s terrible so let’s add some condition duration that EVERYONE takes- hemophilla (20% longer bleed) and lingering curse (33% longer all). Bleed’s suddenly 53% longer doing 6 ticks of damage and poison (33% longer) is still doing 2 ticks of damage because you need at least 50% longer duration for poison to do an extra tick. Add to that the fact that poison doesn’t stack in intensity. The -33% healing is nice but if #3 was another 4s bleed it’d outpace the healing reduction.
Sigit of Spite- why is the passive power based and the active condition based. I don’t care about power in a condition spec and if I’m power based then it’s a 90 second cooldown cripple.
Our complete lack of mobility is offset by our extra Death Shroud health, I get that. Our lack of a invulnerability (Endure pain, Mist Form, Elixir S) is offset by our extra Death Shroud health, I get that too. Our lack of a stun ability is offset by the death shroud’s ‘Doom’ skill- fine. I don’t understand why Death Shroud is a catch all. Necro’s don’t have unlimited death shroud and being in Death Shroud has the negitive impact of having all your skills being replaced.
Main hand necro weapons are power based: MH Dagger, Axe. Necro weapons that are condition based: scepter. The combo of both and master of support and AoE: staff. A condition based necro is going to take scepter/staff- there is no other choice. A power based necro is going to take axe/staff or dagger/staff. If you want the staff as your main then you’ll probably never switch to another weapon. There’s 0 incentive for any other combination. I’m not calling for staff nerfs (there’s be no reason to weapon switch ever)- I honestly have no idea what the fix here would be.
Corruptions- powerful(?) utilites that inflict conditions to the caster (the necro). Are they so powerful that the caster needs to be damaged as balance? The answer is no as evidenced by the cooldowns and showen by the increased cooldown of corrupt boon. If the drawback was the self inflicted condition then that would have been increased. So are they benefits for the necro? If they’re eaten by consume conditions then yes and you’re now forced to save these for consume conditions. If they’re thrown by plague signet or deathly swarm (pretending that it wasn’t bugged) then still no because you’re now using 2 cooldowns (and another utility slot) for 1 skill. Give necros some benefit for having conditions. Traits that boost for conditions on you. Weapon skills that increase with conditions- I love the underwater Death Shroud. It’s so flavorful (meaning the design of it is very interesting) that I’d love to build around it. Why not give something like this to necros above water? A necro can’t even use all corruptions underwater. (This would also benefit plague signet- which the underwater death shroud has already incorporated into it because the design of it is so amazing)
Consume conditions is a necro’s heal. Unless they’re a well spec or a minion master. Even then consume conditions may be their heal. Blood Fiend is an awful design. As a on-demand heal it takes 2 seperate casts to heal. Clearly not intended to be used that way but having the minion out before you need to be healed risks having the heal going on cooldown when you need it. Pretty high risk for virtually no pay off. Why can’t it work like healing turret? Summon it and it heals you then stays out. Well of Blood’s cooldown is too long. Traited it’s more in line but why does it need a trait to be viable?
(edited by Dibrom.6408)
This doesn’t account for our lifeforce/deathshroad where VIT is meaningless, and toughness acts like vitality keeping us up for those most crucial seconds.
Except vitality acts as vitality since your death shroud is based off your HP.
More vit = more DS
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.