Showing Posts For Drarnor Kunoram.5180:

Necro Runes... Am I missing something?

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

I guess an argument could be made for general condition duration in fights where you’re using a lot of Epidemic, as it’d scale with burning and confusion, but, like, 90% of your damage output is coming from bleeds/poison, and metabattle is usually all about min/maxing your dps, with very little focus on utility.

Epidemic doesn’t calculate condition duration. It copies over remaining duration of each stack.

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Divine Blood

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Vampiric does not do anything for allies, though. Minions also see no actual benefit other than a small damage boost.

Vampiric Aura applies to allies, but now you have the question as to what happens when you have it and “Divine Blood” equipped. What happens if you only have “Divine Blood” equipped and not Vampiric Aura?

These are what I’m getting at. You can’t have a major trait modifying another major trait, even in the same line.

If you do still feel the need to make a new Grandmaster trait, replace Unholy Martyr. That one doesn’t get used for a good reason.

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Superior Sigil of Ice

in Guild Wars 2 Discussion

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

It works perfectly fine on my Frostfang when I use it on my Necro.

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Divine Blood

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

But Transfusion isn’t “stealing health for 3 seconds.” You yourself don’t gain any benefit from Transfusion, it’s just massive healing and downed body teleports.

Plus, how would this interact with Vampiric Presence?

Finally, why make this a trait? Would it not be better to buff Vampiric and Vampiric Aura so that combined they have this level of effect?

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Divine Blood

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Transfusion is great and pretty commonly used. It’s our best support trait by a long shot with high base values and absurd scaling.

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Necromancer October Balance Patch Changes

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Gain 5 seconds of Stability (1 stack) when you hit with Gravedigger (no ICD). Remove lifesteal.

That would turn Soul Eater into an actually good trait, IMO.

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Necro Runes... Am I missing something?

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

I run 4 Nightmare 2 Trapper myself. 25% duration on all conditions I don’t think is possible to beat. It applies to bleeding and poison, like everyone focuses on, but also works on Torment, Fear, and Burning for damage, plus your utility conditions like Chill and Weakness.

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Necromancer suggestion

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Spectral attunement When shroud is recharging redirect a portion of damage taken to your lifeforce instead.You gain less Lifeforce while shroud is recharging. lifeforce -400%

Care to explain why we should lose 3 times the amount of life force we would normally gain from skills during the recharge period?

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Petrified Wood Node

in Guild Wars 2: Heart of Thorns

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Currently no, it’s not.

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Question about transmuting

in Players Helping Players

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

It should be noted that skins you unlock from having certain achievement point thresholds never cost transmutation charges.

So, quick rundown to clarify:
You have a sword equipped with a skin you really like. We will call this skin “Skin A”

Whenever you equip a new sword, you can go to the hero panel and click the “wardrobe” tab. From there, you can find Skin A and select it to apply to your new sword. This will cost a transmutation charge.

This can be done for any piece of gear that actually is visible (rings, amulets, and accessories don’t have skins).

Some skins will not have a transmutation charge. Normally, this is due to having an item in your inventory that is the skin itself. Using it from your inventory will not cost a transmutation charge, but any future use of that skin from the wardrobe will.

There are two sets of skins that never cost transmutation charges: those earned from Hall of Monuments (requiring a linked Guild Wars 1 account), and those earned from reaching levels of achievement points. In addition, dyes never cost transmutation charges.

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Remember that charr plush? [spoiler]

in Guild Wars 2 Discussion

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Could you perhaps look into getting a plush made of Aurene to sell? She is so adorable! I would happily order one, and I am not a big plush collector.

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(edited by Drarnor Kunoram.5180)

Treasure mushroom in Bloodstone fen

in Guild Wars 2: Heart of Thorns

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

I have gotten a mushroom spore from that treasure mushroom. It’s possible, but there can easily be a bug related to it. I got the Daredevil spore.

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Question about Necro Minions

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

All their stats are their own. Cleric, berserker it doesn’t matter they have the same stats only traits affect them.

Almost true.

They do inherit the Necromancer’s condition damage, condition duration, and boon duration stats. Everything else is their own. Which is a shame, because Blood Fiend’s leech scales stupidly well with healing power (~66%!).

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(edited by Drarnor Kunoram.5180)

Design The Two "Missing" Elites!

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Any Elite Well has to be called Well of the Profane. No other name is acceptable.

So, my ideas:

Well of the Profane
Elite Well
Summon a Well of the Profane at target location. Allies inside cannot gain conditions. Enemies inside cannot gain boons.

Cast time: 3/4 second
Radius: 240
Duration: 5 seconds
Combo Field: Dark
Cooldown: 90 seconds
Range: 900

Signet of Lost Souls
Elite Signet
Cast time: 1/2 second
Passive: Heal nearby allies when you gain life force. Healing amount is half of the gained life force value.
Passive Radius: 240
Active: Surround yourself with fallen souls, protecting yourself from harm. At the end, the souls lash out at foes on their return to the Mists.
Invulnerable for 5 seconds.
End damage: 1.5 coefficient
Damage Radius: 240
Cooldown: 90 seconds.

I like the well but how is it better than Null field

It’s better and worse. Better in that you aren’t dealing with negating conditions/boons one at a time, worse in that it’s not doing anything about current conditions/boons. It’s a more strategic play for negating spam of either one.

That said, would it be broken if it also cleared all of them? Probably not.

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necromancer held back by thematics?

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

reaper gave necromancer a way to be a frontline class in world vs. world, yet at the same time because it’s still a necromancer, it’s nearly impossible to accomplish because of what anet wants done with the class.
i’ve started running the shout heal instead of consume conditions, still waiting to see if that was a smart move or not, charging with tags still doesn’t work, i’m wondering where anet gets the data that it does in fact work.

With classes that actually have Stability?

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Design Discussion: Khylo Trebuchet

in PvP

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Now some additional questions:

  • If you could add one ammo type to the treb (poison shot, healy shot, etc.) what would it be?
  • How long (in seconds) do you think it should take the treb to turn from Home to Far?
  • How long (in seconds) do you think a damage dealer (either physical or condi) should take to kill a treb?

Thank you all for participating in the discussion and keeping is constructive.

1. Either poison or a 2 boon rip. Either would be good.
2. I would say about 3 seconds between Home and Clocktower would be good, so ~6 from Home to Far?
3. About 15-20 seconds, probably. Less if they are buffed.

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necromancer held back by thematics?

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Damage soaking as a primary defense is not inherently problematic, but it does have the issue of scaling that avoidance mechanics do not have. This is why I love Reaper shouts so much: they scale in potency based on how much you have to fight against, especially when traited.

But for scaling defensive skills? We have Locust Swarm and YSiM. That’s just not enough. Greatsword has a couple of skills that improve sustain for a couple targets, but not enough.

Basically, we need more health/life force based on number of targets hit or number of targets that hit you on skills. (Unholy Fervor also causing Retaliation to heal you when it deals damage would be interesting!)

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Design The Two "Missing" Elites!

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Any Elite Well has to be called Well of the Profane. No other name is acceptable.

So, my ideas:

Well of the Profane
Elite Well
Summon a Well of the Profane at target location. Allies inside cannot gain conditions. Enemies inside cannot gain boons.

Cast time: 3/4 second
Radius: 240
Duration: 5 seconds
Combo Field: Dark
Cooldown: 90 seconds
Range: 900

Signet of Lost Souls
Elite Signet
Cast time: 1/2 second
Passive: Heal nearby allies when you gain life force. Healing amount is half of the gained life force value.
Passive Radius: 240
Active: Surround yourself with fallen souls, protecting yourself from harm. At the end, the souls lash out at foes on their return to the Mists.
Invulnerable for 5 seconds.
End damage: 1.5 coefficient
Damage Radius: 240
Cooldown: 90 seconds.

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"Nothing Can Save You!" Cast time

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

I would certainly use it if it were instant cast. That half second plus aftercast is just so long in a fight where blocks are actually a thing.

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Possible changes on Spectral skills

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Spectral Walk buff idea:

Removes Cripple, Chill, and Immobilize on activation. While it’s active, you are immune to these conditions.

Since, you know, you’re a ghost.

But as for Spectral Wall, it does already grant 4% Life Force per foe that hits it. The tooltip was just never updated to show this.

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(edited by Drarnor Kunoram.5180)

enfeebling blood

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Eh, I guess we’ll just have to agree to disagree there, then. I find it quite good on condition builds, but then again, I run YSiM, so I’m nowhere near as starved for life force as most are, and the extra condition transfer helps make up for the cleanse on Consume Conditions. I like the extra Weakness and out-of-combat Life Force gain more than the daze.

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enfeebling blood

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Enfeebling Blood is still quite good in PvP. Good duration AoE weakness plus boon corrupt is nothing to sneeze at. Damage might be around Scepter Auto (given you really don’t use Lingering Curse in PvP), but it’s still respectable.

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Clarification on unholy fervor

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Unfortunately not. Unholy Fervor specifically applies to axe skills. Reaper’s Shroud is similar to Engineer kits, where it will use the sigils of your weapon set, but is otherwise a separate weapon.

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There's a way for a necro to kill a guardian?

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

I haven’t seen it mentioned, but remember that Death’s Charge blocks projectiles. You can use it to protect yourself from True Shot without using a dodge.

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GS needs massive buff

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Turning Soul Comprehension into a stacking sigil could be interesting. I think its max stacks should be 5 with much larger per-stack benefits, though.

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Lich form

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Id want something like grim specter call it grenth’s balance
foes lose boons allies lose condition with some damage and healing or lifeforce gain

Grim Specter on its own can definitely be viable as an Elite skill. Just make it a PBAoE that damages, removes all boons off enemies, and all conditions off allies. 600 range is good.

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Unholy Sanctuary Trait

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

It varies. Daredevils spend no time whatsoever rooted, but it usually buys me a couple seconds to reposition. I’ve had a few instances where they didn’t get rid of it at all, probably because they don’t like the idea of blowing a cleanse only on immobilize when facing a Necro. Of course, my build doesn’t apply much besides snare conditions, so the end result is that they often don’t cleanse anything.

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Unholy Sanctuary Trait

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

What kind of a build do you use to make it work?

Spectrals with Dagger/Warhorn is the core of the build. Death Magic is Shrouded Removal, Deadly Strength/Reaper’s Protection (depending on enemies) and Unholy Sanctuary. Other than that, there is quite some variation. Soul Reaping is suggested, but honestly, not completely necessary. Either Vital Persistence or Spectral Attunement is quite acceptable.

Personally, I run it with Zealot’s gear and Grove runes.

It can work in PvP, but it is a very unique playstyle and not honestly the greatest. In PvP, use Mender’s Amulet. I still suggest Grove runes (that free immobilize and Protection is wonderful).

http://gw2skills.net/editor/?vRAQNBIhZ6kjGo2GscTw1GgeTsANYxpwWYMUqBEAWWU5ggwLA-T1CCABQ8IA8SZgpq/UnWAc2foQNBofEAGTJ4VK9A4EAQqOgAAIA3sNbzbG4oH9oH9oHtbezjezjezSBE4UL-w

There is what I currently run, although there is plenty that can be adapted to personal preference.

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(edited by Drarnor Kunoram.5180)

Question about Life From Death

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

It scales quite well with healing power, too, at 150%.

For reference, Consume Conditions is 100% plus 10% per condition. Most Healing skills hover around 100%.

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(edited by Drarnor Kunoram.5180)

Unholy Sanctuary Trait

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Unholy Sanctuary is a great trait if built around correctly. Personally, I use it with Zealot’s gear and when roaming, I know I frustrate the heck out of people because they have to “kill” me 3-5 times while I only have to kill them once.

It really is a “just get used to it” to solve the problem you are having, though. Once you do, you can start abusing the fact it ignores cooldown by using flashing traits.

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GS needs massive buff

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

I think Soul eater should drop the life steal from it and cause something like 3 seconds of Stability per hit. Just one stack though.. I think 5 might be a bit too good as stability is now. So if you’re spamming it you have stable stab which would be good for a more defensive set up that arena net was pushing with the first line of traits. It’d also mean it combos with Blighter’s boon.

So, something like:

Soul Eater:
Reduce recharge of Greatsword skills. Gravedigger gives 3 seconds of Stability when it hits a foe (no ICD).

So yes, up to 5 stacks of Stability off a single Gravedigger if it landed on 5 foes (more likely, you get 1-3). This fits for two reasons: one, it helps the Necro actually melee. Two, it scales off of opponents hit, which is a sub-theme of Reaper.

Also, it plays in to the unstoppable monster theme. If you let a Reaper start spamming Gravedigger, you will have an extremely hard time stopping it.

Although honestly, I would make all Greatsword skills also steal life when traited for some more staying power. Not dagger/warhorn levels of sustain (especially for single-target situations), but a bit more than we get from just utilities/heal.

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(edited by Drarnor Kunoram.5180)

Flesh Wurm

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

I might call it a QoL change to have the Blast finisher occur on your position pre-teleport rather than on the Wurm’s position. Could be considered a buff, perhaps, but it doesn’t actually add anything to the skill, rather making one portion more usable.

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Shroud #4

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Don’t ignore that dagger AA generates LF while RS AA consumes it.

There is always the option to use Dagger and Reaper Shroud to get both

Plus the fact that RS1 also gains life force for each foe hit on the third strike. If you have groups of enemies, it can sustain your Shroud for far longer than it should last.

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Axe is still bad

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

If they could change the animation, I could potentially be satisfied with Rending Claws (the auto).

Ghastly Claws, perhaps if they made it apply Cripple on each hit? Axe would become the sustained ranged damage kiting weapon. And if they try to run, the Cripple helps there too.

I dunno, just spitballing here.

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What Runes for PVP now?

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Nightmare still. Blind and condi transfer on elite plus universal condition duration is still pretty decent.

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All Healing in shroud is necessary now

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

2 light heals per cooldown cycle, yes. Not “per teamfight.”

Boon sharing happens primarily from Tempests, Chronomancers (which do little team healing), and Heralds. Scrappers have some, but not enough to sustain off of.

There is the coordination issue, sure. But that doesn’t often work. If a Necro is being focused, they have to jump into Shroud to have any chance of survival. Only problem, that’s when you need those heals as well.

A lot more healing gets missed than you think while in Shroud, much of it incidental.

You may not get the Water Overload then, but I doubt a Tempest will hold back on their shouts.

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All Healing in shroud is necessary now

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Shroud is only different from invuln frames in this respect due to it’s comparatively massive uptime.

But sure, let’s compare actual boon applications, because those do have cooldowns, just like healing skills.

Heralds: on average, you’re looking at about 4 boons/3 seconds from them, and that’s assuming they actually stick on upkeep (they usually do use the actives). Now, a Herald isn’t going to be healing allies aside from the occasional Regeneration application because Ventari just sucks.

“Feel the Burn” is a 25 second cooldown that I have already established is equivalent to 16 boons more than it applies. This isn’t even a skill capable of healing normally, so keep that in mind.

So the healing you get from Herald in full boon spam mode (cutting his actual effectiveness) is about twice that amount (~33 boons in that same 25 seconds). But that’s their cap, and it’s only managing to exceed a single skill that doesn’t naturally heal anyone. A second skill (say Cone of Cold) thrown in starts to exceed it.

You can go through any profession you like for group boon application (hint: Heralds, Tempests, and Guardians are really the only ones that do it consistently, and even Guardians have shifted to be more selfish in PvP) and end up maybe matching two, possibly three lighter healing skills in the same timeframes.

As for “hurr durr, you’re only comparing heals when you’re in shroud” yes. Yes I am, because that is exactly what the topic is. Because whether we receive healing in Shroud or not, the healing we get outside remains the same and is thus a null value for comparison. Plus, Blighter’s Boon only heals when you are in Shroud anyway.

Boon application is indeed out of control, but AoE boons proccing Blighter’s Boon still heal for less than full healing in Shroud would do.

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Hammer 5

in Guardian

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

That has been always a ward.. hasnt it been?

Yes it has. Staff 5, too.

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All Healing in shroud is necessary now

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Necessary now?
lol it’s been necessary since day 1 of the game.

And everyone who still argues otherwise (sorry Drarnor…) doesn’t know what they’re talking about.

Btw, Blighter’s Boon in its op version was indeed too heavy. But why would you believe that healing for every single boon your allies give you would be similar to the actual ally healing you’re missing out on in team fights? (spoiler alert: it’s much less.)

No, it’s significantly more.

Let’s take a Cleric’s Tempest, for example. Not relevant anymore, but the numbers are good for comparison.

Old Blighter’s Boon was ~150 heal per boon.

Simply applying an aura (any at all) gives a 1400 heal purely through the Elemental Bastion trait. To make up the same amount, that is ~9 boons that would have needed to be applied. Now, many people running that build also used the Invigorating Torrents trait, which applies Vigor (so, only 8 boons needed to break even) and Regeneration (7 more). But the Regeneration amount was another 1400 heal, taking Blighter’s Boon to a 16 boon deficit in comparison.

These aren’t even counting other heals that the Tempest craps out. “Wash the Pain Away” was popular and was another 4k heal if you only received two pulses (not unrealistic). That is another ~27 boons right there for Blighter’s Boon to break even.

Overload Water, if uninterrupted, results in a total heal amount of 10,968 once traits are taken into account. That is an equivalent of 73 Blighter’s Boon procs. Now, that same Overload does apply three boons, so the difference is only 70 boons.

Do you honestly believe that you would receive that sheer number of boons from other sources? Blighter’s Boon was too strong because of how many boons other professions spam. Yet it’s only a fraction of the healing we actually miss out on.

Now, in comparison, only Druids put out any decent outgoing healing besides Tempests, but they really don’t provide many boons to allies at all. So the discrepancy gets even worse when you consider them.

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(edited by Drarnor Kunoram.5180)

Do we have a chance? Can it be possible?

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

We only got two nerfs this patch, one obvious (Rise!) and one not so much (- incoming condition duration now applies to transfers). Rise I agree was over-nerfed (the damage transfer rate getting nerfed was fine, the minions being made so squishy was not), and it’s rare that anyone actually runs -condition duration anyway, so that won’t have much impact.

The buffs we got, meanwhile, are actually pretty good.

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useless new amulets

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

I could see Power Herald using it. That is a ton of boon duration on Diviner.

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26 July Necro Patch notes

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Actually necro’s made out pretty good. No nerfs except MAYBE the nightmare runes, and global condi removal looks to be nerfed with the removal of eles.

This could be significant for necros in the grand scheme of things

I think Nightmare runes are actually just as good for Condi Reaper now, since they use Chilled to the bone anyway. Turns it into a strong condition clear plus AoE Blind for after they stunbreak.

Overall, I think we made out well, although I feel Rise could have done without the Shambling Horror survivability nerf. The damage transfer nerf was consistent among all similar skills, so I can’t get too upset over that.

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(edited by Drarnor Kunoram.5180)

Weakness Reassment?

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Weakness in itself is fine, it just has become too easy to apply, the two main offenders being necromancers and rangers. In the old days, it was important for a thief to blast his poison field to apply weakness in a team fight, now you just assume that everyone will be weaken anyway because of the necromancer.

We have the same problem with protection, and with damage reduction. Double endure pain warriors, bulwark gyro, minions, Guard and such have completely detroyed old power builds. The only power builds you can play now deal ridiculous damage to deal with this increase in survivability: scrappers, revenants, even daredevil and guardians. This is not very good for build diversity.

In the old days, Necromancer had almost the same amount of Weakness application as it does now. The only difference is, in the old days not everyone was farting Might, which gets corrupted into Weakness.

And Necro corruption ability was on very long cooldowns, the shortest being 12 seconds, and the rest being 40+ seconds.

Now both Might and corruption happen far, far more frequently.

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condi qq

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

-snip-

Just want to throw this out there, but all of a Necro’s condition transfer skills prioritize Blind on the transfer. I can’t speak to Arcane Theivery (the only non-Necro transfer skill), but no Necro transfer can miss due to Blind. It does, however, potentially stop something more dangerous from being transferred.

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All Healing in shroud is necessary now

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Blighter’s Boon got changed because it effectively made Reaper’s immortal. Full healing through Shroud would end up with even greater sustain than that was, since the same classes that fart boons at high frequency also are simultaneously putting out AoE heals of larger amounts than Blighter’s Boon gave.

So no, we definitely do not need full healing through Shroud. Additional sources? Sure. Let’s start with any lifesteal effect (so sigils and Vampirism runes) and the Regeneration boon?

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condi qq

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Smiter’s Boon is now 2 conditions, FYI. Or, it should be, since Smite Condition is 2 conditions removed.

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condi qq

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

the fact that condies have = or more damage than power builds is alone a huge mistake, theres a reason why condies are spammable, ignore armor and have debuffs

conditions can hard counter Power builds , the same cannot be said back wards

wanna counter a burst build? just slap weakness on the target and finish it as it ll be glassy most likely

Want to counter a condi build? Burst it, since it can’t burst you back. Just don’t burst their defensive abilities (Endure Pain for Warriors, Shroud for Necros, Distortion/Temporal Rift for Mesmers). Avoid the Weakness (really only coming out of Necros anyway on condition builds) and you’re set. None of the meta condition builds have good Protection access either (though remember the Last Gasp trait on Necros).

The way to beat condi builds is always to keep the fight as short as possible. Time is their ally, not yours.

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Underwater skills

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

To be fair, I drastically prefer underwater Shroud to land Shroud. Especially Plague Blast over Life Blast.

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How much hp do shambling horrors have?

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

I don’t know if anyone has properly tested, but since they originally degenerated health like Jagged Horrors, I think they are somewhere around that.

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blood is power

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Blood is Power is fine in Raid situations where the boss is actually going to be alive long enough for the full damage to tick. I believe that it is one of the highest damaging skills in the game in a condition build, but most foes die before its duration runs its full course.

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